Commit Graph

568 Commits

Author SHA1 Message Date
Sam Lantinga
959ae9019d Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
2017-08-28 02:30:41 -07:00
Sam Lantinga
ff8d2e1493 Fixed build when Wayland is dynamically loaded 2017-08-28 01:42:18 -07:00
Sam Lantinga
edaa0ef53f Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes" 2017-08-28 00:54:02 -07:00
Sam Lantinga
3c7f9d692a Fixed redefinition of typedef warnings and errors on BSD 2017-08-28 00:51:14 -07:00
Sam Lantinga
50efbda736 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h 2017-08-28 00:43:14 -07:00
Sam Lantinga
0d011ec66d Renaming of guard header names to quiet -Wreserved-id-macro 2017-08-28 00:22:23 -07:00
Sam Lantinga
ce2b16445e Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration 2017-08-28 00:11:38 -07:00
Sam Lantinga
5cd1a95910 Fixed Android build with Vulkan support 2017-08-27 23:53:09 -07:00
Sam Lantinga
0cebef607b Fixed code style for new Vulkan API functions 2017-08-27 23:39:55 -07:00
Sam Lantinga
37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga
9da4717d12 Fixed Windows warning 2017-08-27 22:36:03 -07:00
Sam Lantinga
82ffabc86a Fixed Android build 2017-08-27 22:34:15 -07:00
Ryan C. Gordon
c722e58d1f vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
2017-08-27 23:25:12 -04:00
Ryan C. Gordon
25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga
003d491f86 Fixed bug 3724 - Allow Angle Static Link
Carlos

We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.

Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here

https://github.com/native-toolkit/sdl/pull/10/files

The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10

We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).

Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
2017-08-27 19:05:57 -07:00
Ryan C. Gordon
73f866cf0a windows: Attempt to make Visual Studio not hardcode a call to memset(). 2017-08-25 15:16:39 -04:00
Ryan C. Gordon
e58c7920bf x11: Patched to compile with DEBUG_XEVENTS defined. 2017-08-25 12:51:42 -04:00
Ethan Lee
685890a229 Fix KHR_no_error support 2017-08-24 22:57:42 -04:00
Ryan C. Gordon
d8fc70ea1e opengl: add support for GL_KHR_no_error.
This is completely untested!

Fixes Bugzilla #3721.
2017-08-24 21:30:53 -04:00
Brandon Schaefer
17453d495a x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings 2017-08-21 23:44:46 -07:00
Brandon Schaefer
a6dc4ed568 kmsdrm: Remove moved file 2017-08-21 17:22:00 -07:00
Brandon Schaefer
1171718473 kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h 2017-08-21 17:20:50 -07:00
Sam Lantinga
834ab350e5 Fixed bug 3644 - Wayland touch event support
Moritz Bitsch

Attached is a small patch which enables multitouch events on Wayland.
2017-08-21 11:19:38 -07:00
Ryan C. Gordon
f5a38f234b x11: specify event mask for buttons when grabbing pointer (thanks, Stas!).
This fixes a strange corner case (notes appended below), and should be
safe to do anyhow.

Fixes Bugzilla #3674.

"I did more tests.
It appears the bug only happens if there is
another window on the screen that has "always
on top" property. For me it is xawtv - it is
always opened in a screen corner. Closing
xawtv or removing "always on top" property
from it makes the problem to go away.
Plus, it doesn't appear like the buttons are
not delivered at all. It appears that instead
the button presses are delivered on some mouse
positions, but not delivered when you move the
mouse to other part of the window... So this is
really weird and is likely somewhere deep in the
Xorg.
Maybe somehow it happens that the cursor is
actually above the xawtv window, but, because
my app uses grab, it is not visible there, and
in that case the events are not delivered to
my app?
But with my patch the button events are
always delivered flawlessly, it seems.

Hmm, and that indeed seems to explain my problem:
if the mask is set properly and my app uses
grab, then, even if the mouse is above some
other window, the events would still be delivered
to the grabbing app, which is what actually wanted
because my app uses relative mouse mode, so it
doesn't know the pointer can cross some other window
(my app draws the pointer itself).
So my current theory is that my patch only enforces
the mouse grab, which otherwise can be tricked by
some other window preventing the button events
delivery (but motion events are still delivered
via xinput2, which makes it all look very obscure)."
2017-08-21 00:42:06 -04:00
Ryan C. Gordon
5574b43376 x11: Pass generic XEvents by pointer instead of copying to stack for XInput2. 2017-07-31 12:22:18 -04:00
Ryan C. Gordon
01e0d8fc85 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness.
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!

Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
2017-08-19 15:02:03 -04:00
Alex Szpakowski
3d0f521be5 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505. 2017-08-18 23:23:30 -03:00
Alex Szpakowski
a0a09f646c Improve iOS keyboard demo code a bit. 2017-08-15 22:53:57 -03:00
Alex Szpakowski
2e4248ed44 Address a compiler warning. 2017-08-15 18:29:47 -03:00
Sam Lantinga
e83764a5e0 Fixed bug 2137 - SDL Message Boxes don't cope with fixed width fonts (in windows at least)
Pegasus Epsilon

With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
2017-08-14 23:45:06 -07:00
Sam Lantinga
1d0584d558 Hopefully fixed Wayland build 2017-08-14 21:35:16 -07:00
Sam Lantinga
a4cfa93670 Fixed bug 2293 - Precise scrolling events
Martijn Courteaux

I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.

The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.

I believe this is pretty solid way of doing it, although I'm not the expert here.

There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-14 21:28:04 -07:00
Sam Lantinga
fb835f9e3b Fixed bug 2330 - Debian bug report: SDL2 X11 driver buffer overflow with large X11 file descriptor
manuel.montezelo

Original bug report (note that it was against 2.0.0, it might have been fixed in between):  http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015

--------------------------------------------------------
Package: libsdl2-2.0-0
Version: 2.0.0+dfsg1-3
Severity: normal
Tags: patch

I have occasional crashes here caused by the X11 backend of SDL2. It seems to
be caused by the X11_Pending function trying to add a high number (> 1024)
file descriptor to a fd_set before doing a select on it to avoid busy waiting
on X11 events. This causes a buffer overflow because the file descriptor is
larger (or equal) than the limit FD_SETSIZE.

Attached is a possible workaround patch.

Please also keep in mind that fd_set are also used in following files which
may have similar problems.

src/audio/bsd/SDL_bsdaudio.c
src/audio/paudio/SDL_paudio.c
src/audio/qsa/SDL_qsa_audio.c
src/audio/sun/SDL_sunaudio.c
src/joystick/linux/SDL_sysjoystick.c


--------------------------------------------------------

On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote:
> I have occasional crashes here caused by the X11 backend of SDL2. It seems
> to be caused by the X11_Pending function trying to add a high number (>
> 1024) file descriptor to a fd_set before doing a select on it to avoid busy
> waiting on X11 events. This causes a buffer overflow because the file
> descriptor is larger (or equal) than the limit FD_SETSIZE.


I personally experienced this problem while hacking on the python bindings
package for SDL2 [1] (while doing make runtest). But it easier to reproduce in
a smaller, synthetic testcase.
2017-08-14 20:22:19 -07:00
Sam Lantinga
aebe17d34f Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__
Martin Gerhardy

just for easier debugging issues in the own code...

SDL_CreateRenderer should maybe also use this macro

Ryan C. Gordon

I'll go one better: it should have an SDL_assert().
2017-08-14 16:34:54 -07:00
Sam Lantinga
f142a7961e Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke

I've written a small patch that adds a small SDL_DuplicateSurface function to SDL.  I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
2017-08-14 13:37:14 -07:00
Sam Lantinga
362d549690 Fixed bug 2500 - X11: SDL tries (and fails) to hide foreign windows
Alvin

I'm interested in this bug as well. I have experienced it when trying to embed an SDL_Window into a FLTK application. To do this, I create a FLTK window (window inside a window - think video player) and then use SDL_CreateWindowFrom() on the inner most window's Xlib Window*. After which, I create a renderer.

In my situation I am using the FLTK GUI toolkit.

What I have experienced is that the SDL_CreateRender() will recreate the window in order to properly setup OpenGL capability. As part of this process, the window is hidden and a call is executed that waits indefinitely for an acknowledgement that the window was indeed unmapped. This is where my program hangs.

Please correct me if I am wrong, but should SDL2 not make Xlib calls that effect the Xlib Window in this situation (e.g. When SDL_CreateWindowFrom() is used)? The toolkit being used typically assumes responsibility and, I presume, tracks all Xlib Windows it creates.

