Commit Graph

5318 Commits

Author SHA1 Message Date
Ivan Epifanov a05f92da1c Update joystick api to 2.0.14 2021-03-08 09:07:12 -08:00
Ivan Epifanov ca5e5d6154 VITASDK compatibility 2021-03-08 09:07:12 -08:00
Ivan Epifanov 7d89f09f74 ISO C90 fixes 2021-03-08 09:07:12 -08:00
Ivan Epifanov 0da35d3daf IME support with gxm backend 2021-03-08 09:07:12 -08:00
Ivan Epifanov 47c6270ece Fix a bug in vitagles2 renderer 2021-03-08 09:07:12 -08:00
Ivan Epifanov 639323ea0d Fixed gxm render flags 2021-03-08 09:07:12 -08:00
Ivan Epifanov 3ac2242e65 Fix PerformanceCounter 2021-03-08 09:07:12 -08:00
Ivan Epifanov 943053a922 Clean up touch a little more 2021-03-08 09:07:12 -08:00
Ivan Epifanov f61b9e7653 Cleanup touch. Fix back touchscreen 2021-03-08 09:07:12 -08:00
Ivan Epifanov d9b2bde2f6 Fallback to app0: 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6f7c7c557a sensors corrections 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6d85637786 Fix sensors 2021-03-08 09:07:12 -08:00
Ivan Epifanov e7edb06e7a Audio fix 2021-03-08 09:07:12 -08:00
Ivan Epifanov 05e5a7cb05 Oops 2021-03-08 09:07:12 -08:00
Ivan Epifanov a86ba3916e Add SDL_RenderReadPixels 2021-03-08 09:07:12 -08:00
Ivan Epifanov f623211eea remove sceGxmFinish on render swap 2021-03-08 09:07:12 -08:00
Ivan Epifanov 0b45529e24 Add viewport support 2021-03-08 09:07:12 -08:00
Ivan Epifanov 2209b71789 Refactor render state 2021-03-08 09:07:12 -08:00
Ivan Epifanov 333d5e11e1 Add drawstate cache 2021-03-08 09:07:12 -08:00
Ivan Epifanov 56bde0f633 Rename memory functions to avoid clash with vita2d 2021-03-08 09:07:12 -08:00
Ivan Epifanov 94d7737bef Texture render target 2021-03-08 09:07:12 -08:00
Ivan Epifanov 63e223fa50 Set initial blend mode 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6c3bf56503 Unified build with both renderers 2021-03-08 09:07:12 -08:00
Ivan Epifanov a1adc8a9d6 Add sensor support 2021-03-08 09:07:12 -08:00
Ivan Epifanov bd14aa633f Autobuild 2021-03-08 09:07:12 -08:00
Ivan Epifanov 0131105408 Fix render name 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6ba8497518 Remove vita2d render, add raw gxm render 2021-03-08 09:07:12 -08:00
Ivan Epifanov ef0bbfd6c6 Include anf fix vita2d renderer 2021-03-08 09:07:12 -08:00
Ivan Epifanov dbb730d395 Separate vita piglet renderer. Add proper render initialization and window re-creation. 2021-03-08 09:07:12 -08:00
Ivan Epifanov d75ea51ac0 Fix texture shaders 2021-03-08 09:07:12 -08:00
Ivan Epifanov 194c813893 Fix filesystem 2021-03-08 09:07:12 -08:00
Ivan Epifanov 73b545ed28 Fix joystick support 2021-03-08 09:07:12 -08:00
Ivan Epifanov 41d6c80b07 Filesystem module 2021-03-08 09:07:12 -08:00
Ivan Epifanov 2e3dd0a668 Remove debug log 2021-03-08 09:07:12 -08:00
Ivan Epifanov 8003623061 Cg shaders for vita gles2 2021-03-08 09:07:12 -08:00
Ivan Epifanov 2d64e37e41 Initial rebase of xerpi's port 2021-03-08 09:07:12 -08:00
Sylvain b6b0c908bd
Dynapi: fix 'gendynapi.pl' script for array parameters 2021-03-08 13:56:26 +01:00
Cameron Cawley 391bb80bb9 Replace duplicate functions and lstrlen/lstrcat with SDL string functions 2021-03-05 12:03:58 -08:00
Ethan Lee 67e8522d31 Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
2021-03-05 12:03:07 -08:00
Ozkan Sezer 686935542e dos2unix SDL_dynapi_*.h 2021-03-04 23:50:40 +03:00
Ozkan Sezer dd5aff308a SDL_fillrect.c: updated SSE_BEGIN macro for windows clang-cl
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:56 +03:00
Ozkan Sezer 0ed1713128 update SDL_COMPOSE_ERROR macro for windows clang-cl
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:47 +03:00
Ozkan Sezer c1c4f274c3 cpuinfo: updated xgetbv call for windows clang-cl.
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:32 +03:00
Sylvain e88d78462e Update SDL_blit_auto.c 2021-03-04 14:36:33 +01:00
Sylvain ab0cf42a4b
Software nearest scaling: start at the middle of pixel
so that it matches opengl GL_NEAREST mode most of the time
2021-03-04 14:33:56 +01:00
Ozkan Sezer ac8a3fda8f fix prepare_audiospec() possibly missing a bad SDL_AUDIO_CHANNELS env. 2021-03-03 20:33:20 +03:00
Nicolas Noble 6158621610 Update cpuid code for clang-cl
The clang-cl compiler defines `__llvm__` but not `__GNUC__`. The `__cpuid` intrinsic doesn't seem to exist with clang-cl, so the code won't link properly. The `__GNUC__` versions of these functions will work properly on Windows with clang-cl.
2021-03-03 15:37:21 +03:00
Frank Praznik 4de0c74aa7 audio: pipewire: Add the application name to the stream properties 2021-03-02 12:59:04 -08:00
Frank Praznik 9ed01da701 audio: pipewire: Constify and clarify period size calculations
Constify the min/max period variables, use a #define for the base clock rate used in the calculations and note that changing the upper limit can have dire side effects as it's a hard limit in Pipewire.
2021-03-02 12:59:04 -08:00
Frank Praznik d7ca855c2b audio: pipewire: Add missing static qualifiers to globals 2021-03-02 12:59:04 -08:00
Oschowa 84c44e01d3 audio: pipewire: fix uninitialized variable warnings 2021-03-01 09:34:04 -08:00
Frank Praznik 7001b531c6 audio: pipewire: Add vim format lines to files and fix indentation
Increase indentation spacing from 2 to 4 to comply with style standards.
2021-02-28 19:40:09 -08:00
Frank Praznik 2fcba50ec9 audio: pipewire: Code and comment cleanups
Replace "magic numbers" with #defines, explain the requirements when using the userdata pointer in the node_object struct and a few other minor code and comment cleanups.
2021-02-28 19:40:09 -08:00
Frank Praznik 4eadd147cd audio: pipewire: Fix outdated comment 2021-02-28 19:40:09 -08:00
Frank Praznik cd56f1b346 audio: pipewire: Use "rear" designation for rear channels
Use the 'R' (rear) prefixed designations for the rear audio channels instead of 'S' (surround).  Surround designated channels are only used in the 8 channel configuration.
2021-02-28 19:40:09 -08:00
Frank Praznik adc0a931dd audio: Move Pipewire bootstrap after Jack
Move the Pipewire audio driver below others in the list so it won't be mistakenly initialized when it's not the system mixer.
2021-02-28 19:40:09 -08:00
Frank Praznik 21adec93b9 audio: pipewire: Make enumeration structure and function names more descriptive
Rename the add/remove/clear list functions and rename connected_device to io_node, as a sink/source node isn't necessarily a device.
2021-02-28 19:40:09 -08:00
Frank Praznik a07f543436 audio: pipewire: Report default devices first
Further refactor the device enumeration code to retrieve the default sink/source node IDs from the metadata node.  Use the retrieved IDs to sort the device list so that the default devices are at the beginning and thus are the first reported to SDL.
2021-02-28 19:40:09 -08:00
Frank Praznik 9afd7570d6 audio: pipewire: Always buffer source audio
The latency of source nodes can change depending on the overall latency of the processing graph. Incoming audio must therefore always be buffered to ensure uninterrupted delivery.

The SDL_AudioStream path was removed in the input callback as the only thing it was used for was buffering audio outside of Pipewire's min/max period sizes, and that case is now handled by the omnipresent buffer.
2021-02-28 19:40:09 -08:00
Frank Praznik 106dc009ac audio: pipewire: Pass proper parameter to user audio callback
The audio callbacks should pass the callbackspec.userdata parameter to the callback, not spec.userdata

Co-authored-by: Oschowa <Oschowa@web.de>
2021-02-28 19:40:09 -08:00
Frank Praznik f3ebbc06d3 audio: pipewire: Retrieve the channel count and default sample rate for sinks/sources
Extend device enumeration to retrieve the channel count and default sample rate for sink and source nodes.  This required a fairly significant rework of the enumeration procedure as multiple callbacks are involved now.  Sink/source nodes are tracked in a separate list during the enumeration process so they can be cleaned up if a device is removed before completion.  These changes also simplify any future efforts that may be needed to retrieve additional configuration information from the nodes.
2021-02-28 19:40:09 -08:00
Frank Praznik 2f0b99a774 audio: Add Pipewire playback/capture sink 2021-02-28 19:40:09 -08:00
Ethan Lee 57a927e8d7 wayland: Explicitly set min/max size for xdg-shell 2021-02-28 19:37:31 -08:00
Cacodemon345 33598563b3 Fix coding style 2021-02-26 09:32:04 -08:00
Cacodemon345 69a600b00e Implement requested changes 2021-02-26 09:32:04 -08:00
Cacodemon345 0e35f0be1f Fix KMSDRM-related warnings 2021-02-26 09:32:04 -08:00
Cameron Gutman dfa64eadd3 KMSDRM: Add hint to enable the backend without DRM master
In some cases, it can be useful to have the KMSDRM backend even if it cannot
be used for rendering. An app may want to use SDL for input processing while
using another rendering API (such as an MMAL overlay on Raspberry Pi) or
using its own code to render to DRM overlays that SDL doesn't support.

This also moves the check for DRM master to an earlier point where we can fail
initialization of the backend, rather than allowing the backend to initialize
then failing the creation of a window later.
2021-02-25 18:48:36 -08:00
Cameron Gutman 8c5b7af2d2 Wayland: Fix mouse pointer hiding on Plasma Wayland
Unlike Mutter and Sway, KWin actually checks the serial passed in
wl_pointer_set_cursor(). The serial provided is supposed to be the
serial of the pointer enter event, but We were always passing 0.
This caused KWin to drop our requests to hide the cursor.

Thanks to the KDE folks for spotting this in my debug logs.

Fixes #3576
2021-02-25 18:47:12 -08:00
Cacodemon345 d2d834b990 KMSDRM: Add gamma support 2021-02-25 11:39:10 -08:00
Ozkan Sezer 72f7a10cef disable pixman ARM blitters for __aarch64__ | _M_ARM64
Closes:  https://github.com/libsdl-org/SDL/issues/4095
2021-02-25 11:38:14 -08:00
Ozkan Sezer e561ce3a75 SDL_cpuinfo.c: replaced gcc i386 checks with __i386__ . 2021-02-25 01:40:02 +03:00
JibbSmart c287087fcc Only change joystick->nbuttons for Joy-Cons, since they're the only ones that have these "paddles" 2021-02-22 17:54:32 -08:00
JibbSmart ee52624f95 Switch Joy-Con SL and SR buttons are now mapped to matching paddle positions so that all buttons can be accessed when using SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS 2021-02-22 17:54:32 -08:00
Mathieu Eyraud 7a2b6f331b Guard Inotify stuff with macro
This fix implicit declaration of close and unused variable warning.
2021-02-22 09:07:07 -08:00
Mathieu Eyraud 8481229ff7 Fix error handling in KMSDRM_AddDisplay
Add missing `goto cleanup` and check that `dispdata` is not NULL before dereferencing it.
2021-02-22 09:01:36 -08:00
Mathieu Eyraud 2df9c15e96 Fix memory leak in KMSDRM_Vulkan_CreateSurface
Variable `device_props` is never freed.
2021-02-22 09:00:45 -08:00
Mathieu Eyraud 844d5e3ed3 Fix memory leak in ConnectSensor
'name' is leaked in case of error.
2021-02-21 16:46:20 -08:00
Vanfanel 11cb53d2a5 [KMSDRM] Add missing break and modify comments. 2021-02-21 15:27:12 -08:00
Vanfanel 9172e413ad [KMSDRM] Fix intermitent bug in Vulkan initialization on Raspberry Pi 4. 2021-02-21 15:27:12 -08:00
Sam Lantinga 1a17ab30e1 Added mappings for popular controllers on Chromebooks 2021-02-21 11:03:26 -08:00
David Gow db58166e9b joystick: hidapi: Properly include <unistd.h> when inotify not available
In the extremely unlikely event that inotify is not available (and,
therefore, HAVE_INOTIFY is not #defined), SDL will no-longer build.

This is because <unistd.h> is only included when HAVE_INOTIFY is
defined, and PR #4098 adds a call to access(…, F_OK), which requires
<unistd.h>.

(Note that the F_OK symbol is the only one which actually prevented
SDL from compiling, but both access() and close() fell back to implicit
definitions, which is a bit concerning.)

Fixes: 8d43f45a7b ("Don't use udev for joystick enumeration if running in a container")
2021-02-21 12:55:01 +03:00
Amir 360740ac76 correct dynapi 2021-02-20 23:05:09 -08:00
Amir 1a924bc0bb add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast 2021-02-20 23:05:09 -08:00
Ludovico de Nittis 8d43f45a7b Don't use udev for joystick enumeration if running in a container
If we are running in a container, like Flatpak[1] or pressure-vessel[2],
it's likely that we are using user namespaces,
therefore udev event notification via netlink won't work reliably.
Use their filesystem API to detect them and automatically fallback to
the inotify-based enumeration.

[1] <https://flatpak.org/>
[2]
<https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel>

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Ludovico de Nittis 2c3269152a Use inotify for HIDAPI joystick enumeration if not using udev
This improves SDL's ability to detect HIDAPI joystick hotplug in a
container environment because we cannot reliably receive events from
udev in a container.

For a more detailed explanation of why this issue happens with
containers, please check the previous commit
"joystick: Use inotify to detect joystick unplug if not using udev"
(b0eba1c5).

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Ludovico de Nittis b17242bf98 Allow libudev for HIDAPI joystick to be disabled at runtime
As already explained in the previous commit "joystick: Allow libudev to
be disabled at runtime" (13e7d1a9), libudev can fail in a container.

To make it easier to experiment with, we add a new environment variable
"SDL_HIDAPI_JOYSTICK_DISABLE_UDEV" that disables udev and let it
fallback to the device enumeration using polling.

Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
2021-02-20 23:01:38 -08:00
Jay 0052339b66 Move handleURLEvent setEventHandler to init 2021-02-20 22:59:11 -08:00
Sam Lantinga 42607909a0 Remove devices from the list after they've been disconnected due to read errors.
This fixes problems with controllers not being re-detected when a computer goes to sleep and a controller is removed and plugged back in while it's asleep.
2021-02-20 22:51:57 -08:00
Oschowa 08547adb52 pulseaudio: Add "zerocopy" playback path 2021-02-20 12:50:36 -05:00
Romain Roffé ef85ed9352 pulseaudio: Initialize fragsize to fix mic recording
fragsize wasn't initialized, and it is used for recording.
If the value was 0 or -1, pulseaudio configures it itself. But sometimes
we can get a random (and large) value that makes pulseaudio give us
large sample at a very low frequency.

https://gitlab.freedesktop.org/pulseaudio/pulseaudio/-/blob/master/src/pulse/def.h#L453
https://gitlab.freedesktop.org/pulseaudio/pulseaudio/-/blob/v13.0/src/pulsecore/protocol-native.c#L409
2021-02-18 09:51:35 -05:00
Vanfanel e4a81a98a0 [KMSDRM] Correct indentation. 2021-02-17 17:03:42 +03:00
Cameron Cawley 98bf79cff1 Minor improvements for CPU detection on ARM 2021-02-17 11:10:02 +03:00
Matt Borgerson 4aa2e74844 Add Xbox Controller S entry to gamecontrollerdb 2021-02-16 10:15:44 -08:00
Ozkan Sezer f2a2d0c696 SDL_render_d3d.c: fix build with SDL_LEAN_AND_MEAN 2021-02-15 22:56:20 +03:00
Alex Szpakowski 09231c42ea Fix flags check in test code 2021-02-15 08:43:53 -08:00
Alex Szpakowski 9b9d0d484d mac/iOS: allow Metal in windows created without an explicit backend
Fixes SDL_CreateWindowAndRenderer (and similar situations) not choosing a Metal backend. See #3991.

Passing an explicit backend into CreateWindow, eg SDL_WINDOW_OPENGL or SDL_WINDOW_METAL, will still prevent the window from being used with other backend types.
2021-02-15 08:43:53 -08:00
Ozkan Sezer a2fbc452ca replace i386 checks with __i386__ 2021-02-15 03:02:32 +03:00
Cacodemon345 cf15faae68 Change "memset" to "SDL_zero" 2021-02-14 13:54:08 -05:00
Cacodemon345 c5f9e061b5 Disable FreeBSD console mouse when initializing evdev input
Enable it again after quitting evdev input.
2021-02-14 13:54:08 -05:00
Misa 3da58b47f6 Fix errors with fallback impls of SDL_isxdigit() and SDL_ispunct()
SDL_isxdigit() should only accept A-Fa-f, not A-Za-z (it shouldn't use
SDL_isalpha()).

SDL_ispunct() shouldn't accept spaces (it should use SDL_isgraph()
instead).
2021-02-13 19:30:24 -05:00
Misa dfe219ec71 Add all missing "is characteristic" stdlib functions
SDL has been missing a bunch of these 'isX' functions for some time,
where X is some characteristic of a given character.

This commit adds the rest of them to the SDL stdlib, so now we have:
- SDL_isalpha()
- SDL_isalnum()
- SDL_isblank()
- SDL_iscntrl()
- SDL_isxdigit()
- SDL_ispunct()
- SDL_isprint()
- SDL_isgraph()
2021-02-13 11:42:13 -08:00
Charlie Birks 1a48ca666f emscripten: Create directory recursively in GetPrefPath 2021-02-13 11:56:01 -05:00
Stephan Vedder fa367cdd5c emscripten: Fix alt key being a nav key 2021-02-13 11:56:01 -05:00
Alon Zakai 20be1d634b emscripten: Automatically resume audio contexts
This uses the mechanism added in emscripten-core/emscripten#10843
which was applied to SDL1 and OpenAL. This adds the same for SDL2.

This also reverts commit 865eaddffed50dbd13e6564c3f73902472cf74e8
which did something similar, but the new mechanism is more effective.
2021-02-13 11:56:01 -05:00
Charlie Birks edaf3f9c9c emscripten: Extend the "nav key" blacklist
Add the F keys and Ctrl/Alt+*. Consistent with other naviagtion
disabling. Also, none of these generate keypress events anyway.
2021-02-13 11:56:01 -05:00
Ethan Lee a99eec7751 wayland: Minor whitespace fix 2021-02-13 02:41:29 +03:00
Ryan C. Gordon 65fbf36c9e Cleaned up a few more Bugzilla mentions. 2021-02-12 14:46:49 -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
soredake 39153f81b9 add Linux mapping for Ipega PG-9087S, closes #3783 2021-02-12 08:00:41 -08:00
Jay Petacat f443a6fc7a Fix format string warnings for width-based integers
The DJGPP compiler emits many warnings for conflicts between print
format specifiers and argument types. To fix the warnings, I added
`SDL_PRIx32` macros for use with `Sint32` and `Uint32` types. The macros
alias those found in <inttypes.h> or fallback to a reasonable default.

As an alternative, print arguments could be cast to plain old integers.
I opted slightly for the current solution as it felt more technically correct,
despite making the format strings more verbose.
2021-02-11 19:41:41 -08:00
Sam Lantinga 5427f4861b Added support for trigger rumble for all Microsoft Xbox One controllers 2021-02-11 17:28:07 -08:00
Sam Lantinga 1f7ec3fa4e Added support for the PowerA Xbox One Series X Wired Controller 2021-02-11 17:27:22 -08:00
Ethan Lee cad67082f3 wayland: Check for both _WAYLAND_CLIENT_H and WAYLAND_CLIENT_H 2021-02-11 14:27:08 -08:00
Sam Lantinga 629334f283 Fixed bug 5543 - Wayland: Fix waylandvideo.h warnings
wahil1976

This patch fixes the warnings seen when compiling the Wayland backend. This will also be required in the future to avoid issues with compilation.
2021-02-10 10:22:20 -05:00
Cameron Gutman f70e197363 Fix waiting on condition variables with the SRW lock implmentation
When SleepConditionVariableSRW() releases the SRW lock internally, it causes
our SDL_mutex_srw state to become inconsistent. The lock is unowned yet inside,
the owner is still the sleeping thread and more importantly the owner count is
still 1.

The next time someone acquires the lock, they will bump the owner count from 1
to 2. At that point, the lock is hosed. From the internal lock state, it looks
to us like that owner has acquired the lock recursively, even though they have
not. When they call SDL_UnlockMutex(), it will see the owner count > 0 and not
call ReleaseSRWLockExclusive().

Now when someone calls SDL_CondSignal(), SleepConditionVariableSRW() will start
the wakeup process by attempting to re-acquire the SRW lock. This will deadlock
because the lock was never released after the other thread had used it. The
thread waiting on the condition variable will never be able to wake up, even if
the SDL_CondWaitTimeout() function is used and the timeout expires.
2021-02-10 10:22:20 -05:00
Sam Lantinga d9ba20442e Backed out changeset 852a7bdbdf4b
This causes a use-after-free memory error
2021-02-10 10:22:20 -05:00
Christian Rauch 4183211a54 free the 'display' after it was added to global list 2021-02-10 10:22:20 -05:00
Manuel Alfayate Corchete 005e2c59a7 [KMS/DRM] Bugfix number #5535: Improve reliability, by wahil1976. 2021-02-10 10:22:20 -05:00
Ozkan Sezer dc45a228b9 avoid some pedantic warnings in array initializers 2021-02-10 10:22:20 -05:00
Sam Lantinga 9c3aa7f055 SDL: fix packet handling for original version of Stadia FW 2021-02-10 10:22:20 -05:00
Ozkan Sezer bb9e049d1d minor updates to libc function checks 2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 19fa85d8af [KMS/DRM] Fix build warning. 2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 6ee53258cd [KMS/DRM] Replace indent tabs with spaces, as intended. 2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 59cd46c24a [KMS/DRM] Merge patch for bug #5532: No need to correct cursor position now that all windows are fullscreen. Link: https://bugzilla.libsdl.org/show_bug.cgi?id=5519. 2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 538f7ad6b7 [KMS/DRM] Remove redundant SDL_SendWindowEvent() call. 2021-02-10 10:22:19 -05:00
Manuel Alfayate Corchete 7beba05013 [KMS/DRM] Restore all-windows-are-fullscreen functionality, since there is no window manager in KMSDRM. 2021-02-10 10:22:19 -05:00
Cameron Gutman f4d58689e0 Fix Xbox Series X controller on macOS
There were two different implementations of IsBluetoothXboxOneController(), one
in SDL_hidapi_xbox360.c and one in SDL_hidapi_xboxone.c. The latter had been
updated to include USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH while the former had
not.

This mismatch led to the Xbox Series X failing on macOS only. We have special
code for handling the 360Controller driver for macOS which requires us to use
the Xbox 360 driver for wired Xbox One controllers, and the SDL_hidapi_xbox360
version of IsBluetoothXboxOneController() was used to determine which devices
were wired.

In addition to adding the missing USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH, this
change moves IsBluetoothXboxOneController() into a single shared function which
will ensure this bug won't happen again.
2021-02-10 10:22:19 -05:00
Sam Lantinga ff297753db Fixed compiler warning 2021-02-10 10:22:19 -05:00
Sam Lantinga a60af1e4d0 Backed out changeset 1cde3dd0f44d - this breaks windows which are created and then set to FULLSCREEN_DESKTOP 2021-02-10 10:22:19 -05:00
Sam Lantinga e404b525f1 KMSDRM doesn't have a window manager, so all windows are fullscreen 2021-02-10 10:22:19 -05:00
Sylvain Becker 549bc13362 SDL_vulkan_utils: minor code clean-up 2021-02-10 10:22:19 -05:00
Sylvain Becker c0166a29b7 SDL_ConvertColorkeyToAlpha: remove and clarify a FIXME
This function doesn't handle bpp 1 or 3 case, because those formats never have an alpha channel
2021-02-10 10:22:19 -05:00
Sam Lantinga 85235985fb Fixed detecting the paddles on the Xbox Elite Series 1 controller 2021-02-10 10:22:19 -05:00
Sam Lantinga 69e9b2acee Fixed bug 5471 - Creating a fullscreen desktop window goes windowed temporarily
This is caused by the Metal renderer recreating the window because by default we create an OpenGL window on macOS.

It turns out that at least on macOS 10.15, a window that has been initialized for OpenGL can also be used with Metal. So we'll skip recreating the window in that case.
2021-02-10 10:22:19 -05:00
Sam Lantinga ef2f13e125 Added test command line options to force different window types 2021-02-10 10:22:19 -05:00
Sam Lantinga 2426949a18 Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
2021-02-10 10:22:19 -05:00
Sam Lantinga fadfa51022 Don't uncorrelate while rumble is active and stay correlated longer in case raw input messages are lagging a bit. 2021-02-10 10:22:19 -05:00
Sebastian Krzyszkowiak e862856e6f wayland: Don't crash when the properties of already existing wl_output change 2021-02-10 10:22:18 -05:00
Sam Lantinga cef198c9cb Fixed bug 5524 - Pass NSString to NSLog()
Hiroyuki Iwatsuki

If you pass the C string directly to NSLog(), it will be garbled with Japanese and probably other language strings, or no log will be output at all.

NSLog("Hello, World!"); // => "Hello, World!"
NSLog("こんにちは、世界!"); // => No output...

Therefore, you need to convert the string to an NSString before passing it to NSLog().

NSString *str = [NSString stringWithUTF8String:"こんにちは、世界!"];
NSLog(@"%@", str); // => "こんにちは、世界!"

Thank you.
2021-02-10 10:22:18 -05:00
Christian Rauch 0ed16ceddb free 'outputs' in 'Wayland_DestroyWindow' 2021-02-10 10:22:18 -05:00
Christian Rauch a44678465f free the 'data_device_manager' 2021-02-10 10:22:18 -05:00
Sebastian Krzyszkowiak 3ae2ec34fa wayland: Fix transform and scale handling when setting display mode 2021-02-10 10:22:18 -05:00
Manuel Alfayate Corchete 2c76433151 [KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo(). 2021-02-10 10:22:18 -05:00
Manuel Alfayate Corchete bfa51c3845 [KMS/DRM] Fix for bug #5518: only do async pageflips when hardware supports them. 2021-02-10 10:22:18 -05:00
Cameron Gutman 79cd8cab08 Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.

Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
2021-02-10 10:22:18 -05:00
Sylvain Becker 9d70711342 Revert checks on destination scaling size (see bug #5510) 2021-02-10 10:22:18 -05:00
Manuel Alfayate Corchete 088fb52579 [KMS/DRM] Correct small omission on bugfix #5513: y-coord correction has to be done on WarpMouseGlobal, too. 2021-02-10 10:22:18 -05:00
Sam Lantinga 2cc70ca39e Fixed crash if the GameCube controller hasn't been opened yet 2021-02-10 10:22:18 -05:00
Sylvain Becker d6a6662fa1 Remove checks on destination scaling size (see bug #5510) 2021-02-10 10:22:18 -05:00
Manuel Alfayate Corchete 8d95aba174 [KMS/DRM] Remove unused KMSDRM_SetWindowGrab prototype in header file. 2021-02-10 10:22:18 -05:00
Manuel Alfayate Corchete b17c49509b [KMS/DRM] Patch for bug #5513. KMSDRM backend can now manage and use several displays. 2021-02-10 10:22:18 -05:00
Cameron Gutman a78bce9e38 Properly handle keys already down when the hook is installed
For keys that are already down when we install the keyboard hook, we need to
allow the WM_KEYUP/WM_SYSKEYUP message to be processed normally. This ensures
that other applications see the key up, which prevents the key from being stuck
down from the perspective of other apps when our grab is released.
2021-02-10 10:22:18 -05:00
Sylvain Becker dc0ec827aa Remove old YUV fixme 2021-02-10 10:22:18 -05:00
Sylvain Becker ebb814310a Add checks for maximun scaling size (see bug #5510) 2021-02-10 10:22:18 -05:00
Sam Lantinga 7f710e93f0 Make sure we don't create a game controller mapping for HID devices that aren't supported by HIDAPI 2021-02-10 10:22:18 -05:00
Sam Lantinga 7e19c634c1 Note that the Logitech G29 (PS4) is a racing wheel 2021-02-10 10:22:18 -05:00
Sylvain Becker d59f8dafe4 Fixed bug 5510 - simplify the scaling functions blit auto (generated file) 2021-02-10 10:22:17 -05:00
Sylvain Becker 0b338bffe6 Fixed bug 5510 - simplify the scaling functions 2021-02-10 10:22:17 -05:00
Sylvain Becker dd6e02df63 SDL_stretch: remove un-used vars, same notation as blit functions 2021-02-10 10:22:17 -05:00
Sam Lantinga 1dc9180fb6 Fixed compiler warnings 2021-02-10 10:22:17 -05:00
Sam Lantinga d59a926837 Fixed build warning 2021-02-10 10:22:17 -05:00
Sam Lantinga eb83da0234 Fixed PS4 controllers over Bluetooth on Windows 7 2021-02-10 10:22:17 -05:00
Sam Lantinga d95a9eaedc Added WIN_IsWindows8OrGreater() for internal use 2021-02-10 10:22:17 -05:00
Cameron Gutman 808249a5ca X11: Ungrab the keyboard when the mouse leaves the window
GNOME Mutter requires keyboard grab for certain important functionality like
window resizing, interaction with the application context menu, and opening the
Activites view. To allow Mutter to grab the keyboard as needed, we'll ungrab
when the mouse leaves our window.

To be safe, we'll do this for all WMs since forks of Mutter and Matacity (and
possibly others) may have the same behavior, and we don't want to have to keep
track of those.
2021-02-10 10:22:17 -05:00
Ozkan Sezer 87f0900701 SDL_LowerSoftStretchLinear: assign result from scale_mat() to ret.
otherwise it would always return -1 when SSE and NEON instrinsics
are absent.
2021-02-10 10:22:17 -05:00
Sam Lantinga 24d6fda2c3 Fixed bug 3816 - asm code in video/SDL_stretch.c
Sylvain

I propose this new version for SDL_stretch.c that drops mprotect and asm

Code is similar to the StretchLinear, but the steps computation are kept similar to the nearest.
so that:
- it's pixel perfect with nearest
- as fast as asm I think
- no asm, nor mprotect
- benefit for all archicture
2021-02-10 10:22:17 -05:00
Sam Lantinga d81eaf8da5 Added explicit case from Uint8 to int before subtracting offset 2021-02-10 10:22:17 -05:00
Sam Lantinga bec9d740ec Fixed compile warning 2021-02-10 10:22:17 -05:00
Sam Lantinga a4db44fa71 The Sharkoon Skiller SGH2 headset hangs in DirectInput enumeration, so avoid it here just in case.
See bug 5485 for details.
2021-02-10 10:22:17 -05:00
Sam Lantinga 06ad887f44 Fixed bug 3816 - asm code in video/SDL_stretch.c
Ozkan Sezer

- adds MSVC __declspec(align(x)) support,
- disables asm if PAGE_ALIGNED no macro is defined,
- still disables asm for gcc < 4.6, need more info,
- drops Watcom support.
2021-02-10 10:22:17 -05:00
Sam Lantinga 1e5f0073c6 Fixed building with mingw64 2021-02-10 10:22:17 -05:00
Sylvain Becker 70b353d1a5 SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension 2021-02-10 10:22:17 -05:00
Sylvain Becker 13626c3681 SDL_UpdateTexture: intersect update rect with texture dimension
- fix crash with software renderer
- fix non texture update with opengl/gles2
2021-02-10 10:22:17 -05:00
Sylvain Becker 5e3cf0d1f4 SDL_SoftStretch: disable asm path if mprotect isn't available (see bug #3816) 2021-02-10 10:22:17 -05:00
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
Sylvain Becker ff827fc767 SDL_SoftStretch: re-enable USE_ASM_STRETCH path for gcc >= 4.6 2021-02-10 10:22:17 -05:00
Cameron Gutman a1d288bea1 DirectFB: Split input grab handling into keyboard and mouse parts
The grabbed_window field is superfluous now since SDL added the
SDL_GetGrabbedWindow() function, so it can be removed.

DirectFB_SetWindowMouseGrab() is also simplified because SDL handles ungrabbing
any previously grabbed window prior to calling SetWindowMouseGrab() now.

Compile-tested only.
2021-02-10 10:22:16 -05:00
Sam Lantinga de85d61256 Fixed bug 5497 - SDL_COMPOSE_ERROR is wrong
UMU

#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str

I think SDL_STRINGIFY_ARG should be removed.

#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str

(verified with Visual Studio 2019)
2021-02-10 10:22:16 -05:00
Sam Lantinga ac72a2ba8e Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb

New hint to let the user opt out of having Switch controllers' Home button lit when opened.

This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.

