Log

Author Commit Date CI Message
Anonymous Maarten c9f60cce 2022-10-05T17:12:08 cmake+autotools: add option to enable/disable iconv
daniel e41942e8 2022-10-05T13:36:25 fix compilation error SDL_coreaudio mixing declarations and code
Anonymous Maarten d0657fde 2022-10-05T02:15:22 cmake: Use DWARF 4 debug information when building using mingw See f18fae4c689a68bd50ce34d6b9c1f014c2f220a2
Sam Lantinga f18fae4c 2022-10-04T16:46:29 Use DWARF 4 debug information when building using mingw See this bug for more information: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=101377 Fixes https://github.com/libsdl-org/SDL/issues/6139
Anonymous Maarten cbb1cf0c 2022-10-04T21:15:09 cmake+xcode: only create SDL2::SDL2main target when it does not exist again
Sylvain fdef96e2 2022-10-04T12:08:09 Android: remove "nativeSetComposingText" since it's not used anymore (and it may fail registering at init if code is cleaned with proguard)
Sylvain eac3d6d3 2022-10-04T10:46:42 SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;"
David Gow ad29875e 2022-04-18T17:03:05 Wayland: Emulate mouse warp using relative mouse mode Several games (including Source and GoldSrc games, and Bioshock Infinite) attempt to "fake" relative mouse mode by repeatedly warping the cursor to the centre of the screen. Since mouse warping is not supported under Wayland, the viewport ends up "stuck" in a rectangular area. Detect this case (mouse warp while the cursor is not visible), and enable relative mouse mode, which tracks the cursor position independently, and so can Warp successfully. This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which is enabled by default, unless the application enables relative mouse mode itself using SDL_SetRelativeMouseMode(SDL_TRUE). Note that there is a behavoural difference, in that relative mouse mode typically doesn't take mouse accelleration into account, but the repeated-warping technique does, so mouse movement can seem very slow with this (unless the game has its own mouse accelleration option, such as in Portal 2).
Sam Lantinga 9e3c4b9f 2022-10-03T17:50:01 Use the correct platform defines
Sam Lantinga 5291e5cb 2022-10-03T17:36:17 Added version checking to SDLActivity.java Make sure the SDL java and C code match when updating SDL in a game. Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking. Fixes https://github.com/libsdl-org/SDL/issues/1540
Sam Lantinga 3607f831 2022-10-03T11:00:50 Find out if a controller is wireless using WGI (thanks @DJm00n!) Confirmed using an Xbox Series X controller over USB and Bluetooth Fixes https://github.com/libsdl-org/SDL/issues/6322
Ryan C. Gordon 321ca109 2022-10-03T12:00:38 opengles2: Texture names are GLuint, not GLenum.
Ryan C. Gordon 01c5554f 2022-10-03T11:57:10 opengles2: SDL_GL_BindTexture() should bind all YUV textures. This matches what the non-GLES OpenGL renderer does. Fixes #6070.
slime f8f562da 2022-10-02T22:55:49 iOS: remove dead pre-iOS 8 codepaths. SDL hasn't supported those older iOS versions for a little while now.
slime bbeacd72 2022-10-02T22:57:03 Fix some credit comments.
Sam Lantinga cf331ef3 2022-10-02T17:25:36 Fixed build
SDL Wiki Bot 34b28002 2022-10-03T00:20:15 Sync SDL wiki -> header
Sam Lantinga 64ea6cef 2022-10-02T17:17:31 SDL_ResetHint() no longer clears the callbacks associated with a hint Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown. Fixes https://github.com/libsdl-org/SDL/issues/6313
Sam Lantinga 19ecb64e 2022-10-02T10:18:57 Fixed build
Sam Lantinga bd6afc23 2022-10-02T10:15:39 Fixed sensor axes in vertical mode
Sam Lantinga b4c25f57 2022-10-02T09:51:05 Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode. The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
Sam Lantinga f58a6506 2022-10-02T09:50:27 Added paddle mapping for combined Joy-Cons
Sam Lantinga 37dfa262 2022-10-02T09:36:50 Added paddle mapping for combined Joy-Cons
Sam Lantinga a00565b8 2022-10-02T09:08:39 Fixed displaying more than 18 buttons
Happy Harry 6c8bf3af 2022-10-03T00:19:34 Add vertical mode for Nintendo Joy-Con (#6303) * Added support for vertical mode for Joy-Con controllers * Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode * Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
Sam Lantinga 0672dc8d 2022-10-02T08:48:38 Fixed combined Joy-Cons after https://github.com/libsdl-org/SDL/commit/aa2e2f4843567cfe4e6f2f4ffa3f0b74dd98f1ba (thanks @happyharryh!)
