Log

Author Commit Date CI Message
Sam Lantinga c542de92 2021-10-05T14:08:36 React to WM_NCACTIVATE instead of WM_SETFOCUS or WM_ACTIVATE for focus changes See https://github.com/libsdl-org/SDL/pull/4293 and https://github.com/libsdl-org/SDL/issues/4450 for details
Ryan C. Gordon ab7910fa 2021-10-05T12:34:29 cmake: Move the old, global add_definitions (etc) to an interface library. Fixes #4150.
Ryan C. Gordon f1793af4 2021-10-05T11:19:30 cmake: removed an add_definitions call.
Ryan C. Gordon 25fdba39 2021-10-05T11:19:14 cmake: fix indentation.
Ryan C. Gordon f3066625 2021-10-05T11:13:41 cmake: Correctly set IOS variable. Fixes #4635.
Ryan C. Gordon 60d59aeb 2021-10-05T10:54:06 cmake: Calculate padding for dislaying options automatically.
Ryan C. Gordon 7850d0cf 2021-10-05T10:43:35 cmake: Prefix all options with "SDL_" This makes it clear which options came from SDL's CMake project when building SDL as a subdirectory of a parent CMake project. Fixes #4139.
Sylvain 17295738 2021-10-04T22:12:08 PSP: links for setting up, compiling and running on PSP
Sylvain f080273a 2021-10-04T22:00:16 PSP: add implementation for RenderGeometry
Ozkan Sezer e92a639b 2021-10-04T23:00:28 replaced many uses of libc calls with SDL_ counterparts in os2 sources. TODO: core/os2 and geniconv sources _must_ be updated, as well..
Sylvain dd9b2daf 2021-10-04T21:56:42 PSP: fixed build
Ozkan Sezer 3ea35fe5 2021-10-04T21:32:00 fix SDL_atoi() fixes https://github.com/libsdl-org/SDL/issues/4811
Ivan Epifanov 407867cf 2021-07-13T13:47:08 Alias SDL2::SDL2 to SDL2::SDL2-static on static-only builds
Ozkan Sezer cd7ef24c 2021-10-04T00:32:56 minor update to os2 makefile.
Sam Lantinga c501d159 2021-10-03T14:10:21 Fixed range for Steam Controller sensor values
Sam Lantinga ea1a2b94 2021-10-02T09:12:57 Use the correct update rate for Steam Controller sensors
David Gow eadc8f93 2021-10-02T23:08:39 wayland: Cleanup some SDL_TryLockMutex() calls. Check the result of these against 0 explicitly, so that it's obvious we're bailing out on failure, not success.
David Gow 25f9e32b 2021-10-02T16:52:43 wayland: Don't let multiple threads dispatch wayland events at once wl_display_dispatch() will block if there are no events available, and while we try to avoid this by using SDL_IOReady() to verify there are events before calling it, there is a race condition between SDL_IOReady() and wl_display_dispatch() if multiple threads are involved. This is made more likely by the fact that SDL_GL_SwapWindow() calls wl_display_dispatch() if vsync is enabled, in order to wait for frame events. Therefore any program which pumps events on a different thread from SDL_GL_SwapWindow() could end up blocking in one or other of them until another event arrives. This change fixes this by wrapping wl_display_dispatch() in a new mutex, which ensures only one thread can compete for wayland events at a time, and hence the SDL_IOReady() check should successfully prevent either from blocking.
Sam Lantinga 8b745752 2021-10-01T21:32:21 Added support for the gyro and accelerometer on Steam Controllers Fixes https://github.com/libsdl-org/SDL/issues/4577
Sam Lantinga db18764e 2021-10-01T16:27:59 Use correct relative include path
Sam Lantinga 632aca29 2021-10-01T16:17:38 Window input focus is based on WM_SETFOCUS and WM_KILLFOCUS as WM_ACTIVATE doesn't necessarily imply focus. Hopefully resolves https://github.com/libsdl-org/SDL/issues/4450 and https://github.com/libsdl-org/SDL/pull/4293
Sam Lantinga 9706feac 2021-10-01T15:11:25 Update length after shortening string (thanks mayraud705!) Closes https://github.com/libsdl-org/SDL/pull/4698
Sylvain 77acd44f 2021-10-01T22:30:51 DirectFB: fixed creation of palette textures
Sylvain 83d60090 2021-09-30T23:47:37 DirectFB: add partial support for RenderGeometry allow to fill triangles with color or texture but only uniform vertex color is handled (not per vertex color)
Ryan C. Gordon 7def81cf 2021-09-30T17:34:25 wikiheaders.pl: Don't treat chars in `code` blocks as markdown. Otherwise a formula like `x = y * 2;` would treat that '*' as the start of an italicized section when converting to MediaWiki format, and match any other '*' in the content as the end marker.
