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2f0816ad
|
2022-07-11T13:08:30
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|
Add SDL_GetDefaultAudioInfo.
This API is supported on pipewire, pulseaudio, wasapi, and directsound.
Co-authored-by: Frank Praznik <frank.praznik@gmail.com>
|
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2373da5d
|
2022-07-11T09:49:00
|
|
Exposed SDL_ResetKeyboard() as a public function
This will be used by Source 2 titles to reset keyboard state before showing assertion dialogs
|
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b085c182
|
2022-07-04T16:38:05
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|
make SDL_SetTextInputRect take a pointer to const
The documentation doesn't state that the argument is ever modified,
and no implementation does so currently.
This is a non-breaking change to guarantee as much to callers.
|
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f317d619
|
2022-07-01T13:59:14
|
|
Xbox GDKX support (#5869)
* Xbox GDK support (14 squashed commits)
* Added basic keyboard testing
* Update readme
* Code review fixes
* Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
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|
1d1fb95a
|
2022-06-28T06:21:45
|
|
Removed double va_end()
|
|
f815580d
|
2022-06-28T13:09:38
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|
Fix SIGSEV in SDL_error. Re-apply same pattern on this uncompiled code (see #5795)
|
|
cbd01874
|
2022-06-27T16:59:50
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|
Removed the limit on the size of the SDL error message
Also added SDL_GetOriginalMemoryFunctions()
Fixes https://github.com/libsdl-org/SDL/issues/5795
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3b191580
|
2022-06-27T17:19:39
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|
Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
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f0a05ed4
|
2022-06-06T00:04:56
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|
Add some PS2 flags
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51db7754
|
2022-06-10T06:23:20
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|
updated windows watcom exports file after last commit.
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74bcc5a0
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2022-05-05T02:23:05
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stdlib: Add `SDL_utf8strnlen`
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40828218
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2022-06-06T17:42:30
|
|
DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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61115aeb
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2022-06-06T19:29:56
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|
update dynapi after the loongarch support patch
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3a20274d
|
2022-06-04T20:16:28
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|
Refactoring: move GUID operations out of Joystick
- SDL_JoystickGUID -> SDL_GUID (though we retain a type alias)
- Operations for GUID <-> String ops are now in
src/SDL_guid.c and include/SDL_guid.h
- The corresponding Joystick operations delegate to SDL_guid.c
- Added test/testguid.c
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423141bf
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2022-06-03T18:49:41
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|
Added a function to get the controller firmware version
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f0566702
|
2022-05-19T16:58:11
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|
Fix enabling SDL_DYNAMIC_API in OpenWatcom builds
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3d52d049
|
2022-05-19T15:38:35
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|
Remove the '_' prefix from symbol names in Windows OpenWatcom builds
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9dfa000b
|
2022-05-18T20:20:03
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|
Initial support for building for Windows with OpenWatcom
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15781a69
|
2022-05-19T18:55:02
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|
dynapi: fix SDL_DYNAPI_PROC for SDL_iPhoneSetAnimationCallback()
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f5cf0e37
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2022-05-19T14:51:25
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|
Remove unused and duplicate defines from SDL_dynapi_overrides.h
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03ebc439
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2022-05-19T14:01:10
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|
dynapi: add missing SDLCALL for SDL_TLSSet's dtor param.
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dbd54dd7
|
2022-05-19T03:00:04
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|
adjust dynapi after commit 0cca71a changes for SDL_qsort and SDL_bsearch
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a4800495
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2022-05-17T01:33:20
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|
disable dynapi for os/2, at least for now. (see bugs #5667 and #5669.)
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94eeb587
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2022-05-15T20:01:12
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|
First pass at extending virtual controller functionality
Added the ability to specify a name and the product VID/PID for a virtual controller
Also added a test case to testgamecontroller, if you pass --virtual as a parameter
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fbd230bb
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2022-05-03T17:51:49
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|
Add support for the Nokia N-Gage (#5597)
* Add initial support for the Nokia N-Gage
* N-Gage: disable clipping for the time being, issue needs to be resolved later
* Move va_copy definition to SDL_internal.h
* Move stdlib.h include to SDL_config_ngage.h, much cleaner this way
* Remove redundant include, add HAVE_STDLIB_H
* Revert "N-Gage: disable clipping for the time being, issue needs to be resolved later"
This reverts commit 4f5f0fc36cc7f34fad05e45671dfa7b8dc32fd51.
