Feedback from @icculus:
"IsTablet" uses "is" as a form of "to be" ...like, the actual question is of its nature.
The rest is just a superfluous word in the question and it flows as better English with if (RectEmpty) than if (IsRectEmpty)
Fixes https://github.com/libsdl-org/SDL/issues/6932
`SDL_QUERY`, `SDL_IGNORE`, `SDL_ENABLE`, and `SDL_DISABLE` have been removed.
SDL_EventState() has been replaced with SDL_SetEventEnabled()
SDL_GetEventState() has been replaced with SDL_EventEnabled()
SDL_GameControllerEventState has been replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
SDL_JoystickEventState has been replaced with SDL_SetJoystickEventsEnabled() and SDL_JoystickEventsEnabled()
SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
Fixes https://github.com/libsdl-org/SDL/issues/6929
Instead of indexing into an internal list of devices which requires locking, we return a list of device IDs which can then be queried individually.
Reference: https://github.com/libsdl-org/SDL/issues/6889
As the implementation requires C++, the user will have to include
SDL_main.h in a C++ source file (that needs to be compiled with /ZW).
It's ok to keep the standard main() implementation in plain C and use
an otherwise empty C++ source file for the SDL_main implementation part,
if both source files #include <SDL3/SDL_main.h>
Including SDL_main.h in a C source file will print a message at
compilation (when building for WinRT or possibly other not yet implemented
platforms that require C++ for main), to remind the user of also
including it in a .cpp source file. This message/warning can be disabled
with #define SDL_MAIN_NOIMPL before including SDL_main.h in the C file.
When including it in a .cpp file, there will be a compiler error with
helpful message if it's not compiled with /ZW
For this I renamend _SDL_MAIN_NOIMPL to SDL_MAIN_NOIMPL, because now it's
not for internal use only anymore, but also useful for users (that want
their main() function in a different file than the SDL_main implementation)
Add a project for the testdraw2.c test to the WinRT solution to at least
get some minimal testing on WinRT.
I won't add all tests because it's a lot of manual clicking per test,
but this should be better than nothing :)
This simplifies some things, clarifies some things, and also allows
for the possibility of RWops that offer non-blocking i/o (although
none of the current built-in ones do, intentionally, we could add this
later if we choose, or people could provide things like network socket
RWops implementations now, etc.
Fixes#6729.
* N3DS: Make Sem waits cooperative friendly.
The 3DS has a cooperative threading model. Sleeping after TryWait and
WaitTimeout avoid starving other threads. It inccurs a runtime penalty,
but it's better than having to hard reset your console to recover from
a deadlock.
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
* Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_CreateRGBSurfaceWithFormatFrom
* Removed unused 'flags' parameter from SDL_CreateRGBSurface and SDL_CreateRGBSurfaceWithFormat
* Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
- TODO: update INSTALL.txt to replace the autotools configure
instructions with cmake.
- TODO: update make build system to provide an equivalent to
autotools' `make dist` ?
- TODO: update / revise github actions, replace autotools-only
ones with cmake (e.g.: vmactions.yml for FreeBSD.)
Reference issue: https://github.com/libsdl-org/SDL/issues/6571
* The header is no longer dependent on SDL build configuration
* The structures are versioned separately from the rest of SDL
* SDL_GetWindowWMInfo() now returns a standard result code and is passed the version expected by the application
* Updated WhatsNew.txt and docs/README-migration.md with the first API changes in SDL 3.0
Instead of using a URL and git sha1, this uses `git describe` to
describe the version relative to the nearest previous git tag, which
gives a better indication of whether this is a release, a prerelease,
a slightly patched prerelease, or a long way after the last release
during active development.
This serves two purposes: it makes those APIs more informative, and it
also puts this information into the binary in a form that is easy to
screen-scrape using strings(1). For instance, if the bundled version of
SDL in a game has this, we can see at a glance what version it is.
It's also shorter than using the web address of the origin git
repository and the full git commit sha1.
Also write the computed version into a file ./VERSION in `make dist`
tarballs, so that when we build from a tarball on a system that doesn't
have git available, we still get the version details.
For the Perforce code path in showrev.sh, output the version number
followed by the Perforce revision, in a format reminiscent of
`git describe` (with p instead of g to indicate Perforce).
For the code path with no VCS available at all, put a suffix on the
version number to indicate that this is just a guess (we can't know
whether this SDL version is actually a git snapshot or has been
patched locally or similar).
Resolves: https://github.com/libsdl-org/SDL/issues/6418
Signed-off-by: Simon McVittie <smcv@collabora.com>
If this assertion fails on some platform (unlikely), we will need a
third implementation for SwapLongLE().
Signed-off-by: Simon McVittie <smcv@collabora.com>
The check for whether to use a 32- or 64-bit swap for an array of long
values always took the 64-bit path, because <limits.h> wasn't included
and therefore ULONG_MAX wasn't defined. Turn this into a runtime check,
which a reasonable compiler will optimize into a constant.
This fixes testevdev failures on 32-bit big-endian platforms such as hppa
and older powerpc. Little-endian and/or 64-bit platforms are unaffected.
[smcv: Added commit message]
Bug-Debian: https://bugs.debian.org/1021310
Co-authored-by: Simon McVittie <smcv@collabora.com>
Emitted by MinGW:
In function 'WatchJoystick',
inlined from 'SDL_main' at D:/a/SDL/SDL/test/controllermap.c:802:9:
D:/a/SDL/SDL/test/controllermap.c:437:9: warning: 'marker' may be used uninitialized [-Wmaybe-uninitialized]
437 | SDL_SetTextureAlphaMod(marker, alpha);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:/a/SDL/SDL/test/controllermap.c: In function 'SDL_main':
D:/a/SDL/SDL/test/controllermap.c:355:71: note: 'marker' was declared here
355 | SDL_Texture *background_front, *background_back, *button, *axis, *marker;
X11 has a so-called primary selection, which you can use by marking text and middle-clicking elsewhere to copy the marked text.
There are 3 new API functions in `SDL_clipboard.h`, which work exactly like their clipboard equivalents.
## Test Instructions
* Run the tests (just a copy of the clipboard tests): `$ ./test/testautomation --filter Clipboard`
* Build and run this small application:
<details>
```C
#include <SDL.h>
#include <unistd.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
void print_error(const char *where)
{
const char *errstr = SDL_GetError();
if (errstr == NULL || errstr[0] == '\0')
return;
fprintf(stderr, "SDL Error after '%s': %s\n", where, errstr);
SDL_ClearError();
}
int main()
{
char text_buf[256];
srand(time(NULL));
SDL_Init(SDL_INIT_VIDEO);
print_error("SDL_INIT()");
SDL_Window *window = SDL_CreateWindow("Primary Selection Test", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 400, 400, SDL_WINDOW_SHOWN);
print_error("SDL_CreateWindow()");
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
print_error("SDL_CreateRenderer()");
bool quit = false;
unsigned int do_render = 0;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
print_error("SDL_PollEvent()");
switch (event.type) {
case SDL_QUIT: {
quit = true;
break;
} case SDL_KEYDOWN: {
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
case SDLK_q:
quit = true;
break;
case SDLK_c:
snprintf(text_buf, sizeof(text_buf), "foo%d", rand());
SDL_SetClipboardText(text_buf);
print_error("SDL_SetClipboardText()");
printf("clipboard: set_to=\"%s\"\n", text_buf);
break;
case SDLK_v: {
printf("clipboard: has=%d, ", SDL_HasClipboardText());
print_error("SDL_HasClipboardText()");
char *text = SDL_GetClipboardText();
print_error("SDL_GetClipboardText()");
printf("text=\"%s\"\n", text);
SDL_free(text);
break;
} case SDLK_d:
snprintf(text_buf, sizeof(text_buf), "bar%d", rand());
SDL_SetPrimarySelectionText(text_buf);
print_error("SDL_SetPrimarySelectionText()");
printf("primselec: set_to=\"%s\"\n", text_buf);
break;
case SDLK_f: {
printf("primselec: has=%d, ", SDL_HasPrimarySelectionText());
print_error("SDL_HasPrimarySelectionText()");
char *text = SDL_GetPrimarySelectionText();
print_error("SDL_GetPrimarySelectionText()");
printf("text=\"%s\"\n", text);
SDL_free(text);
break;
} default:
break;
}
break;
} default: {
break;
}}
}
// create less noise with WAYLAND_DEBUG=1
if (do_render == 0) {
SDL_RenderPresent(renderer);
print_error("SDL_RenderPresent()");
}
do_render += 1;
usleep(12000);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
print_error("quit");
return 0;
}
```
</details>
* Use c,v,d,f to get and set the clipboard and primary selection.
* Mark text and middle-click also in other applications.
* For wayland under x:
* `$ mutter --wayland --no-x11 --nested`
* `$ XDG_SESSION_TYPE=wayland SDL_VIDEODRIVER=wayland ./<path_to_test_appl_binary>`
This is now used as a crc field in the mapping rather than directly in mapping guids, for better mapping compatibility between versions of SDL.
Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID, so that mapping programs can clear the CRC from the GUID when generating mappings.
sort_controllers.py has been updated to extract the CRC from mappings created by older mapping programs and convert it into the new crc field. It will also take the CRC into account when checking for duplicate mappings.
Also regenerated the GUIDs for the PS2/PSP/Vita controller mappings, fixing https://github.com/libsdl-org/SDL/issues/6151
* Added support for mini-gamepad mode for Joy-Con controllers, matching the mapping for hid-nintendo on Linux and iOS 16
* Added the ability to merge left and right Joy-Con controllers into a single Pro-style controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_COMBINE_JOY_CONS to control this merging functionality
* Removed the hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
Also added test functions for multi-line debug text display
Currently this only supports ASCII, as the font doesn't have the correct Latin-1 characters
Instead of using `trunc` to check the first ten digits, inexact test now
relies on an epsilon defining an acceptable range for the expected
result to be in.
Many tests were using the same underlying routine, as such three helper
functions were added:
- A wrapper to test double -> double functions.
- A wrapper to test (double, double) -> double functions,
- A wrapper for range tests on double -> double functions.
Split infinity and zero checks in their own functions.
The result of NAN tests is now logged.
The SDL_TestCaseReference structure were renamed to be more explicit.
Fixes bug with viewport not updating when moving window between monitors with different scale
factors on Windows (this should also fix the same issue on other OS'es, though untested)
- SDL_JoystickGUID -> SDL_GUID (though we retain a type alias)
- Operations for GUID <-> String ops are now in
src/SDL_guid.c and include/SDL_guid.h
- The corresponding Joystick operations delegate to SDL_guid.c
- Added test/testguid.c
I had assumed that only Linux users would be interested in GNOME-style
installed-tests, but in principle there's no reason why they can't be
used on non-Linux.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Added the ability to specify a name and the product VID/PID for a virtual controller
Also added a test case to testgamecontroller, if you pass --virtual as a parameter
This makes it more convenient to compile them alongside SDL, install
them in an optional package and use them as smoke-tests or diagnostic
tools. The default installation directory is taken from GNOME's
installed-tests, which seems as good a convention as any other:
https://wiki.gnome.org/Initiatives/GnomeGoals/InstalledTests
Signed-off-by: Simon McVittie <smcv@collabora.com>
As well as reducing duplication, this lets the tests load their resources
from the SDL_GetBasePath() on platforms that support it, which is useful
if the tests are compiled along with the rest of SDL and installed below
/usr as manual tests, similar to GNOME's installed-tests convention.
Thanks to Ozkan Sezer for the OS/2 build glue.
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
Signed-off-by: Simon McVittie <smcv@collabora.com>
In Autotools, these are run by `make -C ${builddir}/test check`.
In CMake, they're run by `make -C ${builddir} test` or
`ninja -C ${builddir} test` or `ctest --test-dir ${builddir}`.
Signed-off-by: Simon McVittie <smcv@collabora.com>
At the time I contributed this unit test, SDL had a relatively narrow
definition of what is a keyboard, approximately matching udev
ID_INPUT_KEYBOARD. Now it uses the equivalent of udev ID_INPUT_KEY,
which matches anything with keyboard keys, and not just reasonably
complete alphanumeric keyboards.
Fixes: 040bd7a9 "Fix udev not detecting ID_INPUT_KEY devices when udev is not running"
Signed-off-by: Simon McVittie <smcv@collabora.com>
At the time I contributed this unit test, SDL didn't understand Linux
touchpads, but now it does.
Fixes: 373216ae "Added support for touchpads in the Linux evdev code"
Signed-off-by: Simon McVittie <smcv@collabora.com>
Call SDL_RenderPresent after calling SDL_RenderReadPixels.
From "include/SDL_render.h":
"If you're using this on the main rendering target, it should be called after rendering and before SDL_RenderPresent()."
GLES2 always has them, and they work without hacks on Emscripten, unlike
client-side arrays.
I cleaned it up slightly, but this patch was mostly written by @bing2008.
Fixes#5258.
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.
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.
* 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>
There are two issues which are stopping the SDL tests from building on
my machine:
- libunwind is not being linked
- Even if it is, it is missing several symbols.
The first is fixed by having the test programs link against libunwind if
available. Technically, SDL2_test should be linking against it, as it's
used in SDL_test_memory.c, but as SDL2_test is a static library, it
can't itself import libunwind. We just assume that if it's present on
the system, we should link it directly to the test programs. This should
strictly be an improvement, as the only case where this'd fail is if
SDL2 was compiled when libunwind was present, but the tests are being
compiled without it, and that'd fail anyway.
The second is fixed by #define-ing UNW_LOCAL_ONLY before including
libunwind.h: this is required to make libunwind link to predicatable
symbols, in what can only be described as a bit of a farce. There are a
few more details in the libunwind man page, but the gist of it is that
it disables support for "remote unwinding": unwinding stack frames in a
different process (and possibly from a different architecture?):
http://www.nongnu.org/libunwind/man/libunwind(3).html
Note that I haven't tried this with CMake: I suspect that it'll work,
though, as the CMakeLists.txt seems to have SDL2 link against libunwind if
it's present. This adds an ugly extra dependency to SDL2, but does mean
that issue 1 isn't present. The UNW_LOCAL_ONLY change shouldn't be
build-system-specific.
The version with an implicit pattern rule tended to fail if test/
was built in an "out-of-tree" build directory not below test/, for
example:
cd SDL
mkdir _build-test
( cd _build-test; ../test/configure )
make -C _build-test
as a result of the pattern rule first checking for axis.bmp, then for
../test/axis.bmp, then ../test/../test/axis.bmp, and so on until the
maximum path length was reached.
Note that this requires GNU make. The FreeBSD ports file for SDL seems
to use GNU make (gmake) already, so presumably SDL's build system is
already relying on GNU make extensions.
Signed-off-by: Simon McVittie <smcv@debian.org>
AC_CONFIG_AUX_DIRS is an undocumented, internal version of
AC_CONFIG_AUX_DIR that takes a whitespace-separated list, instead of a
single path to add to the list. It also does not automatically treat
the given path as being relative to the $srcdir, unlike the documented
AC_CONFIG_AUX_DIR.
Newer versions of autoconf treat the argument to AC_CONFIG_AUX_DIRS
as being literal (they do not expand the shell variable), causing
autoreconf to fail if $srcdir is explicitly specified. The argument to
AC_CONFIG_AUX_DIR is checked relative to $srcdir anyway, so there is no
need to specify $srcdir a second time.
Resolves: https://github.com/libsdl-org/SDL/issues/4719
Signed-off-by: Simon McVittie <smcv@debian.org>
[--use-rendergeometry mode1|mode2]
mode1: Draw sprite2 as triangles that can be recombined as rect by software renderer
mode2: Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
Use an 'indices' array
There were a few places throughout the SDL code where values were
clamped using SDL_min() and SDL_max(). Now that we have an SDL_clamp()
macro, use this instead.
On Wayland -- or at least on some Wayland implementations -- windows
aren't shown until something has been rendered into them. For the
'checkkeys' test program, this means that keyboard input isn't
registered, making the program rather useless.
By creating a renderer and presenting once, the window is properly
displayed, and the test behaves as it does under X11 (including
XWayland).
The exact same thing was done with testmessge in 1cd97e2695 (PR #4252)
SDL_Vulkan_GetDrawableSize() doesn't always return a size which is
within the Vulkan swapchain's allowed image extent range.
(This happens on X11 a lot when resizing, which is bug #3287)
Clamp the value we get back from SDL_Vulkan_GetDrawableSize() to this
range. Given the range usually is just a single value, this is almost
always equivalent to just using the min or max image extent, but this
seems logically most correct.
If you continually poll for events it's possible that new events can come in while you're still processing the last one, delaying rendering. This is more likely with high update rate sensors.
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.
The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.
The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.
To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.
The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.
Two new optional video device methods are introduced:
WaitEventTimeout
SendWakeupEvent
in addition the mutex
wakeup_lock
which is defined and initialized but only for the drivers supporting the
methods above.
If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.
The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
On Wayland -- or at least on some Wayland implementations -- windows
aren't shown until something has been rendered into them. For the
'testmessage' test program, this means that the final messagebox (a
modal one) is blocking an "invisible window", which can then be
difficult to close.
By creating a renderer and presenting once, the window is properly
displayed, and the test behaves as it does under X11 (including
XWayland).
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.
SDL_SemPost() was called by the FIFO threads after the semaphore was
freed because the main thread actually synchronized on the
`writerRunning`/`readersRunning` count and not the semaphores itself.
- acinclude/alsa.m4, esd.m4: Ran through autoupdate to replace several
AC_TRY_[COMPILE|LINK|RUN] with corresponding AC_???_IFELSE , so that
autoconf-2.70 doesn't warn.
- sdl2.m4: Ditto.
- test/acinclude.m4 (sdl2): Ditto.
- remove HP/UX 9 (%@#!) support
- change fopen() mode from "a" to "w" in test code.
- bump its serial num to 2.
- test/acinclude.m4: same sdl2.m4 updates.
Specifically this patch which does not invoke _AC_PATH_X_XMKMF and
_AC_PATH_X_DIRECT internal autoconf routines when cross-compiling:
http://git.savannah.gnu.org/gitweb/?p=autoconf.git;a=commitdiff;h=33c3a47c04ab70a4dd54963fe433a171bc03747f
Without this, CFLAGS would brokenly have system include paths like
-I/usr/include/X11 when cross-compiling e.g. for windows. (And it
also resulted in annoying imake crashes for my setup...)
configure output is practically unchanged. there are still lots of
AC_TRY_COMPILE/AC_TRY_LINK replacements needed to really eliminate
the warnings, but that's for another time.
- SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title
or message field to "" if either of them is NULL.
- SDL_video.c (SDL_ShowSimpleMessageBox): set title or message to ""
if either of them is NULL for EMSCRIPTEN builds.
- SDL_bmessagebox.cc: add empty string check along with NULL check for
title and message fields.
- SDL_windowsmessagebox.c (AddDialogString): remove NULL string check
- SDL_windowsmessagebox.c (AddDialogControl): add empty string check
along with the NULL check.
- SDL_x11messagebox.c: revert commit 677c4cd68069
- SDL_os2messagebox.c: revert commit 2c2a489d76e7
- test/testmessage.c: Add NULL title and NULL message tests.
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
This uses pre-recorded evdev capabilities, so that we can check for
regressions without the devices having to be physically present.
Signed-off-by: Simon McVittie <smcv@collabora.com>