I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
2021-02-10 10:22:16 -05:00
Sam Lantinga f23022ef97 Removed non-functional window grab implementations 2021-02-10 10:22:16 -05:00
Cameron Gutman a0d3c6c63c Rename SetWindowGrab() to SetWindowMouseGrab() 2021-02-10 10:22:16 -05:00
Cameron Gutman d133a5f6f7 wayland: cancel key repeat when keyboard focus is lost
SDL_SetKeyboardFocus(NULL) will lift any keys still pressed when keyboard focus
leaves the window, but then key repeat comes behind our backs and presses the
key down again. This results in an infinite stream of SDL_KEYDOWN events when
focus leaves the window with a key down (particularly noticeable with Alt+Tab).
2021-02-10 10:22:16 -05:00
Cameron Gutman 2793c9cfb0 Fix grabbing Alt+Tab and Alt+Esc on Windows 7 2021-02-10 10:22:16 -05:00
Cameron Gutman e1f73e642b Refactor keyboard grab to be managed by the video core
This gives us flexibility to add others hints to control keyboard grab behavior
without having to touch all of the backends. It also allows us to possibly
expose keyboard grab separately from mouse grab for applications that want to
manage those independently.
2021-02-10 10:22:16 -05:00
Sylvain Becker f40551c5f6 GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache 2021-02-10 10:22:16 -05:00
Ozkan Sezer b852590ba5 minor clean-up in SDL_os2audio.c 2021-02-10 10:22:16 -05:00
Brandon DeRosier 141f441633 fix build failure due to -Werror=declaration-after-statement (bug #5500) 2021-02-10 10:22:16 -05:00
Manuel Alfayate Corchete 8e1005f8b0 [KMS/DRM] Bugfix for #5489: Non-FULLSCREEN windows incorrecty use videomode changing to look fullscreen. 2021-01-24 00:51:26 -05:00
Ethan Lee e787282ba8 Implement Wayland_SetWindowResizable 2021-01-24 00:51:26 -05:00
Simon McVittie c16cfc0e92 waylandtouch: Don't export interface structs
These are explicitly written in C code rather than generated at build
time, so they weren't affected by changing how we invoke
wayland-scanner.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2021-01-24 00:51:26 -05:00
Sam Lantinga c857b5e0c9 Minor cleanup 2021-01-24 00:51:26 -05:00
Sam Lantinga 1981d23f4b Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev

Consider adding support for Stadia Controller haptics.

Here is example code how to deal with it:
99314be815/device/gamepad/hid_haptic_gamepad.cc (L45)
2021-01-24 00:51:26 -05:00
Sam Lantinga 96cfb81232 Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier

Change of api from 2016 which reduce code complexity a bit.
2021-01-24 00:51:25 -05:00
JibbSmart 0f57864c9e Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller. 2021-01-24 00:51:25 -05:00
Cameron Gutman bd553ea868 Implement support for inhibiting the screensaver on Wayland
We support both the org.freedesktop.ScreenSaver D-Bus API (same as the X11
backend) and the Wayland idle_inhibit_unstable_v1 protocol.

Some Wayland compositors only support one or the other, so we need both to
for broad compatibility.
2021-01-24 00:51:25 -05:00
Cameron Gutman 7ff3832e4d Fix continuous scrolling speed on Wayland
Wayland compositors seem to have standardized on 10 units per "wheel tick" for
continuous scroll events, so we need to convert these axis values to ticks by
dividing by 10 before reporting them in SDL_MOUSEWHEEL events.
2021-01-24 00:51:25 -05:00
Cameron Gutman 8c921d8201 Implement keyboard grab support for Windows
This is implemented via a low-level keyboard hook. Unfortunately, this is
rather invasive, but it's how Microsoft recommends that it be done [0].
We want to do as little as possible in the hook, so we only intercept a few
crucial modifier keys there, while leaving other keys to the normal event
processing flow.

We will only install this hook if SDL_HINT_GRAB_KEYBOARD=1, which is not
the default. This will reduce any compatibility concerns to just the SDL
applications that explicitly ask for this behavior.

We also remove the hook when the grab is terminated to ensure that we're
not unnecessarily staying involved in key event processing when it's not
required anymore.

[0]: https://docs.microsoft.com/en-us/windows/win32/dxtecharts/disabling-shortcut-keys-in-games
2021-01-24 00:51:25 -05:00
Ozkan Sezer fd65aaa9a8 move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver
build-tested only. (bug #5472.)
2021-01-24 00:51:25 -05:00
Ozkan Sezer 8f1025899a os2audio: changed backend name from MMOS2 to DART (like SDL-1.2) 2021-01-24 00:51:25 -05:00
Ozkan Sezer 2376458841 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H 2021-01-24 00:51:25 -05:00
Sam Lantinga f68b36df75 Added support for the EVORETRO GameCube Adapter in PC mode 2021-01-24 00:51:25 -05:00
Sam Lantinga 9c88eac856 ControllerList: fix typo 2021-01-24 00:51:25 -05:00
Ozkan Sezer 11fce32162 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git.
Fix V/A/FSlider dwOfs values in c_dfDIJoystick2
af2f419426

Add missing ASPECT flags for c_dfDIJoystick2
e2e100272f

Closes bug #5474.
2021-01-24 00:51:25 -05:00
Ozkan Sezer 4a776557af old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
2021-01-24 00:51:25 -05:00
Ozkan Sezer e91f83c1e0 hidapi.h: adjust so that it gives a smaller diff against mainstream 2021-01-24 00:51:25 -05:00
Sam Lantinga d4794028bb Fixed build 2021-01-24 00:51:25 -05:00
Sam Lantinga 9e45372a2f Fixed build on Android and iOS 2021-01-24 00:51:25 -05:00
Cameron Gutman 19236b462a Implement support for minimizing windows on Wayland
This required a bit of extra code to deal with the transition from minimized
back to fullscreen
2021-01-24 00:51:25 -05:00
Cameron Gutman cf84ec441f Improve reliability of cursor hiding on GNOME Wayland
Hiding the cursor doesn't appear to work reliably on GNOME when another window
steals mouse focus right as we call SDL_ShowCursor(SDL_DISABLE). This can happen
when the keyboard shortcut inhibition permission prompt appears in response to a
call to SDL_SetRelativeMouseMode() with SDL_HINT_GRAB_KEYBOARD=1. The result is
that the default cursor is stuck locked in position and visible on screen
indefinitely.

By redrawing the cursor on pointer focus enter, the cursor now disappears upon
the first mouse motion event. It's not perfect but it's way better than the
current behavior.
2021-01-24 00:51:25 -05:00
Sam Lantinga bf53651d73 Make sure we only do GameCube adapter initialization if we were able to load libusb 2021-01-24 00:51:24 -05:00
Sam Lantinga 3527b49459 Fixed initializing the Nyko and EVORETRO GameCube adaptors
This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
2021-01-24 00:51:24 -05:00
Ozkan Sezer b6ae9a7cba renamed my_gradd.h to SDL_gradd.h 2021-01-24 00:51:24 -05:00
Sam Lantinga 178ae70a29 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller. 2021-01-24 00:51:24 -05:00
Cameron Gutman d789ba8332 Implement keyboard grab support for Wayland
Use zwp_keyboard_shortcuts_inhibit_manager_v1 to allow SDL applications
to capture system keyboard shortcuts like Alt+Tab when keyboard grab is
enabled via SDL_HINT_GRAB_KEYBOARD.
2021-01-24 00:51:24 -05:00
Cameron Gutman 6e97170e96 Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.

Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
2021-01-24 00:51:24 -05:00
Ozkan Sezer 07f83cd5a6 hidapi/libusb/hid.c: fix race condition on device close (bug #5484)
From hidapi mainstream git: https://github.com/libusb/hidapi/issues/142
d2c3a9862e

Read callback may fire itself on its own even after its been requested
to stop and exactly before the calling code waits for its completion in
indefinite loop.  Explicitly preventing re-fireing the submission loop
fixes the issue.
2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete ee93f0edee [KMS/DRM] Revert unaproved fix for bug #5465. 2021-01-24 00:51:24 -05:00
Ozkan Sezer 6393d14de5 SDL_virtualjoystick.c: remove wrong #endif comment. 2021-01-24 00:51:24 -05:00
Ozkan Sezer 327ea97436 hidapi/libusb/hid.c: whitespace tidy-up. 2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete e1d932f8b6 [KMS/DRM] Fix for bug #5468: corruption on dynamic cursor changing caused by wrong buffer size. 2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete 99facb1df3 [KMS/DRM] Fix for bug #5470: ratio correction for fullscreen windows with no matching resolution. Correct bracket position in else statements so they follow the coding style. 2021-01-24 00:51:24 -05:00
Sam Lantinga c265e73f3b Fixed bug 5473 - Add WSCONS support for NetBSD
wahil1976

This patch adds WSCONS support for NetBSD.
2021-01-24 00:51:24 -05:00
Ozkan Sezer f3835702d3 fix build with --disable-directx 2021-01-24 00:51:24 -05:00
Sam Lantinga 2ea393bd83 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers 2021-01-24 00:51:23 -05:00
Manuel Alfayate Corchete 03665004d0 [KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works. 2021-01-24 00:51:23 -05:00
Ozkan Sezer bdb3e6b84f SDL_hidapi_switch.c: fix build with older compilers 2021-01-15 12:40:00 +03:00
Sam Lantinga e3dbae5010 Get the serial number for the Nintendo Switch Pro controller 2021-01-14 23:49:41 -08:00
Sam Lantinga 5fc743c4fd Phantom Nintendo Switch Pro Controller initialization problem 2021-01-14 23:49:37 -08:00
Sam Lantinga 92742306a6 Fixed rumble reset failing for Switch Pro controllers in USB mode 2021-01-14 23:49:33 -08:00
Sam Lantinga d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga e2f46ed8ef Always lock the HIDAPI device when closing, in case rumble is pending 2021-01-14 23:49:20 -08:00
Sam Lantinga 907b8eebc3 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete 2021-01-14 23:49:16 -08:00
Sam Lantinga b3848c5120 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled
jibb

I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller.

I'm using the standard mapping file from here:
https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed).

However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead.

Mathias Kaerlev

Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version.

I suspect it might be caused by this commit:
a569b21188 (diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5)

It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
2021-01-14 15:15:57 -08:00
Sam Lantinga bdc6e4ffc5 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS
RustyM

This is related to Bug 5034, but crashes under a somewhat different condition.

In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash.

File: joystick/darwin/SDL_sysjoystick.c
Function: static recDevice *FreeDevice(recDevice *removeDevice)
On line 159: while (device->pNext != removeDevice) {
Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188)

This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in.

Some of the "retro" controllers I?ve seen this crash with:
- iBuffalo SNES Controller
- 8Bitdo SN30 Gamepad (in MacOS mode)
- Retrolink NES Controller
- HuiJia SNES Controller Adaptor

The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10.

The while loop in FreeDevice() assumes that every device is not NULL.

    recDevice *device = gpDeviceList;
    while (device->pNext != removeDevice) {
        device = device->pNext;
    }
    device->pNext = pDeviceNext;

So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work.

    recDevice *device = gpDeviceList;
    if (!device) {
        while (device->pNext != removeDevice) {
            device = device->pNext;
        }
    }
    device->pNext = pDeviceNext;
2021-01-14 15:03:11 -08:00
Sam Lantinga 6a342954e8 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox

In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- 6858a618cd
- b1e29e87b9/SDL2/src/video/wayland/SDL_waylandwindow.c (L463)

link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType:  6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L319)
2. then use it for create EGLSurface: 6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L391)
2021-01-14 14:42:53 -08:00
Sam Lantinga 82aafa9aa8 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976

This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.

For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
2021-01-14 14:32:11 -08:00
Manuel Alfayate Corchete 1adadc7702 [KMS/DRM] Adjust come return values. Improve comments. 2021-01-14 10:18:40 +01:00
Manuel Alfayate Corchete 57661e42c3 [KMS/DRM] Remove unused header. 2021-01-13 20:17:50 +01:00
Manuel Alfayate Corchete ead3c406a2 [KMS/DRM] Refactor, improve and re-comment async pageflips code. 2021-01-13 20:11:01 +01:00
Sam Lantinga fbd7c718b6 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver 2021-01-13 11:02:07 -08:00
Sam Lantinga d757ec7f5c Only select the gamepad interfaces on the Xbox 360 wireless adapter 2021-01-13 11:02:01 -08:00
Manuel Alfayate Corchete aac74db685 [KMS/DRM] Enable async pageflips. 2021-01-13 15:54:26 +01:00
Manuel Alfayate Corchete 9384e59561 [KMS/DRM] Add warning comentary to avoid future experiments with scaling. 2021-01-12 20:15:37 +01:00
Ryan C. Gordon b99543b682 opengl: More work on making line drawing match software renderer. 2021-01-11 20:40:11 -05:00
Manuel Alfayate Corchete 8442754912 [KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block. 2021-01-12 00:22:58 +01:00
Manuel Alfayate Corchete 87eb734c4e [KMS/DRM] Don't ask SDL to scale image when in Vulkan mode. 2021-01-11 23:59:40 +01:00
JibbSmart e9887045a2 Gyro and Accel sensor support for Switch Pro Controller.
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
2021-01-11 15:36:40 +08:00
Manuel Alfayate Corchete 85e8adf78d [KMS/DRM] Unused code cleaning. 2021-01-11 22:28:27 +01:00
Manuel Alfayate Corchete 5105ecf8b1 [KMS/DRM] Move surface size info to window driverdata, for coherency. 2021-01-11 21:02:07 +01:00
Manuel Alfayate Corchete 2067a7db8e [KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes. 2021-01-11 20:29:09 +01:00
Sylvain Becker 958e5d5b34 SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430) 2021-01-11 10:01:24 +01:00
Sylvain Becker 68815b6c06 Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura) 2021-01-10 22:21:12 +01:00
Sylvain Becker b94718e0a7 SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430) 2021-01-09 21:22:21 +01:00
Manuel Alfayate Corchete 850d9c8c0d [KMS/DRM] Cleanup remainings from plane/scaling usage. 2021-01-09 02:25:13 +01:00
Manuel Alfayate Corchete 2aeb317743 [KMS/DRM] Fix vkQuake3 in OpenGL mode. 2021-01-08 22:00:28 +01:00
Sam Lantinga 8746788fea KMSDRM_LEGACY is no longer legacy 2021-01-08 11:08:23 -08:00
Sam Lantinga 50ea3b77f1 Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency
Nia Alarie

The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate.

Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
2021-01-08 10:09:37 -08:00
Sam Lantinga 2f72535c62 Fixed joysticks generating SDL mouse events 2021-01-08 09:54:55 -08:00
Sam Lantinga a5dba7d3ab Fixed Xbox One Series X share button incorrectly triggering on newer firmware 2021-01-08 09:54:52 -08:00
Manuel Alfayate Corchete b24494734b [KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC. 2021-01-08 18:57:12 +01:00
Manuel Alfayate Corchete 940e1b8dd9 [KMS/DRM] Small readability changes. 2021-01-08 16:33:50 +01:00
Manuel Alfayate Corchete e5bf1850f5 [KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out! 2021-01-08 15:39:05 +01:00
Manuel Alfayate Corchete cef1bd0639 [KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups. 2021-01-08 13:14:42 +01:00
Sam Lantinga e778881ada Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa
Dominik Reichardt

Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult.
There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at.
On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out).
All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus).

This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
2021-01-07 11:49:28 -08:00
Sam Lantinga c8a64ad90c Fixed building when SDL_LIBUSB_DYNAMIC is defined 2021-01-07 10:23:55 -08:00
Manuel Alfayate Corchete d079130c24 [KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW. 2021-01-07 18:44:34 +01:00
Manuel Alfayate Corchete e168d1138c [KMS/DRM] Correct drmModeSetCursor() dimensions. 2021-01-07 14:40:24 +01:00
Manuel Alfayate Corchete 335d78ff86 [KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-. 2021-01-07 11:30:33 +01:00
Manuel Alfayate Corchete 661bacfe27 [KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function. 2021-01-07 00:47:21 +01:00
Ozkan Sezer dfb0afe36a fix build after commit 5730b2005da1 2021-01-07 00:41:32 +03:00
Manuel Alfayate Corchete 67e0b1dd4e [KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend. 2021-01-06 22:15:26 +01:00
Sylvain Becker 57a5c45372 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430) 2021-01-05 22:06:51 +01:00
Sylvain Becker fc61ecb25c Fix software UpdateNVTexture non fullscreen (bug #5430) 2021-01-05 21:54:03 +01:00
Sylvain Becker 204ef3b509 Fix D3D11 UpdateNVTexture (bug #5430) 2021-01-05 20:38:31 +01:00
Sylvain Becker c0df40e003 Add more SDL_HAVE_YUV defines 2021-01-05 17:39:48 +01:00
Ozkan Sezer 76295cecf3 video/windows: ANSI/UNICODE updates (cf. bug 5435):
- explicitly use UNICODE versions of DrawText, EnumDisplaySettings,
  EnumDisplayDevices, and CreateDC: the underlying structures have
  WCHAR strings.
- change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept
  LPCWSTR instead of LPCTSTR for the same reason.
- change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W'
  versions where appropriate.
2021-01-05 15:50:10 +03:00
Ozkan Sezer 265a1cc97a use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2)
cf. bug #5435.
- SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR*
- windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath)
- windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR*
- SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR*
- windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
2021-01-05 15:50:02 +03:00
Ozkan Sezer 516042b4d6 ran gendynapi.pl after SDL_UpdateNVTexture addition 2021-01-05 15:15:50 +03:00
Ozkan Sezer 31751bdcce wmmsg.h: constified wmtab 2021-01-05 15:15:37 +03:00
Sylvain Becker b032504162 Fix unused variable warning on METAL (see bug #5430) 2021-01-05 12:36:34 +01:00
Sylvain Becker c1eb9ecf99 Add SDL_UpdateNVTexture for META (bug #5430)
(not tested)
2021-01-05 12:29:43 +01:00
Sylvain Becker 73d93dbc38 Fix compilation on Window10 (see bug #5430) 2021-01-05 12:20:02 +01:00
Sylvain Becker df6b813108 Fix compilation (implicit declaration of function) (see bug #5430) 2021-01-05 12:16:32 +01:00
Sylvain Becker d1f031c8ee Add SDL_UpdateNVTexture for d3d11 (bug #5430)
(not tested)
2021-01-05 12:08:16 +01:00
Sylvain Becker f5eba2ccd6 Fixed invalid read in yuv_rgb_sse() (see bug #5430) 2021-01-05 12:00:54 +01:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga d72dbd9883 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller 2021-01-04 17:30:28 -08:00
Sam Lantinga b2a0c712cb Allow setting the player index to -1, which turns off the player LED for PS5 controllers 2021-01-04 12:24:44 -08:00
Sam Lantinga bf754b52bf Valve contributed code is under the Zlib license 2021-01-04 12:17:24 -08:00
Ozkan Sezer 8cb421b26d SDL_windows_main.c: use new WIN_StringToUTF8W macro 2021-01-04 10:20:10 +03:00
Ozkan Sezer a594b85031 use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
  string is WCHAR*

There should be more of these..
2021-01-04 10:00:30 +03:00
Ozkan Sezer 5b14bbff5f make ANSI/UNICODE versions of WIN??UTF8 macros individually available. 2021-01-04 10:00:10 +03:00
Ozkan Sezer f2bd861cd7 move SDL_tcsstr definition to core/windows/SDL_windows.h 2021-01-04 08:50:00 +03:00
Ozkan Sezer ae18109a92 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 390fd14f54 SDL_windowswindow.c (SDL_HelperWindowCreate): adjust for ANSI/UNICODE:
change SDL_HelperWindowClassName and SDL_HelperWindowName from WCHAR *
to be const TCHAR*

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 398d2764c7 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer f09e0af7aa SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer ed39f2f3f9 SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT()
because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 01a2f27679 consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Cameron Gutman 014f507c40 Use specific acquire and release variants of InterlockedExchange on ARM
_InterlockedExchange_rel() is required for correctness on ARM because
the _ReadWriteBarrier() macro is only a compiler memory barrier, not a
hardware memory barrier. Due to ARM's relaxed memory model, this means
the '*lock = 0' write may be observed before the operations inside the
lock, causing possible corruption of data protected by the lock.

_InterlockedExchange_acq() is more efficient on ARM because it avoids an
expensive full memory barrier that _InterlockedExchange() does.
2021-01-03 12:13:40 -06:00
Sam Lantinga 393c8c1f16 Fixed bug 5440 - MacCatalyst build failures
C.W. Betts

I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:

* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst

Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Cameron Gutman 6cbd4417f0 Add a hint for D3D9Ex to avoid having to choose at compile-time 2021-01-02 14:45:15 -06:00
Cameron Gutman 59594a7891 Implement PAUSE_INSTRUCTION() for Windows ARM platforms 2021-01-02 13:43:04 -06:00
Sylvain Becker fea49a3e2f SDL_stretch.c: compilation NEON on Windows 10 2021-01-03 15:24:47 +01:00
Sylvain Becker acccc71f27 Fixed bug 5436 - MSVC 2019 ARM64 build fails to compile SDL_stretch.c 2021-01-02 22:31:44 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Cameron Gutman 414ddc32c5 Do not wait in GetOverlappedResult() in hid_read_timeout()
This is unsafe because the event is auto-reset, therefore the call to
WaitForSingleObject() resets the event which GetOverlappedResult() will
try to wait on.

Even though the overlapped operation is guaranteed to be completed at
the point we call GetOverlappedResult(), it will still wait on the event
handle for a short time to trigger the reset for auto-reset events. This
amounts to roughly a 100 ms sleep each time GetOverlappedResult() is called
for a completed I/O with a non-signalled event.

In the context of HIDAPI, this extra sleep means that callers that loop
on hid_read_timeout() with timeout=0 will loop forever, since the 100 ms
sleep each iteration ensures ReadFile() will always have new data.
2021-01-01 17:34:07 -06:00
Sam Lantinga 963c9495d3 Fixed bug 5431 - SDL_Metal_GetDrawableSize is inaccurate for high dpi displays if a Metal view has not already been created
Caleb Cornett

For a window created with SDL_WINDOW_ALLOW_HIGHDPI, SDL_GL_GetDrawableSize will return the high-dpi drawable size even before any GL context creation happens. But SDL_Metal_GetDrawableSize will return the size of the window if the Metal view has not been created. This is confusing and inconsistent behavior.

An easy way to test this is to build testgl2 and testvulkan on macOS with the SDL_WINDOW_ALLOW_HIGHDPI flag enabled during window creation. The GL2 program will report a drawable size of 2x window width and 2x window height, while the Vulkan program will report the window size.

This patch addresses the issue by falling back to using the content view dimensions if no Metal view exists in the window. (The code for this was taken directly from Cocoa_GL_GetDrawableSize.) With this change, the testvulkan behavior matches that of testgl2.

Note that I haven't tested for this issue on UIKit. It's possible a similar change will need to be made there too.
2021-01-02 10:11:08 -08:00
Sam Lantinga d25eff6505 Fixed bug 5429 - spinlock implements PAUSE_INSTRUCTION for PPC platforms
David Carlier

This form of 'or' provides a hint that performance
will probably be improved if shared resources dedicated
to the executing processor are released for use by other
processors
2021-01-02 10:06:22 -08:00
Sam Lantinga f0b6c78733 Fixed Windows XP compatibility with recent hidapi commit 2021-01-02 09:58:08 -08:00
Sylvain Becker 3edf337d66 Simplify RenderGetViewportSize 2021-01-02 17:29:34 +01:00
Sylvain Becker 2af765da11 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424) 2021-01-02 17:18:13 +01:00
Sylvain Becker 41597249e8 SDL_RenderGetViewportF: remove debug messages 2021-01-02 16:15:22 +01:00
Sylvain Becker 8c48c4238a Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424) 2021-01-02 16:12:30 +01:00
Sylvain Becker c005267fb1 SDL_BlitScaled: better and safer fix clipping bug #2687
And re-use SDL_round(), since it's been re-added
(remove in https://hg.libsdl.org/SDL/rev/34043108b7e4 )
2021-01-02 09:38:19 +01:00
Sylvain Becker 2127ed2574 SDL_SoftStretch: add a check for input pixel format
and function re-naming
2021-01-02 09:28:16 +01:00
Sam Lantinga ab55ec4850 Fix use-after-free SBH corruption due to overlapped ReadFile in hidapi not being canceled for all threads before device close
- hidapi already called CancelIo on hid_close but that only cancels pending IO for the current thread. Controller read/writes originate from multiple
  threads (serialized, but on a different thread nonetheless) but device destruction was always done on the main device thread which left any
  pending overlapped reads still running after hidapi's internal read buffer is deallocated leading to intermittent free list corruption.
2021-01-01 11:12:41 -08:00
Sam Lantinga 480c1f9fef Make sure we're not starving report reads when there's lots of rumble 2021-01-01 11:12:36 -08:00
Sam Lantinga 223af86c62 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer 2021-01-01 11:12:30 -08:00
Sam Lantinga 5f0b2a7f54 Fixed resource leak with D3D11 NV12 textures 2021-01-01 11:12:22 -08:00
Manuel Alfayate Corchete 21003b7db2 [KMS/DRM] Small refactoring on the SwapWindow function. 2020-12-31 14:31:29 +01:00
Manuel Alfayate Corchete e1fb969b76 [KMS/DRM] Correct comments about last bugfix. 2020-12-31 01:40:15 +01:00
Manuel Alfayate Corchete e34caa9779 [KMS/DRM] Correct EGL/GL library loading on window creation, thus saving window re-creation. 2020-12-31 01:31:57 +01:00
Sylvain Becker d81fe9239f SDL_BlitScaled: remove un needed -1 +1 offset in calculation 2020-12-30 22:03:32 +01:00
Ozkan Sezer 8476df3e31 SDL_mixer.c: remove calls to non-existing m68k asm code. 2020-12-30 23:55:10 +03:00
Sylvain Becker 590a5469ed Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
2020-12-30 16:12:14 +01:00
Ozkan Sezer 8a32ee24db removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
2020-12-30 01:00:24 +03:00
Sam Lantinga 0684572ccc Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. 2020-12-29 12:13:10 -08:00
Sylvain Becker 80cf8a8b76 SDL_BlitScaled: also prevent crash if dest width or height is negative 2020-12-29 17:29:31 +01:00
Sylvain Becker f08b9a5b6b SDL_BlitScaled: prevent crash if dest width or height is 0 2020-12-29 16:02:52 +01:00
Manuel Alfayate Corchete 427c96ec11 [KMS/DRM] Rework some functions. 2020-12-29 14:24:38 +01:00
Sam Lantinga 67f0b9b86d Fixed bug 5418 - Add system features detection for Elbrus (E2K)
Ivan Kuzmenko

MCST Elbrus 2000 (E2K, https://en.wikipedia.org/wiki/Elbrus_2000) is a russian processor architecture based on VLIW/EPIC instruction set (like Intel Itanium (IA-64) architecture). Architecture has half native / half software support of most Intel/AMD SIMD (e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4).
It also has built-in x86/x86_64 <-> e2k binary translators  (RTC, http://www.mcst.ru/rtc and Lintel, http://www.mcst.ru/lintel) that can run code for x86/x86_64 architecture (Transmeta did something similiar with their Crusoe series) with SIMD extensions support.
Attached patch allows SDL2 to detect extensions supported by E2K like MMX, 3dNOW!, AVX etc. (test/testplatform log: https://termbin.com/7qs3).
2020-12-28 20:58:47 -08:00
Sam Lantinga 3cb0e840e6 Fixed bug 5422 - KMSDRM_LEGACY: Add OpenBSD support
wahil1976

This patch adds support for OpenBSD to KMSDRM_LEGACY. Note that the patch won't be ported to the atomic KMSDRM backend because OpenBSD does not support atomic KMS properly yet.
2020-12-28 11:47:53 -08:00
Joel Linn 8fc0baad98 Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.

v2: - Rebase onto master fa3ea1051a4b
2020-12-28 11:43:11 -08:00
Joel Linn 2443e51e0e Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
2020-12-28 11:42:49 -08:00
Manuel Alfayate Corchete 7539ac8087 [KMS/DRM] Restore hacky code to point to TTY buffer on surface destruction b/c I lack alternatives. 2020-12-28 18:22:07 +01:00
Sylvain Becker 5dabc4d72f Revert changeset 14590 544ac819e8b3 , does not fully fix 2020-12-28 18:17:25 +01:00
Sylvain Becker 9efdafd43d SDL_RenderCopy: scale before doing intersection
this prevents drawing 1 pixel outside the screen, in letterbox mode
2020-12-28 18:07:03 +01:00
Manuel Alfayate Corchete 86b81abea6 [KMS/DRM_LEGACY] Prevent mouse cursor from staying onscreen after window destruction. Patch by Ozkan Sezer. 2020-12-28 16:19:19 +01:00
Manuel Alfayate Corchete 0feaf7d196 [KMS/DRM][Vulkan] Correct non-existing property. Remove hacky surface destruction code (TTY buffer isn't there after a Vulkan window is created). 2020-12-28 14:37:58 +01:00
Sylvain Becker 7186584b8d fix indentation (bug 5313) 2020-12-28 10:41:37 +01:00
Sylvain Becker c2735c0bb9 Better scaling fallbacks for the SW renderer (bug 5313) 2020-12-27 23:53:28 +01:00
Ozkan Sezer a6beb2d264 SDL_PrivateLowerBlitScaled: remove unused local var 'a' 2020-12-28 01:10:02 +03:00
Sylvain Becker 30df2e4e36 Scaling fallbacks for the SW renderer (bug 5313) 2020-12-27 23:00:11 +01:00
Luca Weiss 040bd7a91b Fix udev not detecting ID_INPUT_KEY devices when udev is not running
https://bugzilla.libsdl.org/show_bug.cgi?id=5308

The udev code labels devices that are found by this code with
ID_INPUT_KEY which in turn gets used by SDL to label the devices as
SDL_UDEV_DEVICE_KEYBOARD.

