Commit Graph

12917 Commits (b271e92c6e55db4212f9216d32c72349c3d94458)

Author SHA1 Message Date
Sylvain 2c3717881f testautomation_events.c: initialize "timestamp" to solve "conditional jump or move depends on uninitialised value" 2023-06-13 23:03:32 +02:00
Simon McVittie 56ba7f2ff0 testevdev: Add details of X-Box One Elite 2 via USB
Thanks to iacore for capturing these.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-13 10:33:13 -07:00
Simon McVittie 74484511eb testevdev: Provide a pointer to more information about adding test-cases
Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-13 10:33:13 -07:00
Sam Lantinga bc5d074818 Added SDL_nextafter() and SDL_nextafterf() 2023-06-13 10:32:21 -07:00
Sam Lantinga b0677f476f Added automatic mapping for Xbox Elite paddles using the xpadneo driver
We can't actually tell yet whether a controller has paddles, so this code isn't effective, but I'll file an upstream issue and see if we can get that resolved.
2023-06-13 10:06:36 -07:00
Sam Lantinga 071d1e29dd Fixed joystick vendor detection in Linux automatic gamepad mapping 2023-06-13 10:05:19 -07:00
Sam Lantinga 5a62a4596e Fixed building with the 16.1.4479499 Android toolchain
(cherry picked from commit b9d1c483b90e2a1c23053692e06d15f9dbd5fe99)
2023-06-13 07:50:00 -07:00
Simon McVittie cf1dc66e2c linux: Improve gamepad mapping heuristic to accept Android conventions
This heuristic for gamepads without a more specific mapping already
tried two incompatible conventions for handling triggers: the Linux
Gamepad Specification uses hat switch 2 for the triggers (for whatever
reason), but the de facto standard set by the drivers for older Xbox
and Playstation controllers represents each trigger as the Z-axis of
the nearest analog stick.

Android documentation encourages Bluetooth gamepad manufacturers to use
a third incompatible convention where the left and right triggers are
represented as the brake and gas pedals of a driving simulator
controller. The Android convention also changes the representation of
the right stick: instead of using X and Y rotation as a second pair
of axes, Android uses Z position as a second horizontal axis, and
Z rotation as a second vertical axis.

Try to cope gracefully with all of these. This will hopefully resolve
the issue described in #5406 (when using unpatched kernels).

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-13 05:38:26 -07:00
Simon McVittie c4d49fadd4 linux: Reduce magic numbers when mapping gamepad axes
The bitfield `mapped` has two different sets of meanings, depending
whether we're setting up the triggers or the d-pad. Represent them
as symbolic constants rather than opaque integers.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-13 05:38:26 -07:00
Sam Lantinga dec0dbff13 Fixed enumerating Steam Controllers on iOS 2023-06-12 16:57:41 -07:00
Sam Lantinga d95dbe78bb Fixed n3ds build 2023-06-12 15:39:57 -07:00
Sam Lantinga cdc40ee054 Reduce the chance of destroying the joystick mutex while it's in use
Fixes https://github.com/libsdl-org/SDL/issues/7811
2023-06-12 15:27:45 -07:00
Linus Probert 6ab846b688 clipboard: Fixes additional x11 clipboard bugs found in tests 2023-06-12 10:57:06 -07:00
Linus Probert a2ba5e9052 clipboard: Fixes testautomation fails introduced by clipboard changes 2023-06-12 07:33:39 -07:00
Sylvain 4e0f94ea7d Android: add timeout when waiting the SDL thread to finish
C SDLmain() thread might have started (mSDLThread.start() called)
while the SDL_Init() might not have been called yet,
and so the previous QUIT event will be discarded by SDL_Init() and app is running, not exiting.

This is reprocible by adding instrumentation code in the SDLActivity.

