Commit Graph

117 Commits

Author SHA1 Message Date
Ryan C. Gordon 0e7530b057 cmake: add WASAPI audio target to the build (thanks, Martin!).
Fixes Bugzilla #3588.
2017-02-23 22:38:04 -05:00
Sam Lantinga 94754c3968 Updated config headers to override the base SDL_config.h if both are included 2017-02-20 10:55:33 -08:00
Philipp Wiesemann 9f8c1d779a Updated library name in header file. 2017-02-19 21:05:26 +01:00
Ryan C. Gordon 6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00
Sam Lantinga 06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga 3f83fce7c1 Fixed whitespace 2017-01-31 13:30:35 -08:00
Sam Lantinga 6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Philipp Wiesemann 4e3fa7b9d4 Fixed compiler warning about comma at end of enum. 2017-01-30 22:20:20 +01:00
Sam Lantinga 3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Sam Lantinga ede5c73484 Generalized the audio resampling hint for other resampling methods in the future 2017-01-24 19:38:01 -08:00
Ryan C. Gordon c7f9dcb6fc audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
2017-01-24 15:52:22 -05:00
Ryan C. Gordon 073ff7dea3 Added a note about aligning SDL_AudioCVT data. 2017-01-24 00:55:41 -05:00
Ryan C. Gordon 3594bf8eeb audio: Wired up new SSE code to build system. 2017-01-23 01:05:44 -05:00
Philipp Wiesemann 06d1d945cc Fixed doxygen warning and linking of function names. 2017-01-14 21:35:49 +01:00
Sam Lantinga a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga df25258a1e Added configure and cmake support for libsamplerate 2017-01-06 20:43:53 -08:00
Sam Lantinga 4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 8000e6d9e1 Added documentation for the game controller axis values 2016-12-27 09:59:36 -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
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
Philipp Wiesemann 7c60a638b0 Corrected header file guard comments. 2016-12-23 20:36:12 +01:00
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 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 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
Philipp Wiesemann cd3aefc093 Updated documentation in header file. 2016-11-30 23:31:36 +01:00
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 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 c7351c2dea Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain 2016-11-20 21:26:56 -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
Ryan C. Gordon 35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Sam Lantinga 818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Thomas Perl acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
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 57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -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 7e65d88f01 Removed premake build system. 2016-11-03 11:10:52 -04:00
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
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 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 f5c2bf120a Fixed comment for new pixel formats 2016-10-11 23:21:41 -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
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 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 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