Commit Graph

2004 Commits

Author SHA1 Message Date
Andreas M?ller 87bc1fb552 GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.

To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.

As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.

Additional background:

* On RaspberryPi it gives a performace win for operations. Tested with
  [1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
  in RaspberryPi/VC4 [3]

[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110

Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
2018-08-28 12:57:51 -07:00
Sam Lantinga a1ca84411e Update the cursor clipping each frame, in case it was stolen by another application. 2018-08-26 20:37:23 -07:00
Sam Lantinga 15b3794f11 Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.

There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.

Also fixed whitespace and SDL coding style
2018-08-26 10:34:23 -07:00
Sam Lantinga 09ab752aa3 Implement SDL_HapticStopEffect on Android (thanks Rachel!) 2018-08-24 10:41:57 -07:00
Jeremy Ong a794126d56 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
2018-08-24 09:49:48 -04:00
Sam Lantinga a003fa0a05 Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!) 2018-08-23 14:05:25 -07:00
Sam Lantinga 50d5002533 Fixed build 2018-08-23 02:21:17 -07:00
Sam Lantinga 088070e5a8 Moved display orientation handling on iOS out to a separate function for Qt apps 2018-08-22 23:47:29 -07:00
Sam Lantinga f225af0c1e Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
2018-08-22 21:48:28 -07:00
Sam Lantinga f1bc1c1274 Fixed crash trying to open HIDAPI controller as a haptics device on Windows 2018-08-22 17:44:28 -07:00
Sam Lantinga 6f758ad25f Moved SDL_IsTablet() to a cross-platform API function 2018-08-21 20:03:54 -07:00
Sam Lantinga e9f6805fc6 Removed dependency on C++ runtime on iOS 2018-08-21 19:42:19 -07:00
Sam Lantinga c6647bf9c9 Added the iOS sensor implementation 2018-08-21 17:24:12 -07:00
Sam Lantinga 3e5dbc694a Added a dummy sensor driver 2018-08-21 13:29:21 -07:00
Sam Lantinga 7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga 109544ca04 Add SDL_IsTablet() to Android and iOS SDL. 2018-08-21 11:23:47 -07:00
Sam Lantinga 0d22559e30 Fixed Android build error 2018-08-21 10:25:30 -07:00
Sam Lantinga 5dfa4043a3 Fixed warnings building on Mac OS X 64-bit 2018-08-20 21:19:17 -07:00
Sam Lantinga 6b3f11e2a3 Fixed code style 2018-08-20 21:18:56 -07:00
Ryan Speets aeea6b9b1f Emscripten: Fixed SDL_SYSTEM_CURSOR_SIZEALL 2018-08-18 12:30:04 +01:00
Ozkan Sezer 90454b1ece SDL_hidapi_ps4.c: define NTDDI_VISTA / _WIN32_WINNT_VISTA if not defined
it still needs a Vista or newer Platform SDK to build, though.
2018-08-16 11:01:02 +03:00
Sam Lantinga 7d3a7ef827 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver. 2018-08-15 23:35:54 -07:00
Sam Lantinga a2add1f683 Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button. 2018-08-15 23:14:45 -07:00
Sam Lantinga 3f5ff751fe Use a unified name list for Xbox 360 and Xbox One controllers for drivers that can handle both 2018-08-15 23:14:43 -07:00
Sam Lantinga aad340eb86 Added Windows Xbox controller state packet handling, for completeness. 2018-08-15 19:53:36 -07:00
Sam Lantinga 63107524f6 Fixed input from the Steam Virtual Gamepad on Mac OS X 2018-08-15 19:53:34 -07:00
Sam Lantinga 0903e83553 Use SDL specific window class to avoid conflicting with Steam 2018-08-15 19:53:31 -07:00
Sam Lantinga c88666580e Catch device removal as well as device arrival on Windows 2018-08-15 19:53:30 -07:00
Sam Lantinga 641c674f2a Turned off debug messages 2018-08-15 19:53:28 -07:00
Sam Lantinga 51902010c6 Remove the HIDAPI device if we get a read error from it
This fixes detecting PS4 controller disconnect on Mac OS X, where there isn't any device removed notification