* N-Gage: fix clipping issue by providing proper math functions
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e551384a
|
2022-04-26T14:54:14
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|
Added functions to get the platform dependent name for a joystick or game controller
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e9ff4fdd
|
2022-04-25T23:55:50
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|
add SDL_bsearch
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c23a7ad3
|
2022-03-23T17:07:56
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|
Add SDL_RenderGetWindow() API to get the window associated with a renderer (#5440)
Add SDL_RenderGetWindow() API to get the window associated with a renderer
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d81fee76
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2022-03-19T10:27:31
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|
SDL_Rect: Added floating point versions of all the rectangle APIs.
Fixes #5110.
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d14a1263
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2022-03-11T17:45:17
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|
IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)
* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown
* Fixed: Documentation and code style issues raised during code review.
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e7e44df0
|
2022-02-08T11:34:41
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|
Dynapi: add SDL_GetTouchName() entry
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d224a63b
|
2022-02-01T11:33:35
|
|
Fix compilation for non Android
|
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fe2ed6cf
|
2022-02-01T11:30:43
|
|
Fixed bug #5221 - Add SDL_AndroidSendMessage()
|
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120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
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b7885abc
|
2021-12-14T10:31:55
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|
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*
|
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c97b7218
|
2021-11-21T12:18:10
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|
Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
|
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8a6e48d4
|
2021-11-14T04:40:50
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|
constified SDL_RegisterApp()
|
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9c3bcf8e
|
2021-11-11T17:31:14
|
|
Added SDL_hid_ble_scan() for pairing Steam Controllers on iOS and tvOS
|
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36b2690e
|
2021-11-11T15:48:56
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|
Moved SDL HIDAPI functions into a single block for the ABI
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fe09a493
|
2021-11-11T15:53:11
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|
joystick: Add APIs to query rumble support
|
|
b15e880e
|
2021-11-11T13:50:16
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|
Fixed open functions in the SDL_hidapi.h header
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c9ada1c1
|
2021-11-11T12:45:38
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|
Made HIDAPI device change notifications available via SDL_hid_device_change_count()
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0d987936
|
2021-11-09T22:03:42
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|
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize
* testwm2: fix video modes menu hit detection in High DPI cases
- also when logical size is specified, e.g.
`--logical 640x480 --resizable --allow-highdpi`
* add function to determine logical coordinates of renderer point when given window point
* change since to the targeted milestone
* fix typo
* rename for consistency
* Change logical coordinate type to float, since we can render with floating point precision.
* add function to convert logical to window coordinates
* testwm2: use new SDL_RenderWindowToLogical
* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow
Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
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fd79607e
|
2021-11-08T21:34:48
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|
Added SDL_GetWindowMouseRect()
Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
|
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4b42c05b
|
2021-11-08T13:52:48
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|
video: Add SDL_SetWindowMouseRect.
This API and implementation comes from the Unreal Engine branch of SDL, which
originally called this "SDL_ConfineCursor".
Some minor cleanup and changes for consistency with the rest of SDL_video, but
there are two major changes:
1. The coordinate system has been changed so that `rect` is _window_ relative
and not _screen_ relative, making it easier to implement without having
global access to the display.
2. The UE version unset all rects when passing `NULL` as a parameter for
`window`, this has been removed as it was an unused feature anyhow.
Currently this is only implemented for X, but can be supported on Wayland and
Windows at minimum too.
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5b646cd1
|
2021-11-07T22:58:44
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|
Build hidapi code into SDL as a new public API
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
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e1435826
|
2021-11-07T11:16:48
|
|
Cleanup sfSymbolName support and add them to the dynamic API functions
|
|
43ddc59f
|
2021-11-02T16:56:14
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|
Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877)
It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library. This adds it to the necessary headers and to the DynAPI list to expose it for use by applications.
Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
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99c9727d
|
2021-10-23T15:00:31
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|
timer: Added SDL_GetTicks64(), for a timer that doesn't wrap every ~49 days.
