Ryan C. Gordon
ac3ed1ef93
README-ios: added a note about enabling hidapi.
2018-10-29 15:51:38 -04:00
Michał Janiszewski
e4a84752cb
Add and update include guards
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Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
2018-10-28 21:36:48 +01:00
Sam Lantinga
e84cf33c51
Fixed bug 4335 - Android NDK build error
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dmuratshin
LOCAL_SRC_FILES shouldn't use $(LOCAL_PATH)
2018-10-28 14:17:21 -07:00
Sam Lantinga
ccf059a039
Updated Android project files and documentation
2018-10-28 10:31:06 -07:00
Sam Lantinga
b8ffbe177a
This change looks okay in the general case.
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If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
2018-10-26 20:20:28 -07:00
Ryan C. Gordon
a404e5056f
hidapi: Don't run a separate event loop for device notifications.
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Fixes Bugzilla #4286 .
2018-10-26 14:43:39 -04:00
Sam Lantinga
933bdaf91b
Added patch note for SDL_GameControllerGetPlayerIndex() and friends
2018-10-26 09:49:27 -07:00
Sam Lantinga
e6472f3cb3
Don't build SDL_JOYSTICK_HIDAPI by default on iOS
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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>
2018-10-26 09:27:31 -07:00
Sam Lantinga
da9d1fdad4
Generalized the XInput user index into a player index
2018-10-25 16:53:14 -07:00
Sam Lantinga
67832fdf10
Fixed initializing XInput user index
2018-10-25 13:22:34 -07:00
Sam Lantinga
e8f3a27057
Added SDL_JoystickGetXInputUserIndex()
2018-10-25 12:54:42 -07:00
Sam Lantinga
95bd760475
Added vi style for the Emscripten joystick code
2018-10-25 12:54:39 -07:00
Ozkan Sezer
d035b946dc
CMakeLists.txt: set dylib version numbers properly. (bug #2915.)
2018-10-25 11:11:02 +03:00
Sam Lantinga
b38f2beac8
Fixed reinitializing the SDL joystick subsystem on Android
2018-10-23 12:40:25 -07:00
Ozkan Sezer
3a62b00485
fix permissions
2018-10-23 09:10:02 +03:00
Sam Lantinga
a678430946
Change our fullscreen wait logic to only wait if we need to. (thanks Rachel!)
2018-10-22 14:55:47 -07:00
Sam Lantinga
4b06169440
Handle failure to load hidapi gracefully
2018-10-22 14:55:45 -07:00
Sam Lantinga
ddee9a366a
Add exception handling to Android hidapi.
2018-10-22 14:55:42 -07:00
Ryan C. Gordon
135273d029
wasapi/win32: Sort initial device lists by device GUID.
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This makes an unchanged set of hardware always report devices in the same
order on each run.
2018-10-21 22:40:17 -04:00
Ryan C. Gordon
d47f7c3505
x11: Fixed incorrect function signature for XkbSetDetectableAutoRepeat.
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It needs to use Bool (which is an int) and not BOOL (which is CARD8), which
causes problems on platforms with different byte order and alignment, etc.
Fixes Bugzilla #4326 .
2018-10-20 21:35:48 -04:00
Ryan C. Gordon
32bec112ae
cocoa: Put a mutex around GL_SwapBuffers.
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Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").
Fixes Bugzilla #4278 .
2018-10-18 23:38:27 -04:00
Ryan C. Gordon
5643ca9135
cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
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Fixes Bugzilla #4272 .
(transplanted from 86dcfbbcacaf0c4a556501644af11b7f99b4352d)
--HG--
branch : SDL-ryan-batching-renderer
2018-10-18 12:05:05 -04:00
Ryan C. Gordon
d3ede83c89
cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
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On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from a02aa66a76d84f7cb4181125c926e978b2284a57)
--HG--
branch : SDL-ryan-batching-renderer
2018-10-18 11:59:48 -04:00
Ryan C. Gordon
01db3e1312
Small stack allocations fall back to malloc if they're unexpectedly large.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-22 20:50:32 -04:00
Ryan C. Gordon
3b2052d7ce
opengles2: Fixed several incorrect things.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-06 17:08:04 -04:00
Ryan C. Gordon
da824a43ee
opengles2: removed useless memcpy.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 21:10:42 -04:00
Ryan C. Gordon
6427dcb63a
opengles2: Fixed incorrect cliprect state.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 20:22:28 -04:00
Ryan C. Gordon
5139897746
metal: CopyEx transform matrix must be aligned for constant buffer access.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 20:21:58 -04:00
Ryan C. Gordon
8646f4d1bb
metal: Don't try to create a zero-byte vertex buffer.
