Use the xdg-desktop-portal interface to RealtimeKit1, when available, to set realtime scheduling and elevated priority for threads. This portal allows for the use of rtkit within containers such as Flatpak. It will fall back to using RealtimeKit1 directly if the xdg-desktop-portal interface is too old or not available.
* Added support for mini-gamepad mode for Joy-Con controllers, matching the mapping for hid-nintendo on Linux and iOS 16
* Added the ability to merge left and right Joy-Con controllers into a single Pro-style controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_COMBINE_JOY_CONS to control this merging functionality
* Removed the hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
* Added support for mini-gamepad mode for Joy-Con controllers, matching the mapping for hid-nintendo on Linux and iOS 16
* Added the ability to merge left and right Joy-Con controllers into a single Pro-style controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_COMBINE_JOY_CONS to control this merging functionality
* Removed the hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
- Touch events may be translated to mouse movement events without the normal Xinput2 raw motion events
being sent. Not all touch events will necessarily move the mouse but this ensures we update the global
mouse state just in case.
- Fix up some formatting
CR: saml
Cache off NSWindow's windowNumber in SDL_WindowData on setup and use that in `Cocoa_SendWakeupEvent` to prevent accessing windowNumber off the main thread.
Unopened devices, if removed, now send SDL_AUDIODEVICEREMOVED events with
a `which` field set to zero. Apps can use this to decide if they need to
refresh a list of devices being shown in an options menu, etc.
It's safe to call SDL_CloseAudioDevice(0), so even if they try to clean
up this bogus id, it should be safe.
Fixes#5199.
This allows setting the brightness of the home LED on Nintendo Switch Pro controllers, in the range 0.0 - 1.0.
This can be updated at runtime by setting the hint dynamically.
Fixes https://github.com/libsdl-org/SDL/issues/3787
SDL_events_need_periodic_poll() and SDL_events_need_polling() are intended to allow the event loop to update joysticks and/or sensors if needed, however those systems only update when the SDL_update_joysticks and/or SDL_update_sensors variables are true. This change brings the behavior of these functions in line with if work will actually need to be performed.
This change allows the hints for AUTO_UPDATE to influence the polling behavior of the event loop such that an app can choose to update joysticks/sensors itself and avoid the expense of constantly sleeping and waking the event loop. Additionally in makes these functions marginally faster in some situations by not searching the active events.
Hint callbacks are called before the actual value in the hint is changed, so the functions SDL_AutoUpdateJoysticksChanged and SDL_AutoUpdateSensorsChanged were not actually properly updating their respective variables in repsonse to their auto update hint changing.
Instead, we pull the new hint value out of the value passed into the callback and use that to update the variables. Assume true on a null value as that was the previous behavior and it matches with the default values of SDL_update_joysticks/SDL_update_sensors.
Events to handle controller touchpads and sensors were added to the library but not added in `SDL_GameControllerEventState()`. This change adds the missing events.
- CMD_CHARGE_STATE was checking the seqnum instead of the payload
- Off-by-one error in size validation for command payload
- Unused payload space was left uninitialized in output report
As discussed in PR review, there may be an off-chance that the index
returned doesn't match up with SDL's display indexing.
This change ensures that the indices match and adds a safety check for
off-screen windows.
With the introduction of this function, it is possible that for certain
monitor and window configurations, creating an SDL window will cause a
native crash.
```
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000050
Exception Codes: 0x0000000000000001, 0x0000000000000050
Exception Note: EXC_CORPSE_NOTIFY
Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [56627]
VM Region Info: 0x50 is not in any region. Bytes before following region: 140737486737328
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
VM_ALLOCATE 7fffffe75000-7fffffe76000 [ 4K] r-x/r-x SM=ALI
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libSDL2.dylib 0x10247f665 SDL_UpdateFullscreenMode + 357
1 libSDL2.dylib 0x10247ec70 SDL_CreateWindow_REAL + 1504
2 ??? 0x111262de8 ???
3 ??? 0x110c39fff ???
4 libcoreclr.dylib 0x101fdf2a9 CallDescrWorkerInternal + 124
```
Tracking thread from our end: https://github.com/ppy/osu-framework/issues/5190
Regressed with: https://github.com/libsdl-org/SDL/pull/5573
In testing, the window would not find a valid screen if created
"hanging" off a primary display with a secondary display below it. In
checking why this was the case, the `display_centre` was being
calculated with a negative y origin, causing a final negative value
falling outside all display bounds:
```
SDL error log [debug]: display_centre.y = -1296 + 1296 / 2
SDL error log [debug]: Display rect 0: 0 0 2560 1440
SDL error log [debug]: Display rect 1: 2560 -625 1080 2560
SDL error log [debug]: Display rect 2: 0 1440 1728 1296
```
The method that was being used to find the current window using the frame
origin/size seems unreliable, so I have opted to replace it with with a
tried method (https://stackoverflow.com/a/40891902).
Initial testing shows that this works with non-standard DPI screens, but
further testing would be appreciated (cc @sezero / @misl6 from the
original PR thread).
We actually request CSD mode with xdg-decoration for borderless
windows, so we get what we wanted there and there's no point in going
into fallback paths.