--- - branch: MAIN date: Sat Jul 27 15:29:10 UTC 2019 files: - new: '1.38' old: '1.37' path: pkgsrc/devel/SDL2/Makefile pathrev: pkgsrc/devel/SDL2/Makefile@1.38 type: modified - new: '1.34' old: '1.33' path: pkgsrc/devel/SDL2/distinfo pathrev: pkgsrc/devel/SDL2/distinfo@1.34 type: modified - new: '0' old: '1.2' path: pkgsrc/devel/SDL2/patches/patch-src_audio_netbsd_SDL__netbsdaudio.c pathrev: pkgsrc/devel/SDL2/patches/patch-src_audio_netbsd_SDL__netbsdaudio.c@0 type: deleted - new: '1.7' old: '1.6' path: pkgsrc/devel/SDL2/patches/patch-src_joystick_bsd_SDL__sysjoystick.c pathrev: pkgsrc/devel/SDL2/patches/patch-src_joystick_bsd_SDL__sysjoystick.c@1.7 type: modified id: 20190727T152910Z.9a980ce1e40d689624888edeb8238c4419d78821 log: | SDL2: Update to 2.0.10 Changes: * Fixed bug 4347 - Keyboard LEDs don't work on linux console * Fixed bug 4349 - SDL_CreateWindow fails with KMS/DRM after upgrading Mesa to 18.2.3 * Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails * fix NetBSD C90 build failure * joystick: Add Linux mappings for "Xbox One Wireless Controller (Model 1708)" * Closing SDL-ryan-batching-renderer branch. * Merge SDL-ryan-batching-renderer branch to default. * merge fallout: Patched to compile, fixed some compiler warnings, etc. * fix build using Watcom : * metal: remove an obsolete section of a constant buffer. * metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance. * Remove machine-specific IncludePath from SDL.vcxproj * Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer * Fixed bug 4319 - Android remove reflection for PointerIcon * Fixed bug 4320 - Android remove reflection for HIDDeviceBLESteamController * Fixed bug 4308 - Prebuilt SDL.dll files not compiled with ASLR support (DYNAMICBASE) * mir: Removed mir client support. * metal: fix the size of the buffer used for constant data. * metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used. * metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it. * fix bug #4362 - SDL_syswm.h with SDL_PROTOTYPES_ONLY broken in C++ mode * close_code.h: #error if included without matching begin_code.h * close_code.h: #error if included without matching begin_code.h * wayland: fix resizing and fullscreen toggling * Added Vulkan headers version 1.1.91 * The Debian maintainers aren't using these rules, so enable dynamic loading of shared libraries by default for the Steam Linux Runtime * Used confflags +=, so each option can be enabled individually, if desired * Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id). * cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!) * Fixed bug 4367 - compatibility version decreased between 2.0.8 and 2.0.9 * Fixed bug 4366 - Compile throws a warning on RPI (Raspbian Stretch) * Fixed bug 4377 - SDL_PIXELFORMAT enum is anonymous, which prevents its use in a templated function * revert commit aad2440e3d61 for consistency (c.f. bug #4367.) * Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick * software: fix blits with color mods that change during a command queue run. * fix permissions * The default draw blendmode is SDL_BLENDMODE_NONE * Fixed a few compiler warnings. * Back out change initializing renderer blend mode incorrectly. * opengles: Fixed compiler warnings. * libm: Watcom defines huge=__huge: undefine it to fix build using Watcom. * os/2 bits for SDL_malloc.c -- from libffi * Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds * Fixed bug 4392 - SDL_cpuinfo.h breaks compilation with C bool type * Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow() * wayland: ask xdg-decoration protocol extension to use server-side decorations if possible. * metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles. * metal: Fix an incorrect division. * Do a second pass to find libraries without a single version digit after the .so * Added atomics support for armv8-a (Raspberry Pi 3) * metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU. * SDL_touch.h (SDL_TouchDeviceType): remove comma at end of enumerator list. * Fixed bug changing cursors on Raspberry Pi * Fixed the hotspot for cursors on Raspberry Pi * Added support for the Razer Raiju Mobile * Patched to compile on Linux with --disable-threads. * Patched to compile on Linux with threads enabled. (whoops!) * Added some detail to a Doxygen comment (thanks, Sylvain!). * android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!). * kmsdrm: uninitialized KMSDRM fixes * kmsdrm: Check for resources when validating KMSDRM device in check_modesetting. * directfb: Updated render backend to new internal API. * cmake: Comment out some debug logging that can upset build environments. * Patched to compile on C89 compilers. * render: fix some static analysis warnings. * android: use __ARM_NEON instead of __ARM_NEON__ to include * Windows: NEON detection and intrinsic includes on Visual Studio * Update comment URL of USB document (HID Usage Tables 1.12) * Fix comment and end of lines * Fixed the PS4 motion controls showing up as a separate game controller on Linux * Warnings: fix a documentation warning and missing prototypes * wayland: Send SDL_TOUCH_MOUSEID mouse events for touches. * linux: Move SDL_LinuxSetThreadPriority() elsewhere to fix build. * egl: Don't force X11 support when testing for EGL. * joystick: Added controller config for IMS Passenger Control Unit Devices. * Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows * Whoops, forgot to add a new source file. :/ * joystick: Removed unused variable. * Fix warnings detected on Android build * opengles2: fix prototype of glDeleteBuffers * Fix warnings detected on Android build * wayland: Do not try to lock on an invalid pointer * Made it more clear that the values being compared are floats * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings * Fixed bug 4415 - SDL menu bar is nonstandard on Mac * Fixed bug 4379 - fix parallel build with slibtool * Linux Haptic: Fix periodic.magnitude value * Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro * Handle both "Sony Interactive Intertainment" and "Sony Computer Entertainment" when ignoring motion sensors * Fixed building with the 10.10 SDK * Fixed bug 4425 - promote to alpha format, palette surface with alpha values. * emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index. * Fixed bug 4426 - allows re-creation of software renderer * cocoa: Implement OpenGL swap interval support with CVDisplayLink. * testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval. * Gesture: remove warnings when ENABLE_DOLLAR is undefined. * metal: Implement SDL_LockTexture for non-YUV textures. * metal: Implement SDL_LockTexture for YUV formats. * render: Prefer the Metal renderer over OpenGL. * render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. * opengles 1: use color from 'draw' union in SetDrawState() * opengles 1: same fix as in bug #4433 * PSP renderer: use colors from 'draw' union (very likely, but un-tested) * Fixed bug 3511 - documentation to end an Android application * Fixed bug 3186 - Android SW keyboard not restored when app becomes foreground. * Android: fixed comments and spaces * Android: on rare occasion, prevent Android_JNI_GetNativeWindow() from crashing * Fixed bug 4424 - Android windowed mode is broken (Thanks Jonas Thiem!) * Android: make sure surfaceChanged try to enter into 'resumed' state. * Fixed bug 3250 - Wrong backbuffer pixel format on Android, keep getting RGB_565 * Android: preparation bug 4142, reduce usage of global variable Android_Window * Android: minor preparation for bug 4142 (concurrency issues) * Fixed bug 4142 - Concurrency issues in Android backend * Android: prevent the error message from SDL_EGL_CreateSurface() to be masked. * Android: use Mutex instead of Semphore for bug 4142 * Android: concurrency issue with egl_surface EGL_BAD_SURFACE - (bug 4142) * Android: make Android_PumpEvents() more readable * Android: fixed immediate transition to pause and resume. * Updated copyright for 2019 * Fixed bug 4255 - SDL_GetGlobalMouseState() returns incorrect Y on secondary display * Android: fix wrong state after immediate sequence pause() / resume() / pause() * Android: un-needed check of "isPausing" and minor typos * Android: remove SURFACE_TYPE_GPU, deprecated in API level 5. * Android: allow multiple calls to nativeResume() * Android: better fix for bug 3186. Run those commands from SDL thread. * Android: some robustness when quitting application from onDestroy() * Android: don't allow multiple instance of SDLActivity * Android: concurrency issue for Android_SetWindowFullscreen() * Android: native_window validity is guaranteed between surfaceCreated and Destroyed * Android: add some SetError for Android_SetWindowFullscreen * Android: prevent a dummy error message sending SDL_DISPLAYEVENT_ORIENTATION * Android: un-needed transition to Pause state. * Android: only