Commit Graph

2487 Commits

Author SHA1 Message Date
Ryan C. Gordon ebbb295e85 vulkan: Patched to compile on Visual Studio. 2019-05-19 23:29:50 -04:00
Ryan C. Gordon d778b26dd1 Patched to compile in C89 mode. 2019-05-19 20:25:02 -04:00
Sam Lantinga 5f34162030 Fixed bug 4474 - Add support for an ASUS Gamepad variation
Trent Gamblin

This patch adds a variation of the ASUS Gamepad to the game controller DB. All the values are the same except the GUID.
2019-05-19 12:06:58 -07:00
Sam Lantinga 41c718db85 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain

Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.

    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;

It could try to find a better format, for instance :

 if SDL_Surface has no Amask, but a colorkey :
   if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
   if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
 else
   try to pick the same renderer format as surface fmt

if no format has been picked, use the fallback.


I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.


So with this issue:

- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
  (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)

- if you have a surface ABGR format, it try to take the ABGR from the renderer.
  (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
2019-05-19 12:04:06 -07:00
Sam Lantinga c377de5440 Fixed bug 4436 - [OpenBSD] fix D-pad
Thomas Frohwein

Hi,

If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest).

The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()).

Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions.

I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs.

Thanks,

thfr
2019-05-19 11:56:26 -07:00
Sam Lantinga ee0a482a87 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS
Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
2019-05-19 11:52:25 -07:00
Sam Lantinga 2ee9b1ddce Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR
Sylvain

OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.

If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
2019-05-19 11:01:36 -07:00
Sam Lantinga 8dea23c705 Fixed bug 3911 - SYSWM generic X11 events missing event data
Andrei Drexler

For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events.

The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
2019-05-19 10:44:14 -07:00
Wladimir J. van der Laan 29f3445316 video: Add Vulkan support for vivante fb
Vivante drivers use the VK_KHR_display extension for rendering directly
to the frame buffer. This patch adds support to the video driver for
Vulkan rendering using that method.

- Add an utility function SDL_Vulkan_Display_CreateSurface that creates
a surface using this extension. The display to use (if there are
multiple) can be overridden using the environment variable
"SDL_VULKAN_DISPLAY".

- Use this function in a new compilation unit SDL_vivantevideo.c,
which implements the SDL_VIDEO_VULKAN methods of the driver structure.
2019-05-19 10:36:44 -07:00
Ryan C. Gordon 00e5eeb40e test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
2019-05-19 01:45:15 -04:00
Sam Lantinga 62a5797088 Windows are not in a minimized state when they are shown
This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313
"Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
2019-05-15 14:01:15 -07:00
Sam Lantinga abcfe80480 [SDL] iOS fix bug with audio interrupted by a phone call not restoring. 2019-05-14 14:20:54 -07:00
Sam Lantinga 59da5b7202 [SDL] ios Touch Fix. 2019-05-14 07:55:42 -07:00
Ryan C. Gordon ba0fc92ded Patched to compile. 2019-05-11 12:41:21 -04:00
Charlie Birks 6eb0521131 Emscripten: Use EMSCRIPTEN_EVENT_TARGET_* 2019-05-09 12:09:45 +01:00
Charlie Birks 4e5b5cba12 Emscripten: Switch from canvas[XY] to target[XY]
Allows mouse/touch events to work on non-default canvases
2019-05-09 12:09:40 +01:00
Charlie Birks 60c48ed787 Emscripten: Store canvas id in WindowData
Also replace all hardcoded uses of "#canvas" or NULL
2019-05-09 12:09:34 +01:00
Sam Lantinga f0a4fea89f Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app
Dan Ginsburg

I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.

What happens is as follows:

SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:

JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
                                    JNIEnv *env, jclass cls, jboolean hasFocus)
{
    SDL_LockMutex(Android_ActivityMutex);

    if (Android_Window) {
        __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
        SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
    }

    SDL_UnlockMutex(Android_ActivityMutex);
}

When the window does get created, in Android_CreateWindow it does this:

 window->flags &= ~SDL_WINDOW_RESIZABLE;     /* window is NEVER resizeable */
    window->flags &= ~SDL_WINDOW_HIDDEN;
    window->flags |= SDL_WINDOW_SHOWN;          /* only one window on Android */
    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

    /* One window, it always has focus */
    SDL_SetMouseFocus(window);
    SDL_SetKeyboardFocus(window);

The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:

 case SDL_WINDOWEVENT_FOCUS_GAINED:
        if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
            return 0;
        }
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_OnWindowFocusGained(window);
        break;

I can fix the problem if I comment out this line from Android_CreateWindow:

    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

I would propose that as a fix unless there is a reason not to.
2019-04-25 14:17:07 -07:00
Sam Lantinga f79190f407 Use _Exit() when available 2019-04-23 07:59:31 -07:00
Sylvain Becker 2c92c8e85a Android: add static variable initialization in non blocking event loop 2019-04-23 14:24:58 +02:00
Sam Lantinga cb18117c92 Added a helper function to tell whether or not a window can be minimized 2019-04-22 16:34:42 -07:00
Sam Lantinga f1b57f3785 Only leave fullscreen mode if we're actually going to minimize 2019-04-22 16:25:49 -07:00
Sam Lantinga 9950271bb6 Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive
Sylvain 2019-04-18 21:22:59 UTC

Changes:
- SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called.

- If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called.

- If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called.

So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called).
The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused).
Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus.
It should work also on ChromeBooks (not tested), with two apps opened at the same time.


I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android).
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634

So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0.
So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
2019-04-22 16:19:52 -07:00
Alex Szpakowski 90b08881ab iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless. 2019-04-17 20:41:05 -03:00
Alex Szpakowski 9d7b26155a macOS: Fix compilation when using the 10.9 SDK or older. 2019-04-17 20:14:40 -03:00
Ethan Lee f07c992bb8 hidapi: Add GCN L/R buttons, just in case someone wants them... 2019-03-17 12:36:40 -04:00
Sylvain Becker bd344c2287 Android: when event loop is not blocking in pause, backup EGL context (Bug 4578)
Backup the EGL context when SDL_APP_DIDENTERBACKGROUND has been removed from the
event queue.
2019-04-12 23:15:26 +02:00
Alex Szpakowski 00c824a8b0 Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). 2019-04-10 22:30:58 -03:00
Sylvain Becker aae49015da Fixed bug 4581 - generate synthetic mouse events at window boundaries
when real touch events are actually outside the window.
2019-04-10 10:59:53 +02:00
Sylvain Becker cfefe5434a Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus
Virtual mouse events should never leave the window or change focus for single window applications.
2019-04-08 21:27:24 +02:00
Sylvain Becker d68e501db4 Fixed bug 4582 - Maximize/Resize not working on Windows 10
When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
2019-04-08 13:43:48 +02:00
Sylvain Becker eb7affeeb8 SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null 2019-04-06 21:52:51 +02:00
Sylvain Becker a1a9fd50c6 Bug 4581: move tracking appart so it doesn't require the window to have focus 2019-04-06 21:43:16 +02:00
Sam Lantinga a46af76b07 Fixed bug 4579 - SDL_android.c s_active not being atomic
Isaias Brunet

