kc3-lang/SDL

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Author Commit Date CI Message
d0c5097c 2021-01-23 03:41:02 minor autotools build system updates.
4eb2b9f8 2021-01-23 03:03:55 fix permissions of config.guess and config.sub
9c88eac8 2021-01-22 11:40:20 ControllerList: fix typo
d4794028 2021-01-22 08:45:38 Fixed build
9e45372a 2021-01-21 22:47:37 Fixed build on Android and iOS
11fce321 2021-01-22 20:20:02 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git. Fix V/A/FSlider dwOfs values in c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/af2f4194263702a946c65d255580176ee50b5914 Add missing ASPECT flags for c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/e2e100272ffede3c720da7bbd11b53ac0bcee8eb Closes bug #5474.
19236b46 2021-01-21 21:49:13 Implement support for minimizing windows on Wayland This required a bit of extra code to deal with the transition from minimized back to fullscreen
cf84ec44 2021-01-20 23:19:24 Improve reliability of cursor hiding on GNOME Wayland Hiding the cursor doesn't appear to work reliably on GNOME when another window steals mouse focus right as we call SDL_ShowCursor(SDL_DISABLE). This can happen when the keyboard shortcut inhibition permission prompt appears in response to a call to SDL_SetRelativeMouseMode() with SDL_HINT_GRAB_KEYBOARD=1. The result is that the default cursor is stuck locked in position and visible on screen indefinitely. By redrawing the cursor on pointer focus enter, the cursor now disappears upon the first mouse motion event. It's not perfect but it's way better than the current behavior.
f68b36df 2021-01-22 11:42:42 Added support for the EVORETRO GameCube Adapter in PC mode
4a776557 2021-01-22 20:10:02 old os2 analogue joystick code ported from SDL-1.2. disabled by default, build-tested only.
e91f83c1 2021-01-22 20:03:50 hidapi.h: adjust so that it gives a smaller diff against mainstream
d789ba83 2021-01-19 18:20:07 Implement keyboard grab support for Wayland Use zwp_keyboard_shortcuts_inhibit_manager_v1 to allow SDL applications to capture system keyboard shortcuts like Alt+Tab when keyboard grab is enabled via SDL_HINT_GRAB_KEYBOARD.
6e97170e 2021-01-08 21:16:06 Use PS4 rumble hint as the default for the PS5 rumble hint Existing SDL applications may not know about the need to set a specific hint to enable rumble on PS5 controllers, even though they may already set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4 controller rumble support. Rather than requiring those developers update their apps, let's use the SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior they are expected for all PlayStation controllers.
07f83cd5 2021-01-19 19:50:10 hidapi/libusb/hid.c: fix race condition on device close (bug #5484) From hidapi mainstream git: https://github.com/libusb/hidapi/issues/142 https://github.com/libusb/hidapi/commit/d2c3a9862eefe2d3f4db0f00c0238277bfb4e44b Read callback may fire itself on its own even after its been requested to stop and exactly before the calling code waits for its completion in indefinite loop. Explicitly preventing re-fireing the submission loop fixes the issue.
ee93f0ed 2021-01-19 15:35:43 [KMS/DRM] Revert unaproved fix for bug #5465.
6393d14d 2021-01-19 15:50:28 SDL_virtualjoystick.c: remove wrong #endif comment.
327ea974 2021-01-19 15:50:02 hidapi/libusb/hid.c: whitespace tidy-up.
28255837 2021-01-19 14:55:20 fix AC_CHECK_HEADER for libusb.h
4fbb9f31 2021-01-19 11:01:00 Fix declarations after statement
bf53651d 2021-01-21 22:32:17 Make sure we only do GameCube adapter initialization if we were able to load libusb
0e7d435f 2021-01-19 10:40:42 Add basic testgles2_sdf program to demonstrate sign distance field with opengles2
e1d932f8 2021-01-17 21:33:51 [KMS/DRM] Fix for bug #5468: corruption on dynamic cursor changing caused by wrong buffer size.
3527b494 2021-01-21 22:30:34 Fixed initializing the Nyko and EVORETRO GameCube adaptors This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
99facb1d 2021-01-17 21:17:01 [KMS/DRM] Fix for bug #5470: ratio correction for fullscreen windows with no matching resolution. Correct bracket position in else statements so they follow the coding style.
c265e73f 2021-01-17 10:05:11 Fixed bug 5473 - Add WSCONS support for NetBSD wahil1976 This patch adds WSCONS support for NetBSD.
b6ae9a7c 2021-01-21 21:20:10 renamed my_gradd.h to SDL_gradd.h
f3835702 2021-01-17 05:00:50 fix build with --disable-directx
178ae70a 2021-01-20 12:18:10 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
2ea393bd 2021-01-15 14:36:21 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
03665004 2021-01-15 15:00:17 [KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works.
