Commit Graph

517 Commits

Author SHA1 Message Date
Ozkan Sezer 836a4ec7b1 updates to os/2 build 2022-01-08 22:35:02 +03:00
Ozkan Sezer 93cab32db3 minor update to test/Makefile.os2 2022-01-08 14:40:20 +03:00
Wouter Wijsman e0c5399119 Don't make psp eboot for testoffscreen 2022-01-06 13:33:17 -08:00
Wouter Wijsman eca198d519 Don't build an eboot for testgesture for PSP 2022-01-05 08:30:28 -08:00
Wouter Wijsman cd6cb959c0 Only copy resources to PSP eboot directory if it exists 2022-01-05 08:30:28 -08:00
Wouter Wijsman 9d0b4d85fc Don't build EBOOT files for all tests for PSP 2022-01-05 08:30:28 -08:00
Wouter Wijsman b2ca62f23a Make sure all tests have the resources they need 2022-01-05 08:30:28 -08:00
Wouter Wijsman fcb638ff90 Copy test resources to correct directory on PSP 2022-01-03 10:39:15 -08:00
Wouter Wijsman 5e84f6384f Rename test directories for PSP and only build PRX if asked 2022-01-03 10:39:15 -08:00
Wouter Wijsman bf2336078c Make tests build for PSP and make them able to launch 2022-01-03 10:39:15 -08:00
Sam Lantinga 120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Ozkan Sezer 563ef2aeb2 regenerated configure scripts. 2021-12-01 01:56:50 +03:00
Ozkan Sezer efa1aa9a8f initial attempt at adding os2 support to autotools 2021-12-01 01:55:56 +03:00
Sam Lantinga 4b571c624c Added an option to map the touchpad button for Sony controllers 2021-11-29 09:00:26 -08:00
Ozkan Sezer ede73b4cfc testnativeos2.c: make its code style to match SDL2. 2021-11-28 23:02:02 +03:00
Sam Lantinga f1c15aa324 Tests cover the latest SDL features 2021-11-28 08:56:25 -08:00
Nate River 6c25aed419
added hint for joysticks to stablize sixaxis & dualshock controllers (#5007) 2021-11-27 11:01:18 -08:00
Ozkan Sezer d2871a348b testhaptic.c, testjoystick.c: fixed -Wshadow warnings. 2021-11-23 15:10:50 +03:00
Sam Lantinga e6a4230de9 Revert testevdev libc changes
This file uses internal SDL headers as a hack, without actually being built as part of SDL, so we should use normal C functions here.
2021-11-23 03:51:32 -08:00
Ozkan Sezer 3eaa80bb0b testgamecontroller.c: fixed -Wshadow warnings. 2021-11-23 14:22:02 +03:00
Ozkan Sezer 370b8318af testmouse.c: fixed -Wshadow warnings. 2021-11-23 14:01:10 +03:00
Sylvain f1582f549b Fix comment 2021-11-22 08:38:46 -08:00
Sylvain d31251b014 use SDL's functions version inplace of libc version 2021-11-22 08:38:46 -08:00
Ozkan Sezer fadf41fc6e remove excess whitespace 2021-11-20 21:55:20 +03:00
Ryan C. Gordon e86d4bde54
test: Makefile should copy unifont file, for testime.c to use. 2021-11-20 13:35:56 -05:00
Ozkan Sezer 495ee42a83 testcustomcursor.c: replaced libc sscanf with SDL_sscanf 2021-11-20 01:15:20 +03:00
Ozkan Sezer 990fb668f7 tests: several -Wwrite-strings fixes. 2021-11-20 01:02:02 +03:00
Cameron Gutman eb98ff4740 testmessage: Fix overread of stack variable 2021-11-13 13:05:02 -06:00
Ozkan Sezer 62b41f61d4 fix build of testmouse.c 2021-11-13 21:29:50 +03:00
Cameron Gutman f124259e59 testautomation: fix use-after-free when restoring hint value 2021-11-12 17:25:24 -06:00
Ozkan Sezer e688a95ba4 updated os2 makefile for tests 2021-11-12 23:55:40 +03:00
Misa 3bf7994fe2 Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-12 07:26:14 +03:00
Sam Lantinga abc12a832c Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs"
This reverts commit 66a08aa391.

