Sylvain Becker
c9f3d1556a
Fixed bug 4775 - Japanese on Android, remove inputtype PASSWORD (Thanks Tamo!)
2019-10-23 11:25:16 +02:00
Sylvain Becker
2a41259f73
Android: remove eglGetProcAdded busted comment (bug #4040 )
2019-10-23 11:07:11 +02:00
Sylvain Becker
638e40de86
Fixed bug 4843 - Passing NULL to memset in SDL_PrivateLoadButtonMapping
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(Thanks!)
2019-10-23 09:53:23 +02:00
Sylvain Becker
b919d15183
Fixed bug 4842 - Redundant condition in MS_ADPCM_Decode and IMA_ADPCM_Decode
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(Thanks!)
2019-10-23 09:36:41 +02:00
Sylvain Becker
4f21078c9d
Fixed bug 4840 - Read of uninitialized memory in DXGI_LoadDLL (Thanks!)
2019-10-23 09:26:27 +02:00
Sylvain Becker
c3c561cd6b
Fixed bug 4839 - Read of uninitialized memory in Win32_ResizeWindowShape
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(Thanks!)
2019-10-23 09:17:53 +02:00
Sylvain Becker
6080cfd4c0
Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
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(Thanks!)
2019-10-23 08:58:52 +02:00
Sylvain Becker
9be1602fc8
Fixed bug 4838 - Use after free in SDL_JoystickUpdate (Thanks!)
2019-10-23 08:50:57 +02:00
Sylvain Becker
9e1dd7f6f5
Fixed bug 4837 - Use after free in SDL_SensorUpdate (Thanks!)
2019-10-23 08:46:59 +02:00
Sam Lantinga
969caac4ac
Fixed accidental whitespace
2019-10-22 15:43:58 -07:00
Sam Lantinga
83db419a7c
Added support for the Power A Nintendo Switch Enhanced Wireless Controller
2019-10-22 10:57:07 -07:00
Sam Lantinga
040dc9119d
Reordered Power A Switch controllers so they're grouped together
2019-10-22 10:28:51 -07:00
Sam Lantinga
271b696b2a
Added support for the PowerA - Super Mario Controller
2019-10-22 10:27:30 -07:00
Sam Lantinga
b8b60818d5
Fixed the location of controller_type.h in the Visual Studio project
2019-10-22 10:26:49 -07:00
Sam Lantinga
aa711ccdca
Fixed the location of controller_type.h in the Visual Studio project
2019-10-22 10:25:55 -07:00
Ozkan Sezer
23348320f2
SDL_endian.h: Use endian.h for OpenBSD.
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Patch from OpenBSD CVS, authored by Donovan Watteau.
2019-10-21 22:22:28 +03:00
Ozkan Sezer
7c0fd2186a
Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
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Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Ryan C. Gordon
4d539a5dfb
cpuinfo: Use a better default alignment value (thanks, Simon!).
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Fixes Bugzilla #4835 .
2019-10-20 22:17:59 -04:00
Sam Lantinga
2aa18f47cf
Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers
2019-10-19 01:54:02 -07:00
Sylvain Becker
aa68ca1097
remove warning prototype SDL_ExitProcess()
2019-10-19 09:23:40 +02:00
Ozkan Sezer
e42ff0b7b8
updated includes for _exit()
2019-10-18 23:10:00 +03:00
Sylvain Becker
5677bd3c23
Add internal function SDL_EGL_GetVersion()
2019-10-18 21:47:30 +02:00
Sam Lantinga
a218508820
Fixed whitespace
2019-10-18 08:56:54 -07:00
Sylvain Becker
b19704e69b
Fixed bug 4829 - Sensor events incorrectly disabled
2019-10-18 14:23:37 +02:00
Sylvain Becker
5ac251db03
Android: enable eglGetProcAddress (bug #4040 , bug #4794 )
2019-10-18 14:08:07 +02:00
Sylvain Becker
7adeaee380
Add robustness getting the EGL version (see bug #4040 )
2019-10-18 13:27:58 +02:00
Ryan C. Gordon
28c79ccb5b
egl: adjust how we load symbols in SDL_EGL_GetProcAddress.
