include


Log

Author Commit Date CI Message
Ryan C. Gordon 911bf624 2019-03-15T14:08:30 events: Make debug logging of the event queue a hint instead of an #ifdef. This makes it easy to toggle it on when debugging a new platform (or just getting more visibility into an app) without having to rebuild SDL.
Ethan Lee c5286156 2019-03-12T20:27:54 hidapi: Add support for Wii U/Switch USB GameCube controller adapter. Note that a single USB device is responsible for all 4 joysticks, so a large rewrite of the DeviceDriver functions was necessary to allow a single device to produce multiple joysticks.
Sylvain Becker 9a98dcc5 2019-02-04T08:34:24 Rename surface aligned memory flag to SDL_SIMD_ALIGNED
Sylvain Becker e5d194e9 2019-01-31T11:45:31 Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory. If an SDL_Surface has an aligned memory pointers, it should be freed using SDL_SIMDFree() (will be used by SDL_ttf).
Sam Lantinga 7dc92a76 2019-01-12T12:18:44 Initial Android OpenSL ES implementation, contributed by ANTA
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sylvain Becker 71b66451 2018-12-10T13:32:24 Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro
Sam Lantinga 70ce0f2e 2018-12-07T12:02:08 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings
Sylvain Becker 6259a726 2018-12-05T16:13:12 Warnings: fix a documentation warning and missing prototypes
Sylvain Becker 69c256c1 2018-12-04T18:15:45 Fix comment and end of lines
Sylvain Becker f64c9433 2018-12-04T17:13:13 Update comment URL of USB document (HID Usage Tables 1.12)
Sylvain Becker 09b46204 2018-12-04T16:50:31 Windows: NEON detection and intrinsic includes on Visual Studio Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64, so SDL_HasNEON() was bypassed. PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works when defined as 19).
Sylvain Becker aea7e56a 2018-12-04T12:34:45 android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h> Only __ARM_NEON is defined with Android NDK and arm64-v8a Tested on ndk-r18, ndk-r13 and also Xcode. (Visual Studio needs a different fix). Fixes Bugzilla #4409.
Ryan C. Gordon 1e4acca8 2018-12-01T12:17:34 Added some detail to a Doxygen comment (thanks, Sylvain!).
Ozkan Sezer 3f0d520a 2018-11-26T19:55:01 SDL_touch.h (SDL_TouchDeviceType): remove comma at end of enumerator list.
Sam Lantinga 7b306bf3 2018-11-23T21:29:42 Added atomics support for armv8-a (Raspberry Pi 3)
Sam Lantinga ac15de18 2018-11-19T21:28:52 Fixed bug 4392 - SDL_cpuinfo.h breaks compilation with C bool type Luke Dashjr Bug 3993 was "fixed" by #undef'ing bool. But this breaks C99's stdbool.h bool too. For example, mpv's build fails with: ../audio/out/ao_sdl.c:35:5: error: unknown type name ?bool? It seems ill-advised to be #undef'ing *anything* here - what if the code including SDL_cpuinfo.h actually wants to use altivec?
Sam Lantinga b73703b9 2018-11-19T21:17:00 Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds Daniel Gibson Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
Sam Lantinga 1a4c0d4e 2018-11-12T19:23:49 Fixed bug 4377 - SDL_PIXELFORMAT enum is anonymous, which prevents its use in a templated function zen3d While trying to build Pixie lisp (https://github.com/pixie-lang/pixie), which uses SDL for multimedia output, the mandelbrot example won't build. The problem is that internally pixie uses a templated function to dump a value, and gcc chokes because SDL_PIXELFORMAT_RGA8888 is an anonymous enum. I solved the problem locally by changing from: enum { SDL_PIXELFORMAT_UNKNOWN, ... etc. ... SDL_PIXELFORMAT_YUYV = ... etc ... }; to: typedef enum { SDL_PIXELFORMAT_UNKNOWN, ... etc. ... SDL_PIXELFORMAT_YUYV = ... etc ... } SDL_PIXELFORMAT_ENUM; The net result of this change is that the enum containing SDL_PIXELFORMAT_* is no longer an anonymous enum and can now be used by a templated function. This local change fixes Pixie lisp for me. I did notice that you use the idiom typedef enum { ... etc ... } SDL_FOO; elsewhere in your code, so that change to SDL_PIXELFORMAT doesn't look like it would have a negative impact.
