Log

Author Commit Date CI Message
Ozkan Sezer cf7b94f2 2018-06-30T20:03:23 ran 'chmod -x' on two files
Ryan C. Gordon 7c2028f8 2018-06-29T16:56:11 Attempt to fix "cast from pointer to integer of different size" warnings.
Ryan C. Gordon 52857de2 2018-06-29T16:55:55 Corrected a comment.
Ryan C. Gordon 3b173f81 2018-06-25T23:00:38 Patched to compile on Visual Studio (typo).
Ryan C. Gordon 58168a8c 2018-06-25T16:34:16 atomic: Fight with all the assemblers that don't like REP NOP. :/
Ryan C. Gordon 5f123e31 2018-06-25T15:58:35 atomic: Spin locks now try to use the x86 PAUSE instruction for short waits. Fixes Bugzilla #4151.
Ryan C. Gordon 5a8ecf4e 2018-06-25T13:14:52 yuv: Patched to make static analysis happy (warned about unused variable).
Ryan C. Gordon 4773690d 2018-06-25T12:55:23 Deal with possible malloc(0) calls, as pointed out by static analysis.
Ryan C. Gordon 4f5bd53e 2018-06-25T09:37:25 wayland: Keep protocol XML files in-tree. Now you don't need the latest Wayland installed to build with newer protocols supported, as they'll build correctly; even if your system can't use them, we can make intelligent decisions at runtime about what's available on the current machine anyhow. This also simplifies some logic and possible failure cases in the configure and CMake scripts. Fixes Bugzilla #4207.
Ryan C. Gordon 915a7e03 2018-06-25T01:57:28 gles2: Whoops, overzealous copy/paste on my part. :)
Ryan C. Gordon 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.
Ryan C. Gordon e8237e2b 2018-06-24T15:21:01 android: Android.mk should only preserve debug symbols in debug builds. Fixes Bugzilla #4111.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 5308a245 2018-06-24T12:16:58 Fixed some possible malloc(0) calls reported by static analysis.
Sam Lantinga 88dfa466 2018-06-18T13:14:04 Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX
Sam Lantinga 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
Sam Lantinga f1d8f5f7 2018-06-18T13:14:00 Make certain we only hide system UI when we're fullscreen for real. (thanks Rachel!)
Sam Lantinga 8b574dc4 2018-06-18T13:13:58 Deal with situations where the system UI is shown when the keyboard pops up (thanks Rachel!)
Sam Lantinga 74ec7cab 2018-06-18T13:13:56 Fixed race condition where Android touch events could get scaled by a render target's viewport
Sam Lantinga 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...
Tomeu Vizoso 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.
Sam Lantinga 12ff19c0 2018-06-13T14:24:30 SDL Android fullscreen code extensively tested on Steam Link with no issues reported
Ozkan Sezer 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..)
Sam Lantinga 4a4bac95 2018-06-12T13:22:58 Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!)
Ozkan Sezer 41da7b79 2018-06-12T14:00:15 ran 'chmod -x' on many files
Sam Lantinga 864b8f89 2018-06-12T01:04:26 Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
Sam Lantinga 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!
Sam Lantinga 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!)
Sam Lantinga 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.
Sam Lantinga db86e7a6 2018-06-07T10:54:54 Added support for the PS3 controller driver in PlayStation Now
Sam Lantinga 77709aec 2018-06-06T09:42:12 Added Android hardware feature support to the default manifest
Sam Lantinga 7c5f3cf3 2018-06-05T14:08:39 Added improved mouse pointer capture under API 26. (Thanks Rachel!)
Sam Lantinga 113801b7 2018-06-05T12:46:13 Added SDL_IsChromebook() to determine if we're running on a Chromebook.
Sam Lantinga 2dedbc72 2018-06-05T12:46:11 Add Android support for relative mouse mode to SDL.
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 03ff7dcf 2018-05-29T11:18:01 Added support for Android relative mouse mode on API 24 and above
Sam Lantinga ff6aebc4 2018-05-29T08:03:44 Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!)
Ryan C. Gordon 3d387098 2018-05-27T20:30:03 metal: contrary to documentation, we need to set the drawableSize explicitly. Fixes Bugzilla #4149.
