|
fb283932
|
2017-09-06T19:35:36
|
|
vulkan: use "unsigned int" instead of "unsigned"
|
|
37ce9f27
|
2017-08-27T23:13:15
|
|
Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
|
|
eb5392ad
|
2017-08-27T20:41:29
|
|
Added the new Vulkan API functions to exported functions
|
|
b7c5d151
|
2017-08-27T18:53:30
|
|
SDL_dynapi.c: add missing SDLCALL to macros.
|
|
a38f127e
|
2017-08-27T18:52:43
|
|
Swapped conditional arguments for standard SDL readability
|
|
30fe9a67
|
2017-08-27T18:49:36
|
|
SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi
[ optional ]
|
|
50d3fe21
|
2017-08-27T18:49:11
|
|
SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
|
|
8c39d1d0
|
2017-08-25T12:27:18
|
|
OS/2: fixed inverted logic bug (thanks, Ozkan!).
|
|
2213077a
|
2017-08-25T11:31:12
|
|
OS/2: proper fix for dynapi (thanks, Ozkan!).
|
|
a3890ff6
|
2017-08-22T15:50:39
|
|
dynapi: fill in OS/2 loading code (thanks, Ozkan!).
Partially fixes Bugzilla #3765.
|
|
f6ad070b
|
2017-08-21T13:00:58
|
|
SDL_dynapi.h: disable dynapi for os/2.
|
|
f142a796
|
2017-08-14T13:37:14
|
|
Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke
I've written a small patch that adds a small SDL_DuplicateSurface function to SDL. I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
|
|
c59d9923
|
2017-08-14T05:51:44
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
|
|
f1829d95
|
2017-08-13T20:37:49
|
|
Added SDL_wcscmp()
|
|
dc400184
|
2017-08-09T11:58:38
|
|
Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file.
|
|
22241ed0
|
2017-07-01T17:50:47
|
|
Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
|
|
d4086e4a
|
2017-05-29T03:01:05
|
|
stdlib: added SDL_utf8strlen().
|
|
763e1389
|
2017-03-09T16:09:16
|
|
Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID()
|
|
06ccb71b
|
2017-02-10T11:21:15
|
|
Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__
|
|
3c90a52a
|
2017-01-27T05:59:58
|
|
Added an API to get the type of a connected joystick
|
|
4938c505
|
2017-01-04T10:28:07
|
|
Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
85d8a79f
|
2016-12-12T09:19:48
|
|
Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer
http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
|
|
8414c3d4
|
2016-12-11T12:01:44
|
|
Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
dd5d85a4
|
2016-11-29T06:36:57
|
|
Added an API to iterate over game controller mappings
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
35430a73
|
2016-11-17T01:15:16
|
|
cpuinfo: first attempt at SDL_HasNEON() implementation.
|
|
ac74e16c
|
2016-11-10T17:19:34
|
|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
9a8642bd
|
2016-11-01T10:30:46
|
|
Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker
SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.
As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
d2676c29
|
2016-10-07T17:04:58
|
|
Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson
Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.
I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.
Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as
surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
73153901
|
2016-08-06T02:47:27
|
|
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
|
|
de5daaad
|
2016-07-17T20:32:44
|
|
Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
|
|
37a54167
|
2016-02-13T17:35:38
|
|
PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
|
|
5dcf6bcc
|
2016-01-07T14:51:22
|
|
Updated dynamic API table.
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
5696e88e
|
2016-01-05T02:29:06
|
|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
fa8c83c1
|
2016-01-03T06:50:50
|
|
Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:
https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/
Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.
Fixes Bugzilla #3220.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
e015140a
|
2015-09-30T15:38:18
|
|
SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
|
|
b0e145b3
|
2015-07-29T17:19:06
|
|
Move GetDisplayDPI to the end of the file.
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
b2458630
|
2015-07-18T00:04:49
|
|
Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
|
|
e346f142
|
2015-07-17T21:03:58
|
|
SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.