Alex Szpakowski 5029d50e 2018-11-10T16:15:48 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id). Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates). Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
Ozkan Sezer ed694ec6 2018-11-06T23:45:50 close_code.h: #error if included without matching begin_code.h
Ozkan Sezer a60751b7 2018-11-06T20:50:24 fix bug #4362 - SDL_syswm.h with SDL_PROTOTYPES_ONLY broken in C++ mode
Ryan C. Gordon bc57ac27 2018-11-02T21:34:17 mir: Removed mir client support. Fixes Bugzilla #4288.
Ryan C. Gordon 62494a2e 2018-10-31T15:03:41 Merge SDL-ryan-batching-renderer branch to default.
Sam Lantinga b08bdc44 2018-10-26T09:27:31 Don't build SDL_JOYSTICK_HIDAPI by default on iOS If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist: <key>NSBluetoothPeripheralUsageDescription</key> <string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
Sam Lantinga 14329256 2018-10-25T16:53:14 Generalized the XInput user index into a player index
Sam Lantinga 9987ca69 2018-10-25T12:54:42 Added SDL_JoystickGetXInputUserIndex()
Ryan C. Gordon 8340b0f0 2018-10-23T01:34:03 render: Add floating point versions of various draw APIs.
Ozkan Sezer 7be4fca6 2018-10-15T11:01:00 SDL_power.c: Adjust SDL_POWER_DISABLED ifdefs to avoid zero-size array Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power): ... with clang -pedantic: src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer] static SDL_GetPowerInfo_Impl implementations[] = { ^ src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array] 2 warnings generated. ... with gcc -pedantic: src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic] src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic] static SDL_GetPowerInfo_Impl implementations[] = { ^ src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations? static SDL_GetPowerInfo_Impl implementations[] = { ^~~~~~~~~~~~~~~ ... with Watcom: ./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
Ozkan Sezer ee97d4f4 2018-10-14T23:56:56 add a minimal config and makefile to test watcom/os2 builds.
Ozkan Sezer 0e5a3f6e 2018-10-12T01:03:40 SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining.
Ryan C. Gordon acb05f50 2018-10-11T16:40:01 thread: make SDL_CreateThreadWithStackSize() a public API.
Ryan C. Gordon 1ecf4dfc 2018-10-04T16:34:44 render: Added SDL_RenderFlush().
Sam Lantinga b60e5b82 2018-10-03T15:48:26 Update documentation to note that this hint works on Android too (thanks Trent!)
Sam Lantinga b2518761 2018-10-01T09:47:10 commit c6b28f46b8116552ec2b38d1d3c8535df28ba7a1 Author: Anthony Pesch <inolen@gmail.com> Date: Fri May 4 20:21:21 2018 -0400 Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get the sample size of the actual hardware buffer vs having a stream created to handle the delta
Ozkan Sezer b11c75e9 2018-09-28T13:41:04 configury, cmake: add check for endpointvolume.h : add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in SDL_config_winrt.h.
Sam Lantinga 7df0f4fd 2018-09-27T14:56:29 Fixed bug 4277 - warnings patch Sylvain Patch a few warnings when using: -Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command They are automatically enabled with -Wall
Sam Lantinga bc6c1997 2018-09-26T10:08:14 Updated version to 2.0.9
Sam Lantinga ef347048 2018-09-24T16:41:55 Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok Anthony @ POW Games SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
Ryan C. Gordon 5fb67f9f 2018-09-20T15:46:02 render: Move to a batching system for rendering (work in progress).
Sam Lantinga 6b3e8931 2018-09-14T19:26:26 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity. Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
Ozkan Sezer afc1738e 2018-09-07T10:47:50 SDL_sensor.h, SDL_video.h: remove comma at end of enumerator lists. Avoids gcc -pedantic warnings, closes bug #4253.
