Commit Graph

1487 Commits (e763dac6dd8bf56956021022ecd7c0ec529ace22)

Author SHA1 Message Date
Sam Lantinga 7f2068daca Fixed bug 3541 - DisplayIndex out of bounds in SDL_SetWindowPosition
Intellectual Kitty

In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):

        if (displayIndex > _this->num_displays) {

should be:

        if (displayIndex >= _this->num_displays) {
2016-12-31 10:30:07 -08:00
Philipp Wiesemann af26379881 Fixed crash if allocating memory for game controller failed. 2016-12-28 20:10:48 +01:00
Sam Lantinga cb8685c022 Fixed comment style 2016-12-27 02:04:38 -08:00
Sam Lantinga 6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Ryan C. Gordon 7c31636666 x11: Don't loop forever if the X server refuses a pointer grab. 2016-12-26 23:02:14 -05:00
Sam Lantinga b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix

Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:

/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
 ^~~~~~

It seems there is a missing 'void' between the parentheses.
2016-12-26 02:12:21 -08:00
Sam Lantinga 9492492d5f Fixed bug 3516 - fix build on illumos
Sylvain

trivial patch to fix the build on illumos

 -Werror=declaration-after-statement

https://gist.github.com/wiedi/15b71456667f7aa2a7f8815663723bb3
2016-12-26 01:56:52 -08:00
Alex Szpakowski fd85f5748d Mac: back out commit 3e9b2ae41adf. It causes significant overhead on many GPUs. 2016-12-23 22:49:37 -04:00
Alex Szpakowski d719374cb9 Mac: Fix over-saturated colors on P3 displays (e.g. the 2016 MBPs). 2016-12-23 22:08:18 -04:00
Philipp Wiesemann 3e9284519a Windows: Fixed compile error. 2016-12-23 20:36:24 +01:00
Sam Lantinga 4fc0fe1f69 Removed debug print statements 2016-12-23 02:23:44 -08:00
Sam Lantinga ad26769cd7 Fixed compile errors on various platforms 2016-12-22 18:43:00 -07:00
Sam Lantinga ca019dada5 Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them. 2016-12-22 17:33:45 -08:00
Sam Lantinga b2f6c4c1bd Fixed bus error when converting 16-bit to float for non-integral-multiple sample rates 2016-12-19 11:15:53 -08:00
Ryan C. Gordon 366c77a9f0 audio: fixed one more incorrectly-hardcoded value in the resamplers. 2016-12-18 20:17:33 -05:00
Alex Szpakowski eda74fda96 tvOS: Expose remote swipe gestures as arrow key presses (thanks oviano!) 2016-12-18 13:05:14 -04:00
Alex Szpakowski 787a54c84b iOS bug #3377: work around bugs in some third party iOS libraries (e.g. Google admob) where they assume the optional UIApplicationDelegate ?window? property always exists and will crash if it doesn?t. 2016-12-18 12:28:28 -04:00
Ryan C. Gordon f956df23bb audio: fixed arbitrary upsampling (thanks, Sylvain!).
This was a leftover of simplifying the resamplers down from autogenerated
code; I forgot to make something that the generator hardcoded into something
variable.

Fixes Bugzilla #3507.
2016-12-17 16:15:24 -05:00
Sam Lantinga b4ea63ec2c Fixed crash if there are multiple joysticks closed during the joystick update loop 2016-12-14 06:25:09 -08:00
Ryan C. Gordon f50a04009c windows: add whitespace to fix macro preprocessing issue (thanks, Sven!).
Apparently without a space here, "fastbuild -cache" breaks.
2016-12-13 00:22:42 -05:00
Sam Lantinga 85d8a79f65 Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer

http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
2016-12-12 09:19:48 -08:00
Sam Lantinga e81bf12b85 Fixed edid parsing code for older gcc compilers
Ozkan Sezer

This adds the name 'ad' to two unnamed unions in edid.h
and adjusts edid-parse.c for it.  Nameless unions are not supported in
ancient gcc, which I happened to use on one of my ancient setups.
2016-12-12 09:18:42 -08:00
Sam Lantinga 8414c3d4ae Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga 6211668e9f Fixed creating a renderer on the dummy driver on Mac OS X 2016-12-11 12:01:01 -08:00
Sam Lantinga cb5a0b0f6a Fixed crash when creating a dummy window on Mac OS X 2016-12-11 11:45:33 -08:00
David Ludwig d6bcec8f6a WinRT: build fixes
These fixes are lumped into two categories:

1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
   files)

2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
   Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
   APIs.  There does appear to be a replacement API, available in the
   Windows.Devices.HumanInterfaceDevice namespace.

   This fix should be sufficient to get SDL compiling again, without affecting
   Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
   almost certainly be better (for UWP/WinRT builds).

   TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
   appropriate.
2016-12-10 15:23:17 -05:00
Sam Lantinga 454d9cb96d PP_OK isn't available in the NaCl build environment on buildbot. It's defined as 0 2016-12-09 05:19:31 -08:00
Sam Lantinga 97d05b0da8 Fixed a bunch of SwapWindow calls that needed their return value updated 2016-12-09 05:12:27 -08:00
Sam Lantinga 7a39681ea5 Fixed X11 OpenGL ES build 2016-12-09 05:04:18 -08:00
Sam Lantinga fed8cbcdb6 Fixed build for EGL platforms 2016-12-09 05:00:35 -08:00
Sam Lantinga b936a4c360 Added support for the XiaoMi Game Controller 2016-12-09 04:57:54 -08:00
Sam Lantinga 524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga 3b18c796ed Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris

Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
2016-12-09 01:29:52 -08:00
Sam Lantinga a525017139 Protect the game controller API the same way the joystick API is protected from multi-threaded access 2016-12-08 10:13:45 -08:00
Sam Lantinga 1b08f0c179 Added the guide button for the NVIDIA Shield Controller 2016-12-07 11:41:20 -08:00
Sam Lantinga 91491824ae Removed unneeded warning when running from Visual Studio 2016-12-07 11:02:02 -08:00
Sam Lantinga acabb5d5fd Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases 2016-12-06 14:22:28 -07:00
Ryan C. Gordon c023187548 audio: Fixed compiler warnings. 2016-12-06 12:23:17 -05:00
Ryan C. Gordon a0e003eebb Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
2016-12-06 02:23:54 -05:00
Ryan C. Gordon 8b960d4e0f Added SDL_VARIABLE_LENGTH_ARRAY so this #ifdef is localized to one place. 2016-12-06 02:20:58 -05:00
Sam Lantinga 264138cceb Added support for the Hori Fighting Commander 4 2016-12-03 08:39:21 -08:00
Sam Lantinga 54188c8b9e Fixed crash at startup 2016-12-03 09:59:43 -08:00
Sam Lantinga e7efcfbaa4 Added Linux mapping for the DragonRise Inc. Generic USB Joystick 2016-12-03 00:40:13 -08:00
Sam Lantinga 16074e6749 Fixed compile warning on Visual Studio 2016-12-02 22:18:05 -08:00
Sam Lantinga 4eda58ba6a Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
2016-12-02 21:01:13 -08:00
Sam Lantinga 26f05ecb4d Fixed missing prototypes on Android, patch from Sylvain 2016-12-02 02:25:12 -08:00
Sam Lantinga 84c0780e25 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
2016-12-02 02:21:35 -08:00
Sam Lantinga a738a6fb49 Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad 2016-12-01 07:31:08 -08:00
Sam Lantinga 1b689c335c Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651
Ozkan Sezer

With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct.  Reverting r10651
and rebuilding makes it to function again.
2016-12-01 11:52:47 -08:00
Sam Lantinga 4905cd9c09 Fixed bug 3340 - SDL_BlitScaled causes access violation in some cases.
Simon Hug

The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation.

I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem.

Sylvain

I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
2016-11-30 22:06:05 -08:00
Sam Lantinga cb8748b719 Fixed the controller mappings for the OUYA controller 2016-11-30 12:58:03 -08:00
Sam Lantinga 5fcf2577fb Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
2016-11-30 12:34:50 -08:00
Sam Lantinga 663afa911f Added support for the DS4 USB Wireless Adaptor 2016-11-30 12:25:19 -08:00
Philipp Wiesemann a7655d77d1 Fixed warning about storing an unused value.
Found by buildbot.
2016-11-30 23:31:23 +01:00
Sam Lantinga d834c08ac7 Add the controller mappings to the linked list in order 2016-11-29 22:02:37 -08:00
Sam Lantinga dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga 1e8f074c43 Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment.
This fixes joystick detection for applications using the Steam Linux Runtime
2016-11-29 05:34:20 -08:00
Sam Lantinga 5220759f03 Made it safe to update joysticks from multiple threads, fixes crash in Steam 2016-11-29 05:04:42 -08:00
Sam Lantinga 7f764bd8d3 once more - iterating on this is annoying 2016-11-26 10:26:36 -08:00
Sam Lantinga 51ccc9ed8c if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after. 2016-11-26 10:26:32 -08:00
Sam Lantinga 25f54f0f4f tap should default to disabled, not enabled 2016-11-26 10:26:26 -08:00
Sam Lantinga 354a8f276e SDL for Mac - only enable global event tap when actually necessary (app has focus and has requested relative mouse mode or has asked for a mouse grab). in other situations the event tap impacts system performance and battery life with no benefit. 2016-11-26 10:26:22 -08:00
Ryan C. Gordon d1c35febce macOS: removed deprecated UpdateSystemActivity() call.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
2016-11-25 00:13:13 -05:00
Ryan C. Gordon fb5fd67ccb Fixed all known static analysis bugs, with checker-279 on macOS. 2016-11-24 21:41:09 -05:00
Sam Lantinga 2f6ba615ee Guess the USB VID/PID of XInput devices 2016-11-24 12:24:22 -08:00
Sam Lantinga e9983c7b0f We are comparing 16-bit values 2016-11-24 11:53:23 -08:00
Ryan C. Gordon e93e91f0b5 Pacify some GCC strict-aliasing compiler warnings. 2016-11-23 21:52:48 -05:00
Sam Lantinga 5232b8e952 Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons 2016-11-23 06:54:19 -08:00
Ryan C. Gordon 232ae68864 Still more compiler warning fixes for various platforms. 2016-11-23 17:20:28 -05:00
Ryan C. Gordon 40c2a6fb55 Fixed more compiler warnings. 2016-11-23 11:49:26 -05:00
Ryan C. Gordon 52827361ae directsound: fixed compiler warnings. 2016-11-23 10:51:44 -05:00
Sam Lantinga aa03b9d7af The XBox One S controller sends keys outside the standard joystick button range 2016-11-22 22:14:28 -08:00
Sam Lantinga 6558ecdbf6 Added mapping for XBox One S controller firmware version 3.1.1221.0 2016-11-22 04:42:07 -08:00
Ryan C. Gordon a949882a98 cpuinfo: fix SDL_HasNEON() on older iOS devices, fixed C++ comment. 2016-11-21 20:35:59 -05:00
Sam Lantinga 3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga abe9271065 Fixed warning building under mingw, patch contributed by Sylvain 2016-11-20 21:29:27 -08:00
Sam Lantinga eaca3958ad Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604
Ozkan Sezer

As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855),
SDL_test_fuzzer.c fails to build again
2016-11-20 21:24:09 -08:00
Sam Lantinga 4a089ca1c8 Fixed bug 3486 - Can't get HINSTANCE of my window
realitix

SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.

In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE:  (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
2016-11-20 21:18:55 -08:00
Philipp Wiesemann eb9cc03068 Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
2016-11-19 23:27:37 +01:00
Philipp Wiesemann a49ac09c02 Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs. 2016-11-18 00:06:09 +01:00
Philipp Wiesemann d05a39d0a6 Wayland: Fixed file descriptor leaks if device was not initialized. 2016-11-18 00:05:54 +01:00
Philipp Wiesemann c345126266 Emscripten: Fixed handling of deactivated mouse events.
SDL_GetEventState() was called with a button state instead of an event type.
2016-11-18 00:05:28 +01:00
Ryan C. Gordon 32cb34945e cpuinfo: patched to compile for getauxval() path. 2016-11-17 17:03:43 -05:00
Ryan C. Gordon 0b33a1188b cpuinfo: more patching for Android. Legacy platform targets are a pain. 2016-11-17 16:10:32 -05:00
Ryan C. Gordon a298e56349 cpuinfo: Patched to compile on Android, Linux. 2016-11-17 16:04:00 -05:00
Ryan C. Gordon e8f4b7c4f5 cpuinfo: patched to compile.
Nothing quite like experimentation via Buildbot!  :/
2016-11-17 16:01:59 -05:00
Ryan C. Gordon 74eb78dcbf cpuinfo: more work on SDL_HasNEON(). 2016-11-17 15:57:58 -05:00
Ryan C. Gordon db97c3d3e8 cpuinfo: silence compiler warnings on non-Intel CPU architectures. 2016-11-17 01:41:56 -05:00
Ryan C. Gordon 66a36d5660 cpuinfo: disable NEON detection on Android for now.
Will fix this properly soon.
2016-11-17 01:34:18 -05:00
Ryan C. Gordon 5c6b2ebf2d cpuinfo: more robust ARM preprocessor checks. 2016-11-17 01:26:56 -05:00
Ryan C. Gordon 35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Ryan C. Gordon 7592b40b39 cpuinfo: Removed code duplication, cached CPUID details. 2016-11-16 22:49:04 -05:00
Philipp Wiesemann 6fe15d6347 Wayland: Fixed memory leak if output retrieval failed.
Found by Cppcheck.
2016-11-16 22:09:40 +01:00
Philipp Wiesemann 97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga 818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Sam Lantinga 0d24495b15 Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
2016-11-15 01:24:58 -08:00
Thomas Perl acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
Sam Lantinga 009a3f5aa6 Fixed bug 3490 - Build failure with --enable-video-directfb
felix

Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
2016-11-15 01:14:30 -08:00
Sam Lantinga ab8bd3d96b Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx
Simon Hug

The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)

Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.

The following blend modes have issues when drawn at an angle.

NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.

MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.

BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.

This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.

There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.

The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...

It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?

As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.

I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
2016-11-15 01:12:27 -08:00
Sam Lantinga c1e292fcf8 Fixed build error with missing function prototype in the SDL_test_harness.h header 2016-11-13 23:09:42 -08:00
Sam Lantinga c2837ef634 Fixed unresolved symbol on Visual Studio 2016-11-13 23:04:47 -08:00
Sam Lantinga 57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga c13a077d15 Fixed bug 3488 - Random crashes (because Memory overlap in audio converters detected by Valgrind)
Vitaly Novichkov

Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone.
Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
2016-11-13 00:09:02 -08:00
Sam Lantinga 37696150e2 Fixed build on various platforms 2016-11-11 13:47:40 -08:00
Sam Lantinga 77000ff8cb Fixed bug 1822 - Inconsistent renderer behaviour on rotation
Sylvain 2016-11-07 08:49:34 UTC

when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.

if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180  ...
2016-11-11 13:38:39 -08:00
Sam Lantinga 23c01c1890 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
x414e54

It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.

So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.

There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.

Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.

For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
2016-11-11 13:29:23 -08:00
Sam Lantinga 74e1dd4c6f Define _GNU_SOURCE when building SDL 2016-11-11 13:14:00 -08:00
Sam Lantinga 302a6e62aa Fixed bug 3484 - DSP driver does not detect /dev/dsp0
Tobias Kortkamp

using SDL 2.0.5 (and a repository checkout) on FreeBSD 11.0 I get this output
from testaudioinfo with SDL_AUDIODRIVER=dsp:

INFO: Found 8 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp1
INFO:   2: /dev/dsp2
INFO:   3: /dev/dsp3
INFO:   4: /dev/dsp4
INFO:   5: /dev/dsp5
INFO:   6: /dev/dsp6
INFO:   7: /dev/dsp7
INFO:
INFO: Found 3 capture devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp4
INFO:   2: /dev/dsp5
INFO:

This is /dev/sndstat:

Installed devices:
pcm0: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm1: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm2: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm3: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm4: <Realtek ALC887 (Rear Analog 7.1/2.0)> (play/rec)
pcm5: <Realtek ALC887 (Front Analog)> (play/rec) default
pcm6: <Realtek ALC887 (Rear Digital)> (play)
pcm7: <Realtek ALC887 (Onboard Digital)> (play)
No devices installed from userspace.

