- Regression of test_1.c of bug 3827, after fix from bug 4798.
- Blending is also needed when the palette contains alpha value, but not necessarily colorkey.
- Clean up SDL_ConvertColorkeyToAlpha which doesn't seem to need 'ignore_alpha' parameter any-more.
(see bug 3827)
A good metric of this is when the titlebar's "minimize" button is reenabled,
which doesn't happen by the time windowDidExitFullscreen triggers.
This fixes minimizing a fullscreen window on macOS.
Fixes Bugzilla #4177.
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
Mohamed
It would be useful to be able to do either `#include "SDL2/SDL.h"` or `#include "SDL.h"`. This patch allows that and adds compatibility with other build systems. It also allows differentiating between SDL1 and SDL2.
Vitaly Novichkov
Recent attempt to build a recent HG state of SDL2 via AppVeyor gives the failure:
https://ci.appveyor.com/project/Wohlstand/sdl-mixer-x/builds/30821858/job/359gqvypi2f18nok
```
C:\projects\sdl-mixer-x\build-MinGW-w32-MinSizeRel-Win32-VB6-Binding\external\AudioCodecs\src\AudioCodecs-build\external\SDL2\src\SDL2HG\src\dynapi\SDL_dynapi_procs.h:56:29: error: conflicting types for 'SDL_CreateThread'
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
Malte Kie?ling
Since https://hg.libsdl.org/SDL/rev/f908bd722523 / bug 4966 i cannot build SDL anymore. The error i get is, essentially, caused by -Werror=declaration-after-statement in SDL_kmsdrmvideo.c and SDL_kmsdrmopengles.c
Wait up to 100 milliseconds, since the window manager might alter or
outright veto the window change...or not respond at all.
In a well-functioning system, though, this should help make sure
that SDL_SetWindowPosition's results match reality.
Fixes Bugzilla #4646.
OpenGL apparently needs to not do any drawing between wl_egl_window_resize
and eglSwapBuffers, but Vulkan apps don't use SDL to present, so they
never call into an equivalent of SDL_GL_SwapWindow where our Wayland code
was handling pending resize work.
Fixes Bugzilla #4722.
This is obnoxious and wrong, but the patch that activates the Dock before
activating the app fixes the _menu_ not responding on Catalina, but the
first window created by the app won't have keyboard focus without a small
delay inserted.
This obviously needs a better solution, but it gets it limping along correctly
for now.
sjordan
We did some investigations into a different direction which I would like to share. As mentioned previously the scaling setting in the preferences play an important role for our problem and they also hint towards an issue with point/pixel scaling factors.
We found an interesting correlation between our fail case and the behavior of [nsWindow.screen backingScaleFactor]. It turns out that whenever we encounter the fail case the scale factor is zero when we print it quickly after calling SDL_CreateWindow. After some time the value changes to a non-zero value. In the success case the scaling factor is nonzero 'immediately'. Note that we don't use that factor. We also find that the window backingScaleFactor does not show the strange behavior even in the fail case.
We have also attempted to find out whether any event triggers the transition from zero to non-zero. We found the transition happening when we call SDL_PollEvent. We can even force this to happen by explicitly adding a SDL_PollEvent at an early stage, but it will only happen if a certain amount of time elapsed, so we need to add some sleep before the call to trigger the transition at an earlier stage. All that seems to imply that the transition happens async and that SDL_PollEvent merely causes the system to update its internal state at that time.
We have also verified that the scaling setting in the preferences does NOT directly correlate to the scaling factor behavior. We find that a particular scaling setting can lead to a fail case for one resolution and a success case for another resolution. This shows that the scaling setting alone does not determine whether the problem will appear or not.
We have also verified on another Mac with 10.14 that the scaling factor is always non-zero and we always have the success case.
I have no idea how to interpret this initial-zero behavior and haven't found any usable information on the screen backing scale factor. It seems as 10.15 does some stuff more async than before and maybe the problem could be caused by unfortunate timings. I would be very interested to hear your opinion about that.
...
Finally we found the cause of all our problems: it's the origin hack in Cocoa_SetWindowFullscreen:
/* Hack to fix origin on Mac OS X 10.4 */
NSRect screenRect = [[nswindow screen] frame];
if (screenRect.size.height >= 1.0f) {
rect.origin.y += (screenRect.size.height - rect.size.height);
}
If we comment this one out our game and testdraw2 do behave correctly.
It turns out that if a window is not fully contained in the screen, it's screen property becomes zero and therefore we saw a zero when printing the backing scale factor (although it's not clear why it became nonzero later).
We suggest to add a runtime check which skips this code for 10.15 (or possibly earlier if you happen to know that the hack is not needed for certain older versions).
More info: consider the line
NSRect screenRect = [[nswindow screen] frame];
in Cocoa_SetWindowFullscreen. We found that this rect has the dimensions of the desktop
on our OS X 10.15 setup. This is true both for the success case and the fail case. It seems as the success case is actually a fail case in disguise.
On the other Mac with OS X 10.14 the same rect has the dimension of the newly created screen. This is what I would expect, because at that time the window has already been created successfully and there should be a newly created screen associated to the window.
What are the cases in which the whole origin conversion code for the fullscreen case is supposed to have a non-trivial result?
Today we found that if we print the dimensions of [nswindow screen] later, then we find them to be correct. So the conclusion seems to be that OS X 10.15 does indeed do the window/screen setup more async than before and that the origin correction code uses the [nswindow screen] at a time where the window/screen setup isn't finalized yet.
It was done to allow hotkey resizing of borderless windows, but Windows will sometimes draw it, regardless of our WM_* message handling. See bug 4466 for more details.
Alex Denisov
When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.
Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:
WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1
Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.
With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
Add an include on SDL_error.h to avoid the following build failure
without threads:
/home/buildroot/autobuild/instance-0/output-1/host/opt/ext-toolchain/bin/../lib/gcc/arm-buildroot-linux-uclibcgnueabihf/8.3.0/../../../../arm-buildroot-linux-uclibcgnueabihf/bin/ld: build/.libs/SDL_threadprio.o: in function `SDL_LinuxSetThreadPriority_REAL':
SDL_threadprio.c:(.text+0x0): undefined reference to `SDL_Unsupported'
Fixes:
- http://autobuild.buildroot.org/results/7f7712c5bd47de4a3fcec1e0d0526fd5a3ecd532
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
Likewise for the GLES1 and GLES2 renderers.
This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.
Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html
Fixes Bugzilla #3182.