Commit Graph

2292 Commits (447c29e65c4611645c206f063d68bc94c9a611e0)

Author SHA1 Message Date
Ozkan Sezer f14c7bb443 added missing hidapi stuff for os/2 with libusb 2022-01-09 20:33:32 +03:00
Sam Lantinga 09ece861d1 Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method 2022-01-08 11:36:52 -08:00
Ozkan Sezer 21914b4e2f updated Makefile.psp and SDL_config_psp.h 2022-01-08 11:55:10 +03:00
Sam Lantinga 9294634840 Updated to version 2.0.20 for release 2022-01-07 18:29:40 -08:00
Sam Lantinga 4b38d4c96b Leave the Metal view active on the window when recreating the Metal renderer
Fixes https://github.com/libsdl-org/SDL/issues/5140

Also move the metal tag definition to SDL_syswm.h so it can be used by applications
2022-01-07 12:38:45 -08:00
Ozkan Sezer 75ac944b9c check for tpcshrd.h and define HAVE_TPCSHRD_H if it's available. 2022-01-06 22:24:00 +03:00
Sam Lantinga 120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Francisco Javier Trujillo Mata 13a9cd4797 Adding sysfilesystem driver to PSP 2022-01-02 08:06:04 -08:00
Alex Szpakowski 7f5339e6c4 Document the packed integer formats SDL_Color is bit-compatible with. 2021-12-14 12:19:16 -08:00
Sam Lantinga 086c74556d Fixed build warning on iOS 2021-12-14 12:08:36 -08:00
Sylvain b7885abc44
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color* 2021-12-14 10:31:55 +01:00
Ozkan Sezer 8d14e6ea44 replaced use of _MAX_PATH with CCHMAXPATH in os/2 code,
it now compiles without HAVE_LIBC
2021-12-08 14:01:02 +03:00
Wouter Wijsman da5dbb4763
Fix SDL2main on PSP (#5076)
- Fix SDL2main on PSP
  SDL2main was not working for PSP, because it wasn't being activated and
  it wasn't unsetting the main. Besides that a debug screen being started
  was causing issues with joystick input and the sceKernelExitGame calli
  is no longer needed with the current PSPDEV SDK.
- Clean up imports in PSP main
- Set PSP GPU and user modes in main
- Fix exit callback in PSP main
2021-12-07 18:43:50 +03:00
Wouter Wijsman 897c7cfa8b Make sure SDL_VIDEO_RENDER_PSP is set 2021-12-07 14:03:00 +03:00
Wouter Wijsman 21fd0047e3 Initial for building PSP version with CMake 2021-12-07 14:03:00 +03:00
Ozkan Sezer 70c5e91d0f os/2 optionally builds against libiconv. 2021-12-01 01:20:10 +03:00
Sam Lantinga 5fc901d4f3 Updated to version 2.0.19 for development 2021-11-30 09:58:21 -08:00
Sam Lantinga 976328bb0f Fixed ABI break in SDL test header 2021-11-28 08:54:18 -08:00
Sam Lantinga 110e4e1334 Use WGI instead of XInput for Windows 10 UWP apps
Fixes https://github.com/libsdl-org/SDL/issues/5017
2021-11-27 10:24:32 -08:00
Ozkan Sezer 5a0ea7fb17 Check for O_CLOEXEC definition in fcntl.h at configuration time,
If not available, define it internally as 0 (in SDL_internal.h).
Define it as available for macOS >= 10.7 in SDL_config_macosx.h.
2021-11-27 19:23:10 +03:00
Sam Lantinga 7242075b2b Updated version to 2.0.18 for release 2021-11-26 08:12:45 -08:00
Ozkan Sezer eb39e20588 SDL_endian.h: remove aarch64 asm.
The asm has been reported broken in at least optimized Apple M1 builds;
and besides, the compiler builtins have precedence over the asm anyway.

Closes https://github.com/libsdl-org/SDL/issues/3943
2021-11-25 17:00:50 +03:00
Ozkan Sezer 53aa8eec5f minor cleanup for watcom _inline keyword. 2021-11-25 17:00:24 +03:00
SDL Wiki Bot 3c71f8939b Sync wiki -> header 2021-11-25 13:53:04 +00:00
Cameron Gutman 57520cbde6 Improve documentation for input grabbing functions 2021-11-25 16:49:57 +03:00
Ozkan Sezer f8900583e5 removed windows winmm joystick driver 2021-11-23 17:04:40 +03:00
Sylvain e5467af7c8
Minor change comment 2021-11-23 09:42:07 +01:00
Sam Lantinga c97b721868 Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels 2021-11-21 12:18:10 -08:00
Ryan C. Gordon aeff8748a5
configure: Allow building of the "offscreen" video target.
It was CMake-only before this.
2021-11-20 13:35:56 -05:00
Ozkan Sezer 990fb668f7 tests: several -Wwrite-strings fixes. 2021-11-20 01:02:02 +03:00
Ozkan Sezer 3ed0c62672 SDL_RWsize: updated description 2021-11-19 01:24:40 +03:00
SDL Wiki Bot 0fddda6e57 Sync wiki -> header 2021-11-18 21:51:05 +00:00
SDL Wiki Bot e526830996 Sync wiki -> header 2021-11-18 20:58:04 +00:00
Ryan C. Gordon 3f978c0f93
include: Improved documentation of SDL_RegisterApp and SDL_UnregisterApp. 2021-11-18 15:56:16 -05:00
Ryan C. Gordon 7f70f6e1e2
include: Note that several rwops functions used to be macros before 2.0.10. 2021-11-18 15:31:02 -05:00
SDL Wiki Bot 319d2b3e05 Sync wiki -> header 2021-11-18 20:29:04 +00:00
SDL Wiki Bot 16a1721e9d Sync wiki -> header 2021-11-18 20:25:05 +00:00
hgs3 c2464653d0 Remove unnecessary clang-cl check since Clang has __builtin_bswap. 2021-11-18 03:28:00 +03:00
hgs3 6b66542e7b Fixing compilation errors for VS2019 Clang toolset (fixes #4702) 2021-11-18 03:28:00 +03:00
Ozkan Sezer dd6269b1e0 SDL_endian.h: added proper version check (VS2005+) to MSVC functionality 2021-11-17 17:55:00 +03:00
Cameron Gutman 43d1b42a5a cmake: Sync build config options with autotools
- SDL_CLOCK_GETTIME now defaults to ON to match autotools build
- Add detection of float.h and Xdbe
- Fix detection of pthread_setname_np() (requires _GNU_SOURCE)
- Move SDL_USE_IME definition into SDL_config.h.cmake
2021-11-16 16:51:38 -08:00
Sam Lantinga 66058bbbd5 Fixed exception accessing Bluetooth devices on Android 12
Since accessing Bluetooth prompts the user for permission on both Android and iOS, and we only need it for Steam Controller support, we'll leave it off by default. You can enable it by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()

Fixes https://github.com/libsdl-org/SDL/issues/4952
2021-11-15 16:52:56 -08:00
Sam Lantinga fb6aba1938 Updated SDL_egl.h with the latest Khronos headers
https://www.khronos.org/registry/EGL/api/
2021-11-14 15:35:49 -08:00
Ozkan Sezer 8a6e48d46d constified SDL_RegisterApp() 2021-11-14 04:40:50 +03:00
Ozkan Sezer acb602d607 minor style adjustment 2021-11-12 07:28:00 +03:00
Misa 3bf7994fe2 Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-12 07:26:14 +03:00
Sam Lantinga 9c3bcf8e8a Added SDL_hid_ble_scan() for pairing Steam Controllers on iOS and tvOS 2021-11-11 17:31:14 -08:00
Sam Lantinga abc12a832c Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs"
This reverts commit 66a08aa391.

This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
2021-11-11 15:58:44 -08:00
SDL Wiki Bot cfbae8b967 Sync wiki -> header 2021-11-11 23:12:04 +00:00
Cameron Gutman fe09a4930a joystick: Add APIs to query rumble support 2021-11-11 15:10:08 -08:00
Ozkan Sezer 1ba695dc94 whitespace between '#' and 'cmakedefine' does not seem to work..
at least with my version of cmake-3.9.6.
2021-11-12 02:00:04 +03:00
SDL Wiki Bot a3648e26df Sync wiki -> header 2021-11-11 21:52:04 +00:00
Sam Lantinga b15e880e73 Fixed open functions in the SDL_hidapi.h header 2021-11-11 13:50:16 -08:00
Sam Lantinga 1e159bc6fa Include standard wrapping for SDL public headers in SDL_hidapi.h 2021-11-11 13:46:07 -08:00
SDL Wiki Bot 76e3bb55bb Sync wiki -> header 2021-11-11 20:48:04 +00:00
Sam Lantinga c9ada1c142 Made HIDAPI device change notifications available via SDL_hid_device_change_count() 2021-11-11 12:46:10 -08:00
Misa 66a08aa391 Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-11 07:23:25 -08:00
Sam Lantinga 1c78b08007 Added support for /dev/input/js* on Linux
Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices

Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices t
hat will be opened in addition to the normal joystick detection

Fixes https://github.com/libsdl-org/SDL/issues/1314
Fixes https://github.com/libsdl-org/SDL/issues/1727
Fixes https://github.com/libsdl-org/SDL/issues/1981
Closes https://github.com/libsdl-org/SDL/pull/4727
2021-11-10 20:02:25 -08:00
Ryan C. Gordon cb4491ca60
Sync wiki -> header 2021-11-10 16:05:03 -05:00
Ryan C. Gordon b42ae3dbfe
Sync wiki -> header 2021-11-10 15:21:01 -05:00
Sam Lantinga 6f9909b609 These functions made it into 2.0.18 2021-11-09 21:11:19 -08:00
Eric Wasylishen 0d98793693
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize

* testwm2: fix video modes menu hit detection in High DPI cases

- also when logical size is specified, e.g.
  `--logical 640x480 --resizable --allow-highdpi`

* add function to determine logical coordinates of renderer point when given window point

* change since to the targeted milestone

* fix typo

* rename for consistency

* Change logical coordinate type to float, since we can render with floating point precision.

* add function to convert logical to window coordinates

* testwm2: use new SDL_RenderWindowToLogical

* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow

Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
2021-11-09 21:03:42 -08:00
Ryan C. Gordon 04f42e0468 metal: Deal better with -[CAMetalLayer nextDrawable] returning nil.
Fixes #4863.
2021-11-09 12:03:12 -05:00
Sam Lantinga fd79607eb0 Added SDL_GetWindowMouseRect()
Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
2021-11-08 21:34:48 -08:00
Ethan Lee 4b42c05ba1 video: Add SDL_SetWindowMouseRect.
This API and implementation comes from the Unreal Engine branch of SDL, which
originally called this "SDL_ConfineCursor".

Some minor cleanup and changes for consistency with the rest of SDL_video, but
there are two major changes:

1. The coordinate system has been changed so that `rect` is _window_ relative
   and not _screen_ relative, making it easier to implement without having
   global access to the display.
2. The UE version unset all rects when passing `NULL` as a parameter for
   `window`, this has been removed as it was an unused feature anyhow.

Currently this is only implemented for X, but can be supported on Wayland and
Windows at minimum too.
2021-11-08 14:16:54 -08:00
Ryan C. Gordon 1a98dcb6aa
Revert "include: Updated SDL_config_emscripten.h from emscripten-ports."
Apparently we already had the newer version, sorry!

This reverts commit 6657cbce8d.

Reference issue #4623.
2021-11-08 15:16:18 -05:00
Ozkan Sezer 84138b7719 minor update to os2 config file. 2021-11-08 21:15:04 +03:00
Sam Lantinga 5dbbc8e61f Added mouse wheel deltas with floating point precision
Fixes https://github.com/libsdl-org/SDL/issues/4888
2021-11-08 09:44:31 -08:00
Sam Lantinga b8327a4a48 Added SDL_HIDAPI_DISABLED so it can be disabled like other SDL subsystems 2021-11-08 07:19:45 -08:00
Ozkan Sezer 2a904aa1c9 os2: remove SDL_hidapi duplications in makefile, disable it in config. 2021-11-08 17:00:28 +03:00
Sam Lantinga 5b646cd19e Build hidapi code into SDL as a new public API
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
2021-11-07 23:00:59 -08:00
Ryan C. Gordon 6657cbce8d
include: Updated SDL_config_emscripten.h from emscripten-ports.
Reference issue #4623.
2021-11-07 20:45:31 -05:00
Sam Lantinga 74f35a7cbd Fixed documentation 2021-11-07 14:10:04 -08:00
Sam Lantinga e14358265e Cleanup sfSymbolName support and add them to the dynamic API functions 2021-11-07 11:16:48 -08:00
Patrick Hogan 149e5c656a Support returning sfSymbolsName for gamepad controls on macOS / iOS / tvOS 2021-11-07 10:58:37 -08:00
Eric Wasylishen a0e055a7f9 testwm2: add mode menu, click on a mode to call SDL_SetWindowDisplayMode 2021-11-07 08:42:09 -08:00
Cameron Gutman 5de723749f SDL_config_windows.h: detect winsdkver.h using __has_include()
__has_include() was added in VS 2017 15.3, so this works out to essentially
the same _MSC_VER >= 1911 check we had before for MSVC but works for non-MSVC
compilers also.
2021-11-05 21:06:58 -05:00
Kevin Colour 6cbee0634e include: Swap parameter names in atan2 functions 2021-11-05 17:04:00 +03:00
Cameron Gutman d8b53e821e direct3d11: fix SDK version requirement for non-CMake build
The D3D11 renderer requires Direct3D 11.1 (d3d11_1.h), not Direct3D 11.0
(d3d11.h). In terms of SDKs, that's the Windows 8 SDK or later.

We should probably rename HAVE_D3D11_H...
2021-11-03 20:10:02 -05:00
Ozkan Sezer 802e17aad9 autotools: added windows.gaming.input.h (and SDL_JOYSTICK_WGI) detection 2021-11-03 20:35:20 +03:00
Cameron Gutman 2371b247ff windows: improve feature detection consistency between CMake and non-CMake builds 2021-11-03 08:41:36 -07:00
Sam Lantinga c948b9366c Added note for Android 12 API level 2021-11-02 15:58:54 -07:00
Frank Praznik 43ddc59fa8
Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877)
It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library.  This adds it to the necessary headers and to the DynAPI list to expose it for use by applications.

Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
2021-11-02 13:56:14 -07:00
Ryan C. Gordon 228219dcd4 include: Improved SDL_GetTicks*() documentation a little. 2021-11-01 14:28:00 -04:00
Ryan C. Gordon 99c9727dc0 timer: Added SDL_GetTicks64(), for a timer that doesn't wrap every ~49 days.
Note that this removes the timeGetTime() fallback on Windows; it is a
32-bit counter and SDL2 should never choose to use it, as it only is needed
if QueryPerformanceCounter() isn't available, and QPC is _always_ available
on Windows XP and later.

OS/2 has a similar situation, but since it isn't clear to me that similar
promises can be made about DosTmrQueryTime() even in modern times, I decided
to leave the fallback in, with some heroic measures added to try to provide a
true 64-bit tick counter despite the 49-day wraparound. That approach can
migrate to Windows too, if we discover some truly broken install that doesn't
have QPC and still depends on timeGetTime().

Fixes #4870.
2021-11-01 14:28:00 -04:00
Cameron Cawley 25c71748ad Add a barebones RISC OS video driver 2021-10-30 21:25:01 -07:00
Ybalrid (Arthur Brainville) 81fe2ccb9c cmake: Add missing SDL_JOYSTICK_WGI in config step
SDL_config.h *can* define SDL_JOYSTICK_WGI. On builds with the Windows
10 SDK available, this allow implementing trigger rumbling on Xbox One
controllers. The files included in the Visual Studio Solution in
VisualC\SDL.sln *do* have this define set.

fix #4859
2021-10-30 21:21:54 -07:00
SDL Wiki Bot c7dafb1556 Sync wiki -> header 2021-10-27 01:36:05 +00:00
SDL Wiki Bot 1c6414603c Sync wiki -> header 2021-10-26 15:30:06 +00:00
Ryan C. Gordon dbe55350ce
include: Improve doxygen text on SDL_GetRevisionNumber(). 2021-10-23 14:41:22 -04:00
Sam Lantinga 8f58bb9cf8 Added SDL_USE_BUILTIN_OPENGL_DEFINITIONS to avoid system OpenGL headers 2021-10-21 20:48:08 -07:00
SDL Wiki Bot 6c134cf148 Sync wiki -> header 2021-10-22 00:39:04 +00:00
Cacodemon345 19dee1cd16
Add SDL_GetWindowICCProfile(). (#4314)
* Add SDL_GetWindowICCProfile

* Add new SDL display events

* Implement ICC profile change event for macOS

* Implement ICC profile notification for Windows

* Fix SDL_GetWindowICCProfile() for X11

* Fix compile errors
2021-10-21 17:37:20 -07:00
Sylvain 8b1a2fe860
backout SDL_AndroidSetInputType() 2021-10-17 23:47:59 +02:00
Sylvain ccb12457f9
Fixed bug #4843 - Can not get the ime candidatelist like chinese/japaness input method 2021-10-17 23:17:54 +02:00
Ozkan Sezer 7f728f3eb6 enabled os2 joystick code (if anyone has actually a use for it...) 2021-10-15 08:51:02 +03:00
SDL Wiki Bot 8a48ce00c8 Sync wiki -> header 2021-10-15 05:28:04 +00:00
Brick 8bf32e12d8
Improved SDL_PollEvent usage (#4794)
* Avoid unnecessary SDL_PumpEvents calls in SDL_WaitEventTimeout

* Add a sentinel event to avoid infinite poll loops

* Move SDL_POLLSENTINEL to new internal event category

* Tweak documentation to indicate SDL_PumpEvents isn't always called

* Avoid shadowing event variable

* Ignore poll sentinel if more (user) events have been added after

Co-authored-by: Sam Lantinga <slouken@libsdl.org>
2021-10-14 22:26:10 -07:00
Sam Lantinga 43da35b567 Back out documentation changes in favor of https://github.com/libsdl-org/SDL/pull/4794 2021-10-14 22:22:59 -07:00
Sam Lantinga 0dc57b0f08 Remove slightly misleading comment in the example code 2021-10-14 19:42:36 -07:00
Sam Lantinga ddf1d5c553 Update documentation to reflect that a single SDL_PumpEvents() each frame is the recommended way to handle events 2021-10-14 19:10:30 -07:00
Rémy Tassoux 0789610cfb Add SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN 2021-10-14 08:39:48 -07:00
Sam Lantinga 227c33b8ec Add note about SDL_TICKS_PASSED hitting int overflow problems with large timeouts 2021-10-13 09:33:57 -07:00
Cameron Cawley 3db898c5b6 riscos: Implement SDL_GetPrefPath() 2021-10-12 13:07:52 -07:00
Ryan C. Gordon 1b49f09243
include: manually ran wikiheaders.pl and cleaned up the obvious issues. 2021-10-08 20:50:30 -04:00
Ryan C. Gordon 194657a2c6
include: Fix indentation on SDL_SoftStretch doxygen comment.
Otherwise wikiheaders.pl doesn't think it's valid.
2021-10-08 15:58:01 -04:00
Ryan C. Gordon 2f93fbbb75
include: Fix markdown in a doxygen comment. 2021-09-30 10:04:09 -04:00
SDL Wiki Bot 8b23029d23 Sync wiki -> header 2021-09-28 17:03:06 +00:00
Cacodemon345 b592e78f93 wayland: Expose xdg_toplevel to SysWM 2021-09-26 05:53:21 -04:00
SDL Wiki Bot 7a1690eb63 Sync wiki -> header 2021-09-26 02:32:05 +00:00
SDL Wiki Bot 7becc41495 Sync wiki -> header 2021-09-25 17:36:04 +00:00
Cameron Cawley 25a614bc3e Add SDL_asprintf and SDL_vasprintf 2021-09-22 11:53:46 -07:00
Sam Lantinga b687c0ff2c Integrate fix for Source 2's Win32 build that does '#define __i386__ 1' which causes it to hit the __i386__ case instead of the _MSC_VER case. 2021-09-21 18:15:10 -07:00
Ryan C. Gordon f5e636a621
config: Try to use stdint.h with Borland C.
(This probably isn't right on truly ancient versions of Borland C, but it
should cover things from the last decade or so, I hope.)

(possibly) Fixes #1673.
2021-09-20 20:45:58 -04:00
Ryan C. Gordon 478f9eed28
x11: Don't include X11/extensions/extutil.h
We don't use it, it was a leftover from 1.2, I think, and it doesn't exist
on Solaris, so this should hopefully fix the build there.

This also means we don't need the configure/cmake checks for
SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY, so that was removed also.

Fixes #1666.
2021-09-20 10:22:50 -04:00
Ryan C. Gordon b8da02e6ef
include: Fix triggering of Clang's -Wexpansion-to-defined in SDL_endian.h
It doesn't like #if statements that uses a macro that uses defined(x).
2021-09-18 10:44:32 -04:00
Ryan C. Gordon 8f41412327
cmake: Patched to compile.
Too fast on the git push!!
2021-09-18 10:35:36 -04:00
Ryan C. Gordon bf1d7a3a15
cmake: Don't trust the HAVE_IMMINTRIN_H check on Apple targets.
Otherwise universal builds might try to include an Intel-specific header
on ARM builds, etc.

Fixes #4753.
2021-09-18 10:33:51 -04:00
SDL Wiki Bot ba9e2299b3 Sync wiki -> header 2021-09-18 14:19:04 +00:00
Cameron Cawley 2d44bf7dcf Update description of SDL_SetWindowAlwaysOnTop 2021-09-18 10:17:32 -04:00
Cameron Gutman 5dccffd7e4 Allow usage of the new Condition Variable code with Critical Sections
Vista and later provide the SleepConditionVariableCS() function for this.

Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to
SDL_syscond_cv.c which better reflects the implementation of condition
variables rather than the implementation of mutexes.

Fixes #4051.
2021-09-17 19:38:09 -04:00
SDL Wiki Bot 44ab04fc63 Sync wiki -> header 2021-09-17 19:19:06 +00:00
SDL Wiki Bot 4d0c3cb2a8 Sync wiki -> header 2021-09-17 19:17:05 +00:00
SDL Wiki Bot 192538357b Sync wiki -> header 2021-09-17 19:14:05 +00:00
SDL Wiki Bot d856478f70 Sync wiki -> header 2021-09-17 19:12:05 +00:00
SDL Wiki Bot 74a1eb2106 Sync wiki -> header 2021-09-17 19:10:07 +00:00
Alex R eb8f332c26
fix: allow builtins for all archs (#4756)
* fix: allow builtins for all archs

* fix: typo
2021-09-16 17:34:49 -07:00
Misa 4a9947336c `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
2021-09-14 16:18:02 -07:00
Misa 4549769d7d Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().