This was missing for the code path when udev is not running and as such
devices such as the power button of a phone was not detected as keyboard
input and no devices were emitted.
2020-12-28 00:55:28 +03:00
Sylvain Becker f9b5f6cc0f Forward scale mode to SW renderer (Bug 5313) 2020-12-27 20:28:24 +01:00
Manuel Alfayate Corchete 46d31d570d [KMS/DRM][Vulkan] Fix segfault when changing fullscren mode and permanent cursor when changing between Vulkan and GL renderers in vkQuake3. Tidy up window destruction code. 2020-12-27 00:43:06 +01:00
Joel Linn e7c479414b Disable WaitOnAddress SDL_sem implementation on Windows Phone
Apps that use the required APIs do not pass certification.
2020-12-25 17:10:02 +03:00
Joel Linn d6afc1c608 thread/windows: Statically link synchronization APIs on WINRT
GetModuleHandleW is not available on those platforms
---
 .../WinPhone81_VS2013/SDL-WinPhone81.vcxproj         |  8 ++++----
 VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.vcxproj     | 12 ++++++------
 src/thread/windows/SDL_sysmutex.c                    | 12 ++++++++++++
 src/thread/windows/SDL_syssem.c                      | 11 +++++++++++
 4 files changed, 33 insertions(+), 10 deletions(-)
2020-12-25 04:00:20 +03:00
Sam Lantinga ff913a22f4 Fixed compile warnings on platforms without hidapi support 2020-12-23 16:16:55 -08:00
Sam Lantinga 047b20e3b6 Fixed compile warnings on platforms without hidapi support 2020-12-23 16:11:16 -08:00
Sam Lantinga 9838611a8b Fixed compiler crash building for iOS with clang 11.0.3 2020-12-23 15:52:12 -08:00
Sylvain Becker 4aebad77bd SDL_SoftStretchLowerLinear: try to make xcode buildbot compile (Bug 5313) 2020-12-23 22:50:50 +01:00
Sam Lantinga 93ccdee8c1 Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley

stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf

The default implementation is based on the one used in the Windows RT video driver.
2020-12-23 13:47:49 -08:00
Joel Linn d0b8295c0d Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime

v2: - Fix mixed int/LONG types
    - Reorder definitions
    - Add missing include

v3: - Use `GetModuleHandle()` to load the API Set
2020-12-23 13:36:46 -08:00
Joel Linn 548cb90893 Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
      Allows building against older platform headers.
    - Rename "hidden" function parameter `mutex_` to `_mutex`

v3: - Use GetModuleHandle instead of LoadLibrary
    - Fix typo in comment
2020-12-23 13:33:36 -08:00
Sylvain Becker 8e20376f1a SDL_SoftStretchLinear: use SDL_INLINE (bug 5313) 2020-12-23 22:09:01 +01:00
Sylvain Becker 7b8d5b7dc3 SDL_SoftStretchLinear: fix implicit conversion (bug 5313) 2020-12-23 22:02:28 +01:00
Ozkan Sezer 15fea33915 ran gendynapi.pl after addition of SDL_SoftStretchLinear 2020-12-23 23:47:10 +03:00
Sylvain Becker ae8a270f61 Add SDL_SoftStretchLowerLinear() (Bug 5313) 2020-12-23 21:37:40 +01:00
Sylvain Becker 050ee9a410 Split SDL_SoftStretch in Lower and Uppler functions (Bug 5313) 2020-12-23 21:32:01 +01:00
Manuel Alfayate Corchete 09fcc9ed17 [KMS/DRM][Vulkan] Fix small warning, thanks to Ozkan Sezer for spotting it. 2020-12-23 16:45:23 +01:00
Manuel Alfayate Corchete a6dc838d52 [KMS/DRM][Vulkan] Only try to create a display mode when no suitable mode is found. 2020-12-23 16:22:46 +01:00
Sam Lantinga 0ed4d92938 Fixed setting player LEDs for PS5 controllers over Bluetooth 2020-12-23 04:53:23 -08:00
Sam Lantinga 6341bb35a5 Fixed controller disconnect detection for PS4 and PS5 controllers over Bluetooth 2020-12-22 21:51:59 -08:00
Sam Lantinga a30adae567 Make it possible to turn on PS4 rumble effects at runtime using the hint 2020-12-22 20:58:32 -08:00
Sam Lantinga c93947a2cb Make it possible to turn on PS5 rumble effects at runtime using the hint 2020-12-22 20:12:03 -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
Sam Lantinga 6a57072eef Only add the touchpad and sensors to the PS5 controller if effects are enabled 2020-12-22 14:10:08 -08:00
Sam Lantinga 4ec776c334 Don't switch the PS5 controller out of DirectInput mode by default 2020-12-22 13:29:23 -08:00
Sam Lantinga 350f1b0d16 Updated SDL to version 2.0.15 for development 2020-12-22 10:36:15 -08:00
Ozkan Sezer a19c008a7f use GetModuleHandleW() to retrieve kernel32.dll handle (bug #5390.)
SDL_systhread.c and SDL_syslocale.c used to call LoadLibrary() without
calling FreeLibrary() later.  GetModuleHandleW() should always succeed
because GetModuleHandleW() itself is imported from kernel32.dll and we
don't need to bother releasing it.
2020-12-22 17:10:02 +03:00
Manuel Alfayate Corchete 2fc987c28f [Buildsystem] Add guards for not building with KMSDRM support if EGL is not available. 2020-12-22 14:15:33 +01:00
Sam Lantinga 4cd981609b Fixed whitespace 2020-12-21 09:44:25 -08:00
Manuel Alfayate Corchete 8766d6040b [Video/KMSDRM] Fix potetial access to freed structure and complete errorchecks. 2020-12-21 17:29:24 +01:00
Manuel Alfayate Corchete b06ef3a18c [Video/KMSDRM] Manually re-show the cursor on window creation, if needed. 2020-12-21 01:53:11 +01:00
Ozkan Sezer 4198f0e52c fix uninitialized warnings in KMSDRM_CreateCursor() 2020-12-21 01:20:30 +03:00
Manuel Alfayate Corchete a8dbcab132 [Video/KMSDRM] Don't copy the cursor bitmap to the cursor GBM BO until we're showing it. 2020-12-20 21:48:05 +01:00
Sam Lantinga ee180efda7 Fixed bug 5406 - Upstreaming DragonFlyBSD changes from DeltaPorts (patch from David Carlier) 2020-12-20 12:08:49 -08:00
Manuel Alfayate Corchete 2756b0f337 [Video/KMSDRM] Init and deinit mouse stuff at the same time that GBM stuff. 2020-12-20 14:29:58 +01:00
Ozkan Sezer e91153f278 fix non-ARM h/w on FreeBSD builds (bug #5405, patch from David Carlier.) 2020-12-20 03:03:21 +03:00
Manuel Alfayate Corchete cf71e01734 [Video/KMSDRM] Remove auxiliary AMDGPU compatibility workarounds not needed anymore. 2020-12-19 23:32:09 +01:00
Manuel Alfayate Corchete af1f91cb36 [Video/KMSDRM] Correct typo. 2020-12-19 20:21:07 +01:00
Manuel Alfayate Corchete cf48955680 [Video/KMSDRM] Honor the device index in Vulkan. Add notes about the display index. 2020-12-19 20:15:50 +01:00
Manuel Alfayate Corchete ab3a390e26 [Video/KMSDRM] Better ATOMIC caps testing: patch by Oskan Sezer. 2020-12-19 17:35:04 +01:00
Manuel Alfayate Corchete 436499f3ec [Video/KMSDRM] Comment out some debug info, adjust comments for future work. 2020-12-19 02:08:59 +01:00
Ozkan Sezer 6b81cac420 remove duplicated SDL_SetError after calling check_atomic_modesetting() 2020-12-19 01:25:50 +03:00
Manuel Alfayate Corchete 8952a61324 [Video/KMSDRM] Re-arrange display members setup. 2020-12-18 23:17:42 +01:00
Manuel Alfayate Corchete f60f8d5d84 [Video/KMSDRM]: Add Vulkan support to the KMSDRM backend. 2020-12-18 22:53:51 +01:00
Sam Lantinga cbe13d232d Fixed controller hotplug detection when joystick thread is not enabled 2020-12-18 13:10:36 -08:00
Ozkan Sezer 6ac0b23d3a SDL_DirectFB_video.c: DSPF_ABGR requires directfb >= 1.5.0 -- add guard. 2020-12-18 21:37:20 +03:00
Sam Lantinga f0577bc9ea ControllerList: setup the ps5 default deadzone to match PS4 instead of defaulting to same a XboxOne/Switch 2020-12-18 10:09:06 -08:00
Sam Lantinga 5f7cd1fa88 Added hints to control whether SDL updates joystick and sensor state in the main event loop 2020-12-18 10:08:59 -08:00
Ozkan Sezer 6c4ab48471 SDL_kmsdrmvideo.c: check atomic modesetting in check_modesetting()
.. so that KMSDRM_CreateDevice() can fail and SDL_VideoInit() would
move on to next bootstrap member which is kmsdrm_legacy.  hopefully
fixes bug #5393.
2020-12-18 17:50:02 +03:00
Sam Lantinga 6bd4c717a1 Fixed bug 5402 - ARM support little update proposal
David Carlier

No fix but mostly an update for ARM architecture.
2020-12-17 21:41:23 -08:00
Ozkan Sezer 10625f9d89 SDL_windowsmessagebox.c: go back to hg rev 14458 state.
encountering a NULL caption in AddDialogString() is intended, i.e.
AddDialogStaticIcon() sends it as NULL on purpose.
2020-12-17 23:50:00 +03:00
Ozkan Sezer 4d6eb30523 SDL_windowsmessagebox.c (AddDialogControl): add back NULL caption check.
because AddDialogStaticIcon() sends a NULL caption -- fixes bug #5401.
2020-12-17 23:28:20 +03:00
Ozkan Sezer 90456670b5 more "'for' loop initial declarations are only allowed in C99 mode" fixes 2020-12-17 14:11:00 +03:00
Ozkan Sezer ed4fcb2cfc kmsdrm_legacy build fixes:
- add missing '_LEGACY' to symbol names
- perform missing 2.0.14 portage
- fix 'for' loop initial declarations are only allowed in C99 mode errors
2020-12-16 03:24:10 +03:00
Sam Lantinga f484abbdc8 Added Android mapping for the Xbox One Series X controller over Bluetooth 2020-12-15 14:57:51 -08:00
Sam Lantinga 14f977348d Fixed whitespace 2020-12-15 14:57:47 -08:00
Ozkan Sezer 9940e71088 Import two post-2.0.12 fixes to kmsdrm_legacy:
Fix build breakage without EGL:
https://hg.libsdl.org/SDL/rev/f2606fe53654e305ab9badb821d9d3afb7f92f49

Fix KMSDRM_CreateWindow segfault when starting L?VE2D engine (bug 5199)
https://hg.libsdl.org/SDL/rev/d2e69a78939463d9ff9448a5f4efd1e208bb97b0
2020-12-16 00:10:30 +03:00
Sam Lantinga f8839289b0 Potential fix for bug 5393 - KMSDRM: using atomic mode setting breaks GPU compatibility
Substring

I was trying the KMSDRM video backend with some very simple programs that were working ok on 2.0.12. The same code won?t work on the current dev branch and I get:

DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: KMSDRM_VideoInit()
DEBUG: Opening device /dev/dri/card0
DEBUG: Opened DRM FD (3)
DEBUG: no atomic modesetting support.
DEBUG: Video subsystem has not been initialized
INFO: Using SDL video driver: (null)
DEBUG: Video subsystem has not been initialized

After carefully checking, the radeon driver doesn?t support atomic modesetting. That?s not the only problem : the same happens with the amdgpu driver if we disable Display Core (kernel parameter amdgpu.dc=0, which is required to get analogue outputs working).

This is a major regression in the KMSDRM driver.

Using atomic mode setting is great, but having no fallback to the "standard KMS" is bad.
2020-12-15 12:22:48 -08:00
Ozkan Sezer 637d425e3e whitespace. 2020-12-15 00:11:10 +03:00
Ethan Lee f1c7cc710b winrt: Buildfix for older UWP SDKs 2020-12-14 12:36:04 -05:00
Sam Lantinga e65e4fd3ef Fixed detecting the guide button on Xbox One S controllers over Bluetooth on Linux 2020-12-14 09:48:51 -08:00
Ethan Lee 169cfe5a7c winrt: EffectiveLocation still needs an ifdef, IsApiContractPresent is for runtime 2020-12-14 11:52:09 -05:00
Sam Lantinga bfffa275ef Fixed bug 5397 - Fcitx input is truncated
sowfelicity

Split the long text input event into multiple shorten text input event.
2020-12-14 09:23:53 -08:00
Sam Lantinga 8795ca7067 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off
pj5085

I added some printf to verify the math being done.  Of the three joysticks I have, it works correctly for at least two, and seems to work correctly for the third.  I say "seems to" because, for the third joystick, the values never go through the AxisCorrect function, and thus never hit my printf statements, even though they did in the version I wrote my patch against.  I'm not sure what's going on there, but it at least seems to be working correctly in as much as I can tell.

I note this result in particular, for an SNES Gamepad (min=0, max=255):

Joystick value 0 becomes -32768
Joystick value 127 becomes 0
Joystick value 255 becomes 32767

Without the code that forces a zero point, the 127 input value would become -129, so I think you see why I added that code to turn it into zero.  However, I think Kai Krakow has a point about how SDL shouldn't assume that there should be a center.

Obviously in the majority of cases there actually should be a center, and the code that turns that 127 into an actual 0 is creating only a 0.2% error over 0.4% of this joystick's range.  However, what if there is an axis that is some kind of special control, like a 4-position switch, and, for whatever reason, the joystick reports it as an axis with 4 possible values, 0 to 3?  In that case, mutilating the two center values to the same value is much more of an error and and turns that 4-position switch into a 3-position switch.  If any joystick does this with a 2-position switch, then this code would render that control entirely useless as it would report the same value with the switch in either position.  Obviously the code could require that there be at least N possible values, to guess whether something is a proper axis or just some kind of switch, but the choice of N would be arbitrary and that's ugly.

I guess the real problem here is that my gamepad is just kind of broken.  It should be reporting a range of -1 to +1 since that's what it actually does.  Also, as Kai Krakow points out, it's probably not SDL's place to fix broken hardware.  I'll add that, if SDL does fix broken hardware, it should probably actually know that it's broken rather than be merely guessing that it is.

So, to the extent that SDL is able to do stuff like this, perhaps it's something better left for the user to configure in some kind of config file.
2020-12-14 09:15:47 -08:00
Ozkan Sezer 3c2757ff89 windows SDL_LoadObject: fix warning after commit 2ff650230d96 2020-12-13 18:25:02 +03:00
Ozkan Sezer 15cbddf497 linux/SDL_threadprio.c: fix build on older systems:
SCHED_RESET_ON_FORK is in kernel >= 2.6.32.
2020-12-13 18:00:20 +03:00
Ozkan Sezer 3b92933ac6 SDL_LoadObject (windows, os/2): prevent crash if dll name is NULL. 2020-12-13 17:37:50 +03:00
Ozkan Sezer b6e63625c8 fix bug #5395: handle old systems where inotify_init1 is not available 2020-12-13 15:32:24 +03:00
Sam Lantinga ee85a41a32 Fixed compile warning 2020-12-13 02:10:46 -08:00
Sam Lantinga 706f63759c Fixed build for platforms with only libusb hidapi implementations 2020-12-13 01:58:05 -08:00
Sam Lantinga 80e5c689eb Fixed the PS5 controller not disconnecting when powered off 2020-12-13 01:20:38 -08:00
Sam Lantinga db0a2025c3 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off
pj5085

It occurred to me that my simple patch that comments out a few lines of code does not correctly remove the dead zone since the calculation presumably assumes the dead zone has been cut out of the range.  Then, while looking into how to make it output the correct range of values, I realized SDL wasn't returning the correct range of values to begin with.

This line of code was already present:

printf("Values = { %d, %d, %d, %d, %d }\n", absinfo.value, absinfo.minimum, absinfo.maximum, absinfo.fuzz, absinfo.flat);

For my joystick this yeilds:

Values = { 0, -127, 127, 0, 15 }

Then this code calculates the coefficients:

In SDL1:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) / 2 - absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) / 2 + absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) / 2 - 2 * absinfo.flat);
if ( t != 0 ) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 29) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

In SDL2:
joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat;
joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat;
t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat);
if (t != 0) {
  joystick->hwdata->abs_correct[i].coef[2] = (1 << 28) / t;
} else {
  joystick->hwdata->abs_correct[i].coef[2] = 0;
}

Neither calculates the correct coefficients for the code in the AxisCorrect function.

In SDL1:
if ( value > correct->coef[0] ) {
  if ( value < correct->coef[1] ) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}
value *= correct->coef[2];
value >>= 14;

In SDL2:
value *= 2;
if (value > correct->coef[0]) {
  if (value < correct->coef[1]) {
    return 0;
  }
  value -= correct->coef[1];
} else {
  value -= correct->coef[0];
}

In SDL1, the calculated coefficients are coef[0]=15, coef[1]=-15 and coef[2]=5534751.  So with a full-scale input of 127, it calculates an output value of 37835, which is considerably out of range.

In SDL2, the calculated coefficients are coef[0]=30, coef[1]=-30, and coef[2]=1383687.  So with a full-scale input of 127, it calculates the same output value of 37835.

I tested it with the 3 joysticks I have, and it produces out-of-range values for all of them.

Anyway, since dead zones are garbage, I just deleted all of that junk and wrote some code that takes the absinfo.minimum and absinfo.maximum values and uses them to scale the axis range to -32767 through +32767.

I also made it detect when a range doesn't have an integer center point, e.g. the center of -128 to + 127 is -0.5.  In such cases, if either value to the side of the center is provided, it zeros it, but it otherwise doesn't implement any kind of dead zone.  This seemed important with my gamepad which provides only the values of 0, 127, and 255, since without this hack it would never be centered.

Also, the previous minimum output value was -32768, but as that creates an output range that has no true center, I changed the minimum value to -32767.

I tested it with the 3 joystick devices I have and it seems to create correct values for all of them.
2020-12-12 23:48:02 -08:00
Sam Lantinga 0ccb3afd37 Fixed polling values after SYN_DROPPED event 2020-12-12 22:33:11 -08:00
Sam Lantinga 9ee0e8886c Whoops, make the hint actually default to false 2020-12-12 22:11:00 -08:00
Sam Lantinga 13a4caf1d7 Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
2020-12-12 22:08:02 -08:00
Ozkan Sezer 5c212cb0c5 remove a few stale NULL message/title checks after commit e2b729b1756a
top-level guarantees non-NULL message / title passed in messageboxdata
2020-12-10 12:24:24 +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 797a6910fd Fixed bug 5375 - WGI: Fix HSTRING memory leak.
Joel Linn

TLDR; https://godbolt.org/z/43fd8G

Let's deduce this from C++ reference code:

https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160
At the bottom of the page there is this snippet:
```
int wmain()
{
    /* ... more code ... */

    // Get the domain part of the URI.
    HString domainName;
    hr = uri->get_Domain(domainName.GetAddressOf());
    if (FAILED(hr))
    {
        return PrintError(__LINE__, hr);
    }

    // Print the domain name and return.
    wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr));

    // All smart pointers and RAII objects go out of scope here.
}
```

`HString` is defined in `corewrappers.h` and the call chain for the destructor is:
`~HString() -> Release() -> ::WindowsDeleteString()`

QED
2020-12-09 20:28:51 -08:00
Sam Lantinga a77a07152a Disabled raw input debug output 2020-12-09 07:50:15 -08:00
Sam Lantinga d46dd103d9 Fixed typo in Vulkan load logic 2020-12-09 07:49:07 -08:00
Sam Lantinga 7fa5e95b62 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm

Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Alistair Leslie-Hughes a69c61fbfd Only assign context and mainloop once we have connected successfully
If we fail to connect to the the pa server, we have an assigned context
and mainloop that isn't connected. So, when PULSEAUDIO_pa_context_disconnect
is called, pa asserts and crashes the application.

Assertion 'pa_atomic_load(&(c)->_ref) >= 1' failed at pulse/context.c:1055, function pa_context_disconnect(). Aborting.
2020-08-14 12:08:58 +10:00
Sam Lantinga 88cb4962cd Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture 2020-12-09 06:42:31 -08:00
Sam Lantinga f2fff21762 Fixed bug 5374 - WGI: Use fast-pass strings.
Joel Linn

Eliminate additional heap allocation for short-lived HSTRINGs.
Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
2020-12-09 06:24:40 -08:00
Sam Lantinga 50203d58b3 Fixed bug 5329 - SDL_SetWindowGrab(SDL_FALSE) fails to unlock cursor if window is partially offscreen
Ivan Mogilko

With SDL 2.0.12 under MS Windows, if the window is partially offscreen calling SDL_SetWindowGrab(w, SDL_TRUE) works, but subsequent call to SDL_SetWindowGrab(w, SDL_FALSE) does not work.

I tested this in both real program, and a small test app, where unlocking cursor worked perfectly while window is fully in desktop bounds, but did not work if it was at least few pixels outside.

For the reference, following code is enough to reproduce the issue:

#include <windows.h>
#include <SDL.h>

int WinMain(
    HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPSTR     lpCmdLine,
    int       nShowCmd)
{
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* w = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 400, 0);

    bool grabbed = false;
    bool want_quit = false;
    while (!want_quit)
    {
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            switch (event.type)
            {
            case SDL_QUIT: want_quit = true; break;
            case SDL_KEYDOWN:
                if (event.key.keysym.scancode == SDL_SCANCODE_SPACE)
                {
                    SDL_SetWindowGrab(w, static_cast<SDL_bool>(!grabbed));
                    grabbed = !grabbed;
                }
            }
        }
    }

    SDL_DestroyWindow(w);
    SDL_Quit();
    return 0;
}
2020-12-08 22:00:06 -08:00
Alice Rowan 3835f2008d Fix Nyko Airflo Ex Windows mapping, add Linux/Mac mappings 2019-03-03 12:38:23 -07:00
Sam Lantinga 43aad96681 Fixed bug 5222 - Crash when running with -DHIDAPI=ON
Mathieu Eyraud

SDL dynamically loads libusb but does not check the return value of 'SDL_LoadFunction'.

Also libusb is loaded and initialized several time because 'SDL_hidapi_wasinit' is never set to true.

I made a patch if you want to test:
  - check that 'hid_init' is called once and only once,
  - check return value of 'hid_init',
  - check return value of 'SDL_LoadFunction',
  - check return value of 'SDL_malloc',
  - add some debug logging.
2020-12-08 19:03:50 -08:00
Sam Lantinga a2098a47b6 Updated SDL to 2.0.14 in preparation for release candidate 2020-12-08 18:56:06 -08:00
Sam Lantinga c9723c407f Fixed potential hang in joystick close if the rumble thread is blocked for some reason
It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
2020-12-07 09:38:21 -08:00
Sam Lantinga 09909d029d Fixed handling of BACK button on newer Xbox One S controllers 2020-12-03 19:44:47 -08:00
Sam Lantinga 54e5136b50 Refactored Xbox One Bluetooth protocol and verified Xbox One S, Xbox Series X, and Xbox One Elite Series 2 controllers 2020-12-03 18:17:04 -08:00
Sam Lantinga 1031231b29 Fixed duplicating a device between XInput and HIDAPI 2020-12-03 18:17:03 -08:00
Sam Lantinga 59f28b7f4b Fixed whitespace 2020-12-03 18:17:01 -08:00
Sam Lantinga f487d63a6b Fixed crash when printing NULL wide character string 2020-12-03 18:16:56 -08:00
Sylvain Becker 754286c61c SDL Renderer: specify the correct flag when recreating the window 2020-12-02 13:45:24 +01:00
Sylvain Becker 035f8f2391 SDL_RecreateWindow: allow clearing VULKAN when recreating the window 2020-12-02 13:37:59 +01:00
Sylvain Becker 93fbab0fac SDL_ReCreateWindow: allow to unload METAL window and switch back to OpenGL.
On older mac, where METAL Renderer METAL fails to create, it allows to switch back to OpenGL SDL_Renderer
by re-creating the window (METAL flags was previously persistent).
2020-12-02 11:04:53 +01:00
Cameron Gutman 9d40a0f317 Fix joystick device add events containing invalid device indexes
This can happen if the application has not yet processed SDL_JOYDEVICEADD when
the same joystick is removed. It may also happen if two joysticks are added
and the second joystick is removed before the first joystick's SDL_JOYDEVICEADD
has been processed by the application.
2020-08-29 16:50:26 -07:00
Sam Lantinga c78ca2d170 Fixed bug 5371 - Rawinput: Fix truncating cast of string length.
Joel Linn

Fixes an implicit truncation of a string length on 64bit systems.
2020-12-01 13:38:42 -08:00
Sam Lantinga a3ccf9adca Fixed bug 5373 - [PATCH] Rawinput: Get correlated XInput battery info
Joel Linn

Currently the rawinput driver always reports a device as "wired". This changes that to "unknown" and updates it once the device is correlated with xinput.
2020-12-01 13:36:41 -08:00
Sam Lantinga e3966e25ca Use the correct internal API for updating the battery level for PS5 controllers 2020-11-30 13:04:30 -08:00
Sam Lantinga f4ed07de06 We don't know whether the PS5 controller is Bluetooth or not when we open it 2020-11-30 13:02:34 -08:00
Sam Lantinga 1f2f536bd2 Fixed XInput correlation for raw input controllers after hotplug events 2020-11-27 18:57:40 -08:00
Sam Lantinga 1c865c460b Load the raw input device list at init time so it's available when DirectInput is doing device detection 2020-11-27 18:57:36 -08:00
Sam Lantinga a0c5bfa3bd Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
2020-11-27 13:08:40 -08:00
Sam Lantinga 4fbefbe20d Sort the raw input axes by usage, so X comes before Y, etc. 2020-11-27 11:33:53 -08:00
Sam Lantinga 4ddac485db Backed out minor optimization that prevented correlation_id from being set 2020-11-27 11:33:51 -08:00
Sam Lantinga 8973a25849 Enable dispatching of WM_INPUT_DEVICE_CHANGE events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:56 -08:00
Sam Lantinga e8adc64810 Enable dispatching of WM_INPUT events directly, in case the application hasn't created a window with the normal message loop 2020-11-27 10:44:55 -08:00
Sam Lantinga 0252235e82 Recheck devices if another API queries raw input for a new device 2020-11-27 10:44:53 -08:00
Sam Lantinga a7dede7e36 Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons 2020-11-27 10:44:51 -08:00
Sam Lantinga ce77966da8 Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers 2020-11-27 10:44:49 -08:00
Sam Lantinga 8a449de20d Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT 2020-11-27 10:44:47 -08:00
Sam Lantinga 37c9e4afa3 Fixed processing WM_INPUT_DEVICE_CHANGE at startup 2020-11-27 06:03:15 -08:00
Sam Lantinga 248fc75bd2 Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation.
It's okay if the triggers aren't precise until someone presses a button on their controller.
2020-11-27 05:53:56 -08:00
Sam Lantinga e7e615de26 Removed extraneous windows message pumping
Most of the raw input events are dispatched in the main windows message loop. We only dispatch device change messages separately when we need them to be completely up to date.
2020-11-27 05:53:54 -08:00
Sam Lantinga 2931eccd84 Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters 2020-11-27 05:53:52 -08:00
Sam Lantinga 849ce80376 Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI 2020-11-27 05:53:50 -08:00
Sam Lantinga 219a28dd8a Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!) 2020-11-27 03:45:05 -08:00
Sylvain Becker 2c079a2f6c SDL_FillRects: prevent empty SDL_surface from raising an error message
It's legitimate to have a surface with 0 width or height (null 'pixels' pointer).
But calling SDL_FillRects would wrongly set the error "You must lock the surface".
2020-11-27 09:42:14 +01:00
Ozkan Sezer 3fbff2a45b SDL_rawinputjoystick.c: fix ambiguous 'else' warning
src/joystick/windows/SDL_rawinputjoystick.c: In function 'RAWINPUT_HandleStatePacket':
src/joystick/windows/SDL_rawinputjoystick.c:1343:9: warning: suggest explicit braces to avoid ambiguous 'else'
2020-11-26 10:47:33 +03:00
Sam Lantinga 845b903324 Implemented trigger rumble for raw input controllers 2020-11-25 16:46:42 -08:00
Sam Lantinga 517be80822 Implemented battery status for Bluetooth Xbox One controllers
Also switched the rumble loop count to 0xEB (one hour) to match Windows driver
2020-11-25 16:05:19 -08:00
Sam Lantinga 6a7f29cdbb Fixed compiling on tvOS 2020-11-25 11:31:17 -08:00
Sam Lantinga 9ec2cf5629 Fixed building with Windows.Gaming.Input enabled 2020-11-25 10:31:59 -08:00
Sam Lantinga 3c07dd12f0 Strip an extra '.' off of the HORI manufacturer name 2020-11-25 10:28:48 -08:00
Sam Lantinga 159d1b3df5 Don't set the serial number after the controller is opened
We'll use the USB value instead so it's available as soon as it's opened.
2020-11-25 01:35:45 -08:00
Sam Lantinga 7d92b14f46 Simplified Xbox One controller initialization state, and don't query for the serial number. 2020-11-25 01:18:18 -08:00
Sam Lantinga 9fc4a4c92c Revamped Xbox One HIDAPI init sequence
Added support for querying the controller serial number on newer firmware
2020-11-24 22:25:26 -08:00
Sam Lantinga 46a844786b Added SDL_wcscasecmp() and SDL_wcsncasecmp() 2020-11-24 12:43:01 -08:00
Sam Lantinga e4b7d9a221 Removed usage of TARGET_OS_OSX for building with older SDKs 2020-11-24 07:56:59 -08:00
Ethan Lee a7d91ebaa5 winrt: Add EffectiveLocation support for newer Win10 releases 2020-11-09 17:05:21 -05:00
Sam Lantinga a5cde4cb0c Fixed trying to use @available() on older SDK 2020-11-24 07:29:55 -08:00
Sam Lantinga 97782e6c64 Don't try to call IOS_SupportedHIDDevice() if it's not defined 2020-11-24 07:11:49 -08:00
Sam Lantinga a063b9fbfb Fixed compiler warning 2020-11-24 07:06:31 -08:00
Sam Lantinga c63bbb06e9 Including SDL_config_iphoneos.h enables MFI controller code 2020-11-24 06:55:33 -08:00
Sam Lantinga 7a05dbf4b9 Fixed building on FreeBSD
Alex S

Looks like we have a collision with https://hg.libsdl.org/SDL/rev/cd774daff9f6. (Again, the headers in the base system are intended for drivers and should not be used for compiling non-base applications. At least that's the policy for now: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=240964#c19.)
2020-11-24 06:42:53 -08:00
Sam Lantinga feab9d42c1 5363 - Memory leak of joystick->sensors in SDL_JoystickClose
Mathieu Eyraud

Joystick->sensors is never freed.
2020-11-24 06:40:13 -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 1e943e2ad2 Fixed building with an older SDK and macOS target 2020-11-23 22:59:22 -08:00
Sam Lantinga 4121ab6200 Fixed bug 5354 - DirectFB: Add Vulkan support
Nicolas Caramelli

This patch adds Vulkan support for the DirectFB video driver.
A screenshot with SDL tests running on DirectFB is available on the HiGFXback project:

https://github.com/caramelli/higfxback/wiki/DirectFB#sdl
2020-11-23 21:25:07 -08:00
Sam Lantinga e44bf8a080 Fixed bug 5359 - Incorrect sensor data from DualShock4
multiply gyro values by sensitivity

When the hardware calibration fails, values read from sensors need to be multiplied by default sensitivity (16 for gyro, 1 for accelerometer).
2020-11-23 21:18:37 -08:00
Sam Lantinga c8c818d7a4 Fixed bug 5360 - non-libudev joystick detection doesn't see controllers that were already connected
Simon McVittie

When watching for hotplug events we can poll the inotify fd, but we
still need to scan /dev/input once per process, otherwise we'll fail
to detect devices that were already connected.
2020-11-23 21:14:37 -08:00
Simon McVittie 8e2746cfb6 joystick: Don't use udev in Flatpak or pressure-vessel container
Flatpak[1] and pressure-vessel[2] are known to use user namespaces,
therefore udev event notification via netlink won't work reliably.
Both frameworks provide a filesystem API that libraries can use to
detect them. Do that, and automatically fall back from udev-based
device discovery to the inotify-based fallback introduced in Bug #5337.

[1] <https://flatpak.org/>
[2] <https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/tree/master/pressure-vessel>

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-23 21:10:48 -08:00
Sam Lantinga e9869e07bf Fixed bug 5335 - enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Evdev headers aren't actually included in the base system (well, it has a private copy), they are available through the devel/evdev-proto port instead. We also have devel/libinotify and devel/libudev-devd shims, I didn't verify whether they work with SDL.
2020-11-23 21:08:19 -08:00
Sam Lantinga 62e39b5fa7 Fixed building with an older SDK and macOS target 2020-11-23 20:57:14 -08:00
Sam Lantinga 268aa45645 Fixed compiling with SDL_JOYSTICK_RAWINPUT disabled 2020-11-23 20:26:28 -08:00
Ryan C. Gordon eaa53a1979 joystick: On Linux, don't try to close an invalid inotify file descriptor. 2020-11-23 22:16:07 -05:00
Ryan C. Gordon 5c9577476f joystick: Fix up Linux joystick code to (mostly) compile on FreeBSD. 2020-11-23 22:14:22 -05:00
Sam Lantinga 179bd66581 Don't enable PS5 controller support if DS4Windows is running - they conflict. 2020-11-23 18:27:43 -08:00
Sam Lantinga 5b3616c325 Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
2020-11-23 18:24:05 -08:00
Ryan C. Gordon 0ff5d55a07 x11: Don't try to grab the pointer on an unmapped window (thanks, Lee!)
Fixes Bugzilla #5352.
2020-11-23 21:07:28 -05:00
Sam Lantinga fd89446782 Fixed building on Mac OS X on the command line and with an older macOS SDK 2020-11-21 14:13:26 -08:00
Sam Lantinga 1df593fb16 Fixed bug 5355 - Add GameController Framework support to macOS
C.W. Betts

This patch adds support to the GameController framework on macOS Big Sur and later, adding support for MFi controllers as well as rumble support for PS4 and Xbox One. There is some code to make sure that the IOKit joystick handler doesn't include two controllers at once.

While the GameController framework is present in earlier versions of macOS, there was no public, approved way of checking if a specific IOHIDDevice is a controller that GameController could handle. This was changed in Big Sur.
2020-11-21 13:15:33 -08:00
Sam Lantinga 870841c414 Reset the LED state after Bluetooth connection has completed on the PS5 controller 2020-11-21 11:59:01 -08:00
Sam Lantinga a94fe009c6 Moved comment with the code it covers 2020-11-21 18:40:27 -08:00
Sam Lantinga 49f7be6d0d Fixed compile warning C4127: conditional expression is constant 2020-11-21 18:37:56 -08:00
Sam Lantinga 63b52e8e67 Remove SDL dependency in Windows code 2020-11-21 18:34:32 -08:00
Sam Lantinga d4954eb090 Removed debug code 2020-11-21 18:26:43 -08:00
Sam Lantinga b442e617e9 Fixed adding an extra zero byte for feature reports
At least with PS4 and PS5 controllers DeviceIoControl() returns the correct value
2020-11-21 18:15:55 -08:00
Sam Lantinga 2e8e3854b8 Fixed compile warning 2020-11-21 17:59:15 -08:00
Sam Lantinga 6b56b98fc3 Fixed is_BLE() return value 2020-11-21 09:26:11 -08:00
Sam Lantinga 65c9f1d2cc Fixed upstream bug: FD 0 is a valid file descriptor
https://github.com/libusb/hidapi/issues/199
2020-11-21 09:06:48 -08:00
Sam Lantinga 549010f2a0 It takes 2 packets to stop audio haptics and start emulated rumble on the PS5 controller 2020-11-20 13:24:49 -08:00
Ozkan Sezer 082558db33 SDL_os2messagebox.c (_makeDlg): fix crash if title and/or message is NULL.
c.f.: bug #5253.
2020-11-20 12:20:02 +03:00
Sam Lantinga bf7d198d48 The HORI Fighting Commander should only show up as an XInput Switch Controller on Windows 2020-11-19 19:09:42 -08:00
Sam Lantinga 6cb7f9e39a Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for Nintendo Switch Pro controllers using the HIDAPI driver 2020-11-19 19:09:40 -08:00
Sam Lantinga 9980766533 Respect SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS for the Nintendo Switch Pro controller on Linux 2020-11-19 19:09:38 -08:00
Sam Lantinga 7366693f3b Added support for a few more controllers on Linux 2020-11-19 19:09:36 -08:00
Sam Lantinga ffb4d960b2 Disabled Xbox protocol debugging 2020-11-19 19:09:34 -08:00
Sam Lantinga c9b097e659 Clarify the meaning of the rumble enable bits for the PS5 controller 2020-11-19 13:31:16 -08:00
Sam Lantinga c85623d790 Re-enable haptic audio after rumble on PS5 controller
Also make sure we don't set any other state when we're not intending to, and added more interesting effects which are currently not exposed via API
2020-11-19 13:10:14 -08:00
Sam Lantinga b0b76a61c7 Fixed rumble on PS5 controllers connected to Windows over Bluetooth 2020-11-19 07:12:53 -08:00
Sam Lantinga 8c3196da60 Fixed some compiler warnings 2020-11-18 21:33:11 -08:00
Sam Lantinga 45f1437549 Experimenting with requesting the serial number on an Xbox One controller 2020-11-18 20:34:12 -08:00
Sam Lantinga 963d8b3f40 Fixed bits in the initial Xbox One protocol ack 2020-11-18 20:34:10 -08:00
Sam Lantinga cd51a51f00 Updated with a better understanding of the Xbox One controller protocol 2020-11-18 20:34:08 -08:00
Ryan C. Gordon 335cfa107b x11: Don't crash if a messagebox has a NULL title string.
Fixes Bugzilla #5253.
2020-11-18 11:24:08 -05:00
Sam Lantinga 51ea6a6d44 Don't send controller gyro and accelerometer updates if the values haven't changed.
This keeps SDL_PollEvent() from returning data continuously when polling controller state.
2020-11-17 22:09:52 -08:00
Sam Lantinga 463d84a860 Added support for the PS5 controller gyro and accelerometer 2020-11-17 10:56:56 -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
Ryan C. Gordon 55e59a4f33 crc32: Fixed include path. 2020-11-16 18:48:13 -05:00
Sam Lantinga 7bbea0bb94 Fixed build warning 2020-11-16 15:10:02 -08:00
Sam Lantinga 71e32f5e1b Added SDL_crc32() 2020-11-16 15:00:15 -08:00
Sam Lantinga 3d48fc05c3 Added notes about the pad lights on the PS5 controller 2020-11-16 13:21:02 -08:00
Sam Lantinga 4514ad573e Fixed updating LED state when starting application with Bluetooth PS5 controller connected 2020-11-16 13:07:11 -08:00
Sam Lantinga a37e3ae218 Implemented PS5 effects over Bluetooth 2020-11-16 11:21:58 -08:00
Sam Lantinga c6c116e847 Implemented setting the LED color on the PS5 controller 2020-11-16 10:51:13 -08:00
Sam Lantinga aa7c3eae19 Fixed size of rumble packet 2020-11-16 09:16:01 -08:00
Sam Lantinga f28c01a4fb Fixed rumble order on PS5 2020-11-16 09:11:15 -08:00
Sam Lantinga eb94c19a63 SDL: fix iOS build 2020-11-16 08:09:15 -08:00
Sam Lantinga 8243bd1dc6 SDL: Plumb PS5 rumble to output report 2020-11-16 08:09:13 -08:00
Ozkan Sezer c0f7325b85 SDL_PrivateJoystickForceRecentering: fix wrong loop counter usage.
The typo seems to have been added by commit c7782fd6142b
2020-11-15 17:10:15 +03:00
Sam Lantinga 5c34c973e6 Clarify that we're using button indices, not using gamepad button names 2020-11-13 19:40:25 -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 78422fa3c8 Added more detail on the PS5 controller state packet and enable full reports over Bluetooth 2020-11-13 13:17:07 -08:00
Sam Lantinga 30371f2d4d Fixed doubled report ID for Bluetooth Classic devices on Linux 2020-11-13 13:17:04 -08:00
Sam Lantinga 8cd4f364db Mapped the touchpad click as SDL_CONTROLLER_BUTTON_MISC1 on the PS5 controller 2020-11-12 20:02:31 -08:00
Sam Lantinga 8e312a6a59 Fixed detecting Bluetooth XInput controllers on Windows 2020-11-12 15:56:33 -08:00
Sam Lantinga 8b29aaddbd Fixed warning when building on Windows 2020-11-12 14:34:11 -08:00
Sam Lantinga e0018d0869 Fixed Windows build 2020-11-12 14:23:56 -08:00
Sam Lantinga 0500c04468 Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL

The resulting priorities for my current distro result in these values:

     | High         | Time Critical
Hint |--------------|-----------------
 0   |  P=10 N=-10  | P=5   N=-15
 1   |  P=10 N=-10  | P=-21 N=0
2020-11-12 07:53:05 -08:00
Sam Lantinga 5b0d432942 Implemented trigger rumble in the HIDAPI Xbox One driver 2020-11-12 07:53:03 -08:00
Ozkan Sezer c122e9b9ce linux/SDL_sysjoystick.c (MaybeRemoveDevice): remove SDL_USE_LIBUDEV guards
fixes bug #5349.
2020-11-12 14:11:50 +03:00
Sam Lantinga 83b653d55d Fixed build warning 2020-11-11 20:09:56 -08:00
Sam Lantinga 76bd6cd2d9 Fixed bug 5326 - Logitech Extreme 3D joystick is listed as gamepad in linux section of SDL_gamecontrollerdb.h
Spooky

For some reason the Logitech Extreme 3D joystick was added to SDL_gamecontrollerdb.h  in the linux section only.