I'd expect to find /dev/dsp0 in the output device list.  It's not detected
because of a a small logic error in SDL_audiodev.c (see attached patch).

With the patch applied I get this which is what I'd expect:

INFO: Found 9 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp0
INFO:   2: /dev/dsp1
INFO:   3: /dev/dsp2
INFO:   4: /dev/dsp3
INFO:   5: /dev/dsp4
INFO:   6: /dev/dsp5
INFO:   7: /dev/dsp6
INFO:   8: /dev/dsp7
2016-11-11 12:41:06 -08:00
Sam Lantinga 160e719449 Fixed whitespace and added code to support older game controller GUIDs 2016-11-11 04:35:06 -08:00
Sam Lantinga b6542ab237 Fixed whitespace 2016-11-11 04:30:09 -08:00
Sam Lantinga 47418f2d5a Updated Windows game controller support 2016-11-11 03:35:37 -08:00
Sam Lantinga 79f6ba5a84 Fixed signed/unsigned comparison warnings in Visual Studio 2016-11-11 03:18:16 -08:00
Sam Lantinga 801a9eaf64 Updated Mac OS X game controller support 2016-11-11 04:06:00 -07:00
Sam Lantinga 0cc6207c68 Added Linux entries for the Logitech Dual Action game controller 2016-11-10 18:53:29 -08:00
Sam Lantinga ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Ryan C. Gordon 2898ada338 wayland: fixed compiler warning about pipe2(). 2016-11-10 12:07:34 -05:00
Philipp Wiesemann 6380d5c24e Fixed audio conversion for unsigned 16 bit data. 2016-11-07 21:10:01 +01:00
Sam Lantinga 057bca8a68 Better fix for last point in D3D11 renderer, thanks to Nader Golbaz 2016-11-06 15:15:32 -08:00
Sam Lantinga 40b571c91e Fixed bug 3468 - _allshr in SDL_stdlib.c is not working properly
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.
2016-11-06 10:01:08 -08:00
Sam Lantinga d780031277 Fixed bug 3476 - round() needs _GNU_SOURCE on some old systems
Ozkan Sezer

On systems with old glibc, such mine with glibc-2.8, the following warning
is issued and is fixed easily by defining _GNU_SOURCE:

/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c: In function 'CalculateXRandRRefreshRate':
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: implicit declaration of function 'round'
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: incompatible implicit declaration of built-in function 'round'
2016-11-06 09:30:06 -08:00
Sam Lantinga 330e2952d8 Fixed bug 2421 for D3D11 - SDL_RenderCopyEx off by one when rotating by 90 and -90.
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:47:40 -08:00
Sam Lantinga 4ed4997cc4 Fixed bug 2421 for D3D9 - SDL_RenderCopyEx off by one when rotating by 90 and -90
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:42:46 -08:00
Sam Lantinga d767a450dc Fixed 2942 - Wayland: Drag and Drop / Clipboard
x414e54

I have implemented Drag and Drop and Clipboard support for Wayland.

Drag and dropping files from nautilus to the testdropfile application seems to work and also copy and paste.
2016-11-06 08:34:27 -08:00
Philipp Wiesemann 7ad3a46d76 ALSA: Fixed compile warning about unused function.
Found by buildbot.
2016-11-05 21:23:17 +01:00
Philipp Wiesemann 5819923212 WinRT: Corrected header file guard comment. 2016-11-05 21:22:58 +01:00
Philipp Wiesemann 062ca2b261 Removed empty statement. 2016-11-05 21:22:39 +01:00
Sam Lantinga 6ed8213049 Fixed Windows build 2016-11-05 01:52:28 -07:00
Ryan C. Gordon a17abf10b7 Also patched to compile on C89 compilers. 2016-11-05 03:56:55 -04:00
Ryan C. Gordon 067f0c8482 Patched to compile on C89 compilers. 2016-11-05 03:53:59 -04:00
Ryan C. Gordon f3456e9a93 Reworked audio converter code.
This no longer uses a script to generate code for every possible type
conversion or resampler. This caused a bloat in binary size and and compile
times. Now we use a handful of more generic functions and assume staying in
the CPU cache is the most important thing anyhow.

This shrinks the size of the final build (in this case: macOS X amd64, -Os to
optimize for size) by 15%. When compiling on a single core, build times drop
by about 15% too (although the previous cost was largely hidden by multicore
builds).
2016-11-05 02:34:38 -04:00
Ryan C. Gordon 0f83ae0fd9 Added some debug logging to print out every event added to the SDL queue. 2016-11-03 01:29:56 -04:00
Sam Lantinga baadd54686 Fixed text input events with UIM
Alex Baines

I realized overnight that my patch probably broke text input events with UIM, and I confirmed that it does. Can't believe I overlooked that... I've been making stupid mistakes in these patches recently, sorry.

Anyway, *this* one seems to fix it properly. Knowing my luck it probably breaks something else.
2016-11-02 02:56:54 -07:00
Sam Lantinga acae3ebf74 Added mapping for the PS3 controller in Bluetooth mode 2016-11-02 02:50:27 -07:00
Alex Baines 8eb762769e Skip duplicate key events sent by IMEs like uim. 2016-11-01 17:38:05 +00:00
Sam Lantinga d0c8bf7f0b Patch from Tapani P?lli to fix a memory leak in X11_InitKeyboard
Patch uses XkbFreeKeyboard to free the memory returned by XkbGetMap.
Earlier implementation called XkbFreeClientMap which frees all the maps
but not data->xkb structure itself, XkbFreeKeyboard will free maps and
the structure.
2016-11-01 10:48:59 -07:00
Sam Lantinga a1f427651d Patch from Tapani P?lli to fix a memory leak in X11_GL_CreateContext 2016-11-01 10:46:47 -07:00
Sam Lantinga 539afc5d0b Fixed bug 3473 - can't build on linux with an old kernel 2016-11-01 10:33:44 -07:00
Sam Lantinga 9a8642bd6a Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker

SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.

As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
2016-11-01 10:30:46 -07:00
Alex Baines 5fe984978c Fix double events / no repeat flag on key events when built withoutibus/fcitx
Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not
supported.
2016-10-28 01:28:58 +01:00
Sam Lantinga 88f2d16e45 Fixed compiling on older versions of ALSA 2016-10-28 17:00:37 -07:00
Sam Lantinga fdcac1c24f Fixed audio data swizzling when the device channel map already matches what SDL expects 2016-10-28 16:47:06 -07:00
Sam Lantinga 39ba2ab835 Fixed NULL pointer dereference, thanks Ozkan Sezer 2016-10-22 17:53:03 -07:00
Sam Lantinga 5b14a943a8 Fixed bug 3466 - Can't build 2.0.5 on ppc64
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c: In function 'calc_swizzle32':
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c:127:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
     const vector unsigned char plus = VECUINT8_LITERAL(0x00, 0x00, 0x00, 0x00,
     ^
2016-10-22 11:01:55 -07:00
Sam Lantinga 8a73f7e893 Fixed bug 3461 - Implement TEXTINPUT events for Haiku
Kai Sterker

Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.

Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
2016-10-19 20:42:22 -07:00
Sam Lantinga 6d67c98e70 Fixed crash on Mac OS X 10.10 and earlier 2016-10-19 20:39:12 -07:00
Sam Lantinga 012217f069 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Albert Casals

On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.

This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
2016-10-18 23:24:49 -07:00
Sam Lantinga 267207ffca Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen. 2016-10-18 23:12:45 -07:00
Sam Lantinga ae8ca7c54d Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00

Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:

If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.

If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).

What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.

Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
2016-10-17 22:09:22 -07:00
Sam Lantinga 8109b1378a Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc
Mike Linford

I'm also having trouble statically linking SDL2 on Visual Studio 2015 with /MT. My symptom is that memcpy is being defined twice.
2016-10-17 21:47:33 -07:00
Sam Lantinga 0eb5c976b9 Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized
Philipp Wiesemann

Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
2016-10-17 21:44:32 -07:00
Sam Lantinga 5af67f49f4 Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows.

This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.)

Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451
2016-10-17 21:37:26 -07:00
Philipp Wiesemann ba051ae7d9 Linux: Added missing scancodes. 2016-10-16 22:47:49 +02:00
Philipp Wiesemann f31ce3fb33 Windows: Fixed not removing the always added hint callback on quit.
This was no real problem because SDL_Quit() also calls SDL_ClearHints().
2016-10-16 22:47:37 +02:00
Philipp Wiesemann c0578f9293 Linux: Removed not needed platform info from entry in controller database. 2016-10-16 22:46:56 +02:00
Philipp Wiesemann 099e8a685b Linux: Fixed compile warnings about unused variables. 2016-10-15 20:02:17 +02:00
Csongor Szabo 01f6273675 emscripten: check if device pixel ratio has changed 2016-10-14 17:06:28 +01:00
Sam Lantinga d5ddb3cb91 Fixed bug 3453 - First mouse button input after a drag and drop event is ignored
Olav Sorensen

After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.

Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
2016-10-14 08:40:21 -07:00
Sam Lantinga 8aab39cb7d Fixed bug 3452 - Getting unicode arguments for the main entry point on Windows
Simon Hug

There are currently three entry points in the SDL2_main code for windows: main, wmain and WinMain. Only the latter two properly convert the arguments to UTF-8.

Console applications linked with MSVC will always link with the main entry point (wmain has to be selected by manually setting the entry point). This makes it likely that such programs will not have proper unicode arguments.
2016-10-14 08:27:44 -07:00
Sam Lantinga 3f38bd9142 Fixed warning about redefining DECLSPEC 2016-10-14 08:22:48 -07:00
Sam Lantinga 3663dbe882 Fixed warning about missing field initializers in SDL_DBusContext
Static variables are automatically initialized to zero.
2016-10-14 08:20:40 -07:00
Sam Lantinga 824ecc8f7a Fixed processing mouse and keyboard events in hatari, which uses the old SDLMain.m without creating an SDLApplication instance 2016-10-14 08:15:39 -07:00
Sam Lantinga 83cb2b63a3 Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain

After a long time, I found out more clearly what was going wrong.

The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.

An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10

(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)


to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".

with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".

but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().


SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
2016-10-14 06:57:55 -07:00
Sam Lantinga f3502c3c53 Fixed building with cmake when fcitx isn't installed 2016-10-14 01:04:21 -07:00
Sam Lantinga 8e2634eb13 Fixed divide by zero if setting integer scale without setting logical width and height 2016-10-14 00:51:57 -07:00
Sam Lantinga e4af8ce968 Fixed typo getting the drawable size 2016-10-13 04:57:31 -07:00
Sam Lantinga 063f752e0d Fixed bug 3328 - Race condition in Wayland_VideoInit
Robert Folland

When running this little test program with SDL2 on Wayland it often crashes in SDL_Init.

From a backtrace it is apparent that there is a race condition in creating a xkb_context_ref. Sometimes it is 0x0.

By moving the relevant lines higher up in Wayland_VideoInit (in SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302) this seems to get fixed.

I moved the call to WAYLAND_xkb_context_new() up to before the call to WAYLAND_wl_display_connect().

Here is the test program (just a loop of init and quit), and a backtrace from gdb:

#include <cstdio>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <unistd.h>
#include <iostream>

int main(int argc, char **argv)
{
    int count = atoi(argv[1]);

    for (int i = 0; i < count; i++) {
        std::cout << "Init " << i << std::endl;
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
                         "Couldn't initialize SDL: %s\n",
                         SDL_GetError());
            return 1;
        }
        std::cout << "Quit" << std::endl;
        SDL_Quit();
    }
    return 0;
}


Init 12
Quit
Init 13

Program received signal SIGSEGV, Segmentation fault.
xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
156         ctx->refcnt++;
(gdb) bt
#0  xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
#1  0x00007ffff5e1cd4c in xkb_keymap_new (ctx=0x0, format=XKB_KEYMAP_FORMAT_TEXT_V1, flags=flags@entry=XKB_KEYMAP_COMPILE_NO_FLAGS) at src/keymap-priv.c:65
#2  0x00007ffff5e1c6cc in xkb_keymap_new_from_buffer (ctx=<optimized out>,
    buffer=0x7ffff7fd5000 "xkb_keymap {\nxkb_keycodes \"(unnamed)\" {\n\tminimum = 8;\n\tmaximum = 255;\n\t<ESC>", ' ' <repeats 16 times>, "= 9;\n\t<AE01>", ' ' <re
peats 15 times>, "= 10;\n\t<AE02>", ' ' <repeats 15 times>, "= 11;\n\t<AE03>", ' ' <repeats 15 times>, "= 12;\n\t<AE04>", ' ' <repeats 12 times>..., length=48090,
    format=<optimized out>, flags=<optimized out>) at src/keymap.c:191
#3  0x00007ffff7b8ea4e in keyboard_handle_keymap (data=0x6169b0, keyboard=<optimized out>, format=<optimized out>, fd=5, size=48091)
    at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandevents.c:269
#4  0x00007ffff64501f0 in ffi_call_unix64 () from /usr/lib/libffi.so.6
#5  0x00007ffff644fc58 in ffi_call () from /usr/lib/libffi.so.6
#6  0x00007ffff665be3e in wl_closure_invoke (closure=closure@entry=0x61f000, flags=flags@entry=1, target=<optimized out>, target@entry=0x616d20,
    opcode=opcode@entry=0, data=<optimized out>) at src/connection.c:949
#7  0x00007ffff6658be0 in dispatch_event (display=<optimized out>, queue=<optimized out>) at src/wayland-client.c:1274
#8  0x00007ffff6659db4 in dispatch_queue (queue=0x617398, display=0x6172d0) at src/wayland-client.c:1420
#9  wl_display_dispatch_queue_pending (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1662
#10 0x00007ffff665a0cf in wl_display_roundtrip_queue (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1085
#11 0x00007ffff7b8faa0 in Wayland_VideoInit (_this=<optimized out>) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302
#12 0x00007ffff7b7aed6 in SDL_VideoInit_REAL (driver_name=<optimized out>, driver_name@entry=0x0) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/SDL_video.c:513
#13 0x00007ffff7ae0ee7 in SDL_InitSubSystem_REAL (flags=16416) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/SDL.c:173
#14 0x0000000000400b24 in main (argc=2, argv=0x7fffffffebb8) at vplay-init.cpp:13
(gdb)
2016-10-13 04:54:43 -07:00
Sam Lantinga f94bd05736 Fixed bug 3451 - Raspberry Pi Raspbian SDL_assert triggered sometimes at RPI_WarpMouseGlobal
Eric wing

Sometimes an SDL_assert triggers at RPI_WarpMouseGlobal
src/video/raspberry/SDL_rpimouse.c:232 'update'.

It doesn't always reproduce, but it seems to happen when you really bog down the system and the event loop can't update for awhile.


The first time I hit this, I wasn't even using the mouse. I don't call any warp mouse functions either.


I can usually reproduce with a simple program that runs an expensive blocking CPU series of functions which blocks the main loop until complete (can be up to 10 seconds).

Sometimes this assertion gets triggered after that. I'm not sure if
they are related or coincidental.


Disabling the SDL_asserts when compiling SDL will avoid this problem. I actually haven't seen any problems with the mouse when I do this.