This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).

Closes #3673.
2021-09-14 09:56:29 -07:00
Cameron Cawley 67aacfe5c0 cmake: Retrieve the git revision on platforms without bash 2021-09-09 22:34:42 -04:00
Ivan Epifanov 134dd46819 Add pvr gles/gles2 context support 2021-09-09 07:22:01 -07:00
Zach Reedy 6f97205229 Added: Support for showing the IME Candidate Window on Windows 2021-09-02 02:28:54 -10:00
Ryan C. Gordon e260c80472
Fix the wiki/headers bridge.
I'm tweaking this manually to remove some whitespace that confused it, but
if this happens again I'll make improvements to wikiheaders.pl instead.
2021-08-30 23:50:47 -04:00
David Gow a1ffeda0ed Add SDL_HINT_APP_NAME and DBUS inhibition hint
See SDL bug #4703. This implements two new hints:
- SDL_APP_NAME
- SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME

The former is the successor to SDL_HINT_AUDIO_DEVICE_APP_NAME, and acts
as a generic "application name" used both by audio drivers and DBUS
screensaver inhibition. If SDL_AUDIO_DEVICE_APP_NAME is set, it will
still take priority over SDL_APP_NAME.

The second allows the "activity name" used by
org.freedesktop.ScreenSavver's Inhibit method, which are often shown in
the UI as the reason the screensaver (and/or suspend/other
power-managment features) are disabled.
2021-08-30 09:15:11 -04:00
SDL Wiki Bot b9bf7ffec7 Sync wiki -> header 2021-08-28 18:17:05 +00:00
Sam Lantinga 503ea8e89f Don't modify the Nintendo Switch home LED state by default 2021-08-25 14:42:16 -07:00
Ethan Lee 524964f966 Add SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY 2021-08-25 16:40:02 -04:00
SDL Wiki Bot ca39f6d6cd Sync wiki -> header 2021-08-18 22:13:05 +00:00
Sylvain 93fb5a223e Remove '\brief' markup in header 'SDL_render.h' 2021-08-19 00:10:59 +02:00
Sylvain a8f89a01aa Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain cc37c38e30 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain e481261173 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain f22fc4ca35 Add API: SDL_Vertex type and SDL_RenderGeometry 2021-08-19 00:10:59 +02:00
e bfbab53660 remove warnings from Wundef in SDL_config.h.cmake 2021-08-17 10:00:50 +03:00
YuGiOhJCJ 966728db2a include/SDL_video.h: Remove a comma at end of enumerator list 2021-08-17 10:00:28 +03:00
Zack Middleton 83bb136619 Restore KMOD_RESERVED for backward compatibility
Some applications check for KMOD_RESERVED but it was replaced with
KMOD_SCROLL in cb1e20b058.
2021-08-17 10:00:14 +03:00
Brick 72f41d1fb1 Added missing parenthesis around SDL_clamp 2021-08-14 17:24:33 -07:00
Charlie Birks 0a87075662 Update SDL_config_emscripten.h for upstream 2021-08-14 17:04:46 +01:00
Sam Clegg d448896234 Add SDL_config_emscripten.h
Currently we maintain a config file in the emscripten
repo, but this seems like what other embedded/cross
platforms do.
2021-08-14 17:04:46 +01:00
David Gow 35c1bbfa49 SDL_stdinc.h: Add an SDL_clamp() function
Add a function to clamp a value to a range.

SDL_clamp(x, a, b) is equivalent to SDL_min(a, SDL_max(x, b)): it
ensures that x is not smaller than a, nor larger than b.

While, as best I can tell, this isn't actually standardised anywhere,
it's a very useful function/macro to have.
2021-08-14 09:01:14 -07:00
Joshua Root 9bf6557585 Correctly check for bswap builtins before using
The __clang_major__ and __clang_minor__ macros provide a marketing
version, which is not necessarily comparable for clang distributions
from different vendors[1]. In practice, the versioning scheme for
Apple's clang is indeed completely different to that of the llvm.org
releases. It is thus preferable to check for features directly rather
than comparing versions.

In this specific case, __builtin_bswap16 was being used with older
Apple clang versions that don't support it.

[1] https://clang.llvm.org/docs/LanguageExtensions.html#builtin-macros
2021-08-12 16:03:44 -07:00
Sam Lantinga cb1e20b058 Added KMOD_SCROLL to track the scroll lock state
Fixes https://github.com/libsdl-org/SDL/issues/4566
2021-08-10 17:50:17 -07:00
Sam Lantinga 609cea1eb8 Enable SSE3 intrinsics when building with Visual Studio
Fixes https://github.com/libsdl-org/SDL/issues/4530
2021-08-10 17:14:06 -07:00
Sam Lantinga d5ad6f6e6a Clarified that you should never have side-effects in the parameters to SDL_min/SDL_max 2021-08-10 16:51:52 -07:00
SDL Wiki Bot 056a42f199 Sync wiki -> header 2021-08-10 22:20:06 +00:00
Sam Lantinga f5794f9eeb Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture 2021-08-10 15:17:59 -07:00
Sam Lantinga 3f6ebffff4 Updated to version 2.0.17 for development 2021-08-10 15:02:36 -07:00
Sam Lantinga 6810399352 Enable AAUDIO driver for Android
I thought this was already enabled for 2.0.16, but apparently not.

Fixes https://github.com/libsdl-org/SDL/issues/3710
2021-08-10 14:50:43 -07:00
Ozkan Sezer 77c8d11137 configuration updates for dlopen:
- cmake, configure (CheckDLOPEN): --enable-sdl-dlopen is now history..
  detach the dl api discovery from SDL_LOADSO_DLOPEN functionality.
  define HAVE_DLOPEN. also define DYNAPI_NEEDS_DLOPEN (CheckDLOPEN is
  called only for relevant platforms.)
- update SDL_config.in and SDL_config.cmake accordingly.
- SDL_dynapi.h: set SDL_DYNAMIC_API to 0 if DYNAPI_NEEDS_DLOPEN is
  defined, but HAVE_DLOPEN is not.
- pthread/SDL_systhread.c: conditionalize dl api use to HAVE_DLOPEN
- SDL_x11opengl.c, SDL_DirectFB_opengl.c, SDL_naclopengles.c: rely
  on HAVE_DLOPEN, not SDL_LOADSO_DLOPEN.
- SDL_config_android.h, SDL_config_iphoneos.h, SDL_config_macosx.h,
  SDL_config_pandora.h, and SDL_config_wiz.h: define HAVE_DLOPEN.

Closes: https://github.com/libsdl-org/SDL/pull/4351
2021-08-10 12:07:32 -07:00
Sebastian Krzyszkowiak 2e6dac870f wayland: Add a hint to allow disabling libdecor use
Useful for testing xdg-shell path with compositors like Weston.
2021-08-08 18:05:47 -07:00
Ryan C. Gordon 8104c9e3eb
doxygen: manually move SDL_CloseAudioDevice docs from wiki.
Apparently we don't fill these in from the wiki if the function doesn't
have _any_ documentation already. That's a bug, I think.
2021-08-04 00:02:39 -04:00
Ozkan Sezer 5b18ae29b7 improvements to libdecor support in cmake
this makes it consistent with wayland support, and makes cmake side
in line with autotools' libdecor support.
2021-08-03 14:01:02 +03:00
Sam Lantinga cb1fd30e9a Updated to version 2.0.16 for release 2021-07-31 13:28:54 -07:00
Jessica Clarke e4411505ab Don't pack SDL_AudioCVT on CHERI architectures
This is needed to support CHERI, and thus Arm's experimental Morello
prototype, where pointers are implemented using unforgeable capabilities
that include bounds and permissions metadata to provide fine-grained
spatial and referential memory safety, as well as revocation by sweeping
memory to provide heap temporal memory safety.

The referential safety is enforced through the use of tagged memory, and
there is only a single tag bit per capability-sized word, meaning it is
impossible to store capabilities at unaligned locations, either getting
a trap on load/store or the validity tag being stripped when
round-tripepd through memory.

Since this is a new ABI for which SDL has never been compiled before, we
do not need to be concerned with this compatibility measure, so just
don't pack the struct for CHERI architectures.

This code is inherently rather dubious anyway; if MSVC and GCC disagree
on struct layout when targeting Windows then that is a bug in GCC, but
likely extends from the bogus #pragma pack directives for MSVC in
begin_code.h, which will force types to be *underaligned* (and is
attempting to work around something that is fundamentally a broken idea
to be doing). In particular 8-byte-aligned types will be underaligned to
4 bytes, but only on MSVC.  Since that code is not used for GCC that is
probably the cause of the struct layout discrepancy, and there are
likely other instances of that throughout SDL. Moreover, the supposed
fix here is not in fact a fix, as now GCC will think SDL_AudioCVT is
only 1-byte-aligned but MSVC will think it's 4-byte or 8-byte-aligned,
meaning ABI incomatibility is introduced by this change. However,
removing it would break ABI compatibility for purely-GCC-compiled code
(as old binaries would see the struct as 1-byte-aligned and new binaries
would see the struct as 8-byte-aligned) so SDL is stuck with this until
it bumps its ABI.
2021-07-29 14:42:15 -07:00
Jessica Clarke c8b4edf3d0 Fix SDL_Event definition to support systems with pointers larger than 8 bytes
This is needed to support CHERI, and thus Arm's experimental Morello
prototype, where pointers are implemented using unforgeable capabilities
that include bounds and permissions metadata to provide fine-grained
spatial and referential memory safety, as well as revocation by sweeping
memory to provide heap temporal memory safety.
2021-07-29 14:42:15 -07:00
SDL Wiki Bot 72ee0ccdd5 Sync wiki -> header 2021-07-29 13:46:05 +00:00
Sam Lantinga a186a503e7 Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller. 2021-07-29 06:43:39 -07:00
SDL Wiki Bot 5346cf842c Sync wiki -> header 2021-07-28 17:13:05 +00:00
SDL Wiki Bot 46919b1e8e Sync wiki -> header 2021-07-28 16:11:06 +00:00
Sam Lantinga 14d58dc890 Fixed the parameter documentation 2021-07-27 14:23:40 -07:00
Simon Zeni 6aae5b44f8
Remove wl-shell and xdg-shell-unstable-v6 support (#4323)
* wayland-protocol: update wayland.xml to 1.19.0

* wayland: remove shell_surface field from SDL_SysWMinfo

* wayland: remove wl_shell support

* waypand-protocols: update xdg-shell.xml to 1.20

* wayland: remove xdg-shell-unstable-v6 support

* wayland: deprecate wl shell surface syswm info, add xdg surface
2021-07-27 14:12:26 -07:00
Ryan C. Gordon 736a424ff4
pulseaudio: Optionally add "monitor" sources to device list.
There's a new hint to enable this.

Fixes #2917.
2021-07-27 13:12:57 -04:00
Ozkan Sezer e16fb60323 tweak HAVE_IMMINTRIN_H in SDL_config_windows.h, add to SDL_config_macosx.h 2021-07-27 17:10:24 +03:00
SDL Wiki Bot e94d4b8c9b Sync wiki -> header 2021-07-27 00:08:05 +00:00
Christian Rauch 9e6fcbe72c wayland: client-side decoration 2021-07-25 14:54:12 -07:00
Sam Lantinga f1633127d1 Added a window flash operation to be explicit about window flash behavior 2021-07-24 13:42:19 -07:00
Joel Linn 20eea021c6 Windows: set HAVE_IMMINTRIN_H for AVX intrinsics 2021-07-24 15:39:17 -04:00
Sam Lantinga e1c3a25034 Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows 2021-07-24 12:11:27 -07:00
Sam Lantinga 2147e7bfea Sorted the hints alphabetically 2021-07-24 11:01:58 -07:00
SDL Wiki Bot 856c87fc2e Sync wiki -> header 2021-07-24 17:32:05 +00:00
Sam Lantinga d89f4b3ae4 Note that mouse warping doesn't work over Microsoft Remote Desktop
Fixes the documentation portion of bug https://github.com/libsdl-org/SDL/issues/4206
2021-07-24 10:29:34 -07:00
Sam Lantinga 94b7a87645 Added SDL_GameControllerType enumerations for the Amazon Luna and Google Stadia controllers
Fixes bug https://github.com/libsdl-org/SDL/issues/4019
2021-07-24 09:10:18 -07:00
SDL Wiki Bot 7edffc5798 Sync wiki -> header 2021-07-23 18:29:04 +00:00
SDL Wiki Bot c06448fe39 Sync wiki -> header 2021-07-23 16:39:05 +00:00
SDL Wiki Bot 48993a7f2a Sync wiki -> header 2021-07-23 16:14:49 +00:00
Ryan C. Gordon 37d4f003b7
doxygen: Removed some cruft that accumulated during wiki migration. 2021-07-14 17:09:05 -04:00
Ryan C. Gordon c88eb7a896
Sync wiki -> header. 2021-07-14 17:07:04 -04:00
Ryan C. Gordon f8c1fc49d9
doxygen: Fix all the "\returns" so they work as part of complete sentences. 2021-07-14 14:15:30 -04:00
Ryan C. Gordon 17b4a67aa3
doxygen: We use "\returns" as part of the sentence. 2021-07-14 11:45:06 -04:00
Ryan C. Gordon 04196a46a5
doxygen: wrap some game controller code examples in "```c" blocks. 2021-07-14 11:03:00 -04:00
Ryan C. Gordon 0ac13dc27f
doxygen: Tweak SDL_FlashWindow brief description.
So "e.g." doesn't look like the end of the sentence to wikiheaders.pl.
2021-07-14 11:02:59 -04:00
Cameron Cawley 0f1079456d Remove outdated comment about SDL_SoftStretch 2021-07-13 15:44:31 -07:00
Ozkan Sezer a809d62605 cmake: set SDL_JOYSTICK_RAWINPUT for windows builds
Fixes: https://github.com/libsdl-org/SDL/issues/4412
2021-07-10 10:01:40 +03:00
Sam Lantinga 24059a19c5 The RAWINPUT driver is no longer tied to HIDAPI in any way 2021-07-09 18:11:42 -07:00
Sam Lantinga d135c0762f Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers
See testgamecontroller.c for an example of a custom PS5 trigger effect
2021-07-08 13:22:41 -07:00
Ozkan Sezer 073cbc40cb SDL_platform.h: define TARGET_OS_SIMULATOR as 0 if not already defined.
c.f.: https://github.com/libsdl-org/SDL/issues/4475
2021-07-08 21:20:02 +03:00
Ozkan Sezer 97d4fe9433 removed extra whitespace. 2021-07-08 20:55:10 +03:00
Sam Lantinga 170924278d Fixed https://github.com/libsdl-org/SDL/issues/4475
-Wundef errors from clang-11.1 when targeting macOS

Targeting i386 against 10.8 SDK:

In file included from src/SDL_assert.c:21:
In file included from src/./SDL_internal.h:52:
In file included from include/SDL_config.h:33:
include/SDL_platform.h:73:5: error: 'TARGET_OS_TV' is not defined, evaluates to 0 [-Werror,-Wundef-prefix=TARGET_OS_]
    ^
1 error generated.

src/joystick/iphoneos/SDL_mfijoystick.m:38:5: error: 'TARGET_OS_IOS' is not defined, evaluates to 0 [-Werror,-Wundef-prefix=TARGET_OS_]
    ^
src/joystick/iphoneos/SDL_mfijoystick.m:460:5: error: 'TARGET_OS_TV' is not defined, evaluates to 0 [-Werror,-Wundef-prefix=TARGET_OS_]
    ^
2 errors generated.

src/filesystem/cocoa/SDL_sysfilesystem.m:83:6: error: 'TARGET_OS_TV' is not defined, evaluates to 0 [-Werror,-Wundef-prefix=TARGET_OS_]
     ^
1 error generated.

Targeting x86_64 against 10.12 SDK:

src/video/SDL_video.c:1492:25: error: 'TARGET_OS_MACCATALYST' is not defined, evaluates to 0 [-Werror,-Wundef-prefix=TARGET_OS_]
                        ^
1 error generated.
2021-07-08 09:24:54 -07:00
Dimitriy Ryazantcev 17ed8d8085 Added HIDAPI backend for Amazon Luna Controller Model T28B69 connected via Bluetooth LE (VID:0171, PID:0419).
To enter Bluetooth pairing mode hold B and Action (button with circle) buttons for 3 seconds.

It works via usual HIDAPI if special filter driver is not installed:
https://www.amazon.com/gp/help/customer/display.html?nodeId=GZCT4CTFHXLHEB9T

With that driver installed it mimics Xbox One controller and works via XInput under Windows.

Under DInput this controller is not usable at all.
2021-07-07 08:31:12 -07:00
Ivan Epifanov 89015b9c35 Vita: default window size for tests 2021-07-01 15:14:49 -07:00
Ozkan Sezer bfdea60572 avoid -Wundef warning from SDL_config_windows.h 2021-06-26 05:56:10 +03:00
nia 98f2e38b26 Use <sys/endian.h> for endian detection on NetBSD
Signed-off-by: Nia Alarie <nia@NetBSD.org>
2021-06-12 15:49:36 +03:00
Ivan Epifanov bbdd08e0b2 Build without PIB support by default and add flag to enable it 2021-06-11 13:21:07 -04:00
Ryan C. Gordon 25fc40b0bd
stdinc: Silence clang warning for -Wimplicit-fallthrough.
In a more ideal world, we'd use the appropriate `__attribute__` here, but
it's one thing in a public header that probably shouldn't be there at all, so
this is good enough for now.

Fixes #4307.
2021-06-10 13:59:01 -04:00
Ryan C. Gordon e65a658320
x11: Add a hint to force override-redirect.
Fixes #3776.
2021-06-09 22:10:20 -04:00
Eric Wasylishen c33e3c15fb testwm2: draw various debug logging into the window itself
Renderer output size, window position/size, display bounds, etc.
Uses new SDLTest_CommonDrawWindowInfo function in test_common.
2021-06-08 05:29:29 +03:00
Jupeyy 64724db0a1 Implement bare minimum for SDL_FlashWindow 2021-06-04 15:07:55 -07:00
Cacodemon345 ded023870d Make CMake script more accurate to autoconf script
DBus, IBus and inotify is now able to be used outside Linux like in configure.
KMSDRM input is now working on FreeBSD with CMake compilation.
2021-06-01 15:34:52 -07:00
Ozkan Sezer 75725608f3 SDL_thread.h: move libc header includes before begin_code.h. 2021-05-25 14:56:56 +03:00
Ethan Lee f309d0649d include: Document timing issue with SDL_GetWindowBordersSize 2021-05-04 13:16:13 -04:00
Ryan C. Gordon c54c16d353
wayland: don't hang in SDL_GL_SwapBuffers if the compositor is ghosting us.
If you hide a window on Mutter, for example, the compositor never requests
new frames, which will cause Mesa to block forever in eglSwapBuffers to
satisfy the swap interval.

We now always set the swap interval to 0 and manage this ourselves, handing
the frame to Wayland when it requests a new one, and timing out at 10fps just
to keep apps moving if the compositor wants no frames at all.

My understanding is that other protocols are coming that might improve upon
this solution, but for now it solves the total hang.

