Wed, 19 Oct 2016 20:50:33 -0700Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command release-2.0.5
Sam Lantinga <slouken@libsdl.org> [Wed, 19 Oct 2016 20:50:33 -0700] rev 10556
Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command

Elisée Maurer

I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/c1bb718f6c3f/docs/README-macosx.md#l24

It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.

Wed, 19 Oct 2016 20:42:22 -0700Fixed bug 3461 - Implement TEXTINPUT events for Haiku
Sam Lantinga <slouken@libsdl.org> [Wed, 19 Oct 2016 20:42:22 -0700] rev 10555
Fixed bug 3461 - Implement TEXTINPUT events for Haiku

Kai Sterker

Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.

Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.

Wed, 19 Oct 2016 20:39:12 -0700Fixed crash on Mac OS X 10.10 and earlier
Sam Lantinga <slouken@libsdl.org> [Wed, 19 Oct 2016 20:39:12 -0700] rev 10554
Fixed crash on Mac OS X 10.10 and earlier

Tue, 18 Oct 2016 23:24:49 -0700Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Sam Lantinga <slouken@libsdl.org> [Tue, 18 Oct 2016 23:24:49 -0700] rev 10553
Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer

Albert Casals

On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.

This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.

Tue, 18 Oct 2016 23:12:45 -0700Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen.
Sam Lantinga <slouken@libsdl.org> [Tue, 18 Oct 2016 23:12:45 -0700] rev 10552
Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen.

Mon, 17 Oct 2016 22:09:22 -0700Fixed bug 3444 - Android-TV: no more handling of back button on remote
Sam Lantinga <slouken@libsdl.org> [Mon, 17 Oct 2016 22:09:22 -0700] rev 10551
Fixed bug 3444 - Android-TV: no more handling of back button on remote

ny00

Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:

If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.

If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).

What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.

Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.

Mon, 17 Oct 2016 21:47:33 -0700Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc
Sam Lantinga <slouken@libsdl.org> [Mon, 17 Oct 2016 21:47:33 -0700] rev 10550
Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc

Mike Linford

I'm also having trouble statically linking SDL2 on Visual Studio 2015 with /MT. My symptom is that memcpy is being defined twice.

Mon, 17 Oct 2016 21:44:32 -0700Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized
Sam Lantinga <slouken@libsdl.org> [Mon, 17 Oct 2016 21:44:32 -0700] rev 10549
Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized

Philipp Wiesemann

Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.

Mon, 17 Oct 2016 21:37:26 -0700Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput
Sam Lantinga <slouken@libsdl.org> [Mon, 17 Oct 2016 21:37:26 -0700] rev 10548
Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput

Eric Wasylishen

The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows.

This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.)

Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451

Sun, 16 Oct 2016 22:47:49 +0200Linux: Added missing scancodes.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 16 Oct 2016 22:47:49 +0200] rev 10547
Linux: Added missing scancodes.