Commit Graph

841 Commits

Author SHA1 Message Date
Gabriel Jacobo
d21640e92a Fixes bugs #2213 and #2214, improves the Android joystick code button handling 2013-11-10 20:13:27 -03:00
Sam Lantinga
9228c84576 Fixed issue with dead key press/release events being filtered out. 2013-11-10 14:48:44 -08:00
Sam Lantinga
0d39d09076 Hopefully fixed focus problems when handling a global hotkey on X11.
See this thread for details:
https://bugzilla.mozilla.org/show_bug.cgi?id=578265
2013-11-10 14:33:01 -08:00
Sam Lantinga
e19f15ddd5 Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
2013-11-10 14:10:00 -08:00
Philipp Wiesemann
aa3379802b Added a new unused key code from Android 4.4 (API 19). 2013-11-10 14:50:37 +01:00
Philipp Wiesemann
0ab7624cde Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-10 14:47:05 +01:00
Philipp Wiesemann
82b3e7d229 Changed function to be static.
The function keycode_to_SDL() is only used in this file.
2013-11-10 14:44:50 +01:00
Philipp Wiesemann
6e3558cf99 Removed unused local variable to fix warning. 2013-11-10 14:42:41 +01:00
Philipp Wiesemann
3f2e942fa0 Fixed implicit function declarations by including the missing header. 2013-11-10 14:39:38 +01:00
Philipp Wiesemann
bd1e1a93f2 Corrected source comment. 2013-11-10 14:36:41 +01:00
Sam Lantinga
247313174a Updated notes about building with the Windows 8 SDK: Get the DirectX SDK. 2013-11-09 01:15:17 -08:00
Sam Lantinga
33cf925c15 Fixed signed/unsigned warning 2013-11-09 01:08:21 -08:00
Sam Lantinga
550676d08d Fixed signed/unsigned warning 2013-11-09 00:56:05 -08:00
Sam Lantinga
976c876924 Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.

For now the correct way to raise and/or restore the window is as follows:

	if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
	{
		SDL_RaiseWindow( window );
	}
	if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
	{
		SDL_RestoreWindow( window );
	}

I will investigate the window state change rules more fully in the future.

CR: Alfred Reynolds
2013-11-08 14:05:23 -08:00
Sam Lantinga
7c7a9b7f89 Added a Linux game controller mapping for the Valve Streaming Gamepad 2013-11-08 14:05:19 -08:00
Sam Lantinga
3523b409bc Made helper window creation depend on initializing the Haptics or Joystick subsystems. 2013-11-08 14:05:15 -08:00
Sam Lantinga
faebe94c56 Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.

This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
2013-11-08 14:05:08 -08:00
Sam Lantinga
e3e24bded7 Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter. 2013-11-08 14:04:59 -08:00
Sam Lantinga
621c7f8f1f Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00
Sam Lantinga
493fadd5c1 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
2013-11-08 14:04:35 -08:00
Sam Lantinga
95c67ed9a7 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin

I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
2013-11-07 19:15:58 -08:00
Sam Lantinga
48e44f7fcb Fixed Windows compile error 2013-11-06 23:59:24 -08:00
Sam Lantinga
3b050fc953 Horizontal wheel support in windows
Lorenzo Pistone

this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
2013-11-06 23:35:08 -08:00
Gabriel Jacobo
22770a8f40 [Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!

Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
2013-11-06 11:23:24 -03:00
Gabriel Jacobo
e27248c27e Fixes Bug 1944 - Linux events, joysticks having only hat are not read 2013-11-06 09:48:45 -03:00
Sam Lantinga
1c9cc8c9b7 Fixed performance regression caused by the fix for bug 2158 2013-11-05 21:01:25 -08:00
Gabriel Jacobo
0b7c69fe12 Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).

Also enables building SDL for armv7 and x86.
2013-11-05 20:07:39 -03:00
David Ludwig
749117acd9 WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.

To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'.  From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext.  The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL.  Only Windows 8/8.1 is supported for now.  Shaders may need to be precompiled, in some (all?) cases.
2013-11-04 19:54:29 -05:00
Sam Lantinga
517886a7f1 Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers
norfanin

The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway.

This can be reproduced with the dummy driver on Windows and Linux.
2013-11-03 11:13:06 -08:00
Sam Lantinga
f2224e1fc7 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle

I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...

- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again

Focus change events are queued and delayed (200 ticks) before they are dispatched.  The problem occurs when a focus out and focus in event are received on the same tick.  When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.

The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL).  This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.

Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
2013-11-03 09:55:27 -08:00
Philipp Wiesemann
cd37485e3c Changed parameter name for gesture template save functions from "src" to "dst". 2013-11-02 12:07:21 +01:00
Philipp Wiesemann
95bbf5f443 Removed unreachable return statement in gesture source. 2013-11-02 11:51:23 +01:00
Philipp Wiesemann
4e270de15d Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-02 11:46:43 +01:00
Philipp Wiesemann
0f8d9995fe Corrected typo in source comment. 2013-11-02 11:42:00 +01:00
David Ludwig
7cc0951637 WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY 2013-11-01 22:54:39 -04:00
Gabriel Jacobo
e651ab12b6 Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
2013-10-31 10:02:21 -03:00
Ryan C. Gordon
804e5799ad Fixed common test usage string (was "hidpi", should be "highdpi"). 2013-10-30 16:39:35 -04:00
Ryan C. Gordon
d36c7363dd Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
2013-10-28 22:43:39 -04:00
David Ludwig
ea12ff9faf WinRT: added a comment regarding the lack of SHGetFolderPath on WinRT 2013-10-28 15:52:04 -04:00
David Ludwig
3236fc3a9f WinRT: implemented SDL_GetBasePath and SDL_GetPrefPath 2013-10-28 15:41:22 -04:00
David Ludwig
1704af5b02 WinRT: build fixes, post SDL 2.0.1 update 2013-10-27 23:03:11 -04:00
David Ludwig
69c5d21d7d WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig
e64e3d8c27 WinRT: fixed two bugs regarding mouse events
The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.

The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
2013-10-27 14:31:57 -04:00
David Ludwig
62c781eaff WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.

The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2013-10-25 20:31:43 -04:00
Ryan C. Gordon
609b58e441 Fixed buffer overflow. 2013-10-24 00:00:10 -04:00
Ryan C. Gordon
72de99aed3 Initialize MEMORYSTATUSEX size before GlobalMemoryStatusEx() (thanks, Justin!).
Fixes Bugzilla #2177.
2013-10-23 19:52:14 -04:00
Pierre-Loup A. Griffais
e0771482f6 Fix regression causing crashes when running without a window manager. 2013-10-23 13:43:17 -07:00
Ryan C. Gordon
965a0da901 Moved a SDL_SetError() call elsewhere to avoid triggering it needlessly.
Otherwise, the XInput path would always trigger it in a harmless manner.
2013-10-23 15:54:12 -04:00
Ryan C. Gordon
28aa076c8b SDL_GetPrefPath() now uses the organization on all platforms.
Even if that's not the general convention for a given platform.
2013-10-23 00:58:20 -04:00
Sam Lantinga
298d3d627a Fixed duplicate const warning 2013-10-22 21:54:52 -07:00
Sam Lantinga
2348e426c7 Fixed whitespace 2013-10-21 22:08:56 -07:00
Sam Lantinga
bcf5472d16 Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode
Alex Szpakowski

In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen.

I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034

I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size.

https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen:

I resolved the issue by swapping the order of the function calls, like so:
[nswindow setContentSize:rect.size];
[nswindow setFrameOrigin:rect.origin];
2013-10-21 02:37:03 -07:00
Sam Lantinga
b8b9bfbe5b Fixed some warnings building for 64-bit Windows 2013-10-21 01:16:16 -07:00
Sam Lantinga
11d38d696e Fixed bug 2015 - surface getting leak in SDLTest_ScreenShot function
Nitz 2013-08-06 03:53:41 UTC

In function SDLTest_ScreenShot() surface pointer getting leak while return
2013-10-21 00:30:05 -07:00
Sam Lantinga
80930559a3 Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode
Nitz

I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation.