send Quit event to SDLThread if it's not already terminated * Android: nativeQuit for SDLActivity thread * Android: some simplification, don't need mExitCalledFromJava * Android: remove deprecated PixelFormat in surfaceChanged() * Fixed bug 3930 - Android, set thread priorities and names * Android: add name for Touch devices and simplification, from bug 3958 * Android: fix prototype of Android_JNI_InitTouch * Android: fix bad merge from previous commit * Android: don't call Android_JNI_ThreadDestroyed() for Java SDLThread * Android: use pthread_once for creating thread key 'mThreadKey' * Android: Audio thread is already setup for the JVM * Android: use the same naming for JNI env local variables * Android: change the way JNIEnv is retrieved * Android: move and group JNIEnv helper functions * Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black * Updated minimum supported Android version to API 16, to match latest NDK toolchain * Fixed compiler warning * Initial Android OpenSL ES implementation, contributed by ANTA * Android/openslES: some space and indentation to match SDL conventions * Android/openslES: register and use CloseDevice function. * Android/openslES: move a few static variables to SDL_PrivateAudioData structure * Android/openslES: set audio in paused/resumed state for Android event loop * Android/openslES: start playing, after creating ressources * Android/openslES: check for non NULL variable, some intialization. * Android: minor, remove static attributes, move mIsSurfaceReady to SDLSurface * Android/openslES: fix Pause/ResumeDevices when openslES is not used * Android: create Pause/ResumeSem semaphore at higher level than CreateWindow() * evdev: Add touchscreen mouse emulation and pressure support (thanks, Zach!). * evdev: don't debug log on a BTN_TOUCH from a non-touch device. * Android: remove old code after Android-16 has been set as minimum requirement * Android: remove trailing spaces * Android: merge SDLJoystickHandler_API12 and SDLJoystickHandler_API16 * Android: move static variable isPaused/isPausing to SDL_VideoData structure * Android: add mutex protection to onNativeOrientationChanged * Fixed bug 4024 - remove trailing comma of Controller mappings * Android: also update APP_PLATFORM to android-16 in Application.mk * Android: prevent concurrency in Android_SetScreenResolution() when exiting * Android: remove hard-coded constant for Samsung DeX (no op!) * Android: minor change in the evaluation of SOURCE_CLASS_JOYSTICK (no op!) * Android: remove another hard-coded constant for Samsung DeX (no op!) * Android: remove duplicate code in SDLGenericMotionListener_API24 * Fixed bug 3657 - Color-key doesn't work when an alpha channel is present * Fixed compiler warning on Android * Android: automatically attach to the JVM non-SDL threads * Android: some typos * Fixed compiler warning * Fixed bug 3827 - issue with MapRGB, palette and colorkey * Fixed bug 3827 - issue with MapRGB, palette and colorkey * Revert SDL_gamecontrollerdb.h and sort_controllers.py from bug 4024 * Fixed bug 4024 - GameController error "Unexpected controller element" * Fixed bug 4290 - add fastpaths for format conversion in BlitNtoN * Add explicit unsigned int and char types in (for bug 4290) * Fixed failing SDL_ConvertSurface() when blit has failed. * Fix blit with blending (Blit_A) to RGB332 which has no palette * Add fast paths in BlitNtoNKey * Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory. * iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!) * Rename surface aligned memory flag to SDL_SIMD_ALIGNED * Fix include path compilation * Fixed bug 4484 - use SIMD aligned memory for SDL_Surface * render: Fix OpenGL draw state cache for various points of texture binding. * opengles1: keep cached texturing state correct. * opengles2: keep cached texturing state correct. * opengles2: patched to compile. * Android/openslES: prevent to run out of buffers if Enqueue() fails. * Android/openslES: set number of buffers of DATALOCATOR to internal NUM_BUFFER * Android/openslES: fix warnings, comment out un-used interface * Faster blit when using CopyAlpha + ColorKey * Fix pointer warnings * Faster blit when using No Alpha or Set Alpha, + ColorKey * Faster blit with no ColorKey * Fix wrong comment * Code factorization of the pixel format permutation * Faster blit with CopyAlpha, no ColorKey * Some simplification of previous commit * Fix wrong access and