Ryan C. Gordon 2f93fbbb 2021-09-30T10:04:09 include: Fix markdown in a doxygen comment.
Ryan C. Gordon ab09f3da 2021-09-30T10:00:58 cmake: Remove warning about CFLAGS environment variable. CMake 3.11.0 respects this environment var. Fixes #4681.
Ryan C. Gordon cd6f96de 2021-09-30T09:57:51 cmake: bump minimum CMake allowed to 3.11.0. This cmake is 3 years old, but it removes confusion about the CFLAGS environment variable (as of CMake 3.10.0, reference PR #4681) and also consolidates resolves the need to have a separate requirement for Windows Store apps (which requires CMake 3.11.0).
Daniel Inkpen 344f018d 2021-09-30T00:06:09 Xcode-iOS Demos: Add CFBundleShortVersionString to Info.plist Xcode 13.0 requires this key to be present in the Info.plist to be able to run the compiled code.
Cameron Cawley c270949b 2021-09-28T18:07:22 Add a fast path for ARGB888->(A)BGR888 blending with pixel alpha
SDL Wiki Bot 8b23029d 2021-09-28T17:03:06 Sync wiki -> header
Ryan C. Gordon f79ac6a8 2021-09-27T23:31:23 cmake: Don't use the CFLAGS environment variable. CMake has standard means of setting compiler flags, such as the -DCMAKE_C_FLAGS command line for general-purpose flags, and -DCMAKE_BUILD_TYPE for letting it choose reasonable release/debug/etc defaults. Trying to emulate the configure script is incorrect and confusing here. Fixes #1819.
Ryan C. Gordon 114d1d46 2021-09-27T23:18:25 direct3d: Remove unnecessary render target support check. Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1, which is to say that Direct3D 9 level hardware must always support render targets. (caps.NumSimultaneousRTs is meant to show if you can draw to multiple render targets in a single draw call.) We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in the function anyhow. Fixes #4781.
Ethan Lee 0fc43504 2021-09-27T16:41:43 wayland: Add support for XCURSOR_THEME/SIZE
Martin Mauersics 7c050aa6 2021-09-27T13:53:16 egl: Don't fail to create a context if KHR_create_context_no_error is unsupported
David Gow 35d04558 2021-09-27T16:57:09 video: wayland: Support displays with a 0 refresh rate Some wayland compositors report the refresh rate as 0. Since we want to force a minimum refresh rate of 10 frames worth, we were dividing by the reported refresh rate, causing a divide-by-zero. If the refresh rate is 0, instead force a frame every second if no frame callbacks are received. This fixes bug #4785
Ozkan Sezer ba87876e 2021-09-27T14:10:02 fix syntax error in SDL.vcxproj.filters Noticed by Markvy. Fixes https://github.com/libsdl-org/SDL/issues/4787
Sam Lantinga 9672d581 2021-09-26T14:22:11 Need to check structure version before setting xdg_toplevel to NULL
Northfear 14f22519 2021-09-26T18:11:22 Use SDL_calloc for allocation of gxm_texture
Cacodemon345 b592e78f 2021-09-25T12:55:41 wayland: Expose xdg_toplevel to SysWM
SDL Wiki Bot 7a1690eb 2021-09-26T02:32:05 Sync wiki -> header
SDL Wiki Bot 7becc414 2021-09-25T17:36:04 Sync wiki -> header
Sam Lantinga d854ba99 2021-09-24T10:59:35 Removed X11 code from Apple Xcode project
Sam Lantinga 477fcf52 2021-09-24T10:49:46 Fixed whitespace
Sam Lantinga db68af80 2021-09-24T10:49:44 Reduce the likelyhood that the mouse will hover over the taskbar or toast notification while in relative mode, which causes a mouse leave event. This will still happen occasionally as the mouse is whipped around, if there is a window overlapping the game window, but it should happen less often now. This could even happen with the original code that warped the mouse every frame, so this should be a good compromise where we don't warp the mouse continously and we still keep the mouse in the safe area of the game window. Note that notifications can be any size, so the safe area may need to be adjusted or even dynamically defined via a hint.
