superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.
I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.
It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
Jan Martin Mikkelsen
Patch to scan /dev/dri based on names rather than file type
Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0.
The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
Sylvain
On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1:
- it loads first by default GLESv2 libraries
- creates the rendere OpenGLES 1
- recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 )
But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent.
If you, at first, set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
It will correctly load GLES v1 libraries.
Here's a small patch to reload egl libs when SDL_RecreateWindow() is called.
It fixes the issue, also the case from bug 4042
( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
bplu4t2f
When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.
Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
Andrei Drexler
For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events.
The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
Vivante drivers use the VK_KHR_display extension for rendering directly
to the frame buffer. This patch adds support to the video driver for
Vulkan rendering using that method.
- Add an utility function SDL_Vulkan_Display_CreateSurface that creates
a surface using this extension. The display to use (if there are
multiple) can be overridden using the environment variable
"SDL_VULKAN_DISPLAY".
- Use this function in a new compilation unit SDL_vivantevideo.c,
which implements the SDL_VIDEO_VULKAN methods of the driver structure.
Dan Ginsburg
I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.
What happens is as follows:
SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:
JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
JNIEnv *env, jclass cls, jboolean hasFocus)
{
SDL_LockMutex(Android_ActivityMutex);
if (Android_Window) {
__android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
}
SDL_UnlockMutex(Android_ActivityMutex);
}
When the window does get created, in Android_CreateWindow it does this:
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */
window->flags &= ~SDL_WINDOW_HIDDEN;
window->flags |= SDL_WINDOW_SHOWN; /* only one window on Android */
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* One window, it always has focus */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
return 0;
}
window->flags |= SDL_WINDOW_INPUT_FOCUS;
SDL_OnWindowFocusGained(window);
break;
I can fix the problem if I comment out this line from Android_CreateWindow:
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
I would propose that as a fix unless there is a reason not to.
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
Petr Pisar
The root cause is that the POC BMP file declares 3 colors used and 4 bpp palette, but pixel at line 28 and column 1 (counted from 0) has color number 3. Then when the image loaded into a surface is passed to SDL_DisplayFormat(), in order to convert it to a video format, a used bliting function looks up a color number 3 in a 3-element long color bliting map. (The map obviously has the same number entries as the surface format has colors.)
Proper fix should refuse broken BMP images that have a pixel with a color index higher than declared number of "used" colors. Possibly more advanced fix could try to relocate the out-of-range color index into a vacant index (if such exists).
This lets apps see and choose between both an HDMI and DSI-connected display,
such as a television and the Pi Foundation's official touchscreen. It only
exposes the second display if the hardware reports that it is connected.
Petr Pisar
The reproducer has these data in BITMAPINFOHEADER:
biSize = 40
biBitCount = 8
biClrUsed = 131075
SDL_LoadBMP_RW() function passes biBitCount as a color depth to SDL_CreateRGBSurface(), thus 256-color pallete is allocated. But then biClrUsed colors are read from a file and stored into the palette. SDL_LoadBMP_RW should report an error if biClrUsed is greater than 2^biBitCount.
Surfaces are allocated using SDL_SIMDAlloc()
They are marked with SDL_SIMD_ALIGNED flag to appropriatly free them with SDL_SIMDFree()
(Flag is cleared when pixels is free'd in RLE, in case user would hijack the pixels ptr)
When providing its own memory pointer (SDL_CreateRGBSurfaceFrom()) and clearing
SDL_PREALLOC to delegate to SDL the memory free, it's the responsability of the user
to add SDL_SIMD_ALIGNED or not, whether the pointer has been allocated with SDL_malloc() or
SDL_SIMDAlloc().
Some blit combination are not supported (eg ARGB8888 -> SDL_PIXELFORMAT_INDEX1MSB)
So prevent SDL_ConvertSurface from creating a broken surface, which cannot be blitted
It was calling glClear without a context. The issue it was trying to
solve was actually that after destroying a window and creating a new one
, the contents of the old window were preserved. This no longer happens
since we resize the window to nothing on destroy.
If the browser left fullscreen mode by the user pressing ESC, the next
call to SDL_SetWindowFullscreen(1) will fail as it thinks the window is
already fullscreen. (#65)
by checking Android_Window validity
- SDLThread: user application is exiting:
SDL_VideoQuit() and clearing SDL_GetVideoDevice()
- ActivityThread is changing orientation/size
surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()
- Separate function into Android_SetScreenResolution() and Android_SendResize(),
formating, and mark Android_DeviceWidth/Heigh as static
- If you call onPause() before CreateWindow(), SDLThread will run in infinite loop in background.
- If you call onPause() between a DestroyWindow() and a new CreateWindow(), semaphores are invalids.
SDLActivity.java: the first resume() starts the SDLThread, don't call
nativeResume() as it would post ResumeSem. And the first pause would
automatically be resumed.
First error could happen if Android_SetWindowFullscreen somehow gets
called between SurfaceDestroyed() and SurfaceCreated()
Second error should not happen has native_window validity is guaranteed.
(It would happens previously with error -19)
It accesses data->native_window, which can be changed by onNativeSurfacedChanged().
Currently, Android_SetWindowFullscreen() may access data->native_window after it
has been released, and before a new reference is acquired.
(can be reproduced by adding some SDL_Delay() in onNativeSurfacedChanged and
Android_SetWindowFullscreen() ).
It may happen to have the sequence pause()/resume()/pause(), before polling
any events.
Before, it ends in 'resumed' state because as the check is greedy.
Now, always increase the Pause semaphore, and stop at each pause.
It ends in 'paused' state.
Related to bug 3250: set up a reconfiguration of SurfaceView holder.
Turn the screen off manually before the app starts
(repro rate is not 100%..)
"Pause" transition will add events:
SDL_WINDOWEVENT_ENTER
SDL_WINDOWEVENT_FOCUS_LOST
SDL_WINDOWEVENT_MINIMIZED
SDL_APP_WILL ENTER BACKGROUND
SDL_APP_DID ENTER BACKGROUND
"Resume" transition will add events:
SDL_APP_WILL ENTER FOREGROUND
SDL_APP_DID ENTER FOREGROUND
SDL_WINDOWEVENT_FOCUS_GAINED
SDL_WINDOWEVENT_RESTORED
If Android application doesn't empty the event loop in between, it enters in
"paused" state when SDL_WINDOWEVENT_RESTORED is fetched.
See bug 3250 for pratical case.
Occurs when application goes to background:
- Java activity is destroying SurfaceView holder and "egl_surface" (in onNativeSurfaceDestroyed())
- While native thread is in Android_GLES_SwapWindow(), prepared to call SDL_EGL_SwapBuffers()
The error is "call to eglSwapBuffers failed, reporting an error of EGL_BAD_SURFACE"
It an be reproduced easily by adding a SDL_Delay(100) at the begining of SDL_EGL_SwapBuffers(),
and putting the application into background.
Use a semaphore to prevent concurrency issues between Java Activity and Native thread code, when using 'Android_Window'.
(Eg. Java sending Touch events, while native code is destroying the main SDL_Window. )
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!
CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
Switching between renderers "software -> opengl -> opengles2 -> software" fails.
"opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface"
without marking it as "surface_invalid".
foo.null
I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:
<App Name> <Window> <View>
1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
This happens if you try to lock the pointer and (caps & WL_SEAT_CAPABILITY_POINTER) is false
Leading to input->pointer being NULL which ends up bringing the wayland client down (at lease on weston)
* Search for valid encoder in connector when it doesn't have an
encoder ID set.
* Search for valid CRTC in resources and encoder's possible CRTCs
when encoder doesn't have one set.
* Select default mode if CRTC doesn't have a valid one.
* Pick current_mode's W/H/Refresh Rate basing on current and
valid CRTC mode, not the saved one.
Cameron Gutman
After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.
For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).
The crashing line is:
NSMutableArray *contexts = data->nscontexts;
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
For starters, we need to correctly respond to 0,0 configure after unsetting
fullscreen. Also, turns out that there should be no drawing calls at all
in between eglSwapBuffers and wl_egl_window_resize, as otherwise EGL can
already allocate a wrongly sized buffer for a next frame, so handle those
together.
Rainer Sabelka
After I did an upgrade of my arch Linux installation (resulting in an update of Mesa to version 18.2.3), all my SDL2 applications which use the KMS/DRM driver stopped working.
Reason: Creating a Window with SDL_CreateWindow failed because the call to EGL
eglCreateWindowSurface() returns an error "EGL_BAD_MATCH".