Fixes #4335.
2021-04-30 13:20:35 -04:00
Ivan Epifanov ca969eb2be Remove gles2 vita render 2021-04-24 14:13:09 -07:00
Joseph Lyncheski a0a5da5d91 Add SDL_SetWindowAlwaysOnTop() 2021-04-20 08:45:28 -07:00
Sylvain 859230ec82
Android: add AAudio entry in CMake SDL_config 2021-04-16 13:04:36 +02:00
Sylvain d4e96e1153
Android: enable audio driver OpenSLES when building with CMake 2021-04-16 09:44:07 +02:00
Sylvain 146656cfe6
AAudio: add compilation to Android.mk, but not activated in SDL_config_android.h 2021-04-15 21:03:10 +02:00
Vladislav Dmitrievich Turbanov 50db4a59b8 * Support for intrinsics in MSW + Clang scenario.
Utility polyfill is provided, removed the no-longer-needed
conditionals.
2021-04-09 22:28:07 -07:00
Ryan C. Gordon e006872355
hints: SDL_HINT_TIMER_RESOLUTION applies to all versions of Windows.
Fixes #3654.
2021-04-04 00:24:40 -04:00
Ryan C. Gordon 95e5f0586e
audio: make SDL_OpenAudioDevice declaration look less squashed. 2021-04-03 13:24:10 -04:00
Xing Ji fb283a732a Squashed commit of the following:
commit 6b8f933589aa3925978a23e77a305a7e89c6ae4a
Author: Xing Ji <jixingcn@gmail.com>
Date:   Wed Mar 24 22:31:29 2021 +0800

    update the dynapi by `gendynapi.pl`

commit ebd1790c19983b652713f40ab1e139e485e1a2b7
Author: Xing Ji <jixingcn@gmail.com>
Date:   Wed Mar 24 22:17:48 2021 +0800

    revert the change in src/dynapi

commit 734b5f85c1613070081e39238e84198128971b53
Merge: 5a56e5a8 5ac6bd54
Author: Xing Ji <jixingcn@gmail.com>
Date:   Wed Mar 24 22:14:40 2021 +0800

    Merge remote-tracking branch 'libsdl/main' into jixingcn

commit 5a56e5a8227d9cff6b497b681c618a76bec1cae1
Author: Xing Ji <jixingcn@gmail.com>
Date:   Mon Mar 22 23:55:10 2021 +0800

    Fix #3596, can call the `SDL_TLSCleanup` to cleanup the TLS data when closing the application
2021-03-29 08:54:41 -07:00
Sam Lantinga 40b0509ef6 Fixed header documentation errors 2021-03-26 14:34:58 -07:00
Ryan C. Gordon c486959e71
headers: Fix up bullet lists, now that wikiheaders.pl can handle them. 2021-03-24 10:48:45 -04:00
Ryan C. Gordon 7c08b049e8
headers: a few minor documentation corrections. 2021-03-23 15:36:26 -04:00
Ryan C. Gordon 3f40396d33
First shot at merging the wiki documentation into the headers. 2021-03-21 14:19:53 -04:00
Esme 8ba735c208 Include arm_neon.h in mingw targeting ARM Windows.
The llvm-mingw project includes cross-compilers targeting ARM: https://github.com/mstorsjo/llvm-mingw/releases

Currently, compilation fails with this configuration, because neon features are used as long as __ARM_NEON is defined, but arm_neon.h was not included.
2021-03-15 10:11:51 +03:00
Ivan Epifanov 091288ac4e Vita port builds with cmake 2021-03-08 09:07:12 -08:00
uyjulian abcfb22b7d Add support for Vita file API in SDL_rwops 2021-03-08 09:07:12 -08:00
Ivan Epifanov ff5f98b87b Fix platform 2021-03-08 09:07:12 -08:00
Ivan Epifanov 8e4271fa45 Fix timers 2021-03-08 09:07:12 -08:00
Ivan Epifanov e928b92f1a CMake support 2021-03-08 09:07:12 -08:00
Ivan Epifanov ca5e5d6154 VITASDK compatibility 2021-03-08 09:07:12 -08:00
Ivan Epifanov e812ca529d Enable ARM SIMD/NEON optimized blitters 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6c3bf56503 Unified build with both renderers 2021-03-08 09:07:12 -08:00
Ivan Epifanov a1adc8a9d6 Add sensor support 2021-03-08 09:07:12 -08:00
Ivan Epifanov bd14aa633f Autobuild 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6ba8497518 Remove vita2d render, add raw gxm render 2021-03-08 09:07:12 -08:00
Ivan Epifanov ef0bbfd6c6 Include anf fix vita2d renderer 2021-03-08 09:07:12 -08:00
Ivan Epifanov dbb730d395 Separate vita piglet renderer. Add proper render initialization and window re-creation. 2021-03-08 09:07:12 -08:00
Ivan Epifanov 41d6c80b07 Filesystem module 2021-03-08 09:07:12 -08:00
Ivan Epifanov 2d64e37e41 Initial rebase of xerpi's port 2021-03-08 09:07:12 -08:00
Ozkan Sezer a7938107ae fix SDLK_DELETE after commit 2f5beac190 2021-03-06 11:28:04 +03:00
Lokathor 2f5beac190 Change octal char literals to hex char literals
This should not change anything at all within the compiled library, but it does make the header file easier to read for non-C programmers who don't expect an octal value.
2021-03-05 17:18:41 -08:00
Ethan Lee 67e8522d31 Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
2021-03-05 12:03:07 -08:00
Ozkan Sezer e228d15261 SDL_config_windows.h: added clang to list of toolchains having stdint.h
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:37 +03:00
Ozkan Sezer 0a68322170 add missing PIPEWIRE defines to SDL_config.h.in
also specify 'audio' in Pipepire configuration enable messages.
2021-03-01 15:11:50 +03:00
Frank Praznik 2f0b99a774 audio: Add Pipewire playback/capture sink 2021-02-28 19:40:09 -08:00
Cameron Gutman dfa64eadd3 KMSDRM: Add hint to enable the backend without DRM master
In some cases, it can be useful to have the KMSDRM backend even if it cannot
be used for rendering. An app may want to use SDL for input processing while
using another rendering API (such as an MMAL overlay on Raspberry Pi) or
using its own code to render to DRM overlays that SDL doesn't support.

This also moves the check for DRM master to an earlier point where we can fail
initialization of the backend, rather than allowing the backend to initialize
then failing the creation of a window later.
2021-02-25 18:48:36 -08:00
Ozkan Sezer 55a385a333 removed a useless restriction from Watcom version of SDL_Swap32()
also did a little whitespace tidy-up.
2021-02-24 20:03:50 +03:00
Ozkan Sezer b8d2185277 added Watcom i386 inline asm for SDL_Swap64() 2021-02-23 17:37:20 +03:00
Ozkan Sezer b3498a5dc2 make SDL_syswm.h work with apple's older gcc versions
c.f. https://bugzilla.libsdl.org/show_bug.cgi?id=2694
2021-02-22 15:50:02 +03:00
Amir 360740ac76 correct dynapi 2021-02-20 23:05:09 -08:00
Amir 5696582e1d add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast 2021-02-20 23:05:09 -08:00
Amir 1a924bc0bb add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast 2021-02-20 23:05:09 -08:00
Ozkan Sezer a2fbc452ca replace i386 checks with __i386__ 2021-02-15 03:02:32 +03:00
Misa dfe219ec71 Add all missing "is characteristic" stdlib functions
SDL has been missing a bunch of these 'isX' functions for some time,
where X is some characteristic of a given character.

This commit adds the rest of them to the SDL stdlib, so now we have:
- SDL_isalpha()
- SDL_isalnum()
- SDL_isblank()
- SDL_iscntrl()
- SDL_isxdigit()
- SDL_ispunct()
- SDL_isprint()
- SDL_isgraph()
2021-02-13 11:42:13 -08:00
Ryan C. Gordon 4ff51d29c3 Deprecate SDL_GetRevisionNumber and update things for git instead of hg.
Fixes #4063
2021-02-12 14:31:38 -05:00
Sam Lantinga ee25a1e6e2 The revision defaults to the empty string 2021-02-12 08:54:08 -08:00
Jay Petacat f443a6fc7a Fix format string warnings for width-based integers
The DJGPP compiler emits many warnings for conflicts between print
format specifiers and argument types. To fix the warnings, I added
`SDL_PRIx32` macros for use with `Sint32` and `Uint32` types. The macros
alias those found in <inttypes.h> or fallback to a reasonable default.

As an alternative, print arguments could be cast to plain old integers.
I opted slightly for the current solution as it felt more technically correct,
despite making the format strings more verbose.
2021-02-11 19:41:41 -08:00
Sam Lantinga ef52560a24 Fixed bug 5539 - Clang 11 fails to compile a CMake build with conflicting types for _m_prefetchw
vladius

In SDL_cpuinfo.h it seems like <intrin.h> is not included when __clang__ is defined, as the comment in the file explicitly reads:
"Many of the intrinsics SDL uses are not implemented by clang with Visual Studio"

However, the SDL_endian.h header does include <intrin.h> without any precautions like:
>#ifdef _MSC_VER
>#include <intrin.h>
>#endif

Maybe it should be changed to something like:
>#ifdef _MSC_VER
>#ifndef __clang__
>#include <intrin.h>
>#endif
>#endif
2021-02-10 10:22:20 -05:00
Ozkan Sezer bb9e049d1d minor updates to libc function checks 2021-02-10 10:22:19 -05:00
Sam Lantinga 2426949a18 Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 2c76433151 [KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo(). 2021-02-10 10:22:18 -05:00
Cameron Gutman 79cd8cab08 Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.

Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
2021-02-10 10:22:18 -05:00
Ozkan Sezer 431b79cf34 SDL_config_os2.h: remove some duplicated lines. 2021-02-10 10:22:17 -05:00
Cameron Gutman 6b057c6783 Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b

To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
2021-02-10 10:22:17 -05:00
Sam Lantinga ac72a2ba8e Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb

New hint to let the user opt out of having Switch controllers' Home button lit when opened.

This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.

I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
2021-02-10 10:22:16 -05:00
Ozkan Sezer aa4a6b0b88 better check for clock_gettime_nsec_np() -- cf. bug #5467. 2021-02-10 10:22:16 -05:00
Sam Lantinga 1981d23f4b Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev

Consider adding support for Stadia Controller haptics.

Here is example code how to deal with it:
99314be815/device/gamepad/hid_haptic_gamepad.cc (L45)
2021-01-24 00:51:26 -05:00
Sam Lantinga 96cfb81232 Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier

Change of api from 2016 which reduce code complexity a bit.
2021-01-24 00:51:25 -05:00
JibbSmart 0f57864c9e Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller. 2021-01-24 00:51:25 -05:00
Ozkan Sezer 2376458841 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H 2021-01-24 00:51:25 -05:00
Ozkan Sezer 02e61a88fb added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake 2021-01-24 00:51:25 -05:00
Ozkan Sezer 4a776557af old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
2021-01-24 00:51:25 -05:00
Cameron Gutman 6e97170e96 Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.

Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
2021-01-24 00:51:24 -05:00
Sam Lantinga 69bd7ebbca Fixed build 2021-01-15 00:02:33 -08:00
Sam Lantinga 6a342954e8 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox

In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- 6858a618cd
- b1e29e87b9/SDL2/src/video/wayland/SDL_waylandwindow.c (L463)

link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType:  6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L319)
2. then use it for create EGLSurface: 6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L391)
2021-01-14 14:42:53 -08:00
Sam Lantinga b2aaab3d53 Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier

updating preprocessor constant and proposing 32 bits variant.
2021-01-14 14:34:24 -08:00
Sam Lantinga 82aafa9aa8 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976

This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.

For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
2021-01-14 14:32:11 -08:00
Cameron Gutman 0f0946702d Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.

__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
2021-01-04 19:51:56 -06:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Ozkan Sezer f414a43632 simplify Watcom implementation of SDL_MostSignificantBitIndex32() 2021-01-04 03:00:10 +03:00
Cameron Gutman 91a831e2d0 Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics 2021-01-03 14:02:55 -06:00
Sam Lantinga 393c8c1f16 Fixed bug 5440 - MacCatalyst build failures
C.W. Betts

I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:

* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst

Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Cameron Gutman 115d66e756 Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
2021-01-02 12:50:01 -06:00
Cameron Gutman 6cbd4417f0 Add a hint for D3D9Ex to avoid having to choose at compile-time 2021-01-02 14:45:15 -06:00
Sam Lantinga 6f9e18da2a Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD

Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
2021-01-03 10:18:39 -08:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 223af86c62 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer 2021-01-01 11:12:30 -08:00
Ozkan Sezer 5b2e011e6d SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
2020-12-30 23:55:02 +03:00
Ozkan Sezer 92edee2324 SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__ 2020-12-30 01:28:02 +03:00
Ozkan Sezer 7c105f12d5 updates to SDL_config_os2.h 2020-12-30 01:21:10 +03:00
Ozkan Sezer 1cdc1d4890 SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define 2020-12-30 01:00:24 +03:00
Ozkan Sezer 9fc139dfb5 SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL 2020-12-30 01:00:24 +03:00
Ozkan Sezer b76b81b0e4 SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
2020-12-30 01:00:24 +03:00
Ozkan Sezer 8a32ee24db removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
2020-12-30 01:00:24 +03:00
Sam Lantinga 0684572ccc Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 2020-12-29 12:13:10 -08:00
Joel Linn 8fc0baad98 Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.

v2: - Rebase onto master fa3ea1051a4b
2020-12-28 11:43:11 -08:00
Joel Linn 2443e51e0e Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
2020-12-28 11:42:49 -08:00
Ozkan Sezer 9e22f62e0d arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
2020-12-28 11:50:02 +03:00
Ozkan Sezer 2355dea448 revert 'arm64 implementations of SDL_Swap16/32' for now (bug #5419) 2020-12-28 08:00:50 +03:00
Ozkan Sezer 2f99bc07e7 arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
2020-12-28 07:20:20 +03:00
Sam Lantinga 93ccdee8c1 Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley

stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf

The default implementation is based on the one used in the Windows RT video driver.
2020-12-23 13:47:49 -08:00
Joel Linn d0b8295c0d Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime

v2: - Fix mixed int/LONG types
    - Reorder definitions
    - Add missing include

v3: - Use `GetModuleHandle()` to load the API Set
2020-12-23 13:36:46 -08:00
Joel Linn 548cb90893 Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
      Allows building against older platform headers.
    - Rename "hidden" function parameter `mutex_` to `_mutex`

v3: - Use GetModuleHandle instead of LoadLibrary
    - Fix typo in comment
2020-12-23 13:33:36 -08:00
Sylvain Becker ae8a270f61 Add SDL_SoftStretchLowerLinear() (Bug 5313) 2020-12-23 21:37:40 +01:00
Sam Lantinga 4ec776c334 Don't switch the PS5 controller out of DirectInput mode by default 2020-12-22 13:29:23 -08:00
Sam Lantinga 350f1b0d16 Updated SDL to version 2.0.15 for development 2020-12-22 10:36:15 -08:00
Sam Lantinga 5f7cd1fa88 Added hints to control whether SDL updates joystick and sensor state in the main event loop 2020-12-18 10:08:59 -08:00
Sam Lantinga 6bd4c717a1 Fixed bug 5402 - ARM support little update proposal
David Carlier

No fix but mostly an update for ARM architecture.
2020-12-17 21:41:23 -08:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00
Sam Lantinga ce7c751c2c Document that the joystick deadzone hint defaults off 2020-12-12 23:54:40 -08:00
Sam Lantinga 13a4caf1d7 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
2020-12-12 22:08:02 -08:00
Ozkan Sezer bca9decbda fix bug #5394 - define _DARWIN_C_SOURCE only if not already defined 2020-12-12 23:28:10 +03:00
Sam Lantinga 7fa5e95b62 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm

Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Ozkan Sezer 250a055727 fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h 2020-12-09 12:01:10 +03:00
Sam Lantinga a2098a47b6 Updated SDL to 2.0.14 in preparation for release candidate 2020-12-08 18:56:06 -08:00
Mikhail Paulyshka 146d9b8201 win32: fix symbols leakage for static libraries 2017-09-24 14:32:30 +03:00
Sam Lantinga 7f1c6e82b9 Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch 2020-12-08 09:13:08 -08:00
Sam Lantinga 7854f43b6d Disable SDL_JOYSTICK_HIDAPI on iOS and tvOS by default
It's only needed for Steam Controller support, and introduces a Bluetooth framework dependency which requires additional permissions on the App Store.
2020-12-01 14:43:15 -08:00
Sam Lantinga a0c5bfa3bd Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
2020-11-27 13:08:40 -08:00
Sam Lantinga 845b903324 Implemented trigger rumble for raw input controllers 2020-11-25 16:46:42 -08:00
Ozkan Sezer e5783e1179 cmake: add missing checks for wcscasecmp, _wcsicmp, wcsncasecmp, _wcsnicmp 2020-11-25 14:51:56 +03:00
Ozkan Sezer 7c18088f00 SDL_config_os2.h: define HAVE__WCSICMP and HAVE__WCSNICMP 2020-11-25 14:51:56 +03:00
Sam Lantinga 46a844786b Added SDL_wcscasecmp() and SDL_wcsncasecmp() 2020-11-24 12:43:01 -08:00
Sam Lantinga c63bbb06e9 Including SDL_config_iphoneos.h enables MFI controller code 2020-11-24 06:55:33 -08:00
Sam Lantinga 1e943e2ad2 Fixed building with an older SDK and macOS target 2020-11-23 22:59:22 -08:00
Sam Lantinga 1fc5ca6484 Fixed building with an older SDK and macOS target 2020-11-23 22:24:54 -08:00
Sam Lantinga e9869e07bf Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
2020-11-23 21:08:19 -08:00
Sam Lantinga 38ab8bf74b Fixed bug 5362 - Mac OS ARM doesn't build Metal/Vulkan back-end/renderers
C.W. Betts

As it is, SDL2's built-in config on macOS for Metal excludes Apple Silicon. This is due to thinking that the 64-bit Mac platform would always be x86_64. My patch fixes this by using the catch-all of 64-bit platforms.
2020-11-23 21:03:43 -08:00
Sam Lantinga 62e39b5fa7 Fixed building with an older SDK and macOS target 2020-11-23 20:57:14 -08:00
Ozkan Sezer 4c96faee57 remove non-existing tslib support from autofoo and cmake 2020-11-23 20:37:10 +03:00
Sam Lantinga fd89446782 Fixed building on Mac OS X on the command line and with an older macOS SDK 2020-11-21 14:13:26 -08:00
Sam Lantinga 1df593fb16 Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts

This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.

While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
2020-11-21 13:15:33 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga d140d88744 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial() 2020-11-16 17:36:47 -08:00
Sam Lantinga 71e32f5e1b Added SDL_crc32() 2020-11-16 15:00:15 -08:00
Ozkan Sezer bbbec723e5 SDL_config_windows.h: define HAVE_TRUNC[F] for Visual Studio >= 2013 2020-11-14 14:03:40 +03:00
Ozkan Sezer 3e40b87f56 SDL_config_os2.h: undefine HAVE_TRUNC
trunc() exists only in OpenWatcom 2.0 fork, and its implementation
already is the same as the fallback we have here..
2020-11-14 14:03:40 +03:00
Ryan C. Gordon bee8db3b04 config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
2020-11-14 02:16:41 -05:00
Sam Lantinga 9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga 0500c04468 Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL

The resulting priorities for my current distro result in these values:

     | High         | Time Critical
Hint |--------------|-----------------
 0   |  P=10 N=-10  | P=5   N=-15
 1   |  P=10 N=-10  | P=-21 N=0
2020-11-12 07:53:05 -08:00
Ozkan Sezer 52486d018a SDL_keycode.h (SDL_Keymod): remove comma at end of enumerator list 2020-11-12 15:10:00 +03:00
Sam Lantinga 1822f97e5f Fixed bug 5346 - Add FreeBSD evdev KBIO keyboard input driver
wahil1976

This patch adds the KBIO text input driver for FreeBSD, which allows text input to fully work without text spilling out into the console. It also supports accented input, AltGr keys and Alt Lock combinations.

Tested with US accent keys layout and various AltGr layouts.
2020-11-11 19:37:47 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Sam Lantinga 07eae7d670 Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.

This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.

This change:
  * Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
  * Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
  * Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
  * Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
  * Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
2020-11-11 08:47:18 -08:00
Sam Lantinga f656d8456e Fixed typo in the documentation 2020-11-09 10:29:10 -08:00
Sylvain Becker b198febb62 Documentation: fix minor gamecontroller parameter warning 2020-11-08 10:22:27 +01:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 3a4388489a Document the Xbox One Elite paddle buttons 2020-11-06 17:06:41 -08:00
Sam Lantinga 9a446aa92e Note that SDL_CONTROLLER_BUTTON_AUX1 is sent for the PS4/PS5 touchpad button on the HIDAPI driver. 2020-11-06 13:55:51 -08:00
Sam Lantinga 3a3aaac221 Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
2020-11-06 11:30:52 -08:00
Sam Lantinga a22beef402 Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4 2020-11-05 17:03:28 -08:00
Sam Lantinga 4d79f9662f Added initial support for the Sony PS5 Controller 2020-11-05 15:02:54 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Ethan Lee 83cddd2ebc Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
2020-04-30 11:57:29 -04:00
Ozkan Sezer 79221e85a0 SDL_stdinc.h: define _DARWIN_C_SOURCE on macOS for memset_pattern4()
hopefully fixes https://bugzilla.libsdl.org/show_bug.cgi?id=5107
2020-10-29 20:00:20 +03:00
Ozkan Sezer fbbc4ab33b os2: can build with libsamplerate support if wanted to. 2020-10-24 20:12:50 +03:00
Sylvain Becker ffb307e4dc Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence) 2020-10-18 09:52:56 +02:00
Sam Lantinga b8ed432c3e Added a note about Android 11 2020-10-16 12:35:30 -07:00
Ozkan Sezer 52b319fec9 minor update to os/2 config file and update.
binary (dll) output doesn't change.
2020-10-16 02:50:10 +03:00
Ozkan Sezer d27238751f os2: integrate the port into main tree. 2020-10-14 23:01:06 +03:00
Ozkan Sezer fc795f89d3 SDL_cpuinfo.h: add missing const to size parameter of SDL_SIMDRealloc()
so that the declaration matches the definition.
2020-10-13 05:20:00 +03:00
Ozkan Sezer 196cda69f2 build: fix / update sensors (windows) configuration
- SDL_config.h.in: add missing defines SDL_SENSOR_COREMOTION
  and SDL_SENSOR_WINDOWS (configure did set SDL_SENSOR_WINDOWS
  but it never went in SDL_config.h or Makefile.)
- SDL_config.h.cmake: remove duplicated SDL_SENSOR_XXX cmake
  defines.
- autofoo, cmake: check for sensorsapi.h header before enabling
  windows sensors.
2020-10-12 01:02:28 +03:00
Ozkan Sezer e58cc5fa0e minor whitespace fix 2020-10-09 03:28:30 +03:00
Ozkan Sezer 3aa418f451 SDL_video.h (SDL_DisplayEventID): remove comma at end of enumerator list 2020-10-09 02:50:15 +03:00
Sam Lantinga 76980e30f2 Added events for dynamically connecting and disconnecting displays, with an iOS implementation 2020-10-08 16:42:20 -07:00
Ryan C. Gordon 77c9d73b63 Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
2020-10-05 11:30:33 -04:00
Sylvain Becker dd55bfe89c Android: add helper function to open an URL/URI (see bug 2783) 2020-10-01 14:41:09 +02:00
Sylvain Becker 955f3184f9 Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
2020-09-25 10:14:42 +02:00
Sylvain Becker ebc12a2fd2 SDL_Surface refcount: destination surface keep track of surfaces
that are mapped to it and automatically invalidate them when it is freed

- refcount is kept so that an external application can still create a reference
to SDL_Surface.

- lock_data was un-used and is now renamed and used as a list keep track of the blitmap
2020-09-07 18:50:30 +02:00
Sylvain Becker 97fad04551 Fixed bug 5278 - export SDL_AndroidRequestPermission() (Thanks Huki!) 2020-09-02 19:38:03 +02:00
Sylvain Becker 965b466ee8 Fixed bug 4297 - Android StrictMode policy. Remove APK expansion support
"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".
2020-08-17 19:50:20 +02:00
Kai Krakow c3ecf18cc4 Linux: Add hint for disabling deadzones 2020-07-21 23:38:42 +02:00
Sam Lantinga 86517d3eda Fixed bug 5242 - KMOD_* flags unnecessarily macros; breaks OGRE
Rainer Deyke

While most of the KMOD_* flags are enums, the combination flags KMOD_CTRL, KMOD_ALT, KMOD_SHIFT and KMOD_GUI are defined as macros.  This breaks third-party code that uses these KMOD_* names for local identifiers, such as OGRE.  The correct thing to do is to make them all enums.
2020-08-10 08:42:35 -07:00
Ryan C. Gordon af71510cca assert: Implement SDL_TriggerBreakpoint for Apple ARM hardware. 2020-07-16 04:43:08 -04:00
Ryan C. Gordon 6aec6da4c3 stdinc: Let Clang static analysis see more C runtime functions.
For systems without strlcpy and strlcat, just declare them as if they exist;
the analyzer possibly still knows the details of these functions and can
utilize that in its analysis.

Most of this patch was from meyraud705 at gmail and Martin Gerhardy. Thanks!

