Commit Graph

1222 Commits (05d8780022f33c7f7eeb2650e68ae45c05954bd7)

Author SHA1 Message Date
David Ludwig 6687ece1d5 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code 2014-03-01 16:37:30 -05:00
David Ludwig f4a5a0fad1 WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them.  This change moves WinRT's driverdata content into a SDL_malloc'ed field.
2014-03-01 16:08:16 -05:00
Sam Lantinga 63106e4729 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear. 2014-03-01 12:21:15 -08:00
Sam Lantinga 54ba385b4e Fixed compiler warning 2014-03-01 11:42:12 -08:00
Sam Lantinga 86655b64ef Fixed compiler warning 2014-03-01 11:40:41 -08:00
Sam Lantinga d49962359a Fixed test for libuuid.a 2014-03-01 11:39:39 -08:00
Sam Lantinga 2a67548a3f Updated with the latest 2.0.2 API changes 2014-03-01 11:05:58 -08:00
Sam Lantinga c916f388d4 Fixed bug 2368 - Security Software is blocking RegisterRawInputDevices()
Yamagi

A customer of mine had the strange problem, that SDL_SetRelativeMouseMode() was failing for him on Windows 7. Luckily he was willing to provide some debug informations. We could track this problem down to RegisterRawInputDevices() failing due to security software running on his system (Norton Internet Security to be precise, but there are reports of similar problems with other products. For example [1]). Working around this issue with SDL_WarpMouseInWindow() is easy, and while I don't think that SDL2 can provide an internal workaround it would be really nice and helpfull if this could be documentated somewhere.

1: http://forums.codeguru.com/showthread.php?498374-How-to-run-a-very-long-SQL-statement
2014-03-01 09:59:06 -08:00
Sam Lantinga e663b4eb76 Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch
Coriiander

In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.

According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.

Solution:
Ensure this code gets called when shutting down the timer subsystem:

#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
    timeSetPeriod(0);
}
#endif
2014-03-01 09:50:52 -08:00
Sam Lantinga ab9345a896 Null termnate the pUserMappings variable to prevent memory corruption. 2014-02-28 16:24:41 -08:00
Sam Lantinga e56bbe3f71 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
Ryan C. Gordon ac32352f09 Disable the screensaver by default.
Fixes Bugzilla #2218.
2014-02-27 22:06:41 -05:00
Gabriel Jacobo f61602b434 Improve window recreation logic in OpenGL* renderers 2014-02-27 20:21:46 -03:00
J?rgen P. Tjern? 0d5957dfee Mac: Forgot return value in last commit. 2014-02-26 16:27:03 -08:00
J?rgen P. Tjern? dd94c5fa54 Mac: Don't disassociate cursor if window is moving / doesn't have focus.
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-26 16:10:52 -08:00
J?rgen P. Tjern? 4850d25988 Mac: Redo cursor warp handling.
This fixes bugs related to getting unnaturally large xrel/yrel for
SDL_MOUSEMOTION after warps and enabling / disabling relative mode.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=1836
2014-02-26 11:35:02 -08:00
J?rgen P. Tjern? 52a63e823f Mac: Improve moving relative mode windows.
This makes it possible to move windows by their title bar, even if they're in
relative mode, if you click the title bar when the window does not have focus.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-25 17:27:41 -08:00
J?rgen P. Tjern? 98d8737961 Mac: Fix error message for haptic subsystem.
We were calling SDL_Error instead of SDL_SetError when the haptic subsystem
wasn't initialized.
2014-02-25 17:25:49 -08:00
J?rgen P. Tjern? 95f7e242e6 Mac: Immediately update current OpenGL context's shape.
Previously we were postponing our -[NSOpenGLContext update] call to the next
SDL_GL_SwapWindow, even if the context was current on the current thread. This
changes it so that we will do the update immediately if it's the current
context.

If you're rendering on another thread, you need to call SDL_GL_SwapWindow once
after a resize event to ensure your drawable will produce non-garbage data.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339
2014-02-25 15:28:12 -08:00
Gabriel Jacobo 4c192bc802 Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
2014-02-25 17:42:34 -03:00
David Ludwig abfbed92cf WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.

