Sam Lantinga
3607f8316f
Find out if a controller is wireless using WGI (thanks @DJm00n!)
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Confirmed using an Xbox Series X controller over USB and Bluetooth
Fixes https://github.com/libsdl-org/SDL/issues/6322
2022-10-03 11:02:23 -07:00
Ryan C. Gordon
321ca1091d
opengles2: Texture names are GLuint, not GLenum.
2022-10-03 12:00:38 -04:00
Ryan C. Gordon
01c5554f0e
opengles2: SDL_GL_BindTexture() should bind all YUV textures.
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This matches what the non-GLES OpenGL renderer does.
Fixes #6070 .
2022-10-03 11:57:10 -04:00
slime
f8f562dace
iOS: remove dead pre-iOS 8 codepaths.
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SDL hasn't supported those older iOS versions for a little while now.
2022-10-02 19:57:46 -07:00
slime
bbeacd72c4
Fix some credit comments.
2022-10-02 19:32:36 -07:00
Sam Lantinga
cf331ef3f9
Fixed build
2022-10-02 17:25:43 -07:00
SDL Wiki Bot
34b28002d9
Sync SDL wiki -> header
2022-10-03 00:20:15 +00:00
Sam Lantinga
64ea6cefaf
SDL_ResetHint() no longer clears the callbacks associated with a hint
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Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown.
Fixes https://github.com/libsdl-org/SDL/issues/6313
2022-10-02 17:17:31 -07:00
Sam Lantinga
19ecb64e0d
Fixed build
2022-10-02 10:18:57 -07:00
Sam Lantinga
bd6afc2317
Fixed sensor axes in vertical mode
2022-10-02 10:15:39 -07:00
Sam Lantinga
b4c25f5714
Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons
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This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode.
The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
2022-10-02 09:51:05 -07:00
Sam Lantinga
f58a6506a1
Added paddle mapping for combined Joy-Cons
2022-10-02 09:50:27 -07:00
Sam Lantinga
37dfa2629b
Added paddle mapping for combined Joy-Cons
2022-10-02 09:36:50 -07:00
Sam Lantinga
a00565b8ba
Fixed displaying more than 18 buttons
2022-10-02 09:20:12 -07:00
Happy Harry
6c8bf3af4c
Add vertical mode for Nintendo Joy-Con ( #6303 )
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* Added support for vertical mode for Joy-Con controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode
* Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
2022-10-02 09:19:34 -07:00
Sam Lantinga
0672dc8d8f
Fixed combined Joy-Cons after aa2e2f4843
(thanks @happyharryh!)
2022-10-02 08:50:11 -07:00
Anonymous Maarten
bac54b3d26
Android: add script for building prefab archive
2022-10-01 22:26:46 -07:00
Aaron Barany
5e654a4bf2
Fixed Mac compile errors when OpenGL is disabled.
2022-10-01 18:09:11 -07:00
Ozkan Sezer
c29629a5ef
fix permissions of Android.mk
2022-10-01 04:25:40 +03:00
Sam Lantinga
6acc7a5622
Mark the editbox as multi-line so the return key is always visible
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Fixes https://github.com/libsdl-org/SDL/issues/6170
2022-09-30 17:45:08 -07:00
Sam Lantinga
257cacab18
Android text input now works like iOS, where you get text in progress and then backspaces and new text if autocomplete changes it or the IME commits it.
2022-09-30 17:25:58 -07:00
Sam Lantinga
28572702bf
Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
2022-09-30 17:25:57 -07:00
Ryan C. Gordon
e6640ef2d4
coreaudio: Possibly fixed another shutdown race condition.
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Reference Issue #6159 .
2022-09-30 14:53:49 -04:00
Ozkan Sezer
7567c4cb00
revert executable permissions from Android.mk
2022-09-30 21:51:11 +03:00
Sam Lantinga
82e341bc9e
Android: use real editable text and mimic the edit operations to generate key events
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This fixes issues where the IME and the output would get out of sync
2022-09-30 11:40:29 -07:00
Ryan C. Gordon
1b895912a2
docs: Note the lowest supported Emscripten version.
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Reference Issue #6304 .
2022-09-30 14:23:54 -04:00
Sam Clegg
cfab203f91
emscripten: Remove use of EM_ASM from SDL_timer code.
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Instead use the native emscripten timer API.