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Use eglGetProcAddress for everything on EGL >= 1.5. Try SDL_LoadFunction first
for EGL <= 1.4 in case it's a core symbol, and as a fallback if
eglGetProcAddress fails. Finally, for EGL <= 1.4, fallback to
eglGetProcAddress to catch extensions not exported from the shared library.
(Maybe) Fixes Bugzilla #4794 .
2019-10-18 00:07:32 -04:00
Sam Lantinga
4d1b71165d
Added support for the BDA PS4 Fightpad
2019-10-17 18:07:52 -07:00
Sam Lantinga
fe84ccaa9e
Build fix for the build fix
2019-10-17 17:51:36 -07:00
Sam Lantinga
7c7da6584e
Better fix for iOS build
2019-10-17 17:51:49 -07:00
Sam Lantinga
02176f2b84
Fixed build on iOS
2019-10-17 17:47:27 -07:00
Sam Lantinga
7526502cb3
Removed unused variable
2019-10-17 17:47:11 -07:00
Sam Lantinga
36070b037c
Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
2019-10-17 17:32:47 -07:00
Sam Lantinga
fe16299c76
Added support for third party Nintendo Switch controllers that don't support the full protocol
2019-10-17 16:59:05 -07:00
Sam Lantinga
39e5c9e296
Merged latest data from Steam
2019-10-17 16:14:17 -07:00
Alex Szpakowski
373d67b24c
metal: Fix compilation when using older Apple SDKs (bug #4828 ).
2019-10-17 18:48:58 -03:00
Ryan C. Gordon
81da0749b6
emscripten: Patched to compile (thanks, Caleb!).
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Fixes Bugzilla #4827 .
2019-10-16 13:54:35 -04:00
Sam Lantinga
3ad42d8922
Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch
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Sylvain
Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/cf166abbde4a
SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL().
The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format);
BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8;
vs
#define SDL_BYTESPERPIXEL(format) ... (format & 0xff)
Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
2019-10-16 08:45:54 -07:00
Ryan C. Gordon
ccf9360928
x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
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This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).
Fixes Bugzilla #4706 .
2019-10-15 22:36:08 -04:00
Ryan C. Gordon
cff1be51bb
video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
2019-10-15 14:55:09 -04:00
Ryan C. Gordon
a5d7cb771a
include: Removed a FIXME comment.
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Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but
it makes it harder to look up these flags when debugging an app. The value
has to be written once by one person, the has to be read by tons of people
over and over.
2019-10-15 14:17:32 -04:00
Ryan C. Gordon
8d3d552a70
video: Removed unused variables.
2019-10-15 14:04:43 -04:00
Ryan C. Gordon
9eabf1b21c
video: speed up SDL_FillRect[s] slightly (thanks, Jakub!).
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"This patch does the following:
* Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite
happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case)
with a count of 1
* The switch/case block is moved out of the loop -- it modifies the color
once and stores the fill routine in a pointer which is then used throughout
the loop"
Fixes Bugzilla #4674 .
2019-10-15 14:03:01 -04:00
Ryan C. Gordon
284c9aa392
test: Fixed wrong verbose flag check (thanks, watcom.hecht!).
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Fixes Bugzilla #4826 .
2019-10-15 12:02:19 -04:00
Ryan C. Gordon
bba79fa627
windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
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Fixes Bugzilla #4561 .
2019-10-15 09:07:12 -04:00
Ryan C. Gordon
6a5d0c4aa3
test: Fixed compiler warning on Visual Studio.
2019-10-15 08:54:25 -04:00
Cameron Gutman
b1de68d17d
Reduce delay to 1 ms in SDL_WaitEventTimeout() and SDL_WaitEvent()
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The 10 ms delay effectively caps input polling at 100 Hz and rendering
at 100 FPS if applications use these functions in their event loop. The
delay may also lead to dropped frames even at 60 FPS due if they are
unlucky enough to hit the delay and rendering takes longer than 6 ms.
2018-11-03 15:46:42 -07:00
Sam Lantinga
baa93f0803
Backed out changeset a429ccdea379
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Better commit incoming!
2019-10-14 22:41:27 -07:00
Ryan C. Gordon
a7bfd727c8
events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms.
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Fixes Bugzilla #4356 .
2019-10-15 01:13:44 -04:00
Ryan C. Gordon
4576762d8b
cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!).
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Fixes Bugzilla #4809 .
2019-10-15 00:59:10 -04:00