Commit Graph

210 Commits

Author SHA1 Message Date
Ethan Lee
bf9bf602e7 Copypaste SDL_NSLog to UIKit backend, document it as such 2019-07-17 23:20:57 -04:00
Alex Szpakowski
8fb8adfc90 macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
2019-07-13 17:04:02 -03:00
Ryan C. Gordon
27ad8e5d72 cocoa: Set keyboard mod state correctly when turning off capslock.
Fixes Bugzilla #4716.
2019-07-11 01:07:14 -04:00
Ryan C. Gordon
e841b066fd cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.

Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.

But for now, good enough.

Fixes Bugzilla #4690.
2019-07-08 13:41:01 -04:00
Ryan C. Gordon
d2d06f4443 cocoa: Don't report trackpad mouse events as synthesized touches.
Fixes Bugzilla #4690, sort of. I guess.
2019-07-02 12:29:36 -04:00
Ryan C. Gordon
57e08c27ef cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.

I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.

It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
2019-06-26 13:21:43 -04:00
Ryan C. Gordon
d3bedda4df cocoa: Patched to compile and also handle possible malloc failure. 2019-06-18 16:53:49 -04:00
Sam Lantinga
3e720d2a80 Fixed potential double-free in mouse cleanup code 2019-06-18 13:41:38 -07:00
Ryan C. Gordon
ed8b78d36b cocoa: ignore compiler warnings about OpenGL being deprecated. 2019-06-14 21:18:53 -04:00
Ryan C. Gordon
90e2dc9891 A few minor changes to placate static analysis. 2019-06-14 18:23:51 -04:00
Ryan C. Gordon
d9a2eff26f cocoa: Another attempt at synthesized mouse/touch events. 2019-06-13 21:31:03 -04:00
Ryan C. Gordon
294574647d cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I
got this right.

Fixes Bugzilla #4576.

(I think!)
2019-06-13 01:57:13 -04:00
Alex Szpakowski
50f5123190 macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!)
Fixes bug #4518.
2019-06-12 19:57:30 -03:00
Ryan C. Gordon
04b50f6c6b cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.

This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.

Fixes Bugzilla #4575.

(Backed out changeset 8760fed23001)
2019-06-11 16:19:01 -04:00
Sam Lantinga
69d27a69cd Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau

Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).

There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.

[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
2019-06-11 18:13:46 -07:00
Sam Lantinga
aa80d279d3 Fix build with the 10.10 SDK 2019-06-11 08:33:30 -07:00
Ryan C. Gordon
781692c03c cocoa: report proper input IDs for mouse/touch events.
Otherwise, we generate incorrect mouse events for MacBook trackpads (which
are also multitouch devices), etc.

Partially fixes Bugzilla #4576.
2019-06-09 19:27:25 -04:00
Ethan Lee
0442d19fc8 cocoa: Fix assert to use SDL_assert 2019-03-04 12:16:43 -05:00
Cameron Gutman
9b2202828a Fix use-after-free when pumping the event loop after SDL_DestroyWindow()
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.

Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
2019-04-28 17:37:49 -07:00
Alex Szpakowski
9d7b26155a macOS: Fix compilation when using the 10.9 SDK or older. 2019-04-17 20:14:40 -03:00
Alex Szpakowski
00c824a8b0 Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). 2019-04-10 22:30:58 -03:00
Sam Lantinga
d4c0f498db Fixed bug 4255 - SDL_GetGlobalMouseState() returns incorrect Y on secondary display
Julian Raschke

I use an open Mac laptop with an additional external monitor. The coordinate spaces from SDL_GetGlobalMouseState() and SDL_GetWindowPosition() match on the primary display, but not on the secondary display.

Cocoa window coordinates are vertically flipped in relation to the primary display:

https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoawindow.m#L219-L222

However, Cocoa_GetGlobalMouseState inverts the cursor Y coordinate per-display:

https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoamouse.m#L320-L323

Suggested fix: Replace the for-loop with this simpler calculation:

    *x = (int) cocoaLocation.x;
    *y = (int) (CGDisplayPixelsHigh(kCGDirectMainDisplay) - cocoaLocation.y);
2019-01-04 22:09:38 -08:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon
13869f194c cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!

CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
2018-12-16 01:03:17 -05:00
Sam Lantinga
bd08d72dec Fixed building with the 10.10 SDK 2018-12-11 20:04:10 -08:00
Sam Lantinga
1c9595b16f Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null

I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:

<App Name> <Window> <View>

1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
2018-12-08 11:06:40 -08:00
Sam Lantinga
5c5ba0e331 Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow()
Cameron Gutman

After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.