This bug cause a false assert due to multiple threads modifying the same variable without any atomic operation.
2019-04-05 08:15:01 -07:00
Sam Lantinga 9eac91dd29 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well 2019-04-05 08:10:12 -07:00
Sam Lantinga b6f33a6870 https://bugzilla.libsdl.org/show_bug.cgi?id=4577
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2).  The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels.  The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
2019-04-05 07:51:11 -07:00
Sylvain Becker 05333a6e9f Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
2019-04-05 09:16:30 +02:00
Sylvain Becker b470cd9b09 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour 2019-04-05 08:36:31 +02:00
Sylvain Becker bfdd0b228a Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
2019-04-04 17:01:02 +02:00
Sylvain Becker e41576188d Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
2019-04-04 16:51:50 +02:00
Sylvain Becker ab03892ddf Bug 4576: track both FingerId and TrackId 2019-04-04 15:19:00 +02:00
Sylvain Becker e39c0a1f7d Bug 4576: fix wrong scaling 2019-04-03 10:14:42 +02:00
Sylvain Becker 236b86067f Bug 4576: one more warning 2019-04-02 18:07:27 +02:00
Sylvain Becker b45abbb2a7 Bug 4576: fix warning and compile 2019-04-02 17:57:27 +02:00
Sylvain Becker 9b3c2258aa Bug 4576: remove touch/mouse duplication for Android 2019-04-02 17:23:55 +02:00
Sylvain Becker 9d28156f12 Bug 4576: remove touch/mouse duplication for IOS 2019-04-02 17:18:47 +02:00
Sylvain Becker 42de5f97cc Bug 4576: remove touch/mouse duplication for WinRT 2019-04-02 17:13:22 +02:00
Sylvain Becker b086edc915 Bug 4576: remove touch/mouse duplication for Emscripten 2019-04-02 17:10:29 +02:00
Sylvain Becker b8e5c561d8 Bug 4576: remove touch/mouse duplication for Wayland 2019-04-02 17:07:54 +02:00
Sylvain Becker 6bc2d9de1f Bug 4576: remove touch/mouse duplication for linux/EVDEV 2019-04-02 17:03:58 +02:00
Sylvain Becker 1a4c3b57b7 Bug 4576: remove touch/mouse duplication for Windows 2019-04-02 16:58:11 +02:00
Sylvain Becker a3f2c446ef Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level 2019-04-02 16:46:17 +02:00
Sam Lantinga 9a8d5215c6 Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time. 2019-03-27 08:17:05 -07:00
Ryan C. Gordon 2fbfe8b912 coreaudio: Set audio callback thread priority.
Fixes Bugzilla #4155.
2019-03-25 12:59:30 -04:00
Ryan C. Gordon 6a3356ab3f Backed out changeset cec31de4e126
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.

I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.

Fixes Bugzilla #4481.
2019-03-25 12:24:38 -04:00
Ryan C. Gordon 8ab698af15 opengles2: Fix static analysis warning.
Not clear if this could ever dereference NULL in real life, but better safe
than sorry!
2019-03-21 10:39:49 -04:00
Sam Lantinga 01c924fa9e Hopefully fixed the mingw32 build 2019-03-19 17:20:54 -07:00
Sam Lantinga deb7d08c28 Fixed Visual Studio build 2019-03-19 17:05:22 -07:00
Sam Lantinga ac23d78f7a Didn't need to add SDL_windows.h include, that was already included 2019-03-19 16:53:55 -07:00
Sam Lantinga b2e76d860f Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sam Lantinga de82759c84 Added support for building SDL as a dynamic library on iOS 2019-03-19 07:53:33 -07:00
Sebastian Krzyszkowiak 6311c7cf95 emscripten: force resize event when pixel ratio changes
Without this, applications can't react to changed canvas size on window zoom.
2019-03-16 19:08:59 -07:00
Sam Lantinga b8bd0aa0bd Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined
Max Waine

SDL_mouse.c, if compiled for Windows, requires GetDoubleClickTime to compile (available from winuser.h). Without Vulkan present this fails to compile as the include chain for winuser.h is the following.

SDL_mouse.c -> SDL_sysvideo.h -> SDL_vulkan_internal.h -> SDL_windows.h -> windows.h -> winuser.h.
Problem is that SDL_vulkan_internal.h doesn't include SDL_windows.h if Vulkan isn't present, so under MinGW/GCC it will give a -Wimplicit-function-declaration warning for GetDoubleClickTime, and under MSVC fails to compile completely.

The solution to this would be to simplify the include chain: including SDL_windows.h under the same condition as GetDoubleClickTime (#ifdef __WIN32__) in SDL_mouse.c (or another file that isn't quite so indirectly included).
2019-03-16 19:07:34 -07:00
Sam Lantinga faf97978ea Fixed bug 4511 - SDL_gamecontrollerdb Mapping for Sony Playstation USB controller
Renaud Lepage

Simply submitting a new mapping.
2019-03-16 19:03:13 -07:00
Silent b6a45f1a8d Fixed DualShock 3 mapping 2019-02-14 20:46:58 +01:00
Sam Lantinga 35255342cd Fixed bug 4525 - Fix crash in ALSA_HotplugThread caused by bad return value check
Anthony Pesch

Fix snd_device_name_hint return value check

According to the ALSA documentation, snd_device_name_hint returns 0 on
success, otherwise a negative error code. The code previously only
considered -1 to be an error, which let other error codes through
resulting in a segfault when hints (which was NULL) was dereferenced
2019-03-16 18:48:21 -07:00
Sam Lantinga 8bc59f87ec Fixed CVE-2019-7635 and bug 4498 - Heap-Buffer Overflow in Blit1to4 pertaining to SDL_blit_1.c
Petr Pisar

The root cause is that the POC BMP file declares 3 colors used and 4 bpp palette, but pixel at line 28 and column 1 (counted from 0) has color number 3. Then when the image loaded into a surface is passed to SDL_DisplayFormat(), in order to convert it to a video format, a used bliting function looks up a color number 3 in a 3-element long color bliting map. (The map obviously has the same number entries as the surface format has colors.)

Proper fix should refuse broken BMP images that have a pixel with a color index higher than declared number of "used" colors. Possibly more advanced fix could try to relocate the out-of-range color index into a vacant index (if such exists).
2019-03-16 18:34:33 -07:00
Jimb Esser 0f148eb651 Fix polling left trigger reporting right trigger's values. 2019-03-16 18:12:26 -07:00
Jimb Esser 58ca76bee3 Fix DirectInput error codes being lost 2019-03-16 18:11:09 -07:00
Ethan Lee c528615626 hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
2019-03-12 20:27:54 -04:00
Ryan C. Gordon 12c5cda6bf Fix compiler warnings. 2019-03-16 00:08:19 -04:00
Ryan C. Gordon f95ca7bb8e events: Disable all the signal-handling code on platforms without support.
So on Windows, for example, this mostly becomes a few empty functions.
2019-03-15 16:13:19 -04:00
Ryan C. Gordon 8a5a05c168 events: Let arbitrary signals to simulate iOS/Android backgrounding events.
This lets you build a custom embedded device that roughly offers the "this
process is going to the background NOW" semantics of SDL on a mobile device.
2019-03-15 15:51:05 -04:00
Ryan C. Gordon 911bf6241b events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
2019-03-15 14:08:30 -04:00
Sylvain Becker cbe80d4708 KMSDRM: valid file descriptors could positive or 0. -1 is invalid. (Bug 4530) 2019-03-13 14:54:51 +01:00
Sylvain Becker 063c0c2a73 Android: check SDL is initialized before sending the event
Avoid error message:
SDLActivity thread ends (error=Video subsystem has not been initialized)
2019-03-13 09:39:30 +01:00
Sam Lantinga 82758efc46 [iOS DAC] Fix touch events getting from SDL2 to source2. 2019-03-12 14:45:04 -07:00
Sam Lantinga d05eec7207 Fixed initial display orientation at Android app start 2019-03-12 14:44:25 -07:00
Sam Lantinga 1a8e3a0270 HIDAPI: fix bug that caused non-HID class parts of composite devices to have windows HID functions called on them. 2019-03-12 14:44:12 -07:00
Sylvain Becker cddb285cdb Fixed bug 4513 - Wayland, fix crash when remove event is sent (from Sebastian Krzyszkowiak) 2019-03-12 20:04:08 +01:00
Sylvain Becker 052b4f2969 SDL_EVDEV_kbd_init: uninitialized data for ioctl (Bug 4530)
Only two chars are used but the full prototype is:

int tioclinux(struct tty_struct *tty, unsigned long arg)

==5010== Syscall param ioctl(TIOCLINUX) points to uninitialised byte(s)
==5010==    at 0x53E73C7: ioctl (syscall-template.S:78)
==5010==    by 0x4A887DA: SDL_EVDEV_Init (SDL_evdev.c:163)
==5010==    by 0x4A7D157: KMSDRM_VideoInit (SDL_kmsdrmvideo.c:509)
==5010==    by 0x497D959: SDL_VideoInit_REAL (SDL_video.c:529)
==5010==    by 0x487ACBC: SDL_InitSubSystem_REAL (SDL.c:171)
==5010==    by 0x487B052: SDL_Init_REAL (SDL.c:256)
==5010==    by 0x488F7D6: SDL_Init (SDL_dynapi_procs.h:85)
2019-03-12 14:20:37 +01:00
Sylvain Becker b28e956b8c Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute  viewport because projection/glOrtho is different
wether rendering is on target texture or not
2019-03-12 07:59:53 +01:00
Sylvain Becker 28f54ee439 SDL_MouseQuit(): clear mouse->cur_cursor (Bug 4530) 2019-03-11 15:31:46 +01:00
Sylvain Becker 7b27594274 KMSDRM: missing return value in VideoInit() (Bug 4530) 2019-03-11 15:27:42 +01:00
Sylvain Becker 3b49ee5261 KMSDRM: change calls free() to SDL_free() (Bug 4529) 2019-03-11 15:22:40 +01:00
Sylvain Becker 2fd4aee149 Un-activate some routine on mips because they are slowers (Bug 4503) 2019-02-23 09:36:56 +01:00
Sylvain Becker 47fb781b94 BlitNtoN BlitNtoNKey: remove non-aligned word read/store (bpp 3<->4) (Bug 4503)
Mips and (old) ARM doesn't allow word read/write when adress isn't 4bytes
aligned. So just remove that.
2019-02-22 09:30:45 +01:00
Ryan C. Gordon 6fbe9e23fa raspberry: expose second display.
This lets apps see and choose between both an HDMI and DSI-connected display,
such as a television and the Pi Foundation's official touchscreen. It only
exposes the second display if the hardware reports that it is connected.
2019-02-19 23:46:54 -05:00
Sylvain Becker 90a075d75f Fix windows build 2019-02-18 22:48:14 +01:00
Sylvain Becker e9a7b6973a Fix bug 4053: Blit issues on Big Endian CPU 2019-02-18 22:06:53 +01:00
Sam Lantinga ea4c4cfc28 Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c
Petr Pisar

The reproducer has these data in BITMAPINFOHEADER:

biSize = 40
biBitCount = 8
biClrUsed = 131075

SDL_LoadBMP_RW() function passes biBitCount as a color depth to SDL_CreateRGBSurface(), thus 256-color pallete is allocated. But then biClrUsed colors are read from a file and stored into the palette. SDL_LoadBMP_RW should report an error if biClrUsed is greater than 2^biBitCount.
2019-02-18 07:50:33 -08:00
Sylvain Becker afd1b3dae4 Fix invalid memory access and optimise Blit_3or4_to_3or4__*
Fix invalid write at last pixel of the surface:
  when surface has no padding (pitch == w * bpp) and bpp is 3
  with Blit, no colorkey, and NO_ALPHA same or inverse rgb triplet

Optimise by using int32 access:

BGR24 -> ARGB8888 :  faster x1.897875   (362405 -> 190953)
RGB24 -> ABGR8888 :  faster x1.660416   (363304 -> 218803)

ABGR8888 -> RGB24 :  faster x1.686319   (334962 -> 198635)
ARGB8888 -> BGR24 :  faster x1.691868   (324524 -> 191814)
BGR24 -> RGB888 :  faster x1.678459   (326811 -> 194709)
BGR888 -> RGB24 :  faster x1.731772   (327724 -> 189242)
RGB24 -> BGR888 :  faster x1.690989   (328916 -> 194511)
RGB888 -> BGR24 :  faster x1.698333   (326175 -> 192056)
2019-02-17 16:20:23 +01:00
Sylvain Becker 1aa2ad2fe8 Better naming for the blit permutation variables 2019-02-09 17:40:32 +01:00
Sylvain Becker f6a2ae6007 Faster blit colorkey or not, applied to bpp: 3->4 and 4->3
===== BlitNtoNKey ========
ABGR8888 -> BGR24 :  faster x3   (2168709 -> 562738)
ABGR8888 -> RGB24 :  faster x3   (2165055 -> 567458)

ARGB8888 -> BGR24 :  faster x3   (2169109 -> 564338)
ARGB8888 -> RGB24 :  faster x3   (2165266 -> 567081)

BGR24 -> ABGR8888 :  faster x3   (2997675 -> 891636)
BGR24 -> ARGB8888 :  faster x3   (2985449 -> 892028)
BGR24 -> BGR888 :  faster x3   (2961611 -> 891913)
BGR24 -> BGRA8888 :  faster x3   (3116305 -> 891534)
BGR24 -> BGRX8888 :  faster x3   (3179654 -> 896978)
BGR24 -> RGB888 :  faster x3   (2968191 -> 895112)
BGR24 -> RGBA8888 :  faster x3   (2998428 -> 893147)
BGR24 -> RGBX8888 :  faster x3   (2976529 -> 914853)

BGR888 -> BGR24 :  faster x3   (2161906 -> 563921)
BGR888 -> RGB24 :  faster x3   (2168228 -> 566634)

BGRA8888 -> BGR24 :  faster x4   (2270501 -> 561873)
BGRA8888 -> RGB24 :  faster x3   (2163179 -> 567330)

BGRX8888 -> BGR24 :  faster x3   (2162911 -> 562322)
BGRX8888 -> RGB24 :  faster x3   (2169617 -> 570927)

