Commit Graph

5527 Commits

Author SHA1 Message Date
Sam Lantinga f867cebbd4 Fixed bug 4709 - incorrect (not) handling of windows on-screen cursor keys
Alex Denisov

When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.

Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:

WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1

Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.

With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
2020-02-11 08:36:13 -08:00
Sam Lantinga 232b7feef6 Make it possible for the application to use different C runtime begin/end thread functions 2020-02-11 08:26:46 -08:00
Sam Lantinga 9feabd351c Make sure SDL_CreateThread has the same signature regardless of how the DLL was created. 2020-02-11 08:01:44 -08:00
Ryan C. Gordon 4378fcd9a7 wayland: Fix building with -fno-common (which is now the default in GCC 10).
Fixes Bugzilla #4957.
2020-02-10 23:48:06 -05:00
Sam Lantinga d55f47d564 Fixed compile warning 2020-02-10 13:59:05 -08:00
Fabrice Fontaine cbc65ce80d src/core/linux/SDL_threadprio.c: fix build without threads
Add an include on SDL_error.h to avoid the following build failure
without threads:

/home/buildroot/autobuild/instance-0/output-1/host/opt/ext-toolchain/bin/../lib/gcc/arm-buildroot-linux-uclibcgnueabihf/8.3.0/../../../../arm-buildroot-linux-uclibcgnueabihf/bin/ld: build/.libs/SDL_threadprio.o: in function `SDL_LinuxSetThreadPriority_REAL':
SDL_threadprio.c:(.text+0x0): undefined reference to `SDL_Unsupported'

Fixes:
 - http://autobuild.buildroot.org/results/7f7712c5bd47de4a3fcec1e0d0526fd5a3ecd532

Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
2020-02-10 13:56:53 -08:00
Ryan C. Gordon ed10d9473f opengl: Build out full GL_LINES and respect the diamond-exit rule.
Likewise for the GLES1 and GLES2 renderers.

This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.

Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html

Fixes Bugzilla #3182.
2020-02-10 12:53:54 -05:00
Sam Lantinga 13155b35b4 The scissor rect needs to be updated when the viewport changes in the Metal renderer 2020-02-10 09:42:53 -08:00
Sam Lantinga 3e935aecb9 Fixed bug 4966 - KMSDRM: Add dynamic modeset support
Anthony Pesch

* Remove triple buffering support. As far as I can tell, this goes against the libdrm API; the EGL implementations themselves control the buffering. Removing it isn't absolutely necessary as it seemingly works on the Pi at least, but I noticed this while doing my work and explained my reasoning in the commit.

* Replace the crtc_ready logic which allocates an extra bo to perform the initial CRTC configuration (which is required before calling drmModePageFlip) with a call to drmModeSetCrtc after the front and back buffers are allocated, avoiding this allocation.

* Standardized the SDL_*Data variable names and null checks to improve readability. Given that there were duplicate fields in each SDL_*Data structure, having generic names such as "data" at times was very confusing.

* Removed unused fields from the SDL_*Data structures and moves all display related fields out of SDL_VideoData and into SDL_DisplayData. Not required since the code only supports a single display right now, but this was helpful in reading and understanding the code initially.

* Implement KMSDRM_GetDisplayModes / KMSDRM_SetDisplayMode to provide dynamic modeset support.

These changes have been tested on a Raspberry Pi 4 and a Dell XPS laptop with an HD 520.

As an update, I went back over the triple buffer changes and left them in. I didn't entirely get the code originally, I had just seen it calling KMSDRM_gbm_surface_lock_front_buffer twice for a single swap and had removed it because I was paranoid of bugs stemming from it while working on the modeset changes.

I've made a few small changes to the logic that had thrown me off originally and rebased the changes:
* The condition wrapping the call to release buffer was incorrect.
* The first call to KMSDRM_gbm_surface_lock_front_buffer has been removed. I don't understand why it existed.
* Added additional comments describing what was going on in the code (as it does fix the buffer release pattern of the original code before it).
2020-02-09 11:44:22 -08:00
Sam Lantinga 64c58b9f19 Fixed NullPointerException 2020-02-07 20:20:37 -08:00
Sam Lantinga e5e5416975 Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID.
Specifically the Razer DeathAdder 2013 has this VID/PID
2020-02-07 20:19:32 -08:00
Sam Lantinga 833f76ab7b Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c
meyraud705

In SDL_hidapi_switch.c

line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
2020-02-07 11:49:56 -08:00
Sam Lantinga dd0ebfdf8b Use the triggers to test rumble for more fine grained vibration feedback 2020-02-07 11:45:32 -08:00
Sam Lantinga 8ba77b35a5 Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers 2020-02-07 11:44:57 -08:00
Sam Lantinga 81256207bd Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705

Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.

'volatile' is not meant for thread synchronization.

