Commit Graph

6223 Commits

Author SHA1 Message Date
Charlie Birks 33bddcfda2 Emscripten: refactor cursor handling 2017-02-17 10:13:12 +00:00
Charlie Birks 613955b4f2 Emscripten: only update pixel ratio if HiDPI is enabled 2017-02-17 10:13:07 +00:00
Ryan C. Gordon e8677a1bd2 audio: Added basic WAVE_FORMAT_EXTENSIBLE support to .wav loader.
This is just enough to get you through a file that just used the extended
header for float or int data. It doesn't handle all the other things that
you expect from this header, like 24-bit samples inside a 32-bit container
or speaker masks.
2017-02-17 02:25:37 -05:00
Ryan C. Gordon 1ed41d6d0d Patched to compile on Windows. 2017-02-14 03:12:09 -05:00
Ryan C. Gordon 6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00
Ryan C. Gordon c93bca489d stdlib: Fixed crash on SDL_snprintf("%s", NULL).
Like other C runtimes, it should probably produce the string "(null)".

This bug probably only affected Windows, as most platforms use their standard
C runtime's snprintf().
2017-02-14 02:49:08 -05:00
Ryan C. Gordon d1eb2d190d thread: Don't use SetThreadDescription on WinRT right now.
Can't LoadLibrary for it, but not sure if it's actually available there yet.
2017-02-13 17:05:14 -05:00
Ryan C. Gordon 70c0400b12 windows: Try to unify all the GUID comparison code into a core helper function.
There are likely several more I missed.
2017-02-13 17:00:46 -05:00
Ryan C. Gordon e5fc93baca audio: Don't wrap bootstrap declarations in preprocessor macros.
They are harmless and ignored if we don't actually link against them. The
preprocessor checks elsewhere if they're actually used.
2017-02-13 16:59:02 -05:00
Ryan C. Gordon ad9c702f6a audio: SDL_AudioStream's *_sample_frame_size should be in bytes, not bits.
Fixes failures where SDL_AudioStreamGet() incorrectly thinks it got a partial
sample frame request.
2017-02-13 16:56:41 -05:00
Ryan C. Gordon 175f1e8f4a audio: Added a ThreadDeinit() method to match ThreadInit.
Not used by any targets at the moment, but will be shortly!
2017-02-13 16:55:00 -05:00
Sam Lantinga 886736a2c8 Fixed bug 3584 - Small stack size for audio callback thread
Walter van Niftrik

We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.

We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
2017-02-11 16:38:16 -08:00
Sam Lantinga cf31ea1478 Fixed bug 3583 - X11 touch device can be permanently lost
Volumetric

In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
2017-02-11 11:14:48 -08:00
Sam Lantinga 06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga 9171f71dbe Fixed warning in Android build 2017-02-10 09:41:16 -08:00
Sam Lantinga 107c19daad Log the error returned by XAudio2Create() 2017-02-09 06:01:14 -08:00
Philipp Wiesemann 8eee82cd84 Windows: Fixed warning about unused variable.
Found by buildbot.
2017-02-03 23:30:43 +01:00
Philipp Wiesemann 33ff5bd148 Fixed typo in log message. 2017-02-03 23:30:29 +01:00
Sam Lantinga 8f78f5bb94 Fixed build on Apple TV 2017-02-02 16:56:02 -08:00
Sam Lantinga 710ae62a79 Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid.
This isn't perfect, but at least we won't report the same device twice.
2017-02-02 17:33:40 -08:00
Sam Lantinga da30992d47 Fixed bug 3577 - Can't set minimal size (message box appears instead) if maximal size wasn't declared (i.e. unlimited) 2017-02-02 00:41:58 -08:00
Sam Lantinga be28d7c88c Added support for the Saitek Pro Flight X-56 Rhino 2017-01-31 12:30:55 -08:00
Sam Lantinga 6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Sam Lantinga a156b0d994 Added the HOTAS Warthog as a flight stick 2017-01-31 10:20:09 -08:00
Sam Lantinga 800a72eb17 Switch stderr output to SDL_Log() so it shows up on Windows and mobile devices 2017-01-31 10:19:56 -08:00
Sam Lantinga 52e9c42df9 Fixed Windows build 2017-01-28 14:35:35 -08:00
Sam Lantinga 869b7fe314 Fixed bug 3550 - No mouse move messages send while over the titlebar and windows edges
Matthew

Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
2017-01-28 11:17:10 -08:00
R?mi Verschelde c3eea703ee Use a stronger X font definition for X11_MessageBox on UTF-8
X11 seemed to be confused by the broad definition, so WEIGHT_NAME,
SLANT and SETWIDTH_NAME were defined, thus fixing the font lookup
on some systems (tested on Mageia 6 with X11 1.19.1).

Fixes bug 3571.
2017-01-28 10:54:12 +01:00
Sam Lantinga 13433c4a61 Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected
Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
2017-01-27 21:23:27 -08:00
Sam Lantinga 0090a33805 Return an error if trying to set a window minimum size larger than the maximum size, or vice versa 2017-01-27 21:16:38 -08:00
Sam Lantinga d02473682e Sorted controller entries 2017-01-27 18:06:50 -08:00
Jessica Stokes aa90b730b8 Add a mapping for Xbox Wireless Controllers running old firmware
Also updates the naming of these Xbox Wireless Controllers connected via USB (and thus the third-party Xbox Controller Driver) to match.

The Xbox Wireless Controller entries are now listed, in order, via USB, bia Bluetooh (with older firmware) and via Bluetooth (with firmware 3.1.1221.0).
2017-01-26 21:25:05 -08:00
Ryan C. Gordon 8fa9b57f75 windows: first shot at naming threads with SetThreadDescription().
This is a bleeding edge API, added to Windows 10 Anniversary Edition (build
1607, specifically).

https://msdn.microsoft.com/en-us/library/windows/desktop/mt774976(v=vs.85).aspx

Nothing supports this yet, including WinDbg, Visual Studio, minidumps, etc,
so we still need to also use the RaiseException hack. But presumably tools
will use this API as a more robust and universal way to get thread names
sooner or later, so we'll start broadcasting to it now.
2017-01-27 20:50:30 -05:00
Sam Lantinga 95ab9dc73c Added Thrustmaster Wheel FFB entry to the list of wheels 2017-01-27 06:05:50 -08:00
Sam Lantinga 3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Misty De Meo ae5e9a319b Add gamecontrollerdb mapping for Xbox One S on Mac
This is valid for firmware version 3.1.1221.0; earlier versions of the
firmware need a different mapping (and have different GUIDs).
2017-01-25 22:24:54 -08:00
Misty De Meo ca89d9b593 Darwin: fix detection of Xbox One S controller
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.

The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
2017-01-25 22:22:05 -08:00
Sam Lantinga ede5c73484 Generalized the audio resampling hint for other resampling methods in the future 2017-01-24 19:38:01 -08:00
Ryan C. Gordon 47e2f4e950 audio: libsamplerate can't resample in-place; make space for a copy if needed. 2017-01-24 20:30:48 -05:00
Ryan C. Gordon c7f9dcb6fc audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
2017-01-24 15:52:22 -05:00
Ryan C. Gordon 1da3a33773 audio: Fix static analysis concerns about a dead assignment. 2017-01-24 10:09:29 -05:00
Ryan C. Gordon 8f627c1cd8 audio: Make sure SDL_AudioStream's work buffer is 16-byte aligned, for SIMD.
Note the giantic FIXME, though!
2017-01-24 00:51:33 -05:00
Ryan C. Gordon 17dcee20c1 audio: Streams now resample in-place. Removed second allocated buffer. 2017-01-24 00:17:40 -05:00
Ryan C. Gordon b5eeab779f audio: allow stereo Sint16 resampling fast path in SDL_AudioStream.
This currently favors libsamplerate over the fast path (quality over speed),
but I'm not sure that's the correct approach, as there may be surprising
changes in performance metrics depending on what packages are available on
a user's system. That being said, currently, the only thing with access to
SDL_AudioStream is an SDL audio device's thread, and it might be mostly idle
otherwise, so maybe this is generally good.
2017-01-24 00:08:24 -05:00
Ryan C. Gordon a80cb672e3 audio: Fixed off-by-one error in upsampling. 2017-01-24 00:03:36 -05:00
Ryan C. Gordon dad07f960b audio: Resampler now special-cases stereo and mono processing.
Turns out that iterating from 0 to channels-1 was a serious performance hit!

These cases now tend to match or beat the original audio resampler's speed!
2017-01-23 16:45:50 -05:00
Ryan C. Gordon 8ce6ddf125 audio: Fixed incorrect pointer in SDL_ResampleCVT_si16_c2().
Forgot to update this when we changed this to process in-place. Whoops!
2017-01-23 16:42:47 -05:00
Ryan C. Gordon ecdc6c1207 audio: Fixed copy/paste bug in float32->sint16/SSE2 scalar leftover code. 2017-01-23 12:14:28 -05:00
Ryan C. Gordon 4b8f354668 audio: Fix same bug as last commit, but for _mm_bslli_si128 vs _mm_slli_si128. 2017-01-23 12:06:10 -05:00
Ryan C. Gordon fab4501811 audio: use _mm_srli_si128 instead of _mm_bsrli_si128.
They're the same thing (one is generally a #define of the other), but some
toolchains don't offer the 'b' version.
2017-01-23 12:02:02 -05:00
Ryan C. Gordon 3594bf8eeb audio: Wired up new SSE code to build system. 2017-01-23 01:05:44 -05:00
Ryan C. Gordon 202ab30c16 audio: Special case for resampling stereo AUDIO_S16SYS audio data.
This is a fairly common case, so we avoid the conversion to/from float here.
2017-01-22 20:27:48 -05:00
Ryan C. Gordon 8855daac66 audio: Make the simple resampler operate in-place.
This allows us to avoid an extra copy, allocate less memory and reduce cache
pressure. On the downside: we have to do a lot of tapdancing to resample the
buffer in reverse when the output is growing.
2017-01-22 23:48:15 -05:00
Ryan C. Gordon 64056e81cd audio: Added SSE3 implementation of SDL_ConvertStereoToMono(). 2017-01-23 00:57:19 -05:00
Ryan C. Gordon a7f86f2fd2 audio: don't cast to double in SDL_ConvertStereoToMono().
It's expensive and (hopefully) unnecessary. If this becomes an overflow
problem, we could multiply both values by 0.5f before adding them, but let's
see if we can get by without the extra multiplication first.
2017-01-22 20:18:59 -05:00
Ryan C. Gordon 83454c821f audio: removed conditional from simple resampler's inner loop.
We never seem to overflow the source buffer now; this might have been a
leftover from a bug that was covered by Vitaly's fixes?

Removing this conditional makes the resampler 10-20% faster. Left an
assert in there for debug builds, in case this still happens.
2017-01-20 16:26:24 -05:00
Philipp Wiesemann 4f981df37f Haiku: Fixed memory leak if creating framebuffer failed. 2017-01-22 22:15:36 +01:00
Philipp Wiesemann 63e83a3127 Haiku: Removed unused variable.
Found by Cppcheck.
2017-01-21 22:01:17 +01:00
Philipp Wiesemann 800a9e84f4 Fixed compiler warning about returning a value in a void function. 2017-01-21 22:00:56 +01:00
Sam Lantinga 8fa0b0889d Added support for the 8Bitdo Zero GamePad 2017-01-20 08:13:23 -08:00
Sam Lantinga 9b99265a5e Fixed mingw64 32-bit build, which does have the correct structure definitions 2017-01-19 20:19:37 -08:00
Sam Lantinga f354024266 Removed unused variable 2017-01-18 12:19:57 -08:00
Sam Lantinga b0c5ceef7d Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration
white.magic

The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.

This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.

Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728

Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.

Sam Lantinga

I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
2017-01-18 12:18:50 -08:00
Sam Lantinga dd007e3fe7 Fixed bug 3561 - Re-acquire device before playing effects if needed.
Mathieu Laurendeau

Check the result of IDirectInputEffect_SetParameters and re-acquire the device to solve concurrency issues.
2017-01-18 11:58:16 -08:00
Sam Lantinga 5cb1ca551f Fixed building with mingw32 2017-01-18 11:57:27 -08:00
Ryan C. Gordon 3e1679c885 audio: Several fixes to "simple" resampler (thanks, Vitaly!).
Fixes Bugzilla #3551.
2017-01-18 02:11:56 -05:00
Sam Lantinga 95defd6620 Use icon width * sizeof(Uint32) instead of icon pitch when copying to icon resource data 2017-01-17 21:18:31 -08:00
Ryan C. Gordon 5718293092 audio: Implemented SIMD support for audio data type converters.
This currently adds an SSE2 implementation (but it's #ifdef'd out for now,
until it's hooked up to the configure script and such).
2017-01-16 00:58:28 -05:00
Ryan C. Gordon 1e66d457d7 audio: Some fixes to the audio data type converter code.
Removed some needless things ("len / sizeof (Uint8)"), and made sure the
int32 -> float code uses doubles to avoid working with large integer values
in a 32-bit float.
2017-01-15 05:01:59 -05:00
Philipp Wiesemann 1e4820951f Fixed comments. 2017-01-14 21:36:06 +01:00
Sam Lantinga 341d1ff920 Fixed comment 2017-01-13 11:37:12 -08:00
Sam Lantinga a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

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

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

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga bf11cd5084 Fixed bug 3552 - Building SDL in release mode fails under VS 2017 RC
Lukasz Biel

Tried to compile SDL2 using newest version of VS.

Got:
SDL_audiocvt.obj : error LNK2019: unresolved external symbol memcpy referenced in function SDL_ResampleCVT
1>E:\Users\dotPo\Lib\SDL\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals

whole compilation process: http://pastebin.com/eWDAvBce

Steps to reproduce:
clone http://hg.libsdl.org/SDL using tortoise hg,
open SDL\VisualC\SDL.sln,
when promted if should retarget solution click ok,
select release x64 build type,
Build/Build Solution

attempt 2, using Visual Studio cmake support:
open folder SDL\
select release x64 build type,
run CMake\Build CMakeLists.txt
build fails

When switched to debug build type, buils succeeds in both cases.
VS 2017 is still beta.
2017-01-09 20:37:52 -08:00
Ryan C. Gordon 23020f92fa audio: Don't ever use libsamplerate in the SDL_AudioCVT codepath.
It causes audio pops if you're converting in chunks (and needs to
allocate/initialize/free on each convert). We'll either adjust this interface
when we break ABI for 2.1 to make this usable, or publish the SDL_AudioStream
API for those that want a streaming solution.

In the meantime, the "simple" resampler produces "good enough" audio without
pops and doesn't have to be initialized, so that'll do for now on the
SDL_AudioCVT interface.
2017-01-09 16:31:57 -05:00
Sam Lantinga ad7c26ff02 We only need the first few keymaps corresponding to the following constants:
K_NORMTAB, K_SHIFTTAB, K_ALTTAB, K_ALTSHIFTTAB

In the normal case we'll load all the keymaps from the kernel, but this reduces the size of the SDL library for the fallback case when we can't get to the tty.
2017-01-09 11:58:01 -08:00
Sam Lantinga 6d6edcb8b9 Fixed spacing 2017-01-09 11:30:29 -08:00
Sam Lantinga 4e9c9fce13 Fixed bug 3100 - SetSwapInterval should now be enabled for ANGLE/EGL
Mark Logan 2015-08-24 15:57:50 UTC
In SDL_windowsopengles.c, WIN_GLES_SetSwapInterval is as follows:

WIN_GLES_SetSwapInterval(_THIS, int interval)
{
    /* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
     * from working if we do (the window contents freeze and don't swap properly). So, we ignore
     * the request for now.
     */
    SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
    return 0;
}

With a recent version of ANGLE (early July) calling SDL_EGL_SetSwapInterval with a D3D11 backend appears to work just fine. I am working on testing this with D3D9.

--

Alex Szpakowski

I found the bug, it was fixed in 2013. https://bugs.chromium.org/p/angleproject/issues/detail?id=481

In my opinion it should be safe to unconditionally use SetSwapInterval now. Anyone who encounters the bug should update their ANGLE to a version less than 3 years old, especially since they'd be using a SDL version that's 3+ years newer than their ANGLE version.
2017-01-09 10:10:33 -08:00
Ryan C. Gordon 063c9d40d7 audio: Replaced older resamplers in SDL_AudioCVT with the new ones. 2017-01-09 06:00:58 -05:00
Ryan C. Gordon a41103b170 audio: Patched to compile if linking directly to libsamplerate. 2017-01-09 05:59:30 -05:00
Sam Lantinga e0a40fb6a9 Implemented full evdev keyboard text support
This is based on the Linux kernel driver, and has fallback mapping tables in case we aren't connected to a virtual terminal.
2017-01-09 02:54:42 -08:00
Sam Lantinga 49292705a9 Fixed bug 3545 - SDL_EVDEV_do_text_input() may be too eager to find error cases
Rob

I've ran into an issue where I successfully receive SDL_KEY[UP,DOWN] events but not SDL_TEXTINPUT or SDL_TEXTEDITING.  In my case the code in SDL_EVDEV_do_text_input() is returning early (on error) prior to calling SDL_SendKeyboardText().  I'm running on the RaspberryPi 3, without X11.

In SDL_EVDEV_do_text_input() there is a condition to check keysyms with a type value below 0xf0, then subtract 0xf0 from type.  Without understanding the purpose of this code, I disabled it, recompiled, and I'm getting correct SDL_TEXTINPUT events.  I'm going to guess that my hack/fix is going to be problematic in some other environment, but after some initial testing it looks like everything is running fine in my setup.
2017-01-08 20:03:18 -08:00
Sam Lantinga 7b66295e05 Removed console check, let the kernel decide whether muting is appropriate on this terminal.
We don't fail the init if we can't mute the terminal (we might be running from ssh, or on a system without virtual terminals, etc.)
2017-01-08 19:04:38 -08:00
Sam Lantinga c16dd74f3b Check the return value of SDL_EVDEV_Init() 2017-01-08 18:32:20 -08:00
Ryan C. Gordon 38854e0333 audio: Improvements in channel conversion code. 2017-01-08 16:18:49 -05:00
Ryan C. Gordon 35166609d5 audio: Patched to compile with libsamplerate support (again). 2017-01-08 14:28:44 -05:00
Ryan C. Gordon d005dc21d3 audio: Patched to compile with libsamplerate support. 2017-01-08 14:23:15 -05:00
Ryan C. Gordon 19e937fc2e audio: libsamplerate loading now happens once at init time. 2017-01-08 14:18:03 -05:00
Ryan C. Gordon 98cc9d10d3 Fixed coding style on a function signature. 2017-01-08 14:17:09 -05:00
Sam Lantinga 9d9e92cf46 Fixed bug 3304 - Android black screen on resume
Richard Russell

Resuming from a suspended state results in a black screen.  This only happens when using GLES 1.1 (GLES 2 resumes correctly) and when the render target has been changed using SDL_SetRenderTarget.  This problem is new in 2.0.4.

The attached test case demonstrates the issue.

Sylvain Becker has apparently found a fix as follows:

"In the opengles leaf function (in 'src/render/opengles/SDL_render_gles.c'), it appears there is a call to 'GLES_ActivateRenderer' in 'GLES_SetRenderTarget', which is not present in opengles2. When commenting out this 'GLES_ActivateRenderer', it seems to resume fine".

This appears to fix the testcase perfectly, but I don't know whether it could have any undesirable side-effects.
2017-01-08 10:41:22 -08:00
Sam Lantinga b8ab4eb9a8 SDL_evdev.c: fix building against old kernel headers (K_OFF may not be defined.) 2017-01-08 10:15:22 -08:00
Sam Lantinga 7e505b0dd3 Don't fail if we can't open the tty, this can be a legitimate use case. 2017-01-07 16:49:23 -08:00
Sam Lantinga 267c950918 Added mappings for the 8Bitdo NES30 Pro and iBuffalo SNES Controller
Also swapped the Wii U Pro controller button mappings to position instead of label, as emulators expect from XBox controllers.
2017-01-07 13:47:34 -08:00
Ryan C. Gordon 13f2e54295 x11: make the X11 target work on macOS with Xquartz. 2017-01-07 19:55:29 -05:00
Ryan C. Gordon 61a3ba303c Replaced a few single-line "//" comments. 2017-01-07 17:09:14 -05:00
Sam Lantinga e25f4e507d Really fixed blit issue for capehill 2017-01-07 16:51:48 -08:00
Sam Lantinga e9c2dcdae8 Fixed bug 3469 - Keypresses leak to the console with 2.0.5
tvc

I believe this patch should fix it, instead of looping through all the tty's and seemingly selecting the wrong one and corrupting the console I've just made SDL open /dev/tty which is the console attached to the current process anyway.
2017-01-07 10:13:04 -08:00
Sam Lantinga df25258a1e Added configure and cmake support for libsamplerate 2017-01-06 20:43:53 -08:00
Ryan C. Gordon c5825b698d audio: Don't call a NULL function pointer when clearing audio streams.
(Partially?) fixes Bugzilla #3547.
2017-01-06 21:23:51 -05:00
Ryan C. Gordon c1ac4c6835 Better fix for static analysis issue in SDL_DestroyRenderer().
Follow up fix for Bugzilla #3544.
2017-01-06 21:17:33 -05:00
Sam Lantinga cbe44f7ff1 Added support for using libsamplerate to do audio resampling 2017-01-06 02:16:26 -08:00
Sam Lantinga 37f404fb87 Fixed confusion between Ryan's new audio stream and the audio buffer we were calling stream in the callback 2017-01-06 00:47:42 -08:00
Sam Lantinga 3df77ced1e Just roll back the entire portion of the commit from a8253d439914 which caused bug 3544 until we figure out what the right static analysis fix is. 2017-01-06 00:40:22 -08:00
Ryan C. Gordon 748f46054f audio: Add an assert to make sure non-streaming audio uses good buffer sizes. 2017-01-06 03:38:14 -05:00
Sam Lantinga 356c2eadf4 Fixed bug 3544 - Memory freeing bug in SDL_DestroyRenderer/SDL_DestroyTexture
felix

Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:

    SDL_Texture *texture = NULL;
    SDL_Texture *nexttexture = NULL;
    /* ... */
    for (texture = renderer->textures; texture; texture = nexttexture) {
        nexttexture = texture->next;
        SDL_DestroyTexture(texture);
    }

SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:

    if (texture->native) {
        SDL_DestroyTexture(texture->native);
    }

If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.

Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
2017-01-06 00:32:06 -08:00
Ryan C. Gordon 345c5989f1 haiku: Patched to compile. 2017-01-06 03:15:27 -05:00
Sam Lantinga 3443dc19f9 Don't do any audio conversion if none is necessary 2017-01-05 23:53:46 -08:00
Sam Lantinga 41be9756f0 Fixed bug 3546 - SDL_EVDEV_is_console() uses type of wrong size when calling ioctl
Rob

When calling ioctl(fd, KDGKBTYPE, &type) in SDL_EVDEV_is_console(), we declare type as an 'int'.  This should be a 'char'.  The subsequent syscall, and kernel code, only writes the lower byte of the word.

See: http://lxr.free-electrons.com/source/drivers/tty/vt/vt_ioctl.c?v=4.4#L399

ucval = KB_101;
ret = put_user(ucval, (char __user *)arg);

I've observed intermittent behavior related to this, and I can force an error condition by using an int initialized to 0xFFFFFFFF.  The resulting ioctl will set type to 0XFFFFFF02, and the conditional return in SDL_EVDEV_is_console() will fail.

Recommend changing to char, or masking off unused bits.
2017-01-05 23:26:13 -08:00
Ryan C. Gordon b3e8db802e audio: rename fake_stream to work_buffer.
It's more than an alternative for when the OS can't provide a DMA buffer, now.
2017-01-06 01:07:34 -05:00
Ryan C. Gordon 992124d4de audio: Fixed SDL_AudioStreamGet() function parameters.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
2017-01-06 01:02:58 -05:00
Ryan C. Gordon 99fc1ef994 naclaudio: Untested attempt to migrate to SDL_AudioStream. 2017-01-06 00:56:29 -05:00
Ryan C. Gordon 115d0ce71c haikuaudio: Untested attempt to get this working with SDL_AudioStream. 2017-01-06 00:50:01 -05:00
Ryan C. Gordon 1a90c72dfc emscriptenaudio: don't get stuck in infinite loop if SDL_AudioStreamPut fails. 2017-01-06 00:49:35 -05:00
Ryan C. Gordon f07a1a5ad5 emscriptenaudio: Reworked to use SDL_AudioStream. 2017-01-05 21:31:02 -05:00
Ryan C. Gordon 3761b5f60b Fixed a few compiler warnings. 2017-01-05 20:11:19 -05:00
Ryan C. Gordon 4aa9e36983 Patched to compile on some compilers. 2017-01-05 19:45:57 -05:00
Ryan C. Gordon 30178a9b24 audio: Added SDL_AudioStream. Non-power-of-two resampling now works! 2017-01-05 19:29:38 -05:00
Ryan C. Gordon f12ab8f2b3 audio: More effort to improve and simplify audio resamplers. 2017-01-05 19:12:20 -05:00
Ryan C. Gordon 52130bde40 diskaudio: Use SDL_Log, not fprintf. 2017-01-05 19:30:45 -05:00
Sam Lantinga d024c724d1 Fixed signedness issue when blitting on a big endian platform, as reported by capehill
For example, if sR is 0 and dR is 255, we will get -255*sA casted to an unsigned value. Basically results are quite large numbers instead of the expected 0-255 range.
2017-01-05 08:16:39 -08:00
Sam Lantinga e6e6613ca4 Fixed build warning on Haiku 2017-01-05 02:53:29 -08:00
Sam Lantinga 4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga 99e10ef506 Assume D-pad or thumbstick style axes are centered at 0 2017-01-04 07:06:48 -08:00
Sam Lantinga 26f84d7447 Added mappings for several GameCube and SNES controllers 2017-01-04 06:21:17 -08:00
Sam Lantinga d2a01b6e53 Added the NEXT SNES Controller to the list of zero-centered joysticks 2017-01-04 06:19:56 -08:00
Sam Lantinga c7780497dc Increased joystick jitter tolerance for PS3 controllers 2017-01-04 05:56:47 -08:00
Ryan C. Gordon 9d04205263 x11: deal with xrandr display size in millimeters being zero.
Xquartz on macOS reports a zero size, which leads to a division by zero here.
2017-01-04 09:33:47 -05:00
Sam Lantinga 082132a70c Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button

There is a fundamental problem not resolved by this commit:

Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.

Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.

My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
2017-01-03 23:39:28 -08:00
Sam Lantinga d359180040 Fixed bug 3519 - SDL_GetDisplayMode fails to report mode.format when using Wayland backend
Ryan C. Gordon

Kristian says you can't do it with Wayland, and that going forward, it'll just handle whatever you throw at it anyhow.

https://twitter.com/hoegsberg/status/816148272402165761

So I say we mark it SDL_PIXELFORMAT_RGB888, which is what my X11 display currently reports, and leave it at that.
2017-01-03 00:44:05 -08:00
Ryan C. Gordon 2e2572a4f1 Added SDL_ReserveSpaceInDataQueue() to make space without copying data. 2016-12-27 23:48:43 -05:00
Sam Lantinga 18d9b23c65 Fixed bug 3539 - SDL2, missing MIR LDFLAGS
Gianfranco

Hello, this is the failure I got

https://launchpadlibrarian.net/300679206/buildlog_ubuntu-zesty-amd64.libsdl2_2.0.5+dfsg1-2ubuntu1_BUILDING.txt.gz

  LTLINK build/libSDL2.la
build/.libs/SDL_mirvideo.o: In function `MIR_InitDisplayFromOutput':
././src/video/mir/SDL_mirvideo.c:258: undefined reference to `mir_output_get_current_mode'
collect2: error: ld returned 1 exit status
2017-01-02 10:30:32 -08:00
Sam Lantinga 67ed894353 Fixed bug 3529 - SDL_EGL_UnloadLibrary is not called at all on SDL_Quit
kaisyu

In case of OpenGLES, the sequences of loading and unloading driver library should be like that:

SDL_Init
  ...
  SDL_GL_LoadLibrary
    SDL_EGL_LoadLibrary
...
SDL_Quit
  ...
  SDL_GL_UnloadLibrary
    SDL_EGL_UnloadLibrary
...


However, according to my test results, the varible '_this->gl_config.driver_loaded' does not allow 'SDL_GL_UnloadLibrary' to call 'SDL_EGL_UnloadLibrary'.
2017-01-01 19:10:36 -08:00
David Ludwig 0cfa0aa11c improved SDL_GetError() output generated by EGL code
This change attempts to report the EGL error codes generated by SDL's calls
into EGL, along with the name of the EGL function that failed.
2016-12-29 11:49:18 -05:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 49225f5f04 We don't currently support blitting to < 8 bpp surfaces, return an error instead of corrupting memory in that case. 2016-12-31 18:11:19 -08:00
Sam Lantinga 2ba66d0525 Fixed bug 3535 - Misplaced comment #if/#endif closure comment
Coriiander

This notice is about a misplaced comment.

Often times when we use an #if #endif sequence, the #endif is followed by a comment to indicate what #if statement it belonged to. The SDL_xaudio2.c file contains a misplaced comment, as follows (I stripped the other comments):

#ifdef __GNUC__
#  define SDL_XAUDIO2_HAS_SDK 1
#elif defined(__WINRT__)
#  define SDL_XAUDIO2_HAS_SDK
#include "SDL_xaudio2.h"
#else
#if 0
#include <dxsdkver.h>
#if (!defined(_DXSDK_BUILD_MAJOR) || (_DXSDK_BUILD_MAJOR < 1284))
#  pragma message("Your DirectX SDK is too old. Disabling XAudio2 support.")
#else
#  define SDL_XAUDIO2_HAS_SDK 1
#endif
#endif
#endif /* 0 */



That final /* 0 */ should be moved one line up. Like this (I tabbed it out for you to make it more clear):
2016-12-31 16:21:55 -08:00
Sam Lantinga 880842cfdf Fixed bug 3531 - internal SDL_vsnprintf implementation access memory outside given buffer ranges
Tristan

The internal SDL_vsnprintf implementation accesses memory outside buffer. The bug existed also inside the format (%) processing, which was fixed with Bug 3441.

But there is still an invalid access, if we do not have any format inside the source string and the destination string is shorter than the format string. You can use any string for this test, as long it is longer than the buffer.

Example:

va_list argList;
char buffer[4];
SDL_vsnprintf(buffer, sizeof(buffer), "Testing", argList);

The bug is located on the 'else' branch of the format char test:

while (*fmt) {
  if (*fmt == '%') {
    ...
  } else {
    if (left > 1) {
      *text = *fmt;
      --left;
    }
    ++fmt;
    ++text;
  }
}
if (left > 0) {
  *text = '\0';
}

As you can see that text is always incremented, even when left is already one. When then on the last lines, *text is assigned the NULL char, the pointer is located outside bounds.
2016-12-31 16:14:51 -08:00
Sam Lantinga 7f2068daca Fixed bug 3541 - DisplayIndex out of bounds in SDL_SetWindowPosition
Intellectual Kitty

In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):

        if (displayIndex > _this->num_displays) {

should be:

        if (displayIndex >= _this->num_displays) {
2016-12-31 10:30:07 -08:00
Philipp Wiesemann af26379881 Fixed crash if allocating memory for game controller failed. 2016-12-28 20:10:48 +01:00
Sam Lantinga cb8685c022 Fixed comment style 2016-12-27 02:04:38 -08:00
Sam Lantinga 6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Ryan C. Gordon 7c31636666 x11: Don't loop forever if the X server refuses a pointer grab. 2016-12-26 23:02:14 -05:00
Sam Lantinga b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix

Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:

/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
 ^~~~~~

It seems there is a missing 'void' between the parentheses.
2016-12-26 02:12:21 -08:00
Sam Lantinga 9492492d5f Fixed bug 3516 - fix build on illumos
Sylvain

trivial patch to fix the build on illumos

 -Werror=declaration-after-statement

https://gist.github.com/wiedi/15b71456667f7aa2a7f8815663723bb3
2016-12-26 01:56:52 -08:00
Alex Szpakowski fd85f5748d Mac: back out commit 3e9b2ae41adf. It causes significant overhead on many GPUs. 2016-12-23 22:49:37 -04:00
Alex Szpakowski d719374cb9 Mac: Fix over-saturated colors on P3 displays (e.g. the 2016 MBPs). 2016-12-23 22:08:18 -04:00
Philipp Wiesemann 3e9284519a Windows: Fixed compile error. 2016-12-23 20:36:24 +01:00
Sam Lantinga 4fc0fe1f69 Removed debug print statements 2016-12-23 02:23:44 -08:00
Sam Lantinga ad26769cd7 Fixed compile errors on various platforms 2016-12-22 18:43:00 -07:00
Sam Lantinga ca019dada5 Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them. 2016-12-22 17:33:45 -08:00
Sam Lantinga b2f6c4c1bd Fixed bus error when converting 16-bit to float for non-integral-multiple sample rates 2016-12-19 11:15:53 -08:00
Ryan C. Gordon 366c77a9f0 audio: fixed one more incorrectly-hardcoded value in the resamplers. 2016-12-18 20:17:33 -05:00
Alex Szpakowski eda74fda96 tvOS: Expose remote swipe gestures as arrow key presses (thanks oviano!) 2016-12-18 13:05:14 -04:00
Alex Szpakowski 787a54c84b iOS bug #3377: work around bugs in some third party iOS libraries (e.g. Google admob) where they assume the optional UIApplicationDelegate ?window? property always exists and will crash if it doesn?t. 2016-12-18 12:28:28 -04:00
Ryan C. Gordon f956df23bb audio: fixed arbitrary upsampling (thanks, Sylvain!).
This was a leftover of simplifying the resamplers down from autogenerated
code; I forgot to make something that the generator hardcoded into something
variable.

Fixes Bugzilla #3507.
2016-12-17 16:15:24 -05:00
Sam Lantinga b4ea63ec2c Fixed crash if there are multiple joysticks closed during the joystick update loop 2016-12-14 06:25:09 -08:00
Ryan C. Gordon f50a04009c windows: add whitespace to fix macro preprocessing issue (thanks, Sven!).
Apparently without a space here, "fastbuild -cache" breaks.
2016-12-13 00:22:42 -05:00
Sam Lantinga 85d8a79f65 Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer

http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
2016-12-12 09:19:48 -08:00
Sam Lantinga e81bf12b85 Fixed edid parsing code for older gcc compilers
Ozkan Sezer

This adds the name 'ad' to two unnamed unions in edid.h
and adjusts edid-parse.c for it.  Nameless unions are not supported in
ancient gcc, which I happened to use on one of my ancient setups.
2016-12-12 09:18:42 -08:00
Sam Lantinga 8414c3d4ae Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga 6211668e9f Fixed creating a renderer on the dummy driver on Mac OS X 2016-12-11 12:01:01 -08:00
Sam Lantinga cb5a0b0f6a Fixed crash when creating a dummy window on Mac OS X 2016-12-11 11:45:33 -08:00
David Ludwig d6bcec8f6a WinRT: build fixes
These fixes are lumped into two categories:

1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
   files)

2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
   Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
   APIs.  There does appear to be a replacement API, available in the
   Windows.Devices.HumanInterfaceDevice namespace.

   This fix should be sufficient to get SDL compiling again, without affecting
   Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
   almost certainly be better (for UWP/WinRT builds).

   TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
   appropriate.
2016-12-10 15:23:17 -05:00
Sam Lantinga 454d9cb96d PP_OK isn't available in the NaCl build environment on buildbot. It's defined as 0 2016-12-09 05:19:31 -08:00
Sam Lantinga 97d05b0da8 Fixed a bunch of SwapWindow calls that needed their return value updated 2016-12-09 05:12:27 -08:00
Sam Lantinga 7a39681ea5 Fixed X11 OpenGL ES build 2016-12-09 05:04:18 -08:00
Sam Lantinga fed8cbcdb6 Fixed build for EGL platforms 2016-12-09 05:00:35 -08:00
Sam Lantinga b936a4c360 Added support for the XiaoMi Game Controller 2016-12-09 04:57:54 -08:00
Sam Lantinga 524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga 3b18c796ed Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris

Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
2016-12-09 01:29:52 -08:00
Sam Lantinga a525017139 Protect the game controller API the same way the joystick API is protected from multi-threaded access 2016-12-08 10:13:45 -08:00
Sam Lantinga 1b08f0c179 Added the guide button for the NVIDIA Shield Controller 2016-12-07 11:41:20 -08:00
Sam Lantinga 91491824ae Removed unneeded warning when running from Visual Studio 2016-12-07 11:02:02 -08:00
Sam Lantinga acabb5d5fd Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases 2016-12-06 14:22:28 -07:00
Ryan C. Gordon c023187548 audio: Fixed compiler warnings. 2016-12-06 12:23:17 -05:00
Ryan C. Gordon a0e003eebb Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
2016-12-06 02:23:54 -05:00
Ryan C. Gordon 8b960d4e0f Added SDL_VARIABLE_LENGTH_ARRAY so this #ifdef is localized to one place. 2016-12-06 02:20:58 -05:00
Sam Lantinga 264138cceb Added support for the Hori Fighting Commander 4 2016-12-03 08:39:21 -08:00
Sam Lantinga 54188c8b9e Fixed crash at startup 2016-12-03 09:59:43 -08:00
Sam Lantinga e7efcfbaa4 Added Linux mapping for the DragonRise Inc. Generic USB Joystick 2016-12-03 00:40:13 -08:00
Sam Lantinga 16074e6749 Fixed compile warning on Visual Studio 2016-12-02 22:18:05 -08:00
Sam Lantinga 4eda58ba6a Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
2016-12-02 21:01:13 -08:00
Sam Lantinga 26f05ecb4d Fixed missing prototypes on Android, patch from Sylvain 2016-12-02 02:25:12 -08:00
Sam Lantinga 84c0780e25 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
2016-12-02 02:21:35 -08:00
Sam Lantinga a738a6fb49 Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad 2016-12-01 07:31:08 -08:00
Sam Lantinga 1b689c335c Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651
Ozkan Sezer

With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct.  Reverting r10651
and rebuilding makes it to function again.
2016-12-01 11:52:47 -08:00
Sam Lantinga 4905cd9c09 Fixed bug 3340 - SDL_BlitScaled causes access violation in some cases.
Simon Hug

The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation.

I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem.

Sylvain

I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
2016-11-30 22:06:05 -08:00
Sam Lantinga cb8748b719 Fixed the controller mappings for the OUYA controller 2016-11-30 12:58:03 -08:00
Sam Lantinga 5fcf2577fb Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
2016-11-30 12:34:50 -08:00
Sam Lantinga 663afa911f Added support for the DS4 USB Wireless Adaptor 2016-11-30 12:25:19 -08:00
Philipp Wiesemann a7655d77d1 Fixed warning about storing an unused value.
Found by buildbot.
2016-11-30 23:31:23 +01:00
Sam Lantinga d834c08ac7 Add the controller mappings to the linked list in order 2016-11-29 22:02:37 -08:00
Sam Lantinga dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga 1e8f074c43 Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment.
This fixes joystick detection for applications using the Steam Linux Runtime
2016-11-29 05:34:20 -08:00
Sam Lantinga 5220759f03 Made it safe to update joysticks from multiple threads, fixes crash in Steam 2016-11-29 05:04:42 -08:00
Sam Lantinga 7f764bd8d3 once more - iterating on this is annoying 2016-11-26 10:26:36 -08:00
Sam Lantinga 51ccc9ed8c if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after. 2016-11-26 10:26:32 -08:00
Sam Lantinga 25f54f0f4f tap should default to disabled, not enabled 2016-11-26 10:26:26 -08:00
Sam Lantinga 354a8f276e SDL for Mac - only enable global event tap when actually necessary (app has focus and has requested relative mouse mode or has asked for a mouse grab). in other situations the event tap impacts system performance and battery life with no benefit. 2016-11-26 10:26:22 -08:00
Ryan C. Gordon d1c35febce macOS: removed deprecated UpdateSystemActivity() call.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
2016-11-25 00:13:13 -05:00
Ryan C. Gordon fb5fd67ccb Fixed all known static analysis bugs, with checker-279 on macOS. 2016-11-24 21:41:09 -05:00
Sam Lantinga 2f6ba615ee Guess the USB VID/PID of XInput devices 2016-11-24 12:24:22 -08:00
Sam Lantinga e9983c7b0f We are comparing 16-bit values 2016-11-24 11:53:23 -08:00
Ryan C. Gordon e93e91f0b5 Pacify some GCC strict-aliasing compiler warnings. 2016-11-23 21:52:48 -05:00
Sam Lantinga 5232b8e952 Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons 2016-11-23 06:54:19 -08:00
Ryan C. Gordon 232ae68864 Still more compiler warning fixes for various platforms. 2016-11-23 17:20:28 -05:00
Ryan C. Gordon 40c2a6fb55 Fixed more compiler warnings. 2016-11-23 11:49:26 -05:00
Ryan C. Gordon 52827361ae directsound: fixed compiler warnings. 2016-11-23 10:51:44 -05:00
Sam Lantinga aa03b9d7af The XBox One S controller sends keys outside the standard joystick button range 2016-11-22 22:14:28 -08:00
Sam Lantinga 6558ecdbf6 Added mapping for XBox One S controller firmware version 3.1.1221.0 2016-11-22 04:42:07 -08:00
Ryan C. Gordon a949882a98 cpuinfo: fix SDL_HasNEON() on older iOS devices, fixed C++ comment. 2016-11-21 20:35:59 -05:00
Sam Lantinga 3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga abe9271065 Fixed warning building under mingw, patch contributed by Sylvain 2016-11-20 21:29:27 -08:00
Sam Lantinga eaca3958ad Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604
Ozkan Sezer

As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855),
SDL_test_fuzzer.c fails to build again
2016-11-20 21:24:09 -08:00
Sam Lantinga 4a089ca1c8 Fixed bug 3486 - Can't get HINSTANCE of my window
realitix

SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.

In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE:  (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
2016-11-20 21:18:55 -08:00
Philipp Wiesemann eb9cc03068 Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
2016-11-19 23:27:37 +01:00
Philipp Wiesemann a49ac09c02 Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs. 2016-11-18 00:06:09 +01:00
Philipp Wiesemann d05a39d0a6 Wayland: Fixed file descriptor leaks if device was not initialized. 2016-11-18 00:05:54 +01:00
Philipp Wiesemann c345126266 Emscripten: Fixed handling of deactivated mouse events.
SDL_GetEventState() was called with a button state instead of an event type.
2016-11-18 00:05:28 +01:00
Ryan C. Gordon 32cb34945e cpuinfo: patched to compile for getauxval() path. 2016-11-17 17:03:43 -05:00
Ryan C. Gordon 0b33a1188b cpuinfo: more patching for Android. Legacy platform targets are a pain. 2016-11-17 16:10:32 -05:00
Ryan C. Gordon a298e56349 cpuinfo: Patched to compile on Android, Linux. 2016-11-17 16:04:00 -05:00
Ryan C. Gordon e8f4b7c4f5 cpuinfo: patched to compile.
Nothing quite like experimentation via Buildbot!  :/
2016-11-17 16:01:59 -05:00
Ryan C. Gordon 74eb78dcbf cpuinfo: more work on SDL_HasNEON(). 2016-11-17 15:57:58 -05:00
Ryan C. Gordon db97c3d3e8 cpuinfo: silence compiler warnings on non-Intel CPU architectures. 2016-11-17 01:41:56 -05:00
Ryan C. Gordon 66a36d5660 cpuinfo: disable NEON detection on Android for now.
Will fix this properly soon.
2016-11-17 01:34:18 -05:00
Ryan C. Gordon 5c6b2ebf2d cpuinfo: more robust ARM preprocessor checks. 2016-11-17 01:26:56 -05:00
Ryan C. Gordon 35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Ryan C. Gordon 7592b40b39 cpuinfo: Removed code duplication, cached CPUID details. 2016-11-16 22:49:04 -05:00
Philipp Wiesemann 6fe15d6347 Wayland: Fixed memory leak if output retrieval failed.
Found by Cppcheck.
2016-11-16 22:09:40 +01:00
Philipp Wiesemann 97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga 818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Sam Lantinga 0d24495b15 Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
2016-11-15 01:24:58 -08:00
Thomas Perl acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
Sam Lantinga 009a3f5aa6 Fixed bug 3490 - Build failure with --enable-video-directfb
felix

Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
2016-11-15 01:14:30 -08:00
Sam Lantinga ab8bd3d96b Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx
Simon Hug

The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)

Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.

The following blend modes have issues when drawn at an angle.

NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.

MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.

BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.

This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.

There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.

The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...

It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?

As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.

I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
2016-11-15 01:12:27 -08:00
Sam Lantinga c1e292fcf8 Fixed build error with missing function prototype in the SDL_test_harness.h header 2016-11-13 23:09:42 -08:00
Sam Lantinga c2837ef634 Fixed unresolved symbol on Visual Studio 2016-11-13 23:04:47 -08:00
Sam Lantinga 57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga c13a077d15 Fixed bug 3488 - Random crashes (because Memory overlap in audio converters detected by Valgrind)
Vitaly Novichkov

Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone.
Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
2016-11-13 00:09:02 -08:00
Sam Lantinga 37696150e2 Fixed build on various platforms 2016-11-11 13:47:40 -08:00
Sam Lantinga 77000ff8cb Fixed bug 1822 - Inconsistent renderer behaviour on rotation
Sylvain 2016-11-07 08:49:34 UTC

when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.

if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180  ...
2016-11-11 13:38:39 -08:00
Sam Lantinga 23c01c1890 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
x414e54

It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.

So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.

There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.

Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.

For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
2016-11-11 13:29:23 -08:00
Sam Lantinga 74e1dd4c6f Define _GNU_SOURCE when building SDL 2016-11-11 13:14:00 -08:00
Sam Lantinga 302a6e62aa Fixed bug 3484 - DSP driver does not detect /dev/dsp0
Tobias Kortkamp

using SDL 2.0.5 (and a repository checkout) on FreeBSD 11.0 I get this output
from testaudioinfo with SDL_AUDIODRIVER=dsp:

INFO: Found 8 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp1
INFO:   2: /dev/dsp2
INFO:   3: /dev/dsp3
INFO:   4: /dev/dsp4
INFO:   5: /dev/dsp5
INFO:   6: /dev/dsp6
INFO:   7: /dev/dsp7
INFO:
INFO: Found 3 capture devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp4
INFO:   2: /dev/dsp5
INFO:

This is /dev/sndstat:

Installed devices:
pcm0: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm1: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm2: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm3: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm4: <Realtek ALC887 (Rear Analog 7.1/2.0)> (play/rec)
pcm5: <Realtek ALC887 (Front Analog)> (play/rec) default
pcm6: <Realtek ALC887 (Rear Digital)> (play)
pcm7: <Realtek ALC887 (Onboard Digital)> (play)
No devices installed from userspace.

I'd expect to find /dev/dsp0 in the output device list.  It's not detected
because of a a small logic error in SDL_audiodev.c (see attached patch).

With the patch applied I get this which is what I'd expect:

INFO: Found 9 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp0
INFO:   2: /dev/dsp1
INFO:   3: /dev/dsp2
INFO:   4: /dev/dsp3
INFO:   5: /dev/dsp4
INFO:   6: /dev/dsp5
INFO:   7: /dev/dsp6
INFO:   8: /dev/dsp7
2016-11-11 12:41:06 -08:00
Sam Lantinga 160e719449 Fixed whitespace and added code to support older game controller GUIDs 2016-11-11 04:35:06 -08:00
Sam Lantinga b6542ab237 Fixed whitespace 2016-11-11 04:30:09 -08:00
Sam Lantinga 47418f2d5a Updated Windows game controller support 2016-11-11 03:35:37 -08:00
Sam Lantinga 79f6ba5a84 Fixed signed/unsigned comparison warnings in Visual Studio 2016-11-11 03:18:16 -08:00
Sam Lantinga 801a9eaf64 Updated Mac OS X game controller support 2016-11-11 04:06:00 -07:00
Sam Lantinga 0cc6207c68 Added Linux entries for the Logitech Dual Action game controller 2016-11-10 18:53:29 -08:00
Sam Lantinga ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Ryan C. Gordon 2898ada338 wayland: fixed compiler warning about pipe2(). 2016-11-10 12:07:34 -05:00
Philipp Wiesemann 6380d5c24e Fixed audio conversion for unsigned 16 bit data. 2016-11-07 21:10:01 +01:00
Sam Lantinga 057bca8a68 Better fix for last point in D3D11 renderer, thanks to Nader Golbaz 2016-11-06 15:15:32 -08:00
Sam Lantinga 40b571c91e Fixed bug 3468 - _allshr in SDL_stdlib.c is not working properly
Mark Pizzolato

On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c.

One of these, _allshr() is not properly implemented and fails for some input.  As a result, some operations on 64bit data elements (long long) don't always work.

I classified this bug as a blocker since things absolutely don't work when the affected code is invoked.  The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library.  This build environment isn't common, and hence the bug hasn't been noticed previously.

I reopened #2537 and mentioned this problem and provided a fix.  That fix is provided again here along with test code which could be added to some of the SDL test code.  This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler.  The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code.  Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers.  The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
2016-11-06 10:01:08 -08:00
Sam Lantinga d780031277 Fixed bug 3476 - round() needs _GNU_SOURCE on some old systems
Ozkan Sezer

On systems with old glibc, such mine with glibc-2.8, the following warning
is issued and is fixed easily by defining _GNU_SOURCE:

/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c: In function 'CalculateXRandRRefreshRate':
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: implicit declaration of function 'round'
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: incompatible implicit declaration of built-in function 'round'
2016-11-06 09:30:06 -08:00
Sam Lantinga 330e2952d8 Fixed bug 2421 for D3D11 - SDL_RenderCopyEx off by one when rotating by 90 and -90.
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:47:40 -08:00
Sam Lantinga 4ed4997cc4 Fixed bug 2421 for D3D9 - SDL_RenderCopyEx off by one when rotating by 90 and -90
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:42:46 -08:00
Sam Lantinga d767a450dc Fixed 2942 - Wayland: Drag and Drop / Clipboard
x414e54

I have implemented Drag and Drop and Clipboard support for Wayland.

