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d2042e1e
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2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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cf7b94f2
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2018-06-30T20:03:23
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ran 'chmod -x' on two files
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41da7b79
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2018-06-12T14:00:15
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ran 'chmod -x' on many files
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c00858bf
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2018-02-20T09:04:31
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Fixed bug 4088 - Fix Metal link errors with test programs in SDLTest.xcodeproj
Eric Wasylishen
The following patch adds Metal.framework to the "link binary with libraries" section of each test program, with "status" set to "optional", which fixes link errors on all of the test programs. I'm not sure if this is a correct fix - the fact that this was necessary might indicate the static SDL2.a library has a hard dependency on Metal.framework (?) - but it gets the test programs working in Xcode again.
It also adds testyuv_cvt.c to the testoverlay2 target, fixing a link error.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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d027f360
|
2017-12-30T14:40:39
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xcode: Add Metal and QuartCore to everything as a weak_framework.
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b2859af6
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2017-12-07T16:08:09
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Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
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57ebc727
|
2017-12-04T20:35:01
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Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey
Seems latest google angle library successfully built & tested under macOS'es.
https://github.com/google/angle
We need to use GLES2 to implement true cross-platform code.
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a6a4e27a
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2017-11-12T22:51:12
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Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
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2c5724ef
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2017-11-04T21:58:48
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Updated version to 2.0.8 since SDL_image depends on it
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0506d4fc
|
2017-10-12T17:21:57
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Build both 32 and 64-bit architectures in the OSX Framework
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9c580e14
|
2017-10-12T13:44:28
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Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
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0ce23a54
|
2017-10-12T08:08:04
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Updated version to 2.0.7
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cc023b6b
|
2017-09-22T12:26:54
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Fixed bug 3837 - Change project settings for Xcode 9?
Mark Callow
Xcode 9 emits a warning to validate project settings. The changes it proposes are
1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
not support anything older.
2. [macOS] Target 'Framework' - Automatically Select Archectures.
3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.
4. [iOS & macOS] Turn on "Missing Localizability".
I want to confirm if it is ok to accept these changes and submit updated project files.
Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.
2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.
3 shouldn't be a problem either provided any newly emitted warnings are fixed.
4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
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d2eda267
|
2017-09-04T22:51:28
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Added SDL_vulkan.h to the Mac OS X framework headers
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737ed973
|
2017-08-29T01:04:48
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|
Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support
|
|
25e3a1ec
|
2017-08-27T22:15:57
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|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
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|
2dc5d32f
|
2017-08-18T18:16:37
|
|
Updated version to 2.0.6
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
09ed5cc0
|
2016-12-06T13:33:02
|
|
xcode: Make sure SDL_dataqueue sources are included in all targets.
|
|
6cb2f5bb
|
2016-12-06T12:30:31
|
|
xcode: updated macOS and iOS project files with SDL_dataqueue sources.
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|
47590424
|
2016-10-12T18:46:17
|
|
Build SDL as universal binary
|
|
e45698d2
|
2016-09-28T22:24:01
|
|
Updated version to 2.0.5 in preparation for release
|
|
8f8f225b
|
2016-09-18T18:19:32
|
|
Xcode/mac: fix building standalone static and shared libraries.
|
|
b7818d71
|
2016-09-16T22:28:12
|
|
Recommended settings from Xcode 7.3.0
|
|
4209a1fd
|
2016-09-15T19:59:57
|
|
CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
|
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e5070d20
|
2016-09-15T08:57:56
|
|
Fixed set of libraries needed to build on Mac OS X
|
|
86708c3c
|
2016-09-13T19:51:10
|
|
Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
|
|
979de761
|
2016-08-05T01:44:15
|
|
audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
|
|
4a468739
|
2016-05-21T00:20:52
|
|
Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
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().
