Commit Graph

1168 Commits

Author SHA1 Message Date
Sam Lantinga
7187b74cf4 Fixed compiler warnings on iOS 2014-07-07 11:00:25 -07:00
Sam Lantinga
017c5dc381 Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski

Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.

I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
2014-07-07 10:42:19 -07:00
Sam Lantinga
de1b22e74e Fixed compiler warning 2014-07-07 10:39:02 -07:00
Sam Lantinga
73cb234b5c Fixed compiler warning on Mac OS X 2014-07-07 10:38:10 -07:00
Shawn Walker
c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
Sam Lantinga
d44f392265 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski

Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.

This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.

I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
2014-07-07 10:33:32 -07:00
Alex Baines
1c6cd67819 Call dbus_shutdown to make valgrind happy. 2014-07-06 22:15:31 +01:00
Sam Lantinga
1ee96bb994 Fixed mingw64 build and warnings 2014-07-07 10:26:28 -07:00
Andreas Schiffler
ac112e5f09 Fix option for forced run of disabled tests in test harness 2014-07-06 20:41:39 -07:00
Sam Lantinga
9b1b74e6c0 Fixed haptic refcount bug (thanks David Ludwig!) 2014-07-04 17:20:22 -07:00
David Ludwig
cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga
b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Gabriel Jacobo
5a3c553d0a Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
2014-07-03 17:36:08 -03:00
Alfred Reynolds
321af03ff9 add a comment to SDL_InitSubSystem explaining its refcounting behavior 2014-07-03 10:22:26 -07:00
Alfred Reynolds
2748e28230 The YUV offset is 16 / 255, not 16 / 256 2014-07-03 10:22:12 -07:00
J?rgen P. Tjern?
744d4f02e6 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
2014-06-30 17:22:08 -07:00
Sam Lantinga
610225b451 Fixed null terminating the X11 error string 2014-06-28 19:51:26 -07:00
Gabriel Jacobo
765894e3cd Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
2014-06-28 13:05:16 -03:00
Gabriel Jacobo
9dc2614e7d Another fix to prevent dereferencing a null window pointer in SDL_mouse.c 2014-06-28 12:50:17 -03:00
Gabriel Jacobo
a9bb889864 Disable desktop OpenGL for EGL under Android 2014-06-28 12:48:29 -03:00
Gabriel Jacobo
1ed1f7f2e3 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
2014-06-28 12:36:44 -03:00
Knut Andre Tidemann
02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Sam Lantinga
e592b04683 Fixed compiler warning on Android 2014-06-26 12:42:15 -07:00
Sam Lantinga
82849f0733 Updated the template project for iOS, thanks to Davide Coppola 2014-06-25 21:40:56 -07:00
Sam Lantinga
3d5f4a6901 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain! 2014-06-25 21:06:47 -07:00
David Ludwig
65023e0767 WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput.  This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.

TODO:
 - test all buttons, making sure WinRT maps buttons the same way that Win32 does
 - consider making the Win32 and WinRT codebases share more stuff, minus
   the sort of duplication happening via this change.  Maybe simulate, or
   stub-out, DirectInput calls when on WinRT?
2014-06-25 22:38:40 -04:00
David Ludwig
a838a56d45 WinRT build fix 2014-06-25 22:03:05 -04:00
Ryan C. Gordon
95864f86d8 Patched to compile on Windows. 2014-06-25 17:24:06 -04:00
Ryan C. Gordon
4318910e02 Whoops, lost this in the merge. 2014-06-25 17:20:22 -04:00
Ryan C. Gordon
84cb232067 Patched to compile with -Werror=declaration-after-statement 2014-06-25 17:13:43 -04:00
Ryan C. Gordon
b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon
8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga
704d9bd30d Fixed bug 2525 - Keyboard focus crash
Todd Seiler

Call Stack:
#0  0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1  0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2  0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3  0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4  0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5  0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6  0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7  0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8  0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9  0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8


This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().

