|
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.
|
|
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>
|
|
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
|
|
17410887
|
2022-06-03T15:02:31
|
|
Separated controller type data into a C file
|
|
a0cdc1fc
|
2022-04-28T15:01:34
|
|
Added declaration of SDL_LogInit() and SDL_LogQuit()
Fixes compile warning on Android
|
|
ad6bc521
|
2022-04-01T07:59:16
|
|
Move SDL_List functions to SDL_list.c to avoid more merge with eventual PR
|
|
f8900583
|
2021-11-23T17:04:40
|
|
removed windows winmm joystick driver
|
|
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.
|
|
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
|
|
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.
|
|
a2cd4255
|
2021-03-16T15:49:00
|
|
Update VisualC projects
|
|
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
|
|
b0daa9f1
|
2021-07-24T13:33:54
|
|
Automatically select the default platform toolset for MSVC builds
|
|
6c92bf54
|
2021-07-24T15:34:53
|
|
Add more filters to the MSVC project
|
|
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.
|
|
360e04dd
|
2021-01-23T13:15:02
|
|
Added Stadia controller source file to Visual Studio and Xcode projects
|
|
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
|
|
250a0557
|
2020-12-09T12:01:10
|
|
fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
|
|
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.
|
|
71e32f5e
|
2020-11-16T15:00:15
|
|
Added SDL_crc32()
|
|
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
|
|
b7b2995f
|
2020-10-05T15:27:32
|
|
url: Added to Visual Studio project files.
|
|
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.
|
|
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
|
|
3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
|
|
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.
|
|
40625c4e
|
2020-03-15T16:01:19
|
|
virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028)
|
|
7c7ae002
|
2020-02-04T15:35:01
|
|
Added SDL_hidapi_rumble.c to the Visual Studio project
|
|
8d742d47
|
2019-12-19T15:12:36
|
|
Added new HIDAPI driver files to the Visual Studio project
|
|
eb8f14bb
|
2019-11-20T20:40:50
|
|
added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
|
|
4a25a099
|
2019-10-22T10:26:49
|
|
Fixed the location of controller_type.h in the Visual Studio project
|
|
7bf6c887
|
2019-10-22T10:25:55
|
|
Fixed the location of controller_type.h in the Visual Studio project
|
|
16dee35c
|
2019-10-15T09:07:12
|
|
windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
Fixes Bugzilla #4561.
|
|
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.
|
|
82ebe63f
|
2019-03-16T19:46:37
|
|
Fixed Visual Studio build
|
|
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.
|
|
de5367a6
|
2018-08-23T02:48:47
|
|
Added display event files to the Visual Studio projects
|
|
7749ee2a
|
2018-08-21T13:42:44
|
|
Added the dummy sensor driver to the Visual Studio projects
|
|
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
|
|
b4fe7412
|
2018-08-04T11:52:46
|
|
SDL_exp
|
|
11c348b4
|
2018-01-17T11:53:09
|
|
SDL_log10
|
|
bcf1e622
|
2017-12-08T16:12:53
|
|
Removed duplicate entry for SDL_wasapi.h
|
|
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
|
|
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.
|
|
bcdf8b91
|
2017-11-04T17:35:03
|
|
Added SDL_fmod() and SDL_fmodf()
|
|
e763dac6
|
2017-09-22T17:02:18
|
|
Good bye, Visual Studio 2008
|
|
1f2e151b
|
2017-08-27T22:20:17
|
|
Added Vulkan support to the Visual Studio 2010 solution
|
|
213356cd
|
2017-08-27T21:55:31
|
|
Don't need the Vulkan SDK for the Visual Studio 2008 project anymore
|
|
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.
|
|
66f072eb
|
2017-07-10T15:55:13
|
|
Updated Visual Studio 2008 project
|
|
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.
|
|
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.
|
|
af7f30de
|
2016-12-05T21:28:27
|
|
Fixed SDL always being built because of missing headers in the project.
|
|
bc93bdb9
|
2016-10-14T08:56:04
|
|
Fixed compiler option warning for 64-bit builds on Visual Studio 2008
|
|
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.
|
|
c964ac91
|
2015-09-07T13:25:36
|
|
Fix Bug 3114: SDL's MSVC-2010+ projects can fail to build via a custom VS .sln
|
|
6ebbf7dd
|
2015-07-29T17:19:09
|
|
Turn on debug info generation for release configs.
|
|
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().
|
|
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.
|
|
4c484856
|
2015-06-14T18:21:04
|
|
Updated Visual Studio projects
There is now a single solution used by Visual Studio 2010 and newer
|
|
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.
|
|
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
|
|
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.
|
|
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!
|
|
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
|
|
164de232
|
2014-07-27T19:56:53
|
|
Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
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
|
|
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
|
|
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.
|
|
2c558ca2
|
2014-03-10T17:19:19
|
|
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
|
|
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.
|
|
360f1101
|
2014-03-09T10:37:45
|
|
Visual Studio 2013 project updates
|
|
090327e7
|
2013-12-09T16:03:18
|
|
Implemented the Dynamic API magic.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
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)
|
|
64e1b1ca
|
2013-10-14T09:14:09
|
|
Fixed project conflict during commit
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
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.
|