Ozkan Sezer ce66051b 2021-09-24T04:03:24 regenerated configure
Ethan Lee ef8c4d27 2021-09-23T17:43:53 wayland: Require xkbcommon 0.5.0 or newer (2014-10-18) Fixes #4645
Sylvain decd1b4d 2021-09-23T22:28:45 testdraw2: display FPS similarly to testsprit2. fix helper syntax
Ethan Lee 7ed415d2 2021-09-23T14:07:38 wayland: Reuse KeySymToUcs4 to replicate X11 keymap behavior
Ethan Lee 1a4e2e5e 2021-09-23T14:31:54 wayland: For text, ignore key events when Ctrl is held Fixes #4695
Ryan C. Gordon 0aff42a1 2021-09-23T00:02:44 egl: Group data fields before function pointers in SDL_EGL_VideoData.
Ryan C. Gordon 0ad4956c 2021-09-23T00:00:46 egl: explicitly call eglBindAPI during SDL_GL_MakeCurrent. The EGL API binding must be specified per-thread, per the docs. Fixes #1820.
Ryan C. Gordon 31477160 2021-09-22T09:27:41 egl: make an int into an SDL_bool.
Sam Lantinga 4ec259a7 2021-09-22T19:06:11 Fixed building on Visual Studio 2013 and older
Sam Lantinga 287571fb 2021-09-22T17:40:57 Limit effect of in_title_click and focus_click_pending to only blocking cursor warping; without this all relative mouse motion was getting ignored when a window was activated via a mouse button
Northfear 52921563 2021-09-22T21:23:42 End Scene on RunCommandQueue on Vita
Cameron Cawley 08ae7904 2021-09-14T20:38:03 Replace calls to asprintf with SDL_asprintf
Cameron Cawley 25a614bc 2021-09-14T20:37:35 Add SDL_asprintf and SDL_vasprintf
Sam Lantinga 79b0aae8 2021-09-22T11:42:10 The return value of SDL_snprintf is the number of characters that would have been written. Fixes https://github.com/libsdl-org/SDL/issues/4762
Ethan Lee 9b74623b 2021-09-22T13:52:36 wayland: Woops, forgot to assign cursor theme size...
Ethan Lee 8e54698a 2021-09-22T13:26:44 wayland: Add support for high-DPI cursors
Sam Lantinga 42ae9116 2021-09-22T10:01:42 Getting "(null)" when formatted printing NULL is a valid result
Sam Lantinga a4a9d284 2021-09-22T09:56:06 You may need to wait a bit for SDL_WarpMouseInWindow() to complete
Sam Lantinga 94a42af5 2021-09-22T09:49:41 Fixed the name of the verbose hints
Sam Lantinga b914bc39 2021-09-22T09:48:51 SDL_PIXELFORMAT_ARGB2101010 isn't fully supported for all surface conversion paths yet
Sam Lantinga e5d59fa7 2021-09-22T09:31:26 Fixed building testgles2 on Linux
Sam Lantinga 0c8277e9 2021-09-22T09:30:28 Added testgeometry to the git ignore file
Sam Lantinga 432ee7d8 2021-09-22T09:29:21 Fixed building SDL_dynapi.c without stdio support
Sam Lantinga 345c161f 2021-09-22T09:06:45 Fixed some accidental uses of external C runtime functions
Sam Lantinga 5d455cab 2021-09-21T18:15:11 Don't process raw input when the window is being dragged or clicked on.
Sam Lantinga 0fd54f91 2021-09-21T18:15:11 Fixed using a tablet with raw input relative motion Tested with a Wacom Cintiq Pro 16"
Sam Lantinga b687c0ff 2021-09-21T18:15:10 Integrate fix for Source 2's Win32 build that does '#define __i386__ 1' which causes it to hit the __i386__ case instead of the _MSC_VER case.