simplify * Faster blit colorkey or not, applied to bpp: 3->4 and 4->3 * Better naming for the blit permutation variables * Fix invalid memory access and optimise Blit_3or4_to_3or4__* * Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c * Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c * Fix bug 4053: Blit issues on Big Endian CPU * Fix windows build * raspberry: expose second display. * BlitNtoN BlitNtoNKey: remove non-aligned word read/store (bpp 3<->4) (Bug 4503) * Un-activate some routine on mips because they are slowers (Bug 4503) * KMSDRM: change calls free() to SDL_free() (Bug 4529) * KMSDRM: missing return value in VideoInit() (Bug 4530) * SDL_MouseQuit(): clear mouse->cur_cursor (Bug 4530) * Fixed bug 4542 - Image flipped vertically when rendering on texture * SDL_EVDEV_kbd_init: uninitialized data for ioctl (Bug 4530) * Fixed bug 4513 - Wayland, fix crash when remove event is sent (from Sebastian Krzyszkowiak) * HIDAPI: fix bug that caused non-HID class parts of composite devices to have windows HID functions called on them. * Fixed initial display orientation at Android app start * [iOS DAC] Fix touch events getting from SDL2 to source2. * Android: check SDL is initialized before sending the event * Android: minor comment update * KMSDRM: valid file descriptors could positive or 0. -1 is invalid. (Bug 4530) * events: Make debug logging of the event queue a hint instead of an #ifdef. * events: Let arbitrary signals to simulate iOS/Android backgrounding events. * events: Disable all the signal-handling code on platforms without support. * test: Moved testgesture.c over to the common SDLtest framework. * testgesture: minor cleanups. * testgesture: cleaned up code formatting, etc. * testgesture: Add dependency to SDLtest to Visual Studio project. * Fix compiler warnings. * Use host system pkg-config when (cross-)compiling and convert to PKG_CHECK_MODULES * Added missing PKG_CONFIG macros * Fixed bug 4452 - Please replace AC_HELP_STRING with AS_HELP_STRING * Fix DirectInput error codes being lost * Fix polling left trigger reporting right trigger's values. * Fixed CVE-2019-7635 and bug 4498 - Heap-Buffer Overflow in Blit1to4 pertaining to SDL_blit_1.c * @@ -, +, @@ * Reject 2, 3, 5, 6, 7-bpp BMP images * Fixed bug 4544 - SDL2.m4 SDL2.framework patch made it impossible to fail detection * Fixed bug 4525 - Fix crash in ALSA_HotplugThread caused by bad return value check * Fixed DualShock 3 mapping * Fixed bug 4511 - SDL_gamecontrollerdb Mapping for Sony Playstation USB controller * Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined * emscripten: force resize event when pixel ratio changes * CVE-2019-7637: Fix in integer overflow in SDL_CalculatePitch * Fixed configure error if pkg modules aren't available * Fixed Mac OS X build * Fixed iOS build * Fixed Visual Studio build * testgesture: Make the background gray. * Added support for building SDL as a dynamic library on iOS * Added support for building SDL as a dynamic library on tvOS * Fixed declaration of SDL_main_func for C++ * Fixed building with C++ * Fixed building with C++ * Fixed archiving the SDL dynamic library on iOS and tvOS * Fixed Windows RT build * Didn't need to add SDL_windows.h include, that was already included * Fixed Visual Studio build * Hopefully fixed the mingw32 build * opengles2: Fix static analysis warning. * Backed out changeset ffd52bb02bcc * coreaudio: Set audio callback thread priority. * Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time. * configure.in: Rename to configure.ac to fix an 'aclocal' warning * docs: Replace references to configure.in with configure.ac * configure.in: Rename configure.ac to fix an 'aclocal' warning * Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level * Bug 4576: remove touch/mouse duplication for Windows * Bug 4576: remove touch/mouse duplication for linux/EVDEV * Bug 4576: remove touch/mouse duplication for Wayland * Bug 4576: remove touch/mouse duplication for Android * Bug 4576: fix warning and compile * Bug 4576: one more warning * Bug 4576: fix wrong scaling * Bug 4576: track both FingerId and TrackId * Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events * Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH * Update WhatsNew.txt * Update WhatsNew.txt * Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour * Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE * https://bugzilla.libsdl.org/show_bug.cgi?id=4577 * Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well * Fixed bug 4579 - SDL_android.c s_active not being atomic * Bug 4581: move tracking appart so it doesn't require the window to have focus * SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null * Fixed bug 4582 - Maximize/Resize not working on Windows 10 * Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus * Fixed bug 4581 - generate synthetic mouse events at window boundaries * Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). * Android: when event loop is not blocking in pause, backup EGL context (Bug 4578) * hidapi: Add GCN L/R buttons, just in case someone wants them... * Explicitly load hidapi as a dependency of the SDL library * macOS: Fix compilation when using the 10.9 SDK or older. * iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless. * configure: Cleaned up audio/video summaries when building for Windows. * Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive * Only leave fullscreen mode if we're actually going to minimize * Added a helper function to tell whether or not a window can be minimized * Android: add static variable initialization in non blocking event loop * Add a configure option allowing users to choose whether to install sdl2-config * Use _Exit() when available * Fix compile errors I hit when building org.libsdl in source2 (part 1 of 2) * Fix compile errors I hit when building org.libsdl in source2 (part 2 of 2) @saml * Created Xcode schemes for building on iOS and tvOS * Change my previous fix based on feedback from dev @saml * Don't redefine __SSE__ and related macros if they're already defined * Fixed bug 4566 - Hot-plugging Bluetooth controller causes force-quit on Android * Remove initial declaration from for loop * Remove duplicate case value * Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app * Patched to compile. * [SDL] ios Touch Fix. * [SDL] iOS fix bug with audio interrupted by a phone call not restoring. * Windows are not in a minimized state when they are shown * test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported. * test: added SDLTest_CommonDefaultArgs() * video: Add Vulkan support for vivante fb * Fixed bug 3911 - SYSWM generic X11 events missing event data * Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR * Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS * Fix WORKING_DIR parameter * Fixed bug 4436 - [OpenBSD] fix D-pad * Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format * Fixed bug 4474 - Add support for an ASUS Gamepad variation * Patched to compile in C89 mode. * vulkan: Patched to compile on Visual Studio. * vulkan: Swapped out a free() that should have been an SDL_free(). * Fixed mouse focus for touch events on iOS * Added support for Bluetooth keyboards on iOS * Fix use-after-free when pumping the event loop after SDL_DestroyWindow() * Fixed bug 4639 - CMake build does not generate libhidapi.so for Android * Use Supexec() to query EdDI version. Fixes for Coldfire CPU build. * Fix SHIFT + Fx reporting in GEM. Contributed by Miro Kropacek * Improved iOS Bluetooth keyboard support * Android: minimum size for IME, so that it takes focus * Fixed hiding the Android virtual keyboard when the return key is pressed * Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting. * Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver. * Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. * Added a function to get the current Android SDK version at runtime * iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629. * test: unify all the command line usage logging. * Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI * Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types * Use SDL sized types * Fixed bug 4655 - evdev is available on FreeBSD, check in 'configure' limited to Linux * Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS * Potential fix for a crash we're seeing on Android that should in theory never happen. * Protect against NULL device in the Android hidapi implementation * Fixed surround sound channel setup for Android OpenSL ES audio driver * OpenSL ES audio cleanup and added a note with low latency audio discussion * Fixed Android build warning * Ignore Xbox One S gamepads with older firmware in HIDAPI * Fixed bug 4443 - Incorrect scan code reported for numpad 5 * Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance * Fixed bug 4605 - WASAPI_WaitDevice hang * Fixed bug 4603 - The iOS Test Xcode project file needs to add the metal framework * Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton * Fixed bug 4594 - Fix install location of CMake targets on Apple platforms * Fixed bug 4593 - Respect CMake's BUILD_SHARED_LIBS default behavior * Fixed bug 4583 - PollAllValues appears to use an incorrect index for all axes above 0x18 * Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface * Add mapping for Chinese-made Xbox Controller * Backed out Ben's chinese Xbox controller patch, as the generic catch-all for Xbox controllers should handle it. * cocoa: Fix assert to use SDL_assert * Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll * Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings * CVE-2019-7572: Fix a buffer overread in IMA_ADPCM_nibble * CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM * CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM * Fixed bug 4294 - Audio: perform more validation on conversion request * Temporary fix for bug 4254 - a _lot_ of strict aliasing warnings * Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library * Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV * Fixed build * Fixed compiler warning * Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV * Add notes for SDL_WinRTRunApp and SDL2-WinRTResources for non-C++ projects * Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working * cocoa: report proper input IDs for mouse/touch events. * Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings * Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows * CVE-2019-7574: Fix a buffer overread in IMA_ADPCM_decode * CVE-2019-7577: Fix a buffer overread in MS_ADPCM_decode * CVE-2019-7577: Fix a buffer overread in MS_ADPCM_nibble and MS_ADPCM_decode * CVE-2019-7572: Fix a buffer overwrite in IMA_ADPCM_decode * CVE-2019-7573, CVE-2019-7576: Fix buffer overreads in InitMS_ADPCM * Add mapping for Chinese-made Xbox Controller * CVE-2019-7575: Fix a buffer overwrite in MS_ADPCM_decode * Android: fix typo calling onBackPressed() (Bug 4657) * Android: add MinimizeWindow function (Bug 4580, 4657) * windows: Drop WM_ACTIVATE when window is hidden, but only if being activated. * windows: Don't let Visual Studio insert an implicit dependency on memset(). * video: fixed compiler warning on Visual Studio. * testoverlay2: Changed some C runtime calls to be SDL equivalents. * Android: revert wrong fix typo calling onBackPressed() (Bug 4657) * Android: fix coordinates for Surface.ROTATION_180 * CVE-2019-7635: Reject BMP images with pixel colors out the palette * Fix build with the 10.10 SDK * software: Correctly track viewport and cliprect. * Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically * Fixed bug 4615 - RPM Build fails due to unpackaged files * cocoa: Backed out CVDisplayLink code for macOS vsync. * assert: mark SDL_ExitProcess as SDL_NORETURN again. * SDL_Wave: missing field 'length' initializer * fix permissions * wayland: HiDPI support * Fixed bug 4665 - Add support for single touch evdev devices * Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux) * The hat index passed to the application should be zero-based with no holes * Better patch to make it more clear what's going on * assert: Fixed some compiler warnings. * vulkan: Fixed use-after-free bug. * wave: Fixed static analysis warning about dead assignment. * macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!) * cocoa: Revised synthesized mouse/touch event strategy. * cocoa: Another attempt at synthesized mouse/touch events. * Check src alignment for S32_to_F32 conversions * audio: patched to compile. * audio: Fix ARM NEON audio converter bugs. * audio: Attempt to fix build on ARM versions of Visual Studio. * Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta * Added support for Xbox and PS4 wireless controllers on iOS and tvOS * A few minor changes to placate static analysis. * cocoa: ignore compiler warnings about OpenGL being deprecated. * assert: Possibly fixing compiler warning on Android. * assert: Another attempt to quiet compiler warnings. * iOS: remove some code which could affect the state of UIViews that aren't owned by SDL. * Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen. * Fixed bug 4667 - Build errors on Linux when building without Threads support * Updated version to 2.0.10 * Removed extraneous fprintf() call * Fixed bug 4669: Android software renderer, black screen when window resizes * Android: revert previous commit (Bug 4669) * Android: prevent using SW_GetOutputSize with software renderer (Bug 4669) * Android: prevent ignoring surfaceChanged() in MultiWindow * Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility. * Added patch notes for 2.0.10 * Added a patch note about batched rendering * Android: revert commit SW_GetOutputSize, again (Bug 4669) * Android: try to fix resize with software rendering (bug 4669) * Android: resize with software rendering, reverted again (Bug 4669) * Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes * Fixed potential double-free in mouse cleanup code * cocoa: Patched to compile and also handle possible malloc failure. * Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks * Fixed compiler warning * Only warp the mouse to set focus if we're definitely going into relative mode * opengl: Be more robust in failing cases. * Fixed building DMG archive on Mac OS X * wayland: Fixed C99-style variable declaration inside for-loop. * KMSDRM: fix compilation on linux, no d_namlen (Bug 4624) * KMSDRM: fix inverted strcmp, remove useless if test (Bug 4624) * Use SDL C runtime functions * Fixed bug 4672 - Warnings in SDL_LogEvent() * Enable Raspberry Pi video by default * Fixed bug 4684 - GLES1 variables missing under Android with CMake * Android: export Lock/Unlock activity API * fix permissions * update version in os/2 makefile * define __ARM_NEON for Windows only if _M_ARM or _M_ARM64 is defined. fixes Visual Studio builds. * windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!) * cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit. * Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext * Add an "error" label in SDL_CreateRenderer (no op) * Android: concurrency issues, make sure Activity is in running State when calling * Fixed bug 4436 - [OpenBSD] fix D-pad * Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb * Limit the compile error to the case where we actually define the memory barrier macro as the function * Fixed memory barrier macro check so it isn't quite so fragile * Documented that the SDL_RW* macros no longer exist, and you can't use an older SDL library if you build with SDL 2.0.10. * Made it more explicit that 2.0.10 and newer are required for the SDL_RW* functions * iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586). * dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support. * dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver. * raspberry: Fixed missing mouse cursor (thanks, Joe!) * cocoa: Don't report trackpad mouse events as synthesized touches. * raspberry: Actually commit the whole patch. :) (Thanks, Joe!) * Fixed bug 4708 - testdropfile: double-free * Fixed bug 4702 - Android back button does not send SDL_KEYDOWN event * Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante * Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period * cocoa: Another attempt at mouse vs touch support. * Ignore synthetic mouse events generated for touchscreens * configure: Windows and macOS now respect --enable-hidapi. * cmake: Added HIDAPI support. * fix permissions * SDL_Mouse/Touch: discard synthetic events when hints are not set. * x11: set some modality things on message boxes with parent windows. * x11: prevent a synthetic mouse event when using a touchscreen * cocoa: Set keyboard mod state correctly when turning off capslock. * cmake: Add setupapi library to Windows build dependencies (hidapi needs it). * ios: Fixed MFi guide button not being detected (thanks, Caleb!). * macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK. * Blacklist Corsair device causing hang * Fixed bug 4723 - Generic Xbox pad controller bindings seem odd/broken * Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows? * Allow hotplugging joysticks without udev * Added support for the Victrix Pro Fight Stick for PS4 * Add linked list of opened HID devices to prevent accessing already freed devices in device removal callback that is sometimes called even after being unregistered * Merged latest changes from Steam into controller_type.h * Fixed build error * Fixed bug 4726 - Fix for tvOS GetPrefPath * Copypaste SDL_NSLog to UIKit backend, document it as such * hidapi: Zero out new hid_device_info structs module: pkgsrc subject: 'CVS commit: pkgsrc/devel/SDL2' unixtime: '1564241350' user: nia