|
caad673f
|
2014-07-29T00:36:12
|
|
Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
|
|
31257842
|
2014-07-29T00:05:48
|
|
Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
|
|
0e5df605
|
2014-07-24T22:35:25
|
|
Fixed SDL_SetWindowFullscreen on iOS causing the window's reported dimensions and supported orientations to go out of sync with what they should be, if the device orientation was different from the screen orientation when the function call was made.
|
|
05afbfdf
|
2014-07-23T22:35:14
|
|
Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660)
|
|
029e0193
|
2014-07-23T21:55:42
|
|
Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully.
Fixed iOS version checking code.
|
|
ef0490a7
|
2014-07-23T03:05:31
|
|
More cleanup of the iOS Objective-C code.
|
|
6d552cae
|
2014-07-23T01:33:59
|
|
90% of iOS users on the App Store run at least iOS 7, so it doesn't make sense to support building using an SDK that doesn't support iOS 7. The minimum supported runtime version is still iOS 5.1.
|
|
967549c9
|
2014-07-23T01:28:24
|
|
Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity.
This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
|
|
078ca9f0
|
2014-07-22T20:06:13
|
|
Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+
|
|
cf2958a8
|
2014-07-22T16:48:35
|
|
Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
|
|
e02e3452
|
2014-07-21T02:46:53
|
|
The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it.
|
|
e234575d
|
2014-07-17T22:55:59
|
|
Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
|
|
d2e445d7
|
2014-07-17T18:05:12
|
|
Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
|
|
b55be6e7
|
2014-07-16T21:06:15
|
|
Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
|
|
b21544c1
|
2014-07-16T20:05:00
|
|
The iOS 7 transparent status bar now uses white text rather than black.
|
|
b4d15ece
|
2014-07-16T16:12:20
|
|
Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
|
|
c81ce5a0
|
2014-07-15T02:04:08
|
|
Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
|
|
1506b3b8
|
2014-07-15T02:01:43
|
|
iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
|
|
3672409c
|
2014-07-14T22:35:48
|
|
Changed the way retina resolutions are handled in iOS.
Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work.
Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag.
This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
|
|
734b5233
|
2014-07-14T16:50:25
|
|
Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
|
|
96b613ea
|
2014-07-13T09:04:55
|
|
Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek
Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
|
|
fd1da994
|
2014-07-12T16:21:56
|
|
Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka
|
|
d1ca658c
|
2014-07-12T13:05:41
|
|
Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre
When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
|
|
454c4a01
|
2014-07-11T22:15:34
|
|
Fixed Visual Studio 2010 build
|
|
6a1011ae
|
2014-07-11T22:14:14
|
|
Fixed build for arm platforms
|
|
eb1c6044
|
2014-07-11T22:02:50
|
|
Fixed bug in AVX detection and added AVX2 detection
|
|
f1ca7bd1
|
2014-07-09T01:34:40
|
|
Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
|
|
f7461cdc
|
2014-07-09T00:09:57
|
|
The Gimp puts out a different bogus color mask for 32-bit .bmp files. :)
|
|
a91f1a1a
|
2014-07-09T00:01:34
|
|
Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick.
|
|
0e9c0855
|
2014-07-08T16:17:06
|
|
Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0.
|
|
19d878d7
|
2014-07-08T00:42:14
|
|
Skip JUNK chunks in wave files
|
|
35ec0075
|
2014-07-08T00:23:36
|
|
Strip the binaries before signing them, in release configuration
|
|
ed30c80c
|
2014-07-07T23:48:21
|
|
Fixed supporting multiple frameworks
|
|
9bd48343
|
2014-07-07T23:40:10
|
|
Fixed code signing release frameworks
|
|
962c9911
|
2014-07-07T23:33:57
|
|
Update audio testautomation: more coverage; added SDL_PauseAudio test /w callback coverage
|
|
d23d9c88
|
2014-07-07T23:26:34
|
|
Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan
When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).
The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.
This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.
My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.
--
Sylvain
It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !
So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
|
|
ef39d1d1
|
2014-07-07T21:34:04
|
|
Updated configure after removing pthread spinlock support
|
|
8077bf3d
|
2014-07-07T21:27:42
|
|
Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader
Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).
Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:
6585 # 218
6586 if (!tls_errbuf && !tls_being_created) {
6587 SDL_AtomicLock_REAL ( & tls_lock );
6588 if (!tls_errbuf) {
6589 SDL_TLSID slot;
6590 tls_being_created = SDL_TRUE;
6591 slot = SDL_TLSCreate_REAL ( );
6592 tls_being_created = SDL_FALSE;
6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594 tls_errbuf = slot;
6595 }
6596 SDL_AtomicUnlock_REAL ( & tls_lock );
6597 }
Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
204 was_error = nanosleep(&tv, &elapsed);
(dbx) where
[1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
[2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
[4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
[5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
[6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
[7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
[8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
[9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
[10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"
As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.
Different Solaris Studio compiler versions seem to make no difference.
I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.
This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
|
|
0c8e3376
|
2014-07-07T21:21:05
|
|
Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi
surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
|
|
97bdefe2
|
2014-07-07T20:26:21
|
|
Enable 2 disabled audio tests (since bug 1396 is fixed and they pass now)
|
|
cd8f63f2
|
2014-07-07T13:21:54
|
|
Hopefully fixed Cygwin build
|
|
a2d5dd02
|
2014-07-07T13:19:53
|
|
Removed useless assert
|
|
fc4e798d
|
2014-07-07T12:48:25
|
|
Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski
Some minor changes to the Mac-specific backend code:
- Fixed up some code style issues (mostly brace style inconsistencies).
- Fixed a compiler warning in SDL_cocoaevents.m.
- Removed some useless code now that the 10.7 SDK is required to build SDL.
- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
|
|
febc4797
|
2014-07-07T11:44:14
|
|
SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true.
|
|
c1d29725
|
2014-07-07T11:13:19
|
|
Fixed indentation for pnacl configuration
|
|
7187b74c
|
2014-07-07T11:00:25
|
|
Fixed compiler warnings on iOS
|
|
017c5dc3
|
2014-07-07T10:42:19
|
|
Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski
Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.
I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
|
|
de1b22e7
|
2014-07-07T10:39:02
|
|
Fixed compiler warning
|
|
73cb234b
|
2014-07-07T10:38:10
|
|
Fixed compiler warning on Mac OS X
|
|
d44f3922
|
2014-07-07T10:33:32
|
|
Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski
Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.
This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.
I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
|
|
1ee96bb9
|
2014-07-07T10:26:28
|
|
Fixed mingw64 build and warnings
|
|
ac112e5f
|
2014-07-06T20:41:39
|
|
Fix option for forced run of disabled tests in test harness
|
|
1c6cd678
|
2014-07-06T22:15:31
|
|
Call dbus_shutdown to make valgrind happy.
|
|
c5812c55
|
2014-07-05T16:11:23
|
|
2620 solaris port missing atomics if not using gcc
|
|
9b1b74e6
|
2014-07-04T17:20:22
|
|
Fixed haptic refcount bug (thanks David Ludwig!)
|
|
cf4ff728
|
2014-07-04T18:20:23
|
|
Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls
to those were removed by this change, but only when compiling for WinRT.
Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
GetProcAddress calls.
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
5a3c553d
|
2014-07-03T17:36:08
|
|
Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
|
|
321af03f
|
2014-07-03T10:22:26
|
|
add a comment to SDL_InitSubSystem explaining its refcounting behavior
|
|
2748e282
|
2014-07-03T10:22:12
|
|
The YUV offset is 16 / 255, not 16 / 256
|
|
744d4f02
|
2014-06-30T17:22:08
|
|
Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
|
|
610225b4
|
2014-06-28T19:51:26
|
|
Fixed null terminating the X11 error string
|
|
765894e3
|
2014-06-28T13:05:16
|
|
Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
|
|
9dc2614e
|
2014-06-28T12:50:17
|
|
Another fix to prevent dereferencing a null window pointer in SDL_mouse.c
|
|
a9bb8898
|
2014-06-28T12:48:29
|
|
Disable desktop OpenGL for EGL under Android
|
|
1ed1f7f2
|
2014-06-28T12:36:44
|
|
Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
|
|
02e9f81e
|
2014-06-28T12:17:29
|
|
SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.
Use this if it is available to get the context requested by the GL attributes.
|
|
e592b046
|
2014-06-26T12:42:15
|
|
Fixed compiler warning on Android
|
|
82849f07
|
2014-06-25T21:40:56
|
|
Updated the template project for iOS, thanks to Davide Coppola
|
|
3d5f4a69
|
2014-06-25T21:06:47
|
|
Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
|
|
65023e07
|
2014-06-25T22:38:40
|
|
WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput. This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.
TODO:
- test all buttons, making sure WinRT maps buttons the same way that Win32 does
- consider making the Win32 and WinRT codebases share more stuff, minus
the sort of duplication happening via this change. Maybe simulate, or
stub-out, DirectInput calls when on WinRT?
|
|
a838a56d
|
2014-06-25T22:03:05
|
|
WinRT build fix
|
|
95864f86
|
2014-06-25T17:24:06
|
|
Patched to compile on Windows.
|
|
4318910e
|
2014-06-25T17:20:22
|
|
Whoops, lost this in the merge.
|
|
84cb2320
|
2014-06-25T17:13:43
|
|
Patched to compile with -Werror=declaration-after-statement
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
84369567
|
2014-06-25T16:16:55
|
|
Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
|
|
704d9bd3
|
2014-06-25T02:08:37
|
|
Fixed bug 2525 - Keyboard focus crash
Todd Seiler
Call Stack:
#0 0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1 0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2 0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3 0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4 0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5 0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6 0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7 0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8 0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9 0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8
This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().