And hopefully, this could fix an ANR, where SDLActivity is in WAITING state (in thread.join()):
  at java.lang.Thread.join (Thread.java:1519)
  at org.libsdl.app.SDLActivity.onDestroy (SDLActivity.java)

while SDLThread seems to be running
2023-06-12 11:53:09 +02:00
Ryan C. Gordon 125e7420ec cocoa: Warp mouse to center of window before enabling relative mouse.
This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.

Fixes #6994.

(cherry picked from commit 2afb49ba9a2edc361a3b35d8e30be977a5bcc0c4)
2023-06-11 12:54:51 -04:00
Ozkan Sezer 4cfacd5cb7 SDL_dynapi.c: minor cosmetics. 2023-06-10 20:50:02 +03:00
Sam Lantinga 0103ec1126 Fixed accidental commit 2023-06-10 08:44:08 -07:00
SDL Wiki Bot 7f86415146 Sync SDL3 wiki -> header 2023-06-10 15:42:15 +00:00
Sam Lantinga 281018f169 Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
2023-06-10 08:39:20 -07:00
Sam Lantinga 5490873daa Fixed querying device info on the MOBAPAD M073
The query packet needs to contain valid rumble data in order to be accepted by the controller.

Fixes https://github.com/libsdl-org/SDL/issues/7788
2023-06-09 18:41:21 -07:00
Sam Lantinga 2042e9c4e3 Only update the serial number if it hasn't already been set
This fixes the serial number for Nintendo Switch Pro, which is queried from the hardware in device initialization, and was later clobbered by the USB string which isn't correct.
2023-06-09 17:34:12 -07:00
Sam Lantinga c8051b11e8 Fixed reading input from the Razer Atrox Arcade Stick using Windows Gaming Input 2023-06-09 14:35:43 -07:00
Sylvain aaccf3cd52 X11: common function to wait for the WM before sending SDL Window events 2023-06-09 19:48:59 +02:00
Sylvain 8096f7269b Android: add robustness. check that the native code is run for the first time. 2023-06-09 10:13:58 +02:00
Sylvain ae9d8acc3b Android: when an EventFilter is binded to SDL_EVENT_DID_ENTER_FOREGROUND event and triggered, GL context is expected to be already restored. 2023-06-09 10:00:01 +02:00
Sam Lantinga 4c0758a234 Fixed crash if display couldn't be found in SDL_UpdateFullscreenMode() 2023-06-08 12:39:32 -07:00
Simon McVittie d9c17e7055 testevdev: Add details of some more 8BitDo devices
Thanks to Jeremy Whiting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie a2ed083285 testevdev: Describe several equivalent devices
https://github.com/ValveSoftware/steam-devices/pull/34 lists several
more devices that are functionally equivalent to this one from the
point of view of their evdev metadata. Thanks to apgrc.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie f4a53e78c8 testevdev: Add test data for a DualSense (PS5) gamepad
Also make details of PS4 gamepads (which are very similar from an evdev
point of view) more specific.

Thanks to Sam Lantinga and Jeremy Whiting for recording these.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 2fb1df1551 testevdev: Add test data for Nintendo Switch Joy-Cons via Bluetooth
Thanks to Jeremy Whiting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 8a82e06075 testevdev: Add test data for Microsoft Xbox Series S|X Controller
Like the Stadia controller, this is unusual because it represents the
Share button as the Record key from a multimedia keyboard (as of Linux
6.2.11 with the xpad driver). Thanks to Jeremy Whiting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie ff01b43459 testevdev: Add Google Stadia controller
This is a bit unusual because it has a small number of what would
ordinarily be keyboard keys. Thanks to Jeremy Whiting for recording
this.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 9ad0b8b47f testevdev: Add test data for another Switch Pro Controller
A newer evemu-describe transcript has this same controller with its
buttons mapped differently, presumably a result of driver changes in
the Linux kernel. Either way, we should recognise it as a gamepad.
Thanks to Jeremy Whiting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 7b526d0cad testevdev: Finish incomplete data for Switch Pro Controller via USB
This didn't include any buttons, which I assume was because I
transcribed them incorrectly rather than reflecting reality. Confirmed
against another Switch Pro Controller on a more recent kernel (thanks
to Jeremy Whiting).

