Commit Graph

13348 Commits (8321813452a2967449d31b6339dca8d0511c833d)

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 1f32dd8edc Fixed overdraw with duplicate points, fixed not drawing single point lines 2022-01-09 06:36:18 -08:00
Ryan C. Gordon 5d07c03613
psp: Force channels to stereo if user requested anything other than mono.
Before it would only clamp to stereo if it also had to resample, which would
fail if the app specified 44100Hz and surround sound.
2022-01-09 08:13:34 -05:00
Ryan C. Gordon c275436f56
opengles2: Batching lines/points used wrong var for summing vertex counts.
Fixed this in the vitagxm backend too, but I don't know what the state of
that code is otherwise.

Reference Issue #5061.
2022-01-09 00:39:02 -05:00
Joan Bruguera 9e6249fa54 wayland: Avoid spurious key repeats when not pumping events
Previous to this commit, key repeats events were typically generated when
pumping events, based on the time of when the events are pumped. However,
if an application doesn't call `SDL_PumpEvents` for some seconds, this time
can be multiple seconds in the future compared to the actual key up event time,
and generates key repeats even if a key was pressed only for an instant.

In practice, this can happen when the user presses a key which causes the
application to do something without pumping events (e.g. load a level).
In Crispy Doom & PrBoom+, when the user presses the key bound to "Restart
level/demo", the game doesn't pump events during the "screen melt" effect,
and the level is restarted multiple times due to spurious repeats.

To fix this, if the key up event is among the events to be pumped, we generate
the key repeats there, since in the Wayland callback we receive the time when
the key up event happened. Otherwise, we know no key up event happened and we
can generate as many repeats as necessary after pumping.

Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
2022-01-08 14:10:22 -08:00
Joan Bruguera 461724d287 wayland: Refactor time fields in SDL_WaylandKeyboardRepeat
Refactorization with no functional changes.

Instead of `next_repeat_ms` containing a timestamp based on SDL ticks, we make
it zero-based relative to the key press time, and we store the key press time in
SDL ticks in a new field.

This refactorization is groundwork for future commits which need to use the
key press and release timestamps provided by the Wayland API, which are also
expressed in milliseconds, but whose base does not match the one for SDL ticks.

Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
2022-01-08 14:10:22 -08:00
Joan Bruguera fb0c3040c0 wayland: Avoid infinite loop in keyboard_repeat_handle
If `repeat_info->next_repeat_ms` overflows, many key presses will be generated.
In the worst case, `now = 0xFFFFFFFFU` and the loop will never terminate.

Rearrange the comparison in order to gracefully handle the overflow case.

Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
2022-01-08 14:10:22 -08:00
Sam Lantinga 3b083b9911 Fixed compile warning 2022-01-08 14:07:42 -08:00
Sam Lantinga b82af9dfbf Improved OpenGL point drawing performance (thanks @slime73!)
We'll do proper call batching for the SDL 2.0.22 release
2022-01-08 14:05:50 -08:00
Sam Lantinga 1a73c45a08 Fixed incorrect color in the OpenGL driver 2022-01-08 13:35:17 -08:00
Sylvain 3cdda8f8ab
PSP: use 'data' variable which is alread the driver data 2022-01-08 21:58:26 +01:00
Sam Lantinga 9f1e609aa0 Document SDL_HINT_RENDER_LINE_METHOD in the release notes 2022-01-08 12:42:36 -08:00
Sam Lantinga 4ef2529bf9 More efficient calculation of render_count 2022-01-08 12:37:57 -08:00
Sam Lantinga 5346c93b62 Fixed assertion on number of points rendered 2022-01-08 12:28:43 -08:00
Sam Lantinga 4b71962031 Prevent overdraw with connected line segments 2022-01-08 12:02:30 -08:00
Ozkan Sezer 63d10a0ac2 updates to config.guess and config.sub from mainstream. 2022-01-08 23:00:32 +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 836a4ec7b1 updates to os/2 build 2022-01-08 22:35:02 +03:00
Sam Lantinga c1e6079836 As an optimization, draw horizontal and vertical lines using rectangles 2022-01-08 11:09:11 -08:00
Sam Lantinga 3da7c6305a Assert that we have drawn the expected number of points 2022-01-08 11:07:03 -08:00
Sam Lantinga 9f56faeedc Added line drawing using Bresenham's line algorithm (thanks @rtrussell!) 2022-01-08 10:59:31 -08:00
Sam Lantinga fe3a33a092 Use RenderGeometry for drawing lines at all scales 2022-01-08 10:10:18 -08:00
Neal Gompa 0696fc0134 cmake: Split SDL2-static and SDL2main into their own target exports
This makes it so that the generated targets are not interdependent,
which allows Linux distributions to split libraries into the
appropriate subpackages as needed.
2022-01-08 09:50:14 -08:00
Sam Lantinga 1694782b2a Remove redundant work when render scale is 1.0 2022-01-08 09:32:23 -08:00
Sam Lantinga 2026a78dc2 Don't flush in RenderDraw*WithRects()
This allows these functions to be reused in the future for other primitives
2022-01-08 09:23:58 -08:00
Sam Lantinga 18e4d9fed1 Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
2022-01-08 09:02:25 -08:00
Sam Lantinga dca281e810 Fixed getting different results for SDL_PollEvent(NULL) and SDL_PollEvent(&event) 2022-01-08 08:49:34 -08:00
Ozkan Sezer 93cab32db3 minor update to test/Makefile.os2 2022-01-08 14:40:20 +03:00
Ozkan Sezer 4472b83129 PSP_RunCommandQueue: fix argument to PSP_SetBlendState()
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
2022-01-08 11:56:56 +03:00
Ozkan Sezer df1474b46e psp/SDL_sysfilesystem.c: fixed a minor compiler warning.
src/filesystem/psp/SDL_sysfilesystem.c: In function 'SDL_GetPrefPath':
src/filesystem/psp/SDL_sysfilesystem.c:71: warning: passing argument 1 of 'free' discards qualifiers from pointer target type
2022-01-08 11:55:10 +03:00
Ozkan Sezer 21914b4e2f updated Makefile.psp and SDL_config_psp.h 2022-01-08 11:55:10 +03:00
Ryan C. Gordon f62b807174
wikiheaders.pl: Put the manpages in man/man3 2022-01-07 21:39:10 -05:00
Sam Lantinga 9294634840 Updated to version 2.0.20 for release 2022-01-07 18:29:40 -08:00
Ryan C. Gordon cc2013378d
render: Fixed some compiler warnings.
Fixes #5197.
2022-01-07 20:22:51 -05:00
Sam Lantinga 289c3fbb64 Revert "We only need to add the sentinel at the top of SDL_WaitEventTimeout()"
This reverts commit c477768e6f.

