|
4a776557
|
2021-01-22T20:10:02
|
|
old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
|
|
6e97170e
|
2021-01-08T21:16:06
|
|
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.
|
|
69bd7ebb
|
2021-01-15T00:02:33
|
|
Fixed build
|
|
6a342954
|
2021-01-14T14:42:53
|
|
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
|
2021-01-14T14:34:24
|
|
Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier
updating preprocessor constant and proposing 32 bits variant.
|
|
82aafa9a
|
2021-01-14T14:32:11
|
|
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.
|
|
be4cfd51
|
2021-01-05T11:56:22
|
|
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
|
|
0f094670
|
2021-01-04T19:51:56
|
|
Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.
__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
|
|
f414a436
|
2021-01-04T03:00:10
|
|
simplify Watcom implementation of SDL_MostSignificantBitIndex32()
|
|
91a831e2
|
2021-01-03T14:02:55
|
|
Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics
|
|
393c8c1f
|
2021-01-03T10:32:55
|
|
Fixed bug 5440 - MacCatalyst build failures
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
|
|
6f9e18da
|
2021-01-03T10:18:39
|
|
Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD
Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
|
|
6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
|
|
115d66e7
|
2021-01-02T12:50:01
|
|
Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
223af86c
|
2021-01-01T11:12:30
|
|
Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
|
|
5b2e011e
|
2020-12-30T23:55:02
|
|
SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
|
|
92edee23
|
2020-12-30T01:28:02
|
|
SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__
|
|
7c105f12
|
2020-12-30T01:21:10
|
|
updates to SDL_config_os2.h
|
|
1cdc1d48
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define
|
|
9fc139df
|
2020-12-30T01:00:24
|
|
SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
|
|
b76b81b0
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
|
|
8a32ee24
|
2020-12-30T01:00:24
|
|
removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
|
|
0684572c
|
2020-12-29T12:13:10
|
|
Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
8fc0baad
|
2020-12-28T11:43:11
|
|
Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.
v2: - Rebase onto master fa3ea1051a4b
|
|
2443e51e
|
2020-12-28T11:42:49
|
|
Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
|
|
9e22f62e
|
2020-12-28T11:50:02
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
|
|
2355dea4
|
2020-12-28T08:00:50
|
|
revert 'arm64 implementations of SDL_Swap16/32' for now (bug #5419)
|
|
2f99bc07
|
2020-12-28T07:20:20
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
|
|
93ccdee8
|
2020-12-23T13:47:49
|
|
Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
|
|
d0b8295c
|
2020-12-23T13:36:46
|
|
Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime
v2: - Fix mixed int/LONG types
- Reorder definitions
- Add missing include
v3: - Use `GetModuleHandle()` to load the API Set
|
|
548cb908
|
2020-12-23T13:33:36
|
|
Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
Allows building against older platform headers.
- Rename "hidden" function parameter `mutex_` to `_mutex`
v3: - Use GetModuleHandle instead of LoadLibrary
- Fix typo in comment
|
|
ae8a270f
|
2020-12-23T21:37:40
|
|
Add SDL_SoftStretchLowerLinear() (Bug 5313)
|
|
4ec776c3
|
2020-12-22T13:29:23
|
|
Don't switch the PS5 controller out of DirectInput mode by default
|
|
350f1b0d
|
2020-12-22T10:36:15
|
|
Updated SDL to version 2.0.15 for development
|
|
5f7cd1fa
|
2020-12-18T10:08:59
|
|
Added hints to control whether SDL updates joystick and sensor state in the main event loop
|
|
6bd4c717
|
2020-12-17T21:41:23
|
|
Fixed bug 5402 - ARM support little update proposal
David Carlier
No fix but mostly an update for ARM architecture.
|
|
b6e63625
|
2020-12-13T15:32:24
|
|
fix bug #5395: handle old systems where inotify_init1 is not available
|
|
ce7c751c
|
2020-12-12T23:54:40
|
|
Document that the joystick deadzone hint defaults off
|
|
13a4caf1
|
2020-12-12T22:08:02
|
|
Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
|
|
bca9decb
|
2020-12-12T23:28:10
|
|
fix bug #5394 - define _DARWIN_C_SOURCE only if not already defined
|
|
7fa5e95b
|
2020-12-09T07:23:47
|
|
Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
|
|
250a0557
|
2020-12-09T12:01:10
|
|
fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
|
|
a2098a47
|
2020-12-08T18:56:06
|
|
Updated SDL to 2.0.14 in preparation for release candidate
|
|
7f1c6e82
|
2020-12-08T09:13:08
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch
|
|
7854f43b
|
2020-12-01T14:43:15
|
|
Disable SDL_JOYSTICK_HIDAPI on iOS and tvOS by default
It's only needed for Steam Controller support, and introduces a Bluetooth framework dependency which requires additional permissions on the App Store.
