Commit Graph

1385 Commits (d2300516c3998277c993fd4ac336fbb4ba71641a)

Author SHA1 Message Date
Simon McVittie 4ca5ea5b7e build: Add a mechanism to mark builds with vendor info
Downstream distributors can use this to mark a version with their
preferred version information, like a Linux distribution package version
or the Steam revision it was built to be bundled into, or just to mark
it with the vendor it was built by or the environment it's intended to
be used in.

For instance, in Debian I'd use this by configuring with:

    --enable-vendor-info="${DEB_VENDOR} ${DEB_VERSION}"

to get a SDL_REVISION like:

    release-2.24.1-0-ga1d1946dc (Debian 2.24.1+dfsg-2)

which gives a Debian user enough information to track down the patches
and build-time configuration that were used for package revision 2.

In Autotools and CMake, this is a configure-time option like any other,
and will go into both SDL_REVISION (via SDL_revision.h) and
SDL_GetRevision().

In other build systems (MSVC, Xcode, etc.), defining the
SDL_VENDOR_INFO macro will get it into the output of SDL_GetRevision(),
although not SDL_REVISION.

Resolves: https://github.com/libsdl-org/SDL/issues/6418
Signed-off-by: Simon McVittie <smcv@collabora.com>
2022-10-22 09:27:10 -07:00
Simon McVittie 2dc788cb9f build: Expand version info in SDL_REVISION and SDL_GetRevision()
Instead of using a URL and git sha1, this uses `git describe` to
describe the version relative to the nearest previous git tag, which
gives a better indication of whether this is a release, a prerelease,
a slightly patched prerelease, or a long way after the last release
during active development.

This serves two purposes: it makes those APIs more informative, and it
also puts this information into the binary in a form that is easy to
screen-scrape using strings(1). For instance, if the bundled version of
SDL in a game has this, we can see at a glance what version it is.

It's also shorter than using the web address of the origin git
repository and the full git commit sha1.

Also write the computed version into a file ./VERSION in `make dist`
tarballs, so that when we build from a tarball on a system that doesn't
have git available, we still get the version details.

For the Perforce code path in showrev.sh, output the version number
followed by the Perforce revision, in a format reminiscent of
`git describe` (with p instead of g to indicate Perforce).

For the code path with no VCS available at all, put a suffix on the
version number to indicate that this is just a guess (we can't know
whether this SDL version is actually a git snapshot or has been
patched locally or similar).

