Commit Graph

165 Commits

Author SHA1 Message Date
Alex Szpakowski aebaa316c7 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Alex Szpakowski f3683d3a09 macOS: fix a typo in touch handling code. 2019-08-04 23:30:55 -03:00
Sam Lantinga 63197c4338 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left.  If neither is specified it'll be some platform default.
2019-08-02 17:19:50 -07:00
Alex Szpakowski d5ec735a33 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Sam Lantinga 31cb854f98 Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK
Joshua Root

NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
2019-07-30 10:04:46 -07:00
Ethan Lee bf9bf602e7 Copypaste SDL_NSLog to UIKit backend, document it as such 2019-07-17 23:20:57 -04:00
Alex Szpakowski 8fb8adfc90 macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
2019-07-13 17:04:02 -03:00
Ryan C. Gordon 27ad8e5d72 cocoa: Set keyboard mod state correctly when turning off capslock.
Fixes Bugzilla #4716.
2019-07-11 01:07:14 -04:00
Ryan C. Gordon e841b066fd cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.

Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.

But for now, good enough.

Fixes Bugzilla #4690.
2019-07-08 13:41:01 -04:00
Ryan C. Gordon d2d06f4443 cocoa: Don't report trackpad mouse events as synthesized touches.
Fixes Bugzilla #4690, sort of. I guess.
2019-07-02 12:29:36 -04:00
Ryan C. Gordon 57e08c27ef cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.

I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.

It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
2019-06-26 13:21:43 -04:00
Ryan C. Gordon d3bedda4df cocoa: Patched to compile and also handle possible malloc failure. 2019-06-18 16:53:49 -04:00
Sam Lantinga 3e720d2a80 Fixed potential double-free in mouse cleanup code 2019-06-18 13:41:38 -07:00
Ryan C. Gordon ed8b78d36b cocoa: ignore compiler warnings about OpenGL being deprecated. 2019-06-14 21:18:53 -04:00
Ryan C. Gordon 90e2dc9891 A few minor changes to placate static analysis. 2019-06-14 18:23:51 -04:00
Ryan C. Gordon d9a2eff26f cocoa: Another attempt at synthesized mouse/touch events. 2019-06-13 21:31:03 -04:00
Ryan C. Gordon 294574647d cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I
got this right.

Fixes Bugzilla #4576.

(I think!)
2019-06-13 01:57:13 -04:00
Alex Szpakowski 50f5123190 macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!)
Fixes bug #4518.
2019-06-12 19:57:30 -03:00
Ryan C. Gordon 04b50f6c6b cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.

This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.

Fixes Bugzilla #4575.

(Backed out changeset 8760fed23001)
2019-06-11 16:19:01 -04:00
Sam Lantinga 69d27a69cd Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau

Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).

There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.

[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
2019-06-11 18:13:46 -07:00
Sam Lantinga aa80d279d3 Fix build with the 10.10 SDK 2019-06-11 08:33:30 -07:00
Ryan C. Gordon 781692c03c cocoa: report proper input IDs for mouse/touch events.
Otherwise, we generate incorrect mouse events for MacBook trackpads (which
are also multitouch devices), etc.

Partially fixes Bugzilla #4576.
2019-06-09 19:27:25 -04:00
Ethan Lee 0442d19fc8 cocoa: Fix assert to use SDL_assert 2019-03-04 12:16:43 -05:00
Cameron Gutman 9b2202828a Fix use-after-free when pumping the event loop after SDL_DestroyWindow()
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.

Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
2019-04-28 17:37:49 -07:00
Alex Szpakowski 9d7b26155a macOS: Fix compilation when using the 10.9 SDK or older. 2019-04-17 20:14:40 -03:00
Alex Szpakowski 00c824a8b0 Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). 2019-04-10 22:30:58 -03:00
Sam Lantinga d4c0f498db Fixed bug 4255 - SDL_GetGlobalMouseState() returns incorrect Y on secondary display
Julian Raschke

I use an open Mac laptop with an additional external monitor. The coordinate spaces from SDL_GetGlobalMouseState() and SDL_GetWindowPosition() match on the primary display, but not on the secondary display.

Cocoa window coordinates are vertically flipped in relation to the primary display:

https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoawindow.m#L219-L222

However, Cocoa_GetGlobalMouseState inverts the cursor Y coordinate per-display:

https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoamouse.m#L320-L323

Suggested fix: Replace the for-loop with this simpler calculation:

    *x = (int) cocoaLocation.x;
    *y = (int) (CGDisplayPixelsHigh(kCGDirectMainDisplay) - cocoaLocation.y);
2019-01-04 22:09:38 -08:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon 13869f194c cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!

CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
2018-12-16 01:03:17 -05:00
Sam Lantinga bd08d72dec Fixed building with the 10.10 SDK 2018-12-11 20:04:10 -08:00
Sam Lantinga 1c9595b16f Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null

I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:

<App Name> <Window> <View>

1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
2018-12-08 11:06:40 -08:00
Sam Lantinga 5c5ba0e331 Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow()
Cameron Gutman

After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.

For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).

The crashing line is:

    NSMutableArray *contexts = data->nscontexts;
2018-11-19 21:35:59 -08:00
Alex Szpakowski c525ff354d cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!)
Fixes bug #4368
2018-11-10 20:56:23 -04:00
Alex Szpakowski 5029d50ea8 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).

Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
2018-11-10 16:15:48 -04:00
Ryan C. Gordon 62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon 1fb20f0ab9 cocoa: Put a mutex around GL_SwapBuffers.
Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").

Fixes Bugzilla #4278.
2018-10-18 23:38:27 -04:00
Ryan C. Gordon cad0a2f730 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from 54729119b348e8a4a916192d1d6cb8d115656255)
2018-10-18 12:05:05 -04:00
Ryan C. Gordon 072e17bf98 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
2018-10-18 11:59:48 -04:00
Ryan C. Gordon b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon 22475bf3f0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
2018-09-26 20:10:32 -04:00
Ryan C. Gordon f677377339 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
2018-10-18 12:05:05 -04:00
Ryan C. Gordon eac3fd28d8 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
2018-10-18 11:59:48 -04:00
Alex Szpakowski d8022d19b4 macOS: Fixed MoltenVK dynamic library loading code. 2018-10-12 23:23:52 -03:00
Alex Szpakowski d9094421e1 metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250. 2018-10-12 17:55:42 -03:00
Ryan C. Gordon e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Alex Szpakowski fb485986eb macOS: Fix a crash when the video subsystem quits, if SDL_MAC_NO_SANDBOX was defined when SDL was compiled. 2018-09-30 11:26:41 -03:00
Ryan C. Gordon 7689162ca0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
2018-09-26 20:10:32 -04:00
Sam Lantinga 5febdfcece Fixed whitespace 2018-09-24 11:49:25 -07:00
Ryan C. Gordon 3d3870982c metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
2018-05-27 20:30:03 -04:00
Sam Lantinga cc7b2fc512 Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen

This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a

The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:

testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1

As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.

Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
2018-03-10 21:13:50 -08:00