|
f4e3af15
|
2022-10-17T07:23:40
|
|
Simplify OSS test by removing OpenBSD specific location of the soundcard.h header
OpenBSD has long since stopped using OSS. Remove checking for OpenBSD specific header.
|
|
485bb356
|
2022-10-17T13:30:30
|
|
Fixed bug #6401 - change the order of triangles when using RenderCopy, RenderCopyEx and RenderFillRect
|
|
70dfd6dd
|
2022-10-16T09:05:13
|
|
Added mapping for Xbox Series X controller
Fixes https://github.com/libsdl-org/SDL/issues/6296
|
|
ed412c13
|
2022-10-15T14:05:35
|
|
wayland: Cleanup event source comments, headers, and error reporting
Replace instances of fprintf(stderr, ...) with SDL_SetError(), replace C++ comments with C style, use a uniform format for multi-line comments, and remove unused headers as poll and select aren't used in this file (the SDL function which calls them is used instead).
|
|
22461383
|
2022-10-15T15:54:12
|
|
SDL_audiocvt: Respct the SDL_HINT_AUDIO_RESAMPLING_MODE hint
This implements using libsamplerate for the SDL_AudioCVT API.
This library was already being used for audio streams when this hint is
set.
|
|
e8fdb861
|
2022-10-15T10:02:39
|
|
Removed redundant masking when loading the IMU calibration
|
|
a6573f94
|
2022-10-16T00:23:25
|
|
Fix bugs in IMU calibration loading for Nintendo Controllers
|
|
62047686
|
2022-10-13T16:24:13
|
|
wayland: Don't block on libdecor_dispatch()
libdecor_dispatch() needs to be called, as libdecor plugins might do some required internal processing within, however care must be taken to avoid double-blocking in the case of a timeout, which can occur if libdecor_dispatch() and the SDL event processing both work on the main Wayland queue. Additionally, assumptions that libdecor will always dispatch the main queue or not process zero-length queues (can occur if a wait is interrupted by the application queueing an event) should not be made, as this behavior is outside the control of SDL and can change.
SDL handles polling for Wayland events and then calls libdecor to do its internal processing and dispatch. If libdecor operates on the main queue, it will dispatch the queued events and the additional wl_display_dispatch_pending() call will be a NOP. If a libdecor plugin uses its own, separate queue, then the wl_display_dispatch_pending() call will ensure that the main queue is always dispatched.
|
|
e89389ba
|
2022-10-14T20:41:10
|
|
wayland: Use MAP_PRIVATE when mapping the keyboard keymap file descriptor
Per the Wayland spec, this must be mapped with MAP_PRIVATE in version 7 of the protocol and higher.
|
|
5129a077
|
2022-10-14T14:35:52
|
|
Steam Controller support defaults off, as documented in SDL_hints.h
|
|
6af17369
|
2022-10-14T10:36:24
|
|
Added mapping for Qanba Drone on Linux without HIDAPI
|
|
93b71967
|
2022-10-14T10:32:03
|
|
Only update the battery level if we're on Bluetooth
Fixes battery level dropping to empty with the Qanba Drone Arcade Stick.
It looks like we might also be able to skip the check for all third party controllers, but I think this is the right thing to do for Sony controllers as well.
|
|
120a957d
|
2022-10-14T09:57:02
|
|
Added support for the Qanba Drone Arcade Stick
|
|
6bb0c2a5
|
2022-10-14T06:33:38
|
|
Added documentation for some scancodes
|
|
91ff8845
|
2022-10-13T23:56:17
|
|
Disable "The key you just pressed is not recognized by SDL." message by default
|
|
13919214
|
2022-10-13T23:23:55
|
|
Fixed reported cases of "Keyboard layout unknown" messages
In all cases they were using SDL_SCANCODE_TABLE_XFREE86_2 with some keycodes remapped or fewer than expected keycodes. This adds a sanity check that catches all of them and gives them the right scancode table.
|
|
2c192385
|
2022-10-13T22:50:57
|
|
Don't remove entries from an existing scancode keymap
If we can't find the X11 keysym, it's likely that either the keysym is NoSymbol, in which case we won't hit it anyway, or it's been mapped to a character, in which case the existing mapping is correct for the scancode and the character will be reflected in the keycode mapping.