Note that this removes the timeGetTime() fallback on Windows; it is a
32-bit counter and SDL2 should never choose to use it, as it only is needed
if QueryPerformanceCounter() isn't available, and QPC is _always_ available
on Windows XP and later.
OS/2 has a similar situation, but since it isn't clear to me that similar
promises can be made about DosTmrQueryTime() even in modern times, I decided
to leave the fallback in, with some heroic measures added to try to provide a
true 64-bit tick counter despite the 49-day wraparound. That approach can
migrate to Windows too, if we discover some truly broken install that doesn't
have QPC and still depends on timeGetTime().
Fixes #4870.
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d9d8f51e
|
2021-10-23T14:37:47
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|
wikiheaders.pl: Add support for deprecated functions.
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19dee1cd
|
2021-10-22T06:37:20
|
|
Add SDL_GetWindowICCProfile(). (#4314)
* Add SDL_GetWindowICCProfile
* Add new SDL display events
* Implement ICC profile change event for macOS
* Implement ICC profile notification for Windows
* Fix SDL_GetWindowICCProfile() for X11
* Fix compile errors
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|
8b1a2fe8
|
2021-10-17T23:47:59
|
|
backout SDL_AndroidSetInputType()
|
|
6ef3bc56
|
2021-10-17T23:40:36
|
|
Add Dynapi for SDL_AndroidSetInputType()
|
|
25a614bc
|
2021-09-14T20:37:35
|
|
Add SDL_asprintf and SDL_vasprintf
|
|
432ee7d8
|
2021-09-22T09:29:21
|
|
Fixed building SDL_dynapi.c without stdio support
|
|
4549769d
|
2021-03-07T15:20:45
|
|
Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().
This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).
Closes #3673.
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08d6a465
|
2021-08-18T23:57:32
|
|
Fix dynapi prototypes
|
|
cc37c38e
|
2021-04-01T09:55:00
|
|
Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
|
|
e4812611
|
2021-04-01T09:49:16
|
|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
|
|
9eab5195
|
2021-03-16T16:59:18
|
|
Update dynapi files
|
|
f5794f9e
|
2021-08-10T15:17:59
|
|
Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
|
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77c8d111
|
2021-08-10T20:55:50
|
|
configuration updates for dlopen:
- cmake, configure (CheckDLOPEN): --enable-sdl-dlopen is now history..
detach the dl api discovery from SDL_LOADSO_DLOPEN functionality.
define HAVE_DLOPEN. also define DYNAPI_NEEDS_DLOPEN (CheckDLOPEN is
called only for relevant platforms.)
- update SDL_config.in and SDL_config.cmake accordingly.
- SDL_dynapi.h: set SDL_DYNAMIC_API to 0 if DYNAPI_NEEDS_DLOPEN is
defined, but HAVE_DLOPEN is not.
- pthread/SDL_systhread.c: conditionalize dl api use to HAVE_DLOPEN
- SDL_x11opengl.c, SDL_DirectFB_opengl.c, SDL_naclopengles.c: rely
on HAVE_DLOPEN, not SDL_LOADSO_DLOPEN.
- SDL_config_android.h, SDL_config_iphoneos.h, SDL_config_macosx.h,
SDL_config_pandora.h, and SDL_config_wiz.h: define HAVE_DLOPEN.
Closes: https://github.com/libsdl-org/SDL/pull/4351
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a186a503
|
2021-07-29T06:43:39
|
|
Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller.