Fixes Bugzilla #5163.
2020-06-28 17:45:07 -04:00
Sylvain Beucler e594a6738a emscripten: Introduce SDL_HINT_EMSCRIPTEN_ASYNCIFY
See https://github.com/emscripten-core/emscripten/issues/10746

and

https://github.com/emscripten-ports/SDL2/pull/112

Fixes Bugzilla #4997.
2020-06-27 16:25:47 -04:00
Ryan C. Gordon 1947ca7028 video: Changed SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS to default to FALSE.
Fixes Bugzilla #5106.  (and probably many others, too!)
2020-06-26 20:16:43 -04:00
Sam Lantinga 7c0986fba4 Fixed bug 4938 - Suggestion: rename SDL_PIXELFORMAT_BGR888 to SDL_PIXELFORMAT_XBGR8888
Ellie

I just tripped over this: stb_image when requesting 3 channels with 8-bit actually returns them as 3 bytes per pixel with no alignment, so basically 4 pixels are 12 bytes with no padding (0...2, 3...5, 6...8, and 9...11). This I would have naively expected to be called RGB888 or BGR888, since there is no "dead" unused byte as I would expect for something called e.g. RGBX8888.

However, SDL2's SDL_PIXELFORMAT_BGR888 uses 4 bytes, same as SDL_PIXELFORMAT_BGRX8888, even though the latter appears to be a longer storage format - which it isn't, internally. It's just swapped, in byte order X, B, G, R (instead of BGRX). So why isn't the macro name also swapped, as "XBGR888" instead of just "BGR888"?

I find the formats therefore named inconsistently, and unless there is a reason for this I suggest these changes:

1. deprecate SDL_PIXELFORMAT_BGR888 in favor of a new SDL_PIXELFORMAT_XBGR8888

and

2. deprecate SDL_PIXELFORMAT_RGB888 in favor of a new SDL_PIXELFORMAT_XRGB8888
2020-06-12 10:30:46 -07:00
Ethan Lee 2aa8974f97 Add SDL_SIMDRealloc 2020-06-11 12:03:33 -04:00
Sam Lantinga 06267f5028 Fixed whitespace in SDL_vulkan.h 2020-06-02 16:59:54 -07:00
Sam Lantinga 2303d92188 Fixed bug 5145 - Fix whitespace in SDL_vulkan.h
Colin Caine

Everywhere else seems to use spaces.

See patch diffed from a fresh hg checkout yesterday.
2020-05-29 16:28:56 -07:00
Sam Lantinga abd5841850 Make some changes to SDL_SetThreadPriority to try and have SDL transparently handle more of the work.
1. Comment that SDL_SetThreadPriority will make any necessary system changes when applying priority.
2. Add a hint to override SDL's default behavior for scheduler policy.
3. Modify the pthreads SDL_SetThreadPriority so that instead of just using the current thread scheduler policy it will change it to a policy that should work best for the requested priority.
4. Add hint checks in SDL_SetThreadPriority so that #3 can be overridden if desired.
5. Modify the Linux SDL_SetThreadPriority so that in the case that policy, either by SDL defaults or from the hint, is a realtime policy it uses the realtime rtkit API.
6. Prior to calling rtkit on Linux make the necessary thread state changes that rtkit requires.  Currently this is done every time as it isn't expected that SDL_SetThreadPriority will be called repeatedly for a thread.
2020-05-26 13:19:19 -07:00
Sam Lantinga eadc8693dd Fixed bug 5103 - Port fcitx support to both fcitx 4 & 5
wengxt

Due to the new major fcitx version is coming close, the existing code need to be ported to use new Fcitx dbus interface.

The new dbus interface is supported by both fcitx 4 and 5, and has a good side effect, which is that it will work with flatpak for free. Also the patch remove the dependency on fcitx header. Instead, it just hardcodes a few enum value in the code so need to handle the different header for fcitx4 or 5.
2020-05-11 14:31:04 -07:00
Ryan C. Gordon fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
Sam Lantinga 65ad45340d Improvement for bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording:

    "Use this value to play an effect on the steering wheel axis. This provides
     better compatibility across platforms and devices as SDL will guess the
     correct axis."

Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'.

For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
2020-05-04 13:17:43 -07:00
Ryan C. Gordon 8601996fbc hints: Allow specifying audio device metadata.
This is only supported on PulseAudio. You can set a description when opening
your audio device that will show up in pauvcontrol, which lets you set
per-stream volume levels.

Fixes Bugzilla #4801.
2020-05-03 22:13:48 -04:00
Ryan C. Gordon 11fef299d1 hints: Fixed a doxygen comment. 2020-05-03 20:56:18 -04:00
Sam Lantinga 0f374b069b Fixed build on older Visual Studio, enable new features on newer Visual Studio 2020-04-22 15:42:32 -07:00
Sam Lantinga 116b8c17f2 Note which Windows SDK version is required for Windows Gaming Input support 2020-04-19 00:05:54 -07:00
Sam Lantinga aba2792896 Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick

Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
2020-04-18 21:41:37 -07:00
Sam Lantinga ed1d855865 Fixed bug 4299 - A recent change requires Core Bluetooth framework on iOS
Caleb Cornett

Just ran into this, and from my testing, whatever re-added the dependency is a _major_ regression. Not only is your app forced to link with CoreBluetooth, but iOS has apparently tightened up security and won't even let you _test_ your app unless it specifies the NSBluetoothAlwaysUsageDescription in an Info.plist. It doesn't even pop up an error message, it just straight up crashes.

Adding the permission isn't a good solution either, since I'd really, really rather not have my app request users' bluetooth to always be enabled, especially if the only apparent reason is for Steam Controller support.
2020-04-14 07:41:00 -07:00
Sam Lantinga e6c640f314 Enable the virtual joystick API by default 2020-04-13 08:18:16 -07:00
Sam Lantinga bd7b4f39ed Partial fix for bug 5086 - CMake builds on Windows broken by sensor support (thanks DominikD!) 2020-04-13 08:05:29 -07:00
hmk 0918903f3c render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
2019-09-30 22:54:16 +03:00
Ryan C. Gordon d292f6bd4f stdlib: Add SDL_trunc and SDL_truncf 2020-04-10 12:17:14 -04:00
Ryan C. Gordon a791689086 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:

"A few weeks ago, Alex added a partial Metal API to SDL2:

https://hg.libsdl.org/SDL/rev/22c8e7cd8d38

I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:

1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.

2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.

3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.

Tested on macOS 10.14 and iOS 12.4."

Fixes Bugzilla #4796.
2020-04-10 00:37:35 -04:00
Sam Lantinga 3180ba81af First pass at Windows sensor implementation 2020-04-08 08:34:27 -07:00
Sam Lantinga b6eb09ff13 Updated documentation so people know to set the SDL_HINT_NO_SIGNAL_HANDLERS hint before SDL_Init() 2020-03-20 15:55:02 -07:00
Sam Lantinga 4c22a21e06 Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
2020-03-17 14:18:05 -07:00
Sam Lantinga 7379991778 Fixed bug 3446 - The haptic API does not allow to select the direction axes
Mathieu Laurendeau

Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.


A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.

My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).

This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel

Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.

A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.

This strategy also works with Logitech wheels (at least the DFGT).

It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
2020-03-16 13:28:38 -07:00
Sam Lantinga 4dea340ca7 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
2020-03-16 12:23:38 -07:00
David Ludwig cc37ee8a0c virtual joysticks: add autotools-build support (Bug 5028)
Autotools support for virtual-joysticks turns it OFF by default.  To turn it
on, pass the following into configure: --enable-joystick-virtual
2020-03-16 00:21:22 -04:00
David Ludwig d64761558c virtual joysticks: improved docs for SDL_JoystickSetVirtual* functions 2020-03-15 13:35:03 -04:00
David Ludwig cc90875647 virtual joysticks: removed ball support (Bug 5028) 2020-03-15 13:25:49 -04:00
Sam Lantinga 1ff483d1f3 Added SDL_GetErrorMsg() to get the error message in a thread-safe way 2020-03-13 21:28:09 -07:00
Sam Lantinga 2be75c6a61 Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig

I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver.  This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically.  A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.

The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.

Use of virtual joysticks goes as such:

1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual.  If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes.  Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).


Here is a listing of the new, public APIs, at present and subject to change:

------------------------------------------------------------

/**
 * Attaches a new virtual joystick.
 * Returns the joystick's device index, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);

/**
 * Detaches a virtual joystick
 * Returns 0 on success, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);

/**
 * Indicates whether or not a virtual-joystick is at a given device index.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);

/**
 * Set values on an opened, virtual-joystick's controls.
 * Returns 0 on success, -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);

------------------------------------------------------------

Miscellaneous notes on the initial patch, which are also subject to change:

1. no test code is present in SDL, yet.  This should, perhaps, change.  Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official.  If tests are to be added, what kind of tests?  Automated?  Graphical?

2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX.  When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).

3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.

4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER.  This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).

5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.

6. the initial patch is based off of SDL 2.0.12

7. the virtual joystick subsystem is disabled by default.  It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1



Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 19:08:45 -07:00
Sam Lantinga 93ed3c8baf Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga 983bbf9ef3 Backed out changeset 51622f74dc85 2020-03-10 18:35:31 -07:00
Sam Lantinga 4fb06a2a38 Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga 611403dd0e Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c 2020-03-08 21:02:40 -07:00
Sam Lantinga aa384ad02b Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower 2020-03-02 15:21:07 -08:00
Sam Lantinga 4572dd2ae6 Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
2020-03-02 10:37:28 -08:00
Sam Lantinga 74ed215618 Updated version to 2.0.12 for release candidate build 2020-03-01 14:58:16 -08:00
Sam Lantinga d7ece7ee6f Made SDL_GetAndroidSDKVersion() available for applications 2020-02-17 13:54:45 -08:00
Ryan C. Gordon afb70f2681 test: Reimplemented SDLTest_CommonUsage() to restore binary compatibility.
Fixes Bugzilla #4975.
2020-02-12 13:09:38 -05:00
Sam Lantinga 232b7feef6 Make it possible for the application to use different C runtime begin/end thread functions 2020-02-11 08:26:46 -08:00
Sam Lantinga 9feabd351c Make sure SDL_CreateThread has the same signature regardless of how the DLL was created. 2020-02-11 08:01:44 -08:00
Sam Lantinga 4b585e75d9 Fixed bug 4833 - Use EGL for X11?
Martin Fiedler

To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.

To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.

The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.

I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.


[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
2020-02-03 08:06:52 -08:00
Sam Lantinga 37278066f2 Export SDL functions for iOS application delegates 2020-01-30 14:51:33 -08:00
Sam Lantinga 355f0b54ec Added support for the Steam Controller on mobile devices 2020-01-29 20:09:11 -08:00
Ryan C. Gordon b4c2e29eed video: Added a hint to override the display's usable bounds. 2020-01-27 10:58:30 -05:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 981e0d367c Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Sam Lantinga 5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Sam Lantinga 46e1377d49 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
2019-12-20 20:12:03 -08:00
Sam Lantinga e22e77dadc Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee 2019-12-19 15:01:35 -08:00
Sam Lantinga 54748a39be Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Ozkan Sezer 6fc3886441 SDL_gamecontroller.h: remove comma at end of enumerator list 2019-11-23 03:28:02 +03:00
Sam Lantinga b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Ozkan Sezer f7df146d15 updated os/2 config file 2019-11-21 11:33:50 +03:00
Ozkan Sezer 8cdb4526d9 CMakeLists.txt: add several missing function checks for unix case. 2019-11-21 10:33:56 +03:00
Sam Lantinga 650964461e Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp() 2019-11-20 16:42:50 -08:00
Ozkan Sezer eb8f14bb6a added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Cameron Cawley 20ddf45ede Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Sam Lantinga 9a76bebfbc SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior 2019-11-13 14:24:48 -08:00
EXL b22fb9e2ba haiku: Implement message box for Haiku
Add implementation for functions:

SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()

Add simple customization support also.
Fix build for x86_gcc2.

Partially fixes Bugzilla #4442.
2019-11-11 16:44:40 -05:00
Ryan C. Gordon b70222d056 Fixed a comment typo (thanks, Dominus!).
https://twitter.com/iniquitatis/status/1190064278365188102
2019-11-01 04:32:44 -04:00
Ryan C. Gordon b7df26037b cmake: added support for enabling the ARM SIMD/NEON code. 2019-10-24 23:17:19 -04:00
Ben Avison a6bfdd103f ARM: Create configure option --enable-arm-neon to govern assembly optimizations 2019-10-24 21:17:05 -04:00
Ben Avison 6a6a05289e ARM: Create configure option --enable-arm-simd to govern assembly optimizations 2019-10-24 21:12:08 -04:00
Ozkan Sezer 9530ccba0f SDL_endian.h: Use endian.h for OpenBSD.
Patch from OpenBSD CVS, authored by Donovan Watteau.
2019-10-21 22:22:28 +03:00
Ozkan Sezer 7c7801f166 Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Sam Lantinga b3470f04b1 Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting. 2019-10-17 17:32:47 -07:00
Ryan C. Gordon ed7483f82c x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).

Fixes Bugzilla #4706.
2019-10-15 22:36:08 -04:00
Ryan C. Gordon eb066a716c include: Removed a FIXME comment.
Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but
it makes it harder to look up these flags when debugging an app. The value
has to be written once by one person, the has to be read by tons of people
over and over.
2019-10-15 14:17:32 -04:00
Sylvain Becker e5198bd29d Remove 'Enum' suffixes (bug 4813) 2019-10-11 06:18:24 +02:00
Sylvain Becker a0934a23fd Fixed bug 4813 - Give enums their own name
* SDL_PIXELTYPE_
* SDL_BITMAPORDER_
* SDL_PACKEDORDER_
* SDL_ARRAYORDER_
* SDL_PACKEDLAYOUT_
* SDLK_
* SDL_LOG_CATEGORY_
2019-10-10 17:40:00 +02:00
Ozkan Sezer ffc7d09197 endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b . 2019-10-01 14:00:02 +03:00
Sylvain Becker 1ae61f1009 Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Brandon Schaefer 68985371a0 offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
  as well as allows for multiple GPUs to be used for headless rendering

Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
2019-09-24 16:36:48 -04:00
David Ludwig b13c951cca CMake: iOS support added
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)

To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK>  (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")

Examples:
- for Simulator, using the latest, installed SDK:
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64

- for Device, using the latest, installed SDK, 64-bit only
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64

- for Device, using the latest, installed SDK, mixed 32/64 bit
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"

- for Device, using a specific SDK revision (iOS 12.4, in this example):
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64

- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
    cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 11:07:43 -04:00
Ozkan Sezer a74d33b796 SDL_messagebox.h: remove comma at end of enumerator list 2019-09-22 21:41:20 +03:00
Sam Lantinga 3fe2d8368c Updated SDL development builds to version 2.0.11 2019-09-22 10:37:16 -07:00
Sam Lantinga 3efea5ea28 Don't have Windows headers define min/max, in case they're defined by application code 2019-09-11 15:08:37 -07:00
Sam Lantinga e5580e18ba x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Ryan C. Gordon f49c07b5c4 stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4().
Fixes Bugzilla #4724.
2019-09-04 00:39:47 -04:00
Sam Lantinga cbdee4d656 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
2019-08-08 13:26:05 -07:00
Alex Szpakowski aebaa316c7 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Sam Lantinga 63197c4338 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left.  If neither is specified it'll be some platform default.
2019-08-02 17:19:50 -07:00
Alex Szpakowski d5ec735a33 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Ethan Lee f7d82e5616 hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.

Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
2019-07-31 12:20:55 -04:00
Ozkan Sezer 7a47c292c0 Fix bug 4746 - introduce SDL_zeroa macro. 2019-07-31 01:22:02 +03:00
Alex Szpakowski 39e8b007a7 macOS: fix atomics using deprecated functions instead of compiler intrinsics, when SDL is built with the Xcode project. 2019-07-27 14:08:51 -03:00
Ryan C. Gordon 66d4d8e25d cmake: Added HIDAPI support. 2019-07-08 16:46:52 -04:00
Sam Lantinga 959cfc428e Fixed memory barrier macro check so it isn't quite so fragile 2019-06-30 23:58:31 -07:00
Sam Lantinga cc47810d36 Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.

I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
2019-06-30 23:26:16 -07:00
Ozkan Sezer 282b2b9395 define __ARM_NEON for Windows only if _M_ARM or _M_ARM64 is defined. fixes Visual Studio builds. 2019-06-25 11:47:02 +03:00
Sam Lantinga be6cda9f95 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Sam Lantinga eb71cd800d Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility. 2019-06-18 06:53:32 -07:00
Sam Lantinga 67c67f3a6b Updated version to 2.0.10 2019-06-17 10:13:28 -07:00
Sam Lantinga 69d27a69cd Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau

Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).

There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.

[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
2019-06-11 18:13:46 -07:00
Sam Lantinga 9891c31ba0 Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings 2019-06-10 08:46:20 -07:00
Sam Lantinga 762b788f67 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.

I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
2019-06-09 12:46:10 -07:00
Sam Lantinga 990e166a3b Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

I had a look at this and made some additions to SDL_wave.c.

The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.

The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.

The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.

I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.

Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:

https://bitbucket.org/ChliHug/SDL

I also cobbled some Lua scripts together to create WAVE test files:

https://bitbucket.org/ChliHug/gendat
2019-06-08 19:02:42 -07:00
Sam Lantinga 316ff3847b Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings
ace

I got this bug in SDL_ttf:
https://bugzilla.libsdl.org/show_bug.cgi?id=4524
Sylvain proposed solution:
SDL_RWseek(RWops, 0, RW_SEEK_SET);

And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses:
#define SDL_RWsize(ctx)         (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx)         (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n)   (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n)  (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx)        (ctx)->close(ctx)

Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
2019-06-08 17:43:23 -07:00
Sam Lantinga 8728ce4448 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface
Martin Gerhardy

These functions are really useful and should get exposed imo.
2019-06-08 14:54:37 -07:00
Ryan C. Gordon b5d3b6fc25 test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
Ryan C. Gordon 00e5eeb40e test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
2019-05-19 01:45:15 -04:00
Sam Lantinga 53a6196b32 Don't redefine __SSE__ and related macros if they're already defined 2019-04-23 16:57:34 -07:00
Sam Lantinga f79190f407 Use _Exit() when available 2019-04-23 07:59:31 -07:00
Sam Lantinga 9eac91dd29 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well 2019-04-05 08:10:12 -07:00
Sylvain Becker 05333a6e9f Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
2019-04-05 09:16:30 +02:00
Sylvain Becker b470cd9b09 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour 2019-04-05 08:36:31 +02:00
Sylvain Becker bfdd0b228a Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
2019-04-04 17:01:02 +02:00
Sylvain Becker e41576188d Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
2019-04-04 16:51:50 +02:00
Sam Lantinga a0ac5ffc9f Fixed building with C++ 2019-03-19 10:59:41 -07:00
Sam Lantinga 03fc5eebcb Fixed building with C++ 2019-03-19 10:56:46 -07:00
Sam Lantinga 8177388e5e Fixed declaration of SDL_main_func for C++ 2019-03-19 08:29:34 -07:00
Sam Lantinga de82759c84 Added support for building SDL as a dynamic library on iOS 2019-03-19 07:53:33 -07:00
Ethan Lee c528615626 hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
2019-03-12 20:27:54 -04:00
Ryan C. Gordon 911bf6241b events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
2019-03-15 14:08:30 -04:00
Sylvain Becker 9a98dcc516 Rename surface aligned memory flag to SDL_SIMD_ALIGNED 2019-02-04 08:34:24 +01:00
Sylvain Becker e5d194e902 Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.
If an SDL_Surface has an aligned memory pointers, it should be freed
using SDL_SIMDFree() (will be used by SDL_ttf).
2019-01-31 11:45:31 +01:00
Sam Lantinga 7dc92a7669 Initial Android OpenSL ES implementation, contributed by ANTA 2019-01-12 12:18:44 -08:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sylvain Becker 71b6645177 Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro 2018-12-10 13:32:24 +01:00
Sam Lantinga 70ce0f2e06 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings 2018-12-07 12:02:08 -08:00
Sylvain Becker 6259a72636 Warnings: fix a documentation warning and missing prototypes 2018-12-05 16:13:12 +01:00
Sylvain Becker 69c256c102 Fix comment and end of lines 2018-12-04 18:15:45 +01:00
Sylvain Becker f64c943370 Update comment URL of USB document (HID Usage Tables 1.12) 2018-12-04 17:13:13 +01:00
Sylvain Becker 09b462044f Windows: NEON detection and intrinsic includes on Visual Studio
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.

PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
 when defined as 19).
2018-12-04 16:50:31 +01:00
Sylvain Becker aea7e56a24 android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h>
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).

Fixes Bugzilla #4409.
2018-12-04 12:34:45 +01:00
Ryan C. Gordon 1e4acca851 Added some detail to a Doxygen comment (thanks, Sylvain!). 2018-12-01 12:17:34 -05:00
Ozkan Sezer 3f0d520a49 SDL_touch.h (SDL_TouchDeviceType): remove comma at end of enumerator list. 2018-11-26 19:55:01 +03:00
Sam Lantinga 7b306bf34d Added atomics support for armv8-a (Raspberry Pi 3) 2018-11-23 21:29:42 -08:00
Sam Lantinga ac15de18bd Fixed bug 4392 - SDL_cpuinfo.h breaks compilation with C bool type
Luke Dashjr

Bug 3993 was "fixed" by #undef'ing bool. But this breaks C99's stdbool.h bool too.

For example, mpv's build fails with:

../audio/out/ao_sdl.c:35:5: error: unknown type name ?bool?

It seems ill-advised to be #undef'ing *anything* here - what if the code including SDL_cpuinfo.h actually wants to use altivec?
2018-11-19 21:28:52 -08:00
Sam Lantinga b73703b9c6 Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson

Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
2018-11-19 21:17:00 -08:00
Sam Lantinga 1a4c0d4e17 Fixed bug 4377 - SDL_PIXELFORMAT enum is anonymous, which prevents its use in a templated function
zen3d

While trying to build Pixie lisp (https://github.com/pixie-lang/pixie), which uses SDL for multimedia output, the mandelbrot example won't build. The problem is that internally pixie uses a templated function to dump a value, and gcc chokes because SDL_PIXELFORMAT_RGA8888 is an anonymous enum.

