These came from HaikuPorts, specifically this patchset:
462947dd4f/media-libs/libsdl2/patches/libsdl2-2.0.14.patchset
This is just the part that is _not_ Haiku-specific. I wanted this in a
separate commit though, since I'm not really a CMake expert; if this causes
problems and we need to bisect to it, we won't be confused about it being a
Haiku issue when we get here.
Fixes#4092.
(and probably others.)
These came from HaikuPorts, specifically this patchset:
462947dd4f/media-libs/libsdl2/patches/libsdl2-2.0.14.patchset
This is just the Haiku-specific bits; the more general parts about install
dirs will be split into a different commit here.
Reference issue #4092.
When building SDL2 from git with CMake, you got libSDL2-2.0.so.1
instead of .0 (as it's the case when building with autotools).
This was caused by using LT_REVISION instead of LT_MAJOR for SOVERSION.
fixes#4310
This provides a linking interface that matches the one available when `find_package()` is used, by aliasing all of SDL's public targets into the SDL2:: namespace. Thus, dependees link to the same-named targets regardless of how SDL was acquired.
This approach permits the use of wrappers around CMake's FetchContent API such as https://github.com/cpm-cmake/CPM.cmake
Aaron Barany
The CMake build for SDL doesn't set SDLMAIN_SOURCES on iOS to the sources in src/main/ios. As a result, SDL fails to initialize since it falls back to the dummy main. Adding the line file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) fixes the issue.
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.
Sebastian Vargas Vargas
Running CMake configure from a Windows Subsystem for Linux using Visual Studio Code Remote doesn't generate the header file with the current source revision, it throws "/home/sebva/SDL/build-scripts/updaterev.sh: 13: cannot create /mnt/c/Users/sebva/.vscode/extensions/ms-vscode-remote.remote-wsl-0.44.4/include/SDL_revision.h.new: Directory nonexistent".
Tom Seddon
2nd time lucky, perhaps. patch 2 applies to current HEAD at time of writing - 4eb049c9bb1ca94efe3c40b57beda3169984d0cb from https://github.com/SDL-mirror/SDL.
This basically goes back to what was there originally, but now manually adding "-x objective-c" to the clang command line rather than "-ObjC". clang is then invoked without the "-x c" that was causing the problem, the snippet builds, and Metal is detected. (I had a quick trawl through the cmake code, but I couldn't see where this is handled.)
I was moved to try this after finding SDL's own CHECK_OBJC_SOURCE_COMPILES macro, and noting what it does: 4eb049c9bb/cmake/macros.cmake (L67)
An alternative fix of course would be to use CHECK_OBJC_SOURCE_COMPILES instead of cmake's check_objc_source_compiles - but that had the same problem of getting confused by "return 0;". (Maybe that's because it's a macro? I'll defer to a cmake expert on this one.)
I decided in the end to err on the side of leaving things looking basically the same as they were before my first patch.
Tom Seddon
This is as of commit 50d804ea729accf9e3a9ce83238d0a2976a17545 from https://github.com/SDL-mirror/SDL, which is HEAD as I write (apologies, not confident with Mercurial)
# Config
macOS: 10.14.6 (18G6042)
cmake --version: cmake version 3.16.20200101-g23e782c
clang --version: Apple clang version 11.0.0 (clang-1100.0.33.17)
Xcode version: Version 11.3.1 (11C504)
# Repro steps
Run the following commands in the shell.
cd /tmp/
git clone https://github.com/SDL-mirror/SDL
mkdir build.SDL
cd build.SDL
cmake -G ../SDL/
Examine cmake output.
# Expected result
Metal is detected.
# Actual result
It appears that Metal is not detected! Note this line in the summary:
-- RENDER_METAL (Wanted: 0): OFF
# Fix
Change check_c_source_compiles to check_objc_source_compiles. The cmake script tries to add -ObjC to the clang command line, but, for whatever reason, this doesn't seem to work.
