Ben Avison
6a6a05289e
ARM: Create configure option --enable-arm-simd to govern assembly optimizations
2019-10-24 21:12:08 -04:00
Alex Szpakowski
59beaccd50
macOS: Expose high dpi-capable display modes on macOS 10.13+.
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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
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(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
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(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
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(Thanks!)
2019-10-23 09:17:53 +02:00
Sylvain Becker
758badffa5
Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
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(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.
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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.)
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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!).
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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.
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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!).
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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
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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.
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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.
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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!).
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"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!).
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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.
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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()
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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