|
|
99f2a503
|
2022-10-13T22:40:24
|
|
X11 scancode mapping cleanup
* Consolidated scancode mapping tables into a single location for all backends
* Verified that the xfree86_scancode_table2 is largely identical to the Linux scancode table
* Updated the Linux scancode table with the latest kernel keycodes (still unmapped)
* Route X11 keysym -> scancode mapping through the linux scancode table (which a few hand-written exceptions), which will allow mappings to automatically get picked up as they are added in the Linux scancode table
* Disabled verbose reporting of missing keysym mappings, we have enough data for now
|
|
f5afb7d1
|
2022-10-13T18:44:15
|
|
directfb: Fix return type of DirectFB_RenderPresent()
|
|
fc73386f
|
2022-10-12T21:44:50
|
|
Fixed the mapping from raw joystick values to the expected [SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX] range. (thanks Tas!)
The original code mapped incorrectly from [min, max] to [-32768, 32512], the upper bound being SDL_JOYSTICK_AXIS_MAX - 255 instead of SDL_JOYSTICK_AXIS_MAX.
|
|
5b9608e0
|
2022-10-11T23:35:33
|
|
Remove D3D9 workarounds for Watcom.
The linked PRs have been merged since May.
|
|
2d7816e3
|
2022-10-12T09:59:31
|
|
dynapi: Disable support for API call logging by default.
We can manually enable it if necessary, but it bloats the library to
leave it on just in case.
Fixes #6381.
|
|
f69e004d
|
2022-10-12T13:58:41
|
|
Android default to dynamic API disabled (see #6381)
|
|
f6ff8778
|
2022-10-12T13:55:14
|
|
Android default to dynamic API disabled (see #6381)
|
|
6836273d
|
2022-10-12T00:17:50
|
|
Use XIWarpPointer if compiled with xinput2
Co-authored-by: Andrei E <andreien@proton.me>
|
|
be2cb000
|
2022-10-11T11:16:52
|
|
wayland: Check for the input handle before checking the keyboard handle
|
|
df1bd07d
|
2022-10-11T07:25:27
|
|
d3d12: actually execute the pending commands before processing resize
This makes sure all the resources are in the expected state
Fix the D3D12 case in https://github.com/libsdl-org/SDL/issues/6376
|
|
0b88e609
|
2022-10-11T07:40:35
|
|
wayland: Raise wl_seat maximum version to 8
Version 8 is required for supporting axis_value120 high-resolution scroll events.
|
|
41c718ed
|
2022-10-11T10:07:32
|
|
Fix memory leak in PSP_CreateTexture
|
|
6f224e4d
|
2022-10-11T10:44:20
|
|
Made timestamp_us of sensor events increase monotonically for Nintendo controllers
|
|
8117bfe5
|
2022-10-10T22:29:31
|
|
PS2: Ignore warnings from toolchain headers.
The `gsInline.h` header creates `Wdeclaration-after-statement` warnings.
|
|
5ddac7e0
|
2022-10-10T22:04:02
|
|
PSP: Fix type mismatch warnings.
|
|
c1317175
|
2022-10-10T22:02:17
|
|
PSP: Fix `Wformat` warnings.
|
|
669532d5
|
2022-10-10T22:01:49
|
|
PSP: Remove dead code.
Fixes unused variable warning.
|
|
17322e2b
|
2022-10-10T13:07:52
|
|
dynapi: Optionally log every call into the SDL API.
This will only log things going through dynapi, which means it won't
do anything if dynapi is disabled for a given build, but also things
that call the `*_REAL` version of an API won't log either (which is
to say, if an internal piece of SDL calls a public API, it won't log
it, but if an application calls that same entry point, it will).