In Ogre3D application you do the following:
window_ = root_->initialise(true, "Ogre Window 2");
loadOgreResources();
Ogre::WindowEventUtilities::addWindowEventListener(window_, this);
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
NSWindow* Data = 0;
window_->getCustomAttribute("WINDOW", &Data);
sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif
It results in a crash in this function:
SDL_cocoakeyboard.m
void
Cocoa_StartTextInput(_THIS)
{
SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
SDL_Window *window = SDL_GetKeyboardFocus();
NSWindow *nswindow = nil;
if (window)
nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;
// ...
}
The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:
SDL_cocoawindow.m
static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
// ...
if ([nswindow isKeyWindow]) {
window->flags |= SDL_WINDOW_INPUT_FOCUS;
SDL_SetKeyboardFocus(data->window);
}
/* Prevents the window's "window device" from being destroyed when it is
* hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
*/
[nswindow setOneShot:NO];
/* All done! */
[pool release];
window->driverdata = data;
return 0;
}
As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
|
|
724d9380
|
2014-06-25T01:43:58
|
|
Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int
|
|
a8955f26
|
2014-06-25T01:35:17
|
|
Made the RLE code (semi) readable again
|
|
b4deeeba
|
2014-06-25T00:58:40
|
|
Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain
Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
|
|
afe14829
|
2014-06-25T00:43:10
|
|
Fixed bug 2556 - add compilation flag -Wshadow
Sylvain
here's the full patch for Blit + RLE.
|
|
6a632eb2
|
2014-06-25T00:20:21
|
|
Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski
SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.
The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.
I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
|
|
52ec151f
|
2014-06-24T13:31:25
|
|
Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
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cbafb158
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2014-06-24T01:38:21
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Fixed bug 2467 - bad memcpy in SDL_OpenAudio/open_audio_device/prepare_audiospec chain
Rainer Deyke
If 'SDL_OpenAudio' is called with 'obtained == NULL', 'prepare_audiospec' performs a bad 'memcpy' with the destination and source pointing to the same block of memory. The problem appears to be on in 'SDL_OpenAudio', which calls open_audio_device with 'obtained = desired' when 'obtained == NULL'. 'open_audio_device' cannot deal with 'desired' and 'obtained' pointing to the same block of memory but can deal with 'obtained == NULL'
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3344db40
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2014-06-23T11:06:50
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Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings
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67e55655
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2014-06-23T10:09:15
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Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
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9e2a2639
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2014-06-23T10:09:13
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Added names for some theme related windows messages
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e63e1a5e
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2014-06-23T09:25:27
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Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker)
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620510b3
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2014-06-23T09:18:31
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Fix compiler warning
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553028c9
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2014-06-22T11:02:56
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Partial fix for bug 2556 - add compilation flag -Wshadow
I added -Wshadow and then turned it off again because of massive variable shadowing in the blit macros.
Feel free to go through that code and fix these if you want. Just uncomment CheckWarnShadow in configure.in if you want to try this.
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9f5e3ed7
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2014-06-22T10:05:59
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Fixed bug 1673 - BEXT wave files only have extra metadata that you can easily skip through
bill
In SDL_wave.c, BEXT wave files with "bext" instead of "fmt " are choked on
if (chunk.magic != FMT) {
SDL_SetError("Complex WAVE files not supported");
was_error = 1;
goto done;
}
BEXT files http://en.wikipedia.org/wiki/Broadcast_Wave_Format actually playback the same as regular waves. All they have is (A LOT OF) extra header info.
To open them, just SKIP the "bext" chunk, and the "fmt " chunk will be a couple of hundred bytes later.
The "fmt " chunk is also bloated, but if you skip past the extra information to the "data" chunk, there is nothing different about a BEXT wave file than a "normal" one.
You can then load the data and proceed as normal.
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cff9eac6
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2014-06-22T09:48:46
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Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark
Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.
A patch is attached. See bug #2570 for reasons you might want to compile this way.
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1b3d4e6d
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2014-06-22T09:42:43
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565 textures have higher priority than 555 textures
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d65ac778
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2014-06-22T02:48:43
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Restore window OpenGL state if creating an OpenGL renderer fails
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b7b6d8ab
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2014-06-22T02:30:36
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Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
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5df11f8a
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2014-06-21T21:46:42
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Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations.
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7b7828a4
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2014-06-21T21:30:49
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You shouldn't get axis and hat events when your application doesn't have focus (unless you use the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint)
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f8b75b1a
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2014-06-21T20:40:00
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Fixed bug 2562 - SDL_hapticlist/_tail not set correctly
Zachary L
SDL_hapticlist and SDL_hapticlist_tail are not set correctly when quitting the subsystem. This matters because they are represented as global variables. In the case you quit and reinitialize the subsystems, problems with dangling pointers arise.
For instance, SDL_hapticlist_tail will not be null on second initialization and because of the check on line 298, it will fail to set SDL_hapticlist appropriately. This can cause a few things to go wrong, like feeding SDL_strcmp a null fname which can cause a segfault.
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e8d84fbf
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2014-06-21T20:35:36
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Merged changes from Alexey Petruchik to support Android obb files
http://developer.android.com/google/play/expansion-files.html
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