|
c8ac9096
|
2018-06-24T22:42:36
|
|
wayland: Implemented xdg-wm-base support.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
|
|
e8237e2b
|
2018-06-24T15:21:01
|
|
android: Android.mk should only preserve debug symbols in debug builds.
Fixes Bugzilla #4111.
|
|
c70db0ca
|
2018-06-24T15:12:18
|
|
cmake: Look in popular places for X11 headers, export this info properly.
Fixes CMake not being able to find X11 on FreeBSD (which generally has the
headers in /usr/local/include/X11).
List of other popular places borrowed from CMake's FindX11 module.
This worked on the configure script because of magic in the AC_PATH_X macro.
Fixes Bugzilla #4815.
|
|
59574fe2
|
2018-06-24T13:57:22
|
|
x11: Normalize x11xinput2 touch x to be 1.0 at width (thanks, Zach!).
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.
X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."
Fixes Bugzilla #4183.
|
|
5308a245
|
2018-06-24T12:16:58
|
|
Fixed some possible malloc(0) calls reported by static analysis.
|
|
88dfa466
|
2018-06-18T13:14:04
|
|
Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX
|
|
a5158535
|
2018-06-18T13:14:02
|
|
Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
|
|
f1d8f5f7
|
2018-06-18T13:14:00
|
|
Make certain we only hide system UI when we're fullscreen for real. (thanks Rachel!)
|
|
8b574dc4
|
2018-06-18T13:13:58
|
|
Deal with situations where the system UI is shown when the keyboard pops up (thanks Rachel!)
|
|
74ec7cab
|
2018-06-18T13:13:56
|
|
Fixed race condition where Android touch events could get scaled by a render target's viewport
|
|
9924a8e3
|
2018-06-14T00:51:45
|
|
Fixed bug 4094 - No SDL_TEXTEDITING after pressing Alt key on Raspberry Pi Linux
This was reproducible by running an SDL app on the console from an ssh login. In this case the terminal wasn't owned by the user running the app, so we were using the default keymap, which didn't have state transitions defined for ctrl and alt, so once we entered that state keypresses would no longer transition out of that state, nor would they generate text.
As a workaround, we'll just reset to the default shift state if that happens, which means we'll get text for keys pressed while ctrl is held down, but I don't think that's a big problem.
Note that in this case we also can't mute the keyboard, so the keypresses go to the console, which probably isn't what you want...
|
|
fe682827
|
2018-06-14T06:12:12
|
|
egl: Don't change context when deleting current.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.
This brings the EGL backend in line with the GLX one.
Fixes Bugzilla #4199.
|
|
12ff19c0
|
2018-06-13T14:24:30
|
|
SDL Android fullscreen code extensively tested on Steam Link with no issues reported
|
|
08de74ec
|
2018-06-13T14:45:02
|
|
use the 'aborts' pragma of Watcom for SDL_NORETURN functions
SDL_ExitProcess(), SDL_AbortAssertion() and SDLTest_BailOut().
(Commit 303c1e0fb0cf for bug #4100 removed SDL_NORETURN from
SDL_ExitProcess() and SDL_AbortAssertion() in order to avoid
warnings from windows builds, but that's temporary I guess..)
|
|
4a4bac95
|
2018-06-12T13:22:58
|
|
Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!)
|
|
41da7b79
|
2018-06-12T14:00:15
|
|
ran 'chmod -x' on many files
|
|
864b8f89
|
2018-06-12T01:04:26
|
|
Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
|
|
12059782
|
2018-06-12T00:18:10
|
|
Added common controllers used with Steam Big Picture
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
|
|
63317dfb
|
2018-06-07T17:07:05
|
|
Don't crash on exit from SDLActivity if we don't have a singleton for some reason. (Thanks Rachel!)
|
|
fe196db7
|
2018-06-07T17:07:03
|
|
Track android device panel width & height as well as window surface & height.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
|
|
db86e7a6
|
2018-06-07T10:54:54
|
|
Added support for the PS3 controller driver in PlayStation Now
|
|
77709aec
|
2018-06-06T09:42:12
|
|
Added Android hardware feature support to the default manifest
|
|
7c5f3cf3
|
2018-06-05T14:08:39
|
|
Added improved mouse pointer capture under API 26. (Thanks Rachel!)
|
|
113801b7
|
2018-06-05T12:46:13
|
|
Added SDL_IsChromebook() to determine if we're running on a Chromebook.
|
|
2dedbc72
|
2018-06-05T12:46:11
|
|
Add Android support for relative mouse mode to SDL.
|
|
9d6ac3de
|
2018-06-05T12:46:09
|
|
Fix creating a minimized window in SDL to not cause focus to be stolen (because ShowWindow( hwnd, SW_MINIMIZE ) would be called after creation, thus changing focus to the prior window based on some per-app list in windows, rather than the window being created with WS_MINIMIZED to start with).