This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
2021-11-11 15:58:44 -08:00
Cameron Gutman fe09a4930a joystick: Add APIs to query rumble support 2021-11-11 15:10:08 -08:00
Misa 66a08aa391 Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-11 07:23:25 -08:00
Sam Lantinga dc4c7d9539 Fixed infinite loop in SDL_vsnprintf() if the format string is too large for the output buffer
Fixes https://github.com/libsdl-org/SDL/issues/4940
2021-11-10 09:48:49 -08:00
Eric Wasylishen 0d98793693
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize

* testwm2: fix video modes menu hit detection in High DPI cases

- also when logical size is specified, e.g.
  `--logical 640x480 --resizable --allow-highdpi`

* add function to determine logical coordinates of renderer point when given window point

* change since to the targeted milestone

* fix typo

* rename for consistency

* Change logical coordinate type to float, since we can render with floating point precision.

* add function to convert logical to window coordinates

* testwm2: use new SDL_RenderWindowToLogical

* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow

Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
2021-11-09 21:03:42 -08:00
Sam Lantinga cdb4d8f22f Added a test case for snprintf of 0.0
This verifies regressions in https://github.com/libsdl-org/SDL/issues/4795
2021-11-07 09:39:57 -08:00
Eric Wasylishen a0e055a7f9 testwm2: add mode menu, click on a mode to call SDL_SetWindowDisplayMode 2021-11-07 08:42:09 -08:00
Sam Lantinga 35b0baaa7a Unfixed typo 2021-11-06 19:25:06 -07:00
Sam Lantinga 1d40c69a1b Fixed typo 2021-11-05 22:52:18 -07:00
Eddy Jansson e2ba84a532 testtimer: Be more like the C90's. 2021-11-03 00:22:06 -04:00
Eddy Jansson 4ab7ee1925 testtimer: Add basic sanity check for SDL_GetTicks*() 2021-11-03 00:22:06 -04:00
Ryan C. Gordon d78cb9e903 testtimer: added SDL_GetTicks64() calls. 2021-11-01 14:28:00 -04:00
Cameron Gutman 210713a600 cmake: Work around bug in opengl32.lib detection on MSVC ARM64 2021-10-31 17:57:40 -07:00
Cameron Gutman 77141e84e0 cmake: Fix test linking with MinGW 2021-10-31 17:57:40 -07:00
Cameron Gutman 618b0d414f cmake: Remove SDL2_test_resources dummy hack
It doesn't work properly on MSVC because the dummy target fails to link
2021-10-31 17:57:40 -07:00
Ozkan Sezer f3640e26a4 tests: minor update to acinclude.m4::pkg.m4 2021-10-31 08:47:00 +03:00
Ozkan Sezer cc3fe1a182 tests: don't fail configury if libunwind is not available. 2021-10-31 08:25:24 +03:00
Ozkan Sezer c401627793 testsurround.c: remove unnecessary libc includes and stdint.h types 2021-10-31 08:14:50 +03:00
Ozkan Sezer e28e399338 testsurround.c: add missing newline at end of file. 2021-10-31 08:00:20 +03:00
Cameron Gutman cd66c050fe testsurround: Add surround sound channel tester 2021-10-30 21:26:03 -07:00
Cameron Gutman 6b8e880a10 checkkeysthreads: Create a renderer for window display on Wayland
Applies checkkeys patch from 105f1206 to checkkeysthreads.
2021-10-26 20:27:34 -05:00
Ozkan Sezer 7ac0c73af2 regenerated test/configure 2021-10-25 21:40:04 +03:00
David Gow c57bcb47b1 test: Fix building with libunwind under autotools
There are two issues which are stopping the SDL tests from building on
my machine:
- libunwind is not being linked
- Even if it is, it is missing several symbols.

The first is fixed by having the test programs link against libunwind if
available. Technically, SDL2_test should be linking against it, as it's
used in SDL_test_memory.c, but as SDL2_test is a static library, it
can't itself import libunwind. We just assume that if it's present on
the system, we should link it directly to the test programs. This should
strictly be an improvement, as the only case where this'd fail is if
SDL2 was compiled when libunwind was present, but the tests are being
compiled without it, and that'd fail anyway.