This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
|
|
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
|
|
1c6ea0f2
|
2015-05-13T22:39:32
|
|
Added a userdata parameter to SDL_SetWindowsMessageHook()
|
|
b2be9253
|
2015-05-13T22:39:27
|
|
Fixed Mac and Linux builds
|
|
7de242e7
|
2015-05-13T22:39:20
|
|
Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows
|
|
d4aedf99
|
2015-04-21T09:45:58
|
|
Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
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.
|
|
c4035654
|
2015-04-09T19:28:00
|
|
Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer.
|
|
fcd0f06a
|
2015-04-08T15:59:29
|
|
Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump.
|
|
1152a759
|
2015-04-08T15:44:07
|
|
Generated dynapi prototypes for the new iPhone functions.
|
|
a0e878aa
|
2015-03-28T00:48:03
|
|
Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.
Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.
In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
|
|
03f5185e
|
2015-03-25T11:18:54
|
|
Make the Dynamic API master switch more clear.
|
|
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.
|
|
2a1e4223
|
2015-01-05T01:07:36
|
|
Dynamic API: don't leak if a library loaded but didn't have the entry point.
|
|
fe40a172
|
2014-12-18T00:19:52
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
|
|
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
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
f30e120a
|
2014-07-22T21:41:49
|
|
Added audio device buffer queueing API.
|
|
eb1c6044
|
2014-07-11T22:02:50
|
|
Fixed bug in AVX detection and added AVX2 detection
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
84369567
|
2014-06-25T16:16:55
|
|
Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
|
|
6101e4b2
|
2014-06-07T18:20:01
|
|
Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
|
|
1e352d79
|
2014-06-06T15:45:59
|
|
Chrome's Native Client backend implementation
|
|
b861efde
|
2014-06-05T00:03:33
|
|
Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
|
|
947a0b8b
|
2014-06-04T10:57:12
|
|
Ryan C. Gordon <icculus@icculus.org> 2014-05-24 01:23 -0400
Generated dynapi stuff for the new WinRT entry points.
http://hg.libsdl.org/SDL/rev/d54306e2b8a7
|
|
da6d9a9f
|
2014-06-04T10:56:56
|
|
Added annotations to help code analysis tools
CR: Bruce Dawson
|
|
45ed5ee4
|
2014-06-04T10:55:26
|
|
Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
|
|
98c03f39
|
2014-05-28T01:22:47
|
|
Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
|
|
3cbc83ef
|
2014-05-27T01:27:42
|
|
First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
|
|
b7d2c0e9
|
2014-05-24T01:30:37
|
|
Implemented SDL_CaptureMouse().
|
|
a2710516
|
2014-05-24T01:23:57
|
|
Generated dynapi stuff for the new WinRT entry points.
|
|
defd90b6
|
2014-04-19T13:15:41
|
|
Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.
Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
- SDL_RenderSetClipRect(render, NULL)
- SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
|
|
03afd0de
|
2014-04-18T12:43:04
|
|
SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded.
|
|
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.
|
|
7b893acd
|
2014-03-19T16:02:25
|
|
Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
|
|
b68b6e23
|
2014-03-12T11:57:15
|
|
Fixed various build and runtime errors when using WinRT with VS2012.
|
|
268071d1
|
2014-02-13T11:08:12
|
|
Added the new function at the end so we don't break the ABI
|
|
c52c9105
|
2014-02-13T11:05:30
|
|
Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
|
|
c2b5da97
|
2014-02-04T11:38:40
|
|
Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
3bd0e900
|
2014-02-02T00:33:31
|
|
Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak
AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.
This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).
Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):
http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
|
|
338bf9cc
|
2014-01-29T18:38:13
|
|
Add SDL_GL_ResetAttributes.
|
|
ecc0df06
|
2014-01-22T12:39:34
|
|
Fix detection of iOS for disabling dynamic API.
|
|
d75665c7
|
2014-01-08T01:07:57
|
|
Maybe fix Cygwin.
|
|
960458e5
|
2014-01-08T00:58:03
|
|
Patched to compile on Cygwin.
|
|
e9689e8d
|
2014-01-08T00:51:31
|
|
Another Android fix.
|