On line src/video/SDL_video.c:1372 the comment associated with setting SDL_WINDOW_FOREIGN reads:

  /* Can't destroy and re-create foreign windows, hrm */

Since I do not know the reason for hiding the window in the first place, the attached patch simply does not wait for a response when X11_XWithdrawWindow() and X11_XMapRaised() are issued by X11_HideWindow() and X11_ShowWindow(), respectively. I presume that the GUI toolkit (GTK, FLTK, etc.) has or will consume the acknowledging event as it is managing the Xlib Window (or it thinks it is).

I have tested the patch against hg 5c645d037de2 and I have successfully tested:
* Embedding the SDL_Window inside a FLTK application.
* Calling SDL_SetWindowSize() when FLTK resizes the window (e.g. dragging cursor on the edge of the window).
* Filling the renderer's default target blue and drawing a red fill square at the centre (exciting, I know!)
* Calling SDL_Quit() when the application terminates

I do not receive any Xlib erorr messages (BadWindow, etc.) in any of those situations.
2017-08-14 10:28:47 -07:00
Sam Lantinga
de91b1248f Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
2017-08-14 06:28:21 -07:00
Sam Lantinga
eb06aba8ae Fixed bug 3742 - minor warning fixes 2017-08-13 21:16:58 -07:00
Sam Lantinga
3cae0c38d2 Fixed bug 3746 - remove SDLCALL attribute from SDL_BlitFunc() funcptr
Ozkan Sezer

The attached patch removes SDLCALL attribute from SDL_BlitFunc() funcptr.

As far as I can see, *SDL_BlitFunc() is completely internal to SDL with
no specific calling convention requirements.  The actual functions assigned
to SDL_BlitFunc seem to not have any calling conventions specified. So,
easy solution is simply removing the strict calling convention from the
type.
2017-08-13 21:09:00 -07:00
Sam Lantinga
e54eede265 Provide the correct state of the on-screen keyboard to the API (patch from Sylvain) 2017-08-13 21:05:15 -07:00
Sam Lantinga
6ee661398d Fixed bug 3235 - Make the Android window creation similar to iOS' window creation
Sylvain

Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.

setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.

Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
2017-08-13 20:55:59 -07:00
Sam Lantinga
6ef1a25d18 Fixed bug 3751 - DirectFB linux_input disabled by default
Clayton Craft

linux_input module is disabled by default, despite the comments in source code that it is otherwise:

src/video/directfb/SDL_DirectFB_video.c:
    devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0);       /* default: on */

src/video/directfb/SDL_DirectFB_video.h:
    #define DFBENV_USE_LINUX_INPUT      "SDL_DIRECTFB_LINUX_INPUT"      /* Default: on  */

When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
2017-08-13 20:51:08 -07:00
Sam Lantinga
78865effb5 Fixed compiler warning 2017-08-13 20:38:06 -07:00
Sam Lantinga
c87e1d525c Fixed bug 2841 - Hint to set resource id for window icon
Alexey

Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
2017-08-13 14:15:52 -07:00
Ryan C. Gordon
18cceb5ce0 x11: Patched to compile. 2017-08-13 01:00:01 -04:00
Ryan C. Gordon
0a1b905b6c x11: Fix message box titles with Unicode chars on some window managers.
Fixes Bugzilla #2971.
2017-08-13 00:58:23 -04:00
Alex Szpakowski
9be597a0d6 iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation. 2017-08-12 22:16:04 -03:00
Sam Lantinga
059d9e4627 Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd

Device: Logitech Rumble Gamepad F510 in Xinput mode.

Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.

This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.

Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.

Here is my current workaround in the game I'm working on porting..

SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
2017-08-12 17:41:59 -07:00
Sam Lantinga
7bab2913c2 Fixed Windows build 2017-08-12 17:01:14 -07:00
Sam Lantinga
05facb3d4e Fixed bug 2979 - SDL_ConvertSurface does not convert color keys consistently
Edmund Horner

When a 16-bit "565 format" surface has a colour key set, it will blit with correct transparency.  If, however, it has its colour key set then is converted to a 32-bit ARGB format surface, the colour key in the converted image will not necessarily be the same pixel value as the transparent pixels.  It may not blit correctly, because the colour key does not match the right pixels.

In my case, with an image using 0xB54A for transparency, the colour key was converted to 180,170,82; but the corresponding pixels (with the same original value) were converted to 180,169,82.  Blitting the converted image did not use transparency where expected.

I have attached a test case.  The bug has been replicated on both x86_64 Linux (SDL 2.0.2), and 32-bit MS C++ 2010 on Windows (SDL 2.0.0).
2017-08-12 16:59:00 -07:00