RGB24 -> ABGR8888 :  faster x3   (2977061 -> 925975)
RGB24 -> ARGB8888 :  faster x3   (2978148 -> 923680)
RGB24 -> BGR888 :  faster x3   (3001413 -> 935074)
RGB24 -> BGRA8888 :  faster x3   (2959003 -> 924096)
RGB24 -> BGRX8888 :  faster x3   (2965240 -> 927100)
RGB24 -> RGB888 :  faster x3   (2983921 -> 926063)
RGB24 -> RGBA8888 :  faster x3   (2963908 -> 925457)
RGB24 -> RGBX8888 :  faster x3   (2967957 -> 931700)

RGB888 -> BGR24 :  faster x3   (2173299 -> 563226)
RGB888 -> RGB24 :  faster x3   (2218374 -> 566164)

RGBA8888 -> BGR24 :  faster x3   (2166355 -> 561381)
RGBA8888 -> RGB24 :  faster x3   (2170322 -> 566729)

RGBX8888 -> BGR24 :  faster x3   (2168524 -> 564072)
RGBX8888 -> RGB24 :  faster x3   (2163680 -> 566956)

===== BlitNtoN ========

BGR24 -> BGRA8888 :  faster x3   (2458958 -> 797557)
BGR24 -> BGRX8888 :  faster x3   (2486085 -> 797745)
BGR24 -> RGBA8888 :  faster x3   (2422116 -> 797637)
BGR24 -> RGBX8888 :  faster x3   (2454426 -> 799085)

BGRA8888 -> BGR24 :  faster x4   (2468206 -> 524486)
BGRA8888 -> RGB24 :  faster x4   (2463581 -> 525561)

BGRX8888 -> BGR24 :  faster x4   (2583355 -> 524468)
BGRX8888 -> RGB24 :  faster x4   (2477242 -> 524284)

RGB24 -> BGRA8888 :  faster x2   (2453414 -> 818415)
RGB24 -> BGRX8888 :  faster x3   (2414915 -> 800863)
RGB24 -> RGBA8888 :  faster x3   (2461114 -> 798148)
RGB24 -> RGBX8888 :  faster x3   (2400922 -> 799203)

RGBA8888 -> BGR24 :  faster x4   (2494472 -> 526428)
RGBA8888 -> RGB24 :  faster x4   (2462260 -> 526791)

RGBX8888 -> BGR24 :  faster x4   (2541115 -> 524390)
RGBX8888 -> RGB24 :  faster x4   (2469059 -> 525416)
2019-02-09 17:20:53 +01:00
Sylvain Becker 604b44f20f Fix wrong access and simplify 2019-02-08 17:15:30 +01:00
Sylvain Becker 5ed30f844d Some simplification of previous commit 2019-02-07 22:45:50 +01:00
Sylvain Becker 5fd228921c Faster blit with CopyAlpha, no ColorKey
Applied to following formats:

ABGR8888 -> BGRA8888 :  faster x3   (2727179 -> 704761)
ABGR8888 -> RGBA8888 :  faster x3   (2707808 -> 705309)

ARGB8888 -> BGRA8888 :  faster x3   (2745371 -> 712437)
ARGB8888 -> RGBA8888 :  faster x3   (2746230 -> 705236)

BGRA8888 -> ABGR8888 :  faster x3   (2745026 -> 707045)
BGRA8888 -> ARGB8888 :  faster x3   (2752760 -> 727373)
BGRA8888 -> RGBA8888 :  faster x3   (2769544 -> 704607)

RGBA8888 -> ABGR8888 :  faster x3   (2725058 -> 706669)
RGBA8888 -> ARGB8888 :  faster x3   (2704866 -> 707132)
RGBA8888 -> BGRA8888 :  faster x3   (2710351 -> 704615)
2019-02-07 22:03:30 +01:00
Sylvain Becker 704e62bbf4 Code factorization of the pixel format permutation 2019-02-07 21:49:24 +01:00
Sylvain Becker 0a007a9bea Fix wrong comment 2019-02-07 18:52:49 +01:00
Sylvain Becker e5192384d0 Faster blit with no ColorKey
Applied to following formats:

ABGR8888 -> BGRX8888 :  faster x5   (3177493 -> 630439)
ABGR8888 -> RGBX8888 :  faster x5   (3178104 -> 628925)

ARGB8888 -> BGRX8888 :  faster x4   (3141089 -> 629448)
ARGB8888 -> RGBX8888 :  faster x5   (3216413 -> 630465)

BGR888 -> BGRA8888 :  faster x4   (3145403 -> 637701)
BGR888 -> BGRX8888 :  faster x4   (3142106 -> 630144)
BGR888 -> RGBA8888 :  faster x4   (3202685 -> 649384)
BGR888 -> RGBX8888 :  faster x4   (3170617 -> 658670)

BGRA8888 -> BGR888 :  faster x4   (3203308 -> 657697)
BGRA8888 -> RGB888 :  faster x5   (3201475 -> 631747)
BGRA8888 -> RGBX8888 :  faster x5   (3274544 -> 630409)

BGRX8888 -> ABGR8888 :  faster x4   (3149753 -> 638682)
BGRX8888 -> ARGB8888 :  faster x5   (3164101 -> 631273)
BGRX8888 -> BGR888 :  faster x4   (3144454 -> 630712)
BGRX8888 -> RGB888 :  faster x4   (3160490 -> 638047)
BGRX8888 -> RGBA8888 :  faster x5   (3308988 -> 631232)
BGRX8888 -> RGBX8888 :  faster x5   (3216775 -> 638065)

RGB888 -> BGRA8888 :  faster x4   (3143135 -> 655146)
RGB888 -> BGRX8888 :  faster x4   (3141790 -> 653771)
RGB888 -> RGBA8888 :  faster x5   (3214402 -> 637001)
RGB888 -> RGBX8888 :  faster x4   (3143082 -> 630009)

RGBA8888 -> BGR888 :  faster x3   (3157048 -> 920375)
RGBA8888 -> BGRX8888 :  faster x5   (3196692 -> 632996)
RGBA8888 -> RGB888 :  faster x4   (3141570 -> 652151)

RGBX8888 -> ABGR8888 :  faster x5   (3175401 -> 631218)
RGBX8888 -> ARGB8888 :  faster x4   (3144690 -> 639440)
RGBX8888 -> BGR888 :  faster x4   (3144250 -> 630171)
RGBX8888 -> BGRA8888 :  faster x5   (3220321 -> 630731)
RGBX8888 -> BGRX8888 :  faster x4   (3178453 -> 637445)
RGBX8888 -> RGB888 :  faster x5   (3203623 -> 632596)
2019-02-07 18:51:14 +01:00
Sylvain Becker 7372295ec9 Faster blit when using No Alpha or Set Alpha, + ColorKey
Applied to following formats:

ABGR8888 -> BGRX8888 :  faster x4   (2794295 -> 610587)
ABGR8888 -> RGB888 :  faster x4   (2835693 -> 615561)
ABGR8888 -> RGBX8888 :  faster x4   (2880475 -> 610479)

ARGB8888 -> BGR888 :  faster x4   (2802718 -> 610702)
ARGB8888 -> BGRX8888 :  faster x4   (2792481 -> 606311)
ARGB8888 -> RGBX8888 :  faster x4   (2821621 -> 624745)