Ryan C. Gordon 0cf1ae9d 2018-09-05T21:24:13 Fixed a comment typo.
Sam Lantinga 207428b4 2018-08-29T20:23:39 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.
Jeremy Ong a794126d 2018-08-24T09:49:48 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window. Fixes Bugzilla #4235.
Sam Lantinga 8adadf8f 2018-08-23T10:51:54 Added documentation for additional Android sensors
Sam Lantinga f225af0c 2018-08-22T21:48:28 Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes. Documented the values returned by the accelerometer and gyroscope sensors
Sam Lantinga 7f4860e2 2018-08-21T20:38:22 Doh.. __IPHONEOS__ is defined on tvOS
Sam Lantinga 74e99f74 2018-08-21T20:34:09 Don't use CoreMotion on tvOS
Sam Lantinga 6f758ad2 2018-08-21T20:03:54 Moved SDL_IsTablet() to a cross-platform API function
Sam Lantinga c6647bf9 2018-08-21T17:24:12 Added the iOS sensor implementation
Sam Lantinga c5bcefa7 2018-08-21T13:44:11 Fixed duplicate definition of SDL_JoystickID
Sam Lantinga 3e5dbc69 2018-08-21T13:29:21 Added a dummy sensor driver
Sam Lantinga 7c3040e0 2018-08-21T12:11:34 First pass on the new SDL sensor API
Sam Lantinga 109544ca 2018-08-21T11:23:47 Add SDL_IsTablet() to Android and iOS SDL.
Sam Lantinga 7d3a7ef8 2018-08-15T23:35:54 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
Sam Lantinga 5930b508 2018-08-09T22:53:43 Re-enabled the HIDAPI joystick driver on Windows and Mac OS X
Sam Lantinga b37518b3 2018-08-09T16:03:55 SDL: disable HIDAPI in SDL on Windows/Mac.
Sam Lantinga d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Ethan Lee b4fe7412 2018-08-04T11:52:46 SDL_exp
Sam Lantinga ff8c9538 2018-07-12T13:28:13 Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!) Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
Sam Lantinga a5158535 2018-06-18T13:14:02 Added support for external mouse in Samsung DeX mode relative mode doesn't work, but absolute coordinates are functional
Sam Lantinga 113801b7 2018-06-05T12:46:13 Added SDL_IsChromebook() to determine if we're running on a Chromebook.
Ryan C. Gordon 4df859c5 2018-05-21T11:35:42 cpuinfo: Added SDL_HasAVX512F(). This checks for the "foundation" AVX-512 instructions (that all AVX-512 compatible CPUs support).
Ryan C. Gordon 8543ad7d 2018-05-21T11:34:57 cpuinfo: Added some internal SIMD-aligned allocation functions. Fixes Bugzilla #4150 (sort of).
Ryan C. Gordon b7e88aaa 2018-05-16T02:03:06 audio: Added ARM NEON versions of audio converters. These are _much_ faster than the scalar equivalents on the Raspberry Pi that I tested on. Often 3x to 4x as fast!
Ozkan Sezer c11ae93a 2018-05-10T08:28:00 SDL_stdinc.h: move the alloca() includes before begin_code.h
Sam Lantinga c04dca0d 2018-05-07T19:26:02 Fixed bug 4159 - Windows headers are included after packing alignment change lectem The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment. It seems this is not safe as suggested by the following warning : warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
Ethan Lee 0a7faa4a 2018-05-04T21:58:39 Fix Linux haptic scaling, add 2.1 FIXME
Sam Lantinga f521b22e 2018-04-23T22:07:56 Added SDL_THREAD_PRIORITY_TIME_CRITICAL
Sam Lantinga 43231256 2018-04-23T19:18:52 Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid) This function tries using RealtimeKit connecting over DBUS as needed.