Resolves: https://github.com/libsdl-org/SDL/issues/6418
Signed-off-by: Simon McVittie <smcv@collabora.com>
2022-10-22 09:27:10 -07:00
Sam Lantinga c6e8961979 Define _USE_MATH_DEFINES for Visual Studio (thanks @pionere!)
Fixes https://github.com/libsdl-org/SDL/issues/3790
2022-10-19 08:05:47 -07:00
Sam Lantinga 0bc852ce53 Revert "Disable the RAWINPUT joystick driver by default"
Disabling RAWINPUT on Windows 10 causes these issues:
* All Xbox controllers are named "XInput Controller".
* Trigger rumble no longer works.
* "XInput Controllers" are now also listed as separate haptic devices
2022-10-17 17:43:06 -07:00
Sam Lantinga 47ba997f06 Disable the RAWINPUT joystick driver by default
It's only needed to support more than 4 Xbox controllers, and adds significant complexity to the joystick processing, and we regularly get bugs from people who aren't using an SDL window who need to turn on SDL_HINT_JOYSTICK_THREAD.
2022-10-17 07:39:52 -07:00
Brad Smith f4e3af15a1 Simplify OSS test by removing OpenBSD specific location of the soundcard.h header
OpenBSD has long since stopped using OSS. Remove checking for OpenBSD specific header.
2022-10-17 07:18:47 -07:00
Daniel Bomar 22461383c6 SDL_audiocvt: Respct the SDL_HINT_AUDIO_RESAMPLING_MODE hint
This implements using libsamplerate for the SDL_AudioCVT API.
This library was already being used for audio streams when this hint is
set.
2022-10-15 14:31:00 -07:00
Sam Lantinga 6bb0c2a5c2 Added documentation for some scancodes 2022-10-14 06:33:38 -07:00
Sam Lantinga 99f2a50394 X11 scancode mapping cleanup
* Consolidated scancode mapping tables into a single location for all backends
* Verified that the xfree86_scancode_table2 is largely identical to the Linux scancode table
* Updated the Linux scancode table with the latest kernel keycodes (still unmapped)
* Route X11 keysym -> scancode mapping through the linux scancode table (which a few hand-written exceptions), which will allow mappings to automatically get picked up as they are added in the Linux scancode table
* Disabled verbose reporting of missing keysym mappings, we have enough data for now
2022-10-13 22:41:47 -07:00
Pierre Wendling 392f3882d0 N3DS: Use SDL_Sensor instead of Joystick sensors. 2022-10-10 08:50:59 -07:00
Pierre Wendling f9785702a6 N3DS: Deduce screen from window's display.
This removes the need for a dedicated window creation flag.
2022-10-10 08:50:59 -07:00
Pierre Wendling 655275378d N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
2022-10-10 08:50:59 -07:00
Sam Lantinga efdb390caa Disable the HIDAPI Wii driver by default as it doesn't work with the dolphinbar 2022-10-09 09:11:33 -07:00
SDL Wiki Bot 9df1af352f Sync SDL wiki -> header 2022-10-09 15:44:07 +00:00
Sam Lantinga b18c361b0f Updated variable name for mouse coordinates in mouse wheel events 2022-10-08 13:18:00 -07:00
Sam Lantinga 4f318c904a Add cursor position to mouse wheel event (thanks @meyraud705!)
Fixes https://github.com/libsdl-org/SDL/pull/6351
2022-10-08 12:01:42 -07:00
Kamil Ševeček 31991ab851 Fix \sa to a valid function in SDL_metal.h. 2022-10-07 07:15:53 -07:00
SDL Wiki Bot 4ca86dae2f Sync SDL wiki -> header 2022-10-05 23:26:14 +00:00
David Gow ad29875ee6 Wayland: Emulate mouse warp using relative mouse mode
Several games (including Source and GoldSrc games, and Bioshock
Infinite) attempt to "fake" relative mouse mode by repeatedly warping
the cursor to the centre of the screen. Since mouse warping is not
supported under Wayland, the viewport ends up "stuck" in a rectangular
area.

Detect this case (mouse warp while the cursor is not visible), and
enable relative mouse mode, which tracks the cursor position
independently, and so can Warp successfully.

This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which
is enabled by default, unless the application enables relative mouse
mode itself using SDL_SetRelativeMouseMode(SDL_TRUE).

Note that there is a behavoural difference, in that relative mouse mode
typically doesn't take mouse accelleration into account, but the
repeated-warping technique does, so mouse movement can seem very slow
with this (unless the game has its own mouse accelleration option, such
as in Portal 2).
2022-10-03 19:11:18 -07:00
SDL Wiki Bot 34b28002d9 Sync SDL wiki -> header 2022-10-03 00:20:15 +00:00
Sam Lantinga 64ea6cefaf SDL_ResetHint() no longer clears the callbacks associated with a hint
Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown.

Fixes https://github.com/libsdl-org/SDL/issues/6313
2022-10-02 17:17:31 -07:00
Happy Harry 6c8bf3af4c
Add vertical mode for Nintendo Joy-Con (#6303)
* Added support for vertical mode for Joy-Con controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode
* Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
2022-10-02 09:19:34 -07:00
SDL Wiki Bot 36e7670143 Sync SDL wiki -> header 2022-09-27 16:57:17 +00:00
Sam Lantinga 2c518747b9 Added microsecond timestamp to sensor values for PS4 and PS5 controllers using the HIDAPI driver 2022-09-27 09:56:49 -07:00
Sam Lantinga 61201e06ef Removed obsolete extension definitions
Fixes https://github.com/libsdl-org/SDL/issues/6231
2022-09-15 06:19:18 -07:00
Ozkan Sezer 6dec78ed11 fix permissions of SDL_opengl_glext.h 2022-09-15 11:55:04 +03:00
SDL Wiki Bot c49faabb6d Sync SDL wiki -> header 2022-09-14 16:29:16 +00:00
DS ac5b9bc4ee
Add support for X11 primary selection (#6132)
X11 has a so-called primary selection, which you can use by marking text and middle-clicking elsewhere to copy the marked text.