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.
CR: Phil
|
|
1d25135b
|
2018-06-01T19:43:53
|
|
Fixed bug 4184 - jack audio driver fails in presence of midi ports
Martin ?irokov
Launching an SDL application with SDL_AUDIODRIVER=jack, and then calling SDL_OpenAudioDevice() with whatever parameters fails with an error like this one:
SDL_OpenAudioDevice: Couldn't connect JACK ports: SDL:sdl_jack_output_0 => system:midi_playback_1
This happens because JACK_OpenDevice in src/audio/jack/SDL_jackaudio.c blindly tries to connect to all input ports without checking whether they are for audio or midi.
The fix is to check port types and ignore all non audio ports. Also I removed devports field from struct SDL_PrivateAudioData, because it's never really used and removing unused ports from it would be PITA.
|
|
03ff7dcf
|
2018-05-29T11:18:01
|
|
Added support for Android relative mouse mode on API 24 and above
|
|
ff6aebc4
|
2018-05-29T08:03:44
|
|
Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!)
|
|
3d387098
|
2018-05-27T20:30:03
|
|
metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
|
|
8325df25
|
2018-05-24T07:30:24
|
|
Fixed bug 4169 - Crash due to audio session observer race condition
Jona
The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.
The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
|
|
b3173d9d
|
2018-05-23T17:15:37
|
|
Added support for the NVIDIA SHIELD handheld gaming device
|
|
5d1d0357
|
2018-05-23T17:15:35
|
|
Better fix for axis sorting with some Android controllers
|
|
361043a5
|
2018-05-23T17:15:33
|
|
Actually left trigger is motion axis 17 and right trigger is motion axis 18, which will map in that order to SDL axes.
|
|
4d9a3469
|
2018-05-23T16:00:21
|
|
Added additional supported Android controllers
|
|
c07656db
|
2018-05-23T16:00:19
|
|
Fixed default mapping for Android controller triggers (they were reversed)
|
|
101544d6
|
2018-05-21T12:05:17
|
|
audio: Needed to fix two more instances for Visual Studio.
|
|
0ad4b0b6
|
2018-05-21T12:00:21
|
|
thread: fixed compiler warnings on non-Linux systems that use pthread.
(static function rtkit_setpriority was unused, moved it in with rest of
__LINUX__ section.)
|
|
49881861
|
2018-05-21T11:54:09
|
|
audio: Patched to compile on Visual Studio.
(It gets upset at the -2147483648, thinking this should be an unsigned value
because 2147483648 is too large for an int32, so the negative sign upsets the
compiler.)
|
|
4df859c5
|
2018-05-21T11:35:42
|
|
cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
|
|
8543ad7d
|
2018-05-21T11:34:57
|
|
cpuinfo: Added some internal SIMD-aligned allocation functions.
Fixes Bugzilla #4150 (sort of).
|
|
999af809
|
2018-05-18T13:09:30
|
|
Merged latest changes from Steam Link app
|
|
e2619f1d
|
2018-05-17T12:50:46
|
|
dynapi: don't let system loader resolve the initializer to the wrong version.
Fixes problems launching Firewatch on Linux (which statically links SDL but
also dynamically loads a system-wide copy from a plugin shared library) with
a newer SDL build.
|
|
b7e88aaa
|
2018-05-16T02:03:06
|
|
audio: Added ARM NEON versions of audio converters.
These are _much_ faster than the scalar equivalents on the Raspberry Pi that
I tested on. Often 3x to 4x as fast!
|
|
cb0e614f
|
2018-05-15T02:29:35
|
|
audio: SSE2 float-to-int converters should clamp input.
The scalar versions already do this.
|
|
a07e5815
|
2018-05-15T01:40:05
|
|
audio: Fix range on float-to-int data clamping.
I can't tell if there was a good reason for this or it was just me getting
numbers wrong due to exhaustion.
|
|
7832cb65
|
2018-05-15T01:35:53
|
|
audio: float to int converters should clamp inclusively.