Change the test source to have an empty main. The "return 0;" line seems to confuse cmake somehow, causing it to crap out with an error about HAVE_FRAMEWORK_METAL being an unknown argument. (Maybe I'm just dense, but it's not obvious to me what the problem is here.)
With these two changes:
-- RENDER_METAL (Wanted: ON): ON
Patch attached.
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>
- SDL_config.h.in: add missing defines SDL_SENSOR_COREMOTION
and SDL_SENSOR_WINDOWS (configure did set SDL_SENSOR_WINDOWS
but it never went in SDL_config.h or Makefile.)
- SDL_config.h.cmake: remove duplicated SDL_SENSOR_XXX cmake
defines.
- autofoo, cmake: check for sensorsapi.h header before enabling
windows sensors.
Apparently the "-x objective-c" made it down to the linker, who then treats
the .o file as Objective-C source code. Apparently the -ObjC argument does
the same thing but gets ignored by the linker.
Fixes Bugzilla #4988.
Giovanni Bajo
The CMake build system supports several audio frameworks for Linux: one of them is sndio.
All frameworks can be built with "runtime linking" (that is, using dlopen to load the library at runtime). In sdlchecks.cmake, there's code to do the same with sndio:
=================================================================
# Requires:
# - n/a
# Optional:
# - SNDIO_SHARED opt
# - HAVE_DLOPEN opt
macro(CheckSNDIO)
if(SNDIO)
# TODO: set include paths properly, so the sndio headers are found
check_include_file(sndio.h HAVE_SNDIO_H)
find_library(D_SNDIO_LIB sndio)
if(HAVE_SNDIO_H AND D_SNDIO_LIB)
set(HAVE_SNDIO TRUE)
file(GLOB SNDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sndio/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SNDIO_SOURCES})
set(SDL_AUDIO_DRIVER_SNDIO 1)
if(SNDIO_SHARED)
if(NOT HAVE_DLOPEN)
message_warn("You must have SDL_LoadObject() support for dynamic sndio loading")
else()
FindLibraryAndSONAME("sndio")
set(SDL_AUDIO_DRIVER_SNDIO_DYNAMIC "\"${SNDIO_LIB_SONAME}\"")
set(HAVE_SNDIO_SHARED TRUE)
endif()
else()
list(APPEND EXTRA_LIBS ${D_SNDIO_LIB})
endif()
set(HAVE_SDL_AUDIO TRUE)
endif()
endif()
endmacro()
=================================================================
The feature is gated by an option called SNDIO_SHARED. It is also fully implemented in SDL_sndioaudio.c
Unfortunately, it seems there is a missing line in CMakeLists.txt, so SNDIO_SHARED is not defined:
======================================================================
set_option(ALSA "Support the ALSA audio API" ${UNIX_SYS})
dep_option(ALSA_SHARED "Dynamically load ALSA audio support" ON "ALSA" OFF)
set_option(JACK "Support the JACK audio API" ${UNIX_SYS})
dep_option(JACK_SHARED "Dynamically load JACK audio support" ON "JACK" OFF)
set_option(ESD "Support the Enlightened Sound Daemon" ${UNIX_SYS})
dep_option(ESD_SHARED "Dynamically load ESD audio support" ON "ESD" OFF)
set_option(PULSEAUDIO "Use PulseAudio" ${UNIX_SYS})
dep_option(PULSEAUDIO_SHARED "Dynamically load PulseAudio support" ON "PULSEAUDIO" OFF)
set_option(ARTS "Support the Analog Real Time Synthesizer" ${UNIX_SYS})
dep_option(ARTS_SHARED "Dynamically load aRts audio support" ON "ARTS" OFF)
set_option(NAS "Support the NAS audio API" ${UNIX_SYS})
set_option(NAS_SHARED "Dynamically load NAS audio API" ${UNIX_SYS})
set_option(SNDIO "Support the sndio audio API" ${UNIX_SYS})
set_option(FUSIONSOUND "Use FusionSound audio driver" OFF)
dep_option(FUSIONSOUND_SHARED "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
======================================================================
You can see that all frameworks define a "dep_option" NAME_SHARED, and SNDIO is the only one where the option is missing.
