|
78ea6af2
|
2022-11-17T09:01:35
|
|
Updated to version 2.25.1 for release candidate
|
|
ddad901c
|
2022-11-17T10:43:45
|
|
Remove unneeded semicolon
|
|
3369b016
|
2022-10-30T08:43:04
|
|
SDL_PS2_MAIN.C: Correct spelling mistake
untill -> until
|
|
83ec6062
|
2022-09-18T13:46:09
|
|
N3DS: Move gfxInit and hidInit from main to video.
|
|
af2bc2ed
|
2022-09-18T10:52:35
|
|
N3DS: Use osSetSpeedupEnable instead of PTMSYSM.
|
|
65527537
|
2021-03-30T04:32:39
|
|
N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
|
|
bb74af1e
|
2022-09-28T00:01:54
|
|
Allow including SDL_uikit_main.c in Apple multi-platform builds
This file just won't do anything on macOS
|
|
a4f84803
|
2022-08-24T20:42:08
|
|
Disable fileXio and patch fio
|
|
6e9c14e5
|
2022-08-19T09:38:42
|
|
Updated to version 2.25.0 for development
|
|
8c9beb0c
|
2022-08-19T08:44:09
|
|
Updated to version Updated to version 2.24.0 for release
|
|
f1416ef2
|
2022-08-12T20:27:22
|
|
Updated to version 2.23.2 for release candidate
|
|
d355ea99
|
2022-08-08T11:55:04
|
|
Add a way to avoid IOP reset
|
|
c5fe234d
|
2022-08-07T23:07:02
|
|
Improve SDL main adding usb drivers
|
|
a054a5f7
|
2022-06-29T01:09:17
|
|
Improve SDL2 main, adding memory card and usb drivers
|
|
3b191580
|
2022-06-27T17:19:39
|
|
Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
|
|
84d69da4
|
2022-03-20T19:42:06
|
|
Initial SDL_ps2_main implementation
|
|
b004133f
|
2022-06-16T12:49:17
|
|
Updated to version 2.23.1 for pre-release checkpoint
|
|
63e12cf6
|
2022-06-06T22:55:56
|
|
SDL_windows_main.c: replace CopyMemory() with SDL_memcpy()
|
|
9b75fa01
|
2022-05-11T18:31:34
|
|
N-Gage port: add changes from code reviews, overall cleanup (#5618)
* Add changes from code review by @ccawley2011, #5597, overall cleanup
* Update N-Gage README, minor cleanup and rephrasing
* Call SDL_SetMainReady() before calling SDL_main, return SDL_main instead of main
|
|
cd7c2f1d
|
2022-05-03T15:16:11
|
|
Switch versioning scheme to be the same as GLib and Flatpak
For stable releases, this gives us the ability to make bugfix-only point
releases such as 2.24.1 if we want to, and distinguish between them
programmatically. For example, this ability could have been useful after
2.0.16 to fix Xwayland regressions, and after 2.0.18 to fix event loop
regressions.
For development releases, this gives us the ability to make multiple
prereleases during the same feature cycle, and distinguish between them
programmatically. For example, this would have been useful during 2.0.22
development, which went through three prereleases before reaching the
final release.
Signed-off-by: Simon McVittie <smcv@collabora.com>
|
|
fbd230bb
|
2022-05-03T17:51:49
|
|
Add support for the Nokia N-Gage (#5597)
* Add initial support for the Nokia N-Gage
* N-Gage: disable clipping for the time being, issue needs to be resolved later
* Move va_copy definition to SDL_internal.h
* Move stdlib.h include to SDL_config_ngage.h, much cleaner this way
* Remove redundant include, add HAVE_STDLIB_H
* Revert "N-Gage: disable clipping for the time being, issue needs to be resolved later"
This reverts commit 4f5f0fc36cc7f34fad05e45671dfa7b8dc32fd51.
