Log

Author Commit Date CI Message
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.
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
Gabriel Jacobo 5a3c553d 2014-07-03T17:36:08 Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices) Then again, maybe not!
Alfred Reynolds 321af03f 2014-07-03T10:22:26 add a comment to SDL_InitSubSystem explaining its refcounting behavior
Alfred Reynolds 2748e282 2014-07-03T10:22:12 The YUV offset is 16 / 255, not 16 / 256
J?rgen P. Tjern? 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.
Sam Lantinga 610225b4 2014-06-28T19:51:26 Fixed null terminating the X11 error string
Gabriel Jacobo 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)
Gabriel Jacobo 9dc2614e 2014-06-28T12:50:17 Another fix to prevent dereferencing a null window pointer in SDL_mouse.c
Gabriel Jacobo a9bb8898 2014-06-28T12:48:29 Disable desktop OpenGL for EGL under Android
Gabriel Jacobo 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
Knut Andre Tidemann 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.
Sam Lantinga e592b046 2014-06-26T12:42:15 Fixed compiler warning on Android
Sam Lantinga 82849f07 2014-06-25T21:40:56 Updated the template project for iOS, thanks to Davide Coppola
Sam Lantinga 3d5f4a69 2014-06-25T21:06:47 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
David Ludwig 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?
David Ludwig a838a56d 2014-06-25T22:03:05 WinRT build fix
Ryan C. Gordon 95864f86 2014-06-25T17:24:06 Patched to compile on Windows.
Ryan C. Gordon 4318910e 2014-06-25T17:20:22 Whoops, lost this in the merge.
Ryan C. Gordon 84cb2320 2014-06-25T17:13:43 Patched to compile with -Werror=declaration-after-statement
Ryan C. Gordon 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()
Ryan C. Gordon 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().
Sam Lantinga 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.
Sam Lantinga 724d9380 2014-06-25T01:43:58 Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int
Sam Lantinga a8955f26 2014-06-25T01:35:17 Made the RLE code (semi) readable again
Sam Lantinga 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.
Sam Lantinga afe14829 2014-06-25T00:43:10 Fixed bug 2556 - add compilation flag -Wshadow Sylvain here's the full patch for Blit + RLE.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga cbafb158 2014-06-24T01:38:21 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'
Sam Lantinga 3344db40 2014-06-23T11:06:50 Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings
Sam Lantinga 67e55655 2014-06-23T10:09:15 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
Sam Lantinga 9e2a2639 2014-06-23T10:09:13 Added names for some theme related windows messages
Gabriel Jacobo e63e1a5e 2014-06-23T09:25:27 Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker)
Gabriel Jacobo 620510b3 2014-06-23T09:18:31 Fix compiler warning
Sam Lantinga 553028c9 2014-06-22T11:02:56 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.
Sam Lantinga 9f5e3ed7 2014-06-22T10:05:59 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.
Sam Lantinga cff9eac6 2014-06-22T09:48:46 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.
Sam Lantinga 1b3d4e6d 2014-06-22T09:42:43 565 textures have higher priority than 555 textures
Sam Lantinga d65ac778 2014-06-22T02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
Sam Lantinga b7b6d8ab 2014-06-22T02:30:36 Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
Sam Lantinga 5df11f8a 2014-06-21T21:46:42 Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations.
Sam Lantinga 7b7828a4 2014-06-21T21:30:49 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)
Sam Lantinga f8b75b1a 2014-06-21T20:40:00 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.
Sam Lantinga e8d84fbf 2014-06-21T20:35:36 Merged changes from Alexey Petruchik to support Android obb files http://developer.android.com/google/play/expansion-files.html
Sam Lantinga f448815e 2014-06-21T17:31:36 Added libibus-1.0-dev build dependency
Sam Lantinga b56b37cd 2014-06-21T17:25:59 Fixed warning when building without ibus
Sam Lantinga fe63e00b 2014-06-21T12:50:03 Generated configure from recent configure.in changes (for ibus support)
Sam Lantinga 62bdecc8 2014-06-21T12:45:54 Fixed compiler warning with new OpenGL ES header files
Sam Lantinga d7924c73 2014-06-21T12:43:57 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
Sam Lantinga e8f8e672 2014-06-21T12:38:46 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer Alvin The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data. I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial. The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons." The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256. When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly. It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture(). I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV. Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel). The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
Sam Lantinga 0d673844 2014-06-21T11:52:53 Fixed bug 2596 - SDL_SetError fails on on NULL on systems with vsnprintf sfalexrog On systems with vsnprintf call SDL_SetError fails when passed a NULL as an argument. SDL's implementation checks for NULL (as seen in the commit: https://hg.libsdl.org/SDL/rev/835403a6aec8), but system implementation may crash.
