Mon, 10 Feb 2014 10:02:18 -0800 Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Feb 2014 10:02:18 -0800] rev 8205
Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible. This is the case with the Steam In-Home Streaming client.
Mon, 10 Feb 2014 12:47:26 -0500 Fixed DualShock 4 controller config on Mac OS X.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 12:47:26 -0500] rev 8204
Fixed DualShock 4 controller config on Mac OS X.
Mon, 10 Feb 2014 10:53:02 -0500 Fix Cmake so generated SOname matches autoconf's #.
Edward Rudd <urkle@outoforder.cc> [Mon, 10 Feb 2014 10:53:02 -0500] rev 8203
Fix Cmake so generated SOname matches autoconf's #.
Mon, 10 Feb 2014 11:29:48 -0500 Make controllermap, etc, work on platforms with hardcoded window sizes.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 11:29:48 -0500] rev 8202
Make controllermap, etc, work on platforms with hardcoded window sizes. This makes sure everything renders correctly, even if, say, an Android device gives you a certain "window" size no matter what you ask for.
Mon, 10 Feb 2014 09:26:22 -0300 Backed out 51935d107921
Gabriel Jacobo <gabomdq@gmail.com> [Mon, 10 Feb 2014 09:26:22 -0300] rev 8201
Backed out 51935d107921 The render target usage in controllermap is required if you are forced to use the app at a different resolution than the one the art has been made for, for example on Android, where you don't control the resolution. (The coordinates for each button are hardcoded to the art size, and appear out of place otherwise)
Mon, 10 Feb 2014 01:43:01 -0500 Removed unused function.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 01:43:01 -0500] rev 8200
Removed unused function.
Mon, 10 Feb 2014 01:41:58 -0500 Replace testgamecontroller visualization mode with something more useful.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 01:41:58 -0500] rev 8199
Replace testgamecontroller visualization mode with something more useful.
Sun, 09 Feb 2014 15:20:41 -0500 No need to use a render target here.
Ryan C. Gordon <icculus@icculus.org> [Sun, 09 Feb 2014 15:20:41 -0500] rev 8198
No need to use a render target here.
Sun, 09 Feb 2014 03:09:56 -0800 Updated SDL to version 2.0.2
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 03:09:56 -0800] rev 8197
Updated SDL to version 2.0.2
Sun, 09 Feb 2014 03:09:04 -0800 Fixed the OUYA controller mapping on Windows
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 03:09:04 -0800] rev 8196
Fixed the OUYA controller mapping on Windows
Sun, 09 Feb 2014 02:42:59 -0800 Added Windows entry for the bluetooth OUYA controller
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 02:42:59 -0800] rev 8195
Added Windows entry for the bluetooth OUYA controller
Sun, 09 Feb 2014 02:04:40 -0800 Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 02:04:40 -0800] rev 8194
Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows ernest.lee [Exec] CMake Error at cmake_install.cmake:151 (FILE): [13:37:43][Exec] file INSTALL cannot find [13:37:43][Exec] "C:/TeamCity/buildAgent/work/2e3d17a492e75daf/Build/libSDL2.so". The cmake INSTALL project doesn't work because it uses Linux so shared library paths. Windows uses dlls and I think cygwin also uses dlls. I've included this patch. Can you check if it works?
Sun, 09 Feb 2014 01:56:41 -0800 Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 01:56:41 -0800] rev 8193
Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9' Sandu Liviu Catalin I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX. I allways het these errors: D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9' D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
Sun, 09 Feb 2014 01:49:01 -0800 Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Feb 2014 01:49:01 -0800] rev 8192
Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color ny00 SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888. The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list). It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software. Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear). A few details about the current setup: - OS: Ubuntu 12.04 for x86_64 - GPU: GeForce GTX 460 - GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA) --- Seth Williams Sam, It appears that the clear just needs to take the render target format into consideration. Seth.
Fri, 07 Feb 2014 12:03:02 -0500 Updated README-macosx.txt to note new minimum requirements, end of PowerPC.
Ryan C. Gordon <icculus@icculus.org> [Fri, 07 Feb 2014 12:03:02 -0500] rev 8191
Updated README-macosx.txt to note new minimum requirements, end of PowerPC.
Fri, 07 Feb 2014 11:55:13 -0500 Make non-Clang compilers happy.
Ryan C. Gordon <icculus@icculus.org> [Fri, 07 Feb 2014 11:55:13 -0500] rev 8190
Make non-Clang compilers happy.