Sam Lantinga 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.
Sam Lantinga b3173d9d 2018-05-23T17:15:37 Added support for the NVIDIA SHIELD handheld gaming device
Sam Lantinga 5d1d0357 2018-05-23T17:15:35 Better fix for axis sorting with some Android controllers
Sam Lantinga 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.
Sam Lantinga 4d9a3469 2018-05-23T16:00:21 Added additional supported Android controllers
Sam Lantinga c07656db 2018-05-23T16:00:19 Fixed default mapping for Android controller triggers (they were reversed)
Ryan C. Gordon 101544d6 2018-05-21T12:05:17 audio: Needed to fix two more instances for Visual Studio.
Ryan C. Gordon 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.)
Ryan C. Gordon 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.)
Ryan C. Gordon 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).
Ryan C. Gordon 8543ad7d 2018-05-21T11:34:57 cpuinfo: Added some internal SIMD-aligned allocation functions. Fixes Bugzilla #4150 (sort of).
Sam Lantinga 999af809 2018-05-18T13:09:30 Merged latest changes from Steam Link app
Ryan C. Gordon 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.
Ryan C. Gordon 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!
Ryan C. Gordon cb0e614f 2018-05-15T02:29:35 audio: SSE2 float-to-int converters should clamp input. The scalar versions already do this.
Ryan C. Gordon 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.
Ryan C. Gordon 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).
Ryan C. Gordon 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.
Ryan C. Gordon ed4fe4c9 2018-05-15T00:04:02 testresample: correctly output .wav files that have floating point audio.
Ryan C. Gordon 4718791f 2018-05-14T00:03:39 cpuinfo: Make CPU flags easier to read and add to.
Ozkan Sezer 425149f4 2018-05-11T09:37:00 remove testvulkan.vcproj (was a VS2008 left-over.)
Ozkan Sezer 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.
Ozkan Sezer c11ae93a 2018-05-10T08:28:00 SDL_stdinc.h: move the alloca() includes before begin_code.h
Ozkan Sezer fe032ff4 2018-05-10T08:25:23 do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga 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
Sam Lantinga 606c5a58 2018-05-05T10:27:53 Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.)
Anthony Pesch 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.
Sam Lantinga 386790ef 2018-04-23T22:29:14 Improved error messages when Vulkan isn't configured (thanks Daniel Gibson!)
Sam Lantinga 8f780e76 2018-04-23T22:17:56 Fixed build
Sam Lantinga f521b22e 2018-04-23T22:07:56 Added SDL_THREAD_PRIORITY_TIME_CRITICAL
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga a9ae1b50 2018-04-23T20:24:12 Handle NULL return from SDL_DBus_GetContext()
Sam Lantinga b5d231ee 2018-04-23T19:20:12 Handle NULL return from SDL_DBus_GetContext()
Sam Lantinga 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.
Sam Lantinga 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
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Sam Lantinga 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.
Sam Lantinga b7228bc5 2018-04-11T18:28:03 Added support for the GameSir G3w
Bastien Bouclet 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.
Saad Khattak 6b5ed0fd 2018-04-10T08:03:54 Added debug postfix to install command and fixed library path
Sam Lantinga 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.
Sam Lantinga 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 ); }
Sam Lantinga 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.
Sam Lantinga b41b9d34 2018-03-19T14:52:53 Fixed return value
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga f536fbea 2018-03-16T11:08:53 Reimplemented Android cursor API support using reflection so it builds with older SDKs
Sam Lantinga e20d4173 2018-03-15T18:22:48 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
Sam Lantinga 1cfbe664 2018-03-12T18:41:06 Added Mac OpenGL ES configure support
Sam Lantinga d401a77e 2018-03-10T21:22:42 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.
Sam Lantinga 6d39e67b 2018-03-10T21:20:25 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)
Micha? Janiszewski 0a5c1065 2018-03-10T21:16:14 Fix ARM builds with MSVC
Sam Lantinga cc7b2fc5 2018-03-10T21:13:50 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.
Sam Lantinga 129431b4 2018-03-08T16:32:22 Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press
Sam Lantinga 92847022 2018-03-07T18:10:01 Added a mapping for the latest firmware for the Xbox One S controller on Android