VisualC/SDL


Log

Author Commit Date CI Message
Anonymous Maarten ae7446a9 2022-06-15T20:48:54 stlib: Extract SDL_memcpy and SDL_memset to its own file respectively This is done such that we can disable LTO for these 2 functions when building with MSVC. This is due to a limitation of Link Time Code Generation (LTCG). Code generation might generate a new reference to memset after linking has started. The LTCG must make assumptions about where memset is defined which is normally the C runtime.
chalonverse 40828218 2022-06-06T17:42:30 DirectX 12 Renderer (#5761) * DirectX 12 Renderer (27 squashed commits) * Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters * Fixed OpenWatcom build failure * Dynapi fix Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Christoph Reichenbach 3a20274d 2022-06-04T20:16:28 Refactoring: move GUID operations out of Joystick - SDL_JoystickGUID -> SDL_GUID (though we retain a type alias) - Operations for GUID <-> String ops are now in src/SDL_guid.c and include/SDL_guid.h - The corresponding Joystick operations delegate to SDL_guid.c - Added test/testguid.c
Sam Lantinga 17410887 2022-06-03T15:02:31 Separated controller type data into a C file
Sam Lantinga a0cdc1fc 2022-04-28T15:01:34 Added declaration of SDL_LogInit() and SDL_LogQuit() Fixes compile warning on Android
Sylvain ad6bc521 2022-04-01T07:59:16 Move SDL_List functions to SDL_list.c to avoid more merge with eventual PR
Ozkan Sezer f8900583 2021-11-23T17:04:40 removed windows winmm joystick driver
Sam Lantinga 5b646cd1 2021-11-07T22:58:44 Build hidapi code into SDL as a new public API This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
Ozkan Sezer ba87876e 2021-09-27T14:10:02 fix syntax error in SDL.vcxproj.filters Noticed by Markvy. Fixes https://github.com/libsdl-org/SDL/issues/4787
Cameron Gutman 5dccffd7 2021-08-23T21:16:58 Allow usage of the new Condition Variable code with Critical Sections Vista and later provide the SleepConditionVariableCS() function for this. Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to SDL_syscond_cv.c which better reflects the implementation of condition variables rather than the implementation of mutexes. Fixes #4051.
Sylvain a2cd4255 2021-03-16T15:49:00 Update VisualC projects
Sam Lantinga 3ababa09 2021-07-29T15:17:42 Don't explicitly use any C runtime library with Visual Studio Visual Studio will still use Multi-threaded DLL by default, but since we don't link with a C runtime we won't end up with any Visual Studio runtime dependency. This fixes https://github.com/libsdl-org/SDL/issues/4328
Cameron Cawley b0daa9f1 2021-07-24T13:33:54 Automatically select the default platform toolset for MSVC builds
Cameron Cawley 6c92bf54 2021-07-24T15:34:53 Add more filters to the MSVC project
Dimitriy Ryazantcev 17ed8d80 2021-07-07T16:05:35 Added HIDAPI backend for Amazon Luna Controller Model T28B69 connected via Bluetooth LE (VID:0171, PID:0419). To enter Bluetooth pairing mode hold B and Action (button with circle) buttons for 3 seconds. It works via usual HIDAPI if special filter driver is not installed: https://www.amazon.com/gp/help/customer/display.html?nodeId=GZCT4CTFHXLHEB9T With that driver installed it mimics Xbox One controller and works via XInput under Windows. Under DInput this controller is not usable at all.
Sam Lantinga 360e04dd 2021-01-23T13:15:02 Added Stadia controller source file to Visual Studio and Xcode projects
Joel Linn 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
Joel Linn 2443e51e 2020-12-28T11:42:49 Add optional suffix `_generic` to generic SDL_cond impl Allows for runtime selectable implementation
Ozkan Sezer 250a0557 2020-12-09T12:01:10 fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
Sam Lantinga 5b3616c3 2020-11-23T18:24:05 Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
Sam Lantinga 71e32f5e 2020-11-16T15:00:15 Added SDL_crc32()
Sam Lantinga 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
Ryan C. Gordon b7b2995f 2020-10-05T15:27:32 url: Added to Visual Studio project files.
Ryan C. Gordon 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.
Sam Lantinga 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
Sam Lantinga 3180ba81 2020-04-08T08:34:27 First pass at Windows sensor implementation
Sam Lantinga 4dea340c 2020-03-16T12:23:38 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows Jimb Esser Add new RawInput controller API, and improved correlation with XInput/WGI Reorder joystick init so drivers can ask the others if they handle a device reliably Do not poll disconnected XInput devices (major perf issue) Fix various cases where incorrect correlation could happen Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation Correlate by axis motion as well as button presses Fix failing to zero other trigger Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init() Add missing device to device names Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices Updated to SDL 2.0.13 code with the following notes: New HID driver: xbox360w - no idea what that is, hopefully urelated SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data. SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem. Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason. Something changed in how devices get names, so getting generic names. Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
David Ludwig 40625c4e 2020-03-15T16:01:19 virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028)
Sam Lantinga 7c7ae002 2020-02-04T15:35:01 Added SDL_hidapi_rumble.c to the Visual Studio project
Sam Lantinga 8d742d47 2019-12-19T15:12:36 Added new HIDAPI driver files to the Visual Studio project
Ozkan Sezer eb8f14bb 2019-11-20T20:40:50 added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
Sam Lantinga 4a25a099 2019-10-22T10:26:49 Fixed the location of controller_type.h in the Visual Studio project
Sam Lantinga 7bf6c887 2019-10-22T10:25:55 Fixed the location of controller_type.h in the Visual Studio project
Ryan C. Gordon 16dee35c 2019-10-15T09:07:12 windows: Remove /ARCH:SSE option from x64 Visual Studio builds. Fixes Bugzilla #4561.
