Commit Graph

1217 Commits (c878b59bbee5c90fb4b38931309e0cedd534c9fd)

Author SHA1 Message Date
Ryan C. Gordon c878b59bbe audio: fixed more "spec" references that should have been "callbackspec".
This should catch all the ones for audio targets that have provided their
own audio threads.
2017-05-10 16:18:43 -04:00
Sam Lantinga 8b7ae35356 Fixed build error on Linux 2017-05-09 03:19:58 -07:00
Sam Lantinga 9ac3bb7011 Added support for mixing Qt and SDL on iOS
You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code:

/* Additional support for applications mixing Qt and SDL */
@interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate>
@end

extern "C"
{
void SDL_OnApplicationWillResignActive();
void SDL_OnApplicationDidEnterBackground();
void SDL_OnApplicationWillEnterForeground();
void SDL_OnApplicationDidBecomeActive();
}

@interface QIOSApplicationDelegate (SDL)

- (void)applicationWillResignActive:(UIApplication*)application;
- (void)applicationDidEnterBackground:(UIApplication*)application;
- (void)applicationWillEnterForeground:(UIApplication*)application;
- (void)applicationDidBecomeActive:(UIApplication*)application;

@end

@implementation QIOSApplicationDelegate (SDL)

- (void)applicationWillResignActive:(UIApplication*)application
{
    SDL_OnApplicationWillResignActive();
}

- (void)applicationDidEnterBackground:(UIApplication*)application
{
    SDL_OnApplicationDidEnterBackground();
}

- (void)applicationWillEnterForeground:(UIApplication*)application
{
    SDL_OnApplicationWillEnterForeground();
}

- (void)applicationDidBecomeActive:(UIApplication*)application
{
    SDL_OnApplicationDidBecomeActive();
}

@end // QIOSApplicationDelegate
2017-05-09 10:10:42 -07:00
Philipp Wiesemann 60f2848421 haiku: Fixed crash on quit if max number of joysticks was connected. 2017-05-07 21:02:46 +02:00
Philipp Wiesemann b7b919078f haiku: Changed internal function to be static. 2017-05-07 21:02:31 +02:00
Philipp Wiesemann 3ed2f0ca10 haiku: Fixed unlocking clipboard twice. 2017-05-07 21:02:16 +02:00
Philipp Wiesemann 4466b93141 haiku: Fixed comment. 2017-05-06 21:46:11 +02:00
Philipp Wiesemann 34747107fe mir: Fixed memory leak if system cursor id is unknown. 2017-05-06 21:46:00 +02:00
Philipp Wiesemann 34d9c5213c emscripten: Fixed return type in event callback declaration. 2017-05-06 21:45:43 +02:00
Sam Lantinga bf4e7eb612 Fixed comment typo 2017-05-05 05:10:30 -07:00
Alex Szpakowski 75fb07a6d2 iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful. 2017-05-03 18:05:29 -03:00
Ryan C. Gordon ce2998b8b9 cocoa: Don't crash on messagebox keypress without a successful SDL_Init(). 2017-05-02 21:46:28 -04:00
Ryan C. Gordon d00dfc434e Fixed another AC_DEFINE. 2017-05-02 11:31:14 -04:00
Ryan C. Gordon 3f7f65a36d Fixed configure script.
The Haiku patch would define some HAVE_* things to /**/ instead of 1, breaking
the build for various things.
2017-05-02 11:16:58 -04:00
Ryan C. Gordon 619ab7a22d haiku: Various fixes from haikuports.
Based on patch here:

https://github.com/haikuports/haikuports/blob/master/media-libs/libsdl2/patches/libsdl2-2.0.5.patchset
2017-05-01 18:39:05 -04:00
Philipp Wiesemann 444c47a1b8 windows: Changed six internal functions to be static. 2017-04-29 22:50:35 +02:00
Philipp Wiesemann 89499a0836 Removed unused field in loopwavequeue program.
Found by Cppcheck.
2017-04-29 22:50:23 +02:00
Sam Lantinga d7cd653737 Added Steam Controller mappings for Linux and iOS 2017-04-27 15:52:37 -07:00
Ryan C. Gordon 226541cb5b audio: another wrong struct that causes NULL pointer crash (thanks, Simon!).
Fixes Bugzilla #3632.
2017-04-26 01:43:40 -04:00
Joshua Granick 1286a7d23e windows: Add SDL_WINDOW_ALWAYS_ON_TOP support. 2017-04-20 21:31:44 -04:00
Juha Kuikka 7382cebb41 audio: Fix audio queue functions to use new spec structure.
Using the old spec structure causes the audio queueing functions to fail
due to bad callback pointers being checked.
2017-04-20 21:25:29 -04:00
Ryan C. Gordon 93a6191cdc emscripten: keep track of pointer lock losses and maybe regrab pointer later.
If an Emscripten app is in relative mouse mode and the user presses Escape
(or whatever is appropriate), then the pointer lock is broken by the browser.

This keeps track of those losses, and next time the user presses a mouse
button down on the canvas, if the app is still meant to be in relative mouse
mode, we will attempt to regrab the pointer.

This makes it much more seamless for things like first-person shooters, and
the app doesn't need any manual intervention.
2017-04-20 13:00:54 -04:00
Sam Lantinga d20d426c3a Fix crash in SDL audio thread, by Juha Kuikka
Wrong audio spec structure was populated with the internal callback, causing the audio thread to call a NULL pointer.
2017-04-18 22:17:40 -07:00
Ryan C. Gordon 1d1a0d7f03 atomic: Patched to compile on Android. 2017-04-13 15:28:56 -04:00
Ryan C. Gordon 1c9c7633d9 atomic: favor compiler intrinsics for compare-and-swap over macOS APIs.
The OSAtomicCompareAndSwap* APIs are deprecated as of macOS 10.12.
2017-04-13 13:28:52 -04:00
Ryan C. Gordon 8c00de57f6 atomic: let Clang always use atomic_load_n if available.
(Apple's Clang reports itself as GCC 4.2.1 in preprocessor macros--the final
GNU C compiler Apple shipped--as of the macOS 10.12 SDK.)
2017-04-13 13:22:23 -04:00
Philipp Wiesemann 2bf79c2e0e mir: Fixed typo in error messages. 2017-04-09 23:00:54 +02:00
Philipp Wiesemann f6eb23a617 linux: Changed two variables to be static. 2017-04-09 23:00:42 +02:00
Philipp Wiesemann 37b49e6344 ios: Fixed compiler warnings about unused variables in demo. 2017-04-09 23:00:26 +02:00
Ryan C. Gordon 366adae360 android: More robust fix for screen locking in landscape (thanks, Sylvain!).
Fixes Bugzilla #3562.

From Sylvain:

"With an android landscape application, if you quickly lock, then unlock your
device, you can see sometimes a quick glitch: screen badly draws in portrait,
then it correctly displays in landscape.

Not talking of a smooth rotation, it's a drawing glitch. And you need to have
a plain lock screen, with no model nor passphrase.


I think it happens because the call to "nativeResume()" occurs sometimes too
early.

It should be done once you have *all* those three things (in any sequence):
- onWindowsFocusChanged() set to true
- onResume() called
- a valid call to onSurfaceChanged()


Currently, this is not the case: you don't need to have onResume() called.
Just need to have isPaused, (eg onPaused()).
So "isPaused" should be renamed as "isResumedCalled".
But you also need some kind of isPaused state to make sure to don't call
nativePause() twice (and deadlocks...).
There are also redundant checks to "mHasFocus" and some creation of the
initialisation thread code from onSurfaceChanged() that could me moved.

So here's this patch:
- add some states, so we have cleaner transitions.
- make sure "onResume()" is called.
- some clean up
- it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed).