After investigating with the debugger I figured, that the configuration, which has been selected from the output of eglChooseConfig(), has an "EGL_NATIVE_VISUAL_ID" which does not match the "format" of the underlying gbm surface.
The attached patch fixes the problem. It does so, by mimicking Weston's behavior.
All configurations returned from eglChooseConfig() which have an visual_id different from the gbm format are discarded, and only from the remaining ones the "best" match is selected.
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
It needs to use Bool (which is an int) and not BOOL (which is CARD8), which
causes problems on platforms with different byte order and alignment, etc.
Fixes Bugzilla #4326.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
Alexandre
DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.
A patch is attached and should add support for ABGR pixel format devices.
This prevents us from clearing the clip rect globally when another application has set it.
There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.
Also fixed whitespace and SDL coding style
Polling without wl_display_flush() never responds to ping requests.
In that case ping-pong works only on other events, such as user input
or on frame swapped.
From https://git.merproject.org/mer-core/libsdl/merge_requests/3
Original author: Alexander Akulich <a.akulich@omprussia.ru>
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
Icenowy Zheng
One front buffer is locked in GLES_SetupCrtc() and overrides the next_bo just locked in KMSDRM_GLES_SwapWindow, then the next_bo gets lost and is not released even when quitting the video.
It may leads to problems with GLES drivers that doesn't clean up GBM correctly if there's any bo left (e.g. the Mali Utgard r6p2 blob). In the case of Mali Utgard r6p2 blob, the DRM device file is still hold by the blob, and if you try to SDL_Quit to let another program to run (this is done by EmulationStation), the new program will fail to open DRM device.
Sylvain
I did various benches. with clang 6.0.0 on linux, and ndk-r16b on android (NDK_TOOLCHAIN_VERSION=clang).
- still see a x10 speed factor.
- with duff_loops, it does not use vectorisation (but doesn't seem to be a problem).
on linux my patch is already at full speed on -O2, whereas the duff_loops need -O3 (200 ms at -03, and 300ms at -02).
I realized that on Android, I had a slight variation which fits best.
both on linux with -O2 and -O3, and on android with 02/03 and armeabi-v7a/arm64.
Here's the patch.
suffix to the temp Pixel local in the DUFFS_LOOP.
SDL_blit.h (ASSEMBLE_RGB): add _ prefix to temp Pixel locals to avoid
any possible shadowings.
The warnings were like the following:
In file included from src/video/SDL_blit_N.c:26:0:
src/video/SDL_blit_N.c: In function 'BlitNtoNKeyCopyAlpha':
src/video/SDL_blit_N.c:2421:24: warning: declaration of 'Pixel' shadows a previous local [-Wshadow]
Uint32 Pixel = ((*src32 & rgbmask) == ckey) ? *dst32 : *src32;
^
src/video/SDL_blit.h:475:21: note: in definition of macro 'DUFFS_LOOP8'
case 0: do { pixel_copy_increment; /* fallthrough */ \
^
src/video/SDL_blit_N.c:2419:13: note: in expansion of macro 'DUFFS_LOOP'
DUFFS_LOOP(
^
src/video/SDL_blit_N.c:2399:12: warning: shadowed declaration is here [-Wshadow]
Uint32 Pixel;
^
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
Sylvain
Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command
They are automatically enabled with -Wall
Alexei
On WM_WINDOWPOSCHANGED event, WIN_UpdateClipCursor() is called. SDL_WINDOW_INPUT_FOCUS is set even when the mouse pointer is not inside the SDL window and therefore ClipCursor(&rect) is called. When dragging the window and rect.bottom=800 (i.e. the bottom edge of the screen) the SDL window is clipped to the bottom of the screen and it is not possible to move it back to the center of the screen.
Anthony @ POW Games
SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.
X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."
Fixes Bugzilla #4183.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.
This brings the EGL backend in line with the GLX one.
Fixes Bugzilla #4199.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.
CR: Phil
Daniel Gibson
Sorry, but it seems like Microsoft didn't fix the issue properly.
I just updated my Win10 machine, it now is Version 1803, Build 17134.1
I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.
I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
Simon Hug
I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues.
Attached patch fixes these issues:
- Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off.
- The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event.
- Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results.
- When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly.
- On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly.
Attached patch also adds:
- Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION.
- A button limit of 2^16 - 101.
- Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.