* N-Gage: fix clipping issue by providing proper math functions
|
|
5394238c
|
2022-04-30T11:40:26
|
|
Don't include the internal header for a file intended for use by applications
|
|
fa29e2d7
|
2022-04-25T13:45:51
|
|
Updated to version 2.0.23 for development
|
|
505d6a4a
|
2022-04-08T18:18:56
|
|
Update version to 2.0.22 for release
|
|
a0e3c884
|
2022-01-17T15:32:27
|
|
Updated to version 2.0.21 for development
|
|
094e9440
|
2022-01-12T06:42:17
|
|
haiku: Remove BDirectWindow, fix OpenGL handling.
From e6cc4e7f4b8189be55dd3b0e13e54e59f73d7672 Mon Sep 17 00:00:00 2001
From: X512 <danger_mail@list.ru>
Date: Thu, 30 Jan 2020 04:01:58 +0900
Subject: libsdl2: Remove BDirectWindow, fix OpenGL handling.
* BDirectWindow changed to BWindow.
* Implemented fullscreen.
* Introduced view for non-OpenGL drawing.
* Drawing thread removed, window thread is used instead.
* Use BGLView as OpenGL context. Implement proper context switching and OpenGL
locking. Only one context per window is supported. BGLView should be not
deleted when window is closed, it deleted when deleting context.
|
|
92946348
|
2022-01-07T18:28:25
|
|
Updated to version 2.0.20 for release
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
8cee50ee
|
2021-12-07T19:32:56
|
|
removed stdlib.h from SDL_psp_main.c now that exit() is gone.
|
|
da5dbb47
|
2021-12-07T16:43:50
|
|
Fix SDL2main on PSP (#5076)
- Fix SDL2main on PSP
SDL2main was not working for PSP, because it wasn't being activated and
it wasn't unsetting the main. Besides that a debug screen being started
was causing issues with joystick input and the sceKernelExitGame calli
is no longer needed with the current PSPDEV SDK.
- Clean up imports in PSP main
- Set PSP GPU and user modes in main
- Fix exit callback in PSP main
|
|
5fc901d4
|
2021-11-30T09:58:21
|
|
Updated to version 2.0.19 for development
|
|
7242075b
|
2021-11-26T08:12:45
|
|
Updated version to 2.0.18 for release
|
|
3f6ebfff
|
2021-08-10T15:02:36
|
|
Updated to version 2.0.17 for development
|
|
a91ab883
|
2021-08-06T12:28:03
|
|
Fixed building on Windows with cmake, ninja, and clang
|
|
cb1fd30e
|
2021-07-31T13:28:54
|
|
Updated to version 2.0.16 for release
|
|
3a4b217d
|
2021-07-31T12:44:29
|
|
Allow defining SDL_MAIN_HANDLED on iOS if you're using another runtime that provides an application delegate
|
|
deed21a8
|
2021-07-31T12:44:11
|
|
Removed useless forward declaration
|
|
f1ad942a
|
2021-04-22T17:24:05
|
|
SDL_windows_main: use HeapAlloc/HeapFree for command line arguments
If a developer uses SDL_SetMemoryFunctions, we can't rely on SDL_free()
working when SDL_main() returns.
Signed-off-by: Steven Noonan <steven@valvesoftware.com>
Signed-off-by: Sam Lantinga <slouken@libsdl.org>
|
|
8cb421b2
|
2021-01-04T10:20:10
|
|
SDL_windows_main.c: use new WIN_StringToUTF8W macro
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
350f1b0d
|
2020-12-22T10:36:15
|
|
Updated SDL to version 2.0.15 for development
|
|
a2098a47
|
2020-12-08T18:56:06
|
|
Updated SDL to 2.0.14 in preparation for release candidate
|
|
940419b0
|
2020-11-10T13:09:59
|
|
uikit: Fixed a typo in a comment.