2018-08-15 19:53:26 -07:00
Sam Lantinga dfbd7f65a9 Fixed Mac OS X build 2018-08-15 19:53:24 -07:00
Sam Lantinga ec74c318b9 Polling hid_enumerate() every 3 seconds causes freezes and stutters on some USB audio devices and mice.
We'll only enumerate devices when we get notification that the system devices have changed
2018-08-15 19:53:22 -07:00
Ryan C. Gordon 2dc04b4c11 libm: one more static analysis fix. 2018-08-10 15:22:02 -04:00
Ryan C. Gordon 67a48ad13a haiku: Patched to compile with new joystick interfaces. 2018-08-10 15:04:08 -04:00
Ryan C. Gordon e1ac643b32 bsd: Patched to compile.
(I think.)
2018-08-10 14:54:26 -04:00
Ryan C. Gordon 67764070f0 bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
2018-08-10 14:42:40 -04:00
Ryan C. Gordon b692c35237 emscripten: Patched to compile with new joystick interfaces. 2018-08-10 14:32:30 -04:00
Ryan C. Gordon 941f8ecffd joystick: define inline to SDL_INLINE 2018-08-10 14:10:47 -04:00
Ryan C. Gordon 0b2863d45e joystick: #if 0'd out some things that aren't currently used.
Fixes some compiler warnings.
2018-08-10 14:09:44 -04:00
Ozkan Sezer a7c3d2af81 SDL_hidapi_ps4.c: lowercase windows header names. 2018-08-10 11:50:55 +03:00
Sam Lantinga 4f41f07d43 Added missing files from previous commits 2018-08-09 16:05:48 -07:00
Sam Lantinga 31b0224397 Added notes that this code was contributed by Valve 2018-08-09 16:04:45 -07:00
Sam Lantinga 99759bac82 There's no controller that's supported by both XInput and HIDAPI 2018-08-09 16:04:34 -07:00
Sam Lantinga ab07ce1166 Don't update the device list for devices we know aren't supported
This should reduce HID enumeration (hitting the USB bus) if for some reason we're getting spammed with false device insert/removal events
2018-08-09 16:04:30 -07:00
Sam Lantinga 28e0c0eef7 Sam Lantinga <slouken@libsdl.org> 2018-08-06 13:00 -0700
Backed out changeset 794a209b2270
http://hg.libsdl.org/SDL/rev/2e2ecdac957c
2018-08-09 16:04:21 -07:00
Sam Lantinga 25a952e76f Sam Lantinga <slouken@libsdl.org> 2018-08-06 11:58 -0700
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
http://hg.libsdl.org/SDL/rev/794a209b2270
2018-08-09 16:04:18 -07:00
Sam Lantinga 888bf1af69 Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
2018-08-09 16:03:50 -07:00
Sam Lantinga f35e97ba8a Fixed Windows build 2018-08-09 16:03:29 -07:00
Sam Lantinga d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Ryan C. Gordon ba90412cda libm: Don't let Visual Studio generate an implicit memset() call. 2018-08-08 15:39:20 -04:00
Ryan C. Gordon 4cb84b8f4b backout INFINITY change...of course Visual Studio doesn't have it. 2018-08-08 12:36:54 -04:00
Ryan C. Gordon 257071fc20 e_exp: One more compiler warning. 2018-08-08 12:19:01 -04:00
Ryan C. Gordon 550437edbe libm: Fixed all static analysis warnings. 2018-08-08 12:13:56 -04:00
Ryan C. Gordon c0aa626ba3 e_exp: Fixed compiler warning on Visual Studio. 2018-08-08 10:26:22 -04:00
Ryan C. Gordon 941c5b4760 haiku: Rename internal functions from BE_* to HAIKU_*
Fixes Bugzilla #2349.
2018-08-07 18:07:11 -04:00
Ryan C. Gordon f59b0056d3 evdev: On sudden termination, make sure keyboard isn't lost (thanks, Tadek!)
"In release 2.0.6, when Linux evdev keyboard support has been moved to a
separate source file, a feature was added to disable normal keyboard event
processing to prevent "spilling" keystrokes to background virtual console.

This feature has one unpleasant side effect: if application fails to call
`SDL_Exit` before termination or crashes with fatal signal, console is left
in unusable state with keyboard not working and no possibility to switch
virtual console. If user has a chance, he can login remotely and restore
keyboard with `kbd_mode`, otherwise the only option is to reboot the machine.