For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).

The crashing line is:

    NSMutableArray *contexts = data->nscontexts;
2018-11-19 21:35:59 -08:00
Alex Szpakowski
c525ff354d cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!)
Fixes bug #4368
2018-11-10 20:56:23 -04:00
Alex Szpakowski
5029d50ea8 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).

Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
2018-11-10 16:15:48 -04:00
Ryan C. Gordon
62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon
1fb20f0ab9 cocoa: Put a mutex around GL_SwapBuffers.
Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").

Fixes Bugzilla #4278.
2018-10-18 23:38:27 -04:00
Ryan C. Gordon
cad0a2f730 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from 54729119b348e8a4a916192d1d6cb8d115656255)
2018-10-18 12:05:05 -04:00
Ryan C. Gordon
072e17bf98 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
2018-10-18 11:59:48 -04:00
Ryan C. Gordon
b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon
22475bf3f0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
2018-09-26 20:10:32 -04:00
Ryan C. Gordon
f677377339 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
2018-10-18 12:05:05 -04:00
Ryan C. Gordon
eac3fd28d8 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
2018-10-18 11:59:48 -04:00
Alex Szpakowski
d8022d19b4 macOS: Fixed MoltenVK dynamic library loading code. 2018-10-12 23:23:52 -03:00
Alex Szpakowski
d9094421e1 metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250. 2018-10-12 17:55:42 -03:00
Ryan C. Gordon
e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Alex Szpakowski
fb485986eb macOS: Fix a crash when the video subsystem quits, if SDL_MAC_NO_SANDBOX was defined when SDL was compiled. 2018-09-30 11:26:41 -03:00
Ryan C. Gordon
7689162ca0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
2018-09-26 20:10:32 -04:00
Sam Lantinga
5febdfcece Fixed whitespace 2018-09-24 11:49:25 -07:00
Ryan C. Gordon
3d3870982c metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
2018-05-27 20:30:03 -04:00
Sam Lantinga
cc7b2fc512 Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen

This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a

The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:

testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1

As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.

Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
2018-03-10 21:13:50 -08:00
Mark Callow
be6ca785e3 Support official Vulkan SDK for macOS.
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
2018-02-25 23:02:09 -08:00
Mark Callow
69958441be Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
2018-02-21 09:58:21 -08:00
sezero
40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga
90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
66baf7363e Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Alex Szpakowski
48fea0cee4 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Alex Szpakowski
64ec4c3334 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Ryan C. Gordon
ef6e629d39 cocoa: Added two missing files from hg changeset da7ba330ec68.
Fixes Bugzilla #3975.
2017-12-06 16:37:55 -05:00
Sam Lantinga
57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga
1c0c90323c Fixed bug 3976 - SDL drivers may leak driverdata memory due to ignoring return value of SDL_AddDisplayMode
C Snover

SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
2017-11-21 21:30:47 -08:00
Alex Szpakowski
5501bcc834 macOS: Fix an OS-generated warning printed to stdout on launch in bundled apps. 2017-11-09 22:24:09 -04:00
Sam Lantinga
fcb77f9848 Back out the following commits which are causing Dota 2 Exclusive Fullscreen to fail on AMD-based Macs. The details of why this is being reverted are at: https://bugzilla.libsdl.org/show_bug.cgi?id=3949
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:28 -0300
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
http://hg.libsdl.org/SDL/rev/cfb3ddf796c3

Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:32 -0300
Fix a potential crash in macOS 10.7 and earlier.
http://hg.libsdl.org/SDL/rev/4941c8867075
2017-11-08 14:17:23 -08:00
Ryan C. Gordon
9bbf92e3da cocoa: Don't change the NSWindow background color.
Changing the background color causes the titlebar to blend against it on
modern macOS releases, making all SDL windows look wrong by default. This was
set to make the window not flash white before a GL context is ready, but we
can accomplish this in our window's view's drawRect implementation, too.
2017-10-25 18:02:11 -04:00
Sam Lantinga
f4f9e39f62 Fixed bug 3874 - Compiler warnings SDL_Surface.c and SDL_cocoakeyboard.m 2017-10-12 08:41:11 -07:00
Alex Szpakowski
fb071a4cd9 Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051. 2017-09-25 20:49:31 -03:00
Mark Callow
3c45e662f5 macOS: remove unneeded #includes. 2017-09-21 14:01:12 +09:00
Sam Lantinga
b2ba8963b3 Fixed bug 3809 - Restore after maximize leads to wrong size
Andreas Falkenhahn