See https://github.com/emscripten-core/emscripten/issues/17941
2022-09-30 13:41:41 -04:00
Charlie Birks
90e7d05c3b
emscripten: drop CanvasPixelArray support from cursor
2022-09-30 16:33:10 +01:00
Charlie Birks
0c6d5b3ac8
emscripten: drop CanvasPixelArray support from framebuffer
2022-09-30 16:28:57 +01:00
Ryan C. Gordon
a97d2e6958
GitHub Actions: bump Emscripten version used to build to 2.0.31.
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Reference PR #6304 .
2022-09-30 10:47:13 -04:00
Ozkan Sezer
1b52145bad
Makefile.w32: no need for the description field, we have a *.res already
2022-09-29 20:51:24 +03:00
Ethan Lee
0d6c4ff622
testaudioinfo: Initialize deviceName unconditionally
2022-09-29 11:36:07 -04:00
Ethan Lee
1ea1a90edb
testaudioinfo: Also test SDL_GetAudioDeviceSpec
2022-09-29 10:41:40 -04:00
Jarod Hillman
40893821f2
coreaudio: Add support for SDL_GetDefaultAudioInfo ( #6277 )
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Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
2022-09-29 10:33:07 -04:00
zll
69bbe4ce7d
Fix memory leak in VITA_GXM_CreateRenderer
2022-09-29 14:32:56 +03:00
Frank Praznik
e17f0c283c
wayland: Call the Wayland hide/show functions directly when changing decoration modes
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Calling SDL_HideWindow() to destroy the window is a NOP if the SDL_WINDOW_SHOWN flag was never set. Bypass it and call the Wayland-specific function directly to ensure that the window is always destroyed before switching from server-side to client-side decorations, even if it hasn't been shown yet.
Likewise, call Wayland_ShowWindow() directly when the window isn't explicitly hidden to ensure that it is always recreated since the SDL_WINDOW_SHOWN flag won't be cleared, which, when set, renders SDL_ShowWindow() a NOP.
2022-09-28 13:21:10 -07:00
Ozkan Sezer
8bcbdc706c
hidapi, libusb: backport read_thread indefinite loop fix from mainstream
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Mainstream commit:
5ce9051e2f
2022-09-28 08:26:08 -07:00
Ludovico de Nittis
379d478055
dbus: guard against uninitialized D-Bus
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Before calling any D-Bus related methods we should first ensure that
they
were correctly loaded.
In the event where `LoadDBUSLibrary()` was not able to load the D-Bus
library, we should just return early, signalling with SDL_FALSE that we
were unable to inhibit the Screensaver.
Helps: https://github.com/ValveSoftware/steam-for-linux/issues/8815
Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2022-09-28 10:29:55 -04:00
Eric Curtin
57b5c9107e
kmsdrm: only negative devindex's are not allowed
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ad874536
removed an unnecessary limit as we *can* have a devindex
greater than 99, this error message does not reflect the support for
values greater than 99.
2022-09-28 10:29:02 -04:00
Ryan C. Gordon
508cc225a7
Update README.md
2022-09-28 10:17:39 -04:00
Ryan C. Gordon
f648c000bd
build: Fixed some references to renamed test-versioning.sh
2022-09-28 09:37:21 -04:00
Ryan C. Gordon
f6565c329b
coreaudio: Remove redundant variable.
2022-09-28 09:27:45 -04:00
Ryan C. Gordon
411582c710
coreaudio: Don't crash on shutdown in a race condition.
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Fixed #6159 .
2022-09-28 09:22:17 -04:00
Ryan C. Gordon
d843d61cc1
Moved test/versioning.sh to build-scripts/test-versioning.sh
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Reference Issue #6171 .
2022-09-28 09:09:43 -04:00
Sam Lantinga
4471d22eb6
Updated iOS demos Xcode project
2022-09-28 01:10:23 -07:00
Sam Lantinga
13c443f224
Removed obsolete search path setting
2022-09-28 01:10:10 -07:00
Sam Lantinga
26997bc153
Removed unused framework entries from the Xcode project
2022-09-28 00:52:39 -07:00
Sam Lantinga
229315b014
Updated SDL Xcode test project to build for iOS and tvOS
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Tested with Xcode 14.0.1
2022-09-28 00:06:06 -07:00
Sam Lantinga
bb74af1e11
Allow including SDL_uikit_main.c in Apple multi-platform builds
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This file just won't do anything on macOS
2022-09-28 00:01:54 -07:00
Sam Lantinga
3a6b4835f8
Updated macOS Xcode test programs
2022-09-27 22:28:50 -07:00