The second is fixed by #define-ing UNW_LOCAL_ONLY before including
libunwind.h: this is required to make libunwind link to predicatable
symbols, in what can only be described as a bit of a farce. There are a
few more details in the libunwind man page, but the gist of it is that
it disables support for "remote unwinding": unwinding stack frames in a
different process (and possibly from a different architecture?):
http://www.nongnu.org/libunwind/man/libunwind(3).html

Note that I haven't tried this with CMake: I suspect that it'll work,
though, as the CMakeLists.txt seems to have SDL2 link against libunwind if
it's present. This adds an ugly extra dependency to SDL2, but does mean
that issue 1 isn't present. The UNW_LOCAL_ONLY change shouldn't be
build-system-specific.
2021-10-25 11:28:20 -07:00
Brick f30e2e438d Fix compiler warnings in testvulkan.c
MSVC gives the following warnings when compiling testvulkan.c:
```
testvulkan.c(656,1): warning C4018: '<': signed/unsigned mismatch
testvulkan.c(656,1): warning C4018: '>': signed/unsigned mismatch
testvulkan.c(660,1): warning C4018: '<': signed/unsigned mismatch
testvulkan.c(660,1): warning C4018: '>': signed/unsigned mismatch
```
2021-10-06 15:24:41 -07:00
Sylvain decd1b4d74
testdraw2: display FPS similarly to testsprit2. fix helper syntax 2021-09-23 22:28:45 +02:00
Sam Lantinga 79b0aae86c The return value of SDL_snprintf is the number of characters that would have been written.
Fixes https://github.com/libsdl-org/SDL/issues/4762
2021-09-22 11:46:24 -07:00
Sam Lantinga 42ae9116ad Getting "(null)" when formatted printing NULL is a valid result 2021-09-22 10:01:42 -07:00
Sam Lantinga a4a9d28461 You may need to wait a bit for SDL_WarpMouseInWindow() to complete 2021-09-22 09:56:06 -07:00
Sam Lantinga 94a42af570 Fixed the name of the verbose hints 2021-09-22 09:49:41 -07:00
Sam Lantinga b914bc3954 SDL_PIXELFORMAT_ARGB2101010 isn't fully supported for all surface conversion paths yet 2021-09-22 09:48:51 -07:00
Sam Lantinga e5d59fa77c Fixed building testgles2 on Linux 2021-09-22 09:31:26 -07:00
Sam Lantinga eb3bf80f9c Fixed compiler warnings using Visual Studio 2019 2021-09-21 18:15:09 -07:00
Ozkan Sezer e55b850703 minor tidy-up in os2 makefile for tests. 2021-09-20 23:50:02 +03:00
Ozkan Sezer e967f00271 testmouse.c: remove unused local var. 2021-09-10 00:01:20 +03:00
Cameron Cawley 830206581b Add testmouse 2021-09-09 13:46:58 -07:00
Ozkan Sezer 2c6f52d18c regenerate test/configure really with ac2.69 2021-09-06 15:24:50 +03:00
Simon McVittie 2e3a415bdc test: Use a static pattern rule to copy data to $(builddir)
The version with an implicit pattern rule tended to fail if test/
was built in an "out-of-tree" build directory not below test/, for
example:

    cd SDL
    mkdir _build-test
    ( cd _build-test; ../test/configure )
    make -C _build-test

as a result of the pattern rule first checking for axis.bmp, then for
../test/axis.bmp, then ../test/../test/axis.bmp, and so on until the
maximum path length was reached.

Note that this requires GNU make. The FreeBSD ports file for SDL seems
to use GNU make (gmake) already, so presumably SDL's build system is
already relying on GNU make extensions.

Signed-off-by: Simon McVittie <smcv@debian.org>
2021-09-06 15:23:10 +03:00
Ozkan Sezer 9837a327ff regenerated test/configure 2021-09-06 14:55:40 +03:00
Simon McVittie 91ce6019df test: Fix path used in AC_CONFIG_AUX_DIR
AC_CONFIG_AUX_DIRS is an undocumented, internal version of
AC_CONFIG_AUX_DIR that takes a whitespace-separated list, instead of a
single path to add to the list. It also does not automatically treat
the given path as being relative to the $srcdir, unlike the documented
AC_CONFIG_AUX_DIR.

Newer versions of autoconf treat the argument to AC_CONFIG_AUX_DIRS
as being literal (they do not expand the shell variable), causing
autoreconf to fail if $srcdir is explicitly specified. The argument to
AC_CONFIG_AUX_DIR is checked  relative to $srcdir anyway, so there is no
need to specify $srcdir a second time.