Drag and dropping files from nautilus to the testdropfile application seems to work and also copy and paste.
2016-11-06 08:34:27 -08:00
Philipp Wiesemann 7ad3a46d76 ALSA: Fixed compile warning about unused function.
Found by buildbot.
2016-11-05 21:23:17 +01:00
Philipp Wiesemann 5819923212 WinRT: Corrected header file guard comment. 2016-11-05 21:22:58 +01:00
Philipp Wiesemann 062ca2b261 Removed empty statement. 2016-11-05 21:22:39 +01:00
Sam Lantinga 6ed8213049 Fixed Windows build 2016-11-05 01:52:28 -07:00
Ryan C. Gordon a17abf10b7 Also patched to compile on C89 compilers. 2016-11-05 03:56:55 -04:00
Ryan C. Gordon 067f0c8482 Patched to compile on C89 compilers. 2016-11-05 03:53:59 -04:00
Ryan C. Gordon f3456e9a93 Reworked audio converter code.
This no longer uses a script to generate code for every possible type
conversion or resampler. This caused a bloat in binary size and and compile
times. Now we use a handful of more generic functions and assume staying in
the CPU cache is the most important thing anyhow.

This shrinks the size of the final build (in this case: macOS X amd64, -Os to
optimize for size) by 15%. When compiling on a single core, build times drop
by about 15% too (although the previous cost was largely hidden by multicore
builds).
2016-11-05 02:34:38 -04:00
Ryan C. Gordon 0f83ae0fd9 Added some debug logging to print out every event added to the SDL queue. 2016-11-03 01:29:56 -04:00
Sam Lantinga baadd54686 Fixed text input events with UIM
Alex Baines

I realized overnight that my patch probably broke text input events with UIM, and I confirmed that it does. Can't believe I overlooked that... I've been making stupid mistakes in these patches recently, sorry.

Anyway, *this* one seems to fix it properly. Knowing my luck it probably breaks something else.
2016-11-02 02:56:54 -07:00
Sam Lantinga acae3ebf74 Added mapping for the PS3 controller in Bluetooth mode 2016-11-02 02:50:27 -07:00
Alex Baines 8eb762769e Skip duplicate key events sent by IMEs like uim. 2016-11-01 17:38:05 +00:00
Sam Lantinga d0c8bf7f0b Patch from Tapani P?lli to fix a memory leak in X11_InitKeyboard
Patch uses XkbFreeKeyboard to free the memory returned by XkbGetMap.
Earlier implementation called XkbFreeClientMap which frees all the maps
but not data->xkb structure itself, XkbFreeKeyboard will free maps and
the structure.
2016-11-01 10:48:59 -07:00
Sam Lantinga a1f427651d Patch from Tapani P?lli to fix a memory leak in X11_GL_CreateContext 2016-11-01 10:46:47 -07:00
Sam Lantinga 539afc5d0b Fixed bug 3473 - can't build on linux with an old kernel 2016-11-01 10:33:44 -07:00
Sam Lantinga 9a8642bd6a Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker

SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.

As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
2016-11-01 10:30:46 -07:00
Alex Baines 5fe984978c Fix double events / no repeat flag on key events when built withoutibus/fcitx
Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not
supported.
2016-10-28 01:28:58 +01:00
Sam Lantinga 88f2d16e45 Fixed compiling on older versions of ALSA 2016-10-28 17:00:37 -07:00
Sam Lantinga fdcac1c24f Fixed audio data swizzling when the device channel map already matches what SDL expects 2016-10-28 16:47:06 -07:00
Sam Lantinga 39ba2ab835 Fixed NULL pointer dereference, thanks Ozkan Sezer 2016-10-22 17:53:03 -07:00
Sam Lantinga 5b14a943a8 Fixed bug 3466 - Can't build 2.0.5 on ppc64
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c: In function 'calc_swizzle32':
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c:127:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
     const vector unsigned char plus = VECUINT8_LITERAL(0x00, 0x00, 0x00, 0x00,
     ^
2016-10-22 11:01:55 -07:00
Sam Lantinga 8a73f7e893 Fixed bug 3461 - Implement TEXTINPUT events for Haiku
Kai Sterker

Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.

Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
2016-10-19 20:42:22 -07:00
Sam Lantinga 6d67c98e70 Fixed crash on Mac OS X 10.10 and earlier 2016-10-19 20:39:12 -07:00
Sam Lantinga 012217f069 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Albert Casals

On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.

This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
2016-10-18 23:24:49 -07:00
Sam Lantinga 267207ffca Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen. 2016-10-18 23:12:45 -07:00
Sam Lantinga ae8ca7c54d Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00

Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:

If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.

If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).

What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.

Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
2016-10-17 22:09:22 -07:00
Sam Lantinga 8109b1378a Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc
Mike Linford

I'm also having trouble statically linking SDL2 on Visual Studio 2015 with /MT. My symptom is that memcpy is being defined twice.
2016-10-17 21:47:33 -07:00
Sam Lantinga 0eb5c976b9 Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized
Philipp Wiesemann

Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
2016-10-17 21:44:32 -07:00
Sam Lantinga 5af67f49f4 Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows.

This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.)

Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451
2016-10-17 21:37:26 -07:00
Philipp Wiesemann ba051ae7d9 Linux: Added missing scancodes. 2016-10-16 22:47:49 +02:00
Philipp Wiesemann f31ce3fb33 Windows: Fixed not removing the always added hint callback on quit.
This was no real problem because SDL_Quit() also calls SDL_ClearHints().
2016-10-16 22:47:37 +02:00
Philipp Wiesemann c0578f9293 Linux: Removed not needed platform info from entry in controller database. 2016-10-16 22:46:56 +02:00
Philipp Wiesemann 099e8a685b Linux: Fixed compile warnings about unused variables. 2016-10-15 20:02:17 +02:00
Csongor Szabo 01f6273675 emscripten: check if device pixel ratio has changed 2016-10-14 17:06:28 +01:00
Sam Lantinga d5ddb3cb91 Fixed bug 3453 - First mouse button input after a drag and drop event is ignored
Olav Sorensen

After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.

Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
2016-10-14 08:40:21 -07:00
Sam Lantinga 8aab39cb7d Fixed bug 3452 - Getting unicode arguments for the main entry point on Windows
Simon Hug

There are currently three entry points in the SDL2_main code for windows: main, wmain and WinMain. Only the latter two properly convert the arguments to UTF-8.

Console applications linked with MSVC will always link with the main entry point (wmain has to be selected by manually setting the entry point). This makes it likely that such programs will not have proper unicode arguments.
2016-10-14 08:27:44 -07:00
Sam Lantinga 3f38bd9142 Fixed warning about redefining DECLSPEC 2016-10-14 08:22:48 -07:00
Sam Lantinga 3663dbe882 Fixed warning about missing field initializers in SDL_DBusContext
Static variables are automatically initialized to zero.
2016-10-14 08:20:40 -07:00
Sam Lantinga 824ecc8f7a Fixed processing mouse and keyboard events in hatari, which uses the old SDLMain.m without creating an SDLApplication instance 2016-10-14 08:15:39 -07:00
Sam Lantinga 83cb2b63a3 Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain

After a long time, I found out more clearly what was going wrong.

The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.

An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10

(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)


to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".

with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".

but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().


SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
2016-10-14 06:57:55 -07:00
Sam Lantinga f3502c3c53 Fixed building with cmake when fcitx isn't installed 2016-10-14 01:04:21 -07:00
Sam Lantinga 8e2634eb13 Fixed divide by zero if setting integer scale without setting logical width and height 2016-10-14 00:51:57 -07:00
Sam Lantinga e4af8ce968 Fixed typo getting the drawable size 2016-10-13 04:57:31 -07:00
Sam Lantinga 063f752e0d Fixed bug 3328 - Race condition in Wayland_VideoInit
Robert Folland

When running this little test program with SDL2 on Wayland it often crashes in SDL_Init.

From a backtrace it is apparent that there is a race condition in creating a xkb_context_ref. Sometimes it is 0x0.

By moving the relevant lines higher up in Wayland_VideoInit (in SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302) this seems to get fixed.

I moved the call to WAYLAND_xkb_context_new() up to before the call to WAYLAND_wl_display_connect().

Here is the test program (just a loop of init and quit), and a backtrace from gdb:

#include <cstdio>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <unistd.h>
#include <iostream>

int main(int argc, char **argv)
{
    int count = atoi(argv[1]);

    for (int i = 0; i < count; i++) {
        std::cout << "Init " << i << std::endl;
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
                         "Couldn't initialize SDL: %s\n",
                         SDL_GetError());
            return 1;
        }
        std::cout << "Quit" << std::endl;
        SDL_Quit();
    }
    return 0;
}


Init 12
Quit
Init 13

Program received signal SIGSEGV, Segmentation fault.
xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
156         ctx->refcnt++;
(gdb) bt
#0  xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
#1  0x00007ffff5e1cd4c in xkb_keymap_new (ctx=0x0, format=XKB_KEYMAP_FORMAT_TEXT_V1, flags=flags@entry=XKB_KEYMAP_COMPILE_NO_FLAGS) at src/keymap-priv.c:65
#2  0x00007ffff5e1c6cc in xkb_keymap_new_from_buffer (ctx=<optimized out>,
    buffer=0x7ffff7fd5000 "xkb_keymap {\nxkb_keycodes \"(unnamed)\" {\n\tminimum = 8;\n\tmaximum = 255;\n\t<ESC>", ' ' <repeats 16 times>, "= 9;\n\t<AE01>", ' ' <re
peats 15 times>, "= 10;\n\t<AE02>", ' ' <repeats 15 times>, "= 11;\n\t<AE03>", ' ' <repeats 15 times>, "= 12;\n\t<AE04>", ' ' <repeats 12 times>..., length=48090,
    format=<optimized out>, flags=<optimized out>) at src/keymap.c:191
#3  0x00007ffff7b8ea4e in keyboard_handle_keymap (data=0x6169b0, keyboard=<optimized out>, format=<optimized out>, fd=5, size=48091)
    at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandevents.c:269
#4  0x00007ffff64501f0 in ffi_call_unix64 () from /usr/lib/libffi.so.6
#5  0x00007ffff644fc58 in ffi_call () from /usr/lib/libffi.so.6
#6  0x00007ffff665be3e in wl_closure_invoke (closure=closure@entry=0x61f000, flags=flags@entry=1, target=<optimized out>, target@entry=0x616d20,
    opcode=opcode@entry=0, data=<optimized out>) at src/connection.c:949
#7  0x00007ffff6658be0 in dispatch_event (display=<optimized out>, queue=<optimized out>) at src/wayland-client.c:1274
#8  0x00007ffff6659db4 in dispatch_queue (queue=0x617398, display=0x6172d0) at src/wayland-client.c:1420
#9  wl_display_dispatch_queue_pending (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1662
#10 0x00007ffff665a0cf in wl_display_roundtrip_queue (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1085
#11 0x00007ffff7b8faa0 in Wayland_VideoInit (_this=<optimized out>) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302
#12 0x00007ffff7b7aed6 in SDL_VideoInit_REAL (driver_name=<optimized out>, driver_name@entry=0x0) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/SDL_video.c:513
#13 0x00007ffff7ae0ee7 in SDL_InitSubSystem_REAL (flags=16416) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/SDL.c:173
#14 0x0000000000400b24 in main (argc=2, argv=0x7fffffffebb8) at vplay-init.cpp:13
(gdb)
2016-10-13 04:54:43 -07:00
Sam Lantinga f94bd05736 Fixed bug 3451 - Raspberry Pi Raspbian SDL_assert triggered sometimes at RPI_WarpMouseGlobal
Eric wing

Sometimes an SDL_assert triggers at RPI_WarpMouseGlobal
src/video/raspberry/SDL_rpimouse.c:232 'update'.

It doesn't always reproduce, but it seems to happen when you really bog down the system and the event loop can't update for awhile.


The first time I hit this, I wasn't even using the mouse. I don't call any warp mouse functions either.


I can usually reproduce with a simple program that runs an expensive blocking CPU series of functions which blocks the main loop until complete (can be up to 10 seconds).

Sometimes this assertion gets triggered after that. I'm not sure if
they are related or coincidental.


Disabling the SDL_asserts when compiling SDL will avoid this problem. I actually haven't seen any problems with the mouse when I do this.

On a Raspberry Pi 2 running Raspbian Jessie.
2016-10-13 04:53:01 -07:00
Sam Lantinga 3f167a5a7f Added support for the PS4 Slim controller, model CUH-ZCT2U 2016-10-13 02:19:23 -07:00
Sam Lantinga 662f966cd9 Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
2016-10-13 08:46:34 -07:00
Sam Lantinga 741aaf4c80 Added a note on how to allow non-root applications to increase their thread priority on Linux 2016-10-12 22:34:54 -07:00
Sam Lantinga 62310c6bfd Work-around for a hang when USB devices are unplugged, contributed by James Zipperer 2016-10-12 22:25:19 -07:00
Sam Lantinga 14e7da75b2 Backed out change 7d3df1df4e91 which was: Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
With that change only the wmain() entry point was defined, and applications that linked with main() would no longer build.
2016-10-12 19:50:16 -07:00
Sam Lantinga 3a77b42de7 Fixed build warning 2016-10-12 18:45:56 -07:00
Philipp Wiesemann f6bcfa0175 X11: Fixed compile warning about unused variable. 2016-10-12 23:38:31 +02:00
Philipp Wiesemann 9d0e07490a Linux: Removed redundant function call. 2016-10-12 23:36:29 +02:00
Sam Lantinga cfb24c7673 Fixed pointer signedness warning 2016-10-12 00:01:17 -07:00
Sam Lantinga 36e40d30fc Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson

Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.

SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
2016-10-11 23:19:05 -07:00
Alex Baines d9e3972acb Fix invalid read from poor setlocale usage. 2016-10-03 15:31:11 +01:00
Steffen Pankratz aae28e3ec1 Fixed bug 3096 - SDL_BlitSurface with overlapping source and destination 2016-10-10 18:28:05 +02:00
Steffen Pankratz 564c790f33 Fixed a memory leak in function GL_RenderReadPixels 2016-10-11 17:31:29 +02:00
Sam Lantinga fed9b60492 Use SDL C runtime strlen() 2016-10-10 23:26:26 -07:00
Ryan C. Gordon ca42373fb5 alsa: more tapdancing to enumerate physical hardware devices.
Apparently some systems see "hw:", some see "default:" and some see
"sysdefault:" (and maybe others!). My workstation sees both "hw:" and
"sysdefault:" ...

Try to find a prefix we like and prioritize the prefixes we (think) we want
most. If everything else fails, if there's a "default" (not a prefix) device
name, list that by itself so the user gets _something_ here.

If we can't find a prefix we like _and_ there's no "default" device, report
no hardware found at all.
2016-10-10 15:29:18 -04:00
Sam Lantinga 9db5e9aae9 Made #if defined(X) consistent 2016-10-10 02:58:29 -07:00
Sam Lantinga 6dedbc4309 Make sure we have iconv.h before building with it 2016-10-10 02:58:12 -07:00
Philipp Wiesemann f9b15a94ec Linux: Fixed mixed up scancodes. 2016-10-09 20:31:04 +02:00
Sam Lantinga 42f85aa29e Fixed building and using fcitx IME support on Linux 2016-10-08 11:30:07 -07:00
Sam Lantinga 27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ethan Lee 92d700f199 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING 2016-09-30 09:26:57 -04:00
Sam Lantinga 52ae92eaf7 ALSA_snd_pcm_drop() can hang on some systems (Steam Link) so don't use that when shutting down the ALSA audio driver. 2016-10-07 19:08:22 -07:00
Sam Lantinga 808c75d1cf Fixed bug 2824 - Add Fcitx Input Method Support
Weitian Leung

Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
2016-10-07 18:57:40 -07:00
Sam Lantinga 89abbbfe9e Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries 2016-10-07 18:24:34 -07:00
Alex Baines 752931d85e Improve X11 key handling when XKB isn't available + add xvnc scancodes.
Based on a patch by Bill Lash (see bug 3094).
2016-10-03 11:35:34 +01:00
Eric Wing bb3cb4f42a overscan (feature for SDL_RenderSetLogicalSize): Fix to ignore overscan hint when using the Direct3D 9 backend.
D39 does not support negative viewport values which the current implementation relies on.
D3D11 does support negative viewport values so that will continue working.
Refer to Bug 2799.
2016-04-04 19:25:24 -07:00
Bill Lash cceca2ac99 Additional patch to correct the number key assignments, and add assignments for keys that were missed 2015-08-15 00:25:52 -05:00
Sam Lantinga eea76fc199 Fixed bug 3063 - Wayland: SDL resizes EGL surface to 0x0.
x414e54

Wayland will sometimes send empty resize events (0 width and 0 height) to the client. I have not worked out the exact conditions a client would receive these but I can assume it might be if the window is offscreen or not mapped yet.

This causes issues with some SDL clients as they receive the 0x0 event and unexpected resize event or might not request to resize back to the correct size.

As per the wl_shell Wayland spec configure events are only a suggestion and the client is free to ignore or pick a different size (this is how min/max and fixed aspect ratio is supped to be implemented).

A patch is attached but is just the first iteration and I will fix any issues such as checking for FULLSCREEN/MAXIMIZED or RESIZABLE flags unless someone else fixes this first.

I have update to take into account non resizable and fullscreen windows. Also adding in maximize/restore and title functions for Wayland.
2016-10-07 18:11:03 -07:00
Sam Lantinga 62b9e1c797 Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error
Darren Kulp

The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.

In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
2016-10-07 18:09:09 -07:00
Sam Lantinga 9c48365524 Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.

When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
    if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
    if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {

As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
2016-10-07 18:00:30 -07:00
Sam Lantinga 5c2320f113 Fixed bug 3022 - SDL_UnlockMutex(SDL_EventQ.lock) in SDL_PeepEvents can cause error when lock is null 2016-10-07 17:58:02 -07:00
Sam Lantinga bf076c22ad Fixed bug 2957 - De-reference rz_src without NULL check in SDLgfx_rotateSurface function
Nitz

In function SDLgfx_rotateSurface:

rz_dst =
            SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
            rz_src->format->Rmask, rz_src->format->Gmask,
            rz_src->format->Bmask, rz_src->format->Amask);

Here rz_src get De-referenced without NULL check, which is risky.
2016-10-07 17:30:21 -07:00
Sam Lantinga 8b64a78da9 Fixed bug 2956 - De-reference videodata without NULL check in X11_DispatchEvent(_THIS) function 2016-10-07 17:26:25 -07:00
Sam Lantinga 93ff12ce83 Fixed bug 2952 - SDL_MixAudioFormat does not support audio format AUDIO_U16LSB/AUDIO_U16MSB
Simon Sandstr?m

As stated in Summary. The switch statement will execute the default case and set a SDL error message: "SDL_MixAudio(): unknown audio format".

There are atleast two more problems here:

1. SDL_MixAudioFormat does not notify the user that an error has occured and that a SDL error message was set. It took me awhile to understand why I couldn't mix down the volume on my AUDIO_U16LSB formatted audio stream.. until I started digging in the SDL source code.

2. The error message is incorrect, it should read: "SDL_MixAudioFormat(): unknown audio format".
2016-10-07 17:23:20 -07:00
Sam Lantinga d2676c2985 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Sam Lantinga 73f2c5413d Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h
Ryan C. Gordon

We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
2016-10-07 16:44:42 -07:00
Ryan C. Gordon 7d2108ce81 audio: Backed out the audio-thread detaching changes.
It added a ton of complexity. A simpler solution might arise at some
point though.
2016-10-07 19:39:43 -04:00
Sam Lantinga 24df68ea33 Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem
Jan Klass

Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.

The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
2016-10-07 16:32:58 -07:00
Sam Lantinga dac3892816 Fixed bug 2832 - Inverted arrow-key navigation in MessageBox
Jan Hellwig

On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa).

This can be fixed by reversing the order in which the buttons are added to the dialog.

The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
2016-10-07 16:19:50 -07:00
Sam Lantinga 8bc5c57d2e Fixed recentering triggers when the application doesn't have focus 2016-10-07 16:13:37 -07:00
Sam Lantinga 72164985b0 Fixed bug 2823 - Release events for triggers receive wrong centered value
Ryochan7

I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.

When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
2016-10-07 16:04:15 -07:00
Sam Lantinga f674f2311a Fixed bug 2808 - Fix SDL reporting wrong window size on resume
Jonas Kulla

At startup time, the single android window is assigned a "windowed" (window->windowed.{w,h}) size based on the current orientation of the mobile device; this size is never updated throughout the lifetime of the app.

This becomes problematic when the app is paused and then resumed in an orientation that it did not start up in. Eventually, 'SDL_OnWindowRestored()' is called, which calls 'SDL_UpdateFullscreenMode()'. This function is very problematic because it is written with a desktop monitor in mind: it tries to find a matching display mode for the windowed size, doesn't find any, and finally applies the windowed size as the fullscreen one. In the end, the windowed size is reported in a RESIZED event, which doesn't correspond to the actual surface size.

To see this in action: Start an orientation aware SDL app in eg. portrait mode, suspend the app, put the device into landscape orientation and resume the app. It will erroneously render in portrait mode (until the device is rotated again).
2016-10-07 15:21:19 -07:00
Ryan C. Gordon f6a280ab7f audio: Don't trust audio drivers to drain pending audio.
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.

Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
2016-10-07 15:13:46 -04:00
Ryan C. Gordon 551cdc8dec audio: better way to calculate buffer drain wait times. 2016-10-07 14:42:24 -04:00
Ryan C. Gordon 76f48acf63 audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.

Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
2016-10-07 14:35:25 -04:00
Sam Lantinga 3b0c79363d Some systems include both "default:" and "hw:" for the same usb device 2016-10-07 11:18:55 -07:00
Sam Lantinga 8e1994614c fix for finding ALSA hotplug devices on Steam Link
James Zipperer

The device names show up as "default:", not "hw:"
2016-10-06 06:08:16 -07:00
Sam Lantinga 9257b72d53 Backed out a very unsafe change that was trying to prevent audio hang at quit.
Ryan and I have ideas on a better way to handle this.
2016-10-05 00:12:16 -07:00
Sam Lantinga bac61096d8 ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer

The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it.   To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device.  There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.

Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
2016-10-04 06:48:07 -07:00
Sam Lantinga 69cf170356 fix deadlock on close device
James Zipperer

snd_pcm_drain doesn't always drain when you unplug a usb device.  Use snd_pcm_drop instead
2016-10-04 06:46:46 -07:00
Sam Lantinga 2558c9c836 fix audio deadlock
James Zipperer

Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes

Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
2016-10-04 06:45:28 -07:00
Sam Lantinga a21a227a87 Fixed bug 3021 - HapticOpenFromJoystick() problems
Joe Thompson

With Direct Input device (MOMO Steering Wheel w/FF)
with SDL 2.0.3,
SDL_HapticOpenFromJoystick() would fail. (Can't set exclusive mode)
Now with 2.0.4 rc1,
SDL_HapticOpenFromJoystick() succeeds but the the returned SDL_Haptic* cannot be used. Calls to SDL_HapticNewEffect() fail with "Haptic error Unable to create effect"

If SDL_HapticOpen() is used instead of HapticOpenFromJoystick(), the device is usable. Calls to HapticNewEffect() succeed with the exact same parameters as the previous failing call.

I have attached a proposed patch for this issue.

When using SDL_HapticOpenFromJoystick(), the original code did not (re)enumerate the axes. This returned a new haptic device with 0 axes. Later, when a new effect is created, SDL_SYS_SetDirection() would set the flags to include DIEFF_SPHERICAL, regardless of what the caller actually set. (see Line 566 in SDL_dinputhaptic.c). This would cause the SDL_HapticNewEffect() to fail (or interpret the coordinates incorreclty.)

The patch moves the call to IDirectInputDevice8_EnumObjects() outside of the if() block so that the axes are (re)enumerated for the new haptic device.

Note: For steering wheels it is common for the joystick to have multiple axes (ie steering, throttle, brake), but the haptic portion of the joystick usually only applies to steering.
2016-10-04 03:50:28 -07:00
Sam Lantinga 1051dceb14 Fixed compiler warning about missing field initializers 2016-10-04 03:42:42 -07:00
Sam Lantinga 5d5127c4a0 Fixed compiler warning - this should have been a const char pointer 2016-10-04 03:38:39 -07:00
Ryan C. Gordon 46f44f66f8 Fixed potential buffer overflow in SDL_vsnprintf() (thanks, Taylor!).
Fixes Bugzilla #3441.

"When using internal SDL_vsnprintf(), and source string length is greater
than destination, the final NULL char will be written beyond destination size.

Primary issue that is SDL_strlcpy returns length of source string
(SDL_PrintString()), not how much is written to destination. The destination
ptr is then incremented by this length before the sanity check is done.
Destination string is properly terminated, but an extra NULL char will be
written beyond destination buffer length.