This breaks the joystick in linux as it is not a gamepad.  I am unable to correctly use or map the Logitech Exteme 3D joystick in games that use SDL2 in linux.

Please remove Logitech Extreme 3D from SDL_gamecontrollerdb.h  Linux section.  It is a joystick not a gamepad.
2020-11-11 19:45:56 -08:00
Sam Lantinga 3160c7d66f Fixed bug 5327 - When direct input fails to load, but a controlller is plugged in through another api, an access violation happens.
Bart van der Werf

When directinput fails to load, but a controlller is plugged in, an access violation happens.
This is due to IEventHandler_CRawGameControllerVtbl_InvokeAdded calling SDL_DINPUT_JoystickPresent which does not check if dinput is assigned signalling initialization of directinput.
2020-11-11 19:43:02 -08:00
Sam Lantinga 502cfe314a Fixed bug 5332 - WGI: Fix wrong level of indirection and implicit truncating cast.
Joel Linn

This fixes two types of MSVC compiler warnings.

- One parameter in the function signatures of two WGI event handlers had one level of indirection too much (and did not match Windows SDK headers). The indirection was cast away so it still worked.
- size_t was implicitly cast to UINT32 for a number of (constant) string lengths.
2020-11-11 19:39:46 -08:00
Sam Lantinga 1822f97e5f Fixed bug 5346 - Add FreeBSD evdev KBIO keyboard input driver
wahil1976

This patch adds the KBIO text input driver for FreeBSD, which allows text input to fully work without text spilling out into the console. It also supports accented input, AltGr keys and Alt Lock combinations.

Tested with US accent keys layout and various AltGr layouts.
2020-11-11 19:37:47 -08:00
Sam Lantinga 320a7587d7 Fixed compiler warnings 2020-11-11 19:26:59 -08:00
Simon McVittie b0eba1c55d joystick: Use inotify to detect joystick unplug if not using udev
This improves SDL's ability to detect joystick hotplug in a container
environment.

We cannot reliably receive events from udev in a container, because they
are delivered as netlink events, which are authenticated by their uid
being 0. However, in a user namespace created by an unprivileged user
(for example bubblewrap, as used by Flatpak and Steam's
pressure-vessel-wrap), the kernel does not allow us to map uid 0, and
the netlink events appear to be from the kernel's overflowuid (typically
65534/nobody), meaning libudev cannot distinguish between genuine uevents
from udevd and an attack by a malicious local user.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:15:32 -08:00
Simon McVittie aae53d5972 evdev: Detect whether input devices are accelerometers
Anything with X, Y and Z axes but no buttons is probably an
accelerometer (this is the assumption made in udev).

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:15:09 -08:00
Simon McVittie fdd945f2af joystick: Use a better heuristic to guess what is a joystick
Previously we only checked for at least one button or key and at least
the X and Y absolute axes, but this has both false positives and false
negatives.

Graphics tablets, trackpads and touchscreens all have buttons and
absolute X and Y axes, but we don't want to detect those as joysticks.
On normal Linux systems ordinary users do not have access to these
device nodes, but members of the 'input' group do.

Conversely, some game controllers only have digital buttons and no
analogue axes (the Nintendo Wiimote is an example), and some have axes
and no buttons (steering wheels or flight simulator rudders might not
have buttons).

Use the more elaborate heuristic factored out from SDL's udev code path
to handle these cases.

In an ideal world we could use exactly the same heuristic as udev's
input_id builtin, but that isn't under a suitable license for inclusion
in SDL, so we have to use a parallel implementation of something
vaguely similar.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:52 -08:00
Simon McVittie 8db3171b98 udev: Factor out SDL_EVDEV_GuessDeviceClass
This works on capability bitfields that can either come from udev or
from ioctls, so it is equally applicable to both udev and non-udev
input device detection.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:34 -08:00
Simon McVittie 13e7d1a958 joystick: Allow libudev to be disabled at runtime
Device enumeration via libudev can fail in a container for two reasons:

* the netlink protocol between udevd and libudev is considered private,
  so there is no API guarantee that the version of libudev in a container
  will understand netlink messages from a dissimilar version of udevd
  on the host system;
* the netlink protocol between udevd and libudev relies for security on
  being able to check the uid of each message, but in a container with
  a user namespace where host uid 0 is not mapped, the libudev client
  cannot distinguish between messages from host uid 0 and messages from
  a different, malicious user on the host

To make this easier to experiment with, always compile the fallback
code path even if libudev is disabled. libudev remains the default if
enabled at compile time, but the fallback code path can be forced.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:14:11 -08:00
Cameron Gutman 72379ba510 windows: Fix handling of swapped mouse buttons
GetAsyncKeyState() and GetRawInputData() report the state of the physical
buttons without applying the user's primary/secondary mouse button swap
preference. Swap the buttons returned from these functions, so we expose a
consistent view of the buttons to SDL callers. This new behavior also matches
the behavior of macOS and X11 backends.

See the Remarks section of the GetAsyncKeyState() function on MSDN.
2020-08-25 21:22:00 -07:00
Cameron Gutman 771732ed32 windows: Fix numpad arrow key scancodes with numlock off
We should only perform the VK_LEFT, VK_UP, etc. mapping if none of the other
special mappings apply. This allows the scancode normalization for the number
pad to take place as intended.
2020-08-27 17:54:52 -07:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
John "Nielk1" Klein 067630aef3 Fix hidapi for unhandled DS4 headset microphone data corrupting controller state 2020-11-11 03:47:08 -06:00
Sam Lantinga b6238c87e4 Don't try to build the RAWINPUT driver if HIDAPI is disabled 2020-11-11 14:48:23 -08:00
Sam Lantinga d1e10c313e Removed debug output 2020-11-11 14:38:14 -08:00
Sam Lantinga 07eae7d670 Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.

This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.

This change:
  * Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
  * Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
  * Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
  * Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
  * Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
2020-11-11 08:47:18 -08:00
Ozkan Sezer 59795822d0 make SDL_SensorGetDeviceNonPortableType match its prototype. 2020-11-11 12:33:55 +03:00
Ozkan Sezer 53b166797d SIZE_MAX need not be defined in limits.h
it can be in limits.h (windows) or stdint.h.
2020-11-11 12:33:55 +03:00
Sam Lantinga e12457d8bf Added support for the Xbox Series X controller to the HIDAPI driver 2020-11-10 12:26:30 -08:00
Ryan C. Gordon 7b5a0a9f97 uikit: Don't implement main() twice for iOS static libs.
I think this was a leftover from before the two Xcode projects were merged.
2020-11-10 13:12:10 -05:00
Ryan C. Gordon 940419b0a6 uikit: Fixed a typo in a comment. 2020-11-10 13:09:59 -05:00
Sam Lantinga c3dea23120 Added support for reading the paddles on a Xbox Elite Series 2 controller in Bluetooth mode 2020-11-09 22:39:33 -08:00
Dylan Fan 02de820008 Add Zhaoxin processor support
CPU Vendor ID "Shanghai" and "CentaurHauls" belongs to Zhaoxin.

Background:
Shanghai Zhaoxin Semiconductor Co., Ltd ("Zhaoxin") , established in 2013,
headquartered in Zhangjiang, Shanghai, China. Zhaoxin aims at providing
general-purpose x86 processors.

Related Zhaoxin Linux Kernel patch can be found at
https://lore.kernel.org/lkml/01042674b2f741b2aed1f797359bdffb@zhaoxin.com
Best regards.
2020-11-09 20:36:35 -08:00
Sam Lantinga fb4a406af2 Don't put 'm' in the GUID for Xbox and PS4 controllers on iOS 2020-11-09 18:45:22 -08:00
Sam Lantinga f8b8bd0ba1 ControllerList: recategorize controller as swtich pro and not switch input-only controller 2020-11-09 10:12:02 -08:00
Sam Lantinga f76ca05729 ControllerList: add unknown xbox controller from minidumps 2020-11-09 10:11:59 -08:00
Sam Lantinga 94924f012b Fix failing to set high priority for threads on Linux desktop.
Debugging inside rtkit showed we were failing the RLIMIT_RTTIME check, now that we're asking for realtime and not just high-priority due to a change in SDL.

Between that and the DBus code in SDL being wrong in previous changelist I'm not sure how this could have ever worked.
2020-11-09 10:11:55 -08:00
Sam Lantinga abf9dfd5c2 Fix MakeThreadRealtime DBus method call on Linux, type mismatch due to copy paste.
Nov 02 20:34:15 redcore rtkit-daemon[2825]: Failed to parse MakeThreadRealtime() method call: Argument 1 is specified to be of type "uint32", but is actually of type "int32"
Nov 02 20:34:15 redcore rtkit-daemon[2825]: Failed to parse MakeThreadRealtime() method call: Argument 1 is specified to be of type "uint32", but is actually of type "int32"

Docs:

http://git.0pointer.net/rtkit.git/tree/README

CLIENTS:
        To be able to make use of realtime scheduling clients may
        request so with a small D-Bus interface that is accessible on
        the interface org.freedesktop.RealtimeKit1 as object
        /org/freedesktop/RealtimeKit1 on the service
        org.freedesktop.RealtimeKit1:

                void MakeThreadRealtime(u64 thread_id, u32 priority);

                void MakeThreadHighPriority(u64 thread_id, s32 priority);
2020-11-09 10:11:38 -08:00
Sam Lantinga 1577366c36 Fixed duplicated switch statement processing Xbox controller dpad state 2020-11-08 23:49:03 -08:00
Bart van der Werf 3d92e8c742 hidapi: Also parse data[12] with dpad values on the xb1s controller 2020-10-21 10:43:46 -04:00
Sam Lantinga 1ef45c1801 Fixed bug 5339 - Minor memory leak in SDL_x11events.c
wcodelyokoyt

The atom name that X11_GetAtomName() returns never gets freed, which result in a minor memory leak (14 bytes?) every time the user drops a file on a window.
You can see the line in question here:
6b6170caf6/src/video/x11/SDL_x11events.c (L1350)

Fix: call XFree on name after the while loop.
2020-11-08 23:40:17 -08:00
Sam Lantinga 723d76c8ec Fixed bug 5333 - Replace character of legacy code page with utf-8 one.
Joel Linn

This patch fixes a MSVC warning, which is dependent on the regional settings of the build system. Although the character is inside a comment and harmless, it is undesirable to disable the warning for this.
2020-11-08 23:34:59 -08:00
Ryan C. Gordon 0e4ce84801 opengl: Make diagonal lines match the software renderer.
OpenGL leaves the final line segment open, SDL's software renderer does not,
so we need a tiny bit of trigonometry here to move one more pixel in the right
direction.
2020-11-08 20:57:17 -05:00
Ryan C. Gordon da49f79500 opengles: use glDrawArrays() correctly with GL_LINE_STRIP. 2020-11-08 19:56:12 -05:00
Ryan C. Gordon de6d0ac55a uikit: Patched to compile on older iOS SDKs. 2020-11-08 18:11:42 -05:00
Ryan C. Gordon 93a2c58c7e opengl: Use GL_LINE_STRIP instead of breaking down into seperate GL_LINES.
Surely GL drivers have improved in the last seven years. I hope...?
2020-11-08 12:37:09 -05:00
Ryan C. Gordon 731a5d1c53 metal: Fix line drawing, again. 2020-11-08 03:18:05 -05:00
Sam Lantinga 4ea1a10bd2 Added stub controller LED functions for WGI and RAWINPUT (thanks meyraud!) 2020-11-07 02:49:22 -08:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 749062e72b Implemented SDL_GameControllerSetLED() for iOS/tvOS 2020-11-06 16:53:13 -08:00
Sam Lantinga faeac6e86c Added additional game controller button support on iOS/tvOS 2020-11-06 16:42:46 -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 a22beef402 Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4 2020-11-05 17:03:28 -08:00
Sam Lantinga bd2dd3f6bb Added Android mapping for the Sony PS5 Controller 2020-11-05 15:36:15 -08:00
Sam Lantinga 4d79f9662f Added initial support for the Sony PS5 Controller 2020-11-05 15:02:54 -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
Ethan Lee 83cddd2ebc Add SDL_JoystickSetLED.
Currently, this is only supported by the PS4 HIDAPI driver.
2020-04-30 11:57:29 -04:00
Ryan C. Gordon 1b8dee7caf coreaudio: Remove unnecessary include of CoreServices.h 2020-10-31 11:32:40 -04:00
Sam Lantinga ddc0727bba Fixed implicit memcpy() when building for ARM64 on Windows (thanks Seigo!) 2020-10-27 09:00:42 -07:00
Ryan C. Gordon 010d5fba93 kmsdrm: Make this build with significantly older system libraries.
This allows one to build Raspberry Pi versions on an ancient version of
Raspbian and get both the KMSDRM and RPI video targets built into SDL, giving
maximum binary compatibility from linking against an older glibc, etc, but
also making one library that can access video on all RPi models and OS
releases.
2020-10-26 09:49:09 -04:00
Ozkan Sezer f0c5841714 SDL_shape_internals.h: forward-declare struct SDL_ShapeTree. 2020-10-25 10:10:10 +03:00
Ozkan Sezer a4040293dd os2: misc build fixes 2020-10-25 10:10:02 +03:00
Ozkan Sezer bfc80d83c2 minor coding style cleanup 2020-10-25 03:55:02 +03:00
Ryan C. Gordon ba36eb0437 metal: Make line drawing match software renderer.
Partially fixes Bugzilla #2711.
2020-10-21 00:03:33 -04:00
Ryan C. Gordon c33f808354 render: Restoring line rendering fixes that were previously put on hold.
(Backed out hg changeset 7a4240daba46)
2020-10-20 11:12:49 -04:00
Sam Lantinga 5dc6c3c951 Updated Vulkan headers to version 1.2.158
https://github.com/KhronosGroup/Vulkan-Headers
2020-10-24 10:46:18 -07:00
Manuel Alfayate Corchete 5682b066e9 kmsdrm: Add comment about KMSDRM_VideoQuit() changes. 2020-10-22 19:51:57 +02:00
Manuel Alfayate Corchete 63b7827709 kmsdrm: properly exit with an error when ATOMIC interface is not yet available, instead of just segfaulting. 2020-10-22 19:44:38 +02:00
Manuel Alfayate Corchete a3262205b5 kmsdrm: rearrange init function so we try ATOMIC compatibility first. 2020-10-22 17:55:45 +02:00
Manuel Alfayate Corchete b1ea0be865 kmsdrm: Add missing checks after SDL_calloc() calls. 2020-10-22 17:06:34 +02:00
Manuel Alfayate Corchete ad9ec8b363 kmsdrm: Small fix, missing bracket. 2020-10-22 16:15:34 +02:00
Manuel Alfayate Corchete 87a86675ed kmsdrm: Always use spaces for indentation. Always use SDL_calloc() for calloc. 2020-10-22 16:01:51 +02:00
Ozkan Sezer cfc1362011 os2 video: updates to my_gradd.h 2020-10-21 23:28:02 +03:00
Sam Lantinga f1b603ac6a Fixed bug 5323 - SDL_SetWindowMaximumSize fails if Width or Height is equal to minimum Height or Width
batyastudios

Basicly there is problem and somewhat a solution: https://discourse.libsdl.org/t/setwindowmaximumsize-bug/28267

If you SDL_SetWindowMaximumSize() after SDL_SetWindowMinimumSize() with one of axes have the same value, function will have no effect.

This: (line 2144@SDL_video.c)
if (max_w <= window->min_w || max_h <= window->min_h) {
    SDL_SetError("SDL_SetWindowMaximumSize(): Tried to set maximum size smaller than minimum size");
    return;
}

May be changed to this:
if (max_w < window->min_w || max_h < window->min_h) {
    SDL_SetError("SDL_SetWindowMaximumSize(): Tried to set maximum size smaller than minimum size");
    return;
}
2020-10-20 11:51:23 -07:00
Ozkan Sezer cbadd1e380 geniconv/os2iconv.c: make it build correctly against os2tk headers. 2020-10-20 20:32:20 +03:00
Manuel V?gele 554037a6f7 audio: fix popping sounds caused by signed/unsigned conversion
When converting audio from signed to unsigned values of vice-versa
the silence value chosen by SDL was the value of the device, not
of the stream that the data was being put into. After conversion
this would lead to a very high or low value, making the speaker
jump to a extreme positon, leading to an audible noise whenever
creating, destroying or playing scilence on a device that reqired
such conversion.
2020-09-26 09:30:08 +02:00
Sam Lantinga f311e0a826 Removed debug log message 2020-10-19 17:29:16 -07:00
Yiding Jia f31ad57fde Implement keyboard repeat in wayland video driver 2020-10-05 19:17:52 -07:00
Alberts Muktup?vels 73010da4dc x11events: ignore UnmapNotify events from XReparentWindow
UnmapNotify event does not mean that window has been iconified. It
just reports that window changed state from mapped to unmapped.

XReparentWindow can unmap and remap window if it was mapped. This
causes unnecessary events - HIDDEN, MINIMIZED, RESTORED and SHOW.

These events are problematic with Metacity 3.36+ which started to
remove window decorations from fullscreen windows.

- SDL makes decorated window fullscreen
- Metacity removes decorations
- SDL gets UnmapNotify and exits from fullscreen
- Metacity re-adds decorations

As SDL will also get MapNotify event it will try to restore
window state causing above steps to repeat.

https://bugzilla.libsdl.org/show_bug.cgi?id=5314
2020-10-19 17:26:33 -07:00
Sylvain Becker ffb307e4dc Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence) 2020-10-18 09:52:56 +02:00
Sylvain Becker 19a65a46a6 Fixed bug 5321 - crash in SDL_ConvertSurface with RLE surfaces
keep RLE information in flags when converting the surface
2020-10-17 21:47:05 +02:00
Ozkan Sezer c70191d2b7 SDL_os2video.c (OS2_CreateDevice): remove duplicated assignment. 2020-10-17 07:37:00 +03:00
Ozkan Sezer 77d0f043e5 os2video.c: add missing FOURCC_R666 define, enable FOURCC_R666 case in _getSDLPixelFormatData(). 2020-10-16 23:50:00 +03:00
Sam Lantinga 99ed0d7ab9 Map the guide button by default on Android 11 2020-10-16 12:40:12 -07:00
Sam Lantinga 3755f6920f Added mapping for Xbox One S controller and PS4 controller on Android 11, including guide button 2020-10-16 12:40:10 -07:00
Sam Lantinga 58976bda31 Allow more than one window on iOS as long as they're on different displays 2020-10-15 12:00:15 -07:00
Ozkan Sezer a90f0400a5 os2: a _lot_ of coding style cleanup, sot that they match the SDL style.
also renamed the 'debug' macro to debug_os2: the former was dangerously
a common name.

the binary (dll) output is precisely the same as before.
2020-10-15 21:37:30 +03:00
Sam Lantinga bdc5129f13 Use a high priority dispatch queue for GCKeyboard and GCMouse events for the lowest latency possible
This appears to reduce latency between 1-4 ms on an iPad Pro.
2020-10-15 10:13:46 -07:00
Sam Lantinga a3a0ef7527 Added support for low latency mouse and keyboard handling in iOS 14
The mouse support in iOS 14.0 has a bug with accumulating duplicate mouse deltas that won't be fixed until iOS 14.1, so we don't enable it until then.
2020-10-15 10:13:44 -07:00
Sam Lantinga d9aea0c3a0 Update the existing haptic player when we rumble on iOS 2020-10-15 10:13:42 -07:00
Manuel Alfayate Corchete cca16c9cb1 kmsdrm: merge GetDisplayDPI implementation by bms20 <brett@mynah-software.com> 2020-10-15 17:56:19 +02:00
Ozkan Sezer d27238751f os2: integrate the port into main tree. 2020-10-14 23:01:06 +03:00
Ozkan Sezer 5807cb3d31 os2: remove dependency to gradd.h from IBM's ddk which is non-free:
Add a minimal my_gradd.h containing structures and constants only used
by SDL_os2vman.c -- based on public knowledge from around the internet
including pages from http://www.osfree.org and http://www.edm2.com .
2020-10-14 23:01:06 +03:00
Ozkan Sezer b6965a1774 os2: Andrey Vasilkin agreed that his code to be put under Zlib license:
add SDL license headers to geniconv sources.
2020-10-14 23:01:05 +03:00
Ozkan Sezer 1d9cf23e4c os2: updated copyright dates for 2020. header guard fixes. 2020-10-14 23:01:05 +03:00
Ozkan Sezer a3d7913c07 SDL_os2audio.c (OS2_OpenDevice): change spec->samples assignment:
Original code assigned MCIMixSetup.ulSamplesPerSec value to it, but it
is just the freq... We now change spec->samples only either if it is 0
or we changed the frequency, by picking a default of ~46 ms at desired
frequency (code taken from SDL_audio.c:prepare_audiospec()).

With this, the crashes I have been experiencing are gone.
2020-10-14 23:01:05 +03:00
Ozkan Sezer e112b776fc SDL_os2audio.c (OS2_OpenDevice): change {0} initializers to SDL_zero() 2020-10-14 23:01:05 +03:00
Ozkan Sezer 72594e255a SDL_os2audio.c (OS2_OpenDevice): remove assignment to wrong spec member
Correct assignment to 'format' member is done below, already.
2020-10-14 23:01:04 +03:00
Ozkan Sezer fe2cc8d86c OS2_VideoQuit(): avoid double free()ing of displays.
Our caller SDL_VideoQuit() already frees display_modes, driverdata, etc.
Noticed in bitwiseworks' version at https://github.com/bitwiseworks/SDL2-os2
2020-10-14 23:01:04 +03:00
Ozkan Sezer fba32ee21f OS2_VideoInit: zero the stSDLDisplay and stSDLDisplayMode variables
Fixes testdisplayinfo.exe crashing in SDL2-2.0.13.  (How it did work before?..)
2020-10-14 23:01:04 +03:00
Ozkan Sezer 54ced668c4 port from 2.0.12 to 2.0.13 / current SDL-hg repository.
- video:  VideoBootStrap->available() is gone.
- thread: all important SDL_CreateThread internal data now put into
          struct SDL_Thread: changes to SDL_SYS_CreateThread().
2020-10-14 23:01:04 +03:00
Ozkan Sezer 5da796fe52 os/2: port from SDL2-2.0.5 to SDL2-2.0.12
- events / video: SDL_SetDoubleClickTime() removed -- functionality
         moved to SDL_mouse.c:SDL_MouseDoubleClickTimeChanged().
- video: struct SDL_VideoDevice-> CreateWindow and CreateWindowFrom
         members renamed to CreateSDLWindow and CreateSDLWindowFrom
2020-10-14 23:01:03 +03:00
Ozkan Sezer 5d89217f6b os2/SDL_sysfilesystem.c: fix crash if one of the parameters is NULL
Has been happening with testfilesystem from 2.0.6 and newer because
of commit 572a721879ef.

Also set error strings in certain error conditions.

Also applied coding style / whitespace fixes, while I was there.
2020-10-14 23:01:03 +03:00
Ozkan Sezer 222f026899 os/2: port from SDL2-2.0.4 to SDL2-2.0.5:
changes to SDL_os2audio.c, SDL_os2video.c, os2/SDL_systhread.c in order
to accomodate SDL2-2.0.5 changes.
- audio:  WaitDone() is gone, CloseDevice() interface changes.
- events / video:  DropFile() changes:
          SDL_DROPBEGIN and SDL_DROPCOMPLETE events, window IDs for drops.
- thread: struct SDL_Thread->stacksize
2020-10-14 23:01:03 +03:00
Ozkan Sezer 5f3f67b16b os2/SDL_sysfilesystem.c: use OS/2 api DosCreateDir() instead of mkdir().
mkdir() from watcom and emx differ - the latter being unix-ish, so this
change avoids ifdefs.
2020-10-14 23:01:03 +03:00
Ozkan Sezer 1b99d805db os2: updates from Andrey Vasilkin's 2020-09-07 sources. 2020-10-14 23:01:02 +03:00
Ozkan Sezer aa790837eb os2: several warning fixes.
mostly those "W007: '&array' may not produce intended result" warnings
from Watcom, visible only in C++ mode.  one or two others here & there.
2020-10-14 23:01:02 +03:00
Ozkan Sezer f9af19f51d os2: updates to SDL_systhread.c:
removed lots of garbage.  added SDL_PASSED_BEGINTHREAD_ENDTHREAD guard,
because the code requires it.
2020-10-14 23:01:02 +03:00
Ozkan Sezer c218861946 os2: added a 2-byte padding to os2 SDL_PrivateAudioData 2020-10-14 23:01:01 +03:00
Ozkan Sezer d1323eb0a9 os2: better error reporting from loadso 2020-10-14 23:01:01 +03:00
Ozkan Sezer 861ac81b37 os2: changes to debug macros 2020-10-14 23:01:01 +03:00
Ozkan Sezer 110a0f7bb1 os2: update include paths. add missing libc includes to geniconv. 2020-10-14 23:01:01 +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 93e1449764 SDL_waylanddatamanager.c (mime_data_list_add): constify the buffer param
Fixes -Wdiscarded-qualifiers warnings from Wayland_data_source_add_data()
2020-10-14 15:50:04 +03:00
Sam Lantinga b9cbea354f video: Refresh Windows display list on WM_DISPLAYCHANGE
- Displays may have been added, removed or changed and all cached monitor
  handles are invalidated as a result.

- Display events are handled in three steps:
  1. Mark all currently know displays as invalid
  2. Enumerate all displays, adding new ones and marking known displays as valid
  3. Remove all displays still invalid after enumeration

- Display connect/disconnect events are sent when displays are added or removed
  after initial setup
2020-10-13 21:08:20 -07:00
Sam Lantinga a558409b2e Only include CoreHaptics if we're building with rumble support 2020-10-13 21:08:18 -07:00
Sam Lantinga 75d5be974c Fixed compiling with an older iOS SDK 2020-10-13 21:08:17 -07:00
Sam Lantinga 6b62494ee4 Added support for controller battery status on iOS 14 2020-10-13 21:08:15 -07:00
Sam Lantinga 1b31e9f6dc Added support for game controller rumble on iOS 14 2020-10-13 21:08:13 -07:00
Sam Lantinga 2d7b33cb41 Added support for the controller home button on iOS 14 2020-10-13 21:08:11 -07:00
Cameron Cawley 59022829f4 riscos: Implement SDL_OpenURL() 2020-10-11 17:32:32 +01:00
Ozkan Sezer 34a82fca49 SDL_cpuinfo.c (OS2): undefine HAVE_SYSCTLBYNAME 2020-10-10 20:50:02 +03:00
Sam Lantinga b546db2f85 Only watch for display connect/disconnect events while the video subsystem is initialized 2020-10-09 12:58:28 -07:00
Ozkan Sezer 7991cc38bc dynapi: move SDL_SIMDRealloc down below, after SDL_GetPreferredLocales.
https://hg.libsdl.org/SDL/rev/884cb29cb80e  wrongly added it after its
family i.e. SDL_SIMDAlloc, not at the end of the list.
2020-10-09 21:40:28 +03:00
Ryan C. Gordon b79832ba11 cocoa: Cut and paste from HTML strikes again! 2020-10-08 21:11:09 -04:00
Ozkan Sezer 19aaa2944d Fix https://bugzilla.libsdl.org/show_bug.cgi?id=5306
(Also see: https://bugzilla.libsdl.org/show_bug.cgi?id=4822)

Building the current tree against 10.8 SDK, clang emits the following warning:
src/video/cocoa/SDL_cocoawindow.m:1846:27: warning: instance method '-isOperatingSystemAtLeastVersion:' not found (return type defaults to 'id') [-Wobjc-method-access]
            ![processInfo isOperatingSystemAtLeastVersion:version]) {
                          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/opt/MacOSX10.8.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSProcessInfo.h:20:12: note: receiver is instance of class declared here
@interface NSProcessInfo : NSObject {
           ^
1 warning generated.

