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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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b262b0eb
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2018-10-22T20:50:32
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Small stack allocations fall back to malloc if they're unexpectedly large.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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64ec4c33
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2017-12-29T22:13:40
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macOS: Make sure the desktop's display mode is always in SDL's list of display modes.
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1c0c9032
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2017-11-21T21:30:47
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Fixed bug 3976 - SDL drivers may leak driverdata memory due to ignoring return value of SDL_AddDisplayMode
C Snover
SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
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fcb77f98
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2017-11-08T14:17:23
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Back out the following commits which are causing Dota 2 Exclusive Fullscreen to fail on AMD-based Macs. The details of why this is being reverted are at: https://bugzilla.libsdl.org/show_bug.cgi?id=3949
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:28 -0300
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
http://hg.libsdl.org/SDL/rev/cfb3ddf796c3
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:32 -0300
Fix a potential crash in macOS 10.7 and earlier.
http://hg.libsdl.org/SDL/rev/4941c8867075
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e0ea4da4
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2017-07-12T21:32:10
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Fix a potential crash in macOS 10.7 and earlier.
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8292d73e
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2017-07-12T21:28:32
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macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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86708c3c
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2016-09-13T19:51:10
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Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
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2f016cf8
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2016-06-26T21:08:57
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Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters.
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4a468739
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2016-05-21T00:20:52
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Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
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416d0466
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2016-01-07T14:02:37
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Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
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c3114975
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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0e45984f
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2015-06-21T17:33:46
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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().
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ba1263cd
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2015-06-04T02:12:06
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Backout commit 83034612a883
This caused 8-bit modes to be chosen on older OS X releases.
Fixes Bugzilla #3000.
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22704ac2
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2015-05-26T09:55:41
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Cocoa: don't fail outright if we see an unknown display format.
Just treat it as ARGB8888.
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
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2015-04-20T12:22:44
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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.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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2afa4aed
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2015-04-10T21:15:51
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Fixed memory leak in failure case that static analysis found.
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b88ca1b4
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2015-02-10T16:28:56
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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
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b48e54aa
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2015-01-26T22:00:29
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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.
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70438be2
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2014-12-03T10:55:23
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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!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
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2014-09-11T19:24:42
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[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
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059579e4
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2014-08-23T10:47:50
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Fixed bug 2696 - Mac: fix display mode refresh rate calculation
Alex Szpakowski
SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors.
The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API.
I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested.
The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
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d1cc47b3
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2014-08-17T15:07:00
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Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool
Tim McDaniel
This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool. @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
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fc4e798d
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2014-07-07T12:48:25
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Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski
Some minor changes to the Mac-specific backend code:
- Fixed up some code style issues (mostly brace style inconsistencies).
- Fixed a compiler warning in SDL_cocoaevents.m.
- Removed some useless code now that the 10.7 SDK is required to build SDL.
- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
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6146fe85
|
2014-06-15T17:18:05
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Fixed 2584 - Memory leak in Cocoa_GetDisplayName
Diego
The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName.
This happened after upgrading to Xcode 5.
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3dcb451f
|
2014-04-09T21:29:19
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|
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.
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58edac3e
|
2014-02-02T00:53:27
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|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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f848adff
|
2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
|
2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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69a4351e
|
2013-09-30T22:35:32
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|
Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
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f79fc33a
|
2013-08-29T08:29:21
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|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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|
dad42067
|
2013-08-12T11:13:50
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|
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.
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1ad936eb
|
2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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