Since this just inserts a different function pointer, unless you
explicitly request this at runtime, it won't add any overhead, and,
of course, the entire thing can be turned off with a single #define
so it doesn't even add extra unused code to the shared library if
the kill switch is flipped.
|
|
45070835
|
2022-10-10T09:39:55
|
|
Fixed build
|
|
680d0f04
|
2022-10-10T09:26:49
|
|
Added support for undefined or centered position for shaped windows
Fixes https://github.com/libsdl-org/SDL/issues/6359
|
|
65527537
|
2021-03-30T04:32:39
|
|
N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
|
|
43a2b0b1
|
2022-10-10T00:00:52
|
|
N3DS: Use macro to correct axis.
Using `(value * SDL max) / 3DS max` allows for marginally better
accuracy compared to `value * (SDL max / 3DS max)`.
|
|
49c25b1d
|
2022-10-09T23:49:00
|
|
N3DS: Fix PrivateSensorUpdate call.
A new timestamp parameter was added in 2c51874.
|
|
cb1972b3
|
2022-09-20T23:07:04
|
|
N3DS: ZL and ZR should be considered as triggers.
Previously they were considered as clicking stick.
|
|
86a8714f
|
2022-09-20T23:04:20
|
|
N3DS: Refactor joystick module to avoid globals.
|
|
392f3882
|
2022-09-20T22:45:24
|
|
N3DS: Use SDL_Sensor instead of Joystick sensors.
|
|
efc93e68
|
2022-09-18T15:17:08
|
|
N3DS: Don't set `num_display` by hand.
Doing so creates 2 empty displays at the beginning of the list.
|
|
83ec6062
|
2022-09-18T13:46:09
|
|
N3DS: Move gfxInit and hidInit from main to video.
|
|
266014fa
|
2022-09-18T13:38:26
|
|
N3DS: Use SDL_Touch instead of the Joystick touch.
|
|
f9785702
|
2022-09-18T13:22:07
|
|
N3DS: Deduce screen from window's display.
This removes the need for a dedicated window creation flag.
|
|
46a13ad9
|
2022-09-18T12:35:32
|
|
N3DS: NEON is likely not supported.
|
|
af2bc2ed
|
2022-09-18T10:52:35
|
|
N3DS: Use osSetSpeedupEnable instead of PTMSYSM.
|
|
03bbbcd8
|
2022-09-18T09:06:36
|
|
N3DS: Use CreateJoystickGUIDForName.
|
|
2b2693ae
|
2022-09-18T08:49:56
|
|
N3DS: Use asprintf instead of snprintf.
|
|
61b5360e
|
2022-10-10T08:27:42
|
|
Only check to see if the ICC profile changes when the display changes or we gain focus
Fixes https://github.com/libsdl-org/SDL/issues/6366
|
|
f99fc326
|
2022-10-09T11:42:39
|
|
d3d12: fixed window resize handling
Fixes https://github.com/libsdl-org/SDL/issues/6355
|
|
490c20f9
|
2022-10-09T09:57:55
|
|
d3d12: reset the vertex buffer size when it is released
|
|
efdb390c
|
2022-10-09T09:11:33
|
|
Disable the HIDAPI Wii driver by default as it doesn't work with the dolphinbar
|
|
6391ad97
|
2022-10-09T11:11:55
|
|
wayland: Factor out common libdecor frame commit code
The pattern of:
libdecor_state_new()
libdecor_frame_commit()
libdecor_state_free()
was used in several places. Factor it out into a common function.
|
|
b0a9396b
|
2022-10-09T11:06:20
|
|
wayland: Remove XDG surface geometry calls
These were needed to fix some buggy behavior regarding committing old buffer sizes when entering fullscreen that has since been corrected. Remove them.
