Commit Graph

11532 Commits

Author SHA1 Message Date
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
(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
(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
(Thanks!)
2019-10-23 09:17:53 +02:00
Sylvain Becker
6080cfd4c0 Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
(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.
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.)
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!).
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.
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!).
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
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.
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.
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!).
"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!).
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.
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()
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
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.
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!).
Fixes Bugzilla #4809.
2019-10-15 00:59:10 -04:00