Log

Author Commit Date CI Message
Sam Lantinga ff8d2e14 2017-08-28T01:42:18 Fixed build when Wayland is dynamically loaded
Sam Lantinga edaa0ef5 2017-08-28T00:54:02 Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes"
Sam Lantinga 3c7f9d69 2017-08-28T00:51:14 Fixed redefinition of typedef warnings and errors on BSD
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga 0d011ec6 2017-08-28T00:22:23 Renaming of guard header names to quiet -Wreserved-id-macro
Sam Lantinga ce2b1644 2017-08-28T00:11:38 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
Sam Lantinga 5cd1a959 2017-08-27T23:53:09 Fixed Android build with Vulkan support
Sam Lantinga 0cebef60 2017-08-27T23:39:55 Fixed code style for new Vulkan API functions
Sam Lantinga ea91908e 2017-08-27T23:39:38 Fixed Android ABI check to match vulkan/vk_platform.h
Sam Lantinga 34bdee53 2017-08-27T23:31:31 Make the androidbuildlibs.sh script executable
Sam Lantinga 37ce9f27 2017-08-27T23:13:15 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
Sam Lantinga 9da4717d 2017-08-27T22:36:03 Fixed Windows warning
Sam Lantinga 82ffabc8 2017-08-27T22:34:15 Fixed Android build
Sam Lantinga 24a0d3bc 2017-08-27T22:27:45 Don't define Vulkan types if vulkan.h has already been included
Sam Lantinga 1f2e151b 2017-08-27T22:20:17 Added Vulkan support to the Visual Studio 2010 solution
Sam Lantinga 213356cd 2017-08-27T21:55:31 Don't need the Vulkan SDK for the Visual Studio 2008 project anymore
Sam Lantinga ded5b3a4 2017-08-27T21:05:18 Fixed crash at shutdown if the window couldn't be created
Sam Lantinga 071e1018 2017-08-27T20:41:48 We use the SDL Vulkan headers
Sam Lantinga eb5392ad 2017-08-27T20:41:29 Added the new Vulkan API functions to exported functions
Ryan C. Gordon c722e58d 2017-08-27T23:25:12 vulkan: Include a copy of vulkan.h and vk_platform.h. Now we can provide Vulkan support in the build even if the build box doesn't have a Vulkan SDK, since we dynamically link to the library anyhow.
Sam Lantinga 803fd6d5 2017-08-27T19:32:08 Use SDL_Vulkan_GetDrawableSize() instead of SDL_GL_GetDrawableSize()
Ryan C. Gordon 25e3a1ec 2017-08-27T22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
Sam Lantinga 8e7998e1 2017-08-27T19:10:30 Fixed bug 3710 - SDL_OpenAudio(desired, obtained) doesn't update desired's size when obtained is NULL David Ludwig I've created a new set of patches. I am happy to create more, if it would help. One version only copies 'size'. A second version copies both 'size' and 'silence'. When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate. Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields. The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
Sam Lantinga 003d491f 2017-08-27T19:05:57 Fixed bug 3724 - Allow Angle Static Link Carlos We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle. Only 2 files need modification and it shouldn't affect current behaivor: include/SDL_egl.h and src/video/SDL_egl.c, as in here https://github.com/native-toolkit/sdl/pull/10/files The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10 We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme). Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
Sam Lantinga aad997fc 2017-08-27T19:00:03 Fixed bug 3740 - atexit() in test/testime.c
Sam Lantinga b7c5d151 2017-08-27T18:53:30 SDL_dynapi.c: add missing SDLCALL to macros.
Sam Lantinga a38f127e 2017-08-27T18:52:43 Swapped conditional arguments for standard SDL readability
Sam Lantinga 30fe9a67 2017-08-27T18:49:36 SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi [ optional ]
Sam Lantinga 50d3fe21 2017-08-27T18:49:11 SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
Sam Lantinga bf126828 2017-08-27T18:48:51 SDL_thread.h: fix os/2 defines (rev 11340:2688d85b817c was a missing patch)
Sam Lantinga fe21a747 2017-08-27T18:43:52 Fixed bug 2266 - please add notifications for clipboard updates on Android Sylvain Hi! here's a patch for that with two class loaded regarding API level. Test both case : before API 11 and after. I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
Sam Lantinga 6885bc88 2017-08-27T18:36:54 Fixed bug 2265 - Voice to text feature on Android repeats some text via SDL_TEXTINPUT Sylvain Small patch for this issue. I tested it and it seems to work. - it can send several backspaces (instead of only 1). - it calls directly "sendKeyEvent()" instead of "super.sendKeyEvent()". otherwise, it would go through the android internals, calling again "onKey()". and then the "backspace" would arrive after the next "commitText()".