This patch fixes that problem by intercepting fatal signals (with `sigaction`)
and process termination (with `atexit`), to restore keyboard state, if it
wasn't properly restored with `SDL_Exit`.

The function registered with `atexit` also restores original signal handlers,
to prevent leaving invalid handlers after SDL library is unloaded, if it was
loaded dynamically with `dlopen`.

No signal handlers or `atexit` function are installed if SDL boolean hint
`SDL_HINT_NO_SIGNAL_HANDLERS` is `SDL_TRUE`.

Additionally, if environment variable `SDL_INPUT_LINUX_KEEP_KBD` exists,
keyboard initialization function completely skips disabling keyboard. This
can be useful for debugging."

Fixes Bugzilla #4193.
2018-08-07 16:56:46 -04:00
Ryan C. Gordon 623a6defd3 alsa: optionally run entire pipeline non-blocking. 2018-08-07 16:49:18 -04:00
Ryan C. Gordon 56f44cfa0f audio: Deal with device shutdown more carefully.
This would cause problems in various ways, but specifically triggers an
assert when you close a WASAPI capture device in an app running over RDP.

Related to (but not the actual bug) in Bugzilla #3924.
2018-08-07 13:04:15 -04:00
Mai Lavelle e714f6590e haptic: Fix initial detection of haptic devices on Linux system
SDL_UDEV_Scan must be called during SDL_SYS_HapticInit to ensure devices
outside of the 0-31 range are added to the list of haptic devices.

Fixes Bugzilla #3923.
2018-08-07 12:06:31 -04:00
Sam Lantinga a37d3e0b1e Backed out changeset 794a209b2270
It turns out the mapping is correct, just the name was confusing
2018-08-06 13:00:11 -07:00
Sam Lantinga cc682f2013 Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
Different device with same vid/pic that is kind of a Saitek shape:
https://www.trust.com/en/product/17416-gxt-24-runa-compact-gamepad

n64 with same ID
https://bbs.archlinux.org/viewtopic.php?id=163488

PS shaped with numbers for buttons
https://pineight.com/mw/index.php?title=USB_game_controller#DragonRise_Inc._Generic_USB_Joystick

fightstick with same vid/pid
https://retropie.org.uk/forum/topic/7594/bartop-2-player-zero-delay-encoders-not-working
2018-08-06 11:58:08 -07:00
Ozkan Sezer f45f33bdc0 SDL_expf: return SDL_exp() instead of SDL_uclibc_exp() for consistency. 2018-08-05 10:01:01 +03:00
Ethan Lee b4fe7412f9 SDL_exp 2018-08-04 11:52:46 -04:00
Ryan C. Gordon e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

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

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Ryan C. Gordon 8f0cc4a4b7 Backed out changeset 2e42ec46061e.
This change isn't correct. See comments in Bugzilla #4183.
2018-07-22 19:42:08 -04:00
Ryan C. Gordon 1089944bee libm: Fixed signature mismatches for __ieee754_rem_pio2 and __kernel_rem_pio2.
Fixes Bugzilla #4201.
2018-07-22 19:40:42 -04:00
Ryan C. Gordon 862aa4b47d windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
2018-07-22 19:28:27 -04:00
Marc Di Luzio c3178e67ca Ensure we still clear the X locale modifiers even if not compiled with ibus or fcitx support 2018-07-12 16:52:45 +01:00
Ryan C. Gordon b5a420cb11 dbus: Deal with undefined behavior with va_args.
Parse out a copy of the varargs ourselves to get to the reply portion, since
the original passed to D-Bus might modify or not modify the caller's copy,
depending on system ABI.
2018-07-13 17:53:24 -04:00
Sam Lantinga df0d3f1364 More controller drivers support CARTESIAN coordinates.
This fixes rumble on the Saitek Cyborg V.3 Rumble Pad
2018-07-12 13:28:15 -07:00
Sam Lantinga ff8c9538bc Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Wohlstand ff8c62f227 Fixed bug 4210 - SSE2-based converter makes junk result of S32 -> Float
At the HG state abdd17144682, 64-bit assemblies are using SSE2-based resampler, produces junk sound when converting the S32 -> Float32 -> S16 chain. The `NEED_SCALAR_CONVERTER_FALLBACKS` thing works perfectly.