|
|
a0c5bfa3
|
2020-11-27T13:08:40
|
|
Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
|
|
845b9033
|
2020-11-25T16:46:42
|
|
Implemented trigger rumble for raw input controllers
|
|
e5783e11
|
2020-11-25T14:51:56
|
|
cmake: add missing checks for wcscasecmp, _wcsicmp, wcsncasecmp, _wcsnicmp
|
|
7c18088f
|
2020-11-25T14:51:56
|
|
SDL_config_os2.h: define HAVE__WCSICMP and HAVE__WCSNICMP
|
|
46a84478
|
2020-11-24T12:43:01
|
|
Added SDL_wcscasecmp() and SDL_wcsncasecmp()
|
|
c63bbb06
|
2020-11-24T06:55:33
|
|
Including SDL_config_iphoneos.h enables MFI controller code
|
|
1e943e2a
|
2020-11-23T22:59:22
|
|
Fixed building with an older SDK and macOS target
|
|
1fc5ca64
|
2020-11-23T22:24:54
|
|
Fixed building with an older SDK and macOS target
|
|
e9869e07
|
2020-11-23T21:08:19
|
|
Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S
Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
|
|
38ab8bf7
|
2020-11-23T21:03:43
|
|
Fixed bug 5362 - Mac OS ARM doesn't build Metal/Vulkan back-end/renderers
C.W. Betts
As it is, SDL2's built-in config on macOS for Metal excludes Apple Silicon. This is due to thinking that the 64-bit Mac platform would always be x86_64. My patch fixes this by using the catch-all of 64-bit platforms.
|
|
62e39b5f
|
2020-11-23T20:57:14
|
|
Fixed building with an older SDK and macOS target
|
|
4c96faee
|
2020-11-23T20:37:10
|
|
remove non-existing tslib support from autofoo and cmake
|
|
fd894467
|
2020-11-21T14:13:26
|
|
Fixed building on Mac OS X on the command line and with an older macOS SDK
|
|
1df593fb
|
2020-11-21T13:15:33
|
|
Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts
This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.
While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
|
|
fcb21aa8
|
2020-11-17T10:30:20
|
|
Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers
Also fixed an issue with the accelerometer on iOS having inverted axes
|
|
d140d887
|
2020-11-16T17:36:47
|
|
Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
|
|
71e32f5e
|
2020-11-16T15:00:15
|
|
Added SDL_crc32()
|
|
bbbec723
|
2020-11-14T14:03:40
|
|
SDL_config_windows.h: define HAVE_TRUNC[F] for Visual Studio >= 2013
|
|
3e40b87f
|
2020-11-14T14:03:40
|
|
SDL_config_os2.h: undefine HAVE_TRUNC
trunc() exists only in OpenWatcom 2.0 fork, and its implementation
already is the same as the fallback we have here..
|
|
bee8db3b
|
2020-11-14T02:16:41
|
|
config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
|
|
9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
|
|
0500c044
|
2020-11-12T07:53:05
|
|
Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL
The resulting priorities for my current distro result in these values:
| High | Time Critical
Hint |--------------|-----------------
0 | P=10 N=-10 | P=5 N=-15
1 | P=10 N=-10 | P=-21 N=0
|
|
52486d01
|
2020-11-12T15:10:00
|
|
SDL_keycode.h (SDL_Keymod): remove comma at end of enumerator list
|
|
1822f97e
|
2020-11-11T19:37:47
|
|
Fixed bug 5346 - Add FreeBSD evdev KBIO keyboard input driver
wahil1976
This patch adds the KBIO text input driver for FreeBSD, which allows text input to fully work without text spilling out into the console. It also supports accented input, AltGr keys and Alt Lock combinations.
Tested with US accent keys layout and various AltGr layouts.
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
07eae7d6
|
2020-11-11T08:47:18
|
|
Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.
This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.
