Thu, 13 Apr 2017 13:22:23 -0400atomic: let Clang always use atomic_load_n if available.
Ryan C. Gordon <icculus@icculus.org> [Thu, 13 Apr 2017 13:22:23 -0400] rev 10972
atomic: let Clang always use atomic_load_n if available.

(Apple's Clang reports itself as GCC 4.2.1 in preprocessor macros--the final
GNU C compiler Apple shipped--as of the macOS 10.12 SDK.)

Sun, 09 Apr 2017 23:00:54 +0200mir: Fixed typo in error messages.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 09 Apr 2017 23:00:54 +0200] rev 10971
mir: Fixed typo in error messages.

Sun, 09 Apr 2017 23:00:42 +0200linux: Changed two variables to be static.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 09 Apr 2017 23:00:42 +0200] rev 10970
linux: Changed two variables to be static.

Sun, 09 Apr 2017 23:00:26 +0200ios: Fixed compiler warnings about unused variables in demo.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 09 Apr 2017 23:00:26 +0200] rev 10969
ios: Fixed compiler warnings about unused variables in demo.

Fri, 07 Apr 2017 20:17:30 -0400android: More robust fix for screen locking in landscape (thanks, Sylvain!).
Ryan C. Gordon <icculus@icculus.org> [Fri, 07 Apr 2017 20:17:30 -0400] rev 10968
android: More robust fix for screen locking in landscape (thanks, Sylvain!).

Fixes Bugzilla #3562.

From Sylvain:

"With an android landscape application, if you quickly lock, then unlock your
device, you can see sometimes a quick glitch: screen badly draws in portrait,
then it correctly displays in landscape.

Not talking of a smooth rotation, it's a drawing glitch. And you need to have
a plain lock screen, with no model nor passphrase.


I think it happens because the call to "nativeResume()" occurs sometimes too
early.

It should be done once you have *all* those three things (in any sequence):
- onWindowsFocusChanged() set to true
- onResume() called
- a valid call to onSurfaceChanged()


Currently, this is not the case: you don't need to have onResume() called.
Just need to have isPaused, (eg onPaused()).
So "isPaused" should be renamed as "isResumedCalled".
But you also need some kind of isPaused state to make sure to don't call
nativePause() twice (and deadlocks...).
There are also redundant checks to "mHasFocus" and some creation of the
initialisation thread code from onSurfaceChanged() that could me moved.

So here's this patch:
- add some states, so we have cleaner transitions.
- make sure "onResume()" is called.
- some clean up
- it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed).


Tested on a few devices and it removes the glitch.
But I haven't tested when the activity goes back to "init" state."

Fri, 07 Apr 2017 03:39:43 -0700Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO
Sam Lantinga <slouken@libsdl.org> [Fri, 07 Apr 2017 03:39:43 -0700] rev 10967
Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO

Thu, 06 Apr 2017 06:30:43 -0700Implemented Linux joystick blacklist
Sam Lantinga <slouken@libsdl.org> [Thu, 06 Apr 2017 06:30:43 -0700] rev 10966
Implemented Linux joystick blacklist
Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py

This fixes a few devices that are not actually joysticks showing up as such in SDL

Thu, 06 Apr 2017 13:27:51 -0700Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild.
Drew Bliss <drewb@valvesoftware.com> [Thu, 06 Apr 2017 13:27:51 -0700] rev 10965
Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild.

Thu, 06 Apr 2017 13:27:48 -0700SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL.
Drew Bliss <drewb@valvesoftware.com> [Thu, 06 Apr 2017 13:27:48 -0700] rev 10964
SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL.

Tue, 04 Apr 2017 08:43:44 -0700Added support for a number of game controllers, including the Nintendo Switch Pro Controller
Sam Lantinga <slouken@libsdl.org> [Tue, 04 Apr 2017 08:43:44 -0700] rev 10963
Added support for a number of game controllers, including the Nintendo Switch Pro Controller