Commit Graph

3272 Commits

Author SHA1 Message Date
Sam Lantinga
31916f11aa Fixed compiler warning building on FreeBSD 2020-05-27 09:22:12 -07:00
Sam Lantinga
bcbaa4ec1f If there isn't a GetGlobalMouseState() implementation, fall back to the normal one. 2020-05-26 16:34:50 -07:00
Sam Lantinga
437577f91e Fixed bug 5141 - KMSDRM: manage SDL_GetGlobalMouseState()
Manuel Alfayate Corchete

On the KMSDRM backend, there is no such thing as a desktop, yet some programs could (and DO) use SDL_GetGlobalMouseState().
So I think its good idea that, in KMSDRM, it returns the same mouse coordinates anyway as SDL_GetMouseState() would return. There is nothing else it could return, as far as I can understand, since there is no desktop anyway.
This small patch does precisely that.
2020-05-26 16:29:26 -07:00
Sam Lantinga
1df0a1e497 Fixed bug 5140 - KMSDRM: Dynamic vsync toggle does not work
Manuel Alfayate Corchete

The KMSDRM backend was doing things wrong because of some small (but important) misconceptions on how KMS/DRM works: to implement a largely broken non-vsync refresh mechanism, the SwapWindow() function was issuing new pageflips before previous ones had completed, thus causing EBUSY returns, buffer mismanagement, etc... resulting in general breakage on vsync disabling from apps, that would not allow vsync to work again without KMSDRM video re-initialization.
To further clarify, on most DRM drivers async pageflips are NOT working nowadays, so all issued pageflips will complete on next VBLANK, NOT ASAP (calling drmModePageFlip() with the DRM_MODE_PAGE_FLIP_ASYNC flag will return error).

The old code was assuming that can just issue a synchronous (=on VBLANK) pageflip and then pass a 0 timeout to the pull() function so we do not wait for the pageflip event, thinking that this will lead to correct non-vsynced screen updates from the program: That is plain wrong.
Each pageflip has to be waite before issuing a new one, ALWAYS. And if we do not support ASYNC pageflips on the DRM driver level, then we are forced to wait for the next VBLANK. There is no way around it.

I have also added many comments on the KMSDRM code. This is needed for future reference for me or others who may need to look at this code: KMS/DRM terminology regarding what SYNC and ASYNC mean in pageflip terms, and where to do certain things and why, is not trivial. It is not desirable or possible to invest time on researching the same concepts every time there is need to dive into this code. So please leave all these comments in the patch.
2020-05-26 16:27:00 -07:00
Sam Lantinga
15294e2121 Fixed iOS build 2020-05-26 13:54:47 -07:00
Sam Lantinga
cc2fe84d73 Getting closer. 2020-05-26 13:19:48 -07:00
Sam Lantinga
0713c5790d More Linux fixes. 2020-05-26 13:19:44 -07:00
Sam Lantinga
c7d1dab1fe Rename Linux-only variable. 2020-05-26 13:19:41 -07:00
Sam Lantinga
b820a81ffb Include SDL_hints.h. 2020-05-26 13:19:35 -07:00
Sam Lantinga
de866e6606 Include SDL_hint.h. 2020-05-26 13:19:29 -07:00
Sam Lantinga
abd5841850 Make some changes to SDL_SetThreadPriority to try and have SDL transparently handle more of the work.
1. Comment that SDL_SetThreadPriority will make any necessary system changes when applying priority.
2. Add a hint to override SDL's default behavior for scheduler policy.
3. Modify the pthreads SDL_SetThreadPriority so that instead of just using the current thread scheduler policy it will change it to a policy that should work best for the requested priority.
4. Add hint checks in SDL_SetThreadPriority so that #3 can be overridden if desired.
5. Modify the Linux SDL_SetThreadPriority so that in the case that policy, either by SDL defaults or from the hint, is a realtime policy it uses the realtime rtkit API.
6. Prior to calling rtkit on Linux make the necessary thread state changes that rtkit requires.  Currently this is done every time as it isn't expected that SDL_SetThreadPriority will be called repeatedly for a thread.
2020-05-26 13:19:19 -07:00
Sam Lantinga
f16e6bfa8e Fixed creating a metal renderer without specifying a metal window 2020-05-25 14:10:51 -07:00
Sam Lantinga
f176d7fda0 Added a note not to use XinputUap.dll for XInput support 2020-05-22 16:45:02 -07:00
Ryan C. Gordon
600a2fc7c3 locale: Removed unused variable. 2020-05-21 04:01:37 -04:00
Ryan C. Gordon
a299fdd789 sensor: Fixed compiler warnings on mingw64. 2020-05-21 03:52:48 -04:00
Ryan C. Gordon
ba11122ea0 locale: Fixed compiler warning on Visual Studio. 2020-05-21 03:48:56 -04:00
Ryan C. Gordon
b4e76b58e7 sensor: Fix overaggressive search/replace. :) 2020-05-20 17:32:23 -04:00
Ryan C. Gordon
27c38eb22e sensor: Correct fix for redefinition of various symbols. 2020-05-20 17:22:52 -04:00
Ryan C. Gordon
5fe34a4079 hidapi: Fix compiler warning. 2020-05-20 17:01:25 -04:00
Ryan C. Gordon
c9d358bce9 sensor: Fix build on various Windows compilers with various predefinitions. 2020-05-20 16:59:35 -04:00
Ryan C. Gordon
68777406e5 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *. 2020-05-20 16:58:33 -04:00
Ryan C. Gordon
539125b895 locale: Fixed compiler warning on WinRT. 2020-05-20 16:43:02 -04:00
Ryan C. Gordon
d66b73666d locale: Patched to compile on Windows Phone. 2020-05-20 16:15:14 -04:00
Ryan C. Gordon
3808b120dc locale: Make sure C++ implementations (Haiku!) use C linkage. 2020-05-19 03:14:46 -04:00
Ryan C. Gordon
863776f8dd haiku: Another attempt at fixing build. 2020-05-19 01:19:52 -04:00
Ryan C. Gordon
e53d39cf35 haiku: Patched to compile. 2020-05-19 00:09:59 -04:00
Sylvain Becker
db4246f695 Only set colorkey, if converted surface has no alpha channel (2979) 2020-05-17 21:23:17 +02:00
Sylvain Becker
f6197aec85 Fix issue with colorkey, palette and format conversion
Set the colorkey information on the converted surface.
Test-case in bug 3826/2979, conflicting with bug 4798
2020-05-17 20:45:55 +02:00
Sylvain Becker
39690a0478 Fix static analysis warning in SDL_render.c 2020-05-15 21:33:47 +02:00
Ryan C. Gordon
daf360e040 emscripten: Fix crash in SDL_SetWindowTitle().
This patch came from emscripten-ports, thanks!

Fixes Bugzilla #5133.
2020-05-13 16:48:42 -04:00
Tudor Brindus
1a291ab118 wayland: add support for SDL_SetWindowGrab 2020-04-17 13:55:44 -04:00
Sam Lantinga
b47f577a9d Fixed bug 5098 - macOS CreateWindowFrom doesn't work with high-dpi displays
michaeljosephmaltese

Display ends up taking only 1/4 of the screen area. It needs to call "setWantsBestResolutionOpenGLSurface:highdpi", like when creating a window the normal way.
2020-05-11 14:36:23 -07:00
Sam Lantinga
eadc8693dd Fixed bug 5103 - Port fcitx support to both fcitx 4 & 5
wengxt

Due to the new major fcitx version is coming close, the existing code need to be ported to use new Fcitx dbus interface.

The new dbus interface is supported by both fcitx 4 and 5, and has a good side effect, which is that it will work with flatpak for free. Also the patch remove the dependency on fcitx header. Instead, it just hardcodes a few enum value in the code so need to handle the different header for fcitx4 or 5.
2020-05-11 14:31:04 -07:00
Sylvain Becker
2491f16f85 Android: send SDL_LOCALECHANGED when locale changes 2020-05-08 21:40:28 +02:00
Sylvain Becker
2a4ddeeea9 Android: fix missing prototype warning 2020-05-08 11:15:38 +02:00
Sylvain Becker
0059ace0b4 Android: factorize asset manager code (bug 2131 and 4297) 2020-05-08 11:00:51 +02:00
Ryan C. Gordon
fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
Sam Lantinga
1e5dd06f83 Added support for the HORI Real Arcade Pro on Mac OSX and Linux 2020-05-06 12:19:58 -07:00
Sam Lantinga
cd2bdaef1c ControllerList: add PDP Faceoff Deluxe Audio Switch Controller and HORI Real Arcade Pro V Switch Edition 2020-05-06 11:19:52 -07:00
Sam Lantinga
0e5b48d2d8 ControllerList: add NACON Revolution Unlimited (and it's dongle) and NACON Daija fight stick. 2020-05-06 11:19:47 -07:00
Ryan C. Gordon
b3a34c94e0 hid: Add Microsoft Precision Mouse to the joystick blacklist.
Same deal as the Razer keyboards, it hangs the enumeration.
2020-05-06 03:18:25 -04:00
Ryan C. Gordon
85d97410d4 hid: Cleanup Windows joystick blacklist code, to make additions easier. 2020-05-06 03:13:44 -04:00
Ryan C. Gordon
b0a20a153c stdlib: Fixed compiler warnings about int vs size_t. 2020-05-05 12:48:55 -04:00
Sam Lantinga
0eb6512b53 Fixed bug 5121 - Use SDL_calloc instead of calloc in Wayland_CreateWindow
meyraud705

'SDL_Windows::driverdata' of a Wayland window is allocated by calloc in 'Wayland_CreateWindow' but freed by SDL_free in 'Wayland_DestroyWindow'.
2020-05-04 13:19:26 -07:00
Sam Lantinga
65ad45340d Improvement for bug 3446 - The haptic API does not allow to select the direction axes
meyraud705

I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording:

    "Use this value to play an effect on the steering wheel axis. This provides
     better compatibility across platforms and devices as SDL will guess the
     correct axis."

Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'.

For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
2020-05-04 13:17:43 -07:00
Sam Lantinga
11723411ab Added support for the Razer Kishi 2020-05-04 10:16:10 -07:00
Ryan C. Gordon
8601996fbc hints: Allow specifying audio device metadata.
This is only supported on PulseAudio. You can set a description when opening
your audio device that will show up in pauvcontrol, which lets you set
per-stream volume levels.

Fixes Bugzilla #4801.
2020-05-03 22:13:48 -04:00
Sam Lantinga
8b60d39cb0 Fixed bug 5112 - CMake won't compile in VS2019
dark_sylinc

Trying to build SDL with VS2019 using CMake will encounter a linking error

More specifically:

    1>SDL_string.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_vsnprintf_REAL
2020-05-02 14:43:17 -07:00
Sam Lantinga
b0b12e46ba Fixed running on older versions of iOS 2020-04-27 13:31:10 -07:00
Sam Lantinga
01fd8130fd Fixed compiler warning 2020-04-23 11:13:02 -07:00
Sam Lantinga
c6b24b4b7c Added support for the following controllers:
* 8BitDo N30 Pro 2
* 8BitDo SN30 Gamepad
* 8BitDo SN30 Pro+
* 8BitDo Zero 2
* SZMY-POWER PC Gamepad
* ThrustMaster eSwap PRO Controller
* ZEROPLUS P4 Wired Gamepad

In additional, all 8BitDo controllers use SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to have the correct mapping based on user preferences.
2020-04-23 11:07:07 -07:00
Sam Lantinga
4727f79416 Don't use the WGI driver if another driver is already handling the joystick 2020-04-23 10:13:17 -07:00
Sam Lantinga
6ca7f510ae Fixed crash trying to get battery status on some devices 2020-04-23 09:35:32 -07:00
Sam Lantinga
0f374b069b Fixed build on older Visual Studio, enable new features on newer Visual Studio 2020-04-22 15:42:32 -07:00
Sam Lantinga
589d636bb9 Fixed rare crash when creating an X11 window 2020-04-22 14:57:06 -07:00
Sam Lantinga
d12ea89c1e Added support for the following controllers:
* PDP Afterglow Switch Controller
* Thrustmaster ESwap Pro PS4 controller
* Giotek VX4
* Generic PS4 controller vid/pid that several knock offs use
2020-04-22 10:50:50 -07:00
Ryan C. Gordon
3625b83c63 hid: Add Razer Arctosa keyboard to hid enumeration blacklist.
Hangs SDL, same as the Razer Lycosa.

Fixes Bugzilla #5101.
2020-04-21 01:32:48 -04:00
Ryan C. Gordon
09ca66bf66 SDL_error: simplified error string management.
This patch removes deferred error string formatting: now we do it during
SDL_SetError(), so there's no limit on printf-style arguments used.

Also removes stub for managing error string translations; we don't have the
facilities to maintain that and the way we set arbitrary error strings
doesn't really make this practical anyhow.

Since the final error string is set right away and unique to the thread,
we no longer need a static buffer for legacy SDL_GetError(), and we don't
have to allocate 5x 128-byte argument fields per-thread. Also, since we now
use SDL_vsnprintf instead of parsing the format string ourselves, there's a
lot of code deleted and we have access to more robust formatting powers now.

This does mean the final error strings can't be more than 128 bytes, down
from the theoretical maximum of around 768, but I think this is probably okay.
They might truncate but they will always be null-terminated!

Fixes Bugzilla #5092.
2020-04-21 01:30:36 -04:00
Ryan C. Gordon
67760f0ed7 joystick: Don't report duplicate recentering events for game controllers. 2020-04-20 18:58:18 -04:00
Ryan C. Gordon
c5f2a1ce4e joystick: On disconnect, recenter all game controller inputs.
The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.

So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
2020-04-20 16:01:36 -04:00
Sam Lantinga
aba2792896 Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick

Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
2020-04-18 21:41:37 -07:00
Sam Lantinga
b90b59279e Added support for the Razer Atrox Arcade Stick 2020-04-17 21:30:58 -07:00
Sam Lantinga
dbcda0b212 Added support for the Razer Wolverine Ultimate 2020-04-17 21:30:56 -07:00
Sam Lantinga
2b32385502 Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth 2020-04-17 15:08:48 -07:00
Sam Lantinga
c02f54a0ed Fixed the default face button mapping for Nintendo Switch Pro controllers 2020-04-17 15:08:46 -07:00
Ryan C. Gordon
eaaa809e40 hidapi: Blacklist the Razer Lycosa keyboard from enumeration.
It's not a joystick and it hangs device enumeration.
2020-04-15 13:33:09 -04:00
Ryan C. Gordon
a7a4e16b5b haiku: Patched to compile. 2020-04-15 13:31:54 -04:00
Sam Lantinga
a990a34ac4 Cleanly switch between audio recording, playback, and both, on iOS 2020-04-14 22:26:02 -07:00
Sam Lantinga
14661d3f30 Added support for mousewheel on iOS 2020-04-14 17:31:31 -07:00
Sam Lantinga
50b1c19549 Fixed bug 5091 - Suspicious condition in HIDAPI_DriverXbox360_UpdateXInput
meyraud705

On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220

if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {

logical not is only applied to the left hand side of this comparison.

I think you mean:
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
2020-04-14 09:55:33 -07:00
Sam Lantinga
2ae1c0f5d0 Allow Bluetooth headphones for iOS playandrecord mode 2020-04-14 09:52:27 -07:00
Sam Lantinga
f34d2c60cc Added zlib license for Steam Controller headers 2020-04-14 07:35:35 -07:00
Sam Lantinga
3e4856c97f Fixed mouse button mapping on iOS 2020-04-13 23:07:54 -07:00
Sam Lantinga
e1215e857f Fixed mouse button mapping on iOS 2020-04-13 22:50:46 -07:00
Sam Lantinga
dbf7f84fd9 Implemented left/right mouse click detection on iOS 2020-04-13 22:29:10 -07:00
Sam Lantinga
171ba00a6a Hide the mouse cursor appropriately on iOS 2020-04-13 19:44:26 -07:00
Ryan C. Gordon
132f87c3a1 opengl: Don't try to do Desktop OpenGL stuff if support isn't available. 2020-04-13 22:06:12 -04:00
Ryan C. Gordon
a96d8a4355 render: Fixed compiler warning about implicit cast. 2020-04-13 22:05:36 -04:00
Sam Lantinga
6f3fa02e27 Make sure we're using the bounds of the view for our mouse region 2020-04-13 18:25:38 -07:00
Sam Lantinga
cab1ee9cbc Don't build iOS mouse support on Apple TV 2020-04-13 15:57:04 -07:00
Sam Lantinga
e5d3629931 Added support for new mouse APIs in iOS 13.4 2020-04-13 15:46:12 -07:00
Ryan C. Gordon
e96b05c395 egl: Attempt to make this compile on WinRT, etc. 2020-04-13 18:21:28 -04:00
Sam Lantinga
1d8797876a Fixed implicit linkage to ftol2() on Windows 2020-04-13 13:24:56 -07:00
Sam Lantinga
c302c1abb8 Fixed build 2020-04-13 13:24:19 -07:00
Sam Lantinga
bf87604ef1 Fixed rare crash when unplugging Xbox controller on Windows 2020-04-13 12:33:29 -07:00
Conn O'Griofa
c0a875faff SDL_EGL_ChooseConfig: don't fall through if no matching format exists
On Raspberry Pi 3 via the VC4 driver in firmware KMS mode, none of the
found configs match the desired format, causing the function to fall through
without any config being selected.

Fix by first iterating over the found configs, and if no match exists,
don't exclude the non-matching configs. This should fix RPI3 and possibly other
targets without breaking targets that have a matching native format (such as RPI4).
2020-04-13 14:48:38 -04:00
Ryan C. Gordon
64617d259a opengl: Convert an int to an SDL_bool. 2020-04-13 14:45:40 -04:00
Ryan C. Gordon
389c8995d2 opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!).
This allows you to bind surfaceless contexts on a background thread to, for
example, load assets in a separate context, for platforms that have different
requirements about sharing surfaces, etc.

Martin's notes on the matter:

"Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if
the involved APIs allow it. Currently, this is only the case for EGL, and
even then only if some specific extensions are present (which they usually
are).

If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to
generate an error (albeit with a more specific error message than it used to),
so this should not break anything that wasn't broken before."

(Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more
discussion.)

Fixes Bugzilla #3695.
2020-04-13 14:44:21 -04:00
Jay Petacat
8a5ee3faf9 video: NULL out pointer to freed window surface
This behavior matches SDL_RecreateWindow and makes it less likely that
another piece of code (e.g. a DestroyWindowFramebuffer implementation)
will attempt to use or free the stale surface pointer.
2020-04-12 00:55:52 -04:00
hmk
0918903f3c render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
2019-09-30 22:54:16 +03:00
hmk
aa188048f1 render: Scale relative mouse motion better for logical sizing
From hmk:

"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled.  Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.

https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658

The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large.  This pretty much makes it useless for anything
where you need precise mouse aiming (think of games).  I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).

With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad.  In other
words, extreme reverse acceleration.  This does not happen when scaling is
disabled.

Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation.  Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch.  Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.

[...]

This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent.  In other words, it's completely usable for, say,
aiming in a first person shooter."

Partially fixes Bugzilla #4811.
2020-04-10 12:23:08 -04:00
Ryan C. Gordon
d292f6bd4f stdlib: Add SDL_trunc and SDL_truncf 2020-04-10 12:17:14 -04:00
Ryan C. Gordon
a791689086 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:

"A few weeks ago, Alex added a partial Metal API to SDL2:

https://hg.libsdl.org/SDL/rev/22c8e7cd8d38

I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:

1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.

2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.

3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.

Tested on macOS 10.14 and iOS 12.4."

Fixes Bugzilla #4796.
2020-04-10 00:37:35 -04:00
Charlie Birks
258d410653 emscripten: Add a few keyCode mappings for German keyboards
From @sy2002 in https://github.com/emscripten-ports/SDL2/issues/108
2020-04-09 15:57:12 +01:00
Charlie Birks
babf010c60 emscripten: Pass canvas id to request_pointer_lock
Fixes pointer lock with DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1
2020-04-09 15:01:47 +01:00
Daid
287772f5e9 emscripten: Let SDL_GetDisplayUsableBounds return the size of the window
This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
2020-04-09 15:01:45 +01:00
Daid
fb3df3a18d emscripten: Fix the reported keys for the numpad. See https://github.com/emscripten-ports/SDL2/issues/94 2020-04-09 15:01:41 +01:00
Sylvain Beucler
44716b0236 emscripten: Send SDL_APP_TERMINATING before unload (#88) 2020-04-09 15:01:37 +01:00
Beuc
0380cbd792 emscripten: Typo 2020-04-09 15:01:32 +01:00
Sam Lantinga
d4f1b520c9 Added support for press/release hardware keyboard events in iOS 13.4 2020-04-08 19:16:31 -07:00
Sam Lantinga
e9c94ac0b3 Fixed Windows accelerometer data units 2020-04-08 10:27:30 -07:00
Sam Lantinga
09f552639a Fixed memory leak and removed debug code from Windows sensor implementation 2020-04-08 09:00:10 -07:00
Sam Lantinga
55515a8c25 SDL: ps4 controller trigger bits on other controllers just mean that there's some activity, not saturation - only force it on if the analog value is 0. 2020-04-08 08:42:15 -07:00
Sam Lantinga
ba95fa6152 Revert "Fix incorrectly terminated MakeThreadHighPriority dbus message"
The first terminator is for input parameters. The second terminator was for the
output parameters.

If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id,
then the reply from connection_send_with_reply_and_block() will be null.
2020-04-08 08:42:09 -07:00
Sam Lantinga
3180ba81af First pass at Windows sensor implementation 2020-04-08 08:34:27 -07:00
Ryan C. Gordon
6e6b517789 cocoa: Patched to compile. 2020-04-07 23:34:41 -04:00
Ryan C. Gordon
8c165adde7 joystick: Remove force_centering flag; we handle this on disconnect now. 2020-04-07 23:17:27 -04:00
Ryan C. Gordon
fba081e489 wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf. 2020-04-07 14:51:08 -04:00
Ryan C. Gordon
4c2be47207 wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:

"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.

This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:

* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
  then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
  been played and then it would again call our callback and this process would
  repeat.

The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.

By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.

Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:

> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.

This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."

Fixes Bugzilla #4592.
2020-04-07 14:37:24 -04:00
Michael Maltese
361417c0a4 cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.

Fixes Bugzilla #5060.
2020-03-25 16:40:43 -07:00
Ryan C. Gordon
8641f6e99d emscripten: support KaiOS's Left Soft Key and Right Soft Key (thanks, pelya!).
Fixes Bugzilla #5027.
2020-04-07 14:03:13 -04:00
Ryan C. Gordon
309d6137ae cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.

Fixes Bugzilla #4932.
2020-04-07 14:01:25 -04:00
Ryan C. Gordon
024698779b wayland: Support wayland compositors with wl_seat version < 5 (thanks, Nia!).
Fixes Bugzilla #5074.
2020-04-07 13:30:46 -04:00
Sam Lantinga
3cb62d5265 Fixed setting the controller name for the RAWINPUT driver 2020-04-07 11:17:52 -07:00
Sam Lantinga
e62c25b693 The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver 2020-04-07 11:17:22 -07:00
Sam Lantinga
88cecee495 Fixed build warning 2020-04-07 10:14:12 -07:00
Sam Lantinga
50cb8e0f04 Fixed deadlock in new raw input joystick code
The appropriate locking is done elsewhere, this prevents inverted lock acquisition
2020-04-07 10:13:08 -07:00
Sam Lantinga
b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sam Lantinga
488b94cb40 Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
2020-04-07 09:18:19 -07:00
Sam Lantinga
0721931f5b Avoid sending regular mouse messages for touch input 2020-04-06 19:21:56 -07:00
Jay Petacat
c760c02c6c Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.

Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.

Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
2020-03-25 01:34:15 -04:00
Sam Lantinga
dad73b1f0c Fixed bug 5073 - SDL does not handle URL Schemes in MacOS
Jason

In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
2020-04-05 10:47:58 -07:00
Sam Lantinga
9525f9729a Fixed bug 5076 - SDL_netbsdaudio: Add support for 32-bit LPCM
Nia Alarie

The kernel supports this, make SDL expose it so it can be used.
2020-04-05 10:44:51 -07:00
Sam Lantinga
e05d92a17d Fixed bug 5075 - Don't assume a GL library version number on NetBSD.
Nia Alarie

If you install X as part of NetBSD, the GL library is libGL.so.3, but if you install the GL library later as a package, it's libGL.so.1.
2020-04-05 09:01:33 -07:00
Sam Lantinga
d4b561f472 Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken
Konrad

It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.

It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.

Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
2020-04-05 08:58:47 -07:00
Sam Lantinga
f3e609679d Fixed setting the "playandrecord" audio hint on Apple TV
The Apple TV doesn't have record capability by default, so activating the audio session with AVAudioSessionCategoryPlayAndRecord fails.
2020-04-02 12:27:29 -07:00
Sam Lantinga
378a5cfb61 Updated thread priorities for Apple operating systems 2020-04-01 16:39:05 -07:00
Sam Lantinga
3154d92473 SDL: plumb previously unused digital trigger bits for PS4 controllers. Victrix fight stick only sets these bits and doesn't send the analog values
CR: SamL
2020-03-30 14:26:21 -07:00
Sam Lantinga
f4a56d7e61 Enable thread-safety features in libdbus
There are multiple SDL APIs that internally sink into dbus calls, e.g. battery
status, thread priority. If those calls happen in different threads simultaneously
it can result in dbus crashes.

To abide by dbus's multithreading guidelines we must call dbus_threads_init_default()
to enable dbus's internal locking mechanisms:
https://dbus.freedesktop.org/doc/api/html/group__DBusThreads.html#gac7b8a7001befc3eaa8c6b043151008dc

Additionally, access to a DBusMessage must be synchronized between threads.
SDL was already abiding that guideline as the DBusMessage structs aren't shared.

The following email from the dbus mailing list hints that arbitrating access to
the DBusConnection on the SDL may also be required:
https://lists.freedesktop.org/archives/dbus/2017-September/017306.html
2020-03-30 14:26:15 -07:00
Sam Lantinga
2e667a8be9 Fix incorrectly terminated MakeThreadHighPriority dbus message
Currently the message is double terminated, which results in SDL_DBus_CallMethodInternal()
incorrectly assuming that the other party is always returning true.

I'm not super familiar with dbus, so I'm not sure if this could also be the cause of this bug:
https://github.com/ValveSoftware/steam-for-linux/issues/6901
2020-03-30 14:26:10 -07:00
David Ludwig
6e7465bd60 Fixed Bug 4883, redux - connect SDL_GetDisplayDPI to UIKit_GetDisplayDPI
SDL_GetDisplayDPI was failing on iOS, as UIKit_GetDisplayDPI was
not getting assigned to SDL's internal field in SDL_VideoDevice:
GetDisplayDPI.
2020-03-28 15:43:55 -04:00
Ryan C. Gordon
55b4f18e1a coreaudio: The default SDL audio device now tracks the system output default.
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.

Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.

Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.

Fixes Bugzilla #4851.
2020-03-29 01:54:00 -04:00
Ryan C. Gordon
46bb47cf04 thread: Put all important SDL_CreateThread internal data into SDL_Thread.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.

Fixes Bugzilla #5064.
2020-03-26 22:14:59 -04:00
Sam Lantinga
abdc5cbf24 Allow background music to play in the "play and record" case on iOS 2020-03-26 19:30:17 -07:00
Ryan C. Gordon
369e5f33fb dbus: System bus is optional, we only need a session bus (thanks, tamo!).
Fixes Bugzilla #4795.
2020-03-26 20:28:04 -04:00
Ryan C. Gordon
07f231eeae joystick: Make sure recentering events happen before disconnect events.
Fixes Bugzilla #5063.
2020-03-26 18:47:04 -04:00
Ryan C. Gordon
f2ff953ef7 cocoa: Just update the OpenGL context directly if on the main thread. 2020-03-26 13:42:56 -04:00
Fabrice Fontaine
9354aea198 src/video/kmsdrm/SDL_kmsdrmvideo.c: fix build
Build is broken without EGL since version 2.0.12 and
https://hg.libsdl.org/SDL/rev/72cc4740dec2:

/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c: In function 'KMSDRM_CreateSurfaces':
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c:394:5: error: unknown type name 'EGLContext'
     EGLContext egl_context;
     ^

Fixes:
 - http://autobuild.buildroot.org/results/fafd20a01591032662f9ca025fcea3478239cf3c

Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
2020-03-25 09:38:45 -07:00
Fabrice Fontaine
a4b0204b1a src/video/directfb/SDL_DirectFB_render.c: fix build
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:

/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
  202 |         case SDL_BLENDMODE_MUL:
      |         ^~~~

/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
  205 |             SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
      |                                                                   ^~~~~~~~~~~~~

Fixes:
 - http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77

Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
2020-03-24 10:05:51 -07:00
Sam Lantinga
885b3f6948 Don't check the HIDAPI driver for the virtual device created by xow 2020-03-23 14:10:25 -07:00
Sam Lantinga
2c02b7410c Fixed bug 5052 - Interval between SDL_SENSORUPDATE events for gyroscopes is too high
Andrei Kortunov

Hello. I try to implement an application for Android, which uses a new sensors API from 2.0.9 to control a camera rotation via built-in gyroscope, using the code from the test/testsensor.c as an example.

Gyroscope input itself works well, but an interval between SDL_SENSORUPDATE events is about 200ms (the SENSOR_DELAY_NORMAL, I believe), when I need the interval about 20-40ms (the SENSOR_DELAY_GAME or SENSOR_DELAY_FASTEST).
2020-03-23 12:10:05 -07:00
Jay Petacat
e0a270561f Do not overwrite window surface created by driver
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
2020-03-22 20:09:14 -04:00
Sam Lantinga
1fd548b67a Fixed building back to Mac OSX using the 10.7 SDK 2020-03-23 11:42:44 -07:00
Ryan C. Gordon
19a5f4ab5d opengl: Don't enable/disable texturing except when actually rendering.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.

Fixes Bugzilla #4998.
2020-03-22 14:32:47 -04:00
Sam Lantinga
cb8c91d956 Fixed bug 5051 - Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth
bluenaxela+sdl

I've noticed that the Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth, despite having code for setting joystick->epowerlevel.

This is caused by the driver always using k_eSwitchInputReportIDs_SimpleControllerState via Bluetooth. Using that mode means that the state reports you get back from the controller do not include battery state. Not using the full controller state over Bluetooth effectively makes this driver's support for setting joystick->epowerlevel entirely pointless, only ever reporting SDL_JOYSTICK_POWER_WIRED.

Is there a reason this was set to only use SimpleControllerState via Bluetooth?

I've attached a patch I'm using to allow getting battery level for the Switch Pro Controller.

A couple notes about this patch:
1) It changes LoadStickCalibration to accept the input_mode that is selected, because that's really what should determine what is used for stick extents, since stick extents differ between the modes.
2) In my patch I only use FullControllerState when the vid/pid matches the official Switch Pro Controller, as a cautionary measure in case some third-party controllers have problems with FullControllerState mode via Bluetooth (I noticed a HORI Wireless Switch Pad I had seemed to not read controller calibration correctly for stick extents. Maybe it's calibration data was uninitialized on account of having never been used with a Switch? I'm unsure, though if that guess is right maybe SDL2 should be detecting an uninitiated calibration state and using some sensible defaults)
2020-03-22 11:01:14 -07:00
Sam Lantinga
f55cbdfd96 Allow Valve devices in driver check, we know they're well behaved controllers 2020-03-20 21:05:07 -07:00
Sam Lantinga
6e646b6156 Removed blacklist entries for devices that aren't game controllers, allow Steam Controllers 2020-03-20 20:53:26 -07:00
Cameron Gutman
5ed71f3bc0 Only enumerate HID devices on Windows that have gamepad HID usages
There are a number of poorly behaved HID devices that time out on attempts to
read various strings. Rather than end up on an endless treadmill of blacklisting
broken devices, reduce our risk by only querying devices that are gamepads.
SDL_hidapijoystick.c already checks these same usages, so we shouldn't
exclude any working HID devices (caveat below).

This also makes HidP_GetPreparsedData() and HidP_GetCaps() failure skip
the device entirely, but that seems desired. If a device can't even return basic
top-level collection data properly, we want nothing to do with that broken device.
If we do find devices that work with HIDAPI joystick and fail these calls, we can
add an exception via VID+PID matching.
2020-03-20 13:44:50 -07:00
Sam Lantinga
106ffd57d8 Fixed bug 5049 - HORI Wireless Switch Pad does not connect properly via Bluetooth
bluenaxela+sdl

The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
2020-03-20 20:45:30 -07:00
Jimb Esser
417713a75c Probable fix for compile errors on Mac OS and (non-VS) Win32 2020-03-20 19:49:19 -07:00