Sam Lantinga 6c0a7b99 2014-06-21T11:50:18 Added NaCl to the supported platforms list
Sam Lantinga 80e401ab 2014-06-21T11:48:12 Added NaCl to SDL_GetPlatform()
Sam Lantinga 640e0415 2014-06-21T11:42:46 Added OpenGL ES headers to public headers
Sam Lantinga 8ef56511 2014-06-21T11:36:00 Fixed compiler warning
Sam Lantinga ce84813a 2014-06-21T11:24:06 commit 9e211e646f9d51dc1372c9f3c8f47a78caf4f2a5 Author: Sam Clegg <sbc@chromium.org> Date: Fri Jun 20 12:52:11 2014 Fix win32 build which was failing due to missing PRIs64. This change adds definitions for the C99 PRIs16 and PRIu64 which are missing from <stdint.h> on at last win32 and possibly other platforms. These already existed in testgesture.c so I removed them from there also.
Sam Lantinga 61fea2a8 2014-06-21T11:16:26 Removed references to Raspberry Pi
Ryan C. Gordon 87980526 2014-06-20T22:38:36 Added script for buildbot to use on NaCl target.
Gabriel Jacobo 3b217eef 2014-06-20T11:50:31 Fix another NaCl warning
Sam Clegg 7e52722d 2014-06-20T11:10:16 Fix compiler warnings in Native Client and Linux builds.
Gabriel Jacobo 6c5cb540 2014-06-20T11:01:05 Ooops, code that resists erasure, I've seen that in a movie.
Gabriel Jacobo 553cc07e 2014-06-20T10:59:51 Initialize nacl_io, removes SDL_NaClMount/Umount It's just easier to use nacl_io's mount/umount directly.
Sam Clegg 199aff7b 2014-06-19T00:40:09 Make autoconf-based build quiet by default. Add V=1 to the make command line will show the full commands but by default we just show the tool-type and the output file. This is generally much easier on the eye and makes warnings and errors more clearly visible.
Alex Baines 41a39837 2014-06-18T20:11:39 Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
Gabriel Jacobo 715a9829 2014-06-18T10:04:21 Fix file name typo, thanks Sam Clegg!
Wander Lairson Costa 2334aa86 2014-06-16T10:58:09 Add suport for "make uninstall" to cmake.
Gabriel Jacobo ab238dc6 2014-06-16T09:54:33 Assorted fixes for NaCl. Hat tip to Sylvain Becker
Gabriel Jacobo 9e55ace8 2014-06-16T09:47:23 Fixes #2583, clean up EGL initialization
Sam Lantinga 047c19ce 2014-06-15T19:32:39 Fixed bug 2558 - Missing FINGERUP in Android Sylvain If you play with the TouchScreen with +3 fingers randomly / pressing simultaneously all fingers. You triggers FINGER DOWN events, but not always all the associated FINGER UP events. So, after a while SDL_GetNumFingers() can report a wrong number of fingers pressed ! The explanation is hidden there : http://developer.android.com/reference/android/view/MotionEvent.html Each pointer has a unique id that is assigned when it first goes down (indicated by ACTION_DOWN or ACTION_POINTER_DOWN). A pointer id remains valid until the pointer eventually goes up (indicated by ACTION_UP or ACTION_POINTER_UP) or when the gesture is canceled (indicated by ACTION_CANCEL). in ACTION_CANCEL : The current gesture has been aborted. You will not receive any more points in it. You should treat this as an up event, but not perform any action that you normally would. Constant Value: 3 (0x00000003)
Sam Lantinga 260549d1 2014-06-15T18:31:30 Fixed bug 2567 - x11: Local dropped files are not URI-decoded Melker Narikka Local files that are dropped onto a window under X11 are not going through a URI decoding step, resulting in the following in my test application: Dropped file /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Couldn't load /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Expected result: Dropped file /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png Loaded /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png successfully I've attached a patch that fixes the issue by doing URI decoding in-place on the file string buffer.
Sam Lantinga af50403e 2014-06-15T18:09:39 Fixed bug 2575 - Current GL context tracking fails Ronie Salgado The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context. Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default. Expected Output: -"First window" should be blue. -"Second window" should be green. Gotten Output: - "First window" black. - "Second window" blue. What happened: The renderer created for the "first window" ends rendering into the "second window" OpenGL context. Bug location: SDL_render_gl.c - line 286 on hg: static SDL_GLContext SDL_CurrentContext = NULL; When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change. Solution proposal: - Move the current GL context cache into another place global.
Sam Lantinga 175b343e 2014-06-15T17:37:35 Fixed bug 2568 - NO_SDL_GLEXT should prevent OS glext.h as well J?rgen Tjern? If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.") This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
Sam Lantinga 2a082c07 2014-06-15T17:26:30 Fixed bug 2580 - sndio backend improvements Brad Smith Attached is patch from the OpenBSD ports tree to add 24-bit support to the sndio backend and to make use of the sio_open() option SIO_DEVANY.
