Log

Author Commit Date CI Message
Philipp Wiesemann c2cb0b0f 2016-09-30T23:31:24 iOS: Removed unused constant in demo.
Philipp Wiesemann 7b23eef3 2016-09-30T23:30:54 Fixed crash if allocating memory for mouse clicks failed.
Ryan C. Gordon e64c5186 2016-09-29T23:42:18 windows: Removed hardcoded "1" for mouse clickthrough hint.
Ryan C. Gordon f10db407 2016-09-29T23:15:56 haiku: Patched to compile.
Ryan C. Gordon f2fcd324 2016-09-29T23:12:58 windows: fix borderless windows at desktop resolution (thanks, Evgeny!). Fixes Bugzilla #3404.
Ryan C. Gordon b2510d9c 2016-09-29T23:01:43 x11: fixed incorrect SDL_GetWindowPosition() after resize (thanks, Jason!). Fixes Bugzilla #3272.
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Sam Lantinga 257c8972 2016-09-29T16:52:48 Fixed bug 3426 - Fixes for joystick related issues ny00 This report is going to cover three issues, with a suggestion for fixes. For reference, tests were done using an installation of android-x86-5.1-rc1.iso within a VirtualBox session. I've actually used an adapter that accepts up to two Playstation 1/2 controllers. A ZIP file should be attached, with the following contents: - The patch file itself. - Outputs of joysticks lists from testjoystick with different orders (before fixing bug). - Game controllers database entries (for reference). --- Different outputs for different platforms may stem from different tools being used; The Android mapping was manually constructed using a previously available mapping as a base. --- Note that it turns out the Linux mapping is already out there in some form: https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt And so, let's begin listing the issues: 1. While changeset https://hg.libsdl.org/SDL/rev/9b540bea3cf1 has good intentions, it appears to make various input devices being mistakenly detected as SDL joysticks. I got lists of the devices from joysticktest, given in the ZIP file. "badordering.txt" is what I get if the device has been plugged since a reboot of the virtual machine, while I've gotten "goodordering.txt" after hot-plugging the USB adapter. As expected, only in the latter case I could use the controller in the test program (assuming it isn't modified). To take care of this, I updated pollInputDevices and added the function SDLActivity.isDeviceSDLJoystick, in order to have a better filter. Note that it also checks that the device id is non-negative, since VIRTUAL_KEYBOARD appears to include a SOURCE_DPAD, and I should probably keep accepting it as an SDL_joystick (good if you want, say, to support multiple independent d-pad devices). I hope the device id filter does not break support for the virtual remote (mentioned in the changeset above). 2. So there's a weird glitch here, where the game controller is reported to have SOURCE_KEYBOARD and SOURCE_JOYSTICK, while each controller button press/release emits a KeyEvent with SOURCE_KEYBOARD only. So obviously any test going over the event's own sources is expected to fail. It is possible to try and filter by the key code, but then there are the dpad key codes, which can also be emitted by actual PC keyboard's key presses/releases (the arrow keys). So instead, I just call the newly added isDeviceSDLJoystick function again and check if the input device (not the event) has any source considered to be a joystick/gamepad for us. 3. Finally, if SDL2 properly detects an SDL_Joystick being connected, but it is not opened, then whenever a KeyEvent is received after a button press/release from the same controller, SDLActivity.onNativePadDown/onNativePadUp returns a negative value. In such a case, the onKey handler continues to check for SOURCE_KEYBOARD (and possibly also SOURCE_MOUSE), which is clearly not desired. And so, in the given patch, the return values of onNativePadDown and onNativePadUp are ignored and "true" is returned either way. (Note: Maybe the native functions should be modified to have the return value of "void".) Finally, as another side-note, I've noticed that the various bitwise tests for sources are wrong. For instance, to check if an InputDevice 'device' has source SOURCE_JOYSTICK, the value (device.getSources() & SOURCE_JOYSTICK) should be compared to SOURCE_JOYSTICK, not 0. However, I think there's enough that this patch covers. At the least, isDeviceSDLJoystick partially solves this.
Sam Lantinga f369d165 2016-09-29T16:40:34 Fixed bug 3427 - Android accelerometer z-axis incorrect Alex Szpakowski As seen here https://bitbucket.org/rude/love/issues/1202/accelerometer-z-axis , the Java code for sending accelerometer data to SDL's C code has an incorrect Z-axis calculation.