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
983bbf9e
|
2020-03-10T18:35:31
|
|
Backed out changeset 51622f74dc85
|
|
93ed3c8b
|
2020-03-10T18:25:47
|
|
Updated SDL to version 2.0.13 for development builds
|
|
4fb06a2a
|
2020-03-10T18:25:47
|
|
Updated SDL to version 2.0.13 for development builds
|
|
74ed2156
|
2020-03-01T14:58:16
|
|
Updated version to 2.0.12 for release candidate build
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
33ae5e5e
|
2019-11-11T22:23:33
|
|
haiku: mouse_relative fix
Partially fixes Bugzilla #4442.
|
|
79510b75
|
2019-11-11T22:22:40
|
|
haiku: mouse->ShowMouse method added
Partially fixes Bugzilla #4442.
|
|
95a402d7
|
2019-11-11T22:21:17
|
|
haiku: Add support for relative mouse mode.
Partially fixes Bugzilla #4442.
|
|
bd648bd5
|
2019-11-11T22:18:21
|
|
haiku: Add simple relative mode for mouse.
Partially fixes Bugzilla #4442.
|
|
55b5d8dc
|
2019-11-11T21:59:39
|
|
haiku: Invert mouse wheel values to match what SDL expects.
Partially fixes Bugzilla #4442.
|
|
b22fb9e2
|
2019-11-11T16:44:40
|
|
haiku: Implement message box for Haiku
Add implementation for functions:
SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()
Add simple customization support also.
Fix build for x86_gcc2.
Partially fixes Bugzilla #4442.
|
|
3fe2d836
|
2019-09-22T10:37:16
|
|
Updated SDL development builds to version 2.0.11
|
|
1b7fc81e
|
2019-07-31T19:40:50
|
|
minor whitespace tidy-up.
|
|
f8400cbb
|
2019-07-31T09:11:20
|
|
Fixed bug 4692 - Command line parsing
Galadrim
As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required.
Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash.
The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting.
Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser?
Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated:
https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvw
http://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
|
|
4953e050
|
2019-07-31T05:11:40
|
|
use SDL_zeroa at more places where the argument is an array.
|
|
67c67f3a
|
2019-06-17T10:13:28
|
|
Updated version to 2.0.10
|
|
de82759c
|
2019-03-19T07:53:33
|
|
Added support for building SDL as a dynamic library on iOS
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
e542d1a3
|
2018-10-29T20:18:50
|
|
winmain: Patched to compile on C89 compilers.
|
|
f434a98c
|
2018-10-29T20:00:03
|
|
winmain: Don't use SDL_malloc (or SDL_stack_alloc, which might be malloc).
Otherwise, we are using the allocator before the app can set up its own hooks.
Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.
This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.
Fixes Bugzilla #4340.
|
|
b262b0eb
|
2018-10-22T20:50:32
|
|
Small stack allocations fall back to malloc if they're unexpectedly large.
|
|
bc6c1997
|
2018-09-26T10:08:14
|
|
Updated version to 2.0.9
|
|
5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
|
|
941c5b47
|
2018-08-07T18:07:11
|
|
haiku: Rename internal functions from BE_* to HAIKU_*
Fixes Bugzilla #2349.
|
|
1143857d
|
2018-02-10T12:43:11
|
|
Fixed bug 4073 - Unquoted Unicode argument parsing broken on Windows due to incorrect usage of SDL_isspace()
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
2c5724ef
|
2017-11-04T21:58:48
|
|
Updated version to 2.0.8 since SDL_image depends on it
|
|
0e032d58
|
2017-10-24T13:21:11
|
|
WinRT: Move Windows::Foundation::Initialize to SDL2.dll, from SDL_main.
This allows C# UWP applications to use SDL2's SDL_WinRTRunApp function.
Kudos to Ethan Lee (flibitijibibo@flibitijibibo.com) for the patch. Thanks!
|
|
0ce23a54
|
2017-10-12T08:08:04
|
|
Updated version to 2.0.7
|
|
dbb0a2aa
|
2017-08-28T14:34:15
|
|
Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations
|
|
2dc5d32f
|
2017-08-18T18:16:37
|
|
Updated version to 2.0.6
|
|
df2d2994
|
2017-08-13T18:12:06
|
|
Fixed bug 2812 - Make libSDL2main.a usable on Android via a dummy symbol
Jonas Kulla
This eliminates the need to manually compile in SDL_main_android.c.