Sam Lantinga 5ca01522 2017-08-26T21:17:12 Fixed bug 3774 - Cmake build fails for Android sfalexrog Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform. Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.
Patrice Mandin bbd9acdd 2017-08-26T21:20:20 Add support for GameSir G4s
Ryan C. Gordon 73f866cf 2017-08-25T15:16:39 windows: Attempt to make Visual Studio not hardcode a call to memset().
Ryan C. Gordon e58c7920 2017-08-25T12:51:42 x11: Patched to compile with DEBUG_XEVENTS defined.
Ryan C. Gordon 8c39d1d0 2017-08-25T12:27:18 OS/2: fixed inverted logic bug (thanks, Ozkan!).
Ryan C. Gordon 2213077a 2017-08-25T11:31:12 OS/2: proper fix for dynapi (thanks, Ozkan!).
Ethan Lee 685890a2 2017-08-24T22:57:42 Fix KHR_no_error support
Ryan C. Gordon d8fc70ea 2017-08-24T21:30:53 opengl: add support for GL_KHR_no_error. This is completely untested! Fixes Bugzilla #3721.
Ryan C. Gordon a3890ff6 2017-08-22T15:50:39 dynapi: fill in OS/2 loading code (thanks, Ozkan!). Partially fixes Bugzilla #3765.
Brandon Schaefer 17453d49 2017-08-21T23:44:46 x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings
Brandon Schaefer a6dc4ed5 2017-08-21T17:22:00 kmsdrm: Remove moved file
Brandon Schaefer 11717184 2017-08-21T17:20:50 kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h
Sam Lantinga fcf83e79 2017-08-21T16:30:24 Fixed bug 3768 - provide a quick copysign() solution for watcom Ozkan Sezer The following patch provides a quick copysign solution for Watcom/x86
Sam Lantinga 9b3ec6a5 2017-08-21T13:01:22 SDL_thread.h: add missing os/2 defines. (essentially replicates the windows case || SDL1.2 case.)
Sam Lantinga f6ad070b 2017-08-21T13:00:58 SDL_dynapi.h: disable dynapi for os/2.
Sam Lantinga b821ded9 2017-08-21T13:00:40 SDL_cpuinfo.c: add os/2 support to SDL_GetCPUCount() and SDL_GetSystemRAM().
Sam Lantinga f807655b 2017-08-21T11:25:04 Fixed bug 3761 - Windows non-MinGW cmake build defines HAVE_WCSLCPY and HAVE_WCSLCAT Tom Seddon https://github.com/SDL-mirror/SDL/commit/0f0ad62237fabb58d5811fe6fa59e5e5aa0e2fb5 (git head at the time of writing); Visual Studio 2015, toolset v140, Platform 10.0.14393.0, building for x64 Windows non-MinGW cmake build sets defines implying wcslcpy and wcslcat are available, but Windows doesn't have these functions. Ryan C. Gordon That's weird, these are the exact two functions that Emscripten incorrectly believed it had until we upgraded the buildbot's emsdk install. Not sure what's up with this, but it's possibly not a MingW-specific thing!
Sam Lantinga 834ab350 2017-08-21T11:19:38 Fixed bug 3644 - Wayland touch event support Moritz Bitsch Attached is a small patch which enables multitouch events on Wayland.
Sam Lantinga a78c20ae 2017-08-21T11:17:38 configury: check mmdeviceapi.h and audioclient.h before enabling wasapi.
