Commit Graph

4856 Commits

Author SHA1 Message Date
Sylvain Becker d11f7615fa Android: minor preparation for bug 4142 (concurrency issues) 2019-01-03 13:38:33 +01:00
Sylvain Becker 5dc25fef3b Android: preparation bug 4142, reduce usage of global variable Android_Window 2019-01-03 13:14:16 +01:00
Sylvain Becker a95f91bcea Fixed bug 3250 - Wrong backbuffer pixel format on Android, keep getting RGB_565
Use the egl format to reconfigure java SurfaceView holder format.
If there is a change, it triggers a surfaceDestroyed/Created/Change sequence.
2019-01-02 18:06:33 +01:00
Sylvain Becker a02998a292 Android: make sure surfaceChanged try to enter into 'resumed' state. 2019-01-02 17:41:33 +01:00
Sylvain Becker 4d2b5c791e Fixed bug 4424 - Android windowed mode is broken (Thanks Jonas Thiem!) 2019-01-02 17:08:01 +01:00
Sylvain Becker 03b0e1dee0 Android: on rare occasion, prevent Android_JNI_GetNativeWindow() from crashing
If Java getNativeSurface() returns null, then ANativeWindow_fromSurface() would crash().
2018-12-30 22:44:25 +01:00
Sylvain Becker 1e22fc1513 Android: fixed comments and spaces 2018-12-30 15:41:28 +01:00
Sylvain Becker 2a412eb94c Fixed bug 3186 - Android SW keyboard not restored when app becomes foreground. 2018-12-30 15:39:37 +01:00
Sylvain Becker d09774a47c Fixed bug 3511 - documentation to end an Android application 2018-12-30 14:23:25 +01:00
Sylvain Becker 9cdd0dd996 PSP renderer: use colors from 'draw' union (very likely, but un-tested) 2018-12-29 17:59:34 +01:00
Sylvain Becker ebd9efb361 opengles 1: same fix as in bug #4433 2018-12-29 16:37:44 +01:00
Sylvain Becker 87b7636918 opengles 1: use color from 'draw' union in SetDrawState() 2018-12-29 16:34:50 +01:00
Alex Szpakowski dc3443602b render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. 2018-12-21 20:53:31 -04:00
Ryan C. Gordon 0a70590118 render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.

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

Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
2018-12-19 18:10:02 -05:00
Alex Szpakowski c7db6ade7d metal: Implement SDL_LockTexture for YUV formats. 2018-12-19 18:27:21 -04:00
Alex Szpakowski ce8c716ada metal: Implement SDL_LockTexture for non-YUV textures. 2018-12-18 14:23:05 -04:00
Sylvain Becker c0c8f2d703 Gesture: remove warnings when ENABLE_DOLLAR is undefined. 2018-12-16 11:15:21 +01:00
Ryan C. Gordon c3e3503ee8 testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval. 2018-12-16 01:04:07 -05:00
Ryan C. Gordon 13869f194c cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!

CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
2018-12-16 01:03:17 -05:00
Sylvain Becker 1ed6021960 Fixed bug 4426 - allows re-creation of software renderer
Switching between renderers "software -> opengl -> opengles2 -> software" fails.

"opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface"
without marking it as "surface_invalid".
2018-12-15 16:21:24 +01:00
Ryan C. Gordon 1829692753 emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index. 2018-12-15 09:57:05 -05:00
Sylvain Becker e5476c653d Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
2018-12-15 14:50:12 +01:00
Sam Lantinga bd08d72dec Fixed building with the 10.10 SDK 2018-12-11 20:04:10 -08:00
Sam Lantinga 98829d37e8 Handle both "Sony Interactive Intertainment" and "Sony Computer Entertainment" when ignoring motion sensors 2018-12-11 19:50:58 -08:00
Sylvain Becker 71b6645177 Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro 2018-12-10 13:32:24 +01:00
Ethan Lee 0b6e24f7e7 Linux Haptic: Fix periodic.magnitude value 2018-12-06 14:26:18 -05:00
Sam Lantinga 39e8e3951c Fixed bug 4379 - fix parallel build with slibtool
orbea