Patch used internally is attached which fixes primary issue with SDL_strlcpy()
in SDL_PrintString() and adjusts sanity checks to increment destination ptr
safely."
2016-10-04 14:25:31 -04:00
Sam Lantinga 351adf156a Fixed bug 2157 - Caps Lock key produces key down & key up events while key is still pressed.
Tim McDaniel

Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.

This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
2016-10-04 02:11:52 -07:00
Philipp Wiesemann 67bf5cac1a Fixed wrong pixel format if reading pixels from OpenGL renderer. 2016-10-02 22:32:35 +02:00
David Ludwig 969c316797 Fixed MinGW-w64 build warnings in SDL_render_d3d11.c
Some of these were legitimate bugs, including:
- a malformed SDL_snprintf call
- a probably-invalid enum comparison
2016-10-01 18:49:15 -04:00
Sam Lantinga 702d9348ac Added SDL prefix to local IID constants 2016-10-01 15:23:43 -07:00
David Ludwig 3c8a26984d WinRT: build fix in joystick code 2016-10-01 18:10:50 -04:00
David Ludwig 7851eb0836 Fixed bug 3437 - build error for WinRT/UWP .dlls, caused by fix for SDL bug 3336
This fix has been tested with both MinGW-w64, and Visual C++ 2012-2015.
2016-10-01 18:10:15 -04:00
Alex Szpakowski 8500de8fa5 Fix tabs -> spaces 2016-10-01 19:16:46 -03:00
Alex Szpakowski f0539aa25e Fix bug 3436 - SDL_RaiseWindow not working on windows 2016-10-01 19:12:58 -03:00
Sam Lantinga ac7d117475 Fixed build on older Raspberry Pi environments 2016-10-01 15:04:13 -07:00
Sam Lantinga a0d3e0d64a Fixed warning and code style in SDL_evdev.c 2016-10-01 14:56:53 -07:00
Sam Lantinga d2c8c5094c Fixed build for X11 2016-10-01 14:54:05 -07:00
Sam Lantinga 7b34f47e19 Fixed windows build 2016-10-01 14:50:22 -07:00
Sam Lantinga fa0f417631 Fixed build warnings and errors 2016-10-01 14:48:18 -07:00
Sam Lantinga fae5d0eab3 Fixed bug 3107 OSX - Process events in SDLApplication to fix integration with CEF.
John Wordsworth

While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.

It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).

Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
2016-10-01 14:34:52 -07:00
Sam Lantinga c8cfccc2f1 Fixed bug 3116 - renderer->hidden in SDL_RenderCopy(Ex)
Daniel

Seems like check of the visibility of renderer (renderer->hidden) is missing in SDL_RenderCopyEx.

In SDL_RenderCopy it should be done much earlier (after checking support for RenderCopyEx, line 1750).
2016-10-01 14:31:00 -07:00
Sam Lantinga 359f59aef5 Fixed bug 3130 - Spacebar not responding
Alex Baines

Make sure group is valid before passing it to XkbKeysymToKeycode.
2016-10-01 14:22:10 -07:00
Magnus Bjerke Vik 555e6c9686 Fix SDL not resizing window when Android screen resolution changes 2016-10-01 14:18:29 -07:00
Sam Lantinga 0250eb3c4f Fixed bug 3134 - CalculateXRandRRefreshRate() returns incorrect refresh rate due to floating point truncation.
Michael

In SDL_x11modes.c the CalculateXRandRRefreshRate() function performs integer math on values that may return fractional results. This causes a value that would be calculated as 59.99972... to be returned as 59. In Linux the xrandr command returns 60Hz for this particular display mode yet SDL returns 59Hz.

I suggest this function be updated to correctly round the result of the calculation instead of truncating the result.
2016-10-01 14:16:04 -07:00
Alex Baines 7543092add Call setlocale + XSetModifiers before XOpenIM, Work around ibus+xim duplicate events. 2015-09-30 04:16:09 +01:00
Sam Lantinga 64180d2261 Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren

In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.

I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
2016-10-01 14:05:35 -07:00
Sam Lantinga da6197c5a8 Fixed 3149 - Mouse Pointer Raspberry Pi corrupt when moving over screen edges
Patrick Gutlich

The mouse cursor gets corrupted when the mouse moves over the screen edges (right and bottom) a weird type of scaling seems to occur and you end up with a blank square.
2016-10-01 13:59:59 -07:00
Sam Lantinga 1a31bbe2c8 Fixed bug 3157 - Rudimentary touchscreen support in SDL_evdev (supports Raspberry Pi)
tvc

I've spent the last few days implementing touchscreen support in core/linux/SDL_evdev.c. It's fairly rudimentary at the moment, as can be seen from the multiple TODO's and FIXME's littered throughout, but I'm mainly submitting this patch for review. I've tested this patch on my Raspberry Pi 2 with the official touchscreen and it works fantastically, reporting all 10 multitouch points. I'm happy to work on this further, the evdev logic also needs a bit of a cleanup I think (I may have included a few changes). But if it's good enough in its current state to be committed then I'm sure there'd be plenty of people pleased, as currently the only other framework/library that supports touchscreens on the Raspberry Pi is Kivy.
2016-10-01 13:51:56 -07:00
Sam Lantinga 473051f6bb Fixed bug 3159 - SDL_blit_slow with BLENDING does not work
Fritzor

Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well.
Add:  ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
2016-10-01 13:40:01 -07:00
Sam Lantinga 13dd2ccda8 Fixed bug 3161 - SDL_WINDOWEVENT_EXPOSED event possible queue overflow
Marcel Bakker

Observed when resizing or moving a window in Windows 7.

Depending on how you resize/move your window
, you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events
, at the moment you release the mouse button.

Maybe add this event to an already existing list of overflow candidates ?
2016-10-01 13:38:30 -07:00
Sam Lantinga ecea3c4a24 Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data
Yann Dirson

When attempting to force use of opengles2 renderer with:

    int wanted_renderer = -1;
     for (int i = 0; i < numrenderers; i++) {
 	SDL_RendererInfo renderer_info;
 	if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) {
 	    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n",
 			 SDL_GetError());
 	    quit(2);
 	}
 	std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x"
 		  << std::hex << renderer_info.flags << std::dec
 		  << ", " << renderer_info.num_texture_formats << " texture formats, max="
 		  << renderer_info.max_texture_width << "x"
 		  << renderer_info.max_texture_height << "\n";
	if (!strcmp(renderer_info.name, "opengles2")) {
	    std::cerr << " selecting!\n";
	    wanted_renderer = i;
	}
     }

    renderer = SDL_CreateRenderer(window, wanted_renderer, 0);

... on banana pi or raspberry pi I get an error like the following (the actual
context profile value varies, being used uninitialized)

 ERROR: Couldn't create renderer: Unknown OpenGL context profile 900

With this patch I get the following, which should help more pointing to a real problem:

 ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point

I pushed a patch (based on master branch of unofficial git mirror):

550389c89f


I'll be opening a different bug for the underlying issue.
2016-10-01 13:33:32 -07:00
Sam Lantinga 67901f537c Fixed bug 3174 - SDL_SetRenderTarget clip rect
Marcel Bakker

In SDL_SetRenderTarget(),
i think the intended behavior was to clear the clip rect when a new target is set.
2016-10-01 13:29:30 -07:00
Sam Lantinga f4b26cd8e0 Removed carriage returns from previous patch 2016-10-01 13:16:31 -07:00
Sam Lantinga 7b0ccd32e5 Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky

Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.

We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.

Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
2016-10-01 13:14:51 -07:00
Sam Lantinga 86b4319d21 Fixed bug 3422 - OpenGL ES 1.1 renderer: SDL_UpdateTexture breaks later function calls (missing glDisable)
ny00

Using the OpenGL ES 1.1 renderer, after updating a texture with SDL_UpdateTexture (or SDL_UnlockTexture), a following call to SDL_RenderFillRect draws a rectangle with the wrong color (which appears to be the same as the texture's top-left pixel).

Comparing SDL_render_gles.c:GLES_UpdateTexture to SDL_render_gl.c:GL_UpdateTexture, a missing call to glDisable appears to be the cause. After adding it back, the bug is resolved.
2016-10-01 13:07:36 -07:00
Sam Lantinga c2e2565144 Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries
ny00

On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.

The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.

Side-note: Maybe some log should be emitted in case of going over any such bound?
2016-10-01 13:02:20 -07:00
Sam Lantinga 765d8bea01 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
2016-10-01 12:46:36 -07:00
Ethan Lee c3e48e71b4 Force WM_PAINT events on window resize 2016-04-12 10:45:56 -04:00
Sam Lantinga d870f2719b Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
Simon Hug

The SDLmain file src/main/windows/SDL_windows_main.c defines both entry points for console applications, main and wmain. This seems to confuse MSVC. It outputs a LNK4067 warning and then chooses main, which is a shame because only wmain has the unicode handling. Using SDLmain.lib provided on libsdl.org, the linker also goes for main.

I'm proposing to not define the main entry point at all. wmain should be supported well enough with MSVC.
2016-10-01 12:31:31 -07:00
Sam Lantinga 6f11545a2d Fixed bug 3323 - SDL_LogOutput prints message twice on Windows when linked with libc
Simon Hug

If SDL2 is compiled with HAVE_LIBC on Windows, the SDL_LogOutput function has two ways of printing a message. WriteConsole and fprintf.
2016-10-01 12:28:05 -07:00
Sam Lantinga 0b576962ca Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. 2016-10-01 12:17:42 -07:00
Sam Lantinga 1e6e595484 Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it.

This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
2016-10-01 11:54:02 -07:00
Sam Lantinga 708def87f3 Fixed bug 3338 - console_wmain doesn't null terminate the argv array
Simon Hug

The function console_wmain in src/main/windows/SDL_windows_main.c does not null terminate the argument list it is creating. As specified by the C standard, "argv[argc] shall be a null pointer."

The SDLTest framework makes use of that null pointer and some test programs can cause an access violation because it's missing.
2016-10-01 11:48:15 -07:00
Sam Lantinga 77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga 89c868f4f8 Fixed bug 3347 - OpenGL ES renderer doesn't flip projection matrix for target textures
Simon Hug

When updating the viewport in GLES_UpdateViewport, the OpenGL ES renderer doesn't flip the projection matrix for target textures. The lines, rectangles and textures (if drawn with glDrawArrays) are upside down when drawing to target textures.
2016-10-01 11:40:57 -07:00
Sam Lantinga 061cc5e75f Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format
Simon Hug

The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors.

The attached patch adds a check and selects the target texture format, if a texture is set as the target.
2016-10-01 11:38:53 -07:00
Sam Lantinga 51d6371ec1 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug

All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down.

Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something?

The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
2016-10-01 11:34:04 -07:00
Sam Lantinga 9fff05f8d6 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
2016-10-01 11:29:13 -07:00
Sam Lantinga 53e22e4be8 Only use GCC pragmas when we're building with GCC 2016-10-01 11:22:39 -07:00
Sam Lantinga a42c396a57 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles)
Simon Hug

The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures.

These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
2016-10-01 11:04:45 -07:00
Sam Lantinga 3f1b1629c4 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures
Simon Hug

The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT.

Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2].

The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
2016-10-01 10:52:24 -07:00
Sam Lantinga fd1d692bef Fixed bug 3368 - SDL_Blit_Slow doesn't ignore alpha values in colorkey comparison
Simon Hug

When the SDL_Blit_Slow function compares the pixel to the color key it does so without removing the alpha component from the pixel value and the key. This is different from the optimized 32-bit blitters which create a rgb mask and apply it to both to filter the alpha out. SDL_Blit_Slow will only skip the pixels with the exact alpha value of the key instead of all pixels with the same color.

The attached test case blits a surface with a color key and prints the pixel values to the console. The third row is expected to be skipped.
2016-10-01 10:46:10 -07:00
Sam Lantinga 2ccb46cebc Fixed bug 3373 - OpenGL implementation differences of glDrawTexfOES
Simon Hug

It seems not everyone implemented glDrawTexfOES the same. Intel and Mesa ignore the viewport entirely, whereas the Raspberry Pi implementation offsets the coordinates and does viewport clipping.

The glDrawTexfOES extension text [1] for the function says "Xs and Ys are given directly in window (viewport) coordinates." I guess this wasn't clear enough.

Alex Szpakowski

Honestly I'd probably remove that codepath from SDL_Render entirely. It's an OpenGL ES 1-specific extension that isn't likely to give huge performance gains and adds additional maintenance overhead to SDL_Render while also having bugs in some drivers (as seen here).
2016-10-01 10:43:01 -07:00
Sam Lantinga 9dfe54006e We should be using a string constant for the strftime format string 2016-10-01 10:38:15 -07:00
Bastien Nocera 7edd2261e7 Fix "format not a string literal" errors
With GCC 6.1.

https://bugzilla.libsdl.org/show_bug.cgi?id=3375
2016-10-01 10:36:24 -07:00
Jonathan Dowland 461336a23e Add gamecontrollerdb lines for SFC30 controller in various modes
SFC30 controller: http://www.8bitdo.com/sfc30/

The SFC30 controller can present itself in a variety of modes and it offers up
different names in each. This patch captures data for three modes (one USB and
two Bluetooth) on three platforms (Mac OS X, Windows, Linux).

However, USB mode on Linux and Windows is missing as the button events did not
make it through to SDL's controllermap tool on Fedora 24/Linux 4.5.5 nor Steam
Big Picture mode on Windows. The two Bluetooth modes were indistinguishable on
Windows. Two modes on OS X were indistinguishable.

There exists a similar controller called the SNES30 (And some others) that are
very likely identical except for the name, but I have not verified this yet so
haven't synthesized lines for those controllers until I can.
2016-07-01 16:47:27 +01:00
Sam Lantinga b7e45f8a1a Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker
There are already patches available from mingw64 that fix the issue

https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2

With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
2016-10-01 10:28:00 -07:00
Sam Lantinga 9f854cdbe0 Fixed bug 3388 - Fail to build src/thread/windows/SDL_systhread.c on MinGW 4.9.3
Vitaly Novichkov

Line 124
====================================================================
const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION : 0;
====================================================================

Error of compiler:
====================================================================
  CC     build/SDL_systhread.lo
src/thread/windows/SDL_systhread.c: In function 'SDL_SYS_CreateThread':
src/thread/windows/SDL_systhread.c:124:45: error: 'STACK_SIZE_PARAM_IS_A_RESERVA
TION' undeclared (first use in this function)
     const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION :
 0;
                                             ^
src/thread/windows/SDL_systhread.c:124:45: note: each undeclared identifier is r
eported only once for each function it appears in
make: *** [build/SDL_systhread.lo] Error 1
====================================================================

Fixing when I adding into begin of the file:
====================================================================
#ifndef STACK_SIZE_PARAM_IS_A_RESERVATION
#define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000
#endif
====================================================================
2016-10-01 10:08:34 -07:00
Philipp Wiesemann 7b23eef3b0 Fixed crash if allocating memory for mouse clicks failed. 2016-09-30 23:30:54 +02:00
Ryan C. Gordon e64c5186e2 windows: Removed hardcoded "1" for mouse clickthrough hint. 2016-09-29 23:42:18 -04:00
Ryan C. Gordon f10db4071d haiku: Patched to compile. 2016-09-29 23:15:56 -04:00
Ryan C. Gordon f2fcd324c5 windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
2016-09-29 23:12:58 -04:00
Ryan C. Gordon b2510d9cbc x11: fixed incorrect SDL_GetWindowPosition() after resize (thanks, Jason!).
Fixes Bugzilla #3272.
2016-09-29 23:01:43 -04:00
Ryan C. Gordon 4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Sam Lantinga f1e0b9af20 Added debug output for new window events 2016-09-29 16:10:08 -07:00
Sam Lantinga 67bdbcca44 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11 2016-09-29 16:05:29 -07:00
Sam Lantinga d285af2a96 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH 2016-09-29 14:48:33 -07:00
Sam Lantinga a13da2faa7 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
2016-09-29 13:34:49 -07:00
Sam Lantinga 8ddb4328b5 When clicking on a window to give it focus, don't pass the mouse click to the application. 2016-09-29 03:59:04 -07:00
Sam Lantinga e45698d218 Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Alex Szpakowski f31c7086d8 Enable SDL_LoadObject on iOS 8+ and tvOS. 2016-09-25 15:02:06 -03:00
Alex Szpakowski 77bacfd72d tvOS launch images are now properly supported. 2016-09-25 11:46:25 -03:00
Alex Szpakowski 40ecac8e60 Don't try to load a launch storyboard on tvOS (it doesn't use them). 2016-09-25 00:21:12 -03:00
Alex Szpakowski 666d3fecc8 iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib. 2016-09-24 23:33:49 -03:00
Alex Szpakowski 9165ba7ebd iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395). 2016-09-24 20:12:57 -03:00
Alex Szpakowski 450fa8cdf9 Use OS-provided click counts on macOS and iOS for mouse press and release events. 2016-09-24 18:46:34 -03:00
Alex Szpakowski bac5394127 Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!)
Fixes bug #3432
2016-09-24 13:28:40 -03:00
Brandon Schaefer 89c538a4e3 Mir: Add gamma support set/get. Still need one more function to complete the set 2016-09-21 18:23:59 -07:00
Brandon Schaefer a729c4f97a Mir: Add fixme (waiting for a public api to be added) 2016-09-21 16:28:23 -07:00
Brandon Schaefer 705ecf78f5 [Mir] Move to the new MirDisplayConfig API 2016-09-21 15:57:15 -07:00
Philipp Wiesemann 8e88f08150 Mac: Fixed whitespace around function return type. 2016-09-21 23:06:49 +02:00
Philipp Wiesemann 85588ea040 Android: Fixed two warnings about unused variables. 2016-09-21 23:06:26 +02:00
Alex Szpakowski f0fca2880f Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960. 2016-09-18 19:22:09 -03:00
Ryan C. Gordon 06700a905b emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
2016-09-18 18:07:47 -04:00
Sam Lantinga 29214826ec Fixed warning with Xcode 7.3.0 2016-09-16 22:27:58 -07:00
Alex Szpakowski a96b6f2104 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
2016-09-17 01:31:07 -03:00
Alex Szpakowski 4bcce330d1 tvOS: Add drop-file support 2016-09-15 21:49:29 -03:00
Alex Szpakowski 4209a1fd4c CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
2016-09-15 19:59:57 -03:00
Sam Lantinga 86d4b09914 Fixed spacing 2016-09-13 18:44:28 -07:00
Sam Lantinga 925859aaa6 Fixed accidental call to SDL_PrivateJoystickHat() 2016-09-13 18:43:55 -07:00
Alex Szpakowski f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Alex Szpakowski 86708c3cd8 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit. 2016-09-13 19:51:10 -03:00
Sam Lantinga 00791f3a87 Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte 2016-09-13 00:09:21 -07:00
Charlie Birks 993dd83510 Add mapping for media keys 2016-09-13 00:04:00 -07:00
Alon Zakai 1b6565fcb7 use Module.createContext for 2D rendering in emscripten 2016-09-13 00:03:59 -07:00
Alon Zakai bec5573476 add some detail to fullscreen workaround comment; version 6
Conflicts:
	version.txt
2016-09-13 00:03:58 -07:00
Charlie Birks 405d64b207 only unset fullscreen flags if fullscreen failed 2016-09-13 00:03:56 -07:00
Charlie Birks c68cac89df use screen resolution instead of canvas size 2016-09-13 00:03:55 -07:00
Boris Gjenero 791b946a42 Fix full screen mode in Firefox, which was broken by 9d4beb2 2016-09-13 00:03:54 -07:00
Boris Gjenero b71208d452 Support SDL_SetWindowTitle() via Module['setWindowTitle']() 2016-09-13 00:03:53 -07:00
Jukka Jyl?nki 7cf44f1b4a Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange(). 2016-09-13 00:03:51 -07:00
Boris Gjenero b54eb82c67 Unpress all keys on blur to avoid stuck keys 2016-09-13 00:03:49 -07:00
Boris Gjenero a0a75f384f Listen for blur and focus events on window instead of canvas
Blur and focus events were not arriving for the canvas in
Firefox 35 and Chrome 40.
2016-09-13 00:03:48 -07:00
Boris Gjenero 3e5c4cec94 Mouse events use CSS coordinates, so don't scale by pixel_ratio 2016-09-13 00:03:46 -07:00
Boris Gjenero a20c40c494 Accumulate subpixel mouse motion so motion is not lost.
Previously when the canvas was scaled up and the pointer was locked,
motion corresponding to less than one pixel was lost. Therefore,
slow mouse motion resulted in no motion. This fixes that.
2016-09-13 00:03:45 -07:00
TelpeNight 443998ff33 Fix of mouse events in browser without pointer locks 2016-09-13 00:03:44 -07:00
Alon Zakai 2b367cb6b0 optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time
 - use set and then fix alpha directly
2016-09-13 00:03:43 -07:00
Alon Zakai 63200ea395 optimize a getValue 2016-09-13 00:03:41 -07:00
Charlie Birks 98ec844388 send mouse move on enter/leave 2016-09-13 00:03:39 -07:00
Charlie Birks a2ef0db8a8 listen for mouse up on document (fixes mouseup outside canvas) 2016-09-13 00:03:37 -07:00
Charlie Birks cd05184f9b use SDL_SetMouseFocus 2016-09-13 00:03:36 -07:00
Sam Lantinga bdca510fd6 simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks 2016-09-13 00:03:28 -07:00
Charlie Birks be08cc61f9 use css size for touch normalisation 2016-09-12 23:58:08 -07:00
Sam Lantinga 1096f32309 Reverted previous commit which breaks game controller input processing. 2016-09-09 15:12:09 -07:00
Sam Lantinga 61c0f2cf64 Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing 2016-09-08 20:38:23 -07:00
Ryan C. Gordon da1e3d6938 emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.

Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?

We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
2016-09-06 13:13:03 -04:00
Ryan C. Gordon 0265d3af9b coreaudio: Move from AudioUnits to AudioQueues.
AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.

As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.
2016-09-04 01:23:55 -04:00
Ryan C. Gordon 3b53304a94 coreaudio: capture devices should let the system allocate the render buffer. 2016-09-03 00:13:41 -04:00
Ryan C. Gordon fda7a3d158 coreaudio: Replaced an int with an SDL_bool. 2016-09-02 13:12:21 -04:00
Ryan C. Gordon f9d9708f6b coreaudio: Move some variable declarations to the top of the scope. 2016-09-02 13:11:28 -04:00
Sam Lantinga f11a440999 wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com>
Generate the C protocol files from the protocol XML files installed by
wayland-protocols, and use them to implement support for relative pointer
motions and pointer locking.

Note that at the time, the protocol is unstable and may change in the future.
Any future breaking changes will, however, fail gracefully and result in no
regressions compared to before this patch.
2016-09-01 01:26:56 -07:00
Jonas ?dahl 19d3500ae1 wayland: Build own version of core protocol
Since we are loading shared objects dynamically, build our own version of the
core protocol symbols, so that we in the future can include protocol
extensions.
2016-06-23 18:39:05 +08:00
Bastien Nocera 736a624df0 Wayland: Set "class" for each window we create
This will be used by Wayland compositors to match the application ID and
.desktop file to the SDL window(s).

Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable
early in the process to override using the binary name as a fallback.

Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland
backend so that if a program correctly associated the desktop file with
the window under X11, only a newer SDL would be needed for it to work
under Wayland.

https://bugzilla.libsdl.org/show_bug.cgi?id=3376
2016-09-01 01:22:58 -07:00
Ryan C. Gordon 2098bfb3ca emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
2016-08-31 16:10:04 -04:00
David Ludwig f5d43cf912 WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code 2016-08-31 12:52:55 -04:00
Brandon Schaefer ebb058910d Mir: Add mouse grab support (requires mir 0.24) 2016-08-30 12:58:00 -07:00
Philipp Wiesemann 9581d4a585 Android: Fixed misleading warning in log output (thanks, Sylvain!).
Fixes Bugzilla #3418.
2016-08-30 21:15:18 +02:00
Philipp Wiesemann cf28727f89 Android: Fixed missing mouse motion events while button down (thanks, Sylvain!).
Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active.