Fri, 07 Feb 2014 11:52:35 -0500 Tell Clang's static analysis that SDL_assert() is an assertion handler.
Ryan C. Gordon <icculus@icculus.org> [Fri, 07 Feb 2014 11:52:35 -0500] rev 8189
Tell Clang's static analysis that SDL_assert() is an assertion handler. This lets it know, for example, that when you do this... SDL_assert(ptr != NULL); ...that (ptr) is definitely not NULL at this point in the program, for the sake of static analysis. While a buggy program could definitely trigger this assertion, Clang assumes your assertion check is covering it and won't report possible NULL dereferences after this point. Since SDL_assert might continue if the user clicks "ignore", without this change Clang would notice you checked for NULL (meaning that NULL is a real possibility here) and still wrote code outside of that test branch that dereferences the pointer, and thus would always trigger false positives. Static analysis is fun!
Fri, 07 Feb 2014 09:35:33 -0500 slight adjustment to the hot plug test to allow it to be run with hap tics disabled
Edward Rudd <urkle@outoforder.cc> [Fri, 07 Feb 2014 09:35:33 -0500] rev 8188
slight adjustment to the hot plug test to allow it to be run with hap tics disabled
Fri, 07 Feb 2014 09:35:13 -0500 ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized.
Edward Rudd <urkle@outoforder.cc> [Fri, 07 Feb 2014 09:35:13 -0500] rev 8187
ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized.
Thu, 06 Feb 2014 21:28:11 -0500 Added DualShock 4 game controller config for Windows, Mac, and Linux.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 21:28:11 -0500] rev 8186
Added DualShock 4 game controller config for Windows, Mac, and Linux.
Thu, 06 Feb 2014 21:26:41 -0500 Fixed crash on Windows if haptic isn't initialized when controllers are added.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 21:26:41 -0500] rev 8185
Fixed crash on Windows if haptic isn't initialized when controllers are added.
Thu, 06 Feb 2014 10:00:45 -0500 Fixed a typo.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 10:00:45 -0500] rev 8184
Fixed a typo.
Thu, 06 Feb 2014 09:35:44 -0500 Fix device counting in HapticMouse and JoystickOpen routines. 0 is the first item in the list not the last
Edward Rudd <urkle@outoforder.cc> [Thu, 06 Feb 2014 09:35:44 -0500] rev 8183
Fix device counting in HapticMouse and JoystickOpen routines. 0 is the first item in the list not the last
Thu, 06 Feb 2014 09:11:05 -0500 fix indentation and spaces
Edward Rudd <urkle@outoforder.cc> [Thu, 06 Feb 2014 09:11:05 -0500] rev 8182
fix indentation and spaces
Thu, 06 Feb 2014 07:38:41 -0500 Fixed return values on testhotplug mainline.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 07:38:41 -0500] rev 8181
Fixed return values on testhotplug mainline.
Thu, 06 Feb 2014 07:38:04 -0500 Fixed copyright date.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 07:38:04 -0500] rev 8180
Fixed copyright date.
Thu, 06 Feb 2014 07:37:20 -0500 Wired up haptic hotplugging for Windows DirectInput/XInput code.
Ryan C. Gordon <icculus@icculus.org> [Thu, 06 Feb 2014 07:37:20 -0500] rev 8179
Wired up haptic hotplugging for Windows DirectInput/XInput code.
Wed, 05 Feb 2014 20:07:25 -0500 Fixed memory leak.
Ryan C. Gordon <icculus@icculus.org> [Wed, 05 Feb 2014 20:07:25 -0500] rev 8178
Fixed memory leak.
Wed, 05 Feb 2014 18:36:40 -0500 Make SDL_SYS_HapticMouse() count device indexes like HapticByDevIndex().
Ryan C. Gordon <icculus@icculus.org> [Wed, 05 Feb 2014 18:36:40 -0500] rev 8177
Make SDL_SYS_HapticMouse() count device indexes like HapticByDevIndex().
Wed, 05 Feb 2014 01:02:09 -0500 Cleanup some vi footer comments, rename new PRIVATE_* funcs to MacHaptic_*.
Ryan C. Gordon <icculus@icculus.org> [Wed, 05 Feb 2014 01:02:09 -0500] rev 8176
Cleanup some vi footer comments, rename new PRIVATE_* funcs to MacHaptic_*.
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