Anonymous Maarten bac54b3d 2022-09-27T17:45:36 Android: add script for building prefab archive
Aaron Barany 5e654a4b 2022-10-01T16:10:46 Fixed Mac compile errors when OpenGL is disabled.
Ozkan Sezer c29629a5 2022-10-01T04:25:40 fix permissions of Android.mk
Sam Lantinga 6acc7a56 2022-09-30T17:45:08 Mark the editbox as multi-line so the return key is always visible Fixes https://github.com/libsdl-org/SDL/issues/6170
Sam Lantinga 257cacab 2022-09-30T17:25:58 Android text input now works like iOS, where you get text in progress and then backspaces and new text if autocomplete changes it or the IME commits it.
Sam Lantinga 28572702 2022-09-30T17:25:57 Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
Ryan C. Gordon e6640ef2 2022-09-30T14:53:07 coreaudio: Possibly fixed another shutdown race condition. Reference Issue #6159.
Ozkan Sezer 7567c4cb 2022-09-30T21:51:11 revert executable permissions from Android.mk
Sam Lantinga 82e341bc 2022-09-30T11:40:29 Android: use real editable text and mimic the edit operations to generate key events This fixes issues where the IME and the output would get out of sync
Ryan C. Gordon 1b895912 2022-09-30T14:23:36 docs: Note the lowest supported Emscripten version. Reference Issue #6304.
Sam Clegg cfab203f 2022-09-29T07:36:14 emscripten: Remove use of EM_ASM from SDL_timer code. Instead use the native emscripten timer API. See https://github.com/emscripten-core/emscripten/issues/17941
Ryan C. Gordon a97d2e69 2022-09-30T10:47:13 GitHub Actions: bump Emscripten version used to build to 2.0.31. Reference PR #6304.
Ozkan Sezer 1b52145b 2022-09-29T20:51:24 Makefile.w32: no need for the description field, we have a *.res already
Ethan Lee 0d6c4ff6 2022-09-29T11:36:07 testaudioinfo: Initialize deviceName unconditionally
Ethan Lee 1ea1a90e 2022-09-29T10:41:40 testaudioinfo: Also test SDL_GetAudioDeviceSpec
Jarod Hillman 40893821 2022-09-29T10:33:07 coreaudio: Add support for SDL_GetDefaultAudioInfo (#6277) Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
zll 69bbe4ce 2022-09-29T15:50:50 Fix memory leak in VITA_GXM_CreateRenderer
Frank Praznik e17f0c28 2022-09-27T10:59:28 wayland: Call the Wayland hide/show functions directly when changing decoration modes Calling SDL_HideWindow() to destroy the window is a NOP if the SDL_WINDOW_SHOWN flag was never set. Bypass it and call the Wayland-specific function directly to ensure that the window is always destroyed before switching from server-side to client-side decorations, even if it hasn't been shown yet. Likewise, call Wayland_ShowWindow() directly when the window isn't explicitly hidden to ensure that it is always recreated since the SDL_WINDOW_SHOWN flag won't be cleared, which, when set, renders SDL_ShowWindow() a NOP.
Ozkan Sezer 8bcbdc70 2022-09-28T17:40:10 hidapi, libusb: backport read_thread indefinite loop fix from mainstream Mainstream commit: https://github.com/libusb/hidapi/commit/5ce9051e2f2e65013485bc4c83897610df82f3c9
Ludovico de Nittis 379d4780 2022-09-28T10:25:24 dbus: guard against uninitialized D-Bus Before calling any D-Bus related methods we should first ensure that they were correctly loaded. In the event where `LoadDBUSLibrary()` was not able to load the D-Bus library, we should just return early, signalling with SDL_FALSE that we were unable to inhibit the Screensaver. Helps: https://github.com/ValveSoftware/steam-for-linux/issues/8815 Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
Eric Curtin 57b5c910 2022-09-28T12:38:32 kmsdrm: only negative devindex's are not allowed ad874536 removed an unnecessary limit as we *can* have a devindex greater than 99, this error message does not reflect the support for values greater than 99.
