Commit Graph

276 Commits

Author SHA1 Message Date
Philipp Wiesemann
aa3379802b Added a new unused key code from Android 4.4 (API 19). 2013-11-10 14:50:37 +01:00
Philipp Wiesemann
0ab7624cde Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-10 14:47:05 +01:00
Philipp Wiesemann
82b3e7d229 Changed function to be static.
The function keycode_to_SDL() is only used in this file.
2013-11-10 14:44:50 +01:00
Philipp Wiesemann
6e3558cf99 Removed unused local variable to fix warning. 2013-11-10 14:42:41 +01:00
Philipp Wiesemann
3f2e942fa0 Fixed implicit function declarations by including the missing header. 2013-11-10 14:39:38 +01:00
Philipp Wiesemann
bd1e1a93f2 Corrected source comment. 2013-11-10 14:36:41 +01:00
Sam Lantinga
247313174a Updated notes about building with the Windows 8 SDK: Get the DirectX SDK. 2013-11-09 01:15:17 -08:00
Sam Lantinga
33cf925c15 Fixed signed/unsigned warning 2013-11-09 01:08:21 -08:00
Sam Lantinga
550676d08d Fixed signed/unsigned warning 2013-11-09 00:56:05 -08:00
Sam Lantinga
976c876924 Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.

For now the correct way to raise and/or restore the window is as follows:

	if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
	{
		SDL_RaiseWindow( window );
	}
	if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
	{
		SDL_RestoreWindow( window );
	}

I will investigate the window state change rules more fully in the future.

CR: Alfred Reynolds
2013-11-08 14:05:23 -08:00
Sam Lantinga
7c7a9b7f89 Added a Linux game controller mapping for the Valve Streaming Gamepad 2013-11-08 14:05:19 -08:00
Sam Lantinga
3523b409bc Made helper window creation depend on initializing the Haptics or Joystick subsystems. 2013-11-08 14:05:15 -08:00
Sam Lantinga
faebe94c56 Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.

This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
2013-11-08 14:05:08 -08:00
Sam Lantinga
e3e24bded7 Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter. 2013-11-08 14:04:59 -08:00
Sam Lantinga
621c7f8f1f Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00
Sam Lantinga
493fadd5c1 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
2013-11-08 14:04:35 -08:00
Sam Lantinga
95c67ed9a7 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin

I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
2013-11-07 19:15:58 -08:00
Sam Lantinga
48e44f7fcb Fixed Windows compile error 2013-11-06 23:59:24 -08:00
Sam Lantinga
3b050fc953 Horizontal wheel support in windows
Lorenzo Pistone

this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
2013-11-06 23:35:08 -08:00
Gabriel Jacobo
22770a8f40 [Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!

Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
2013-11-06 11:23:24 -03:00
Gabriel Jacobo
e27248c27e Fixes Bug 1944 - Linux events, joysticks having only hat are not read 2013-11-06 09:48:45 -03:00
Sam Lantinga
1c9cc8c9b7 Fixed performance regression caused by the fix for bug 2158 2013-11-05 21:01:25 -08:00
Gabriel Jacobo
0b7c69fe12 Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).

Also enables building SDL for armv7 and x86.
2013-11-05 20:07:39 -03:00
Sam Lantinga
517886a7f1 Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers
norfanin

The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway.

This can be reproduced with the dummy driver on Windows and Linux.
2013-11-03 11:13:06 -08:00
Sam Lantinga
f2224e1fc7 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle

I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...

- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again

Focus change events are queued and delayed (200 ticks) before they are dispatched.  The problem occurs when a focus out and focus in event are received on the same tick.  When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.

The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL).  This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.

Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
2013-11-03 09:55:27 -08:00
Philipp Wiesemann
cd37485e3c Changed parameter name for gesture template save functions from "src" to "dst". 2013-11-02 12:07:21 +01:00
Philipp Wiesemann
95bbf5f443 Removed unreachable return statement in gesture source. 2013-11-02 11:51:23 +01:00
Philipp Wiesemann
4e270de15d Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-02 11:46:43 +01:00
Philipp Wiesemann
0f8d9995fe Corrected typo in source comment. 2013-11-02 11:42:00 +01:00
Gabriel Jacobo
e651ab12b6 Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
2013-10-31 10:02:21 -03:00
Ryan C. Gordon
804e5799ad Fixed common test usage string (was "hidpi", should be "highdpi"). 2013-10-30 16:39:35 -04:00
Ryan C. Gordon
d36c7363dd Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
2013-10-28 22:43:39 -04:00
Ryan C. Gordon
609b58e441 Fixed buffer overflow. 2013-10-24 00:00:10 -04:00
Ryan C. Gordon
72de99aed3 Initialize MEMORYSTATUSEX size before GlobalMemoryStatusEx() (thanks, Justin!).
Fixes Bugzilla #2177.
2013-10-23 19:52:14 -04:00
Pierre-Loup A. Griffais
e0771482f6 Fix regression causing crashes when running without a window manager. 2013-10-23 13:43:17 -07:00
Ryan C. Gordon
965a0da901 Moved a SDL_SetError() call elsewhere to avoid triggering it needlessly.
Otherwise, the XInput path would always trigger it in a harmless manner.
2013-10-23 15:54:12 -04:00
Ryan C. Gordon
28aa076c8b SDL_GetPrefPath() now uses the organization on all platforms.
Even if that's not the general convention for a given platform.
2013-10-23 00:58:20 -04:00
Sam Lantinga
298d3d627a Fixed duplicate const warning 2013-10-22 21:54:52 -07:00
Sam Lantinga
2348e426c7 Fixed whitespace 2013-10-21 22:08:56 -07:00
Sam Lantinga
bcf5472d16 Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode
Alex Szpakowski

In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen.

I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034

I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size.

https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen:

I resolved the issue by swapping the order of the function calls, like so:
[nswindow setContentSize:rect.size];
[nswindow setFrameOrigin:rect.origin];
2013-10-21 02:37:03 -07:00
Sam Lantinga
b8b9bfbe5b Fixed some warnings building for 64-bit Windows 2013-10-21 01:16:16 -07:00
Sam Lantinga
11d38d696e Fixed bug 2015 - surface getting leak in SDLTest_ScreenShot function
Nitz 2013-08-06 03:53:41 UTC

In function SDLTest_ScreenShot() surface pointer getting leak while return
2013-10-21 00:30:05 -07:00
Sam Lantinga
80930559a3 Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode
Nitz

I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation.

The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
2013-10-21 00:25:43 -07:00
Sam Lantinga
deb8086b08 Fixed bug 2072 - Make OS X's filesystem calls use -[NSString fileSystemRepresentation]
C.W. Betts

The recommended way of getting a file name that POSIX file APIs can open in OS X when using an NSString is -[NSString fileSystemRepresentation]. However, the current filesystem API in hg uses -[NSString UTF8String].
2013-10-21 00:20:27 -07:00
Sam Lantinga
360c3d853a Better cleanup if OpenGL initialization fails 2013-10-21 00:15:24 -07:00
Sam Lantinga
a503dabe01 Fixed a crash initializing Android touch IDs 2013-10-20 23:23:25 -07:00
Sam Lantinga
f8c11bb955 Fixed the status bar visibility in iOS 7 2013-10-20 23:05:53 -07:00
Sam Lantinga
85c2e2367c Fixed Y axis inversion on iOS; positive is up, negative is down. 2013-10-20 22:23:09 -07:00
Sam Lantinga
08fa8da77c Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga
4ca34ad4a4 Prevent conflicts when linking both SDL2 and SDL2_gfx 2013-10-20 21:34:38 -07:00
Sam Lantinga
aa86e05d21 Fixed windows compile 2013-10-20 20:49:36 -07:00
Sam Lantinga
f5fa492e26 Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
2013-10-20 20:42:55 -07:00
Ryan C. Gordon
d710399671 Fix some edge cases in XInput haptic timing. 2013-10-20 23:38:19 -04:00
Ryan C. Gordon
dddb878761 Disable Win32 thread naming again. See Bugzilla #2089. 2013-10-20 23:08:45 -04:00
Ryan C. Gordon
0e699eb5bb Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
2013-10-20 21:18:05 -04:00
Ryan C. Gordon
d1bde399af Backed out changeset 737771c47c6f, done testing Buildbot changes. 2013-10-20 20:24:00 -04:00
Ryan C. Gordon
df3680846b Intentionally breaking Windows and Raspberry Pi builds to test Buildbot change. 2013-10-20 20:02:02 -04:00
Ryan C. Gordon
f28c7fe8a5 Backed out hg changeset add2dbe99fe2. REFGUID is apparently a const type. 2013-10-20 16:03:11 -04:00
Ryan C. Gordon
c521ae84bc Patched to compile on non-C99 Microsoft compiler. 2013-10-20 16:02:24 -04:00
Ryan C. Gordon
a614f18666 Patched to compile on Windows. 2013-10-20 16:01:10 -04:00
Ryan C. Gordon
b285b60092 Allow XInput haptics to run for SDL_HAPTIC_INFINITY time (thanks, Mitchell!).
Partially fixes Bugzilla #2126.
2013-10-20 15:55:47 -04:00
Ryan C. Gordon
6e1169ddc2 Fixed goofy logic in haptic device comparison code.
Mitchell Keith Bloch did the research on this bug, and came up with a slightly
 different patch than this.