Resolves: https://github.com/libsdl-org/SDL/issues/4719
Signed-off-by: Simon McVittie <smcv@debian.org>
2021-09-06 14:55:10 +03:00
Ryan C. Gordon 79c7a1713f
testvulkan: reformatted to more-closely match SDL coding conventions. 2021-08-24 12:41:41 -04:00
Lionel Landwerlin b073d2753d test/vulkan: fix/workaround validation errors 2021-08-24 12:21:30 -04:00
Ryan C. Gordon abba181118
testvulkan: support multiple windows.
Fixes #4363.
2021-08-23 20:20:49 -04:00
Ozkan Sezer f5c0cdea38 testgeometry.c: fix build in c89 mode 2021-08-19 01:28:10 +03:00
Sylvain bc2173baf9 Add testgeometry to draw a non uniform triangle
--use-texture: an option to load icon.bmp as a texture
handle mouse motion: rotate the triangle
2021-08-19 00:10:59 +02:00
Sylvain 53bcb3e0e9 Add an option to 'testsprite2' to render slicing into triangles.
[--use-rendergeometry mode1|mode2]
mode1: Draw sprite2 as triangles that can be recombined as rect by software renderer
mode2: Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
       Use an 'indices' array
2021-08-19 00:10:59 +02:00
David Gow fbc364908a Use the new SDL_clamp() macro where sensible
There were a few places throughout the SDL code where values were
clamped using SDL_min() and SDL_max(). Now that we have an SDL_clamp()
macro, use this instead.
2021-08-14 09:01:14 -07:00
David Gow 105f120615 checkkeys: Create a renderer for window display on Wayland
On Wayland -- or at least on some Wayland implementations -- windows
aren't shown until something has been rendered into them. For the
'checkkeys' test program, this means that keyboard input isn't
registered, making the program rather useless.

By creating a renderer and presenting once, the window is properly
displayed, and the test behaves as it does under X11 (including
XWayland).

The exact same thing was done with testmessge in 1cd97e2695 (PR #4252)
2021-08-13 08:29:17 -07:00
Sam Lantinga cb1e20b058 Added KMOD_SCROLL to track the scroll lock state
Fixes https://github.com/libsdl-org/SDL/issues/4566
2021-08-10 17:50:17 -07:00
David Gow 773e1ba19f testvulkan: Clamp the drawable size to the allowed range
SDL_Vulkan_GetDrawableSize() doesn't always return a size which is
within the Vulkan swapchain's allowed image extent range.

(This happens on X11 a lot when resizing, which is bug #3287)

Clamp the value we get back from SDL_Vulkan_GetDrawableSize() to this
range. Given the range usually is just a single value, this is almost
always equivalent to just using the min or max image extent, but this
seems logically most correct.
2021-08-08 18:06:15 -07:00
Cameron Cawley 520bc713e3 Fix typo in CMake target name 2021-08-05 10:31:43 -04:00
Sam Lantinga 9fdb06450d Added support for the Joy-Con Charging Grip when SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS is enabled 2021-08-04 11:34:06 -07:00
Sam Lantinga 3d74707830 Run the renderer so Steam can find the main window 2021-08-03 09:25:13 -07:00
Sam Lantinga 8726f500ef Allow quitting controllermap if there are no controllers attached 2021-08-03 01:10:48 -07:00
Sam Lantinga 65ff00ec1b Query the rate for the correct sensor (thanks @meyraud705) 2021-07-29 14:25:13 -07:00
Sam Lantinga a186a503e7 Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller. 2021-07-29 06:43:39 -07:00
Sam Lantinga ce8261dd6d Only pump events once per frame and process all currently pending events
If you continually poll for events it's possible that new events can come in while you're still processing the last one, delaying rendering. This is more likely with high update rate sensors.
2021-07-29 06:36:20 -07:00
Sam Lantinga 51c61d7cdf Run the entire Cocoa messagebox function on the main thread.
This fixes bug https://github.com/libsdl-org/SDL/issues/4420
2021-07-27 14:57:18 -07:00
Sam Lantinga 7df6a9ea59 Add a test case for bug https://github.com/libsdl-org/SDL/issues/4469 2021-07-27 12:43:45 -07:00
Sam Lantinga 94b7a87645 Added SDL_GameControllerType enumerations for the Amazon Luna and Google Stadia controllers
Fixes bug https://github.com/libsdl-org/SDL/issues/4019
2021-07-24 09:10:18 -07:00
Vladislav Dmitrievich Turbanov f9bf1aeba8
Latest Unifont with OFL is now bundled. (#4268)
* * Latest Unifont with OFL is now bundled.

* * Added a Unifont license file.

