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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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1d2c7796
|
2013-08-29T08:27:25
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Christoph Mallon: Correct indendation.
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7267ea8f
|
2013-08-29T08:26:55
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Christoph Mallon: Use SDL_arraysize()
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9e23d178
|
2013-08-29T08:26:24
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Christoph Mallon: Simplify assignment.
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67c10169
|
2013-08-29T08:25:54
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Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed.
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db7c92b4
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2013-08-29T08:25:24
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Christoph Mallon: Remove lone /* if */ comment.
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321aa4ae
|
2013-08-29T08:24:43
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Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath()
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257cef30
|
2013-08-28T22:09:17
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Change order we enumerate Windows joysticks.
Make it so XInput devices are listed before DirectInput devices, and that the XInput
devices are sorted by userid in ascending numeric order (so device 0 comes first).
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ea4350d8
|
2013-08-28T22:07:54
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Don't corrupt XInput device state during SDL_SYS_JoystickClose().
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2538d311
|
2013-08-28T22:05:16
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Fix endlines for logging via OutputDebugString().
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aa652114
|
2013-08-28T17:17:21
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Make XInput joystick names match the numbers on the device.
(And how the Haptic code already names them.)
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79499898
|
2013-08-28T17:12:07
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Fixed comment typo.
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4b255c63
|
2013-08-28T16:43:47
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Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
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c89e0469
|
2013-08-28T16:35:32
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Better XInput detection code for DirectInput device enumeration.
This code is way faster than the Wbem code, and less ugly.
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ad20c801
|
2013-08-26T14:23:18
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Fixes typo in EGL code (thanks jmcfarlane!)
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2abe45e8
|
2013-08-25T21:28:03
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Removed obvious comment to trigger buildbot.
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833fd30e
|
2013-08-25T11:24:01
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reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled.
- also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour.
* bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/"
* parent -- use the bundle parent directory e.g. "/Applications/MyGame/"
* resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
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64e6eeac
|
2013-08-25T11:48:49
|
|
Fixes "error: conflicting types for 'GLintptr'"
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c9c6852f
|
2013-08-24T21:15:10
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|
Minor FreeBSD code cleanup.
|
|
e5b65e4e
|
2013-08-24T09:05:18
|
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Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
|
|
58a558e3
|
2013-08-23T23:34:23
|
|
Patched to compile on Solaris.
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|
88cd94a0
|
2013-08-23T21:48:40
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|
Patched to compile on FreeBSD.
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|
97948aef
|
2013-08-23T21:38:54
|
|
Add support for some BSDs and Solaris to SDL_GetBasePath().
|
|
f60bcf8b
|
2013-08-22T17:26:22
|
|
Fix warning in GL ES2 renderer
|
|
faf760d2
|
2013-08-22T13:32:27
|
|
XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
|
|
cd27a1ef
|
2013-08-21T12:12:04
|
|
Fixed compiling on old versions of the DirectX SDK
|
|
9faefccd
|
2013-08-21T10:32:04
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|
SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
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|
05d8c2dc
|
2013-08-21T10:31:44
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|
Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
|
|
3d217ed7
|
2013-08-21T10:07:48
|
|
Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
|
|
6107705a
|
2013-08-21T10:34:32
|
|
Fix a couple of warnings
|
|
5f8de2b9
|
2013-08-21T10:27:39
|
|
Patched to compile on Darwin
|
|
29dfdd1e
|
2013-08-21T10:13:12
|
|
More fixes for -Wdeclaration-after-statement
|
|
2490166d
|
2013-08-21T10:12:16
|
|
Fixes for -Wdeclaration-after-statement
|
|
1e49b1ed
|
2013-08-21T09:47:10
|
|
OCD fixes: Adds a space after /* (glory to regular expressions!)
|
|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
3984c7d8
|
2013-08-20T23:20:32
|
|
Actually, this should be a memcpy().
We already know the exact length we just allocated, and we plan to append
our own null terminator to the end of the copy, so this makes more sense.
|
|
9ff379ba
|
2013-08-20T21:21:57
|
|
Patched to compile on iOS.
|
|
fb7a0291
|
2013-08-20T20:39:22
|
|
More Haiku fixes.
|
|
24006be2
|
2013-08-20T20:31:57
|
|
Fixed compiler warning.
|
|
ad8aa33b
|
2013-08-20T20:29:30
|
|
More Windows fixes for filesystem code.
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|
c9152adc
|
2013-08-20T20:15:15
|
|
Patched new filesystem code to compile.
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|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
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|
552b04c5
|
2013-08-20T20:34:40
|
|
More non C89 compliant comments
|
|
63fe3a77
|
2013-08-20T19:49:24
|
|
Fixes a few non C89 compliant comments
|
|
e43ff8fb
|
2013-08-20T12:43:06
|
|
Added some FIXMEs for later.
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
b4426769
|
2013-08-19T11:02:44
|
|
Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
|
|
c2a29aed
|
2013-08-18T22:05:53
|
|
Fixed Haiku build (thanks Alexander!)
|
|
7e3b7dbc
|
2013-08-17T20:46:34
|
|
Patched to compile with Visual Studio.
|
|
1455a947
|
2013-08-17T17:14:15
|
|
Fixed Windows build
|
|
d7817f42
|
2013-08-17T17:04:14
|
|
Fixed for consistency with the other platforms
|
|
e187810e
|
2013-08-17T18:07:29
|
|
auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer
|
|
6995ff18
|
2013-08-17T09:54:30
|
|
Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
|
|
9ab14aa5
|
2013-08-16T17:50:44
|
|
Fixed windows build
|
|
ff77ca8d
|
2013-08-16T15:38:06
|
|
The keyboard text events should be sent after the key down events
|
|
b4b12d95
|
2013-08-16T15:35:10
|
|
Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input
Andreas
The issue comes down to this line on MSDN:
"TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver."
"WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message."
Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event.
Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value.").
WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added.
I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
|
|
bb2671b7
|
2013-08-16T14:38:04
|
|
Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
|
|
4cb0ead7
|
2013-08-16T12:51:29
|
|
Patched to compile.
|
|
02868b69
|
2013-08-16T13:37:27
|
|
[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
|
|
76b7b1e9
|
2013-08-16T09:20:33
|
|
Fixed alpha composition when destination alpha is transparent.
Jianyu Guan
I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA.
The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
|
|
89bc80f1
|
2013-08-16T06:59:19
|
|
Fixed alpha blending for the MMX blit functions
I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes:
else if (alpha == amask) {
/* opaque alpha -- copy RGB, keep dst alpha */
*dstp = (*srcp & chanmask) | (*dstp & ~chanmask);
The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha.
Best regards,
Jianyu Guan
|
|
67367be0
|
2013-08-12T22:00:21
|
|
Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters.
|
|
14bf230d
|
2013-08-12T11:09:13
|
|
Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows.
This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
|
|
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.
|