On a Raspberry Pi 2 running Raspbian Jessie.
2016-10-13 04:53:01 -07:00
Sam Lantinga 3f167a5a7f Added support for the PS4 Slim controller, model CUH-ZCT2U 2016-10-13 02:19:23 -07:00
Sam Lantinga 662f966cd9 Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
2016-10-13 08:46:34 -07:00
Sam Lantinga 741aaf4c80 Added a note on how to allow non-root applications to increase their thread priority on Linux 2016-10-12 22:34:54 -07:00
Sam Lantinga 62310c6bfd Work-around for a hang when USB devices are unplugged, contributed by James Zipperer 2016-10-12 22:25:19 -07:00
Sam Lantinga 14e7da75b2 Backed out change 7d3df1df4e91 which was: Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
With that change only the wmain() entry point was defined, and applications that linked with main() would no longer build.
2016-10-12 19:50:16 -07:00
Sam Lantinga 3a77b42de7 Fixed build warning 2016-10-12 18:45:56 -07:00
Philipp Wiesemann f6bcfa0175 X11: Fixed compile warning about unused variable. 2016-10-12 23:38:31 +02:00
Philipp Wiesemann 9d0e07490a Linux: Removed redundant function call. 2016-10-12 23:36:29 +02:00
Sam Lantinga cfb24c7673 Fixed pointer signedness warning 2016-10-12 00:01:17 -07:00
Sam Lantinga 36e40d30fc Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson

Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.

SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
2016-10-11 23:19:05 -07:00
Alex Baines d9e3972acb Fix invalid read from poor setlocale usage. 2016-10-03 15:31:11 +01:00
Steffen Pankratz aae28e3ec1 Fixed bug 3096 - SDL_BlitSurface with overlapping source and destination 2016-10-10 18:28:05 +02:00
Steffen Pankratz 564c790f33 Fixed a memory leak in function GL_RenderReadPixels 2016-10-11 17:31:29 +02:00
Sam Lantinga fed9b60492 Use SDL C runtime strlen() 2016-10-10 23:26:26 -07:00
Ryan C. Gordon ca42373fb5 alsa: more tapdancing to enumerate physical hardware devices.
Apparently some systems see "hw:", some see "default:" and some see
"sysdefault:" (and maybe others!). My workstation sees both "hw:" and
"sysdefault:" ...

Try to find a prefix we like and prioritize the prefixes we (think) we want
most. If everything else fails, if there's a "default" (not a prefix) device
name, list that by itself so the user gets _something_ here.

If we can't find a prefix we like _and_ there's no "default" device, report
no hardware found at all.
2016-10-10 15:29:18 -04:00
Sam Lantinga 9db5e9aae9 Made #if defined(X) consistent 2016-10-10 02:58:29 -07:00
Sam Lantinga 6dedbc4309 Make sure we have iconv.h before building with it 2016-10-10 02:58:12 -07:00
Philipp Wiesemann f9b15a94ec Linux: Fixed mixed up scancodes. 2016-10-09 20:31:04 +02:00
Sam Lantinga 42f85aa29e Fixed building and using fcitx IME support on Linux 2016-10-08 11:30:07 -07:00
Sam Lantinga 27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ethan Lee 92d700f199 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING 2016-09-30 09:26:57 -04:00
Sam Lantinga 52ae92eaf7 ALSA_snd_pcm_drop() can hang on some systems (Steam Link) so don't use that when shutting down the ALSA audio driver. 2016-10-07 19:08:22 -07:00
Sam Lantinga 808c75d1cf Fixed bug 2824 - Add Fcitx Input Method Support
Weitian Leung

Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
2016-10-07 18:57:40 -07:00
Sam Lantinga 89abbbfe9e Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries 2016-10-07 18:24:34 -07:00
Alex Baines 752931d85e Improve X11 key handling when XKB isn't available + add xvnc scancodes.
Based on a patch by Bill Lash (see bug 3094).
2016-10-03 11:35:34 +01:00
Eric Wing bb3cb4f42a overscan (feature for SDL_RenderSetLogicalSize): Fix to ignore overscan hint when using the Direct3D 9 backend.
D39 does not support negative viewport values which the current implementation relies on.
D3D11 does support negative viewport values so that will continue working.
Refer to Bug 2799.
2016-04-04 19:25:24 -07:00
Bill Lash cceca2ac99 Additional patch to correct the number key assignments, and add assignments for keys that were missed 2015-08-15 00:25:52 -05:00
Sam Lantinga eea76fc199 Fixed bug 3063 - Wayland: SDL resizes EGL surface to 0x0.
x414e54

Wayland will sometimes send empty resize events (0 width and 0 height) to the client. I have not worked out the exact conditions a client would receive these but I can assume it might be if the window is offscreen or not mapped yet.

This causes issues with some SDL clients as they receive the 0x0 event and unexpected resize event or might not request to resize back to the correct size.

As per the wl_shell Wayland spec configure events are only a suggestion and the client is free to ignore or pick a different size (this is how min/max and fixed aspect ratio is supped to be implemented).

A patch is attached but is just the first iteration and I will fix any issues such as checking for FULLSCREEN/MAXIMIZED or RESIZABLE flags unless someone else fixes this first.

I have update to take into account non resizable and fullscreen windows. Also adding in maximize/restore and title functions for Wayland.
2016-10-07 18:11:03 -07:00
Sam Lantinga 62b9e1c797 Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error
Darren Kulp

The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.

In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
2016-10-07 18:09:09 -07:00
Sam Lantinga 9c48365524 Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.

When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
    if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
    if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {

As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
2016-10-07 18:00:30 -07:00
Sam Lantinga 5c2320f113 Fixed bug 3022 - SDL_UnlockMutex(SDL_EventQ.lock) in SDL_PeepEvents can cause error when lock is null 2016-10-07 17:58:02 -07:00
Sam Lantinga bf076c22ad Fixed bug 2957 - De-reference rz_src without NULL check in SDLgfx_rotateSurface function
Nitz

In function SDLgfx_rotateSurface:

rz_dst =
            SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
            rz_src->format->Rmask, rz_src->format->Gmask,
            rz_src->format->Bmask, rz_src->format->Amask);

Here rz_src get De-referenced without NULL check, which is risky.
2016-10-07 17:30:21 -07:00
Sam Lantinga 8b64a78da9 Fixed bug 2956 - De-reference videodata without NULL check in X11_DispatchEvent(_THIS) function 2016-10-07 17:26:25 -07:00
Sam Lantinga 93ff12ce83 Fixed bug 2952 - SDL_MixAudioFormat does not support audio format AUDIO_U16LSB/AUDIO_U16MSB
Simon Sandstr?m

As stated in Summary. The switch statement will execute the default case and set a SDL error message: "SDL_MixAudio(): unknown audio format".

There are atleast two more problems here:

1. SDL_MixAudioFormat does not notify the user that an error has occured and that a SDL error message was set. It took me awhile to understand why I couldn't mix down the volume on my AUDIO_U16LSB formatted audio stream.. until I started digging in the SDL source code.

2. The error message is incorrect, it should read: "SDL_MixAudioFormat(): unknown audio format".
2016-10-07 17:23:20 -07:00
Sam Lantinga d2676c2985 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Sam Lantinga 73f2c5413d Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h
Ryan C. Gordon

We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
2016-10-07 16:44:42 -07:00
Ryan C. Gordon 7d2108ce81 audio: Backed out the audio-thread detaching changes.
It added a ton of complexity. A simpler solution might arise at some
point though.
2016-10-07 19:39:43 -04:00
Sam Lantinga 24df68ea33 Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem
Jan Klass

Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.

The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
2016-10-07 16:32:58 -07:00
Sam Lantinga dac3892816 Fixed bug 2832 - Inverted arrow-key navigation in MessageBox
Jan Hellwig

On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa).

This can be fixed by reversing the order in which the buttons are added to the dialog.

The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
2016-10-07 16:19:50 -07:00
Sam Lantinga 8bc5c57d2e Fixed recentering triggers when the application doesn't have focus 2016-10-07 16:13:37 -07:00
Sam Lantinga 72164985b0 Fixed bug 2823 - Release events for triggers receive wrong centered value
Ryochan7

I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.

When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
2016-10-07 16:04:15 -07:00
Sam Lantinga f674f2311a Fixed bug 2808 - Fix SDL reporting wrong window size on resume
Jonas Kulla

At startup time, the single android window is assigned a "windowed" (window->windowed.{w,h}) size based on the current orientation of the mobile device; this size is never updated throughout the lifetime of the app.

This becomes problematic when the app is paused and then resumed in an orientation that it did not start up in. Eventually, 'SDL_OnWindowRestored()' is called, which calls 'SDL_UpdateFullscreenMode()'. This function is very problematic because it is written with a desktop monitor in mind: it tries to find a matching display mode for the windowed size, doesn't find any, and finally applies the windowed size as the fullscreen one. In the end, the windowed size is reported in a RESIZED event, which doesn't correspond to the actual surface size.

To see this in action: Start an orientation aware SDL app in eg. portrait mode, suspend the app, put the device into landscape orientation and resume the app. It will erroneously render in portrait mode (until the device is rotated again).
2016-10-07 15:21:19 -07:00
Ryan C. Gordon f6a280ab7f audio: Don't trust audio drivers to drain pending audio.
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.

Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
2016-10-07 15:13:46 -04:00
Ryan C. Gordon 551cdc8dec audio: better way to calculate buffer drain wait times. 2016-10-07 14:42:24 -04:00
Ryan C. Gordon 76f48acf63 audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.

Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
2016-10-07 14:35:25 -04:00
Sam Lantinga 3b0c79363d Some systems include both "default:" and "hw:" for the same usb device 2016-10-07 11:18:55 -07:00
Sam Lantinga 8e1994614c fix for finding ALSA hotplug devices on Steam Link
James Zipperer

The device names show up as "default:", not "hw:"
2016-10-06 06:08:16 -07:00
Sam Lantinga 9257b72d53 Backed out a very unsafe change that was trying to prevent audio hang at quit.
Ryan and I have ideas on a better way to handle this.
2016-10-05 00:12:16 -07:00
Sam Lantinga bac61096d8 ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer

The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it.   To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device.  There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.

Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
2016-10-04 06:48:07 -07:00
Sam Lantinga 69cf170356 fix deadlock on close device
James Zipperer

snd_pcm_drain doesn't always drain when you unplug a usb device.  Use snd_pcm_drop instead
2016-10-04 06:46:46 -07:00
Sam Lantinga 2558c9c836 fix audio deadlock
James Zipperer

Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes

Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
2016-10-04 06:45:28 -07:00
Sam Lantinga a21a227a87 Fixed bug 3021 - HapticOpenFromJoystick() problems
Joe Thompson

With Direct Input device (MOMO Steering Wheel w/FF)
with SDL 2.0.3,
SDL_HapticOpenFromJoystick() would fail. (Can't set exclusive mode)
Now with 2.0.4 rc1,
SDL_HapticOpenFromJoystick() succeeds but the the returned SDL_Haptic* cannot be used. Calls to SDL_HapticNewEffect() fail with "Haptic error Unable to create effect"

If SDL_HapticOpen() is used instead of HapticOpenFromJoystick(), the device is usable. Calls to HapticNewEffect() succeed with the exact same parameters as the previous failing call.

I have attached a proposed patch for this issue.

When using SDL_HapticOpenFromJoystick(), the original code did not (re)enumerate the axes. This returned a new haptic device with 0 axes. Later, when a new effect is created, SDL_SYS_SetDirection() would set the flags to include DIEFF_SPHERICAL, regardless of what the caller actually set. (see Line 566 in SDL_dinputhaptic.c). This would cause the SDL_HapticNewEffect() to fail (or interpret the coordinates incorreclty.)

The patch moves the call to IDirectInputDevice8_EnumObjects() outside of the if() block so that the axes are (re)enumerated for the new haptic device.

Note: For steering wheels it is common for the joystick to have multiple axes (ie steering, throttle, brake), but the haptic portion of the joystick usually only applies to steering.
2016-10-04 03:50:28 -07:00
Sam Lantinga 1051dceb14 Fixed compiler warning about missing field initializers 2016-10-04 03:42:42 -07:00
Sam Lantinga 5d5127c4a0 Fixed compiler warning - this should have been a const char pointer 2016-10-04 03:38:39 -07:00
Ryan C. Gordon 46f44f66f8 Fixed potential buffer overflow in SDL_vsnprintf() (thanks, Taylor!).
Fixes Bugzilla #3441.

"When using internal SDL_vsnprintf(), and source string length is greater
than destination, the final NULL char will be written beyond destination size.

Primary issue that is SDL_strlcpy returns length of source string
(SDL_PrintString()), not how much is written to destination. The destination
ptr is then incremented by this length before the sanity check is done.
Destination string is properly terminated, but an extra NULL char will be
written beyond destination buffer length.

Patch used internally is attached which fixes primary issue with SDL_strlcpy()
in SDL_PrintString() and adjusts sanity checks to increment destination ptr
safely."
2016-10-04 14:25:31 -04:00
Sam Lantinga 351adf156a Fixed bug 2157 - Caps Lock key produces key down & key up events while key is still pressed.
Tim McDaniel

Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.

This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
2016-10-04 02:11:52 -07:00
Philipp Wiesemann 67bf5cac1a Fixed wrong pixel format if reading pixels from OpenGL renderer. 2016-10-02 22:32:35 +02:00
David Ludwig 969c316797 Fixed MinGW-w64 build warnings in SDL_render_d3d11.c
Some of these were legitimate bugs, including:
- a malformed SDL_snprintf call
- a probably-invalid enum comparison
2016-10-01 18:49:15 -04:00
Sam Lantinga 702d9348ac Added SDL prefix to local IID constants 2016-10-01 15:23:43 -07:00
David Ludwig 3c8a26984d WinRT: build fix in joystick code 2016-10-01 18:10:50 -04:00
David Ludwig 7851eb0836 Fixed bug 3437 - build error for WinRT/UWP .dlls, caused by fix for SDL bug 3336
This fix has been tested with both MinGW-w64, and Visual C++ 2012-2015.
2016-10-01 18:10:15 -04:00
Alex Szpakowski 8500de8fa5 Fix tabs -> spaces 2016-10-01 19:16:46 -03:00
Alex Szpakowski f0539aa25e Fix bug 3436 - SDL_RaiseWindow not working on windows 2016-10-01 19:12:58 -03:00
Sam Lantinga ac7d117475 Fixed build on older Raspberry Pi environments 2016-10-01 15:04:13 -07:00
Sam Lantinga a0d3e0d64a Fixed warning and code style in SDL_evdev.c 2016-10-01 14:56:53 -07:00
Sam Lantinga d2c8c5094c Fixed build for X11 2016-10-01 14:54:05 -07:00
Sam Lantinga 7b34f47e19 Fixed windows build 2016-10-01 14:50:22 -07:00
Sam Lantinga fa0f417631 Fixed build warnings and errors 2016-10-01 14:48:18 -07:00
Sam Lantinga fae5d0eab3 Fixed bug 3107 OSX - Process events in SDLApplication to fix integration with CEF.
John Wordsworth

While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.

It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).

Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
2016-10-01 14:34:52 -07:00
Sam Lantinga c8cfccc2f1 Fixed bug 3116 - renderer->hidden in SDL_RenderCopy(Ex)
Daniel

Seems like check of the visibility of renderer (renderer->hidden) is missing in SDL_RenderCopyEx.

In SDL_RenderCopy it should be done much earlier (after checking support for RenderCopyEx, line 1750).
2016-10-01 14:31:00 -07:00
Sam Lantinga 359f59aef5 Fixed bug 3130 - Spacebar not responding
Alex Baines

Make sure group is valid before passing it to XkbKeysymToKeycode.
2016-10-01 14:22:10 -07:00
Magnus Bjerke Vik 555e6c9686 Fix SDL not resizing window when Android screen resolution changes 2016-10-01 14:18:29 -07:00
Sam Lantinga 0250eb3c4f Fixed bug 3134 - CalculateXRandRRefreshRate() returns incorrect refresh rate due to floating point truncation.
Michael

In SDL_x11modes.c the CalculateXRandRRefreshRate() function performs integer math on values that may return fractional results. This causes a value that would be calculated as 59.99972... to be returned as 59. In Linux the xrandr command returns 60Hz for this particular display mode yet SDL returns 59Hz.