|
|
f1633127
|
2021-07-24T13:41:55
|
|
Added a window flash operation to be explicit about window flash behavior
|
|
e1c3a250
|
2021-07-24T12:11:27
|
|
Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows
|
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d135c076
|
2021-07-08T13:22:41
|
|
Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers
See testgamecontroller.c for an example of a custom PS5 trigger effect
|
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64724db0
|
2021-06-04T19:55:30
|
|
Implement bare minimum for SDL_FlashWindow
|
|
a0a5da5d
|
2021-04-19T07:13:38
|
|
Add SDL_SetWindowAlwaysOnTop()
|
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fb283a73
|
2021-03-24T22:42:47
|
|
Squashed commit of the following:
commit 6b8f933589aa3925978a23e77a305a7e89c6ae4a
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:31:29 2021 +0800
update the dynapi by `gendynapi.pl`
commit ebd1790c19983b652713f40ab1e139e485e1a2b7
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:17:48 2021 +0800
revert the change in src/dynapi
commit 734b5f85c1613070081e39238e84198128971b53
Merge: 5a56e5a8 5ac6bd54
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:14:40 2021 +0800
Merge remote-tracking branch 'libsdl/main' into jixingcn
commit 5a56e5a8227d9cff6b497b681c618a76bec1cae1
Author: Xing Ji <jixingcn@gmail.com>
Date: Mon Mar 22 23:55:10 2021 +0800
Fix #3596, can call the `SDL_TLSCleanup` to cleanup the TLS data when closing the application
|
|
2d64e37e
|
2020-11-02T18:09:43
|
|
Initial rebase of xerpi's port
|
|
b6b0c908
|
2021-03-08T13:56:26
|
|
Dynapi: fix 'gendynapi.pl' script for array parameters
|
|
67e8522d
|
2021-02-27T17:37:25
|
|
Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
|
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68693554
|
2021-03-04T23:50:40
|
|
dos2unix SDL_dynapi_*.h
|
|
360740ac
|
2021-02-19T18:07:53
|
|
correct dynapi
|
|
1a924bc0
|
2021-02-19T12:54:57
|
|
add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast
|
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dfe219ec
|
2021-02-13T11:21:19
|
|
Add all missing "is characteristic" stdlib functions
SDL has been missing a bunch of these 'isX' functions for some time,
where X is some characteristic of a given character.
This commit adds the rest of them to the SDL stdlib, so now we have:
- SDL_isalpha()
- SDL_isalnum()
- SDL_isblank()
- SDL_iscntrl()
- SDL_isxdigit()
- SDL_ispunct()
- SDL_isprint()
- SDL_isgraph()
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4ff51d29
|
2021-02-12T14:15:29
|
|
Deprecate SDL_GetRevisionNumber and update things for git instead of hg.
Fixes #4063
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|
6b057c67
|
2021-01-26T19:16:17
|
|
Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
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|
516042b4
|
2021-01-05T15:15:50
|
|
ran gendynapi.pl after SDL_UpdateNVTexture addition
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
223af86c
|
2021-01-01T11:12:30
|
|
Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
|
|
93ccdee8
|
2020-12-23T13:47:49
|
|
Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
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|
15fea339
|
2020-12-23T23:47:10
|
|
ran gendynapi.pl after addition of SDL_SoftStretchLinear
|
|
46a84478
|
2020-11-24T12:43:01
|
|
Added SDL_wcscasecmp() and SDL_wcsncasecmp()
|
|
fcb21aa8
|
2020-11-17T10:30:20
|
|
Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers
Also fixed an issue with the accelerometer on iOS having inverted axes
|
|
d140d887
|
2020-11-16T17:36:47
|
|
Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
|
|
71e32f5e
|
2020-11-16T15:00:15
|
|
Added SDL_crc32()
|
|
9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
ffb307e4
|
2020-10-18T09:52:56
|
|
Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence)
|
|
7991cc38
|
2020-10-09T21:40:28
|
|
dynapi: move SDL_SIMDRealloc down below, after SDL_GetPreferredLocales.
https://hg.libsdl.org/SDL/rev/884cb29cb80e wrongly added it after its
family i.e. SDL_SIMDAlloc, not at the end of the list.
|
|
77c9d73b
|
2020-10-05T11:30:33
|
|
Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
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|
883509fc
|
2020-10-01T17:01:00
|
|
ran gendynapi.pl after new (android-only) api additions.
|
|
2aa8974f
|
2020-06-11T12:03:33
|
|
Add SDL_SIMDRealloc
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
d292f6bd
|
2020-04-10T12:17:14
|
|
stdlib: Add SDL_trunc and SDL_truncf
|
|
a7916890
|
2020-04-10T00:37:35
|
|
metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
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3180ba81
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2020-04-08T08:34:27
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First pass at Windows sensor implementation
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cc908756
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2020-03-15T13:25:49
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virtual joysticks: removed ball support (Bug 5028)
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