Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.
Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.
Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
DominikD
There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`
This patch adds these two files to the `RESOURCE_FILES` variable.
One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
This fills in the CFBundleVersion and CFBundleShortVersionString fields,
if and when SDL's test-apps are built via CMake. This is needed to install
the .app bundles on iOS 13+ (using 'xcrun simctl install booted path/to/testsuchandsuch.app')
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")
Examples:
- for Simulator, using the latest, installed SDK:
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
- for Device, using the latest, installed SDK, 64-bit only
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
- for Device, using the latest, installed SDK, mixed 32/64 bit
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
- for Device, using a specific SDK revision (iOS 12.4, in this example):
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
Michael Sartain
This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.
It allows me to bump the thread priority to high without root privileges or setting any caps, etc.
rtkit readme here:
http://git.0pointer.net/rtkit.git/tree/README
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
Eric Wasylishen
Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.
Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Ozkan Sezer
The attached patch makes testautomation_sdltest.c more compatible wrt
LLONG_{MIN|MAX} macros and makes it to compile on older systems (e.g.
glibc-2.8) too, by replacing LLONG_{MIN|MAX} with INT64_{MIN|MAX}.
c.f.: bug #3494, where the same issue was described for SDL_test_fuzzer.c
Ozkan Sezer
An array defined like int xPositions[] = {-1, 0, 1, w-1, w, w+1 };
errors with Open Watcom: it strictly wants constants. Small patch
like below makes things more compatible.
Sylvain
This still happens with the current trunk version. (software renderer of testdrawchessboard.c)
When there is a rotation, the window size changed and the internal surface is marked as "surface_valid == SDL_FALSE".
And all further call fails.
SDL_video.c :
2478 void
2479 SDL_OnWindowResized(SDL_Window * window)
2480 {
2481 window->surface_valid = SDL_FALSE;
2482 SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SIZE_CHANGED, window->w, window->h);
2483 }
some error set to :
2233 return SDL_SetError("Window surface is invalid, please call SDL_GetWindowSurface() to get a new surface");
So, this seems to be the behavior of the API ...
In the loop() function of testdrawchessboard.c, we can recreate the surface/renderer :
65 if (e.type == SDL_WINDOWEVENT)
66 {
67 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
68 {
69 surface = SDL_GetWindowSurface(window);
70 renderer = SDL_CreateSoftwareRenderer(surface);
71 }
72 /* Clear the rendering surface with the specified color */
73 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
74 SDL_RenderClear(renderer);
75 }
And it displays correctly.
Fabian Greffrath
we use SDL_GetPrefPath() in Chocolate Doom to get a reasonable directory to save and restore config files and savegames:
https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/m_config.c#L2162
However, since there is no "organization" behind Chocolate Doom and there is really only one "product" called Chocolate Doom, we pass an empty string for the org parameter and the package string for app.
This leads to two consecutive slashes in the path returned by SDL_GetPrefPath() like this:
/home/user/.local/share//chocolate-doom/
While this is harmless, it sure looks bad.
I believe that it should be possible to either pass a NULL pointer for the org parameter or at least have the function detect an empty string as a means to express "there is no origanization, just a single product". The generation of the path string to be returned by the function will have to get adapted accordingly.
Eric Wasylishen
Small change to checkkeys so you can toggle text input mode with a mouse click.
This is needed for testing how dead keys react to toggling mouse input, i.e. these bugs:
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
Ciro Santilli
GCC 6, Ubuntu 16.10, cd test; ./configure; make
/bin/sh config.status Makefile
config.status: creating Makefile
gcc -o loopwave loopwave.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
gcc -o testatomic testatomic.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
In file included from /usr/include/SDL2/SDL_main.h:25:0,
from /usr/include/SDL2/SDL.h:32,
from testatomic.c:14:
/usr/include/SDL2/SDL_stdinc.h:261:20: error: variably modified ?SDL_dummy_size? at file scope
typedef int SDL_dummy_ ## name[(x) * 2 - 1]
^
testatomic.c:106:1: note: in expansion of macro ?SDL_COMPILE_TIME_ASSERT?
SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */
^~~~~~~~~~~~~~~~~~~~~~~
Makefile:114: recipe for target 'testatomic' failed
make: *** [testatomic] Error 1
If I remove the line SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */ it works, lazy to figure out the best way to do this.
Mark Pizzolato
On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c.
One of these, _allshr() is not properly implemented and fails for some input. As a result, some operations on 64bit data elements (long long) don't always work.
I classified this bug as a blocker since things absolutely don't work when the affected code is invoked. The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library. This build environment isn't common, and hence the bug hasn't been noticed previously.
I reopened#2537 and mentioned this problem and provided a fix. That fix is provided again here along with test code which could be added to some of the SDL test code. This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler. The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code. Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers. The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
Simon Hug
I'm proposing some changes to the IME test program test/testime.c. The patch includes support for the GNU Unifont hex file, making the SDL_ttf dependency optional. There were also one or two bugs that prevented the text and underline from showing up poperly.
Simon Hug
There's a call to the POSIX function random in test/testqsort.c. Naturally, Windows doesn't do that. The attached patch changes the call to the SDLtest framework random functions and adds some seed control.
Looking at SDLTest_RandomInitTime, I just want to say that 'srand((unsigned int)time(NULL)); a=rand(); srand(clock()); b=rand();' is an absolutely terrible way to initialize a seed on Windows because of its terrible LCG.
Simon Hug
The two tests test/testaudioinfo.c and test/testaudiohotplug.c are missing error checking when they call SDL_GetAudioDeviceName. This function can return NULL which the tests pass straight to SDL_Log.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.