If we have to test if a sample is > 1.0f anyhow, we might as well use this
to avoid the unnecessary multiplication when it's == 1.0f, too. (etc).
|
|
e2ec1eb1
|
2018-05-15T01:04:11
|
|
audio: converting int32 to/from float shouldn't use doubles.
The concern is that a massive int sample, like 0x7FFFFFFF, won't fit in a
float32, which doesn't have enough bits to hold a whole number this large,
just to divide it to get a value between 0 and 1.
Previously we would convert to double, to get more bits, do the division, and
cast back to a float, but this is expensive.
Casting to double is more accurate, but it's 2x to 3x slower. Shifting out
the least significant byte of an int32, so it'll definitely fit in a float,
and dividing by 0x7FFFFF is still accurate to about 5 decimal places, and the
difference doesn't appear to be perceptable.
|
|
ed4fe4c9
|
2018-05-15T00:04:02
|
|
testresample: correctly output .wav files that have floating point audio.
|
|
4718791f
|
2018-05-14T00:03:39
|
|
cpuinfo: Make CPU flags easier to read and add to.
|
|
425149f4
|
2018-05-11T09:37:00
|
|
remove testvulkan.vcproj (was a VS2008 left-over.)
|
|
652d59fb
|
2018-05-10T09:02:39
|
|
make sure SDL_vsnprintf() nul terminates if it is using _vsnprintf
The change makes sure that SDL_vsnprintf() nul terminates if it is
using _vsnprintf() for the job.
I made this patch for Watcom, whose _vsnprintf() doesn't guarantee
nul termination. The preprocessor check can be extended to windows
in general too, if required.
Closes bug #3769.
|
|
c11ae93a
|
2018-05-10T08:28:00
|
|
SDL_stdinc.h: move the alloca() includes before begin_code.h
|
|
fe032ff4
|
2018-05-10T08:25:23
|
|
do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1
|
|
a4d0571e
|
2018-05-07T20:10:12
|
|
Reverted change for bug 4152 - restrict the win10 mouse bug workaround to win10 v1709 only
Daniel Gibson
Sorry, but it seems like Microsoft didn't fix the issue properly.
I just updated my Win10 machine, it now is Version 1803, Build 17134.1
I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.
I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
|
|
eb14b635
|
2018-05-07T19:52:25
|
|
Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
|
|
c04dca0d
|
2018-05-07T19:26:02
|
|
Fixed bug 4159 - Windows headers are included after packing alignment change
lectem
The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment.
It seems this is not safe as suggested by the following warning :
warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
|
|
0bade9b4
|
2018-05-05T10:31:03
|
|
Fixed bug 4154 - Fix three empty variable tests in configure
Zack Middleton
Running top-level SDL configure on macOS 10.11 resulted in the errors below because automake removed the brackets about the tests.
./configure: line 15756: : command not found
./configure: line 15759: -Iinclude -I/Users/zack/SDL/include -idirafter /Users/zack/SDL/src/video/khronos : No such file or directory
./configure: line 15763: : command not found
|
|
606c5a58
|
2018-05-05T10:27:53
|
|
Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.)
|
|
c5914295
|
2018-05-04T21:21:32
|
|
alsa: avoid hardware parameters with an excessive number of periods.
The previous code attempted to use set_buffer_size / set_period_size
discretely, favoring the parameters which generated a buffer size that was
exactly 2x the requested buffer size. This solution ultimately prioritizes
only the buffer size, which comes at a large performance cost on some machines
where this results in an excessive number of periods. In my case, for a 4096
sample buffer, this configured the device to use 37 periods with a period size
of 221 samples and a buffer size of 8192 samples. With 37 periods, the SDL
Audio thread was consuming 25% of the CPU.
This code has been refactored to use set_period_size and set_buffer_size
together. set_period_size is called first to attempt to set the period to
exactly match the requested buffer size, and set_buffer_size is called second
to further refine the parameters to attempt to use only 2 periods. The
fundamental change here is that the period size / count won't go to extreme
values if the buffer size can't be exactly matched, the buffer size should
instead just increase to the next closest multiple of the target period size
that is supported. After changing this, for a 4096 sample buffer, the device
is configured to use 3 periods with a period size of 4096 samples and a buffer
size of 12288 samples. With only 3 periods, the SDL Audio thread doesn't even
show up when profiling.