Fixes Bugzilla #3313.
2016-08-30 21:14:52 +02:00
Philipp Wiesemann 51053a062c Fixed compiling if filesystem is disabled (thanks, Elias!).
Fixes Bugzilla #3414.
2016-08-30 21:14:13 +02:00
David Ludwig 5020fe8fdb WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver 2016-08-29 20:27:21 -04:00
Sam Lantinga 651107a118 Fixed sorting and name of XBox wireless controller entry 2016-08-16 12:02:22 -07:00
Sam Lantinga 4c1484784a Merged Change: 3576099 from rel/streaming_client
Description:
SDL - add mapping for xbox one s wireless controller
2016-08-16 12:02:12 -07:00
David Ludwig b65763c0c2 WinRT: patched to compile 2016-08-29 10:48:56 -04:00
Ryan C. Gordon 5bcf1d256b cocoa: Fixed incorrect autorelease, noted by static analysis. 2016-08-28 19:06:31 -04:00
Ryan C. Gordon c9bfcbde6e nacl: Patched to compile. 2016-08-28 18:52:25 -04:00
Ryan C. Gordon 714aa21136 Patched to compile on Haiku. 2016-08-28 18:24:44 -04:00
Ryan C. Gordon 2da1ec8354 Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Ryan C. Gordon 06dcdc7d48 Patched to compile. 2016-08-28 11:56:11 -04:00
Ryan C. Gordon 850da32f30 alsa: Implemented hotplug support, cleaned up device names. 2016-08-28 08:50:26 -07:00
Ryan C. Gordon 35e564a694 ios: patched to compile. 2016-08-26 15:46:29 -04:00
Ryan C. Gordon cfa95fe68c alsa: don't enumerate virtual devices, just physical hardware. 2016-08-15 10:09:41 -04:00
Sam Lantinga ad1bfea5a0 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
2016-08-26 12:18:08 -07:00
Sam Lantinga c69bce6774 commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date:   Sun Aug 21 01:19:19 2016 -0700

    bugfix for controller / joystick add / remove being in the event queue at the same time
2016-08-26 11:16:44 -07:00
Philipp Wiesemann e79f00097a Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!). 2016-08-25 22:31:44 +02:00
Philipp Wiesemann e41e185eab Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
2016-08-25 22:31:33 +02:00
David Ludwig 5150eb361f WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
   game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
   again, or clicking somewhere in the app

EXPECTED RESULT: cursor disappears, as game bar disappears

ACTUAL RESULT: cursor didn't always disappear
2016-08-20 13:46:45 -04:00
Philipp Wiesemann a128552577 Emscripten: Fixed opening previously closed joystick. 2016-08-17 21:04:50 +02:00
Philipp Wiesemann c18ff8d253 Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
2016-08-17 21:04:32 +02:00
Ryan C. Gordon d05ae1941c emscripten: send fake mouse events for touches, like other targets do.
(This really should be handled at the higher level and not in the individual
targets, but this fixes the immediate bug.)
2016-08-12 19:59:00 -04:00
Ryan C. Gordon 3b88f5c690 emscripten audio: check for an "undefined" object, remove some console.log(). 2016-08-12 00:03:58 -04:00
Ryan C. Gordon e435659c63 audio: Cleaned up "extern AudioBootStrap" list. 2016-08-11 22:26:58 -04:00
Ryan C. Gordon 6f4bcd2498 audio: Renamed some internal driver symbols in various targets. 2016-08-11 22:22:09 -04:00
Ryan C. Gordon 8f0af77354 android: implement audio capture support. 2016-08-11 22:04:49 -04:00
Ryan C. Gordon b78ec97496 directsound: Implemented audio capture support. 2016-08-10 16:00:16 -04:00
Ryan C. Gordon 21c7fe0060 windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.

DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer.  :/
2016-08-10 15:34:24 -04:00
Ryan C. Gordon b879595a2a audio: Patched to compile on C89 compilers. 2016-08-10 14:14:14 -04:00
Ryan C. Gordon 244d2dbcd5 emscripten audio: fix timer on capture's silence callback. 2016-08-10 14:13:48 -04:00
Ryan C. Gordon 7a8e4cb019 directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
2016-08-09 19:35:46 -04:00
Ryan C. Gordon 358a168c9d emscripten audio: Added audio capture support. 2016-08-09 16:58:32 -04:00
Ryan C. Gordon 5de11a5fc5 Added a FIXME. 2016-08-09 16:58:06 -04:00
Ryan C. Gordon a05bde2170 audio: Only allocate fake_stream if we're using the standard audio threads. 2016-08-09 00:44:59 -04:00
Ryan C. Gordon be8d7a46fb audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
2016-08-09 00:44:05 -04:00
Sam Lantinga 8097f272e2 [ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed. 2016-08-08 12:17:53 -07:00
Ryan C. Gordon df4985e207 dsp: Implemented audio capture support. 2016-08-07 02:43:20 -04:00
Ryan C. Gordon a0ff2554c1 winmm: Try to get full device names from the Windows Registry. 2016-08-07 01:48:38 -04:00
Ryan C. Gordon ff7df7e687 winmm: Added a FIXME for truncated device names. 2016-08-06 23:05:02 -04:00
Ryan C. Gordon 51d1523380 winmm: Implemented audio capture support. 2016-08-06 19:34:32 -04:00
Mikkel Krautz a21e6af514 Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.

Presumably, this will be fixed in the future.

This patch works around the issue by adding the Xbox One controller series to the
well-known device list.

This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
2016-08-06 15:09:20 +02:00
Ryan C. Gordon 4499e5bcc6 disk audio: Make default i/o delay match what device is meant to be running at. 2016-08-06 03:45:45 -04:00
Ryan C. Gordon 978df1ad74 disk audio: Implemented "capture" support, cleaned up some things. 2016-08-06 03:39:15 -04:00
Ryan C. Gordon 7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Ryan C. Gordon e7347a4027 audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
2016-08-06 02:27:55 -04:00
Ryan C. Gordon 9a33154450 nas: initial shot at audio capture support. Compiles, but not tested. 2016-08-05 04:23:32 -04:00
Ryan C. Gordon 9b2a59ef05 audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice. 2016-08-05 02:04:48 -04:00
Ryan C. Gordon 761a79788c audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections. 2016-08-05 01:59:06 -04:00
Ryan C. Gordon 979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
Ryan C. Gordon 9b64772775 audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
  failed halfway through. This lets implementation code not have to clean up
  itself on every possible failure point; just return an error and SDL will
  handle it for you.

- Implementations can assume this->hidden != NULL and not check for it.

- implementations don't have to set this->hidden = NULL when done, because
  the caller is always about to free(this).

- Don't reset other fields that are in a block of memory about to be free()'d.

- Implementations all now free things like internal mix buffers last, after
  closing devices and such, to guarantee they definitely aren't in use anymore
  at the point of deallocation.
2016-08-05 01:44:41 -04:00
Ryan C. Gordon 30a9139bc3 arts: backed out audio capture support.
Turns out that libartsc isn't thread-safe, so if we run a capture and playback
device at the same time, it often crashes in arts's internal event loop.

We could throw mutexes around the read/write calls, but these are meant to
block, so one device could cause serious latency and stutter in the other.

Since this audio target isn't in high-demand (Ubuntu hasn't offered a libartsc
package for years), I'm just backing out the capture support. If someone needs
it, they can pull it out of the revision history.
2016-08-04 11:51:17 -04:00
Ryan C. Gordon 20cd5e44ce dummy audio: Patched to compile. 2016-08-03 16:54:10 -04:00
Philipp Wiesemann 82c94a3f79 PSP: Fixed memory leak if video init failed. 2016-08-03 22:32:20 +02:00
Philipp Wiesemann 9f97ee8a85 WinRT: Removed not needed SDL_zerop() after SDL_calloc().
SDL_calloc() already sets memory to zero.
2016-08-03 22:32:02 +02:00
Ryan C. Gordon 17246ba95e dummy audio: Implemented dummy audio capture support. :) 2016-08-03 02:18:47 -04:00
Ryan C. Gordon 9dd8477a21 bsdaudio: first shot at audio capture support!
(untested, uncompiled...for now.)
2016-08-03 01:57:41 -04:00
Ryan C. Gordon d30a2f5ad8 bsdaudio: this appears to be using the wrong variable...?
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
2016-08-03 01:56:58 -04:00
Ryan C. Gordon ecbd625c4b arts: Patched to (maybe) compile. 2016-08-03 01:53:59 -04:00
Ryan C. Gordon a7dddacd99 arts: implemented audio capture support.
(completely untested! Not even compiled!!).
2016-08-03 01:01:44 -04:00
Ryan C. Gordon 38f4b68ca7 alsa: capture devices don't need a mixbuf allocated. 2016-08-03 01:00:30 -04:00
Ryan C. Gordon a9ef240cef coreaudio: Implemented audio capture for iOS. 2016-08-03 00:30:12 -04:00
Ryan C. Gordon 41e8f9ede4 alsa: Implemented audio capture support! 2016-08-02 15:06:40 -04:00
Ryan C. Gordon 754efd43f4 alsa: Cleaned up the 5.1 swizzle mess a little.
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
2016-08-02 15:06:05 -04:00
Ryan C. Gordon 6bd1ec6bb0 audio: a little more robustness in the capture device's thread. 2016-08-02 15:04:33 -04:00
Ryan C. Gordon d662bc04a5 pulseaudio: Implemented audio capture support! 2016-08-02 13:50:58 -04:00
Ryan C. Gordon 0d0f7080a3 audio: implemented higher level infrastructure for running capture devices. 2016-08-02 13:50:21 -04:00
Ryan C. Gordon 6d5c9c1e67 audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
2016-08-02 13:48:52 -04:00
Ryan C. Gordon 67f2538c41 audio: changed some internal ints to be SDL_bools. 2016-08-01 13:32:27 -04:00
Ryan C. Gordon a94376c72d nacl: unlock audio thread mutex when done with it. 2016-08-01 11:47:02 -04:00
Ryan C. Gordon c754662dda audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
2016-08-01 11:45:45 -04:00
Ryan C. Gordon 015dd8dd1d audio: Implemented capture support for Mac OS X CoreAudio.
I don't know what iOS wants yet, so this code might work there, too...?
2016-08-01 00:20:47 -04:00
Ryan C. Gordon ee09975007 audio: Initial bits to enable audio capture support. 2016-08-01 00:18:56 -04:00
Philipp Wiesemann 4743b55c7a Linux: Fixed memory leak in haptic implementation (thanks, Martin!).
Fixes Bugzilla #3238.
2016-07-20 21:01:14 +02:00
Philipp Wiesemann 8d6cbdd235 Pandora: Fixed memory leak in video implementation. 2016-07-20 21:00:52 +02:00
Philipp Wiesemann 53ac57128b Pandora: Fixed compile warnings in video implementation (thanks, Bombo!).
Fixes Bugzilla #2734.
2016-07-20 21:00:36 +02:00
Philipp Wiesemann 427472fe2e ALSA: Fixed adding wrong status to error message (thanks, romain145!).
Fixes Bugzilla #3364.
2016-07-19 21:02:44 +02:00
Philipp Wiesemann 562926cdda Pandora: Fixed SDL version in debug output. 2016-07-19 21:02:09 +02:00
Philipp Wiesemann d478f26ef4 Updated comments in video implementations. 2016-07-18 22:03:47 +02:00
Philipp Wiesemann c8cd5c559a Pandora: Fixed compile error in video implementation (thanks, Bombo!).
Partially fixes Bugzilla #2734.
2016-07-18 22:02:17 +02:00
Philipp Wiesemann 58b323f192 Android: Fixed missing export of a JNI function (thanks, Andrii!).
Fixes Bugzilla #3393.
2016-07-17 21:43:12 +02:00
Philipp Wiesemann 6b1d5f4461 Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
Fixes Bugzilla #3351.
2016-07-17 21:42:53 +02:00
Philipp Wiesemann de5daaad6a Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
2016-07-17 20:32:44 +02:00
Brandon Schaefer eadb30cd6f MIR: Fix system cursors. Been broken since custom cursor support was added! 2016-07-13 07:07:08 -07:00
Philipp Wiesemann 495057b04b Android: Added new key codes from API 24. 2016-07-09 22:06:00 +02:00
Alex Szpakowski d0bd0e4855 iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
2016-07-02 13:38:31 -03:00
Philipp Wiesemann 6ec5e64056 Fixed freeing strings created by strdup() with SDL_free().
This only worked on platforms where SDL_free() wraps free().
2016-06-28 21:08:23 +02:00
Philipp Wiesemann 2f016cf88d Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters. 2016-06-26 21:08:57 +02:00
Philipp Wiesemann f4d33fcbba Fixed compile warnings in test library about formats strings not being literals.
Partially fixes Bugzilla #3375.
2016-06-25 19:40:44 +02:00
David Ludwig 23af328bb0 Fixed Bug 3147 - Windows: Crash when resizing Window since hg 1f9d57965528
Thanks for the fix, Gab!
2016-06-24 22:17:56 -04:00
Brandon Schaefer 4a339a46ec MIR: Add better error handling for a failed connection 2016-06-08 08:01:21 -07:00
Brandon Schaefer f0708fc9dd MIR: Support relative mouse mode 2016-06-07 09:01:23 -07:00
Alex Szpakowski ea2f5e5930 Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!) 2016-05-23 15:29:25 -03:00
Alex Szpakowski 0a4085a048 Mac: Fix a crash when SDL is compiled with SDL_MAC_NO_SANDBOX enabled, by increasing the stack size of the mouse tap thread back to OS X' default of 512 KB. 2016-05-21 12:09:23 -03:00
Alex Szpakowski 4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Philipp Wiesemann d4140ca473 Windows: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:15:58 +02:00
Philipp Wiesemann d7b9d321fa X11: Fixed typos in error messages and source comments. 2016-05-20 22:15:28 +02:00
Philipp Wiesemann 81235118ab X11: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:14:40 +02:00
David Ludwig 441359bd5a WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.

A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
2016-05-14 23:29:49 -04:00
Philipp Wiesemann e964d00f64 X11: Fixed SDL_GL_GetSwapInterval() returning -1 if interval is unknown.
It should return 0 as a safe default if the interval can not be determined.
2016-05-11 21:11:12 +02:00
Philipp Wiesemann 748b05289c EGL: Fixed SDL_GL_GetSwapInterval() returning -1 on error.
It should return 0 as a safe default on errors. -1 is returned for late swaps.
2016-05-11 21:10:41 +02:00
Philipp Wiesemann bf7a76155e Fixed missing error message if SDL_GetDisplayDPI() is unsupported. 2016-05-10 21:14:36 +02:00
David Ludwig 52fec6aff0 WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only 2016-05-07 21:41:59 -04:00
Alex Szpakowski b15efce277 Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312. 2016-05-01 21:41:30 -03:00
Alex Szpakowski d383502657 Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb 2016-05-01 19:51:10 -03:00
Philipp Wiesemann 31cbb34ec9 Wayland: Removed not needed including and setting of errno.
One internal function was setting errno on error but it was not read afterwards.
2016-04-14 21:11:43 +02:00
Philipp Wiesemann 72dc8784b3 PSP: Fixed compile error. 2016-04-14 21:09:45 +02:00
David Ludwig caf152def7 WinRT: build/link fix 2016-04-13 21:59:50 -04:00
Ryan C. Gordon c137eb61d7 Patched to compile on Haiku...? 2016-04-12 18:40:44 -04:00
Ryan C. Gordon 9b9ca093c7 windows: created threads' stack sizes should be reserved, not committed. 2016-04-12 18:12:04 -04:00
Ryan C. Gordon 9b4db2b8aa Patched to compile on various platforms. 2016-04-12 18:11:36 -04:00
Ryan C. Gordon c61675dc5d threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.

I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Ryan C. Gordon 7ae2951fca threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere. 2016-04-12 14:38:50 -04:00
David Ludwig 8b65d225e8 WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work.  This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
2016-04-11 00:22:39 -04:00
Alex Szpakowski 34f095e098 iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older. 2016-04-10 22:07:10 -03:00
Ryan C. Gordon a581346fae alsa: Make device enumeration robust against weird results with NULL strings. 2016-04-04 22:49:13 -04:00
Alex Szpakowski 6cfa71a10e iOS: Also do the Dictation crash workaround before executing the animation callback. 2016-04-02 13:21:01 -03:00
Alex Szpakowski 88372277b7 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
2016-04-02 11:54:05 -03:00
Alex Szpakowski 5520ed9cc2 iOS: Workaround for a crash after Dictation is used. 2016-04-01 19:18:50 -03:00
Philipp Wiesemann 831597f714 PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
This also fixed the missing error message.
2016-04-01 21:13:58 +02:00
Philipp Wiesemann d1e4814120 PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
Partially fixes Bugzilla #3298.
2016-04-01 21:12:37 +02:00
Philipp Wiesemann 12c78c5ca5 PSP: Fixed missing error message for unsupported SDL_CreateWindowFrom(). 2016-04-01 21:11:31 +02:00
Philipp Wiesemann a9edc5137e Wayland: Fixed missing error message if creating a custom cursor failed.
SDL_GetError() returned no error message because it was written to stderr only.
2016-03-28 21:03:04 +02:00
Philipp Wiesemann fd3dd4e515 Fixed comment in gesture source. 2016-03-27 22:22:13 +02:00
Alex Szpakowski 08488e6d34 Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6. 2016-03-20 15:35:34 -03:00
Philipp Wiesemann 35da130828 Wayland: Fixed crash if memory mapping failed while creating a custom cursor. 2016-03-16 22:09:39 +01:00
Philipp Wiesemann fa77df4e91 Wayland: Fixed storing a theme cursor which is never used in video data. 2016-03-16 22:09:23 +01:00
Sam Lantinga a29a925d7e Pick up new display mode information after a mode change (Windows only right now). 2016-03-11 08:33:47 -08:00
Sam Lantinga 5333deab1c Quick fix for qsort off-by-one error. 2016-03-11 08:30:18 -08:00
Philipp Wiesemann 19f18558ac Emscripten: Deactivated custom cursor support because it created system cursors. 2016-03-11 22:10:35 +01:00
Philipp Wiesemann 676041aa16 Wayland: Fixed drawing created cursors without transparency. 2016-03-11 22:10:15 +01:00
Philipp Wiesemann 167dd4a1fa Wayland: Fixed showing created cursors incorrectly before the first redraw. 2016-03-11 22:09:50 +01:00
Philipp Wiesemann 0c923fda0b WinRT: Removed dead code and fixed memory leak if allocation for driver failed. 2016-03-10 21:00:44 +01:00
Sam Lantinga 6303941ac1 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ???????? 2016-03-08 13:55:50 -08:00
Ethan Lee 2a754ca735 Allow mappings to be added before GameControllerInit 2016-03-07 08:22:55 -05:00
Ryan C. Gordon 1e8df9cd60 alsa: Implemented basic device detection.
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.

This does not handle hotplugging yet. You get a device list at init time
and that's it.
2016-03-05 23:25:23 -05:00
Ryan C. Gordon f647dfe874 x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon 02f49fdb53 x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).

- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.

- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Philipp Wiesemann 05b6ca3c35 Raspberry: Fixed crash if memory allocation for cursor failed. 2016-03-03 20:12:51 +01:00
Philipp Wiesemann be34036ed7 Wayland: Fixed fault in event handling which might have caused a crash someday.
Found by Cppcheck.
2016-03-02 20:25:23 +01:00
Philipp Wiesemann ab8be04310 Wayland: Fixed crash if allocating memory for cursor failed.
Also added missing error message if first allocation failed.
2016-03-02 20:25:09 +01:00
Jonas ?dahl 3a22321d55 wayland: Add wl_proxy_marshal_constructor_versioned sym
wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
2016-02-17 15:14:20 +08:00
Brandon Schaefer 90ef601d8c Mir: Do not use opengl to find the valid pixel format if we dont use opengl 2016-02-25 10:06:33 -08:00
Philipp Wiesemann 966aa3721b Mir: Replaced memcpy() with SDL_memcpy(). 2016-02-24 21:07:19 +01:00
Philipp Wiesemann b4b36122a4 Mir: Fixed comment at conditional compilation macro. 2016-02-24 21:06:46 +01:00
Philipp Wiesemann 92209c260d Mir: Fixed crash if allocating memory for cursor failed. 2016-02-22 19:00:22 +01:00
bschaefer 3607d3b756 Fix API/ABI breakage in Mir 0.13/0.14. 2016-02-21 15:19:35 -08:00
Ryan C. Gordon 481a21b025 Windows: Just use WaitForSingleObjectEx() everywhere.
(It's supported on WinXP, no reason to have an #ifdef here...I think.)
2016-02-21 17:21:29 -05:00
Ryan C. Gordon 9fd4d4dd39 Windows: let threads be named in the debugger.
We now only raise the magic exception that names the thread when
IsDebuggerPresent() returns true. In such a case, Visual Studio will
catch the exception, set the thread name, and let the debugged process
continue normally. If the debugger isn't running, we don't raise an exception
at all.

Setting the name is a debugger trick; if the debugger isn't running, the name
won't be set if attached later in any case, so this doesn't lose functionality.

This lets this code work without assembly code, on win32 and win64, and
across various compilers.

The only "gotcha" is that if you have something attached that looks like a
debugger but doesn't respect this magic exception trick, the process will
likely crash, but that's probably a deficiency of the attached program.

Fixes Bugzilla #2089.
2016-02-21 17:05:25 -05:00
Ryan C. Gordon 32c70cc546 stdlib: Restored previous qsort() implementation; the licensing is resolved.
Thanks to Gareth McCaughan for changing his code to the zlib license on
our behalf!
2016-02-21 13:07:14 -05:00
Ryan C. Gordon 2436ca200d x11: better fix for the previous commit's fullscreen vs maximized issue. 2016-02-20 01:03:39 -05:00
Ryan C. Gordon a4627c5eda x11: Don't mess with fullscreen vs maximized window state on unmapped windows. 2016-02-20 00:44:42 -05:00
Ryan C. Gordon dddd6a5a9a Android: Restored Philipp's joystick change, lost in the previous merge.
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
2016-02-19 00:28:53 -05:00
Ryan C. Gordon 03f9711797 Merge Android C89 fixes from Eric Wing. 2016-02-19 00:24:00 -05:00
Ryan C. Gordon df4be2f200 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy. 2016-02-18 23:27:58 -05:00
Sam Lantinga d6699d5541 Added support for the Mad Catz FightStick TE S+ PS3 2016-02-17 14:15:37 -08:00
Sam Lantinga 5c59da2e8f Added support for the Mad Catz FightStick TE S+ PS4 2016-02-16 13:51:24 -08:00
Sam Lantinga 0682857783 Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818 2016-02-16 13:51:15 -08:00
Sam Lantinga a38d5b480d Added support for several Mad Catz arcade sticks 2016-02-16 13:48:46 -08:00
Sam Lantinga 1c2beb2180 Allow using the game controller API with arcade sticks and other XInput devices 2016-02-16 13:47:37 -08:00
Philipp Wiesemann 9cd9925cc9 Android: Changed an internal joystick function to return count instead of id.
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.

Partially fixes Bugzilla #3234.
2016-02-16 20:32:22 +01:00
Ryan C. Gordon 0e2badc144 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers. 2016-02-12 00:27:21 -05:00
Ryan C. Gordon 45407d0eac x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
2016-02-15 21:49:09 -05:00
Ryan C. Gordon 09ae4df5bf Another attempt to fix Windows build. 2016-02-15 03:37:01 -05:00
Ryan C. Gordon 18f74c6e15 Patched to compile on Visual Studio. 2016-02-15 03:21:26 -05:00
Ryan C. Gordon 014956ac1d Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/ 2016-02-15 03:16:46 -05:00
Alex Szpakowski 33af421d7b Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called. 2016-02-14 21:17:25 -04:00
Philipp Wiesemann 37a5416784 PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Philipp Wiesemann 7da168db0a Fixed spaces in license comments. 2016-02-10 19:31:23 +01:00
Eric Wing 704298c0c2 Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99. 2016-02-09 17:36:42 -08:00
Ryan C. Gordon 5ed63ae317 x11: Updated imKStoUCS.* to latest from x.org.
This was a version from XFree86 before now.  :)  Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski 8e7cd6b5da iOS: Implemented clipboard support. 2016-02-03 20:32:55 -04:00
Sam Lantinga 4249f4666c David Carlier implemented SDL_GetBasePath() for OpenBSD 2016-01-31 21:11:15 -08:00
Sam Lantinga 1fb30db048 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT 2016-01-31 11:29:11 -08:00
Alex Szpakowski 325921789a x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas! 2016-01-31 09:39:42 -04:00
Philipp Wiesemann 9bdd188115 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality. 2016-01-27 23:20:23 +01:00
Sam Lantinga 67f9fd2bc4 Fixed creating fullscreen windows on Steam Link 2016-01-22 13:12:16 -08:00
Sam Lantinga e5d575b933 Expose the EGL display and window for Vivante SDL windows 2016-01-16 21:58:49 -08:00
Philipp Wiesemann 0a1999dfd2 Fixed compile warnings about type conversion.
Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann 8d035b1aee Android: Added mouse initialization to reset state.
If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann 1560351905 Android: Added mapping of mouse forward button and mouse back button. 2016-01-11 20:02:48 +01:00
Alex Szpakowski 87ea39be84 Removed dead code (caught by Clang's static analyzer). 2016-01-09 17:41:09 -04:00
Ryan C. Gordon ed62033366 x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)

Fixes Bugzilla #3067.
2016-01-07 19:58:00 -05:00
Ryan C. Gordon 73680ab374 Fixed NULL dereference on drop events with no window associated.
(such as when dropping a file onto an app's icon to launch.)