I solved the problem locally by changing from:
   enum {
      SDL_PIXELFORMAT_UNKNOWN,
      ... etc. ...
      SDL_PIXELFORMAT_YUYV = ... etc ...
   };
to:
   typedef enum {
      SDL_PIXELFORMAT_UNKNOWN,
      ... etc. ...
      SDL_PIXELFORMAT_YUYV = ... etc ...
   } SDL_PIXELFORMAT_ENUM;
The net result of this change is that the enum containing SDL_PIXELFORMAT_* is no longer an anonymous enum and can now be used by a templated function.

This local change fixes Pixie lisp for me.

I did notice that you use the idiom
   typedef enum {
      ... etc ...
   } SDL_FOO;
elsewhere in your code, so that change to SDL_PIXELFORMAT doesn't look like it would have a negative impact.
2018-11-12 19:23:49 -08:00
Alex Szpakowski 5029d50ea8 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).

Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
2018-11-10 16:15:48 -04:00
Ozkan Sezer ed694ec61f close_code.h: #error if included without matching begin_code.h 2018-11-06 23:45:50 +03:00
Ozkan Sezer a60751b7a7 fix bug #4362 - SDL_syswm.h with SDL_PROTOTYPES_ONLY broken in C++ mode 2018-11-06 20:50:24 +03:00
Ryan C. Gordon bc57ac27f9 mir: Removed mir client support.
Fixes Bugzilla #4288.
2018-11-02 21:34:17 -04:00
Ryan C. Gordon 62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon 8340b0f0e2 render: Add floating point versions of various draw APIs. 2018-10-23 01:34:03 -04:00
Sam Lantinga b08bdc4401 Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
2018-10-26 09:27:31 -07:00
Sam Lantinga 14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga 9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Ryan C. Gordon 1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ryan C. Gordon 5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Ryan C. Gordon 0cf1ae9d0b Fixed a comment typo. 2018-09-05 21:24:13 -04:00
Sam Lantinga 207428b444 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput. 2018-08-29 20:23:39 -07:00
Jeremy Ong a794126d56 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
2018-08-24 09:49:48 -04:00
Sam Lantinga 8adadf8f0e Added documentation for additional Android sensors 2018-08-23 10:51:54 -07:00
Ozkan Sezer 7be4fca62c SDL_power.c: Adjust SDL_POWER_DISABLED ifdefs to avoid zero-size array
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):

... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
                                                 ^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.

... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
 static SDL_GetPowerInfo_Impl implementations[] = {
                                                  ^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
 static SDL_GetPowerInfo_Impl implementations[] = {
                              ^~~~~~~~~~~~~~~

... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
2018-10-15 11:01:00 +03:00
Ozkan Sezer ee97d4f4c1 add a minimal config and makefile to test watcom/os2 builds. 2018-10-14 23:56:56 +03:00
Ozkan Sezer 0e5a3f6ecf SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining. 2018-10-12 01:03:40 +03:00
Ryan C. Gordon acb05f50d8 thread: make SDL_CreateThreadWithStackSize() a public API. 2018-10-11 16:40:01 -04:00
Sam Lantinga b60e5b82fb Update documentation to note that this hint works on Android too (thanks Trent!) 2018-10-03 15:48:26 -07:00
Sam Lantinga b251876126 commit c6b28f46b8116552ec2b38d1d3c8535df28ba7a1
Author: Anthony Pesch <inolen@gmail.com>
Date:   Fri May 4 20:21:21 2018 -0400

    Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
    the sample size of the actual hardware buffer vs having a stream created to handle the
    delta
2018-10-01 09:47:10 -07:00
Sam Lantinga f225af0c1e Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
2018-08-22 21:48:28 -07:00
Sam Lantinga 7f4860e2be Doh.. __IPHONEOS__ is defined on tvOS 2018-08-21 20:38:22 -07:00
Sam Lantinga 74e99f7416 Don't use CoreMotion on tvOS 2018-08-21 20:34:09 -07:00
Sam Lantinga 6f758ad25f Moved SDL_IsTablet() to a cross-platform API function 2018-08-21 20:03:54 -07:00
Sam Lantinga c6647bf9c9 Added the iOS sensor implementation 2018-08-21 17:24:12 -07:00
Sam Lantinga c5bcefa7e8 Fixed duplicate definition of SDL_JoystickID 2018-08-21 13:44:11 -07:00
Sam Lantinga 3e5dbc694a Added a dummy sensor driver 2018-08-21 13:29:21 -07:00
Sam Lantinga 7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga 109544ca04 Add SDL_IsTablet() to Android and iOS SDL. 2018-08-21 11:23:47 -07:00
Sam Lantinga 7d3a7ef827 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver. 2018-08-15 23:35:54 -07:00
Sam Lantinga 5930b50855 Re-enabled the HIDAPI joystick driver on Windows and Mac OS X 2018-08-09 22:53:43 -07:00
Sam Lantinga b37518b3d8 SDL: disable HIDAPI in SDL on Windows/Mac. 2018-08-09 16:03:55 -07:00
Sam Lantinga d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Ethan Lee b4fe7412f9 SDL_exp 2018-08-04 11:52:46 -04:00
Sam Lantinga ff8c9538bc Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Ethan Lee 0a7faa4ae5 Fix Linux haptic scaling, add 2.1 FIXME 2018-05-04 21:58:39 -04:00
Ozkan Sezer b11c75e9f4 configury, cmake: add check for endpointvolume.h :
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
2018-09-28 13:41:04 +03:00
Sam Lantinga 7df0f4fdac Fixed bug 4277 - warnings patch
Sylvain

Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command

They are automatically enabled with -Wall
2018-09-27 14:56:29 -07:00
Sam Lantinga bc6c199790 Updated version to 2.0.9 2018-09-26 10:08:14 -07:00
Sam Lantinga ef34704875 Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games

SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
2018-09-24 16:41:55 -07:00
Sam Lantinga 6b3e893105 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity.
Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
2018-09-14 19:26:26 -07:00
Ozkan Sezer afc1738ecb SDL_sensor.h, SDL_video.h: remove comma at end of enumerator lists.
Avoids gcc -pedantic warnings, closes bug #4253.
2018-09-07 10:47:50 +03:00
Sam Lantinga a515853569 Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
2018-06-18 13:14:02 -07:00
Sam Lantinga 113801b790 Added SDL_IsChromebook() to determine if we're running on a Chromebook. 2018-06-05 12:46:13 -07:00
Ryan C. Gordon b7e88aaae0 audio: Added ARM NEON versions of audio converters.
These are _much_ faster than the scalar equivalents on the Raspberry Pi that
I tested on. Often 3x to 4x as fast!
2018-05-16 02:03:06 -04:00
Ryan C. Gordon 4df859c586 cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Ryan C. Gordon 8543ad7df1 cpuinfo: Added some internal SIMD-aligned allocation functions.
Fixes Bugzilla #4150 (sort of).
2018-05-21 11:34:57 -04:00
Ozkan Sezer c11ae93aed SDL_stdinc.h: move the alloca() includes before begin_code.h 2018-05-10 08:28:00 +03:00
Sam Lantinga c04dca0dad Fixed bug 4159 - Windows headers are included after packing alignment change
lectem

The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment.

It seems this is not safe as suggested by the following warning :
warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
2018-05-07 19:26:02 -07:00
Sam Lantinga f521b22eb5 Added SDL_THREAD_PRIORITY_TIME_CRITICAL 2018-04-23 22:07:56 -07:00
Sam Lantinga 432312561f Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
2018-04-23 19:18:52 -07:00
Sam Lantinga 6d39e67bad Fixed bug 4103 - SDL_cpuinfo.h provokes warnings with -Wundef on non-x86 hosts
Felix Geyer

Forwarding from https://bugs.debian.org/892087 quoting verbatim:

The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using
it compiles with the -Wundef warning. (In particular, this means that QEMU
builds using it fail on at least sparc hosts, since QEMU dev builds
use both -Wundef and -Werror.).

/usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef]
 #if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
2018-03-10 21:20:25 -08:00
Sam Lantinga a8ac588549 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
Mark Callow be6ca785e3 Support official Vulkan SDK for macOS.
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
2018-02-25 23:02:09 -08:00
Sam Lantinga 5adc1b7d3e Updated documentation with API changes in SDL 2.0.8 2018-02-24 08:18:09 -08:00
Mark Callow 69958441be Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
2018-02-21 09:58:21 -08:00
Sam Lantinga 8ddebfa06e Fixed bug 4085 - X11: Allow configuring _NET_WM_BYPASS_COMPOSITOR through SDL hints
Callum McGing

This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
2018-02-16 10:23:10 -08:00
sezero 4c2a444e3a add SDL_log10 and SDL_log10f to include and dynapi 2018-02-08 17:07:47 +03:00
Ethan Lee 11c348b4d7 SDL_log10 2018-01-17 11:53:09 -05:00
Sam Lantinga f59b9c8b13 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys. 2018-02-06 15:03:38 -08:00
Sam Lantinga 6ed184ec69 Added SDL_IsAndroidTV() 2018-02-06 15:03:35 -08:00
Sam Lantinga 85c34e9a39 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled.
This variable can be set to the following values:
   "0"       - The indicator bar is not hidden (default for windowed applications)
   "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
   "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
2018-02-01 15:21:01 -08:00
Sam Lantinga 9338a619f8 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events 2018-01-17 17:24:15 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski 48fea0cee4 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Sam Lantinga b92e2f027a Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	6ce3bb5e38a5.
2017-12-19 10:57:21 -08:00
Sam Lantinga 0597bf6e99 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11
bastien.bouclet

According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.

As an application developer, I don't want SDL to force me to enable the gnu extensions.
2017-12-12 16:25:43 -08:00
Sam Lantinga 2afc0b7fa5 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Sam Lantinga e8bbbb37f1 Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga f1ec8a5f4c Check for immintrin.h before using it in SDL_cpuinfo.h 2017-12-11 12:00:12 -08:00
Sam Lantinga baae74c857 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!) 2017-12-10 09:10:02 -08:00
Ryan C. Gordon dbce1341d5 audio: fixed typo in Doxygen comment. 2017-12-09 03:24:01 -05:00
Ryan C. Gordon 7cb8b50ad8 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints. 2017-12-08 17:43:57 -05:00
Sam Lantinga cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga ba9c336e04 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga 6deb1e7595 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Ryan C. Gordon 2a2c8d42ca Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Ryan C. Gordon 351d6d4784 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Ryan C. Gordon 083fe066d5 winrt: Patched to compile on Ryan's workstation. :)
I'm not sure why I needed this, but it appears to fix the build on VS2015 here.
2017-12-06 13:48:51 -05:00
Sam Lantinga 57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga 14452e9550 Fixed typos (thanks Martin!) 2017-12-04 20:21:52 -08:00
Sam Lantinga 88e3562ba0 Use the included Khronos headers on Android so we can create Core OpenGL contexts when building with older SDK 2017-11-27 15:07:07 -08:00
Sam Lantinga dba9979f44 Added support for aarch64 memory barrier instruction 2017-11-19 23:36:54 -08:00
Sam Lantinga a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga 846d008036 Only include Intel intrinsics header on x86 and x64 2017-11-11 16:20:00 -08:00
Sam Lantinga 4026db8c7e Replaced the intrinsics header with the single header that includes all intrinsics so we can use AVX, etc. 2017-11-10 14:22:21 -08:00
Brandon Schaefer 9f4e4be8e0 Fixed bug 3943 - General SDL_HINT_VIDEO_DOUBLE_BUFFER hint support 2017-11-07 09:10:32 -08:00
Sam Lantinga 2c5724ef5d Updated version to 2.0.8 since SDL_image depends on it 2017-11-04 21:58:48 -07:00
Sam Lantinga afbba1822c Fixed compiling on Windows with HAVE_LIBC enabled 2017-11-04 18:01:03 -07:00
Sam Lantinga bcdf8b916b Added SDL_fmod() and SDL_fmodf() 2017-11-04 17:35:03 -07:00
Sam Lantinga 34502143d9 Added float versions of SDL's math functions 2017-11-04 15:34:14 -07:00
Sam Lantinga bba90a6562 Fixed using libunwind on iOS, where it's only available on the simulator (thanks Vit!) 2017-11-04 09:44:29 -07:00
Sam Lantinga 7abef33c5b Android configure-based build fixes (thanks Vit!) 2017-11-04 09:00:40 -07:00
Sam Lantinga 54a0245b70 Fixed bug 3926 - SDL_main export
e_pluschauskas

I noticed that after updating SDL to 2.0.6 my application now exports SDL_main.

At GitHub SDL mirror (branch 2.0.5) SDL_main prototyped as
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
but at branch 2.0.6 prototype is
extern C_LINKAGE DECLSPEC int SDL_main(int argc, char *argv[]);
2017-11-01 17:41:25 -07:00
Brandon Schaefer 2ac567b715 Fixed bug 3902 - Add a specific KMSDRM hint for low latency video 2017-10-26 16:37:20 -07:00
Sam Lantinga fe2b5fec61 Document the SDL audio channel mapping 2017-10-20 14:48:10 -07:00
Sam Lantinga 7a6cf53aea Added SDL_AudioStreamFlush() to the list of new audio stream functions 2017-10-20 10:45:38 -07:00
Ryan C. Gordon 729329068b audio: Added SDL_AudioStreamFlush(). 2017-10-19 18:05:42 -04:00
Sam Lantinga 80f8464d97 Added audio stream conversion functions:
SDL_NewAudioStream
    SDL_AudioStreamPut
    SDL_AudioStreamGet
    SDL_AudioStreamAvailable
    SDL_AudioStreamClear
    SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga a225ffc1d7 Added min/max macros for the sized SDL datatypes 2017-10-16 14:39:56 -07:00
Sam Lantinga fc60db86b3 Fixed compiler warning 2017-10-12 17:17:09 -07:00
Sam Lantinga 4b28429882 Android doesn't have libunwind.h in API 16 2017-10-12 14:21:21 -07:00
Sam Lantinga 9c580e14c9 Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
    SDL_SetMemoryFunctions()
    SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga 0ce23a5498 Updated version to 2.0.7 2017-10-12 08:08:04 -07:00
Sam Lantinga d90fce3c9e Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Brandon Schaefer e564da78b7 revert files I didnt mean to commit! 2017-09-29 10:15:44 -07:00
Brandon Schaefer e27f12e0da wayland: Fix bug 3814 -Wmissing-field-initializers 2017-09-29 10:07:37 -07:00
Sam Lantinga c44e741bd9 Fixed bug 3842 - fix SDL_thread.h for emx
Ozkan Sezer

EMX declares _beginthread() / _endthread() in stdlib.h, not process.h.
The attached patch updates the OS/2 case of SDL_thread.h for it.  (It
also tidies the unreadable whitespace in win32 case.)
2017-09-23 12:38:47 -07:00
Alex Szpakowski 80f9e2f199 iOS: Fix compiling using the iOS 7 SDK, partially broken since MoltenVK support was added.
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
2017-09-21 20:11:44 -03:00
Sam Lantinga c08a7a74a5 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Sam Lantinga 16b8c4ea43 Fixed bug 3811 - change HAVE_COPYSIGN to HAVE__COPYSIGN in SDL_config_windows.h
Ozkan Sezer

The patch below changes HAVE_COPYSIGN macro in SDL_config_windows.h to
HAVE__COPYSIGN, so that _copysign() can be used in SDL_stdlib.h which
is available in many more windows-targeting toolchains such as MinGW,
MSVC >= 6, etc, and not just  MSVC >= 2013. SDL_stdlib.c already has a
specific check for HAVE__COPYSIGN, so I believe this is reasonable.
2017-09-10 10:30:25 -07:00
Sam Lantinga be1caece4a Correction: copysign has been supported by windows several toolchains
for a very long time, including MSVC6, MinGW, LCC-Win32, (no released
watcom versions though, but that's of no concern.)

Patch from Ozkan Sezer
2017-09-10 09:19:10 -07:00
Sam Lantinga 569c222ca8 Updated documentation so it's clear you should use SDL_SetWindowDisplayMode() to change the size of fullscreen windows. 2017-09-09 11:04:35 -07:00
Sam Lantinga f465f24d73 Fixed bug 3760 - RWops doesn't check for integer overflow when stdio_fseek only supports 32 bits
Simon Hug

When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.

The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.

It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.

And there's an additional error message for when ftell fails.
2017-09-09 08:36:37 -07:00
Sam Lantinga f33377802a Fixed bug 3807 - Remove restriction from DECLSPEC macro for OS/2
Ozkan Sezer

The following patch removes the unnecessary / wrong
Watcom restriction from the DECLSPEC macro for OS/2.
2017-09-09 07:42:29 -07:00
Sam Lantinga cedbb3118c Fixed building with the first version of Visual Studio 2017, which doesn't have __has_include() (Thanks Simon!) 2017-09-08 15:08:50 -07:00
Sam Lantinga 4657d9f33c We don't need to pass the renderer into SDLTest_CleanupTextDrawing() 2017-09-08 04:53:31 -07:00
Sam Lantinga b0b3da7702 Added a function to clean up test text drawing 2017-09-08 04:14:05 -07:00
Ryan C. Gordon fb28393200 vulkan: use "unsigned int" instead of "unsigned" 2017-09-06 19:35:36 -04:00
Sam Lantinga 4ca5d8622a Fixed bug 3780 - GCC 7 implicit fallthrough warnings
Martin Gerhardy 2017-08-28 06:58:01 UTC

SDL_blit.h, SDL_fillrect.c and SDL_stdinc.h produces a lot of the (new) gcc-7 implicit fallthrough warnings.
2017-09-06 04:32:30 -07:00
Sam Lantinga 28bf56c12c Fixed bug 3801 - HAVE_LIBSAMPLERATE_H depending on HAVE_LIBC in current SDL_config.h.in
Ozkan Sezer

HAVE_LIBSAMPLERATE_H is depending on HAVE_LIBC in current config.h.in:
it shouldn't be.  HAVE_LIBUDEV_H, HAVE_DBUS_DBUS_H, HAVE_IBUS_IBUS_H,
HAVE_FCITX_FRONTEND_H, and HAVE_ALTIVEC_H have the same situation too.
I suggest something like the following, which moves them out of the
HAVE_LIBC confinement and also moves the windows dx header stuff along
side them. (Not ideal, but a bit cleaner I think.)
2017-09-06 10:31:05 -07:00
Sam Lantinga d51dc7378b Fixed bug 3797 - configure check for float.h
Ozkan Sezer

Cmake checks for float.h, but configure does not:  the attached patch
adds float.h to checked headers in configury, and it adds the missing
HAVE_FLOAT_H macro to SDL_config.h.cmake and SDL_config.h.in.

In SDL_config_macosx.h and SDL_config_windows.h, defined HAVE_FLOAT_H
as 1, where I know that it's true.
2017-09-06 01:14:23 -07:00
Ryan C. Gordon a12989f94c vulkan: Changed SDL_WINDOW_VULKAN value to match Tizen's fork. 2017-09-03 13:20:33 -04:00
Sam Lantinga ff76f8e5b4 Fixed bug 3791 - SDL_bits.h: __builtin_clz is supported in gcc >= 3.4
Ozkan Sezer

__builtin_clz is supported in gcc >= 3.4. The following patchlet adjusts
SDL_bits.h for it.
2017-08-31 15:17:59 -07:00
Sam Lantinga 629f8abab4 Updated documentation, you don't need to initialize the audio subsystem to do in-place format conversion. (Thanks Simon Hug!) 2017-08-29 09:02:04 -07:00
Sam Lantinga abf8fc4c01 Fixed check for Mac OS X 10.11+ SDK (thanks Edward Rudd!) 2017-08-29 08:27:23 -07:00
Sam Lantinga 2d655cd814 MAC_OS_X_VERSION_MAX_REQUIRED isn't actually set in recent Xcode versions 2017-08-29 02:32:53 -07:00
Sam Lantinga 1067b528d3 Fixed building with an older Mac OS X SDK 2017-08-28 20:52:05 -07:00
Sam Lantinga e8b114ecfc Vulkan support on Mac OS X introduces a link time dependency (CAMetalLayer) on 10.11 and newer 2017-08-28 19:32:08 -07:00
Sam Lantinga dbb0a2aa74 Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations 2017-08-28 14:34:15 -07:00
Sam Lantinga d28cb702e4 Fixed bug 3781 - unbalanced #pragma pack(pop) in close_code.h
Ozkan Sezer

Revision 288 (http://hg.libsdl.org/SDL/rev/2f5a6062db86) excluded the
Watcom compiler from forcing 4 byte structure packing in begin_code.h.
However, it missed updating close_code.h, which now has an unbalanced
#pragma pack(pop) if the compiler is Watcom.  The issue seems to have
crawled into SDL2, too.
2017-08-28 09:41:00 -07:00
Sam Lantinga ce2b16445e Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration 2017-08-28 00:11:38 -07:00
Sam Lantinga 37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga 24a0d3bc6d Don't define Vulkan types if vulkan.h has already been included 2017-08-27 22:27:45 -07:00
Ryan C. Gordon 25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga 003d491f86 Fixed bug 3724 - Allow Angle Static Link
Carlos

We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.

Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here

https://github.com/native-toolkit/sdl/pull/10/files

The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10

We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).

Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
2017-08-27 19:05:57 -07:00
Sam Lantinga bf1268287d SDL_thread.h: fix os/2 defines (rev 11340:2688d85b817c was a missing patch) 2017-08-27 18:48:51 -07:00
Sam Lantinga 5ca0152218 Fixed bug 3774 - Cmake build fails for Android
sfalexrog

Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform.

Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.
2017-08-26 21:17:12 -07:00
Ryan C. Gordon d8fc70ea1e opengl: add support for GL_KHR_no_error.
This is completely untested!

Fixes Bugzilla #3721.
2017-08-24 21:30:53 -04:00
Sam Lantinga 9b3ec6a570 SDL_thread.h: add missing os/2 defines.
(essentially replicates the windows case || SDL1.2 case.)
2017-08-21 13:01:22 -07:00
Ryan C. Gordon 01e0d8fc85 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness.
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!

Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
2017-08-19 15:02:03 -04:00
Sam Lantinga 18a6538507 add missing os/2 apientry defs to SDL_opengl.h 2017-08-19 11:15:58 -07:00
Sam Lantinga 30d554e3d6 Fixed building SDL applications with Visual Studio and the clang toolset
Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
2017-08-19 03:07:44 -07:00
Sam Lantinga 12d33b33ca Fixed building with Visual Studio 2017 and the Windows XP toolset if _USING_V110_SDK71_ accidentally gets undefined 2017-08-19 02:23:50 -07:00
Sam Lantinga 2dc5d32fab Updated version to 2.0.6 2017-08-18 18:16:37 -07:00
Sam Lantinga bcf0e07107 Added WASAPI audio target to autoconf build process 2017-08-18 17:29:44 -07:00
Ryan C. Gordon e3e6b4fd35 audio: better docs on conversion APIs, error if not init'd (thanks, Simon!).
Fixes Bugzilla #3662.
2017-08-18 16:52:19 -04:00
Ozkan Sezer 500378eb52 Add atomics for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-18 16:35:55 -04:00
Ozkan Sezer c68d3ab785 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__)
Partially fixes Bugzilla #3758.
2017-08-17 21:35:46 -04:00
Ozkan Sezer bdb7bfd79b SDL_assert.h: add inline asm (int $3) as SDL_TriggerBreakpoint for Watcom/x86
(also disable SIGTRAP case to !watcom, because watcom doesn't have SIGTRAP.)

Partially fixes Bugzilla #3758.
2017-08-17 21:32:42 -04:00
Ozkan Sezer fbda68ea7b SDL_endian.h: add SDL_Swap16 and SDL_Swap32 for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-17 21:32:00 -04:00
Ozkan Sezer eccbe366bc SDL_bits.h: add __builtin_clz equivalent for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-17 21:30:29 -04:00
Sam Lantinga fb14cb7425 Fixed bug 2263 - Event timestamp members are undocumented
Charles Huber

The event timestamp members should be documented to indicate their meaning and units.

Currently the timestamps are populated using SDL_GetTicks() in SDL_PushEvent() in SDL_events.c.
2017-08-14 21:40:40 -07:00
Sam Lantinga fb835f9e3b Fixed bug 2330 - Debian bug report: SDL2 X11 driver buffer overflow with large X11 file descriptor
manuel.montezelo

Original bug report (note that it was against 2.0.0, it might have been fixed in between):  http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015

--------------------------------------------------------
Package: libsdl2-2.0-0
Version: 2.0.0+dfsg1-3
Severity: normal
Tags: patch

I have occasional crashes here caused by the X11 backend of SDL2. It seems to
be caused by the X11_Pending function trying to add a high number (> 1024)
file descriptor to a fd_set before doing a select on it to avoid busy waiting
on X11 events. This causes a buffer overflow because the file descriptor is
larger (or equal) than the limit FD_SETSIZE.

Attached is a possible workaround patch.

Please also keep in mind that fd_set are also used in following files which
may have similar problems.

src/audio/bsd/SDL_bsdaudio.c
src/audio/paudio/SDL_paudio.c
src/audio/qsa/SDL_qsa_audio.c
src/audio/sun/SDL_sunaudio.c
src/joystick/linux/SDL_sysjoystick.c


--------------------------------------------------------

On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote:
> I have occasional crashes here caused by the X11 backend of SDL2. It seems
> to be caused by the X11_Pending function trying to add a high number (>
> 1024) file descriptor to a fd_set before doing a select on it to avoid busy
> waiting on X11 events. This causes a buffer overflow because the file
> descriptor is larger (or equal) than the limit FD_SETSIZE.


I personally experienced this problem while hacking on the python bindings
package for SDL2 [1] (while doing make runtest). But it easier to reproduce in
a smaller, synthetic testcase.
2017-08-14 20:22:19 -07:00
Sam Lantinga f142a7961e Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke

I've written a small patch that adds a small SDL_DuplicateSurface function to SDL.  I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
2017-08-14 13:37:14 -07:00
Sam Lantinga c350d91a6a Fixed bug 3752 - minor os2 defines
Ozkan Sezer

Attached three patches, so these minor os/2 bits get registered mainstream:

1. SDL_syswm.h: add SDL_SYSWM_OS2 to SDL_SYSWM_TYPE enum
2. SDL_platform.h: recognize __EMX__ too as __OS2__
3. begin_code.h: set SDLCALL as _System for OS/2.
2017-08-14 10:15:38 -07:00
Sam Lantinga 2bf7bf2cbf Fixed compiler warning with enum 2017-08-14 10:14:07 -07:00
Sam Lantinga de91b1248f Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
2017-08-14 06:28:21 -07:00
Sam Lantinga c59d9923b3 Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga f8de064c0a Added wchar.h to fix build on some platforms with new wcs* functions 2017-08-13 22:26:44 -07:00
Sam Lantinga f1829d956f Added SDL_wcscmp() 2017-08-13 20:37:49 -07:00
Sam Lantinga c87e1d525c Fixed bug 2841 - Hint to set resource id for window icon
Alexey

Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
2017-08-13 14:15:52 -07:00
Sam Lantinga b1ed855d53 Added a note about number key keycodes always being SDLK_0...SDLK_9 even on AZERTY layouts
See bug 3188 for more discussion
2017-08-12 15:45:46 -07:00
Sam Lantinga 2862b1465d Note that texture contents are undefined when the texture is created. 2017-08-12 13:05:26 -07:00
Sam Lantinga 0a52db54bd Fixed bug 3191 - haptic system on android?
Patch provided by jintiao and Milan Nikolic, thanks!
2017-08-12 08:15:09 -07:00
Sam Lantinga a48c9e6df8 Fixed bug 3292 - SDL_rwops and 64-bit file I/O
Juha Niemim?

On AmigaOS 4 platform with Newlib 'C' library, there is a problem with failing fseeko64. This seemed to be caused by using fopen instead of fopen64.
2017-08-11 21:16:33 -07:00
Sam Lantinga b3589ed6a6 Fixed bug 3492 - SDL_RenderCopyEx angle direction not documented
xyzdragon

Reading https://wiki.libsdl.org/SDL_RenderCopyEx there is no mention what the angle means. Normally in a mathematically environment positive angles translate to counter-clockwise rotations, but in SDL positive angles means clockwise rotation.
2017-08-11 13:24:18 -07:00
Sam Lantinga d0b46f1bea Fixed bug 3681 - SDL_UpateTexture documentation not specific enough about format requirement
Simon Hug

The documentation of SDL_UpateTexture does not say that the pixel data has to be in the format of the texture.
2017-08-10 11:57:19 -07:00
Sam Lantinga c49fa37c5b Added SDL hints to filter the set of game controllers reported by SDL 2017-08-09 11:59:29 -07:00
Sam Lantinga dc40018438 Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file. 2017-08-09 11:58:38 -07:00
Ryan C. Gordon 64c2957735 Added a FIXME for 2.1 about an API change. 2017-08-09 00:55:27 -04:00
Sam Lantinga 56cab6d452 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events. 2017-08-03 09:48:44 -07:00
Sam Lantinga 56363ebf61 Fixed bug 3690 - SDL2 KMS/DRM render context support
Manuel

The attached patch adds support for KMS/DRM context graphics.

It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.

Simple build instructions:

$./autogen.sh
$./configure --enable-video-kmsdrm
$make
2017-08-02 10:22:48 -07:00
Sam Lantinga e10a98d2ad Fixed bug 3720 - SDL_GL_GetAttribute doesn't check for initialized video driver
Simon Hug

SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.

I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
2017-07-31 12:57:15 -07:00
Philipp Wiesemann 2f74dc9e63 Fixed typos in shape header. 2017-07-29 23:00:54 +02:00
Sam Lantinga 2008d86696 Fixed bug 3703 - Missing media keys support on Amazon Fire TV remote control
Holger Schemel

Summary: This patch adds support for key events for the "rewind" and "fast forward" media keys on the Amazon Fire TV remote control.

How to reproduce the problem: Run Android build of SDL2 application on the Amazon Fire TV (tested with "stick" version) and log key events.

Expected behaviour: Every key pressed on the Fire TV remote control should result in a corresponding key event (pressed/released).

Observed behaviour: Of the bottom row of buttons on the Fire TV remote control, only the "play/pause" (middle) button generates a key event, while the "rewind" (left) and "fast forward" (right) buttons to not generate any event at all.

The attached patch adds support for these two missing buttons/keys.

Note 1: Some missing definitions were added for the already existing key codes SDL_SCANCODE_APP1 and SDL_SCANCODE_APP2 (to keep up the correct order of enumerations / array positions when adding the two new key codes).

Note 2: Definitions in "scancodes_linux.h" and "scancodes_xfree86.h" (to also add support for these keys on other platforms) were added without testing. However, I was unable to find corresponding definitions for these two media keys for Windows and Mac OS X.

Note 3: I have also updated the (broken) link to the USB usage page standard PDF document (comment in "include/SDL_scancode.h").
2017-07-20 10:46:38 -07:00
Sam Lantinga 3c09265daf Fixed bug 3609 - Windows build fails due to conflicting types for 'XINPUT_GAMEPAD_EX'
Ozkan Sezer

(In reply to Ryan C. Gordon from comment #9)
> I've put this patch in as https://hg.libsdl.org/SDL/rev/7213ae46e870 ...can
> you verify this works on the latest MinGW?
>
> Thanks,
> --ryan.


This patch is wrong: the structure in question has nothing to do with any
gcc version in use.  I suggest reverting this adding a conigury check for
it, instead.  Something like the following should do it: (configure needs
regenerating.)
2017-07-10 18:31:28 -07:00
Ryan C. Gordon 22241ed0b0 Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
2017-07-01 17:50:47 -04:00
Sam Lantinga 553b328664 Fixed bug 3668 - Overflow of SDL_AudioCVT.filters with some downmixes
Simon Hug

There's a chance that an audio conversion from many channels to a few can use more than 9 audio filters. SDL_AudioCVT has 10 SDL_AudioFilter pointers of which one has to be the terminating NULL pointer. The SDL code has no checks for this limit. If it overflows there can be stack or heap corruption or a call to 0xa.

Attached patch adds a function that checks for this limit and throws an error if it is reached. Also adds some documentation.

Test parameters that trigger this issue:
AUDIO_U16MSB with 224 channels at 46359 Hz
                 V
AUDIO_S16MSB with 6 channels at 27463 Hz

The fuzzer program I uploaded in bug 3667 has more of them.
2017-06-12 16:39:15 -07:00
Ryan C. Gordon 3c955d0540 syswm: prevent buffer overflow if SDL and app have different config headers.
This only affects Wayland and DirectFB, as a Unix system generally has X11
support. Other platforms also have different sizes for the C union in
question, but are likely the only target for that platform, etc.

Apps that might run on Wayland or DirectFB will need to be compiled against
new headers from an official 2.0.6 release, or be prepared to force the x11
target, or not use SDL_GetWindowWMInfo().

Fixes Bugzilla #3428.
2017-06-11 00:50:26 -04:00
Ryan C. Gordon 43d62b7459 Make compile-time assert error messages more clear.
Now the compiler might say this:

'SDL_compile_time_assert_mytest' declared as an array with a negative size

instead of

'SDL_dummy_mytest' declared as an array with a negative size
2017-06-10 15:38:14 -04:00
Ryan C. Gordon d9039f2396 jack: Initial shot at a JACK audio target.
http://jackaudio.org/

Fixes Bugzilla #2163.
(with several more commits following to improve this code.)
2017-06-08 13:27:58 -04:00
Philipp Wiesemann 456bc301d9 Fixed environment variable of SDL_HINT_RENDER_LOGICAL_SIZE_MODE. 2017-06-08 22:40:21 +02:00
Ryan C. Gordon 9288983682 Merged Eric Wing's overscan patch.
Fixes Bugzilla #2799.
2017-06-06 14:06:40 -04:00
Ryan C. Gordon 6d661cab7b windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING.
It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.

Fixes Bugzilla #3645.
(and several others).
2017-06-06 13:12:43 -04:00
Philipp Wiesemann cbcc256fd2 Fixed comments in headers for doxygen output. 2017-06-04 23:15:39 +02:00
Ryan C. Gordon d4086e4a70 stdlib: added SDL_utf8strlen(). 2017-05-29 03:01:05 -04:00
Ryan C. Gordon a7fc2822d4 audio: rename bsd target to netbsd.
Apparently this is no longer a generic BSD audio target, and hasn't been for
years, so rename it for NetBSD.
2017-05-24 19:56:59 -04:00
Ryan C. Gordon d6f418641d assert: Check for Clang _and_ GCC, in case they ever drop compatibility. 2017-05-19 14:49:16 -04:00
Sam Lantinga ccf0566ca4 SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec:
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"

CR: SamL
2017-05-16 06:30:39 -07:00
Sam Lantinga bf4e7eb612 Fixed comment typo 2017-05-05 05:10:30 -07:00
Philipp Wiesemann 7ae7fceb2e Fixed typos and documentation in haptic header file. 2017-04-02 21:32:49 +02:00
Sam Lantinga 763e138903 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID() 2017-03-09 16:09:16 -08:00
Ryan C. Gordon ca0bf151d5 Fix some more compiler warnings on armcc. 2017-03-03 16:38:17 -05:00
Ryan C. Gordon d526b8a1e9 Some patches to make SDL compile with armcc (ARM's C compiler). 2017-03-02 13:33:04 -05:00
Brandon Schaefer 94a69443c7 mistake: Revert the files that I did not mean to commit 2017-03-01 15:05:54 -08:00
Brandon Schaefer 7bbb13ea59 * Some refactoring and bug fixes. Thanks Micha? Kuchta! 2017-03-01 14:50:59 -08:00
Ryan C. Gordon 1066bcc83a audio: clarified what SDL_AudioSpec::samples is, removed note about power of 2.
These don't have to be power-of-2 sizes anymore because of SDL_AudioStream,
and the new resampler, but also, many platforms don't give you power-of-2 DMA
buffer in the first place!
2017-02-27 10:11:40 -05:00
Ryan C. Gordon 0e7530b057 cmake: add WASAPI audio target to the build (thanks, Martin!).
Fixes Bugzilla #3588.
2017-02-23 22:38:04 -05:00
Sam Lantinga 94754c3968 Updated config headers to override the base SDL_config.h if both are included 2017-02-20 10:55:33 -08:00
Philipp Wiesemann 9f8c1d779a Updated library name in header file. 2017-02-19 21:05:26 +01:00
Ryan C. Gordon 6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00
Sam Lantinga 06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga 3f83fce7c1 Fixed whitespace 2017-01-31 13:30:35 -08:00
Sam Lantinga 6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Philipp Wiesemann 4e3fa7b9d4 Fixed compiler warning about comma at end of enum. 2017-01-30 22:20:20 +01:00
Sam Lantinga 3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Sam Lantinga ede5c73484 Generalized the audio resampling hint for other resampling methods in the future 2017-01-24 19:38:01 -08:00
Ryan C. Gordon c7f9dcb6fc audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
2017-01-24 15:52:22 -05:00
Ryan C. Gordon 073ff7dea3 Added a note about aligning SDL_AudioCVT data. 2017-01-24 00:55:41 -05:00
Ryan C. Gordon 3594bf8eeb audio: Wired up new SSE code to build system. 2017-01-23 01:05:44 -05:00
Philipp Wiesemann 06d1d945cc Fixed doxygen warning and linking of function names. 2017-01-14 21:35:49 +01:00
Sam Lantinga a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga df25258a1e Added configure and cmake support for libsamplerate 2017-01-06 20:43:53 -08:00
Sam Lantinga 4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 8000e6d9e1 Added documentation for the game controller axis values 2016-12-27 09:59:36 -08:00
Sam Lantinga 6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Sam Lantinga b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix

Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:

/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
 ^~~~~~

It seems there is a missing 'void' between the parentheses.
2016-12-26 02:12:21 -08:00
Philipp Wiesemann 7c60a638b0 Corrected header file guard comments. 2016-12-23 20:36:12 +01:00
Sam Lantinga 8414c3d4ae Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga 524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga 4eda58ba6a Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
2016-12-02 21:01:13 -08:00
Sam Lantinga 26f05ecb4d Fixed missing prototypes on Android, patch from Sylvain 2016-12-02 02:25:12 -08:00
Philipp Wiesemann cd3aefc093 Updated documentation in header file. 2016-11-30 23:31:36 +01:00
Sam Lantinga dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga 1e8f074c43 Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment.
This fixes joystick detection for applications using the Steam Linux Runtime
2016-11-29 05:34:20 -08:00
Sam Lantinga 3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga c7351c2dea Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain 2016-11-20 21:26:56 -08:00
Sam Lantinga 4a089ca1c8 Fixed bug 3486 - Can't get HINSTANCE of my window
realitix

SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.

In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE:  (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
2016-11-20 21:18:55 -08:00
Ryan C. Gordon 35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Sam Lantinga 818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Thomas Perl acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
Sam Lantinga c1e292fcf8 Fixed build error with missing function prototype in the SDL_test_harness.h header 2016-11-13 23:09:42 -08:00
Sam Lantinga 57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Ryan C. Gordon 7e65d88f01 Removed premake build system. 2016-11-03 11:10:52 -04:00
Sam Lantinga 9a8642bd6a Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker

SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.

As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
2016-11-01 10:30:46 -07:00
Sam Lantinga 012217f069 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.
2016-10-18 23:24:49 -07:00
Sam Lantinga 83cb2b63a3 Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain

After a long time, I found out more clearly what was going wrong.

The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.

An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10

(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)


to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".

with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".

but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().


SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
2016-10-14 06:57:55 -07:00
Sam Lantinga f3502c3c53 Fixed building with cmake when fcitx isn't installed 2016-10-14 01:04:21 -07:00
Sam Lantinga f5c2bf120a Fixed comment for new pixel formats 2016-10-11 23:21:41 -07:00
Sam Lantinga 36e40d30fc Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson

Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.

SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
2016-10-11 23:19:05 -07:00
Sam Lantinga 27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ethan Lee 92d700f199 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING 2016-09-30 09:26:57 -04:00
Sam Lantinga 808c75d1cf Fixed bug 2824 - Add Fcitx Input Method Support
Weitian Leung

Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
2016-10-07 18:57:40 -07:00
Sam Lantinga d2676c2985 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Sam Lantinga 73f2c5413d Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h
Ryan C. Gordon

We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
2016-10-07 16:44:42 -07:00
Philipp Wiesemann f8aa4291ca Added brackets to function names in header comments so that doxygen links them. 2016-10-02 22:32:18 +02:00
Sam Lantinga 614cb35a4d Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts

Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
2016-10-01 13:35:36 -07:00
Sam Lantinga bb24662c79 Fixed bug 3301 - IBus support on Linux with CMake
joe.gsoc16

I recently looked into Unicode support in SDL2 and realized that
SDL_TEXTEDITING doesn't get triggered at all (Japanese IME).
According to others on IRC it works fine on Windows/Mac but not
for me on (arch)Linux.
When compiling SDL with autotools, IBus support is enabled by
default but not so with CMake.
I never used CMake before but got it working and also included
that pkg-config determines flags for dbus (FIXME in CMakeLists).
2016-10-01 12:48:08 -07:00
Sam Lantinga 77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga 9fff05f8d6 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
2016-10-01 11:29:13 -07:00
Sam Lantinga b7e45f8a1a Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker
There are already patches available from mingw64 that fix the issue

https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2

With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
2016-10-01 10:28:00 -07:00
Ryan C. Gordon 4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Sam Lantinga a13da2faa7 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
2016-09-29 13:34:49 -07:00
Sam Lantinga e45698d218 Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Alex Szpakowski f31c7086d8 Enable SDL_LoadObject on iOS 8+ and tvOS. 2016-09-25 15:02:06 -03:00
Alex Szpakowski 459102a5c0 Updated URL in a comment 2016-09-17 01:36:29 -03:00
Alex Szpakowski a96b6f2104 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
2016-09-17 01:31:07 -03:00
Sam Lantinga 7f28853b89 Fixed including OpenGL ES on iOS without any other SDL headers 2016-09-14 08:20:24 -07:00
Alex Szpakowski f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Ryan C. Gordon 2da1ec8354 Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Philipp Wiesemann f6f9350a3c Added link in header comment. 2016-08-17 21:05:00 +02:00
Ryan C. Gordon 7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Philipp Wiesemann 24bc00a831 Fixed two old identifiers in header comments. 2016-08-03 22:39:44 +02:00
Philipp Wiesemann a4abda0b70 Added brackets to function names in header comments so that doxygen links them. 2016-08-03 22:30:31 +02:00
Alex Szpakowski 4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Philipp Wiesemann 6255c8584a Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
2016-05-20 22:18:15 +02:00
Philipp Wiesemann cfe3f26115 Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom(). 2016-05-11 21:09:45 +02:00
Philipp Wiesemann 63f2ec8e57 Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file. 2016-05-05 22:04:16 +02:00
Philipp Wiesemann b1ce3799e9 Added missing links at documentation of SDL_FreeCursor() in header file. 2016-05-05 22:03:52 +02:00
Philipp Wiesemann bb9dcf5714 Android: Updated name of README file. 2016-04-25 22:17:38 +02:00
Alex Szpakowski 88372277b7 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
2016-04-02 11:54:05 -03:00
Sam Lantinga e5d575b933 Expose the EGL display and window for Vivante SDL windows 2016-01-16 21:58:49 -08:00
Ethan Lee 167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Philipp Wiesemann 1a26c0c838 Fixed doxygen warnings. 2016-01-06 22:38:35 +01:00
Ryan C. Gordon dc532c70e8 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Eric Wing d77a55738b merged SDL 2.0.4 rc2 2015-06-21 04:04:14 -07:00
Sam Lantinga f71fa2f402 Android has clock_gettime() - thanks Michael Labbe! 2015-06-19 23:40:23 -07:00
Eric Wing 27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Ryan C. Gordon d002d6bf9f Removed Edgar's name from SDL_haptic.h at his request. 2015-06-17 12:59:12 -04:00
Sam Lantinga 4598903548 Partial fix for bug 2758 - Android issues with NDK r10c and API-21
Sylvain

When using API 21 and running on an old device (android < 5.0 ?) some function are missing.

functions are (at least) : signal, sigemptyset, atof, stpcpy (strcat and strcpy), srand, rand.


Very few modifications on SDL to get this working :

on SDL
======

Undefine android configuration :

HAVE_SIGNAL
HAVE_SIGACTION
HAVE_ATOF

In "SDL_systrhead.c", comment out the few block of lines with "sigemptyset".

Android.mk:
remove the compilation of "test" directory because it contains a few rand/srand calls

Also, there are more discussions about this in internet :
https://groups.google.com/forum/#!topic/android-ndk/RjO9WmG9pfE
http://stackoverflow.com/questions/25475055/android-ndk-load-library-cannot-locate-srand
2015-06-17 00:07:45 -07:00
Sam Lantinga aee0552229 Fixed bug 3009 - Cannot compile SDL2 on Windows
CMakeLists.txt was missing handling for running CMake with -DDIRECTX=0
2015-06-13 10:47:55 -07:00
Ryan C. Gordon e3f4ca0d71 configure/cmake/x11: Removed SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 test.
This was the only thing that made SDL_config.h generate differently between
32 and 64-bit versions of Linux, so instead we force a function cast in our
X11 code to match our dynamic loader version, which removes the compile error
on some machines that prompted this test in the first place.

