The data produced by the callback is just thrown away and the audio thread
delays as if it's waiting for the hardware to drain.
This lets apps that rely on their audio callback firing regularly continue
to make progress to function as properly as possible in the face of disaster.
Apps that want to know that the device is really gone and deal with that
scenario can use the new hotplug functionality.
Device enumeration now happens at startup and then is managed exclusively
through hotplugging instead of full redetection. The device name list now has
a unique "handle" associated with each item and SDL will pass this to the
backend so they don't have to figure out how a human readable name maps to
real hardware for a second time.
Other cleanups, fixes, improvements, plus all the audio backends updated to
the new interface...largely untested at this point, though.
This fills in the core pieces and fully implements it for Mac OS X.
Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again. This change makes SDL/WinRT work with
them.
To note, the ms-master branch (of ANGLE) was updated via this merge:
bbd2eb0a9c (diff-d1377fbe747de154e1bfcf7221d3de67)
If the function WIN_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.
This also fixed converting characters more often than needed on key repetition.
If the function Emscripten_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.
The key event callbacks were always removed from the same target although it is
possible to set them to different targets using the hint. This is only a partial
fix because it assumes that the hint is not changed to a different value later.
64-bit Linux uses a "long" instead of "long long" for 64-bit ints.
Added a special-case this so SDL_PRI?64 doesn't trigger compiler warnings
when used with SDL's 64-bit datatypes on 64-bit Linux.
- fix crash on OSX when removing a device. If the remove happened due to the CFRunLoopRunInMode call in SDL_SYS_JoystickDetect then we would delete the device right away, before SDL_SYS_JoystickUpdate could clean it up. So move the CFRunLoopRunInMode to after the cleanup logic, preventing this case. This does mean that adds and removes of joysticks now take 1 extra frame to show up.
After disconnecting a joystick the remaining kept their original device index.
This was not correct because the device index must be a number between 0 and
SDL_NumJoysticks(). It was fixed with ideas from SDL's joystick implementation
for Android. Some range checks were removed as the caller already checks them.
SDL_SYS_JoystickUpdate() was implemented incorrectly. For every call to it all
attached joysticks were checked. But actually only the given SDL_Joystick should
be checked then. This allowed sending broken events for attached but not opened
joysticks. It also checked the opened joysticks more often than actually needed.
This allows for this kind of code in an application:
int monitorID = 1; // the second monitor!
SDL_SetWindowPosition(sdlWin,
SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID),
SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID));
Fixes Bugzilla #2849.
The callbacks used to receive the HTML events were not removed if the joystick
subsystem initialization failed or if the joystick subsystem was quit. Also, the
already connected joysticks were not deleted if the initialization failed later.
The needed header files are already included with SDL.h. Still including them in
the test programs is confusing because it somehow suggests they would be needed.
It's slightly faster than failing later, after a strchr() call, since this
will get called multiple times with a NULL string if the system totally
fails elsewhere.
This change integrates initialization settings for ANGLE/WinRT, as suggested in
MSOpenTech's latest ANGLE template-projects (for MSVC).
This should fix some OpenGL initialization issues on WinPhone 8.1 on ARM, and
on the 1st-generation Surface RT.