This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Ryan C. Gordon 5dcf6bcc32 Updated dynamic API table. 2016-01-07 14:51:22 -05:00
Ethan Lee 167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Ryan C. Gordon 416d046663 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
2016-01-07 14:02:37 -05:00
Philipp Wiesemann 1d1ba58f28 Fixed compile warnings about uninitialized variables in test library.
Found by buildbot.
2016-01-06 22:39:29 +01:00
Ryan C. Gordon 49e47688b4 Patched to compile on iOS. 2016-01-05 05:38:55 -05:00
Ryan C. Gordon 881ccccbcf Android: Fixed up drop events for new interface. 2016-01-05 05:31:33 -05:00
Ryan C. Gordon eeb899999f Patched to compile. 2016-01-05 05:22:35 -05:00
Ryan C. Gordon 7605ccf68a Use SDL's stdinc functions instead of C runtime calls. 2016-01-05 02:29:16 -05:00
Ryan C. Gordon dc532c70e8 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Eric Wing d77a55738b merged SDL 2.0.4 rc2 2015-06-21 04:04:14 -07:00
Sam Lantinga 903df4afbd Use CLOCK_MONOTONIC_RAW, if available, which is not subject to adjustment by NTP 2015-06-19 23:49:00 -07:00
Sam Lantinga d763a9f64d Fixed bug 2538 - SDL_SetTextureAlphaMod does not work with SDL_FlipMode or rotation in the software renderer
Adam M.

When setting a texture alpha mod other than 255 and also specifying a flip mode in the software renderer, the rendering fails. When the texture has an alpha channel, it becomes invisible when flipped. When the texture does not have an alpha channel, it is flipped but the colors are wrong: the alpha mod makes the texture darker rather than more translucent.

0) Initialize a software renderer.
1) Load 16-bit 565 or 32-bit texture.
2) Set texture blend mode to BLEND.
3) Set texture alpha mod to 150.
4) Draw the texture flipped horizontally and/or vertically.
2015-06-19 23:22:53 -07:00
Sam Lantinga b7ede6cc47 Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.

There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).

I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
2015-06-19 23:20:43 -07:00
Sam Lantinga e589cdba2f Fixed bug 3023 - setting a white and then non-white texture color mod breaks the texture with software renderer
Adam M.

Okay, here is the problem, I think.

During the first blit, RLEAlphaSurface is called to do RLE conversion of the RGBA source into a format allowing it "to be quickly alpha-blittable onto dest". Since the destination is the screen, it has no alpha channel. RLEAlphaSurface calls copy_opaque(dst, src + runstart, len, sf, df) (where copy_opaque is copy_32), which has this code:

SDL_RLEaccel.c:984:
  RGBA_FROM_8888(*src, sfmt, r, g, b, a);
  PIXEL_FROM_RGBA(*d, dfmt, r, g, b, a);

On the first line, it reads the source pixel 0xFFFFFFFF. The second line drops the alpha value (because dfmt for the screen has no alpha channel) and writes 0x00FFFFFF. Later, when the RLE conversion is being undone, uncopy_32 is called, which has the following code:

SDL_RLEaccel.c:1001:
  Uint32 pixel = *s++;
  RGB_FROM_PIXEL(pixel, sfmt, r, g, b);
  a = pixel >> 24;
  PIXEL_FROM_RGBA(*dst, dfmt, r, g, b, a);

However, the the alpha channel has already been dropped by copy_opaque (= copy_32), so pixel = 0x00FFFFFF and 'a' becomes 0. Thus, all opaque pixels lose their alpha channel when being unRLE'd. (I don't know what happens to pixels with alpha from 1-254, but they should be checked too.)

So, that seems to be the problem, but I'm not sure what the solution should be. Since opaque pixels have alpha == 255, I'm thinking to create another uncopy function for opaque pixels that simply uses 255 for alpha.

However, there may be other problems here. For translucent pixels, uncopy_32 assumes the alpha channel is stored in the upper 8 bits, but copy_32 doesn't store it there. Instead, it stores it in whatever location is appropriate for the destination surface. Isn't one of their behaviors incorrect, given the other? I'm not sure which to change, however.

For translucent pixels, it seems that the blit function uses do_blend, which is the BLIT_TRANSL_888 macro, which also assumes alpha is in top 8 bits. It has the comment "we have made sure the alpha is stored in the top 8 bits...", but it seems that's not true (copy_32 doesn't make sure the alpha goes there).

Perhaps the correct fix is to make copy_32 put the alpha there, but then that seems to require that RLE conversion be limited to destination surfaces that don't use the upper 8 bits. However, looking further, it seems that has already been done: if (masksum != 0x00ffffff) return -1; /* requires unused high byte */
2015-06-19 23:12:13 -07:00
Sam Lantinga 82ae4f6fc5 [mq]: 3027_rleperf.diff 2015-06-19 22:12:47 -07:00
Eric Wing 27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Philipp Wiesemann 1a348aac4f Android: Fixed two warnings. 2015-06-17 21:05:25 +02:00
Sam Lantinga 4598903548 Partial fix for bug 2758 - Android issues with NDK r10c and API-21
Sylvain

When using API 21 and running on an old device (android < 5.0 ?) some function are missing.

functions are (at least) : signal, sigemptyset, atof, stpcpy (strcat and strcpy), srand, rand.


Very few modifications on SDL to get this working :

on SDL
======

Undefine android configuration :

HAVE_SIGNAL
HAVE_SIGACTION
HAVE_ATOF

In "SDL_systrhead.c", comment out the few block of lines with "sigemptyset".

Android.mk:
remove the compilation of "test" directory because it contains a few rand/srand calls

Also, there are more discussions about this in internet :
https://groups.google.com/forum/#!topic/android-ndk/RjO9WmG9pfE
http://stackoverflow.com/questions/25475055/android-ndk-load-library-cannot-locate-srand
2015-06-17 00:07:45 -07:00
Sam Lantinga 3779bf3845 Fixed bug 2948 - [Android] Arrow keys from external keyboard are not received
Sylvain

http://developer.android.com/reference/android/view/InputDevice.html
 int SOURCE_CLASS_JOYSTICK   Constant Value: 16       (0x00000010)

 int SOURCE_JOYSTICK         Constant Value: 16777232 (0x01000010)
 int SOURCE_KEYBOARD         Constant Value: 257      (0x00000101)
 int SOURCE_GAMEPAD          Constant Value: 1025     (0x00000401)
 int SOURCE_DPAD             Constant Value:  513     (0x00000201)


I have an a PC keyboard that I connect to an android device.
The issue is that "arrow" keys gets lost.

More explanation:

This device gets detected twice by the java "pollInputDevices()" both as SOURCE_KEYBOARD and as a composite (0x1000311 == SOURCE_JOYSTICK | SOURCE_KEYBOARD | SOURCE_DPAD).
Because of being a SOURCE_CLASS_JOYSTICK, only the second entry is registered, and I opened it.


When I press one arrow key, the java method "onKey(...)" is called.
The Source "event.getSource()" is "SOURCE_KEYBOARD", so it enters this conditions :

   if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {


And then, it enters :

   SDLActivity.onNativePadDown() (native code in "SDL_sysjoystick.c")


Since the "arrows" are viewed as "D-PAD", it gets translated :

   int button = keycode_to_SDL(keycode);


But the android-java "event.getDeviceId()" is wrong: this is the one from the Keyboard, and not the one from the Joystick that I have opened.
So I don't get them through the Joystick interface.


And since, the keycode has been translated, it returns 0 and assume it was consumed.
So I lost the key in the function "Android_OnPadDown()"


Notice, It won't happen with other normal "letters" keys because they does not get translated by "keycode_to_SDL", so "Android_OnPadDown()" returns -1.
And then java code send the keys to "SDLActivity.onNativeKeyDown()".




Possible patch on "Android_OnPadDown" and also "Android_OnPadUp" (and maybe other functons):

85 int
186 Android_OnPadDown(int device_id, int keycode)
187 {
188     SDL_joylist_item *item;
189     int button = keycode_to_SDL(keycode);
190     if (button >= 0) {
191         item = JoystickByDeviceId(device_id);
192         if (item && item->joystick) {
193             SDL_PrivateJoystickButton(item->joystick, button , SDL_PRESSED);
194         }
+           else return -1;
195         return 0;
196     }
197
198     return -1;
199 }

It would allow the java caller function to send the key to "SDLActivity.onNativeKeyDown();"



Another solution, would be to replace:

 if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {

by

 if ( (event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0)

Because only "SOURCE_CLASS_JOYSTICK" devices are registered/opened.
2015-06-17 00:00:53 -07:00
Sam Lantinga 59d34bc35d Fixed bug 3015 - grab mouse inconsistent state
Martin Gerhardy

Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab.

The problem here is that this modifies the window flags and e.g. sets
SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not
yet set.

Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only
set if the function pointer _this->SetWindowGrab is not NULL. But if
this is NULL, the _this->grabbed_window pointer is never set, but every
future call to any of the grab functions include an assert for:
SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags &
SDL_WINDOW_INPUT_GRABBED) != 0));

That means the first call works, the second always fails and triggers
the assert.
2015-06-15 23:44:08 -07:00
Colby Klein ccc12a3632 Implement repositioning the OS-rendered IME with SDL_SetTextInputRect on Windows. 2015-06-15 20:24:51 -07:00
Ryan C. Gordon 0c3830a9a9 Haptic/Linux: Keep track of device numbers properly to track duplicates.
Fixes Bugzilla #3014.
2015-06-16 00:57:45 -04:00
Sam Lantinga d797582376 Fixed style 2015-06-14 19:26:20 -07:00
Sam Lantinga 34634082ff Fixed bug 3012 - Android accelerometer joystick axis values overflow when values from Android are larger than gravity
Magnus Bjerke Vik

This causes issues when for instance using the joystick API to make an Android phone rotate an object by rotating the phone. When the absolute value of an axis reported by android is larger than earth gravity, SDL will overflow the Sint16 value used for joystick axes, causing sporadic movements when close to the gravity. Just holding the phone so that e.g. Y points directly upwards will make it unstable, and even more if you just tap the phone gently from below (increasing the acceleration).

More detailed: SDLActivity gets the accelerometer values in onSensorChanged and divides each axis by earth gravity. SDL_SYS_JoystickUpdate takes each of the axis values, multiplies them by 32767.0 (largest Sint16), and the casts them to Sint16. From this you can see that any value from Android that exceeds earth gravity will overflow the joystick axis.

A fix is to clamp the values so that they won't overflow the Sint16.
2015-06-14 19:25:12 -07:00
Sam Lantinga e3df6d5e66 Fixed bug 2953 - Crash due to a bad cleanup in the SDL_SYS_HapticQuit function
Technically this is caused by the haptic devices not being closed at quit time, which we need to fix anyway, but this is a bandaid for now.
2015-06-14 19:21:13 -07:00
Sam Lantinga a4eb0dea86 Fixed bug 2908 - Fix clang warnings
Simon Deschenes

My build system still shows warning as errors.

The first warning says that the member named instances can never be false (or NULL) as it is a static array, and we should check for instances[index] which we do anyway.
2015-06-14 19:10:51 -07:00
Sam Lantinga 98f9b88cef Fixed bug 3011 - pthread/SDL_syssem.c requires _GNU_SOURCE
Ozkan Sezer

pthread/SDL_syssem.c requires _GNU_SOURCE predefined (like SDL_sysmutex.c),
otherwise sem_timedwait() prototype might not be available to it.  Problem
seen with glibc-2.3.4.
2015-06-13 13:36:47 -07:00
Sam Lantinga 9cf47d2f0d Fixed bug 3010 - SDL_x11messagebox.c needs including X11/keysym.h
Ozkan Sezer

SDL_x11messagebox.c needs including <X11/keysym.h> otherwise XK_Escape,
etc might not be available to it. Seen this with x.org-x11-6.8.2.
2015-06-13 13:34:30 -07:00
Philipp Wiesemann d8c2b36c21 Fixed crash if allocation for touch device failed.
If the allocation of an SDL_Touch failed, the number of touch devices was still
increased. Later access of the SDL_Touch would then have dereferenced the NULL.
2015-06-12 21:10:31 +02:00
Ryan C. Gordon 714687427a Make some string literals "const char *", not "char *" (thanks, Martin!).
Fixes Bugzilla #3007.
2015-06-12 11:58:31 -04:00
Sam Lantinga f29de0d324 Fixed bug 3005 - MOMO steering wheel not detected by SDL
Joe Thompson

This is a regression. The changes to fix #2460 cause the EnumJoysticksCallback() function to return without adding devices (Line 345 in SDL-0a2b6bc7005f\src\joystick\windows\SDL_dinputjoystick.c).
Looking at dinput.h on my system, at least DI8DEVTYPE_DRIVING and DI8DEVTYPE_FLIGHT need to be added to the test.
It might be better to check if (devtype == DI8DEVTYPE_SUPPLEMENTAL) rather than checking if it is NOT EQUAL to a long list of types. Or check if the device is already in the list.
2015-06-11 12:04:57 -07:00
Alex Szpakowski a86df3b7cf iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes. 2015-06-09 21:08:24 -03:00
Philipp Wiesemann cd1d7c94e9 Wayland: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on Emscripten, iOS and WinRT).
2015-06-09 21:06:55 +02:00
Philipp Wiesemann 5d6aa08b28 Emscripten: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on iOS and WinRT).
2015-06-09 21:06:29 +02:00
Philipp Wiesemann 86e9ab79ce Linux: Fixed not needed call to close() on error.
It was called if file descriptor was none and -1.
2015-06-08 20:46:09 +02:00
Ryan C. Gordon 50981d418a x11: Drop duplicate XInput2 XI_RawMotion events.
This happens when the pointer is grabbed, but it's not clear if this is a
bug in x.org or my misunderstanding of the XGrabPointer() documentation.

At any rate, we'll want to revisit this later for a better solution.

Fixes Bugzilla #2963.
2015-06-08 02:58:46 -04:00
Ryan C. Gordon 7232e51a68 Unix: Don't send quit events during signal handler.
Make note to send it, and send next time we SDL_PumpEvents().

Otherwise, we might be trying to use malloc() to push a new event on the
queue while a signal is interrupting malloc() elsewhere, usually causing a
crash.

Fixes Bugzilla #2870.
2015-06-08 01:52:43 -04:00
Ryan C. Gordon e3f4ca0d71 configure/cmake/x11: Removed SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 test.
This was the only thing that made SDL_config.h generate differently between
32 and 64-bit versions of Linux, so instead we force a function cast in our
X11 code to match our dynamic loader version, which removes the compile error
on some machines that prompted this test in the first place.

Xlib never wrote to this data, so if you're on an older Xlib where this param
wasn't const, your data should still be intact when we force the caller to
think it was actually const after all.

Fixes Bugzilla #1893.
2015-06-08 01:13:51 -04:00
Ryan C. Gordon d98cfe1435 Let's assume that if VS2005 and VS2010 do it, VS2008 probably does, too. 2015-06-07 20:00:20 -04:00
Ryan C. Gordon 753f95c5dd VS2005 tweaks (thanks, Ozkan!).
Fixes Bugzilla #2895.

His notes:

The following trivial changes make SDL2 tree (mostly) compatible with Visual
Studio 2005:

* SDL_stdlib.c: Similar to VS2010 and newer, VS2005 also generates memcpy(),
  (it also generates memset(), see below), so propagate the #if condition to
  cover VS2005.

* SDL_pixels.c (SDL_CalculateGammaRamp): VS2005 generates a memset() call for
  gamma==0 case, so replace the if loop with SDL_memset().

* SDL_windowsvideo.h: Include msctf.h only with VS2008 and newer, otherwise
  include SDL_msctf.h

* SDL_windowskeyboard.c: Adjust the #ifdefs so that SDL_msctf.h inclusion is
  always recognized correctly.
2015-06-07 19:58:42 -04:00
Ryan C. Gordon 8bac796791 Maybe patched to compile on some Windows configurations.
(Maybe) Fixes Bugzilla #3001.
2015-06-07 18:29:23 -04:00
Ryan C. Gordon 141ac2b59d Backed out changeset c6d43e08be34
This caused Bugzilla #2963, so we'll find a better solution.
2015-06-07 17:59:31 -04:00
Ryan C. Gordon 699f879a8f Fixed a memory leak (thanks, Zack!).
We should probably rework this piece of code a little more after 2.0.4 ships,
though.

Fixes Bugzilla #3004.
2015-06-07 17:54:39 -04:00
Ryan C. Gordon 8a85084fc1 RPi: Patched to compile without OpenGL (thanks, Simon!), other cleanups.
Fixes Bugzilla #3003.
2015-06-06 22:45:22 -04:00
Philipp Wiesemann fd8b7c1ca3 Fixed comments at conditional compilation macros. 2015-06-05 19:41:18 +02:00
Ryan C. Gordon 360d05bf72 X11: Fixed SelectionRequest replies for target TARGETS.
Fixes Google Chrome, etc, freezing up when SDL owns the clipboard selection
and actually sends thems the correct text for pasting. Confirmed working with
Unicode strings in UTF-8 format.

There were a few tweaks in this patch, but the specific fix is that
event.xselection.target in the SelectionNotify event we send back in reply
must be set to the same atom as the request ("TARGETS" in this case), and
we failed to do that in this special case. Things that don't ask for a target,
like the Gnome Terminal app, worked fine because they don't ask for TARGETS
and just go right to asking for a UTF8_STRING, and Mozilla apparently just
was more liberal in what they accepted in reply.

Chrome would reject our wrong reply and freeze up waiting for a valid one.
Someone should fix that in Chrome, too.  :)

Fixes Bugzilla #2926.
2015-06-04 15:41:39 -04:00
Ryan C. Gordon 96aef8cbca X11: Fixed compiler warnings in DEBUG_XEVENTS sections. 2015-06-04 10:59:02 -04:00
Philipp Wiesemann 7738bd9b55 AIX: Fixed nearly impossible file descriptor leak. 2015-06-04 17:52:51 +02:00
Sam Lantinga 38549a7bba Fixed bug 2625 - Direct3D9 with SDL_TEXTUREACCESS_TARGET textures causes an application crash
Roberto

I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening.

- Create the texture:
SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h);

- Update the texture:
SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch);
  SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
    SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
      SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) {
        SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code

After checking a bit the Microsoft documentation, I found this:

D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx)

The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code.
2015-06-04 00:56:11 -07:00
Ryan C. Gordon ba1263cd1d Backout commit 83034612a883
This caused 8-bit modes to be chosen on older OS X releases.

Fixes Bugzilla #3000.
2015-06-04 02:12:06 -04:00
Ryan C. Gordon e8b376c9d5 Linux: Implemented sysfs-based version of SDL_GetPowerInfo().
Fixes Bugzilla #2938.
2015-06-03 13:11:28 -07:00
Ryan C. Gordon 36ecb766c8 Changed a static function to match the naming scheme of rest of source file. 2015-06-01 01:25:22 -04:00
Jason Wyatt cad269bc27 Also set the _NET_WM_NAME. Window managers supporting this will take this value over the value set by XStoreName. This explicitly supports UTF-8 encoding, which fixes corrupt UTF-8 titles in KDE. 2015-05-05 09:16:12 +01:00
Ryan C. Gordon 05e78b3f49 X11: search all XI2 touch devices, not just masters (thanks, Volumetic!).
Otherwise, you won't find touch devices that aren't currently assigned to a
system cursor.
2015-05-31 22:59:59 -04:00
Ryan C. Gordon 554b2b0e36 X11: Fixed message boxes not responding to click on titlebar close button.
The window needs to catch ClientMessage events for one specific window, but
XNextEvent() catches everything, and XWindowEvent doesn't catch ClientMessage,
so we need predicate procedure and XIfEvent() here.

Fixes Bugzilla #2980.
2015-05-31 22:48:26 -04:00
Ryan C. Gordon 7619ad3430 Cocoa: deal with mouse focus when warping the cursor from outside a window.
Otherwise, you might not get appropriate mouse enter/leave events.

Better fix for Bugzilla #2984.
2015-05-31 21:43:36 -04:00
Ryan C. Gordon 5b2ff76c12 Cocoa: send a MOUSEMOTION event when warping cursor from outside the window.
Fixes Bugzilla #2984.
2015-05-31 13:58:36 -04:00
Philipp Wiesemann 551fbf7bea Android: Changed two unknown keys to be consistent with Windows and X11 mapping. 2015-05-31 19:22:42 +02:00
Ryan C. Gordon 80614b27e4 Fixed swizzle of SDL_FillRect() on 24-bit surface (thanks, "nagydavid91"!).
Fixes Bugzilla #2986.
2015-05-31 11:38:10 -04:00
Ryan C. Gordon e58a5c43c4 X11: Fixed high mouse buttons mappings and horizontal wheels (thanks, Daniel!).
Fixes Bugzilla #2472.
2015-05-31 00:58:43 -04:00
Ryan C. Gordon 870df8adab Cocoa: ignore mouseDown events in a window's titlebar.
These events accidentally slipping in sometimes appears to be a bug (or
maybe new behavior) in 10.10, as previous versions of Mac OS X don't appear
to ever trigger this.

Thanks to Paulo Marques for pointing out the fix on the SDL mailing list!

Fixes Bugzilla #2842 (again).
2015-05-31 00:50:30 -04:00
Ryan C. Gordon f001a00b08 X11: Force the window focus during ShowWindow if there's no window manager.
Fixes Bugzilla #2997.
2015-05-29 15:21:47 -04:00
Sam Lantinga c888183728 Improved fix for bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Zack Middleton

The change to the keymap to use SDL_SCANCODE_TO_KEYCODE in SDL_x11keyboard.c causes all SDL scancodes without a Usc4 character to be XOR'd with SDLK_SCANCODE_MASK, but not all key code are suppose to be (as seen in include/SDL_keycodes.h). SDLK_BACKSPACE is not 0x4000002A.

I think the full list of keys affected are return, escape, backspace, tab, and delete.
2015-05-28 19:06:07 -07:00
Sam Lantinga da1909755b Fixed clip rectangle calculation when there is a viewport offset 2015-05-28 18:57:10 -07:00
Sam Lantinga 6e67c949c1 Fixed bug 2054 - SDL_GetError: "Unknown touch device"
Volumetric

The "Unknown touch device" message appears because the initial touch device setup loop uses SDL_GetTouch() as a guard for calling SDL_AddTouch().  SDL_GetTouch() will always report "Unknown touch device" since the device hasn't been added yet.  The SDL_GetTouch() call is unnecessary since SDL_AddTouch() calls SDL_GetTouchIndex() to verify that the device hasn't been added yet, and SDL_GetTouchIndex() has the benefit of not reporting an error for a device it can't find.
2015-05-28 12:55:01 -07:00
Sam Lantinga 32d6dcdb47 Fixed bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Jacob Lee

If a user has a non-standard keyboard mapping -- say, their caps lock key has been mapped to Ctrl -- then SDL_GetModState() is no longer accurate: it only considers the unmapped keys. This is a regression from SDL 1.2.

I think there are two parts to this bug: first, GetModState should use keycodes, rather than scancodes, which is easy enough.

Unfortunately, on my system, SDL considers Caps Lock, even when mapped as Control, to be both SDL_SCANCODE_CAPSLOCK and SDLK_CAPSLOCK. The output from checkkeys for it is:

INFO: Key pressed :  scancode 57 = CapsLock, keycode 0x40000039 = CapsLock  modifiers: CAPS

Whereas the output for xev is:

KeyPress event, serial 41, synthetic NO, window 0x4a00001,
    root 0x9a, subw 0x0, time 40218333, (144,177), root:(1458,222),
    state 0x10, keycode 66 (keysym 0xffe3, Control_L), same_screen YES,
    XKeysymToKeycode returns keycode: 37
    XLookupString gives 0 bytes:
    XmbLookupString gives 0 bytes:
    XFilterEvent returns: False

I think the problem is that X11_UpdateKeymap in SDL_x11keyboard.c only builds a mapping for keycodes associated with a Unicode character (anything where X11_KeyCodeToUcs returns a value). In the case of caps lock, SDL scancode 57 becomes x11 keycode 66, which becomes x11 keysym 65507(Control_L), which does not have a unicode value.

To fix this, I suspect that SDL needs a mapping of the rest of the x11 keysyms to their corresponding SDL key codes.
2015-05-28 12:48:20 -07:00
Ryan C. Gordon 4d1626d042 Windows SDL_GetBasePath: free string on failure. 2015-05-28 15:36:27 -04:00
Ryan C. Gordon aa43bee434 Windows GetBasePath: fixed reallocation code. 2015-05-28 15:32:45 -04:00
Ryan C. Gordon 566316e052 Windows SDL_GetBasePath: Fixed wrong variable when growing the buffer size. 2015-05-28 15:29:43 -04:00
Sam Lantinga f9abea2061 Fixed bug 2210 - Initializing Video produces unnecessary errors
hiduei

Overview:
Initializing the Video Subsystem causes many errors though everything works as it should.

Steps to Reproduce:
1) Set Loglevel to SDL_LOG_PRIORITY_ERROR

2) Initialize the Video Subsystem (SDL_Init(SDL_INIT_VIDEO))

Actual Results:
Many errors (see attachment) are printed on stderr, then the application continues as expected.

Expected Results:
The errors should have been warnings at most.
2015-05-28 12:31:25 -07:00
Sam Lantinga 6a3ad8a998 Fixed bug 2367 - Bad mouse motion coordinates with two windows where one has changed logical size
Andreas Ragnerstam

I have two windows where one has a renderer where the logical size has been changed with SDL_RenderSetLogicalSize. When I get SDL_MOUSEMOTION events belonging to the non-scaled window these will have been scaled with the factor of the scaled window, which is not expected.