Sam Lantinga 6146fe85 2014-06-15T17:18:05 Fixed 2584 - Memory leak in Cocoa_GetDisplayName Diego The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName. This happened after upgrading to Xcode 5.
Sam Lantinga 54771080 2014-06-15T13:05:30 Add controller mapping for Bluetooth DualShock 4 controllers on Linux Frank Praznik Add a gamepad mapping entry for Bluetooth DualShock 4 controllers on Linux. The button mapping is the same as the USB controller, but the GUID is different.
Sam Lantinga b9d1f9ed 2014-06-15T13:01:10 Fixed Android error on static lib build, if relative NDK_MODULE_PATH used Stefan P?schel if the variable NDK_MODULE_PATH is set to a relative path (like "../"), compiling of a static SDL lib fails with an error similar to this: make: *** No rule to make target `..//android_libs/SDL/..//android_libs/SDL/src/main/android/SDL_android_main.c', needed by `obj/local/armeabi/objs/SDL2_static/__//android_libs/SDL/src/main/android/SDL_android_main.o'. Stop. Regarding the shared lib, this is already prevented by a "subst" command in the /Android.mk, which removes all occurences of "$(LOCAL_PATH)/". The attached patch does the same with the additional "SDL_android_main.c", which is included for build the static SDL lib.
Sam Lantinga ab4f1aaa 2014-06-15T10:42:28 Fixed Visual Studio 2008 projects Added missing files to SDL2 project Added missing Visual Studio 2008 tests to the solution Added output paths which match the 2010+ projects Added SDL project references instead of old style project dependencies Removed post-build copy step and added data files to projects
Ryan C. Gordon 39bad809 2014-06-15T11:59:16 Mac: Fixed crash when returning from a fullscreen Space on shutdown.
Ryan C. Gordon 70cebc7d 2014-06-15T01:19:01 Add coreaudio to the configure script's summary output.
Ryan C. Gordon 446d19c4 2014-06-14T23:31:23 Removed SDL_SYS_JoystickNeedsPolling(). It was simpler to just have the polling (actually: hotplug detection) functions return immediately if it's not an appropriate time to poll. Note that previously, if any joystick/controller was opened, we would poll every time anyhow, skipping this function.
Ryan C. Gordon 9e5504f8 2014-06-13T14:52:26 Mac: Run the CFRunLoop in joystick mode during SDL_SYS_JoystickNeedsPolling(). This fixes hotplugging failing to detect devices.
Alfred Reynolds 8c2c744a 2014-06-13T10:50:24 - fixed crash if you removed a device twice, the deviceRef is invalid if removed from the removed device callback (added in http://hg.libsdl.org/SDL/rev/d4e4d0fcda03 ).
Ryan C. Gordon 2cce7b2e 2014-06-11T00:40:19 Implemented Cocoa GetAbsoluteMouseState().
Ryan C. Gordon 4676705d 2014-06-11T00:12:19 Implement Windows GetAbsoluteMouseState().
Ryan C. Gordon c8c55a01 2014-06-11T00:12:06 This should probably query async button state.
Ryan C. Gordon 8719a765 2014-06-10T19:39:33 Regenerated SDL_audiotypecvt.c with updated perl script.
Ryan C. Gordon 91b7fb00 2014-06-10T19:37:59 Fix audio resampling in some cases. Fixes Bugzilla #2389.
Philipp Wiesemann 78d40e09 2014-06-09T17:37:59 Fixed nesting of HTML elements in documentation. The code element may only contain inline but the pre element is block.
Philipp Wiesemann f4df5425 2014-06-09T17:28:08 Fixed typos in documentation.
Philipp Wiesemann ea93820e 2014-06-09T17:25:03 Fixed format string faults in audio tests. They were found by the recent code annotations.
Gabriel Jacobo 7467e30b 2014-06-08T18:50:40 Forgot a piece of README-nacl.txt
Gabriel Jacobo efa2d058 2014-06-08T18:18:13 Fixes audio for Native Client, and other fixes... - SDL_NaClMount, SDL_NaClUmount - Default mounting of https at / in SDL's main function - More documentation in README-nacl.txt
Sam Lantinga 5ae12b46 2014-06-08T12:05:17 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL
Sam Lantinga be74705f 2014-06-08T12:00:29 Visual Studio 2013 Express Edition can load the standard solution, so we don't need special Express Edition solutions.
Sam Lantinga d639d031 2014-06-08T11:59:36 Ignore Visual Studio test data files
Philipp Wiesemann ef3887ec 2014-06-08T13:14:20 Changed two Java nested classes into static nested classes. Both do not need an implicitly created reference to enclosing class.
Philipp Wiesemann d2220917 2014-06-08T13:03:45 Fixed typo in log message.
Philipp Wiesemann 2b95c4c4 2014-06-08T13:01:04 Fixed doxygen comment in header.
Philipp Wiesemann 0ad1dc18 2014-06-08T12:51:02 Fixed typo in source comment.