Sam Lantinga 6d39e67b 2018-03-10T21:20:25 Fixed bug 4103 - SDL_cpuinfo.h provokes warnings with -Wundef on non-x86 hosts Felix Geyer Forwarding from https://bugs.debian.org/892087 quoting verbatim: The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using it compiles with the -Wundef warning. (In particular, this means that QEMU builds using it fail on at least sparc hosts, since QEMU dev builds use both -Wundef and -Werror.). /usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef] #if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
Sam Lantinga a8ac5885 2018-03-07T13:30:40 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
Mark Callow be6ca785 2018-02-25T23:02:09 Support official Vulkan SDK for macOS. This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework or libMoltenVK.dylib. In the previous version, layers would not work for applications run-time loading the default library.
Sam Lantinga 5adc1b7d 2018-02-24T08:18:09 Updated documentation with API changes in SDL 2.0.8
Mark Callow 69958441 2018-02-21T09:58:21 Fix high-dpi support on macOS and simplify it and iOS variant. The detault drawableSize for a CAMetalLayer is its bounds x its scale. So it is sufficient to set the *layer's* scale to the desired value.
Sam Lantinga 8ddebfa0 2018-02-16T10:23:10 Fixed bug 4085 - X11: Allow configuring _NET_WM_BYPASS_COMPOSITOR through SDL hints Callum McGing This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
sezero 4c2a444e 2018-02-08T17:07:47 add SDL_log10 and SDL_log10f to include and dynapi
Sam Lantinga f59b9c8b 2018-02-06T15:03:38 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
Sam Lantinga 6ed184ec 2018-02-06T15:03:35 Added SDL_IsAndroidTV()
Sam Lantinga 85c34e9a 2018-02-01T15:21:01 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled. This variable can be set to the following values: "0" - The indicator bar is not hidden (default for windowed applications) "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
Sam Lantinga 9338a619 2018-01-17T17:24:15 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events
Ethan Lee 11c348b4 2018-01-17T11:53:09 SDL_log10
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Alex Szpakowski 48fea0ce 2017-12-31T15:21:25 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan.
Sam Lantinga b92e2f02 2017-12-19T10:57:21 Fixed bug 4004 - iOS: don't hide keyboard on RETURN Dominik Reichardt As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216). IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
Sam Lantinga 0597bf6e 2017-12-12T16:25:43 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11 bastien.bouclet According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263. As an application developer, I don't want SDL to force me to enable the gnu extensions.
Sam Lantinga 2afc0b7f 2017-12-12T12:52:23 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!)
Sam Lantinga e8bbbb37 2017-12-12T12:52:17 Added support for Android video textures
Sam Lantinga f1ec8a5f 2017-12-11T12:00:12 Check for immintrin.h before using it in SDL_cpuinfo.h
Sam Lantinga baae74c8 2017-12-10T09:10:02 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!)
Ryan C. Gordon dbce1341 2017-12-09T03:24:01 audio: fixed typo in Doxygen comment.
Ryan C. Gordon 7cb8b50a 2017-12-08T17:43:57 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints.
Sam Lantinga cf3d4503 2017-12-08T14:30:10 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
Sam Lantinga ba9c336e 2017-12-07T17:47:01 Fixed building for simulators or older iOS SDKs
Sam Lantinga 6deb1e75 2017-12-07T17:12:03 Fixed compiling Metal renderer on iOS
Ryan C. Gordon 083fe066 2017-12-06T13:48:51 winrt: Patched to compile on Ryan's workstation. :) I'm not sure why I needed this, but it appears to fix the build on VS2015 here.
Ryan C. Gordon 351d6d47 2017-12-06T12:24:32 audio: Port WASAPI to WinRT, remove XAudio2 backend. XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout was WinRT, which still needed it as its primary audio target until the WASAPI code code be made to work. The support matrix now looks like: WinXP: directsound by default, winmm as a fallback for buggy drivers. Vista+: WASAPI (directsound and winmm as fallbacks for debugging). WinRT: WASAPI
Sam Lantinga 57ebc727 2017-12-04T20:35:01 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library Andrey Seems latest google angle library successfully built & tested under macOS'es. https://github.com/google/angle We need to use GLES2 to implement true cross-platform code.
Sam Lantinga 14452e95 2017-12-04T20:21:52 Fixed typos (thanks Martin!)