Ryan C. Gordon f5a38f23 2017-08-21T00:42:06 x11: specify event mask for buttons when grabbing pointer (thanks, Stas!). This fixes a strange corner case (notes appended below), and should be safe to do anyhow. Fixes Bugzilla #3674. "I did more tests. It appears the bug only happens if there is another window on the screen that has "always on top" property. For me it is xawtv - it is always opened in a screen corner. Closing xawtv or removing "always on top" property from it makes the problem to go away. Plus, it doesn't appear like the buttons are not delivered at all. It appears that instead the button presses are delivered on some mouse positions, but not delivered when you move the mouse to other part of the window... So this is really weird and is likely somewhere deep in the Xorg. Maybe somehow it happens that the cursor is actually above the xawtv window, but, because my app uses grab, it is not visible there, and in that case the events are not delivered to my app? But with my patch the button events are always delivered flawlessly, it seems. Hmm, and that indeed seems to explain my problem: if the mask is set properly and my app uses grab, then, even if the mouse is above some other window, the events would still be delivered to the grabbing app, which is what actually wanted because my app uses relative mouse mode, so it doesn't know the pointer can cross some other window (my app draws the pointer itself). So my current theory is that my patch only enforces the mouse grab, which otherwise can be tricked by some other window preventing the button events delivery (but motion events are still delivered via xinput2, which makes it all look very obscure)."
Ryan C. Gordon 01e0d8fc 2017-08-19T15:02:03 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness. This patch was originally written by Marc Di Luzio for glX and enhanced by Maximilian Malek for WGL, etc. Thanks to both of you! Fixes Bugzilla #3643. Fixes Bugzilla #3735.
Sam Lantinga 18a65385 2017-08-19T11:15:58 add missing os/2 apientry defs to SDL_opengl.h
Sam Lantinga 30d554e3 2017-08-19T03:07:44 Fixed building SDL applications with Visual Studio and the clang toolset Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
Sam Lantinga 12d33b33 2017-08-19T02:23:50 Fixed building with Visual Studio 2017 and the Windows XP toolset if _USING_V110_SDK71_ accidentally gets undefined
Sam Lantinga 148ac5b3 2017-08-19T00:27:11 Added Matt Styles' tutorial on building SDL for Android with Visual Studio
Alex Szpakowski 3d0f521b 2017-08-18T23:23:30 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505.
Sam Lantinga 2dc5d32f 2017-08-18T18:16:37 Updated version to 2.0.6
Sam Lantinga bcf0e071 2017-08-18T17:29:44 Added WASAPI audio target to autoconf build process
Ryan C. Gordon 5c4a45f1 2017-08-18T20:25:14 cmake: some iOS fixes (don't link to Cocoa or Carbon frameworks). Fixes Bugzilla #3625.
Ryan C. Gordon f4011bf0 2017-08-18T20:00:29 cmake: added a FIXME for later. Have to figure out what cmake version fixed this and bump the minimum to that.
Ryan C. Gordon 8816bb08 2017-08-18T19:53:40 configure: Apple platforms don't need to build with -fpascal-strings anymore.
Ryan C. Gordon 677b2e57 2017-08-18T19:52:58 configure: mac and iOS should compile core/unix/*.c macOS currently needs this if you build with X11 support. iOS doesn't (currently), but it doesn't hurt to compile it in case we do something Unixy on that platform later on.
Ryan C. Gordon f75caa2f 2017-08-18T18:52:25 cmake: Fix building for macOS with Xcode generator (thanks, dungaipara!). Fixes Bugzilla #3625.
Ryan C. Gordon e3e6b4fd 2017-08-18T16:52:19 audio: better docs on conversion APIs, error if not init'd (thanks, Simon!). Fixes Bugzilla #3662.
Ozkan Sezer 500378eb 2017-08-18T16:35:55 Add atomics for Watcom/x86 as inline asm Partially fixes Bugzilla #3758.
Ozkan Sezer c68d3ab7 2017-08-17T21:35:46 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__) Partially fixes Bugzilla #3758.
Ozkan Sezer bdb7bfd7 2017-08-17T21:32:42 SDL_assert.h: add inline asm (int $3) as SDL_TriggerBreakpoint for Watcom/x86 (also disable SIGTRAP case to !watcom, because watcom doesn't have SIGTRAP.) Partially fixes Bugzilla #3758.
Ozkan Sezer fbda68ea 2017-08-17T21:32:00 SDL_endian.h: add SDL_Swap16 and SDL_Swap32 for Watcom/x86 as inline asm Partially fixes Bugzilla #3758.