isOperatingSystemAtLeastVersion is an 10.10 thing.
2020-10-09 04:00:00 +03:00
Ozkan Sezer 69fbd60d25 Fix https://bugzilla.libsdl.org/show_bug.cgi?id=4877#c2
loadNibNamed:owner:topLevelObjects is available on 10.8 and newer.
There is an issue report here about an app failing to function on
10.7 and earlier: https://discourse.libsdl.org/t/28179
2020-10-09 04:00:00 +03:00
Sam Lantinga bd14f2676c Removed unused variable 2020-10-08 16:58:34 -07:00
Ozkan Sezer d86a746542 SDL_video.c: fix whitespace 2020-10-09 02:55:00 +03:00
Sam Lantinga 76980e30f2 Added events for dynamically connecting and disconnecting displays, with an iOS implementation 2020-10-08 16:42:20 -07:00
Sam Lantinga cd703b5628 Fixed whitespace 2020-10-08 16:41:48 -07:00
Ozkan Sezer 54bb9aaccb k_rem_pio2.c: fix typo in second memset(): iq, not q. fixes bug #5309. 2020-10-08 11:51:02 +03:00
Ryan C. Gordon 061256a3b3 metal: Clear the framebuffer if presenting without any other operations. 2020-10-07 14:45:24 -04:00
Ryan C. Gordon 003a16980c wav: Make sure the data size is a multiple of blockalign, not an exact match.
I _think_ this is a right thing to do; it fixes a .wav file I have here that
has blockalign==2 when channels==2 and bitspersample==16, which otherwise
would fail.
2020-10-06 11:07:50 -04:00
Ryan C. Gordon 4627426994 url: WinRT actually works now (and has been tested, hooray!). 2020-10-06 00:42:17 -04:00
Ryan C. Gordon fc05a696ad url: Attempt #23235 at WinRT support... 2020-10-05 18:08:58 -04:00
Ryan C. Gordon 02addf135d url: Another attempt at WinRT implementation. 2020-10-05 18:01:47 -04:00
Ozkan Sezer 1f4b5d54ca windows/SDL_syslocale.c: make it build against older SDKs. 2020-10-06 00:20:20 +03:00
Ryan C. Gordon 7bec9df11a url: Add to Xcode project files, iOS/mac fixes. 2020-10-05 16:10:10 -04:00
Ryan C. Gordon 57e3003d3f url: Attempt at WinRT support. 2020-10-05 15:47:47 -04:00
Ryan C. Gordon 566479c8ef url: ShellExecuteW returns an HINSTANCE, so deal with that more correctly. 2020-10-05 15:37:37 -04:00
Ryan C. Gordon ee56090d3d url: Cleanups and compiler warning fixes. 2020-10-05 15:03:44 -04:00
Ryan C. Gordon cc158f2983 url: removed "extern" from function declaration. 2020-10-05 14:36:37 -04:00
Ryan C. Gordon a3802cc533 url: Patched to compile on C89 compilers. 2020-10-05 14:30:33 -04:00
Ryan C. Gordon 0099e38a9a url: More win32 fixes. 2020-10-05 14:21:03 -04:00
Ryan C. Gordon 1f4fecc5c1 url: Patched to compile on Windows. 2020-10-05 14:07:32 -04:00
Ryan C. Gordon 777d0f19f8 url: patched to compile on macOS. 2020-10-05 14:06:25 -04:00
Ryan C. Gordon d068d05aa5 url: Make sure Haiku's C++ implementation is flagged as 'extern "C"' 2020-10-05 14:01:08 -04:00
Ryan C. Gordon bf9fcb539a url: The function is "SDL_Unsupported" not "SDL_Unimplemented" 2020-10-05 14:00:08 -04:00
Ryan C. Gordon 2d82cf78e1 url: put the Android bits in core/android 2020-10-05 13:59:03 -04:00
Ryan C. Gordon efd665e2c7 Backed out changeset a43cb4e54949
Trying this a different way.
2020-10-05 13:56:45 -04:00
Ryan C. Gordon 913aa610b5 url: Include SDL_misc.h to get public function declaration. 2020-10-05 13:53:15 -04:00
Ryan C. Gordon 5f68812249 url: patched to compile on Android. 2020-10-05 13:52:52 -04:00
Ryan C. Gordon 84f1b95008 url: fixed wrong include. 2020-10-05 13:39:39 -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
Sylvain Becker cd6670bff3 SDL_Surface refcount: fix memory leak when blitting between stack'ed surfaces
(see bug 5226)
2020-10-02 10:48:27 +02:00
Ozkan Sezer 883509fc84 ran gendynapi.pl after new (android-only) api additions. 2020-10-01 17:01:00 +03:00
Sylvain Becker dd55bfe89c Android: add helper function to open an URL/URI (see bug 2783) 2020-10-01 14:41:09 +02:00
Sam Lantinga 45c644cc99 Added support for the MOGA XP5-X Plus 2020-09-28 21:19:45 -07:00
Manuel Alfayate Corchete 78c274cb5d kmsdrm: merge patches from Ozkan Sezer for removing c-99'isms and raising libgbm version reqeriments. 2020-09-26 19:18:09 +02:00
Sylvain Becker 955f3184f9 Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
2020-09-25 10:14:42 +02:00
Ryan C. Gordon 7ef188a1fb jack: Fixed memory leak on device close. 2020-09-19 14:01:57 -04:00
Cameron Gutman 9a769da04a X11: Remove our X11 error callback in X11_DeleteDevice()
If we don't remove it, we will infinitely recurse if X11_CreateDevice() is
called again and orig_x11_errhandler becomes X11_SafetyNetErrHandler().
2020-09-07 20:10:50 -07:00
Manuel Alfayate Corchete 9c342e76dd kmsdrm: merge heap buffer overflow and cursor creation patches from meyraud705. 2020-09-13 21:41:10 +02:00
Manuel Alfayate Corchete 0cb9bfa502 kmsdrm: less excessive error checkhing 2020-09-12 15:58:47 +02:00
Manuel Alfayate Corchete 5bed30dd61 kmsdrm: also do pending modeseting in SwapWindowDoubleBuffered(). 2020-09-12 04:56:55 +02:00
Manuel Alfayate Corchete 9e9227add3 kmsdrm: reimplement modesetting for fullscreen window scaling and AR-correction. 2020-09-12 04:52:56 +02:00
Manuel Alfayate Corchete 4575c6942a kmsdrm: delete ununsed variable. 2020-09-12 02:36:02 +02:00
Manuel Alfayate Corchete 01b0cf1c90 Backed out changeset 4a45d1a30d25
kmsdrm: Fake KMSDRM_SetDisplayMode() is needed for some programs after all.
2020-09-12 00:47:00 +02:00
Manuel Alfayate Corchete 7b67654872 kmsdrm: don't fool SDL into thinking that changing the physical videomode is done. 2020-09-12 00:16:08 +02:00
Manuel Alfayate Corchete a6d182d326 kmsdrm: no need to reconnect/reactivate things in SwapWindowDoubleBuffered(). 2020-09-11 23:47:26 +02:00
Manuel Alfayate Corchete 47e2d0304e kmsdrm: greatly improve comments in SwapBuffersFenced() for future reference. 2020-09-10 23:26:02 +02:00
Ryan C. Gordon 3c6004feb7 kmsdrm: Choose how to swap buffers based on EGL extension availability. 2020-09-10 15:07:23 -04:00
Ryan C. Gordon c7e761f872 kmsdrm: Patched to compile if EGL headers lack EGL_ANDROID_native_fence_sync. 2020-09-10 15:05:55 -04:00
Ryan C. Gordon 224aa45b59 kmsdrm: Implement GL_DefaultProfileConfig for Raspberry Pi compatibility.
If we think this might be a Raspberry Pi device, default to ES2. Otherwise,
accept SDL's higher-level defaults.
2020-09-10 15:04:35 -04:00
Ryan C. Gordon 092162ede7 video: Set up default before calling GL_DefaultProfileConfig().
This way, the implementation can opt to do nothing to accept SDL's defaults.
2020-09-10 15:02:51 -04:00
Ryan C. Gordon e758dd53dc egl: Make SDL_EGL_HasExtension() available outside of SDL_egl.c. 2020-09-10 15:02:00 -04:00
Manuel Alfayate Corchete 055cad49b6 kmsdrm: no need to re-connect/reactivate things in SwapWindow() anymore because we use a dumb buffer on KMS buffers destruction now. 2020-09-10 02:15:53 +02:00
Manuel Alfayate Corchete 351219bfd8 kmsdrm: On VideoQuit(), only destroy dumb buffer if it exists. 2020-09-09 03:18:26 +02:00
Sam Lantinga 8709f67ebc Fixed bug 5215 - Fixing filenames passed to dlopen for OpenBSD
Brad Smith

Attached is a patch to use the proper filenames when trying to dlopen the respective shared libraries on OpenBSD.
2020-09-08 08:42:30 -07:00
Cameron Gutman 1b6de9a987 Fix SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH=1 on Metal windows
SDL_cocoametalview was consuming the first click rather than passing it
through to the SDLView underneath which overrides [NSView acceptsFirstMouse]
based on the user's SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH preference.
2020-09-05 15:01:45 -07:00
Manuel Alfayate Corchete 244d0ad854 kmsdrm: Tell SDL that mouse has entered the window via artificial event. Fixes sticky mouse in Scummvm. 2020-09-08 15:30:45 +02:00
Manuel Alfayate Corchete 550e153365 kmsdrm: No need to test for display driverdata when freeing a plane. 2020-09-08 02:42:32 +02:00
Manuel Alfayate Corchete 6e03fab982 kmsdrm: add temporary RPI4_COMPAT define to try RPI4+current Rasbian compatibility. 2020-09-07 23:15:33 +02:00
Manuel Alfayate Corchete 0f807fd607 kmsdrm: use a black dumb buffer for keeping the PRIMARY PLANE occupied when we destroy the KMS buffers, instead of using the TTY buffer, to avoid flickering. 2020-09-07 22:54:15 +02:00
Sylvain Becker 4d1c2a1857 Fix false compiler warning: initialize the variable 'memdiff' 2020-09-07 19:00:21 +02:00
Sylvain Becker ebc12a2fd2 SDL_Surface refcount: destination surface keep track of surfaces
that are mapped to it and automatically invalidate them when it is freed

- refcount is kept so that an external application can still create a reference
to SDL_Surface.

- lock_data was un-used and is now renamed and used as a list keep track of the blitmap
2020-09-07 18:50:30 +02:00
Manuel Alfayate Corchete cce6c60518 kmsdrm: fix errors when trying to free up videomode driverdata pointers on quit. 2020-09-07 01:33:04 +02:00
Manuel Alfayate Corchete 9501b1c698 kmsdrm: fix scaling for SDL_WINDOW_FULLSCREEN windows. 2020-09-07 00:18:13 +02:00
Manuel Alfayate Corchete daa752b10e kmsdrm: fix first frame display: no need to wait for SwapWindow() for EGL surface creation. 2020-09-06 23:19:54 +02:00
Manuel Alfayate Corchete 68ac9349aa kmsdrm: more coherent returns for SwapWindow. 2020-09-06 12:48:39 +02:00
Manuel Alfayate Corchete d3d9d432ac kmsdrm: Remove debug printfs in SwapWindow. 2020-09-06 12:17:27 +02:00
Manuel Alfayate Corchete d7aebbd58f kmsdrm: Don't create surfaces until EGL context is available. 2020-09-06 12:08:22 +02:00
Sylvain Becker 97fad04551 Fixed bug 5278 - export SDL_AndroidRequestPermission() (Thanks Huki!) 2020-09-02 19:38:03 +02:00
Manuel Alfayate Corchete f4e02a5c1b kmsdrm: Do NOT modify window size manually from the backend: doing so caused renderer scaling params miscalculation. 2020-08-31 19:17:17 +02:00
Manuel Alfayate Corchete c09d1cee95 kmsdrm: Apply window reconfiguration in SetWindowSize(), too. 2020-08-28 23:04:00 +02:00
Manuel Alfayate Corchete 31b1794534 kmsdrm: use PLANE and CRTC to do hardware-driven window scaling and AR-correction. 2020-08-28 22:38:26 +02:00
Manuel Alfayate Corchete fe3f97961b kmsdrm: unload EGL and GL lib only if using them. 2020-08-26 01:37:30 +02:00
Manuel Alfayate Corchete 9b43464d81 kmsdrm: Add programmer credits to the Atomic KMSDRM driver. 2020-08-25 16:30:23 +02:00
Manuel Alfayate Corchete 9316a8d979 kmsdrm: move FENCE FD props setting to SwapWindow(), where it belongs. 2020-08-25 16:18:49 +02:00
Manuel Alfayate Corchete 3f38009b2f kmsdrm: comment out atomic commit fast-debugging printf. 2020-08-25 15:40:36 +02:00
Manuel Alfayate Corchete 0d16761cbe kmsdrm: fix segfault on quit beacuse of freed _this->egl_data. 2020-08-25 05:53:13 +02:00
Manuel Alfayate Corchete d43e666eed kmsdrm: Buffer management refactoring. Fixes for compatibility with more video drivers. 2020-08-25 04:05:36 +02:00
Manuel Alfayate Corchete eade05ca03 kmsdrm: Finetune integer type usage. Add some comments. 2020-08-24 12:51:20 +02:00
Manuel Alfayate Corchete a76f176361 kmsdrm: Move cursor plane setup and freeing to MouseInit() and MouseQuit(), for better consistency. 2020-08-24 01:10:11 +02:00
Manuel Alfayate Corchete 0d593d7ead kmsdrm: Add error control to plane prop setting function. Do most plane prop setting with a single function. 2020-08-23 23:44:07 +02:00
Manuel Alfayate Corchete e06e9c35c8 kmsdrm: move cursor-related atomic helper functions and related struct typedefs to the SDL_kmsdrmmouse unit. 2020-08-23 11:26:55 +02:00
Manuel Alfayate Corchete 0b7b7721b9 kmsdrm: remove redundant function, use drm_atomic_setbuffers() for disconnecting planes instead. 2020-08-23 03:13:50 +02:00
Manuel Alfayate Corchete 16c04f266a kmsdrm: Init cursor surface on SetCursor() ONLY. Removal of dynamic modeset because it causes A LOT of problems with some kernel video drivers. Some refactoring and cleanups. 2020-08-23 02:58:57 +02:00
Manuel Alfayate Corchete 0d0ba111ae kmsdrm: correct parameter name. 2020-08-19 01:34:56 +02:00
Manuel Alfayate Corchete 5d32eda956 kmsdrm: implement smarter surface recreation function to be used in videomode changes. Other minor arrangements. 2020-08-19 01:31:22 +02:00
Manuel Alfayate Corchete f79da81721 kmsdrm: free all connector, crtc and plane memory on KMSDRM_VideoQuit(). 2020-08-18 01:52:15 +02:00
Sylvain Becker 965b466ee8 Fixed bug 4297 - Android StrictMode policy. Remove APK expansion support
"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".
2020-08-17 19:50:20 +02:00
Manuel Alfayate Corchete 92cb9192e3 kmsdrm: move hardware cursor functionality to the ATOMIC interface. Disconnect the display plane from the GBM surface buffers before destroying the GBM surface. 2020-08-17 18:35:04 +02:00
Kai Krakow c3ecf18cc4 Linux: Add hint for disabling deadzones 2020-07-21 23:38:42 +02:00
Tudor Brindus c094332825 wayland: defer pointer confine creation until pointer unlock
It is a protocol error to attempt to create a pointer confine (i.e.
`SDL_SetWindowGrab`) while a locked pointer is active, and vice-versa.
Instead of aborting due to a protocol error, this commit makes SDL
gracefully downgrade locked pointers to confines when appropriate.
2020-07-21 13:14:24 -04:00
Ryan C. Gordon a720d1a294 render: fixes to how we convert touch events for logical scaling.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
2020-08-09 00:55:39 -04:00
Manuel Alfayate Corchete c437729b21 kmsdrm: separate requests in different functions so we only need one atomic commit for everything, as expected by atomic design. 2020-08-08 14:27:55 +02:00
Manuel Alfayate Corchete 3b9f1073c6 kmsdrm: wait for possible pending atomic commits before destroying surfaces, and before restoring video on quit. Move messages to the SDL_Log* functions. 2020-08-07 11:53:04 +02:00
Manuel Alfayate Corchete 96c99693a2 kmsdrm: wait for pending atomic commits before restoring videomode and crtc->buffer on VideoQuit, and simplify double-buffer SwapWindow() implementation. 2020-08-06 01:36:56 +02:00
Manuel Alfayate Corchete 09692b6170 kmsdrm: move videomode restoration on VideoQuit() to using the atomic interface instead of the legacy drmModeSetCrtc() function. Refactoring of get_plane_id(). 2020-08-05 18:55:22 +02:00
Manuel Alfayate Corchete fc722b2d21 kmsdrm: free memory for plane, crtc and connector property tables on VideoQuit. 2020-08-05 15:28:51 +02:00
Manuel Alfayate Corchete 2d69ce08ba kmsdrm: double and triple buffered versions of SwapWindow() are now both reimplemented in atomic pageflipping versions, and can be selected via SDL_VIDEO_DOUBLE_BUFFER env variable. 2020-08-05 02:06:59 +02:00
Manuel Alfayate Corchete 8996ee1786 kmsdrm: update SwapWindow fn, moving it to triple-buffer. 2020-08-03 22:24:49 +02:00
Ryan C. Gordon ea171c0564 winrt: Another attempt at getting this to compile.
IntPtr isn't a POD type like I thought, so hopefully we can just construct
one that works out? C++/CX is so weird.
2020-08-01 18:58:42 -04:00
Manuel Alfayate Corchete b131661c6d kmsdrm: rewrite the new SwapWindow() fn to avoid tearing. Double-buffer only for now. 2020-08-01 18:23:34 +02:00
Ryan C. Gordon 282e4c65bf winrt: Patched to compile...?
Microsoft's C++/CX is weird, no idea if this will actually fix it.  :/
2020-07-31 19:42:23 -04:00
Manuel Alfayate Corchete 1a5503ce9f kmsdrm: Moved to the ATOMIC KMS/DRM interface for buffer swapping, leaving DRM-legacy behind. 2020-07-28 21:11:25 +02:00
Ryan C. Gordon e410b34f92 stdlib: Corrected implementation of SDL_wcsncmp.
It was a copy/paste of SDL_strcmp, apparently, not SDL_strncmp, so it ignored
the maxlen parameter.

Thanks to Jack Powell for pointing this out!
2020-07-24 22:24:03 -04:00
RALOVICH, Kristof c7eb557d89 kmsdrm: do not leak drmModeConnector
Previously conn was leaked on the success path (when available was
set to SDL_TRUE).
2020-07-20 10:09:07 -07:00
Manuel Alfayate Corchete 412b21b0e8 Rename the gbm device struct from gbm to gbm_dev for better readabilty. 2020-07-20 11:42:23 +02:00
RALOVICH, Kristof 155fdc7ac0 kmsdrm: settle with first card that has a connected connector
Previously the first card with non-empty connectors, encoders
and crtcs would be selected, however KMSDRM_VideoInit could still reject
it if the connector was not connected. This allow finding the first card
(in a multi GPU setup) that is actually connected to a display.
2020-07-19 21:48:17 -04:00
RALOVICH, Kristof b78b88f7fb kmsdrm: fix typo 2020-07-19 21:46:41 -04:00
Manuel Alfayate Corchete 75fe4b14e3 Added comment about window creation behaviour in KMSDRM. 2020-07-19 19:53:57 +02:00
Manuel Alfayate Corchete 2f660c4fdd Delete windata variable no longer needed in KMSDR_SetDisplayMode(). 2020-07-19 19:11:02 +02:00
Manuel Alfayate Corchete 3a1d7d9c9a Surfaces have to be recreated immediately from KMSDRM_SetDisplayMode(). 2020-07-19 19:09:15 +02:00
Manuel Alfayate Corchete b6a818b6a2 Fix SDL_Window recreation: drmModeSetCrtc() has to be called everytime the EGL and GBM surfaces are recreated. 2020-07-19 18:45:29 +02:00
Sam Lantinga 71e9df99c7 Fixed bug 5231 - Fix for hardware cursor: size and alpha-premultiplication.
Manuel Alfayate Corchete

I noticed pt2-clone had problems with it's optional hardware mouse on the KMSDRM backend: cursor had a transparent block around it.
So I was investigating and it seems that a GBM cursor needs it's pixels to be alpha-premultiplied instead of straight-alpha.
A
lso, I was previously relying on "manual testing" for the cursor size, but it's far better to use whatever the DRM driver recommends via drmGetCap(): any working driver should make a size recommendation via drmGetCap(), so that's what we use now. I took this decision because I found out that the AMDGPU driver reported working cursor sizes that would appear garbled on screen, and only the recommended cursor size works.
2020-07-19 08:55:01 -07:00
Ryan C. Gordon b7a4fdd318 metal: Make sure we have a command buffer available before trying to present.
This fixes a case where you render to the backbuffer, then render to a render
target, set the current target back to the backbuffer, and then present
without drawing anything else; in this circumstance, the Present command
would never happen.

Fixes Bugzilla #5011.
2020-07-17 11:16:35 -04:00
Ryan C. Gordon b5affd12e6 Patched to compile. 2020-07-16 13:28:59 -04:00
Ryan C. Gordon 3b38e61a7d winrt: Fix casting a pointer to int.
Fixes Bugzilla #5202.
2020-07-16 13:25:50 -04:00
Ryan C. Gordon 8babda2c20 egl: SDL_EGL_LoadLibaryOnly() shouldn't set _this->gl_config.driver_loaded = 1
This is handled in in the higher-level SDL_GL_LoadLibrary().

All uses of SDL_EGL_LoadLibrary (which calls the Only version) are just
target-specific wrappers for their own GL_LoadLibrary hook, with two
exceptions which now handle driver_loaded correctly (although it's
questionable if these init-if-no-one-did-it-correctly-already code blocks
should exist at all, fwiw).

Fixes Bugzilla #5190.
2020-07-16 13:18:19 -04:00
Sam Lantinga cab1a715f5 Fixed bug 5233 - PS3 Gamepad Motion Control not correctly ignored on Linux
Igor Morgado

PS3 Controller motion sensor string is being reported as

`Gasia Co.,Ltd PS(R) Gamepad Motion Sensors`

But `src/joystick/SDL_gamecontroller.c` line1690 only ignores if matches the string  `Controller Motion Sensors`.

```
#if defined(__LINUX__)
    if (name && SDL_strstr(name, "Controller Motion Sensors")) {
        /* Don't treat the PS3 and PS4 motion controls as a separate game controller */
        return SDL_TRUE;
    }
#endif
```

Therefore, SDL is mapping 2 Game controllers instead one.

Maybe reduce the substring to match `Motion Sensors` instead.


A simple log from my application is shown below:

INFO: Game controller device 0 - PS3 Controller:PS3 Controller found.
INFO: Controller 0: Player 0: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad
INFO: Game controller device 1 - PS3 Controller:PS3 Controller found.
INFO: Controller 1: Player 1: 054c:0268:8111 - PS3 Controller - PS3 Controller - Gasia Co.,Ltd PS(R) Gamepad Motion Sensors
2020-07-15 10:15:52 -07:00
M Stoeckl a78b9763f1 Reuse Wayland connection from availability check 2020-07-14 19:18:16 -04:00
M Stoeckl 8669a87f05 Reuse X11 connection from availability check
Instead of creating an X11 connection to test that X11 is available,
closing the connection, and then reconnecting for real, use the same
connection to handle both cases.

The X11 connection retry delay mechanism in the case where X11 is
dynamically loaded has been removed. It was only necessary to avoid
authetnication token reuse from the XOpenDisplay call that used to
exist in X11_Available. Now that this call is only made once, it
is no longer needed.

Also drop unused and inapplicable code from a comment.
***
2020-07-14 21:13:27 -04:00
M Stoeckl 052a13738d Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
2020-07-12 19:11:15 -04:00
Ozkan Sezer 49ec65587a fix bug #5228 -- Add AltiVec detection for FreeBSD.
thanks Piotr Kubaj.
2020-07-11 08:10:02 +03:00
stfx b162629546 cmake: Fix building with -DSDL_HAPTIC=Off 2020-07-08 17:28:34 +02:00
Ryan C. Gordon 0e98040d43 joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
2020-06-28 16:23:05 -04:00
Sylvain Beucler e594a6738a emscripten: Introduce SDL_HINT_EMSCRIPTEN_ASYNCIFY
See https://github.com/emscripten-core/emscripten/issues/10746

and

https://github.com/emscripten-ports/SDL2/pull/112

Fixes Bugzilla #4997.
2020-06-27 16:25:47 -04:00
Sylvain Beucler 01af7b0254 emscripten: support pseudo-synchronous screen refresh and events update using asyncify 2020-06-27 16:22:50 -04:00
Ryan C. Gordon 694fea8ad8 video: Make SDL_CreateWindow use SDL_Init(SDL_INIT_VIDEO), not SDL_VideoInit.
Otherwise, the video subsystem won't deinitialize during SDL_Quit().

Fixes Bugzilla #5067.
2020-06-26 21:37:29 -04:00
Ryan C. Gordon 1947ca7028 video: Changed SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS to default to FALSE.
Fixes Bugzilla #5106.  (and probably many others, too!)
2020-06-26 20:16:43 -04:00
Sam Lantinga ce293eed8d Fixed bug 5208 - Fix libGL loading on OpenBSD 2020-06-23 10:12:24 -07:00
Sam Lantinga c2b8530591 Fixed bug 5209 - cpuinfo recognize OpenBSD ARM
Brad Smith

OpenBSD/arm only supports ARMv7 and and not any CPUs that do not support NEON.
2020-06-23 10:09:29 -07:00
Ozkan Sezer 4ba0a84718 core/linux/SDL_threadprio.c: fix build against older glibc versions 2020-06-22 23:24:02 +03:00
Sam Lantinga b9f55b6d80 Fixed bug 5199 - Fix KMSDRM_CreateWindow() segfault when starting L?VE2D engine.
Manuel Alfayate Corchete

This small patch fixes the KMSDRM_CreateSurfaces() call in KMSDRM_CreateWindow(), that was segfaulting deeper into SDL internals because the windata->viddata pointer wasn't set before the KMSDRM_CreateSurfaces() call.
So that's what this small patch does.

Now, L?VE2D works perfectly well on the Raspberry Pi 3, instead of just segfaulting.
2020-06-19 10:37:14 -07:00
Sam Lantinga 56622f9c92 Fixed bug 5126 - MinGW compile error SDL_windowssensor.c
Martin Gerhardy

SDL_windowssensor.c includes InitGuid.h - but it should be initguid.h
2020-06-17 10:09:07 -07:00
James Legg f1d5ced167 x11: Fix spurious keyboard focus events 2020-06-17 12:48:40 +01:00
Sam Lantinga 48989e2a87 Reverted comment change in previous commit 2020-06-17 08:47:27 -07:00
Sam Lantinga a7ff6e9615 Fixed overflow in surface pitch calculation 2020-06-17 08:44:45 -07:00
stfx efe0935904 Fix compile without DIRECTX 2020-06-15 10:31:16 +02:00
Ozkan Sezer 163896543f fix watcom build of SDL_test_common.c 2020-06-14 12:05:56 +03:00
Ethan Lee 2aa8974f97 Add SDL_SIMDRealloc 2020-06-11 12:03:33 -04:00
Sam Lantinga 20aada0efc Fixed bug 5170 - Build fails when using Visual Studio 2017 with Windows 10 SDK 10.0.19041.0 in uwp
JackBoosY

In src/video/winrt/SDL_winrtgamebar.cpp line 55:

    virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
        __FIEventHandler_1_IInspectable *handler,
        Windows::Foundation::EventRegistrationToken *token) = 0;

The macro __FIEventHandler_1_IInspectable defined in windows.fondation.h(Windows10 SDK 10.0.17763.0) line 3576:
#define __FIVector_1_Windows__CFoundation__CPoint ABI::Windows::Foundation::Collections::__FIVector_1_Windows__CFoundation__CPoint_t

but no longer exists in Windows 10 SDK 10.0.19041.0.
After searching this macro in the sdk include path, I found that it was defined in many header files. But it should be replaced in windows.system.h .
2020-06-10 09:38:43 -07:00
Sam Lantinga 44f50c647e Fixed bug 5171 - PollEvent impacts performance in 2.0.12
On some systems, GetClipCursor() impacts performance when called frequently, so only call it every once in a while to make sure we haven't lost our capture.
2020-06-09 21:47:41 -07:00
Sam Lantinga 511a9702fc Fixed whitespace 2020-06-09 21:43:00 -07:00
Sam Lantinga aefe19ff08 Added support for the NACON Revolution Pro Controller 3 and the GameStop PS4 Fun Controller 2020-06-09 11:31:39 -07:00
Sam Lantinga 6f241bd520 Fixed build 2020-06-09 10:47:29 -07:00
Sam Lantinga 086be21e7a ControllerList: add support for NACON asymetric controller and Revolution 3, Hori mini wireless ps4 controller, and 2 PDP switch controllers 2020-06-09 10:47:27 -07:00
Sam Lantinga 3b76109f64 ControllerList: remove giotek controller from list - vid/pid appears to be reused in bunch of devies including ones with different fw/protocol and treating as ps4 controller breaks them. 2020-06-09 10:47:25 -07:00
Sam Lantinga a9cfac3835 Controller: Deadzone improvements 2020-06-09 10:47:23 -07:00
Sam Lantinga 9fa8d6d0be Define constants not available on older kernels 2020-06-08 17:07:55 -07:00
Sam Lantinga 3ac24bfc1a Fixed mouse drag with an external mouse on iOS 2020-06-08 17:01:50 -07:00
Sam Lantinga ff53521bc6 Fixed Bluetooth audio output on Apple TV 2020-06-04 12:26:57 -07:00
Sam Lantinga cced5eb937 Fixed bug 5169 - Can not build current sources because of recent thread management changes
Manuel Alfayate Corchete

I'm trying to build SDL2 with threads support here in GNU/Linux, both X86 and ARM, and it does not seem to be possible ATM:


/home/manuel/src/SDLLLL/src/core/linux/SDL_threadprio.c:233:26: error: 'rtkit_max_realtime_priority' undeclared (first use in this function)
2020-06-04 09:23:18 -07:00
Sam Lantinga 958c42827c Fixed build warning 2020-06-04 09:13:49 -07:00
Ryan C. Gordon 60435712f2 video: Set window->surface NULL after freeing it.
Otherwise, when SDL_CreateWindowFramebuffer() is called again, it will return
the free'd surface instead of creating a new one.
2020-06-03 16:42:19 -04:00
Sam Lantinga eea0b0e088 Fixed bug 5168 - Memory leak in RAWINPUT_JoystickOpen
meyraud705

Variable 'hwdata' is not freed in RAWINPUT_JoystickOpen if device->driver->OpenJoystick() fails.
2020-06-02 17:08:31 -07:00
Cameron Gutman 134362e745 Enable Xbox One HIDAPI driver on macOS
The Xbox One HIDAPI driver is required on macOS for Xbox One S Bluetooth
support since https://hg.libsdl.org/SDL/rev/10c3a10908e9
2020-04-25 19:15:51 -07:00
Sam Lantinga ac1f174ad5 Fixed bug 5167 - Memory leak in GuessXInputDevice
meyraud705

Variable 'devices' is not freed if function GuessXInputDevice, in SDL_xinputjoystick.c, return early.
2020-06-02 17:02:37 -07:00
Sam Lantinga d48c97c4a4 Fixed bug 5147 - KMSDRM: SetWindowFullscreen() failing with SDL_WINDOW_FULLSCREEN_DESKTOP
Manuel Alfayate Corchete

This patch is needed so programs that do this work as expected:
1) Start in a different video mode than the mode used by the system and then...
2) Try to go fullscreen with the mode originally used by the system via SetWindowFullScreen() with the SDL_WINDOW_FULLSCREEN_DESKTOP flag.

An example would be pt2-clone in https://github.com/8bitbubsy/pt2-clone.
This program does this:

Starts with:

video.window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED,
    SDL_WINDOWPOS_CENTERED, screenW, screenH, windowFlags);


and then, *IF* the user has configured it in fullscreen mode in its .ini, it tries to go fullscreen with the desktop mode:

SDL_SetWindowFullscreen(video.window, SDL_WINDOW_FULLSCREEN_DESKTOP);


This sequence of operations is currently failing because SDL_SetDisplayModeForDisplay() in SDL_video.c fails because display->desktop_mode is not being initialized with its correct value: SetDisplayMode() in SDL_kmsdrmvideo.c will not be able to set the mode because it detects the mode to have a driverdata of 0x0 ("if (!modedata)") and rightfully returns an error.

So, the included patch fixes this small problem, and programs that first change the video mode and then try to go fullscreen with the system video mode will now work.
The patch simply fixes an small omission, but its really needed now that dynamic video mode changing was implemented on the KMSDRM backend.
2020-06-02 16:57:20 -07:00
Sam Lantinga 9325b22ef0 Fixed bug 5113 - SDL_UpdateWindowSurfaceRects BitBlt the entire surface on Win32
Ryan C. Gordon

As discussed here:
https://discourse.libsdl.org/t/question-about-implementation-of-sdl-updatewindowsurfacerects/27561

"As you can see this function [WIN_UpdateWindowFramebuffer, in src/video/windows/SDL_windowsframebuffer.c] calls BitBlt on entire screen, even though it accepts the rects. Rects variable is not even used in this function at all. Now my question is why is that the case?"
2020-05-29 21:26:32 -07:00
Sam Lantinga d000c1cd6d Fixed bug 5155 - HIDAPI_JoystickDisconnected incorrect array shift
Anthony Pesch

I was looking into my own input bug and noticed an issue in the HIDAPI code while looking over it. I don't have a controller that goes down this path to test and try to provoke the issue, but it looks pretty straight forward.

The memmove to shift the joystick id array on disconnect isn't scaling the size by sizeof(SDL_JoystickID), likely corrupting the ids on disconnect.
2020-05-29 21:22:11 -07:00
Cameron Gutman 77b0dad271 cocoa: Change Caps Lock behavior to toggle instead of locking
It currently behaves like a locking key which is pressed
when Caps Lock is enabled and released when disabled. This
means that apps that trigger events on Caps Lock key down will
only fire these events every other time Caps Lock is pressed.
2020-05-25 20:55:29 -07:00
Sam Lantinga bdfd1b68ba Fixed bug 5146 - SDL_RenderFillRect doesn't work in DirectFB
Lacky

It looks like refactoring of SDL2 internal API has broken SDL_RenderFillRect for DirectFB. In new version function SDL_RenderFillRect returns 0, but rectangle is not visible.

Replacing "count" with "len" in the argument list for SDL_memcpy in DirectFB_QueueFillRects fixes problem.
2020-05-29 16:02:49 -07:00
Tudor Brindus a6ca61d732 wayland: update pointer position on initial enter event 2020-05-21 00:06:09 -04:00
Sam Lantinga ae9ff11bae The zero happens at a higher level now 2020-05-29 14:54:07 -07:00
Sam Lantinga 39c958bbaa Initialize the raw_map before getting controller mappings from the driver 2020-05-29 14:48:39 -07:00
Sam Lantinga 2db049473b Fixed variable names to be consistent across functions 2020-05-29 14:48:05 -07:00
Sam Lantinga 345b4d7e14 Fixed bug 5161 - Autodetect controller mappings based on the Linux Gamepad Specification
Jan Bujak

I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.

Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:

https://www.kernel.org/doc/html/v4.15/input/gamepad.html

Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.

Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)

With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
2020-05-29 13:37:21 -07:00
James Legg e2dbed9cfe SDL_blit: Fix undefined bitshift operations
Arithmatic operations promote Uint8 to signed int. If the top bit of a
Uint8 is set, and it is left shifted 24 places, then the result is not
representable in a signed 32 bit int. This would be undefined behaviour
on systems where int is 32 bits.
2020-05-29 13:05:37 +01:00
Brendan Shanks 032fa681a8 Add Logitech G29 to steering wheel list 2020-04-24 14:03:30 -07:00
Ryan C. Gordon aa259ed52d wayland: Changed output removal in handle_surface_leave()
No longer needs an extra malloc, handles unexpected cases like the same
output being listed twice.
2020-05-28 15:18:41 -04:00
Ryan C. Gordon ce7ae4ec8d wayland: Move buffer copy into mime_data_list_add()
It makes it clearer who owns the memory, and more reasonable to free it on
failure in the creating function.