Co-authored-by: Vladislav Dmitrievich Turbanov <vladislav@turbanov.ru>
2021-07-08 14:51:16 -07:00
Sam Lantinga d135c0762f Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers
See testgamecontroller.c for an example of a custom PS5 trigger effect
2021-07-08 13:22:41 -07:00
Eric Wasylishen c33e3c15fb testwm2: draw various debug logging into the window itself
Renderer output size, window position/size, display bounds, etc.
Uses new SDLTest_CommonDrawWindowInfo function in test_common.
2021-06-08 05:29:29 +03:00
Sam Lantinga 64c40b9028 Updated copyright date 2021-06-04 14:34:21 -07:00
Ozkan Sezer 37b093eaf2 test/checkkeysthreads: build fixes, and add to os2 makefile. 2021-06-05 00:05:56 +03:00
Francesco Abbate 0dd7024d55 Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.

The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.

The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.

To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.

The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.

Two new optional video device methods are introduced:

WaitEventTimeout
SendWakeupEvent

in addition the mutex

wakeup_lock

which is defined and initialized but only for the drivers supporting the
methods above.

If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.

The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
2021-06-04 13:50:50 -07:00
Ozkan Sezer 646ddfb782 minor watcom build fixes. 2021-05-15 00:22:50 +03:00
Ozkan Sezer babd79b8ef bump minimum required autoconf version and revise autogen.sh 2021-04-14 23:20:40 +03:00
Ozkan Sezer 197cfcaf71 ran configure.ac through autoupdate-2.69
generated configure script is practically the same except for whitespace
changes.
2021-04-14 21:10:40 +03:00
Ryan C. Gordon da66755450
Fixed up legacy MoinMoin URLs at wiki.libsdl.org
Fixes #4064.
2021-04-01 12:20:33 -04:00
Ryan C. Gordon 2542977b0a
Revert "Update wiki.libsdl.org urls to libsdl-org/SDL/wiki (#4069)"
This reverts commit 82a96afa70.

We ended up not moving to GitHub's wiki after all and built
https://github.com/icculus/ghwikipp to fill the gap...since the wiki is
back at https://wiki.libsdl.org/, put back the original URLs.
2021-04-01 12:15:28 -04:00
Christian Rauch 570768f627 test: fix shadowing variables 2021-03-29 09:01:26 -07:00
Christian Rauch b972258d56 test: remove unused variables and typedefs 2021-03-29 09:01:26 -07:00
Christian Rauch 3f25704592 test: portable 64bit address format specifier 2021-03-29 09:01:26 -07:00
David Gow 1cd97e2695 testmessage: Create a renderer for window display on Wayland
On Wayland -- or at least on some Wayland implementations -- windows
aren't shown until something has been rendered into them. For the
'testmessage' test program, this means that the final messagebox (a
modal one) is blocking an "invisible window", which can then be
difficult to close.

By creating a renderer and presenting once, the window is properly
displayed, and the test behaves as it does under X11 (including
XWayland).
2021-03-29 08:50:30 -07:00
Sam Lantinga 8b87b438b4 Don't try to map the touchpad button, since we don't have any art for that at the moment. 2021-03-26 13:01:06 -07:00
Ozkan Sezer e5821bf276 regenerated configure. 2021-03-18 00:10:00 +03:00
Vanfanel e6b87005c1 Fix tests configuration and building when only GLVND full OpenGL implementation is present. 2021-03-17 12:33:22 -07:00
Ozkan Sezer 9d46bd25c7 revert commit 81cdb1bb0d (unifont license issue.) 2021-03-11 17:00:10 +03:00
Ozkan Sezer 81cdb1bb0d test: add unifont-9.0.02.hex as a resource (so it works out-of-the-box)
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:32:32 +03:00
Ozkan Sezer a52d0db532 test/CMakeLists.txt: add OpenGL module checks and adjust dependencies.
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:28:10 +03:00
Ozkan Sezer e7abf96801 test/CMakeLists.txt: bump cmake minimum required to 3.0 for consistency
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:28:04 +03:00
Ozkan Sezer a29fe29296 configury: replace host checks against *-*-mingw32* with *-*-mingw* 2021-02-18 20:10:50 +03:00
Cameron Cawley 9323cd51f0 Check for ARM SIMD in testplatform 2021-02-17 11:10:02 +03:00
Erik Yuzwa 82a96afa70
Update wiki.libsdl.org urls to libsdl-org/SDL/wiki (#4069) 2021-02-13 11:49:31 -05:00
Ryan C. Gordon 4ff51d29c3 Deprecate SDL_GetRevisionNumber and update things for git instead of hg.
Fixes #4063
2021-02-12 14:31:38 -05:00
Vladislav Dmitrievich Turbanov 31e8a4627a * Fixed closing the test window. 2021-02-11 14:20:01 -08:00
Cameron Gutman 6b057c6783 Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b