Ozkan Sezer eccbe366 2017-08-17T21:30:29 SDL_bits.h: add __builtin_clz equivalent for Watcom/x86 as inline asm Partially fixes Bugzilla #3758.
Ryan C. Gordon 7a9b9e05 2017-08-17T20:47:16 SDL_mouse.c doesn't need default_cursor.h.
Ryan C. Gordon 47beda97 2017-08-17T15:44:47 cmake: add core/unix sources to the build. Fixes Bugzilla #3757.
Ryan C. Gordon 00905c98 2017-08-17T03:22:44 filesystem: Patched to compile on QNX.
Ryan C. Gordon e50d3cdf 2017-08-17T02:58:46 filesystem: QNX should use SDL_LoadFile() instead of rolling it from scratch.
Ryan C. Gordon c13c45c7 2017-08-17T01:25:48 qnx: Implemented SDL_GetBasePath().
Ryan C. Gordon adecda50 2017-08-16T21:31:03 cpuinfo: Add SDL_HasNEON() support for ARM-based QNX.
Alex Szpakowski efc43a1d 2017-08-15T23:00:54 More cleanup of the iOS keyboard demo.
Alex Szpakowski a0a09f64 2017-08-15T22:53:57 Improve iOS keyboard demo code a bit.
Alex Szpakowski 2e4248ed 2017-08-15T18:29:47 Address a compiler warning.
Ryan C. Gordon c7b4f2b9 2017-08-15T16:30:26 rwops: Fixed 64-bit file i/o on QNX.
Sam Lantinga e83764a5 2017-08-14T23:45:06 Fixed bug 2137 - SDL Message Boxes don't cope with fixed width fonts (in windows at least) Pegasus Epsilon With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
Sam Lantinga fb14cb74 2017-08-14T21:40:40 Fixed bug 2263 - Event timestamp members are undocumented Charles Huber The event timestamp members should be documented to indicate their meaning and units. Currently the timestamps are populated using SDL_GetTicks() in SDL_PushEvent() in SDL_events.c.
Sam Lantinga 1d0584d5 2017-08-14T21:35:16 Hopefully fixed Wayland build
Sam Lantinga a4cfa936 2017-08-14T21:28:04 Fixed bug 2293 - Precise scrolling events Martijn Courteaux I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT. The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields. I believe this is pretty solid way of doing it, although I'm not the expert here. There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
Sam Lantinga 72b195d2 2017-08-14T20:45:14 Fixed Android build warning
Sam Lantinga 04e76499 2017-08-14T20:37:07 Fixed build warning
Sam Lantinga e086a1c1 2017-08-14T20:25:53 Added missing files from the previous commit
Sam Lantinga fb835f9e 2017-08-14T20:22:19 Fixed bug 2330 - Debian bug report: SDL2 X11 driver buffer overflow with large X11 file descriptor manuel.montezelo Original bug report (note that it was against 2.0.0, it might have been fixed in between): http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015 -------------------------------------------------------- Package: libsdl2-2.0-0 Version: 2.0.0+dfsg1-3 Severity: normal Tags: patch I have occasional crashes here caused by the X11 backend of SDL2. It seems to be caused by the X11_Pending function trying to add a high number (> 1024) file descriptor to a fd_set before doing a select on it to avoid busy waiting on X11 events. This causes a buffer overflow because the file descriptor is larger (or equal) than the limit FD_SETSIZE. Attached is a possible workaround patch. Please also keep in mind that fd_set are also used in following files which may have similar problems. src/audio/bsd/SDL_bsdaudio.c src/audio/paudio/SDL_paudio.c src/audio/qsa/SDL_qsa_audio.c src/audio/sun/SDL_sunaudio.c src/joystick/linux/SDL_sysjoystick.c -------------------------------------------------------- On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote: > I have occasional crashes here caused by the X11 backend of SDL2. It seems > to be caused by the X11_Pending function trying to add a high number (> > 1024) file descriptor to a fd_set before doing a select on it to avoid busy > waiting on X11 events. This causes a buffer overflow because the file > descriptor is larger (or equal) than the limit FD_SETSIZE. I personally experienced this problem while hacking on the python bindings package for SDL2 [1] (while doing make runtest). But it easier to reproduce in a smaller, synthetic testcase.
