Commit Graph

3099 Commits

Author SHA1 Message Date
Ryan C. Gordon
131e13a773 direct3d11: Always set vertex buffers when updating them (thanks, Konrad!).
Fixes Bugzilla #4913.
2019-12-22 20:48:43 -05:00
Sam Lantinga
982f8a83ec Fixed bug 4910 - Missing joystick-driver type check in haptic
meyraud705

On Linux and MacOS, some haptic system functions access joystick->hw_data without checking the driver type.
2019-12-22 13:56:50 -08:00
Cameron Gutman
f21e172767 Use IOHIDManagerRegisterDeviceRemovalCallback() to monitor for HID removal
The function we currently use, IOHIDDeviceRegisterRemovalCallback(), often
fails on Catalina with a "__CFRunLoopModeFindSourceForMachPort returned NULL"
error message. Once a removal callback is missed, we will eventually crash when
the joystick is closed attempting to use the invalid IOHIDDeviceRef.

https://forums.developer.apple.com/thread/124444
2019-12-20 22:25:49 -08:00
Sam Lantinga
5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Zack Middleton
f0cee3edec Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.

HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.

Disconnect HIDAPI device joystick 0 until there are none left.
2019-12-22 13:15:11 -08:00
Sam Lantinga
d000a592ab Fixed windows build 2019-12-21 22:33:21 -08:00
Sylvain Becker
d004cc7050 Android: same way as in nativePause(), resume events are sent from SDL thread 2019-12-21 22:40:33 +01:00
Sylvain Becker
45a9b5fa2e Android: fix call of glFinish without context.
Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"

Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.

Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
2019-12-21 21:18:02 +01:00
Sam Lantinga
f3a547d00a Added support for the Hori Dragon Quest Slime Controller 2019-12-20 21:40:28 -08:00
Sam Lantinga
868551b121 Fixed duplicate controller entries on Mac OS X when using libusb, due to the HID interface number not being available in the Mac OS X HID code. 2019-12-20 21:00:16 -08:00
Sam Lantinga
46e1377d49 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
2019-12-20 20:12:03 -08:00
Paul Cercueil
95d40e8a28 kmsdrm: Fix busy-loop within libc's dlopen()
For some obscure reason, the order in which the libdrm/libgbm libraries
are loaded matters.

Without this fix, the first call to check_modesetting() will work and
load then unload all symbols properly, but the second call to this
function will lock up as soon as dlopen() is called on libdrm.

Swapping the order in which the libdrm and libgbm libraries are loaded
is enough to fix (or work around?) this issue.

Fixes #4891:
https://bugzilla.libsdl.org/show_bug.cgi?id=4891

Signed-off-by: Paul Cercueil <paul@crapouillou.net>
2019-12-19 21:47:43 -08:00
Sam Lantinga
6b76787209 Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers 2019-12-19 21:45:44 -08:00
Sam Lantinga
1db56619de Fixed rare infinite rumble in HIDAPI controller driver 2019-12-19 18:03:28 -08:00
Sam Lantinga
25bd5070f5 Fixed GameCube rumble 2019-12-19 18:00:08 -08:00
Sam Lantinga
202c966a44 Added support for the Nintendo GameCube Controller, using the Mayflash GameCube adapter. 2019-12-19 16:14:22 -08:00
Sam Lantinga
2481ab9340 Fixed compiler warning 2019-12-19 15:58:16 -08:00
Sam Lantinga
c5024a182d Backed out debug code 2019-12-19 15:21:44 -08:00
Sam Lantinga
20daf54fd8 Added new HIDAPI driver files to the Xcode projects 2019-12-19 15:18:50 -08:00
Sam Lantinga
fead0b24e1 Added missing files from previous commits 2019-12-19 15:02:12 -08:00
Sam Lantinga
e22e77dadc Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee 2019-12-19 15:01:35 -08:00
Sam Lantinga
15d30298cf Added support for wireless Xbox 360 controllers using the HIDAPI driver 2019-12-19 15:01:32 -08:00
Sam Lantinga
e7f7e3f40f Refactored HIDAPI controller code to support dongles and hubs that dynamically attach controllers 2019-12-19 15:01:30 -08:00
Sam Lantinga
4237b1834e Fixed compiler warning 2019-12-19 04:31:00 -08:00
Sam Lantinga
52b6ab2196 Added support for the SteelSeries Stratus Duo 2019-12-16 17:11:23 -08:00
Sam Lantinga
bc430d405c Update for bug 4883 - Add approximation for display DPI on iOS
Aaron Barany

I realized I made a minor mistake in my patch: I changed the constructor prototype for SDL_DisplayData, but didn't update the declaration in the .h file. The compiler and linker don't complain, but it would probably be best to fix in case a later change runs into a problem from the mismatch. I have attached a patch to fix this.
2019-12-16 10:26:36 -08:00
Sam Lantinga
a7ae9175c3 Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705

On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.

This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
2019-12-16 10:20:03 -08:00
Sam Lantinga
4d4e5584ea Fixed binding D-pad on NES30 controller 2019-12-12 19:07:26 -08:00
Sam Lantinga
9f8009f2e1 Added mappings for the Razer Serval on Windows and Mac OSX 2019-12-13 16:12:41 -08:00
Sam Lantinga
cf9af481e0 Added support for the 8Bitdo NES30 GamePad in wired mode 2019-12-13 16:12:39 -08:00
Sam Lantinga
c2b6d6f9ed Enable the LED on PowerA Xbox One controllers 2019-12-13 16:12:37 -08:00
Sam Lantinga
511df4a53f Added support for the BDA XB1 Spectra Pro 2019-12-13 16:12:35 -08:00
Sam Lantinga
55f8eabfae Identified the BDA XB1 Classic Controller 2019-12-13 16:12:33 -08:00
Sam Lantinga
0352814a8a Added general remapping of controller manufacturer 2019-12-13 16:07:25 -08:00
Sam Lantinga
b51d7f35aa Added support for the HORI PAD A 2019-12-13 16:07:22 -08:00
Sam Lantinga
23c39a2e44 Strip trailing whitespace on controller manufacturer identification 2019-12-12 19:14:37 -08:00
Sam Lantinga
cd515bd1b9 Fixed Xbox 360 Controller support using libusb on Linux 2019-12-12 14:26:34 -08:00
Sam Lantinga
1ac7eabaca Fixed comment typo 2019-12-12 14:25:02 -08:00
Sylvain Becker
13e1015169 Android: use SDL_arraysize() 2019-12-12 20:33:11 +01:00
Sylvain Becker
210f6dda95 Android: use 'RegisterNatives' to export the native methods
"The advantages of RegisterNatives are that you get up-front checking
that the symbols exist, plus you can have smaller and faster shared
libraries by not exporting anything but JNI_OnLoad"

https://developer.android.com/training/articles/perf-jni#native-libraries
2019-12-12 18:38:36 +01:00
Sam Lantinga
a613fc7cc2 Added names for official Microsoft controllers, since they don't have descriptive product names 2019-12-11 19:24:40 -08:00
Sam Lantinga
0f52916027 Added custom names for some controllers 2019-12-11 17:47:01 -08:00
Sam Lantinga
e029fdbb38 Shorten "Performance Designed Products" to "PDP" 2019-12-11 17:46:59 -08:00
Sam Lantinga
325a2efb3d Added support for the full line of PDP Xbox 360 and Xbox One controllers 2019-12-11 17:46:57 -08:00
Sam Lantinga
8b50dcb21b Use the controller product string instead of hard-coding controller names 2019-12-11 17:46:54 -08:00
Sam Lantinga
89401b21e9 Added support for the Razer Raion Fightpad for PS4 2019-12-10 13:09:52 -08:00
Sam Lantinga
a21f6b7a91 Add the manufacturer to the joystick name on Mac OS X, for consistency with other drivers 2019-12-10 11:46:22 -08:00
Sam Lantinga
2a161e7add Remove any duplicate manufacturer in the joystick name 2019-12-10 11:30:56 -08:00
Sam Lantinga
3469481ef6 Don't include the manufacturer if it's already included in the product string 2019-12-10 10:00:49 -08:00
Sam Lantinga
bb37a1ebf5 Fixed the name of the Razer RAION Fightpad 2019-12-10 09:38:10 -08:00
Sam Lantinga
82d2c357c3 Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
2019-12-09 16:52:11 -08:00
Sam Lantinga
3d34750ced The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux 2019-12-09 13:54:05 -08:00
Sam Lantinga
3626506369 Added some missing Xbox controller names 2019-12-09 13:54:03 -08:00
Sam Lantinga
140918bb6f Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany

There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)

I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
2019-12-08 11:36:40 -08:00
Sam Lantinga
54748a39be Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Sam Lantinga
135a90539b Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:13 -08:00
Sam Lantinga
7a51ad6a50 Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand) 2019-12-06 13:48:10 -08:00
Ryan C. Gordon
597f11e563 cocoa: Patched to compile on older compilers. 2019-12-05 17:27:06 -05:00
Sam Lantinga
8342fa7c7e Fixed controller mapping issues caused by PS3 gyro jitter 2019-12-05 13:48:08 -08:00
Sam Lantinga
6d00166813 Get full axis range for PS3 controller triggers on Linux 2019-12-05 13:18:53 -08:00
Ryan C. Gordon
ca2c8609e1 cocoa: SDL_GetDisplayDPI() should account for Retina displays.
Fixes Bugzilla #4856.
2019-12-04 12:20:24 -05:00
Sam Lantinga
b7576025e3 Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany

Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
2019-12-03 22:07:58 -08:00
Alex Smith
e5af951eae Fix sending SDL_WINDOWEVENT_RESTORED after unminimizing windows on X11
SDL_SendWindowEvent will only send a RESTORED event if the window has
the minimized or maximized flag set. However, for a SHOWN event, it
will clear the minimized flag. Since the SHOWN event was being sent
first for a MapNotify event, the RESTORED event would never be sent.
Swapping the SendWindowEvent calls around fixes this.

https://bugzilla.libsdl.org/show_bug.cgi?id=4821
2019-12-02 15:41:25 +00:00
Cameron Gutman
55eb76218d Use stat() to minimize input device opens when not using udev
Calling open() on input devices can generate device I/O which blocks
the main thread and causes dropped frames. Using stat() we can avoid
opening anything unless /dev/input has changed since we last polled.

We could have used something fancy like inotify, but it didn't seem
worth the added complexity for this uncommon non-udev case.
2019-11-20 20:27:45 -08:00
Sam Lantinga
7a3ae59037 Fixed bug 4877 - Add support for loading menus from a nib/xib instead of building a hardcoded minimum set
Eric Shepherd

Currently, SDL on Cocoa macOS creates a rudimentary menu bar programmatically if none is already present when the app is registered during setup.

SDL could be much more easily and flexibly used on macOS if upon finding that no menus are currently in place, it first looked for the application's main menu nib or xib file and, if found, loaded that instead of programmatically building the menus.

This would then let developers simply drop in a nib file with a menu bar defined in it and it would be installed and used automatically.

Attached is a patch that does just this. It changes the SDL_cocoaevents.m file to:

* In Cocoa_RegisterApp(), before calling CreateApplicationMenus(), it calls a new function, LoadMainMenuNibIfAvailable(), which attempts to load and install the main menu nib file, using the nib name fetched from the Info.plist file. If that succeeds, LoadMainMenuNibIfAvailable() returns true; otherwise false.
* If LMMNIA() returns false, CreateApplicationMenus() is called to programmatically build the menus as before.
* Otherwise, we're done, and using the menus from the nib/xib file!

I made these changes to support a project I'm working on, and felt they were useful enough to be worth offering them for uplift. They should have zero impact on existing projects' behavior, but make Cocoa SDL development miles easier.
2019-12-03 07:12:55 -08:00
Ryan C. Gordon
3da6a0b20e pulseaudio: don't let FlushCapture get stuck in an infinite loop on shutdown.
Fixes Bugzilla #4645.
2019-12-03 03:53:06 -05:00
Ryan C. Gordon
7b08eb481d direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
Fixes Bugzilla #4860.
2019-12-03 03:07:34 -05:00
Gerasim Troeglazov
c8a2ef863e haiku: Disable pointer history
(note from PulkoMandy on Bugzilla #4442 about why this is a desirable patch:
"The event mask: note that the window and GL view run in their own thread
which I don't expect to be too much CPU bound, and will quickly pop these
messages and forward them to the main thread in our SDL code. Therefore the
B_NO_POINTER_HISTORY should be no problem, and is the default on Haiku
anyway (it was not in BeOS, but we changed that and added a
B_FULL_POINTER_HISTORY flag to request the old behavior explicitly). So, this
seems fine.")

Partially fixes Bugzilla #4442.
2019-12-03 02:49:01 -05:00
Sam Lantinga
b98808f639 Updated DPAD binding for 8Bitdo Zero controller 2019-11-28 14:23:24 -08:00
Sam Lantinga
2fd3f756d2 Fixed trying to use the HIDAPI driver for the original Xbox One S Bluetooth controller 2019-11-28 11:44:17 -08:00
Sam Lantinga
8aaf945b2f Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report 2019-11-28 11:44:15 -08:00
Sam Lantinga
a3a8fcef77 Added support for the 8Bitdo SN30 Pro, wired connection 2019-11-28 10:04:05 -08:00
Sam Lantinga
4a77613881 Added the full Xbox One Elite Series 2 controller initialization sequence, to start input reports after switching out of Bluetooth mode. 2019-11-27 18:26:57 -08:00
Sam Lantinga
b8d65da459 Check for duplicates in the supported controller list 2019-11-27 15:27:21 -08:00
Sam Lantinga
0b863f8a5c Sorted controller entries by type and VID/PID to more easily find entries in the list 2019-11-27 15:27:19 -08:00
Sam Lantinga
84f8e53c85 Fixed detection of the Mad Catz FightPad Pro 2019-11-27 15:27:16 -08:00
Sam Lantinga
98cc9cf208 Added support for the Google Stadia Controller 2019-11-27 12:38:53 -08:00
Sam Lantinga
43cb7b3c51 Added support for the Hori Fighting Commander 2019-11-27 12:38:51 -08:00
Sam Lantinga
a76e547477 Added support for the PowerA XB1 Fusion Fight Pad 2019-11-27 12:38:48 -08:00
Sam Lantinga
a5e6b87ce6 Added support for a variant of the PowerA FUSION Pro Controller 2019-11-26 08:35:41 -08:00
Sam Lantinga
532164366e Use the same logic to get the config descriptor in hid_open() as in hid_enumerate() 2019-11-25 16:29:12 -08:00
Sam Lantinga
f3d95396d6 Added some missing controller names 2019-11-25 15:02:54 -08:00
Sam Lantinga
8243a3e801 Added support for the Hyperkin X91 2019-11-25 15:02:50 -08:00
Sam Lantinga
494af7a6e7 Backed out change to dynamically load udev - it's already happening in SDL_hidapi.c 2019-11-25 15:02:45 -08:00
Sam Lantinga
2713a1aae0 Moved the SteelSeries controllers into the "known controller" section 2019-11-25 13:27:26 -08:00
Sam Lantinga
26d53fbb83 Updated identification for the SteelSeries Stratus Duo 2019-11-25 11:12:09 -08:00
Sam Lantinga
308e7f2fec Linux hidapi code dynamically loads udev 2019-11-23 12:11:20 -08:00
Sam Lantinga
359ae75bb2 Fixed DragonRise Generic USB PCB showing up as a PS3 controller 2019-11-23 12:11:16 -08:00
Sam Lantinga
8e153922e4 This packet didn't end up being needed to initialize input for the Xbox One Elite Series 2 controller 2019-11-22 17:46:30 -08:00
Sam Lantinga
6dce9733d9 Use SDL_zeroa() appropriately 2019-11-22 16:23:37 -08:00
Sam Lantinga
733f25252a Fixed build 2019-11-22 14:09:24 -08:00
Sam Lantinga
13006ba9e1 Added support for the PDP Versus Fighting Pad 2019-11-22 13:44:40 -08:00
Sam Lantinga
b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Sam Lantinga
c0650aca21 Added support for the PDP Battlefield One controller 2019-11-21 14:04:48 -08:00
Sam Lantinga
a132b183cd Fixed the guide button on the NVIDIA Controller v01.04 2019-11-21 13:09:00 -08:00
Sam Lantinga
cc4f890521 Added support for the NVIDIA Controller v01.04 on Linux and Mac OS X 2019-11-21 12:11:47 -08:00
Sam Lantinga
2a7b635b9b Added support for the NVIDIA Controller v01.04 on Android 2019-11-21 11:52:50 -08:00
Sam Lantinga
51487a71b9 Added support for the MOGA XP5-A Plus 2019-11-21 10:14:57 -08:00
Ozkan Sezer
405a3c821b ran gendynapi.pl after newly added SDL_string.c functions. 2019-11-21 11:50:50 +03:00
Sam Lantinga
650964461e Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp() 2019-11-20 16:42:50 -08:00
Ozkan Sezer
eb8f14bb6a added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Sam Lantinga
ce8411c587 Fixed Xbox One Elite Series 2 showing up as 2 devices in Bluetooth mode on Windows 2019-11-20 08:43:24 -08:00
Ozkan Sezer
200d37dabb SDL.c (SDL_ExitProcess): unconstify its param to match its declaration. 2019-11-20 02:47:40 +03:00
Sam Lantinga
972a70d844 Added support for the Xbox One Elite Series 2 controller on Mac OSX 2019-11-19 15:15:00 -08:00
Sam Lantinga
68d8fc5c7b Added support for the Xbox One Elite Series 2 controller in wired mode 2019-11-18 15:46:13 -08:00
Sam Lantinga
2bfcf5cd96 Added Linux controller mapping for the Xbox One Elite Series 2 controller in Bluetooth mode 2019-11-18 14:08:05 -08:00
Sam Lantinga
1e24a1514d Added names for some missing Xbox controllers 2019-11-18 11:51:39 -08:00
Sam Lantinga
144956442d Added identifiers for the Xbox One Elite Series 2 controller 2019-11-18 11:44:51 -08:00
Sam Lantinga
df728f8591 Fixed unused function warning on Android 2019-11-18 10:48:14 -08:00
Sam Lantinga
dd7fe0af08 Fixed bug 4814 - Missing scancodes on Linux
Michael Roe

The mappings for keyboard scancodes on Linux do not include keypad left and right parentheses (used on some Microsoft keyboard), keypad plus/minus, LANG1 and LANG2 (used on Korean keyboards), XK86MenuKB, and F20 (remapped to Audio Mic Mute in the usual X11 config).
2019-11-16 22:45:49 -08:00
Sam Lantinga
b1539c4c49 Fixed bug 4819 - Attempting to create an OpenGL ES context with unachievable MSAA parameters under X11 dooms the program
Solra Bizna

I have written a program that, in the event that the user requests more MSAA samples than their hardware supports, attempts to gracefully fall back to the best MSAA available. This code works with my conventional OpenGL renderer, but if I change nothing about the code except to make it request an OpenGL ES profile instead, Xlib kills the program with an error that looks like:

X Error of failed request:  BadWindow (invalid Window parameter)
  Major opcode of failed request:  4 (X_DestroyWindow)
  Resource id in failed request:  0x5c00008
  Serial number of failed request:  188
  Current serial number in output stream:  193

To trigger the bug, attempt to create a window with the SDL_WINDOW_OPENGL flag, with SDL_GL_CONTEXT_PROFILE_MASK set to SDL_GL_CONTEXT_PROFILE_ES, and with SDL_GL_MULTISAMPLESAMPLES set to any unsupported value. SDL_CreateWindow properly returns NULL, but at this point the program is already doomed. Xlib will shortly terminate the program with an error. Calling SDL_CreateWindow again will immediately trigger this termination.

I have attached a skeletal program that reproduces this bug for me. Replacing SDL_GL_CONTEXT_PROFILE_ES with SDL_GL_CONTEXT_PROFILE_COMPATIBILITY avoids the bug (but, obviously, doesn't create an OpenGL ES context).

As I suspected, the problem was with XDestroyWindow being called twice on the same window. The X11_CreateWindow function in src/video/x11/SDL_x11window.c calls SetupWindowData. If initialization fails after that point, XDestroyWindow gets called on the window by a subsequent call to X11_DestroyWindow. But, later in the same function, iff a GLES context is requested and initializing it fails, X11_XDestroyWindow (which wraps XDestroyWindow) is manually called. Shortly after, the intended call to X11_DestroyWindow occurs, which attempts to destroy the same window again. Boom.

(The above confusing summary involves three separate, similarly-named functions: XDestroyWindow, X11_DestroyWindow, X11_XDestroyWindow)

I have attached a simple patch that removes the redundant X11_XDestroyWindow calls. I've tested that XDestroyWindow still gets called for the windows in question, and that it only gets called once.
2019-11-16 22:35:48 -08:00
Cameron Cawley
85aabec27e atomic: Support compiling on ARMv3 2019-10-11 22:08:53 +01:00
Cameron Cawley
20ddf45ede Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Sam Lantinga
a9ac9e3865 Don't try to use this driver with the Xbox One S in Bluetooth mode on Linux 2019-11-16 19:58:29 -08:00
Sam Lantinga
9ca5373024 Added support for the Xbox One S controller in Bluetooth mode on Linux 2019-11-16 19:55:53 -08:00
Sylvain Becker
9d4c3f12cd Fix missing prototype warning 2019-11-16 22:59:56 +01:00
Sylvain Becker
2dab79bcc2 Fix crash when detecting SIMD 2019-11-16 22:55:36 +01:00
Sam Lantinga
cf33f1f0ef Added a utility function to simplify the hint handling logic 2019-11-13 21:53:01 -08:00
Sam Lantinga
a63e93a193 Supported Android and Apple hardware has ARM SIMD capability 2019-11-13 15:46:58 -08:00
Sam Lantinga
9a76bebfbc SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior 2019-11-13 14:24:48 -08:00
EXL
b44fe0f838 haiku: Rename BE_* entities to HAIKU_*
In favor Bugzilla #2349.
Update copyright years to 2019.

Partially fixes Bugzilla #4442.
2019-11-12 17:24:37 -05:00
Peter Kosyh
33ae5e5e99 haiku: mouse_relative fix
Partially fixes Bugzilla #4442.
2019-11-11 22:23:33 -05:00
Peter Kosyh
79510b7569 haiku: mouse->ShowMouse method added
Partially fixes Bugzilla #4442.
2019-11-11 22:22:40 -05:00
Gerasim Troeglazov
95a402d745 haiku: Add support for relative mouse mode.
Partially fixes Bugzilla #4442.
2019-11-11 22:21:17 -05:00
Gerasim Troeglazov
bd648bd5a3 haiku: Add simple relative mode for mouse.
Partially fixes Bugzilla #4442.
2019-11-11 22:18:21 -05:00
Adrien Destugues
3b516e633b haiku: Fix crash when opening window.
- _num_clips was not set in constructor, so a NULL _clips could be
  mistakenly dereferenced.
- As _clips is accessible outside the class, it is not a good idea to
  free/reallocate it. Try to limit this by reallocating only when it needs to
  grow.

Partially fixes Bugzilla #4442.
2019-11-11 22:14:00 -05:00
Jerome Duval
50806eeea2 haiku: use addr_t instead of size_t for OpenGL dynamic loading.
Partially fixes Bugzilla #4442.
2019-11-11 22:04:10 -05:00
Peter Kosyh
55b5d8dce6 haiku: Invert mouse wheel values to match what SDL expects.
Partially fixes Bugzilla #4442.
2019-11-11 21:59:39 -05:00
EXL
b22fb9e2ba haiku: Implement message box for Haiku
Add implementation for functions:

SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()

Add simple customization support also.
Fix build for x86_gcc2.

Partially fixes Bugzilla #4442.
2019-11-11 16:44:40 -05:00
Ozkan Sezer
a365c7f6fb ran gendynapi.pl after SDL_HasARMSIMD() addition 2019-11-04 11:15:24 +03:00
Sylvain Becker
303646a697 Android: some readability: redundant casts, deads stores, redundant control flow 2019-10-31 15:53:10 +01:00
Ozkan Sezer
fea3c8bdef SDL_qsort.c: sync comments with version 1.15 from mainstream 2019-10-31 17:10:02 +03:00
Sylvain Becker
88ba6798e9 Wayland: touch events, use of memory after it is freed 2019-10-30 21:12:36 +01:00
Sylvain Becker
86ae245bc0 Use correct enum: typo in org_kde_kwin_server_decoration_mode
instead of org_kde_kwin_server_decoration_manager_mode
2019-10-30 17:59:20 +01:00
Sylvain Becker
81cdd50002 Remove redundant 'SDL_GetErrBuf' declaration 2019-10-30 17:35:40 +01:00
Sylvain Becker
9e509e4a4f SDL_render_gles2: remove ineffective widening cast
warning: either cast from 'int' to 'size_t' (aka 'unsigned long') is ineffective, or there is loss of precision before the conversion [bugprone-misplaced-widening-cast]
2019-10-30 16:45:53 +01:00
Sylvain Becker
ce308a7841 revert this const parameter for X11 function 2019-10-30 16:33:32 +01:00
Sylvain Becker
dab55a8d23 Readability: remove redundant cast 2019-10-30 16:20:58 +01:00
Sylvain Becker
f16e51068b Fix const warning in RLE getpix functions 2019-10-30 16:17:59 +01:00
Sylvain Becker
25d53a4475 SDL_syspower.c: remove redundant expression 2019-10-30 16:12:39 +01:00
Sylvain Becker
d4a67e2541 Readability: change some pointer parameter to be pointer to const 2019-10-30 16:06:51 +01:00
Sylvain Becker
3d100df36f Readability: remove const-qualifation from function declaration
const-qualification of parameters only has an effect in function definitions
2019-10-30 15:43:49 +01:00
Sylvain Becker
60d3965ece Readability: remove redundant return, continue, enum declaration 2019-10-30 15:36:17 +01:00
Sylvain Becker
b458d7a28f Readability: remove redundant cast to the same type 2019-10-30 15:13:55 +01:00
Sylvain Becker
56cbe12037 BlitAuto: remove redundant cast to the same type 2019-10-30 14:37:06 +01:00
Sylvain Becker
735691ecd6 Remove nested redundant #ifndef 2019-10-30 14:29:41 +01:00
Sylvain Becker
ff0d9245a9 SDL_syspower: remove dead store warning
Value stored to 'str' during its initialization is never read
2019-10-30 14:26:18 +01:00
Sylvain Becker
42153342ab Use fill_function for FillRect SIMD/NEON (bug 4365) 2019-10-29 16:13:41 +01:00
Alex Szpakowski
bda618a2af iOS: remove some unused code, minor code style cleanup. 2019-10-27 11:41:48 -03:00
Alex Szpakowski
df49e2a572 iOS: replace a deprecated function call with a non-deprecated equivalent. 2019-10-27 11:41:11 -03:00
Sylvain Becker
7289e5e215 Android: remove warning in blit_features
"integer constant not in range of enumerated type 'enum blit_features'"
2019-10-27 15:22:28 +01:00
Sylvain Becker
463bf5c2d8 Android: fix compilation error of SDL_cpuinfo.c on android-r13b (bug 4365) 2019-10-27 14:52:09 +01:00
Ryan C. Gordon
c0255be458 x11: check if the X server honored our XMoveWindow() call (thanks, R.E. Rust!).
This can happen if a window is still grabbed when we try to move it, or if
the X11 ecosystem is just in a bad mood, I guess.

This makes sure that SDL will report the correct position for a window;
otherwise, SDL_GetWindowPosition will just report whatever the last
SDL_SetWindowPosition call requested, even if the window didn't actually move.

Fixes Bugzilla #4646.
2019-10-26 23:58:55 -04:00
Alex Szpakowski
a963e36e2d macOS: more robust detection and switching of exclusive-fullscreen display modes (bug #4822). 2019-10-26 15:27:51 -03:00
Alex Szpakowski
a9b867ab07 macOS Fix potential memory leaks in the Metal renderer caught by clang's static analyzer. 2019-10-26 14:39:50 -03:00
Ryan C. Gordon
1ce1364b29 d3d11: Don't fail if there's no vertex data to upload (thanks, Martin!).
Fixes Bugzilla #4832.
2019-10-26 12:56:18 -04:00
Ryan C. Gordon
6dffc5d461 cpuinfo: Remove incorrect #warning when building for non-ARM architectures. 2019-10-25 00:07:30 -04:00
Ben Avison
72f8044a42 ARM: NEON assembly optimization for SDL_FillRect 2019-10-24 21:17:52 -04:00
Ben Avison
1187b013a5 ARM: NEON assembly optimization for function BlitARGBto565PixelAlpha 2019-10-24 21:17:38 -04:00
Ben Avison
2dfe060564 ARM: NEON assembly optimization for function BlitRGBtoRGBPixelAlpha 2019-10-24 21:17:19 -04:00
Ben Avison
74846657ec ARM: SIMD optimization for 4:4:4:4 to 8:8:8:8 normal blits 2019-10-24 21:15:50 -04:00
Ben Avison
becc649ae2 ARM: assembly optimization for SDL_FillRect 2019-10-24 21:15:35 -04:00
Ben Avison
7ac733f025 ARM: SIMD assembly optimization for BGR-to-RGB 32bpp normal blits 2019-10-24 21:15:21 -04:00
Ben Avison
8425d9d5d0 SDL_blit: use a named enum for required hardware bits in dispatch tables 2019-10-24 21:15:09 -04:00
Ben Avison
0eaa52cedf ARM: SIMD assembly optimization for function BlitARGBto565PixelAlpha 2019-10-24 21:13:56 -04:00
Ben Avison
57723b83e8 ARM: SIMD assembly optimization for function BlitRGBtoRGBPixelAlpha
Much of the heavy lifting of this optimization is lifted from the Pixman
project, which is distributed under an MIT-style license. As far as possible,
these elements have been relicensed to the zlib license.
2019-10-24 21:13:05 -04:00
Ben Avison
6a6a05289e ARM: Create configure option --enable-arm-simd to govern assembly optimizations 2019-10-24 21:12:08 -04:00
Alex Szpakowski
59beaccd50 macOS: Expose high dpi-capable display modes on macOS 10.13+.
Fixes an issue in macOS 10.15 where the displayed content would move up after entering, exiting and re-entering exclusive fullscreen when certain display modes were used (bug #4822).
Bug #3949 is also related to this change.
2019-10-24 20:15:54 -03:00
Sylvain Becker
8081f11773 Fixed bug 2014 - Hardcoded srcA value in SDL_Blit_auto.c functions 2019-10-24 18:07:30 +02:00
Sylvain Becker
3a8b899428 Android: remove eglGetProcAdded busted comment (bug #4040) 2019-10-23 11:07:11 +02:00
Sylvain Becker
0f871c033c Fixed bug 4843 - Passing NULL to memset in SDL_PrivateLoadButtonMapping
(Thanks!)
2019-10-23 09:53:23 +02:00
Sylvain Becker
ed469fa586 Fixed bug 4842 - Redundant condition in MS_ADPCM_Decode and IMA_ADPCM_Decode
(Thanks!)
2019-10-23 09:36:41 +02:00
Sylvain Becker
c9d0e2ae0a Fixed bug 4840 - Read of uninitialized memory in DXGI_LoadDLL (Thanks!) 2019-10-23 09:26:27 +02:00
Sylvain Becker
d5d34de4db Fixed bug 4839 - Read of uninitialized memory in Win32_ResizeWindowShape
(Thanks!)
2019-10-23 09:17:53 +02:00
Sylvain Becker
758badffa5 Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
(Thanks!)
2019-10-23 08:58:52 +02:00
Sylvain Becker
b7ab3b3984 Fixed bug 4838 - Use after free in SDL_JoystickUpdate (Thanks!) 2019-10-23 08:50:57 +02:00
Sylvain Becker
3ac67cf458 Fixed bug 4837 - Use after free in SDL_SensorUpdate (Thanks!) 2019-10-23 08:46:59 +02:00
Sam Lantinga
5025109f29 Fixed accidental whitespace 2019-10-22 15:43:58 -07:00
Sam Lantinga
9da4bfc141 Added support for the Power A Nintendo Switch Enhanced Wireless Controller 2019-10-22 10:57:07 -07:00
Sam Lantinga
f96da11f93 Reordered Power A Switch controllers so they're grouped together 2019-10-22 10:28:51 -07:00
Sam Lantinga
9e7894efac Added support for the PowerA - Super Mario Controller 2019-10-22 10:27:30 -07:00
Ryan C. Gordon
9ececeeaa4 cpuinfo: Use a better default alignment value (thanks, Simon!).
Fixes Bugzilla #4835.
2019-10-20 22:17:59 -04:00
Sam Lantinga
cdc7181e6d Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers 2019-10-19 01:54:02 -07:00
Sylvain Becker
336a75491e remove warning prototype SDL_ExitProcess() 2019-10-19 09:23:40 +02:00
Ozkan Sezer
9c14c789ad updated includes for _exit() 2019-10-18 23:10:00 +03:00
Sylvain Becker
24bee6e5e2 Add internal function SDL_EGL_GetVersion() 2019-10-18 21:47:30 +02:00
Sam Lantinga
b060b2eadd Fixed whitespace 2019-10-18 08:56:54 -07:00
Sylvain Becker
412ab7e1aa Fixed bug 4829 - Sensor events incorrectly disabled 2019-10-18 14:23:37 +02:00
Sylvain Becker
e5bd20030d Android: enable eglGetProcAddress (bug #4040, bug #4794) 2019-10-18 14:08:07 +02:00
Sylvain Becker
03f27a3a75 Add robustness getting the EGL version (see bug #4040) 2019-10-18 13:27:58 +02:00
Ryan C. Gordon
3ecce84749 egl: adjust how we load symbols in SDL_EGL_GetProcAddress.
Use eglGetProcAddress for everything on EGL >= 1.5. Try SDL_LoadFunction first
for EGL <= 1.4 in case it's a core symbol, and as a fallback if
eglGetProcAddress fails. Finally, for EGL <= 1.4, fallback to
eglGetProcAddress to catch extensions not exported from the shared library.

(Maybe) Fixes Bugzilla #4794.
2019-10-18 00:07:32 -04:00
Sam Lantinga
4f304fd88c Added support for the BDA PS4 Fightpad 2019-10-17 18:07:52 -07:00
Sam Lantinga
a1349d4627 Build fix for the build fix 2019-10-17 17:51:36 -07:00
Sam Lantinga
097b9c3084 Better fix for iOS build 2019-10-17 17:51:49 -07:00
Sam Lantinga
8984d25bfa Fixed build on iOS 2019-10-17 17:47:27 -07:00
Sam Lantinga
bf9092cf4a Removed unused variable 2019-10-17 17:47:11 -07:00
Sam Lantinga
b3470f04b1 Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting. 2019-10-17 17:32:47 -07:00
Sam Lantinga
e6ac16ef2f Added support for third party Nintendo Switch controllers that don't support the full protocol 2019-10-17 16:59:05 -07:00
Sam Lantinga
43c5f62d44 Merged latest data from Steam 2019-10-17 16:14:17 -07:00
Alex Szpakowski
216f5b98ac metal: Fix compilation when using older Apple SDKs (bug #4828). 2019-10-17 18:48:58 -03:00
Ryan C. Gordon
6be83e6141 emscripten: Patched to compile (thanks, Caleb!).
Fixes Bugzilla #4827.
2019-10-16 13:54:35 -04:00
Sam Lantinga
1b4de45d05 Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch
Sylvain

Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/7fdbffd47c0e
SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL().

The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format);
BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8;
vs
#define SDL_BYTESPERPIXEL(format)  ... (format & 0xff)

Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
2019-10-16 08:45:54 -07:00
Ryan C. Gordon
ed7483f82c x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).

Fixes Bugzilla #4706.
2019-10-15 22:36:08 -04:00
Ryan C. Gordon
02a2ec986f video: Make sure SDL_FillRects()'s fill_function isn't used unitialized. 2019-10-15 14:55:09 -04:00
Ryan C. Gordon
9f636be8c0 video: Removed unused variables. 2019-10-15 14:04:43 -04:00
Ryan C. Gordon
e23067eab2 video: speed up SDL_FillRect[s] slightly (thanks, Jakub!).
"This patch does the following:

* Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite
happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case)
with a count of 1

* The switch/case block is moved out of the loop -- it modifies the color
once and stores the fill routine in a pointer which is then used throughout
the loop"

Fixes Bugzilla #4674.
2019-10-15 14:03:01 -04:00
Ryan C. Gordon
e9c1e1269c test: Fixed wrong verbose flag check (thanks, watcom.hecht!).
Fixes Bugzilla #4826.
2019-10-15 12:02:19 -04:00
Ryan C. Gordon
aa0a6518a2 test: Fixed compiler warning on Visual Studio. 2019-10-15 08:54:25 -04:00
Cameron Gutman
31ee4d3d81 Reduce delay to 1 ms in SDL_WaitEventTimeout() and SDL_WaitEvent()
The 10 ms delay effectively caps input polling at 100 Hz and rendering
at 100 FPS if applications use these functions in their event loop. The
delay may also lead to dropped frames even at 60 FPS due if they are
unlucky enough to hit the delay and rendering takes longer than 6 ms.
2018-11-03 15:46:42 -07:00
Sam Lantinga
526b9bdf1c Backed out changeset b0241180cdc5
Better commit incoming!
2019-10-14 22:41:27 -07:00
Ryan C. Gordon
cd8652d8f3 events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms.
Fixes Bugzilla #4356.
2019-10-15 01:13:44 -04:00
Ryan C. Gordon
d5e378d198 cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!).
Fixes Bugzilla #4809.
2019-10-15 00:59:10 -04:00
Ryan C. Gordon
ec04110d8e dynapi: Deal with failure cases better, other fixes.
Fixes Bugzilla #4803.
2019-10-14 12:41:06 -04:00
Sylvain Becker
fe20c35be8 Fixed race condition when scaling Touch events, and changing the renderer
target.
Always read the output size of the main renderer.
(similar to bug 2107)
2019-10-14 16:40:46 +02:00
Alex Szpakowski
074f6a512d macOS: Fix the initial window background not being black since macOS 10.14.2 or so, when OpenGL is used (bug #4810). Also fixes "CGContext: invalid context 0x0" errors when an OpenGL window is created (bug #4470). 2019-10-14 00:51:53 -03:00
Alex Szpakowski
009226c61e macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822). 2019-10-13 21:39:20 -03:00
Sylvain Becker
72660a51dd Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES) 2019-10-13 20:52:52 +02:00
Alex Szpakowski
f8bdefe1b5 macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized. 2019-10-13 15:18:28 -03:00
Alex Szpakowski
1773da89f9 macOS: Fix a new issue in 10.15 where the window decorations don't always get restored after SDL_SetWindowFullscreen(window, 0). 2019-10-13 12:16:40 -03:00
Sylvain Becker
3b0dcaf474 Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!)
fix building with Mesa 19.2

With Mesa 19.2 building fails with:

/include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr'

The same type is defined in include/SDL_opengl.h for OpenGL and the two
headers should not be included at the same time.
This was just never noticed because the same header guard '__gl_h_' was
used. This was changed in Mesa. The result is this error.

Fix this the same way GLES2 already handles this: Don't include the GLES
header when the OpenGL header was already included.
(https://hg.libsdl.org/SDL/rev/6a3670d6108d)
2019-10-12 18:47:56 +02:00
Sylvain Becker
97901b9f97 Fixed bug 4820 - SDL assumes RW_SEEK_SET == SEEK_SET 2019-10-10 17:21:46 +02:00
Ryan C. Gordon
a747106c97 linux: If D-Bus isn't available on the system, don't keep trying to load it.
Fixes Bugzilla #4476.
2019-10-09 19:38:16 -04:00
Ryan C. Gordon
cf092eca90 mouse: Save initial position yet even if xrel and yrel are 0.
The X11 target sets mouse->last_x and last_y in EnterNotify and then calls
SDL_SendMouseMotion(), which throws away the new position because it matches
the mouse->last_x and last_y we just set, meaning that if the pointer is
in the window when it created, SDL_GetMouseState() will report a position of
0,0 until a MotionNotify event (the pointer moves) arrives and corrects the
mouse state.

Mostly fixes Bugzilla #1612.
2019-10-09 13:42:13 -04:00
Ryan C. Gordon
b38a5ba062 dynapi: Make gendynapi.pl work on older Perl releases. 2019-10-05 20:19:10 -04:00
David Ludwig
c61ca915fb WinRT: fix a link-time error when building UWP + x64 2019-10-02 14:55:02 -04:00
Sam Lantinga
3b3dbb5adb Removed unused volume check interval 2019-10-01 08:50:04 -07:00
Sylvain Becker
7d47f526a7 SDL_LockTextureToSurface: robustness of locked region compared to texture size 2019-10-01 09:26:30 +02:00
Ozkan Sezer
a664e95d65 dynapi: move new SDL_LockTextureToSurface addition to the end of file. 2019-10-01 00:05:50 +03:00
Sylvain Becker
1ae61f1009 Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Sam Lantinga
191fe25b1a Fixed rtkit feature guard 2019-09-27 15:21:31 -07:00
Sam Lantinga
84dc44e24d Fix the RealtimeKit dbus include guards
The SDL_USE_LIBDBUS define is set inside SDL_debug.h, therefore the
circular dependency made it impossible for this feature to be enabled.

Instead, guard SDL_dbus.h based on the autoconf variable HAVE_DBUS_DBUS_H

Additionally, fix one of the rtkit comments. CAP_SYS_NICE isn't required
to achieve high priority. But there is some scheduler config that rtkit
needs the app to setup.
2019-09-27 15:21:27 -07:00
Ryan C. Gordon
4001e6b351 stdlib: Patched to compile. 2019-09-26 13:44:49 -04:00
Ryan C. Gordon
987aa3113c stdlib: Try to coerce VS2019 to not replace some loops with memset() calls.
Fixes (?) Bugzilla #4759.
2019-09-26 12:55:05 -04:00
Ryan C. Gordon
aef1ed4ac6 audio: Set (something close to) the correct silence value for U16 audio.
Partially fixes Bugzilla #4805.
2019-09-25 15:40:27 -04:00
Ryan C. Gordon
693755f0b2 coreaudio: Apple doesn't support U16 data, so convert in that case. 2019-09-25 15:07:07 -04:00
Brandon Schaefer
ee6d504ae9 offscreen: Define missing define on a older EGL for an EXT function which it wont have 2019-09-24 17:49:53 -04:00
Brandon Schaefer
8a41948e7f offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void* 2019-09-24 17:27:51 -04:00
Brandon Schaefer
68985371a0 offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
  as well as allows for multiple GPUs to be used for headless rendering

Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
2019-09-24 16:36:48 -04:00
Jinke Fan
abd1dd6617 Add Hygon Dhyana processor support
Background:
    Chengdu Haiguang IC Design Co., Ltd (Hygon) is a Joint Venture
    between AMD and Haiguang Information Technology Co.,Ltd., aims at
    providing high performance x86 processor for China server market.
    Its first generation processor codename is Dhyana, which
    originates from AMD technology and shares most of the
    architecture with AMD's family 17h, but with different CPU Vendor
    ID("HygonGenuine")/Family series number(Family 18h).

Related Hygon kernel patch can be found on:
http://lkml.kernel.org/r/5ce86123a7b9dad925ac583d88d2f921040e859b.1538583282.git.puwen@hygon.cn

Best regards.
2019-05-15 19:54:36 +08:00
Sam Lantinga
3fe2d8368c Updated SDL development builds to version 2.0.11 2019-09-22 10:37:16 -07:00
Sam Lantinga
cbde0ffa3d The PS4 is ignoring the volume values in the report, so we don't need to fill them in. 2019-09-19 16:50:49 -07:00
Sylvain Becker
79e388bfd8 Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9 2019-09-10 17:12:34 +02:00
Sam Lantinga
791df27a30 Fixed compiler warning on Android 2019-09-09 13:50:46 -07:00
Sam Lantinga
715e070d29 SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC
The LE transformation for vec_perm has an implicit assumption that the
permutation is being used to reorder vector elements (in this case 4-byte
integer word elements), not to reorder bytes within those elements.  Although
this is legal behavior, it is not anticipated by the transformation performed
by the compilers.

This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are
corrupted there due to how SDL uses vec_perm().

From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465
Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
2019-09-06 08:50:19 -07:00
Conn O'Griofa
2d37d29183 KMSDRM_GLES_SwapWindow: fix non-vsync case
If KMSDRM_drmModeSetCrtc is called when the swap interval is
set to 0, the driver behaves as though vertical sync is engaged by
limiting framerate to the refresh rate, but performance is much worse
than with vertical sync enabled.

Resolve this issue by ensuring that the Crtc is only set up once,
and KMSDRM_drmModePageFlip is called, albeit without any followup
queueing or waiting for flips.
2019-09-06 08:44:46 -07:00
Sam Lantinga
aaec90e5c5 Fixed bug 4789 - Linux accelerometers no longer available as joysticks
Daniel Drake

A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops.

The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567

Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK.

However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else.

This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
2019-09-06 08:42:54 -07:00
Ozkan Sezer
8a394209c4 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28) 2019-09-05 20:47:20 +03:00
Sylvain Becker
bf2f4703f2 SDL_windowsmessagebox.c: remove unused variable 2019-09-05 10:49:53 +02:00
Sylvain Becker
1b5e3c19a2 SDL_bmp.c: remove unused variable warnings 2019-09-05 10:08:47 +02:00
Sam Lantinga
e5580e18ba x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Sam Lantinga
892c8d5058 Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c
Ozkan Sezer

As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch()
returns pitch==0, which is then fed to SDL_malloc() (which is malloc())
and malloc(0) returns _something_ which is not NULL but not someting
that we expect..  Then testsprite.c:LoadSprite() accesses the pixels
as *(Uint8*)pixels which valrind reports as:

==15533== Invalid read of size 1
==15533==    at 0x8048C08: LoadSprite (testsprite.c:45)
==15533==    by 0x80492FC: main (testsprite.c:224)
==15533==  Address 0x449e588 is 0 bytes after a block of size 0 alloc'd
==15533==    at 0x40072B2: malloc (vg_replace_malloc.c:270)
==15533==    by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126)
==15533==    by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237)
==15533==    by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533==    by 0x80492FC: main (testsprite.c:224)

Besides, valrind also reports this:
==15533== Conditional jump or move depends on uninitialised value(s)
==15533==    at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247)
==15533==    by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533==    by 0x80492FC: main (testsprite.c:224)


Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
2019-09-03 11:55:20 -07:00
Ozkan Sezer
b21338eb54 SDL_bmp.c: restore most of the original formatting. 2019-09-02 12:35:00 +03:00
Ryan C. Gordon
847bd8d983 direct3d: Be more aggressive about resetting state when textures go away.
Fixes Bugzilla #4768.
2019-09-02 00:11:58 -04:00
Ryan C. Gordon
a3804ba1da d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
Fixes Bugzilla #4779.
2019-09-01 22:41:44 -04:00
Sylvain Becker
6c295129ba LoadBMP: fix some warnings 2019-08-31 22:58:11 +02:00
Sylvain Becker
830979c555 LoadBMP: use code from SDL_image which allows loading compressed BMP files 2019-08-31 22:52:15 +02:00
Sam Lantinga
cc64b369fb Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc. 2019-08-30 15:32:15 -07:00
Sam Lantinga
afb9ff9507 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame. 2019-08-30 08:03:19 -07:00
Ozkan Sezer
9c8e403f6b use 'U' suffix on constants instead of (unsigned int) cast. 2019-08-30 11:35:20 +03:00
Sylvain Becker
d52080c0ab Android: minor warning 2019-08-30 09:00:06 +02:00
Sylvain Becker
70dc8d1648 Android: fix corresponding warnings 2019-08-30 08:55:20 +02:00
Sam Lantinga
13c4d5e7e3 Fixed Windows relative mouse coordinates when capturing the mouse over RDP 2019-08-26 17:43:01 -07:00
Alex Szpakowski
0c26373842 gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations. 2019-08-26 18:49:04 -03:00
Sam Lantinga
ce3b16fc9e Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support
Frank

This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
2019-08-26 10:08:25 -07:00
Ozkan Sezer
1e47790c8d RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769) 2019-08-26 18:41:40 +03:00
Sylvain Becker
2cb26188e1 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect 2019-08-24 20:40:37 +02:00
Sam Lantinga
455944c870 Fixed whitespace 2019-08-22 16:12:16 -07:00
Sam Lantinga
b521df66c3 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required. 2019-08-22 16:09:42 -07:00
Sam Lantinga
5c15e81cfb Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10. 2019-08-22 15:58:00 -07:00
Alex Szpakowski
dd29abb478 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views. 2019-08-22 19:23:52 -03:00
Sylvain Becker
2937317f12 Fixed bug 4172 - remove logging Gesture error "NumPoints = 0"
- not necessary when app isn't recording gesture.
- happen when gesture path has less than 2 different points
2019-08-22 10:15:33 +02:00
Sylvain Becker
05f35c2420 Fix audio conversion U16_to_F32_SSE2 (bug 4186) 2019-08-19 21:23:47 +02:00
Sylvain Becker
1d220401ce Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 20:35:02 +02:00
Sylvain Becker
c0fc94f2de Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 16:57:15 +02:00
Alex Szpakowski
bfdb0e9743 metal renderer: optimize SDL_RenderFillRect slightly. 2019-08-18 10:38:32 -03:00
Alex Szpakowski
ff7888e698 render: fix colors not being set properly after the previous change 2019-08-18 09:35:11 -03:00
Alex Szpakowski
1be03b4089 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly. 2019-08-17 22:26:33 -03:00
Alex Szpakowski
e8278d0d5b metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
2019-08-17 16:53:08 -03:00
Alex Szpakowski
55a46abf0a metal renderer: more closely match buffer data alignment requirements from the metal specification. 2019-08-17 01:09:30 -03:00
Alex Szpakowski
69c6924ccc render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764). 2019-08-17 00:43:44 -03:00
Alex Szpakowski
e5acccc7c3 metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
2019-08-17 00:37:22 -03:00
Alex Szpakowski
3fb5cabe5e metal: Update compiled shaders based on compilation script changes 2019-08-16 22:13:30 -03:00
Alex Szpakowski
9e57e3e595 metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms 2019-08-16 22:11:50 -03:00
Alex Szpakowski
79cd6cfc94 iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705). 2019-08-15 19:38:12 -03:00
Ethan Lee
c76f0f5b6b hidapi: Explicitly include locale.h, for setlocale 2019-08-06 23:08:01 -04:00
Sam Lantinga
2a1adf71ab Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag
Caleb Cornett

SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
2019-08-05 23:52:16 -07:00
Sam Lantinga
afdb40af61 Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running
M Stoeckl

To reproduce:

1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland.
2. Kill the compositor process.

Results:

- The SDL program will keep running.

Expected results:

- The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?)

Build data:

2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
2019-08-05 23:38:48 -07:00
Ethan Lee
aa09e61223 Port libusb hid.c to SDL, add to MinGW configure 2019-08-04 00:01:38 -04:00
Alex Szpakowski
aebaa316c7 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Alex Szpakowski
f3683d3a09 macOS: fix a typo in touch handling code. 2019-08-04 23:30:55 -03:00
Alex Szpakowski
109cbd6e8b Fix touch-related compile errors on Linux. 2019-08-04 16:56:40 -03:00
Alex Szpakowski
2fb71ac52d Implement touch window IDs on x11/xinput2. 2019-08-04 00:34:23 -03:00
Sam Lantinga
63197c4338 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left.  If neither is specified it'll be some platform default.
2019-08-02 17:19:50 -07:00
Sam Lantinga
d52ffcf985 Added support for a few controllers on Android 2019-08-02 17:12:49 -07:00
Alex Szpakowski
d5ec735a33 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Ozkan Sezer
c37c6cbbca use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer 2019-07-31 23:37:02 +03:00
Ethan Lee
f7d82e5616 hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.

Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
2019-07-31 12:20:55 -04:00
Sam Lantinga
c10a87429d Make sure HIDAPI is initialized whenever we call HIDAPI_IsDevicePresent() 2019-07-31 10:20:37 -07:00
Andrew Eikum
c172f36bf4 joystick: Ensure HIDAPI is initialized before calling it 2019-07-31 11:14:48 -05:00
Ozkan Sezer
1b7fc81e3f minor whitespace tidy-up. 2019-07-31 19:40:50 +03:00
Sam Lantinga
f8400cbba9 Fixed bug 4692 - Command line parsing
Galadrim

As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required.

Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash.

The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting.

Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser?

Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated:

https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvw

http://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
2019-07-31 09:11:20 -07:00
Ozkan Sezer
4953e050f5 use SDL_zeroa at more places where the argument is an array. 2019-07-31 05:11:40 +03:00
Ozkan Sezer
7a47c292c0 Fix bug 4746 - introduce SDL_zeroa macro. 2019-07-31 01:22:02 +03:00
Ozkan Sezer
f96d7cc0fd minor build fix. 2019-07-31 01:19:26 +03:00
Ozkan Sezer
fdc67c3c60 MS_ADPCM_Decode: fix assigning an array to a pointer (lose '&'). 2019-07-31 00:10:00 +03:00
Ozkan Sezer
2ea0ec6207 better readability.. 2019-07-31 00:07:15 +03:00
Ozkan Sezer
5f04ed5fbd SDL_iconv_string: add (char*) casts before SDL_malloc() calls. 2019-07-31 00:06:50 +03:00
Ozkan Sezer
ceee7def84 minor build fixes. 2019-07-31 00:05:28 +03:00
Sam Lantinga
97fefd0509 Fixed bug 4538 - validate image size when loading BMP files 2019-07-30 11:00:00 -07:00
Andrew Eikum
738dff4bbc hidapi: Update repository URLs
Upstream hidapi has been re-homed. Update the repo URLs to help guide folks
where to contribute fixes.
2019-07-25 08:05:13 -05:00
Sam Lantinga
31cb854f98 Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK
Joshua Root

NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
2019-07-30 10:04:46 -07:00
Sylvain Becker
18bcafffce Fixed bug 4739 - Android: loading native libs, generated by bundletool (Thanks akk0rd87) 2019-07-27 20:21:42 +02:00
Sam Lantinga
dc714389f0 Don't call hid_enumerate() if the HIDAPI drivers are all disabled 2019-07-25 15:21:44 -07:00
Andrew Eikum
0e9560aea2 hidapi: Zero out new hid_device_info structs 2019-07-23 14:41:00 -05:00
Ethan Lee
bf9bf602e7 Copypaste SDL_NSLog to UIKit backend, document it as such 2019-07-17 23:20:57 -04:00
Sam Lantinga
e954e32b0e Fixed bug 4726 - Fix for tvOS GetPrefPath
Caleb Cornett

Unlike iOS and macOS, tvOS does not have any persistent local storage. In fact, the ApplicationSupport directory pointed to by the existing Cocoa GetPrefPath() throws an error whenever any attempt is made to access it. To get any local storage on an Apple TV, our only option is to use a temporary cache directory.

This patch changes the tvOS PrefPath to this cache directory and also logs a critical warning that this if developers want their save data to persist across game sessions, they must use some form of iCloud storage.
2019-07-18 19:33:17 -07:00
Sam Lantinga
52e62329c8 Fixed build error 2019-07-17 16:47:19 -07:00
Sam Lantinga
a06d8cd0d4 Merged latest changes from Steam into controller_type.h 2019-07-17 16:47:17 -07:00
Sam Lantinga
1dc24160a1 Add linked list of opened HID devices to prevent accessing already freed devices in device removal callback that is sometimes called even after being unregistered 2019-07-17 16:47:13 -07:00
Sam Lantinga
89de2512e5 Added support for the Victrix Pro Fight Stick for PS4 2019-07-17 13:01:44 -07:00
Cameron Gutman
a4bfe2a4ae Allow hotplugging joysticks without udev 2019-06-24 21:08:26 -07:00
Sam Lantinga
e7c2cf107a Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows?
superfury

I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?

My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
2019-07-15 09:36:53 -07:00
Sam Lantinga
064d1223f0 Fixed bug 4723 - Generic Xbox pad controller bindings seem odd/broken
alexrice999

I have a knock off wired xbox 360 controller called afterglow for xbox 360 controller. Despite there being a few afterglow controllers in the controller mapping the guid of my controller seems to map to Generic Xbox pad. This binding is as follows:
```
 "030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:a0,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:a3,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,",
```
When running openmw I have a strange issue that the joysticks work for up and down movements but not for side to side. I managed to track this down to the side to side events being classified as joystick events instead of gamepad events.
I believe this is due to both "leftstick" and "leftx" being bound to "a0" which seems odd to me. If I change openmw's mappings to remove these the controller works as expected. I was hoping someone who knows a lot more than me (as I have only been exploring this today trying to fix my controller) would know what is happening
2019-07-14 16:59:39 -07:00
Jimb Esser
6a7161dceb Blacklist Corsair device causing hang 2019-07-14 16:48:31 -07:00
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
73536d93ea ios: Fixed MFi guide button not being detected (thanks, Caleb!).
Fixes Bugzilla #4721.
2019-07-12 21:28:43 -04:00
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
Sylvain Becker
86965eecd3 x11: prevent a synthetic mouse event when using a touchscreen
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.

(bug 4690)
2019-07-10 10:06:28 +02:00
Ryan C. Gordon
6ef01e5236 x11: set some modality things on message boxes with parent windows. 2019-07-09 17:28:02 -04:00
Sylvain Becker
6625203514 SDL_Mouse/Touch: discard synthetic events when hints are not set.
Those are generated/flagged by platform layer.
2019-07-09 11:46:42 +02:00
Cameron Gutman
7e09718dfe Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
2019-07-07 11:23:16 -07:00
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
Sam Lantinga
680e7937e0 Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period
Anthony Pesch

The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.

Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
2019-07-07 09:10:56 -07:00
Sam Lantinga
67bb882e13 Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante
Cameron Gutman

The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended.

I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode".

In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
2019-07-03 15:57:55 -07:00
Ryan C. Gordon
b46c771994 raspberry: Actually commit the whole patch. :) (Thanks, Joe!)
Fixes Bugzilla #4699.
2019-07-02 16:49:35 -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
d2058b45ae raspberry: Fixed missing mouse cursor (thanks, Joe!)
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."

Fixes Bugzilla #4699.
2019-07-02 10:26:54 -04:00
Ryan C. Gordon
d5ebbcb4e5 dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver. 2019-07-02 09:43:26 -04:00
Ryan C. Gordon
94658099e5 dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support. 2019-07-02 09:38:31 -04:00
Alex Szpakowski
027887da15 iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586). 2019-07-01 14:52:56 -03:00
Sam Lantinga
959cfc428e Fixed memory barrier macro check so it isn't quite so fragile 2019-06-30 23:58:31 -07:00
Sam Lantinga
a8bea85810 Limit the compile error to the case where we actually define the memory barrier macro as the function 2019-06-30 23:55:28 -07:00
Sam Lantinga
cc47810d36 Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.

I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
2019-06-30 23:26:16 -07:00
Sam Lantinga
797d2c5957 Fixed bug 4436 - [OpenBSD] fix D-pad
daniel.c.sinclair

Hi, this patch breaks dpad/hat input on my PS4 controller.  The attached patch restores functionality.  Calling SDL_PrivateJoystickHat() at the end of BSD_JoystickUpdate was setting the hat state to zero on every kind of input, instead of just the HUG_DPAD events.
2019-06-30 22:48:13 -07:00
Sylvain Becker
22a2decf64 Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext

Bugs 4694, 4681, 4142
2019-06-28 16:38:42 +02:00
Sylvain Becker
cfed0b7738 Add an "error" label in SDL_CreateRenderer (no op) 2019-06-28 16:14:50 +02:00
Sylvain Becker
aa45af7fcb Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext
from SDL_egl_c.h
2019-06-28 16:05:20 +02:00
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
0beadea574 windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!)
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.

Fixes Bugzilla #4696.
2019-06-26 01:29:01 -04:00
Sylvain Becker
ccba8d4691 Android: export Lock/Unlock activity API 2019-06-24 18:08:11 +02:00