Commit Graph

932 Commits (7a7cba4b73af170a4be9399bc5095247dabd67ce)

Author SHA1 Message Date
Ozkan Sezer bb9e049d1d minor updates to libc function checks 2021-02-10 10:22:19 -05:00
Sam Lantinga 2426949a18 Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 2c76433151 [KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo(). 2021-02-10 10:22:18 -05:00
Cameron Gutman 79cd8cab08 Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.

Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
2021-02-10 10:22:18 -05:00
Ozkan Sezer 431b79cf34 SDL_config_os2.h: remove some duplicated lines. 2021-02-10 10:22:17 -05:00
Cameron Gutman 6b057c6783 Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b

To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
2021-02-10 10:22:17 -05:00
Sam Lantinga ac72a2ba8e Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb

New hint to let the user opt out of having Switch controllers' Home button lit when opened.

This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.

I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
2021-02-10 10:22:16 -05:00
Ozkan Sezer aa4a6b0b88 better check for clock_gettime_nsec_np() -- cf. bug #5467. 2021-02-10 10:22:16 -05:00
Sam Lantinga 1981d23f4b Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev

Consider adding support for Stadia Controller haptics.

Here is example code how to deal with it:
99314be815/device/gamepad/hid_haptic_gamepad.cc (L45)
2021-01-24 00:51:26 -05:00
Sam Lantinga 96cfb81232 Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier

Change of api from 2016 which reduce code complexity a bit.
2021-01-24 00:51:25 -05:00
JibbSmart 0f57864c9e Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller. 2021-01-24 00:51:25 -05:00
Ozkan Sezer 2376458841 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H 2021-01-24 00:51:25 -05:00
Ozkan Sezer 02e61a88fb added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake 2021-01-24 00:51:25 -05:00
Ozkan Sezer 4a776557af old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
2021-01-24 00:51:25 -05:00
Cameron Gutman 6e97170e96 Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.

Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
2021-01-24 00:51:24 -05:00
Sam Lantinga 69bd7ebbca Fixed build 2021-01-15 00:02:33 -08:00
Sam Lantinga 6a342954e8 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox

In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- 6858a618cd
- b1e29e87b9/SDL2/src/video/wayland/SDL_waylandwindow.c (L463)

link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType:  6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L319)
2. then use it for create EGLSurface: 6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L391)
2021-01-14 14:42:53 -08:00
Sam Lantinga b2aaab3d53 Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier

updating preprocessor constant and proposing 32 bits variant.
2021-01-14 14:34:24 -08:00
Sam Lantinga 82aafa9aa8 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976

This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.

For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
2021-01-14 14:32:11 -08:00
Cameron Gutman 0f0946702d Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.

__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
2021-01-04 19:51:56 -06:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Ozkan Sezer f414a43632 simplify Watcom implementation of SDL_MostSignificantBitIndex32() 2021-01-04 03:00:10 +03:00
Cameron Gutman 91a831e2d0 Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics 2021-01-03 14:02:55 -06:00
Sam Lantinga 393c8c1f16 Fixed bug 5440 - MacCatalyst build failures
C.W. Betts

I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:

* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst

Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Cameron Gutman 115d66e756 Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
2021-01-02 12:50:01 -06:00
Cameron Gutman 6cbd4417f0 Add a hint for D3D9Ex to avoid having to choose at compile-time 2021-01-02 14:45:15 -06:00
Sam Lantinga 6f9e18da2a Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD

Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
2021-01-03 10:18:39 -08:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 223af86c62 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer 2021-01-01 11:12:30 -08:00
Ozkan Sezer 5b2e011e6d SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
2020-12-30 23:55:02 +03:00
Ozkan Sezer 92edee2324 SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__ 2020-12-30 01:28:02 +03:00
Ozkan Sezer 7c105f12d5 updates to SDL_config_os2.h 2020-12-30 01:21:10 +03:00
Ozkan Sezer 1cdc1d4890 SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define 2020-12-30 01:00:24 +03:00
Ozkan Sezer 9fc139dfb5 SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL 2020-12-30 01:00:24 +03:00
Ozkan Sezer b76b81b0e4 SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
2020-12-30 01:00:24 +03:00
Ozkan Sezer 8a32ee24db removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
2020-12-30 01:00:24 +03:00
Sam Lantinga 0684572ccc Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 2020-12-29 12:13:10 -08:00
Joel Linn 8fc0baad98 Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.