Ryan C. Gordon 508cc225 2022-09-28T10:17:39 Update README.md
Ryan C. Gordon f648c000 2022-09-28T09:37:21 build: Fixed some references to renamed test-versioning.sh
Ryan C. Gordon f6565c32 2022-09-28T09:27:45 coreaudio: Remove redundant variable.
Ryan C. Gordon 411582c7 2022-09-28T09:22:17 coreaudio: Don't crash on shutdown in a race condition. Fixed #6159.
Ryan C. Gordon d843d61c 2022-09-28T09:09:21 Moved test/versioning.sh to build-scripts/test-versioning.sh Reference Issue #6171.
Sam Lantinga 4471d22e 2022-09-28T01:10:23 Updated iOS demos Xcode project
Sam Lantinga 13c443f2 2022-09-28T01:10:10 Removed obsolete search path setting
Sam Lantinga 26997bc1 2022-09-28T00:52:39 Removed unused framework entries from the Xcode project
Sam Lantinga 229315b0 2022-09-28T00:06:06 Updated SDL Xcode test project to build for iOS and tvOS Tested with Xcode 14.0.1
Sam Lantinga bb74af1e 2022-09-28T00:01:54 Allow including SDL_uikit_main.c in Apple multi-platform builds This file just won't do anything on macOS
Sam Lantinga 3a6b4835 2022-09-27T22:28:28 Updated macOS Xcode test programs
Ryan C. Gordon 8e146477 2022-09-27T22:03:26 build-scripts: Added update-version.sh Fixes #6171.
Ryan C. Gordon a2c57573 2022-09-01T10:47:24 video: check for "software" with SDL_HINT_FRAMEBUFFER_ACCELERATION. We check for this value elsewhere but not in SDL_CreateWindowFramebuffer.
Anonymous Maarten d76f0cc7 2022-06-18T12:54:18 Android.mk: Build android SDL2.so with `-Wl,--no-undefined`
Anonymous Maarten 70214ed3 2022-06-17T02:58:45 cmake: append to CMAKE_MODULE_PATH instead of overwriting
Anonymous Maarten a193a03d 2022-09-27T17:33:49 cmake: add -Wno-declaration-after-statement to cpu-features.c alone
Sam Lantinga 7becbd7d 2022-09-27T12:58:16 Add joystick locking for controller notifications on iOS/tvOS Fixes https://github.com/libsdl-org/SDL/issues/6288
Sam Lantinga 18eb319a 2022-09-27T12:34:03 Added sensor timestamp for Nintendo Switch controllers
Sam Lantinga 5e3a4030 2022-09-27T11:36:01 Added sensor timestamp for Steam Controllers
Ryan C. Gordon 57b20e7b 2022-09-27T14:23:42 cocoa: Fix new windows setting SDL_WINDOW_BORDERLESS flag incorrectly. Fixes #6172.
Ozkan Sezer 77c7836c 2022-09-27T20:21:24 fix vita build failure after commit 2c518747b
SDL Wiki Bot 36e76701 2022-09-27T16:57:17 Sync SDL wiki -> header
Sam Lantinga 2c518747 2022-09-27T09:56:02 Added microsecond timestamp to sensor values for PS4 and PS5 controllers using the HIDAPI driver
Sylvain d71df644 2022-09-27T10:21:15 Fixed bug #6287 - SDL_FillRect failed for SDL_Surface with BitsPerPixel == 4
Sam Lantinga 1e1be0b9 2022-09-26T23:00:58 Updated logic to match between PS4/PS5/Switch controllers
Sam Lantinga 8c40a6b0 2022-09-26T22:47:21 Drop PS5 Bluetooth reports that fail CRC check
Sam Lantinga db075ff3 2022-09-26T22:45:01 Removed unused variable
Sam Lantinga 2ccdd066 2022-09-26T22:32:57 Handle DS4 dongle controller connection and disconnection We also drop Bluetooth packets that fail the CRC check, as recommended by Sony
Anonymous Maarten 653e433c 2022-09-27T03:15:04 cmake: only add -Wl,--undefined=WinMain when building an executable
Sam Lantinga 18046b9a 2022-09-26T20:53:50 Fixed crash with a NULL serial number
Sam Lantinga 67fa6a93 2022-09-26T20:49:26 Don't wait a long time for zombie Bluetooth controllers If a Nintendo Switch Pro controller is turned off, it will leave the controller connected in Windows, but not responding to reports. Don't wait a really long time trying to get information from a controller in this state.