My app opens a 640x480 window. When I click on the window's maximize button, the window correctly fills the entire screen and loses its borders. But clicking on the restore button now doesn't restore the window to its original 640x480 size. Instead, the window size is identical to the screen size now. The only difference to the previous state is that the window now has borders again but it isn't restored to 640x480.
2017-09-09 11:00:25 -07:00
Sam Lantinga
676c3a9263 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

The window is now resized to its specified size, but it moves to the top left corner of the screen. That is unexpected because neither the user nor the program moved it there. Test program attached (the same one as before).
2017-09-09 10:31:44 -07:00
David Ludwig
532446a6bd macOS: bug-fix for #3793, "fullscreen toggle does not maintain SDL_Renderer's logical size"
This also seems to fix the follow-up issue in bug #3719, whereby the initial fix caused the SDL window to move, after transitioning from fullscreen to windowed-mode
2017-09-03 17:33:49 -04:00
Alex Szpakowski
d7ae313134 macOS: Fix menubar items being enabled when they shouldn't be. 2017-08-31 21:34:29 -03:00
Alex Szpakowski
b959be2569 Code style cleanup in the Cocoa and UIKit vulkan files. 2017-08-31 21:26:13 -03:00
Alex Szpakowski
cfd7a7fac6 macOS: Prevent unwanted native fullscreen (Spaces) toggles when the window is in fullscreen or isn't resizable. Fixes bug #3691. 2017-08-31 21:13:32 -03:00
Sam Lantinga
8fc1fb0805 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.

Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode

Expected result:
- The window has the size specified during step 3.

Actual result:
- The window has the size specified when creating the window in step 1.

Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
2017-08-29 21:42:22 -07:00
Sam Lantinga
8ac85744cd Fixed Vulkan configure check for Android and added one for Mac OS X 2017-08-28 22:36:45 -07:00
Sam Lantinga
90b38a5d61 Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer

Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)

I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me.  Will this be fixed?
2017-08-28 22:13:45 -07:00
Sam Lantinga
1067b528d3 Fixed building with an older Mac OS X SDK 2017-08-28 20:52:05 -07:00
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
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
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
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
997c69b9ef Fixed bug 3697 - Main thread gets stuck on left mouse down
Eric Wasylishen

I think I found a better fix.

The problem with https://hg.libsdl.org/SDL/rev/ebdc0738b1b5 is setting the styleMask to 0 clears the NSWindowStyleMaskFullScreen bit, which then confuses Cocoa later when you try to leave fullscreen. Instead I'm just clearing the NSWindowStyleMaskResizable bit, although SetWindowStyle(window, NSWindowStyleMaskFullScreen); seems to also work.
2017-08-01 20:16:10 -07:00
Sam Lantinga
6391cc3fef Backed out changeset ebdc0738b1b5 for bug 3697
Eric Wasylishen

Unfortunately this commit seems to have broken exiting desktop-fullscreen.
- Launch testgl2.
- Press alt+enter to go fullscreen-desktop
- Press alt+enter again. The spinning cube will freeze, and the window stays fullscreen desktop.
2017-08-01 20:09:23 -07:00
Sam Lantinga
67754af887 Fixed build on older Mac OS X SDKs 2017-07-21 17:28:47 -07:00
Alex Szpakowski
efe179cdfe macOS: Fix compilation when using 10.11 or earlier to build. 2017-07-14 17:42:11 -03:00
Alex Szpakowski
562473c1f4 macOS: Address more compiler warnings when building with a recent deployment target. 2017-07-13 23:09:37 -03:00
Alex Szpakowski
bc3ede1ed0 macOS: Replace uses of deprecated Cocoa enum names with modern/consistent equivalents. 2017-07-13 22:59:02 -03:00
Alex Szpakowski
e0ea4da4ae Fix a potential crash in macOS 10.7 and earlier. 2017-07-12 21:32:10 -03:00
Alex Szpakowski
8292d73ebb macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag. 2017-07-12 21:28:32 -03:00
Sam Lantinga
37722d01a8 Fixed bug 3697 - Main thread gets stuck on left mouse down
Amruth Raj

- My app runs in full screen to play video(I use SDL_WINDOW_FULLSCREEN_DESKTOP)
- Cmd-tab to go out of full screen to another app
- Cmd-tab again to get back to my app
- Press left mouse button at one of the edges of the screen, don't release yet.
After this point the main thread is stuck until I release the left mouse button and hence video rendering doesn't happen anymore.

