|
d12ea89c
|
2020-04-22T10:50:50
|
|
Added support for the following controllers:
* PDP Afterglow Switch Controller
* Thrustmaster ESwap Pro PS4 controller
* Giotek VX4
* Generic PS4 controller vid/pid that several knock offs use
|
|
3625b83c
|
2020-04-21T01:32:48
|
|
hid: Add Razer Arctosa keyboard to hid enumeration blacklist.
Hangs SDL, same as the Razer Lycosa.
Fixes Bugzilla #5101.
|
|
09ca66bf
|
2020-04-21T01:30:36
|
|
SDL_error: simplified error string management.
This patch removes deferred error string formatting: now we do it during
SDL_SetError(), so there's no limit on printf-style arguments used.
Also removes stub for managing error string translations; we don't have the
facilities to maintain that and the way we set arbitrary error strings
doesn't really make this practical anyhow.
Since the final error string is set right away and unique to the thread,
we no longer need a static buffer for legacy SDL_GetError(), and we don't
have to allocate 5x 128-byte argument fields per-thread. Also, since we now
use SDL_vsnprintf instead of parsing the format string ourselves, there's a
lot of code deleted and we have access to more robust formatting powers now.
This does mean the final error strings can't be more than 128 bytes, down
from the theoretical maximum of around 768, but I think this is probably okay.
They might truncate but they will always be null-terminated!
Fixes Bugzilla #5092.
|
|
67760f0e
|
2020-04-20T18:58:18
|
|
joystick: Don't report duplicate recentering events for game controllers.
|
|
c5f2a1ce
|
2020-04-20T16:01:36
|
|
joystick: On disconnect, recenter all game controller inputs.
The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.
So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
|
|
aba27928
|
2020-04-18T21:41:37
|
|
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
|
|
b90b5927
|
2020-04-17T21:30:58
|
|
Added support for the Razer Atrox Arcade Stick
|
|
dbcda0b2
|
2020-04-17T21:30:56
|
|
Added support for the Razer Wolverine Ultimate
|
|
2b323855
|
2020-04-17T15:08:48
|
|
Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth
|
|
c02f54a0
|
2020-04-17T15:08:46
|
|
Fixed the default face button mapping for Nintendo Switch Pro controllers
|
|
eaaa809e
|
2020-04-15T13:33:09
|
|
hidapi: Blacklist the Razer Lycosa keyboard from enumeration.
It's not a joystick and it hangs device enumeration.
|
|
a7a4e16b
|
2020-04-15T13:31:54
|
|
haiku: Patched to compile.
|
|
a990a34a
|
2020-04-14T22:26:02
|
|
Cleanly switch between audio recording, playback, and both, on iOS
|
|
14661d3f
|
2020-04-14T17:31:31
|
|
Added support for mousewheel on iOS
|
|
50b1c195
|
2020-04-14T09:55:33
|
|
Fixed bug 5091 - Suspicious condition in HIDAPI_DriverXbox360_UpdateXInput
meyraud705
On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220
if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {
logical not is only applied to the left hand side of this comparison.
I think you mean:
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
|
|
2ae1c0f5
|
2020-04-14T09:52:27
|
|
Allow Bluetooth headphones for iOS playandrecord mode
|
|
f34d2c60
|
2020-04-14T07:35:35
|
|
Added zlib license for Steam Controller headers
|
|
3e4856c9
|
2020-04-13T23:07:54
|
|
Fixed mouse button mapping on iOS
|
|
e1215e85
|
2020-04-13T22:50:46
|
|
Fixed mouse button mapping on iOS
|
|
dbf7f84f
|
2020-04-13T22:29:10
|
|
Implemented left/right mouse click detection on iOS
|
|
171ba00a
|
2020-04-13T19:44:26
|
|
Hide the mouse cursor appropriately on iOS
|
|
132f87c3
|
2020-04-13T22:06:12
|
|
opengl: Don't try to do Desktop OpenGL stuff if support isn't available.
|
|
a96d8a43
|
2020-04-13T22:05:36
|
|
render: Fixed compiler warning about implicit cast.
|
|
6f3fa02e
|
2020-04-13T18:25:38
|
|
Make sure we're using the bounds of the view for our mouse region
|
|
cab1ee9c
|
2020-04-13T15:57:04
|
|
Don't build iOS mouse support on Apple TV
|
|
e5d36299
|
2020-04-13T15:46:12
|
|
Added support for new mouse APIs in iOS 13.4
|
|
e96b05c3
|
2020-04-13T18:21:28
|
|
egl: Attempt to make this compile on WinRT, etc.
|
|
1d879787
|
2020-04-13T13:24:56
|
|
Fixed implicit linkage to ftol2() on Windows
|
|
c302c1ab
|
2020-04-13T13:24:19
|
|
Fixed build
|
|
bf87604e
|
2020-04-13T12:33:29
|
|
Fixed rare crash when unplugging Xbox controller on Windows
|
|
c0a875fa
|
2020-04-13T14:48:38
|
|
SDL_EGL_ChooseConfig: don't fall through if no matching format exists
On Raspberry Pi 3 via the VC4 driver in firmware KMS mode, none of the
found configs match the desired format, causing the function to fall through
without any config being selected.
Fix by first iterating over the found configs, and if no match exists,
don't exclude the non-matching configs. This should fix RPI3 and possibly other
targets without breaking targets that have a matching native format (such as RPI4).
|
|
64617d25
|
2020-04-13T14:45:40
|
|
opengl: Convert an int to an SDL_bool.
|
|
389c8995
|
2020-04-13T14:44:21
|
|
opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!).
This allows you to bind surfaceless contexts on a background thread to, for
example, load assets in a separate context, for platforms that have different
requirements about sharing surfaces, etc.
Martin's notes on the matter:
"Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if
the involved APIs allow it. Currently, this is only the case for EGL, and
even then only if some specific extensions are present (which they usually
are).
If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to
generate an error (albeit with a more specific error message than it used to),
so this should not break anything that wasn't broken before."
(Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more
discussion.)
Fixes Bugzilla #3695.
|
|
8a5ee3fa
|
2020-04-12T00:55:52
|
|
video: NULL out pointer to freed window surface
This behavior matches SDL_RecreateWindow and makes it less likely that
another piece of code (e.g. a DestroyWindowFramebuffer implementation)
will attempt to use or free the stale surface pointer.
|
|
aa188048
|
2020-04-10T12:23:08
|
|
render: Scale relative mouse motion better for logical sizing
From hmk:
"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled. Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.
https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658
The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large. This pretty much makes it useless for anything
where you need precise mouse aiming (think of games). I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).
With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad. In other
words, extreme reverse acceleration. This does not happen when scaling is
disabled.
Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation. Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch. Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.
[...]
This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent. In other words, it's completely usable for, say,
aiming in a first person shooter."
Partially fixes Bugzilla #4811.
|
|
d292f6bd
|
2020-04-10T12:17:14
|
|
stdlib: Add SDL_trunc and SDL_truncf
|
|
a7916890
|
2020-04-10T00:37:35
|
|
metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
|
|
258d4106
|
2020-04-09T15:57:12
|
|
emscripten: Add a few keyCode mappings for German keyboards
From @sy2002 in https://github.com/emscripten-ports/SDL2/issues/108
|
|
babf010c
|
2020-04-09T15:01:47
|
|
emscripten: Pass canvas id to request_pointer_lock
Fixes pointer lock with DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1
|
|
287772f5
|
2020-04-09T15:01:45
|
|
emscripten: Let SDL_GetDisplayUsableBounds return the size of the window
This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
|
|
fb3df3a1
|
2020-04-09T15:01:41
|
|
emscripten: Fix the reported keys for the numpad. See https://github.com/emscripten-ports/SDL2/issues/94
|
|
44716b02
|
2020-04-09T15:01:37
|
|
emscripten: Send SDL_APP_TERMINATING before unload (#88)
|
|
0380cbd7
|
2020-04-09T15:01:32
|
|
emscripten: Typo
|
|
d4f1b520
|
2020-04-08T19:16:31
|
|
Added support for press/release hardware keyboard events in iOS 13.4
|
|
e9c94ac0
|
2020-04-08T10:27:30
|
|
Fixed Windows accelerometer data units
|
|
09f55263
|
2020-04-08T09:00:10
|
|
Fixed memory leak and removed debug code from Windows sensor implementation
|
|
55515a8c
|
2020-04-08T08:42:15
|
|
SDL: ps4 controller trigger bits on other controllers just mean that there's some activity, not saturation - only force it on if the analog value is 0.
|
|
ba95fa61
|
2020-04-08T08:42:09
|
|
Revert "Fix incorrectly terminated MakeThreadHighPriority dbus message"
The first terminator is for input parameters. The second terminator was for the
output parameters.