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 4c33ef94c6 testevdev: Note a functionally-equivalent device
We don't need to re-test the heuristic with the same input data, but
knowing that another device has equivalent evdev metadata is useful
information to record. Thanks to Jeremy Whiting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Simon McVittie 4c035dc1e3 testevdev: Add another laptop touchpad
This was reported by Rémi Bernon as an example of older SDL's non-udev
code path going wrong for touchpads when the invoking user happens to
be in the input group, which I believe was fixed by fdd945f2.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-08 11:03:10 -07:00
Sam Lantinga 32d015a6a0 Fixed PS3 controller initialization over Bluetooth
Now that we have hidapi that knows whether the controller is connected via Bluetooth or USB, this is much easier to fix.
2023-06-08 10:46:56 -07:00
Frank Praznik e15da1985a video: Apply cleared flag states when restoring hidden windows
Hiding a window and then clearing the minimized, maximized, fullscreen, or grabbed flags wouldn't result in the new state being applied to the window when shown, as the pending flags would always be zero, resulting in the flag application function never being entered. Calling SDL_RestoreWindow() didn't result in the minimized or maximized state being cleared on the hidden window either.

Save the current window flags to the pending flags when hiding a window, and universally apply the pending flags when the window is shown again to ensure that all state that was set or cleared when the window was hidden is applied. Any pending flags that match the existing window flags will be automatically deduplicated by the corresponding functions.
2023-06-08 12:34:56 -04:00
Ryan C. Gordon 49b5cfa6c5
x11: check if window size/position has changed during SDL_ShowWindow.
Fixes #4216.
2023-06-07 15:42:22 -04:00
Sam Lantinga dc06116c71 Steam sets the device version of the Steam Virtual Gamepad to 0, for the best compatibility with old games 2023-06-06 12:33:48 -07:00
Sam Lantinga d032492aab Fixed detecting Bluetooth Steam Controllers on Windows 2023-06-05 21:28:12 -07:00
Sam Lantinga 17c397f7ec Save the error code before doing any other operation
SDL_ClearError() resets the Win32 error code to 0
2023-06-05 21:18:49 -07:00
Sam Lantinga 6e7769cde1 Fixed detecting Bluetooth Steam Controllers 2023-06-05 19:52:00 -07:00
Sam Lantinga 6150b5b3cb Don't bother re-encoding Latin1 characters in the ASCII range 2023-06-04 05:37:06 -07:00
Sam Lantinga 491ae20d96 Only convert the result of XLookupString() if it's not already UTF-8
Fixes https://github.com/libsdl-org/SDL/issues/7766
2023-06-04 02:50:03 -07:00
Sam Lantinga c369b90019 Fixed SDL_iconv_string() truncation when handling SDL_ICONV_E2BIG 2023-06-04 01:01:06 -07:00
Sam Lantinga d40695115f Cleaned up Alt-Enter/Ctrl-Enter fullscreen toggle logic
Alt-Enter will go from the current state to fullscreen desktop, or if already there, will leave fullscreen mode.
Ctrl-Enter will go from the current state to exclusive fullscreen mode, or if already there, will leave fullscreen mode.
2023-06-03 23:24:21 -07:00
Rusty Moyher 052a9d3284 macOS: Removed the fullscreen blanking window
- Removed the blanking window used in SDL_WINDOW_FULLSCREEN. This allows CMD + Tab to work.
- Changed the fullscreen NSWindow level so this works properly.

Fixes issue #7776
2023-06-03 23:05:09 -07:00
Sam Lantinga fa41ece65f Allow other applications to open controllers on macOS 2023-06-03 11:53:36 -07:00