The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
2020-02-07 11:02:34 -08:00
David Ludwig d88f3f5226 macOS: fix crash if and when joystick-init-on-add fails 2020-02-05 13:16:17 -05:00
Sam Lantinga a199cb89ad Updated the Android Xbox One Wireless Controller mapping for the latest Xbox controller firmware update 2020-02-05 09:29:46 -08:00
Sam Lantinga dc1d3c2974 Catch both PS3 and PS4 motion controls and don't treat them as a game controller 2020-02-04 18:36:23 -08:00
Sam Lantinga 1d1a35ef64 Fixed Visual Studio build 2020-02-04 16:05:39 -08:00
Sam Lantinga 1bd120266f Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds 2020-02-04 15:42:49 -08:00
Sam Lantinga 7c7ae00294 Added SDL_hidapi_rumble.c to the Visual Studio project 2020-02-04 15:35:01 -08:00
David Ludwig 65fd633694 FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a
USB game controller gets unplugged.  SDL was not retaining a reference
to the controller's OS/IOKit-provided 'device object', and was capable
of trying to use it, after a device was hot-unplugged.
2020-01-30 18:03:34 -05:00
Sam Lantinga 02108cf7e5 Added missing files from previous commit 2020-02-04 15:27:25 -08:00
Sam Lantinga 1684606fdf Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
2020-02-04 15:26:56 -08:00
Sam Lantinga 6efebf1768 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests. 2020-02-04 12:48:53 -08:00
Sjoerd Simons 976eee77cc Correct joystick hat indexes on linux
The index and indices were swapped; Which is fine as long as there are
no gaps in the ABS_HAT* event availability but otherwise things do get confused.

Signed-off-by: Sjoerd Simons <sjoerd.simons@collabora.co.uk>
2020-02-04 07:23:44 -08:00
Sam Lantinga d19006c5be Fixed bug 4965 - Update the .hgignore file
Cameron Cawley

This adds a number of files used by the build systems to the .hgignore file. Most of them are for CMake, but there are other additions as well.
2020-02-03 16:38:07 -08:00
Sam Lantinga ca2186a21b Fixed bug 4758 - hgignore clion build artifacts
Malte

clion builds into cmake-build-debug, cmake-build-release etc. by default. Also, it creates the .idea forlder in wich it places some (mostly local) config.

Since SDL is perfectly buildable from within the IDE, i think it'd be nice to have the build and ide artifacts ignored by hg.
2020-02-03 16:34:33 -08:00
Sam Lantinga 4b585e75d9 Fixed bug 4833 - Use EGL for X11?
Martin Fiedler

To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.

To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.

The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.

I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.


[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
2020-02-03 08:06:52 -08:00
Sam Lantinga 67f4478867 Fixed bug 4917 - Wayland: handle discrete pointer axis events
Luis Caceres

The current handling of Wayland mouse pointer events only handles wl_pointer.axis events, which, according to the Wayland documentation, deal with mouse wheel scroll events on a continuous scale. While this is reasonable for some input sources (e.g. touchpad two-finger scrolling), it is not for mouse wheel clicks which generate wl_pointer.axis events with large deltas.

This patch adds handling for wl_pointer.axis_discrete and wl_pointer.frame events and prefers to report SDL_MouseWheelEvent in discrete units if they are available. This means that for mouse wheel scrolling we count in clicks, but for touchpad two-finger scrolling we still use whatever units Wayland uses. This behaviour is closer to that of the X11 backend.

Since these events are only available since version 5 of the wl_seat interface, this patch also checks for this and falls back to the previous behaviour if its not available. I also had to add definitions for some of the pointer and keyboard events specified in versions 2-5 but these are just stubs and do nothing.
2020-02-03 00:57:12 -08:00
Sam Lantinga 68e702b657 Fixed the hidapi Info.plist for submission to the Apple App Store 2020-02-03 00:51:35 -08:00
Sam Lantinga b5849daf3e Fixed build warnings on Android 2020-02-01 09:23:04 -08:00
Sam Lantinga 212609b3f2 Map the right pad on the Steam Controller to the right stick in the game controller API 2020-01-31 14:09:23 -08:00
Sam Lantinga 39a498c940 Build the hidapi framework and weak link it on Mac OS X 2020-01-31 13:09:20 -08:00
Sam Lantinga 91121ee4bb Weak link the hidapi framework on iOS and tvOS 2020-01-31 10:45:04 -08:00
Sam Lantinga 1190343f36 Build hidapi as a framework on iOS, so it can be linked by the application as well. 2020-01-30 16:02:56 -08:00
Sam Lantinga 62a3d6c004 Fixed build 2020-01-30 14:58:41 -08:00
Sam Lantinga 4e33c013d4 More Xcode project improvements 2020-01-30 14:53:18 -08:00
Sam Lantinga 37278066f2 Export SDL functions for iOS application delegates 2020-01-30 14:51:33 -08:00
Ryan C. Gordon 66579dbd1a test: Common framework now accepts --usable-bounds command line argument. 2020-01-30 13:47:48 -05:00
Ryan C. Gordon 80e7e2eb9d test: change path in a comment from '\\' to '/' char. Nothing serious here. 2020-01-30 13:47:19 -05:00
Sam Lantinga 0641711e9f Added missing file from previous commit 2020-01-29 20:09:59 -08:00
Sam Lantinga bc68516326 Added a unified Xcode project for macOS, iOS and tvOS 2020-01-29 20:09:18 -08:00
Sam Lantinga 0897f2359c Fixed compiler warning 2020-01-29 20:09:16 -08:00
Sam Lantinga 214eb88f0f Added SDL_hidapi_steam.c to the iOS and tvOS dylib build targets 2020-01-29 20:09:14 -08:00
Sam Lantinga c7a62b410b There are lots of unused macros in the Steam controller code 2020-01-29 20:09:12 -08:00
Sam Lantinga 355f0b54ec Added support for the Steam Controller on mobile devices 2020-01-29 20:09:11 -08:00
Sam Lantinga c9c89783cb Miscellaneous pending fixes 2020-01-29 20:09:08 -08:00
Sam Lantinga 598cf69475 Fixed member order to make more sense 2020-01-28 21:41:13 -08:00
Sam Lantinga 43b377b077 Fixed wired PS4 controller support on Android 2020-01-28 17:11:17 -08:00