There are 3 new API functions in `SDL_clipboard.h`, which work exactly like their clipboard equivalents.

## Test Instructions

* Run the tests (just a copy of the clipboard tests): `$ ./test/testautomation --filter Clipboard`
* Build and run this small application:
<details>
```C
#include <SDL.h>
#include <unistd.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>

void print_error(const char *where)
{
	const char *errstr = SDL_GetError();
	if (errstr == NULL || errstr[0] == '\0')
		return;
	fprintf(stderr, "SDL Error after '%s': %s\n", where, errstr);
	SDL_ClearError();
}

int main()
{
	char text_buf[256];

	srand(time(NULL));

	SDL_Init(SDL_INIT_VIDEO);
	print_error("SDL_INIT()");
	SDL_Window *window = SDL_CreateWindow("Primary Selection Test", SDL_WINDOWPOS_UNDEFINED,
			SDL_WINDOWPOS_UNDEFINED, 400, 400, SDL_WINDOW_SHOWN);
	print_error("SDL_CreateWindow()");
	SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
	print_error("SDL_CreateRenderer()");

	bool quit = false;
	unsigned int do_render = 0;
	while (!quit) {
		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			print_error("SDL_PollEvent()");
			switch (event.type) {
			case SDL_QUIT: {
				quit = true;
				break;
			} case SDL_KEYDOWN: {
				switch (event.key.keysym.sym) {
				case SDLK_ESCAPE:
				case SDLK_q:
					quit = true;
					break;
				case SDLK_c:
					snprintf(text_buf, sizeof(text_buf), "foo%d", rand());
					SDL_SetClipboardText(text_buf);
					print_error("SDL_SetClipboardText()");
					printf("clipboard: set_to=\"%s\"\n", text_buf);
					break;
				case SDLK_v: {
					printf("clipboard: has=%d, ", SDL_HasClipboardText());
					print_error("SDL_HasClipboardText()");
					char *text = SDL_GetClipboardText();
					print_error("SDL_GetClipboardText()");
					printf("text=\"%s\"\n", text);
					SDL_free(text);
					break;
				} case SDLK_d:
					snprintf(text_buf, sizeof(text_buf), "bar%d", rand());
					SDL_SetPrimarySelectionText(text_buf);
					print_error("SDL_SetPrimarySelectionText()");
					printf("primselec: set_to=\"%s\"\n", text_buf);
					break;
				case SDLK_f: {
					printf("primselec: has=%d, ", SDL_HasPrimarySelectionText());
					print_error("SDL_HasPrimarySelectionText()");
					char *text = SDL_GetPrimarySelectionText();
					print_error("SDL_GetPrimarySelectionText()");
					printf("text=\"%s\"\n", text);
					SDL_free(text);
					break;
				} default:
					break;
				}
				break;
			} default: {
				break;
			}}
		}
		// create less noise with WAYLAND_DEBUG=1
		if (do_render == 0) {
			SDL_RenderPresent(renderer);
			print_error("SDL_RenderPresent()");
		}
		do_render += 1;
		usleep(12000);
	}

	SDL_DestroyRenderer(renderer);
	SDL_DestroyWindow(window);
	SDL_Quit();
	print_error("quit");
	return 0;
}
```
</details>

