Sun, 11 Aug 2013 19:56:43 -0700Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() release-2.0.0
Sam Lantinga <slouken@libsdl.org> [Sun, 11 Aug 2013 19:56:43 -0700] rev 7632
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()

Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.

Sat, 10 Aug 2013 23:21:06 +0200Added missing call to SDL_stack_free().
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:21:06 +0200] rev 7631
Added missing call to SDL_stack_free().
On Windows this is needed because SDL_stack_alloc() wraps SDL_malloc().

Sat, 10 Aug 2013 23:14:20 +0200Removed SDL_HAPTIC_SQUARE from comments in header to prevent doxygen confusion.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:14:20 +0200] rev 7630
Removed SDL_HAPTIC_SQUARE from comments in header to prevent doxygen confusion.

Sat, 10 Aug 2013 23:07:28 +0200Corrected comment in test program.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:07:28 +0200] rev 7629
Corrected comment in test program.

Sat, 10 Aug 2013 11:19:30 -0700Fixed bug 1925 - SDL_GetPerformanceFrequency returns incorrect value on iOS
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 11:19:30 -0700] rev 7628
Fixed bug 1925 - SDL_GetPerformanceFrequency returns incorrect value on iOS

PoopiSan

Currently on OSX and iOS simulator the values:
mach_base_info.denom = 1
mach_base_info.numer = 1

but on the real iOS device
mach_base_info.denom = 3
mach_base_info.numer = 125

The calculation is made using following formula
mach_base_info.denom / mach_base_info.numer * 1000000

but all values are int32 and the result is casted to int64.

This solves the problem:

return 1.0 * mach_base_info.denom / mach_base_info.numer * 1000000;

Sat, 10 Aug 2013 10:57:54 -0700Fixed whitespace
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:57:54 -0700] rev 7627
Fixed whitespace

Sat, 10 Aug 2013 10:55:12 -0700Fixed bug 2024 - Update OSX Joystick code to fully support Saitek p2500 gamepad
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:55:12 -0700] rev 7626
Fixed bug 2024 - Update OSX Joystick code to fully support Saitek p2500 gamepad

Patrick Maloney

Saitek p2500 (Cyborg Rumble Force Pad) has a D-pad, two analog sticks, and numerous buttons. SDL 2.x on OSX detected everything except the right-side analog stick. The right-side stick is considered a 'simulation device' with the axes mapped to throttle and rudder.

The patch adds support for throttle and rudder on the HID simulation page.

Sat, 10 Aug 2013 10:54:03 -0700Fixed bug 2025 - Update 1.2 OSX Joystick code to fully support Saitek p2500 gamepad SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:54:03 -0700] rev 7625
Fixed bug 2025 - Update 1.2 OSX Joystick code to fully support Saitek p2500 gamepad

Patrick Maloney

Saitek p2500 (Cyborg Rumble Force Pad) has a D-pad, two analog sticks, and numerous buttons. SDL 2.x on OSX detected everything except the right-side analog stick. The right-side stick is considered a 'simulation device' with the axes mapped to throttle and rudder.

The patch adds support for throttle and rudder on the HID simulation page.

Sat, 10 Aug 2013 10:49:26 -0700Check the return value of glGenTextures()
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:49:26 -0700] rev 7624
Check the return value of glGenTextures()

Sat, 10 Aug 2013 13:46:19 -0400Haptic: Let XInput update effects while they're still running.
Ryan C. Gordon <icculus@icculus.org> [Sat, 10 Aug 2013 13:46:19 -0400] rev 7623
Haptic: Let XInput update effects while they're still running.