Adding some printf debugging to SDL_RendererEventWatch of SDL_render.c, where (event->type == SDL_MOUSEMOTION), I found that for every mouse motion SDL_RendererEventWatch is called twice and the event->motion.x and event.motion.y are set twice for the event, once for each renderer where only the last one set will be saved to the event struct. This will work fine if both renderers have the same scale, but otherwise the motion coordinates will be scaled for the renderer belonging to another window than the mouse was moved in.

I guess one solution would be to check that window == renderer->window for SDL_MOUSEMOTION events, similar to what is done for when SDL_WINDOWEVENT events.

I get the same error on both X11 and Windows.
The same problem also exists for SDL_MOUSEBUTTONDOWN and SDL_MOUSEBUTTONUP events.
2015-05-28 12:18:05 -07:00
Sam Lantinga bccc2ad09e Fixed compiling and tested on Windows 2015-05-28 12:06:48 -07:00
Ryan C. Gordon 6d1ad3847a Windows GetBasePath should use GetModuleFileNameExW() and check for overflows.
Apparently you might get strange paths from GetModuleFileName(), such as
short path names or UNC filenames, so this avoids that problem. Since you have
to tapdance with linking different libraries and defining macros depending on
what Windows you plan to target, we dynamically load the API we need, which
works on all versions of Windows (on Win7, it'll load a compatibility wrapper
for the newer API location).

What a mess.

This also now does the right thing if there isn't enough space to store the
path, looping with a larger allocated buffer each try.

Fixes Bugzilla #2435.
2015-05-28 01:54:52 -04:00
Ryan C. Gordon 75702ffebc Make sure we have the vsscanf() prototype (thanks, Ozkan!).
issue seen with glibc-2.8.

Fixes Bugzilla #2721.
2015-05-28 14:34:38 -04:00
Sam Lantinga cb24f4de94 Fixed bug 2772 - SDL2 doesn't handle X KeymapNotify events
Jason Wyatt

Currently the keymapnotify event handling is commented out as FIXME in SDL_x11events.c (It looks like this may have functioned SDL1.2).

Not handling this event means that if a window manager shortcut such as ALT+SPACE is used, SDL will send an ALT key down signal, but not an up signal. Also querying SDL about the key state, it believes the ALT key remains pressed.
X passes the events keypress (alt), ?focusout?, ?focusin?, keymapnotify.
2015-05-28 10:44:46 -07:00
Ryan C. Gordon aa4952fdef Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon d4aedf9951 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon e497e46515 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon 3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon 5696e88e6b Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon f9af0c0376 x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon 8e855f2fbc Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon f2defe5e11 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon f9b7379341 Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon 8875a4014f x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon 14e007772a x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon 9a7527988a x11: Workaround window managers that mark fullscreen windows as maximized.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon 81209acbd8 x11: Let apps specify that video init should fail if XRandR is unavailable.
Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
2016-01-04 23:44:27 -05:00
Ryan C. Gordon f9d478b6c3 x11: _NET_WM_PID needs a long, not a pid_t, I think. 2016-01-05 02:40:14 -05:00
Ryan C. Gordon 0c0ce2096c Updated comment: this is the correct way to do fullscreen on X11 now. 2015-04-21 10:19:20 -04:00
Ryan C. Gordon e0e04542d0 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Ryan C. Gordon 15bc7aea64 Mac: allows apps to use OpenGL on a slower, integrated GPU.
This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.

Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.

https://developer.apple.com/library/mac/qa/qa1734/_index.html
2016-01-04 22:00:04 -05:00
Ryan C. Gordon 7678b1db88 Patch to compile on C89 compilers. 2016-01-04 16:36:42 -05:00
Ryan C. Gordon 6df5e1e535 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
2016-01-04 16:25:27 -05:00
Ryan C. Gordon fa8c83c1c1 Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/

Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.

Fixes Bugzilla #3220.
2016-01-03 06:50:50 -05:00
Sam Lantinga e2fd1c0fe3 Backed out commit 80ce90dbc266, this causes Visual Studio build failure on buildbot 2016-01-02 11:17:06 -08:00
Sam Lantinga 68a3272852 Fixed sed error on Mac OS X and updated copyright on a few last files 2016-01-02 10:38:51 -08:00
Sam Lantinga ac444cd313 Fixed bug 3092 - Statically link sdl2 with /MT for msvc
Martin Gerhardy

According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
2016-01-02 10:25:53 -08:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
David Ludwig 44c0b2da87 WinRT: minor code-comment cleanups 2015-12-31 01:54:11 -05:00
David Ludwig 6823a22162 WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore) 2015-12-31 01:50:30 -05:00
David Ludwig d8aa066288 Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong 2015-12-31 01:40:50 -05:00
David Ludwig 854cf7ac40 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen 2015-12-30 12:44:13 -05:00
Philipp Wiesemann c41feca5de Fixed a crash if creating accelerated renderer after accessing window surface.
Partially fixes Bugzilla #3196.
2015-12-29 19:13:56 +01:00
Ryan C. Gordon 696cd7975c NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!).
Fixes Bugzilla #3176.
2015-12-29 02:32:47 -05:00
Ryan C. Gordon ce0f90ffb9 NetBSD: improved joystick support (thanks, Thomas!).
This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.

Fixes Bugzilla #3178.
2015-12-29 02:29:56 -05:00
Ryan C. Gordon 18c7d6df21 XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
2015-12-29 02:16:14 -05:00
Ryan C. Gordon 326b357804 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
2015-12-29 01:09:58 -05:00
Ryan C. Gordon f893ce3d3e OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.
2015-12-28 15:15:58 -05:00
Alex Szpakowski 4ae69e3222 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
2015-12-28 15:44:09 -04:00
Ryan C. Gordon 51c1d69d13 Mac: Whoops, lost legit Caps lock keypress events. Fixed. 2015-12-28 13:30:58 -05:00
Ryan C. Gordon fd6b435c6a Windows: resync num/caps lock when window is gaining focus. 2015-12-28 13:08:19 -05:00
Ryan C. Gordon 257b7af247 Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
2015-12-28 13:07:44 -05:00
Ryan C. Gordon d3b323f89d Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground. 2015-12-27 23:39:43 -05:00
David Ludwig fa7c15ce1f WinRT: made bug 3202/3213's fix apply for WinRT apps 2015-12-27 22:26:27 -05:00
Ryan C. Gordon 2befe01d39 Removed a tabstop. 2015-12-27 18:56:46 -05:00
Ryan C. Gordon 6a2e8a7a90 Win: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 18:48:14 -05:00
David Ludwig 9e9ef5ad31 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
Many thanks to id.zeta for details on the bug, and for the fix!
2015-12-27 17:55:45 -05:00
Ryan C. Gordon faed05850e Mac: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 16:46:12 -05:00
David Ludwig 8281cc72ba WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps" 2015-12-22 00:58:47 -05:00
Sam Lantinga 8ddcc63ac7 sdl:
xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
2015-12-18 18:49:35 -08:00
Alex Szpakowski 4026980917 Cleaned up some code formatting. 2015-12-18 00:49:27 -04:00
Alex Szpakowski cb15bb4cfa iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened. 2015-12-11 16:41:59 -04:00
Alex Szpakowski a2235d7b29 Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6. 2015-12-10 22:17:22 -04:00
Alex Szpakowski 0c463d770b SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried. 2015-12-10 20:25:34 -04:00
David Ludwig f2f435ee45 WinRT: fixed bug: Back button(s) weren't working on Win10
Many thanks go to Sylvain Becker for providing details on the fix!
2015-12-09 21:34:56 -05:00
Sam Lantinga d1e6a2ebe6 Added broad support for wireless XBox 360 controllers on Linux 2015-12-09 12:11:40 -08:00
David Ludwig 976bc9a919 WinRT: build fix for Windows Phone 8.0 2015-12-06 18:48:46 -05:00
David Ludwig 2b48481879 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps 2015-12-06 18:42:30 -05:00
David Ludwig a40d49aa1c WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps 2015-12-06 18:33:43 -05:00
David Ludwig 898054a179 WinRT: fixed a build error when compiling Windows 8.1 .dlls 2015-12-06 17:32:33 -05:00
David Ludwig c8e3bfbf54 WinRT: removed an unused variable from DXGI-based display-detection code 2015-12-06 17:07:37 -05:00
David Ludwig 781455fd8b WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps.  This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.

The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
2015-12-06 17:06:40 -05:00
Philipp Wiesemann 57f2f3baf3 Windows: Added missing NULL check after SDL_stack_alloc().
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
2015-12-06 17:51:11 +01:00
Philipp Wiesemann 32147ba780 X11: Fixed memory leak when initializing multiple screens. 2015-12-05 17:08:07 +01:00
Edward Rudd 9394953400 Add Logitech F510 Gamepad Direct input mode mapping 2015-11-30 10:39:34 -05:00
Alex Szpakowski 6a50d33385 Removed some debug prints. 2015-11-30 03:30:35 -04:00
Alex Szpakowski 9ddc6c3441 Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space. 2015-11-30 03:30:07 -04:00
David Ludwig 25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
David Ludwig fa2d5ab497 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority.  WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).

This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
2015-11-26 13:51:03 -05:00
David Ludwig d07aa877d2 WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
2015-11-26 11:15:43 -05:00
David Ludwig a70fe9a53e WinRT: native windows are inherently resizable (in WinRT 8.x) 2015-11-26 11:09:50 -05:00
David Ludwig 7bd640d5da WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
2015-11-26 02:37:51 -05:00
David Ludwig 36090f576f WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
2015-11-26 02:13:15 -05:00
David Ludwig f520994455 WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees 2015-11-26 01:36:36 -05:00
David Ludwig 623898f70b WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work).  The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
  non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
  programmatically possible in Win 8.x apps).
2015-11-26 00:41:39 -05:00
David Ludwig a5a80cd033 WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime 2015-11-15 13:04:42 -05:00
Ryan C. Gordon 5224dfcc9a X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc). 2015-11-17 12:15:35 -05:00
Sam Lantinga 11f2a9f8c4 Fixed bug 3168 - xinput build failure with dxsdk
Ozkan Sezer

Yes, the annotations can actually be removed.  They are used only by MSVC and aren't vital.
2015-11-16 21:20:38 -08:00
David Ludwig dc804c0e1a WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010.  It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
2015-11-14 21:29:14 -05:00
Ryan C. Gordon e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Alex Szpakowski 998a54f9c5 Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.) 2015-11-14 04:24:39 -04:00
Sam Lantinga dee61c5a30 Added support for the Gamestop Logic3 Controller 2015-11-13 14:26:00 -08:00
Alex Szpakowski 2816d4477d Mac: Added SDL_GameController mappings for the Steelseries Stratus XL and Nimbus gamepads. 2015-11-12 22:53:37 -04:00
Alex Szpakowski 9c51c4a639 Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.) 2015-11-12 22:44:32 -04:00
Alex Szpakowski 7267835842 iOS: Fixed crashes when rotating the screen after destroying a window. 2015-11-12 20:58:11 -04:00
Sam Lantinga faee628941 Added Linux support for the Razer Sabertooth game controller 2015-11-12 13:13:36 -08:00
Alex Szpakowski 0da59802aa iOS: Set the 'player index' of MFi game controllers when they're opened for use.
MFi controllers display their player index via LEDs on the controller.
2015-11-09 18:13:47 -04:00
Alex Szpakowski 84f6bc41b8 iOS: Fixed MFi game controller triggers to report the proper range of values. 2015-11-09 17:41:54 -04:00
Sam Lantinga 5103ae9fd6 one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first 2015-11-09 08:55:07 -08:00
Sam Lantinga ebfb2ecb68 don't toggle SDL fullscreen state on OSX if we're destroying the window 2015-11-09 08:55:01 -08:00
Sam Lantinga eeddb7c534 more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state 2015-11-09 08:54:56 -08:00
Sam Lantinga 792354d6f0 SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing. 2015-11-09 08:54:49 -08:00
Sam Lantinga 2d884656c4 add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles. 2015-11-09 08:54:42 -08:00
Alex Szpakowski 7ce64372c8 iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers. 2015-11-09 02:32:37 -04:00
Sam Lantinga cef2242025 Added Linux binding for Wii-U Pro controller 2015-11-05 18:10:19 -08:00
Sam Lantinga 38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Sam Lantinga 2b0140a91f Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes. 2015-10-27 11:17:32 -07:00
Alex Szpakowski f8824cb99b Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.) 2015-10-23 03:37:53 -03:00
Philipp Wiesemann 4c72d39ce7 D3D11: Fixed SDL_RenderDrawPoints() ignoring input after the first 128 points.
If a limit would be needed then count should be adapted before stack allocation.
2015-10-15 22:26:21 +02:00
Philipp Wiesemann 86711041f2 Android: Added new key codes without mapping. 2015-10-07 21:16:18 +02:00
Sam Lantinga 5b1741132f Converted tabs to spaces for SDL style 2015-10-06 21:40:50 -07:00
Sam Lantinga 9bd640e1a0 Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2) 2015-10-06 21:16:21 -07:00
Ryan C. Gordon c5e68d68e7 Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.
Otherwise, bad things happen.
2015-10-06 00:10:54 -04:00
Sam Lantinga 7bc72eaf84 Fixed forcing the window size when creating a non-resizable window on Windows. 2015-10-01 11:21:06 -07:00
Sam Lantinga 667783ba88 Fixed swapped Windows and Linux entries for the Cideko AK08b 2015-09-30 16:00:21 -07:00
Sam Lantinga a0c4b56ff9 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Sam Lantinga c2f0394831 Fix crash on controller hotplug on linux.
CR: Sam
2015-09-30 15:38:30 -07:00
Sam Lantinga e015140af3 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel 2015-09-30 15:38:18 -07:00
Sam Lantinga ed23a3f887 Added support for the Cideko AK08b 2015-09-30 15:33:33 -07:00
Philipp Wiesemann 10daf1f4d3 Android: Removed three internal functions not used by SDL.
They were not needed internally since the switch to the common EGL backend.

Thanks to the SDL mailing list for pointing out that the functions seem unused.
2015-09-27 20:12:47 +02:00
Alex Szpakowski ab2a350033 iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
2015-09-25 15:17:20 -03:00
Philipp Wiesemann 774b077513 iOS: Fixed pointer dereference after free. 2015-09-21 21:19:37 +02:00
Alex Szpakowski 2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Philipp Wiesemann efad04c317 Android: Added check if Java method for APK expansion file exists. 2015-09-18 21:26:46 +02:00
Philipp Wiesemann 6e7c479ec2 Android: Fixed trying to read from APK expansion files without version hint set.
This also fixed overwriting the asset error message which is more useful if no
APK expansion files are available and the requested file was not found.
2015-09-17 22:30:24 +02:00
Philipp Wiesemann 92ca42d940 Android: Renamed SDLActivity's Java method used for APK expansion files.
The name was not correct.
2015-09-17 22:24:54 +02:00
Alex Szpakowski ecfdb10cfa iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
2015-09-15 00:25:07 -03:00
Alex Szpakowski a506f1cbc7 Windows: Try to use xinput9_1_0.dll if XInput 1.4 and 1.3 are not available.
XInput "9.1.0" ships with Windows Vista and 7 systems, but it lacks some features, including support for detecting Guide button presses.
2015-09-14 22:50:55 -03:00
Alex Szpakowski 76fc378837 Fixed the header guard in the darwin SDL_sysjoystick_c.h file. 2015-09-14 22:44:20 -03:00
Sam Lantinga 08ce12c4e3 Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog 2015-09-14 11:15:25 -07:00
Ryan C. Gordon 4295a6fe47 Mac: Fixed off-by-one bug when plugging in a joystick (thanks, Konstantin!). 2015-09-13 11:29:45 -04:00
Alex Szpakowski 82c8825cb5 iOS: Added support for force-touch on capable devices. 2015-09-09 19:08:52 -03:00
Alex Szpakowski 6a32ca7a39 Mac: Fixed SDL_SetWindowSize to set the size of the content area of the window, rather than the total size including decorations. 2015-09-09 13:55:11 -03:00
Philipp Wiesemann e8757e873e Android: Changed return type of four JNI functions from int to jint. 2015-09-05 20:21:52 +02:00
Philipp Wiesemann 212e99633b PSP: Replaced use of SDLKey with SDL_Keycode. 2015-08-24 22:35:01 +02:00
Philipp Wiesemann 991feafa09 PSP: Fixed a syntax error.
Found by Cppcheck.
2015-08-24 22:31:36 +02:00
Philipp Wiesemann 0856a7ef34 Changed an error return value from 0 to NULL for consistency. 2015-08-21 23:50:37 +02:00
Philipp Wiesemann 98986f39e9 Removed not needed call to pthread_attr_getstacksize() for SDL_CreateThread(). 2015-08-15 21:21:29 +02:00
Ryan C. Gordon 8145760314 X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
2015-08-15 00:36:39 -04:00
Ryan C. Gordon 0d8c3a0b76 Patched to compile. 2015-08-14 23:38:40 -04:00
Ryan C. Gordon 0cf81fbdf9 Minor coding convention fix. 2015-08-14 23:30:46 -04:00
Jason Wyatt fb37956d9b Supply current group when translating X11 Keycodes to Keysyms. 2015-08-14 16:23:31 +01:00
Ryan C. Gordon 9e2b90e2a4 Cocoa: Keep the window's screen position through SDL_SetWindowSize().
The Y coordinate is flipped in Cocoa, so if you change the height, the window
will move and maybe clip against the screen edge if you don't adjust its Y
coordinate to match.

Possibly fixes Bugzilla #3066.
2015-08-14 01:20:41 -04:00
Ryan C. Gordon f2f8e6f5ef X11: only send mouse button up events if not a mousewheel "button"
(Brackets in the wrong place, my bad!)
2015-08-13 21:40:32 -04:00
Ryan C. Gordon 874bf86504 X11: Simplified mousewheel event handling.
Under load, this would race and report an incorrect mouse button event instead
of a wheel event.

Fixes Bugzilla #2987.
2015-08-13 17:40:28 -04:00
Ryan C. Gordon da6f2221e3 X11: isConfigureNotify() isn't used at the moment, comment it out. 2015-08-13 17:37:09 -04:00
Ryan C. Gordon 8a1fd98261 X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.

Fixes Bugzilla #3052.
2015-08-13 14:56:16 -04:00
Philipp Wiesemann 3362c9f196 Emscripten: Changed return -1 after SDL_SetError() to return SDL_SetError(). 2015-08-09 20:00:51 +02:00
Ryan C. Gordon c67213f331 X11: Fixed XRandR display detection.
Previously this only worked on X11 when Xinerama was carrying the weight.

Fixes Bugzilla #3062.
2015-08-07 01:02:35 -04:00
Ryan C. Gordon ca46804210 X11: Fixed a memory leak when adding duplicate display modes. 2015-08-07 00:59:31 -04:00
Philipp Wiesemann fcc5940935 Emscripten: Added missing error messages for audio and joystick init failures. 2015-08-05 21:04:10 +02:00
andrewb a702c338f0 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Sam Lantinga 270f38db08 Fixed bug 3083 - Android JNIEXPORT and JNICALL missing
Martin Gerhardy

Just a minor thing, but a huge outcome. All the other jni related functions already have those flags, but the nativeInit function lacks them - so it might be stripped away.
2015-08-01 22:03:50 -07:00
Alex Szpakowski 5a3cc7f580 EGL: Added support for sRGB system framebuffers, when the required EGL extension is present. 2015-08-01 15:16:57 -03:00
Philipp Wiesemann c57f409fe8 Mac: Fixed check for SDL_HINT_MAC_BACKGROUND_APP. 2015-07-31 20:16:58 +02:00
Alfred Reynolds 0aa2a6df2c SDL
- fix hint check, we want or not and
2015-07-31 09:16:21 -07:00
Sam Lantinga e93f90ae90 Trivial integer truncation warning fixes. 2015-07-30 10:01:04 -07:00
Alfred Reynolds 628d8edb95 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds 5aaf81c84e Fix up monitor enumeration for Windows 8.1 case. 2015-07-29 17:19:13 -07:00
Alfred Reynolds e09d95c36a Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened. 2015-07-29 17:19:11 -07:00
Alfred Reynolds b0e145b3e1 Move GetDisplayDPI to the end of the file. 2015-07-29 17:19:06 -07:00
Alfred Reynolds dc2e9ba13b Fix build. 2015-07-29 17:19:04 -07:00
Alfred Reynolds 51c72e10f7 Add X11 implementation of SDL_GetDisplayDPI. 2015-07-29 17:19:02 -07:00
Alfred Reynolds 61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Ryan C. Gordon f5cf86769a x11: Catch fatal X errors when calling glXMakeCurrent().
In extremely rare cases, probably due to misconfigured drivers, one might
see this happen, and rather than terminate the process, we try to recover
by reporting an error to the app.

Fixes Bugzilla #3068.
2015-07-28 00:12:50 -04:00
Alex Szpakowski c344b734f4 iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported. 2015-07-19 19:56:16 -03:00
Alex Szpakowski 6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon b24586309c Fixed dynapi for new SDL_WarpMouseGlobal() function signature. 2015-07-18 00:04:49 -04:00
Ryan C. Gordon 9d3d643742 Patched to compile on Raspberry Pi. 2015-07-18 00:03:34 -04:00
Ryan C. Gordon e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Philipp Wiesemann 16e18817e9 Windows: Fixed wrong debugger output if logging empty string as info or warning. 2015-07-16 21:31:21 +02:00
Philipp Wiesemann 2919905620 PSP: Fixed error handling in SDL_SemWaitTimeout().
Signed integers were converted to unsigned before being checked if smaller 0.

Found by Cppcheck.
2015-07-15 21:11:24 +02:00
Ryan C. Gordon 27055ea0ad X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
2015-07-14 23:46:35 -04:00
Ryan C. Gordon 0c19501eeb x11: Patched to compile on systems without the Xutf8LookupString() function. 2015-07-11 00:59:56 -04:00
Philipp Wiesemann 4679195dbf Fixed memory leak in test harness.
Found by Cppcheck.
2015-07-06 21:02:20 +02:00
Sam Lantinga 396b3b8992 Better fix for bug 3048, don't crash if the window title is NULL 2015-07-05 15:45:48 -07:00
David Ludwig d0ba0c1d8a Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle" 2015-07-04 21:04:49 -04:00
Ryan C. Gordon 65a1a3e7e9 Cocoa: support drag-and-drop of multiple objects. 2015-07-04 14:09:09 -04:00
Sam Lantinga b5c43a88b4 Fixed style 2015-07-03 09:18:14 -07:00
Sam Lantinga 35c4468f9d commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date:   Fri Jul 3 02:17:10 2015 +0200

    fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression

    The window manager detection code in X11_HasWindowManager does not work
    with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
    result of the more correct checks in X11_CheckWindowManager.
2015-07-03 09:17:24 -07:00
Philipp Wiesemann 26ecab9010 Removed redundant variable check when processing gestures. 2015-07-01 21:10:54 +02:00
Sam Lantinga e8954d5d8c Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10 2015-06-30 19:30:02 -07:00
Ryan C. Gordon 1e3c28ac64 X11: Added a test for a weird X11 error we get with Xinerama, rarely. 2015-06-30 15:00:48 -04:00
Ryan C. Gordon 20ec137763 X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
2015-06-30 14:41:17 -04:00
Ryan C. Gordon acdb494ffd X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
2015-06-30 14:39:39 -04:00
Ryan C. Gordon 4986563d2f Fixed assertion failure in diskaudio target caused by new hotplugging support.
Fixes Bugzilla #3032.
2015-06-30 13:46:06 -04:00
Sam Lantinga f1b7a8434f Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined 2015-06-25 07:17:08 -07:00
Sam Lantinga 3a08b46336 Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer

When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.

Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.

I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:

  * r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.

  * But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).

  * It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.

The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
2015-06-25 11:49:48 -07:00
Sam Lantinga 82eec4b630 Fixed whitespace in SDL_evdev.c 2015-06-24 17:55:38 -07:00
Sam Lantinga 9f50d63dd5 Fixed an issue with mouse/keyboard removal
Sometimes, on removal SDL_EVDEV_udev_callback() gets called with zero udev_class. This in turn seems to be caused the SDL_udev.c:guess_device_class() failing to find the attributes of the parent device.

Apparently this is normal, attributes are not guaranteed to be in place during removal, depending on timing. This lack of attributes causes guess_device_class() to return zero.

This fix mimics the code in linux/SDL_sysjoystick.c:joystick_udev_callback() which effectively has the same fix already in place.
2015-06-24 17:54:39 -07:00
Alfred Reynolds cbbdd27ad3 SDL
- disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed).

CR: SamL
2015-06-24 10:56:51 -07:00
Alfred Reynolds e4e4e1b82a SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`".  Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.

CR: SamL
2015-06-24 10:56:37 -07:00
Sam Lantinga b7aa856c8f Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.
Adam M.

It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
2015-06-22 23:36:06 -07:00
Ryan C. Gordon ded3a16e72 Fixed compiler warning about shadowed local variables. 2015-06-23 01:44:44 -04:00
Philipp Wiesemann 8cea1b986e Windows: Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 19:37:37 +02:00
Philipp Wiesemann 72590685c0 Backed out changeset 4ad56dbf4a6f 2015-06-21 19:36:35 +02:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00
Eric Wing 7d5147bad3 resync'd overscan patch with SDL mainline. 2015-04-17 21:25:19 -07:00
Philipp Wiesemann 5a578a0783 Fixed return value of SDL_SaveBMP_RW() depending on set errors after NULL input.
If SDL_SaveBMP_RW() was called with NULL passed as SDL_RWops argument, different
values were returned depending on SDL_GetError(). If no error was set before the
call (or SDL_ClearError() was called) then 0 was returned. This is wrong because
nothing was saved. If an error was set before the call then -1 was returned.