I am having a parallel build problem with -j3 or higher using the autotools build and slibtool instead of GNU libtool. Basically slibtool is faster than GNU libtool and it will start working before mkdir starts or finishes creating the build/ directory.
2018-12-08 11:22:50 -08:00
Sam Lantinga 1c9595b16f Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null

I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:

<App Name> <Window> <View>

1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
2018-12-08 11:06:40 -08:00
Sam Lantinga 70ce0f2e06 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings 2018-12-07 12:02:08 -08:00
Sam Lantinga 898644d18e Made it more clear that the values being compared are floats 2018-12-06 09:09:05 -08:00
Brandon Schaefer f9192ab8fc wayland: Do not try to lock on an invalid pointer
This happens if you try to lock the pointer and (caps & WL_SEAT_CAPABILITY_POINTER) is false
Leading to input->pointer being NULL which ends up bringing the wayland client down (at lease on weston)
2018-12-06 10:39:33 -05:00
Sylvain Becker 7468d1e096 Fix warnings detected on Android build 2018-12-06 15:46:40 +01:00
Sylvain Becker 39ec1699e7 opengles2: fix prototype of glDeleteBuffers 2018-12-06 10:24:44 +01:00
Sylvain Becker 252dc85e95 Fix warnings detected on Android build 2018-12-06 09:22:00 +01:00
Ryan C. Gordon a7563bcd3d joystick: Removed unused variable. 2018-12-05 19:03:15 -05:00
Ryan C. Gordon c7b713714a Whoops, forgot to add a new source file. :/ 2018-12-05 17:53:38 -05:00
Sam Lantinga 6ed76ae18f Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows 2018-12-05 14:46:03 -08:00
Ryan C. Gordon fbead63540 joystick: Added controller config for IMS Passenger Control Unit Devices. 2018-12-05 16:55:59 -05:00
Ryan C. Gordon 2878d4f80c egl: Don't force X11 support when testing for EGL.
Fixes building Wayland support on embedded systems without X11.

(TODO: maybe move the EGL test out of the X11 tests at some point, too.)
2018-12-05 16:53:15 -05:00
Ryan C. Gordon 1689e9f910 linux: Move SDL_LinuxSetThreadPriority() elsewhere to fix build.
Fixes Bugzilla #4393.
2018-12-05 16:51:22 -05:00
Ryan C. Gordon bd3ee07c83 wayland: Send SDL_TOUCH_MOUSEID mouse events for touches. 2018-12-05 16:49:38 -05:00
Sylvain Becker 6259a72636 Warnings: fix a documentation warning and missing prototypes 2018-12-05 16:13:12 +01:00
Sam Lantinga db320e460a Fixed the PS4 motion controls showing up as a separate game controller on Linux 2018-12-04 14:21:29 -08:00
Sylvain Becker 69c256c102 Fix comment and end of lines 2018-12-04 18:15:45 +01:00
Sylvain Becker f64c943370 Update comment URL of USB document (HID Usage Tables 1.12) 2018-12-04 17:13:13 +01:00
Sylvain Becker 09b462044f Windows: NEON detection and intrinsic includes on Visual Studio
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.

PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
 when defined as 19).
2018-12-04 16:50:31 +01:00
Sylvain Becker aea7e56a24 android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h>
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).

Fixes Bugzilla #4409.
2018-12-04 12:34:45 +01:00
Ryan C. Gordon cca9d24cde direct3d: be more aggressive about resetting invalidated cached state.
Fixes Bugzilla #4402.
2018-12-03 09:26:05 -05:00
Ryan C. Gordon 939bf1c4d8 render: fix some static analysis warnings. 2018-12-03 02:06:17 -05:00
Ryan C. Gordon 33f78eb163 direct3d: Make sure streaming textures update before being used for drawing.
Fixes Bugzilla #4402.
2018-12-03 01:58:23 -05:00