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(Which will cause a crash in Metal, or an assert in the validation layer.)
--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 20:21:23 -04:00
Ryan C. Gordon
eae900576a
render: Added SDL_RenderFlush().
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 16:34:44 -04:00
Ryan C. Gordon
24b3fecafe
render: Move PSP backend to new interface.
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I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.
If it's broken, send patches. :)
--HG--
branch : SDL-ryan-batching-renderer
2018-10-04 16:11:43 -04:00
Ryan C. Gordon
9c648257e9
render: moved software renderer to new interface.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-03 23:37:29 -04:00
Ryan C. Gordon
ec9eaebae3
render: D3D11 now cycles through 8 vertex buffers.
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This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-03 19:05:20 -04:00
Ryan C. Gordon
3d3d3b7ed2
render: D3D11 renderer patched to compile.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-03 18:23:53 -04:00
Ryan C. Gordon
8f69685114
render: first (untested!) shot at converting D3D11 renderer to new interfaces.
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Probably doesn't even compile yet.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-03 00:52:37 -04:00
Ryan C. Gordon
aa25eac8b2
render: Make the GL backends cache and defer more state changes.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-01 22:53:45 -04:00
Ryan C. Gordon
ed989b22d3
render: D3D9 doesn't need to check for stream offset support anymore.
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We don't use offsets at all now. Too slow.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-01 13:41:15 -04:00
Ryan C. Gordon
0dba45d345
render: Set the D3D9 stream source once and choose offsets during draw calls.
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This is _much_ faster than setting the offsets with SetStreamSource!
--HG--
branch : SDL-ryan-batching-renderer
2018-10-01 11:32:08 -04:00
Ryan C. Gordon
2cab97f9dc
render: Patched to compile.
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-01 03:02:54 -04:00
Ryan C. Gordon
1b0158b580
render: first shot at moving Direct3D 9 backend to new interface. Untested!
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--HG--
branch : SDL-ryan-batching-renderer
2018-10-01 01:23:02 -04:00
Ryan C. Gordon
faad181a71
render: patched to compile on C89 compilers, other untested code fixes.
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-29 04:00:38 +00:00
Ryan C. Gordon
408e4c9099
opengles1: set some non-zero drawstate defaults.
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-28 19:48:14 -04:00
Ryan C. Gordon
14c2b06a9c
render: moved opengles2 over to new interface.
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-28 19:47:44 -04:00
Ryan C. Gordon
a6eda22a6a
cocoa: Force an OpenGL context update when the window becomes key.
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Fixes missing rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272 .
(transplanted from 55489adbb75c8eb7c7719a3f9c85a15d06df2f27)
--HG--
branch : SDL-ryan-batching-renderer
2018-09-26 20:10:32 -04:00
Ryan C. Gordon
7f0ebb3cd4
render: Do state cache improvements for GLES1, too.
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 21:35:09 -04:00
Ryan C. Gordon
b7fa8ed2af
render: OpenGL renderer now caches some state, to improve non-batching mode.
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(other minor bug fixes in here, too)
--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 19:20:31 -04:00
Ryan C. Gordon
268a7ace96
render: Move non-batching flushes to different place.
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This lets us batch up a few commands that are all related to the same API
call.
--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 17:04:47 -04:00
Ryan C. Gordon
fa8e424e86
render: opengles renderer actually works now. :)
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 16:17:10 -04:00
Ryan C. Gordon
efa07a8ede
render: First shot at converting opengles renderer to new interfaces.
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--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 10:41:25 -04:00
Ryan C. Gordon
b0e46a4a68
render: get rid of the predeclared functions in the GL and Metal renderers.
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(others to come as I continue to update render backends!)
--HG--
branch : SDL-ryan-batching-renderer
2018-09-24 12:30:47 -04:00