To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
2021-02-10 10:22:17 -05:00
Ozkan Sezer d0c5097cdc minor autotools build system updates. 2021-01-24 00:51:25 -05:00
Sylvain Becker 4fbb9f31ab Fix declarations after statement 2021-01-24 00:51:24 -05:00
Sylvain Becker 0e7d435f13 Add basic testgles2_sdf program to demonstrate sign distance field with opengles2 2021-01-24 00:51:24 -05:00
Sam Lantinga c94283d404 testgamecontroller: log which controller the event came from 2021-01-13 11:01:54 -08:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Ozkan Sezer 88eaf356a7 minor update to test/acinclude.m4 (pkg.m4) 2020-12-30 15:53:20 +03:00
Ozkan Sezer 5ed3d21f6e testsem.c: fix -Wmissing-braces warnings. 2020-12-24 00:55:30 +03:00
Joel Linn 2b040cebbe Atomic test: Fix use after free
SDL_SemPost() was called by the FIFO threads after the semaphore was
freed because the main thread actually synchronized on the
`writerRunning`/`readersRunning` count and not the semaphores itself.
2020-12-23 13:36:23 -08:00
Joel Linn 6267b95177 Semaphore test: Add overhead tests. 2020-12-23 13:36:02 -08:00
Joel Linn 95a6d4e848 Semaphore test: Put test into separate function. 2020-12-23 13:35:35 -08:00
Ozkan Sezer 090fffac6a test/Makefile.os2: add warning switches to CFLAGS. 2020-12-24 00:29:40 +03:00
Ozkan Sezer 239c8f1f4c testvulkan.c: fix -Wmissing-braces warnings. also fix whitespace. 2020-12-24 00:28:50 +03:00
Ozkan Sezer 20ca1192d2 testgesture.c: comment out unused drawLine() 2020-12-24 00:26:32 +03:00
Ozkan Sezer b064028c2d testatomic.c: fix warnings due to SDL_AtomicDecRef() use 2020-12-24 00:25:40 +03:00
Sam Lantinga 390b2cf0d3 Enable PS5 enhanced functionality for testgamecontroller 2020-12-22 20:53:27 -08:00
Sam Lantinga 058a0ab47f Set the pad lights on the PS5 controller corresponding to the player index
Also allow setting the player index from testgamecontroller using the number keys
2020-12-22 14:38:32 -08:00
Ozkan Sezer b4b674dabb CMakeLists.txt: sync DYLIB_CURRENT_VERSION to Xcode project 2020-12-22 22:10:50 +03:00
Sam Lantinga 350f1b0d16 Updated SDL to version 2.0.15 for development 2020-12-22 10:36:15 -08:00
Ozkan Sezer 9f655fe522 regenerated configure 2020-12-22 17:03:20 +03:00
Ozkan Sezer 86191351c0 acinclude & sdl2.m4 updates:
- acinclude/alsa.m4, esd.m4: Ran through autoupdate to replace several
  AC_TRY_[COMPILE|LINK|RUN] with corresponding AC_???_IFELSE , so that
  autoconf-2.70 doesn't warn.
- sdl2.m4: Ditto.
- test/acinclude.m4 (sdl2): Ditto.
2020-12-22 17:00:28 +03:00
Ozkan Sezer f117db5186 sdl2.m4 updates:
- remove HP/UX 9 (%@#!) support
- change fopen() mode from "a" to "w" in test code.
- bump its serial num to 2.
- test/acinclude.m4: same sdl2.m4 updates.
2020-12-22 17:00:11 +03:00
Ozkan Sezer 537f824f38 test/Makefile.os2: wlib must run case-sensitively. 2020-12-21 20:40:10 +03:00
Sam Lantinga 67e9132dd5 Fixed circular dependency problem when building in the test directory 2020-12-20 12:22:28 -08:00
Ozkan Sezer 5c654d0df4 tests: regenerate configure using autoconf patched for AC_PATH_X11
Specifically this patch which does not invoke _AC_PATH_X_XMKMF and
_AC_PATH_X_DIRECT internal autoconf routines when cross-compiling:
http://git.savannah.gnu.org/gitweb/?p=autoconf.git;a=commitdiff;h=33c3a47c04ab70a4dd54963fe433a171bc03747f