Sam Lantinga be6cda9f 2019-06-19T15:54:21 Rolling back GameCube HIDAPI support It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
Sam Lantinga 82ebe63f 2019-03-16T19:46:37 Fixed Visual Studio build
Cameron Gutman 6a9f45f2 2018-10-12T22:05:58 Remove machine-specific IncludePath from SDL.vcxproj These IncludePath values seem to not actually be needed since nobody noticed they were wrong for the past couple months.
Sam Lantinga de5367a6 2018-08-23T02:48:47 Added display event files to the Visual Studio projects
Sam Lantinga 7749ee2a 2018-08-21T13:42:44 Added the dummy sensor driver to the Visual Studio projects
Sam Lantinga d2042e1e 2018-08-09T16:00:17 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
Ethan Lee b4fe7412 2018-08-04T11:52:46 SDL_exp
Ethan Lee 11c348b4 2018-01-17T11:53:09 SDL_log10
Sam Lantinga bcf1e622 2017-12-08T16:12:53 Removed duplicate entry for SDL_wasapi.h
Ryan C. Gordon 351d6d47 2017-12-06T12:24:32 audio: Port WASAPI to WinRT, remove XAudio2 backend. XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout was WinRT, which still needed it as its primary audio target until the WASAPI code code be made to work. The support matrix now looks like: WinXP: directsound by default, winmm as a fallback for buggy drivers. Vista+: WASAPI (directsound and winmm as fallbacks for debugging). WinRT: WASAPI
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 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.
Sam Lantinga bcdf8b91 2017-11-04T17:35:03 Added SDL_fmod() and SDL_fmodf()
Sam Lantinga e763dac6 2017-09-22T17:02:18 Good bye, Visual Studio 2008
Sam Lantinga 1f2e151b 2017-08-27T22:20:17 Added Vulkan support to the Visual Studio 2010 solution
Sam Lantinga 213356cd 2017-08-27T21:55:31 Don't need the Vulkan SDK for the Visual Studio 2008 project anymore
Ryan C. Gordon 25e3a1ec 2017-08-27T22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
Sam Lantinga 66f072eb 2017-07-10T15:55:13 Updated Visual Studio 2008 project
Ryan C. Gordon 6046fd4c 2017-02-14T03:03:27 wasapi: Initial WASAPI support, for Windows Vista and later. This should remain binary compatible with Windows XP, as we dynamically load anything we need and fall back to DirectSound/WinMM/XAudio2 if not available.
Ryan C. Gordon a0e003ee 2016-12-06T02:23:54 Refactored the audio queueing code to a generic SDL_DataQueue interface. This is not a public API (at the moment), but we will be needing this for other internal things soon.
Sam Lantinga af7f30de 2016-12-05T21:28:27 Fixed SDL always being built because of missing headers in the project.
Sam Lantinga bc93bdb9 2016-10-14T08:56:04 Fixed compiler option warning for 64-bit builds on Visual Studio 2008
Ryan C. Gordon 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.
David Ludwig c964ac91 2015-09-07T13:25:36 Fix Bug 3114: SDL's MSVC-2010+ projects can fail to build via a custom VS .sln
Alfred Reynolds 6ebbf7dd 2015-07-29T17:19:09 Turn on debug info generation for release configs.
Philipp Wiesemann 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().
Sam Lantinga 564ece51 2015-06-14T18:57:05 Only use explicit inlining - otherwise Visual Studio 2010 will inline SDL_zero(info) in SDL_vsnprintf() into a memset() call when compiling the Release x64 configuration.
Sam Lantinga 4c484856 2015-06-14T18:21:04 Updated Visual Studio projects There is now a single solution used by Visual Studio 2010 and newer
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd 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
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 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.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Sam Lantinga 164de232 2014-07-27T19:56:53 Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
Sam Lantinga ab4f1aaa 2014-06-15T10:42:28 Fixed Visual Studio 2008 projects Added missing files to SDL2 project Added missing Visual Studio 2008 tests to the solution Added output paths which match the 2010+ projects Added SDL project references instead of old style project dependencies Removed post-build copy step and added data files to projects
Sam Lantinga 85cae478 2014-06-07T21:58:18 Updated projects for Visual Studio 2010, 2012 and 2013 * Test programs use project references instead of hard-coding SDL library dependencies * Test data files are copied only when needed. * Copying SDL2.dll is no longer necessary * Fixed /SAFESEH warning * Fixed attempted rebuild of SDL every time a test program is run
David Ludwig 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.
Sam Lantinga 2c558ca2 2014-03-10T17:19:19 Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
Sam Lantinga 1a35f32b 2014-03-10T01:51:03 Converted David Ludwig's D3D11 renderer to C and optimized it. The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS) This will need tweaking to fix the Windows RT build.
Sam Lantinga 360f1101 2014-03-09T10:37:45 Visual Studio 2013 project updates
Ryan C. Gordon 090327e7 2013-12-09T16:03:18 Implemented the Dynamic API magic.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Sam Lantinga b7553ae7 2013-11-10T11:51:06 Added project files for Visual Studio 2013 Added /arch:SSE code generation option to prevent SSE2 floating point functions from being implicitly called (which aren't linked in SDL)
Sam Lantinga 64e1b1ca 2013-10-14T09:14:09 Fixed project conflict during commit
Ryan C. Gordon 2dd7091e 2013-08-20T19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
Gabriel Jacobo 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.
Sam Lantinga 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.