Commit Graph

101 Commits

Author SHA1 Message Date
Sam Lantinga
a8fcbc466a Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode
Alex Szpakowski

Patch to fix the y component of the position of fullscreen windows in OS X.

In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.

The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.

I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
2014-06-02 09:09:40 -07:00
Sam Lantinga
6b90d7f58a Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible
Eric Wasylishen

Steps to reproduce:

- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.

Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.

I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.

A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
2014-06-02 09:06:38 -07:00
Sam Lantinga
32665131f6 Added a way to get the native Android window and EGL context 2014-06-02 09:01:26 -07:00
Sam Lantinga
3905b910f3 Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed
Eric Wasylishen

The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.

i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:

"else if (state == isFullscreenSpace) {
    return YES;  /* already there. */
}"

With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
2014-06-02 09:01:10 -07:00
Sam Lantinga
75c57f8db7 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic. 2014-06-02 08:58:07 -07:00
Sam Lantinga
9d00f75a27 Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event
snake5creator

When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).

Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png

Without: http://i.imgur.com/yaIqAvV.png
2014-05-31 14:03:04 -07:00
Sam Lantinga
70df9cd0cd Fullscreen to windowed mode switch
From Melesie

I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:

Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
2014-05-31 12:21:55 -07:00
Sam Lantinga
18c31dec54 Fixed Direct3DCreate9Ex prototype 2014-05-31 11:53:19 -07:00
Sam Lantinga
0c6b99d576 Fixed cast 2014-05-31 11:48:52 -07:00
Sam Lantinga
49c53fd280 Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
2014-05-31 11:37:12 -07:00
Sam Lantinga
52222db255 Fixed SDL error when filtering events after shutdown.
This can happen when restoring video modes during video system shutdown
2014-05-31 11:33:25 -07:00
Philipp Wiesemann
f29ac39934 Added javadoc comments to document methods used by JNI. 2014-05-29 23:05:18 +02:00
Philipp Wiesemann
eac27bcd2f Added javadoc comments to prevent unused parameter warning. 2014-05-29 22:58:06 +02:00
Philipp Wiesemann
1f111f3ddc Fixed implicit boxing and unboxing of Java Objects warning. 2014-05-29 22:53:53 +02:00
Philipp Wiesemann
8d11db2f93 Added missing stdio include in test program. 2014-05-29 22:48:10 +02:00
Philipp Wiesemann
3a8033587b Fixed use of uninitialized variable warning in test program. 2014-05-29 22:44:08 +02:00
Ryan C. Gordon
dd5277d65c Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
 causing XGetICValues() to write past the end of the variable (and stack).

Fixes Bugzilla #2513.
2014-05-24 21:06:40 -04:00
Ryan C. Gordon
4db368e625 Added note about Wayland and Mir packages for Ubuntu 14.04. 2014-05-24 19:49:03 -04:00
Ryan C. Gordon
846a3e0776 Added some FIXMEs. 2014-05-24 01:27:19 -04:00
Ryan C. Gordon
f0e0f4ca15 Fixed whitespace. 2014-05-24 01:25:27 -04:00
Ryan C. Gordon
a2710516ef Generated dynapi stuff for the new WinRT entry points. 2014-05-24 01:23:57 -04:00
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
f5c77149bf Fixed typo in header comment. 2014-05-18 21:05:39 +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
Gabriel Jacobo
660a57f906 Fixes #2541, build failure with Wayland enabled, OpenGL ES disabled
Also includes an attempt at fixing building SDL on Ubuntu 13.10, which hopefully
won't break 14.04
2014-05-13 19:42:40 -03:00
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
Philipp Wiesemann
81c574b8cb Fixed typo in header comment. 2014-05-11 15:59:22 +02:00
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
d5a2e55d48 Improve handling of focus behaviour on Android. Patch by Alexey Petruchik 2014-05-10 18:24:39 -03:00
Gabriel Jacobo
b701175ab5 Include gl2platform.h in SDL_opengles2.h so we play nice with GLEW.
Based on feedback from Sven Bergstr?m
2014-05-10 17:00:37 -03:00
Gabriel Jacobo
de0d349e68 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain. 2014-05-10 16:50:05 -03:00
Sam Lantinga
d57d99a108 Updated iOS deployment target to iOS 5.1 2014-05-10 12:34:16 -07:00
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
Gabriel Jacobo
f565d81af7 A few more ANDROID for __ANDROID__ replacements 2014-05-10 15:57:09 -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
Dimitris Zenios
fd2d26ebbe Show android video or android audio if detected in autotools summary. 2014-05-05 22:36:47 +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
David Ludwig
33f81a0da5 WinRT: made Win[Phone] 8.1 projects be structured like their 8.0 counterparts
This change removes the "Shared" component from the Windows 8.1 and Windows
Phone 8.1 project files, then renames the projects to use a file structure
that's the same as  used for the Windows 8.0 and Windows Phone 8.0 projects.

This change now places WinRT projects in the following directories:

VisualC-WinRT\WinRT81_VS2013\ -- Windows 8.1 project files
VisualC-WinRT\WinPhone81_VS2013\ -- Windows Phone 8.1 project files (NEW, as of this change)
VisualC-WinRT\WinRT80_VS2012\ -- Windows 8.0 project files
VisualC-WinRT\WinPhone80_VS2012\ -- Windows Phone 8.0 project files

Windows 8.0 and Windows Phone 8.0 projects, as well as apps or libs that
reference these, should be unaffected by this change.

Windows 8.1 and Windows Phone 8.1 based apps or libs that reference SDL's
projects directly will need to have their old references removed, then
replaced with new ones that point to the updated structure.
2014-05-06 20:31:10 -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
e7bccd1640 Update the machine-generated configure code. 2014-05-06 00:20:34 -04:00