Sam Lantinga 67db8a91 2022-09-26T20:41:51 Wait for input before reconnecting a Bluetooth device On Windows, the Bluetooth device can remain in a connected state if the controller just shut down. It won't return any errors, but it also won't generate any input reports in this state, so wait until we know for sure that the Bluetooth controller is sending data before letting the application know it's available.
Cameron Gutman 71fb91f7 2022-09-26T21:38:09 evdev: Fix build with libudev and joystick subsystem disabled
Sam Lantinga 2cc91761 2022-09-26T18:52:26 Removed debug logging
Sam Lantinga 2c98c8af 2022-09-26T18:39:18 Use better default values for Switch controller calibration
Sam Lantinga a205c5e2 2022-09-26T18:18:16 Use separate extents for simple and advanced reports
Anonymous Maarten 2f9c9b5f 2022-09-27T02:30:43 cmake: make sure check_* uses 2 different variables for clock_gettime
Anonymous Maarten 81d32667 2022-09-27T01:59:37 cmake: make sure check_* uses 2 different variables in CheckX11
Anonymous Maarten a9524ffa 2022-09-27T01:52:28 cmake: make sure check_c_source_compiles uses 2 different variables in CheckOSS
Anonymous Maarten bfecd781 2022-09-27T01:08:04 cmake: use check_symbol_exists to check dlopen + need for dl library
Sam Lantinga 4e375996 2022-09-26T17:06:18 Added a hint to return the version in the old format Workaround for https://github.com/libsdl-org/SDL/issues/6177 for games that can't be updated.
Sam Lantinga b7fddb4c 2022-09-26T14:39:51 Minor tweaks
Sam Lantinga 39adcc0a 2022-09-26T14:20:34 Prefer USB input over Bluetooth for PS5/PS5/Switch controllers Nintendo Switch controllers will automatically turn off Bluetooth when connected over USB, but this takes care of that a little more quickly. PS4 and PS5 controllers will happily send reports over both Bluetooth and USB, so we'll prefer USB if connected and switch back to Bluetooth if USB is disconnected.
Sam Lantinga 17d7d03a 2022-09-26T08:12:35 Added detection of the joystick type for third party PS4 and PS5 controllers
Ozkan Sezer 6b75a592 2022-09-24T20:01:04 autotools: revised and silenced esound detection a bit.
Cameron Cawley 3a6b7c9c 2022-09-24T16:55:10 testiconv: Print the total number of errors at the end
Sam Lantinga 8d2cb155 2022-09-23T16:56:24 Added an entry for the ZEROPLUS P4 Wired Gamepad
Sam Lantinga cb063db6 2022-09-23T16:52:37 Moved XInputPS4 controllers into the PS4 controller section
Sam Lantinga 5b3b7e6e 2022-09-23T16:46:36 Separated PS4/PS5 effects support into individual capabilities
Sam Lantinga 33619aa2 2022-09-23T16:38:15 Added support for the ZEROPLUS P4 Wired Gamepad to the HIDAPI driver
Sam Lantinga e888c99f 2022-09-23T16:26:41 Fixed the entry for the Nacon PS4 Compact Controller
Sam Lantinga 4ea64fee 2022-09-23T15:28:32 Fixed manufacturer/product name deduplication for the Razer Raiju Tournament Edition controller
Sam Lantinga 56b91ea7 2022-09-23T15:27:40 Fixed feature detection for the Razer Raiju Tournament Edition controller