Xlib never wrote to this data, so if you're on an older Xlib where this param
wasn't const, your data should still be intact when we force the caller to
think it was actually const after all.

Fixes Bugzilla #1893.
2015-06-08 01:13:51 -04:00
Philipp Wiesemann 5b2e7aab30 Fixed comments at conditional compilation macro in header file. 2015-06-05 19:41:34 +02:00
Ryan C. Gordon 1899dfb041 Fixed SDL_ISPIXELFORMAT_ALPHA to check pixel orders that match pixel type.
Otherwise, SDL_PIXELFORMAT_BGR24 is reported as having alpha, because
 its SDL_ARRAYORDER_BGR pixel order uses the same integer value as
 SDL_PACKEDORDER_RGBA, since we weren't checking the pixel type to
 differentiate.

Fixes Bugzilla #2977.
2015-05-31 01:45:20 -04:00
Philipp Wiesemann 8c9571a26b Fixed typo in header file documentation comment. 2015-05-29 22:24:38 +02:00
Ryan C. Gordon aa4952fdef Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon d4aedf9951 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon e497e46515 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon 3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon 5696e88e6b Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon 8e855f2fbc Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon f2defe5e11 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon f9b7379341 Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon e0e04542d0 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann 4a93dae4cd Added brackets to function names in header comments so doxygen links them. 2016-01-01 17:39:55 +01:00
Alex Szpakowski 4aae0290ea Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
Ryan C. Gordon 61518bce6b CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.

(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
2015-12-29 00:57:24 -05:00
Philipp Wiesemann d3a841eb88 Pandora: Fixed deactivating no more available CD-ROM support in config header. 2015-12-07 21:41:55 +01:00
David Ludwig 25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
David Ludwig fa2d5ab497 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority.  WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).

This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
2015-11-26 13:51:03 -05:00
David Ludwig 623898f70b WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work).  The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
  non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
  programmatically possible in Win 8.x apps).
2015-11-26 00:41:39 -05:00
Ryan C. Gordon f09d3750ea Minor whitespace fix. 2015-11-14 14:53:44 -05:00
Ryan C. Gordon e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Sam Lantinga 38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Sam Lantinga 2b0140a91f Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes. 2015-10-27 11:17:32 -07:00
Sam Lantinga a0c4b56ff9 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Alex Szpakowski 2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Philipp Wiesemann 5e5936822f Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +02:00
Philipp Wiesemann 83e94e257b Corrected documentation of the SDL_CreateTexture() functions in header file. 2015-08-21 23:50:59 +02:00
Alex Szpakowski 2d63af8eb1 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann 2fa0394855 Corrected documentation of SDL_AddTimer() in header file. 2015-08-19 22:29:37 +02:00
andrewb a702c338f0 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Philipp Wiesemann c509e798d7 Fixed documentation of SDL_DropEvent in header file. 2015-07-31 20:16:18 +02:00
Alfred Reynolds 628d8edb95 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds 61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Alex Szpakowski 6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Philipp Wiesemann a955bec49a Fixed spaces in header file. 2015-07-16 21:48:35 +02:00
Philipp Wiesemann cad94bd502 Fixed typo in test header file comment. 2015-07-15 21:12:04 +02:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00
Eric Wing 7d5147bad3 resync'd overscan patch with SDL mainline. 2015-04-17 21:25:19 -07:00
Alex Szpakowski c4035654a9 Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer. 2015-04-09 19:28:00 -03:00
Alex Szpakowski fcd0f06a88 Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump. 2015-04-08 15:59:29 -03:00
Alex Szpakowski 26c28114ee Merged default into iOS-improvements 2015-04-08 15:35:07 -03:00
Ryan C. Gordon 1339ce71f6 Make SDL_stdinc.h work when compiling with -Wundef (thanks, Ben!).
Fixes Bugzilla #2664.
2015-04-08 01:42:47 -04:00
Ryan C. Gordon 6a126a48df Do the "fix" for asserts with MSVC's /W4 warnings only on MSVC.
Naturally, this way generates a warning on GCC and Clang instead.  :)
2015-04-07 23:40:01 -04:00
Alex Szpakowski df98b11c47 Merged default into iOS-improvements 2015-04-06 15:26:37 -03:00
Ryan C. Gordon a0e878aafb Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.

Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.

In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
2015-03-28 00:48:03 -04:00
Joseba Garc?a Etxebarria 387fa5dcfb * Improve mouse support in Android. These changes require Android API v12 to compile 2015-03-24 20:45:29 +01:00
Ryan C. Gordon 672ccb4f54 Make the signal handler hint more generic. 2015-03-24 14:36:36 -04:00
Ryan C. Gordon a91a5604cd Added a hint to prevent SDL from installing signal handlers.
Fixes Bugzilla #2431.
2015-03-24 14:29:25 -04:00
Ryan C. Gordon 331a434fa1 Windows: Report window HDC in SDL_SysWMinfo.
Fixes Bugzilla #2668.
2015-03-23 19:47:08 -04:00
Philipp Wiesemann 49f33b41a7 Added missing SDL_DOLLARRECORD event type documentation in header. 2015-03-21 22:42:53 +01:00
Philipp Wiesemann 716ef0d5f2 Fixed confusing audio and touch events because of shared enumeration values. 2015-03-21 08:01:43 +01:00
Ryan C. Gordon 3e9c2e7512 Another attempt to make MSVC's /W4 warning level cooperate with SDL_assert.
Fixes Bugzilla #2733.
2015-04-07 00:39:16 -04:00
Marc Di Luzio f5d96416ad Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.

This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.

Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
2015-03-06 16:03:40 +00:00
Ryan C. Gordon c1091f32fb CMake project files no longer force you to link against Wayland or Mir libs. 2015-03-20 10:35:42 -04:00
Ryan C. Gordon 0e02ce0856 Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.

Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
2015-03-16 02:11:39 -04:00
Ryan C. Gordon 483ea8b7b0 Fixed SDL_PRI?64 for 64-bit Linux.
64-bit Linux uses a "long" instead of "long long" for 64-bit ints.

Added a special-case this so SDL_PRI?64 doesn't trigger compiler warnings
when used with SDL's 64-bit datatypes on 64-bit Linux.
2015-03-02 21:36:45 -05:00
Ryan C. Gordon e4be934f5d Fixed naming conventions in some SDL_assert types, added compat #defines.
Fixes Bugzilla #1997.
2015-02-21 00:33:25 -05:00
Edward Rudd b88ca1b4a6 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here.  Not 5 or 10 depending on the architecture.

More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
2015-02-10 16:28:56 -05:00
Alex Szpakowski ea5d1a8a3f Merged default into iOS-improvements 2015-01-15 01:15:24 -04:00
Alex Szpakowski 01bfc2158a Several improvements to the iOS backend:
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist.
The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior.
It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0.

- A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window.

- Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called.

- SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust.

- Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes.

- Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions.

- Some code style cleanup.
2015-01-15 01:06:14 -04:00
Philipp Wiesemann 775a5aa554 Added and fixed doxygen markup in header file. 2015-01-12 23:20:52 +01:00
Ryan C. Gordon 80ba854749 Corrected documentation about triggers values in SDL_GameControllerGetAxis().
Fixes Bugzilla #2319.
2015-02-18 16:25:15 -05:00
Philipp Wiesemann 0781b5f9ee Fix typos in header file documentation comments. 2015-01-30 23:20:15 +01:00
Philipp Wiesemann b48e54aafe Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla

The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.

I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
2015-01-26 22:00:29 +01:00
Ryan C. Gordon a823982e02 Clang static analysis builds should use C runtime directly.
This is a little macro magic to use malloc() directly instead of SDL_malloc(),
 etc, so static analysis tests that know about the C runtime can function
 properly, and understand that we are dealing with heap allocations, etc.

This changed our static analysis report from 5 outstanding bugs to 30.

5x as many bugs were hidden by SDL_malloc() not being recognized as malloc()
 by the static analyzer!
2015-01-05 01:41:42 -05:00
Philipp Wiesemann 3cfe0abe7b Fixed copyright date. 2014-12-28 22:10:24 +01:00
David Ludwig bbaaa77751 WinRT: hiding SDL_WinRTRunApp's XAML functionality, until it's ready for use
SDL_WinRTRunApp() is used on WinRT to launch a main(int, char **)-style
function.  It has optional, and experimental support for launching content
inside a XAML control, backed by a main() function running on a separate thread.
This is provided via it's 2nd parameter, which can be a pointer to a XAML
control.  (If NULL, XAML support will not be used.)

This change renames the experimental feature's parameter (to SDL_WinRTRunApp())
as "reserved", until such time as the functionality is ready for use.  It will
likely be renamed again in the future, when running SDL on top of a XAML control
via a separate thread, becomes reasonably usable.
2014-12-24 11:33:42 -05:00
Philipp Wiesemann 80d19b7ee3 Fixed typo in header file documentation comment. 2014-12-25 22:05:48 +01:00
Ryan C. Gordon 2a75782553 X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.

Fixes Bugzilla #2343.
2015-05-28 00:30:21 -04:00
Ryan C. Gordon baea64e642 Stack hint should look for 0, not -1, and not care about environment variables. 2015-05-26 21:19:23 -04:00
Ryan C. Gordon a8fa7bd1f7 Added a hint to specify new thread stack size (thanks, Gabriel!).
Fixes Bugzilla #2019.

(we'll do a better fix when we break the API in SDL 2.1.)
2015-05-26 21:13:27 -04:00
Ryan C. Gordon bcdc63a38b Properly report DX headers in the CMake project files (thanks, "MailMr_S"!).
Fixes Bugzilla #2900.
2015-05-26 21:09:48 -04:00
Ryan C. Gordon a21672c893 Fix fallback define for DECLSPEC for non-Windows platforms.
Looks like it was a copy/paste error?

GCC doesn't support visibility attributes until gcc4, so just make it blank.

Fixes Bugzilla #2720.
2015-05-26 16:25:22 -04:00
Sam Lantinga 2c4a6ea0a2 Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Alex Szpakowski 240a3fbffe iOS: Added support for SDL_DisableScreenSaver and SDL_EnableScreenSaver. 2015-05-16 16:55:56 -03:00
Sam Lantinga 1c6ea0f226 Added a userdata parameter to SDL_SetWindowsMessageHook() 2015-05-13 22:39:32 -07:00
Sam Lantinga 7de242e72c Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows 2015-05-13 22:39:20 -07:00
Philipp Wiesemann 6e4e9ceb44 Fixed SDL_TouchFingerEvent documentation in header file. 2015-05-08 21:53:02 +02:00
Alex Szpakowski 6c20b68257 Fixed a warning when SDL_syswm.h is included in code compiled for iOS with clang. 2015-05-05 16:24:05 -03:00
Ryan C. Gordon fe40a17224 Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 00:19:52 -05:00
Edward Rudd 623b9d6d91 ugh.. stray character 2014-12-03 12:47:39 -05:00
Edward Rudd 06d357fb17 fix SDL_PRIs64 on windows compilers.. (should end in d) 2014-12-03 12:45:04 -05:00
Edward Rudd 73daadb74e switch to use SDL_PRI* macros for long long formatting everywhere. 2014-12-03 12:23:17 -05:00
Eric Wing 313881175d Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
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);
2014-12-03 04:41:26 -08:00
David Ludwig 5fee84f24b WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
2014-12-02 21:18:50 -05:00
Alex Szpakowski cc0631a095 Merged default into iOS-improvements 2014-12-02 02:52:45 -04:00
Andreas Schiffler 52760dcdf1 Fix assert format strings/parameters in testautomation modules; improve output of SDL_CompareSurfaces to aid debugging; update platform_testSetErrorInvalidInput for SDL changes 2014-11-30 20:55:27 -08:00
Sam Lantinga a5ce9c1113 Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
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).
2014-11-29 11:49:58 -08:00
Sam Lantinga ef8c3d89ce Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
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.
2014-11-29 11:48:43 -08:00
Sam Lantinga 48481c8e55 Improved the pitch variable description 2014-11-29 11:18:49 -08:00
David Ludwig ce64b4ad3a WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
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).
2014-11-29 10:09:30 -05:00
Edward Rudd 5b5823eeb5 add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event 2014-11-23 21:09:54 -05:00
David Ludwig 70438be272 WinRT: fixed bug whereby SDL would override an app's default orientation
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!
2014-12-03 10:55:23 -05:00
Alex Szpakowski 0b02de757d Merged default into iOS-improvements 2014-11-15 22:59:16 -04:00
David Ludwig ecc014740a WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
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
2014-11-27 09:55:34 -05:00
Philipp Wiesemann 5bdc9913ac Corrected header file guard comments. 2014-11-25 22:37:12 +01:00
Philipp Wiesemann 43e5c9ee00 Fixed doxygen tags in header file documentation comments. 2014-11-23 20:46:34 +01:00
Philipp Wiesemann c0165972c3 Fixed typos in header file documentation comments. 2014-11-23 20:40:48 +01:00
Philipp Wiesemann a690944e44 Fixed typo in header file documentation comment. 2014-11-23 11:26:46 +01:00
Philipp Wiesemann 9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
David Ludwig bbe1df0d51 WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
2014-11-02 10:32:25 -05:00
Alex Szpakowski fb6d185a8a Merged default into iOS-improvements 2014-10-28 18:36:29 -03:00
Philipp Wiesemann 3d2ca92e6a Fixed two typos in header file comment. 2014-10-27 12:53:47 +01:00
Sam Lantinga 251ca855f7 Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs 2014-10-15 09:18:17 -07:00
David Ludwig 411e0f9dac WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON 2014-10-04 14:59:41 -04:00
J?rgen P. Tjern? 498690ffa3 Mac: Fix build with clang from Xcode 6. 2014-09-30 11:20:50 -07:00
Ryan C. Gordon 5f9ea7edeb Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs

The periodic magnitude parameter of the SDL Haptic API is based on the Linux
 FF API, so it means they are not directly compatible:
    'dwMagnitude' is a 'DWORD', which is unsigned.

Fixes Bugzilla #2701.
2014-09-17 14:49:36 -04:00
Ryan C. Gordon 266c0023da Fixed haptic documentation typos (thanks, Elias!).
Partially fixes Bugzilla #2701.
2014-09-17 14:47:42 -04:00
Alex Szpakowski 3071128deb Merged default into iOS-improvements 2014-09-10 18:10:37 -03:00
mastermind 50cc4efec8 Freescale i.MX6 video driver
---
 CMakeLists.txt                  |   2 +
 cmake/sdlchecks.cmake           |  20 +++
 configure                       |  51 +++++++
 configure.in                    |  28 ++++
 include/SDL_config.h.cmake      |   1 +
 include/SDL_config.h.in         |   1 +
 src/video/SDL_sysvideo.h        |   3 +
 src/video/SDL_video.c           |   3 +
 src/video/mx6/SDL_mx6events.c   |  45 ++++++
 src/video/mx6/SDL_mx6events_c.h |  31 +++++
 src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6opengles.h |  68 +++++++++
 src/video/mx6/SDL_mx6video.c    | 301 ++++++++++++++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6video.h    |  78 +++++++++++
 14 files changed, 843 insertions(+)
 create mode 100644 src/video/mx6/SDL_mx6events.c
 create mode 100644 src/video/mx6/SDL_mx6events_c.h
 create mode 100644 src/video/mx6/SDL_mx6opengles.c
 create mode 100644 src/video/mx6/SDL_mx6opengles.h
 create mode 100644 src/video/mx6/SDL_mx6video.c
 create mode 100644 src/video/mx6/SDL_mx6video.h
2014-09-10 08:54:01 -07:00
Pierre-Loup A. Griffais 24c86b5501 [X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.

This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.

CR: Sam
2014-09-11 19:24:42 -07:00
Philipp Wiesemann 0b98d0cb8a Fixed example in header file.
Did not compile because of typo in function name and missing argument.
2014-09-06 23:20:14 +02:00
Sam Lantinga 7242e81474 Updated version to 2.0.4 2014-09-02 06:55:47 -07:00
Philipp Wiesemann 7e515963a6 Corrected hint documentation. 2014-08-27 23:27:42 +02:00
Alex Szpakowski b1a0bd10a2 Merged default into iOS-improvements 2014-08-20 17:20:22 -03:00
Sam Lantinga 2d2f90200d Better check for __has_feature 2014-08-19 22:04:54 -07:00
Sam Lantinga 38b49c30e1 Changed the name of the IME hint to match the naming convention in SDL 2014-08-19 21:59:56 -07:00
Alex Baines 90bc642fa8 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events.
This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
2014-08-19 23:31:50 +01:00
Sam Lantinga eba65c66a3 Fixed bug 2694 - configure bug __has_feature macro not detected
skaller

using gcc 4.2 (the default) on Mac OSX 10.6.8

 CC     build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("

The fault appears to be here:

#if defined(__OBJC__) && __has_feature(objc_arc)

that the __has_feature macro is not supported by gcc 4.2.

The code works fine with my clang 3.3svn.
2014-08-19 21:17:21 -07:00
Sam Lantinga 5a752c3aa7 Better Mac OS X build fix - actually match the SDK OpenGL headers. 2014-08-18 18:44:08 -07:00
Sam Lantinga 4b8f75381f Fixed Mac OS X build 2014-08-18 18:17:03 -07:00
Ryan C. Gordon f4d3303c9e Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
2014-08-18 14:05:02 -04:00
Sam Lantinga 1ea8697894 Removed SDL_round() because the license wasn't compatible with zlib 2014-08-17 13:11:55 -07:00
Sam Lantinga 984d0fc40b Fixed bug 2683 - Raspberry PI support using CMake
Tobias Himmer

this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.

Seems to work fine on Raspbian.
2014-08-16 23:28:40 -07:00
Sam Lantinga 4e7db78ed9 Added SDL_round(), contributed by Benoit Pierre - thanks! 2014-08-16 23:23:15 -07:00
Ryan C. Gordon 57db27909b Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.

Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:47:42 -04:00
Ryan C. Gordon 1db581b4ca Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:41:25 -04:00
Philipp Wiesemann cfaa99bb56 Fixed doxygen warnings and markdown formatting. 2014-08-12 23:28:45 +02:00
Sam Lantinga 05d8780022 Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath() 2014-08-11 17:25:53 -07:00
Philipp Wiesemann b33d2b7371 Updated README name in header. 2014-08-11 22:53:03 +02:00
Alex Szpakowski deceab256e Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary. 2014-08-08 15:14:09 -03:00
Sam Lantinga 6fef39d6b8 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers 2014-08-06 11:34:54 -07:00
Alex Szpakowski 292eedffe8 Merged default into iOS-improvements 2014-08-06 03:32:59 -03:00
Alex Szpakowski f5543f93b3 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC). 2014-08-06 03:24:16 -03:00
Sam Lantinga 2eb7563e35 Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested. 2014-08-05 21:03:02 -07:00
Alex Szpakowski bde54b7f34 Merged 'default' into branch 'iOS-improvements' 2014-07-31 03:14:10 -03:00
Ryan C. Gordon 5b780063e1 Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
2014-07-30 14:14:19 -04:00
Gabriel Jacobo f982d08784 Rearrange documentation
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
2014-07-29 09:20:12 -03:00
Alex Szpakowski 31257842ec Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8. 2014-07-29 00:05:48 -03:00
Ryan C. Gordon 0c09ce2b34 Changed local var names in SDL assert macro.
Otherwise, if someone added an assert to a function that has a variable
named "state", the compiler might warn about shadowing a local.
2014-07-28 10:54:25 -04:00
Ryan C. Gordon f30e120aa9 Added audio device buffer queueing API. 2014-07-22 21:41:49 -04:00
Alex Szpakowski 1506b3b8fb iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK. 2014-07-15 02:01:43 -03:00
Alex Szpakowski 734b523302 Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.

- Code style fixups.
2014-07-14 16:50:25 -03:00
Sam Lantinga eb1c6044b2 Fixed bug in AVX detection and added AVX2 detection 2014-07-11 22:02:50 -07:00
Sam Lantinga f1ca7bd167 Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events. 2014-07-09 01:34:40 -07:00
Ryan C. Gordon 0e9c0855f5 Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0. 2014-07-08 16:17:06 -04:00
Sam Lantinga 8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Shawn Walker c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
David Ludwig cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Alfred Reynolds 321af03ff9 add a comment to SDL_InitSubSystem explaining its refcounting behavior 2014-07-03 10:22:26 -07:00
J?rgen P. Tjern? 744d4f02e6 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
2014-06-30 17:22:08 -07:00
Knut Andre Tidemann 02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Ryan C. Gordon b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon 8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga 6a632eb23c Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski

SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.

The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.

I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
2014-06-25 00:20:21 -07:00
Sam Lantinga 52ec151fb0 Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
2014-06-24 13:31:25 -07:00
Sam Lantinga 3344db40ff Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings 2014-06-23 11:06:50 -07:00
Sam Lantinga e8d84fbfaa Merged changes from Alexey Petruchik to support Android obb files
http://developer.android.com/google/play/expansion-files.html
2014-06-21 20:35:36 -07:00
Sam Lantinga d7924c73d6 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5
Alex Szpakowski

Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
2014-06-21 12:43:57 -07:00
Alex Baines 41a39837ca Add IBus IME Support, move DBus code to its own file. (v3.3 squashed) 2014-06-18 20:11:39 +01:00
Sam Lantinga ce84813a80 commit 9e211e646f9d51dc1372c9f3c8f47a78caf4f2a5
Author: Sam Clegg <sbc@chromium.org>
Date:   Fri Jun 20 12:52:11 2014

    Fix win32 build which was failing due to missing PRIs64.

    This change adds definitions for the C99 PRIs16 and PRIu64
    which are missing from <stdint.h> on at last win32 and
    possibly other platforms.

    These already existed in testgesture.c so I removed them
    from there also.
2014-06-21 11:24:06 -07:00
Sam Clegg 7e52722dfd Fix compiler warnings in Native Client and Linux builds. 2014-06-20 11:10:16 -03:00
Gabriel Jacobo 553cc07e9d Initialize nacl_io, removes SDL_NaClMount/Umount
It's just easier to use nacl_io's mount/umount directly.
2014-06-20 10:59:51 -03:00
Sam Lantinga 175b343ee6 Fixed bug 2568 - NO_SDL_GLEXT should prevent OS glext.h as well
J?rgen Tjern?