Sam Lantinga 5f2e83a9 2016-09-29T16:37:08 Fixed bug 3429 - Update AM_PATH_SDL2() to also check for SDL2.framework neoaggelos It is common for Mac OS X to use the SDL2.framework instead of the classic UNIX dynamic lib. Therefore, it makes sense for AM_PATH_SDL2() to be able to locate it. Attached is a patched sdl2.m4 (updated for that purpose). Changes: * look for SDL2.framework ONLY if pkg-config and sdl2-config tests failed (this is to ensure compatibility with the old behaviour) * adds option ('--disable-sdlframework') to retreat to the old behaviour * adds variable 'SDL2_FRAMEWORK' for the user to specify the exact path to SDL2.framework (e.g. if it is installed in a non-standard location) Open to suggestions for further improvements
Sam Lantinga f1e0b9af 2016-09-29T16:10:08 Added debug output for new window events
Sam Lantinga 67bdbcca 2016-09-29T16:05:29 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11
Sam Lantinga d285af2a 2016-09-29T14:48:33 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
Sam Lantinga a13da2fa 2016-09-29T13:34:49 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. The behavior is defined to not receive the click event, and this hint allows you to override that.
Ryan C. Gordon f33c58b0 2016-09-29T12:04:07 Updated Linux notes on building with Mir and Wayland support.
Sam Lantinga 8ddb4328 2016-09-29T03:59:04 When clicking on a window to give it focus, don't pass the mouse click to the application.
Sam Lantinga e45698d2 2016-09-28T22:24:01 Updated version to 2.0.5 in preparation for release
Philipp Wiesemann f89857f1 2016-09-26T23:09:34 Updated configure script.
Philipp Wiesemann 357c3dd7 2016-09-26T23:09:19 iOS: Updated comment in demo.
Alex Szpakowski f31c7086 2016-09-25T15:02:06 Enable SDL_LoadObject on iOS 8+ and tvOS.
Alex Szpakowski 77bacfd7 2016-09-25T11:46:25 tvOS launch images are now properly supported.
Alex Szpakowski a8b033d7 2016-09-25T00:23:35 Update the code for the iOS demos to handle modern devices. Fixes bug #3337
Alex Szpakowski 40ecac8e 2016-09-25T00:21:12 Don't try to load a launch storyboard on tvOS (it doesn't use them).
Alex Szpakowski 666d3fec 2016-09-24T23:33:49 iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib.
Alex Szpakowski 9165ba7e 2016-09-24T20:12:57 iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395).
Alex Szpakowski 450fa8cd 2016-09-24T18:46:34 Use OS-provided click counts on macOS and iOS for mouse press and release events.
Alex Szpakowski bac53941 2016-09-24T13:28:40 Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!) Fixes bug #3432
Brandon Schaefer 89c538a4 2016-09-21T18:23:59 Mir: Add gamma support set/get. Still need one more function to complete the set
Brandon Schaefer a729c4f9 2016-09-21T16:28:23 Mir: Add fixme (waiting for a public api to be added)
Brandon Schaefer 705ecf78 2016-09-21T15:57:15 [Mir] Move to the new MirDisplayConfig API
Philipp Wiesemann fc469f6f 2016-09-21T23:07:08 Mac: Fixed markdown formatting in README. The newlines were lost in doxygen output.
Philipp Wiesemann 8e88f081 2016-09-21T23:06:49 Mac: Fixed whitespace around function return type.
Philipp Wiesemann 929b965c 2016-09-21T23:06:38 Fixed compiling of three test programs with C++.
Philipp Wiesemann 85588ea0 2016-09-21T23:06:26 Android: Fixed two warnings about unused variables.
Alex Szpakowski f0fca288 2016-09-18T19:22:09 Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960.
Ryan C. Gordon 8f8f225b 2016-09-18T18:19:32 Xcode/mac: fix building standalone static and shared libraries.
Ryan C. Gordon 06700a90 2016-09-18T18:07:47 emscripten: get even more aggressive about audio device closing. I still get exceptions thrown sometimes on shutdown without this.
