Edward Rudd
Device: Logitech Rumble Gamepad F510 in Xinput mode.
Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.
This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.
Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.
Here is my current workaround in the game I'm working on porting..
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
Yann Dirson
When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten
in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it
to the user.
Pushed a fix to:
f94cb13708
Note that the "OpenGL library not loaded" error looks like no root cause either,
and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on
the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead
of the x11 one, I suspect even more accurate info can be given to user.
Manuel
The attached patch adds support for KMS/DRM context graphics.
It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.
Simple build instructions:
$./autogen.sh
$./configure --enable-video-kmsdrm
$make
Simon Hug
SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.
I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"
CR: SamL
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Intellectual Kitty
In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):
if (displayIndex > _this->num_displays) {
should be:
if (displayIndex >= _this->num_displays) {
Darren Kulp
The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.
In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.
Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?
We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).