If I will find a reason that caused this mistake, I'll send a patch by myself.
2018-07-02 03:53:57 +03:00
Ozkan Sezer 013b146de9 SDL_windowstaskdialog.h (struct _TASKDIALOGCONFIG): make unions anonymous
otherwise build fails. (at least with my VS2005. and the code accesses the
arms of the unions anonymously anyway.)
2018-06-30 20:55:51 +03:00
Ozkan Sezer 949b8bd8c5 correct the comment correction.. 2018-06-30 20:10:40 +03:00
Ozkan Sezer 67f18a1973 comment correction 2018-06-30 20:04:01 +03:00
Ryan C. Gordon 7c2028f8e9 Attempt to fix "cast from pointer to integer of different size" warnings. 2018-06-29 16:56:11 -04:00
Ryan C. Gordon 52857de251 Corrected a comment. 2018-06-29 16:55:55 -04:00
Ryan C. Gordon 3b173f818d Patched to compile on Visual Studio (typo). 2018-06-25 23:00:38 -04:00
Ryan C. Gordon 58168a8c3c atomic: Fight with all the assemblers that don't like REP NOP. :/ 2018-06-25 16:34:16 -04:00
Ryan C. Gordon 5f123e31a3 atomic: Spin locks now try to use the x86 PAUSE instruction for short waits.
Fixes Bugzilla #4151.
2018-06-25 15:58:35 -04:00
Ryan C. Gordon 5a8ecf4e79 yuv: Patched to make static analysis happy (warned about unused variable). 2018-06-25 13:14:52 -04:00
Ryan C. Gordon 4773690d0f Deal with possible malloc(0) calls, as pointed out by static analysis. 2018-06-25 12:55:23 -04:00
Ryan C. Gordon 915a7e0341 gles2: Whoops, overzealous copy/paste on my part. :) 2018-06-25 01:57:28 -04:00
Ryan C. Gordon c8ac909674 wayland: Implemented xdg-wm-base support.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
2018-06-24 22:42:36 -07:00
Anthony Pesch c591429542 alsa: avoid hardware parameters with an excessive number of periods.
The previous code attempted to use set_buffer_size / set_period_size
discretely, favoring the parameters which generated a buffer size that was
exactly 2x the requested buffer size. This solution ultimately prioritizes
only the buffer size, which comes at a large performance cost on some machines
where this results in an excessive number of periods. In my case, for a 4096
sample buffer, this configured the device to use 37 periods with a period size
of 221 samples and a buffer size of 8192 samples. With 37 periods, the SDL
Audio thread was consuming 25% of the CPU.

This code has been refactored to use set_period_size and set_buffer_size
together. set_period_size is called first to attempt to set the period to
exactly match the requested buffer size, and set_buffer_size is called second
to further refine the parameters to attempt to use only 2 periods. The
fundamental change here is that the period size / count won't go to extreme
values if the buffer size can't be exactly matched, the buffer size should
instead just increase to the next closest multiple of the target period size
that is supported. After changing this, for a 4096 sample buffer, the device
is configured to use 3 periods with a period size of 4096 samples and a buffer
size of 12288 samples. With only 3 periods, the SDL Audio thread doesn't even
show up when profiling.

Fixes Bugzilla #4156.
2018-05-04 21:21:32 -04:00
Ryan C. Gordon 59574fe2f0 x11: Normalize x11xinput2 touch x to be 1.0 at width (thanks, Zach!).
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.

X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."

Fixes Bugzilla #4183.
2018-06-24 13:57:22 -04:00
Tomeu Vizoso fe6828272a egl: Don't change context when deleting current.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.

This brings the EGL backend in line with the GLX one.

Fixes Bugzilla #4199.
2018-06-14 06:12:12 +00:00
Ryan C. Gordon 5308a245a4 Fixed some possible malloc(0) calls reported by static analysis. 2018-06-24 12:16:58 -04:00
Sam Lantinga 88dfa46644 Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX 2018-06-18 13:14:04 -07:00
Sam Lantinga a515853569 Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
2018-06-18 13:14:02 -07:00
Sam Lantinga 74ec7cabdb Fixed race condition where Android touch events could get scaled by a render target's viewport 2018-06-18 13:13:56 -07:00
Sam Lantinga 9924a8e392 Fixed bug 4094 - No SDL_TEXTEDITING after pressing Alt key on Raspberry Pi Linux
This was reproducible by running an SDL app on the console from an ssh login. In this case the terminal wasn't owned by the user running the app, so we were using the default keymap, which didn't have state transitions defined for ctrl and alt, so once we entered that state keypresses would no longer transition out of that state, nor would they generate text.