(and, of course, pacifies static analysis.)
2020-05-28 14:57:10 -04:00
Ryan C. Gordon 22da9d4d77 wayland: assert that mmap() didn't return NULL.
In practice, it never _would_, but in theory it _might_, so this assertion
tells the static analyzer not to worry about it.
2020-05-28 14:47:55 -04:00
Sam Lantinga 1a1f1704a2 Don't include the iOS joystick driver if joysticks are disabled 2020-05-27 10:35:43 -07:00
Sam Lantinga 57149c2410 Fixed building with --disable-joystick on iOS 2020-05-27 10:27:20 -07:00
Sam Lantinga cf01ee1694 Fixed building with --disable-joystick on Linux 2020-05-27 10:27:04 -07:00
Sam Lantinga e9f567c707 Fixed building on iOS with MFI controllers disabled 2020-05-27 10:14:08 -07:00
Sam Lantinga 97ca96bdee Use nil instead of NULL for Objective-C objects 2020-05-27 10:13:01 -07:00
Sam Lantinga 03a7abf80c Fixed building with --disable-joystick on macOS 2020-05-27 09:57:26 -07:00
Sam Lantinga af5eb56c76 Fixed uninitialized variable warning 2020-05-27 09:28:03 -07:00
Sam Lantinga 31916f11aa Fixed compiler warning building on FreeBSD 2020-05-27 09:22:12 -07:00
Sam Lantinga bcbaa4ec1f If there isn't a GetGlobalMouseState() implementation, fall back to the normal one. 2020-05-26 16:34:50 -07:00
Sam Lantinga 437577f91e Fixed bug 5141 - KMSDRM: manage SDL_GetGlobalMouseState()
Manuel Alfayate Corchete

On the KMSDRM backend, there is no such thing as a desktop, yet some programs could (and DO) use SDL_GetGlobalMouseState().
So I think its good idea that, in KMSDRM, it returns the same mouse coordinates anyway as SDL_GetMouseState() would return. There is nothing else it could return, as far as I can understand, since there is no desktop anyway.
This small patch does precisely that.
2020-05-26 16:29:26 -07:00
Sam Lantinga 1df0a1e497 Fixed bug 5140 - KMSDRM: Dynamic vsync toggle does not work
Manuel Alfayate Corchete

The KMSDRM backend was doing things wrong because of some small (but important) misconceptions on how KMS/DRM works: to implement a largely broken non-vsync refresh mechanism, the SwapWindow() function was issuing new pageflips before previous ones had completed, thus causing EBUSY returns, buffer mismanagement, etc... resulting in general breakage on vsync disabling from apps, that would not allow vsync to work again without KMSDRM video re-initialization.
To further clarify, on most DRM drivers async pageflips are NOT working nowadays, so all issued pageflips will complete on next VBLANK, NOT ASAP (calling drmModePageFlip() with the DRM_MODE_PAGE_FLIP_ASYNC flag will return error).

The old code was assuming that can just issue a synchronous (=on VBLANK) pageflip and then pass a 0 timeout to the pull() function so we do not wait for the pageflip event, thinking that this will lead to correct non-vsynced screen updates from the program: That is plain wrong.
Each pageflip has to be waite before issuing a new one, ALWAYS. And if we do not support ASYNC pageflips on the DRM driver level, then we are forced to wait for the next VBLANK. There is no way around it.

I have also added many comments on the KMSDRM code. This is needed for future reference for me or others who may need to look at this code: KMS/DRM terminology regarding what SYNC and ASYNC mean in pageflip terms, and where to do certain things and why, is not trivial. It is not desirable or possible to invest time on researching the same concepts every time there is need to dive into this code. So please leave all these comments in the patch.
2020-05-26 16:27:00 -07:00
Sam Lantinga 15294e2121 Fixed iOS build 2020-05-26 13:54:47 -07:00
Sam Lantinga cc2fe84d73 Getting closer. 2020-05-26 13:19:48 -07:00
Sam Lantinga 0713c5790d More Linux fixes. 2020-05-26 13:19:44 -07:00
Sam Lantinga c7d1dab1fe Rename Linux-only variable. 2020-05-26 13:19:41 -07:00
Sam Lantinga b820a81ffb Include SDL_hints.h. 2020-05-26 13:19:35 -07:00
Sam Lantinga de866e6606 Include SDL_hint.h. 2020-05-26 13:19:29 -07:00
Sam Lantinga abd5841850 Make some changes to SDL_SetThreadPriority to try and have SDL transparently handle more of the work.
1. Comment that SDL_SetThreadPriority will make any necessary system changes when applying priority.
2. Add a hint to override SDL's default behavior for scheduler policy.
3. Modify the pthreads SDL_SetThreadPriority so that instead of just using the current thread scheduler policy it will change it to a policy that should work best for the requested priority.
4. Add hint checks in SDL_SetThreadPriority so that #3 can be overridden if desired.
5. Modify the Linux SDL_SetThreadPriority so that in the case that policy, either by SDL defaults or from the hint, is a realtime policy it uses the realtime rtkit API.
6. Prior to calling rtkit on Linux make the necessary thread state changes that rtkit requires.  Currently this is done every time as it isn't expected that SDL_SetThreadPriority will be called repeatedly for a thread.
2020-05-26 13:19:19 -07:00
Sam Lantinga f16e6bfa8e Fixed creating a metal renderer without specifying a metal window 2020-05-25 14:10:51 -07:00
Sam Lantinga f176d7fda0 Added a note not to use XinputUap.dll for XInput support 2020-05-22 16:45:02 -07:00
Ryan C. Gordon 600a2fc7c3 locale: Removed unused variable. 2020-05-21 04:01:37 -04:00
Ryan C. Gordon a299fdd789 sensor: Fixed compiler warnings on mingw64. 2020-05-21 03:52:48 -04:00
Ryan C. Gordon ba11122ea0 locale: Fixed compiler warning on Visual Studio. 2020-05-21 03:48:56 -04:00
Ryan C. Gordon b4e76b58e7 sensor: Fix overaggressive search/replace. :) 2020-05-20 17:32:23 -04:00
Ryan C. Gordon 27c38eb22e sensor: Correct fix for redefinition of various symbols. 2020-05-20 17:22:52 -04:00
Ryan C. Gordon 5fe34a4079 hidapi: Fix compiler warning. 2020-05-20 17:01:25 -04:00
Ryan C. Gordon c9d358bce9 sensor: Fix build on various Windows compilers with various predefinitions. 2020-05-20 16:59:35 -04:00
Ryan C. Gordon 68777406e5 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *. 2020-05-20 16:58:33 -04:00
Ryan C. Gordon 539125b895 locale: Fixed compiler warning on WinRT. 2020-05-20 16:43:02 -04:00
Ryan C. Gordon d66b73666d locale: Patched to compile on Windows Phone. 2020-05-20 16:15:14 -04:00
Ryan C. Gordon 3808b120dc locale: Make sure C++ implementations (Haiku!) use C linkage. 2020-05-19 03:14:46 -04:00
Ryan C. Gordon 863776f8dd haiku: Another attempt at fixing build. 2020-05-19 01:19:52 -04:00
Ryan C. Gordon e53d39cf35 haiku: Patched to compile. 2020-05-19 00:09:59 -04:00
Sylvain Becker db4246f695 Only set colorkey, if converted surface has no alpha channel (2979) 2020-05-17 21:23:17 +02:00
Sylvain Becker f6197aec85 Fix issue with colorkey, palette and format conversion
Set the colorkey information on the converted surface.
Test-case in bug 3826/2979, conflicting with bug 4798
2020-05-17 20:45:55 +02:00
Sylvain Becker 39690a0478 Fix static analysis warning in SDL_render.c 2020-05-15 21:33:47 +02:00
Ryan C. Gordon daf360e040 emscripten: Fix crash in SDL_SetWindowTitle().
This patch came from emscripten-ports, thanks!

Fixes Bugzilla #5133.
2020-05-13 16:48:42 -04:00
Tudor Brindus 1a291ab118 wayland: add support for SDL_SetWindowGrab 2020-04-17 13:55:44 -04:00
Sam Lantinga b47f577a9d Fixed bug 5098 - macOS CreateWindowFrom doesn't work with high-dpi displays
michaeljosephmaltese

Display ends up taking only 1/4 of the screen area. It needs to call "setWantsBestResolutionOpenGLSurface:highdpi", like when creating a window the normal way.
2020-05-11 14:36:23 -07:00
Sam Lantinga eadc8693dd Fixed bug 5103 - Port fcitx support to both fcitx 4 & 5
wengxt

Due to the new major fcitx version is coming close, the existing code need to be ported to use new Fcitx dbus interface.

The new dbus interface is supported by both fcitx 4 and 5, and has a good side effect, which is that it will work with flatpak for free. Also the patch remove the dependency on fcitx header. Instead, it just hardcodes a few enum value in the code so need to handle the different header for fcitx4 or 5.
2020-05-11 14:31:04 -07:00
Sylvain Becker 2491f16f85 Android: send SDL_LOCALECHANGED when locale changes 2020-05-08 21:40:28 +02:00
Sylvain Becker 2a4ddeeea9 Android: fix missing prototype warning 2020-05-08 11:15:38 +02:00
Sylvain Becker 0059ace0b4 Android: factorize asset manager code (bug 2131 and 4297) 2020-05-08 11:00:51 +02:00
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 1e5dd06f83 Added support for the HORI Real Arcade Pro on Mac OSX and Linux 2020-05-06 12:19:58 -07:00
Sam Lantinga cd2bdaef1c ControllerList: add PDP Faceoff Deluxe Audio Switch Controller and HORI Real Arcade Pro V Switch Edition 2020-05-06 11:19:52 -07:00
Sam Lantinga 0e5b48d2d8 ControllerList: add NACON Revolution Unlimited (and it's dongle) and NACON Daija fight stick. 2020-05-06 11:19:47 -07:00
Ryan C. Gordon b3a34c94e0 hid: Add Microsoft Precision Mouse to the joystick blacklist.
Same deal as the Razer keyboards, it hangs the enumeration.
2020-05-06 03:18:25 -04:00
Ryan C. Gordon 85d97410d4 hid: Cleanup Windows joystick blacklist code, to make additions easier. 2020-05-06 03:13:44 -04:00
Ryan C. Gordon b0a20a153c stdlib: Fixed compiler warnings about int vs size_t. 2020-05-05 12:48:55 -04:00
Sam Lantinga 0eb6512b53 Fixed bug 5121 - Use SDL_calloc instead of calloc in Wayland_CreateWindow
meyraud705

'SDL_Windows::driverdata' of a Wayland window is allocated by calloc in 'Wayland_CreateWindow' but freed by SDL_free in 'Wayland_DestroyWindow'.
2020-05-04 13:19:26 -07:00
Sam Lantinga 65ad45340d Improvement for bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording:

    "Use this value to play an effect on the steering wheel axis. This provides
     better compatibility across platforms and devices as SDL will guess the
     correct axis."

Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'.

For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
2020-05-04 13:17:43 -07:00
Sam Lantinga 11723411ab Added support for the Razer Kishi 2020-05-04 10:16:10 -07:00
Ryan C. Gordon 8601996fbc hints: Allow specifying audio device metadata.
This is only supported on PulseAudio. You can set a description when opening
your audio device that will show up in pauvcontrol, which lets you set
per-stream volume levels.

Fixes Bugzilla #4801.
2020-05-03 22:13:48 -04:00
Sam Lantinga 8b60d39cb0 Fixed bug 5112 - CMake won't compile in VS2019
dark_sylinc

Trying to build SDL with VS2019 using CMake will encounter a linking error

More specifically:

    1>SDL_string.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_vsnprintf_REAL
2020-05-02 14:43:17 -07:00
Sam Lantinga b0b12e46ba Fixed running on older versions of iOS 2020-04-27 13:31:10 -07:00
Sam Lantinga 01fd8130fd Fixed compiler warning 2020-04-23 11:13:02 -07:00
Sam Lantinga c6b24b4b7c Added support for the following controllers:
* 8BitDo N30 Pro 2
* 8BitDo SN30 Gamepad
* 8BitDo SN30 Pro+
* 8BitDo Zero 2
* SZMY-POWER PC Gamepad
* ThrustMaster eSwap PRO Controller
* ZEROPLUS P4 Wired Gamepad

In additional, all 8BitDo controllers use SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to have the correct mapping based on user preferences.
2020-04-23 11:07:07 -07:00
Sam Lantinga 4727f79416 Don't use the WGI driver if another driver is already handling the joystick 2020-04-23 10:13:17 -07:00
Sam Lantinga 6ca7f510ae Fixed crash trying to get battery status on some devices 2020-04-23 09:35:32 -07:00
Sam Lantinga 0f374b069b Fixed build on older Visual Studio, enable new features on newer Visual Studio 2020-04-22 15:42:32 -07:00
Sam Lantinga 589d636bb9 Fixed rare crash when creating an X11 window 2020-04-22 14:57:06 -07:00
Sam Lantinga d12ea89c1e Added support for the following controllers:
* PDP Afterglow Switch Controller
* Thrustmaster ESwap Pro PS4 controller
* Giotek VX4
* Generic PS4 controller vid/pid that several knock offs use
2020-04-22 10:50:50 -07:00
Ryan C. Gordon 3625b83c63 hid: Add Razer Arctosa keyboard to hid enumeration blacklist.
Hangs SDL, same as the Razer Lycosa.

Fixes Bugzilla #5101.
2020-04-21 01:32:48 -04:00
Ryan C. Gordon 09ca66bf66 SDL_error: simplified error string management.
This patch removes deferred error string formatting: now we do it during
SDL_SetError(), so there's no limit on printf-style arguments used.

Also removes stub for managing error string translations; we don't have the
facilities to maintain that and the way we set arbitrary error strings
doesn't really make this practical anyhow.

Since the final error string is set right away and unique to the thread,
we no longer need a static buffer for legacy SDL_GetError(), and we don't
have to allocate 5x 128-byte argument fields per-thread. Also, since we now
use SDL_vsnprintf instead of parsing the format string ourselves, there's a
lot of code deleted and we have access to more robust formatting powers now.

This does mean the final error strings can't be more than 128 bytes, down
from the theoretical maximum of around 768, but I think this is probably okay.
They might truncate but they will always be null-terminated!

Fixes Bugzilla #5092.
2020-04-21 01:30:36 -04:00
Ryan C. Gordon 67760f0ed7 joystick: Don't report duplicate recentering events for game controllers. 2020-04-20 18:58:18 -04:00
Ryan C. Gordon c5f2a1ce4e joystick: On disconnect, recenter all game controller inputs.
The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.

So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
2020-04-20 16:01:36 -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 b90b59279e Added support for the Razer Atrox Arcade Stick 2020-04-17 21:30:58 -07:00
Sam Lantinga dbcda0b212 Added support for the Razer Wolverine Ultimate 2020-04-17 21:30:56 -07:00
Sam Lantinga 2b32385502 Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth 2020-04-17 15:08:48 -07:00
Sam Lantinga c02f54a0ed Fixed the default face button mapping for Nintendo Switch Pro controllers 2020-04-17 15:08:46 -07:00
Ryan C. Gordon eaaa809e40 hidapi: Blacklist the Razer Lycosa keyboard from enumeration.
It's not a joystick and it hangs device enumeration.
2020-04-15 13:33:09 -04:00
Ryan C. Gordon a7a4e16b5b haiku: Patched to compile. 2020-04-15 13:31:54 -04:00
Sam Lantinga a990a34ac4 Cleanly switch between audio recording, playback, and both, on iOS 2020-04-14 22:26:02 -07:00
Sam Lantinga 14661d3f30 Added support for mousewheel on iOS 2020-04-14 17:31:31 -07:00
Sam Lantinga 50b1c19549 Fixed bug 5091 - Suspicious condition in HIDAPI_DriverXbox360_UpdateXInput
meyraud705

On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220

if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {

logical not is only applied to the left hand side of this comparison.

I think you mean:
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
2020-04-14 09:55:33 -07:00
Sam Lantinga 2ae1c0f5d0 Allow Bluetooth headphones for iOS playandrecord mode 2020-04-14 09:52:27 -07:00
Sam Lantinga f34d2c60cc Added zlib license for Steam Controller headers 2020-04-14 07:35:35 -07:00
Sam Lantinga 3e4856c97f Fixed mouse button mapping on iOS 2020-04-13 23:07:54 -07:00
Sam Lantinga e1215e857f Fixed mouse button mapping on iOS 2020-04-13 22:50:46 -07:00
Sam Lantinga dbf7f84fd9 Implemented left/right mouse click detection on iOS 2020-04-13 22:29:10 -07:00
Sam Lantinga 171ba00a6a Hide the mouse cursor appropriately on iOS 2020-04-13 19:44:26 -07:00
Ryan C. Gordon 132f87c3a1 opengl: Don't try to do Desktop OpenGL stuff if support isn't available. 2020-04-13 22:06:12 -04:00
Ryan C. Gordon a96d8a4355 render: Fixed compiler warning about implicit cast. 2020-04-13 22:05:36 -04:00
Sam Lantinga 6f3fa02e27 Make sure we're using the bounds of the view for our mouse region 2020-04-13 18:25:38 -07:00
Sam Lantinga cab1ee9cbc Don't build iOS mouse support on Apple TV 2020-04-13 15:57:04 -07:00
Sam Lantinga e5d3629931 Added support for new mouse APIs in iOS 13.4 2020-04-13 15:46:12 -07:00
Ryan C. Gordon e96b05c395 egl: Attempt to make this compile on WinRT, etc. 2020-04-13 18:21:28 -04:00
Sam Lantinga 1d8797876a Fixed implicit linkage to ftol2() on Windows 2020-04-13 13:24:56 -07:00
Sam Lantinga c302c1abb8 Fixed build 2020-04-13 13:24:19 -07:00
Sam Lantinga bf87604ef1 Fixed rare crash when unplugging Xbox controller on Windows 2020-04-13 12:33:29 -07:00
Conn O'Griofa c0a875faff SDL_EGL_ChooseConfig: don't fall through if no matching format exists
On Raspberry Pi 3 via the VC4 driver in firmware KMS mode, none of the
found configs match the desired format, causing the function to fall through
without any config being selected.

Fix by first iterating over the found configs, and if no match exists,
don't exclude the non-matching configs. This should fix RPI3 and possibly other
targets without breaking targets that have a matching native format (such as RPI4).
2020-04-13 14:48:38 -04:00
Ryan C. Gordon 64617d259a opengl: Convert an int to an SDL_bool. 2020-04-13 14:45:40 -04:00
Ryan C. Gordon 389c8995d2 opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!).
This allows you to bind surfaceless contexts on a background thread to, for
example, load assets in a separate context, for platforms that have different
requirements about sharing surfaces, etc.

Martin's notes on the matter:

"Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if
the involved APIs allow it. Currently, this is only the case for EGL, and
even then only if some specific extensions are present (which they usually
are).

If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to
generate an error (albeit with a more specific error message than it used to),
so this should not break anything that wasn't broken before."

(Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more
discussion.)

Fixes Bugzilla #3695.
2020-04-13 14:44:21 -04:00
Jay Petacat 8a5ee3faf9 video: NULL out pointer to freed window surface
This behavior matches SDL_RecreateWindow and makes it less likely that
another piece of code (e.g. a DestroyWindowFramebuffer implementation)
will attempt to use or free the stale surface pointer.
2020-04-12 00:55:52 -04:00
hmk 0918903f3c render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
2019-09-30 22:54:16 +03:00
hmk aa188048f1 render: Scale relative mouse motion better for logical sizing
From hmk:

"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled.  Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.

https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658

The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large.  This pretty much makes it useless for anything
where you need precise mouse aiming (think of games).  I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).

With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad.  In other
words, extreme reverse acceleration.  This does not happen when scaling is
disabled.

Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation.  Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch.  Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.

[...]

This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent.  In other words, it's completely usable for, say,
aiming in a first person shooter."

Partially fixes Bugzilla #4811.
2020-04-10 12:23:08 -04:00
Ryan C. Gordon d292f6bd4f stdlib: Add SDL_trunc and SDL_truncf 2020-04-10 12:17:14 -04:00
Ryan C. Gordon a791689086 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:

"A few weeks ago, Alex added a partial Metal API to SDL2:

https://hg.libsdl.org/SDL/rev/22c8e7cd8d38

I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:

1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.

2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.

3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.

Tested on macOS 10.14 and iOS 12.4."

Fixes Bugzilla #4796.
2020-04-10 00:37:35 -04:00
Charlie Birks 258d410653 emscripten: Add a few keyCode mappings for German keyboards
From @sy2002 in https://github.com/emscripten-ports/SDL2/issues/108
2020-04-09 15:57:12 +01:00
Charlie Birks babf010c60 emscripten: Pass canvas id to request_pointer_lock
Fixes pointer lock with DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1
2020-04-09 15:01:47 +01:00
Daid 287772f5e9 emscripten: Let SDL_GetDisplayUsableBounds return the size of the window
This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
2020-04-09 15:01:45 +01:00
Daid fb3df3a18d emscripten: Fix the reported keys for the numpad. See https://github.com/emscripten-ports/SDL2/issues/94 2020-04-09 15:01:41 +01:00
Sylvain Beucler 44716b0236 emscripten: Send SDL_APP_TERMINATING before unload (#88) 2020-04-09 15:01:37 +01:00
Beuc 0380cbd792 emscripten: Typo 2020-04-09 15:01:32 +01:00
Sam Lantinga d4f1b520c9 Added support for press/release hardware keyboard events in iOS 13.4 2020-04-08 19:16:31 -07:00
Sam Lantinga e9c94ac0b3 Fixed Windows accelerometer data units 2020-04-08 10:27:30 -07:00
Sam Lantinga 09f552639a Fixed memory leak and removed debug code from Windows sensor implementation 2020-04-08 09:00:10 -07:00
Sam Lantinga 55515a8c25 SDL: ps4 controller trigger bits on other controllers just mean that there's some activity, not saturation - only force it on if the analog value is 0. 2020-04-08 08:42:15 -07:00
Sam Lantinga ba95fa6152 Revert "Fix incorrectly terminated MakeThreadHighPriority dbus message"
The first terminator is for input parameters. The second terminator was for the
output parameters.

If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id,
then the reply from connection_send_with_reply_and_block() will be null.
2020-04-08 08:42:09 -07:00
Sam Lantinga 3180ba81af First pass at Windows sensor implementation 2020-04-08 08:34:27 -07:00
Ryan C. Gordon 6e6b517789 cocoa: Patched to compile. 2020-04-07 23:34:41 -04:00
Ryan C. Gordon 8c165adde7 joystick: Remove force_centering flag; we handle this on disconnect now. 2020-04-07 23:17:27 -04:00
Ryan C. Gordon fba081e489 wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf. 2020-04-07 14:51:08 -04:00
Ryan C. Gordon 4c2be47207 wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:

"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.

This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:

* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
  then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
  been played and then it would again call our callback and this process would
  repeat.

The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.

By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.

Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:

> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.

This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."

Fixes Bugzilla #4592.
2020-04-07 14:37:24 -04:00
Michael Maltese 361417c0a4 cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.

Fixes Bugzilla #5060.
2020-03-25 16:40:43 -07:00
Ryan C. Gordon 8641f6e99d emscripten: support KaiOS's Left Soft Key and Right Soft Key (thanks, pelya!).
Fixes Bugzilla #5027.
2020-04-07 14:03:13 -04:00
Ryan C. Gordon 309d6137ae cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.

Fixes Bugzilla #4932.
2020-04-07 14:01:25 -04:00
Ryan C. Gordon 024698779b wayland: Support wayland compositors with wl_seat version < 5 (thanks, Nia!).
Fixes Bugzilla #5074.
2020-04-07 13:30:46 -04:00
Sam Lantinga 3cb62d5265 Fixed setting the controller name for the RAWINPUT driver 2020-04-07 11:17:52 -07:00
Sam Lantinga e62c25b693 The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver 2020-04-07 11:17:22 -07:00
Sam Lantinga 88cecee495 Fixed build warning 2020-04-07 10:14:12 -07:00
Sam Lantinga 50cb8e0f04 Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
2020-04-07 10:13:08 -07:00
Sam Lantinga b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sam Lantinga 488b94cb40 Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
2020-04-07 09:18:19 -07:00
Sam Lantinga 0721931f5b Avoid sending regular mouse messages for touch input 2020-04-06 19:21:56 -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 dad73b1f0c Fixed bug 5073 - SDL does not handle URL Schemes in MacOS
Jason

In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
2020-04-05 10:47:58 -07:00
Sam Lantinga 9525f9729a Fixed bug 5076 - SDL_netbsdaudio: Add support for 32-bit LPCM
Nia Alarie

The kernel supports this, make SDL expose it so it can be used.
2020-04-05 10:44:51 -07:00
Sam Lantinga e05d92a17d Fixed bug 5075 - Don't assume a GL library version number on NetBSD.
Nia Alarie

If you install X as part of NetBSD, the GL library is libGL.so.3, but if you install the GL library later as a package, it's libGL.so.1.
2020-04-05 09:01:33 -07:00
Sam Lantinga d4b561f472 Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken
Konrad

It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.

It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.

Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
2020-04-05 08:58:47 -07:00
Sam Lantinga f3e609679d Fixed setting the "playandrecord" audio hint on Apple TV
The Apple TV doesn't have record capability by default, so activating the audio session with AVAudioSessionCategoryPlayAndRecord fails.
2020-04-02 12:27:29 -07:00
Sam Lantinga 378a5cfb61 Updated thread priorities for Apple operating systems 2020-04-01 16:39:05 -07:00
Sam Lantinga 3154d92473 SDL: plumb previously unused digital trigger bits for PS4 controllers. Victrix fight stick only sets these bits and doesn't send the analog values
CR: SamL
2020-03-30 14:26:21 -07:00
Sam Lantinga f4a56d7e61 Enable thread-safety features in libdbus
There are multiple SDL APIs that internally sink into dbus calls, e.g. battery
status, thread priority. If those calls happen in different threads simultaneously
it can result in dbus crashes.

To abide by dbus's multithreading guidelines we must call dbus_threads_init_default()
to enable dbus's internal locking mechanisms:
https://dbus.freedesktop.org/doc/api/html/group__DBusThreads.html#gac7b8a7001befc3eaa8c6b043151008dc

Additionally, access to a DBusMessage must be synchronized between threads.
SDL was already abiding that guideline as the DBusMessage structs aren't shared.

The following email from the dbus mailing list hints that arbitrating access to
the DBusConnection on the SDL may also be required:
https://lists.freedesktop.org/archives/dbus/2017-September/017306.html
2020-03-30 14:26:15 -07:00
Sam Lantinga 2e667a8be9 Fix incorrectly terminated MakeThreadHighPriority dbus message
Currently the message is double terminated, which results in SDL_DBus_CallMethodInternal()
incorrectly assuming that the other party is always returning true.

I'm not super familiar with dbus, so I'm not sure if this could also be the cause of this bug:
https://github.com/ValveSoftware/steam-for-linux/issues/6901
2020-03-30 14:26:10 -07:00
David Ludwig 6e7465bd60 Fixed Bug 4883, redux - connect SDL_GetDisplayDPI to UIKit_GetDisplayDPI
SDL_GetDisplayDPI was failing on iOS, as UIKit_GetDisplayDPI was
not getting assigned to SDL's internal field in SDL_VideoDevice:
GetDisplayDPI.
2020-03-28 15:43:55 -04:00
Ryan C. Gordon 55b4f18e1a coreaudio: The default SDL audio device now tracks the system output default.
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.

Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.

Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.

Fixes Bugzilla #4851.
2020-03-29 01:54:00 -04:00
Ryan C. Gordon 46bb47cf04 thread: Put all important SDL_CreateThread internal data into SDL_Thread.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.

Fixes Bugzilla #5064.
2020-03-26 22:14:59 -04:00
Sam Lantinga abdc5cbf24 Allow background music to play in the "play and record" case on iOS 2020-03-26 19:30:17 -07:00
Ryan C. Gordon 369e5f33fb dbus: System bus is optional, we only need a session bus (thanks, tamo!).
Fixes Bugzilla #4795.
2020-03-26 20:28:04 -04:00
Ryan C. Gordon 07f231eeae joystick: Make sure recentering events happen before disconnect events.
Fixes Bugzilla #5063.
2020-03-26 18:47:04 -04:00
Ryan C. Gordon f2ff953ef7 cocoa: Just update the OpenGL context directly if on the main thread. 2020-03-26 13:42:56 -04:00
Fabrice Fontaine 9354aea198 src/video/kmsdrm/SDL_kmsdrmvideo.c: fix build
Build is broken without EGL since version 2.0.12 and
https://hg.libsdl.org/SDL/rev/72cc4740dec2:

/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c: In function 'KMSDRM_CreateSurfaces':
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c:394:5: error: unknown type name 'EGLContext'
     EGLContext egl_context;
     ^

Fixes:
 - http://autobuild.buildroot.org/results/fafd20a01591032662f9ca025fcea3478239cf3c

Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
2020-03-25 09:38:45 -07:00
Fabrice Fontaine a4b0204b1a src/video/directfb/SDL_DirectFB_render.c: fix build
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:

/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
  202 |         case SDL_BLENDMODE_MUL:
      |         ^~~~

/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
  205 |             SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
      |                                                                   ^~~~~~~~~~~~~

Fixes:
 - http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77

Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
2020-03-24 10:05:51 -07:00
Sam Lantinga 885b3f6948 Don't check the HIDAPI driver for the virtual device created by xow 2020-03-23 14:10:25 -07:00
Sam Lantinga 2c02b7410c Fixed bug 5052 - Interval between SDL_SENSORUPDATE events for gyroscopes is too high
Andrei Kortunov

Hello. I try to implement an application for Android, which uses a new sensors API from 2.0.9 to control a camera rotation via built-in gyroscope, using the code from the test/testsensor.c as an example.

Gyroscope input itself works well, but an interval between SDL_SENSORUPDATE events is about 200ms (the SENSOR_DELAY_NORMAL, I believe), when I need the interval about 20-40ms (the SENSOR_DELAY_GAME or SENSOR_DELAY_FASTEST).
2020-03-23 12:10:05 -07:00
Jay Petacat e0a270561f Do not overwrite window surface created by driver
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
2020-03-22 20:09:14 -04:00
Sam Lantinga 1fd548b67a Fixed building back to Mac OSX using the 10.7 SDK 2020-03-23 11:42:44 -07:00
Ryan C. Gordon 19a5f4ab5d opengl: Don't enable/disable texturing except when actually rendering.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.

Fixes Bugzilla #4998.
2020-03-22 14:32:47 -04:00
Sam Lantinga cb8c91d956 Fixed bug 5051 - Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth
bluenaxela+sdl

I've noticed that the Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth, despite having code for setting joystick->epowerlevel.

This is caused by the driver always using k_eSwitchInputReportIDs_SimpleControllerState via Bluetooth. Using that mode means that the state reports you get back from the controller do not include battery state. Not using the full controller state over Bluetooth effectively makes this driver's support for setting joystick->epowerlevel entirely pointless, only ever reporting SDL_JOYSTICK_POWER_WIRED.

Is there a reason this was set to only use SimpleControllerState via Bluetooth?

I've attached a patch I'm using to allow getting battery level for the Switch Pro Controller.

A couple notes about this patch:
1) It changes LoadStickCalibration to accept the input_mode that is selected, because that's really what should determine what is used for stick extents, since stick extents differ between the modes.
2) In my patch I only use FullControllerState when the vid/pid matches the official Switch Pro Controller, as a cautionary measure in case some third-party controllers have problems with FullControllerState mode via Bluetooth (I noticed a HORI Wireless Switch Pad I had seemed to not read controller calibration correctly for stick extents. Maybe it's calibration data was uninitialized on account of having never been used with a Switch? I'm unsure, though if that guess is right maybe SDL2 should be detecting an uninitiated calibration state and using some sensible defaults)
2020-03-22 11:01:14 -07:00
Sam Lantinga f55cbdfd96 Allow Valve devices in driver check, we know they're well behaved controllers 2020-03-20 21:05:07 -07:00
Sam Lantinga 6e646b6156 Removed blacklist entries for devices that aren't game controllers, allow Steam Controllers 2020-03-20 20:53:26 -07:00
Cameron Gutman 5ed71f3bc0 Only enumerate HID devices on Windows that have gamepad HID usages
There are a number of poorly behaved HID devices that time out on attempts to
read various strings. Rather than end up on an endless treadmill of blacklisting
broken devices, reduce our risk by only querying devices that are gamepads.
SDL_hidapijoystick.c already checks these same usages, so we shouldn't
exclude any working HID devices (caveat below).

This also makes HidP_GetPreparsedData() and HidP_GetCaps() failure skip
the device entirely, but that seems desired. If a device can't even return basic
top-level collection data properly, we want nothing to do with that broken device.
If we do find devices that work with HIDAPI joystick and fail these calls, we can
add an exception via VID+PID matching.
2020-03-20 13:44:50 -07:00
Sam Lantinga 106ffd57d8 Fixed bug 5049 - HORI Wireless Switch Pad does not connect properly via Bluetooth
bluenaxela+sdl

The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
2020-03-20 20:45:30 -07:00
Jimb Esser 417713a75c Probable fix for compile errors on Mac OS and (non-VS) Win32 2020-03-20 19:49:19 -07:00
Sam Lantinga dc36f133b4 Backed out changeset c29d04c3fa49 2020-03-20 19:49:15 -07:00
Sam Lantinga 2db65a7fe7 Fixed compile warnings 2020-03-20 19:47:46 -07:00
Ryan C. Gordon 90f9e8f8b6 egl: Don't use SDL_LoadFunction to get GL entry points on Emscripten.
This results in a dlsym() call, which causes Emscripten to panic if the game
wasn't explicitly built dlopen support. eglGetProcAddress works just fine on
this platform, so just let that codepath handle it.
2020-03-20 15:13:09 -04:00
Emir Marincic 5b3b55a181 [NSOpenGLContext update[ is prohibited outside the main thread 2020-03-20 11:52:18 +03:00
David Ludwig 7e5340c5ac Fix for Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034.  Here
are the problems being addressed:

1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
   without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
   lead to a crash.  A per-device flag has been added to make sure that these
   calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
   (via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
   checking for a NULL hwdata.  FreeDevice will now set hwdata to NULL and
   DARWIN_JoystickRumble will check for a NULL hwdata.
2020-03-17 17:34:24 -04:00
Sam Lantinga 4c22a21e06 Fixed bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
2020-03-17 14:18:05 -07:00
Sylvain Becker e6189f4046 Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705) 2020-03-17 15:47:30 +01:00
Sylvain Becker 838bbf1f7a Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
2020-03-17 09:35:42 +01:00
David Ludwig 36d5845152 Backout prior fix for Bug 5034, which needs more research
This backs-out the change, https://hg.libsdl.org/SDL/rev/14c961903135
2020-03-17 02:31:47 -04:00
Sam Lantinga 55a2a12ddf Fixed compile warning 2020-03-16 22:34:33 -07:00
Sam Lantinga 9b879a08aa Fixed compiler warning 2020-03-16 19:15:28 -07:00
Jimb Esser c2c5d0b392 Fix compile error 2020-03-16 16:52:49 -07:00
David Ludwig 197b14de4a Fixed Bug 5034 - Replugging in a controller crashes on macOS in SDL 2.0.12
The Darwin/macOS joystick driver was freeing its joystick's hwdata field
without zeroing it out in any live instance of SDL_Joystick.
2020-03-16 19:24:25 -04:00
Jimb Esser 47da53b91d Fix compiler warnings 2020-03-16 14:49:20 -07:00
David Ludwig 8cd08646bb virtual joysticks: move variable decls to top of function (for C90 compat; Bug 5038) 2020-03-16 17:19:18 -04:00
Sam Lantinga 7379991778 Fixed bug 3446 - The haptic API does not allow to select the direction axes
Mathieu Laurendeau

Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.