I suggest this function be updated to correctly round the result of the calculation instead of truncating the result.
2016-10-01 14:16:04 -07:00
Alex Baines 7543092add Call setlocale + XSetModifiers before XOpenIM, Work around ibus+xim duplicate events. 2015-09-30 04:16:09 +01:00
Sam Lantinga 64180d2261 Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren

In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.

I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
2016-10-01 14:05:35 -07:00
Sam Lantinga da6197c5a8 Fixed 3149 - Mouse Pointer Raspberry Pi corrupt when moving over screen edges
Patrick Gutlich

The mouse cursor gets corrupted when the mouse moves over the screen edges (right and bottom) a weird type of scaling seems to occur and you end up with a blank square.
2016-10-01 13:59:59 -07:00
Sam Lantinga 1a31bbe2c8 Fixed bug 3157 - Rudimentary touchscreen support in SDL_evdev (supports Raspberry Pi)
tvc

I've spent the last few days implementing touchscreen support in core/linux/SDL_evdev.c. It's fairly rudimentary at the moment, as can be seen from the multiple TODO's and FIXME's littered throughout, but I'm mainly submitting this patch for review. I've tested this patch on my Raspberry Pi 2 with the official touchscreen and it works fantastically, reporting all 10 multitouch points. I'm happy to work on this further, the evdev logic also needs a bit of a cleanup I think (I may have included a few changes). But if it's good enough in its current state to be committed then I'm sure there'd be plenty of people pleased, as currently the only other framework/library that supports touchscreens on the Raspberry Pi is Kivy.
2016-10-01 13:51:56 -07:00
Sam Lantinga 473051f6bb Fixed bug 3159 - SDL_blit_slow with BLENDING does not work
Fritzor

Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well.
Add:  ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
2016-10-01 13:40:01 -07:00
Sam Lantinga 13dd2ccda8 Fixed bug 3161 - SDL_WINDOWEVENT_EXPOSED event possible queue overflow
Marcel Bakker

Observed when resizing or moving a window in Windows 7.

Depending on how you resize/move your window
, you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events
, at the moment you release the mouse button.

Maybe add this event to an already existing list of overflow candidates ?
2016-10-01 13:38:30 -07:00
Sam Lantinga ecea3c4a24 Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data
Yann Dirson

When attempting to force use of opengles2 renderer with:

    int wanted_renderer = -1;
     for (int i = 0; i < numrenderers; i++) {
 	SDL_RendererInfo renderer_info;
 	if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) {
 	    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n",
 			 SDL_GetError());
 	    quit(2);
 	}
 	std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x"
 		  << std::hex << renderer_info.flags << std::dec
 		  << ", " << renderer_info.num_texture_formats << " texture formats, max="
 		  << renderer_info.max_texture_width << "x"
 		  << renderer_info.max_texture_height << "\n";
	if (!strcmp(renderer_info.name, "opengles2")) {
	    std::cerr << " selecting!\n";
	    wanted_renderer = i;
	}
     }

    renderer = SDL_CreateRenderer(window, wanted_renderer, 0);

... on banana pi or raspberry pi I get an error like the following (the actual
context profile value varies, being used uninitialized)

 ERROR: Couldn't create renderer: Unknown OpenGL context profile 900

With this patch I get the following, which should help more pointing to a real problem:

 ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point

I pushed a patch (based on master branch of unofficial git mirror):

550389c89f


I'll be opening a different bug for the underlying issue.
2016-10-01 13:33:32 -07:00
Sam Lantinga 67901f537c Fixed bug 3174 - SDL_SetRenderTarget clip rect
Marcel Bakker

In SDL_SetRenderTarget(),
i think the intended behavior was to clear the clip rect when a new target is set.
2016-10-01 13:29:30 -07:00
Sam Lantinga f4b26cd8e0 Removed carriage returns from previous patch 2016-10-01 13:16:31 -07:00
Sam Lantinga 7b0ccd32e5 Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky

Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.

We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.

Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
2016-10-01 13:14:51 -07:00
Sam Lantinga 86b4319d21 Fixed bug 3422 - OpenGL ES 1.1 renderer: SDL_UpdateTexture breaks later function calls (missing glDisable)
ny00

Using the OpenGL ES 1.1 renderer, after updating a texture with SDL_UpdateTexture (or SDL_UnlockTexture), a following call to SDL_RenderFillRect draws a rectangle with the wrong color (which appears to be the same as the texture's top-left pixel).

Comparing SDL_render_gles.c:GLES_UpdateTexture to SDL_render_gl.c:GL_UpdateTexture, a missing call to glDisable appears to be the cause. After adding it back, the bug is resolved.
2016-10-01 13:07:36 -07:00
Sam Lantinga c2e2565144 Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries
ny00

On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.

The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.

Side-note: Maybe some log should be emitted in case of going over any such bound?
2016-10-01 13:02:20 -07:00
Sam Lantinga 765d8bea01 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
2016-10-01 12:46:36 -07:00
Ethan Lee c3e48e71b4 Force WM_PAINT events on window resize 2016-04-12 10:45:56 -04:00
Sam Lantinga d870f2719b Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
Simon Hug

The SDLmain file src/main/windows/SDL_windows_main.c defines both entry points for console applications, main and wmain. This seems to confuse MSVC. It outputs a LNK4067 warning and then chooses main, which is a shame because only wmain has the unicode handling. Using SDLmain.lib provided on libsdl.org, the linker also goes for main.

I'm proposing to not define the main entry point at all. wmain should be supported well enough with MSVC.
2016-10-01 12:31:31 -07:00
Sam Lantinga 6f11545a2d Fixed bug 3323 - SDL_LogOutput prints message twice on Windows when linked with libc
Simon Hug

If SDL2 is compiled with HAVE_LIBC on Windows, the SDL_LogOutput function has two ways of printing a message. WriteConsole and fprintf.
2016-10-01 12:28:05 -07:00
Sam Lantinga 0b576962ca Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. 2016-10-01 12:17:42 -07:00
Sam Lantinga 1e6e595484 Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it.

This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
2016-10-01 11:54:02 -07:00
Sam Lantinga 708def87f3 Fixed bug 3338 - console_wmain doesn't null terminate the argv array
Simon Hug

The function console_wmain in src/main/windows/SDL_windows_main.c does not null terminate the argument list it is creating. As specified by the C standard, "argv[argc] shall be a null pointer."

The SDLTest framework makes use of that null pointer and some test programs can cause an access violation because it's missing.
2016-10-01 11:48:15 -07:00
Sam Lantinga 77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga 89c868f4f8 Fixed bug 3347 - OpenGL ES renderer doesn't flip projection matrix for target textures
Simon Hug

When updating the viewport in GLES_UpdateViewport, the OpenGL ES renderer doesn't flip the projection matrix for target textures. The lines, rectangles and textures (if drawn with glDrawArrays) are upside down when drawing to target textures.
2016-10-01 11:40:57 -07:00
Sam Lantinga 061cc5e75f Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format
Simon Hug

The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors.

The attached patch adds a check and selects the target texture format, if a texture is set as the target.
2016-10-01 11:38:53 -07:00
Sam Lantinga 51d6371ec1 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug

All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down.

Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something?

The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
2016-10-01 11:34:04 -07:00
Sam Lantinga 9fff05f8d6 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
2016-10-01 11:29:13 -07:00
Sam Lantinga 53e22e4be8 Only use GCC pragmas when we're building with GCC 2016-10-01 11:22:39 -07:00
Sam Lantinga a42c396a57 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles)
Simon Hug

The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures.

These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
2016-10-01 11:04:45 -07:00
Sam Lantinga 3f1b1629c4 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures
Simon Hug

The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT.

Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2].

The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
2016-10-01 10:52:24 -07:00
Sam Lantinga fd1d692bef Fixed bug 3368 - SDL_Blit_Slow doesn't ignore alpha values in colorkey comparison
Simon Hug

When the SDL_Blit_Slow function compares the pixel to the color key it does so without removing the alpha component from the pixel value and the key. This is different from the optimized 32-bit blitters which create a rgb mask and apply it to both to filter the alpha out. SDL_Blit_Slow will only skip the pixels with the exact alpha value of the key instead of all pixels with the same color.

The attached test case blits a surface with a color key and prints the pixel values to the console. The third row is expected to be skipped.
2016-10-01 10:46:10 -07:00
Sam Lantinga 2ccb46cebc Fixed bug 3373 - OpenGL implementation differences of glDrawTexfOES
Simon Hug

It seems not everyone implemented glDrawTexfOES the same. Intel and Mesa ignore the viewport entirely, whereas the Raspberry Pi implementation offsets the coordinates and does viewport clipping.

The glDrawTexfOES extension text [1] for the function says "Xs and Ys are given directly in window (viewport) coordinates." I guess this wasn't clear enough.

Alex Szpakowski

Honestly I'd probably remove that codepath from SDL_Render entirely. It's an OpenGL ES 1-specific extension that isn't likely to give huge performance gains and adds additional maintenance overhead to SDL_Render while also having bugs in some drivers (as seen here).
2016-10-01 10:43:01 -07:00
Sam Lantinga 9dfe54006e We should be using a string constant for the strftime format string 2016-10-01 10:38:15 -07:00
Bastien Nocera 7edd2261e7 Fix "format not a string literal" errors
With GCC 6.1.

https://bugzilla.libsdl.org/show_bug.cgi?id=3375
2016-10-01 10:36:24 -07:00
Jonathan Dowland 461336a23e Add gamecontrollerdb lines for SFC30 controller in various modes
SFC30 controller: http://www.8bitdo.com/sfc30/

The SFC30 controller can present itself in a variety of modes and it offers up
different names in each. This patch captures data for three modes (one USB and
two Bluetooth) on three platforms (Mac OS X, Windows, Linux).

However, USB mode on Linux and Windows is missing as the button events did not
make it through to SDL's controllermap tool on Fedora 24/Linux 4.5.5 nor Steam
Big Picture mode on Windows. The two Bluetooth modes were indistinguishable on
Windows. Two modes on OS X were indistinguishable.

There exists a similar controller called the SNES30 (And some others) that are
very likely identical except for the name, but I have not verified this yet so
haven't synthesized lines for those controllers until I can.
2016-07-01 16:47:27 +01:00
Sam Lantinga b7e45f8a1a Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker
There are already patches available from mingw64 that fix the issue

https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2

With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
2016-10-01 10:28:00 -07:00
Sam Lantinga 9f854cdbe0 Fixed bug 3388 - Fail to build src/thread/windows/SDL_systhread.c on MinGW 4.9.3
Vitaly Novichkov

Line 124
====================================================================
const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION : 0;
====================================================================

Error of compiler:
====================================================================
  CC     build/SDL_systhread.lo
src/thread/windows/SDL_systhread.c: In function 'SDL_SYS_CreateThread':
src/thread/windows/SDL_systhread.c:124:45: error: 'STACK_SIZE_PARAM_IS_A_RESERVA
TION' undeclared (first use in this function)
     const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION :
 0;
                                             ^
src/thread/windows/SDL_systhread.c:124:45: note: each undeclared identifier is r
eported only once for each function it appears in
make: *** [build/SDL_systhread.lo] Error 1
====================================================================

Fixing when I adding into begin of the file:
====================================================================
#ifndef STACK_SIZE_PARAM_IS_A_RESERVATION
#define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000
#endif
====================================================================
2016-10-01 10:08:34 -07:00
Philipp Wiesemann 7b23eef3b0 Fixed crash if allocating memory for mouse clicks failed. 2016-09-30 23:30:54 +02:00
Ryan C. Gordon e64c5186e2 windows: Removed hardcoded "1" for mouse clickthrough hint. 2016-09-29 23:42:18 -04:00
Ryan C. Gordon f10db4071d haiku: Patched to compile. 2016-09-29 23:15:56 -04:00
Ryan C. Gordon f2fcd324c5 windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
2016-09-29 23:12:58 -04:00
Ryan C. Gordon b2510d9cbc x11: fixed incorrect SDL_GetWindowPosition() after resize (thanks, Jason!).
Fixes Bugzilla #3272.
2016-09-29 23:01:43 -04:00
Ryan C. Gordon 4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Sam Lantinga f1e0b9af20 Added debug output for new window events 2016-09-29 16:10:08 -07:00
Sam Lantinga 67bdbcca44 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11 2016-09-29 16:05:29 -07:00
Sam Lantinga d285af2a96 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH 2016-09-29 14:48:33 -07:00
Sam Lantinga a13da2faa7 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
2016-09-29 13:34:49 -07:00
Sam Lantinga 8ddb4328b5 When clicking on a window to give it focus, don't pass the mouse click to the application. 2016-09-29 03:59:04 -07:00
Sam Lantinga e45698d218 Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Alex Szpakowski f31c7086d8 Enable SDL_LoadObject on iOS 8+ and tvOS. 2016-09-25 15:02:06 -03:00
Alex Szpakowski 77bacfd72d tvOS launch images are now properly supported. 2016-09-25 11:46:25 -03:00
Alex Szpakowski 40ecac8e60 Don't try to load a launch storyboard on tvOS (it doesn't use them). 2016-09-25 00:21:12 -03:00
Alex Szpakowski 666d3fecc8 iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib. 2016-09-24 23:33:49 -03:00
Alex Szpakowski 9165ba7ebd iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395). 2016-09-24 20:12:57 -03:00
Alex Szpakowski 450fa8cdf9 Use OS-provided click counts on macOS and iOS for mouse press and release events. 2016-09-24 18:46:34 -03:00
Alex Szpakowski bac5394127 Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!)
Fixes bug #3432
2016-09-24 13:28:40 -03:00
Brandon Schaefer 89c538a4e3 Mir: Add gamma support set/get. Still need one more function to complete the set 2016-09-21 18:23:59 -07:00
Brandon Schaefer a729c4f97a Mir: Add fixme (waiting for a public api to be added) 2016-09-21 16:28:23 -07:00
Brandon Schaefer 705ecf78f5 [Mir] Move to the new MirDisplayConfig API 2016-09-21 15:57:15 -07:00
Philipp Wiesemann 8e88f08150 Mac: Fixed whitespace around function return type. 2016-09-21 23:06:49 +02:00
Philipp Wiesemann 85588ea040 Android: Fixed two warnings about unused variables. 2016-09-21 23:06:26 +02:00
Alex Szpakowski f0fca2880f Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960. 2016-09-18 19:22:09 -03:00
Ryan C. Gordon 06700a905b emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
2016-09-18 18:07:47 -04:00
Sam Lantinga 29214826ec Fixed warning with Xcode 7.3.0 2016-09-16 22:27:58 -07:00
Alex Szpakowski a96b6f2104 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
2016-09-17 01:31:07 -03:00
Alex Szpakowski 4bcce330d1 tvOS: Add drop-file support 2016-09-15 21:49:29 -03:00
Alex Szpakowski 4209a1fd4c CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
2016-09-15 19:59:57 -03:00
Sam Lantinga 86d4b09914 Fixed spacing 2016-09-13 18:44:28 -07:00
Sam Lantinga 925859aaa6 Fixed accidental call to SDL_PrivateJoystickHat() 2016-09-13 18:43:55 -07:00
Alex Szpakowski f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Alex Szpakowski 86708c3cd8 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit. 2016-09-13 19:51:10 -03:00
Sam Lantinga 00791f3a87 Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte 2016-09-13 00:09:21 -07:00
Charlie Birks 993dd83510 Add mapping for media keys 2016-09-13 00:04:00 -07:00
Alon Zakai 1b6565fcb7 use Module.createContext for 2D rendering in emscripten 2016-09-13 00:03:59 -07:00
Alon Zakai bec5573476 add some detail to fullscreen workaround comment; version 6
Conflicts:
	version.txt
2016-09-13 00:03:58 -07:00
Charlie Birks 405d64b207 only unset fullscreen flags if fullscreen failed 2016-09-13 00:03:56 -07:00
Charlie Birks c68cac89df use screen resolution instead of canvas size 2016-09-13 00:03:55 -07:00
Boris Gjenero 791b946a42 Fix full screen mode in Firefox, which was broken by 9d4beb2 2016-09-13 00:03:54 -07:00
Boris Gjenero b71208d452 Support SDL_SetWindowTitle() via Module['setWindowTitle']() 2016-09-13 00:03:53 -07:00
Jukka Jyl?nki 7cf44f1b4a Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange(). 2016-09-13 00:03:51 -07:00
Boris Gjenero b54eb82c67 Unpress all keys on blur to avoid stuck keys 2016-09-13 00:03:49 -07:00
Boris Gjenero a0a75f384f Listen for blur and focus events on window instead of canvas
Blur and focus events were not arriving for the canvas in
Firefox 35 and Chrome 40.
2016-09-13 00:03:48 -07:00
Boris Gjenero 3e5c4cec94 Mouse events use CSS coordinates, so don't scale by pixel_ratio 2016-09-13 00:03:46 -07:00
Boris Gjenero a20c40c494 Accumulate subpixel mouse motion so motion is not lost.
Previously when the canvas was scaled up and the pointer was locked,
motion corresponding to less than one pixel was lost. Therefore,
slow mouse motion resulted in no motion. This fixes that.
2016-09-13 00:03:45 -07:00
TelpeNight 443998ff33 Fix of mouse events in browser without pointer locks 2016-09-13 00:03:44 -07:00
Alon Zakai 2b367cb6b0 optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time
 - use set and then fix alpha directly
2016-09-13 00:03:43 -07:00
Alon Zakai 63200ea395 optimize a getValue 2016-09-13 00:03:41 -07:00
Charlie Birks 98ec844388 send mouse move on enter/leave 2016-09-13 00:03:39 -07:00
Charlie Birks a2ef0db8a8 listen for mouse up on document (fixes mouseup outside canvas) 2016-09-13 00:03:37 -07:00
Charlie Birks cd05184f9b use SDL_SetMouseFocus 2016-09-13 00:03:36 -07:00
Sam Lantinga bdca510fd6 simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks 2016-09-13 00:03:28 -07:00
Charlie Birks be08cc61f9 use css size for touch normalisation 2016-09-12 23:58:08 -07:00
Sam Lantinga 1096f32309 Reverted previous commit which breaks game controller input processing. 2016-09-09 15:12:09 -07:00
Sam Lantinga 61c0f2cf64 Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing 2016-09-08 20:38:23 -07:00
Ryan C. Gordon da1e3d6938 emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.

Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?

We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
2016-09-06 13:13:03 -04:00
Ryan C. Gordon 0265d3af9b coreaudio: Move from AudioUnits to AudioQueues.
AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.

As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.
2016-09-04 01:23:55 -04:00
Ryan C. Gordon 3b53304a94 coreaudio: capture devices should let the system allocate the render buffer. 2016-09-03 00:13:41 -04:00
Ryan C. Gordon fda7a3d158 coreaudio: Replaced an int with an SDL_bool. 2016-09-02 13:12:21 -04:00
Ryan C. Gordon f9d9708f6b coreaudio: Move some variable declarations to the top of the scope. 2016-09-02 13:11:28 -04:00
Sam Lantinga f11a440999 wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com>
Generate the C protocol files from the protocol XML files installed by
wayland-protocols, and use them to implement support for relative pointer
motions and pointer locking.

Note that at the time, the protocol is unstable and may change in the future.
Any future breaking changes will, however, fail gracefully and result in no
regressions compared to before this patch.
2016-09-01 01:26:56 -07:00
Jonas ?dahl 19d3500ae1 wayland: Build own version of core protocol
Since we are loading shared objects dynamically, build our own version of the
core protocol symbols, so that we in the future can include protocol
extensions.
2016-06-23 18:39:05 +08:00
Bastien Nocera 736a624df0 Wayland: Set "class" for each window we create
This will be used by Wayland compositors to match the application ID and
.desktop file to the SDL window(s).

Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable
early in the process to override using the binary name as a fallback.

Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland
backend so that if a program correctly associated the desktop file with
the window under X11, only a newer SDL would be needed for it to work
under Wayland.

https://bugzilla.libsdl.org/show_bug.cgi?id=3376
2016-09-01 01:22:58 -07:00
Ryan C. Gordon 2098bfb3ca emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
2016-08-31 16:10:04 -04:00
David Ludwig f5d43cf912 WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code 2016-08-31 12:52:55 -04:00
Brandon Schaefer ebb058910d Mir: Add mouse grab support (requires mir 0.24) 2016-08-30 12:58:00 -07:00
Philipp Wiesemann 9581d4a585 Android: Fixed misleading warning in log output (thanks, Sylvain!).
Fixes Bugzilla #3418.
2016-08-30 21:15:18 +02:00
Philipp Wiesemann cf28727f89 Android: Fixed missing mouse motion events while button down (thanks, Sylvain!).
Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active.

Fixes Bugzilla #3313.
2016-08-30 21:14:52 +02:00
Philipp Wiesemann 51053a062c Fixed compiling if filesystem is disabled (thanks, Elias!).
Fixes Bugzilla #3414.
2016-08-30 21:14:13 +02:00
David Ludwig 5020fe8fdb WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver 2016-08-29 20:27:21 -04:00
Sam Lantinga 651107a118 Fixed sorting and name of XBox wireless controller entry 2016-08-16 12:02:22 -07:00
Sam Lantinga 4c1484784a Merged Change: 3576099 from rel/streaming_client
Description:
SDL - add mapping for xbox one s wireless controller
2016-08-16 12:02:12 -07:00
David Ludwig b65763c0c2 WinRT: patched to compile 2016-08-29 10:48:56 -04:00
Ryan C. Gordon 5bcf1d256b cocoa: Fixed incorrect autorelease, noted by static analysis. 2016-08-28 19:06:31 -04:00
Ryan C. Gordon c9bfcbde6e nacl: Patched to compile. 2016-08-28 18:52:25 -04:00
Ryan C. Gordon 714aa21136 Patched to compile on Haiku. 2016-08-28 18:24:44 -04:00
Ryan C. Gordon 2da1ec8354 Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Ryan C. Gordon 06dcdc7d48 Patched to compile. 2016-08-28 11:56:11 -04:00
Ryan C. Gordon 850da32f30 alsa: Implemented hotplug support, cleaned up device names. 2016-08-28 08:50:26 -07:00
Ryan C. Gordon 35e564a694 ios: patched to compile. 2016-08-26 15:46:29 -04:00
Ryan C. Gordon cfa95fe68c alsa: don't enumerate virtual devices, just physical hardware. 2016-08-15 10:09:41 -04:00
Sam Lantinga ad1bfea5a0 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
2016-08-26 12:18:08 -07:00
Sam Lantinga c69bce6774 commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date:   Sun Aug 21 01:19:19 2016 -0700

    bugfix for controller / joystick add / remove being in the event queue at the same time
2016-08-26 11:16:44 -07:00
Philipp Wiesemann e79f00097a Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!). 2016-08-25 22:31:44 +02:00
Philipp Wiesemann e41e185eab Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
2016-08-25 22:31:33 +02:00
David Ludwig 5150eb361f WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
   game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
   again, or clicking somewhere in the app

EXPECTED RESULT: cursor disappears, as game bar disappears

ACTUAL RESULT: cursor didn't always disappear
2016-08-20 13:46:45 -04:00
Philipp Wiesemann a128552577 Emscripten: Fixed opening previously closed joystick. 2016-08-17 21:04:50 +02:00
Philipp Wiesemann c18ff8d253 Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
2016-08-17 21:04:32 +02:00
Ryan C. Gordon d05ae1941c emscripten: send fake mouse events for touches, like other targets do.
(This really should be handled at the higher level and not in the individual
targets, but this fixes the immediate bug.)
2016-08-12 19:59:00 -04:00
Ryan C. Gordon 3b88f5c690 emscripten audio: check for an "undefined" object, remove some console.log(). 2016-08-12 00:03:58 -04:00
Ryan C. Gordon e435659c63 audio: Cleaned up "extern AudioBootStrap" list. 2016-08-11 22:26:58 -04:00
Ryan C. Gordon 6f4bcd2498 audio: Renamed some internal driver symbols in various targets. 2016-08-11 22:22:09 -04:00
Ryan C. Gordon 8f0af77354 android: implement audio capture support. 2016-08-11 22:04:49 -04:00
Ryan C. Gordon b78ec97496 directsound: Implemented audio capture support. 2016-08-10 16:00:16 -04:00
Ryan C. Gordon 21c7fe0060 windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.

DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer.  :/
2016-08-10 15:34:24 -04:00
Ryan C. Gordon b879595a2a audio: Patched to compile on C89 compilers. 2016-08-10 14:14:14 -04:00
Ryan C. Gordon 244d2dbcd5 emscripten audio: fix timer on capture's silence callback. 2016-08-10 14:13:48 -04:00
Ryan C. Gordon 7a8e4cb019 directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
2016-08-09 19:35:46 -04:00
Ryan C. Gordon 358a168c9d emscripten audio: Added audio capture support. 2016-08-09 16:58:32 -04:00
Ryan C. Gordon 5de11a5fc5 Added a FIXME. 2016-08-09 16:58:06 -04:00
Ryan C. Gordon a05bde2170 audio: Only allocate fake_stream if we're using the standard audio threads. 2016-08-09 00:44:59 -04:00
Ryan C. Gordon be8d7a46fb audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
2016-08-09 00:44:05 -04:00
Sam Lantinga 8097f272e2 [ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed. 2016-08-08 12:17:53 -07:00
Ryan C. Gordon df4985e207 dsp: Implemented audio capture support. 2016-08-07 02:43:20 -04:00
Ryan C. Gordon a0ff2554c1 winmm: Try to get full device names from the Windows Registry. 2016-08-07 01:48:38 -04:00
Ryan C. Gordon ff7df7e687 winmm: Added a FIXME for truncated device names. 2016-08-06 23:05:02 -04:00
Ryan C. Gordon 51d1523380 winmm: Implemented audio capture support. 2016-08-06 19:34:32 -04:00
Mikkel Krautz a21e6af514 Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.

Presumably, this will be fixed in the future.

This patch works around the issue by adding the Xbox One controller series to the
well-known device list.

This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
2016-08-06 15:09:20 +02:00
Ryan C. Gordon 4499e5bcc6 disk audio: Make default i/o delay match what device is meant to be running at. 2016-08-06 03:45:45 -04:00
Ryan C. Gordon 978df1ad74 disk audio: Implemented "capture" support, cleaned up some things. 2016-08-06 03:39:15 -04:00
Ryan C. Gordon 7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Ryan C. Gordon e7347a4027 audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
2016-08-06 02:27:55 -04:00
Ryan C. Gordon 9a33154450 nas: initial shot at audio capture support. Compiles, but not tested. 2016-08-05 04:23:32 -04:00
Ryan C. Gordon 9b2a59ef05 audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice. 2016-08-05 02:04:48 -04:00
Ryan C. Gordon 761a79788c audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections. 2016-08-05 01:59:06 -04:00
Ryan C. Gordon 979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
Ryan C. Gordon 9b64772775 audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
  failed halfway through. This lets implementation code not have to clean up
  itself on every possible failure point; just return an error and SDL will
  handle it for you.

- Implementations can assume this->hidden != NULL and not check for it.

- implementations don't have to set this->hidden = NULL when done, because
  the caller is always about to free(this).

- Don't reset other fields that are in a block of memory about to be free()'d.

- Implementations all now free things like internal mix buffers last, after
  closing devices and such, to guarantee they definitely aren't in use anymore
  at the point of deallocation.
2016-08-05 01:44:41 -04:00
Ryan C. Gordon 30a9139bc3 arts: backed out audio capture support.
Turns out that libartsc isn't thread-safe, so if we run a capture and playback
device at the same time, it often crashes in arts's internal event loop.

We could throw mutexes around the read/write calls, but these are meant to
block, so one device could cause serious latency and stutter in the other.

Since this audio target isn't in high-demand (Ubuntu hasn't offered a libartsc
package for years), I'm just backing out the capture support. If someone needs
it, they can pull it out of the revision history.
2016-08-04 11:51:17 -04:00
Ryan C. Gordon 20cd5e44ce dummy audio: Patched to compile. 2016-08-03 16:54:10 -04:00
Philipp Wiesemann 82c94a3f79 PSP: Fixed memory leak if video init failed. 2016-08-03 22:32:20 +02:00
Philipp Wiesemann 9f97ee8a85 WinRT: Removed not needed SDL_zerop() after SDL_calloc().
SDL_calloc() already sets memory to zero.
2016-08-03 22:32:02 +02:00
Ryan C. Gordon 17246ba95e dummy audio: Implemented dummy audio capture support. :) 2016-08-03 02:18:47 -04:00
Ryan C. Gordon 9dd8477a21 bsdaudio: first shot at audio capture support!
(untested, uncompiled...for now.)
2016-08-03 01:57:41 -04:00
Ryan C. Gordon d30a2f5ad8 bsdaudio: this appears to be using the wrong variable...?
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
2016-08-03 01:56:58 -04:00
Ryan C. Gordon ecbd625c4b arts: Patched to (maybe) compile. 2016-08-03 01:53:59 -04:00
Ryan C. Gordon a7dddacd99 arts: implemented audio capture support.
(completely untested! Not even compiled!!).
2016-08-03 01:01:44 -04:00
Ryan C. Gordon 38f4b68ca7 alsa: capture devices don't need a mixbuf allocated. 2016-08-03 01:00:30 -04:00
Ryan C. Gordon a9ef240cef coreaudio: Implemented audio capture for iOS. 2016-08-03 00:30:12 -04:00
Ryan C. Gordon 41e8f9ede4 alsa: Implemented audio capture support! 2016-08-02 15:06:40 -04:00
Ryan C. Gordon 754efd43f4 alsa: Cleaned up the 5.1 swizzle mess a little.
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
2016-08-02 15:06:05 -04:00
Ryan C. Gordon 6bd1ec6bb0 audio: a little more robustness in the capture device's thread. 2016-08-02 15:04:33 -04:00
Ryan C. Gordon d662bc04a5 pulseaudio: Implemented audio capture support! 2016-08-02 13:50:58 -04:00
Ryan C. Gordon 0d0f7080a3 audio: implemented higher level infrastructure for running capture devices. 2016-08-02 13:50:21 -04:00
Ryan C. Gordon 6d5c9c1e67 audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
2016-08-02 13:48:52 -04:00
Ryan C. Gordon 67f2538c41 audio: changed some internal ints to be SDL_bools. 2016-08-01 13:32:27 -04:00
Ryan C. Gordon a94376c72d nacl: unlock audio thread mutex when done with it. 2016-08-01 11:47:02 -04:00
Ryan C. Gordon c754662dda audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
2016-08-01 11:45:45 -04:00
Ryan C. Gordon 015dd8dd1d audio: Implemented capture support for Mac OS X CoreAudio.
I don't know what iOS wants yet, so this code might work there, too...?
2016-08-01 00:20:47 -04:00
Ryan C. Gordon ee09975007 audio: Initial bits to enable audio capture support. 2016-08-01 00:18:56 -04:00
Philipp Wiesemann 4743b55c7a Linux: Fixed memory leak in haptic implementation (thanks, Martin!).
Fixes Bugzilla #3238.
2016-07-20 21:01:14 +02:00
Philipp Wiesemann 8d6cbdd235 Pandora: Fixed memory leak in video implementation. 2016-07-20 21:00:52 +02:00
Philipp Wiesemann 53ac57128b Pandora: Fixed compile warnings in video implementation (thanks, Bombo!).
Fixes Bugzilla #2734.
2016-07-20 21:00:36 +02:00
Philipp Wiesemann 427472fe2e ALSA: Fixed adding wrong status to error message (thanks, romain145!).
Fixes Bugzilla #3364.
2016-07-19 21:02:44 +02:00
Philipp Wiesemann 562926cdda Pandora: Fixed SDL version in debug output. 2016-07-19 21:02:09 +02:00
Philipp Wiesemann d478f26ef4 Updated comments in video implementations. 2016-07-18 22:03:47 +02:00
Philipp Wiesemann c8cd5c559a Pandora: Fixed compile error in video implementation (thanks, Bombo!).
Partially fixes Bugzilla #2734.
2016-07-18 22:02:17 +02:00
Philipp Wiesemann 58b323f192 Android: Fixed missing export of a JNI function (thanks, Andrii!).
Fixes Bugzilla #3393.
2016-07-17 21:43:12 +02:00
Philipp Wiesemann 6b1d5f4461 Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
Fixes Bugzilla #3351.
2016-07-17 21:42:53 +02:00
Philipp Wiesemann de5daaad6a Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
2016-07-17 20:32:44 +02:00
Brandon Schaefer eadb30cd6f MIR: Fix system cursors. Been broken since custom cursor support was added! 2016-07-13 07:07:08 -07:00
Philipp Wiesemann 495057b04b Android: Added new key codes from API 24. 2016-07-09 22:06:00 +02:00
Alex Szpakowski d0bd0e4855 iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
2016-07-02 13:38:31 -03:00
Philipp Wiesemann 6ec5e64056 Fixed freeing strings created by strdup() with SDL_free().
This only worked on platforms where SDL_free() wraps free().
2016-06-28 21:08:23 +02:00
Philipp Wiesemann 2f016cf88d Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters. 2016-06-26 21:08:57 +02:00
Philipp Wiesemann f4d33fcbba Fixed compile warnings in test library about formats strings not being literals.
Partially fixes Bugzilla #3375.
2016-06-25 19:40:44 +02:00
David Ludwig 23af328bb0 Fixed Bug 3147 - Windows: Crash when resizing Window since hg 1f9d57965528
Thanks for the fix, Gab!
2016-06-24 22:17:56 -04:00
Brandon Schaefer 4a339a46ec MIR: Add better error handling for a failed connection 2016-06-08 08:01:21 -07:00
Brandon Schaefer f0708fc9dd MIR: Support relative mouse mode 2016-06-07 09:01:23 -07:00
Alex Szpakowski ea2f5e5930 Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!) 2016-05-23 15:29:25 -03:00
Alex Szpakowski 0a4085a048 Mac: Fix a crash when SDL is compiled with SDL_MAC_NO_SANDBOX enabled, by increasing the stack size of the mouse tap thread back to OS X' default of 512 KB. 2016-05-21 12:09:23 -03:00
Alex Szpakowski 4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Philipp Wiesemann d4140ca473 Windows: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:15:58 +02:00
Philipp Wiesemann d7b9d321fa X11: Fixed typos in error messages and source comments. 2016-05-20 22:15:28 +02:00
Philipp Wiesemann 81235118ab X11: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:14:40 +02:00
David Ludwig 441359bd5a WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.