If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id,
then the reply from connection_send_with_reply_and_block() will be null.
|
|
3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
|
|
6e6b5177
|
2020-04-07T23:34:41
|
|
cocoa: Patched to compile.
|
|
8c165add
|
2020-04-07T23:17:27
|
|
joystick: Remove force_centering flag; we handle this on disconnect now.
|
|
fba081e4
|
2020-04-07T14:51:08
|
|
wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf.
|
|
4c2be472
|
2020-04-07T14:37:24
|
|
wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:
"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.
This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:
* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
been played and then it would again call our callback and this process would
repeat.
The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.
By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.
Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:
> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.
This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."
Fixes Bugzilla #4592.
|
|
3cb62d52
|
2020-04-07T11:17:52
|
|
Fixed setting the controller name for the RAWINPUT driver
|
|
e62c25b6
|
2020-04-07T11:17:22
|
|
The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver
|
|
8641f6e9
|
2020-04-07T14:03:13
|
|
emscripten: support KaiOS's Left Soft Key and Right Soft Key (thanks, pelya!).
Fixes Bugzilla #5027.
|
|
309d6137
|
2020-04-07T14:01:25
|
|
cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.
Fixes Bugzilla #4932.
|
|
02469877
|
2020-04-07T13:30:46
|
|
wayland: Support wayland compositors with wl_seat version < 5 (thanks, Nia!).
Fixes Bugzilla #5074.
|
|
88cecee4
|
2020-04-07T10:14:12
|
|
Fixed build warning
|
|
50cb8e0f
|
2020-04-07T10:13:08
|
|
Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
|
|
b6afbe63
|
2020-04-07T09:38:57
|
|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
|
|
488b94cb
|
2020-04-07T09:18:19
|
|
Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
|
|
0721931f
|
2020-04-06T19:21:56
|
|
Avoid sending regular mouse messages for touch input
|
|
dad73b1f
|
2020-04-05T10:47:58
|
|
Fixed bug 5073 - SDL does not handle URL Schemes in MacOS
Jason
In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
|
|
9525f972
|
2020-04-05T10:44:51
|
|
Fixed bug 5076 - SDL_netbsdaudio: Add support for 32-bit LPCM
Nia Alarie
The kernel supports this, make SDL expose it so it can be used.
|
|
e05d92a1
|
2020-04-05T09:01:33
|
|
Fixed bug 5075 - Don't assume a GL library version number on NetBSD.
Nia Alarie
If you install X as part of NetBSD, the GL library is libGL.so.3, but if you install the GL library later as a package, it's libGL.so.1.
|
|
d4b561f4
|
2020-04-05T08:58:47
|
|
Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken
Konrad
It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.
It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.
Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
|
|
f3e60967
|
2020-04-02T12:27:29
|
|
Fixed setting the "playandrecord" audio hint on Apple TV
The Apple TV doesn't have record capability by default, so activating the audio session with AVAudioSessionCategoryPlayAndRecord fails.
|
|
378a5cfb
|
2020-04-01T16:39:05
|
|
Updated thread priorities for Apple operating systems
|
|
3154d924
|
2020-03-30T14:26:21
|
|
SDL: plumb previously unused digital trigger bits for PS4 controllers. Victrix fight stick only sets these bits and doesn't send the analog values
CR: SamL
|
|
f4a56d7e
|
2020-03-30T14:26:15
|
|
Enable thread-safety features in libdbus
There are multiple SDL APIs that internally sink into dbus calls, e.g. battery
status, thread priority. If those calls happen in different threads simultaneously
it can result in dbus crashes.