As a workaround, we'll just reset to the default shift state if that happens, which means we'll get text for keys pressed while ctrl is held down, but I don't think that's a big problem.

Note that in this case we also can't mute the keyboard, so the keypresses go to the console, which probably isn't what you want...
2018-06-14 00:51:45 -07:00
Ozkan Sezer 08de74ec49 use the 'aborts' pragma of Watcom for SDL_NORETURN functions
SDL_ExitProcess(), SDL_AbortAssertion() and SDLTest_BailOut().

(Commit 303c1e0fb0cf for bug #4100 removed SDL_NORETURN from
SDL_ExitProcess() and SDL_AbortAssertion() in order to avoid
warnings from windows builds, but that's temporary I guess..)
2018-06-13 14:45:02 +03:00
Sam Lantinga 4a4bac95eb Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!) 2018-06-12 13:22:58 -07:00
Sam Lantinga 864b8f89fa Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 2018-06-12 01:04:26 -07:00
Sam Lantinga 1205978244 Added common controllers used with Steam Big Picture
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
2018-06-12 00:18:10 -07:00
Sam Lantinga fe196db774 Track android device panel width & height as well as window surface & height.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.

Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
2018-06-07 17:07:03 -07:00
Sam Lantinga db86e7a633 Added support for the PS3 controller driver in PlayStation Now 2018-06-07 10:54:54 -07:00
Sam Lantinga 113801b790 Added SDL_IsChromebook() to determine if we're running on a Chromebook. 2018-06-05 12:46:13 -07:00
Sam Lantinga 2dedbc7262 Add Android support for relative mouse mode to SDL. 2018-06-05 12:46:11 -07:00
Sam Lantinga 9d6ac3deff Fix creating a minimized window in SDL to not cause focus to be stolen (because ShowWindow( hwnd, SW_MINIMIZE ) would be called after creation, thus changing focus to the prior window based on some per-app list in windows, rather than the window being created with WS_MINIMIZED to start with).
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.

CR: Phil
2018-06-05 12:46:09 -07:00
Sam Lantinga 1d25135b71 Fixed bug 4184 - jack audio driver fails in presence of midi ports
Martin ?irokov

Launching an SDL application with SDL_AUDIODRIVER=jack, and then calling SDL_OpenAudioDevice() with whatever parameters fails with an error like this one:

SDL_OpenAudioDevice: Couldn't connect JACK ports: SDL:sdl_jack_output_0 => system:midi_playback_1

This happens because JACK_OpenDevice in src/audio/jack/SDL_jackaudio.c blindly tries to connect to all input ports without checking whether they are for audio or midi.

The fix is to check port types and ignore all non audio ports. Also I removed devports field from struct SDL_PrivateAudioData, because it's never really used and removing unused ports from it would be PITA.
2018-06-01 19:43:53 -07:00
Sam Lantinga ff6aebc4a1 Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!) 2018-05-29 08:03:44 -07:00
Ryan C. Gordon 3d3870982c metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
2018-05-27 20:30:03 -04:00
Sam Lantinga 8325df25aa Fixed bug 4169 - Crash due to audio session observer race condition
Jona

The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.