This means that runtime loading of sndio is never activated. If sndio is found at configuration time, it is always activated in "linked" mode, so that the final binary will have a load-time dependency with libsdnio. This is unfortunate.
To fix the problem, it is sufficient to add this line:
dep_option(SNDIO_SHARED "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF)
I've verified that this fixes the bug, and sndio can now be dynamically loaded as expected.
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.
A project being built entirely statically will call pkg-config with
--static, which utilises the Libs.private field. Conversely it will
not use --static when not being built entirely statically, even if
there is only a static build of SDL available. This will most likely
cause the build to fail due to underlinking unless we merge the Libs
fields.
This is what the Meson build system does when it generates pkg-config
files. This also also follows the behaviour of sdl2-config.
At the same time, the runtime linker flags are not applicable to
static-only builds so only add them for shared builds.
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!
Mohamed
It would be useful to be able to do either `#include "SDL2/SDL.h"` or `#include "SDL.h"`. This patch allows that and adds compatibility with other build systems. It also allows differentiating between SDL1 and SDL2.
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=tvOS
- CMAKE_OSX_SYSROOT=<SDK> (examples: appletvos, appletvsimulator, appletvos12.4, /full/path/to/AppleTVOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;x86_64")
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")
Examples:
- for Simulator, using the latest, installed SDK:
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
- for Device, using the latest, installed SDK, 64-bit only
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
- for Device, using the latest, installed SDK, mixed 32/64 bit
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
- for Device, using a specific SDK revision (iOS 12.4, in this example):
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
Callum McGing
While the CMake build checks for ibus and does enable the ibus backend with set(HAVE_IBUS_IBUS_H TRUE), this does not define SDL_USE_IME, thus CMake built SDL2 (as in Arch Linux) cannot use IME at all.
The attached patch fixes this behaviour when building against ibus. IME support will still fail when only fcitx is available on the build system.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.
Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
Braden Obrzut
https://hg.libsdl.org/SDL/file/7dc39b047055/CMakeLists.txt#l911
I believe the following should also be specified there:
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
As it is now GLES1 support is missing when building for Android despite it linking to the library.
Ozkan Sezer
A horde of strict aliasing violation warnings are emitted from joystick
layer, and also from a few other places. This happens with gcc-4.4.7 on
Linux CentOS 6.10. Some other sysjoystick would possibly have the same
warnings.
Attached my full log here. Example entry:
src/joystick/SDL_joystick.c: In function 'SDL_GetJoystickGUIDInfo':
src/joystick/SDL_joystick.c:1094: warning: dereferencing pointer '({anonymous})' does break strict-aliasing rules
tschwinger
Respect the BUILD_SHARED_LIBS variable when defined, and build either shared or static libs, which is CMake's default behavior (See https://cmake.org/cmake/help/latest/variable/BUILD_SHARED_LIBS.html).
If the variable is not defined, the current behavior remains unchanged and both variants are built where the platform supports it. This way, it remains possible to build both in one shot, which seems convenient for distro builds and useful to promote some consistency between them.
tschwinger
Followup to #3651
As already noted by Ryan, no framework is being built, so we better install to lib/cmake.
That code was originally part of a patch submitted by David Demelier, whose credit BTW got lost (I combined his patch for #3572 with fixes for #2576 and #3613 resulting in #3651 because things started to depend on another).
I tested that the configuration files are found correctly in the new location on MacOS X based on a hint to the root (see https://cmake.org/cmake/help/latest/command/find_package.html#search-procedure).
Manuel Sabogal
I noticed that the current Android.mk builds a libhidapi.so library for Android but the CMake build hasn't been updated to do so. I'll attach a patch that fixes this issue.