A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.

My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).

This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel

Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.

A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.

This strategy also works with Logitech wheels (at least the DFGT).

It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
2020-03-16 13:28:38 -07:00
Sam Lantinga 543994b193 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
2020-03-16 12:25:02 -07:00
Sam Lantinga 4dea340ca7 Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser

Add new RawInput controller API, and improved correlation with XInput/WGI

Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices

Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
2020-03-16 12:23:38 -07:00
David Ludwig b2296506bc virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named 2020-03-15 15:05:36 -04:00
David Ludwig cc90875647 virtual joysticks: removed ball support (Bug 5028) 2020-03-15 13:25:49 -04:00
Sam Lantinga 151c8fbf19 Fixed build error
Malte Kie?ling

I get a build error in SDL_sysjoystick.c:74 for the merged patch, but its nothing to sweat about, just -Werror=declaration-after-statement doing its usual stuff.
2020-03-14 17:45:00 -07:00
Sam Lantinga 1ff483d1f3 Added SDL_GetErrorMsg() to get the error message in a thread-safe way 2020-03-13 21:28:09 -07:00
Sam Lantinga 19c3484469 Fixed slow enumeration when Apple Cinema HD display 30" is plugged in 2020-03-13 19:19:29 -07:00
Ethan Lee 133b475586 Use LIBUSB_CALL for hidapi's read_callback function 2020-03-11 14:17:19 -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 879f137aec Added support for the older Xbox One S Bluetooth controller report format 2020-03-13 19:00:24 -07:00
Sam Lantinga d662a65964 Fixed crash if manufacturer or product string is NULL 2020-03-13 19:00:22 -07:00
Sam Lantinga 255c9c23d4 Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
The binding for the Mayflash GameCube controller adapter now respects the SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS hint
2020-03-13 13:28:33 -07:00
Sam Lantinga 6318765d54 Handle entirely duplicated joystick product names, as well as vendor and product names that start with the name of the vendor, but with different case (e.g. 8bitdo 8BitDo) 2020-03-13 13:05:43 -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 cb2f78b12d Updated 8BitDo SF30 Pro mapping with hint support, added Android binding for the 8BitDo M30 Gamepad 2020-03-13 13:05:38 -07:00
Sam Lantinga cb986aff9f Fixed exception at shutdown if the controllers are closed after the HIDDeviceManager is shutdown 2020-03-13 13:05:32 -07:00
Sam Lantinga 80d075a01a Fixed compiler warnings 2020-03-13 09:43:48 -07:00
Sam Lantinga 5722e88481 Fixed build warnings 2020-03-12 19:49:33 -07:00
Sam Lantinga c44473ba73 Unified code to standardize joystick names 2020-03-12 19:47:30 -07:00
Sam Lantinga db3b3a1d84 Added support for SDL hints in the game controller mapping database 2020-03-12 19:47:28 -07:00
Sam Lantinga 93ed3c8baf Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga 983bbf9ef3 Backed out changeset 51622f74dc85 2020-03-10 18:35:31 -07:00
Sam Lantinga 9fdc6cf307 Removed Xbox HIDAPI debug code 2020-03-10 18:34:33 -07:00
Sam Lantinga 4fb06a2a38 Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga fe97992185 Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead. 2020-03-10 17:35:14 -07:00
Sam Lantinga 4caa6a0688 Fixed bug 4921 - Do not swap B/X buttons on GameCube controller unless it's requested
Ethan Lee

Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
2020-03-10 16:41:42 -07:00
Sam Lantinga 342f62ca69 Fixed bug 5022 - SDL_iconv_string can get stuck in an infinite loop when encountering invalid characters
ciremo6483

In `SDL_iconv_string` the `while (inbytesleft > 0)` loop can end up in a state where it never terminates because the library `iconv` function called from `SDL_iconv` doesn't consume any bytes.

This happened when a `WCHAR_T` input string was being converted to `UTF-8` but contained invalid characters. It would first It would first skip a few bytes due to `case SDL_ICONV_EILSEQ` but when there were 3 bytes remaining of `inbytesleft` `iconv` just didn't consume anything more (but didn't throw an error either).

It just so happens that the Microsoft Classic IntelliMouse `product_string` contains such invalid characters (`"Microsoft? Classic IntelliMouse?"`), meaning the function would get stuck with said mouse plugged in.

A fix for this would be to check if `inbytesleft` was unchanged after an iteration and in that case either decrement the counter like when `SDL_ICONV_EILSEQ` is returned or simply break the loop.
2020-03-10 16:29:28 -07:00
Sam Lantinga 1f4965c8c4 Fixed warnings building with mingw64 2020-03-08 21:24:06 -07:00
Sam Lantinga c8c05a9fc3 Fixed bug 4991 - Pixel shader problem when recreating a texture for direct3d renderer
cmediaplayer

Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:

*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
2020-03-08 19:23:21 -07:00
Sam Lantinga 367a356132 Don't release the backbuffer on error, we didn't acquire it. 2020-03-08 18:56:07 -07:00
Cameron Gutman 4e0fb110c8 Clear the old player index slot when moving to a new one 2020-03-07 19:21:21 -08:00
Cameron Gutman 165ccaa85b Fix incorrect player index when assigning a joystick the same index twice
Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.
2020-03-07 17:20:04 -08:00
Cameron Gutman e152a3cedb direct3d: Don't attempt to create zero sized vertex buffer 2020-03-07 13:59:42 -08:00
Cameron Gutman 467434b92d Added support for indicating player index on DS4 controllers 2020-03-07 13:17:28 -08:00
Sam Lantinga 82be6dd7c9 Fixed regression in bug 4966 - KMSDRM: Add dynamic modeset support
Anthony Pesch

I was just communicating with one of the Retropie developers regarding this.

This change removed the forced window focus change on creation (3534cb3793) as part of the change no longer assumes there's only a single window being created. This was perhaps an over-aggressive removal.

Due to that change, joystick events are only received if SDL_SetKeyboardFocus is called explicitly, or if the app has specified SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS.

I think that part of my change should be reverted to continue setting mouse / keyboard focus to the window being created. If SDL_WINDOW_INPUT_FOCUS is to be used as an input flag the code could be conditional, but that would still leave existing software broken.
2020-03-07 08:48:04 -08:00
Ethan Lee 27889d0261 winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints 2020-03-03 12:31:41 -05:00
Sam Lantinga e9bc21fba5 Fixed rumble for third-party Nintento Switch Pro controllers
The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.
2020-03-04 17:10:37 -08:00
Sam Lantinga 428cfddb4c Fixed crash when a controller is disconnected while rumble is pending 2020-03-04 14:59:44 -08:00
Sam Lantinga 281d05a6d1 Fixed handling the guide button with both V1 and V2 of the Xbox One Bluetooth wireless protocols 2020-03-04 09:42:10 -08:00
Sam Lantinga 69a8c8468c Fixed using more than one Xbox Bluetooth controller
Don't prevent duplicate devices using hidraw, instead libusb takes precedence and all hidraw devices that aren't handled by libusb are available
2020-03-04 09:42:08 -08:00
Sam Lantinga 2a91f682b5 Fixed bug 5012 - KaiOS keycodes support
pelya

KaiOS is an OS for feature phones, with numeric keypad and non-touch screen, and typically 512 Mb RAM and 4 Gb flash.
It is based on Firefox OS, all apps are made with HTML5 and Javascript. SDL can be cross-compiled using emscripten and packaged as native app.
This patch adds support for star '*' and pound '#' keys on such phones to generate SDL events.
2020-03-03 17:56:33 -08:00
Sam Lantinga 96836ec643 Add 500ms max wait time for hid_write to complete on Windows
It appears that with some (presumably) flaky drivers or hardware that the WriteFile in hid_write never completes leading to GetOverlappedResult to block forever waiting for it.
2020-03-03 09:22:43 -08:00
Sam Lantinga 07000bfc33 Fixed bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen

I have tracked it down to a call on
hid_device_info() -> HidD_GetManufacturerString (Line 499 in src\hidapi\windows\hid.c)
2020-03-02 17:31:58 -08:00
Sam Lantinga aa384ad02b Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower 2020-03-02 15:21:07 -08:00
Sam Lantinga 3b3ae4d14d Possible fix for bug 5010 - SDL_Init with SDL_INIT_JOYSTICK hangs for 10 seconds when playing audio from another application
Jake Breen

When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)

querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.

I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.

My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249

My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX

Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
2020-03-02 15:06:47 -08:00
Sam Lantinga a19757ac8d Fixed bug 5007 - Segfault in KMSDRM_VideoQuit() on Raspberry Pi Zero with no display attached
Charles Huber

This patch fixes the segfault on my Pi, though the valid display index range reported by the CHECK_DISPLAY_INDEX() macro in src/video/SDL_video.c is a little weird:

$ SDL_VIDEO_EGL_DRIVER=libEGL.so SDL_VIDEO_GL_DRIVER=libGLESv2.so ./a.out
SDL_Init(): displayIndex must be in the range 0 - -1
2020-03-02 14:55:40 -08:00
Sam Lantinga eb19631a1e This controller firmware is supported on Windows, and is covered by the Bluetooth check on Mac OSX 2020-03-02 10:57:57 -08:00
Sam Lantinga 49564c8b8d Added support for the PDP Victrix Pro FS with Touch Pad for PS4 2020-03-02 10:47:48 -08:00
Sam Lantinga 4572dd2ae6 Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
2020-03-02 10:37:28 -08:00
Sam Lantinga 27f346a058 Fixed compile warning 2020-03-02 09:46:37 -08:00
Sam Lantinga 339612d5af ControllerList: add support for Victrix Pro FS w/ Touchpad for PS4 2020-03-02 09:35:12 -08:00
Sam Lantinga 52be663380 Use SDL math functions in Steam Controller support 2020-03-02 09:35:09 -08:00
Sam Lantinga 756d2073fe Updated the HIDAPI Xbox One driver with support for Bluetooth Xbox One controllers 2020-03-02 09:26:12 -08:00
Sam Lantinga 997f3e9e82 Fixed build warnings 2020-03-02 09:03:55 -08:00
Sam Lantinga bebc486774 We already have a hidapi implementation for Windows, we don't need libusb 2020-03-01 17:53:30 -08:00
Sam Lantinga 74ed215618 Updated version to 2.0.12 for release candidate build 2020-03-01 14:58:16 -08:00
Sam Lantinga 6590d078d7 Fixed bug 4996 - Mac: XBoxOne Bluetooth rumble isn't working
rofferom

I have an annoying issue on MacOS about XBoxOne Bluetooth rumble (Vendor: 0x045e, Product: 0x02fd).

When 360controller is installed, rumble is working correctly. However, Bluetooth rumble isn't working at all, with or without 360controller installed (although it is working with Chrome + https://html5gamepad.com).

I looked at the code, and it seems that XBox controllers are managed in MacOS in this file: SDL_hidapi_xbox360.c. The XBoxOne file is disabled for MacOS in SDL_hidjoystick_c.h.

The function HIDAPI_DriverXbox360_Rumble() is called correctly, and hid_write() returns no error.

I have tried a stupid test. I took the rumble packet from 360controller: ec4e88eb2d/XBOBTFF/FFDriver.cpp (L620). With the patch I have attached, I manage to have rumble working on Bluetooth (with some stupid vibration level, but it proves it can if the packet is changed).

But it breaks the USB rumble with 360controller. A comment in the function makes an explicit reference to 360controller, I think that's why I have broken this specific usecase.

I don't know what is the correct way to fix this, but it seems that the current implementation has a missing case for Bluetooth support.


Note that I also tested master this morning, and I have another issue:
    if (!device->ffservice) {
        return SDL_Unsupported();
    }

test fails in DARWIN_JoystickRumble(). This test has been done quickly, I'm not totaly confident about its accuracy.
2020-03-01 14:52:49 -08:00
Romain Roff? 5346216368 mac: Fix gamepad detection 2020-03-01 13:01:53 -08:00
Sam Lantinga 51e9e98451 Fixed whitespace 2020-03-01 13:00:50 -08:00
Sam Lantinga 8a6f1aa5f5 Fixed bug 4369 - Going fullscreen with green knob in MacOS freezes app for 15 seconds.
Elmar

creating a fullscreen window with SDL_CreateWindow(..SDL_WINDOW_FULLSCREEN_DESKTOP..) in MacOS works fine, except if it was triggered by the user with the green knob in the top left window title bar.

Then "something" is different, and SDL_CreateWindow hangs for 15-20 seconds (tested in MacOS 10.13 and 10.14).

Responsible for the hang is this code in SDL_cocoawindow.m - Cocoa_SetWindowFullscreenSpace:

        const int maxattempts = 3;
        int attempt = 0;
        while (++attempt <= maxattempts) {
            /* Wait for the transition to complete, so application changes
             take effect properly (e.g. setting the window size, etc.)
             */
            const int limit = 10000;
            int count = 0;
            while ([data->listener isInFullscreenSpaceTransition]) {
                if ( ++count == limit ) {
                    /* Uh oh, transition isn't completing. Should we assert? */
                    break;
                }
                SDL_Delay(1);
                SDL_PumpEvents();
            }
            if ([data->listener isInFullscreenSpace] == (state ? YES : NO))
                break;
            /* Try again, the last attempt was interrupted by user gestures */
            if (![data->listener setFullscreenSpace:(state ? YES : NO)])
                break; /* ??? */
        }

One trivial workaround is to change 'const int limit = 10000' to 500. Then the freeze is so short that it doesn't look like a freeze to the user.

Looking further into the problem, I observed that the function Cocoa_SetWindowFullscreenSpace recursively calls itself via some ObjectiveC messages. I managed to extract a callstack for this (copied below): Note how Cocoa_SetWindowFullscreenSpace in stack line 22 calls SDL_PumpEvents, which eventually arrives at  SDL_SendWindowEvent, which calls SDL_UpdateFullscreenMode (stack line 0), which then calls Cocoa_SetWindowFullscreenSpace again (not shown). This recursive second call is the one that hangs.

Another "solution" that worked for me was to add a flag to SDL_Window that is set in Cocoa_SetWindowFullscreenSpace and causes this function to return immediately if called from itself.

Obviously, this is also an ugly hack, but I don't have enough time to dive into this crazy Cocoa/ObjectiveC business deep enough to find a proper solution. But hopefully it's easy for one of the experts around.

Note that there is a "failure to go fullscreen"-message involved, maybe using the green knob causes this failure at first.

I can unfortunately not provide a minimum example.

Best regards,
Elmar

0   com.yasara.View               	0x00000001007495af SDL_UpdateFullscreenMode + 207
1   com.yasara.View               	0x00000001006e2591 SDL_SendWindowEvent + 401
2   com.yasara.View               	0x0000000100775a72 -[Cocoa_WindowListener windowDidResize:] + 370
3   com.yasara.View               	0x0000000100776550 -[Cocoa_WindowListener windowDidExitFullScreen:] + 512
4   com.apple.AppKit              	0x00007fff3180a2a4 -[_NSWindowEnterFullScreenTransitionController failedToEnterFullScreen] + 692
5   com.apple.AppKit              	0x00007fff31c59737 -[_NSEnterFullScreenTransitionController _doFailedToEnterFullScreen] + 349
6   com.apple.AppKit              	0x00007fff3172aa53 __NSFullScreenDockConnectionSendEnterForSpace_block_invoke + 135
7   libxpc.dylib                  	0x00007fff6114b9b1 _xpc_connection_reply_callout + 36
8   libxpc.dylib                  	0x00007fff6114b938 _xpc_connection_call_reply_async + 82
9   libdispatch.dylib             	0x00007fff60ec7e39 _dispatch_client_callout3 + 8
10  libdispatch.dylib             	0x00007fff60ede3b0 _dispatch_mach_msg_async_reply_invoke + 322
11  libdispatch.dylib             	0x00007fff60ed2e25 _dispatch_main_queue_callback_4CF + 807
12  com.apple.CoreFoundation      	0x00007fff33d39e8b __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 9
13  com.apple.CoreFoundation      	0x00007fff33d3959a __CFRunLoopRun + 2335
14  com.apple.CoreFoundation      	0x00007fff33d38a28 CFRunLoopRunSpecific + 463
15  com.apple.HIToolbox           	0x00007fff32fd1b35 RunCurrentEventLoopInMode + 293
16  com.apple.HIToolbox           	0x00007fff32fd1774 ReceiveNextEventCommon + 371
17  com.apple.HIToolbox           	0x00007fff32fd15e8 _BlockUntilNextEventMatchingListInModeWithFilter + 64
18  com.apple.AppKit              	0x00007fff3128deb7 _DPSNextEvent + 997
19  com.apple.AppKit              	0x00007fff3128cc56 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1362
20  com.yasara.View               	0x000000010076fab2 Cocoa_PumpEvents + 290
21  com.yasara.View               	0x00000001006dd1c7 SDL_PumpEvents_REAL + 23
22  com.yasara.View               	0x00000001007795cf Cocoa_SetWindowFullscreenSpace + 223
23  com.yasara.View               	0x000000010074970b SDL_UpdateFullscreenMode + 555
24  com.yasara.View               	0x00000001006e2476 SDL_SendWindowEvent + 118
25  com.yasara.View               	0x0000000100774ff7 -[Cocoa_WindowListener resumeVisibleObservation] + 135
26  com.yasara.View               	0x000000010077664c Cocoa_ShowWindow + 188
27  com.yasara.View               	0x0000000100749492 SDL_FinishWindowCreation + 546
28  com.yasara.View               	0x0000000100748da5 SDL_CreateWindow_REAL + 1573
29  com.yasara.View               	0x000000010010d9b1 vga_setvideomode + 1347
30  com.yasara.View               	0x00000001003f0d46 mod_initscreen + 2614
31  com.yasara.View               	0x00000001003f344b mod_reinitscreen + 460
32  com.yasara.View               	0x00000001003f370d mod_resizescreen + 383
33  com.yasara.View               	0x0000000100418e39 mod_main + 815
34  com.yasara.View               	0x000000010029ca5d main2 + 5766
35  com.yasara.View               	0x000000010011d1b7 main.main_cpuok + 19
2020-03-01 12:58:50 -08:00
Sam Lantinga bd5da73afd Fixed bug 4992 - UWP/WinRT does not set thread priority when using SDL_SetThreadPriority
Ethan Lee

Attached is a diff that I used to get SetThreadPriority working locally. I still have no idea what the minimum SDK version is since Microsoft never documented it, but it's worth pointing out that they're much more aggressive about using the latest VS and UWP SDK anyway (for example, an updated Xbox is no longer compatible with VS2017, and updates are required to have a network connection of any kind).
2020-03-01 12:50:42 -08:00
Sam Lantinga 1af31a26d1 Fixed trying to handle the HORI Wireless Switch Pad when connected via USB 2020-02-27 13:53:32 -08:00
Sam Lantinga 20d67446e0 Xbox One controller rumble doesn't need synchronization if you use a packet counter of 0 2020-02-27 09:33:32 -08:00
Sam Lantinga 9013c9169c Fixed bug 5005 - warnings in kmsdrm
Malte Kie?ling

At the moment i get following warnings from kmsdrm:

 * in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces is return type int, but thats never returned or checked against
 * in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces the variable viddata is not used
 * in SDL_kmsdrmopengles.c KMSDRM_GLES_LoadLibrary a cast to NativeDisplayType is missing

I attached a patch for them :)
2020-02-27 08:20:34 -08:00
Sam Lantinga 7f26ff237d Fixed bug 4987 - Can't build on MinGW a recent state (15'th February, 2020): conflicting types 2020-02-27 08:18:20 -08:00
Sylvain Becker 21a2e0c787 Fix compilation C90 mixed declarations and code (Thanks Cameron Gutman !) 2020-02-25 06:53:51 +01:00
Sylvain Becker e2b132ca74 Better fix to set the palette opaque, when there is also a colorkey
(see bug 3827)
2020-02-24 21:57:03 +01:00
Sam Lantinga e3b0713e40 Don't call setPreferredOutputNumberOfChannels on iOS, it breaks audio output 2020-02-24 12:07:18 -08:00
Sam Lantinga 2c9871a4a8 Fixed surround sound support on Apple TV 2020-02-24 10:25:57 -08:00
Sylvain Becker f485766005 Fix: set to opaque when a palette surface is converted to an alpha format. 2020-02-23 23:07:15 +01:00
Sylvain Becker bf8aa1edae Fix regression: when a palette + colorkey is converted, it needs a blend mode.
- Regression of test_1.c of bug 3827, after fix from bug 4798.
- Blending is also needed when the palette contains alpha value, but not necessarily colorkey.
- Clean up SDL_ConvertColorkeyToAlpha which doesn't seem to need 'ignore_alpha' parameter any-more.

(see bug 3827)
2020-02-23 22:38:08 +01:00
Ryan C. Gordon 094655cff9 cocoa: Make sure wait for button enable can't be infinite. 2020-02-23 14:49:03 -05:00
Ryan C. Gordon 723165187f cocoa: Removed a debug printf that was accidentally committed. 2020-02-23 14:48:48 -05:00
Sylvain Becker 9a7c2b2246 Fixed bug 4999 - Palette surface always promoted to alpha (Thanks Cameron Gutman!)
MSVC Static analysis: Incorrect alpha_value check in SDL_render.c
(see also bug 4425)
2020-02-23 09:59:52 +01:00
Ryan C. Gordon 4d9e6e5f70 cocoa: When exiting a fullscreen space, wait for window state to normalize.
A good metric of this is when the titlebar's "minimize" button is reenabled,
which doesn't happen by the time windowDidExitFullscreen triggers.

This fixes minimizing a fullscreen window on macOS.

Fixes Bugzilla #4177.
2020-02-21 14:50:09 -05:00
Sam Lantinga 8d14636326 Fixed support for third party Xbox 360 wireless controller dongle 2020-02-19 08:26:00 -08:00
Ryan C. Gordon 44698c4970 dynapi: Fixed build on non-Android platforms. 2020-02-18 01:44:07 -05:00
Sam Lantinga ad225047b6 Added Android SDK conditionals to game controller mappings
The Nintendo Switch Pro controller has a different mapping on Android 10 and newer
2020-02-17 14:15:47 -08:00
Sam Lantinga d7ece7ee6f Made SDL_GetAndroidSDKVersion() available for applications 2020-02-17 13:54:45 -08:00
Ryan C. Gordon 93b26f172c opengl: Backed out hg changeset 94f9f40a957f
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
2020-02-17 16:15:04 -05:00
Ryan C. Gordon 1b82606e1d x11: Wait a bit in SDL_SetWindowSize() to see if window manager vetoed change.
Same idea as the fix for Bugzilla #4646.

Fixes Bugzilla #4727.
2020-02-17 16:11:18 -05:00
Ryan C. Gordon e731522578 x11: Don't delay an extra 10ms if we were just going to break out of the loop. 2020-02-17 15:02:37 -05:00
Ryan C. Gordon 367a8b9701 x11: Don't wait for the window to move if it's already in the place we want it. 2020-02-17 15:00:02 -05:00
Sam Lantinga 4a9dbfef6b Fixed bug 4987 - Can't build on MinGW a recent state: conflicting types
Vitaly Novichkov

Recent attempt to build a recent HG state of SDL2 via AppVeyor gives the failure:

https://ci.appveyor.com/project/Wohlstand/sdl-mixer-x/builds/30821858/job/359gqvypi2f18nok

```
C:\projects\sdl-mixer-x\build-MinGW-w32-MinSizeRel-Win32-VB6-Binding\external\AudioCodecs\src\AudioCodecs-build\external\SDL2\src\SDL2HG\src\dynapi\SDL_dynapi_procs.h:56:29: error: conflicting types for 'SDL_CreateThread'
 SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
2020-02-15 16:39:38 -08:00
Cameron Cawley 582f570600 Improved CPU detection on ARM platforms 2020-02-04 16:46:22 +00:00
Cameron Cawley 8f1a916ac5 Add basic support for compiling on RISC OS 2020-02-13 20:50:47 +00:00
Sam Lantinga 35704c983e Fixed bug 4980 - Build fails for SDL_kmsdrm*.c
Malte Kie?ling

Since https://hg.libsdl.org/SDL/rev/f908bd722523 / bug 4966 i cannot build SDL anymore. The error i get is, essentially, caused by -Werror=declaration-after-statement in SDL_kmsdrmvideo.c and SDL_kmsdrmopengles.c
2020-02-14 16:17:17 -08:00
Sam Lantinga 715f8d42a2 Fixed bug 4986 - Memory leak in HIDAPI_JoystickConnected
meyraud705

Memory allocated for device->joysticks on line 589 of SDL_hidapijoystick.c is never freed.

Also, use memmove because memory is overlapping.
2020-02-14 16:15:46 -08:00
Sam Lantinga f4e23553d7 Fixed audio not coming out of the phone speakers while recording on iOS 2020-02-14 15:19:34 -08:00
Sam Lantinga 922b3dc3e7 Fixed re-setting the audio session category when closing an audio device 2020-02-14 14:18:12 -08:00
Ryan C. Gordon d1df34370e x11: SDL_SetWindowPosition should try to wait for the window manager.
Wait up to 100 milliseconds, since the window manager might alter or
outright veto the window change...or not respond at all.

In a well-functioning system, though, this should help make sure
that SDL_SetWindowPosition's results match reality.

Fixes Bugzilla #4646.
2020-02-14 13:17:18 -05:00
Ryan C. Gordon a77a890d4a wayland: Don't delay pending surface resize handling on Vulkan.
OpenGL apparently needs to not do any drawing between wl_egl_window_resize
and eglSwapBuffers, but Vulkan apps don't use SDL to present, so they
never call into an equivalent of SDL_GL_SwapWindow where our Wayland code
was handling pending resize work.

Fixes Bugzilla #4722.
2020-02-14 00:58:36 -05:00
Ryan C. Gordon 7ad77bccb2 wayland: Don't force the window into OpenGL mode if we want Vulkan. 2020-02-14 01:08:21 -05:00
Sam Lantinga 14bf532df3 Fixed opening audio on Android from the Steam Link shell activity 2020-02-13 16:10:52 -08:00
Sam Lantinga b431286471 Resolved conflict and added Android_JNI_RequestPermission() 2020-02-13 10:19:05 -08:00
Sam Lantinga e261bd4205 Improved fix for bug 4748 - Calling WIN_UpdateClipCursor() / WIN_UpdateClipCursorForWindows() on WIN_PumpEvents() causes beeping and choppy mouse cursor movement, right-click doesn't work 2020-02-12 12:26:27 -08:00
Ryan C. Gordon afb70f2681 test: Reimplemented SDLTest_CommonUsage() to restore binary compatibility.
Fixes Bugzilla #4975.
2020-02-12 13:09:38 -05:00
Ryan C. Gordon 0a6d80abf7 mac: Wait a bit before activating app at startup.
This is obnoxious and wrong, but the patch that activates the Dock before
activating the app fixes the _menu_ not responding on Catalina, but the
first window created by the app won't have keyboard focus without a small
delay inserted.

This obviously needs a better solution, but it gets it limping along correctly
for now.
2020-02-12 13:08:29 -05:00
Sam Lantinga 6fe6946a2f Fixed relative mode mouse events stopping if you click on the title bar 2020-02-11 21:19:05 -08:00
Sam Lantinga 6ec14b7fda Fixed iOS and Android build 2020-02-11 16:23:43 -08:00
Sam Lantinga 4bb95e8403 Implemented OpenSL-ES audio recording on Android 2020-02-11 16:14:02 -08:00
Sam Lantinga fe8ce66b53 Attempt to make version detection safe for Mac OS X < 10.10 2020-02-11 10:35:14 -08:00
Sam Lantinga 52b410ab8e Workaround for bug 4822 - Broken visual output in full screen mode with OS X 10.15
sjordan

We did some investigations into a different direction which I would like to share. As mentioned previously the scaling setting in the preferences play an important role for our problem and they also hint towards an issue with point/pixel scaling factors.

We found an interesting correlation between our fail case and the behavior of [nsWindow.screen backingScaleFactor]. It turns out that whenever we encounter the fail case the scale factor is zero when we print it quickly after calling SDL_CreateWindow. After some time the value changes to a non-zero value. In the success case the scaling factor is nonzero 'immediately'. Note that we don't use that factor. We also find that the window backingScaleFactor does not show the strange behavior even in the fail case.

We have also attempted to find out whether any event triggers the transition from zero to non-zero. We found the transition happening when we call SDL_PollEvent. We can even force this to happen by explicitly adding a SDL_PollEvent at an early stage, but it will only happen if a certain amount of time elapsed, so we need to add some sleep before the call to trigger the transition at an earlier stage. All that seems to imply that the transition happens async and that SDL_PollEvent merely causes the system to update its internal state at that time.

We have also verified that the scaling setting in the preferences does NOT directly correlate to the scaling factor behavior. We find that a particular scaling setting can lead to a fail case for one resolution and a success case for another resolution. This shows that the scaling setting alone does not determine whether the problem will appear or not.

We have also verified on another Mac with 10.14 that the scaling factor is always non-zero and we always have the success case.

I have no idea how to interpret this initial-zero behavior and haven't found any usable information on the screen backing scale factor. It seems as 10.15 does some stuff more async than before and maybe the problem could be caused by unfortunate timings. I would be very interested to hear your opinion about that.

...

Finally we found the cause of all our problems: it's the origin hack in Cocoa_SetWindowFullscreen:

        /* Hack to fix origin on Mac OS X 10.4 */
        NSRect screenRect = [[nswindow screen] frame];
        if (screenRect.size.height >= 1.0f) {
            rect.origin.y += (screenRect.size.height - rect.size.height);
        }

If we comment this one out our game and testdraw2 do behave correctly.

It turns out that if a window is not fully contained in the screen, it's screen property becomes zero and therefore we saw a zero when printing the backing scale factor (although it's not clear why it became nonzero later).

We suggest to add a runtime check which skips this code for 10.15 (or possibly earlier if you happen to know that the hack is not needed for certain older versions).

More info: consider the line

NSRect screenRect = [[nswindow screen] frame];

in Cocoa_SetWindowFullscreen. We found that this rect has the dimensions of the desktop
on our OS X 10.15 setup. This is true both for the success case and the fail case. It seems as the success case is actually a fail case in disguise.

On the other Mac with OS X 10.14 the same rect has the dimension of the newly created screen. This is what I would expect, because at that time the window has already been created successfully and there should be a newly created screen associated to the window.

What are the cases in which the whole origin conversion code for the fullscreen case is supposed to have a non-trivial result?

Today we found that if we print the dimensions of [nswindow screen] later, then we find them to be correct. So the conclusion seems to be that OS X 10.15 does indeed do the window/screen setup more async than before and that the origin correction code uses the [nswindow screen] at a time where the window/screen setup isn't finalized yet.
2020-02-11 10:21:31 -08:00
Sam Lantinga c31727c7e7 Fixed bug 4748 - Calling WIN_UpdateClipCursor() / WIN_UpdateClipCursorForWindows() on WIN_PumpEvents() causes beeping and choppy mouse cursor movement, right-click doesn't work
The problem here was calling ClipCursor() continuously in a tight loop. Fixed by only calling ClipCursor() if the clip area needs to be updated.
2020-02-11 10:08:22 -08:00
Sam Lantinga 668276fe81 Don't add a frame to borderless windows.
It was done to allow hotkey resizing of borderless windows, but Windows will sometimes draw it, regardless of our WM_* message handling. See bug 4466 for more details.
2020-02-11 09:41:55 -08:00
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
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 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 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
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 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 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 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 0897f2359c Fixed compiler warning 2020-01-29 20:09:16 -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 43b377b077 Fixed wired PS4 controller support on Android 2020-01-28 17:11:17 -08:00
Ryan C. Gordon 39563b7bfa x11: Use XSync when changing window position instead of XFlush.
Attempt to fix regression in Bugzilla #4646.
2020-01-28 13:51:24 -05:00
Ryan C. Gordon c7e1b289ee cocoa: Fix command line apps' menu bar not working on macOS Catalina.
Fixes Bugzilla #4937.
2020-01-27 17:15:12 -05:00
Ryan C. Gordon 059de38c2c darwin: Don't pass NULL device refs to IOHIDDeviceGetValue().
Possibly fixes Bugzilla #4961.
2020-01-27 15:44:48 -05:00
Ryan C. Gordon b4c2e29eed video: Added a hint to override the display's usable bounds. 2020-01-27 10:58:30 -05:00
Sam Lantinga 7ea3f5b464 Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705

Switch hidapi and xinput also need to check for overflow, attached a patch for them.
2020-01-26 12:48:35 -08:00
Sam Lantinga 5e649983e7 Don't enumerate devices we can't open 2020-01-26 12:40:32 -08:00
Sam Lantinga adb53d0b1f Fixed disabling the Xbox 360 wireless HIDAPI driver 2020-01-26 10:32:39 -08:00
Sam Lantinga c9f672fde4 Fixed compiler warnings 2020-01-23 22:24:24 -08:00
Sam Lantinga 2ae41b9c61 Fixed mapping for both versions of the Xbox One Elite Series 2 controller firmware connecting over Bluetooth 2020-01-23 12:53:43 -08:00
Sam Lantinga 48240ac88e Added mapping for the Xbox One controller connected via the wireless dongle using xow 2020-01-23 12:53:41 -08:00
Sam Lantinga 6dc172d093 Turn off rumble on drivers which don't respect the replay.length value 2020-01-23 12:53:39 -08:00
Sam Lantinga 30ff5fcfc0 SDL_LEAN_AND_MEAN defaults off 2020-01-23 01:03:23 -08:00
Sam Lantinga b5e3d264f2 Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
2020-01-23 01:00:52 -08:00
Sam Lantinga b1c6e7c244 Fixed compile warning 2020-01-23 00:32:34 -08:00
Sam Lantinga 443bce741b Added support for the paddles on the Xbox One Elite Series 1 controller 2020-01-22 11:28:35 -08:00
Sylvain Becker 6f89b059f7 Documentation of the footprint #defines 2020-01-22 15:23:44 +01:00
Ryan C. Gordon f30ef6ed3d audio: Fixed a '//' style comment. 2020-01-21 17:40:16 -05:00
Ryan C. Gordon dbe5c14b33 audio: Calculate a legitimate SDL_AudioSpec::silence in SDL_LoadWAV_RW(). 2020-01-21 15:49:37 -05:00
Sylvain Becker 55afc281fa Add #define SDL_HAVE_BLIT_N_RGB565 to compile out RGB565 LUT 2020-01-21 22:06:09 +01:00
Sylvain Becker 7df22cf2c2 A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
2020-01-21 21:33:40 +01:00
Sam Lantinga 25c88ea903 The Xbox One 0x01 initialization packet is an ack packet 2020-01-20 13:53:40 -08:00
Sam Lantinga 9c3d1602ab Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection 2020-01-19 11:43:36 -08:00
Sam Lantinga ff06801106 Added missing file from previous commit 2020-01-18 11:21:42 -08:00
Sam Lantinga 43aa1fa9e7 Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android 2020-01-18 11:21:14 -08:00
Sam Lantinga 27035425e0 There are multiple bindings for XBox One controller model 1708, depending on firmware revision 2020-01-17 11:09:57 -08:00
Sam Lantinga bde1a371d1 Added support for the NACON GC-400ES 2020-01-17 11:07:19 -08:00
Sam Lantinga 4e682461cc Reattach the kernel driver after closing USB controllers 2020-01-17 10:43:14 -08:00
Sylvain Becker 005e2dff21 Android: prevents rare crashes when app goes to background or ends.
Make sure the thread is actually paused, and context backep-up, before
SurfaceView is destroyed (eg surfaceDestroyed() actually returns).

Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable.

It prevents crashes like:

  #00  pc 000000000000c0d0  /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8)
  #01  pc 000000000000c7f4  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284)
  #02  pc 000000000000c390  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240)
  #03  pc 000000000000bb10  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64)
  #04  pc 000000000032732c  /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116)
  #05  pc 0000000000326dd0  /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56)
  #06  pc 00000000002ae484  /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364)
  #07  pc 0000000000249680  /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800)
  #08  pc 00000000002cb52c  /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
2020-01-17 12:41:54 +01:00
Sylvain Becker d52ba78b29 Fixed bug 4246 - Android: orientation between portrait<->landscape doesn't work
Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed.
Android window can be somehow resizable.
If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
2020-01-17 12:04:18 +01:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 572f4a8509 Fixed bug 4929 - Software renderer produces bugs when optimizations are turned on with Visual C++ 2019
Konrad

I took the liberty of rewriting this function a bit as it seemed to be unnecessary extended with ifs regarding flags (we can check everything in one pass which seem to be the thing which confuses Visual C++ 2019 as well).

Also, I have made CPU features an int instead of uint because if we check it against flags which are all ints it might as well just be int (no signed/unsigned bitwise comparison).
2020-01-16 15:54:20 -08:00
Sam Lantinga c6817a2c19 Added support for the paddles on the Xbox One Elite Series 2 controller 2020-01-16 15:32:41 -08:00
Sam Lantinga 4e1cc124d2 Improved Xbox One controller initialization 2020-01-16 15:32:39 -08:00
Sam Lantinga 981e0d367c Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Sam Lantinga 669729a8a0 Improved Xbox One controller initialization sequence
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
2020-01-15 22:18:31 -08:00
Sam Lantinga 3448600526 Added support for the HORI Fighting Commander 2020-01-15 22:18:29 -08:00
Sam Lantinga 6705e27c9f Added D-PAD bindings for the Linux Steam Controller 2020-01-13 22:05:58 -08:00
Sam Lantinga cb800d1c27 Fixed compiler warning 2020-01-13 22:05:56 -08:00
Sam Lantinga 7775f7cedf Fixed deadlock in HIDAPI joystick system 2020-01-13 22:05:54 -08:00
Sam Lantinga 3a796d6a58 Free the joystick player index when the joystick is removed 2020-01-13 15:35:54 -08:00
Sam Lantinga 3ce56f621c Fixed error formatting 2020-01-13 08:12:10 -08:00
Sam Lantinga d2cda502cc Send the full Xbox One controller sequence for Microsoft controllers
This switches Bluetooth controllers back into USB report mode for the latest Xbox One S and Xbox One Elite Series 2 firmware
2020-01-12 17:22:24 -08:00
Sam Lantinga 196f69984a Fixed NEON detection on arm64 CPUs
This probably breaks RISCOS, but we need a better fix from Cameron Cawley for this
2020-01-11 22:03:06 -08:00
Sam Lantinga c14a59d999 Worked around an issue where the kernel would lose the force feedback effect 2020-01-11 13:38:50 -08:00
Sam Lantinga e3cedf967d Add the destination format to the error when conversion isn't possible 2020-01-11 04:38:13 -08:00
Sam Lantinga d33b122f4f The Xbox One S Bluetooth controller with older firmware uses b16 as the guide button. The same controller with newer firmware uses b12 as the guide button. Map both buttons so both firmware revisions will work with the same mapping. 2020-01-11 04:34:28 -08:00
Sam Lantinga 5d28c31548 Only initialize Xbox One controllers once they're ready for initialization (or if they are silent until init)
This fixes the Hyperkin Duke Xbox One controller showing the Xbox startup animation every time an SDL application launches
2020-01-09 14:53:34 -08:00
Sam Lantinga 47abe4e3b3 Fixed crash when unplugging a HIDAPI controller 2020-01-09 14:53:30 -08:00
Sam Lantinga f34795d05f Added support for the updated Hyperkin Duke Xbox One controller 2020-01-08 18:55:53 -08:00
Sam Lantinga a56aaea139 Fixed handling the 8BitDo M30 in Nintendo Switch mode 2020-01-07 16:47:56 -08:00
Sam Lantinga f4375e86f9 Added support for the 8BitDo M30 GamePad 2020-01-07 18:43:40 -08:00
Cameron Cawley 78ce18f5cf riscos: Add CPU feature detection 2020-01-06 20:26:52 +00:00
Sam Lantinga eb3d39bc8b Added support for the 8Bitdo FC30 Pro 2020-01-06 12:18:51 -08:00
Dmitry V. Levin 2b1edf4113 X11_InitKeyboard: do not call XAutoRepeatOn unnecessarily
Use XGetKeyboardControl to initialize the current XKeyboardState, and
skip XAutoRepeatOn invocation if global_auto_repeat is AutoRepeatModeOn.

This fixes SDL2 when the X11 client is untrusted.
2020-01-04 11:05:06 -08:00
Dmitry V. Levin ed514cd0e4 have_mitshm: use XShmQueryExtension to check for MIT-SHM extension
Do not try to guess MIT_SHM extension availability from the string
returned by XDisplayName, use the appropriate API instead.

This fixes SDL2 inside hasher.
2020-01-04 11:03:04 -08:00
Michael Forney cdbeae521e wayland: support wl_data_device_manager version < 3 2019-12-29 23:10:39 -08:00
Sam Lantinga d9c4be0648 Added support for the Hyperkin Duke controller 2020-01-01 08:13:40 -08:00
Sam Lantinga 4c9628a002 Fixed GameCube controller axis and trigger ranges and X and B button being swapped 2019-12-30 17:56:56 -08:00
Sam Lantinga 58a11d30de Fixed bug 4920 - Wider support for seconds of battery life left on Linux platforms using sys interface
Murad

On my system, SDL_GetPowerInfo() returns -1 seconds of battery life left. I have quickly investigated that in my case SDL uses sys interface to get battery data. It tries to read "time_to_empty_now" file which is not always present. However, it is still possible to calculate remaining lifetime using "energy_now" and "power_now" files. This is what my simple patch (included as attachment) tries to accomplish.
Best wishes.
2019-12-30 13:21:47 -08:00
Sam Lantinga 8b0660b25a Fixed bug 4918 - SDL failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows
LinGao

We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows on latest default branch. And we found that it can be first reproduced on 0fff06175109 changeset. Could you please help have a look about this issue? Thanks in advance!

Steps to Reproduce:
1.hg clone https://hg.libsdl.org/SDL D:\SDL\src
2.Open a VS 2017 x64 command prompt as admin and browse to D:\SDL
3.msbuild /p:Configuration=Release /p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17134.0 VisualC\SDL.sln /t:Rebuild

Actual result:
 Creating library D:\SDL\src\VisualC\x64\Release\SDL2.lib and object D:\SDL\src\VisualC\x64\Release\SDL2.exp
SDL_joystick.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
D:\SDL\src\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
Done Building Project "D:\SDL\src\VisualC\SDL\SDL.vcxproj" (Rebuild target(s)) -- FAILED.
2019-12-30 13:18:57 -08:00
Sam Lantinga 98ce0e50b7 Removed unnecessary setlocale() on Mac
240bad3b66
2019-12-30 11:09:03 -08:00
Sam Lantinga a9482a1d60 Added support for the Nintendo GameCube adapter, tested on Steam Link hardware 2019-12-30 09:44:32 -08:00
Ozkan Sezer 9340cfa9a1 SDL_x11events.c (X11_DispatchEvent): remove FIXME and use SDL_strtokr(). 2019-12-27 23:01:10 +03:00
Ozkan Sezer ef3ca2cc46 Fix build error in SDL_render_metal.m (bug #4916.)
Patch provided by Konrad. Error was introduced by commit 522164980828 for bug #4914.
2019-12-23 19:55:10 +03:00
Sylvain Becker 6d639fce2d SDL_ScaleMode: fix compilation GLES renderer 2019-12-23 16:47:00 +01:00
Ryan C. Gordon 131e13a773 direct3d11: Always set vertex buffers when updating them (thanks, Konrad!).
Fixes Bugzilla #4913.
2019-12-22 20:48:43 -05:00
Sam Lantinga 982f8a83ec Fixed bug 4910 - Missing joystick-driver type check in haptic
meyraud705

On Linux and MacOS, some haptic system functions access joystick->hw_data without checking the driver type.
2019-12-22 13:56:50 -08:00
Cameron Gutman f21e172767 Use IOHIDManagerRegisterDeviceRemovalCallback() to monitor for HID removal
The function we currently use, IOHIDDeviceRegisterRemovalCallback(), often
fails on Catalina with a "__CFRunLoopModeFindSourceForMachPort returned NULL"
error message. Once a removal callback is missed, we will eventually crash when
the joystick is closed attempting to use the invalid IOHIDDeviceRef.

https://forums.developer.apple.com/thread/124444
2019-12-20 22:25:49 -08:00
Sam Lantinga 5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Zack Middleton f0cee3edec Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.

HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.

Disconnect HIDAPI device joystick 0 until there are none left.
2019-12-22 13:15:11 -08:00
Sam Lantinga d000a592ab Fixed windows build 2019-12-21 22:33:21 -08:00
Sylvain Becker d004cc7050 Android: same way as in nativePause(), resume events are sent from SDL thread 2019-12-21 22:40:33 +01:00
Sylvain Becker 45a9b5fa2e Android: fix call of glFinish without context.
Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"

Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.

Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
2019-12-21 21:18:02 +01:00
Sam Lantinga f3a547d00a Added support for the Hori Dragon Quest Slime Controller 2019-12-20 21:40:28 -08:00
Sam Lantinga 868551b121 Fixed duplicate controller entries on Mac OS X when using libusb, due to the HID interface number not being available in the Mac OS X HID code. 2019-12-20 21:00:16 -08:00
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
Paul Cercueil 95d40e8a28 kmsdrm: Fix busy-loop within libc's dlopen()
For some obscure reason, the order in which the libdrm/libgbm libraries
are loaded matters.

Without this fix, the first call to check_modesetting() will work and
load then unload all symbols properly, but the second call to this
function will lock up as soon as dlopen() is called on libdrm.

Swapping the order in which the libdrm and libgbm libraries are loaded
is enough to fix (or work around?) this issue.

Fixes #4891:
https://bugzilla.libsdl.org/show_bug.cgi?id=4891

Signed-off-by: Paul Cercueil <paul@crapouillou.net>
2019-12-19 21:47:43 -08:00
Sam Lantinga 6b76787209 Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers 2019-12-19 21:45:44 -08:00
Sam Lantinga 1db56619de Fixed rare infinite rumble in HIDAPI controller driver 2019-12-19 18:03:28 -08:00
Sam Lantinga 25bd5070f5 Fixed GameCube rumble 2019-12-19 18:00:08 -08:00
Sam Lantinga 202c966a44 Added support for the Nintendo GameCube Controller, using the Mayflash GameCube adapter. 2019-12-19 16:14:22 -08:00
Sam Lantinga 2481ab9340 Fixed compiler warning 2019-12-19 15:58:16 -08:00
Sam Lantinga c5024a182d Backed out debug code 2019-12-19 15:21:44 -08:00
Sam Lantinga 20daf54fd8 Added new HIDAPI driver files to the Xcode projects 2019-12-19 15:18:50 -08:00
Sam Lantinga fead0b24e1 Added missing files from previous commits 2019-12-19 15:02:12 -08:00
Sam Lantinga e22e77dadc Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee 2019-12-19 15:01:35 -08:00
Sam Lantinga 15d30298cf Added support for wireless Xbox 360 controllers using the HIDAPI driver 2019-12-19 15:01:32 -08:00
Sam Lantinga e7f7e3f40f Refactored HIDAPI controller code to support dongles and hubs that dynamically attach controllers 2019-12-19 15:01:30 -08:00
Sam Lantinga 4237b1834e Fixed compiler warning 2019-12-19 04:31:00 -08:00
Sam Lantinga 52b6ab2196 Added support for the SteelSeries Stratus Duo 2019-12-16 17:11:23 -08:00
Sam Lantinga bc430d405c Update for bug 4883 - Add approximation for display DPI on iOS
Aaron Barany

I realized I made a minor mistake in my patch: I changed the constructor prototype for SDL_DisplayData, but didn't update the declaration in the .h file. The compiler and linker don't complain, but it would probably be best to fix in case a later change runs into a problem from the mismatch. I have attached a patch to fix this.
2019-12-16 10:26:36 -08:00
Sam Lantinga a7ae9175c3 Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705

On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.

This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
2019-12-16 10:20:03 -08:00
Sam Lantinga 4d4e5584ea Fixed binding D-pad on NES30 controller 2019-12-12 19:07:26 -08:00
Sam Lantinga 9f8009f2e1 Added mappings for the Razer Serval on Windows and Mac OSX 2019-12-13 16:12:41 -08:00
Sam Lantinga cf9af481e0 Added support for the 8Bitdo NES30 GamePad in wired mode 2019-12-13 16:12:39 -08:00
Sam Lantinga c2b6d6f9ed Enable the LED on PowerA Xbox One controllers 2019-12-13 16:12:37 -08:00
Sam Lantinga 511df4a53f Added support for the BDA XB1 Spectra Pro 2019-12-13 16:12:35 -08:00
Sam Lantinga 55f8eabfae Identified the BDA XB1 Classic Controller 2019-12-13 16:12:33 -08:00
Sam Lantinga 0352814a8a Added general remapping of controller manufacturer 2019-12-13 16:07:25 -08:00
Sam Lantinga b51d7f35aa Added support for the HORI PAD A 2019-12-13 16:07:22 -08:00
Sam Lantinga 23c39a2e44 Strip trailing whitespace on controller manufacturer identification 2019-12-12 19:14:37 -08:00
Sam Lantinga cd515bd1b9 Fixed Xbox 360 Controller support using libusb on Linux 2019-12-12 14:26:34 -08:00
Sam Lantinga 1ac7eabaca Fixed comment typo 2019-12-12 14:25:02 -08:00
Sylvain Becker 13e1015169 Android: use SDL_arraysize() 2019-12-12 20:33:11 +01:00
Sylvain Becker 210f6dda95 Android: use 'RegisterNatives' to export the native methods
"The advantages of RegisterNatives are that you get up-front checking
that the symbols exist, plus you can have smaller and faster shared
libraries by not exporting anything but JNI_OnLoad"

https://developer.android.com/training/articles/perf-jni#native-libraries
2019-12-12 18:38:36 +01:00
Sam Lantinga a613fc7cc2 Added names for official Microsoft controllers, since they don't have descriptive product names 2019-12-11 19:24:40 -08:00
Sam Lantinga 0f52916027 Added custom names for some controllers 2019-12-11 17:47:01 -08:00
Sam Lantinga e029fdbb38 Shorten "Performance Designed Products" to "PDP" 2019-12-11 17:46:59 -08:00
Sam Lantinga 325a2efb3d Added support for the full line of PDP Xbox 360 and Xbox One controllers 2019-12-11 17:46:57 -08:00
Sam Lantinga 8b50dcb21b Use the controller product string instead of hard-coding controller names 2019-12-11 17:46:54 -08:00
Sam Lantinga 89401b21e9 Added support for the Razer Raion Fightpad for PS4 2019-12-10 13:09:52 -08:00
Sam Lantinga a21f6b7a91 Add the manufacturer to the joystick name on Mac OS X, for consistency with other drivers 2019-12-10 11:46:22 -08:00
Sam Lantinga 2a161e7add Remove any duplicate manufacturer in the joystick name 2019-12-10 11:30:56 -08:00
Sam Lantinga 3469481ef6 Don't include the manufacturer if it's already included in the product string 2019-12-10 10:00:49 -08:00
Sam Lantinga bb37a1ebf5 Fixed the name of the Razer RAION Fightpad 2019-12-10 09:38:10 -08:00
Sam Lantinga 82d2c357c3 Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
2019-12-09 16:52:11 -08:00
Sam Lantinga 3d34750ced The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux 2019-12-09 13:54:05 -08:00
Sam Lantinga 3626506369 Added some missing Xbox controller names 2019-12-09 13:54:03 -08:00
Sam Lantinga 140918bb6f Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany

There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)

I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
2019-12-08 11:36:40 -08:00
Sam Lantinga 54748a39be Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Sam Lantinga 135a90539b Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:13 -08:00
Sam Lantinga 7a51ad6a50 Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:10 -08:00
Ryan C. Gordon 597f11e563 cocoa: Patched to compile on older compilers. 2019-12-05 17:27:06 -05:00
Sam Lantinga 8342fa7c7e Fixed controller mapping issues caused by PS3 gyro jitter 2019-12-05 13:48:08 -08:00
Sam Lantinga 6d00166813 Get full axis range for PS3 controller triggers on Linux 2019-12-05 13:18:53 -08:00
Ryan C. Gordon ca2c8609e1 cocoa: SDL_GetDisplayDPI() should account for Retina displays.
Fixes Bugzilla #4856.
2019-12-04 12:20:24 -05:00
Sam Lantinga b7576025e3 Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany

Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
2019-12-03 22:07:58 -08:00
Alex Smith e5af951eae Fix sending SDL_WINDOWEVENT_RESTORED after unminimizing windows on X11
SDL_SendWindowEvent will only send a RESTORED event if the window has
the minimized or maximized flag set. However, for a SHOWN event, it
will clear the minimized flag. Since the SHOWN event was being sent
first for a MapNotify event, the RESTORED event would never be sent.
Swapping the SendWindowEvent calls around fixes this.

https://bugzilla.libsdl.org/show_bug.cgi?id=4821
2019-12-02 15:41:25 +00:00
Cameron Gutman 55eb76218d Use stat() to minimize input device opens when not using udev
Calling open() on input devices can generate device I/O which blocks
the main thread and causes dropped frames. Using stat() we can avoid
opening anything unless /dev/input has changed since we last polled.

We could have used something fancy like inotify, but it didn't seem
worth the added complexity for this uncommon non-udev case.
2019-11-20 20:27:45 -08:00
Sam Lantinga 7a3ae59037 Fixed bug 4877 - Add support for loading menus from a nib/xib instead of building a hardcoded minimum set
Eric Shepherd

Currently, SDL on Cocoa macOS creates a rudimentary menu bar programmatically if none is already present when the app is registered during setup.

SDL could be much more easily and flexibly used on macOS if upon finding that no menus are currently in place, it first looked for the application's main menu nib or xib file and, if found, loaded that instead of programmatically building the menus.

This would then let developers simply drop in a nib file with a menu bar defined in it and it would be installed and used automatically.

Attached is a patch that does just this. It changes the SDL_cocoaevents.m file to:

* In Cocoa_RegisterApp(), before calling CreateApplicationMenus(), it calls a new function, LoadMainMenuNibIfAvailable(), which attempts to load and install the main menu nib file, using the nib name fetched from the Info.plist file. If that succeeds, LoadMainMenuNibIfAvailable() returns true; otherwise false.
* If LMMNIA() returns false, CreateApplicationMenus() is called to programmatically build the menus as before.
* Otherwise, we're done, and using the menus from the nib/xib file!

I made these changes to support a project I'm working on, and felt they were useful enough to be worth offering them for uplift. They should have zero impact on existing projects' behavior, but make Cocoa SDL development miles easier.
2019-12-03 07:12:55 -08:00
Ryan C. Gordon 3da6a0b20e pulseaudio: don't let FlushCapture get stuck in an infinite loop on shutdown.
Fixes Bugzilla #4645.
2019-12-03 03:53:06 -05:00
Ryan C. Gordon 7b08eb481d direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
Fixes Bugzilla #4860.
2019-12-03 03:07:34 -05:00
Gerasim Troeglazov c8a2ef863e haiku: Disable pointer history
(note from PulkoMandy on Bugzilla #4442 about why this is a desirable patch:
"The event mask: note that the window and GL view run in their own thread
which I don't expect to be too much CPU bound, and will quickly pop these
messages and forward them to the main thread in our SDL code. Therefore the
B_NO_POINTER_HISTORY should be no problem, and is the default on Haiku
anyway (it was not in BeOS, but we changed that and added a
B_FULL_POINTER_HISTORY flag to request the old behavior explicitly). So, this
seems fine.")

Partially fixes Bugzilla #4442.
2019-12-03 02:49:01 -05:00
Sam Lantinga b98808f639 Updated DPAD binding for 8Bitdo Zero controller 2019-11-28 14:23:24 -08:00
Sam Lantinga 2fd3f756d2 Fixed trying to use the HIDAPI driver for the original Xbox One S Bluetooth controller 2019-11-28 11:44:17 -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 a3a8fcef77 Added support for the 8Bitdo SN30 Pro, wired connection 2019-11-28 10:04:05 -08:00
Sam Lantinga 4a77613881 Added the full Xbox One Elite Series 2 controller initialization sequence, to start input reports after switching out of Bluetooth mode. 2019-11-27 18:26:57 -08:00
Sam Lantinga b8d65da459 Check for duplicates in the supported controller list 2019-11-27 15:27:21 -08:00
Sam Lantinga 0b863f8a5c Sorted controller entries by type and VID/PID to more easily find entries in the list 2019-11-27 15:27:19 -08:00
Sam Lantinga 84f8e53c85 Fixed detection of the Mad Catz FightPad Pro 2019-11-27 15:27:16 -08:00
Sam Lantinga 98cc9cf208 Added support for the Google Stadia Controller 2019-11-27 12:38:53 -08:00
Sam Lantinga 43cb7b3c51 Added support for the Hori Fighting Commander 2019-11-27 12:38:51 -08:00
Sam Lantinga a76e547477 Added support for the PowerA XB1 Fusion Fight Pad 2019-11-27 12:38:48 -08:00
Sam Lantinga a5e6b87ce6 Added support for a variant of the PowerA FUSION Pro Controller 2019-11-26 08:35:41 -08:00
Sam Lantinga 532164366e Use the same logic to get the config descriptor in hid_open() as in hid_enumerate() 2019-11-25 16:29:12 -08:00
Sam Lantinga f3d95396d6 Added some missing controller names 2019-11-25 15:02:54 -08:00
Sam Lantinga 8243a3e801 Added support for the Hyperkin X91 2019-11-25 15:02:50 -08:00
Sam Lantinga 494af7a6e7 Backed out change to dynamically load udev - it's already happening in SDL_hidapi.c 2019-11-25 15:02:45 -08:00
Sam Lantinga 2713a1aae0 Moved the SteelSeries controllers into the "known controller" section 2019-11-25 13:27:26 -08:00
Sam Lantinga 26d53fbb83 Updated identification for the SteelSeries Stratus Duo 2019-11-25 11:12:09 -08:00
Sam Lantinga 308e7f2fec Linux hidapi code dynamically loads udev 2019-11-23 12:11:20 -08:00
Sam Lantinga 359ae75bb2 Fixed DragonRise Generic USB PCB showing up as a PS3 controller 2019-11-23 12:11:16 -08:00
Sam Lantinga 8e153922e4 This packet didn't end up being needed to initialize input for the Xbox One Elite Series 2 controller 2019-11-22 17:46:30 -08:00
Sam Lantinga 6dce9733d9 Use SDL_zeroa() appropriately 2019-11-22 16:23:37 -08:00
Sam Lantinga 733f25252a Fixed build 2019-11-22 14:09:24 -08:00
Sam Lantinga 13006ba9e1 Added support for the PDP Versus Fighting Pad 2019-11-22 13:44:40 -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
Sam Lantinga c0650aca21 Added support for the PDP Battlefield One controller 2019-11-21 14:04:48 -08:00
Sam Lantinga a132b183cd Fixed the guide button on the NVIDIA Controller v01.04 2019-11-21 13:09:00 -08:00
Sam Lantinga cc4f890521 Added support for the NVIDIA Controller v01.04 on Linux and Mac OS X 2019-11-21 12:11:47 -08:00
Sam Lantinga 2a7b635b9b Added support for the NVIDIA Controller v01.04 on Android 2019-11-21 11:52:50 -08:00
Sam Lantinga 51487a71b9 Added support for the MOGA XP5-A Plus 2019-11-21 10:14:57 -08:00
Ozkan Sezer 405a3c821b ran gendynapi.pl after newly added SDL_string.c functions. 2019-11-21 11:50:50 +03:00
Sam Lantinga 650964461e Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp() 2019-11-20 16:42:50 -08:00
Ozkan Sezer eb8f14bb6a added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Sam Lantinga ce8411c587 Fixed Xbox One Elite Series 2 showing up as 2 devices in Bluetooth mode on Windows 2019-11-20 08:43:24 -08:00
Ozkan Sezer 200d37dabb SDL.c (SDL_ExitProcess): unconstify its param to match its declaration. 2019-11-20 02:47:40 +03:00
Sam Lantinga 972a70d844 Added support for the Xbox One Elite Series 2 controller on Mac OSX 2019-11-19 15:15:00 -08:00
Sam Lantinga 68d8fc5c7b Added support for the Xbox One Elite Series 2 controller in wired mode 2019-11-18 15:46:13 -08:00
Sam Lantinga 2bfcf5cd96 Added Linux controller mapping for the Xbox One Elite Series 2 controller in Bluetooth mode 2019-11-18 14:08:05 -08:00
Sam Lantinga 1e24a1514d Added names for some missing Xbox controllers 2019-11-18 11:51:39 -08:00
Sam Lantinga 144956442d Added identifiers for the Xbox One Elite Series 2 controller 2019-11-18 11:44:51 -08:00
Sam Lantinga df728f8591 Fixed unused function warning on Android 2019-11-18 10:48:14 -08:00
Sam Lantinga dd7fe0af08 Fixed bug 4814 - Missing scancodes on Linux
Michael Roe

The mappings for keyboard scancodes on Linux do not include keypad left and right parentheses (used on some Microsoft keyboard), keypad plus/minus, LANG1 and LANG2 (used on Korean keyboards), XK86MenuKB, and F20 (remapped to Audio Mic Mute in the usual X11 config).
2019-11-16 22:45:49 -08:00
Sam Lantinga b1539c4c49 Fixed bug 4819 - Attempting to create an OpenGL ES context with unachievable MSAA parameters under X11 dooms the program
Solra Bizna

I have written a program that, in the event that the user requests more MSAA samples than their hardware supports, attempts to gracefully fall back to the best MSAA available. This code works with my conventional OpenGL renderer, but if I change nothing about the code except to make it request an OpenGL ES profile instead, Xlib kills the program with an error that looks like:

X Error of failed request:  BadWindow (invalid Window parameter)
  Major opcode of failed request:  4 (X_DestroyWindow)
  Resource id in failed request:  0x5c00008
  Serial number of failed request:  188
  Current serial number in output stream:  193

To trigger the bug, attempt to create a window with the SDL_WINDOW_OPENGL flag, with SDL_GL_CONTEXT_PROFILE_MASK set to SDL_GL_CONTEXT_PROFILE_ES, and with SDL_GL_MULTISAMPLESAMPLES set to any unsupported value. SDL_CreateWindow properly returns NULL, but at this point the program is already doomed. Xlib will shortly terminate the program with an error. Calling SDL_CreateWindow again will immediately trigger this termination.

I have attached a skeletal program that reproduces this bug for me. Replacing SDL_GL_CONTEXT_PROFILE_ES with SDL_GL_CONTEXT_PROFILE_COMPATIBILITY avoids the bug (but, obviously, doesn't create an OpenGL ES context).

As I suspected, the problem was with XDestroyWindow being called twice on the same window. The X11_CreateWindow function in src/video/x11/SDL_x11window.c calls SetupWindowData. If initialization fails after that point, XDestroyWindow gets called on the window by a subsequent call to X11_DestroyWindow. But, later in the same function, iff a GLES context is requested and initializing it fails, X11_XDestroyWindow (which wraps XDestroyWindow) is manually called. Shortly after, the intended call to X11_DestroyWindow occurs, which attempts to destroy the same window again. Boom.

(The above confusing summary involves three separate, similarly-named functions: XDestroyWindow, X11_DestroyWindow, X11_XDestroyWindow)

I have attached a simple patch that removes the redundant X11_XDestroyWindow calls. I've tested that XDestroyWindow still gets called for the windows in question, and that it only gets called once.
2019-11-16 22:35:48 -08:00
Cameron Cawley 85aabec27e atomic: Support compiling on ARMv3 2019-10-11 22:08:53 +01:00
Cameron Cawley 20ddf45ede Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Sam Lantinga a9ac9e3865 Don't try to use this driver with the Xbox One S in Bluetooth mode on Linux 2019-11-16 19:58:29 -08:00
Sam Lantinga 9ca5373024 Added support for the Xbox One S controller in Bluetooth mode on Linux 2019-11-16 19:55:53 -08:00
Sylvain Becker 9d4c3f12cd Fix missing prototype warning 2019-11-16 22:59:56 +01:00
Sylvain Becker 2dab79bcc2 Fix crash when detecting SIMD 2019-11-16 22:55:36 +01:00
Sam Lantinga cf33f1f0ef Added a utility function to simplify the hint handling logic 2019-11-13 21:53:01 -08:00
Sam Lantinga a63e93a193 Supported Android and Apple hardware has ARM SIMD capability 2019-11-13 15:46:58 -08:00
Sam Lantinga 9a76bebfbc SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior 2019-11-13 14:24:48 -08:00
EXL b44fe0f838 haiku: Rename BE_* entities to HAIKU_*
In favor Bugzilla #2349.
Update copyright years to 2019.

Partially fixes Bugzilla #4442.
2019-11-12 17:24:37 -05:00
Peter Kosyh 33ae5e5e99 haiku: mouse_relative fix
Partially fixes Bugzilla #4442.
2019-11-11 22:23:33 -05:00
Peter Kosyh 79510b7569 haiku: mouse->ShowMouse method added
Partially fixes Bugzilla #4442.
2019-11-11 22:22:40 -05:00
Gerasim Troeglazov 95a402d745 haiku: Add support for relative mouse mode.
Partially fixes Bugzilla #4442.
2019-11-11 22:21:17 -05:00
Gerasim Troeglazov bd648bd5a3 haiku: Add simple relative mode for mouse.
Partially fixes Bugzilla #4442.
2019-11-11 22:18:21 -05:00
Adrien Destugues 3b516e633b haiku: Fix crash when opening window.
- _num_clips was not set in constructor, so a NULL _clips could be
  mistakenly dereferenced.
- As _clips is accessible outside the class, it is not a good idea to
  free/reallocate it. Try to limit this by reallocating only when it needs to
  grow.

Partially fixes Bugzilla #4442.
2019-11-11 22:14:00 -05:00
Jerome Duval 50806eeea2 haiku: use addr_t instead of size_t for OpenGL dynamic loading.
Partially fixes Bugzilla #4442.
2019-11-11 22:04:10 -05:00
Peter Kosyh 55b5d8dce6 haiku: Invert mouse wheel values to match what SDL expects.
Partially fixes Bugzilla #4442.
2019-11-11 21:59:39 -05:00
EXL b22fb9e2ba haiku: Implement message box for Haiku
Add implementation for functions:

SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()

Add simple customization support also.
Fix build for x86_gcc2.

Partially fixes Bugzilla #4442.
2019-11-11 16:44:40 -05:00
Ozkan Sezer a365c7f6fb ran gendynapi.pl after SDL_HasARMSIMD() addition 2019-11-04 11:15:24 +03:00
Sylvain Becker 303646a697 Android: some readability: redundant casts, deads stores, redundant control flow 2019-10-31 15:53:10 +01:00