The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
2018-05-24 07:30:24 -07:00
Sam Lantinga b3173d9d3b Added support for the NVIDIA SHIELD handheld gaming device 2018-05-23 17:15:37 -07:00
Sam Lantinga 361043a5f6 Actually left trigger is motion axis 17 and right trigger is motion axis 18, which will map in that order to SDL axes. 2018-05-23 17:15:33 -07:00
Sam Lantinga 4d9a346927 Added additional supported Android controllers 2018-05-23 16:00:21 -07:00
Sam Lantinga c07656dbcb Fixed default mapping for Android controller triggers (they were reversed) 2018-05-23 16:00:19 -07:00
Ryan C. Gordon 101544d6f0 audio: Needed to fix two more instances for Visual Studio. 2018-05-21 12:05:17 -04:00
Ryan C. Gordon 0ad4b0b697 thread: fixed compiler warnings on non-Linux systems that use pthread.
(static function rtkit_setpriority was unused, moved it in with rest of
__LINUX__ section.)
2018-05-21 12:00:21 -04:00
Ryan C. Gordon 49881861b1 audio: Patched to compile on Visual Studio.
(It gets upset at the -2147483648, thinking this should be an unsigned value
because 2147483648 is too large for an int32, so the negative sign upsets the
compiler.)
2018-05-21 11:54:09 -04:00
Ryan C. Gordon b7e88aaae0 audio: Added ARM NEON versions of audio converters.
These are _much_ faster than the scalar equivalents on the Raspberry Pi that
I tested on. Often 3x to 4x as fast!
2018-05-16 02:03:06 -04:00
Ryan C. Gordon cb0e614fb1 audio: SSE2 float-to-int converters should clamp input.
The scalar versions already do this.
2018-05-15 02:29:35 -04:00
Ryan C. Gordon a07e5815a5 audio: Fix range on float-to-int data clamping.
I can't tell if there was a good reason for this or it was just me getting
numbers wrong due to exhaustion.
2018-05-15 01:40:05 -04:00
Ryan C. Gordon 7832cb652e audio: float to int converters should clamp inclusively.
If we have to test if a sample is > 1.0f anyhow, we might as well use this
to avoid the unnecessary multiplication when it's == 1.0f, too. (etc).
2018-05-15 01:35:53 -04:00
Ryan C. Gordon e2ec1eb12e audio: converting int32 to/from float shouldn't use doubles.
The concern is that a massive int sample, like 0x7FFFFFFF, won't fit in a
float32, which doesn't have enough bits to hold a whole number this large,
just to divide it to get a value between 0 and 1.
Previously we would convert to double, to get more bits, do the division, and
cast back to a float, but this is expensive.

Casting to double is more accurate, but it's 2x to 3x slower. Shifting out
the least significant byte of an int32, so it'll definitely fit in a float,
and dividing by 0x7FFFFF is still accurate to about 5 decimal places, and the
difference doesn't appear to be perceptable.
2018-05-15 01:04:11 -04:00
Ryan C. Gordon 4df859c586 cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Ryan C. Gordon 4718791f11 cpuinfo: Make CPU flags easier to read and add to. 2018-05-14 00:03:39 -04:00
Ryan C. Gordon 8543ad7df1 cpuinfo: Added some internal SIMD-aligned allocation functions.
Fixes Bugzilla #4150 (sort of).
2018-05-21 11:34:57 -04:00
Sam Lantinga 999af8099b Merged latest changes from Steam Link app 2018-05-18 13:09:30 -07:00
Ryan C. Gordon e2619f1dcf dynapi: don't let system loader resolve the initializer to the wrong version.
Fixes problems launching Firewatch on Linux (which statically links SDL but
also dynamically loads a system-wide copy from a plugin shared library) with
a newer SDL build.
2018-05-17 12:50:46 -04:00
Ozkan Sezer 652d59fb3b make sure SDL_vsnprintf() nul terminates if it is using _vsnprintf
The change makes sure that SDL_vsnprintf() nul terminates if it is
using _vsnprintf() for the job.

I made this patch for Watcom, whose _vsnprintf() doesn't guarantee
nul termination.  The preprocessor check can be extended to windows
in general too, if required.

Closes bug #3769.
2018-05-10 09:02:39 +03:00
Ozkan Sezer fe032ff4c9 do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1 2018-05-10 08:25:23 +03:00
Sam Lantinga a4d0571e4a Reverted change for bug 4152 - restrict the win10 mouse bug workaround to win10 v1709 only
Daniel Gibson

Sorry, but it seems like Microsoft didn't fix the issue properly.

I just updated my Win10 machine, it now is Version 1803, Build 17134.1

I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.