BGR888 -> ARGB8888 :  faster x4   (2791705 -> 637889)
BGR888 -> BGRA8888 :  faster x4   (2793195 -> 652299)
BGR888 -> BGRX8888 :  faster x4   (2800713 -> 609326)
BGR888 -> RGB888 :  faster x4   (2812260 -> 610471)
BGR888 -> RGBA8888 :  faster x4   (2792327 -> 629288)
BGR888 -> RGBX8888 :  faster x4   (2799224 -> 607073)

BGRA8888 -> BGR888 :  faster x4   (2800520 -> 606897)
BGRA8888 -> RGB888 :  faster x4   (2825274 -> 616156)
BGRA8888 -> RGBX8888 :  faster x4   (2812530 -> 610340)

BGRX8888 -> ABGR8888 :  faster x4   (2793940 -> 628596)
BGRX8888 -> ARGB8888 :  faster x4   (2822686 -> 638899)
BGRX8888 -> BGR888 :  faster x4   (2818141 -> 613659)
BGRX8888 -> RGB888 :  faster x4   (2929017 -> 611794)
BGRX8888 -> RGBA8888 :  faster x4   (2799709 -> 629750)
BGRX8888 -> RGBX8888 :  faster x4   (2911010 -> 605640)

RGB888 -> ABGR8888 :  faster x4   (2800671 -> 631542)
RGB888 -> BGR888 :  faster x4   (2802644 -> 604461)
RGB888 -> BGRA8888 :  faster x4   (2801919 -> 628729)
RGB888 -> BGRX8888 :  faster x4   (2938244 -> 604135)
RGB888 -> RGBA8888 :  faster x4   (2912447 -> 642185)
RGB888 -> RGBX8888 :  faster x4   (2831676 -> 634293)

RGBA8888 -> BGR888 :  faster x4   (2928896 -> 614960)
RGBA8888 -> BGRX8888 :  faster x4   (2821422 -> 608146)
RGBA8888 -> RGB888 :  faster x4   (2825927 -> 617184)

RGBX8888 -> ABGR8888 :  faster x4   (2803852 -> 654129)
RGBX8888 -> ARGB8888 :  faster x4   (2923615 -> 642644)
RGBX8888 -> BGR888 :  faster x4   (2806523 -> 610447)
RGBX8888 -> BGRA8888 :  faster x4   (2813388 -> 630305)
RGBX8888 -> BGRX8888 :  faster x4   (2800052 -> 607881)
RGBX8888 -> RGB888 :  faster x4   (2807722 -> 610263)
2019-02-07 17:52:28 +01:00
Sylvain Becker bb9a9080dc Fix pointer warnings 2019-02-07 16:13:25 +01:00
Sylvain Becker 3543a44ae4 Faster blit when using CopyAlpha + ColorKey
Applied to following formats:

ABGR8888 -> ARGB8888 :  faster x7   (3959672 -> 537227)
ABGR8888 -> BGRA8888 :  faster x7   (4008716 -> 532064)
ABGR8888 -> RGBA8888 :  faster x7   (3998576 -> 530964)

ARGB8888 -> ABGR8888 :  faster x7   (3942420 -> 532503)
ARGB8888 -> BGRA8888 :  faster x7   (3995382 -> 527722)
ARGB8888 -> RGBA8888 :  faster x7   (4259330 -> 543033)

BGRA8888 -> ABGR8888 :  faster x7   (4110411 -> 529402)
BGRA8888 -> ARGB8888 :  faster x7   (4071906 -> 538393)
BGRA8888 -> RGBA8888 :  faster x6   (4038320 -> 585141)

RGBA8888 -> ABGR8888 :  faster x7   (3937018 -> 534127)
RGBA8888 -> ARGB8888 :  faster x7   (3979577 -> 537810)
RGBA8888 -> BGRA8888 :  faster x7   (3975656 -> 528355)
2019-02-07 15:12:17 +01:00
Sylvain Becker 03cbac4040 Android/openslES: fix warnings, comment out un-used interface 2019-02-05 15:14:15 +01:00
Sylvain Becker 614c8aea20 Android/openslES: set number of buffers of DATALOCATOR to internal NUM_BUFFER
If we increase NUM_BUFFER, Enqueue won't fail with SL_RESULT_BUFFER_INSUFFICIENT
2019-02-05 15:09:41 +01:00
Sylvain Becker bf823bf2dc Android/openslES: prevent to run out of buffers if Enqueue() fails. 2019-02-05 15:05:32 +01:00
Ryan C. Gordon 40781dfb15 opengles2: patched to compile. 2019-02-04 23:35:18 -05:00
Ryan C. Gordon b7504f311b opengles2: keep cached texturing state correct. 2019-02-04 23:32:28 -05:00
Ryan C. Gordon a609c03ac6 opengles1: keep cached texturing state correct. 2019-02-04 23:24:10 -05:00
Ryan C. Gordon 40a52ceef7 render: Fix OpenGL draw state cache for various points of texture binding. 2019-02-04 18:55:39 -05:00
Sylvain Becker 670f3d3327 Fixed bug 4484 - use SIMD aligned memory for SDL_Surface
Surfaces are allocated using SDL_SIMDAlloc()
They are marked with SDL_SIMD_ALIGNED flag to appropriatly free them with SDL_SIMDFree()
(Flag is cleared when pixels is free'd in RLE, in case user would hijack the pixels ptr)

When providing its own memory pointer (SDL_CreateRGBSurfaceFrom()) and clearing
SDL_PREALLOC  to delegate to SDL the memory free, it's the responsability of the user
to add SDL_SIMD_ALIGNED or not, whether the pointer has been allocated with SDL_malloc() or
SDL_SIMDAlloc().
2019-02-04 09:11:07 +01:00
Sylvain Becker 9292dc7ca1 Fix include path compilation 2019-02-04 08:43:37 +01:00
Sylvain Becker 9a98dcc516 Rename surface aligned memory flag to SDL_SIMD_ALIGNED 2019-02-04 08:34:24 +01:00
Alex Szpakowski 65e07b3884 iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!)
Fixes bug #4463.
2019-01-31 19:52:47 -04:00
Sylvain Becker e5d194e902 Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.
If an SDL_Surface has an aligned memory pointers, it should be freed
using SDL_SIMDFree() (will be used by SDL_ttf).
2019-01-31 11:45:31 +01:00
Sylvain Becker 7b8bac5958 Add fast paths in BlitNtoNKey
All following conversions are faster (with colorkey, but no blending).
(ratio isn't very accurate)

ABGR8888 -> BGR888 :  faster x9   (2699035 -> 297425)

ARGB8888 -> RGB888 :  faster x8   (2659266 -> 296137)

BGR24 -> BGR24 :  faster x5   (2232482 -> 445897)
BGR24 -> RGB24 :  faster x4   (2150023 -> 448576)

BGR888 -> ABGR8888 :  faster x8   (2649957 -> 307595)

BGRA8888 -> BGRX8888 :  faster x9   (2696041 -> 297596)

BGRX8888 -> BGRA8888 :  faster x8   (2662011 -> 299463)
BGRX8888 -> BGRX8888 :  faster x9   (2733346 -> 295045)

RGB24 -> BGR24 :  faster x4   (2154551 -> 485262)
RGB24 -> RGB24 :  faster x4   (2149878 -> 484870)

RGB888 -> ARGB8888 :  faster x8   (2762877 -> 324946)