Tested on a few devices and it removes the glitch.
But I haven't tested when the activity goes back to "init" state."
2017-04-07 20:17:30 -04:00
Sam Lantinga 27023ed2b3 Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO 2017-04-07 03:39:43 -07:00
Sam Lantinga 1eb92f6342 Implemented Linux joystick blacklist
Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py

This fixes a few devices that are not actually joysticks showing up as such in SDL
2017-04-06 06:30:43 -07:00
Drew Bliss a4dbf56574 Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild. 2017-04-06 13:27:51 -07:00
Drew Bliss 66555f6115 SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL. 2017-04-06 13:27:48 -07:00
Sam Lantinga 53f3786bc0 Added support for a number of game controllers, including the Nintendo Switch Pro Controller 2017-04-04 08:43:44 -07:00
Sam Lantinga 5789da67cf Fixed bug 1859 - No SDL_VIDEORESIZE event generated when the window manager sets the window size.
Samuel Hopkins

Just confirming that the patch from Andreas (attachment 1715 [details]) works for me under SDL 2.0.3 with xmonad.

Stas Sergeev

Confirming that the patch in this ticket fixes the full-screen switching for dosemu2 on ubuntu-16.04. Note that I am not using xmonad, so this bug appears to be generic.
2017-04-03 13:32:53 -07:00
Philipp Wiesemann 1517ba7285 PSP: Fixed error messages. 2017-04-02 21:33:54 +02:00
Philipp Wiesemann f96cdca4e7 Mir: Changed two internal functions to be static. 2017-04-02 21:33:42 +02:00
Philipp Wiesemann f1296a8652 Emscripten: Simplified option name in build script and README. 2017-04-02 21:33:24 +02:00
Philipp Wiesemann 06d6ada817 Updated generated configure script. 2017-04-02 21:33:02 +02:00
Philipp Wiesemann 7ae7fceb2e Fixed typos and documentation in haptic header file. 2017-04-02 21:32:49 +02:00
Ryan C. Gordon c57fe6d78a Backing out broken change from previous commit. 2017-04-01 00:46:42 -04:00
Ryan C. Gordon ed7f16e227 Intentionally breaking buildbot to test email server change. 2017-04-01 00:46:15 -04:00
Ryan C. Gordon 2ce52bf9e1 README-hg.md: Updated main Mercurial website. 2017-04-01 00:17:15 -04:00
Ryan C. Gordon 1018d56485 BUGS.txt: Changed mailing list link to discourse.libsdl.org.
I think we're solid on this? We can always back this changeset out.  :)
2017-04-01 00:05:25 -04:00
Ryan C. Gordon 2092a88359 android: fix wrong events when locking device in landscape (thanks, Joshua!).
"Using an application in portrait orientation, turning off the device would
dispatch SDL_APP_WILLENTERBACKGROUND, then SDL_APP_DIDENTERBACKGROUND then
lock the screen.

However, rotating the application the application to landscape, then turning
off the device would incorrectly dispatch SDL_APP_WILLENTERBACKGROUND,
SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERFOREGROUND and then
SDL_APP_DIDENTERFOREGROUND before locking the screen. You can imagine how
this created trouble :)

It appears this occurs because (on this application) turning off a device
when in landscape is triggering a resize. The resize logic in SDLActivity
triggers a resume.

This patch has resolved the issue on my device:

It prevents the dispatch of (improper) FOREGROUND events when locking
the device, but we get still events when the device is turned back on
and unlocked."
2017-03-31 23:43:53 -04:00
Sam Lantinga 7891e72dca __atomic_load_n() appears to be available in GCC 5 but not GCC 4 2017-03-30 06:52:34 -07:00
Ryan C. Gordon 028716e79f wasapi: deal with default device changes, and more robust failure recovery. 2017-03-30 16:33:47 -04:00
Ryan C. Gordon c85c57a05d wasapi: Handle lost audio device endpoints.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.

This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
2017-03-29 14:23:39 -04:00
Ryan C. Gordon f2179944cc Patched to compile on some platforms. 2017-03-29 12:04:17 -04:00