I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
2018-05-07 20:10:12 -07:00
Sam Lantinga eb14b635cd Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus

If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
2018-05-07 19:52:25 -07:00
Sam Lantinga 606c5a585c Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.) 2018-05-05 10:27:53 -07:00
Sam Lantinga 386790efbf Improved error messages when Vulkan isn't configured (thanks Daniel Gibson!) 2018-04-23 22:29:14 -07:00
Sam Lantinga 8f780e76e1 Fixed build 2018-04-23 22:17:56 -07:00
Sam Lantinga f521b22eb5 Added SDL_THREAD_PRIORITY_TIME_CRITICAL 2018-04-23 22:07:56 -07:00
Sam Lantinga a1b8fa6071 TryLockMutex: Fix error handling for TryLockMutex
Christian Herzig

pthread_mutex_trylock() and by the way, pthread_mutex_lock() do not set errno.
Pthread-methods directly return error code as int. See related man-pages for
details.
2018-04-23 21:50:03 -07:00
Sam Lantinga a9ae1b508d Handle NULL return from SDL_DBus_GetContext() 2018-04-23 20:24:12 -07:00
Sam Lantinga b5d231eede Handle NULL return from SDL_DBus_GetContext() 2018-04-23 19:20:12 -07:00
Sam Lantinga 432312561f Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
2018-04-23 19:18:52 -07:00
Sam Lantinga 816a6e68e5 Added support for adjusting thread priorities using Linux RealtimeKit
Michael Sartain

This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.

It allows me to bump the thread priority to high without root privileges or setting any caps, etc.

rtkit readme here:
    http://git.0pointer.net/rtkit.git/tree/README
2018-04-23 17:10:36 -07:00
Ryan C. Gordon dc8b55e50b coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is
disconnected, etc.
2018-04-16 02:11:09 -04:00
Ryan C. Gordon 2df59062dc wayland: zxdg_shell_v6 needs a configure event before using a surface at all.
Fixes Bugzilla #4109.
Fixes Bugzilla #4119.
2018-04-15 17:42:09 -04:00
Sam Lantinga b7228bc51f Added support for the GameSir G3w 2018-04-11 18:28:03 -07:00
Sam Lantinga 6a0ef0cdbc SDL:
On Windows, have SDL_ShowWindow() not activate the window if the window has the WS_EX_NOACTIVATE window flag.
2018-04-09 10:37:31 -07:00
Sam Lantinga 4d78a99544 Fixed bug where an SDL window that was activated while hidden could never be shown.
Test code:
{
	SDL_Window *win = SDL_CreateWindow( "Dummy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 128, 128, SDL_WINDOW_HIDDEN );
	SDL_SysWMinfo info;
	SDL_VERSION( &info.version );
	SDL_GetWindowWMInfo( win, &info );
	SetActiveWindow( info.info.win.window );
	{
		DWORD then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
		SDL_ShowWindow( win );

		then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
	}
	SDL_DestroyWindow( win );
}
2018-03-26 12:38:29 -07:00
Sam Lantinga e14278ef6f Fixed bug 3804 - Message box on Windows truncates button ID
Simon Hug

I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues.

Attached patch fixes these issues:

- Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off.

- The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event.

- Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results.

- When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly.

- On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly.

Attached patch also adds:

- Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION.

- A button limit of 2^16 - 101.

- Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.
2018-03-24 10:26:40 -07:00
Sam Lantinga b41b9d34c7 Fixed return value 2018-03-19 14:52:53 -07:00
Sam Lantinga 8e062f6925 Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
2018-03-19 14:42:51 -07:00
Sam Lantinga d529b001bc Added mapping for the ASUS Gamepad removing the guide button, which doesn't generate events even though it's reported in the Android APIs. 2018-03-19 13:16:11 -07:00
Sam Lantinga f536fbea71 Reimplemented Android cursor API support using reflection so it builds with older SDKs 2018-03-16 11:08:53 -07:00
Sam Lantinga e20d4173bf Added Android custom cursor implementation
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
2018-03-15 18:22:48 -07:00
Sam Lantinga d401a77eff Fixed bug 4102 - define _WIN32_WINNT_WIN7 if not already defined
Ozkan Sezer

The following patch defines _WIN32_WINNT_WIN7 if it is not already
defined in core/windows/SDL_windows.c,  similar to what is already
there for _WIN32_WINNT_VISTA.
2018-03-10 21:22:42 -08:00
Sam Lantinga cc7b2fc512 Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen

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

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

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

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

Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
2018-03-10 21:13:50 -08:00
Sam Lantinga 129431b4f4 Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press 2018-03-08 16:32:22 -08:00
Sam Lantinga 92847022f5 Added a mapping for the latest firmware for the Xbox One S controller on Android 2018-03-07 18:10:01 -08:00