ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized.
slight adjustment to the hot plug test to allow it to be run with hap tics disabled
Tell Clang's static analysis that SDL_assert() is an assertion handler.

This lets it know, for example, that when you do this...

    SDL_assert(ptr != NULL);

...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.

Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.

Static analysis is fun!
Make non-Clang compilers happy.
Updated README-macosx.txt to note new minimum requirements, end of PowerPC.
Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color

ny00

SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.

The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).

A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)


---

Seth Williams

Sam,

It appears that the clear just needs to take the render target format into consideration.

Seth.
Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'

Sandu Liviu Catalin

I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.

I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows

ernest.lee

[Exec] CMake Error at cmake_install.cmake:151 (FILE):
[13:37:43][Exec]   file INSTALL cannot find
[13:37:43][Exec]   "C:/TeamCity/buildAgent/work/2e3d17a492e75daf/Build/libSDL2.so".

The cmake INSTALL project doesn't work because it uses Linux so shared library paths. Windows uses dlls and I think cygwin also uses dlls. I've included this patch. Can you check if it works?
Added Windows entry for the bluetooth OUYA controller
Fixed the OUYA controller mapping on Windows
Updated SDL to version 2.0.2
No need to use a render target here.
Replace testgamecontroller visualization mode with something more useful.
Removed unused function.
Backed out 51935d107921

The render target usage in controllermap is required if you are forced to use
the app at a different resolution than the one the art has been made for, for
example on Android, where you don't control the resolution.
(The coordinates for each button are hardcoded to the art size, and appear out
of place otherwise)
Make controllermap, etc, work on platforms with hardcoded window sizes.

This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
Fix Cmake so generated SOname matches autoconf's #.
Fixed DualShock 4 controller config on Mac OS X.
Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
This is the case with the Steam In-Home Streaming client.
Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout