Commit Graph

4818 Commits (5cb14f4467408a9213bb8d8e201f07693cdc5665)

Author SHA1 Message Date
Cameron Gutman 5cb14f4467 Ignore Xbox One S gamepads with older firmware in HIDAPI
This older firmware had a different HID report style that we don't support.
2019-04-30 20:37:49 -07:00
Sam Lantinga b1100ec18c Fixed Android build warning 2019-06-08 10:23:52 -07:00
Sam Lantinga 03cf24162f OpenSL ES audio cleanup and added a note with low latency audio discussion 2019-06-08 10:21:38 -07:00
Sam Lantinga 166d15fd75 Fixed surround sound channel setup for Android OpenSL ES audio driver 2019-06-07 15:09:15 -07:00
Sam Lantinga 23a2b47790 Protect against NULL device in the Android hidapi implementation 2019-06-07 09:00:26 -07:00
Sam Lantinga 9261e473d6 Potential fix for a crash we're seeing on Android that should in theory never happen. 2019-06-07 09:00:24 -07:00
Sam Lantinga 20ec866484 Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS
Patch contributed by Nat Brown
2019-06-06 08:20:53 -07:00
Sam Lantinga 6c0b304c93 Fixed bug 4655 - evdev is available on FreeBSD, check in 'configure' limited to Linux
Jan Martin Mikkelsen

The evdev interface is available on FreeBSD, with the xf86-input-evdev for include files in /usr/local/include/linux, so <linux/input.h> works, or when build with the native evdev option, where <dev/evdev/input.h> is available.
2019-06-05 12:03:45 -07:00
Sam Lantinga 23569362dc Use SDL sized types 2019-06-05 12:01:26 -07:00
Sam Lantinga 3e3294645f Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types
Jan Martin Mikkelsen

The file src/core/linux/SDL_evdev.c uses the Linux specific types __u32 and __s32. This breaks things on FreeBSD when building with evdev.
2019-06-05 08:54:07 -07:00
Sam Lantinga 723d014336 Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI
Cameron Gutman

I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.

This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.

The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.

Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.

I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
2019-06-04 17:32:15 -07:00
Ryan C. Gordon b5d3b6fc25 test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
Alex Szpakowski 9b5811592d iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629. 2019-05-26 18:53:36 -03:00
Sam Lantinga dce56ab9fa Added a function to get the current Android SDK version at runtime 2019-05-23 14:19:00 -07:00
Sam Lantinga f3e76ea1d0 Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. 2019-05-23 13:47:30 -07:00
Sam Lantinga 02f9667a08 Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver. 2019-05-23 13:47:27 -07:00
Sam Lantinga e401b95025 Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting. 2019-05-23 11:32:36 -07:00
Sam Lantinga 8b57331e71 Fixed hiding the Android virtual keyboard when the return key is pressed 2019-05-23 11:05:43 -07:00
Sylvain Becker f91b87859c Android: minimum size for IME, so that it takes focus
In API 28, 0 width views can't take focus, so if someone tries to position the IME without setting a width, they'll stop getting text events.

Tested on Android 9: with a 0 size, it would send correctly letters a, b, c, etc. but not numbers.
2019-05-23 09:08:40 +02:00
Sam Lantinga 7ec514d48f Improved iOS Bluetooth keyboard support
* Don't stop text input after the return key is pressed
* Handle arrow and escape keys
2019-05-22 17:39:51 -07:00
Sam Lantinga 50aab19877 Fixed bug 4639 - CMake build does not generate libhidapi.so for Android
Manuel Sabogal

I noticed that the current Android.mk builds a libhidapi.so library for Android but the CMake build hasn't been updated to do so. I'll attach a patch that fixes this issue.
2019-05-21 17:33:31 -07:00
Cameron Gutman 9b2202828a Fix use-after-free when pumping the event loop after SDL_DestroyWindow()
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.

Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
2019-04-28 17:37:49 -07:00
Sam Lantinga a4e33b9cc4 Added support for Bluetooth keyboards on iOS
In this case the keyboard is shown and immediately hidden, but we still want to accept text input
2019-05-20 14:31:03 -07:00
Sam Lantinga 582a3c994d Fixed mouse focus for touch events on iOS 2019-05-20 14:08:35 -07:00
Ryan C. Gordon 4bd808346a vulkan: Swapped out a free() that should have been an SDL_free().
Fixes (for real this time!) the Visual Studio builds.
2019-05-20 00:41:18 -04:00
Ryan C. Gordon ebbb295e85 vulkan: Patched to compile on Visual Studio. 2019-05-19 23:29:50 -04:00
Ryan C. Gordon d778b26dd1 Patched to compile in C89 mode. 2019-05-19 20:25:02 -04:00
Sam Lantinga 5f34162030 Fixed bug 4474 - Add support for an ASUS Gamepad variation
Trent Gamblin

This patch adds a variation of the ASUS Gamepad to the game controller DB. All the values are the same except the GUID.
2019-05-19 12:06:58 -07:00
Sam Lantinga 41c718db85 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain

Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.

    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;

It could try to find a better format, for instance :

 if SDL_Surface has no Amask, but a colorkey :
   if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
   if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
 else
   try to pick the same renderer format as surface fmt

if no format has been picked, use the fallback.