The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
2013-10-21 00:25:43 -07:00
Sam Lantinga
deb8086b08 Fixed bug 2072 - Make OS X's filesystem calls use -[NSString fileSystemRepresentation]
C.W. Betts

The recommended way of getting a file name that POSIX file APIs can open in OS X when using an NSString is -[NSString fileSystemRepresentation]. However, the current filesystem API in hg uses -[NSString UTF8String].
2013-10-21 00:20:27 -07:00
Sam Lantinga
360c3d853a Better cleanup if OpenGL initialization fails 2013-10-21 00:15:24 -07:00
Sam Lantinga
a503dabe01 Fixed a crash initializing Android touch IDs 2013-10-20 23:23:25 -07:00
Sam Lantinga
f8c11bb955 Fixed the status bar visibility in iOS 7 2013-10-20 23:05:53 -07:00
Sam Lantinga
85c2e2367c Fixed Y axis inversion on iOS; positive is up, negative is down. 2013-10-20 22:23:09 -07:00
Sam Lantinga
08fa8da77c Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga
4ca34ad4a4 Prevent conflicts when linking both SDL2 and SDL2_gfx 2013-10-20 21:34:38 -07:00
Sam Lantinga
aa86e05d21 Fixed windows compile 2013-10-20 20:49:36 -07:00
Sam Lantinga
f5fa492e26 Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
2013-10-20 20:42:55 -07:00
Ryan C. Gordon
d710399671 Fix some edge cases in XInput haptic timing. 2013-10-20 23:38:19 -04:00
Ryan C. Gordon
dddb878761 Disable Win32 thread naming again. See Bugzilla #2089. 2013-10-20 23:08:45 -04:00
Ryan C. Gordon
0e699eb5bb Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
2013-10-20 21:18:05 -04:00
Ryan C. Gordon
d1bde399af Backed out changeset 737771c47c6f, done testing Buildbot changes. 2013-10-20 20:24:00 -04:00
Ryan C. Gordon
df3680846b Intentionally breaking Windows and Raspberry Pi builds to test Buildbot change. 2013-10-20 20:02:02 -04:00
Ryan C. Gordon
f28c7fe8a5 Backed out hg changeset add2dbe99fe2. REFGUID is apparently a const type. 2013-10-20 16:03:11 -04:00
Ryan C. Gordon
c521ae84bc Patched to compile on non-C99 Microsoft compiler. 2013-10-20 16:02:24 -04:00
Ryan C. Gordon
a614f18666 Patched to compile on Windows. 2013-10-20 16:01:10 -04:00
Ryan C. Gordon
b285b60092 Allow XInput haptics to run for SDL_HAPTIC_INFINITY time (thanks, Mitchell!).
Partially fixes Bugzilla #2126.
2013-10-20 15:55:47 -04:00
Ryan C. Gordon
6e1169ddc2 Fixed goofy logic in haptic device comparison code.
Mitchell Keith Bloch did the research on this bug, and came up with a slightly
 different patch than this.

Partially fixes Bugzilla #2126.
2013-10-20 15:49:52 -04:00
Ryan C. Gordon
54dce3f53a Don't bother calling SDL_SYS_HapticEffectType() at all for XInput devices. 2013-10-20 15:45:48 -04:00
Ryan C. Gordon
5e74299a83 Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
2013-10-20 15:40:20 -04:00
Sam Lantinga
ade13fd741 It's okay to quit things more than once. 2013-10-20 10:39:26 -07:00
Sam Lantinga
20f5167d27 Use vertex arrays for drawing points in addition to lines 2013-10-20 10:35:51 -07:00
Sam Lantinga
82b8e6df87 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean

I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?

I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
2013-10-20 10:10:14 -07:00
Sam Lantinga
a25b51923a Fixed compiling with the new X11 symbol wrapping 2013-10-20 09:58:37 -07:00
Stefanos Apostolopoulos
6a3478c235 Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly. 2013-10-20 17:23:43 +02:00
Sam Lantinga
e343273abb Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells

Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.

Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.

2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);

3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);

4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);

Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.

Expected Results:
Entire render target should be cleared.
2013-10-19 01:29:23 -07:00
Ryan C. Gordon
b4a00144fb Fixed the XInput2 X11 symbols. 2013-10-18 10:56:45 -04:00
Sam Lantinga
379c0054dc Fixed bug 2123 - SDL_BlitScaled crashes in src/video/SDL_blit_N.c:2145
We need to reset the blit function when switching between scaled and unscaled blits.
2013-10-18 00:47:22 -07:00
Sam Lantinga
a329c7f1c9 Fixed bug 2139 - SDL_CreateWindow/WIN_GL_LoadLibrary fails due to external iconv not being able to convert path
J?nis R?cis

Brief history:

We recently ported a game from SDL 1.2 to SDL 2. While doing Windows testing, I soon discovered that the game exits without opening a window with my cross-compiled SDL2.dll, but works great with the SDL2.dll from the MinGW SDK on libsdl.org. It was as simple as swapping out the DLLs to make it work.

Running the game in Wine showed that the game actually does run, up until the call to SDL_CreateWindow, which fails and leads the game to print out an error:

Failure to create window (LoadLibrary("OPENGL32.DLL"): (null))

Which basically says that there was no error, but maybe that's a Wine quirk.

The error string originates in SDL_windowsopengl.c, in WIN_GL_LoadLibrary, which contains this piece of code:

    wpath = WIN_UTF8ToString(path);
    _this->gl_config.dll_handle = LoadLibrary(wpath);
    SDL_free(wpath);
    if (!_this->gl_config.dll_handle) {
        char message[1024];
        SDL_snprintf(message, SDL_arraysize(message), "LoadLibrary(\"%s\")",
                     path);
        return WIN_SetError(message);
    }

After some digging, I discovered the culprit: WIN_UTF8ToString returns NULL. Why? Because it calls iconv_open from an iconv.dll that does not support the UCS-2-INTERNAL encoding. Why does the official SDL2.dll work? Because it calls no external iconv functions at all.

It turns out that the Fedora MinGW infrastructure (from which I obtained the conventiently prebuilt iconv.dll) does not provide a DLL from libiconv, but instead provides a DLL from a minimal Windows library called win-iconv. Which knows a good bit, but doesn't know anything about UCS-2-INTERNAL:

http://code.google.com/p/win-iconv/source/browse/trunk/win_iconv.c#155

So there are two problems here:

1) The error message is clearly useless, because LoadLibrary is an innocent bystander. Instead wpath should probably checked for NULL, and a more appropriate error should be set. Ideally something that makes it clear than an external iconv is causing trouble.
2) SDL doomed itself at the ./configure step, by finding an existing iconv and happily using it without confirming support for the mandatory encodings required by SDL.

There are certainly a few easy ways out of the situation (although I didn't yet manage to figure out how to prevent ./configure from looking for external iconv), but this had me completely stomped for a good while, so I figured it's worth writing down if anything.

(Search also found this, which talks a little about using UTF-16LE instead of UCS-2-INTERNAL: https://bugzilla.libsdl.org/show_bug.cgi?id=2075)
2013-10-18 00:13:51 -07:00
Sam Lantinga
7ad441a37c Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices.
Andreas Ertelt
SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general:
    dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE;

Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
2013-10-17 23:40:13 -07:00
Sam Lantinga
3f8df1097c Fixed 1598 - Mingwin build fails on src/audio/xaudio2/SDL_xaudio2.c 2013-10-17 23:15:27 -07:00
Sam Lantinga
888d807a71 Removed redundant #ifdef 2013-10-17 23:05:40 -07:00
Sam Lantinga
12ca3ce3fa Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
2013-10-17 23:02:29 -07:00
Ryan C. Gordon
a2bd897064 Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
2013-10-18 01:36:41 -04:00
Sam Lantinga
95dc9940a2 Fix to unbreak SDL_GetSystemRAM() on FreeBSD
Marcus von Appen

Revision eecbcfed77c9 of the SDL hg repo introduces the new
SDL_GetSystemRAM() function, which breaks the build on FreeBSD. Find
attached a patch, which unbreaks the build and also should (for most
cases) properly implement the sysctl support it.
2013-10-17 20:49:30 -07:00
Sam Lantinga
14e13e13c4 Fixed compiler warning if dynamic X11 loading isn't enabled. 2013-10-17 17:38:55 -07:00
Sam Lantinga
7db31223e6 Fixed using the wrong variable when reporting a missing SDL scancode mapping. 2013-10-17 17:37:23 -07:00
Sam Lantinga
2e6b4b960d Fixed compiling on Mac OS X, added a system RAM test 2013-10-17 11:56:33 -07:00
Sam Lantinga
852004a22a The _SC_PHYS_PAGES method of calculating RAM works on Linux. 2013-10-17 11:32:14 -07:00
Sam Lantinga
8b79cbadef Added an API to get the amount of system RAM 2013-10-17 11:32:56 -07:00
Sam Lantinga
6435a82d08 Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone. 2013-10-14 09:12:30 -07:00
Sam Lantinga
4b603abfd7 For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this. 2013-10-14 08:56:55 -07:00
Sam Lantinga
fea2699c25 Fixed the windows message debug output so it works without HAVE_LIBC 2013-10-14 08:56:50 -07:00
Sam Lantinga
06cab8575e Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X 2013-10-14 08:56:37 -07:00
Sam Lantinga
8ec3ba3829 Fixed accumulating mouse wheel motion for the Microsoft Wireless Mouse 5000 2013-10-13 19:59:40 -07:00
Sam Lantinga
a7b2db05cd Added an assert to catch init/quit call mismatch that might bite people. 2013-10-13 19:48:45 -07:00
Gabriel Jacobo
e9d2133934 Prevent keystrokes from leaking through to the console when using evdev.
This uses the same method Weston and X use. Sadly, to be fully effective when
launching remotely, this needs root permissions.
2013-10-13 17:15:43 -03:00
Gabriel Jacobo
074a1c4c63 Fixes X11 video backend compilation when no GL is available
For example, in our Raspberry Pi sysroot.
2013-10-12 16:29:34 -03:00
Sam Lantinga
a7e1fdddea Updated SDL to version 2.0.1 2013-10-10 21:50:25 -07:00
Sam Lantinga
15682c0c5f Report joystick added/removed events even if we don't have udev.
T. Joseph Carter

As discussed (possibly to death), the Linux joystick driver does not actually report events for added or removed joysticks when you haven't got udev support.

We simply cannot know about removed joysticks without udev.  But we can (and we should) report adding them.  This brings the legacy case in line with pretty much the rest of SDL's joystick drivers.
2013-10-10 20:58:20 -07:00
J?rgen P. Tjern?
2568a367c8 Mac: Better handling when someone else is the app delegate. 2013-10-07 16:01:40 -07:00
Ryan C. Gordon
f7e0a9b2b0 Patched to compile in C90 mode. 2013-10-10 02:21:41 -04:00
Gabriel Jacobo
89131435f8 Adds gl_profile_mask to test framework, uses it in testgles 2013-10-10 00:49:57 -03:00
Gabriel Jacobo
d0fddfab84 Fixes Bug 2134 - [Android] Black screen after resume (sometimes) 2013-10-10 00:30:03 -03:00
J?rgen P. Tjern?
c455f7291c Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.

This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
2013-10-07 14:16:38 -07:00
Sam Lantinga
cca094225a Only allocate a joystick instance ID once we know it's a joystick.
This fixes compatibility with code that assumes 0 based joystick instance IDs.
2013-10-06 20:39:23 -07:00
Sam Lantinga
11c45c4ede Removed unused variables (thanks Joseph!) 2013-10-06 13:50:36 -07:00
Sam Lantinga
8f46bcfd6d Check for NULL joystick in SDL_JoystickGetGUID() 2013-10-06 13:49:23 -07:00
Sam Lantinga
90a219a375 Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices. 2013-10-05 21:15:55 -07:00
Sam Lantinga
529664278f Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed
norfanin

Some of the tests keep using the pointers of a destroyed SDL_Window when the common event handling handled the close event. The event handler itself does not NULL the pointer after the destruction.

The attached patch adds a loop in the handler that will assign NULL to the destroyed window. It also adds checks to some of the tests so they skip those windows by checking for NULL.
2013-10-05 19:09:03 -07:00
Philipp Wiesemann
0db36f51aa Added detection of touch devices before first touch events happen on Android.
On Android available touch devices are now added with video initialization (like
the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch
events happened although there is a touch screen available. The adding of touch
devices after a touch event was received is still active to allow connecting
devices later (if this is possible) and to provide a fallback if the new init
did not work somehow. For the implementation JNI was used and API level 9 is
required. There seems to be nothing in the Android NDK's input header (input.h)
to implement everything on C side without communication with Java side.
2013-10-05 17:08:19 +02:00
Sam Lantinga
36b759174f Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds. 2013-10-05 12:29:05 -07:00
Ryan C. Gordon
5607cc45c5 Avoid redundant state changes in the GLES2 renderer. 2013-10-05 00:29:57 -04:00
Ryan C. Gordon
500e4f6f9a Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere. 2013-10-04 11:25:14 -04:00
Gabriel Jacobo
9c489c7c0d Fix EGL/OpenGL ES paths 2013-10-04 08:23:37 -03:00
Sam Lantinga
509898460c Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
2013-10-03 20:48:52 -07:00
Sam Lantinga
e5ef978e13 Fixed a potential double-free bug if glGenTextures() failed. 2013-10-03 20:42:43 -07:00
Gabriel Jacobo
b39a4daf04 SDL_TEXTINPUT support for EVDEV 2013-10-03 10:28:10 -03:00
Sam Lantinga
1f21484bdd Fixed const/non-const warning 2013-10-03 03:31:05 -07:00
David Ludwig
6004b764d8 WinRT: added missing files 2013-09-22 23:17:25 -04:00
David Ludwig
58dd086487 WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
2013-09-22 12:26:53 -04:00
David Ludwig
aeaa05054b WinRT: ugh, at least one file in an app's project seems to require C++/CX compilation.
Assuming this is true, that file might as well be the one that contains WinMain.
2013-09-16 22:43:12 -04:00
David Ludwig
efb3cdca19 WinRT: renamed SDL_winrt_main.cpp to indicate that it should only be used in non-XAML apps
This can break builds of existing SDL/WinRT apps.  To fix, remove the reference to SDL_winrt_main.cpp, then add a reference to the renamed file, SDL_winrt_main_NonXAML.cpp.  If you get a build error about a missing .winmd file, enable the /ZW compiler flag for that one file (at minimum).
2013-09-16 22:27:30 -04:00
David Ludwig
fff83d8e52 WinRT: reduced the size of SDL_winrt_main.cpp by a little bit 2013-09-16 21:09:58 -04:00
David Ludwig
0022dbf261 WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
2013-09-16 11:02:18 -04:00
David Ludwig
fa45a9c953 WinRT: fixed a line-rendering bug in the D3D 11.1 backend 2013-09-16 00:31:01 -04:00
David Ludwig
c72a4fa311 WinRT: made SDL_winrt_main.cpp not have to be compiled as C++/CX (via the /ZW compiler flag)
This file can still be compiled as C++/CX, however that is now optional/not-required.
2013-09-15 23:53:51 -04:00
David Ludwig
34722465d1 WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML) 2013-09-06 21:13:15 -04:00
David Ludwig
de8d9dbb93 WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
2013-09-06 21:00:52 -04:00
David Ludwig
9de76eb526 WinRT: removed chunks of C++ hack code from SDL_xaudio2.c 2013-09-06 19:23:42 -04:00
David Ludwig
fff780818d WinRT: made SDL_xaudio2.c compile as C code when building for WinRT
XAudio2 2.8's header file, xaudio2.h, doesn't compile in plain C code for WinRT
apps, not automatically at least.  Initially, this file was adapted to compile
as C++, however these changes are now deprecated in favor of some preprocessor
based hacks that should get xaudio2.h to compile (while making sure XAudio2
still works).
2013-09-06 19:07:15 -04:00
David Ludwig
ac6e5a69ce WinRT: minor code cleanup in SDL_xaudio2.c 2013-09-04 20:20:36 -04:00
David Ludwig
8fc04cc76e WinRT: renamed a mouse-related header file for naming-consistency's sake 2013-09-02 15:29:46 -04:00
David Ludwig
7e06b806ac WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals 2013-09-02 15:23:33 -04:00
David Ludwig
a94e41854a WinRT: added touch input event support for Windows 8/RT devices 2013-09-01 10:20:17 -04:00
David Ludwig
dbdc4b84ec WinRT: added touch-event support for Windows Phone devices
Support for touch events in Windows 8/RT is pending on further R+D.
2013-08-29 10:32:16 -04:00
David Ludwig
1d5082d815 WinRT: corrected SDL_MOUSE* coordinates in non-Portrait modes
Thanks to Pierre-Yves Gueniffey for proper pointer geometry transform code!
2013-08-28 16:51:07 -04:00
David Ludwig
13c87e712b WinRT: made simulated-mouse (via touch) input work on Windows Phone in Portrait mode
Proper SDL_MOUSE* event support for non-Portrait orientations in Windows Phone is pending.
2013-08-28 16:14:27 -04:00
David Ludwig
31235b4b99 WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
2013-08-28 15:27:01 -04:00
David Ludwig
91b039027f WinRT: removed a comment regarding a dealt-with TODO 2013-08-28 12:45:43 -04:00
David Ludwig
8e3886a279 WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,