RGBA8888 -> RGBX8888 :  faster x8   (2657855 -> 297753)

RGBX8888 -> RGBA8888 :  faster x8   (2661360 -> 296655)
RGBX8888 -> RGBX8888 :  faster x8   (2649287 -> 308268)
2019-01-30 22:50:20 +01:00
Sylvain Becker cd25c83aad Fix blit with blending (Blit_A) to RGB332 which has no palette 2019-01-30 17:16:08 +01:00
Sylvain Becker 5b07148f73 Fixed failing SDL_ConvertSurface() when blit has failed.
Some blit combination are not supported (eg ARGB8888 -> SDL_PIXELFORMAT_INDEX1MSB)
So prevent SDL_ConvertSurface from creating a broken surface, which cannot be blitted
2019-01-30 16:36:47 +01:00
Sylvain Becker a052d81bdf Add explicit unsigned int and char types in (for bug 4290) 2019-01-30 15:31:07 +01:00
Sylvain Becker 1128d57316 Fixed bug 4290 - add fastpaths for format conversion in BlitNtoN
All following conversion are faster (no colorkey, no blending).
(ratio isn't very accurate)

ABGR8888 -> ARGB8888 :  faster x6   (2655837 -> 416607)
ABGR8888 -> BGR24 :  faster x7   (2470117 -> 325693)
ABGR8888 -> RGB24 :  faster x7   (2478107 -> 335445)
ABGR8888 -> RGB888 :  faster x9   (3178524 -> 333859)

ARGB8888 -> ABGR8888 :  faster x6   (2648366 -> 406977)
ARGB8888 -> BGR24 :  faster x7   (2474978 -> 327819)
ARGB8888 -> BGR888 :  faster x9   (3189072 -> 326710)
ARGB8888 -> RGB24 :  faster x7   (2473689 -> 324729)

BGR24 -> ABGR8888 :  faster x6   (2268763 -> 359946)
BGR24 -> ARGB8888 :  faster x6   (2306393 -> 359213)
BGR24 -> BGR888 :  faster x6   (2231141 -> 324195)
BGR24 -> RGB24 :  faster x4   (1557835 -> 322033)
BGR24 -> RGB888 :  faster x6   (2229854 -> 323849)

BGR888 -> ARGB8888 :  faster x8   (3215202 -> 363137)
BGR888 -> BGR24 :  faster x7   (2474775 -> 347916)
BGR888 -> RGB24 :  faster x7   (2532783 -> 327354)
BGR888 -> RGB888 :  faster x9   (3134634 -> 344987)

RGB24 -> ABGR8888 :  faster x6   (2229486 -> 358919)
RGB24 -> ARGB8888 :  faster x6   (2271587 -> 358521)
RGB24 -> BGR24 :  faster x4   (1530913 -> 321149)
RGB24 -> BGR888 :  faster x6   (2227284 -> 327453)
RGB24 -> RGB888 :  faster x6   (2227125 -> 329061)

RGB888 -> ABGR8888 :  faster x8   (3163292 -> 362445)
RGB888 -> BGR24 :  faster x7   (2469489 -> 327127)
RGB888 -> BGR888 :  faster x9   (3190526 -> 326022)
RGB888 -> RGB24 :  faster x7   (2479084 -> 324982)
2019-01-30 15:23:33 +01:00
Alon Zakai 3b4e369365 Emscripten: No need for Runtime. for dynCalls 2019-01-29 12:21:22 +00:00
Alon Zakai 53ead95e1d Emscripten: Avoid SDL2 in JS global scope
After this fix, closure works with the LLVM wasm backend on SDL2.
2019-01-29 12:19:36 +00:00
Charlie Birks 6d89a7bc71 Emscripten: remove GLES_DeleteContext implementation
It was calling glClear without a context. The issue it was trying to
solve was actually that after destroying a window and creating a new one
, the contents of the old window were preserved. This no longer happens
since we resize the window to nothing on destroy.
2019-01-29 12:19:32 +00:00
Charlie Birks 04b1494cf8 Emscripten: resize canvas to 0x0 in DestroyWindow
Closest we can get to actually destroying it
2019-01-29 12:19:23 +00:00
Charlie Birks d60546aaa8 Emscripten: don't zero the display mode before adding it 2019-01-29 12:19:06 +00:00
Charlie Birks 4a2888af10 Emscripten: use UTF8ToString instead of Pointer_stringify 2019-01-29 12:19:03 +00:00
Charlie Birks aacb1091df Emscripten: call emscripten_sample_gamepad_data 2019-01-29 12:19:00 +00:00
Charlie Birks 8dab9c956f Emscripten: Use set_canvas_element_size
This will be needed for supporting multiple canvases and set_canvas_size
is deprecated anyway.
2019-01-29 12:18:56 +00:00
kichikuou ed66a430c9 Emscripten: Do not consume mouseup event outside of the canvas 2019-01-29 12:14:54 +00:00
Sylvain Beucler 2838abb5b2 Emscripten: fix duplicate mousebuttonup/mousebuttondown events when touch events are disabled 2019-01-29 12:14:44 +00:00
Charlie Birks 1767d09187 Emscripten: use a fake size for external sizing check
The check would fail if the canvas happened to be the correct size
already. (#66, mentioned in #58)
2019-01-29 12:14:41 +00:00
Charlie Birks 80d690a2a0 Emscripten: reset fullscreen_window when leaving fullscreen
If the browser left fullscreen mode by the user pressing ESC, the next
call to SDL_SetWindowFullscreen(1) will fail as it thinks the window is
already fullscreen. (#65)
2019-01-29 12:14:33 +00:00
Sylvain Becker 82b2c849f0 Fixed bug 4024 - GameController error "Unexpected controller element"
If mapping string is terminated with a comma, there is no more values to parse.
2019-01-21 23:41:43 +01:00
Sylvain Becker adabfdc0c5 Revert SDL_gamecontrollerdb.h and sort_controllers.py from bug 4024 2019-01-21 20:49:08 +01:00
Sylvain Becker d984f323fc Fixed bug 3827 - issue with MapRGB, palette and colorkey
For palette surface, SDL_MapRGB() returns different values whether colorkey is
set or not.
2019-01-21 19:53:06 +01:00
Sylvain Becker 2bd26b8da8 Fixed bug 3827 - issue with MapRGB, palette and colorkey
For a palettized surface, prevent SDL_MapRGB() value to change whether colorkey is set or not.
2019-01-21 18:45:15 +01:00
Sam Lantinga 7b354dda76 Fixed compiler warning 2019-01-20 13:53:16 -08:00
Sylvain Becker 8ad4000ce2 Android: some typos 2019-01-20 22:17:41 +01:00
Sylvain Becker b9aa3768ac Android: automatically attach to the JVM non-SDL threads
It allows a thread created with pthread_create() to access the JNI Env
2019-01-20 22:11:56 +01:00
Sam Lantinga 61827c6d1a Fixed compiler warning on Android 2019-01-20 12:02:12 -08:00
Sylvain Becker 07548602d6 Fixed bug 3657 - Color-key doesn't work when an alpha channel is present
When surface format is the same as renderer format, it still needs an
intermediate conversion to transform colorkey to alpha.
2019-01-19 16:47:43 +01:00
Sylvain Becker e5f8801f55 Android: prevent concurrency in Android_SetScreenResolution() when exiting
by checking Android_Window validity