Fixes Bugzilla #4156.
|
|
386790ef
|
2018-04-23T22:29:14
|
|
Improved error messages when Vulkan isn't configured (thanks Daniel Gibson!)
|
|
8f780e76
|
2018-04-23T22:17:56
|
|
Fixed build
|
|
f521b22e
|
2018-04-23T22:07:56
|
|
Added SDL_THREAD_PRIORITY_TIME_CRITICAL
|
|
db94dfb1
|
2018-04-23T21:55:59
|
|
Fixed bug 4144 - CMake complains about trailing spaces in sdl2.pc
Azamat H. Hackimov
When you try use SDL2 2.0.8 in CMake project in Linux, it complains about trailing spaces in sdl2.pc:
CMake Error at CMakeLists.txt:147 (add_executable):
Target "TestSimpleMain" links to item "-L/usr/lib64 -lSDL2 " which has
leading or trailing whitespace. This is now an error according to policy
CMP0004.
|
|
a1b8fa60
|
2018-04-23T21:50:03
|
|
TryLockMutex: Fix error handling for TryLockMutex
Christian Herzig
pthread_mutex_trylock() and by the way, pthread_mutex_lock() do not set errno.
Pthread-methods directly return error code as int. See related man-pages for
details.
|
|
a9ae1b50
|
2018-04-23T20:24:12
|
|
Handle NULL return from SDL_DBus_GetContext()
|
|
b5d231ee
|
2018-04-23T19:20:12
|
|
Handle NULL return from SDL_DBus_GetContext()
|
|
43231256
|
2018-04-23T19:18:52
|
|
Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
|
|
816a6e68
|
2018-04-23T17:10:36
|
|
Added support for adjusting thread priorities using Linux RealtimeKit
Michael Sartain
This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.
It allows me to bump the thread priority to high without root privileges or setting any caps, etc.
rtkit readme here:
http://git.0pointer.net/rtkit.git/tree/README
|
|
dc8b55e5
|
2018-04-16T02:11:09
|
|
coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is
disconnected, etc.
|
|
2df59062
|
2018-04-15T17:42:09
|
|
wayland: zxdg_shell_v6 needs a configure event before using a surface at all.
Fixes Bugzilla #4109.
Fixes Bugzilla #4119.
|
|
5e8c8167
|
2018-04-15T09:37:51
|
|
Fixed bug 4135 - Broken symlink libSDL2.so since rev11940
Tiago O.
Symlink points to the wrong folder, and target will always have debug postfix, so it'll be broken for other build types.
|
|
b7228bc5
|
2018-04-11T18:28:03
|
|
Added support for the GameSir G3w
|
|
9856d967
|
2018-04-11T06:16:23
|
|
Fix the include path in the installed CMake target import file
Previously the include path was {INSTALL_PREFIX}/include,
it is now {INSTALL_PREFIX}/include/SDL2 to be consistent with
the other build and package configuration systems.
Fixes #4128.
|
|
6b5ed0fd
|
2018-04-10T08:03:54
|
|
Added debug postfix to install command and fixed library path
|
|
6a0ef0cd
|
2018-04-09T10:37:31
|
|
SDL:
On Windows, have SDL_ShowWindow() not activate the window if the window has the WS_EX_NOACTIVATE window flag.
|
|
4d78a995
|
2018-03-26T12:38:29
|
|
Fixed bug where an SDL window that was activated while hidden could never be shown.
Test code:
{
SDL_Window *win = SDL_CreateWindow( "Dummy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 128, 128, SDL_WINDOW_HIDDEN );
SDL_SysWMinfo info;
SDL_VERSION( &info.version );
SDL_GetWindowWMInfo( win, &info );
SetActiveWindow( info.info.win.window );
{
DWORD then = SDL_GetTicks();
while ( ( SDL_GetTicks() - then ) < 3000 )
{
SDL_Event evt;
SDL_PollEvent( &evt );
}
SDL_ShowWindow( win );
then = SDL_GetTicks();
while ( ( SDL_GetTicks() - then ) < 3000 )
{
SDL_Event evt;
SDL_PollEvent( &evt );
}
}
SDL_DestroyWindow( win );
}
|
|
e14278ef
|
2018-03-24T10:26:40
|
|
Fixed bug 3804 - Message box on Windows truncates button ID
Simon Hug
I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues.
Attached patch fixes these issues:
- Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off.
- The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event.
- Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results.
- When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly.
- On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly.
Attached patch also adds:
- Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION.
- A button limit of 2^16 - 101.
- Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.
|
|
b41b9d34
|
2018-03-19T14:52:53
|
|
Fixed return value
|
|
8e062f69
|
2018-03-19T14:42:51
|
|
Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
|
|
d529b001
|
2018-03-19T13:16:11
|
|
Added mapping for the ASUS Gamepad removing the guide button, which doesn't generate events even though it's reported in the Android APIs.
|
|
f536fbea
|
2018-03-16T11:08:53
|
|
Reimplemented Android cursor API support using reflection so it builds with older SDKs
|
|
e20d4173
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2018-03-15T18:22:48
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Added Android custom cursor implementation
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
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1cfbe664
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2018-03-12T18:41:06
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Added Mac OpenGL ES configure support
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d401a77e
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2018-03-10T21:22:42
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Fixed bug 4102 - define _WIN32_WINNT_WIN7 if not already defined
Ozkan Sezer
The following patch defines _WIN32_WINNT_WIN7 if it is not already
defined in core/windows/SDL_windows.c, similar to what is already
there for _WIN32_WINNT_VISTA.
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6d39e67b
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2018-03-10T21:20:25
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Fixed bug 4103 - SDL_cpuinfo.h provokes warnings with -Wundef on non-x86 hosts
Felix Geyer
Forwarding from https://bugs.debian.org/892087 quoting verbatim:
The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using
it compiles with the -Wundef warning. (In particular, this means that QEMU
builds using it fail on at least sparc hosts, since QEMU dev builds
use both -Wundef and -Werror.).
/usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef]
#if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
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0a5c1065
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2018-03-10T21:16:14
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Fix ARM builds with MSVC
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cc7b2fc5
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2018-03-10T21:13:50
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Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen
This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a
The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:
testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1
As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.
Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
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129431b4
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2018-03-08T16:32:22
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Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press
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92847022
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2018-03-07T18:10:01
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Added a mapping for the latest firmware for the Xbox One S controller on Android
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a2c1d83c
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2018-03-07T18:09:58
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Include a USB VID/PID for Apple MFI controllers
This is just placeholder VID/PID, but allows code that works with VID/PID to identify the MFI controllers easily.
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a8ac5885
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2018-03-07T13:30:40
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Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
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9e651b69
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2018-03-06T14:51:50
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Try to dynamically create a default Android game controller mapping based on the buttons and axes on the controller.
Include the controller USB VID/PID in the GUID where possible, as we do on other platforms.
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2419d267
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2018-03-02T22:53:25
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Progress fixing bug 4100 - errors and warnings after changeset 11917
Ozkan Sezer 2018-03-02 20:02:37 UTC
http://hg.libsdl.org/SDL/rev/d702b0c54e52 resulted in an error and
two warnings when compiled with mingw.
1. Error from SDL_windowstaskdialog.h:
In file included from src/video/windows/SDL_windowsmessagebox.c:29:0:
src/video/windows/SDL_windowstaskdialog.h:23:54: error: expected ')' before 'HWND'
This is fixed by removing unnecessary annotations:
2. Warning from SDL_assert.c:
src/SDL_assert.c: In function 'SDL_ExitProcess':
src/SDL_assert.c:138:1: warning: 'noreturn' function does return
Indeed ExitProcess() is prototyped with DECLSPEC_NORETURN, but
TerminateProcess() is not. This can be rectified by adding an
exit() call in there. Do NOTE, however, that requires building
with a libc:
3. Warning from SDL_windowsmessagebox.c:
src/video/windows/SDL_windowsmessagebox.c: In function 'WIN_ShowMessageBox':
src/video/windows/SDL_windowsmessagebox.c:513:9: warning: 'nCancelButton' may be used uninitialized in this function
My lazy solution was manually initializing nCancelButton to 0.
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e9b29ed0
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2018-03-02T22:48:15
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Fixed bug 4101 - configure needs regenerating after changeset 11894
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ac2d1f67
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2018-03-02T12:08:18
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Fixed setting the layer drawable size
Without this change the drawable had a size of 0 and the metal renderer asserted because the projection matrix wasn't set.
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cef1c1c2
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2018-03-02T14:10:25
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windows: Restore patches for Task Dialogs and TerminateProcess().
2.0.8 has shipped, these can live in revision control now!
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003c0dce
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2018-03-02T10:56:21
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Use the real controller name for game controllers on iOS and Apple TV
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4f695bc5
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2018-03-01T09:32:53
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Added tag release-2.0.8 for changeset dfbae17e87ac
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e9fc66a0
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2018-03-01T08:26:10
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Added patch note for Android Studio support
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