bdb3e6b8 2021-01-15 12:40:00 SDL_hidapi_switch.c: fix build with older compilers
69bd7ebb 2021-01-15 00:02:33 Fixed build
e3dbae50 2021-01-14 23:49:41 Get the serial number for the Nintendo Switch Pro controller
5fc743c4 2021-01-14 23:49:37 Phantom Nintendo Switch Pro Controller initialization problem
92742306 2021-01-14 23:49:33 Fixed rumble reset failing for Switch Pro controllers in USB mode
d0b87fed 2021-01-14 23:49:27 Added HIDAPI rumble debug info
e2f46ed8 2021-01-14 23:49:20 Always lock the HIDAPI device when closing, in case rumble is pending
907b8eeb 2021-01-14 23:49:16 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
b3848c51 2021-01-14 15:15:57 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled jibb I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller. I'm using the standard mapping file from here: https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed). However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead. Mathias Kaerlev Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version. I suspect it might be caused by this commit: https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5 It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
bdc6e4ff 2021-01-14 15:03:11 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS RustyM This is related to Bug 5034, but crashes under a somewhat different condition. In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash. File: joystick/darwin/SDL_sysjoystick.c Function: static recDevice *FreeDevice(recDevice *removeDevice) On line 159: while (device->pNext != removeDevice) { Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188) This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in. Some of the "retro" controllers I?ve seen this crash with: - iBuffalo SNES Controller - 8Bitdo SN30 Gamepad (in MacOS mode) - Retrolink NES Controller - HuiJia SNES Controller Adaptor The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10. The while loop in FreeDevice() assumes that every device is not NULL. recDevice *device = gpDeviceList; while (device->pNext != removeDevice) { device = device->pNext; } device->pNext = pDeviceNext; So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work. recDevice *device = gpDeviceList; if (!device) { while (device->pNext != removeDevice) { device = device->pNext; } } device->pNext = pDeviceNext;
d54b125a 2021-01-14 14:53:34 Fixed bug 5287 - Support building for UWP with CMake Jan Niklas Hasse Actually the SDL2-static target works, if I set SDL_SENSOR to OFF. Awesome! See this patch: https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/0003-sdl2-fix-uwp-build.patch
351abc58 2021-01-14 14:50:15 Fixed bug 5463 - generated Wayland interfaces are included in the library's ABI Simon McVittie In versions since 1.15, the `code` mode is a deprecated alias for `public-code`, which emits symbols with default visibility, overriding SDL's -fvisibility=hidden option. Use the `private-code` mode instead. This emits symbols with hidden visibility, so they do not affect the ABI of libSDL. See also: https://bugreports.qt.io/browse/QTBUG-73099, https://lists.freedesktop.org/archives/wayland-devel/2018-February/037097.html
6a342954 2021-01-14 14:42:53 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer) sashikknox In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo** ```C++ struct SDL_SysWMinfo wmInfo; SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo) #if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11) nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window; nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display; #endif ``` than i can create EGLSurface ``` eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES); ``` in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData** Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland): link to SDL2 commit and changed string for patch: - https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea - https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463 link to use in Quake2 port: 1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319 2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
b2aaab3d 2021-01-14 14:34:24 Fixed bug 5462 - debug trap update/fix of assembly for Apple devices David Carlier updating preprocessor constant and proposing 32 bits variant.
82aafa9a 2021-01-14 14:32:11 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD wahil1976 This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available. For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
1adadc77 2021-01-14 10:18:40 [KMS/DRM] Adjust come return values. Improve comments.
57661e42 2021-01-13 20:17:50 [KMS/DRM] Remove unused header.
ead3c406 2021-01-13 20:11:01 [KMS/DRM] Refactor, improve and re-comment async pageflips code.
fbd7c718 2021-01-13 11:02:07 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver
d757ec7f 2021-01-13 11:02:01 Only select the gamepad interfaces on the Xbox 360 wireless adapter
c94283d4 2021-01-13 11:01:54 testgamecontroller: log which controller the event came from
aac74db6 2021-01-13 15:54:26 [KMS/DRM] Enable async pageflips.
9384e595 2021-01-12 20:15:37 [KMS/DRM] Add warning comentary to avoid future experiments with scaling.
b99543b6 2021-01-11 20:40:11 opengl: More work on making line drawing match software renderer.
84427549 2021-01-12 00:22:58 [KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block.
87eb734c 2021-01-11 23:59:40 [KMS/DRM] Don't ask SDL to scale image when in Vulkan mode.
85e8adf7 2021-01-11 22:28:27 [KMS/DRM] Unused code cleaning.
5105ecf8 2021-01-11 21:02:07 [KMS/DRM] Move surface size info to window driverdata, for coherency.
2067a7db 2021-01-11 20:29:09 [KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes.
