Commit Graph

108 Commits

Author SHA1 Message Date
Sam Lantinga
84dc44e24d Fix the RealtimeKit dbus include guards
The SDL_USE_LIBDBUS define is set inside SDL_debug.h, therefore the
circular dependency made it impossible for this feature to be enabled.

Instead, guard SDL_dbus.h based on the autoconf variable HAVE_DBUS_DBUS_H

Additionally, fix one of the rtkit comments. CAP_SYS_NICE isn't required
to achieve high priority. But there is some scheduler config that rtkit
needs the app to setup.
2019-09-27 15:21:27 -07:00
Sam Lantinga
3fe2d8368c Updated SDL development builds to version 2.0.11 2019-09-22 10:37:16 -07:00
Ozkan Sezer
7f5fc74c57 fix permissions 2019-08-08 23:35:02 +03:00
Sam Lantinga
cbdee4d656 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
2019-08-08 13:26:05 -07:00
Alex Szpakowski
aebaa316c7 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Ozkan Sezer
42e4219c1a fix permissions 2019-08-03 12:50:28 +03:00
Sam Lantinga
63197c4338 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left.  If neither is specified it'll be some platform default.
2019-08-02 17:19:50 -07:00
Sam Lantinga
a543361003 Fixed bug 4742 - SDL 2.0.10 DMG has duplicated files (instead of symlinks) 2019-07-30 10:15:49 -07:00
Ozkan Sezer
bcb357d451 fix permissions 2019-06-24 23:50:20 +03:00
Sam Lantinga
be6cda9f95 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Sam Lantinga
667c872b42 Fixed building DMG archive on Mac OS X 2019-06-18 21:50:57 -07:00
Sam Lantinga
14e8b93e37 Fixed compiler warning 2019-06-18 14:24:24 -07:00
Sam Lantinga
67c67f3a6b Updated version to 2.0.10 2019-06-17 10:13:28 -07:00
Ozkan Sezer
09142eb715 fix permissions 2019-06-12 13:56:20 +03:00
Sam Lantinga
de82759c84 Added support for building SDL as a dynamic library on iOS 2019-03-19 07:53:33 -07:00
Sam Lantinga
cf7c05c282 Fixed Mac OS X build 2019-03-16 19:44:04 -07:00
Ozkan Sezer
43d47f6b24 fix permissions 2018-11-15 07:20:02 +03:00
Sam Lantinga
2e348c1f59 Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick
maxxus

The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events.  Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
2018-11-14 13:37:22 -08:00
Ozkan Sezer
f0549cc9c9 fix permissions 2018-10-23 09:10:02 +03:00
Sam Lantinga
c4918db580 Add exception handling to Android hidapi. 2018-10-22 14:55:42 -07:00
Sam Lantinga
568068048f Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects
Dominik Reichardt

Xcode warns about
"Traditional headermap style is no longer supported; please migrate to using separate headermaps and set 'ALWAYS_SEARCH_USER_PATHS' to NO."
Just doing the latter is enough to silence the warning without ill effects on compiling. This affects the macOS Xcode projects as well as the iOS projects. Definitely not a bug but an annoying warning that could go away.
2018-10-18 15:41:50 -07:00
Ozkan Sezer
35422bd893 fix permissions 2018-09-29 09:20:50 +03:00
Sam Lantinga
74638ea3c5 Ensure we wait on the surface resize before returning from setting fullscreen mode. 2018-09-28 20:39:57 -07:00
Sam Lantinga
9aa8a75d26 Fixed building with Xcode 10.0 2018-09-28 01:18:54 -07:00
Sam Lantinga
bc6c199790 Updated version to 2.0.9 2018-09-26 10:08:14 -07:00
Ozkan Sezer
bab5b08437 fix permissions 2018-09-15 08:11:50 +03:00
Sam Lantinga
e8a0e35e24 Use atomic reference counting for the HID device object 2018-09-14 18:31:01 -07:00
Sam Lantinga
e987bedfe2 Updated Xcode library version to match libtool output with Ozkan's change 2018-09-05 13:04:50 -07:00
Ozkan Sezer
faf8f8b86b fix permissions 2018-08-30 12:50:10 +03:00
Sam Lantinga
5901fe466b Added display event files to the Mac OS X project 2018-08-23 02:24:31 -07:00
Sam Lantinga
bdbc06b027 Fixed bug 4228 - Clean-up Xcode projects
C.W. Betts

This cleans up the Xcode project by setting the Xcode groups to the corresponding directories. This also removes the Resources folder in OS X's Products group and adds the CoreBluetooth framework to the iOS tests (this is needed due to the addition of hidapi.
2018-08-21 16:47:44 -07:00
Sam Lantinga
3e5dbc694a Added a dummy sensor driver 2018-08-21 13:29:21 -07:00
Sam Lantinga
7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga
d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Ozkan Sezer
41da7b79c0 ran 'chmod -x' on many files 2018-06-12 14:00:15 +03:00
Ryan C. Gordon
d027f3602f xcode: Add Metal and QuartCore to everything as a weak_framework. 2017-12-30 14:40:39 -05:00
Sam Lantinga
b2859af6df Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
2017-12-07 16:08:09 -08:00
Sam Lantinga
57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga
a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga
0506d4fc42 Build both 32 and 64-bit architectures in the OSX Framework 2017-10-12 17:21:57 -07:00
Sam Lantinga
0ce23a5498 Updated version to 2.0.7 2017-10-12 08:08:04 -07:00
Sam Lantinga
cc023b6b81 Fixed bug 3837 - Change project settings for Xcode 9?
Mark Callow

Xcode 9 emits a warning to validate project settings. The changes it proposes are

1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
   not support anything older.

2. [macOS] Target 'Framework' - Automatically Select Archectures.

3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.

4. [iOS & macOS] Turn on "Missing Localizability".

I want to confirm if it is ok to accept these changes and submit updated project files.

Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.

2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.

3 shouldn't be a problem either provided any newly emitted warnings are fixed.

4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
2017-09-22 12:26:54 -07:00
Sam Lantinga
d2eda2671d Added SDL_vulkan.h to the Mac OS X framework headers 2017-09-04 22:51:28 -07:00
Sam Lantinga
737ed973cb Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support 2017-08-29 01:04:48 -07:00
Ryan C. Gordon
25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga
2dc5d32fab Updated version to 2.0.6 2017-08-18 18:16:37 -07:00
Ryan C. Gordon
09ed5cc0d8 xcode: Make sure SDL_dataqueue sources are included in all targets. 2016-12-06 13:33:02 -05:00
Ryan C. Gordon
6cb2f5bbbc xcode: updated macOS and iOS project files with SDL_dataqueue sources. 2016-12-06 12:30:31 -05:00
Sam Lantinga
4759042404 Build SDL as universal binary 2016-10-12 18:46:17 -07:00
Sam Lantinga
e45698d218 Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Ryan C. Gordon
8f8f225b3f Xcode/mac: fix building standalone static and shared libraries. 2016-09-18 18:19:32 -04:00
Sam Lantinga
b7818d7124 Recommended settings from Xcode 7.3.0 2016-09-16 22:28:12 -07:00
Sam Lantinga
e5070d20ee Fixed set of libraries needed to build on Mac OS X 2016-09-15 08:57:56 -07:00
Alex Szpakowski
4209a1fd4c CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
2016-09-15 19:59:57 -03:00
Alex Szpakowski
86708c3cd8 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit. 2016-09-13 19:51:10 -03:00
Ryan C. Gordon
979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
Alex Szpakowski
4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
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().
2015-06-21 17:33:46 +02:00