Without this, CFLAGS would brokenly have system include paths like
-I/usr/include/X11 when cross-compiling e.g. for windows.  (And it
also resulted in annoying imake crashes for my setup...)
2020-12-18 17:00:00 +03:00
Ozkan Sezer 716ac535d8 test/acinclude.m4: rename SDL_CONFIG to SDL2_CONFIG, regenerate configure 2020-12-15 01:20:00 +03:00
Ozkan Sezer 44d4a61d92 minor cleanups to configure.ac to reduce autoconf-2.70 warnings a bit.
configure output is practically unchanged. there are still lots of
AC_TRY_COMPILE/AC_TRY_LINK replacements needed to really eliminate
the warnings, but that's for another time.
2020-12-14 08:11:40 +03:00
Ozkan Sezer f1cab8aea6 fix bug #5253: handle NULL title or message fields in SDL_MessageBoxData
- SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title
  or message field to "" if either of them is NULL.
- SDL_video.c (SDL_ShowSimpleMessageBox):  set title or message to ""
  if either of them is NULL for EMSCRIPTEN builds.
- SDL_bmessagebox.cc: add empty string check along with NULL check for
  title and message fields.
- SDL_windowsmessagebox.c (AddDialogString): remove NULL string check
- SDL_windowsmessagebox.c (AddDialogControl):  add empty string check
  along with the NULL check.
- SDL_x11messagebox.c: revert commit 677c4cd68069
- SDL_os2messagebox.c: revert commit 2c2a489d76e7
- test/testmessage.c: Add NULL title and NULL message tests.
2020-12-10 11:20:56 +03:00
Sam Lantinga 3c68051eaf Allow background input when testing game controllers 2020-12-04 15:47:28 -08:00
Sam Lantinga 04f0fd13b5 Remember to close the game controller when we're done with it 2020-11-27 18:57:42 -08:00
Sam Lantinga 012471e959 Open and test all connected controllers 2020-11-27 18:57:38 -08:00
Sam Lantinga 24cc0012f0 Some controllers don't always reset their triggers to zero when they are released (e.g. Xbox One S in Bluetooth mode), so only trigger rumble if the trigger is pulled halfway or more. 2020-11-25 16:05:15 -08:00
Sam Lantinga e16afa792f Automatically switch to testing a new controller when it's plugged in 2020-11-24 16:38:49 -08:00
Sam Lantinga 34bea84a54 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Ah, that's not quite enough. You need to:
  1. rename src/joystick/bsd/SDL_sysjoystick.c to something;
  2. regenerate configure.
2020-11-23 23:03:55 -08:00
Sam Lantinga 04b45b5581 Allow testing a specific controller 2020-11-23 14:28:30 -08:00
Sam Lantinga ff4bc1389c Fixed mapping controllers after adding the touchpad button 2020-11-23 14:28:16 -08:00
Sam Lantinga 75721b191c Allow testing effects on PS4 controllers
Note, this will switch the controller into advanced report mode which breaks DirectInput on Windows
2020-11-21 18:01:23 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga d140d88744 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial() 2020-11-16 17:36:47 -08:00
Sam Lantinga fe4da4206a Improve LED color calculation, don't set LED unless left thumbstick is moved 2020-11-16 10:39:44 -08:00
Sam Lantinga 9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga e749c1266f Fixed overflow in trigger rumble calculation 2020-11-12 07:53:01 -08:00
Simon McVittie 65847539dd test: Add a unit test for input device classification heuristics
This uses pre-recorded evdev capabilities, so that we can check for
regressions without the devices having to be physically present.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:15:43 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Ryan C. Gordon c3a32605f8 testvulkan: Patched to compile with SDL's internal Vulkan headers. 2020-11-09 04:55:15 -05:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 5a92edee03 Don't try to map the accelerometer as a game controller 2020-11-06 15:54:18 -08:00
Sam Lantinga 59a644fb01 iOS should use the same size window for the controller tests as other platforms
Otherwise the position of the button and axis elements won't be correct
2020-11-06 14:44:26 -08:00
Sam Lantinga 3a3aaac221 Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
2020-11-06 11:30:52 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Ozkan Sezer d27238751f os2: integrate the port into main tree. 2020-10-14 23:01:06 +03:00
Ozkan Sezer 1d9cf23e4c os2: updated copyright dates for 2020. header guard fixes. 2020-10-14 23:01:05 +03:00
Ozkan Sezer 4551c63372 os2: make testnative working -- imported from bitwiseworks' fork:
e2abc76b24
2020-10-14 23:01:02 +03:00
Ozkan Sezer 74cfb81dbb os2: add port files for SDL2-2.0.4 from Andrey Vasilkin
only geniconv/iconv.h (was from LGPL libiconv) is replaced with a generic
minimal iconv.h based on public knowledge.
2020-10-14 23:01:00 +03:00
Ozkan Sezer 10eb5108b6 test/Makefile.os2: add testlocale.exe to build. 2020-10-11 20:00:20 +03:00
Ryan C. Gordon b7b2995fbe url: Added to Visual Studio project files. 2020-10-05 15:27:32 -04:00
Ryan C. Gordon 77c9d73b63 Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
2020-10-05 11:30:33 -04:00
Ryan C. Gordon 0e98040d43 joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
2020-06-28 16:23:05 -04:00
Ryan C. Gordon 50fd0dd143 test: testspriteminimal wasn't calling SDL_Quit() on exit. 2020-06-26 21:35:54 -04:00
Ryan C. Gordon fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
Sam Lantinga aba2792896 Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick

Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
2020-04-18 21:41:37 -07:00
Sam Lantinga ef147d2e29 Enable virtual joystick API by default 2020-04-13 08:13:50 -07:00
Sam Lantinga 3d942ccc15 Removed debug code 2020-04-08 09:02:02 -07:00
Sam Lantinga 09f552639a Fixed memory leak and removed debug code from Windows sensor implementation 2020-04-08 09:00:10 -07:00
Jay Petacat c760c02c6c Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.

Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.

Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
2020-03-25 01:34:15 -04:00
Sam Lantinga 89fe32ddf9 Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake
DominikD

There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`

This patch adds these two files to the `RESOURCE_FILES` variable.

One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
2020-04-05 08:46:59 -07:00
Ryan C. Gordon 377f2d35d5 configure: Remove wayland-protocols check from configure and CMake scripts.
We ship these with SDL now, don't need the system versions installed.
2020-04-01 13:43:53 -04:00
Sam Lantinga 2be75c6a61 Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig

I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver.  This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically.  A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.

The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.

Use of virtual joysticks goes as such:

1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual.  If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes.  Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).


Here is a listing of the new, public APIs, at present and subject to change:

------------------------------------------------------------

/**
 * Attaches a new virtual joystick.
 * Returns the joystick's device index, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);

/**
 * Detaches a virtual joystick
 * Returns 0 on success, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);

/**
 * Indicates whether or not a virtual-joystick is at a given device index.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);

/**
 * Set values on an opened, virtual-joystick's controls.
 * Returns 0 on success, -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);

------------------------------------------------------------

Miscellaneous notes on the initial patch, which are also subject to change:

1. no test code is present in SDL, yet.  This should, perhaps, change.  Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official.  If tests are to be added, what kind of tests?  Automated?  Graphical?

2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX.  When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).

3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.

4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER.  This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).

5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.

6. the initial patch is based off of SDL 2.0.12

7. the virtual joystick subsystem is disabled by default.  It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1



Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 19:08:45 -07:00
Sam Lantinga de2001eeee Fixed binding the D-PAD on the 8BitDo M30 controller 2020-03-13 13:05:40 -07:00
Sam Lantinga 611403dd0e Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c 2020-03-08 21:02:40 -07:00
Sam Lantinga 25061816bf Fixed compile warning 2020-03-02 10:58:08 -08:00
Cameron Cawley 80cf4f0724 test: Improved detection of OpenGL support 2020-02-08 19:34:51 +00:00
Cameron Cawley 8f1a916ac5 Add basic support for compiling on RISC OS 2020-02-13 20:50:47 +00:00
Cameron Cawley 033aa51d87 testfilesystem: Don't exit the application if SDL_GetBasePath isn't supported 2020-02-13 22:58:04 +00:00
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 0a7fe18fe6 On Mac OSX there are spurious hat events at program start, so skip these 2020-01-17 11:06:02 -08:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
David Ludwig acbf25935e Emscripten: build fix for testoverlay2.c 2020-01-13 11:46:17 -05:00
Sam Lantinga 46e1377d49 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
2019-12-20 20:12:03 -08:00
Sam Lantinga 8ce894a316 Ignore axis jitter when mapping controllers 2019-12-05 13:18:56 -08:00
Sam Lantinga 8aaf945b2f Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report 2019-11-28 11:44:15 -08:00
Sam Lantinga b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00