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2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
44719498
|
2015-05-23T09:33:20
|
|
Sign any subframeworks - not needed for SDL proper, but included for consistency with other projects
|
|
93bd476d
|
2015-04-26T20:46:07
|
|
Moved code signature step to after the framework build step is complete, and don't hardcode the codesign identity
|
|
931f6e4e
|
2015-04-26T20:21:06
|
|
Turn off code signing by default
Code signature can be added after build with the following command line:
codesign --force --sign 76BB5ACAC44CA5EFA5F879434D157B81DA842CFB SDL2.framework/Versions/A
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|
43692a00
|
2015-04-26T15:47:40
|
|
Updated project and added code signing for release builds
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
|
2015-01-26T22:00:29
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|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
d7cc6fab
|
2014-11-23T15:21:49
|
|
add controllermap program to SDLTest xcode project
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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|
7242e814
|
2014-09-02T06:55:47
|
|
Updated version to 2.0.4
|
|
059579e4
|
2014-08-23T10:47:50
|
|
Fixed bug 2696 - Mac: fix display mode refresh rate calculation
Alex Szpakowski
SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors.
The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API.
I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested.
The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
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|
35ec0075
|
2014-07-08T00:23:36
|
|
Strip the binaries before signing them, in release configuration
|
|
ed30c80c
|
2014-07-07T23:48:21
|
|
Fixed supporting multiple frameworks
|
|
9bd48343
|
2014-07-07T23:40:10
|
|
Fixed code signing release frameworks
|
|
640e0415
|
2014-06-21T11:42:46
|
|
Added OpenGL ES headers to public headers
|
|
4f7329a1
|
2014-06-05T11:04:07
|
|
Don't link directly against OpenGL.framework on Mac OS X.
We dlopen() it as appropriate already.
|
|
43c99196
|
2014-04-17T22:23:32
|
|
Fixed bug 2489 - SDL2.framework references __Block_copy in /usr/lib/libSystem.B.dylib, but this symbol cannot be found on OSX-10.5
Thomas Schatz
The dynamic library (extracted from SDL2-2.0.3.dmg and put in /Library/Frameworks/) references the __Block_copy symbol in /usr/lib/libSystem.B.dylib, which cannot be found:
dlopen(/Library/Frameworks/SDL2.framework/SDL2, 6): Symbol not found: __Block_copy
Referenced from: /Library/Frameworks/SDL2.framework/SDL2
Expected in: /usr/lib/libSystem.B.dylib
From what I could gather __Block_copy seems to be related to the blocks extension to the C programming language introduced by Apple since OSX-10.6 (see: http://thirdcog.eu/pwcblocks/). If this is indeed the case, I don't think the SDL2-2.0.3.dmg on the website is at all compatible with OSX-10.5 countrary to what is announced.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
c515b794
|
2014-03-12T07:55:32
|
|
Updated framework version to match dylib version.
Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
|
|
c167d1f6
|
2014-03-09T10:38:30
|
|
Updated SDL to version 2.0.3
|
|
853334af
|
2014-02-09T03:09:56
|
|
Updated SDL to version 2.0.2
|
|
d4e3221f
|
2014-02-04T18:21:39
|
|
add testdropfile to OS X Project
|
|
b352698d
|
2014-02-04T18:17:16
|
|
Implement new backend methods for haptic and hot plugging on OS X
|
|
c9f6e4ec
|
2014-02-04T18:16:52
|
|
add testhotplug to OS X test project and set target OS version to 10.5 for tests.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
090327e7
|
2013-12-09T16:03:18
|
|
Implemented the Dynamic API magic.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
06811ecf
|
2013-10-21T02:46:16
|
|
Fixed bug 2168 - Mac: SDL_filesystem.h not exported to public header folder when building framework
Alex Szpakowski
I actually made a mistake when creating the previous patch file... I forgot to include a crucial line which changed.
I've attached a new patch which just changes the line I forgot, since the other part has already been applied to the repository.
I tested this one by doing a clean rebuild of SDL, and it works with the new patch.
|
|
c10389cf
|
2013-10-21T02:20:39
|
|
Fixed bug 2168 - Mac: SDL_filesystem.h not exported to public header folder when building framework
|
|
a7e1fddd
|
2013-10-10T21:50:25
|
|
Updated SDL to version 2.0.1
|
|
9ce449e6
|
2013-08-25T11:20:14
|
|
update xcode projects with filesystem API bits. (missing tests and missing from files from some targets)
|
|
38dc821b
|
2013-08-20T21:29:40
|
|
Added filesystem code to Mac and iOS Xcode projects.
|
|
d8f66188
|
2013-08-20T15:56:08
|
|
add missing SDL_bits.h from OS X framework
- also add in headers to static and shared targets (for completeness)
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|