|
|
b91ddbc3
|
2022-10-09T06:15:18
|
|
wayland: null-terminate drop data
|
|
eb8eb621
|
2022-10-06T22:49:17
|
|
SDL_x11modes: fix -Wunused-variable
|
|
01498d3a
|
2022-10-06T03:19:28
|
|
SDL_render_psp.c: fix -Wshadow
Emitted by PSP's gcc
|
|
4298e798
|
2022-10-06T02:55:30
|
|
SDL_offscreenframebuffer.c: fix format '%d' expecting int instead of Uint32
Emitted by Nintendo 3DS's gcc (fix is same as used by ngage)
|
|
b51a88a9
|
2022-10-06T02:23:57
|
|
SDL_malloc.c: fix variable 'used' set but not used
Emitted by clang-cl
|
|
5c150ddc
|
2022-10-06T02:21:49
|
|
SDL_mslibc.c: fix unknown pragma ignored [-Wunknown-pragmas]
Emitted by clang-cl
|
|
85fd40fa
|
2022-10-06T02:04:24
|
|
Fix -Wunused-const-variable warning when using clang-cl
|
|
2105c7f6
|
2022-10-06T00:58:26
|
|
SDL_thread.c: fix unused function SDL_FreeErrBuf when building without thread support (emscripten)
|
|
b18c361b
|
2022-10-08T13:18:00
|
|
Updated variable name for mouse coordinates in mouse wheel events
|
|
4f318c90
|
2022-10-08T12:01:42
|
|
Add cursor position to mouse wheel event (thanks @meyraud705!)
Fixes https://github.com/libsdl-org/SDL/pull/6351
|
|
17b43b0f
|
2022-10-08T09:32:09
|
|
Don't try to create a semaphore for the mutex implementation if threads are disabled
Fixes https://github.com/libsdl-org/SDL/issues/6344
|
|
33050fea
|
2022-10-07T11:29:49
|
|
Only open HID devices that might have a HIDAPI driver available
This prevents an OS prompt for every connected device when running on Android
|
|
484d5fd6
|
2022-10-05T13:19:38
|
|
audio open: ensure 2 devices don't get the same id
|
|
fc720321
|
2022-10-06T18:23:07
|
|
Fix rare deadlock when opening a HID controller on Android
Fixes https://github.com/libsdl-org/SDL/issues/6347
|
|
689409fd
|
2022-10-06T17:34:24
|
|
Fixed the start button on the Nimbus+ controller on tvOS
Also updated mappings for Nintendo Switch controllers on tvOS, to reflect the lack of guide/menu button availability
|
|
914a65e0
|
2022-10-06T12:39:36
|
|
wayland: Don't unset min/max values when entering fullscreen via a compositor event
If the compositor is entering fullscreen and hasn't removed any constraints itself, it's already too late at this point. Remove the unnecessary call.
Restoring the limits when exiting fullscreen is still required, though, as they may have been removed when entering fullscreen via an SDL request.
|
|
69cf5fb0
|
2022-10-04T13:09:35
|
|
wayland: Remove surface type helpers
These were remnants of a time before the surface type was explicitly stored, so they can be removed per the TODO note.
|
|
c2b0c41c
|
2022-10-04T12:59:26
|
|
wayland: Set/unset the opaque regions on surfaces when transparency is toggled
Caches the SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY hint at init time and registers a callback, which is fired when the hint is changed during runtime and toggles the opaque region for existing surfaces.
|
|
ea595800
|
2022-10-03T18:31:15
|
|
wayland: Set the damage buffer size when supported
The preferred method for setting the damage region on compositor protocol versions 4 and above is to use wl_surface.damage_buffer. Use this when available and only fall back to wl_surface.damage on older versions.
Bumps the highest supported version of wl_compositor to version 4.
|
|
a8cb7bbe
|
2022-10-01T11:31:26
|
|
wayland: Add dedupe logic to window geometry configuration
Adds deduplication logic to ConfigureWindowGeometry() to avoid setting redundant backbuffer, viewport and surface opaque region dimensions. State is now only set when the window and/or backbuffer dimensions change.
This repurposes the viewport rect to always hold the actual size of the window, which can differ from the SDL size if things are being scaled. The SDL_Rect was removed in favor of two ints, as the x/y members of the struct were never used, so they just wasted space.