- SDLThread: user application is exiting:
    SDL_VideoQuit() and clearing SDL_GetVideoDevice()

- ActivityThread is changing orientation/size
    surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()

- Separate function into Android_SetScreenResolution() and Android_SendResize(),
    formating, and mark Android_DeviceWidth/Heigh as static
2019-01-17 11:05:05 +01:00
Sylvain Becker ede0fc4f4c Fixed bug 4024 - remove trailing comma of Controller mappings
because it reports an error "Unexpected controller element"
2019-01-16 14:03:35 +01:00
Sylvain Becker 8a19ff3e2d Android: add mutex protection to onNativeOrientationChanged
it's possible receive try to send an event between the check first for SDL_GetVideoDevice
and SDL_VideoQuit is called
2019-01-16 10:48:28 +01:00
Sylvain Becker e994be5833 Android: move static variable isPaused/isPausing to SDL_VideoData structure
- remove unneed check to Android_Window->driverdata
- add window check into context_backup/restore
2019-01-16 10:31:51 +01:00
Ryan C. Gordon 861a21f98b evdev: don't debug log on a BTN_TOUCH from a non-touch device. 2019-01-14 19:43:25 -05:00
Ryan C. Gordon 2755a505a3 evdev: Add touchscreen mouse emulation and pressure support (thanks, Zach!).
This also solves reports of this log message:

"INFO: The key you just pressed is not recognized by SDL. To help get this
fixed, please report this to the SDL forums/mailing list
<https://discourse.libsdl.org/> EVDEV KeyCode 330"

(EVDEV KeyCode 330 is BTN_TOUCH.)

Fixes Bugzilla #4147.
2019-01-14 19:36:54 -05:00
Sylvain Becker dc263450ff Android: create Pause/ResumeSem semaphore at higher level than CreateWindow()
- If you call onPause() before CreateWindow(), SDLThread will run in infinite loop in background.

- If you call onPause() between a DestroyWindow() and a new CreateWindow(), semaphores are invalids.

SDLActivity.java: the first resume() starts the SDLThread, don't call
nativeResume() as it would post ResumeSem. And the first pause would
automatically be resumed.
2019-01-14 23:33:48 +01:00
Sylvain Becker 1b24b2eca5 Android/openslES: fix Pause/ResumeDevices when openslES is not used 2019-01-14 22:56:57 +01:00
Sylvain Becker 647b1f6a6d Android/openslES: check for non NULL variable, some intialization.
use the previous naming
2019-01-14 14:36:13 +01:00
Sylvain Becker 7b1cc441dd Android/openslES: start playing, after creating ressources 2019-01-14 14:31:06 +01:00
Sylvain Becker 955d87894b Android/openslES: set audio in paused/resumed state for Android event loop
And also in "stopped" state before closing the device.
2019-01-14 12:33:29 +01:00
Sylvain Becker 59c8c7b684 Android/openslES: move a few static variables to SDL_PrivateAudioData structure 2019-01-14 10:58:57 +01:00
Sylvain Becker 5aeeaaab70 Android/openslES: register and use CloseDevice function. 2019-01-14 10:16:26 +01:00
Sylvain Becker 365fd9c602 Android/openslES: some space and indentation to match SDL conventions 2019-01-14 10:04:54 +01:00
Sam Lantinga 7dc92a7669 Initial Android OpenSL ES implementation, contributed by ANTA 2019-01-12 12:18:44 -08:00
Sam Lantinga fb8cb95fbc Fixed compiler warning 2019-01-12 12:12:43 -08:00
Sylvain Becker be991f3a78 Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black 2019-01-12 13:34:03 +01:00
Sylvain Becker 7b42f03fd9 Android: move and group JNIEnv helper functions 2019-01-11 21:52:43 +01:00
Sylvain Becker 7f3478305f Android: change the way JNIEnv is retrieved
- Currently, it tries to Attach the JVM first and update the thread local storage, which are two operations.
  Now, it simply gives back the JNI Env stored for the thread.

- Android_JNI_SetupThreadi() should only be used for external.
  For internal SDL thread, it's already called in RunThread() (SDL_systhread.c),
  and other thread are Java threads which don't need to be attached. i
  (even if it doesn't hurt to do it, since it's a no-op).

- JNI_OnLoad is filled with pthread_create, GetEnv, AttachCurrentThread...
  It's called for all shared libraries which may don't want this setup,
  and loading libraries can be also modified to be done from a static context,
  or with relinker. So it's not really clear how, who and what it sets up.
  => Reduce this function to the minimal
2019-01-11 21:42:52 +01:00
Sylvain Becker dc10d96cde Android: use the same naming for JNI env local variables 2019-01-11 15:36:16 +01:00
Sylvain Becker 3cfd907df7 Android: Audio thread is already setup for the JVM
In 'src/thread/pthread/SDL_systhread.c' RunThread() calls first 'Android_JNI_SetupThread()'
2019-01-11 15:33:02 +01:00
Sylvain Becker 9d82f4e985 Android: use pthread_once for creating thread key 'mThreadKey' 2019-01-11 15:27:53 +01:00
Sylvain Becker 9a98e5afe1 Android: don't call Android_JNI_ThreadDestroyed() for Java SDLThread
SDLThread is a Java Thread, it's not needed to call 'Detach' from the JVM.
Clear mThreadKey, so that the pthread_create destructor is not called for this
thread.
2019-01-11 14:50:43 +01:00
Sylvain Becker b44a7aea8f Android: fix prototype of Android_JNI_InitTouch 2019-01-10 21:49:00 +01:00
Sylvain Becker 7a1d1baefc Android: add name for Touch devices and simplification, from bug 3958 2019-01-10 21:40:57 +01:00
Sylvain Becker d23c2f07e3 Fixed bug 3930 - Android, set thread priorities and names
SDLActivity thread priority is unchanged, by default -10 (THREAD_PRIORITY_VIDEO).

SDLAudio thread priority was -4 (SDL_SetThreadPriority was ignored) and is now -16 (THREAD_PRIORITY_AUDIO).

SDLThread thread priority was 0 (THREAD_PRIORITY_DEFAULT) and is -4 (THREAD_PRIORITY_DISPLAY).
2019-01-10 18:05:56 +01:00
Sylvain Becker 66fbfe1d00 Android: nativeQuit for SDLActivity thread
- destroy Android_ActivityMutex
- display any SDL error message that may have occured in this thread,
  since SDL_GetError() is thread specific, and user has no access to it.
2019-01-10 15:43:07 +01:00
Sylvain Becker dad8161103 Android: only send Quit event to SDLThread if it's not already terminated
And it avoids reporting errors using Android_Pause/ResumeSem that are NULL.
2019-01-10 15:35:46 +01:00
Sylvain Becker 8dd915507e Android: prevent a dummy error message sending SDL_DISPLAYEVENT_ORIENTATION
In the usual case, first call to onNativeOrientationChanged() is done before
SDL has been initialised and would just set an error message
"Video subsystem has not been initialized" without sending the event.
2019-01-09 23:19:26 +01:00
Sylvain Becker 02f292eb13 Android: add some SetError for Android_SetWindowFullscreen
First error could happen if Android_SetWindowFullscreen somehow gets
called between SurfaceDestroyed() and SurfaceCreated()

Second error should not happen has native_window validity is guaranteed.
(It would happens previously with error -19)
2019-01-09 22:49:49 +01:00
Sylvain Becker 68c0e69f0a Android: native_window validity is guaranteed between surfaceCreated and Destroyed
It's currently still available after surfaceDestroyed().
And available (but invalid) between surfaceCreated() and surfaceChanged().