Partially fixes Bugzilla #2126.
2013-10-20 15:49:52 -04:00
Ryan C. Gordon
54dce3f53a Don't bother calling SDL_SYS_HapticEffectType() at all for XInput devices. 2013-10-20 15:45:48 -04:00
Ryan C. Gordon
5e74299a83 Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
2013-10-20 15:40:20 -04:00
Sam Lantinga
ade13fd741 It's okay to quit things more than once. 2013-10-20 10:39:26 -07:00
Sam Lantinga
20f5167d27 Use vertex arrays for drawing points in addition to lines 2013-10-20 10:35:51 -07:00
Sam Lantinga
82b8e6df87 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean

I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?

I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
2013-10-20 10:10:14 -07:00
Sam Lantinga
a25b51923a Fixed compiling with the new X11 symbol wrapping 2013-10-20 09:58:37 -07:00
Stefanos Apostolopoulos
6a3478c235 Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly. 2013-10-20 17:23:43 +02:00
Sam Lantinga
e343273abb Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells

Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.

Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.

2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);

3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);

4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);

Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.

Expected Results:
Entire render target should be cleared.
2013-10-19 01:29:23 -07:00
Ryan C. Gordon
b4a00144fb Fixed the XInput2 X11 symbols. 2013-10-18 10:56:45 -04:00
Sam Lantinga
379c0054dc Fixed bug 2123 - SDL_BlitScaled crashes in src/video/SDL_blit_N.c:2145
We need to reset the blit function when switching between scaled and unscaled blits.
2013-10-18 00:47:22 -07:00
Sam Lantinga
a329c7f1c9 Fixed bug 2139 - SDL_CreateWindow/WIN_GL_LoadLibrary fails due to external iconv not being able to convert path
J?nis R?cis

Brief history:

We recently ported a game from SDL 1.2 to SDL 2. While doing Windows testing, I soon discovered that the game exits without opening a window with my cross-compiled SDL2.dll, but works great with the SDL2.dll from the MinGW SDK on libsdl.org. It was as simple as swapping out the DLLs to make it work.

Running the game in Wine showed that the game actually does run, up until the call to SDL_CreateWindow, which fails and leads the game to print out an error:

Failure to create window (LoadLibrary("OPENGL32.DLL"): (null))

Which basically says that there was no error, but maybe that's a Wine quirk.

The error string originates in SDL_windowsopengl.c, in WIN_GL_LoadLibrary, which contains this piece of code:

    wpath = WIN_UTF8ToString(path);
    _this->gl_config.dll_handle = LoadLibrary(wpath);
    SDL_free(wpath);
    if (!_this->gl_config.dll_handle) {
        char message[1024];
        SDL_snprintf(message, SDL_arraysize(message), "LoadLibrary(\"%s\")",
                     path);
        return WIN_SetError(message);
    }

After some digging, I discovered the culprit: WIN_UTF8ToString returns NULL. Why? Because it calls iconv_open from an iconv.dll that does not support the UCS-2-INTERNAL encoding. Why does the official SDL2.dll work? Because it calls no external iconv functions at all.

It turns out that the Fedora MinGW infrastructure (from which I obtained the conventiently prebuilt iconv.dll) does not provide a DLL from libiconv, but instead provides a DLL from a minimal Windows library called win-iconv. Which knows a good bit, but doesn't know anything about UCS-2-INTERNAL:

http://code.google.com/p/win-iconv/source/browse/trunk/win_iconv.c#155

So there are two problems here:

1) The error message is clearly useless, because LoadLibrary is an innocent bystander. Instead wpath should probably checked for NULL, and a more appropriate error should be set. Ideally something that makes it clear than an external iconv is causing trouble.
2) SDL doomed itself at the ./configure step, by finding an existing iconv and happily using it without confirming support for the mandatory encodings required by SDL.

There are certainly a few easy ways out of the situation (although I didn't yet manage to figure out how to prevent ./configure from looking for external iconv), but this had me completely stomped for a good while, so I figured it's worth writing down if anything.

