Commit Graph

288 Commits

Author SHA1 Message Date
Gabriel Jacobo
1ad0d24828 [Android] Fixes #2228, reworked touch code
Lets Android take care of which is the primary pointer (the one acting as the
mouse in SDL), reorganized the Java side code as well to make it easier to
understand.
2013-11-25 12:28:09 -03:00
Philipp Wiesemann
c933166401 Fixed bug 2258 - Crash when using Android clipboard
chw

The Android clipboard manager methods must be called from the UI thread,
otherwise crashes of the dalvikvm happen.
2013-11-23 23:38:16 +01:00
Philipp Wiesemann
01acbd389b Fixed spaces in license comment. 2013-11-23 18:34:27 +01:00
Philipp Wiesemann
2aa4974bf9 Removed include of no more needed header. 2013-11-23 18:29:36 +01:00
Gabriel Jacobo
7a18a6747b [Android] Fixes #2264, handle joystick open/closed state properly 2013-11-23 09:47:25 -03:00
Sam Lantinga
a3bb007ee5 Fixed double-free of the window shape path 2013-11-23 02:02:29 -08:00
Gabriel Jacobo
4abeed93c7 Fixes compilation on Mingw. 2013-11-22 14:19:52 -03:00
Gabriel Jacobo
61959aa67b OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Ryan C. Gordon
a218717111 Query version for X11 XInput2 multitouch separately from base XInput2. 2013-11-20 21:17:26 -05:00
Gabriel Jacobo
9095952ac4 Clean up X11 OpenGL ES backend
If you really need to switch between OpenGL and GLES context types, just issue
a SDL_GL_UnloadLibrary manually.
2013-11-20 12:51:18 -03:00
Gabriel Jacobo
131a072503 Find the best EGL config available between those returned by eglChooseConfig
This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
2013-11-19 11:04:05 -03:00
Gabriel Jacobo
fdfea4ad1f [Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices
It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well,
and we need to route different keycodes to different parts of SDL.
2013-11-19 10:00:05 -03:00
Sam Lantinga
48954ba194 Accidentally committed debug code 2013-11-18 20:22:36 -08:00
Sam Lantinga
d75498f6be Textures need to be freed before renderers 2013-11-18 20:21:45 -08:00
Philipp Wiesemann
48cffe33f9 Added missing resource release in test source. 2013-11-18 23:45:46 +01:00
Philipp Wiesemann
3cba79970c Fixed unreachable return statement warning in gamecontroller source. 2013-11-18 23:43:15 +01:00
Philipp Wiesemann
b5c6811108 Fixed implicit function declaration warning in joystick source for Android. 2013-11-18 23:38:59 +01:00
Sam Lantinga
9dd923fb9a When the mouse is grabbed it's constrained to the client area, not the window frame. 2013-11-16 21:19:16 -08:00
Sam Lantinga
e4146267fa Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain

Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
2013-11-16 18:56:02 -08:00
Sam Lantinga
4e1ee55739 Fixed bug 2231 - Move src/input/evdev into src/core/linux
Ryan C. Gordon

To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
2013-11-16 12:02:09 -08:00
Sam Lantinga
3b52058f6c Fixed bug 2241 - SSE intrinsic in fillrect MMX path
norfanin

The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.

Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
2013-11-16 11:54:16 -08:00
Sam Lantinga
8093cfd8ce Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
2013-11-15 22:07:35 -08:00
Sam Lantinga
30f7e86882 Added space in the common state structure for render targets 2013-11-15 22:01:58 -08:00
Ryan C. Gordon
4f39f0115b Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
2013-11-15 23:20:50 -05:00
Sam Lantinga
4295a92f97 Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register
philhassey

On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.

Steps to Reproduce:

1. Open a windowed window on OS/X.  (With the border on.)

2. e.button.button will give values 1,2,3 depending on which mouse button I click.

3. Call SDL_SetWindowBordered to disable the border.

4. e.button.button will only give values 1,2.  3 (right mouse button) stops coming through.

Expected result:

I expect all mouse buttons to register.
2013-11-14 22:26:49 -08:00
Sam Lantinga
ef97aab9cf Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful 2013-11-14 21:39:54 -08:00
Ryan C. Gordon
b2f8b351d4 Fixed comment typo. 2013-11-14 20:24:40 -05:00
Gabriel Jacobo
35915d4f99 Clean up the EGL related video backends (X11, Android, RPi) 2013-11-14 20:14:02 -03:00
Ryan C. Gordon
e899f0c4e0 Haiku: fixed uninitialized variable. 2013-11-14 14:42:20 -05:00
Ryan C. Gordon
00003e8c00 Renamed things named after BeOS to be named after Haiku instead. 2013-11-14 11:51:24 -05:00
Ryan C. Gordon
dd325b9762 Patched to compile on Haiku. 2013-11-14 01:00:08 -05:00
Ryan C. Gordon
8d6e03f353 Added SDL_DetachThread() API. 2013-11-14 00:52:39 -05:00
Ryan C. Gordon
7550ddcc05 Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.

BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
2013-11-13 22:35:26 -05:00
Sam Lantinga
b36d98bd9c Diagonal flipping with RenderCopyEx
Ivan Rubinson

As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
2013-11-13 21:50:59 -08:00
Gabriel Jacobo
5b8b403e3e [Windows] Fixes bug #1555, handle ALT+F4 on Windows 2013-11-13 11:18:37 -03:00
Sam Lantinga
397f5a850d Retain the high dpi flag when recreating the window (e.g when creating a renderer context) 2013-11-12 02:18:52 -08:00
Sam Lantinga
12961352d3 Fixed build error with SDK < 10.7 2013-11-12 02:04:12 -08:00
Sam Lantinga
253b9ba815 We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X. 2013-11-12 02:02:12 -08:00
Sam Lantinga
75145ea023 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X. 2013-11-12 01:52:54 -08:00
Sam Lantinga
5f8a0b18d3 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode 2013-11-12 00:32:29 -08:00
Sam Lantinga
7459b159e0 Made sure the window had the correct border when manually being brought back from fullscreen mode. 2013-11-11 23:42:43 -08:00
Sam Lantinga
cb190b8270 Fixed assertion when quickly toggling from fullscreen back to fullscreen:
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"

To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
2013-11-11 22:43:05 -08:00
Sam Lantinga
8f8070db42 Fixed window resizing when entering and leaving fullscreen mode 2013-11-11 21:38:11 -08:00
Sam Lantinga
7cf76ffbe0 Fixed assertion failure when minimizing a fullscreen window. 2013-11-11 21:21:18 -08:00
Sam Lantinga
75a23d99a5 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey

Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.

Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.

Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.

Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)

This patch implements SDL_SetTextInputRect for uikit/iOS.

It sets up notification handlers to respond to changes in the display of the keyboard.  These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
2013-11-11 20:51:19 -08:00
Sam Lantinga
cb31a80d82 Properly handle toggling fullscreen state when another fullscreen state change is in progress. 2013-11-11 20:42:59 -08:00
Gabriel Jacobo
819148a844 [X11] Fix up compilation when EGL headers are not present. 2013-11-11 19:17:32 -03:00
Gabriel Jacobo
45a88b6ade [Android] Fixes bug 2217, better joystick axes handling on Android. 2013-11-11 10:15:35 -03:00
Sam Lantinga
f0692d656f Fixed compiling with older Mac OS X SDK 2013-11-11 03:29:11 -08:00
Sam Lantinga
2384ad5b9e Fixed compiling with ISO C90 2013-11-11 03:12:50 -08:00