A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
2016-05-14 23:29:49 -04:00
Philipp Wiesemann e964d00f64 X11: Fixed SDL_GL_GetSwapInterval() returning -1 if interval is unknown.
It should return 0 as a safe default if the interval can not be determined.
2016-05-11 21:11:12 +02:00
Philipp Wiesemann 748b05289c EGL: Fixed SDL_GL_GetSwapInterval() returning -1 on error.
It should return 0 as a safe default on errors. -1 is returned for late swaps.
2016-05-11 21:10:41 +02:00
Philipp Wiesemann bf7a76155e Fixed missing error message if SDL_GetDisplayDPI() is unsupported. 2016-05-10 21:14:36 +02:00
David Ludwig 52fec6aff0 WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only 2016-05-07 21:41:59 -04:00
Alex Szpakowski b15efce277 Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312. 2016-05-01 21:41:30 -03:00
Alex Szpakowski d383502657 Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb 2016-05-01 19:51:10 -03:00
Philipp Wiesemann 31cbb34ec9 Wayland: Removed not needed including and setting of errno.
One internal function was setting errno on error but it was not read afterwards.
2016-04-14 21:11:43 +02:00
Philipp Wiesemann 72dc8784b3 PSP: Fixed compile error. 2016-04-14 21:09:45 +02:00
David Ludwig caf152def7 WinRT: build/link fix 2016-04-13 21:59:50 -04:00
Ryan C. Gordon c137eb61d7 Patched to compile on Haiku...? 2016-04-12 18:40:44 -04:00
Ryan C. Gordon 9b9ca093c7 windows: created threads' stack sizes should be reserved, not committed. 2016-04-12 18:12:04 -04:00
Ryan C. Gordon 9b4db2b8aa Patched to compile on various platforms. 2016-04-12 18:11:36 -04:00
Ryan C. Gordon c61675dc5d threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.

I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Ryan C. Gordon 7ae2951fca threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere. 2016-04-12 14:38:50 -04:00
David Ludwig 8b65d225e8 WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work.  This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
2016-04-11 00:22:39 -04:00
Alex Szpakowski 34f095e098 iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older. 2016-04-10 22:07:10 -03:00
Ryan C. Gordon a581346fae alsa: Make device enumeration robust against weird results with NULL strings. 2016-04-04 22:49:13 -04:00
Alex Szpakowski 6cfa71a10e iOS: Also do the Dictation crash workaround before executing the animation callback. 2016-04-02 13:21:01 -03:00
Alex Szpakowski 88372277b7 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
2016-04-02 11:54:05 -03:00
Alex Szpakowski 5520ed9cc2 iOS: Workaround for a crash after Dictation is used. 2016-04-01 19:18:50 -03:00
Philipp Wiesemann 831597f714 PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
This also fixed the missing error message.
2016-04-01 21:13:58 +02:00
Philipp Wiesemann d1e4814120 PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
Partially fixes Bugzilla #3298.
2016-04-01 21:12:37 +02:00
Philipp Wiesemann 12c78c5ca5 PSP: Fixed missing error message for unsupported SDL_CreateWindowFrom(). 2016-04-01 21:11:31 +02:00
Philipp Wiesemann a9edc5137e Wayland: Fixed missing error message if creating a custom cursor failed.
SDL_GetError() returned no error message because it was written to stderr only.
2016-03-28 21:03:04 +02:00
Philipp Wiesemann fd3dd4e515 Fixed comment in gesture source. 2016-03-27 22:22:13 +02:00
Alex Szpakowski 08488e6d34 Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6. 2016-03-20 15:35:34 -03:00
Philipp Wiesemann 35da130828 Wayland: Fixed crash if memory mapping failed while creating a custom cursor. 2016-03-16 22:09:39 +01:00
Philipp Wiesemann fa77df4e91 Wayland: Fixed storing a theme cursor which is never used in video data. 2016-03-16 22:09:23 +01:00
Sam Lantinga a29a925d7e Pick up new display mode information after a mode change (Windows only right now). 2016-03-11 08:33:47 -08:00
Sam Lantinga 5333deab1c Quick fix for qsort off-by-one error. 2016-03-11 08:30:18 -08:00
Philipp Wiesemann 19f18558ac Emscripten: Deactivated custom cursor support because it created system cursors. 2016-03-11 22:10:35 +01:00
Philipp Wiesemann 676041aa16 Wayland: Fixed drawing created cursors without transparency. 2016-03-11 22:10:15 +01:00
Philipp Wiesemann 167dd4a1fa Wayland: Fixed showing created cursors incorrectly before the first redraw. 2016-03-11 22:09:50 +01:00
Philipp Wiesemann 0c923fda0b WinRT: Removed dead code and fixed memory leak if allocation for driver failed. 2016-03-10 21:00:44 +01:00
Sam Lantinga 6303941ac1 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ???????? 2016-03-08 13:55:50 -08:00
Ethan Lee 2a754ca735 Allow mappings to be added before GameControllerInit 2016-03-07 08:22:55 -05:00
Ryan C. Gordon 1e8df9cd60 alsa: Implemented basic device detection.
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.

This does not handle hotplugging yet. You get a device list at init time
and that's it.
2016-03-05 23:25:23 -05:00
Ryan C. Gordon f647dfe874 x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon 02f49fdb53 x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).

- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.

- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Philipp Wiesemann 05b6ca3c35 Raspberry: Fixed crash if memory allocation for cursor failed. 2016-03-03 20:12:51 +01:00
Philipp Wiesemann be34036ed7 Wayland: Fixed fault in event handling which might have caused a crash someday.
Found by Cppcheck.
2016-03-02 20:25:23 +01:00
Philipp Wiesemann ab8be04310 Wayland: Fixed crash if allocating memory for cursor failed.
Also added missing error message if first allocation failed.
2016-03-02 20:25:09 +01:00
Jonas ?dahl 3a22321d55 wayland: Add wl_proxy_marshal_constructor_versioned sym
wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
2016-02-17 15:14:20 +08:00
Brandon Schaefer 90ef601d8c Mir: Do not use opengl to find the valid pixel format if we dont use opengl 2016-02-25 10:06:33 -08:00
Philipp Wiesemann 966aa3721b Mir: Replaced memcpy() with SDL_memcpy(). 2016-02-24 21:07:19 +01:00
Philipp Wiesemann b4b36122a4 Mir: Fixed comment at conditional compilation macro. 2016-02-24 21:06:46 +01:00
Philipp Wiesemann 92209c260d Mir: Fixed crash if allocating memory for cursor failed. 2016-02-22 19:00:22 +01:00
bschaefer 3607d3b756 Fix API/ABI breakage in Mir 0.13/0.14. 2016-02-21 15:19:35 -08:00
Ryan C. Gordon 481a21b025 Windows: Just use WaitForSingleObjectEx() everywhere.
(It's supported on WinXP, no reason to have an #ifdef here...I think.)
2016-02-21 17:21:29 -05:00
Ryan C. Gordon 9fd4d4dd39 Windows: let threads be named in the debugger.
We now only raise the magic exception that names the thread when
IsDebuggerPresent() returns true. In such a case, Visual Studio will
catch the exception, set the thread name, and let the debugged process
continue normally. If the debugger isn't running, we don't raise an exception
at all.

Setting the name is a debugger trick; if the debugger isn't running, the name
won't be set if attached later in any case, so this doesn't lose functionality.

This lets this code work without assembly code, on win32 and win64, and
across various compilers.

The only "gotcha" is that if you have something attached that looks like a
debugger but doesn't respect this magic exception trick, the process will
likely crash, but that's probably a deficiency of the attached program.

Fixes Bugzilla #2089.
2016-02-21 17:05:25 -05:00
Ryan C. Gordon 32c70cc546 stdlib: Restored previous qsort() implementation; the licensing is resolved.
Thanks to Gareth McCaughan for changing his code to the zlib license on
our behalf!
2016-02-21 13:07:14 -05:00
Ryan C. Gordon 2436ca200d x11: better fix for the previous commit's fullscreen vs maximized issue. 2016-02-20 01:03:39 -05:00
Ryan C. Gordon a4627c5eda x11: Don't mess with fullscreen vs maximized window state on unmapped windows. 2016-02-20 00:44:42 -05:00
Ryan C. Gordon dddd6a5a9a Android: Restored Philipp's joystick change, lost in the previous merge.
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
2016-02-19 00:28:53 -05:00
Ryan C. Gordon 03f9711797 Merge Android C89 fixes from Eric Wing. 2016-02-19 00:24:00 -05:00
Ryan C. Gordon df4be2f200 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy. 2016-02-18 23:27:58 -05:00
Sam Lantinga d6699d5541 Added support for the Mad Catz FightStick TE S+ PS3 2016-02-17 14:15:37 -08:00
Sam Lantinga 5c59da2e8f Added support for the Mad Catz FightStick TE S+ PS4 2016-02-16 13:51:24 -08:00
Sam Lantinga 0682857783 Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818 2016-02-16 13:51:15 -08:00
Sam Lantinga a38d5b480d Added support for several Mad Catz arcade sticks 2016-02-16 13:48:46 -08:00
Sam Lantinga 1c2beb2180 Allow using the game controller API with arcade sticks and other XInput devices 2016-02-16 13:47:37 -08:00
Philipp Wiesemann 9cd9925cc9 Android: Changed an internal joystick function to return count instead of id.
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.

Partially fixes Bugzilla #3234.
2016-02-16 20:32:22 +01:00
Ryan C. Gordon 0e2badc144 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers. 2016-02-12 00:27:21 -05:00
Ryan C. Gordon 45407d0eac x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
2016-02-15 21:49:09 -05:00
Ryan C. Gordon 09ae4df5bf Another attempt to fix Windows build. 2016-02-15 03:37:01 -05:00
Ryan C. Gordon 18f74c6e15 Patched to compile on Visual Studio. 2016-02-15 03:21:26 -05:00
Ryan C. Gordon 014956ac1d Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/ 2016-02-15 03:16:46 -05:00
Alex Szpakowski 33af421d7b Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called. 2016-02-14 21:17:25 -04:00
Philipp Wiesemann 37a5416784 PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Philipp Wiesemann 7da168db0a Fixed spaces in license comments. 2016-02-10 19:31:23 +01:00
Eric Wing 704298c0c2 Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99. 2016-02-09 17:36:42 -08:00
Ryan C. Gordon 5ed63ae317 x11: Updated imKStoUCS.* to latest from x.org.
This was a version from XFree86 before now.  :)  Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski 8e7cd6b5da iOS: Implemented clipboard support. 2016-02-03 20:32:55 -04:00
Sam Lantinga 4249f4666c David Carlier implemented SDL_GetBasePath() for OpenBSD 2016-01-31 21:11:15 -08:00
Sam Lantinga 1fb30db048 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT 2016-01-31 11:29:11 -08:00
Alex Szpakowski 325921789a x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas! 2016-01-31 09:39:42 -04:00
Philipp Wiesemann 9bdd188115 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality. 2016-01-27 23:20:23 +01:00
Sam Lantinga 67f9fd2bc4 Fixed creating fullscreen windows on Steam Link 2016-01-22 13:12:16 -08:00
Sam Lantinga e5d575b933 Expose the EGL display and window for Vivante SDL windows 2016-01-16 21:58:49 -08:00
Philipp Wiesemann 0a1999dfd2 Fixed compile warnings about type conversion.
Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann 8d035b1aee Android: Added mouse initialization to reset state.
If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann 1560351905 Android: Added mapping of mouse forward button and mouse back button. 2016-01-11 20:02:48 +01:00
Alex Szpakowski 87ea39be84 Removed dead code (caught by Clang's static analyzer). 2016-01-09 17:41:09 -04:00
Ryan C. Gordon ed62033366 x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)

Fixes Bugzilla #3067.
2016-01-07 19:58:00 -05:00
Ryan C. Gordon 73680ab374 Fixed NULL dereference on drop events with no window associated.
(such as when dropping a file onto an app's icon to launch.)

This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Ryan C. Gordon 5dcf6bcc32 Updated dynamic API table. 2016-01-07 14:51:22 -05:00
Ethan Lee 167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Ryan C. Gordon 416d046663 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
2016-01-07 14:02:37 -05:00
Philipp Wiesemann 1d1ba58f28 Fixed compile warnings about uninitialized variables in test library.
Found by buildbot.
2016-01-06 22:39:29 +01:00
Ryan C. Gordon 49e47688b4 Patched to compile on iOS. 2016-01-05 05:38:55 -05:00
Ryan C. Gordon 881ccccbcf Android: Fixed up drop events for new interface. 2016-01-05 05:31:33 -05:00
Ryan C. Gordon eeb899999f Patched to compile. 2016-01-05 05:22:35 -05:00
Ryan C. Gordon 7605ccf68a Use SDL's stdinc functions instead of C runtime calls. 2016-01-05 02:29:16 -05:00
Ryan C. Gordon dc532c70e8 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Eric Wing d77a55738b merged SDL 2.0.4 rc2 2015-06-21 04:04:14 -07:00
Sam Lantinga 903df4afbd Use CLOCK_MONOTONIC_RAW, if available, which is not subject to adjustment by NTP 2015-06-19 23:49:00 -07:00
Sam Lantinga d763a9f64d Fixed bug 2538 - SDL_SetTextureAlphaMod does not work with SDL_FlipMode or rotation in the software renderer
Adam M.