This change:
* Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
* Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
* Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
* Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
* Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
|
|
f656d845
|
2020-11-09T10:29:10
|
|
Fixed typo in the documentation
|
|
b198febb
|
2020-11-08T10:22:27
|
|
Documentation: fix minor gamecontroller parameter warning
|
|
009b62f1
|
2020-11-07T02:22:15
|
|
Be explicit about mapping the new game controller paddle buttons
|
|
3a438848
|
2020-11-06T17:06:41
|
|
Document the Xbox One Elite paddle buttons
|
|
9a446aa9
|
2020-11-06T13:55:51
|
|
Note that SDL_CONTROLLER_BUTTON_AUX1 is sent for the PS4/PS5 touchpad button on the HIDAPI driver.
|
|
3a3aaac2
|
2020-11-06T11:30:52
|
|
Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
|
|
a22beef4
|
2020-11-05T17:03:28
|
|
Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4
|
|
4d79f966
|
2020-11-05T15:02:54
|
|
Added initial support for the Sony PS5 Controller
|
|
e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
79221e85
|
2020-10-29T20:00:20
|
|
SDL_stdinc.h: define _DARWIN_C_SOURCE on macOS for memset_pattern4()
hopefully fixes https://bugzilla.libsdl.org/show_bug.cgi?id=5107
|
|
fbbc4ab3
|
2020-10-24T20:12:50
|
|
os2: can build with libsamplerate support if wanted to.
|
|
ffb307e4
|
2020-10-18T09:52:56
|
|
Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence)
|
|
b8ed432c
|
2020-10-16T12:35:30
|
|
Added a note about Android 11
|
|
52b319fe
|
2020-10-16T02:50:10
|
|
minor update to os/2 config file and update.
binary (dll) output doesn't change.
|
|
d2723875
|
2020-10-14T23:01:06
|
|
os2: integrate the port into main tree.
|
|
fc795f89
|
2020-10-13T05:20:00
|
|
SDL_cpuinfo.h: add missing const to size parameter of SDL_SIMDRealloc()
so that the declaration matches the definition.
|
|
196cda69
|
2020-10-12T01:02:28
|
|
build: fix / update sensors (windows) configuration
- SDL_config.h.in: add missing defines SDL_SENSOR_COREMOTION
and SDL_SENSOR_WINDOWS (configure did set SDL_SENSOR_WINDOWS
but it never went in SDL_config.h or Makefile.)
- SDL_config.h.cmake: remove duplicated SDL_SENSOR_XXX cmake
defines.
- autofoo, cmake: check for sensorsapi.h header before enabling
windows sensors.
|
|
e58cc5fa
|
2020-10-09T03:28:30
|
|
minor whitespace fix
|
|
3aa418f4
|
2020-10-09T02:50:15
|
|
SDL_video.h (SDL_DisplayEventID): remove comma at end of enumerator list
|
|
76980e30
|
2020-10-08T16:42:20
|
|
Added events for dynamically connecting and disconnecting displays, with an iOS implementation
|
|
77c9d73b
|
2020-10-05T11:30:33
|
|
Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
|
|
dd55bfe8
|
2020-10-01T14:41:09
|
|
Android: add helper function to open an URL/URI (see bug 2783)
|
|
955f3184
|
2020-09-25T10:14:42
|
|
Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
|
|
ebc12a2f
|
2020-09-07T18:50:30
|
|
SDL_Surface refcount: destination surface keep track of surfaces
that are mapped to it and automatically invalidate them when it is freed
- refcount is kept so that an external application can still create a reference
to SDL_Surface.
- lock_data was un-used and is now renamed and used as a list keep track of the blitmap
|
|
97fad045
|
2020-09-02T19:38:03
|
|
Fixed bug 5278 - export SDL_AndroidRequestPermission() (Thanks Huki!)
|
|
965b466e
|
2020-08-17T19:50:20
|
|
Fixed bug 4297 - Android StrictMode policy. Remove APK expansion support
"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".
|
|
86517d3e
|
2020-08-10T08:42:35
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Fixed bug 5242 - KMOD_* flags unnecessarily macros; breaks OGRE
Rainer Deyke
While most of the KMOD_* flags are enums, the combination flags KMOD_CTRL, KMOD_ALT, KMOD_SHIFT and KMOD_GUI are defined as macros. This breaks third-party code that uses these KMOD_* names for local identifiers, such as OGRE. The correct thing to do is to make them all enums.
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c3ecf18c
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2020-07-21T23:38:42
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Linux: Add hint for disabling deadzones
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