Commit Graph

2487 Commits

Author SHA1 Message Date
Sam Lantinga 8ab907baa6 Only warp the mouse to set focus if we're definitely going into relative mode 2019-06-18 14:24:26 -07:00
Sam Lantinga 14e8b93e37 Fixed compiler warning 2019-06-18 14:24:24 -07:00
Sam Lantinga 99abcbb2bc Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks
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.
2019-06-18 14:15:10 -07:00
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
Sam Lantinga 5dcac4ccdf Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain

I think what happening with the software renderer is:

* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
2019-06-18 10:08:19 -07:00
Sylvain Becker e96d4760ac Android: resize with software rendering, reverted again (Bug 4669) 2019-06-18 18:53:58 +02:00
Sylvain Becker 12b92260cc Android: try to fix resize with software rendering (bug 4669) 2019-06-18 18:40:40 +02:00
Sylvain Becker 8a20d40d90 Android: revert commit SW_GetOutputSize, again (Bug 4669) 2019-06-18 18:22:18 +02:00
Sylvain Becker 98cc7589b1 Android: prevent using SW_GetOutputSize with software renderer (Bug 4669) 2019-06-18 10:41:11 +02:00
Sylvain Becker a55c0e1479 Android: revert previous commit (Bug 4669)
(Refs #1)
2019-06-18 10:23:19 +02:00
Sylvain Becker f2157b6c25 Fixed bug 4669: Android software renderer, black screen when window resizes
Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
2019-06-17 22:31:36 +02:00
Sam Lantinga 6c4765a17a Removed extraneous fprintf() call 2019-06-17 11:10:20 -07:00
Sam Lantinga 67c67f3a6b Updated version to 2.0.10 2019-06-17 10:13:28 -07:00
Sam Lantinga 93a5e4ce06 Fixed bug 4667 - Build errors on Linux when building without Threads support
Manuel Sabogal

There is an issue on the latest commit of the mercurial repo when SDL_THREADS_DISABLED is set:

src/core/linux/SDL_threadprio.c:79:28: error: unknown type name 'Sint64'; did you mean 'int'
2019-06-17 08:38:33 -07:00
Alex Szpakowski 9306ef9b10 Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen. 2019-06-16 14:10:30 -03:00
Alex Szpakowski f4625f52f2 iOS: remove some code which could affect the state of UIViews that aren't owned by SDL.
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.
2019-06-16 13:52:27 -03:00
Ryan C. Gordon fffa791fce assert: Another attempt to quiet compiler warnings. 2019-06-14 22:29:13 -04:00
Ryan C. Gordon 59e510b0b6 assert: Possibly fixing compiler warning on Android. 2019-06-14 21:39:51 -04:00
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
Sam Lantinga 4eb3c0c387 Added support for Xbox and PS4 wireless controllers on iOS and tvOS
Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
2019-06-14 13:56:52 -07:00
Sam Lantinga 1213fe79d8 Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta 2019-06-14 13:56:42 -07:00
Ryan C. Gordon 289d109245 audio: Attempt to fix build on ARM versions of Visual Studio. 2019-06-14 16:52:42 -04:00
Ryan C. Gordon 33b235f4c3 audio: Fix ARM NEON audio converter bugs.
(Patch from Sylvain, I'm just applying it.)

Fixes Bugzilla #4186.
2019-06-14 15:52:48 -04:00
Ryan C. Gordon 5c56c88824 audio: patched to compile. 2019-06-14 15:47:32 -04:00
Ethan Lee 5bd9b8b167 Check src alignment for S32_to_F32 conversions 2019-06-14 09:51:22 -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
Alex Szpakowski 74e86a51d8 iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659). 2019-06-12 19:15:56 -03:00
Ryan C. Gordon 2fa33d6f98 wave: Fixed static analysis warning about dead assignment.
(technically, this function never returns an error at this point, but since
it _does_ have an "uhoh, is this corrupt data?" comment that it ignores, we
should probably make sure we handle error cases in the future.  :)  )
2019-06-12 15:43:08 -04:00
Ryan C. Gordon 32ead2cb46 vulkan: Fixed use-after-free bug. 2019-06-12 15:37:07 -04:00
Ryan C. Gordon b530d75afb assert: Fixed some compiler warnings. 2019-06-12 15:35:06 -04:00
Sam Lantinga 747df96eb0 Better patch to make it more clear what's going on 2019-06-12 10:38:49 -07:00
Sam Lantinga 3fbaa5da05 The hat index passed to the application should be zero-based with no holes 2019-06-12 10:35:47 -07:00
Sam Lantinga a1a2f9b9f8 Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux)
Matteo Beniamino

Pressing a trigger button on a Steam Controller causes a segmentation fault both with stable version and latest mercurial head on Linux. I'm using the recent hid_steam kernel module with lizard_mode disabled (that is no keyboard/mouse emulation). I suspect this is what's happening: the driver exposes two hats. The two hats have indices 0 and 2. Inside linux/SDL_sysjoystick.c two hats are allocated in allocate_hatdata for joystick->hwdata->hats. In HandleHat function the hat parameter (that can be 2) is directly used as the index of the array that only has two elements, causing an out of bounds access. SDL is not expecting to have "holes" between hats indices.