Instead, add "-lSDL2main -Wl,-u,SDL_main_dummy" when linking.
I don't know how the nkd-build process works, but unless it was
for some reason linking libSDL2main.a it should be unaffected.
|
|
c3bf69ca
|
2017-07-07T23:00:22
|
|
haiku: Fixed compiling without OpenGL support.
|
|
4b47fa38
|
2017-06-04T23:15:47
|
|
Removed duplicate includes.
|
|
11289b76
|
2017-06-04T21:25:57
|
|
Android cmake build fixed to work with the official android gradle plugin
|
|
07b0df0a
|
2017-06-02T22:15:37
|
|
haiku: Changed internal variable to be static.
|
|
619ab7a2
|
2017-05-01T18:39:05
|
|
haiku: Various fixes from haikuports.
Based on patch here:
https://github.com/haikuports/haikuports/blob/master/media-libs/libsdl2/patches/libsdl2-2.0.5.patchset
|
|
63e83a31
|
2017-01-21T22:01:17
|
|
Haiku: Removed unused variable.
Found by Cppcheck.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
8a73f7e8
|
2016-10-19T20:42:22
|
|
Fixed bug 3461 - Implement TEXTINPUT events for Haiku
Kai Sterker
Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.
Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
|
|
8aab39cb
|
2016-10-14T08:27:44
|
|
Fixed bug 3452 - Getting unicode arguments for the main entry point on Windows
Simon Hug
There are currently three entry points in the SDL2_main code for windows: main, wmain and WinMain. Only the latter two properly convert the arguments to UTF-8.
Console applications linked with MSVC will always link with the main entry point (wmain has to be selected by manually setting the entry point). This makes it likely that such programs will not have proper unicode arguments.
|
|
14e7da75
|
2016-10-12T19:50:16
|
|
Backed out change 7d3df1df4e91 which was: Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
With that change only the wmain() entry point was defined, and applications that linked with main() would no longer build.
|
|
d870f271
|
2016-10-01T12:31:31
|
|
Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
Simon Hug
The SDLmain file src/main/windows/SDL_windows_main.c defines both entry points for console applications, main and wmain. This seems to confuse MSVC. It outputs a LNK4067 warning and then chooses main, which is a shame because only wmain has the unicode handling. Using SDLmain.lib provided on libsdl.org, the linker also goes for main.
I'm proposing to not define the main entry point at all. wmain should be supported well enough with MSVC.
|
|
708def87
|
2016-10-01T11:48:15
|
|
Fixed bug 3338 - console_wmain doesn't null terminate the argv array
Simon Hug
The function console_wmain in src/main/windows/SDL_windows_main.c does not null terminate the argument list it is creating. As specified by the C standard, "argv[argc] shall be a null pointer."
The SDLTest framework makes use of that null pointer and some test programs can cause an access violation because it's missing.
|
|
e45698d2
|
2016-09-28T22:24:01
|
|
Updated version to 2.0.5 in preparation for release
|
|
6b1d5f44
|
2016-07-17T21:42:53
|
|
Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
Fixes Bugzilla #3351.
|
|
441359bd
|
2016-05-14T23:29:49
|
|
WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
|
|
c137eb61
|
2016-04-12T18:40:44
|
|
Patched to compile on Haiku...?
|
|
9b4db2b8
|
2016-04-12T18:11:36
|
|
Patched to compile on various platforms.
|
|
c61675dc
|
2016-04-12T16:45:10
|
|
threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
|
|
704298c0
|
2016-02-09T17:36:42
|
|
Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
|
|
68a32728
|
2016-01-02T10:38:51
|
|
Fixed sed error on Mac OS X and updated copyright on a few last files
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
270f38db
|
2015-08-01T22:03:50
|
|
Fixed bug 3083 - Android JNIEXPORT and JNICALL missing
Martin Gerhardy
Just a minor thing, but a huge outcome. All the other jni related functions already have those flags, but the nativeInit function lacks them - so it might be stripped away.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|