Sam Lantinga 8fee82d1 2021-09-21T18:15:09 Improve relative motion handling over RDP CR and research: @danielj
Sam Lantinga eb3bf80f 2021-09-21T18:15:09 Fixed compiler warnings using Visual Studio 2019
Ryan C. Gordon ce11caa8 2021-09-21T16:41:29 alsa: Map 7.1 audio channels to match what Windows and macOS expect. This matches what we did a long time ago for 5.1 audio. Fixes #55. (FIFTY FIVE. Bug reported 15 years, 3 months, and 11 days ago! lol)
pkubaj 9886d897 2021-09-21T16:23:48 Fix AltiVec detection on FreeBSD The previous code was not correct, because there's no PPC_FEATURE_HAS_ALTIVEC MIB. Instead, elf vector check should be done.
Ryan C. Gordon c45facf2 2021-09-21T11:13:46 alsa: clean up macro salsa a little.
Ryan C. Gordon f5e636a6 2021-09-20T20:43:39 config: Try to use stdint.h with Borland C. (This probably isn't right on truly ancient versions of Borland C, but it should cover things from the last decade or so, I hope.) (possibly) Fixes #1673.
Northfear 3b2fbb1c 2021-09-20T23:44:22 End current scene before destroying the texture on Vita
Ozkan Sezer e55b8507 2021-09-20T23:50:02 minor tidy-up in os2 makefile for tests.
Northfear fc4296c1 2021-09-20T23:02:43 Use aligned stride in sceGxmColorSurfaceInit
Northfear 7080bc2a 2021-09-20T23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
Ivan Epifanov 512355d7 2021-09-20T20:21:05 Vita: fix thread detach. Remove leftover KillThread
Ivan Epifanov ddcd847c 2021-09-20T14:08:01 Vita: fix thread priority Add support for thread name and stack size
Cameron Cawley 21c10827 2021-09-20T13:22:20 Add MinGW-w64 builds to GitHub Actions
Ryan C. Gordon 478f9eed 2021-09-20T10:20:04 x11: Don't include X11/extensions/extutil.h We don't use it, it was a leftover from 1.2, I think, and it doesn't exist on Solaris, so this should hopefully fix the build there. This also means we don't need the configure/cmake checks for SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY, so that was removed also. Fixes #1666.
Ryan C. Gordon ca9a3217 2021-09-19T15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
Ryan C. Gordon 857cc7c0 2021-09-19T00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
Ryan C. Gordon 5faea84c 2021-09-18T11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
Ryan C. Gordon b8da02e6 2021-09-18T10:44:32 include: Fix triggering of Clang's -Wexpansion-to-defined in SDL_endian.h It doesn't like #if statements that uses a macro that uses defined(x).
Ryan C. Gordon 8f414123 2021-09-18T10:35:36 cmake: Patched to compile. Too fast on the git push!!
Ryan C. Gordon bf1d7a3a 2021-09-18T10:31:37 cmake: Don't trust the HAVE_IMMINTRIN_H check on Apple targets. Otherwise universal builds might try to include an Intel-specific header on ARM builds, etc. Fixes #4753.
SDL Wiki Bot ba9e2299 2021-09-18T14:19:04 Sync wiki -> header
Cameron Cawley 2d44bf7d 2021-09-17T20:24:10 Update description of SDL_SetWindowAlwaysOnTop
Cameron Gutman 5dccffd7 2021-08-23T21:16:58 Allow usage of the new Condition Variable code with Critical Sections Vista and later provide the SleepConditionVariableCS() function for this. Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to SDL_syscond_cv.c which better reflects the implementation of condition variables rather than the implementation of mutexes. Fixes #4051.
SDL Wiki Bot 44ab04fc 2021-09-17T19:19:06 Sync wiki -> header
SDL Wiki Bot 4d0c3cb2 2021-09-17T19:17:05 Sync wiki -> header
SDL Wiki Bot 19253835 2021-09-17T19:14:05 Sync wiki -> header
SDL Wiki Bot d856478f 2021-09-17T19:12:05 Sync wiki -> header
SDL Wiki Bot 74a1eb21 2021-09-17T19:10:07 Sync wiki -> header