kc3-lang/SDL/src

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Log

Author Commit Date CI Message
f018ca46 2014-03-19 21:39:55 Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
e84fc5a3 2014-03-19 18:25:21 Static analysis fix: division by zero.
546cb890 2014-03-19 16:55:38 Static analysis fix: Value stored to '[bcd]' is never read.
faaaf6c5 2014-03-19 16:52:26 Static analysis fix: "Value stored to 'p' is never read"
7b893acd 2014-03-19 16:02:25 Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
18c9a4e9 2014-03-18 17:16:28 Fixed SDL_HapticNewEffect() failing on various DirectInput devices.
2a2fb611 2014-03-18 12:53:01 Fixed PS4 game controller config on Windows.
978566a6 2014-03-18 12:52:51 Whitespace fix.
7eaf8997 2014-03-17 19:11:18 Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
d4f2f015 2014-03-15 19:30:52 Fixed iOS build
56b40ce0 2014-03-15 16:32:45 Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared
9245c930 2014-03-15 16:27:06 Only show the window if it's supposed to be shown.
c663d731 2014-03-15 15:35:15 Mac: Make sure window is still showing when we exit a fullscreen space.
f25ee50b 2014-03-15 14:54:23 Fixed broken rotation detection routines on WinRT Rotation detection and handling should now work across all, publicly-released, WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
5281f9f1 2014-03-15 13:27:18 Fixed a crash on Windows Phone 8 that occurred after rotating a device This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on Windows Phone 8, a function that isn't available on the platform (but is available on other Windows platforms). The call would fail, which ultimately led to a crash. This changeset also attempts to make sure that the D3D11 swap chain is created at the correct size, when using Windows Phone 8. Still TODO: make sure rotation-querying works across relevant Windows platforms (that support Direct3D 11.x).
205266fa 2014-03-15 10:37:40 Fixed a build error when including WinRT's SDLmain file directly in an app
26e8e387 2014-03-14 18:06:09 Fixed Mac OS X window level when leaving fullscreen mode
2216ab93 2014-03-14 01:36:05 Added a missing file related to WinRT power management/reporting.
f9a58968 2014-03-13 21:21:26 Added missing copyright notices
ed02f61d 2014-03-13 00:40:08 Fixed the copyright date on files contributed by David Ludwig
646cdedb 2014-03-12 12:14:47 Fixed line endings (CRLF to LF) in WinRT source code
4cd5ed7b 2014-03-12 12:12:20 Merged various WinRT build fixes
b68b6e23 2014-03-12 11:57:15 Fixed various build and runtime errors when using WinRT with VS2012.
641ba099 2014-03-12 07:26:07 Fixed compiling Windows RT code on Visual Studio 2013
36e7c8d9 2014-03-11 12:40:31 Fixed compiler errors in the D3D11 renderer when building for WinRT Still TODO: fix other build errors, especially linker errors, when building SDL/WinRT, then fix any runtime errors that pop up.
7a36070a 2014-03-11 07:17:56 Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError
b677d1d8 2014-03-10 19:59:06 Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context. Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
ce3c5b84 2014-03-10 22:53:03 Made VS2012 build the D3D11 renderer This change is currently limited to Win32/Windows-Desktop builds. Build fixes for WinRT + VS2012 are still pending.
28398109 2014-03-10 18:45:07 Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
e8eb1427 2014-03-10 21:21:35 build fixes for most WinRT-related files Still TODO: getting the D3D11 renderer back up and running in VC 2012.
2c558ca2 2014-03-10 17:19:19 Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
9c2fb684 2014-03-10 15:00:59 Implemented fullscreen <-> windowed transition on Windows 8
7e8b2553 2014-03-10 14:35:37 Fixed line endings
3df586ce 2014-03-10 12:49:15 Fixed creating the rendering context on a specific device
9aa5b1d4 2014-03-10 05:44:34 Implemented YV12 and IYUV texture support for the D3D11 renderer
965cdf10 2014-03-10 02:13:44 Minor style tweaks
1a35f32b 2014-03-10 01:51:03 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.
a8f540fe 2014-03-09 22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
8c7ee701 2014-03-10 00:48:41 Removed unused variable.
89648a9a 2014-03-10 00:01:14 Drop the default requested OpenGL version to 1.2. Fixes default context creation on Mac OS X <= 10.6.