Since the internal variables always have the true window size, the width/height getter functions are no longer required and can be removed.
|
|
d2160c29
|
2022-10-05T21:42:26
|
|
iOS: implement SDL_GetWindowSizeInPixels.
|
|
ddc3de60
|
2022-10-05T16:24:05
|
|
Added mapping for PS5 controller over Bluetooth on Android 12
Tested on Pixel 3a
|
|
81afb3e3
|
2022-10-05T16:18:09
|
|
Need to swap endianness when extracting the CRC from game controller mappings
|
|
92c71ae3
|
2022-10-05T21:59:08
|
|
[iOS] respect initial status bar configuration when displaying the launch storyboard
|
|
5b131364
|
2022-08-06T10:48:53
|
|
[UIKit] handle app lifecycle events in a custom object instead of AppDelegate
removes the need to call SDL counterparts manually when custom AppDelegate is used
|
|
e41942e8
|
2022-10-05T13:36:25
|
|
fix compilation error SDL_coreaudio mixing declarations and code
|
|
fdef96e2
|
2022-10-04T12:08:09
|
|
Android: remove "nativeSetComposingText" since it's not used anymore
(and it may fail registering at init if code is cleaned with proguard)
|
|
eac3d6d3
|
2022-10-04T10:46:42
|
|
SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;"
|
|
ad29875e
|
2022-04-18T17:03:05
|
|
Wayland: Emulate mouse warp using relative mouse mode
Several games (including Source and GoldSrc games, and Bioshock
Infinite) attempt to "fake" relative mouse mode by repeatedly warping
the cursor to the centre of the screen. Since mouse warping is not
supported under Wayland, the viewport ends up "stuck" in a rectangular
area.
Detect this case (mouse warp while the cursor is not visible), and
enable relative mouse mode, which tracks the cursor position
independently, and so can Warp successfully.
This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which
is enabled by default, unless the application enables relative mouse
mode itself using SDL_SetRelativeMouseMode(SDL_TRUE).
Note that there is a behavoural difference, in that relative mouse mode
typically doesn't take mouse accelleration into account, but the
repeated-warping technique does, so mouse movement can seem very slow
with this (unless the game has its own mouse accelleration option, such
as in Portal 2).
|
|
9e3c4b9f
|
2022-10-03T17:50:01
|
|
Use the correct platform defines
|
|
5291e5cb
|
2022-10-03T17:36:17
|
|
Added version checking to SDLActivity.java
Make sure the SDL java and C code match when updating SDL in a game.
Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking.
Fixes https://github.com/libsdl-org/SDL/issues/1540
|
|
3607f831
|
2022-10-03T11:00:50
|
|
Find out if a controller is wireless using WGI (thanks @DJm00n!)
Confirmed using an Xbox Series X controller over USB and Bluetooth
Fixes https://github.com/libsdl-org/SDL/issues/6322
|
|
321ca109
|
2022-10-03T12:00:38
|
|
opengles2: Texture names are GLuint, not GLenum.
|
|
01c5554f
|
2022-10-03T11:57:10
|
|
opengles2: SDL_GL_BindTexture() should bind all YUV textures.
This matches what the non-GLES OpenGL renderer does.
Fixes #6070.
|
|
f8f562da
|
2022-10-02T22:55:49
|
|
iOS: remove dead pre-iOS 8 codepaths.
SDL hasn't supported those older iOS versions for a little while now.
|
|
bbeacd72
|
2022-10-02T22:57:03
|
|
Fix some credit comments.
|
|
cf331ef3
|
2022-10-02T17:25:36
|
|
Fixed build
|
|
64ea6cef
|
2022-10-02T17:17:31
|
|
SDL_ResetHint() no longer clears the callbacks associated with a hint
Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown.
Fixes https://github.com/libsdl-org/SDL/issues/6313
|
|
bd6afc23
|
2022-10-02T10:15:39
|
|
Fixed sensor axes in vertical mode
|
|
b4c25f57
|
2022-10-02T09:51:05
|
|
Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons
This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode.
The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
|
|
f58a6506
|
2022-10-02T09:50:27
|
|
Added paddle mapping for combined Joy-Cons
|
|
37dfa262
|
2022-10-02T09:36:50
|
|
Added paddle mapping for combined Joy-Cons
|
|
6c8bf3af
|
2022-10-03T00:19:34
|
|
Add vertical mode for Nintendo Joy-Con (#6303)
* Added support for vertical mode for Joy-Con controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode
* Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
|