To abide by dbus's multithreading guidelines we must call dbus_threads_init_default()
to enable dbus's internal locking mechanisms:
https://dbus.freedesktop.org/doc/api/html/group__DBusThreads.html#gac7b8a7001befc3eaa8c6b043151008dc
Additionally, access to a DBusMessage must be synchronized between threads.
SDL was already abiding that guideline as the DBusMessage structs aren't shared.
The following email from the dbus mailing list hints that arbitrating access to
the DBusConnection on the SDL may also be required:
https://lists.freedesktop.org/archives/dbus/2017-September/017306.html
|
|
2e667a8b
|
2020-03-30T14:26:10
|
|
Fix incorrectly terminated MakeThreadHighPriority dbus message
Currently the message is double terminated, which results in SDL_DBus_CallMethodInternal()
incorrectly assuming that the other party is always returning true.
I'm not super familiar with dbus, so I'm not sure if this could also be the cause of this bug:
https://github.com/ValveSoftware/steam-for-linux/issues/6901
|
|
55b4f18e
|
2020-03-29T01:54:00
|
|
coreaudio: The default SDL audio device now tracks the system output default.
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.
Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.
Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.
Fixes Bugzilla #4851.
|
|
6e7465bd
|
2020-03-28T15:43:55
|
|
Fixed Bug 4883, redux - connect SDL_GetDisplayDPI to UIKit_GetDisplayDPI
SDL_GetDisplayDPI was failing on iOS, as UIKit_GetDisplayDPI was
not getting assigned to SDL's internal field in SDL_VideoDevice:
GetDisplayDPI.
|
|
abdc5cbf
|
2020-03-26T19:30:17
|
|
Allow background music to play in the "play and record" case on iOS
|
|
46bb47cf
|
2020-03-26T22:14:59
|
|
thread: Put all important SDL_CreateThread internal data into SDL_Thread.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.
Fixes Bugzilla #5064.
|
|
369e5f33
|
2020-03-26T20:28:04
|
|
dbus: System bus is optional, we only need a session bus (thanks, tamo!).
Fixes Bugzilla #4795.
|
|
07f231ee
|
2020-03-26T18:47:04
|
|
joystick: Make sure recentering events happen before disconnect events.
Fixes Bugzilla #5063.
|
|
f2ff953e
|
2020-03-26T13:42:56
|
|
cocoa: Just update the OpenGL context directly if on the main thread.
|
|
361417c0
|
2020-03-25T16:40:43
|
|
cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.
Fixes Bugzilla #5060.
|
|
9354aea1
|
2020-03-25T09:38:45
|
|
src/video/kmsdrm/SDL_kmsdrmvideo.c: fix build
Build is broken without EGL since version 2.0.12 and
https://hg.libsdl.org/SDL/rev/72cc4740dec2:
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c: In function 'KMSDRM_CreateSurfaces':
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c:394:5: error: unknown type name 'EGLContext'
EGLContext egl_context;
^
Fixes:
- http://autobuild.buildroot.org/results/fafd20a01591032662f9ca025fcea3478239cf3c
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
|
|
c760c02c
|
2020-03-25T01:34:15
|
|
Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.
Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.
Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
|
|
a4b0204b
|
2020-03-24T10:05:51
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src/video/directfb/SDL_DirectFB_render.c: fix build
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
202 | case SDL_BLENDMODE_MUL:
| ^~~~
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
205 | SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
| ^~~~~~~~~~~~~
Fixes:
- http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
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885b3f69
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2020-03-23T14:10:25
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Don't check the HIDAPI driver for the virtual device created by xow
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2c02b741
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2020-03-23T12:10:05
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Fixed bug 5052 - Interval between SDL_SENSORUPDATE events for gyroscopes is too high
Andrei Kortunov
Hello. I try to implement an application for Android, which uses a new sensors API from 2.0.9 to control a camera rotation via built-in gyroscope, using the code from the test/testsensor.c as an example.
Gyroscope input itself works well, but an interval between SDL_SENSORUPDATE events is about 200ms (the SENSOR_DELAY_NORMAL, I believe), when I need the interval about 20-40ms (the SENSOR_DELAY_GAME or SENSOR_DELAY_FASTEST).
