Commit graph

11521 commits

Author SHA1 Message Date
Sam Lantinga
e5f86fa1d6 Reordered Power A Switch controllers so they're grouped together 2019-10-22 10:28:51 -07:00
Sam Lantinga
c64f8c4d86 Added support for the PowerA - Super Mario Controller 2019-10-22 10:27:30 -07:00
Sam Lantinga
be53132dcd Fixed the location of controller_type.h in the Visual Studio project 2019-10-22 10:26:49 -07:00
Sam Lantinga
031a236456 Fixed the location of controller_type.h in the Visual Studio project 2019-10-22 10:25:55 -07:00
Ozkan Sezer
0841f17433 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
c4ca9ebdfe Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Ryan C. Gordon
4ead2b39e3 cpuinfo: Use a better default alignment value (thanks, Simon!).
Fixes Bugzilla #4835.
2019-10-20 22:17:59 -04:00
Sam Lantinga
3dc2e8c3e4 Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers 2019-10-19 01:54:02 -07:00
Sylvain Becker
de4af62f3c remove warning prototype SDL_ExitProcess() 2019-10-19 09:23:40 +02:00
Ozkan Sezer
ab6cd0c600 updated includes for _exit() 2019-10-18 23:10:00 +03:00
Sylvain Becker
a149de6a0c Add internal function SDL_EGL_GetVersion() 2019-10-18 21:47:30 +02:00
Sam Lantinga
60332ec10f Fixed whitespace 2019-10-18 08:56:54 -07:00
Sylvain Becker
382e3d8ad2 Fixed bug 4829 - Sensor events incorrectly disabled 2019-10-18 14:23:37 +02:00
Sylvain Becker
8c775d077e Android: enable eglGetProcAddress (bug #4040, bug #4794) 2019-10-18 14:08:07 +02:00
Sylvain Becker
d6be3ee5f7 Add robustness getting the EGL version (see bug #4040) 2019-10-18 13:27:58 +02:00
Ryan C. Gordon
1cb064bf31 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.

--HG--
extra : rebase_source : 8288f8901eaf2ddbcd6bfac126ddcc748df1078f
2019-10-18 00:07:32 -04:00
Sam Lantinga
a7975649c6 Added support for the BDA PS4 Fightpad 2019-10-17 18:07:52 -07:00
Sam Lantinga
4a36e96ef3 Build fix for the build fix 2019-10-17 17:51:36 -07:00
Sam Lantinga
2d0a540be2 Better fix for iOS build 2019-10-17 17:51:49 -07:00
Sam Lantinga
fc07d41949 Fixed build on iOS 2019-10-17 17:47:27 -07:00
Sam Lantinga
d6b20b4c53 Removed unused variable 2019-10-17 17:47:11 -07:00
Sam Lantinga
0fdabf6b9c 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
616ae77ef2 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
1568d44648 Merged latest data from Steam 2019-10-17 16:14:17 -07:00
Alex Szpakowski
0702104c3a metal: Fix compilation when using older Apple SDKs (bug #4828). 2019-10-17 18:48:58 -03:00
Ryan C. Gordon
bc0021f35c emscripten: Patched to compile (thanks, Caleb!).
Fixes Bugzilla #4827.
2019-10-16 13:54:35 -04:00
Sam Lantinga
60137cf696 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
06d5992f30 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.

--HG--
extra : histedit_source : 962212cab88ecd1230ec4f491505c88d67085b53
2019-10-15 22:36:08 -04:00
Ryan C. Gordon
7133dfc02d video: Make sure SDL_FillRects()'s fill_function isn't used unitialized. 2019-10-15 14:55:09 -04:00
Ryan C. Gordon
ae447943ff 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
5b3ec9f184 video: Removed unused variables. 2019-10-15 14:04:43 -04:00
Ryan C. Gordon
27a9e64d97 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
6339b66aab test: Fixed wrong verbose flag check (thanks, watcom.hecht!).
Fixes Bugzilla #4826.
2019-10-15 12:02:19 -04:00
Ryan C. Gordon
dc66966cc6 windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
Fixes Bugzilla #4561.
2019-10-15 09:07:12 -04:00
Ryan C. Gordon
d79a6f9c0a test: Fixed compiler warning on Visual Studio.
--HG--
extra : rebase_source : 909accf2e3015a69e6d5739f5562310202038f47
2019-10-15 08:54:25 -04:00
Cameron Gutman
9462494d8f 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
27e3a45771 Backed out changeset a429ccdea379
Better commit incoming!
2019-10-14 22:41:27 -07:00
Ryan C. Gordon
475b1b7bba 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
1c8dffa9b2 cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!).
Fixes Bugzilla #4809.
2019-10-15 00:59:10 -04:00
Ryan C. Gordon
fc251a1d25 dynapi: Deal with failure cases better, other fixes.
Fixes Bugzilla #4803.

--HG--
extra : rebase_source : e61e03dd4f7a0046baff2d653c4f533ed6766012
2019-10-14 12:41:06 -04:00
Sylvain Becker
e4d2f905eb Fixed race condition when scaling Touch events, and changing the renderer
target.
Always read the output size of the main renderer.
(similar to bug 2107)
2019-10-14 16:40:46 +02:00
Alex Szpakowski
f7e5d151e2 macOS: Fix the initial window background not being black since macOS 10.14.2 or so, when OpenGL is used (bug #4810). Also fixes "CGContext: invalid context 0x0" errors when an OpenGL window is created (bug #4470). 2019-10-14 00:51:53 -03:00
Alex Szpakowski
f55628e7fa macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822). 2019-10-13 21:39:20 -03:00
Sylvain Becker
1665430f7c Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES) 2019-10-13 20:52:52 +02:00
Alex Szpakowski
20c1dd6012 macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized. 2019-10-13 15:18:28 -03:00
Alex Szpakowski
5a1c21a1e9 macOS: Fix a new issue in 10.15 where the window decorations don't always get restored after SDL_SetWindowFullscreen(window, 0). 2019-10-13 12:16:40 -03:00
Sylvain Becker
53385fcc1a Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!)
fix building with Mesa 19.2

With Mesa 19.2 building fails with:

/include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr'

The same type is defined in include/SDL_opengl.h for OpenGL and the two
headers should not be included at the same time.
This was just never noticed because the same header guard '__gl_h_' was
used. This was changed in Mesa. The result is this error.

Fix this the same way GLES2 already handles this: Don't include the GLES
header when the OpenGL header was already included.
(https://hg.libsdl.org/SDL/rev/a60b3c292f0f)
2019-10-12 18:47:56 +02:00
Sylvain Becker
3b9066d478 Remove 'Enum' suffixes (bug 4813) 2019-10-11 06:18:24 +02:00
Sylvain Becker
81a0f46566 Fixed bug 4813 - Give enums their own name
* SDL_PIXELTYPE_
* SDL_BITMAPORDER_
* SDL_PACKEDORDER_
* SDL_ARRAYORDER_
* SDL_PACKEDLAYOUT_
* SDLK_
* SDL_LOG_CATEGORY_
2019-10-10 17:40:00 +02:00
Sylvain Becker
f8e45d4b56 Fixed bug 4820 - SDL assumes RW_SEEK_SET == SEEK_SET 2019-10-10 17:21:46 +02:00