The index 2 is calculated in HandleInputEvents() as (ABS_HAT2X - ABS_HAT0X) / 2 where ABS_HAT2X is the value associated to the hat inside the hid_steam module.
2019-06-12 10:32:36 -07:00
Sam Lantinga d01150abc2 Fixed bug 4665 - Add support for single touch evdev devices
Jan Martin Mikkelsen

The attached patch adds support for single-touch evdev devices.

These devices report ABS_X, ABS_Y and BTN_TOUCH events. This patch sets them up as MT devices with a single slot and handles the appropriate messages.
2019-06-12 07:55:48 -07:00
Sebastian Krzyszkowiak 797b28133c wayland: HiDPI support 2019-06-12 00:55:05 +02:00
Sylvain Becker cd011bb1e7 SDL_Wave: missing field 'length' initializer 2019-06-12 10:42:02 +02:00
Ryan C. Gordon f5a347853d assert: mark SDL_ExitProcess as SDL_NORETURN again.
Put in a hack to (hopefully) make MingW happy.

Fixes Bugzilla #4100.
2019-06-11 21:57:30 -04:00
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
Ryan C. Gordon 3e9bf28413 software: Fixed compiler warning and dos2unix'd the endlines. 2019-06-11 15:06:35 -04:00
Ryan C. Gordon 04fedce0e8 software: Correctly track viewport and cliprect.
Fixes Bugzilla #4457.
2019-06-11 14:09:53 -04:00
Ryan C. Gordon a2f2b73554 direct3d: Use D3DPOOL_MANAGED for vertex buffers.
Fixes Bugzilla #4537.
2019-06-11 13:02:56 -04:00
Sam Lantinga aa80d279d3 Fix build with the 10.10 SDK 2019-06-11 08:33:30 -07:00
Ryan C. Gordon f7b7a9727b direct3d: Fixed SDL_RenderSetClipRect usage.
Fixes Bugzilla #4459.
2019-06-11 10:12:47 -04:00
Ryan C. Gordon 4f59d372f8 direct3d: don't dereference bogus pointer if current texture was destroyed.
Fixes Bugzilla #4460.
2019-06-11 09:29:48 -04:00
Ryan C. Gordon a6af0b8291 direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds. 2019-06-11 02:31:57 -04:00
Ryan C. Gordon 5fb20b3093 video: fixed compiler warning on Visual Studio. 2019-06-11 02:14:59 -04:00
Ryan C. Gordon 254eb67775 windows: Don't let Visual Studio insert an implicit dependency on memset().
Fixes Bugzilla #4662.
2019-06-11 02:08:31 -04:00
Ryan C. Gordon 399df540e3 windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla #4571.
2019-06-11 01:14:24 -04:00
Sylvain Becker f9a9193e2c Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
2019-06-10 21:58:03 +02:00
Benjamin Valentin 1e8d9e01dc Add mapping for Chinese-made Xbox Controller
This device is a copy of the Xbox Controller S and currently the one most sold
when shopping for a 'new' Xbox gamepad on eBay and AliExpress.
Except for the quirky USB ID id behaves just like a normal Xbox controller (when
ignoring the subpar build quality)
2019-03-17 23:47:12 +01:00
Sam Lantinga d8da33c03f Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows
LinGao

We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode on latest default branch. And we found that it can be first reproduced on ca7283111ad0 changeset. Could you please help have a look about this issue? Thanks in advance!
2019-06-10 08:49:26 -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
Sam Lantinga e43550c039 Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working
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.
2019-06-09 14:08:18 -07:00
Sam Lantinga 762b788f67 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.

I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
2019-06-09 12:46:10 -07:00
Sam Lantinga b5e9ebbafa Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
2019-06-08 19:12:05 -07:00
Sam Lantinga a21b5b3018 Fixed build 2019-06-08 19:09:43 -07:00
Sam Lantinga 990e166a3b Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

I had a look at this and made some additions to SDL_wave.c.

The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.

The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.

The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.

I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.

Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:

https://bitbucket.org/ChliHug/SDL

I also cobbled some Lua scripts together to create WAVE test files:

https://bitbucket.org/ChliHug/gendat
2019-06-08 19:02:42 -07:00
Sam Lantinga 48ac92af54 Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library
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. )
2019-06-08 18:40:11 -07:00
Sam Lantinga 31765242d6 Fixed bug 4294 - Audio: perform more validation on conversion request
janisozaur

There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate).