1fe7b27a 2014-03-09 12:27:31 Fixed 64-bit warnings
1367bf87 2014-03-09 11:36:47 Integrated David Ludwig's support for Windows RT
05c23063 2014-03-09 11:06:11 Fixed line endings on WinRT source code
c167d1f6 2014-03-09 10:38:30 Updated SDL to version 2.0.3
db568d69 2014-03-09 11:52:52 Patched to compile with MingW64 on case-sensitive systems (thanks, Martin!). Fixes Bugzilla #2440.
5755fa4b 2014-03-08 15:34:54 Patched to compile on C89 compilers.
e9eb7ecd 2014-03-06 20:02:17 Fixed bug 2430 - Missing initialization of the variable 'centroid' inside SDL_GestureAddTouch klose File: SDL_gesture.c Method: SDL_GestureAddTouch When a new SDL_GestureTouch element is added to the global SDL_gestureTouch array the variable 'centroid' of the new element is not initialized. The problem is that this variable is read isndie SDL_GestureProcessEvent when a SDL_FINGERDOWN event occurs.
61ae0c1b 2014-03-04 19:49:11 WinRT: emit SDL_APP_TERMINATING
844ad500 2014-03-04 19:30:36 WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events
9e67444a 2014-03-03 21:25:16 Mac: Added a hint to opt-out of new Spaces code.
3889d478 2014-03-02 22:55:12 Removed unused variable.
0e5cc8df 2014-03-02 22:51:31 Mac: Don't lose the menu/dock when switching back to a resizable window Space.
86be8321 2014-03-02 22:16:49 Mac: only programmatically create Spaces if we're FULLSCREEN_DESKTOP. (coming back from fullscreen in any state is okay).
460f97ff 2014-03-02 16:36:40 A bunch of fixes for the new Spaces code.
da324233 2014-03-02 13:06:51 Fixed dictionary initialization
0f9bb0cd 2014-03-02 12:58:00 Updated to build on Mac OS X 10.7 with Xcode 4.6
5eccbac4 2014-03-02 15:35:24 Mac: Manage menubar and dock as FULLSCREEN_DESKTOP windows become/resign key.
4ca76b3e 2014-03-02 14:59:06 Add support for the freedesktop.org Idle Inhibition specification, as per: http://people.freedesktop.org/~hadess/idle-inhibition-spec/ This makes screensaver inhibition work with GNOME 3 and other desktop environments that implement the specification. https://bugzilla.libsdl.org/show_bug.cgi?id=2169
c2c08f68 2014-03-02 11:10:00 Backed out changeset 9357a2ca3473
2cf453dd 2014-03-02 11:08:05 Make sure we return version 0 if XInput detection fails
51faf449 2014-03-02 12:45:51 Reworked fullscreen policy on Mac OS X. - SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window). - SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and hides the menu bar, but you can slide between Spaces and Command-Tab between apps without the window minimizing, etc. - SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen" window decoration and menubar item. As far as the app is concerned, this is no different than resizing a window, but it gives the end-user more power. - The hint for putting fullscreen windows into the Spaces system is gone, since Spaces can't enforce the requested resolution. It's a perfect match for FULLSCREEN_DESKTOP, though, so this is all automated now.
afc74d98 2014-03-02 02:00:40 Better attempt to detect available X11 XInput2 features. Fixes Bugzilla #2306.
1005c934 2014-03-02 00:02:56 Windows: Fixed crash if quitting without closing an XInput haptic device.
754067db 2014-03-01 22:27:21 Added a FIXME.
7fa4eece 2014-03-01 22:27:13 Fixed a typo in a comment.
bafa4c7a 2014-03-01 21:33:48 Dynamically load glGetString(), to avoid direct dependency on OpenGL.
73936208 2014-03-01 20:59:43 Added some FIXMEs.
99583397 2014-03-01 20:46:45 Mac OS X: Make OpenGL context selection more robust, avoid software fallback. Fixes Bugzilla #2197.
3e541f30 2014-03-01 20:28:40 Force Windows version of SDL_GetPrefPath() to Unicode, create missing dirs. Fixes Bugzilla #2273.
