include


Log

Author Commit Date CI Message
Ryan C. Gordon 35430a73 2016-11-17T01:15:16 cpuinfo: first attempt at SDL_HasNEON() implementation.
Sam Lantinga 818d1d3e 2016-11-15T01:30:08 Fixed bug 1646 - Warnings from clang with -Weverything
Sam Lantinga c1e292fc 2016-11-13T23:09:42 Fixed build error with missing function prototype in the SDL_test_harness.h header
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Thomas Perl acce8659 2016-11-13T10:39:04 [qtwayland] Set orientation and window flags via SDL hints
Sam Lantinga 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.
Ryan C. Gordon 7e65d88f 2016-11-03T11:10:52 Removed premake build system.
Sam Lantinga 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.
Sam Lantinga 012217f0 2016-10-18T23:24:49 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer Albert Casals On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses. Currently, it is hardcoded to be 10000 to sit above most applications. This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
Sam Lantinga 83cb2b63 2016-10-14T06:57:55 Fixed bug 2758 - Android issues with NDK r10c and API-21 Sylvain After a long time, I found out more clearly what was going wrong. The native libraries should be built with a "APP_PLATFORM" as low as possible. Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml So that the application never runs on a lower APP_PLATFORM than it has been built for. An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10 (If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10. And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".) to precise what happened in the initial reported test-case: Let say the "c" code contains a call to "srand()". with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()". with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()". but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()). So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10. That was the issue. The path tried to fix this by in fact always calling srand48(). SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform. It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions. Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
Sam Lantinga f3502c3c 2016-10-14T01:04:21 Fixed building with cmake when fcitx isn't installed
Sam Lantinga f5c2bf12 2016-10-11T23:21:41 Fixed comment for new pixel formats
Sam Lantinga 36e40d30 2016-10-11T23:19:05 Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data Daniel Gibson Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR. SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Sam Lantinga 808c75d1 2016-10-07T18:57:40 Fixed bug 2824 - Add Fcitx Input Method Support Weitian Leung Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too), enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
Sam Lantinga 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);
Sam Lantinga 73f2c541 2016-10-07T16:44:42 Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h Ryan C. Gordon We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
Philipp Wiesemann f8aa4291 2016-10-02T22:32:18 Added brackets to function names in header comments so that doxygen links them.
Sam Lantinga 614cb35a 2016-10-01T13:35:36 Fixed bug 3165 - define numbers don't match types in Swift C.W. Betts Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
Sam Lantinga bb24662c 2016-10-01T12:48:08 Fixed bug 3301 - IBus support on Linux with CMake joe.gsoc16 I recently looked into Unicode support in SDL2 and realized that SDL_TEXTEDITING doesn't get triggered at all (Japanese IME). According to others on IRC it works fine on Windows/Mac but not for me on (arch)Linux. When compiling SDL with autotools, IBus support is enabled by default but not so with CMake. I never used CMake before but got it working and also included that pkg-config determines flags for dbus (FIXME in CMakeLists).
Sam Lantinga 77305d47 2016-10-01T11:46:32 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect Simon Hug The description of the SDL_RenderClear function in the SDL_render.h header says the following: "This function clears the entire rendering target, ignoring the viewport." The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do. The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */ Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers. An exception is direct3d11 which uses a clear function that ignores the scissor test.
Sam Lantinga 9fff05f8 2016-10-01T11:29:13 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW Simon Hug The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask. The attached patch has these changes: - Extending the description of the function in the SDL_surface.h header with the supported formats. - Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.) - Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP. - Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.) - Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
Sam Lantinga b7e45f8a 2016-10-01T10:28:00 Fixed bug 3336 - Failure to build with MinGW-w64 Kai Sterker There are already patches available from mingw64 that fix the issue https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2 With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
Ethan Lee 92d700f1 2016-09-30T09:26:57 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Sam Lantinga a13da2fa 2016-09-29T13:34:49 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. The behavior is defined to not receive the click event, and this hint allows you to override that.
Sam Lantinga e45698d2 2016-09-28T22:24:01 Updated version to 2.0.5 in preparation for release
Alex Szpakowski f31c7086 2016-09-25T15:02:06 Enable SDL_LoadObject on iOS 8+ and tvOS.
Alex Szpakowski 459102a5 2016-09-17T01:36:29 Updated URL in a comment
Alex Szpakowski a96b6f21 2016-09-17T01:31:07 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION. When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
Sam Lantinga 7f28853b 2016-09-14T08:20:24 Fixed including OpenGL ES on iOS without any other SDL headers
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Ryan C. Gordon 2da1ec83 2016-08-28T13:36:13 Merge audio capture work back into the mainline.
Philipp Wiesemann f6f9350a 2016-08-17T21:05:00 Added link in header comment.
Ryan C. Gordon 73153901 2016-08-06T02:47:27 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
Philipp Wiesemann 24bc00a8 2016-08-03T22:39:44 Fixed two old identifiers in header comments.
Philipp Wiesemann a4abda0b 2016-08-03T22:30:31 Added brackets to function names in header comments so that doxygen links them.