This lets you build a custom embedded device that roughly offers the "this
process is going to the background NOW" semantics of SDL on a mobile device.
From Tom Black:
I'm having problems initializing the sensor module. I'm compiling with a standard ./configure && make && sudo make install, and the module says it's enabled, but SDL_Init(SDL_INIT_EVERYTHING) is failing with SDL_GetError() returning "SDL not built with sensor support".
Author: Micha? Janiszewski <janisozaur+signed@gmail.com>
Date: Fri Sep 28 20:38:04 2018 +0200
CMake: fix building tests on Linux
In case where libunwind.h has been found, it will be used by compiler,
but linker wasn't updated to reflect use of this new library.
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
Wayde Reitsma
After attempting to use SDL2 in the way described in this bug, I found the main issue was the includes not being added to the compiler command.
I found the issue was that the target_include_directories commands for the SDL2, SDL2-static and SDL2main targets only sets the public includes for installations using the INSTALL_INTERFACE generator expression.
I have written a patch to CMakeLists.txt that fixes this issue by adding another item to the target_include_directories commands, utilizing the BUILD_INTERFACE generator expression to correctly add the include directory during builds.
Previously the include path was {INSTALL_PREFIX}/include,
it is now {INSTALL_PREFIX}/include/SDL2 to be consistent with
the other build and package configuration systems.
Fixes#4128.
Eric Wasylishen
Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.
Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
Andrey
Seems latest google angle library successfully built & tested under macOS'es.
https://github.com/google/angle
We need to use GLES2 to implement true cross-platform code.
Mate Nagy
There is a typo in CMakeLists.txt that makes CMake exit with failure.
Change that causes the problem: (Notice the double ending brackets)
${SDL2_SOURCE_DIR}/src/video/*.c)
+ ${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
Fix:
Just remove the first ending bracket resulting in:
${SDL2_SOURCE_DIR}/src/video/*.c
${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Ozkan Sezer
In my cross-build environment with cmake-2.8.12.1, cmake does not add
SDL_coreaudio.m to its makefiles and the result is a failure. The fix
is simple: set the language to C for it as it is done at other places
in CMakeLists.txt.
Steve Robinson
In my project, the 'uninstall' target is already created by the glew library. I get this error when SDL2 tries to create it:
CMake Error at _build/3rdparty/SDL2/SDL2-2.0.6/CMakeLists.txt:1816 (add_custom_target):
add_custom_target cannot create target "uninstall" because another target
with the same name already exists. The existing target is a custom target
created in source directory
"D:/Code/sdl2-tutorial/_build/3rdparty/glew/glew-2.1.0/build/cmake". See
documentation for policy CMP0002 for more details.
To fix it, go to the bottom of the SDL2 CMakeLists.txt file. Add an if statement to check for the existence of the target before creating it. The end result looks like this:
if(NOT TARGET uninstall)
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
IMMEDIATE @ONLY)
add_custom_target(uninstall
COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
endif()
This is how the glew library deals with this possibility in their CMakeLists.txt file.
Steve Robinson
In my existing CMake project, I use add_subdirectory to add the source for SDL2. This worked fine in 2.0.5, but now in 2.0.6 when I build the INSTALL CMake target, I get this error:
file INSTALL cannot find "D:/path/to/SDL2Config.cmake".
Call Stack (most recent call first):
3rdparty/SDL2/cmake_install.cmake:32 (include)
3rdparty/cmake_install.cmake:36 (include)
cmake_install.cmake:32 (include)
To fix this, I changed line 1770 from this:
${CMAKE_SOURCE_DIR}/SDL2Config.cmake
To this:
${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
Simon Hug
When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.
The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.
It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.
And there's an additional error message for when ftell fails.
Sylvain
Since https://hg.libsdl.org/SDL/rev/6546daa45a02
SDL_android_main.c is empty and then produce a warning
nativeInit does not exist and dont need to be mark undefined
Colin Barrett
Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip
If I have:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.
Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.
Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
sfalexrog
Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform.
Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.