superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
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.
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
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.
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
Jan Martin Mikkelsen
Patch to scan /dev/dri based on names rather than file type
Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0.
The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
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)
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
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
Sylvain
On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1:
- it loads first by default GLESv2 libraries
- creates the rendere OpenGLES 1
- recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 )
But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent.
If you, at first, set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
It will correctly load GLES v1 libraries.
Here's a small patch to reload egl libs when SDL_RecreateWindow() is called.
It fixes the issue, also the case from bug 4042
( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
bplu4t2f
When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.