Sam Lantinga b7818d71 2016-09-16T22:28:12 Recommended settings from Xcode 7.3.0
Sam Lantinga 29214826 2016-09-16T22:27:58 Fixed warning with Xcode 7.3.0
Alex Szpakowski 459102a5 2016-09-17T01:36:29 Updated URL in a comment
Alex Szpakowski a96b6f21 2016-09-17T01:31:07 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION. When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
Alex Szpakowski 4bcce330 2016-09-15T21:49:29 tvOS: Add drop-file support
Alex Szpakowski 4209a1fd 2016-09-15T19:59:57 CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS. Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
Sam Lantinga e5070d20 2016-09-15T08:57:56 Fixed set of libraries needed to build on Mac OS X
Sam Lantinga 93d42e2d 2016-09-15T08:46:14 Hopefully fixed the cmake build on Mac OS X
Sam Lantinga 8c01d588 2016-09-15T08:29:20 Fixed building new coreaudio driver on Mac OS X
Sam Lantinga dbe2997a 2016-09-14T08:45:35 Fixed building for both iOS and tvOS on Xcode 8
Sam Lantinga 7f28853b 2016-09-14T08:20:24 Fixed including OpenGL ES on iOS without any other SDL headers
Sam Lantinga d0898b38 2016-09-14T07:09:35 Allow targeting tvOS
Sam Lantinga 86d4b099 2016-09-13T18:44:28 Fixed spacing
Sam Lantinga 925859aa 2016-09-13T18:43:55 Fixed accidental call to SDL_PrivateJoystickHat()
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Alex Szpakowski 86708c3c 2016-09-13T19:51:10 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
Sam Lantinga 00791f3a 2016-09-13T00:09:21 Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte
Charlie Birks 993dd835 2016-09-13T00:04:00 Add mapping for media keys
Alon Zakai 1b6565fc 2016-09-13T00:03:59 use Module.createContext for 2D rendering in emscripten
Alon Zakai bec55734 2016-09-13T00:03:58 add some detail to fullscreen workaround comment; version 6 Conflicts: version.txt
Charlie Birks 405d64b2 2016-09-13T00:03:56 only unset fullscreen flags if fullscreen failed
Charlie Birks c68cac89 2016-09-13T00:03:55 use screen resolution instead of canvas size
Boris Gjenero 791b946a 2016-09-13T00:03:54 Fix full screen mode in Firefox, which was broken by 9d4beb2
Boris Gjenero b71208d4 2016-09-13T00:03:53 Support SDL_SetWindowTitle() via Module['setWindowTitle']()
Jukka Jyl?nki 7cf44f1b 2016-09-13T00:03:51 Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange().
Jukka Jyl?nki 264e996e 2016-09-13T00:03:50 Fix CMake CMAKE_REQUIRED_FLAGS handling to preserve existing CMake flags required by Emscripten toolchain.
Boris Gjenero b54eb82c 2016-09-13T00:03:49 Unpress all keys on blur to avoid stuck keys
Boris Gjenero a0a75f38 2016-09-13T00:03:48 Listen for blur and focus events on window instead of canvas Blur and focus events were not arriving for the canvas in Firefox 35 and Chrome 40.
Boris Gjenero 3e5c4cec 2016-09-13T00:03:46 Mouse events use CSS coordinates, so don't scale by pixel_ratio
Boris Gjenero a20c40c4 2016-09-13T00:03:45 Accumulate subpixel mouse motion so motion is not lost. Previously when the canvas was scaled up and the pointer was locked, motion corresponding to less than one pixel was lost. Therefore, slow mouse motion resulted in no motion. This fixes that.
TelpeNight 443998ff 2016-09-13T00:03:44 Fix of mouse events in browser without pointer locks
Alon Zakai 2b367cb6 2016-09-13T00:03:43 optimize Emscripten_UpdateWindowFramebuffer - avoid creating contexts and images all the time - use set and then fix alpha directly
Alon Zakai 63200ea3 2016-09-13T00:03:41 optimize a getValue
Charlie Birks 42feccea 2016-09-13T00:03:40 Include timers when using cmake (#29)
Charlie Birks 98ec8443 2016-09-13T00:03:39 send mouse move on enter/leave
Charlie Birks a2ef0db8 2016-09-13T00:03:37 listen for mouse up on document (fixes mouseup outside canvas)
Charlie Birks cd05184f 2016-09-13T00:03:36 use SDL_SetMouseFocus
Sam Lantinga bdca510f 2016-09-13T00:03:28 simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks
Charlie Birks be08cc61 2016-09-12T23:58:08 use css size for touch normalisation
Sam Lantinga 1096f323 2016-09-09T15:12:09 Reverted previous commit which breaks game controller input processing.