In Ogre3D application you do the following:
        window_ = root_->initialise(true, "Ogre Window 2");
        loadOgreResources();
        Ogre::WindowEventUtilities::addWindowEventListener(window_, this);

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
        NSWindow* Data = 0;
        window_->getCustomAttribute("WINDOW", &Data);
        sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif

It results in a crash in this function:
SDL_cocoakeyboard.m

void
Cocoa_StartTextInput(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
    SDL_Window *window = SDL_GetKeyboardFocus();
    NSWindow *nswindow = nil;
    if (window)
        nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;

    // ...
}

The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:

SDL_cocoawindow.m

static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
    // ...

    if ([nswindow isKeyWindow]) {
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_SetKeyboardFocus(data->window);
    }

    /* Prevents the window's "window device" from being destroyed when it is
     * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
     */
    [nswindow setOneShot:NO];

    /* All done! */
    [pool release];
    window->driverdata = data;
    return 0;
}

As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
2014-06-25 02:08:37 -07:00
Sam Lantinga
724d9380ba Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int 2014-06-25 01:43:58 -07:00
Sam Lantinga
a8955f2640 Made the RLE code (semi) readable again 2014-06-25 01:35:17 -07:00
Sam Lantinga
b4deeeba05 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain

Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
2014-06-25 00:58:40 -07:00
Sam Lantinga
afe14829b8 Fixed bug 2556 - add compilation flag -Wshadow
Sylvain

here's the full patch for Blit + RLE.
2014-06-25 00:43:10 -07:00
Sam Lantinga
6a632eb23c Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski

SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.

The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.

I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
2014-06-25 00:20:21 -07:00
Sam Lantinga
52ec151fb0 Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
2014-06-24 13:31:25 -07:00
Sam Lantinga
cbafb158b0 Fixed bug 2467 - bad memcpy in SDL_OpenAudio/open_audio_device/prepare_audiospec chain
Rainer Deyke

If 'SDL_OpenAudio' is called with 'obtained == NULL', 'prepare_audiospec' performs a bad 'memcpy' with the destination and source pointing to the same block of memory.  The problem appears to be on in 'SDL_OpenAudio', which calls open_audio_device with 'obtained = desired' when 'obtained == NULL'.  'open_audio_device' cannot deal with 'desired' and 'obtained' pointing to the same block of memory but can deal with 'obtained == NULL'
2014-06-24 01:38:21 -07:00
Sam Lantinga
3344db40ff Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings 2014-06-23 11:06:50 -07:00
Sam Lantinga
67e55655a3 Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
2014-06-23 10:09:15 -07:00
Sam Lantinga
9e2a2639f8 Added names for some theme related windows messages 2014-06-23 10:09:13 -07:00
Gabriel Jacobo
e63e1a5e64 Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker) 2014-06-23 09:25:27 -03:00
Gabriel Jacobo
620510b337 Fix compiler warning 2014-06-23 09:18:31 -03:00
Sam Lantinga
553028c9ec Partial fix for bug 2556 - add compilation flag -Wshadow
I added -Wshadow and then turned it off again because of massive variable shadowing in the blit macros.

Feel free to go through that code and fix these if you want. Just uncomment CheckWarnShadow in configure.in if you want to try this.
2014-06-22 11:02:56 -07:00
Sam Lantinga
9f5e3ed7e7 Fixed bug 1673 - BEXT wave files only have extra metadata that you can easily skip through
bill

In SDL_wave.c, BEXT wave files with "bext" instead of "fmt " are choked on

    if (chunk.magic != FMT) {
        SDL_SetError("Complex WAVE files not supported");
        was_error = 1;
        goto done;
    }

BEXT files http://en.wikipedia.org/wiki/Broadcast_Wave_Format actually playback the same as regular waves.  All they have is (A LOT OF) extra header info.

To open them, just SKIP the "bext" chunk, and the "fmt " chunk will be a couple of hundred bytes later.

The "fmt " chunk is also bloated, but if you skip past the extra information to the "data" chunk, there is nothing different about a BEXT wave file than a "normal" one.

You can then load the data and proceed as normal.
2014-06-22 10:05:59 -07:00
Sam Lantinga
cff9eac637 Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark

Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.

A patch is attached. See bug #2570 for reasons you might want to compile this way.
2014-06-22 09:48:46 -07:00
Sam Lantinga
1b3d4e6d0e 565 textures have higher priority than 555 textures 2014-06-22 09:42:43 -07:00
Sam Lantinga
d65ac7785f Restore window OpenGL state if creating an OpenGL renderer fails 2014-06-22 02:48:43 -07:00