With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
Elias Vanderstuyft
"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
Elias Vanderstuyft
It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs
The periodic magnitude parameter of the SDL Haptic API is based on the Linux
FF API, so it means they are not directly compatible:
'dwMagnitude' is a 'DWORD', which is unsigned.
Fixes Bugzilla #2701.
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
skaller
using gcc 4.2 (the default) on Mac OSX 10.6.8
CC build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("
The fault appears to be here:
#if defined(__OBJC__) && __has_feature(objc_arc)
that the __has_feature macro is not supported by gcc 4.2.
The code works fine with my clang 3.3svn.
Tobias Himmer
this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.
Seems to work fine on Raspbian.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
binarycrusader
Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).
Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:
6585 # 218
6586 if (!tls_errbuf && !tls_being_created) {
6587 SDL_AtomicLock_REAL ( & tls_lock );
6588 if (!tls_errbuf) {
6589 SDL_TLSID slot;
6590 tls_being_created = SDL_TRUE;
6591 slot = SDL_TLSCreate_REAL ( );
6592 tls_being_created = SDL_FALSE;
6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594 tls_errbuf = slot;
6595 }
6596 SDL_AtomicUnlock_REAL ( & tls_lock );
6597 }
Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
204 was_error = nanosleep(&tv, &elapsed);
(dbx) where
[1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
[2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
[4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
[5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
[6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
[7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
[8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
[9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
[10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"
As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.
Different Solaris Studio compiler versions seem to make no difference.
I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.
This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
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.
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.
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.
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.
Alex Szpakowski
Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
Author: Sam Clegg <sbc@chromium.org>
Date: Fri Jun 20 12:52:11 2014
Fix win32 build which was failing due to missing PRIs64.
This change adds definitions for the C99 PRIs16 and PRIu64
which are missing from <stdint.h> on at last win32 and
possibly other platforms.
These already existed in testgesture.c so I removed them
from there also.
J?rgen Tjern?
If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.")
This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.