Micha? Janiszewski
91820998fc
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
df89abb23e
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
e381a1599d
Updated Android project files and documentation
2018-10-28 10:31:06 -07:00
Sam Lantinga
14c55ac890
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
be8ef94f18
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
91da4963d3
Added patch note for SDL_GameControllerGetPlayerIndex() and friends
2018-10-26 09:49:27 -07:00
Sam Lantinga
b08bdc4401
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
14329256cb
Generalized the XInput user index into a player index
2018-10-25 16:53:14 -07:00
Sam Lantinga
545febcf21
Fixed initializing XInput user index
2018-10-25 13:22:34 -07:00
Sam Lantinga
9987ca69f3
Added SDL_JoystickGetXInputUserIndex()
2018-10-25 12:54:42 -07:00
Sam Lantinga
4d4e18c4bb
Added vi style for the Emscripten joystick code
2018-10-25 12:54:39 -07:00
Ozkan Sezer
04761d7d6b
CMakeLists.txt: set dylib version numbers properly. (bug #2915.)
2018-10-25 11:11:02 +03:00
Sam Lantinga
b699ddc0a9
Fixed reinitializing the SDL joystick subsystem on Android
2018-10-23 12:40:25 -07:00
Ozkan Sezer
f0549cc9c9
fix permissions
2018-10-23 09:10:02 +03:00
Sam Lantinga
d7fa11204f
Change our fullscreen wait logic to only wait if we need to. (thanks Rachel!)
2018-10-22 14:55:47 -07:00
Sam Lantinga
e6068b5b15
Handle failure to load hidapi gracefully
2018-10-22 14:55:45 -07:00
Sam Lantinga
c4918db580
Add exception handling to Android hidapi.
2018-10-22 14:55:42 -07:00
Ryan C. Gordon
4a50a04213
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
1ec56f7302
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
1fb20f0ab9
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
cad0a2f730
cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
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Fixes Bugzilla #4272 .
(transplanted from 54729119b348e8a4a916192d1d6cb8d115656255)
2018-10-18 12:05:05 -04:00
Ryan C. Gordon
072e17bf98
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 c6c1731780e2bef94f944a4795e2dfbba46d9500)
2018-10-18 11:59:48 -04:00
Ryan C. Gordon
b262b0ebc9
Small stack allocations fall back to malloc if they're unexpectedly large.
2018-10-22 20:50:32 -04:00
Ryan C. Gordon
eedf2c965d
opengles2: Fixed several incorrect things.
2018-10-06 17:08:04 -04:00
Ryan C. Gordon
6ecd0b2c35
opengles2: removed useless memcpy.
2018-10-04 21:10:42 -04:00
Ryan C. Gordon
ef3d970ace
opengles2: Fixed incorrect cliprect state.
2018-10-04 20:22:28 -04:00
Ryan C. Gordon
208c4b0361
metal: CopyEx transform matrix must be aligned for constant buffer access.
2018-10-04 20:21:58 -04:00
Ryan C. Gordon
638d624f5a
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.)
2018-10-04 20:21:23 -04:00
Ryan C. Gordon
1ecf4dfc5f
render: Added SDL_RenderFlush().
2018-10-04 16:34:44 -04:00
Ryan C. Gordon
09140bd8bc
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. :)
2018-10-04 16:11:43 -04:00
Ryan C. Gordon
9fedff997b
render: moved software renderer to new interface.
2018-10-03 23:37:29 -04:00
Ryan C. Gordon
bd08a4e6b1
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.
2018-10-03 19:05:20 -04:00
Ryan C. Gordon
a9094a21a8
render: D3D11 renderer patched to compile.
2018-10-03 18:23:53 -04:00
Ryan C. Gordon
6e6f7382a7
render: first (untested!) shot at converting D3D11 renderer to new interfaces.
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Probably doesn't even compile yet.
2018-10-03 00:52:37 -04:00
Ryan C. Gordon
0c2e10dce4
render: Make the GL backends cache and defer more state changes.
2018-10-01 22:53:45 -04:00
Ryan C. Gordon
fcb4681336
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.
2018-10-01 13:41:15 -04:00
Ryan C. Gordon
709f5ee417
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!
2018-10-01 11:32:08 -04:00
Ryan C. Gordon
9870746bd9
render: Patched to compile.
2018-10-01 03:02:54 -04:00
Ryan C. Gordon
5e644cfdfb
render: first shot at moving Direct3D 9 backend to new interface. Untested!
2018-10-01 01:23:02 -04:00
Ryan C. Gordon
fdc52a65dd
render: patched to compile on C89 compilers, other untested code fixes.
2018-09-29 04:00:38 +00:00
Ryan C. Gordon
daad53af13
opengles1: set some non-zero drawstate defaults.
2018-09-28 19:48:14 -04:00
Ryan C. Gordon
c20a858da5
render: moved opengles2 over to new interface.
2018-09-28 19:47:44 -04:00
Ryan C. Gordon
22475bf3f0
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 aee4797c84ef90464e270b1f6095a6dd7ce280c1)
2018-09-26 20:10:32 -04:00
Ryan C. Gordon
0d588cc4c9
render: Do state cache improvements for GLES1, too.
2018-09-25 21:35:09 -04:00
Ryan C. Gordon
d04e55240e
render: OpenGL renderer now caches some state, to improve non-batching mode.
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(other minor bug fixes in here, too)
2018-09-25 19:20:31 -04:00
Ryan C. Gordon
06461bba73
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.
2018-09-25 17:04:47 -04:00
Ryan C. Gordon
43f15e05dd
render: opengles renderer actually works now. :)
2018-09-25 16:17:10 -04:00
Ryan C. Gordon
b2db99cb9f
render: First shot at converting opengles renderer to new interfaces.
2018-09-25 10:41:25 -04:00
Ryan C. Gordon
c01da21756
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!)
2018-09-24 12:30:47 -04:00
Ryan C. Gordon
051d1cfcd1
render: Make opengl backend take advantage of new high-level features.
2018-09-24 02:08:34 -04:00