This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz.
2019-06-08 18:22:18 -07:00
Sam Lantinga 3f19a6d5e8 CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM
If IMA ADPCM format chunk was too short, InitIMA_ADPCM() parsing it
could read past the end of chunk data. This patch fixes it.

CVE-2019-7578
https://bugzilla.libsdl.org/show_bug.cgi?id=4494

Signed-off-by: Petr P?sa? <ppisar@redhat.com>
2019-06-08 18:07:58 -07:00
Sam Lantinga 316ff3847b Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings
ace

I got this bug in SDL_ttf:
https://bugzilla.libsdl.org/show_bug.cgi?id=4524
Sylvain proposed solution:
SDL_RWseek(RWops, 0, RW_SEEK_SET);

And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses:
#define SDL_RWsize(ctx)         (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx)         (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n)   (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n)  (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx)        (ctx)->close(ctx)

Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
2019-06-08 17:43:23 -07:00
Sam Lantinga 2b6473dc05 Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll
msmshazan

Update ANGLE Libraries to support d3dcompiler_47.dll since chrome does not ship with d3dcompiler_46.dll and d3dcompiler_43.dll
2019-06-08 15:10:20 -07:00
Ethan Lee 0442d19fc8 cocoa: Fix assert to use SDL_assert 2019-03-04 12:16:43 -05:00
Sam Lantinga a73dacbf62 Backed out Ben's chinese Xbox controller patch, as the generic catch-all for Xbox controllers should handle it. 2019-06-08 14:58:49 -07:00
Benjamin Valentin f3c6b1f51a Add mapping for Chinese-made Xbox Controller
This device is a copy of the Xbox Controller S and currently the one most sold
when shopping for a 'new' Xbox gamepad on eBay and AliExpress.
Except for the quirky USB ID id behaves just like a normal Xbox controller (when
ignoring the subpar build quality)
2019-03-17 23:47:12 +01:00
Sam Lantinga 8728ce4448 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface
Martin Gerhardy

These functions are really useful and should get exposed imo.
2019-06-08 14:54:37 -07:00
Sam Lantinga 56b7f4cf31 Fixed bug 4583 - PollAllValues appears to use an incorrect index for all axes above 0x18
Noam Preil

In src/joystick/linux/SDL_sysjoystick.c:

The ConfigJoystick function's axes detection starts with a for loop using an index i for Linux's axes names. When i gets to ABS_HAT0X, it's set to ABS_HAT3Y and a continue statement appears, to skip the hats. This makes sense, as SDL handles hats separately from axes.

However, in PollAllValues, *two* indices are used: a and b. Both start out the same, and remain so until the hats are reached. At that point, a becomes identical to the i from ConfigJoystick's loop, but b is equal to a - (ABS_HAT3Y - ABS_HAT0X), or a - 8.

While all the joystick->hwdata->abs_* structures in ConfigJoystick used i - which would here be a - as both the index and the ioctl argument, PollAllValues uses b for the structure index and a as the ioctl argument.

It would appear, however, that no joystick HAS such axes, and that the b index is entirely unnecessary.

I tested three separate joysticks, and while that was far from a complete listing, I was unable to find a joystick with an axis above 0x08.
2019-06-08 14:40:27 -07:00
Sam Lantinga d97387ccff Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton
Dexter Friedman

When using a Dualshock 4 controller (model numbers CUH-ZCT1U and CUH-ZCT2U), pressing anywhere on the center touchpad does not send an SDL_JOYBUTTONDOWN event. I have verified this with testjoystick:

Repro steps:
1. Plug in a DS4 over USB
2. Compile testjoystick and run: testjoystick.exe 0
3. Press and hold the touchpad. Observe that no lime green box appears

Expected behavior:
A lime green box appears while the touchpad is pressed.

Notes:
I've attached a patch here that works on my PC and produces the expected behavior in testjoystick, for both DS4 model numbers I listed earlier.

If I understand correctly, by exposing this as a joystick button, the gamecontroller API mapping can be modified with a change to gamecontrollerdb.txt in the future.
2019-06-08 14:32:19 -07:00
Sam Lantinga 8a37848de9 Fixed bug 4605 - WASAPI_WaitDevice hang
Matt Brocklehurst

We've noticed that if you are playing audio on Windows via the WASAPI interface and you unplug and reconnect the device a few times the program hangs.

We've debugged the problem down to

static void
WASAPI_WaitDevice(_THIS)
{

   ... snip ...
 if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) {
   ... snip ...
}

This WaitForSingleObjectEx does not havbe a time out defined, so it hangs there forever.

