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e6c640f3
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2020-04-13T08:18:16
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Enable the virtual joystick API by default
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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eb8f14bb
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2019-11-20T20:40:50
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added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
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ed7483f8
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2019-10-15T22:36:08
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x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).
Fixes Bugzilla #4706.
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aebaa316
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2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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39e8b007
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2019-07-27T14:08:51
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macOS: fix atomics using deprecated functions instead of compiler intrinsics, when SDL is built with the Xcode project.
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69d27a69
|
2019-06-11T18:13:46
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Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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3e5dbc69
|
2018-08-21T13:29:21
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Added a dummy sensor driver
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5930b508
|
2018-08-09T22:53:43
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Re-enabled the HIDAPI joystick driver on Windows and Mac OS X
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b37518b3
|
2018-08-09T16:03:55
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SDL: disable HIDAPI in SDL on Windows/Mac.
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d2042e1e
|
2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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b4fe7412
|
2018-08-04T11:52:46
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SDL_exp
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11c348b4
|
2018-01-17T11:53:09
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SDL_log10
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|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
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|
48fea0ce
|
2017-12-31T15:21:25
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|
macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan.
|
|
57ebc727
|
2017-12-04T20:35:01
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|
Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey
Seems latest google angle library successfully built & tested under macOS'es.
https://github.com/google/angle
We need to use GLES2 to implement true cross-platform code.
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bcdf8b91
|
2017-11-04T17:35:03
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|
Added SDL_fmod() and SDL_fmodf()
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|
9c580e14
|
2017-10-12T13:44:28
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|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
f465f24d
|
2017-09-09T08:36:37
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|
Fixed bug 3760 - RWops doesn't check for integer overflow when stdio_fseek only supports 32 bits
Simon Hug
When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.
The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.
It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.
And there's an additional error message for when ftell fails.
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|
d51dc737
|
2017-09-06T01:14:23
|
|
Fixed bug 3797 - configure check for float.h
Ozkan Sezer
Cmake checks for float.h, but configure does not: the attached patch
adds float.h to checked headers in configury, and it adds the missing
HAVE_FLOAT_H macro to SDL_config.h.cmake and SDL_config.h.in.
In SDL_config_macosx.h and SDL_config_windows.h, defined HAVE_FLOAT_H
as 1, where I know that it's true.
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|
abf8fc4c
|
2017-08-29T08:27:23
|
|
Fixed check for Mac OS X 10.11+ SDK (thanks Edward Rudd!)
|
|
2d655cd8
|
2017-08-29T02:32:53
|
|
MAC_OS_X_VERSION_MAX_REQUIRED isn't actually set in recent Xcode versions
|
|
1067b528
|
2017-08-28T20:52:05
|
|
Fixed building with an older Mac OS X SDK
|
|
e8b114ec
|
2017-08-28T19:32:08
|
|
Vulkan support on Mac OS X introduces a link time dependency (CAMetalLayer) on 10.11 and newer
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
94754c39
|
2017-02-20T10:55:33
|
|
Updated config headers to override the base SDL_config.h if both are included
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
2a2c8d42
|
2016-04-21T03:16:44
|
|
Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.
This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
2a757825
|
2015-05-28T00:30:21
|
|
X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.
Fixes Bugzilla #2343.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
6101e4b2
|
2014-06-07T18:20:01
|
|
Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
d01ad02b
|
2013-12-09T15:17:20
|
|
Hook up SDL_acos and SDL_asin properly.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
5c383489
|
2013-11-24T23:36:15
|
|
We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
|
|
e7693740
|
2013-11-24T23:35:38
|
|
Added SDL_vsscanf().
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|