Which means ANativewindow_getWidth/Height/Format() fail in those cases.

https://developer.android.com/reference/android/view/SurfaceHolder.html#getSurface()
2019-01-09 22:41:52 +01:00
Sylvain Becker 1803944bb2 Android: concurrency issue for Android_SetWindowFullscreen()
It accesses data->native_window, which can be changed by onNativeSurfacedChanged().

Currently, Android_SetWindowFullscreen() may access data->native_window after it
has been released, and before a new reference is acquired.

(can be reproduced by adding some SDL_Delay() in onNativeSurfacedChanged and
Android_SetWindowFullscreen() ).
2019-01-09 15:18:41 +01:00
Sylvain Becker cfe2924d07 Android: some robustness when quitting application from onDestroy()
Make sure there is not pending Pause accumulated, so the the application doesn't
remain paused and stucked in onDestroy().

Can be tested by adding:
 SDLActivity.nativePause();
 SDLActivity.nativePause();
 mSingleton.finish();
2019-01-07 11:35:31 +01:00
Sylvain Becker 462e62e154 Android: better fix for bug 3186. Run those commands from SDL thread. 2019-01-06 20:25:54 +01:00
Sylvain Becker 9f23d1815f Android: allow multiple calls to nativeResume()
Doesn't seem to happen manually, but symetrical to the pause handling.

Can be tested by adding:

mNextNativeState = SDLActivity.NativeState.PAUSED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.RESUMED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.PAUSED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.RESUMED;
handleNativeState();

Before, it ends in 'paused' state.
Now, it ends in 'resumed' state.
2019-01-06 17:35:42 +01:00
Sylvain Becker e4f558a50c Android: un-needed check of "isPausing" and minor typos 2019-01-05 22:46:52 +01:00
Sylvain Becker 35722b6423 Android: fix wrong state after immediate sequence pause() / resume() / pause()
It may happen to have the sequence pause()/resume()/pause(), before polling
any events.

Before, it ends in 'resumed' state because as the check is greedy.
Now, always increase the Pause semaphore, and stop at each pause.
It ends in 'paused' state.

Related to bug 3250: set up a reconfiguration of SurfaceView holder.
Turn the screen off manually before the app starts
(repro rate is not 100%..)
2019-01-05 22:27:25 +01:00
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
Sylvain Becker 2a885eb036 Android: fixed immediate transition to pause and resume.
"Pause" transition will add events:
 SDL_WINDOWEVENT_ENTER
 SDL_WINDOWEVENT_FOCUS_LOST
 SDL_WINDOWEVENT_MINIMIZED
 SDL_APP_WILL ENTER BACKGROUND
 SDL_APP_DID ENTER BACKGROUND

"Resume" transition will add events:
 SDL_APP_WILL ENTER FOREGROUND
 SDL_APP_DID ENTER FOREGROUND
 SDL_WINDOWEVENT_FOCUS_GAINED
 SDL_WINDOWEVENT_RESTORED

If Android application doesn't empty the event loop in between, it enters in
"paused" state when SDL_WINDOWEVENT_RESTORED is fetched.

See bug 3250 for pratical case.
2019-01-04 23:39:27 +01:00
Sylvain Becker cf12234454 Android: make Android_PumpEvents() more readable
No behavior change in this commit.
2019-01-04 23:11:21 +01:00
Sylvain Becker ca184ac386 Android: concurrency issue with egl_surface EGL_BAD_SURFACE - (bug 4142)
Occurs when application goes to background:
- Java activity is destroying SurfaceView holder and "egl_surface" (in onNativeSurfaceDestroyed())
- While native thread is in Android_GLES_SwapWindow(), prepared to call SDL_EGL_SwapBuffers()

The error is "call to eglSwapBuffers failed, reporting an error of EGL_BAD_SURFACE"

It an be reproduced easily by adding a SDL_Delay(100) at the begining of SDL_EGL_SwapBuffers(),
and putting the application into background.
2019-01-03 23:22:50 +01:00
Sylvain Becker 2e19343df6 Android: use Mutex instead of Semphore for bug 4142 2019-01-03 20:18:29 +01:00
Sylvain Becker 23478642bd Android: prevent the error message from SDL_EGL_CreateSurface() to be masked. 2019-01-03 16:22:33 +01:00
Sylvain Becker cc8f1136b6 Fixed bug 4142 - Concurrency issues in Android backend
Use a semaphore to prevent concurrency issues between Java Activity and Native thread code, when using 'Android_Window'.
(Eg. Java sending Touch events, while native code is destroying the main SDL_Window. )
2019-01-03 14:18:06 +01:00
Sylvain Becker d11f7615fa Android: minor preparation for bug 4142 (concurrency issues) 2019-01-03 13:38:33 +01:00
Sylvain Becker 5dc25fef3b Android: preparation bug 4142, reduce usage of global variable Android_Window 2019-01-03 13:14:16 +01:00
Sylvain Becker a95f91bcea Fixed bug 3250 - Wrong backbuffer pixel format on Android, keep getting RGB_565
Use the egl format to reconfigure java SurfaceView holder format.
If there is a change, it triggers a surfaceDestroyed/Created/Change sequence.
2019-01-02 18:06:33 +01:00
Sylvain Becker 03b0e1dee0 Android: on rare occasion, prevent Android_JNI_GetNativeWindow() from crashing
If Java getNativeSurface() returns null, then ANativeWindow_fromSurface() would crash().
2018-12-30 22:44:25 +01:00
Sylvain Becker 1e22fc1513 Android: fixed comments and spaces 2018-12-30 15:41:28 +01:00
Sylvain Becker 2a412eb94c Fixed bug 3186 - Android SW keyboard not restored when app becomes foreground. 2018-12-30 15:39:37 +01:00
Sylvain Becker 9cdd0dd996 PSP renderer: use colors from 'draw' union (very likely, but un-tested) 2018-12-29 17:59:34 +01:00
Sylvain Becker ebd9efb361 opengles 1: same fix as in bug #4433 2018-12-29 16:37:44 +01:00
Sylvain Becker 87b7636918 opengles 1: use color from 'draw' union in SetDrawState() 2018-12-29 16:34:50 +01:00
Alex Szpakowski dc3443602b render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. 2018-12-21 20:53:31 -04:00
Ryan C. Gordon 0a70590118 render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.

Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.

Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
2018-12-19 18:10:02 -05:00
Alex Szpakowski c7db6ade7d metal: Implement SDL_LockTexture for YUV formats. 2018-12-19 18:27:21 -04:00
Alex Szpakowski ce8c716ada metal: Implement SDL_LockTexture for non-YUV textures. 2018-12-18 14:23:05 -04:00
Sylvain Becker c0c8f2d703 Gesture: remove warnings when ENABLE_DOLLAR is undefined. 2018-12-16 11:15:21 +01:00