Commit Graph

10925 Commits

Author SHA1 Message Date
Anonymous Maarten 77822ed166 cmake: add SDL_WERROR to conditionally enable/disable -Werror 2022-10-08 23:41:07 +02:00
Anonymous Maarten 1064fdee8c cmake: append to COMPILE_FLAGS property 2022-10-08 23:41:07 +02:00
Anonymous Maarten 68e20501d6 autotools: by default, disable x11 on MacOS/iOS 2022-10-08 23:41:07 +02:00
Sam Lantinga b18c361b0f Updated variable name for mouse coordinates in mouse wheel events 2022-10-08 13:18:00 -07:00
Sam Lantinga 4f318c904a Add cursor position to mouse wheel event (thanks @meyraud705!)
Fixes https://github.com/libsdl-org/SDL/pull/6351
2022-10-08 12:01:42 -07:00
Sam Lantinga 5490505a2b Added a note to update the website after a stable release 2022-10-08 09:41:10 -07:00
Sam Lantinga 17b43b0fdd Don't try to create a semaphore for the mutex implementation if threads are disabled
Fixes https://github.com/libsdl-org/SDL/issues/6344
2022-10-08 09:32:09 -07:00
Sam Lantinga 33050fea39 Only open HID devices that might have a HIDAPI driver available
This prevents an OS prompt for every connected device when running on Android
2022-10-07 11:29:49 -07:00
Kamil Ševeček 31991ab851 Fix \sa to a valid function in SDL_metal.h. 2022-10-07 07:15:53 -07:00
Nicolas Cian 484d5fd6cf audio open: ensure 2 devices don't get the same id 2022-10-07 06:45:01 -07:00
Brad Smith 5ec1cef6b5 Further fixes for the sndio CMake detection 2022-10-07 11:55:00 +03:00
Ozkan Sezer e714d4d724 regenerated configure script. 2022-10-07 05:24:20 +03:00
Brad Smith f48823181b Use the pkg-config file when checking for sndio. 2022-10-06 19:09:10 -07:00
Sam Lantinga fc720321b3 Fix rare deadlock when opening a HID controller on Android
Fixes https://github.com/libsdl-org/SDL/issues/6347
2022-10-06 18:23:07 -07:00
Sam Lantinga 689409fd97 Fixed the start button on the Nimbus+ controller on tvOS
Also updated mappings for Nintendo Switch controllers on tvOS, to reflect the lack of guide/menu button availability
2022-10-06 17:34:24 -07:00
Sam Lantinga b4aba10154 Reverted game controller buttons from interacting with message box dialogs
These would only work for non-HIDAPI controllers, and other controller input would leak past the dialog, both of which would be confusing.
2022-10-06 12:10:46 -07:00
Sam Lantinga 893c87b27b Fixed game controller buttons being unresponsive when the on-screen keyboard is up
Also mapped controller A and B buttons to interact with messagebox dialogs
2022-10-06 12:10:45 -07:00
Frank Praznik 914a65e098 wayland: Don't unset min/max values when entering fullscreen via a compositor event
If the compositor is entering fullscreen and hasn't removed any constraints itself, it's already too late at this point.  Remove the unnecessary call.

Restoring the limits when exiting fullscreen is still required, though, as they may have been removed when entering fullscreen via an SDL request.
2022-10-06 14:00:36 -04:00
Frank Praznik 69cf5fb0e1 wayland: Remove surface type helpers
These were remnants of a time before the surface type was explicitly stored, so they can be removed per the TODO note.
2022-10-06 14:00:36 -04:00
Frank Praznik c2b0c41c0a wayland: Set/unset the opaque regions on surfaces when transparency is toggled
Caches the SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY hint at init time and registers a callback, which is fired when the hint is changed during runtime and toggles the opaque region for existing surfaces.
2022-10-06 14:00:36 -04:00
Frank Praznik ea5958009c wayland: Set the damage buffer size when supported
The preferred method for setting the damage region on compositor protocol versions 4 and above is to use wl_surface.damage_buffer. Use this when available and only fall back to wl_surface.damage on older versions.

Bumps the highest supported version of wl_compositor to version 4.
2022-10-06 14:00:36 -04:00
Frank Praznik a8cb7bbe2f wayland: Add dedupe logic to window geometry configuration
Adds deduplication logic to ConfigureWindowGeometry() to avoid setting redundant backbuffer, viewport and surface opaque region dimensions. State is now only set when the window and/or backbuffer dimensions change.

This repurposes the viewport rect to always hold the actual size of the window, which can differ from the SDL size if things are being scaled. The SDL_Rect was removed in favor of two ints, as the x/y members of the struct were never used, so they just wasted space.

Since the internal variables always have the true window size, the width/height getter functions are no longer required and can be removed.
2022-10-06 14:00:36 -04:00
Sam Lantinga f687cbd4c6 Clarified that GNU sort isn't required, we just need the -V option to be supported 2022-10-06 09:00:57 -07:00
Sam Lantinga 8c587636dc GNU sort isn't available on older macOS and some BSD systems
Don't prevent building entirely, just warn that we won't be able to find dynamic libraries in this case.