Sam Lantinga 61c0f2cf 2016-09-08T20:38:23 Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
Ryan C. Gordon da1e3d69 2016-09-06T13:13:03 emscripten: special case to make SDL_ShowSimpleMessageBox() work. Browsers don't have the functionality to fully support the generic SDL_ShowMessageBox(), but this handles the likely most-common case. Without this, you'd return immediately with a proper error result and no UI, but probably no one checks that for SDL_ShowSimpleMessageBox. And if they did: what would they do to handle this anyhow? We'd need to lobby for an HTML spec of some sort that allows customizable message boxes--that block!--to properly support SDL message boxes on Emscripten, but this is probably Good Enough for now.
Ryan C. Gordon 45553ac4 2016-09-06T12:18:52 emscripten-buildbot.sh: exit with an error if configure/make fail.
Ryan C. Gordon 6188c334 2016-09-04T01:42:46 mac: Patched to compile with CMake project.
Ryan C. Gordon 0265d3af 2016-09-04T01:23:55 coreaudio: Move from AudioUnits to AudioQueues. AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later). Their API is much more clear (and if you don't mind the threading tapdance to get its own CFRunLoop) much easier to use in general for our purposes. As an added benefit: they seemlessly deal with format conversion in ways AudioUnits don't: for example, my MacBook Pro's built-in microphone won't capture at 8000Hz and the AudioUnit version wouldn't resample to hide this fact; the AudioQueue version, however, can handle this.
Ryan C. Gordon 3b53304a 2016-09-03T00:13:41 coreaudio: capture devices should let the system allocate the render buffer.
Ryan C. Gordon fda7a3d1 2016-09-02T13:12:21 coreaudio: Replaced an int with an SDL_bool.
Ryan C. Gordon f9d9708f 2016-09-02T13:11:28 coreaudio: Move some variable declarations to the top of the scope.
Gabriel Jacobo 1428bab3 2016-09-01T16:01:54 Fixes building SDL on Ubuntu 16.04 with Mir headers installed
Sam Lantinga f11a4409 2016-09-01T01:26:56 wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com> Generate the C protocol files from the protocol XML files installed by wayland-protocols, and use them to implement support for relative pointer motions and pointer locking. Note that at the time, the protocol is unstable and may change in the future. Any future breaking changes will, however, fail gracefully and result in no regressions compared to before this patch.
Bastien Nocera 736a624d 2016-09-01T01:22:58 Wayland: Set "class" for each window we create This will be used by Wayland compositors to match the application ID and .desktop file to the SDL window(s). Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable early in the process to override using the binary name as a fallback. Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland backend so that if a program correctly associated the desktop file with the window under X11, only a newer SDL would be needed for it to work under Wayland. https://bugzilla.libsdl.org/show_bug.cgi?id=3376
Ryan C. Gordon 2098bfb3 2016-08-31T16:10:04 emscripten: Be more aggressive when closing audio capture devices. Fixes exceptions being thrown on shutdown.
David Ludwig f5d43cf9 2016-08-31T12:52:55 WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code
Brandon Schaefer ebb05891 2016-08-30T12:58:00 Mir: Add mouse grab support (requires mir 0.24)
Philipp Wiesemann 48490a52 2016-08-30T21:16:04 Fixed log message in audio capture test program.
Philipp Wiesemann 379a4304 2016-08-30T21:15:46 Android: Removed unused internal function.
Philipp Wiesemann 9581d4a5 2016-08-30T21:15:18 Android: Fixed misleading warning in log output (thanks, Sylvain!). Fixes Bugzilla #3418.
Philipp Wiesemann cf28727f 2016-08-30T21:14:52 Android: Fixed missing mouse motion events while button down (thanks, Sylvain!). Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active. Fixes Bugzilla #3313.
Philipp Wiesemann 51053a06 2016-08-30T21:14:13 Fixed compiling if filesystem is disabled (thanks, Elias!). Fixes Bugzilla #3414.
David Ludwig 5020fe8f 2016-08-29T20:27:21 WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver
David Ludwig b65763c0 2016-08-29T10:48:56 WinRT: patched to compile
Ryan C. Gordon 5bcf1d25 2016-08-28T19:06:31 cocoa: Fixed incorrect autorelease, noted by static analysis.
Ryan C. Gordon c9bfcbde 2016-08-28T18:52:25 nacl: Patched to compile.