* Use c,v,d,f to get and set the clipboard and primary selection.
* Mark text and middle-click also in other applications.
* For wayland under x:
  * `$ mutter --wayland --no-x11 --nested`
  * `$ XDG_SESSION_TYPE=wayland SDL_VIDEODRIVER=wayland ./<path_to_test_appl_binary>`
2022-09-14 09:28:35 -07:00
Sam Lantinga 72fe6cc8f1 Updated to the latest version of OpenGL and Vulkan headers from the Khronos registry
Fixes https://github.com/libsdl-org/SDL/issues/6193
2022-09-14 09:14:47 -07:00
Sam Lantinga 4018f35ef2 Added left and right sensors for Nintendo Joy-Con and Wii controllers 2022-09-07 00:00:27 -07:00
Cameron Cawley fd93f817ba Assume that stdint.h is available on Windows with compilers other than MSVC <= 2008 2022-09-05 09:01:31 -07:00
Sam Lantinga c887cb02af Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
Also fixed the Y axes on the Wii U Pro controller, and various formatting cleanup
2022-09-01 16:30:55 -07:00
Sam Lantinga c72e14e8f4 Added initial support for Wii controllers (thanks @tellowkrinkle!) 2022-09-01 15:29:41 -07:00
Ozkan Sezer 4ebf34857a updated os2 config file after commit 3f89d1704d 2022-09-01 21:56:50 +03:00
Sam Lantinga 3f89d1704d Fixed building with libusb not dynamicaly loaded 2022-09-01 11:30:02 -07:00
Sam Lantinga 6c2c01e0d1 Fixed documentation to match function parameter 2022-08-31 15:04:12 -07:00
Sam Lantinga 0e4baf1c4e Don't crash if SDL functions are passed a closed joystick or gamecontroller 2022-08-30 12:39:23 -07:00
SDL Wiki Bot 3fe6768caf Sync SDL wiki -> header 2022-08-30 18:47:15 +00:00
Sam Lantinga 40bd4feedc Revamped joystick locking
This makes the joystick locking more robust by holding the lock while updating joysticks.

The lock should be held when calling any SDL joystick function on a different thread than the one calling SDL_PumpEvents() and SDL_JoystickUpdate().

It is now possible to hold the lock while reinitializing the joystick subsystem, however any open joysticks will become invalid and potentially cause crashes if used afterwards.

Fixes https://github.com/libsdl-org/SDL/issues/6063
2022-08-30 11:42:13 -07:00
Francisco Javier Trujillo Mata f1e4685806 Adding specific SDL_Hint for the dynamic VSYNC 2022-08-30 07:20:36 -04:00
SDL Wiki Bot 644a4e5b31 Sync SDL wiki -> header 2022-08-28 02:01:12 +00:00
Sam Lantinga 3cbfd75d0f Re-added the CRC to the joystick guid
This is now used as a crc field in the mapping rather than directly in mapping guids, for better mapping compatibility between versions of SDL.

Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID, so that mapping programs can clear the CRC from the GUID when generating mappings.

sort_controllers.py has been updated to extract the CRC from mappings created by older mapping programs and convert it into the new crc field. It will also take the CRC into account when checking for duplicate mappings.

Also regenerated the GUIDs for the PS2/PSP/Vita controller mappings, fixing https://github.com/libsdl-org/SDL/issues/6151
2022-08-27 19:00:31 -07:00
SDL Wiki Bot 111626f4cf Sync SDL wiki -> header 2022-08-25 17:17:12 +00:00
Sam Lantinga e4b85091fd Document the range of trigger axes for virtual joysticks
Fixes https://github.com/libsdl-org/SDL/issues/6130
2022-08-25 10:15:45 -07:00
Noel Berry 00452e47fa
Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112) 2022-08-24 11:25:13 -07:00
Sam Lantinga 1fc7f68118 Document that it's not possible to use the HIDAPI driver for PS3 controllers on Windows 2022-08-24 06:38:36 -07:00
Sam Lantinga b6f96b69aa Initial HIDAPI driver support for the PS3 controller 2022-08-23 22:45:37 -07:00
Sam Lantinga 92b3c53c92 Added a hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether to use system mouse acceleration on raw relative motion.
This is currently only implemented on Windows, and "Enhanced pointer
precision" mode is not quite correct.
2022-08-22 16:48:09 -07:00
SDL Wiki Bot a7066c527a Sync SDL wiki -> header 2022-08-21 14:05:04 +00:00
SDL Wiki Bot 8fb1b50a9e Sync SDL wiki -> header 2022-08-20 17:50:04 +00:00