When setting a texture alpha mod other than 255 and also specifying a flip mode in the software renderer, the rendering fails. When the texture has an alpha channel, it becomes invisible when flipped. When the texture does not have an alpha channel, it is flipped but the colors are wrong: the alpha mod makes the texture darker rather than more translucent.

0) Initialize a software renderer.
1) Load 16-bit 565 or 32-bit texture.
2) Set texture blend mode to BLEND.
3) Set texture alpha mod to 150.
4) Draw the texture flipped horizontally and/or vertically.
2015-06-19 23:22:53 -07:00
Sam Lantinga b7ede6cc47 Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.

There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).

I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
2015-06-19 23:20:43 -07:00
Sam Lantinga e589cdba2f Fixed bug 3023 - setting a white and then non-white texture color mod breaks the texture with software renderer
Adam M.

Okay, here is the problem, I think.

During the first blit, RLEAlphaSurface is called to do RLE conversion of the RGBA source into a format allowing it "to be quickly alpha-blittable onto dest". Since the destination is the screen, it has no alpha channel. RLEAlphaSurface calls copy_opaque(dst, src + runstart, len, sf, df) (where copy_opaque is copy_32), which has this code:

SDL_RLEaccel.c:984:
  RGBA_FROM_8888(*src, sfmt, r, g, b, a);
  PIXEL_FROM_RGBA(*d, dfmt, r, g, b, a);

On the first line, it reads the source pixel 0xFFFFFFFF. The second line drops the alpha value (because dfmt for the screen has no alpha channel) and writes 0x00FFFFFF. Later, when the RLE conversion is being undone, uncopy_32 is called, which has the following code:

SDL_RLEaccel.c:1001:
  Uint32 pixel = *s++;
  RGB_FROM_PIXEL(pixel, sfmt, r, g, b);
  a = pixel >> 24;
  PIXEL_FROM_RGBA(*dst, dfmt, r, g, b, a);

However, the the alpha channel has already been dropped by copy_opaque (= copy_32), so pixel = 0x00FFFFFF and 'a' becomes 0. Thus, all opaque pixels lose their alpha channel when being unRLE'd. (I don't know what happens to pixels with alpha from 1-254, but they should be checked too.)

So, that seems to be the problem, but I'm not sure what the solution should be. Since opaque pixels have alpha == 255, I'm thinking to create another uncopy function for opaque pixels that simply uses 255 for alpha.

However, there may be other problems here. For translucent pixels, uncopy_32 assumes the alpha channel is stored in the upper 8 bits, but copy_32 doesn't store it there. Instead, it stores it in whatever location is appropriate for the destination surface. Isn't one of their behaviors incorrect, given the other? I'm not sure which to change, however.

For translucent pixels, it seems that the blit function uses do_blend, which is the BLIT_TRANSL_888 macro, which also assumes alpha is in top 8 bits. It has the comment "we have made sure the alpha is stored in the top 8 bits...", but it seems that's not true (copy_32 doesn't make sure the alpha goes there).

Perhaps the correct fix is to make copy_32 put the alpha there, but then that seems to require that RLE conversion be limited to destination surfaces that don't use the upper 8 bits. However, looking further, it seems that has already been done: if (masksum != 0x00ffffff) return -1; /* requires unused high byte */
2015-06-19 23:12:13 -07:00
Sam Lantinga 82ae4f6fc5 [mq]: 3027_rleperf.diff 2015-06-19 22:12:47 -07:00
Eric Wing 27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Philipp Wiesemann 1a348aac4f Android: Fixed two warnings. 2015-06-17 21:05:25 +02:00
Sam Lantinga 4598903548 Partial fix for bug 2758 - Android issues with NDK r10c and API-21
Sylvain

When using API 21 and running on an old device (android < 5.0 ?) some function are missing.

functions are (at least) : signal, sigemptyset, atof, stpcpy (strcat and strcpy), srand, rand.


Very few modifications on SDL to get this working :

on SDL
======

Undefine android configuration :

HAVE_SIGNAL
HAVE_SIGACTION
HAVE_ATOF

In "SDL_systrhead.c", comment out the few block of lines with "sigemptyset".

Android.mk:
remove the compilation of "test" directory because it contains a few rand/srand calls

Also, there are more discussions about this in internet :
https://groups.google.com/forum/#!topic/android-ndk/RjO9WmG9pfE
http://stackoverflow.com/questions/25475055/android-ndk-load-library-cannot-locate-srand
2015-06-17 00:07:45 -07:00
Sam Lantinga 3779bf3845 Fixed bug 2948 - [Android] Arrow keys from external keyboard are not received
Sylvain

http://developer.android.com/reference/android/view/InputDevice.html
 int SOURCE_CLASS_JOYSTICK   Constant Value: 16       (0x00000010)

 int SOURCE_JOYSTICK         Constant Value: 16777232 (0x01000010)
 int SOURCE_KEYBOARD         Constant Value: 257      (0x00000101)
 int SOURCE_GAMEPAD          Constant Value: 1025     (0x00000401)
 int SOURCE_DPAD             Constant Value:  513     (0x00000201)


I have an a PC keyboard that I connect to an android device.
The issue is that "arrow" keys gets lost.

More explanation:

This device gets detected twice by the java "pollInputDevices()" both as SOURCE_KEYBOARD and as a composite (0x1000311 == SOURCE_JOYSTICK | SOURCE_KEYBOARD | SOURCE_DPAD).
Because of being a SOURCE_CLASS_JOYSTICK, only the second entry is registered, and I opened it.


When I press one arrow key, the java method "onKey(...)" is called.
The Source "event.getSource()" is "SOURCE_KEYBOARD", so it enters this conditions :

   if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {


And then, it enters :

   SDLActivity.onNativePadDown() (native code in "SDL_sysjoystick.c")


Since the "arrows" are viewed as "D-PAD", it gets translated :

   int button = keycode_to_SDL(keycode);


But the android-java "event.getDeviceId()" is wrong: this is the one from the Keyboard, and not the one from the Joystick that I have opened.
So I don't get them through the Joystick interface.


And since, the keycode has been translated, it returns 0 and assume it was consumed.
So I lost the key in the function "Android_OnPadDown()"


Notice, It won't happen with other normal "letters" keys because they does not get translated by "keycode_to_SDL", so "Android_OnPadDown()" returns -1.
And then java code send the keys to "SDLActivity.onNativeKeyDown()".




Possible patch on "Android_OnPadDown" and also "Android_OnPadUp" (and maybe other functons):

85 int
186 Android_OnPadDown(int device_id, int keycode)
187 {
188     SDL_joylist_item *item;
189     int button = keycode_to_SDL(keycode);
190     if (button >= 0) {
191         item = JoystickByDeviceId(device_id);
192         if (item && item->joystick) {
193             SDL_PrivateJoystickButton(item->joystick, button , SDL_PRESSED);
194         }
+           else return -1;
195         return 0;
196     }
197
198     return -1;
199 }

It would allow the java caller function to send the key to "SDLActivity.onNativeKeyDown();"



Another solution, would be to replace:

 if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {

by

 if ( (event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0)

Because only "SOURCE_CLASS_JOYSTICK" devices are registered/opened.
2015-06-17 00:00:53 -07:00
Sam Lantinga 59d34bc35d Fixed bug 3015 - grab mouse inconsistent state
Martin Gerhardy

Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab.

The problem here is that this modifies the window flags and e.g. sets
SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not
yet set.

Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only
set if the function pointer _this->SetWindowGrab is not NULL. But if
this is NULL, the _this->grabbed_window pointer is never set, but every
future call to any of the grab functions include an assert for:
SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags &
SDL_WINDOW_INPUT_GRABBED) != 0));

That means the first call works, the second always fails and triggers
the assert.
2015-06-15 23:44:08 -07:00
Colby Klein ccc12a3632 Implement repositioning the OS-rendered IME with SDL_SetTextInputRect on Windows. 2015-06-15 20:24:51 -07:00
Ryan C. Gordon 0c3830a9a9 Haptic/Linux: Keep track of device numbers properly to track duplicates.
Fixes Bugzilla #3014.
2015-06-16 00:57:45 -04:00
Sam Lantinga d797582376 Fixed style 2015-06-14 19:26:20 -07:00
Sam Lantinga 34634082ff Fixed bug 3012 - Android accelerometer joystick axis values overflow when values from Android are larger than gravity
Magnus Bjerke Vik

This causes issues when for instance using the joystick API to make an Android phone rotate an object by rotating the phone. When the absolute value of an axis reported by android is larger than earth gravity, SDL will overflow the Sint16 value used for joystick axes, causing sporadic movements when close to the gravity. Just holding the phone so that e.g. Y points directly upwards will make it unstable, and even more if you just tap the phone gently from below (increasing the acceleration).

More detailed: SDLActivity gets the accelerometer values in onSensorChanged and divides each axis by earth gravity. SDL_SYS_JoystickUpdate takes each of the axis values, multiplies them by 32767.0 (largest Sint16), and the casts them to Sint16. From this you can see that any value from Android that exceeds earth gravity will overflow the joystick axis.

A fix is to clamp the values so that they won't overflow the Sint16.
2015-06-14 19:25:12 -07:00
Sam Lantinga e3df6d5e66 Fixed bug 2953 - Crash due to a bad cleanup in the SDL_SYS_HapticQuit function
Technically this is caused by the haptic devices not being closed at quit time, which we need to fix anyway, but this is a bandaid for now.
2015-06-14 19:21:13 -07:00
Sam Lantinga a4eb0dea86 Fixed bug 2908 - Fix clang warnings
Simon Deschenes

My build system still shows warning as errors.

The first warning says that the member named instances can never be false (or NULL) as it is a static array, and we should check for instances[index] which we do anyway.
2015-06-14 19:10:51 -07:00
Sam Lantinga 98f9b88cef Fixed bug 3011 - pthread/SDL_syssem.c requires _GNU_SOURCE
Ozkan Sezer

pthread/SDL_syssem.c requires _GNU_SOURCE predefined (like SDL_sysmutex.c),
otherwise sem_timedwait() prototype might not be available to it.  Problem
seen with glibc-2.3.4.
2015-06-13 13:36:47 -07:00
Sam Lantinga 9cf47d2f0d Fixed bug 3010 - SDL_x11messagebox.c needs including X11/keysym.h
Ozkan Sezer

SDL_x11messagebox.c needs including <X11/keysym.h> otherwise XK_Escape,
etc might not be available to it. Seen this with x.org-x11-6.8.2.
2015-06-13 13:34:30 -07:00
Philipp Wiesemann d8c2b36c21 Fixed crash if allocation for touch device failed.
If the allocation of an SDL_Touch failed, the number of touch devices was still
increased. Later access of the SDL_Touch would then have dereferenced the NULL.
2015-06-12 21:10:31 +02:00
Ryan C. Gordon 714687427a Make some string literals "const char *", not "char *" (thanks, Martin!).
Fixes Bugzilla #3007.
2015-06-12 11:58:31 -04:00
Sam Lantinga f29de0d324 Fixed bug 3005 - MOMO steering wheel not detected by SDL
Joe Thompson

This is a regression. The changes to fix #2460 cause the EnumJoysticksCallback() function to return without adding devices (Line 345 in SDL-0a2b6bc7005f\src\joystick\windows\SDL_dinputjoystick.c).
Looking at dinput.h on my system, at least DI8DEVTYPE_DRIVING and DI8DEVTYPE_FLIGHT need to be added to the test.
It might be better to check if (devtype == DI8DEVTYPE_SUPPLEMENTAL) rather than checking if it is NOT EQUAL to a long list of types. Or check if the device is already in the list.
2015-06-11 12:04:57 -07:00
Alex Szpakowski a86df3b7cf iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes. 2015-06-09 21:08:24 -03:00
Philipp Wiesemann cd1d7c94e9 Wayland: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on Emscripten, iOS and WinRT).
2015-06-09 21:06:55 +02:00
Philipp Wiesemann 5d6aa08b28 Emscripten: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on iOS and WinRT).
2015-06-09 21:06:29 +02:00
Philipp Wiesemann 86e9ab79ce Linux: Fixed not needed call to close() on error.
It was called if file descriptor was none and -1.
2015-06-08 20:46:09 +02:00
Ryan C. Gordon 50981d418a x11: Drop duplicate XInput2 XI_RawMotion events.
This happens when the pointer is grabbed, but it's not clear if this is a
bug in x.org or my misunderstanding of the XGrabPointer() documentation.

At any rate, we'll want to revisit this later for a better solution.

Fixes Bugzilla #2963.
2015-06-08 02:58:46 -04:00
Ryan C. Gordon 7232e51a68 Unix: Don't send quit events during signal handler.
Make note to send it, and send next time we SDL_PumpEvents().

Otherwise, we might be trying to use malloc() to push a new event on the
queue while a signal is interrupting malloc() elsewhere, usually causing a
crash.

Fixes Bugzilla #2870.
2015-06-08 01:52:43 -04:00
Ryan C. Gordon e3f4ca0d71 configure/cmake/x11: Removed SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 test.
This was the only thing that made SDL_config.h generate differently between
32 and 64-bit versions of Linux, so instead we force a function cast in our
X11 code to match our dynamic loader version, which removes the compile error
on some machines that prompted this test in the first place.

Xlib never wrote to this data, so if you're on an older Xlib where this param
wasn't const, your data should still be intact when we force the caller to
think it was actually const after all.

Fixes Bugzilla #1893.
2015-06-08 01:13:51 -04:00
Ryan C. Gordon d98cfe1435 Let's assume that if VS2005 and VS2010 do it, VS2008 probably does, too. 2015-06-07 20:00:20 -04:00
Ryan C. Gordon 753f95c5dd VS2005 tweaks (thanks, Ozkan!).
Fixes Bugzilla #2895.

His notes:

The following trivial changes make SDL2 tree (mostly) compatible with Visual
Studio 2005:

* SDL_stdlib.c: Similar to VS2010 and newer, VS2005 also generates memcpy(),
  (it also generates memset(), see below), so propagate the #if condition to
  cover VS2005.

* SDL_pixels.c (SDL_CalculateGammaRamp): VS2005 generates a memset() call for
  gamma==0 case, so replace the if loop with SDL_memset().

* SDL_windowsvideo.h: Include msctf.h only with VS2008 and newer, otherwise
  include SDL_msctf.h

* SDL_windowskeyboard.c: Adjust the #ifdefs so that SDL_msctf.h inclusion is
  always recognized correctly.
2015-06-07 19:58:42 -04:00
Ryan C. Gordon 8bac796791 Maybe patched to compile on some Windows configurations.
(Maybe) Fixes Bugzilla #3001.
2015-06-07 18:29:23 -04:00
Ryan C. Gordon 141ac2b59d Backed out changeset c6d43e08be34
This caused Bugzilla #2963, so we'll find a better solution.
2015-06-07 17:59:31 -04:00
Ryan C. Gordon 699f879a8f Fixed a memory leak (thanks, Zack!).
We should probably rework this piece of code a little more after 2.0.4 ships,
though.

Fixes Bugzilla #3004.
2015-06-07 17:54:39 -04:00
Ryan C. Gordon 8a85084fc1 RPi: Patched to compile without OpenGL (thanks, Simon!), other cleanups.
Fixes Bugzilla #3003.
2015-06-06 22:45:22 -04:00
Philipp Wiesemann fd8b7c1ca3 Fixed comments at conditional compilation macros. 2015-06-05 19:41:18 +02:00
Ryan C. Gordon 360d05bf72 X11: Fixed SelectionRequest replies for target TARGETS.
Fixes Google Chrome, etc, freezing up when SDL owns the clipboard selection
and actually sends thems the correct text for pasting. Confirmed working with
Unicode strings in UTF-8 format.