Alex Szpakowski 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!)
Philipp Wiesemann 6255c858 2016-05-20T22:18:15 Updated documentation of SDL_IsScreenSaverEnabled(). The screensaver is deactivated by default since SDL 2.0.2.
Philipp Wiesemann cfe3f261 2016-05-11T21:09:45 Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom().
Philipp Wiesemann 63f2ec8e 2016-05-05T22:04:16 Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file.
Philipp Wiesemann b1ce3799 2016-05-05T22:03:52 Added missing links at documentation of SDL_FreeCursor() in header file.
Philipp Wiesemann bb9dcf57 2016-04-25T22:17:38 Android: Updated name of README file.
Alex Szpakowski 88372277 2016-04-02T11:54:05 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X. Fixes bug #3300.
Sam Lantinga e5d575b9 2016-01-16T21:58:49 Expose the EGL display and window for Vivante SDL windows
Philipp Wiesemann 1a26c0c8 2016-01-06T22:38:35 Fixed doxygen warnings.
Ethan Lee 167cf14c 2016-01-05T16:39:18 SDL_RenderSetIntegerScale
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon dc532c70 2016-01-05T02:27:50 Added SDL_WINDOWEVENT_TAKE_FOCUS. This is for corner cases where a multi-window app is activated and wants to make a decision about where focus should go. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9b73793 2016-01-05T02:26:45 Added SDL_DROPTEXT event, for dragging and dropping string data. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon 8e855f2f 2016-01-05T01:42:00 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops. This allows an app to know when a set of drops are coming in a grouping of some sort (for example, a user selected multiple files and dropped them all on the window with a single drag), and when that set is complete. This also adds a window ID to the drop events, so the app can determine to which window a given drop was delivered. For application-level drops (for example, you launched an app by dropping a file on its icon), the window ID will be zero.
Ryan C. Gordon f2defe5e 2016-01-05T01:30:40 Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. 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.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 4a93dae4 2016-01-01T17:39:55 Added brackets to function names in header comments so doxygen links them.
Alex Szpakowski 4aae0290 2015-12-31T21:16:43 Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
Ryan C. Gordon 61518bce 2015-12-29T00:57:24 CMake: Changes to get CMake project to work with Android (thanks, Martin!). Fixes Bugzilla #3194. (but note that Bugzilla #3200 still needs to be resolved to get this really going on Android, at a minimum.)
Philipp Wiesemann d3a841eb 2015-12-07T21:41:55 Pandora: Fixed deactivating no more available CD-ROM support in config header.
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig fa2d5ab4 2015-11-26T13:51:03 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created thread's priority. WinRT 8.1 offered this API, along with several other Win32 thread functions that were previously unavailable (in WinRT). This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
David Ludwig 623898f7 2015-11-26T00:41:39 WinRT: lots of display and windowing related fixes This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
Ryan C. Gordon f09d3750 2015-11-14T14:53:44 Minor whitespace fix.
Ryan C. Gordon e6ad29ae 2015-11-14T12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
Sam Lantinga 38edc177 2015-10-27T11:18:04 Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in CreateWindow if desired.
Sam Lantinga 2b0140a9 2015-10-27T11:17:32 Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
Sam Lantinga a0c4b56f 2015-09-30T15:39:30 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO. CR: Sam
Alex Szpakowski 2bf6f1bc 2015-09-20T23:08:36 Added initial support for MFi game controllers on iOS.
Philipp Wiesemann 5e593682 2015-09-17T22:21:12 Android: Added to APK expansion file hint documentation in header file.
Philipp Wiesemann 83e94e25 2015-08-21T23:50:59 Corrected documentation of the SDL_CreateTexture() functions in header file.
Alex Szpakowski 2d63af8e 2015-08-21T00:19:36 Updated SDL_egl.h to have the latest EGL version and extension information.
Philipp Wiesemann 2fa03948 2015-08-19T22:29:37 Corrected documentation of SDL_AddTimer() in header file.
andrewb a702c338 2015-08-03T11:37:03 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
Philipp Wiesemann c509e798 2015-07-31T20:16:18 Fixed documentation of SDL_DropEvent in header file.
Alfred Reynolds 628d8edb 2015-07-29T17:19:15 SDL - add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Alex Szpakowski 6ea942da 2015-07-19T19:44:40 Added MSAA support for OpenGL ES contexts on iOS. Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
Ryan C. Gordon 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.
Philipp Wiesemann a955bec4 2015-07-16T21:48:35 Fixed spaces in header file.
Philipp Wiesemann cad94bd5 2015-07-15T21:12:04 Fixed typo in test header file comment.
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().
Ryan C. Gordon aa4952fd 2015-04-21T10:10:59 Added SDL_WINDOWEVENT_HIT_TEST. This lets windows know when they are dropping a mouse event because their hit test reported something other than SDL_HITTEST_NORMAL. It lets them know exactly where in the event queue this happened. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon e0e04542 2015-04-21T09:46:48 Added a few FIXMEs.
Ryan C. Gordon 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.