Support for orientation changes is pending.

Thanks to Pierre-Yves for assistance!
2013-08-28 12:38:30 -04:00
David Ludwig
44755f8a6a WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone 2013-08-28 11:46:02 -04:00
David Ludwig
2cafee9de1 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig
86ea4c4edf WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT" 2013-08-27 13:03:43 -04:00
David Ludwig
17ca1d00b5 WinRT: code cleanup wrt. display mode(s) 2013-08-27 12:56:49 -04:00
David Ludwig
f860141aa6 WinRT: renamed "windowsrt" directories to "winrt" 2013-08-27 12:33:36 -04:00
David Ludwig
fa229f3790 WinRT: fixed a crash that occurred on device rotation (oops!) 2013-08-27 12:22:02 -04:00
David Ludwig
1e78c4a5d1 WinRT: more "Windows RT" to "WinRT" renaming 2013-08-27 12:20:35 -04:00
David Ludwig
3070086431 WinRT: took out a deprecated TODO-comment 2013-08-27 12:16:42 -04:00
David Ludwig
6dc2a410eb WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp
This was done to help pave the way for XAML support.
2013-08-27 12:13:45 -04:00
David Ludwig
253b9aae89 WinRT: moved the pointer to the global SDL_Window to a separate variable
This is a cleanup that is being done to help with WIP XAML support.  It may be reverted in the future.
2013-08-27 11:51:17 -04:00
David Ludwig
7be2ad71c9 WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name.  (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
3e83fd784c WinRT: misc code cleanups 2013-08-27 11:39:44 -04:00
David Ludwig
f8e80edf09 WinRT: removed more hack-code that attempted to help have non-standard window sizes
"Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
2013-08-27 11:00:52 -04:00
David Ludwig
80abfc4d60 WinRT: minor function and variable name cleanup 2013-08-27 10:57:55 -04:00
David Ludwig
065b2cf470 WinRT: made all SDL_Windows get sized to the WinRT-defined window size
This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that.  If display scaling is needed, use SDL_Renderer as appropriate.
2013-08-27 10:56:10 -04:00
David Ludwig
409d9b1ce7 WinRT: removed a deprecated hack regarding window resizing and Direct3D viewports 2013-08-27 09:53:58 -04:00
David Ludwig
d78b26ed69 WinRT: moved most platform-specific keyboard and mouse code to shared locations 2013-08-26 17:17:53 -04:00
David Ludwig
73dfcdcfe1 WinRT: removed some old debugging code from SDL_mutexP and SDL_mutexV 2013-08-20 22:18:48 -04:00
David Ludwig
dcb1689fb2 WinRT: made a note that WinRT doesn't appear to support modifying a thread's priority 2013-08-20 22:16:09 -04:00
David Ludwig
6300b3606f WinRT: made SDL_ThreadID() return the native thread ID, rather than a fake one 2013-08-20 22:04:09 -04:00
David Ludwig
90a9278f9d WinRT: made the C++11-based threading backend only try to catch exceptions that it knows it (the threading APIs) might throw, rather than all exceptions 2013-08-20 21:54:34 -04:00
David Ludwig
19a168b4b3 WinRT: file naming and placement cleanup
- moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL)
- renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
2013-08-20 21:22:32 -04:00
David Ludwig
eaf26ff66a WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer 2013-08-13 20:33:15 -04:00
David Ludwig
45ef345df0 WinRT: fixed a crash in some display orientation hint code 2013-08-13 20:28:48 -04:00
David Ludwig
d41fdc94d6 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 2013-08-13 20:09:52 -04:00
David Ludwig
f7049b93d5 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1) 2013-08-12 22:29:55 -04:00
Sam Lantinga
1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00
Sam Lantinga
1df1e69691 Added the platform specific messagebox function to the video function list 2013-07-14 11:28:44 -07:00
Sam Lantinga
8fbd7dc735 Fixed bug 2130 - Two members of Windows WindowData not initialized
norfanin

SetupWindowData in SDL_windowswindow.c doesn't initialize two members of SDL_WindowData with NULL. This is an issue because other parts of the SDL code seem to make the assumption that this is the case. WIN_DestroyWindowFramebuffer for example uses data->mdc and data->hbm if they're not NULL.
2013-10-03 00:54:58 -07:00
Ryan C. Gordon
ce45fa28e2 SDLK_DELETE should probably be SDLK_BACKSPACE on iOS.
The key on the software keyboard works like backspace, at least. Not sure
 what happens with a bluetooth keyboard here.
2013-10-02 22:18:04 -04:00
Ryan C. Gordon
958640e5d1 Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
2013-10-02 22:16:11 -04:00
Gabriel Jacobo
57e09318dd Uses SDL_UDEV for Linux joystick hotplugging 2013-10-01 08:47:06 -03:00
Sam Lantinga
69a4351eb0 Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi 2013-09-30 22:35:32 -07:00
Sam Lantinga
22a972a440 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant

SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render.  This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
2013-09-30 22:16:14 -07:00
Gabriel Jacobo
889b6bd794 Removes unused property use_egl from internal structure gl_config 2013-09-28 19:23:59 -03:00
Gabriel Jacobo
c691de00c5 Fix: SDL_EVDEV_device_removed does not need UDEV 2013-09-28 19:17:27 -03:00
Sam Lantinga
202528a48f Call AddRef() on the device so it doesn't accidentally get released from underneath the caller. 2013-09-28 14:07:17 -07:00
Sam Lantinga
25f607a3c2 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions 2013-09-28 14:07:14 -07:00
Sam Lantinga
cf5e5a8360 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE 2013-09-28 14:07:08 -07:00
Sam Lantinga
803965bcc2 Added platform specific call: SDL_RenderGetD3DDevice() 2013-09-28 14:07:05 -07:00
Sam Lantinga
9f390e7967 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code. 2013-09-28 14:06:59 -07:00
Sam Lantinga
89c31bb42a Implemented SDL_UpdateYUVTexture() for Direct3D 2013-09-28 14:06:55 -07:00
Sam Lantinga
17c9ff85e2 Added missing SDL_assert.h 2013-09-28 14:06:51 -07:00
Sam Lantinga
57bd514707 Added optimized YUV texture upload path with SDL_UpdateYUVTexture() 2013-09-28 14:06:47 -07:00
Sam Lantinga
d0a57ea2b5 Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app. 2013-09-28 14:06:39 -07:00
Sam Lantinga
dfa53e7e3c SDL_LoadObject on Windows now calls LoadLibrary a second time in its EX form whenever the first load fails. This second call uses the "altered" search path for DLL dependencies, which includes searching the directory that the DLL itself lives in. 2013-09-28 14:06:31 -07:00
Sam Lantinga
b6be1435c5 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.

