Commit Graph

5364 Commits

Author SHA1 Message Date
Alex Szpakowski 59beaccd50 macOS: Expose high dpi-capable display modes on macOS 10.13+.
Fixes an issue in macOS 10.15 where the displayed content would move up after entering, exiting and re-entering exclusive fullscreen when certain display modes were used (bug #4822).
Bug #3949 is also related to this change.
2019-10-24 20:15:54 -03:00
Sylvain Becker 8081f11773 Fixed bug 2014 - Hardcoded srcA value in SDL_Blit_auto.c functions 2019-10-24 18:07:30 +02:00
Sylvain Becker 59352cea8b Fixed bug 4775 - Japanese on Android, remove inputtype PASSWORD (Thanks Tamo!) 2019-10-23 11:25:16 +02:00
Sylvain Becker 3a8b899428 Android: remove eglGetProcAdded busted comment (bug #4040) 2019-10-23 11:07:11 +02:00
Sylvain Becker 0f871c033c Fixed bug 4843 - Passing NULL to memset in SDL_PrivateLoadButtonMapping
(Thanks!)
2019-10-23 09:53:23 +02:00
Sylvain Becker ed469fa586 Fixed bug 4842 - Redundant condition in MS_ADPCM_Decode and IMA_ADPCM_Decode
(Thanks!)
2019-10-23 09:36:41 +02:00
Sylvain Becker c9d0e2ae0a Fixed bug 4840 - Read of uninitialized memory in DXGI_LoadDLL (Thanks!) 2019-10-23 09:26:27 +02:00
Sylvain Becker d5d34de4db Fixed bug 4839 - Read of uninitialized memory in Win32_ResizeWindowShape
(Thanks!)
2019-10-23 09:17:53 +02:00
Sylvain Becker 758badffa5 Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
(Thanks!)
2019-10-23 08:58:52 +02:00
Sylvain Becker b7ab3b3984 Fixed bug 4838 - Use after free in SDL_JoystickUpdate (Thanks!) 2019-10-23 08:50:57 +02:00
Sylvain Becker 3ac67cf458 Fixed bug 4837 - Use after free in SDL_SensorUpdate (Thanks!) 2019-10-23 08:46:59 +02:00
Sam Lantinga 5025109f29 Fixed accidental whitespace 2019-10-22 15:43:58 -07:00
Sam Lantinga 9da4bfc141 Added support for the Power A Nintendo Switch Enhanced Wireless Controller 2019-10-22 10:57:07 -07:00
Sam Lantinga f96da11f93 Reordered Power A Switch controllers so they're grouped together 2019-10-22 10:28:51 -07:00
Sam Lantinga 9e7894efac Added support for the PowerA - Super Mario Controller 2019-10-22 10:27:30 -07:00
Sam Lantinga 4a25a099a0 Fixed the location of controller_type.h in the Visual Studio project 2019-10-22 10:26:49 -07:00
Sam Lantinga 7bf6c887c7 Fixed the location of controller_type.h in the Visual Studio project 2019-10-22 10:25:55 -07:00
Ozkan Sezer 9530ccba0f 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 7c7801f166 Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Ryan C. Gordon 9ececeeaa4 cpuinfo: Use a better default alignment value (thanks, Simon!).
Fixes Bugzilla #4835.
2019-10-20 22:17:59 -04:00
Sam Lantinga cdc7181e6d Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers 2019-10-19 01:54:02 -07:00
Sylvain Becker 336a75491e remove warning prototype SDL_ExitProcess() 2019-10-19 09:23:40 +02:00
Ozkan Sezer 9c14c789ad updated includes for _exit() 2019-10-18 23:10:00 +03:00
Sylvain Becker 24bee6e5e2 Add internal function SDL_EGL_GetVersion() 2019-10-18 21:47:30 +02:00
Sam Lantinga b060b2eadd Fixed whitespace 2019-10-18 08:56:54 -07:00
Sylvain Becker 412ab7e1aa Fixed bug 4829 - Sensor events incorrectly disabled 2019-10-18 14:23:37 +02:00
Sylvain Becker e5bd20030d Android: enable eglGetProcAddress (bug #4040, bug #4794) 2019-10-18 14:08:07 +02:00
Sylvain Becker 03f27a3a75 Add robustness getting the EGL version (see bug #4040) 2019-10-18 13:27:58 +02:00
Ryan C. Gordon 3ecce84749 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 4f304fd88c Added support for the BDA PS4 Fightpad 2019-10-17 18:07:52 -07:00
Sam Lantinga a1349d4627 Build fix for the build fix 2019-10-17 17:51:36 -07:00
Sam Lantinga 097b9c3084 Better fix for iOS build 2019-10-17 17:51:49 -07:00
Sam Lantinga 8984d25bfa Fixed build on iOS 2019-10-17 17:47:27 -07:00
Sam Lantinga bf9092cf4a Removed unused variable 2019-10-17 17:47:11 -07:00
Sam Lantinga b3470f04b1 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 e6ac16ef2f 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 43c5f62d44 Merged latest data from Steam 2019-10-17 16:14:17 -07:00
Alex Szpakowski 216f5b98ac metal: Fix compilation when using older Apple SDKs (bug #4828). 2019-10-17 18:48:58 -03:00
Ryan C. Gordon 6be83e6141 emscripten: Patched to compile (thanks, Caleb!).
Fixes Bugzilla #4827.
2019-10-16 13:54:35 -04:00
Sam Lantinga 1b4de45d05 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/7fdbffd47c0e
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 ed7483f82c 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 02a2ec986f video: Make sure SDL_FillRects()'s fill_function isn't used unitialized. 2019-10-15 14:55:09 -04:00
Ryan C. Gordon eb066a716c 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 9f636be8c0 video: Removed unused variables. 2019-10-15 14:04:43 -04:00
Ryan C. Gordon e23067eab2 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 e9c1e1269c test: Fixed wrong verbose flag check (thanks, watcom.hecht!).
Fixes Bugzilla #4826.
2019-10-15 12:02:19 -04:00
Ryan C. Gordon 16dee35cfe windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
Fixes Bugzilla #4561.
2019-10-15 09:07:12 -04:00
Ryan C. Gordon aa0a6518a2 test: Fixed compiler warning on Visual Studio. 2019-10-15 08:54:25 -04:00
Cameron Gutman 31ee4d3d81 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 526b9bdf1c Backed out changeset b0241180cdc5
Better commit incoming!
2019-10-14 22:41:27 -07:00