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1fd548b6
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2020-03-23T11:42:44
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Fixed building back to Mac OSX using the 10.7 SDK
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e0a27056
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2020-03-22T20:09:14
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Do not overwrite window surface created by driver
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
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19a5f4ab
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2020-03-22T14:32:47
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opengl: Don't enable/disable texturing except when actually rendering.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.
Fixes Bugzilla #4998.
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cb8c91d9
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2020-03-22T11:01:14
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Fixed bug 5051 - Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth
bluenaxela+sdl
I've noticed that the Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth, despite having code for setting joystick->epowerlevel.
This is caused by the driver always using k_eSwitchInputReportIDs_SimpleControllerState via Bluetooth. Using that mode means that the state reports you get back from the controller do not include battery state. Not using the full controller state over Bluetooth effectively makes this driver's support for setting joystick->epowerlevel entirely pointless, only ever reporting SDL_JOYSTICK_POWER_WIRED.
Is there a reason this was set to only use SimpleControllerState via Bluetooth?
I've attached a patch I'm using to allow getting battery level for the Switch Pro Controller.
A couple notes about this patch:
1) It changes LoadStickCalibration to accept the input_mode that is selected, because that's really what should determine what is used for stick extents, since stick extents differ between the modes.
2) In my patch I only use FullControllerState when the vid/pid matches the official Switch Pro Controller, as a cautionary measure in case some third-party controllers have problems with FullControllerState mode via Bluetooth (I noticed a HORI Wireless Switch Pad I had seemed to not read controller calibration correctly for stick extents. Maybe it's calibration data was uninitialized on account of having never been used with a Switch? I'm unsure, though if that guess is right maybe SDL2 should be detecting an uninitiated calibration state and using some sensible defaults)
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f55cbdfd
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2020-03-20T21:05:07
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Allow Valve devices in driver check, we know they're well behaved controllers
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6e646b61
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2020-03-20T20:53:26
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Removed blacklist entries for devices that aren't game controllers, allow Steam Controllers
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106ffd57
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2020-03-20T20:45:30
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Fixed bug 5049 - HORI Wireless Switch Pad does not connect properly via Bluetooth
bluenaxela+sdl
The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
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417713a7
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2020-03-20T19:49:19
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Probable fix for compile errors on Mac OS and (non-VS) Win32
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dc36f133
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2020-03-20T19:49:15
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Backed out changeset c29d04c3fa49
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2db65a7f
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2020-03-20T19:47:46
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Fixed compile warnings
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5ed71f3b
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2020-03-20T13:44:50
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Only enumerate HID devices on Windows that have gamepad HID usages
There are a number of poorly behaved HID devices that time out on attempts to
read various strings. Rather than end up on an endless treadmill of blacklisting
broken devices, reduce our risk by only querying devices that are gamepads.
SDL_hidapijoystick.c already checks these same usages, so we shouldn't
exclude any working HID devices (caveat below).
This also makes HidP_GetPreparsedData() and HidP_GetCaps() failure skip
the device entirely, but that seems desired. If a device can't even return basic
top-level collection data properly, we want nothing to do with that broken device.
If we do find devices that work with HIDAPI joystick and fail these calls, we can
add an exception via VID+PID matching.
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90f9e8f8
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2020-03-20T15:13:09
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egl: Don't use SDL_LoadFunction to get GL entry points on Emscripten.
This results in a dlsym() call, which causes Emscripten to panic if the game
wasn't explicitly built dlopen support. eglGetProcAddress works just fine on
this platform, so just let that codepath handle it.
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5b3b55a1
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2020-03-20T11:52:18
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[NSOpenGLContext update[ is prohibited outside the main thread
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7e5340c5
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2020-03-17T17:34:24
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Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034. Here
are the problems being addressed:
1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
lead to a crash. A per-device flag has been added to make sure that these
calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
(via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
checking for a NULL hwdata. FreeDevice will now set hwdata to NULL and
DARWIN_JoystickRumble will check for a NULL hwdata.
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4c22a21e
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2020-03-17T14:18:05
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Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705
Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
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