I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.


So with this issue:

- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
  (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)

- if you have a surface ABGR format, it try to take the ABGR from the renderer.
  (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
2019-05-19 12:04:06 -07:00
Sam Lantinga c377de5440 Fixed bug 4436 - [OpenBSD] fix D-pad
Thomas Frohwein

Hi,

If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest).

The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()).

Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions.

I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs.

Thanks,

thfr
2019-05-19 11:56:26 -07:00
Serhii Charykov 510b01f5fc Fix WORKING_DIR parameter 2018-12-03 20:14:35 +02:00
Sam Lantinga ee0a482a87 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS
Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
2019-05-19 11:52:25 -07:00
Sam Lantinga 2ee9b1ddce Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR
Sylvain

OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.

If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
2019-05-19 11:01:36 -07:00
Sam Lantinga 8dea23c705 Fixed bug 3911 - SYSWM generic X11 events missing event data
Andrei Drexler

For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events.

The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
2019-05-19 10:44:14 -07:00
Wladimir J. van der Laan 29f3445316 video: Add Vulkan support for vivante fb
Vivante drivers use the VK_KHR_display extension for rendering directly
to the frame buffer. This patch adds support to the video driver for
Vulkan rendering using that method.

- Add an utility function SDL_Vulkan_Display_CreateSurface that creates
a surface using this extension. The display to use (if there are
multiple) can be overridden using the environment variable
"SDL_VULKAN_DISPLAY".

- Use this function in a new compilation unit SDL_vivantevideo.c,
which implements the SDL_VIDEO_VULKAN methods of the driver structure.
2019-05-19 10:36:44 -07:00
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
Ryan C. Gordon 18d83093a8 test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported. 2019-05-18 23:47:57 -04:00
Sam Lantinga 62a5797088 Windows are not in a minimized state when they are shown
This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313
"Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
2019-05-15 14:01:15 -07:00
Sam Lantinga abcfe80480 [SDL] iOS fix bug with audio interrupted by a phone call not restoring. 2019-05-14 14:20:54 -07:00
Sam Lantinga 59da5b7202 [SDL] ios Touch Fix. 2019-05-14 07:55:42 -07:00
Ryan C. Gordon ba0fc92ded Patched to compile. 2019-05-11 12:41:21 -04:00
Charlie Birks 6eb0521131 Emscripten: Use EMSCRIPTEN_EVENT_TARGET_* 2019-05-09 12:09:45 +01:00
Charlie Birks 4e5b5cba12 Emscripten: Switch from canvas[XY] to target[XY]
Allows mouse/touch events to work on non-default canvases
2019-05-09 12:09:40 +01:00
Charlie Birks 60c48ed787 Emscripten: Store canvas id in WindowData
Also replace all hardcoded uses of "#canvas" or NULL
2019-05-09 12:09:34 +01:00
Sam Lantinga f0a4fea89f Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app
Dan Ginsburg

I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.

What happens is as follows:

SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:

JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
                                    JNIEnv *env, jclass cls, jboolean hasFocus)
{
    SDL_LockMutex(Android_ActivityMutex);

    if (Android_Window) {
        __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
        SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
    }

    SDL_UnlockMutex(Android_ActivityMutex);
}

When the window does get created, in Android_CreateWindow it does this:

 window->flags &= ~SDL_WINDOW_RESIZABLE;     /* window is NEVER resizeable */
    window->flags &= ~SDL_WINDOW_HIDDEN;
    window->flags |= SDL_WINDOW_SHOWN;          /* only one window on Android */
    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

    /* One window, it always has focus */
    SDL_SetMouseFocus(window);
    SDL_SetKeyboardFocus(window);

The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:

 case SDL_WINDOWEVENT_FOCUS_GAINED:
        if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
            return 0;
        }
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_OnWindowFocusGained(window);
        break;

I can fix the problem if I comment out this line from Android_CreateWindow:

    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

I would propose that as a fix unless there is a reason not to.
2019-04-25 14:17:07 -07:00
Sam Lantinga 1a38853e02 Fixed bug 4566 - Hot-plugging Bluetooth controller causes force-quit on Android
Anthony @ POW Games

I tried adding different configChanges and sure enough, "navigation" worked! Now bluetooth controllers hot-plug nicely. So shall we add it as a default to the AndroidManifest.xml?

Funny that this is how this activity is described:

	"navigation" The navigation type (trackball/dpad) has changed. (This should never normally happen.)

I think the reason behind this is because the bluetooth game controller I was testing doubles-up as a keyboard, which probably comes with a DPAD? It's a MOCUTE-032X_B63-88CE
2019-04-24 12:53:15 -07:00
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 f5252530d2 Change my previous fix based on feedback from dev @saml 2019-04-23 14:08:14 -07:00
Sam Lantinga 624f8ca80d Created Xcode schemes for building on iOS and tvOS 2019-04-23 14:08:09 -07:00
Sam Lantinga ecce803d54 Fix compile errors I hit when building org.libsdl in source2 (part 2 of 2) @saml 2019-04-23 12:59:28 -07:00