Commit Graph

4468 Commits

Author SHA1 Message Date
Sam Lantinga 66baf7363e Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga 7c60bec493 Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)

As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.

Happy 2018 to all the SDL2 devs and users!

--

PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])


References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
2018-01-03 10:58:58 -08:00
Sam Lantinga 8111a632be Fixed bug 4013 - Wayland: fix videoquit on multimonitor system
Vladimir

On multimonitor system Wayland_VideoQuit invalid deiniting.

Tested in Centos7 + Weston
2018-01-03 10:49:26 -08:00
Sam Lantinga 1fa4bcca6a Fixed bug 4012 - Wayland: invalid direction on mouse wheel
Vladimir

Invalid direction on mouse wheel

Patch tested in Centos 7 + Weston
2018-01-03 10:43:01 -08:00
Sam Lantinga 6bc3873729 Fixed bug 4011 - Wayland: fix free cursor
Vladimir

Sometimes SDL application crashes on cursor free.

Patch tested under Centos 7 + weston
2018-01-03 10:07:27 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski 888198ee31 metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Alex Szpakowski ef1014ac68 configure script: Implement testing for build-time Metal SDK support. 2018-01-02 19:06:14 -04:00
Sam Lantinga b3b5c47366 Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga fa86807ceb Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski 07f08b47ff metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski 1cc6603378 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon 7c667a6f7a windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
2018-01-01 19:16:51 -05:00
Alex Szpakowski a452a08458 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski 639ea9fdbc metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski cf45cf70e5 metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski 85470a2f95 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski 047d387b2e metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski 48fea0cee4 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon 6d32ebdbc9 winrt: Add mmdevapi.lib dependency to WinRT8.1 builds, for WASAPI support. 2017-12-31 03:51:17 -05:00
Ryan C. Gordon 027d63bc01 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon 140cc46004 windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon 77bb49b7a7 wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Ryan C. Gordon c0c3056948 winrt: Disabled Windows Phone 8.0 builds.
It lacks APIs we need for WASAPI and probably no one will miss it. 8.1 is
still supported.
2017-12-31 03:17:18 -05:00
Ryan C. Gordon 791c0dd8ab winrt: bumped SDL's shipping version number in winrtbuild.ps1 2017-12-31 03:13:33 -05:00
Alex Szpakowski 42b19c9749 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski e24dc9053b metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski 49df65c25a metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Ryan C. Gordon d027f3602f xcode: Add Metal and QuartCore to everything as a weak_framework. 2017-12-30 14:40:39 -05:00
Alex Szpakowski 64ec4c3334 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga 616827ae64 Fixed bug 4001 - Android, prevent error message box to crash
Sylvain

Prevent the error message box to crash after being clicked.
Because of "SDLActivity.mSingleton.finish();"
2017-12-19 11:19:10 -08:00
Sam Lantinga b7be5bce33 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga 70082db849 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga b92e2f027a Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	6ce3bb5e38a5.
2017-12-19 10:57:21 -08:00
Sam Lantinga fee2469c65 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga e5cfa24182 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga 255362a3ed Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga cc30e1eb3d Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Sam Lantinga 95d8396e9d Added Android build script for SDL 2017-12-16 10:40:41 -08:00
Ryan C. Gordon ab4695f48f wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon 988034fcc7 windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga 684c5847ad Moved deployment target values to project settings 2017-12-12 22:30:21 -08:00
Sam Lantinga 35a2eed3c1 Parameterized the All (target platform) build target scripts so they can be used in other projects 2017-12-12 21:59:39 -08:00
Sam Lantinga 18577a70dd Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga 87894224b6 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga 0597bf6e99 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11
bastien.bouclet

According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.

As an application developer, I don't want SDL to force me to enable the gnu extensions.
2017-12-12 16:25:43 -08:00
Sam Lantinga ca7297668a Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga 2afc0b7fa5 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Sam Lantinga e8bbbb37f1 Added support for Android video textures 2017-12-12 12:52:17 -08:00