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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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d59caffe
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2022-12-13T14:03:40
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Added support for clang thread-safety analysis
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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0b7a9a8e
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2022-11-29T17:30:03
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thread: code style
(cherry picked from commit 461a38ff1af1d749426c8e2c6f2a56e2b31c1a45)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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60deadba
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2022-01-17T17:22:30
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re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
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ebdd5366
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2022-01-17T16:26:02
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use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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b6afbe63
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2020-04-07T09:38:57
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Added SDL_log.h to SDL_internal.h so logging is available everywhere
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46bb47cf
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2020-03-26T22:14:59
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thread: Put all important SDL_CreateThread internal data into SDL_Thread.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.
Fixes Bugzilla #5064.
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bd5da73a
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2020-03-01T12:50:42
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Fixed bug 4992 - UWP/WinRT does not set thread priority when using SDL_SetThreadPriority
Ethan Lee
Attached is a diff that I used to get SetThreadPriority working locally. I still have no idea what the minimum SDK version is since Microsoft never documented it, but it's worth pointing out that they're much more aggressive about using the latest VS and UWP SDK anyway (for example, an updated Xbox is no longer compatible with VS2017, and updates are required to have a network connection of any kind).
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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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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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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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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97aa5775
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2016-11-16T22:08:51
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Fixed empty parameter list in signatures of internal functions.
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7ae2951f
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2016-04-12T14:38:50
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threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere.
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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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a5a80cd0
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2015-11-15T13:04:42
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WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime
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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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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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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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3dcb451f
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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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ed02f61d
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2014-03-13T00:40:08
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Fixed the copyright date on files contributed by David Ludwig
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b68b6e23
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2014-03-12T11:57:15
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Fixed various build and runtime errors when using WinRT with VS2012.
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e8eb1427
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2014-03-10T21:21:35
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build fixes for most WinRT-related files
Still TODO: getting the D3D11 renderer back up and running in VC 2012.
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05c23063
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2014-03-09T11:06:11
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Fixed line endings on WinRT source code
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7b5887b2
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2013-11-28T22:24:13
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WinRT: implemented SDL_DetachThread() for WinRT
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73dfcdcf
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2013-08-20T22:18:48
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WinRT: removed some old debugging code from SDL_mutexP and SDL_mutexV
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dcb1689f
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2013-08-20T22:16:09
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WinRT: made a note that WinRT doesn't appear to support modifying a thread's priority
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6300b360
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2013-08-20T22:04:09
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WinRT: made SDL_ThreadID() return the native thread ID, rather than a fake one
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90a9278f
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2013-08-20T21:54:34
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WinRT: made the C++11-based threading backend only try to catch exceptions that it knows it (the threading APIs) might throw, rather than all exceptions
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d41fdc94
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2013-08-13T20:09:52
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WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
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f7049b93
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2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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