Sam Lantinga 9451cd81 2017-08-14T20:07:30 Fixed compiler warnings
Sam Lantinga aebe17d3 2017-08-14T16:34:54 Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__ Martin Gerhardy just for easier debugging issues in the own code... SDL_CreateRenderer should maybe also use this macro Ryan C. Gordon I'll go one better: it should have an SDL_assert().
Sam Lantinga 96e15fa7 2017-08-14T16:09:44 Fixed Windows build due to an implicit memcpy generated by the optimizer
Sam Lantinga e9d4e310 2017-08-14T14:14:45 Fixed bug 3753 - Android : load methodID during initialization Sylvain Small patch to load some java methodID at start-up (and avoid a potential crash at run-time).
Sam Lantinga 1da2c1bb 2017-08-14T14:10:48 Fixed bug 2360 - Wrong -rpath setting includes DESTDIR rather that only the libdir Marcus von Appen The LT_LDFLAGS in Makefile.in contain the $(DESTDIR) in -rpath, which instructs libtool to take a wrong path into account for linking. The issue arises, if DESTDIR is passed at build time and installation time. -rpath only should use $(libdir) for both SDL 1.2 and SDL 2.x.
Sam Lantinga 64dd829b 2017-08-14T13:48:13 Fixed bug 2418 - Structure SDL_gestureTouch leaking Leonardo Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed. Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called. Gabriel Jacobo Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
Sam Lantinga f142a796 2017-08-14T13:37:14 Fixed bug 2441 - SDL_DuplicateSurface Rainer Deyke I've written a small patch that adds a small SDL_DuplicateSurface function to SDL. I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
Sam Lantinga 362d5496 2017-08-14T10:28:47 Fixed bug 2500 - X11: SDL tries (and fails) to hide foreign windows Alvin I'm interested in this bug as well. I have experienced it when trying to embed an SDL_Window into a FLTK application. To do this, I create a FLTK window (window inside a window - think video player) and then use SDL_CreateWindowFrom() on the inner most window's Xlib Window*. After which, I create a renderer. In my situation I am using the FLTK GUI toolkit. What I have experienced is that the SDL_CreateRender() will recreate the window in order to properly setup OpenGL capability. As part of this process, the window is hidden and a call is executed that waits indefinitely for an acknowledgement that the window was indeed unmapped. This is where my program hangs. Please correct me if I am wrong, but should SDL2 not make Xlib calls that effect the Xlib Window in this situation (e.g. When SDL_CreateWindowFrom() is used)? The toolkit being used typically assumes responsibility and, I presume, tracks all Xlib Windows it creates. On line src/video/SDL_video.c:1372 the comment associated with setting SDL_WINDOW_FOREIGN reads: /* Can't destroy and re-create foreign windows, hrm */ Since I do not know the reason for hiding the window in the first place, the attached patch simply does not wait for a response when X11_XWithdrawWindow() and X11_XMapRaised() are issued by X11_HideWindow() and X11_ShowWindow(), respectively. I presume that the GUI toolkit (GTK, FLTK, etc.) has or will consume the acknowledging event as it is managing the Xlib Window (or it thinks it is). I have tested the patch against hg 5c645d037de2 and I have successfully tested: * Embedding the SDL_Window inside a FLTK application. * Calling SDL_SetWindowSize() when FLTK resizes the window (e.g. dragging cursor on the edge of the window). * Filling the renderer's default target blue and drawing a red fill square at the centre (exciting, I know!) * Calling SDL_Quit() when the application terminates I do not receive any Xlib erorr messages (BadWindow, etc.) in any of those situations.
Sam Lantinga c350d91a 2017-08-14T10:15:38 Fixed bug 3752 - minor os2 defines Ozkan Sezer Attached three patches, so these minor os/2 bits get registered mainstream: 1. SDL_syswm.h: add SDL_SYSWM_OS2 to SDL_SYSWM_TYPE enum 2. SDL_platform.h: recognize __EMX__ too as __OS2__ 3. begin_code.h: set SDLCALL as _System for OS/2.
Sam Lantinga 2bf7bf2c 2017-08-14T10:14:07 Fixed compiler warning with enum
Sam Lantinga 36ba9248 2017-08-14T10:04:59 Fixed setting the texture blend mode in the OpenGL ES2 renderer