If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.")

This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
2014-06-15 17:37:35 -07:00
Gabriel Jacobo efa2d0581d Fixes audio for Native Client, and other fixes...
- SDL_NaClMount, SDL_NaClUmount
- Default mounting of https at / in SDL's main function
- More documentation in README-nacl.txt
2014-06-08 18:18:13 -03:00
Sam Lantinga 5ae12b46b5 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL 2014-06-08 12:05:17 -07:00
Philipp Wiesemann 2b95c4c40b Fixed doxygen comment in header. 2014-06-08 13:01:04 +02:00
Philipp Wiesemann 0ad1dc1875 Fixed typo in source comment. 2014-06-08 12:51:02 +02:00
Sam Lantinga 6101e4b20e Added SDL_sqrtf(), SDL_tan(), SDL_tanf() 2014-06-07 18:20:01 -07:00
Gabriel Jacobo 1e352d7929 Chrome's Native Client backend implementation 2014-06-06 15:45:59 -03:00
Philipp Wiesemann 034933d712 Fixed typos in header file documentation comments. 2015-04-22 21:43:22 +02:00
Philipp Wiesemann 71c65b1569 Fixed SDL_GameControllerOpen() and SDL_JoystickOpen() documentation in header. 2015-04-20 20:03:40 +02:00
Philipp Wiesemann 83c088a04a Fixed unsupported doxygen tag in header file. 2015-04-20 20:03:26 +02:00
Ryan C. Gordon b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00
Ionut Leonte 2d38a71a1f Added SDL_HITTEST_RESIZE_*, and implemented for X11. 2014-06-05 00:45:16 -04:00
Ryan C. Gordon b861efde14 Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
2014-06-05 00:03:33 -04:00
Sam Lantinga 1188c174d7 Fixed Mac OS X build 2014-06-04 16:35:07 -07:00
Sam Lantinga da6d9a9f2a Added annotations to help code analysis tools
CR: Bruce Dawson
2014-06-04 10:56:56 -07:00
Sam Lantinga 45ed5ee494 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal() 2014-06-04 10:55:26 -07:00
Sam Lantinga 3e3b34adc9 Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
2014-06-04 10:52:34 -07:00
Sam Lantinga 0d1f0fed71 Added a hint to disable window frame and title bar interaction when the cursor is hidden 2014-06-04 10:50:32 -07:00
J?rgen P. Tjern? d34184461f SDL_opengl: Fix Mac build for SDK 10.9 too. 2014-06-04 10:33:23 -07:00
J?rgen P. Tjern? d623c0b443 SDL_opengl: Fix Mac build with new glext.h 2014-06-04 09:59:10 -07:00
J?rgen P. Tjern? a2085da216 SDL_opengles2: Update to latest Khronos headers.
This updates to the latest Khronos headers, which gives the latest
headers for MSVC.

The following files were retrieved on 2014-06-04:

http://www.khronos.org/registry/gles/api/GLES2/gl2.h
http://www.khronos.org/registry/gles/api/GLES2/gl2ext.h
http://www.khronos.org/registry/gles/api/GLES2/gl2platform.h
http://www.khronos.org/registry/egl/api/KHR/khrplatform.h

And they were modified to not include each other themselves.
2014-06-04 01:35:36 -07:00
J?rgen P. Tjern? 0887f5184c SDL_opengl: Update to glext.h from Khronos dated 2014-05-21.
This updates to the latest glext.h from Khorons that includes the OpenGL
4.4 specification. It was retrieved from
http://www.opengl.org/registry/api/GL/glext.h at 2014-06-04.
2014-06-04 01:32:52 -07:00
J?rgen P. Tjern? f45a2fd05d SDL_opengles2: Separate out GLES2 headers. 2014-06-04 01:27:13 -07:00
J?rgen P. Tjern? 8793657db7 SDL_opengl: Move glext.h to a separate file. 2014-06-04 01:21:00 -07:00
Sam Lantinga 32665131f6 Added a way to get the native Android window and EGL context 2014-06-02 09:01:26 -07:00
Ryan C. Gordon 7153c2dad1 Fixed using SDL_PointInRect() from C++. 2014-05-30 09:50:47 -04:00
Ryan C. Gordon 661548c8f3 Tweaked hit-testing documentation. 2014-05-29 13:38:39 -04:00
Ryan C. Gordon 98c03f391d Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
 WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
 control over the regions (how do you use rects to cleanly surround a circular
 button?), the callback can be more optimized than a iterating a list of
 rects, and you don't have to send an updated list of rects whenever the
 window resizes or layout changes.
2014-05-28 01:22:47 -04:00
Ryan C. Gordon 3cbc83ef11 First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
2014-05-27 01:27:42 -04:00
Ryan C. Gordon b7f90442df Added SDL_PointInRect(). 2014-05-27 00:26:47 -04:00
Ryan C. Gordon b7d2c0e9d6 Implemented SDL_CaptureMouse(). 2014-05-24 01:30:37 -04:00
stopiccot 3cdae42d65 Fixing issues discovered by Philipp Wiesemann 2014-04-23 03:42:32 +03:00
stopiccot 612f4a69db inital apk extension support 2014-04-07 21:20:39 +03:00
Philipp Wiesemann a24745f48d Fixed names of four hint environment variables. 2014-04-05 23:32:41 +02:00
Philipp Wiesemann aeebdc501a Fixed typos in header comments. 2014-04-05 23:22:21 +02:00
Philipp Wiesemann 02045dcb3a Fixed doxygen comment in header. 2014-04-04 23:52:23 +02:00
Sam Lantinga 26823b1bb4 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated. 2014-03-23 23:09:22 -07:00
David Ludwig b51a3206c8 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it.  It would also occasionally crash when using the older version.

This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle

Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
2014-03-22 20:48:18 -04:00
David Ludwig 1496be6e4b Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't
getting found, which was leading to a build error.
2014-03-18 12:08:49 -04:00
Sam Lantinga f9a5896819 Added missing copyright notices 2014-03-13 21:21:26 -07:00
Sam Lantinga 7124034ba9 Windows XP toolchain fix from Bruce Dawson:
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.

In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
2014-03-12 23:44:23 -07:00
David Ludwig b68b6e23d1 Fixed various build and runtime errors when using WinRT with VS2012. 2014-03-12 11:57:15 -04:00
Sam Lantinga e99dc1f1bd Fixed binary compatibility with the new Windows RT support 2014-03-10 19:11:52 -07:00
Sam Lantinga 7d98754a72 Temporarily disabled the D3D11 renderer so we can get a build. 2014-03-10 19:11:50 -07:00
Sam Lantinga 1a35f32b68 Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
2014-03-10 01:51:03 -07:00
Sam Lantinga e58ee5403b Fixed compiling with mingw64 2014-03-09 12:08:07 -07:00
Sam Lantinga 1367bf8748 Integrated David Ludwig's support for Windows RT 2014-03-09 11:36:47 -07:00
Sam Lantinga 05c23063bb Fixed line endings on WinRT source code 2014-03-09 11:06:11 -07:00
Sam Lantinga c167d1f6a8 Updated SDL to version 2.0.3 2014-03-09 10:38:30 -07:00
Ryan C. Gordon 9e67444a36 Mac: Added a hint to opt-out of new Spaces code. 2014-03-03 21:25:16 -05:00
Ryan C. Gordon 51faf449bb Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
  hides the menu bar, but you can slide between Spaces and Command-Tab between
  apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
  window decoration and menubar item. As far as the app is concerned, this is
  no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
  since Spaces can't enforce the requested resolution. It's a perfect match
  for FULLSCREEN_DESKTOP, though, so this is all automated now.
2014-03-02 12:45:51 -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 e56bbe3f71 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
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 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
Sam Lantinga af0ab49003 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00
Philipp Wiesemann fbeb24e96e Fixed documentation comments in SDL_hints.h file. 2014-02-16 00:04:15 +01:00
Sam Lantinga baf2dd4c7e Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga c52c91056b Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
2014-02-13 11:05:30 -08:00
Sam Lantinga 1fa4939a38 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Sam Lantinga ae05f178c2 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga 9f2509da79 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga 853334afed Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Ryan C. Gordon ba55cbef6e Make non-Clang compilers happy. 2014-02-07 11:55:13 -05:00
Ryan C. Gordon 129456fe2e 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!
2014-02-07 11:52:35 -05:00
Ryan C. Gordon 7afbb8c377 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
2014-02-05 00:34:26 -05:00
Ryan C. Gordon c2b5da9733 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler(). 2014-02-04 11:38:40 -05:00
Ryan C. Gordon 89fd0faf5e Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon 6bc2977043 Added some SysWM bits for Mir. 2014-02-02 23:53:48 -05:00
Ryan C. Gordon 19f8c6224f Added Mir video target (thanks, Brandon!). 2014-02-02 23:41:46 -05:00
Philipp Wiesemann 9ee68e8f8d Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
2014-02-02 20:55:42 +01:00
Sam Lantinga 58edac3e69 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Sam Lantinga 3bd0e9002e Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
2014-02-02 00:33:31 -08:00
J?rgen P. Tjern? 338bf9cc6c Add SDL_GL_ResetAttributes. 2014-01-29 18:38:13 -08:00
Sam Lantinga d76c2cc1da Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows.  Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those.  The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format.  To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom().  When I do this, SDL_CreateWindowFrom() will:

1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.

I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.

CR: SamL

Some pseudocode that shows how this is used in Source2:

HWND hExternalHwnd; // HWND that was established outside of SDL

// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );

// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );

// Create the secondary window.  This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );

// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window

// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
2014-01-30 12:30:40 -08:00
Gabriel Jacobo 682bc47bc5 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
2014-01-28 09:13:46 -03:00
Gabriel Jacobo 272ebb8efb Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Ryan C. Gordon 090327e76e Implemented the Dynamic API magic. 2013-12-09 16:03:18 -05:00
David Ludwig 679259473e WinRT: removed a now-complete TODO comment regarding Direct3D 11 2013-11-29 00:21:56 -05:00
David Ludwig b6f80d855e WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig ecfbb3f5dc WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state 2013-11-28 22:59:21 -05:00
David Ludwig 46740a5a1c WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
Gabriel Jacobo c343eab67a Fixes #2271, Add KD detection under CMake by Scott Percival 2013-11-26 11:50:54 -03:00
Ryan C. Gordon 5c383489a7 We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
2013-11-24 23:36:15 -05:00
Ryan C. Gordon e769374096 Added SDL_vsscanf(). 2013-11-24 23:35:38 -05:00
Ryan C. Gordon 928b494630 Moved atomic API implementation out of headers. 2013-11-24 21:04:51 -05:00
Sam Lantinga 27779311b4 Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.

CR: saml
2013-12-27 10:18:11 -08:00
Gabriel Jacobo fce6257c49 Implements touch support on QTWayland. Contributed by Thomas Perl. 2013-12-27 09:29:39 -03:00
Sam Lantinga 7aef2350cf Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"

When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
2013-12-23 17:37:22 -08:00
Sam Lantinga 746928350f Added support for double-clicks, through a new "clicks" field in the mouse button event. 2013-12-23 12:17:52 -08:00
Gabriel Jacobo b5a6c407d0 [Android] Define SDL_VIDEO_OPENGL_ES2 2013-12-16 10:03:26 -03:00
Gabriel Jacobo ec1cb49eab Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Ryan C. Gordon d01ad02be7 Hook up SDL_acos and SDL_asin properly. 2013-12-09 15:17:20 -05:00
Sam Lantinga fc78e98221 Added missing header for file IO 2013-12-05 09:54:22 -08:00
Gabriel Jacobo 5ac1813451 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.

controllermap can now skip bindings by pressing space or clicking/touching the
screen.
2013-12-03 12:01:28 -03:00
Gabriel Jacobo 45ae148aef Adds SDL_GameControllerAddMappingsFromFile 2013-12-02 19:34:08 -03:00
Gabriel Jacobo f848adff5f Improve Android pause/resume behavior. 2013-11-29 10:06:08 -03:00
Ryan C. Gordon e9af6dcd93 Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.
2013-11-23 15:52:49 -05:00
Gabriel Jacobo 61959aa67b OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Sam Lantinga e4146267fa Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain

Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
2013-11-16 18:56:02 -08:00
Sam Lantinga 30f7e86882 Added space in the common state structure for render targets 2013-11-15 22:01:58 -08:00
Ryan C. Gordon 00003e8c00 Renamed things named after BeOS to be named after Haiku instead. 2013-11-14 11:51:24 -05:00
Ryan C. Gordon 8d6e03f353 Added SDL_DetachThread() API. 2013-11-14 00:52:39 -05:00
Ryan C. Gordon 7550ddcc05 Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.

BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
2013-11-13 22:35:26 -05:00
Sam Lantinga 75145ea023 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X. 2013-11-12 01:52:54 -08:00
Ryan C. Gordon 92b12812ac Added Ben Henning's GSoC2013 work: premake build system. 2013-11-10 00:38:37 -05:00
Sam Lantinga 621c7f8f1f Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00
Gabriel Jacobo 0b7c69fe12 Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).

Also enables building SDL for armv7 and x86.
2013-11-05 20:07:39 -03:00
David Ludwig 749117acd9 WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.

To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'.  From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext.  The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL.  Only Windows 8/8.1 is supported for now.  Shaders may need to be precompiled, in some (all?) cases.
2013-11-04 19:54:29 -05:00
Sam Lantinga 2efd40652d Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning 2013-11-03 09:42:23 -08:00
Philipp Wiesemann cd37485e3c Changed parameter name for gesture template save functions from "src" to "dst". 2013-11-02 12:07:21 +01:00
David Ludwig 3f8f680891 WinRT: spelling fix in SDL_hints.h 2013-10-27 23:19:35 -04:00
David Ludwig 69c5d21d7d WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig 62c781eaff WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.

The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2013-10-25 20:31:43 -04:00
Sam Lantinga 30ce2bc723 SDL 2.0.0 defined __inline__ and some code relies on it now. 2013-10-22 21:53:58 -07:00
Sam Lantinga d08634e2c6 Better fix for bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
J?nis R?cis

Reopening as compilation with ANSI C throws lots of unnecessary warnings, both using MinGW and using Linux GCC. (BTW, what happened? MinGW is broken to all hell. sdl2-config does not even link SDLMain anymore?)

I think this may have been lost somewhere, so again: GCC supports inlining via __inline__ in all known versions of GCC, regardless of the C standard in use. Please don't assume that __STRICT_ANSI__ implies no inlining support.
2013-10-21 02:32:34 -07:00
Sam Lantinga 08fa8da77c Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga f5fa492e26 Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
2013-10-20 20:42:55 -07:00
Sam Lantinga 04e170ceb7 Added __WINDOWS__ to reflect both 32 and 64-bit windows platforms 2013-10-20 20:41:30 -07:00
Ryan C. Gordon 0e699eb5bb Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
2013-10-20 21:18:05 -04:00
Sam Lantinga 8b79cbadef Added an API to get the amount of system RAM 2013-10-17 11:32:56 -07:00
Sam Lantinga 080c919b79 Fixed function feature test for Visual Studio 2012
norfanin

Fixes the version check for some functions that are only present with the MSVC 2013 CRT libraries.

I did my testing wrong and failed to see that 2012 doesn't have these functions. Microsoft implemented them in their upcoming 2013 version, though. The attached patch changes it to the check for the next version.

I also removed the HAVE_ITOA because that would require linking with oldnames.lib and it's easier to just let the SDL implementation take over.
2013-10-13 19:51:58 -07:00
Sam Lantinga a7e1fdddea Updated SDL to version 2.0.1 2013-10-10 21:50:25 -07:00
Gabriel Jacobo 89131435f8 Adds gl_profile_mask to test framework, uses it in testgles 2013-10-10 00:49:57 -03:00
Gabriel Jacobo b39a4daf04 SDL_TEXTINPUT support for EVDEV 2013-10-03 10:28:10 -03:00
David Ludwig 58dd086487 WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
2013-09-22 12:26:53 -04:00
David Ludwig 0022dbf261 WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
2013-09-16 11:02:18 -04:00
David Ludwig f3bd9175a9 WinRT: more renaming of "windowsrt" to "winrt" 2013-09-04 19:55:45 -04:00
David Ludwig 2cafee9de1 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig 1e78c4a5d1 WinRT: more "Windows RT" to "WinRT" renaming 2013-08-27 12:20:35 -04:00
David Ludwig 7be2ad71c9 WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name.  (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig 3dde6e1e9f WinRT: made sure SDL_main gets used in the latest SDL 2.0.0 based code 2013-08-13 20:28:10 -04:00
David Ludwig d41fdc94d6 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 2013-08-13 20:09:52 -04:00
David Ludwig f7049b93d5 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1) 2013-08-12 22:29:55 -04:00
Sam Lantinga 1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00
Sam Lantinga 69a4351eb0 Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi 2013-09-30 22:35:32 -07:00
Sam Lantinga 058aba086c Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42 2013-09-30 21:57:03 -07:00
Sam Lantinga 202528a48f Call AddRef() on the device so it doesn't accidentally get released from underneath the caller. 2013-09-28 14:07:17 -07:00
Sam Lantinga 25f607a3c2 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions 2013-09-28 14:07:14 -07:00
Sam Lantinga cf5e5a8360 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE 2013-09-28 14:07:08 -07:00
Sam Lantinga 803965bcc2 Added platform specific call: SDL_RenderGetD3DDevice() 2013-09-28 14:07:05 -07:00
Sam Lantinga 57bd514707 Added optimized YUV texture upload path with SDL_UpdateYUVTexture() 2013-09-28 14:06:47 -07:00
Sam Lantinga 99789c71c1 Fixed bug 1820 - building SDL as a static library with static runtime doesn't compile/link with visual studio
norfanin

Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version.

Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code.

Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
2013-09-28 10:30:51 -07:00
Gabriel Jacobo 9ceed73db4 Raspberry Pi support (also unified UDEV and EVDEV support) 2013-09-28 13:28:19 -03:00
Philipp Wiesemann b9a2230806 Fixed doxygen warning. 2013-09-28 12:55:32 +02:00
Sam Lantinga 3ef5a97706 Fixed the name of the environment variable to match the name of the hint. 2013-09-27 23:19:22 -07:00
Edward Rudd 869a707612 add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Sam Lantinga fae4190dca Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
2013-09-13 17:42:46 -07:00
Ryan C. Gordon 5081b5d3da Workaround for compiling with /W4 warnings on Visual C++. 2013-09-07 13:57:20 -04:00
Sam Lantinga 2afbd773b8 Fixed bug 2081 - Add name to SDL_Point structure
Dmitry Marakasov

Unlike SDL_Rect (typedef struct SDL_Rect {} SDL_Rect), SDL_Point (typedef struct {} SDL_Point) structure is unnamed. This feels inconsistent and makes it impossible to use forward declaration for SDL_Point, having to include whole SDL_rect.h instead.
2013-09-05 07:02:27 -07:00
Ryan C. Gordon b63d11ce9c The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const. 2013-09-04 23:40:11 -04:00
Edward Rudd 5f45f4224f make the examples in the doc comments match the actual output of the SDL_GetPrefPath function 2013-08-24 09:43:14 -04:00
Gabriel Jacobo 1c6d55767c Separate EGL / GL ES detection in CMake 2013-08-22 14:56:07 -03:00
Ryan C. Gordon f77c2372e0 Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!). 2013-08-22 13:00:05 -04:00
Gabriel Jacobo 1e49b1ed6e OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo 695344d163 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Ryan C. Gordon 2dd7091e50 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module. 2013-08-20 19:57:11 -04:00
Ryan C. Gordon abbaa90dd6 Added SDL_DEPRECATED #define. 2013-08-20 14:21:35 -04:00
Ryan C. Gordon 094a72b8f7 Added SDL_assert_always (never disabled). 2013-08-20 14:17:48 -04:00
Gabriel Jacobo 552b04c58a More non C89 compliant comments 2013-08-20 20:34:40 -03:00
Gabriel Jacobo 0eeb76d869 Fixes bug #2037, common EGL code for Android and X11 2013-08-19 16:29:46 -03:00
Sam Lantinga 0ca506611c Fixed warnings building with gcc 2 and gcc 4 on Haiku 2013-08-18 23:18:11 -07:00
Philipp Wiesemann a46437f798 Replaced introduction in header file with more recent version from README.txt. 2013-08-18 11:15:30 +02:00
Philipp Wiesemann ad608e2dc3 Corrected file names in header file comments. 2013-08-18 11:12:46 +02:00
Philipp Wiesemann 8cf730554b Changed some documentation comments in header files to be used by doxygen. 2013-08-18 11:08:52 +02:00
Gabriel Jacobo dad420670f Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.

Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
2013-08-12 11:13:50 -03:00
Philipp Wiesemann f5c77149bf Fixed typo in header comment. 2014-05-18 21:05:39 +02:00
Philipp Wiesemann 81c574b8cb Fixed typo in header comment. 2014-05-11 15:59:22 +02:00
Gabriel Jacobo b701175ab5 Include gl2platform.h in SDL_opengles2.h so we play nice with GLEW.
Based on feedback from Sven Bergstr?m
2014-05-10 17:00:37 -03:00
Dimitris Zenios 548a0ee7b8 __ANDROID__ is the correct macro to check for an android system.ANDROID is only defined in NDK build system (.mk) and not in the standalone NDK. 2014-05-05 22:21:26 +03:00
Ryan C. Gordon 2a7aa9bde8 Fix build on Windows targets without dxgi.h, like MingW32. 2014-05-06 00:13:07 -04:00
Ryan C. Gordon cb403ab660 Removed comma at end of enum in a public header, to make -Wpedantic happy. 2014-04-29 12:00:28 -04:00
Sam Lantinga bd6a493697 Fixed bug 2508 - don't redefine WIN32_LEAN_AND_MEAN 2014-04-26 12:38:35 -07:00
Brandon Schaefer ae2a50fc8f Revert MIR_CFLAGS to SDL_CFLAGS. Use forward declaration for the real fix. (We shouldn't expose mir headers!) 2014-04-21 12:42:25 -07:00
J?rgen P. Tjern? defd90b6f6 Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.

Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
 - SDL_RenderSetClipRect(render, NULL)
 - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
2014-04-19 13:15:41 -07:00
Sam Lantinga 03afd0de40 SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded. 2014-04-18 12:43:04 -07:00
Dimitris Zenios 9eccde51c3 Enable building of Android libraries using a standalone NDK 2014-04-06 00:30:48 +03:00
David Ludwig 3dcb451f85 Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
2014-04-09 21:29:19 -04:00