(Search also found this, which talks a little about using UTF-16LE instead of UCS-2-INTERNAL: https://bugzilla.libsdl.org/show_bug.cgi?id=2075)
2013-10-18 00:13:51 -07:00
Sam Lantinga
7ad441a37c Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices.
Andreas Ertelt
SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general:
    dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE;

Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
2013-10-17 23:40:13 -07:00
Sam Lantinga
3f8df1097c Fixed 1598 - Mingwin build fails on src/audio/xaudio2/SDL_xaudio2.c 2013-10-17 23:15:27 -07:00
Sam Lantinga
888d807a71 Removed redundant #ifdef 2013-10-17 23:05:40 -07:00
Sam Lantinga
12ca3ce3fa Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
2013-10-17 23:02:29 -07:00
Ryan C. Gordon
a2bd897064 Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
2013-10-18 01:36:41 -04:00
Sam Lantinga
95dc9940a2 Fix to unbreak SDL_GetSystemRAM() on FreeBSD
Marcus von Appen

Revision eecbcfed77c9 of the SDL hg repo introduces the new
SDL_GetSystemRAM() function, which breaks the build on FreeBSD. Find
attached a patch, which unbreaks the build and also should (for most
cases) properly implement the sysctl support it.
2013-10-17 20:49:30 -07:00
Sam Lantinga
14e13e13c4 Fixed compiler warning if dynamic X11 loading isn't enabled. 2013-10-17 17:38:55 -07:00
Sam Lantinga
7db31223e6 Fixed using the wrong variable when reporting a missing SDL scancode mapping. 2013-10-17 17:37:23 -07:00
Sam Lantinga
2e6b4b960d Fixed compiling on Mac OS X, added a system RAM test 2013-10-17 11:56:33 -07:00
Sam Lantinga
852004a22a The _SC_PHYS_PAGES method of calculating RAM works on Linux. 2013-10-17 11:32:14 -07:00
Sam Lantinga
8b79cbadef Added an API to get the amount of system RAM 2013-10-17 11:32:56 -07:00
Sam Lantinga
6435a82d08 Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone. 2013-10-14 09:12:30 -07:00
Sam Lantinga
4b603abfd7 For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this. 2013-10-14 08:56:55 -07:00
Sam Lantinga
fea2699c25 Fixed the windows message debug output so it works without HAVE_LIBC 2013-10-14 08:56:50 -07:00
Sam Lantinga
06cab8575e Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X 2013-10-14 08:56:37 -07:00
Sam Lantinga
8ec3ba3829 Fixed accumulating mouse wheel motion for the Microsoft Wireless Mouse 5000 2013-10-13 19:59:40 -07:00
Sam Lantinga
a7b2db05cd Added an assert to catch init/quit call mismatch that might bite people. 2013-10-13 19:48:45 -07:00
Gabriel Jacobo
e9d2133934 Prevent keystrokes from leaking through to the console when using evdev.
This uses the same method Weston and X use. Sadly, to be fully effective when
launching remotely, this needs root permissions.
2013-10-13 17:15:43 -03:00
Gabriel Jacobo
074a1c4c63 Fixes X11 video backend compilation when no GL is available
For example, in our Raspberry Pi sysroot.
2013-10-12 16:29:34 -03:00
Sam Lantinga
a7e1fdddea Updated SDL to version 2.0.1 2013-10-10 21:50:25 -07:00
Sam Lantinga
15682c0c5f Report joystick added/removed events even if we don't have udev.
T. Joseph Carter

As discussed (possibly to death), the Linux joystick driver does not actually report events for added or removed joysticks when you haven't got udev support.

We simply cannot know about removed joysticks without udev.  But we can (and we should) report adding them.  This brings the legacy case in line with pretty much the rest of SDL's joystick drivers.
2013-10-10 20:58:20 -07:00
J?rgen P. Tjern?
2568a367c8 Mac: Better handling when someone else is the app delegate. 2013-10-07 16:01:40 -07:00
Ryan C. Gordon
f7e0a9b2b0 Patched to compile in C90 mode. 2013-10-10 02:21:41 -04:00
Gabriel Jacobo
89131435f8 Adds gl_profile_mask to test framework, uses it in testgles 2013-10-10 00:49:57 -03:00
Gabriel Jacobo
d0fddfab84 Fixes Bug 2134 - [Android] Black screen after resume (sometimes) 2013-10-10 00:30:03 -03:00
J?rgen P. Tjern?
c455f7291c Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.

This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
2013-10-07 14:16:38 -07:00
Sam Lantinga
cca094225a Only allocate a joystick instance ID once we know it's a joystick.
This fixes compatibility with code that assumes 0 based joystick instance IDs.
2013-10-06 20:39:23 -07:00