We want to add the sentinel anytime we pump inside SDL_WaitEventTimeout() to avoid pumping again the next time through, as a performance optimization.
2022-01-07 17:07:22 -08:00
Sam Lantinga 1085c317a5 Use the requested cursor size instead of the default cursor size
CopyImage() will scale based on the system accessibility settings automatically.

Fixes https://github.com/libsdl-org/SDL/issues/5198
2022-01-07 16:45:18 -08:00
Ryan C. Gordon 6d3b5d66cd
psp: draw lines with RenderGeometry, same as with the other renderers. 2022-01-07 18:18:53 -05:00
Sylvain 9cb2c549fa Remove QueueDrawLines from D3D, D3D11 2022-01-07 14:10:23 -08:00
Sylvain b88b6b3c23 Remove QueueDrawLines from METAL 2022-01-07 14:10:23 -08:00
Sylvain 9aac55317d Remove QueueDrawLines from GL, GLES, GLES2 2022-01-07 14:10:23 -08:00
Sylvain 8ea8b2e697 Use QueueDrawLine if provided, otherwise use RenderGeometry 2022-01-07 14:10:23 -08:00
Sylvain Becker c498727471
render: Use RenderGeometry to draw lines
This patch is from @1bsyl

Fixes #5061.
2022-01-07 16:14:28 -05:00
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
Ryan C. Gordon 88ac517df0
opengles2: Fix point drawing. 2022-01-07 15:04:04 -05:00
Sam Lantinga 957c48b4c7 Fixed detecting focus change to child dialogs
Fixes https://github.com/libsdl-org/SDL/issues/5157
2022-01-07 10:58:04 -08:00
Sam Lantinga c477768e6f We only need to add the sentinel at the top of SDL_WaitEventTimeout() 2022-01-06 18:58:30 -08:00
Cameron Gutman e9134b045a events: Only add sentinels for pumping done inside SDL_WaitEventTimeout()
We don't want to catch explicit SDL_PumpEvents() calls by the application with
our polling check to avoid stale data. If the call to SDL_PumpEvents() produced
no events, there will be a sentinel sitting in the queue that will cause
SDL_PollEvent() to immediately return 0 next time it is called.

Our SDL_WaitEventTimeout() implementation avoids this issue by always popping
an event after calling SDL_PumpEvents(). This will remove the new sentinel if
we didn't get any new events.
2022-01-06 18:35:23 -08:00
Sam Lantinga 954858846d Move special sentinel handling inside SDL_PeepEvents() 2022-01-06 14:05:22 -08:00
Sam Lantinga 2592e6219b Clarify that timeout == 0 is handled at the top of SDL_WaitEventTimeout() 2022-01-06 14:05:22 -08:00
Sam Lantinga 8ff2166855 Only return from SDL_PollEvent() if the last sentinel is consumed 2022-01-06 14:05:22 -08:00