958e5d5b 2021-01-11 10:01:24 SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430)
e9887045 2021-01-11 15:36:40 Gyro and Accel sensor support for Switch Pro Controller. Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
68815b6c 2021-01-10 22:21:12 Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura)
b94718e0 2021-01-09 21:22:21 SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430)
850d9c8c 2021-01-09 02:25:13 [KMS/DRM] Cleanup remainings from plane/scaling usage.
8636bc06 2021-01-09 00:11:20 acinclude/libtool.m4: Apply macos11 patch from libtool bug #44605 https://debbugs.gnu.org/cgi/bugreport.cgi?bug=44605 https://github.com/macports/macports-ports/blob/master/devel/libtool/files/dynamic_lookup-11.patch ( Also see https://debbugs.gnu.org/cgi/bugreport.cgi?bug=44684 ) This also implicitly covers the macos10.10+ support patch from libtool mainstream which has been in since libtool-v2.4.3, i.e.: http://git.savannah.gnu.org/gitweb/?p=libtool.git;a=commit;h=e145288b059e14ab7e58fc6a304e82d9dad282a6
2aeb3177 2021-01-08 22:00:28 [KMS/DRM] Fix vkQuake3 in OpenGL mode.
8746788f 2021-01-08 11:08:23 KMSDRM_LEGACY is no longer legacy
29888bd6 2021-01-08 21:56:00 fixed permissions of xcode project file
8d396342 2021-01-08 21:50:02 regenerated configure
50ea3b77 2021-01-08 10:09:37 Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency Nia Alarie The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate. Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
b2449473 2021-01-08 18:57:12 [KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC.
2f72535c 2021-01-08 09:54:55 Fixed joysticks generating SDL mouse events
a5dba7d3 2021-01-08 09:54:52 Fixed Xbox One Series X share button incorrectly triggering on newer firmware
940e1b8d 2021-01-08 16:33:50 [KMS/DRM] Small readability changes.
e5bf1850 2021-01-08 15:39:05 [KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out!
cef1bd06 2021-01-08 13:14:42 [KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups.
70325397 2021-01-07 19:33:12 Disabled Bluetooth if BLE is not supported BluetoothManager is supported for Android API 18+. On older versions, skip Bluetooth instead of crashing.
e778881a 2021-01-07 11:49:28 Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa Dominik Reichardt Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult. There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at. On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out). All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus). This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
c8a64ad9 2021-01-07 10:23:55 Fixed building when SDL_LIBUSB_DYNAMIC is defined
d079130c 2021-01-07 18:44:34 [KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW.
e23666f6 2021-01-07 17:40:00 update config.guess and config.sub from mainstream.
e168d113 2021-01-07 14:40:24 [KMS/DRM] Correct drmModeSetCursor() dimensions.
335d78ff 2021-01-07 11:30:33 [KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-.
661bacfe 2021-01-07 00:47:21 [KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function.
dfb0afe3 2021-01-07 00:41:32 fix build after commit 5730b2005da1
67e0b1dd 2021-01-06 22:15:26 [KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend.
57a5c453 2021-01-05 22:06:51 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430)
fc61ecb2 2021-01-05 21:54:03 Fix software UpdateNVTexture non fullscreen (bug #5430)
204ef3b5 2021-01-05 20:38:31 Fix D3D11 UpdateNVTexture (bug #5430)
c0df40e0 2021-01-05 17:39:48 Add more SDL_HAVE_YUV defines
dc0e5de9 2021-01-05 17:10:02 Update config.guess and config.sub from mainstream. Recognizes riscv32be and riscv64be.
76295cec 2021-01-05 15:50:10 video/windows: ANSI/UNICODE updates (cf. bug 5435): - explicitly use UNICODE versions of DrawText, EnumDisplaySettings, EnumDisplayDevices, and CreateDC: the underlying structures have WCHAR strings. - change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept LPCWSTR instead of LPCTSTR for the same reason. - change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W' versions where appropriate.
265a1cc9 2021-01-05 15:50:02 use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2) cf. bug #5435. - SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR* - windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath) - windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR* - SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR* - windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
516042b4 2021-01-05 15:15:50 ran gendynapi.pl after SDL_UpdateNVTexture addition
31751bdc 2021-01-05 15:15:37 wmmsg.h: constified wmtab
b0325041 2021-01-05 12:36:34 Fix unused variable warning on METAL (see bug #5430)
c1eb9ecf 2021-01-05 12:29:43 Add SDL_UpdateNVTexture for META (bug #5430) (not tested)
73d93dbc 2021-01-05 12:20:02 Fix compilation on Window10 (see bug #5430)
df6b8131 2021-01-05 12:16:32 Fix compilation (implicit declaration of function) (see bug #5430)
d1f031c8 2021-01-05 12:08:16 Add SDL_UpdateNVTexture for d3d11 (bug #5430) (not tested)