CR: Jorgen
2013-09-28 14:06:20 -07:00
Gabriel Jacobo
1ccbad9603 Do not use UDEV references in EVDEV if UDEV has not been detected 2013-09-28 15:48:32 -03:00
Gabriel Jacobo
9ceed73db4 Raspberry Pi support (also unified UDEV and EVDEV support) 2013-09-28 13:28:19 -03:00
Philipp Wiesemann
90afb94ec6 Corrected name of SDL_Color field from unused to a. 2013-09-28 12:48:26 +02:00
Sam Lantinga
8b6ad7ffba Fixed bug 2101 - CWBackPixel causes weird window flickering on window resize
aBothe

I tried to experiment a bit with SDL2 and OpenGL today and noticed that something caused some weird flickering when resizing my nicely drawn SDL2/OpenGL window:
Just after resizing, the background went black and I had to let my OpenGL code redraw the contents..
However, after some hours spent with googling I found out that in OpenGL examples where this CWBackPixel flag was not used when creating X windows, there was no flickering while resizing the window.

See http://www.sbin.org/doc/Xlib/chapt_04.html @ "The Window Background" for more info.
2013-09-27 23:47:57 -07:00
Sam Lantinga
b9567776d7 # User Darren Salt <devspam@moreofthesa.me.uk>
# Date 1379621782 -3600
#      Thu Sep 19 21:16:22 2013 +0100
Work around a false-positive in the X11 mouse wheel code

This false positive occurs when one particular button on my mouse is
pressed. The kernel which I'm using is patched to cause a release event to
be synthesised immediately when the mouse says that this button is pressed
because the mouse doesn't signal release until the button is next pressed.

(Also documents a false negative, observed with the horizontal scroll wheel
on the same mouse.)
2013-09-27 23:35:17 -07:00
Sam Lantinga
c95761e00a Fixed bug 2100 - directfb fails to build 2013-09-27 23:29:05 -07:00
Edward Rudd
869a707612 add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Sam Lantinga
0103bc0bff Default to OpenGL ES 2.0 instead of 1.0 when it's available. 2013-09-27 22:09:51 -07:00
Sam Lantinga
d3d6f9ad19 Fixed syntax error in C style block comment. 2013-09-14 11:25:52 -07:00
Ryan C. Gordon
bfe1b1d066 Don't incorrectly report success for negative swap intervals on Mac OS X. 2013-09-14 01:30:57 -04:00
Sam Lantinga
fae4190dca Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
2013-09-13 17:42:46 -07:00
Sam Lantinga
49d64d52d5 Fix X11_RestoreWindow() and X11_RaiseWindow() to properly do window activation.
X11_RestoreWindow() had a call ordering problem that prevented activation, and X11_RaiseWindow() wasn't attempting activation. Windows and OS X both activate in these cases.

CR: saml
2013-09-13 17:42:38 -07:00
Sam Lantinga
67c02a282a Mac: Translate Ctrl-Left click to right click. 2013-09-13 17:42:31 -07:00
Sam Lantinga
e231d5b450 Mac: Turn off momentum-based scrolling. 2013-09-13 17:41:17 -07:00
Sam Lantinga
37509cf3e3 Mac: Fix cast warning. 2013-09-13 17:40:41 -07:00
pgriffais
a9166450f4 [SDL] X11+GL: Allow Visual override for GL windows.
SDL provides an SDL_VIDEO_X11_VISUALID environment variable that lets you override
window visuals, but it wasn't being checked for OpenGL windows.

CR: Sam.
2013-09-10 18:25:13 -07:00
Ryan C. Gordon
83383c6527 Disable thread naming on Win64 for now.
We can't use _try/_except without the C runtime, and we can't use inline
 asm with the Win64 compiler. We'll need to move this to an .asm file or
 something later.
2013-09-07 13:47:14 -04:00
Sam Lantinga
dc9ddf1f61 Fixed bug 2090 - Some joystick inputs are delayed on FreeBSD
kikuchan

Some joysticks with high sampling rate need to be read() more fast,
otherwise it delay user inputs due to internal queue.
Especially, an app that issues SDL_PollEvent() not so frequent
2013-09-06 20:54:14 -07:00
Sam Lantinga
10ffa28a28 Fixed time comparison and explicitly delay 1 ms instead of an arbitrary scheduled time. 2013-09-06 20:45:08 -07:00
J?rgen P. Tjern?
f06eeb013b Fix to buffer overrun in SDL_JoystickGetGUIDString(). 2013-09-05 15:49:57 -07:00
Sam Lantinga
4b942c5a07 Fixed bug 2076 - OpenGL doesn't work with --disable-threads
stepik-777

Thread local storage is used to store current window and current opengl context. OpenGL worked before this changeset: 7596 (45e5c263c096)
2013-09-05 07:15:26 -07:00
Sam Lantinga
cefffd618f Fixed bug 2082 - SDL stdlib implementation does not force upper case for %X format specifier
norfanin

When SDL_vsnprintf handles the %x format specifier, a boolean is set to signal forced lower case. It also should be able to signal forced upper case for the %X specifier. A boolean is not sufficient anymore. The attached patch adds an enum for the three cases: lower, upper and no change.
2013-09-05 06:59:34 -07:00
Sam Lantinga
48aca0b2df Fixed bug 2084 - SDL_log xxx on Android outputs to Logcat with incorrect priority.
Pallav Nawani

This effects all SDL_Logxxx functions. On android, the debug output has a priority that is 1 higher than intended, ie, if you try SDL_LogInfo, the log has the priority of Warn instead.
2013-09-05 06:43:34 -07:00
Ryan C. Gordon
b63d11ce9c The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const. 2013-09-04 23:40:11 -04:00
Ryan C. Gordon
2bafbedac7 Enabled thread naming on Windows.
This is now done without compiler or C runtime support for __try/__except.

(Granted, it uses Visual Studio-style inline asm, but still...)
2013-08-31 01:36:38 -04:00
Gabriel Jacobo
ace1e98a18 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
2013-08-29 15:02:32 -03:00
Gabriel Jacobo
eec4710c53 Fixes bug #2074 - Thanks Sylvain!
SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true
Solved by comparing unsigneds directly

SDL_systimer.c:164: warning: control may reach end of Compile
Solved by returning the default value if all else fails.

SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int'
SDL_androidgl.c:47:1: warning: control reaches end of non-void function
Solved by adding void return type to the function implementation
2013-08-29 14:03:44 -03:00
Sam Lantinga
e07d7e649c Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)). 2013-08-29 08:30:21 -07:00
Sam Lantinga
3e2930defe Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) 2013-08-29 08:29:51 -07:00
Sam Lantinga
f79fc33a39 Christoph Mallon: Remove pointless if (x) before SDL_free(x) 2013-08-29 08:29:21 -07:00
Sam Lantinga
1d2c7796ae Christoph Mallon: Correct indendation. 2013-08-29 08:27:25 -07:00
Sam Lantinga
7267ea8f8b Christoph Mallon: Use SDL_arraysize() 2013-08-29 08:26:55 -07:00
Sam Lantinga
9e23d17869 Christoph Mallon: Simplify assignment. 2013-08-29 08:26:24 -07:00
Sam Lantinga
67c10169ee Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed. 2013-08-29 08:25:54 -07:00
Sam Lantinga
db7c92b4b4 Christoph Mallon: Remove lone /* if */ comment. 2013-08-29 08:25:24 -07:00
Sam Lantinga
321aa4ae10 Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath() 2013-08-29 08:24:43 -07:00
Ryan C. Gordon
257cef3024 Change order we enumerate Windows joysticks.
Make it so XInput devices are listed before DirectInput devices, and that the XInput
 devices are sorted by userid in ascending numeric order (so device 0 comes first).
2013-08-28 22:09:17 -04:00
Ryan C. Gordon
ea4350d821 Don't corrupt XInput device state during SDL_SYS_JoystickClose(). 2013-08-28 22:07:54 -04:00
Ryan C. Gordon
2538d31140 Fix endlines for logging via OutputDebugString(). 2013-08-28 22:05:16 -04:00
Ryan C. Gordon
aa65211486 Make XInput joystick names match the numbers on the device.
(And how the Haptic code already names them.)
2013-08-28 17:17:21 -04:00
Ryan C. Gordon
7949989884 Fixed comment typo. 2013-08-28 17:12:07 -04:00
Ryan C. Gordon
4b255c63f1 Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.

Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.

Fixes Bugzilla #1984. (etc?)
2013-08-28 16:43:47 -04:00
Ryan C. Gordon
c89e04694d Better XInput detection code for DirectInput device enumeration.
This code is way faster than the Wbem code, and less ugly.
2013-08-28 16:35:32 -04:00
Gabriel Jacobo
ad20c801cb Fixes typo in EGL code (thanks jmcfarlane!) 2013-08-26 14:23:18 -03:00
Ryan C. Gordon
2abe45e8cb Removed obvious comment to trigger buildbot. 2013-08-25 21:28:03 -04:00
Edward Rudd
833fd30eb8 reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled.
- also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour.
* bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/"
* parent -- use the bundle parent directory e.g. "/Applications/MyGame/"
* resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
2013-08-25 11:24:01 -04:00
Gabriel Jacobo
64e6eeac7f Fixes "error: conflicting types for 'GLintptr'" 2013-08-25 11:48:49 -03:00
Ryan C. Gordon
c9c6852f84 Minor FreeBSD code cleanup. 2013-08-24 21:15:10 -04:00
Edward Rudd
e5b65e4e03 Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars 2013-08-24 09:05:18 -04:00
Ryan C. Gordon
58a558e326 Patched to compile on Solaris. 2013-08-23 23:34:23 -04:00
Ryan C. Gordon
88cd94a0eb Patched to compile on FreeBSD. 2013-08-23 21:48:40 -04:00
Ryan C. Gordon
97948aef66 Add support for some BSDs and Solaris to SDL_GetBasePath(). 2013-08-23 21:38:54 -04:00
Gabriel Jacobo
f60bcf8b50 Fix warning in GL ES2 renderer 2013-08-22 17:26:22 -03:00
Ryan C. Gordon
faf760d203 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!). 2013-08-22 13:32:27 -04:00
Sam Lantinga
cd27a1ef05 Fixed compiling on old versions of the DirectX SDK 2013-08-21 12:12:04 -07:00
Sam Lantinga
9faefccd48 SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)

CR: SamL
2013-08-21 10:32:04 -07:00
Sam Lantinga
05d8c2dcd2 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight.  May look at improving how the indexes are assigned more significanly later.  The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
2013-08-21 10:31:44 -07:00
Sam Lantinga
3d217ed7b5 Fixed crash if the IC isn't set up for some reason (bad X11 locale?) 2013-08-21 10:07:48 -07:00
Gabriel Jacobo
6107705a40 Fix a couple of warnings 2013-08-21 10:34:32 -03:00
Gabriel Jacobo
5f8de2b936 Patched to compile on Darwin 2013-08-21 10:27:39 -03:00
Gabriel Jacobo
29dfdd1edc More fixes for -Wdeclaration-after-statement 2013-08-21 10:13:12 -03:00
Gabriel Jacobo
2490166d2d Fixes for -Wdeclaration-after-statement 2013-08-21 10:12:16 -03:00
Gabriel Jacobo
1e49b1ed6e OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo
695344d163 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Ryan C. Gordon
3984c7d8e3 Actually, this should be a memcpy().
We already know the exact length we just allocated, and we plan to append
 our own null terminator to the end of the copy, so this makes more sense.
2013-08-20 23:20:32 -04:00
Ryan C. Gordon
9ff379ba67 Patched to compile on iOS. 2013-08-20 21:21:57 -04:00
Ryan C. Gordon
fb7a02912a More Haiku fixes. 2013-08-20 20:39:22 -04:00
Ryan C. Gordon
24006be288 Fixed compiler warning. 2013-08-20 20:31:57 -04:00
Ryan C. Gordon
ad8aa33bce More Windows fixes for filesystem code. 2013-08-20 20:29:30 -04:00
Ryan C. Gordon
c9152adcb0 Patched new filesystem code to compile. 2013-08-20 20:15:15 -04:00
Ryan C. Gordon
2dd7091e50 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module. 2013-08-20 19:57:11 -04:00
Gabriel Jacobo
552b04c58a More non C89 compliant comments 2013-08-20 20:34:40 -03:00
Gabriel Jacobo
63fe3a7753 Fixes a few non C89 compliant comments 2013-08-20 19:49:24 -03:00
Ryan C. Gordon
e43ff8fb59 Added some FIXMEs for later. 2013-08-20 12:43:06 -04:00
Gabriel Jacobo
0eeb76d869 Fixes bug #2037, common EGL code for Android and X11 2013-08-19 16:29:46 -03:00
Ryan C. Gordon
b44267693d Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
2013-08-19 11:02:44 -04:00
Sam Lantinga
c2a29aede9 Fixed Haiku build (thanks Alexander!) 2013-08-18 22:05:53 -07:00
Ryan C. Gordon
7e3b7dbcb6 Patched to compile with Visual Studio. 2013-08-17 20:46:34 -04:00
Sam Lantinga
1455a94714 Fixed Windows build 2013-08-17 17:14:15 -07:00
Sam Lantinga
d7817f424b Fixed for consistency with the other platforms 2013-08-17 17:04:14 -07:00
Edward Rudd
e187810eca auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer 2013-08-17 18:07:29 -04:00
Sam Lantinga
6995ff18d3 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8. 2013-08-17 09:54:30 -07:00
Sam Lantinga
9ab14aa554 Fixed windows build 2013-08-16 17:50:44 -07:00
Sam Lantinga
ff77ca8d0b The keyboard text events should be sent after the key down events 2013-08-16 15:38:06 -07:00
Sam Lantinga
b4b12d950e Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input
Andreas

The issue comes down to this line on MSDN:
"TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver."

"WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message."
Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event.
Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value.").

WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added.

I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
2013-08-16 15:35:10 -07:00
Gabriel Jacobo
bb2671b7e7 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it 2013-08-16 14:38:04 -03:00
Ryan C. Gordon
4cb0ead795 Patched to compile. 2013-08-16 12:51:29 -04:00
Gabriel Jacobo
02868b6903 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00
Sam Lantinga
76b7b1e96c Fixed alpha composition when destination alpha is transparent.
Jianyu Guan

I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA.

The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
2013-08-16 09:20:33 -07:00
Sam Lantinga
89bc80f1ae Fixed alpha blending for the MMX blit functions
I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes:

    else if (alpha == amask) {
    /* opaque alpha -- copy RGB, keep dst alpha */
    *dstp = (*srcp & chanmask) | (*dstp & ~chanmask);

The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha.

Best regards,
Jianyu Guan
2013-08-16 06:59:19 -07:00
Sam Lantinga
67367be019 Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters. 2013-08-12 22:00:21 -07:00
J?rgen P. Tjern?
14bf230d76 Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows.
This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
2013-08-12 11:09:13 -07:00
Gabriel Jacobo
dad420670f Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.

Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
2013-08-12 11:13:50 -03:00
Sam Lantinga
e14e0ef947 Fixed crash if the OpenGL library hasn't been loaded yet 1970-01-01 04:04:21 +00:00
Yuri Kunde Schlesner
d12d7952f1 Align pointer in SDL_memset before doing Uint32 loop
Some more recent compilers emit SSE aligned store instructions for the loop,
causing crashes if the destination buffer isn't aligned on a 32-bit boundary.
This would also crash on platforms like ARM that require aligned stores.