Our suggested fix we found was to include a time out of say 200mSec

We have done quite a bit of testing with this fix in place on various hardware configurations and it seems to have resolved the issue.
2019-06-08 13:41:46 -07:00
Zack Middleton 82af42761e hidapi: Use GameCube adapter controller port for player index
The Nintendo USB GameCube adapter has four controller ports. Return
the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and
SDL_JoystickGetDevicePlayerIndex().
2019-06-08 13:36:59 -07:00
Cameron Cawley e7b514d8ff riscos: Fix iconv warnings 2019-01-13 23:36:31 +00:00
Sam Lantinga 15bae953b1 Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance
Nia Alarie

The NetBSD audio driver has a few problems. Lots of obsolete code, and extremely bad performance and stuttering.

I have a patch in NetBSD's package system to improve it. This is my attempt to upstream it.

The changes include:

* Removing references to defines which are never used.
* Using the correct structures for playback and recording, previously they were the wrong way around.
* Using the correct types ('struct audio_prinfo' in contrast to 'audio_prinfo')
* Removing the use of non-blocking I/O, as suggested in #3177.
* Removing workarounds for driver bugs on systems that don't exist or use this driver any more.
* Removing all usage of SDL_Delay(1)
* Removing pointless use of AUDIO_INITINFO and tests that expect AUDIO_SETINFO to fail when it can't.

These changes bring its performance in line with the DSP audio driver.
2019-06-08 13:03:36 -07:00
Sam Lantinga f2c8d8e9c4 Fixed bug 4443 - Incorrect scan code reported for numpad 5
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.
2019-06-08 10:47:43 -07:00
Cameron Gutman 5cb14f4467 Ignore Xbox One S gamepads with older firmware in HIDAPI
This older firmware had a different HID report style that we don't support.
2019-04-30 20:37:49 -07:00
Sam Lantinga b1100ec18c Fixed Android build warning 2019-06-08 10:23:52 -07:00
Sam Lantinga 03cf24162f OpenSL ES audio cleanup and added a note with low latency audio discussion 2019-06-08 10:21:38 -07:00
Sam Lantinga 166d15fd75 Fixed surround sound channel setup for Android OpenSL ES audio driver 2019-06-07 15:09:15 -07:00
Sam Lantinga 23a2b47790 Protect against NULL device in the Android hidapi implementation 2019-06-07 09:00:26 -07:00
Sam Lantinga 9261e473d6 Potential fix for a crash we're seeing on Android that should in theory never happen. 2019-06-07 09:00:24 -07:00
Sam Lantinga 20ec866484 Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS
Patch contributed by Nat Brown
2019-06-06 08:20:53 -07:00
Sam Lantinga 23569362dc Use SDL sized types 2019-06-05 12:01:26 -07:00
Sam Lantinga 3e3294645f Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types
Jan Martin Mikkelsen

The file src/core/linux/SDL_evdev.c uses the Linux specific types __u32 and __s32. This breaks things on FreeBSD when building with evdev.
2019-06-05 08:54:07 -07:00
Sam Lantinga 723d014336 Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI
Cameron Gutman

I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.

This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.

The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.

Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.

I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
2019-06-04 17:32:15 -07:00
Ryan C. Gordon b5d3b6fc25 test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
Alex Szpakowski 9b5811592d iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629. 2019-05-26 18:53:36 -03:00
Sam Lantinga dce56ab9fa Added a function to get the current Android SDK version at runtime 2019-05-23 14:19:00 -07:00
Sam Lantinga f3e76ea1d0 Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. 2019-05-23 13:47:30 -07:00
Sam Lantinga 02f9667a08 Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver. 2019-05-23 13:47:27 -07:00
Sam Lantinga e401b95025 Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting. 2019-05-23 11:32:36 -07:00
Sam Lantinga 8b57331e71 Fixed hiding the Android virtual keyboard when the return key is pressed 2019-05-23 11:05:43 -07:00
Sam Lantinga 7ec514d48f Improved iOS Bluetooth keyboard support
* Don't stop text input after the return key is pressed
* Handle arrow and escape keys
2019-05-22 17:39:51 -07:00
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
Sam Lantinga a4e33b9cc4 Added support for Bluetooth keyboards on iOS
In this case the keyboard is shown and immediately hidden, but we still want to accept text input
2019-05-20 14:31:03 -07:00
Sam Lantinga 582a3c994d Fixed mouse focus for touch events on iOS 2019-05-20 14:08:35 -07:00
Ryan C. Gordon 4bd808346a vulkan: Swapped out a free() that should have been an SDL_free().
Fixes (for real this time!) the Visual Studio builds.
2019-05-20 00:41:18 -04:00