6687ece1 2014-03-01 16:37:30 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
f4a5a0fa 2014-03-01 16:08:16 WinRT: fixed a crash in SDL_Quit SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
63106e47 2014-03-01 12:21:15 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
54ba385b 2014-03-01 11:42:12 Fixed compiler warning
86655b64 2014-03-01 11:40:41 Fixed compiler warning
c916f388 2014-03-01 09:59:06 Fixed bug 2368 - Security Software is blocking RegisterRawInputDevices() Yamagi A customer of mine had the strange problem, that SDL_SetRelativeMouseMode() was failing for him on Windows 7. Luckily he was willing to provide some debug informations. We could track this problem down to RegisterRawInputDevices() failing due to security software running on his system (Norton Internet Security to be precise, but there are reports of similar problems with other products. For example [1]). Working around this issue with SDL_WarpMouseInWindow() is easy, and while I don't think that SDL2 can provide an internal workaround it would be really nice and helpfull if this could be documentated somewhere. 1: http://forums.codeguru.com/showthread.php?498374-How-to-run-a-very-long-SQL-statement
e663b4eb 2014-03-01 09:50:52 Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch Coriiander In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used. According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken. Solution: Ensure this code gets called when shutting down the timer subsystem: #ifndef USE_GETTICKCOUNT if (!hires_timer_available) { timeSetPeriod(0); } #endif
ab9345a8 2014-02-28 16:24:41 Null termnate the pUserMappings variable to prevent memory corruption.
e56bbe3f 2014-02-28 14:23:41 Added a hint to enable the screensaver by default
ac32352f 2014-02-27 22:06:41 Disable the screensaver by default. Fixes Bugzilla #2218.
f61602b4 2014-02-27 20:21:46 Improve window recreation logic in OpenGL* renderers
0d5957df 2014-02-26 16:27:03 Mac: Forgot return value in last commit.
dd94c5fa 2014-02-26 16:10:52 Mac: Don't disassociate cursor if window is moving / doesn't have focus. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
4850d259 2014-02-26 11:35:02 Mac: Redo cursor warp handling. This fixes bugs related to getting unnaturally large xrel/yrel for SDL_MOUSEMOTION after warps and enabling / disabling relative mode. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=1836
52a63e82 2014-02-25 17:27:41 Mac: Improve moving relative mode windows. This makes it possible to move windows by their title bar, even if they're in relative mode, if you click the title bar when the window does not have focus. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
98d87379 2014-02-25 17:25:49 Mac: Fix error message for haptic subsystem. We were calling SDL_Error instead of SDL_SetError when the haptic subsystem wasn't initialized.
95f7e242 2014-02-25 15:28:12 Mac: Immediately update current OpenGL context's shape. Previously we were postponing our -[NSOpenGLContext update] call to the next SDL_GL_SwapWindow, even if the context was current on the current thread. This changes it so that we will do the update immediately if it's the current context. If you're rendering on another thread, you need to call SDL_GL_SwapWindow once after a resize event to ensure your drawable will produce non-garbage data. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339
4c192bc8 2014-02-25 17:42:34 Fixes #2308, recreate window if GL requirements for the renderer are not met If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those required by the renderer, attempt to recreate the window. This is needed on platforms where both GL and GLES 1/2 surfaces are supported by the video backend, requiring that the window be recreated when switching between context types.
8db4c5a9 2014-02-25 10:04:49 Fixed crash if the input data pitch is larger than the locked texture pitch
b420ad0e 2014-02-24 23:09:35 Don't warp the mouse while we're doing a modal interaction
2a6213ad 2014-02-24 22:49:30 Make sure we don't clip the cursor while clicking on the window title bar
973d890b 2014-02-24 22:37:58 Fixed relative mouse mode with multiple windows. The window cursor clipping will be taken care of when SDL_UpdateWindowGrab() is called.
54debf84 2014-02-24 22:36:24 Added a bunch of missing windows messages
d6b1218b 2014-02-24 16:42:08 Mac: Fix inconsistent repeat of SDL_TEXTINPUT events on 10.7+ Due to the new "tap and hold" IME in Mountain Lion and above, we were getting inconsistent repeat of SDL_TEXTINPUT events. Disabling that functionality (since you can't see the popover anyway) solves this. Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2387
6ee12d6c 2014-02-24 18:57:22 Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli)
1084421c 2014-02-24 10:25:02 Zero out haptic linked list items on creation (thanks to Turo Lamminen for the report!)
2ed47d83 2014-02-24 10:00:10 Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!)
96f09df7 2014-02-23 01:24:46 Free the correct variable.
9cd5f5ce 2014-02-22 19:10:45 Fixed bug 2404 - CPU detection not working with MSVC on x64 Tiemo Jung All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64. The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero. It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
f9f2bc5a 2014-02-22 21:21:33 Fixed Mac DualShock 4 gamecontroller db entry again.
b67b970d 2014-02-22 21:15:34 Mac joystick: ignore duplicate HID elements. The DualShock 4 has all elements listed twice: once in the top-level list of elements, and once in an "Application Collection" element at the top-level. Each element has a proper cookie with a unique value, so now we descend into each element collections, but before we add an element to the device's list, we make sure we don't already have one with that cookie, probably from another collection or a buggy device.