On debugging more, I see that thread 0 is stuck as shown below with sendEvent processing left mouse down. It comes out only after it receives a left mouse up. There are some frames below which show NSWindowResizing, but my window flag doesn't have SDL_WINDOW_RESIZABLE set.

Thread 0:: CrBrowserMain Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffbe13d34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffbe13c797 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fffa889d434 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fffa889c8c1 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fffa889c114 CFRunLoopRunSpecific + 420
5 com.apple.HIToolbox 0x00007fffa7dfdebc RunCurrentEventLoopInMode + 240
6 com.apple.HIToolbox 0x00007fffa7dfdcf1 ReceiveNextEventCommon + 432
7 com.apple.HIToolbox 0x00007fffa7dfdb26 _BlockUntilNextEventMatchingListInModeWithFilter + 71
8 com.apple.AppKit 0x00007fffa6396a54 _DPSNextEvent + 1120
9 com.apple.AppKit 0x00007fffa6b127ee -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796
10 com.apple.AppKit 0x00007fffa66f568d +[NSWindow(NSWindowResizing) _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:] + 525
11 com.apple.AppKit 0x00007fffa65eedb5 -[NSWindow(NSWindowResizing) _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 394
12 com.apple.AppKit 0x00007fffa6c8f0db -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 1873
13 com.apple.AppKit 0x00007fffa6c8ca6c -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 1942
14 com.apple.AppKit 0x00007fffa6c8bf0a -[NSWindow(NSEventRouting) sendEvent:] + 541
15 org.libsdl.SDL2 0x000000010d46d74a -[SDLWindow sendEvent:] + 90
16 com.apple.AppKit 0x00007fffa6b10681 -[NSApplication(NSEvent) sendEvent:] + 1145
17 org.libsdl.SDL2 0x000000010d46532b -[SDLApplication sendEvent:] + 139
18 org.libsdl.SDL2 0x000000010d466b2f Cocoa_PumpEvents + 495
19 org.libsdl.SDL2 0x000000010d44c1d5 SDL_PumpEvents_REAL + 53
20 org.libsdl.SDL2 0x000000010d44c2f5 SDL_WaitEventTimeout_REAL + 53
21 org.libsdl.SDL2 0x000000010d44c2b7 SDL_PollEvent_REAL + 23
22 org.libsdl.SDL2 0x000000010d51bb24 SDL_PollEvent + 36
23 libTest.dylib 0x000000010cf3e0e8 SDLEventProcessor::processEvents(int) + 568
24 Test 0x000000010cde6bba BrowserApp::RunAppMessageLoop(BAInstData*, CefStringBase, CefStringBase) + 810
25 Test 0x000000010ce04bbc main + 17980
26 libdyld.dylib 0x00007fffbe016235 start + 1

I further noticed that while entering full screen in SDL_cocoawindow.m NSResizableWindowMask is set. If I clear it inside windowDidEnterFullScreen, then, the issue doesn't repro.

This is discussed at https://discourse.libsdl.org/t/main-thread-gets-stuck-on-left-mouse-down/22753/3 and thanks to Eric for the pointers.
2017-07-10 17:07:19 -07:00
Philipp Wiesemann
90ed3daa3e Changed messages about not recognized keys to include discourse link. 2017-05-26 22:45:52 +02:00
Ryan C. Gordon
ce2998b8b9 cocoa: Don't crash on messagebox keypress without a successful SDL_Init(). 2017-05-02 21:46:28 -04:00
Philipp Wiesemann
266816b4aa Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Alex Szpakowski
fd85f5748d Mac: back out commit 3e9b2ae41adf. It causes significant overhead on many GPUs. 2016-12-23 22:49:37 -04:00
Alex Szpakowski
d719374cb9 Mac: Fix over-saturated colors on P3 displays (e.g. the 2016 MBPs). 2016-12-23 22:08:18 -04:00
Sam Lantinga
524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga
1b689c335c Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651
Ozkan Sezer

With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct.  Reverting r10651
and rebuilding makes it to function again.
2016-12-01 11:52:47 -08:00
Sam Lantinga
7f764bd8d3 once more - iterating on this is annoying 2016-11-26 10:26:36 -08:00
Sam Lantinga
51ccc9ed8c if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after. 2016-11-26 10:26:32 -08:00
Sam Lantinga
25f54f0f4f tap should default to disabled, not enabled 2016-11-26 10:26:26 -08:00