Clayton Craft
linux_input module is disabled by default, despite the comments in source code that it is otherwise:
src/video/directfb/SDL_DirectFB_video.c:
devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0); /* default: on */
src/video/directfb/SDL_DirectFB_video.h:
#define DFBENV_USE_LINUX_INPUT "SDL_DIRECTFB_LINUX_INPUT" /* Default: on */
When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().