Fixes https://github.com/libsdl-org/SDL/pull/6338
2022-10-06 08:25:54 -07:00
Ozkan Sezer e3b2830f99 updated VS project file 2022-10-06 18:03:28 +03:00
slime d2160c29d1 iOS: implement SDL_GetWindowSizeInPixels. 2022-10-05 18:39:18 -07:00
Ozkan Sezer fa7ffa4e88 change the iconv configuration option names to be more verbose. 2022-10-06 03:37:50 +03:00
SDL Wiki Bot 4ca86dae2f Sync SDL wiki -> header 2022-10-05 23:26:14 +00:00
Sam Lantinga ddc3de602e Added mapping for PS5 controller over Bluetooth on Android 12
Tested on Pixel 3a
2022-10-05 16:24:05 -07:00
Sam Lantinga 81afb3e303 Need to swap endianness when extracting the CRC from game controller mappings 2022-10-05 16:18:42 -07:00
Ozkan Sezer 294ccba0a2 better wording for --enable-iconv description 2022-10-05 23:56:56 +03:00
Andrey Filipenkov 92c71ae385 [iOS] respect initial status bar configuration when displaying the launch storyboard 2022-10-05 13:30:19 -07:00
Andrey Filipenkov 5b13136471 [UIKit] handle app lifecycle events in a custom object instead of AppDelegate
removes the need to call SDL counterparts manually when custom AppDelegate is used
2022-10-05 13:28:55 -07:00
Anonymous Maarten c9f60cce40 cmake+autotools: add option to enable/disable iconv 2022-10-05 10:00:28 -07:00
daniel e41942e814 fix compilation error SDL_coreaudio mixing declarations and code 2022-10-04 21:04:45 -07:00
Anonymous Maarten d0657fde30 cmake: Use DWARF 4 debug information when building using mingw
See f18fae4c68
2022-10-04 18:03:57 -07:00
Sam Lantinga f18fae4c68 Use DWARF 4 debug information when building using mingw
See this bug for more information:
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=101377

Fixes https://github.com/libsdl-org/SDL/issues/6139
2022-10-04 16:46:29 -07:00
Anonymous Maarten cbb1cf0c93 cmake+xcode: only create SDL2::SDL2main target when it does not exist again 2022-10-04 21:15:09 +02:00
Sylvain fdef96e233
Android: remove "nativeSetComposingText" since it's not used anymore
(and it may fail registering at init if code is cleaned with proguard)
2022-10-04 12:08:09 +02:00
Sylvain eac3d6d3c0
SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;" 2022-10-04 10:46:42 +02:00
David Gow ad29875ee6 Wayland: Emulate mouse warp using relative mouse mode
Several games (including Source and GoldSrc games, and Bioshock
Infinite) attempt to "fake" relative mouse mode by repeatedly warping
the cursor to the centre of the screen. Since mouse warping is not
supported under Wayland, the viewport ends up "stuck" in a rectangular
area.

Detect this case (mouse warp while the cursor is not visible), and
enable relative mouse mode, which tracks the cursor position
independently, and so can Warp successfully.

This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which
is enabled by default, unless the application enables relative mouse
mode itself using SDL_SetRelativeMouseMode(SDL_TRUE).

Note that there is a behavoural difference, in that relative mouse mode
typically doesn't take mouse accelleration into account, but the
repeated-warping technique does, so mouse movement can seem very slow
with this (unless the game has its own mouse accelleration option, such
as in Portal 2).
2022-10-03 19:11:18 -07:00
Sam Lantinga 9e3c4b9f32 Use the correct platform defines 2022-10-03 17:50:01 -07:00
Sam Lantinga 5291e5cb76 Added version checking to SDLActivity.java
Make sure the SDL java and C code match when updating SDL in a game.
Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking.

Fixes https://github.com/libsdl-org/SDL/issues/1540
2022-10-03 17:36:17 -07:00
Sam Lantinga 3607f8316f Find out if a controller is wireless using WGI (thanks @DJm00n!)
Confirmed using an Xbox Series X controller over USB and Bluetooth

Fixes https://github.com/libsdl-org/SDL/issues/6322
2022-10-03 11:02:23 -07:00
Ryan C. Gordon 321ca1091d
opengles2: Texture names are GLuint, not GLenum. 2022-10-03 12:00:38 -04:00
Ryan C. Gordon 01c5554f0e
opengles2: SDL_GL_BindTexture() should bind all YUV textures.
This matches what the non-GLES OpenGL renderer does.

Fixes #6070.
2022-10-03 11:57:10 -04:00
slime f8f562dace iOS: remove dead pre-iOS 8 codepaths.
SDL hasn't supported those older iOS versions for a little while now.
2022-10-02 19:57:46 -07:00
slime bbeacd72c4 Fix some credit comments. 2022-10-02 19:32:36 -07:00
Sam Lantinga cf331ef3f9 Fixed build 2022-10-02 17:25:43 -07:00
SDL Wiki Bot 34b28002d9 Sync SDL wiki -> header 2022-10-03 00:20:15 +00:00