This was fixed by directly returning -1 for NULL input instead of deciding based
on SDL_GetError(). No new error is set because this would otherwise override a
maybe more useful error set in SDL_RWFromFile() which is used by SDL_SaveBMP().
2015-04-16 22:04:35 +02:00
Philipp Wiesemann db878a4336 Linux: Removed not needed platform info from two entries of controller database.
Not needed because entries of this file are selected by conditional compilation.
2015-04-16 22:02:03 +02:00
Philipp Wiesemann 3e1d36299a Fixed typo in internal joystick documentation comments. 2015-04-15 21:29:55 +02:00
Philipp Wiesemann e6b7b38c6c Emscripten: Simplified implementation of joystick update function.
The function was implemented using four loops but only needed two.
2015-04-15 21:27:10 +02:00
Philipp Wiesemann 86fb92a7da Emscripten: Fixed memory leak if SDL_GetPrefPath() failed. 2015-04-15 21:25:15 +02:00
Philipp Wiesemann 0fbd3372d4 WinRT: Fixed format string for error message. 2015-04-13 20:52:18 +02:00
Ryan C. Gordon 3a0270593e Patched to compile on C89 compilers. 2015-04-12 21:02:21 -04:00
Ryan C. Gordon c539b3f9e9 Make X11 and Wayland ProcessHitTest() code less verbose. 2015-04-12 20:59:48 -04:00
Ryan C. Gordon d10201be08 Implemented SetWindowHitTest() for Wayland (thanks, x414e54!).
Fixes Bugzilla #2941.
2015-04-12 20:40:06 -04:00
Alex Szpakowski a27fad1e24 Fixed orientation issues in the iOS extended launch screen. 2015-04-12 01:50:28 -03:00
Alex Szpakowski fe6c797cad Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called. 2015-04-10 23:30:31 -03:00
David Ludwig a6df21cd00 Partial fix for bug 2726 - Win32 'mouse' events not applying 'SDL_TOUCH_MOUSEID'
This is a Win32-specific fix for bug 2726.  A WinRT fix for this bug was applied
separately, via https://hg.libsdl.org/SDL/rev/91f56dcad879

This fix applies SDL_TOUCH_MOUSEID to 'mouse' events coming from touch devices,
but only when relative-mouse-mode is turned OFF.  This bug is still present
when relative-mouse-mode is ON, however Microsoft does not provide documentation
on whether or not those input events (which come from WM_INPUT) can be
identified as touch-specific or not.  Unofficially, that data might be available
(via GetMessageExtraInfo()), however this patch only uses MS-documented APIs.
2014-12-20 11:45:39 -05:00
Sam Lantinga 719bb6fcee Fixed X11 build, added code to print initial modifiers to checkkeys 2015-05-28 09:52:48 -07:00
Sam Lantinga 0694baf260 Fixed bug 2736 - X11 doesn't set KMOD_NUM and KMOD_CAPS to system state
Zack Middleton

Using X11 (on Debian Wheezy), SDL_GetModState() & KMOD_NUM and KMOD_CAPS are not set to system state (numlock/capslock LEDs). Pressing numlock or capslock toggles the mod state, though if num/caps lock is enabled before starting the program it's still reversed from system state. This makes getting KMOD_NUM and KMOD_CAPS in programs unreliable. This can be seen using the checkkeys test program.

The function that appears to have handle this in SDL 1.2 is X11_SetKeyboardState. The function call is commented out with "FIXME:" in SDL 2.

Using Windows backend through WINE; on first key press if numlock and/or capslock is enabled on system, numlock/capslock SDL_SendKeyboardKey is run and toggles KMOD_NUM/KMOD_CAPS to the correct state. On X11 this does not happen.

The attached patch makes X11 backend set keyboard state on window focus if no window was previously focused. It sets all keys to system up/down state and toggles KMOD_NUM/KMOD_CAPS via SDL_SendKeyboardKey to match system if needed. The patch is based on SDL 1.2's X11_SetKeyboardState.
2015-05-28 09:33:47 -07:00
Sam Lantinga 779d403563 Fixed Windows build 2015-05-28 08:51:59 -07:00
Sam Lantinga 0669a224f5 Fixed bug 2860 - SetProp must be paired with RemoveProp especially for properties added to external windows
Coriiander

Upon creating a window, a window property is added to it through the Win32-function "SetProp". This is done in the SDL-function "SetupWindowData" in file "src\video\windows\SDL_windowswindow.c".

Whenever you call "SetProp" to add a property to a Win32-window, you should also call the Win32-function "RemoveProp" to remove it before destroying that Win32-window.

While you might think that it's ok and that Windows will clean up nicely itself, it is not ok. It is against all Win32-API guidelines and is mostlikely a leak. Especially on external windows (CreateWindowFrom) you want to have things done right, not messy and leaky, affecting some other module. Even if SDL gets shutdown entirely that external window will now forever still have the "SDL_WindowData" prop attached to it.
2015-05-28 08:41:07 -07:00
Ryan C. Gordon 84ce000670 I think this will be the time... 2015-05-28 01:27:24 -04:00
Ryan C. Gordon 7964f3adb2 Still trying to get this to compile... 2015-05-28 01:22:14 -04:00
Ryan C. Gordon cae4fd7fb2 More patching to compile... 2015-05-28 01:16:55 -04:00
Ryan C. Gordon e90f87bab0 Another attempt to get this to compile. 2015-05-28 01:08:33 -04:00
Ryan C. Gordon 4add16943e Patched to compile on MingW.
(I think!)
2015-05-28 01:02:03 -04:00
Ryan C. Gordon 58447b24c1 Move tests from SDL_config higher up in Windows joystick/haptic code.
Fixes Bugzilla #2932.
2015-05-28 00:54:52 -04:00
Ryan C. Gordon 2a75782553 X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.

Fixes Bugzilla #2343.
2015-05-28 00:30:21 -04:00
Ryan C. Gordon bea1854cac Patched to compile on C89 compilers. 2015-05-27 19:00:56 -04:00
Ryan C. Gordon 9c343681c4 Wayland: Avoid NULL dereference after window destruction (thanks, "x414e54"!).
Fixes Bugzilla #2934.
2015-05-27 18:54:06 -04:00
Sam Lantinga 7f17e0ab9e Fixed detecting PS4 wired controller on Windows 2015-05-27 10:29:43 -07:00
Ryan C. Gordon 80cfccbf8d Back out changeset b80349dd6d40.
This change didn't do what I thought it did, sorry.
2015-05-26 22:57:42 -04:00
Ryan C. Gordon c69a559239 X11: generate clipboard update events (thanks, "chw"!).
Partially fixes Bugzilla #2266.
2015-05-26 21:29:45 -04:00
Ryan C. Gordon 059a030716 Uh, yeah, it helps to press "Save" before committing... 2015-05-26 21:30:41 -04:00
Ryan C. Gordon cc493d7195 X11: use XA_STRING for text SDL puts on the clipboard (thanks, "chw"!).
Partially fixes Bugzilla #2266.
2015-05-26 21:26:27 -04:00
Ryan C. Gordon baea64e642 Stack hint should look for 0, not -1, and not care about environment variables. 2015-05-26 21:19:23 -04:00
Ryan C. Gordon a8fa7bd1f7 Added a hint to specify new thread stack size (thanks, Gabriel!).
Fixes Bugzilla #2019.

(we'll do a better fix when we break the API in SDL 2.1.)
2015-05-26 21:13:27 -04:00
Alex Baines dae40bff0d [IBus] Only register interest in messages sent to our input context. 2015-02-27 21:17:29 +00:00
Alex Baines 42d9cf6978 [ibus] Send an empty TextEditing event when the text is cleared by pressing backspace. 2015-02-01 21:08:54 +00:00
Ryan C. Gordon 21d0cdedb3 Added some unknown keys from Japanese 106/109 keyboards (thanks, "ver0hiro"!).
This adds them for Windows and X11.

Fixes Bugzilla #2820.
2015-05-26 20:55:03 -04:00
Alex Szpakowski 262e8ef3f0 Mac: Send a window resize event when the window's backing scale factor changes.
The backing scale factor can change when the window moves between retina and non-retina displays.

The only other way to detect such a change is to compare the output of SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize every frame, which is less than desirable, especially since the necessary app logic is likely already being executed when a window resize event is received.
2015-05-26 21:51:47 -03:00
Ryan C. Gordon be89fa09ef Reset the keyboard state when launching a message box (thanks, Sean!).
Otherwise, pressed keys get stuck.

Fixes Bugzilla #2776.
2015-05-26 20:49:27 -04:00
Ryan C. Gordon 41908548b9 Windows: Alt-F4 hotkey should be checked on keydown, not keyup (thanks, Matt!).
Fixes Bugzilla #2780.
2015-05-26 20:40:00 -04:00
Ryan C. Gordon 72a244da41 Android: Added basic drop file support (thanks, "noxalus"!).
This lets SDL-based apps respond to "Open With" commands properly, as they
can now obtain the requested path via a standard SDL dropfile event.

This is only checked on startup, so apps don't get drop events at any other
time, even if Android supports that, but this is still a definite
improvement.

Fixes Bugzilla #2762.
2015-05-26 20:36:45 -04:00
Alex Baines ae6555dff8 Pump IBus events after X events. 2015-05-26 20:22:14 -04:00
Alex Szpakowski a4f0daedae EGL: OpenGL ES 3.0 contexts can now be created without the EGL_KHR_create_context extension.
Fixes bugzilla #2994.
2015-05-26 19:34:56 -03:00
Ryan C. Gordon d5a578531b Drop out of SDL_UpdateTexture() early if the rectangle is zero pixels.
Hopefully makes static analysis happy about a zero-byte malloc elsewhere.
2015-05-26 16:42:36 -04:00
Ryan C. Gordon 2e2b84fb32 Some setups need _GNU_SOURCE to make LLONG_MAX available (thanks, Ozkan!).
Fixes Bugzilla #2721.
2015-05-26 16:31:11 -04:00
Ryan C. Gordon 59f69f6317 Whoops, fix the static analysis fix. 2015-05-26 16:14:25 -04:00
Ryan C. Gordon d1980b93fb Mac: Fix compiler warning when building with a min target >= 10.6. 2015-05-26 12:52:28 -04:00
Ryan C. Gordon 37f4eb5379 Darwin haptic: Fixed a static analysis warning if axes==0. 2015-05-26 12:47:03 -04:00
Ryan C. Gordon f99d6e1df8 Linux joystick: Look at entire axis namespace for controls (thanks, "spaz16"!).
This apparently has fallout: the PS4 (and maybe PS3?) controllers apparently
report some bogus axes, but it won't change the axes we currently expect, and
thus the game controller config string is still stable.

Fixes Bugzilla #2719.
2015-05-26 12:03:51 -04:00
Sam Lantinga 523064592a Fixed bug 2869 - Controllers connected on launch are reported twice.
Since all device detection/removal happens on the main thread now, post events inline with when the status changes occur.
Also fixed rare cases when joystick API functions could return data about removed joysticks when called with a device index.
2015-05-26 08:52:02 -07:00
Ryan C. Gordon 80916e01f3 Cocoa: Fixed relative mouse mode when app loses/regains focus (thanks, Eric!).
Fixes Bugzilla #2718.
2015-05-26 11:38:04 -04:00
Ryan C. Gordon b11b3493b9 Windows: don't beep on Alt-* key combos (Thanks, historic_bruno!).
Fixes Bugzilla 2669.
2015-05-26 11:08:30 -04:00
Ryan C. Gordon bb437f0233 Cocoa: report SDL_WINDOWEVENT_EXPOSED events to the app (thanks, David!).
Fixes Bugzilla #2644.
2015-05-26 11:01:19 -04:00
Ryan C. Gordon 22704ac2df Cocoa: don't fail outright if we see an unknown display format.
Just treat it as ARGB8888.
2015-05-26 09:55:41 -04:00
Ryan C. Gordon aba4d78384 Don't look for (and fail without) glGetIntegerv() until we need to.
Fixes Bugzilla #2615.
2015-05-26 10:25:15 -04:00
Sam Lantinga 2c4a6ea0a2 Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Sam Lantinga 507157abdb Wait for devices to finish initializing when inserted, before using them. Fixes hotplug issue with XBox 360 game controller. 2015-05-25 16:22:09 -07:00
Sam Lantinga b0c5e201f8 Added support for Razer Serval Bluetooth mode 2015-05-25 14:52:41 -07:00
Victor Luchits afc97cbd5d Fix duplicate raw mouse events with XInput2
Make XGrabPointer calls in X11_SetWindowGrab and X11_CaptureMouse
consistent by passing False to owner_mask along with proper event_mask.
2015-05-14 14:40:56 +03:00
Sam Lantinga 6365381422 Added game controller support for the Razer Serval 2015-05-20 16:28:21 -07:00
Alex Szpakowski fcee3e734d Code style cleanup in the GLES and GLES2 render backends. 2015-05-16 17:35:36 -03:00
Alex Szpakowski 240a3fbffe iOS: Added support for SDL_DisableScreenSaver and SDL_EnableScreenSaver. 2015-05-16 16:55:56 -03:00
Philipp Wiesemann a54d038b64 Emscripten: Fixed wrong source comment and updated web link. 2015-05-16 21:15:27 +02:00
Alex Szpakowski d57b973518 Mac: Use CoreFoundation headers instead of Carbon headers, in GetPowerInfo code. 2015-05-16 12:05:42 -03:00
Sam Lantinga 1c6ea0f226 Added a userdata parameter to SDL_SetWindowsMessageHook() 2015-05-13 22:39:32 -07:00
Sam Lantinga b2be9253e3 Fixed Mac and Linux builds 2015-05-13 22:39:27 -07:00
Sam Lantinga 7de242e72c Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows 2015-05-13 22:39:20 -07:00
Sam Lantinga 094c4a160f Added generic xinput fallback for XBox compatible controllers on Linux 2015-05-13 22:37:26 -07:00
Alex Szpakowski f1a7c00d06 Refactored SDL_EGL_CreateContext: It now supports context flags and OpenGL ES 3+ contexts, and its behavior more closely matches the GLX and WGL context creation code.
Improved the code style consistency of SDL_egl.c.

Fixes bugzilla #2865.
2015-05-11 21:03:36 -03:00
Philipp Wiesemann 5919a859b4 Android: Fixed empty parameter list in signatures of internal functions. 2015-05-09 22:42:23 +02:00
Philipp Wiesemann 3f51758ec5 Emscripten: Fixed touch coordinates not being normalized. 2015-05-06 21:10:48 +02:00
Alex Szpakowski ac27b511bf Fixed SDL_GL_GetAttribute queries for framebuffer component sizes in Core Profile OpenGL contexts.
Fixes bugzilla #2060.
2015-05-06 12:54:51 -03:00
Alex Szpakowski 4fc4026660 Replaced all remaining uses of NSAutoreleasePool with @autoreleasepool blocks (bugzilla #2680.) 2015-05-05 19:01:55 -03:00
Alex Szpakowski d1372bb92c Fixed the window offset on iOS when resuming an app with a borderless or fullscreen window that has the on-screen keyboard visible. 2015-05-05 16:20:11 -03:00
Alex Szpakowski d603bb30e6 Fixed a crash on iOS when none of the orientations in Info.plist match the SDL window's actual orientation.
Fixes bug #2967.
2015-05-05 16:16:10 -03:00
Sam Lantinga 74d83ead35 Fixed bug 2976 - Fix RGBA<->RGBA blit that was broken with the optimization from Bug 11
id.zeta

The optimization from Bug 11 added a code branch on cases where the source RGB masks match the destination RGB masks and a optimized blit function Blit4to4MaskAlpha that always overrides the source alpha info would be chosen. Unfortunately, the branch also errorneously took over the RGBA<->RGBA blitting cases where the source alpha info should be copied, while they would instead get overriden in Blit4to4MaskAlpha.

The attached patch fixes that by handling the RGBA<->RGBA cases correctly in that branch with the original BlitNtoNCopyAlpha as well as uses an optimized Blit4to4CopyAlpha along the same vein.
2015-05-04 21:47:40 -07:00
Ryan C. Gordon 589c46dd65 X11: send keypress events before textinput events. 2015-05-01 01:20:28 -04:00
Philipp Wiesemann 9979bab20b Android: Deactivated debug log messages on joystick device events. 2015-04-30 21:45:29 +02:00
Dimitris Zenios d9d1a1b980 X11: Use our own cut-buffer for intermediate clipboard storage.
XA_CUTBUFFER0 is not defined for holding UTF8 strings.
2015-04-26 13:53:46 +03:00
Eric Wing 313881175d Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.

An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.

This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.

// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 04:41:26 -08:00
David Ludwig 5fee84f24b WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
2014-12-02 21:18:50 -05:00
Andreas Schiffler 52760dcdf1 Fix assert format strings/parameters in testautomation modules; improve output of SDL_CompareSurfaces to aid debugging; update platform_testSetErrorInvalidInput for SDL changes 2014-11-30 20:55:27 -08:00
Sam Lantinga 265b219e3e Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

Remove the dependency of the calculation of Linux "phase" on "period",
currently the "phase" parameter is interpreted as a time shift, instead of a phase shift.
The Linux input documentation is not clear about the exact units of the "phase" parameter (see http://lxr.free-electrons.com/source/include/uapi/linux/input.h?v=3.17#L1075 ),
but we're about to standardize the 'phase shift' interpretation into the Linux input documentation,
since this will ease the job of a driver to recalculate the effect's state when the user dynamically updates the "period" parameter.
2014-11-29 11:51:13 -08:00
Sam Lantinga ef8c3d89ce Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
2014-11-29 11:48:43 -08:00
David Ludwig ce64b4ad3a WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():

1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned.  On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders.  Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used.  This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).


2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms.  Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder.  Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows.  This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path.  Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.

The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use.  Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.

To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".

Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself.  Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)


3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
2014-11-29 10:09:30 -05:00
Sam Lantinga 4dab32a2bc Fixed bug 2786 - "UCS-2-INTERNAL" iconv encoding is not supported everywhere, use UTF-16LE instead
Jonas Kulla

src/main/windows/SDL_windows_main.c:137:
cmdline = SDL_iconv_string("UTF-8", "UCS-2-INTERNAL", (char *)(text), (SDL_wcslen(text)+1)*sizeof(WCHAR));

I'm trying to compile an SDL2 application for windows using the mingw-w64 32bit toolchain provided by my distro (Fedora 19). However, even the simplest test program that does nothing at all fails to startup with a "Fatal error - out of memory" message because the mingw iconv library provided by my distro does not support the "UCS-2-INTERNAL" encoding and the conversion returns null.

From my little bit of research, it turns out that even though this encoding is supported by the external GNU libiconv library, some glibc versions (?) don't support it with their internal iconv routines, and will instead provide the native endian encoding when "UCS-2" is specified.

Nonetheless, I wonder why the native endianness is considered in the first place when Windows doesn't even run on any big endian archs (to my knowledge). And true enough, 'WIN_StringToUTF8' from core/windows/SDL_windows.h is used everywhere else in the windows backend, which is just a macro to iconv with "UTF-16LE" as source. Therefore it would IMO make sense to use this macro here as well, which would solve my problem (patch attached).
2014-11-28 04:51:33 -08:00
Sam Lantinga 767bb36364 Fixed bug 2676 - xdnd_version check issue in case ClientMessage
Nitz

I added xdnd_version check to XdndPosition case also
under DEBUG_XEVENTS macro.
by this we can get the action requested by user.

I analysed further and found out that removing xdnd_version check at XdndDrop case is a bad idea because
in XConvertSelection API timestamp should be passed if(xdnd_version >= 1)
otherwise CurrentTime should be passed
So xdnd_version check is important at XdndDrop case

I made xdnd_version as a static so that it can store the version in other cases also.
2014-11-28 04:42:46 -08:00
Sam Lantinga 7ed41da0b0 Fixed bug 2411 - Even if built with --enable-clock_gettime, SDL2 still calls gettimeofday()
Ben Swick

Makes SDL_syscond.c and SDL_syssem.c use clock_gettime(CLOCK_REALTIME) when HAVE_CLOCK_GETTIME is defined.
2014-11-28 04:37:50 -08:00
Eric Wing ef559ddb4c iOS: Added support for iOS 8 LaunchScreen NIBs.
iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images. This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus". So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, this patch will use the NIB as the launch screen. Otherwise, the code falls back to the legacy code path.

Note: Upon audit of the legacy path, it appears that it does not properly handle the UILaunchImages Info.plist convention. I've added comments inline to the code about this. However, in about a year from now, nobody is going to care about this path since everybody should be using LaunchScreen NIBs.
2014-11-02 20:55:13 -08:00
David Ludwig ecc014740a WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns.  Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.

Roaming folder support is not available in Windows Phone 8.0.  Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.

Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
2014-11-27 09:55:34 -05:00
David Ludwig 506a1efc22 WinRT: removed a completed TODO item from an inline comment 2014-11-27 08:50:11 -05:00
David Ludwig 6a5b3bb425 WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions.  An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.

This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
2014-11-26 21:34:15 -05:00
Philipp Wiesemann 8cab5ae300 Fixed limitation for number of custom main() arguments on Android.
Limitation was size of the reference table because local refs were not deleted.
2014-11-25 22:31:14 +01:00
J?rgen P. Tjern? 94539137a2 Mac: Add drag & drop support.
Fixes bug https://bugzilla.libsdl.org/show_bug.cgi?id=2757

Thanks to Alex Szpakowski for the patch!
2014-11-24 11:46:20 -08:00
Edward Rudd 084642d3f4 Cocoa: add in handling of "lost" touches on OS X. [bug #2635]
This scenario can occur, for example, when the 4-finger touch sequence is used to switch spaces.  the SDL window does not receive the touch up events and ends up thinking there are far more fingers on the pad than there are.

So the solution here is everytime a new "touch" appears we can through and check if there are any existing known touches by the OS and if there are none, abut SDL things there are, we simply go through and cancel the SDL touches.

Side affects.
- the "touch up" won't occur until the users sends a new touch (could be well after the actual release really did occur)
2014-11-23 15:48:52 -05:00
Philipp Wiesemann 097ad55000 Fixed local reference leaks in messagebox implementation for Android. 2014-11-23 20:38:18 +01:00
David Ludwig d9a42c76b1 WinRT: fixed an invalid comment in SDL_GetPrefPath() (for WinRT) 2014-11-23 08:59:01 -05:00
David Ludwig 13c511697c WinRT: allowed 'roaming' and 'temp' folder paths to be retrieved on WinPhone 8.1
Windows Phone 8.0 either did not define, or provide access to, a 'RoamingFolder'
or 'TemporaryFolder' for apps to use.  Windows 8.0 and 8.1 do, as does
Windows Phone 8.1.  This change allows SDL-based Windows Phone 8.1 apps to
access these folders, via either the SDL_WinRTGetFSPathUNICODE() or
SDL_WinRTGetFSPathUTF8() functions.

SDL_GetPrefPath(), which on WinRT, is based on SDL_WinRTGetFSPathUTF8(), will
continue to return the app's 'local' folder, despite Windows 8.x
counterpart apps using the 'roaming' folder, in order to preserve compatibility
when 8.0-based Phone apps upgrade to 8.1-based Phone apps.
2014-11-23 08:52:10 -05:00
David Ludwig 5575948b37 Fixed bug 2726 - WinRT touches not setting 'which' field in virtual mouse events
This patch makes sure that any SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, and
SDL_MOUSEMOTION events, as triggered by a touch event in a WinRT app, set the
event's 'which' field to SDL_TOUCH_MOUSEID.  Previously, this was getting set
to the same value as events from a real mouse, '0'.

Thanks to Diego for providing information on this bug, and to Tamas Hamor for
sending over a patch!
2014-11-22 21:13:46 -05:00
Philipp Wiesemann 9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
Wander Lairson Costa eff61ee39d Add an entry for X11 "/" key for Brazilian keyboard.
SDL2 reports the following message when we type the "/" on br-abnt2 keyboards:

The key you just pressed is not recognized by SDL. \
To help get this fixed, please report this to the SDL mailing list \
<sdl@libsdl.org> X11 KeyCode 97 (89), X11 KeySym 0x2F (slash).

That's because the corresponding entry in the scancodes table is
marked with value SDL_SCANCODE_UNKNOWN.

This commit fixes that adding the value SDL_SCANCODE_SLASH for this entry.
2014-06-05 11:55:37 -03:00
Ryan C. Gordon 69f6f646a2 Cleaned up the macro salsa in the Windows timer code.
- Removed USE_GETTICKCOUNT code; it's never used now.
- Reduced the number of preprocessor checks for WinRT.
- Renamed timeSetPeriod() so it doesn't look like a Win32 API call.
2015-04-20 13:43:24 -04:00
Ryan C. Gordon b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00