There were a few tweaks in this patch, but the specific fix is that
event.xselection.target in the SelectionNotify event we send back in reply
must be set to the same atom as the request ("TARGETS" in this case), and
we failed to do that in this special case. Things that don't ask for a target,
like the Gnome Terminal app, worked fine because they don't ask for TARGETS
and just go right to asking for a UTF8_STRING, and Mozilla apparently just
was more liberal in what they accepted in reply.

Chrome would reject our wrong reply and freeze up waiting for a valid one.
Someone should fix that in Chrome, too.  :)

Fixes Bugzilla #2926.
2015-06-04 15:41:39 -04:00
Ryan C. Gordon 96aef8cbca X11: Fixed compiler warnings in DEBUG_XEVENTS sections. 2015-06-04 10:59:02 -04:00
Philipp Wiesemann 7738bd9b55 AIX: Fixed nearly impossible file descriptor leak. 2015-06-04 17:52:51 +02:00
Sam Lantinga 38549a7bba Fixed bug 2625 - Direct3D9 with SDL_TEXTUREACCESS_TARGET textures causes an application crash
Roberto

I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening.

- Create the texture:
SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h);

- Update the texture:
SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch);
  SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
    SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
      SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) {
        SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code

After checking a bit the Microsoft documentation, I found this:

D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx)

The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code.
2015-06-04 00:56:11 -07:00
Ryan C. Gordon ba1263cd1d Backout commit 83034612a883
This caused 8-bit modes to be chosen on older OS X releases.

Fixes Bugzilla #3000.
2015-06-04 02:12:06 -04:00
Ryan C. Gordon e8b376c9d5 Linux: Implemented sysfs-based version of SDL_GetPowerInfo().
Fixes Bugzilla #2938.
2015-06-03 13:11:28 -07:00
Ryan C. Gordon 36ecb766c8 Changed a static function to match the naming scheme of rest of source file. 2015-06-01 01:25:22 -04:00
Jason Wyatt cad269bc27 Also set the _NET_WM_NAME. Window managers supporting this will take this value over the value set by XStoreName. This explicitly supports UTF-8 encoding, which fixes corrupt UTF-8 titles in KDE. 2015-05-05 09:16:12 +01:00
Ryan C. Gordon 05e78b3f49 X11: search all XI2 touch devices, not just masters (thanks, Volumetic!).
Otherwise, you won't find touch devices that aren't currently assigned to a
system cursor.
2015-05-31 22:59:59 -04:00
Ryan C. Gordon 554b2b0e36 X11: Fixed message boxes not responding to click on titlebar close button.
The window needs to catch ClientMessage events for one specific window, but
XNextEvent() catches everything, and XWindowEvent doesn't catch ClientMessage,
so we need predicate procedure and XIfEvent() here.

Fixes Bugzilla #2980.
2015-05-31 22:48:26 -04:00
Ryan C. Gordon 7619ad3430 Cocoa: deal with mouse focus when warping the cursor from outside a window.
Otherwise, you might not get appropriate mouse enter/leave events.

Better fix for Bugzilla #2984.
2015-05-31 21:43:36 -04:00
Ryan C. Gordon 5b2ff76c12 Cocoa: send a MOUSEMOTION event when warping cursor from outside the window.
Fixes Bugzilla #2984.
2015-05-31 13:58:36 -04:00
Philipp Wiesemann 551fbf7bea Android: Changed two unknown keys to be consistent with Windows and X11 mapping. 2015-05-31 19:22:42 +02:00
Ryan C. Gordon 80614b27e4 Fixed swizzle of SDL_FillRect() on 24-bit surface (thanks, "nagydavid91"!).
Fixes Bugzilla #2986.
2015-05-31 11:38:10 -04:00
Ryan C. Gordon e58a5c43c4 X11: Fixed high mouse buttons mappings and horizontal wheels (thanks, Daniel!).
Fixes Bugzilla #2472.
2015-05-31 00:58:43 -04:00
Ryan C. Gordon 870df8adab Cocoa: ignore mouseDown events in a window's titlebar.
These events accidentally slipping in sometimes appears to be a bug (or
maybe new behavior) in 10.10, as previous versions of Mac OS X don't appear
to ever trigger this.

Thanks to Paulo Marques for pointing out the fix on the SDL mailing list!

Fixes Bugzilla #2842 (again).
2015-05-31 00:50:30 -04:00
Ryan C. Gordon f001a00b08 X11: Force the window focus during ShowWindow if there's no window manager.
Fixes Bugzilla #2997.
2015-05-29 15:21:47 -04:00
Sam Lantinga c888183728 Improved fix for bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Zack Middleton

The change to the keymap to use SDL_SCANCODE_TO_KEYCODE in SDL_x11keyboard.c causes all SDL scancodes without a Usc4 character to be XOR'd with SDLK_SCANCODE_MASK, but not all key code are suppose to be (as seen in include/SDL_keycodes.h). SDLK_BACKSPACE is not 0x4000002A.

I think the full list of keys affected are return, escape, backspace, tab, and delete.
2015-05-28 19:06:07 -07:00
Sam Lantinga da1909755b Fixed clip rectangle calculation when there is a viewport offset 2015-05-28 18:57:10 -07:00
Sam Lantinga 6e67c949c1 Fixed bug 2054 - SDL_GetError: "Unknown touch device"
Volumetric

The "Unknown touch device" message appears because the initial touch device setup loop uses SDL_GetTouch() as a guard for calling SDL_AddTouch().  SDL_GetTouch() will always report "Unknown touch device" since the device hasn't been added yet.  The SDL_GetTouch() call is unnecessary since SDL_AddTouch() calls SDL_GetTouchIndex() to verify that the device hasn't been added yet, and SDL_GetTouchIndex() has the benefit of not reporting an error for a device it can't find.
2015-05-28 12:55:01 -07:00
Sam Lantinga 32d6dcdb47 Fixed bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Jacob Lee

If a user has a non-standard keyboard mapping -- say, their caps lock key has been mapped to Ctrl -- then SDL_GetModState() is no longer accurate: it only considers the unmapped keys. This is a regression from SDL 1.2.

I think there are two parts to this bug: first, GetModState should use keycodes, rather than scancodes, which is easy enough.

Unfortunately, on my system, SDL considers Caps Lock, even when mapped as Control, to be both SDL_SCANCODE_CAPSLOCK and SDLK_CAPSLOCK. The output from checkkeys for it is:

INFO: Key pressed :  scancode 57 = CapsLock, keycode 0x40000039 = CapsLock  modifiers: CAPS

Whereas the output for xev is:

KeyPress event, serial 41, synthetic NO, window 0x4a00001,
    root 0x9a, subw 0x0, time 40218333, (144,177), root:(1458,222),
    state 0x10, keycode 66 (keysym 0xffe3, Control_L), same_screen YES,
    XKeysymToKeycode returns keycode: 37
    XLookupString gives 0 bytes:
    XmbLookupString gives 0 bytes:
    XFilterEvent returns: False

I think the problem is that X11_UpdateKeymap in SDL_x11keyboard.c only builds a mapping for keycodes associated with a Unicode character (anything where X11_KeyCodeToUcs returns a value). In the case of caps lock, SDL scancode 57 becomes x11 keycode 66, which becomes x11 keysym 65507(Control_L), which does not have a unicode value.

To fix this, I suspect that SDL needs a mapping of the rest of the x11 keysyms to their corresponding SDL key codes.
2015-05-28 12:48:20 -07:00
Ryan C. Gordon 4d1626d042 Windows SDL_GetBasePath: free string on failure. 2015-05-28 15:36:27 -04:00
Ryan C. Gordon aa43bee434 Windows GetBasePath: fixed reallocation code. 2015-05-28 15:32:45 -04:00
Ryan C. Gordon 566316e052 Windows SDL_GetBasePath: Fixed wrong variable when growing the buffer size. 2015-05-28 15:29:43 -04:00
Sam Lantinga f9abea2061 Fixed bug 2210 - Initializing Video produces unnecessary errors
hiduei

Overview:
Initializing the Video Subsystem causes many errors though everything works as it should.

Steps to Reproduce:
1) Set Loglevel to SDL_LOG_PRIORITY_ERROR

2) Initialize the Video Subsystem (SDL_Init(SDL_INIT_VIDEO))

Actual Results:
Many errors (see attachment) are printed on stderr, then the application continues as expected.

Expected Results:
The errors should have been warnings at most.
2015-05-28 12:31:25 -07:00
Sam Lantinga 6a3ad8a998 Fixed bug 2367 - Bad mouse motion coordinates with two windows where one has changed logical size
Andreas Ragnerstam

I have two windows where one has a renderer where the logical size has been changed with SDL_RenderSetLogicalSize. When I get SDL_MOUSEMOTION events belonging to the non-scaled window these will have been scaled with the factor of the scaled window, which is not expected.

Adding some printf debugging to SDL_RendererEventWatch of SDL_render.c, where (event->type == SDL_MOUSEMOTION), I found that for every mouse motion SDL_RendererEventWatch is called twice and the event->motion.x and event.motion.y are set twice for the event, once for each renderer where only the last one set will be saved to the event struct. This will work fine if both renderers have the same scale, but otherwise the motion coordinates will be scaled for the renderer belonging to another window than the mouse was moved in.

I guess one solution would be to check that window == renderer->window for SDL_MOUSEMOTION events, similar to what is done for when SDL_WINDOWEVENT events.

I get the same error on both X11 and Windows.
The same problem also exists for SDL_MOUSEBUTTONDOWN and SDL_MOUSEBUTTONUP events.
2015-05-28 12:18:05 -07:00
Sam Lantinga bccc2ad09e Fixed compiling and tested on Windows 2015-05-28 12:06:48 -07:00
Ryan C. Gordon 6d1ad3847a Windows GetBasePath should use GetModuleFileNameExW() and check for overflows.
Apparently you might get strange paths from GetModuleFileName(), such as
short path names or UNC filenames, so this avoids that problem. Since you have
to tapdance with linking different libraries and defining macros depending on
what Windows you plan to target, we dynamically load the API we need, which
works on all versions of Windows (on Win7, it'll load a compatibility wrapper
for the newer API location).

What a mess.

This also now does the right thing if there isn't enough space to store the
path, looping with a larger allocated buffer each try.

Fixes Bugzilla #2435.
2015-05-28 01:54:52 -04:00
Ryan C. Gordon 75702ffebc Make sure we have the vsscanf() prototype (thanks, Ozkan!).
issue seen with glibc-2.8.

Fixes Bugzilla #2721.
2015-05-28 14:34:38 -04:00
Sam Lantinga cb24f4de94 Fixed bug 2772 - SDL2 doesn't handle X KeymapNotify events
Jason Wyatt

Currently the keymapnotify event handling is commented out as FIXME in SDL_x11events.c (It looks like this may have functioned SDL1.2).

Not handling this event means that if a window manager shortcut such as ALT+SPACE is used, SDL will send an ALT key down signal, but not an up signal. Also querying SDL about the key state, it believes the ALT key remains pressed.
X passes the events keypress (alt), ?focusout?, ?focusin?, keymapnotify.
2015-05-28 10:44:46 -07:00
Ryan C. Gordon aa4952fdef Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon d4aedf9951 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon e497e46515 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon 3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon 5696e88e6b Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon f9af0c0376 x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon 8e855f2fbc Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
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.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon f2defe5e11 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon f9b7379341 Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon 8875a4014f x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon 14e007772a x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon 9a7527988a x11: Workaround window managers that mark fullscreen windows as maximized.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon 81209acbd8 x11: Let apps specify that video init should fail if XRandR is unavailable.
Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
2016-01-04 23:44:27 -05:00
Ryan C. Gordon f9d478b6c3 x11: _NET_WM_PID needs a long, not a pid_t, I think. 2016-01-05 02:40:14 -05:00
Ryan C. Gordon 0c0ce2096c Updated comment: this is the correct way to do fullscreen on X11 now. 2015-04-21 10:19:20 -04:00
Ryan C. Gordon e0e04542d0 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Ryan C. Gordon 15bc7aea64 Mac: allows apps to use OpenGL on a slower, integrated GPU.
This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.

Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.

https://developer.apple.com/library/mac/qa/qa1734/_index.html
2016-01-04 22:00:04 -05:00
Ryan C. Gordon 7678b1db88 Patch to compile on C89 compilers. 2016-01-04 16:36:42 -05:00
Ryan C. Gordon 6df5e1e535 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
2016-01-04 16:25:27 -05:00
Ryan C. Gordon fa8c83c1c1 Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/

Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.

Fixes Bugzilla #3220.
2016-01-03 06:50:50 -05:00
Sam Lantinga e2fd1c0fe3 Backed out commit 80ce90dbc266, this causes Visual Studio build failure on buildbot 2016-01-02 11:17:06 -08:00
Sam Lantinga 68a3272852 Fixed sed error on Mac OS X and updated copyright on a few last files 2016-01-02 10:38:51 -08:00
Sam Lantinga ac444cd313 Fixed bug 3092 - Statically link sdl2 with /MT for msvc
Martin Gerhardy

According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
2016-01-02 10:25:53 -08:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
David Ludwig 44c0b2da87 WinRT: minor code-comment cleanups 2015-12-31 01:54:11 -05:00
David Ludwig 6823a22162 WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore) 2015-12-31 01:50:30 -05:00
David Ludwig d8aa066288 Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong 2015-12-31 01:40:50 -05:00
David Ludwig 854cf7ac40 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen 2015-12-30 12:44:13 -05:00
Philipp Wiesemann c41feca5de Fixed a crash if creating accelerated renderer after accessing window surface.
Partially fixes Bugzilla #3196.
2015-12-29 19:13:56 +01:00
Ryan C. Gordon 696cd7975c NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!).
Fixes Bugzilla #3176.
2015-12-29 02:32:47 -05:00
Ryan C. Gordon ce0f90ffb9 NetBSD: improved joystick support (thanks, Thomas!).
This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.

Fixes Bugzilla #3178.
2015-12-29 02:29:56 -05:00
Ryan C. Gordon 18c7d6df21 XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
2015-12-29 02:16:14 -05:00
Ryan C. Gordon 326b357804 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
2015-12-29 01:09:58 -05:00
Ryan C. Gordon f893ce3d3e OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.
2015-12-28 15:15:58 -05:00
Alex Szpakowski 4ae69e3222 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
2015-12-28 15:44:09 -04:00
Ryan C. Gordon 51c1d69d13 Mac: Whoops, lost legit Caps lock keypress events. Fixed. 2015-12-28 13:30:58 -05:00
Ryan C. Gordon fd6b435c6a Windows: resync num/caps lock when window is gaining focus. 2015-12-28 13:08:19 -05:00
Ryan C. Gordon 257b7af247 Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
2015-12-28 13:07:44 -05:00
Ryan C. Gordon d3b323f89d Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground. 2015-12-27 23:39:43 -05:00
David Ludwig fa7c15ce1f WinRT: made bug 3202/3213's fix apply for WinRT apps 2015-12-27 22:26:27 -05:00
Ryan C. Gordon 2befe01d39 Removed a tabstop. 2015-12-27 18:56:46 -05:00
Ryan C. Gordon 6a2e8a7a90 Win: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 18:48:14 -05:00
David Ludwig 9e9ef5ad31 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
Many thanks to id.zeta for details on the bug, and for the fix!
2015-12-27 17:55:45 -05:00
Ryan C. Gordon faed05850e Mac: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 16:46:12 -05:00
David Ludwig 8281cc72ba WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps" 2015-12-22 00:58:47 -05:00
Sam Lantinga 8ddcc63ac7 sdl:
xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
2015-12-18 18:49:35 -08:00
Alex Szpakowski 4026980917 Cleaned up some code formatting. 2015-12-18 00:49:27 -04:00
Alex Szpakowski cb15bb4cfa iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened. 2015-12-11 16:41:59 -04:00