This fixes a crash inside SDL_FillRect that happens with the official x64 mingw
build.
2014-05-10 21:48:46 -03:00
Philipp Wiesemann
9bc47465ca Changed C++ style comments. 2014-05-18 21:11:30 +02:00
Philipp Wiesemann
ca11d7c8b5 Changed C++ style comments to fix pedantic warnings. 2014-05-17 22:02:25 +02:00
Philipp Wiesemann
0d196c3099 Removed unused standard library includes from gesture source. 2014-05-17 21:52:05 +02:00
Sam Lantinga
e772f0df2b Added a binding for the NVIDIA Shield controller 2014-05-13 12:10:37 -07:00
Sam Lantinga
6735097332 Updated coding style to match the rest of SDL 2014-05-13 11:32:36 -07:00
David Ludwig
49cef77e31 WinRT: fixed the max-button count for WinPhone 8.1 message boxes
Doh.

The max button count on WinPhone 8.1 was set to three, not two.  Any more than
two leads to a crash.
2014-05-10 23:39:54 -04:00
David Ludwig
ea99e0c03e Added limited message-box support for Windows Phone 8.1
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three.  Trying to use
three or more buttons leads to an exception being thrown.  As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.

The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.

More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out.  I'm not certain of this, though.
2014-05-10 23:28:53 -04:00
Gabriel Jacobo
de0d349e68 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain. 2014-05-10 16:50:05 -03:00
Gabriel Jacobo
fb389950a7 Fixes #2529, guard SDL_d3math.* with the proper defines 2014-05-10 16:23:06 -03:00
Gabriel Jacobo
536dd01307 Fixes #2519, clear error if using the default library path for EGL succeeds. 2014-05-10 16:13:22 -03:00
Dimitris Zenios
548a0ee7b8 __ANDROID__ is the correct macro to check for an android system.ANDROID is only defined in NDK build system (.mk) and not in the standalone NDK. 2014-05-05 22:21:26 +03:00
Dimitris Zenios
3672aeb497 Export android jni functions even when build with -fvisibility=hidden flag 2014-05-05 22:26:21 +03:00
Sam Lantinga
1a4c0dacbc Temporary fix for bug 2494 - Crashes due to the non thread-safe SDL_malloc/SDL_free on Windows
We'll define USE_LOCKS as a temporary fix until an alternative like ptmalloc, jemalloc, or nedmalloc can be investigated.
http://www.malloc.de/en/
http://www.canonware.com/jemalloc/
http://www.nedprod.com/programs/portable/nedmalloc/

SDL allocates memory very infrequently, so this is probably a decent fix for a while.
2014-05-10 11:27:43 -07:00
David Ludwig
164e5b89d5 WinRT: display-information code cleanups 2014-05-09 21:28:52 -04:00
David Ludwig
d4f1d2257e Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
2014-05-09 20:32:06 -04:00
David Ludwig
0a879d63bd Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
2014-05-09 20:16:21 -04:00
Brandon Schaefer
b614809203 eglGetProcAddress fails the same way on MIR as ANDROID does on arm. Thanks Sylvain Becker for the patch! 2014-05-06 15:08:43 -07:00
Ryan C. Gordon
2a7aa9bde8 Fix build on Windows targets without dxgi.h, like MingW32. 2014-05-06 00:13:07 -04:00
Brandon Schaefer
7528f94ca5 Remove code that found its way back into the diff 2014-05-02 12:39:26 -07:00
Brandon Schaefer
44a0f1d9cd Fix software rendering in the mir backend. The window assumed hardware buffer, which caused testdrawchessboard to fail to mmap a buffer. 2014-05-02 12:33:19 -07:00
David Ludwig
ec5f6ad595 WinRT: suppressed an unused param warning when building for Windows Phone 8.1 2014-04-30 21:12:47 -04:00
David Ludwig
c5c1a2c65a WinRT: preliminary support for building against the Windows Phone 8.1 SDK
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone.  SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1.  The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.

If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/

TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
2014-04-30 21:07:30 -04:00
David Ludwig
c10afa4816 Fixed a linker error when building SDL/WinRT
The Win32 APIs, VerifyVersionInfoW and VerSetConditionMask, are not currently
available for use in WinRT apps.  This change primarily #if[n]defs-out some
calls to them.
2014-04-29 19:22:48 -04:00
Sam Lantinga
d2fb8a2a91 Better compiler for Windows XP systems 2014-04-26 11:23:55 -07:00
Ryan C. Gordon
5d7562c7e2 Mac OS X: Look for joystick hotplug in its own CFRunLoop.
This allows the joystick hotplug to function without the main event loop
 (specifically: without SDL_INIT_VIDEO), and moves explicit polling for
 joysticks where it belongs at the low-level: in SDL_SYS_JoystickDetect().

This lets apps call SDL_JoystickUpdate() to get hotplug events and keep
 SDL_NumJoysticks() correct, as expected. As SDL_PumpEvents() (and
 SDL_PollEvents, etc) calls SDL_JoystickUpdate(), existing apps will function
 as before.

Thanks to "raskie" on the forums for pointing this out!
2014-04-24 23:24:48 -04:00
J?rgen P. Tjern?
8b28009105 Mac: Correct the y-axis position after 870c7d21004b
This fixes a bug where we'd offset positions by the height of the dock, if it
was along the bottom of the screen.

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2509
Thanks to Alex Szpakowski for bug & patch.
2014-04-24 21:05:51 -07:00
Sam Lantinga
dfea14d92d Fixed cygwin build 2014-04-23 13:54:47 -07:00
Sam Lantinga
45dc89c2c2 Fixed detecting output on second adapter
CR: Sam Lantinga
2014-04-23 13:48:01 -07:00
Sam Lantinga
3e3570dff7 Don't crash in WIN_GL_InitExtensions() if the OpenGL library couldn't be loaded 2014-04-23 13:47:57 -07:00
Sam Lantinga
a5ce57bc3d Fixed compiler warning 2014-04-23 13:47:52 -07:00
Sam Lantinga
acbc321c2a Don't try to load d3dcompiler_46.dll on Windows XP 2014-04-23 13:47:42 -07:00
Sam Lantinga
af395e970e Removed possible implicit memset() 2014-04-23 13:47:35 -07:00
J?rgen P. Tjern?
beff5cece6 Mac: SDL_SetWindowPosition is now relative to the menubar.
It used to be that SDL_SetWindowPosition was relative to the top of the screen,
which didn't make sense. In addition, borderless windows can be positioned
*below* the menubar, so SDL_SetWindowPosition(win, 0, 0) on a borderless window
would hide ~30ish pixels of the window below the menubar.
2014-04-19 13:15:53 -07:00
J?rgen P. Tjern?
defd90b6f6 Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.

Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
 - SDL_RenderSetClipRect(render, NULL)
 - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
2014-04-19 13:15:41 -07:00
Sam Lantinga
36e11d87c8 Fixed missing j 2014-04-19 10:17:36 -07:00
Brandon Schaefer
2540214e06 Mir 14.04 headers available that allow scroll + touch events. 2014-04-19 00:31:02 -07:00
Ryan C. Gordon
60e0504077 Fixed some issues reported on new Ubuntu 14.04 buildbots. 2014-04-19 02:17:34 -04:00
Sam Lantinga
d2ea7cfea4 Fixed logic error loading DXGI 2014-04-18 12:43:10 -07:00
Sam Lantinga
03afd0de40 SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded. 2014-04-18 12:43:04 -07:00
J?rgen P. Tjern?
fc9e3a69b7 Mac: Don't prompt to reopen windows after crash.
We don't support state serialization / resume, so disable the prompt
that pops up asking if you want to reopen the windows.
2014-04-15 13:53:07 -07:00
Sam Lantinga
6dd9ea8d37 Fixed bug 2496 - mouse left button double click event issue
cplu

When I double click on a window, the "clicks" field (newly added since 2.0.2) in SDL_MouseButtonEvent is 1 instead of 2.
However, when I "tripple" click, "clicks" field is then 2.
I'v look into the source code in SDL_windowsevents.c and found that when a double click event comes, WIN_WindowProc will get a WM_LBUTTONDBLCLK msg. The message sequence of a double click is:WM_LBUTTONDOWN->WM_LBUTTONUP->WM_LBUTTONDBLCLK->WM_LBUTTONUP.
2014-04-17 21:00:25 -07:00
Thomas Perl
929fd90e05 Wayland: Resize windows with 0x0 requested size to screen size
This makes it in line with other platforms, where SDL_CreateWindow() with
width=0, height=0 and SDL_WINDOW_FULLSCREEN opens a fullscreen window.
2014-04-05 17:19:34 +02:00
Sam Lantinga
5a6f4d4051 Fixed bug 2485 - [PATCH] Wayland: cursor disappears permanently after window loses mouse focus
Bryan Cain

Using any SDL application with the Wayland backend under Weston, if the application sets a cursor with SDL_SetCursor, the cursor will work until the mouse pointer leaves the window.  When the pointer re-enters the window, there will be no cursor displayed at all.

I did some digging, and the reason for this is that SDL attaches the buffer to the cursor surface only once (during cursor creation) and assumes that it will stay attached.  This is not how Wayland works, though - once the compositor is done rendering the buffer, it will release it, so it is no longer attached to the surface.  When the cursor re-enters the window a second time, SDL sets the cursor to the same surface with no buffer attached, so no cursor is displayed.

This is fixed by the attached patch, which makes SDL attach the buffer to the surface when the cursor is set, not when it is created.
2014-04-17 20:51:28 -07:00
Sam Lantinga
59690a4e97 Fixed bug 2482 - Wayland_CreateSystemCursor trying to load nonexistent "wait" cursor
Bryan Cain

Wayland_CreateSystemCursor tries to load a cursor named "wait" for two of the system cursor categories.  This causes a segmentation fault when one of these cursors is used, because "wait" is not an actual cursor name in X11/Wayland cursor themes.

I can't attach my patch since I'm on a mobile right now, but I can confirm that simply replacing "wait" with "watch" for both of its uses in Wayland_CreateSystemCursor (in SDL_waylandmouse.c) fixes the bug.
2014-04-17 20:21:10 -07:00
Sam Lantinga
7ae52b1730 Fixed bug 2477 - [PATCH] Joysticks do not work on RHEL6/CentOS6 systems
Ashley Whetter

RHEL6 and CentOS6 systems still use an old version of udev (147). It wasn't until udev 148 (Yep. 1 version off!) that the input class system changed from "ID_CLASS" to "ID_INPUT_{JOYSTICK,KEYBOARD,MOUSE,etc}" (http://lwn.net/Articles/364728/). Because SDL2 looks for the ID_INPUT_X field this means that it never detects any input devices on RHEL6 systems.

I've attached a patch which fixes the problem. If no input devices are detected with "ID_INPUT_X" then SDL will fallback to looking for the old style "ID_CLASS" udev field instead.
Because of the "big change" between udev versions I doubt it'll ever get upgraded on RHEL6, but because RHEL7 is on the way I don't know if this patch is worth merging. Hopefully it'll help anyone out that's having this problem though.
2014-04-17 20:18:50 -07:00
Sam Lantinga
5439f9dd87 Fixed window losing the SDL_WINDOW_FOREIGN flag if something tries to recreate it. 2014-04-17 20:15:44 -07:00
Sam Lantinga
2dacb60bbb Fixed bug 2086 - valgrind memory not released
Sylvain

Someone provided a patch for this, recently on the mailing list :
-----

Hi,

it is possible to skip the bug in libX11 by using the defaults for
XNResourceName and XNResourceClass in `XCreateIC' (the table for the
"Input Context Values" [1] in libX11-doc shows that a default is
provided if it is not set).

diff -ur SDL2-2.0.3~/src/video/x11/SDL_x11window.c SDL2-2.0.3/src/video/x11/SDL_x11window.c
--- SDL2-2.0.3~/src/video/x11/SDL_x11window.c   2014-04-04 17:09:40.764307181 +0200
+++ SDL2-2.0.3/src/video/x11/SDL_x11window.c    2014-04-04 17:10:23.887765046 +0200
@@ -239,8 +239,7 @@
         data->ic =
             X11_XCreateIC(videodata->im, XNClientWindow, w, XNFocusWindow, w,
                        XNInputStyle, XIMPreeditNothing | XIMStatusNothing,
-                       XNResourceName, videodata->classname, XNResourceClass,
-                       videodata->classname, NULL);
+                       NULL);
     }
 #endif
     data->created = created;


Tito Latini

[1] http://www.x.org/releases/X11R7.7-RC1/doc/libX11/libX11/libX11.html#Input_Context_Values
2014-04-17 20:06:02 -07:00
Sam Lantinga
f6953cf4c2 Fixed bug 2502 - Memory leak inside SDL_x11events.c -> X11_DispatchEvent(_THIS)
bojko_1000

Code @566:
            if (data->xwindow) {
                Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
                Atom type = None;
                int format;
                unsigned long nitems = 0, bytes_after;
                unsigned char *property;
                X11_XGetWindowProperty(display, data->xwindow,
                    _net_frame_extents, 0, 16, 0,
                    XA_CARDINAL, &type, &format,
                    &nitems, &bytes_after, &property);

                if (type != None && nitems == 4)
                {
                    border_left = ((long*)property)[0];
                    border_right = ((long*)property)[1];
                    border_top = ((long*)property)[2];
                    border_bottom = ((long*)property)[3];
                }
            }

Code after _the fix_:
            if (data->xwindow) {
                Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
                Atom type = None;
                int format;
                unsigned long nitems = 0, bytes_after;
                unsigned char *property;
                X11_XGetWindowProperty(display, data->xwindow,
                    _net_frame_extents, 0, 16, 0,
                    XA_CARDINAL, &type, &format,
                    &nitems, &bytes_after, &property);

                if (type != None && nitems == 4)
                {
                    border_left = ((long*)property)[0];
                    border_right = ((long*)property)[1];
                    border_top = ((long*)property)[2];
                    border_bottom = ((long*)property)[3];
                }
                X11_XFree(property);
            }

I have found that leak with valgrind.
2014-04-17 20:02:11 -07:00
Sam Lantinga
f4b77110d2 Fixed bug 2503 - Loop indexing and event union errors in SDL_gesture.c
Lasse ??rni

While enabling $1 gesture support in the Urho3D engine which uses SDL2 I detected some errors in the gesture code in SDL_gesture.c:

- In the function SDL_SaveAllDollarTemplates() the following line should use index variable j instead of i:

    rtrn += SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SaveDollarTemplate() the following code should use index variable j instead of i:

    if (touch->dollarTemplate[i].hash == gestureId) {
        return SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SendGestureDollar() the x & y coordinates are being written to the mgesture structure, which results in garbage due to dgesture and mgesture being different data structures inside the union. The coordinates should be written to dgesture.x & dgesture.y respectively
2014-04-17 19:52:15 -07:00
David Ludwig
63b46d3d88 WinRT: keyboard VirtualKey translation improvements from Sylvain Becker
Changes included:
- adding support for a few, additional, VirtualKey constants
- removing accesses to 'windows_scancode_table', as the table's contents
don't line up with WinRT virtual keys.  Using Windows older VK_* constants
may, however, be a good alternative in a future update.
2014-04-17 12:43:51 -04:00
Gabriel Jacobo
4bb6afefa2 Comment out eglWaitGL from Android_GLES_SwapWindow
Let's hope for the best! If anyone has a device affected by this removal,
please file a bug!
2014-04-17 12:44:08 -03:00
David Ludwig
3dcb451f85 Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
2014-04-09 21:29:19 -04:00