By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app.  More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx

To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1.  Setting it to anything else will cause these events to not be marked as 'handled'.

Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered.  Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
2014-01-26 08:06:36 -05:00
David Ludwig 7eaa3cd81d WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled.  Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm.  This is needed to pass Windows Store app-certification.

Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.

Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy.  Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
2014-01-01 16:05:37 -05:00
David Ludwig 44b0e901f0 WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases.  Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.

The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
2013-12-30 11:59:04 -05:00
David Ludwig 910c1cd0a0 WinRT: minor error cleanup regarding OpenGL init 2013-12-26 14:21:47 -05:00
David Ludwig 0dfde14d35 WinRT: took out some dead comments from SDL_winrtopengles.cpp 2013-12-26 14:13:20 -05:00
David Ludwig fed81d121a WinRT: fixed crash on ARM and x64 during OpenGL window init 2013-12-26 13:59:01 -05:00
David Ludwig 0562e53fdf WinRT: minor header file usage cleanup in the d3d11 renderer 2013-12-26 11:04:35 -05:00
David Ludwig 94233675c7 WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often.  If this does, however, become a performance problem later on, this change can always be reverted.
2013-12-26 11:03:43 -05:00
David Ludwig 7ef05d266f WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer 2013-12-26 10:18:33 -05:00
David Ludwig 700f82de2b WinRT: corrected a minor error in an end-of-file comment 2013-12-25 23:46:19 -05:00
David Ludwig 8b2694f986 WinRT: minor rotation/orientation code cleanup in the d3d11 renderer 2013-12-25 23:45:07 -05:00
David Ludwig b93ab1e6a3 WinRT: removed a bit of dead d3d11 code 2013-12-25 23:25:25 -05:00
David Ludwig f0e406e994 WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change.  It did, but regardless, here's a cleanup.
2013-12-25 22:27:58 -05:00
David Ludwig 4d16628f1c WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3.  This change reverts that.
2013-12-25 22:05:18 -05:00
David Ludwig ce8057221a WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app.  This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
2013-12-25 21:39:48 -05:00
David Ludwig ca867fc92d WinRT: prevented a potential race condition in the XInput backend
The race condition could've been triggered on device removal.
2013-12-25 14:42:38 -05:00
David Ludwig 8db33416a2 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer 2013-12-25 14:20:40 -05:00
David Ludwig 187f52e80f WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
2013-12-25 14:17:49 -05:00
David Ludwig 2225493102 WinRT: moved contents of the d3d11 renderer's header file into its implementation file 2013-12-25 13:13:15 -05:00
David Ludwig d4ae392953 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget 2013-12-25 13:00:41 -05:00
David Ludwig b0df915737 WinRT: removed an unnecessary use of std::string in the d3d11 renderer 2013-12-25 12:58:37 -05:00
David Ludwig 10f2de1e69 WinRT: utilized SDL_SetError's return value in the d3d11 renderer 2013-12-25 12:52:16 -05:00
David Ludwig 43e27aa82e WinRT: minor d3d11 code cleanups 2013-12-25 12:48:47 -05:00
David Ludwig 8c8feb83e0 WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
2013-12-25 12:47:39 -05:00
David Ludwig 5fba7db23c WinRT: made d3d11-spawned error messages include the function name of failed calls 2013-12-25 12:43:26 -05:00
David Ludwig 3f1e3c303e WinRT: moved ill-performing XInput device-detection calls to a separate thread 2013-12-24 21:28:31 -05:00
David Ludwig 27e79b93ec WinRT: bug fix: game-controller/joystick button-down events weren't getting sent 2013-12-24 21:08:11 -05:00
David Ludwig 5e6aba0670 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC 2013-12-22 21:13:35 -05:00
David Ludwig d92f0127d0 WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
2013-12-21 10:08:11 -05:00
CarniBlood 472068dd97 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match 2013-12-19 06:01:18 +09:00