v2: - Rebase onto master fa3ea1051a4b
2020-12-28 11:43:11 -08:00
Joel Linn 2443e51e0e Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
2020-12-28 11:42:49 -08:00
Ozkan Sezer 9e22f62e0d arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
2020-12-28 11:50:02 +03:00
Ozkan Sezer 2355dea448 revert 'arm64 implementations of SDL_Swap16/32' for now (bug #5419) 2020-12-28 08:00:50 +03:00
Ozkan Sezer 2f99bc07e7 arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
2020-12-28 07:20:20 +03:00
Sam Lantinga 93ccdee8c1 Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley

stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf

The default implementation is based on the one used in the Windows RT video driver.
2020-12-23 13:47:49 -08:00
Joel Linn d0b8295c0d Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime

v2: - Fix mixed int/LONG types
    - Reorder definitions
    - Add missing include

v3: - Use `GetModuleHandle()` to load the API Set
2020-12-23 13:36:46 -08:00
Joel Linn 548cb90893 Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
      Allows building against older platform headers.
    - Rename "hidden" function parameter `mutex_` to `_mutex`

v3: - Use GetModuleHandle instead of LoadLibrary
    - Fix typo in comment
2020-12-23 13:33:36 -08:00
Sylvain Becker ae8a270f61 Add SDL_SoftStretchLowerLinear() (Bug 5313) 2020-12-23 21:37:40 +01:00
Sam Lantinga 4ec776c334 Don't switch the PS5 controller out of DirectInput mode by default 2020-12-22 13:29:23 -08:00
Sam Lantinga 350f1b0d16 Updated SDL to version 2.0.15 for development 2020-12-22 10:36:15 -08:00
Sam Lantinga 5f7cd1fa88 Added hints to control whether SDL updates joystick and sensor state in the main event loop 2020-12-18 10:08:59 -08:00
Sam Lantinga 6bd4c717a1 Fixed bug 5402 - ARM support little update proposal
David Carlier

No fix but mostly an update for ARM architecture.
2020-12-17 21:41:23 -08:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00
Sam Lantinga ce7c751c2c Document that the joystick deadzone hint defaults off 2020-12-12 23:54:40 -08:00
Sam Lantinga 13a4caf1d7 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
2020-12-12 22:08:02 -08:00
Ozkan Sezer bca9decbda fix bug #5394 - define _DARWIN_C_SOURCE only if not already defined 2020-12-12 23:28:10 +03:00
Sam Lantinga 7fa5e95b62 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm

Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Ozkan Sezer 250a055727 fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h 2020-12-09 12:01:10 +03:00
Sam Lantinga a2098a47b6 Updated SDL to 2.0.14 in preparation for release candidate 2020-12-08 18:56:06 -08:00
Mikhail Paulyshka 146d9b8201 win32: fix symbols leakage for static libraries 2017-09-24 14:32:30 +03:00
Sam Lantinga 7f1c6e82b9 Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch 2020-12-08 09:13:08 -08:00
Sam Lantinga 7854f43b6d Disable SDL_JOYSTICK_HIDAPI on iOS and tvOS by default
It's only needed for Steam Controller support, and introduces a Bluetooth framework dependency which requires additional permissions on the App Store.
2020-12-01 14:43:15 -08:00
Sam Lantinga a0c5bfa3bd Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
2020-11-27 13:08:40 -08:00
Sam Lantinga 845b903324 Implemented trigger rumble for raw input controllers 2020-11-25 16:46:42 -08:00
Ozkan Sezer e5783e1179 cmake: add missing checks for wcscasecmp, _wcsicmp, wcsncasecmp, _wcsnicmp 2020-11-25 14:51:56 +03:00
Ozkan Sezer 7c18088f00 SDL_config_os2.h: define HAVE__WCSICMP and HAVE__WCSNICMP 2020-11-25 14:51:56 +03:00
Sam Lantinga 46a844786b Added SDL_wcscasecmp() and SDL_wcsncasecmp() 2020-11-24 12:43:01 -08:00
Sam Lantinga c63bbb06e9 Including SDL_config_iphoneos.h enables MFI controller code 2020-11-24 06:55:33 -08:00
Sam Lantinga 1e943e2ad2 Fixed building with an older SDK and macOS target 2020-11-23 22:59:22 -08:00
Sam Lantinga 1fc5ca6484 Fixed building with an older SDK and macOS target 2020-11-23 22:24:54 -08:00
Sam Lantinga e9869e07bf Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
2020-11-23 21:08:19 -08:00
Sam Lantinga 38ab8bf74b Fixed bug 5362 - Mac OS ARM doesn't build Metal/Vulkan back-end/renderers
C.W. Betts

As it is, SDL2's built-in config on macOS for Metal excludes Apple Silicon. This is due to thinking that the 64-bit Mac platform would always be x86_64. My patch fixes this by using the catch-all of 64-bit platforms.
2020-11-23 21:03:43 -08:00
Sam Lantinga 62e39b5fa7 Fixed building with an older SDK and macOS target 2020-11-23 20:57:14 -08:00
Ozkan Sezer 4c96faee57 remove non-existing tslib support from autofoo and cmake 2020-11-23 20:37:10 +03:00
Sam Lantinga fd89446782 Fixed building on Mac OS X on the command line and with an older macOS SDK 2020-11-21 14:13:26 -08:00
Sam Lantinga 1df593fb16 Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts

This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.

While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
2020-11-21 13:15:33 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga d140d88744 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial() 2020-11-16 17:36:47 -08:00
Sam Lantinga 71e32f5e1b Added SDL_crc32() 2020-11-16 15:00:15 -08:00
Ozkan Sezer bbbec723e5 SDL_config_windows.h: define HAVE_TRUNC[F] for Visual Studio >= 2013 2020-11-14 14:03:40 +03:00
Ozkan Sezer 3e40b87f56 SDL_config_os2.h: undefine HAVE_TRUNC
trunc() exists only in OpenWatcom 2.0 fork, and its implementation
already is the same as the fallback we have here..
2020-11-14 14:03:40 +03:00
Ryan C. Gordon bee8db3b04 config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
2020-11-14 02:16:41 -05:00
Sam Lantinga 9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga 0500c04468 Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL

The resulting priorities for my current distro result in these values:

     | High         | Time Critical
Hint |--------------|-----------------
 0   |  P=10 N=-10  | P=5   N=-15
 1   |  P=10 N=-10  | P=-21 N=0
2020-11-12 07:53:05 -08:00
Ozkan Sezer 52486d018a SDL_keycode.h (SDL_Keymod): remove comma at end of enumerator list 2020-11-12 15:10:00 +03:00
Sam Lantinga 1822f97e5f Fixed bug 5346 - Add FreeBSD evdev KBIO keyboard input driver
wahil1976

This patch adds the KBIO text input driver for FreeBSD, which allows text input to fully work without text spilling out into the console. It also supports accented input, AltGr keys and Alt Lock combinations.

Tested with US accent keys layout and various AltGr layouts.
2020-11-11 19:37:47 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Sam Lantinga 07eae7d670 Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.

This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.

This change:
  * Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
  * Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
  * Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
  * Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
  * Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
2020-11-11 08:47:18 -08:00
Sam Lantinga f656d8456e Fixed typo in the documentation 2020-11-09 10:29:10 -08:00
Sylvain Becker b198febb62 Documentation: fix minor gamecontroller parameter warning 2020-11-08 10:22:27 +01:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 3a4388489a Document the Xbox One Elite paddle buttons 2020-11-06 17:06:41 -08:00
Sam Lantinga 9a446aa92e Note that SDL_CONTROLLER_BUTTON_AUX1 is sent for the PS4/PS5 touchpad button on the HIDAPI driver. 2020-11-06 13:55:51 -08:00
Sam Lantinga 3a3aaac221 Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
2020-11-06 11:30:52 -08:00
Sam Lantinga a22beef402 Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4 2020-11-05 17:03:28 -08:00
Sam Lantinga 4d79f9662f Added initial support for the Sony PS5 Controller 2020-11-05 15:02:54 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Ethan Lee 83cddd2ebc Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
2020-04-30 11:57:29 -04:00
Ozkan Sezer 79221e85a0 SDL_stdinc.h: define _DARWIN_C_SOURCE on macOS for memset_pattern4()
hopefully fixes https://bugzilla.libsdl.org/show_bug.cgi?id=5107
2020-10-29 20:00:20 +03:00
Ozkan Sezer fbbc4ab33b os2: can build with libsamplerate support if wanted to. 2020-10-24 20:12:50 +03:00
Sylvain Becker ffb307e4dc Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence) 2020-10-18 09:52:56 +02:00
Sam Lantinga b8ed432c3e Added a note about Android 11 2020-10-16 12:35:30 -07:00