The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
Chris Beck
When creating a homebrew recipe for wesnoth, I discovered that the SDL image configuration routine does not detect libpng properly -- if you have multiple instances of libpng on your system, and you use environment variables to select an instance which is not in your system directory, the build can be broken, because it will run configuration tests against the system installed version, but deduce that it should use the filename of the system-installed version. In a vanilla build of wesnoth using homebrew, this results in segfaults at runtime, because you end up linking against two different versions of libpng, which is also needed independently of SDL.
The problem is essentially in the "find_lib" routine in the configure file:
find_lib()
{
gcc_bin_path=[`$CC -print-search-dirs 2>/dev/null | fgrep programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
gcc_lib_path=[`$CC -print-search-dirs 2>/dev/null | fgrep libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
env_lib_path=[`echo $LIBS $LDFLAGS | sed 's/-L[ ]*//g'`]
for path in $gcc_bin_path $gcc_lib_path $env_lib_path /usr/lib /usr/local/lib; do
lib=[`ls -- $path/$1 2>/dev/null | sort -r | sed 's/.*\/\(.*\)/\1/; q'`]
if test x$lib != x; then
echo $lib
return
fi
done
}
Because the for loop goes over the system directories before the environment directories, any system-installed lib will shadow the lib selected via environment variables. This is contrary to the behavior of the configuration tests earlier in the script, which prefers the environment variable libs over the system-installed libs. The 'for' loop should instead be:
for path in $env_lib_path $gcc_bin_path $gcc_lib_path /usr/lib /usr/local/lib; do
You can see the full discussion on the Homebrew / linuxbrew issue tracker here: https://github.com/Homebrew/linuxbrew/issues/172
I have checked that this bug also affects SDL 1.2.15, SDL_mixer and SDL_ttf 1.2, which all use this same "find_lib" routine. I have not determined if the bug affects SDL 2.0, which seems not to use this exact routine.
Elias Vanderstuyft
Remove the dependency of the calculation of Linux "phase" on "period",
currently the "phase" parameter is interpreted as a time shift, instead of a phase shift.
The Linux input documentation is not clear about the exact units of the "phase" parameter (see http://lxr.free-electrons.com/source/include/uapi/linux/input.h?v=3.17#L1075 ),
but we're about to standardize the 'phase shift' interpretation into the Linux input documentation,
since this will ease the job of a driver to recalculate the effect's state when the user dynamically updates the "period" parameter.
Elias Vanderstuyft
"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
Elias Vanderstuyft
It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
Jonas Kulla
src/main/windows/SDL_windows_main.c:137:
cmdline = SDL_iconv_string("UTF-8", "UCS-2-INTERNAL", (char *)(text), (SDL_wcslen(text)+1)*sizeof(WCHAR));
I'm trying to compile an SDL2 application for windows using the mingw-w64 32bit toolchain provided by my distro (Fedora 19). However, even the simplest test program that does nothing at all fails to startup with a "Fatal error - out of memory" message because the mingw iconv library provided by my distro does not support the "UCS-2-INTERNAL" encoding and the conversion returns null.
From my little bit of research, it turns out that even though this encoding is supported by the external GNU libiconv library, some glibc versions (?) don't support it with their internal iconv routines, and will instead provide the native endian encoding when "UCS-2" is specified.
Nonetheless, I wonder why the native endianness is considered in the first place when Windows doesn't even run on any big endian archs (to my knowledge). And true enough, 'WIN_StringToUTF8' from core/windows/SDL_windows.h is used everywhere else in the windows backend, which is just a macro to iconv with "UTF-16LE" as source. Therefore it would IMO make sense to use this macro here as well, which would solve my problem (patch attached).
Nitz
I added xdnd_version check to XdndPosition case also
under DEBUG_XEVENTS macro.
by this we can get the action requested by user.
I analysed further and found out that removing xdnd_version check at XdndDrop case is a bad idea because
in XConvertSelection API timestamp should be passed if(xdnd_version >= 1)
otherwise CurrentTime should be passed
So xdnd_version check is important at XdndDrop case
I made xdnd_version as a static so that it can store the version in other cases also.
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
Visual C++ 2013 Update 4 re-introduced the Sleep() function to WinRT apps (for
code that targets Windows 8.1 and Windows Phone 8.1). This led to a build
error, as SDL was defining it's own Sleep() function (to make up for the lack
of a public Sleep() function). The fix makes sure that SDL's custom Sleep()
function is only used when Windows' Sleep() is not available.
Many thanks go out to Sergiu Marian Gaina for the fix!
This would fail if the compiler was given a .m file _and_ no "-o" option; it
would fail to automatically calculate the correct .o filename in this
situation.
Thanks to Ethan Lee for the help tracking this one down!
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs). Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
These variants include:
- Windows 8.0 for x86
- Windows 8.0 for x64
- Windows 8.0 for ARM
- Windows 8.1 for x86
- Windows 8.1 for x64
- Windows 8.1 for ARM
- Windows Phone 8.0 for x86 (for use with the Windows Phone emulator)
- Windows Phone 8.0 for ARM
- Windows Phone 8.1 for x86 (for use with the Windows Phone emulator)
- Windows Phone 8.1 for ARM
iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images. This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus". So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, this patch will use the NIB as the launch screen. Otherwise, the code falls back to the legacy code path.
Note: Upon audit of the legacy path, it appears that it does not properly handle the UILaunchImages Info.plist convention. I've added comments inline to the code about this. However, in about a year from now, nobody is going to care about this path since everybody should be using LaunchScreen NIBs.
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.
This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).