Commit Graph

4864 Commits

Author SHA1 Message Date
stopiccot
17b9ef82d9 Fixing issues discovered by Philipp Wiesemann
--HG--
branch : apk
2014-04-23 03:42:32 +03:00
stopiccot
df6159bfef inital apk extension support
--HG--
branch : apk
2014-04-07 21:20:39 +03:00
Sam Lantinga
ea48adddc2 Fail if we couldn't create the specified renderer 2014-04-05 16:25:30 -07:00
Philipp Wiesemann
8cc0a1f080 Removed empty statements. 2014-04-05 23:50:09 +02:00
Philipp Wiesemann
bb9a20954a Fixed unused local variable warning. 2014-04-05 23:24:33 +02:00
Sam Lantinga
d349d6a1f2 Fixed the joystick side of XInput haptic detection on Windows 8 2014-03-31 10:38:26 -07:00
Sam Lantinga
4ad73f0dda Fixed XInput haptic support on Windows 8
It turns out the XBox 360 controller driver never reports force feedback capability, so we'll try to set 0 state and see if that succeeds.
2014-03-29 12:29:38 -07:00
Ryan C. Gordon
d32dbd8c76 Changed a C++ single-line comment to /* */ style. 2014-03-26 16:19:52 -04:00
Pierre-Loup A. Griffais
dc083d00e6 Remove the RaiseWindow call from OnWindowRestored for now.
It seems like a net improvement in all the scenarios Sam and I could
think of, and looking at hg history it was added for fullscreen
window management specifically. Much of that code has changed since
then, but maybe it needs to stay there for that and simply be moved
to a fullscreen condition check.

It would solve this issue:

https://bugzilla.libsdl.org/show_bug.cgi?id=2439

As well as cases where on SteamOS, we hide/show specific Steam
overlay windows while expecting them to stay in the background, since
changing the window stacking order really angers the NVIDIA driver.

CR: Sam.
2014-03-26 12:54:51 -07:00
Brandon Schaefer
aa7e41777e Ignore unused mir event functions, need headers in Ubuntu 14.04 to use them. 2014-03-25 15:24:43 -07:00
Brandon Schaefer
b41792e234 Remove two unused variables, causing compiler warnings. 2014-03-25 15:18:18 -07:00
David Ludwig
d93f789fbb WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1
Thanks to Sylvain Becker for pointing this out!
2014-03-24 22:51:03 -04:00
David Ludwig
6e0fa50ec3 WinRT: Line ending fixes (CRLF to LF) 2014-03-24 22:12:38 -04:00
Gabriel Jacobo
2294e19d3c Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated 2014-03-24 11:04:42 -03:00
Ryan C. Gordon
0ebcbc0b61 Added an assert to help static analyzer. 2014-03-24 07:12:26 -04:00
Sam Lantinga
0097382ac2 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated. 2014-03-23 23:09:22 -07:00
Sam Lantinga
f4d37a4f09 Fixing Alt-Enter handling, submitted by Nader Golbaz
I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
2014-03-23 22:53:50 -07:00
David Ludwig
fa99d8d41d WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
This change does not include message box support for Windows Phone 8, which does
not offer the same message box APIs that Windows 8.x/RT does.
2014-03-23 22:07:01 -04:00
Ryan C. Gordon
1815bbc77f Tossed in some SDL_asserts to make static analyzer happier.
(Most of its complaints here are that these ints can be negative, although
they wouldn't been in sane cases. Checking sanity is what assertions do, and
it placates the analyzer appropriately.)
2014-03-23 18:56:47 -04:00
David Ludwig
9673d63c34 D3D11: Fixed a crash after a GPU device-reset on Win32 2014-03-23 16:08:32 -04:00
David Ludwig
11f0da91e4 D3D11: Added code to handle GPU-device-removed scenarios
These scenarios can happen when a GPU is switched, its driver updated, or in
some virtual machines (such as Parallels) are suspended and then resumed.  In
these cases, all GPU resources will already be lost, and it's up to the app to
recover.

For now, SDL's D3D11 renderer will handle this by freeing all GPU resources,
including all textures, and then sending a SDL_RENDER_TARGETS_RESET event.
It's currently up to an app to intercept this event, destroy all of its
textures, then recreate them from scratch.
2014-03-23 13:48:16 -04:00
Sam Lantinga
f45d05f0bb Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall 2014-03-23 09:44:04 -07:00
David Ludwig
a12e329d7b WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden.
Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown.
This mimicks behavior seen on iOS and Android.

SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the
app's native window is hidden and shown.  Previously, these were sent when an
app was suspended and resumed.  On Windows 8.x/RT, an app may be sent to the
background without being suspended, which previously meant that
SDL_WINDOWEVENT_MINIMIZED might never have been sent.  (On Windows Phone 8,
however, this seems to be different, whereby apps sent to the background appear
to always get suspended.)
2014-03-23 11:04:47 -04:00
David Ludwig
e0f9ea226b WinRT: Made app-backgrounded events get sent at separate, distinct times.
SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is
about to go to the background.  SDL_APP_DIDENTERBACKGROUND is sent via a WinRT
'deferral operation', which is how WinRT gives apps a bit of extra time
(multiple seconds worth) to prepare for an app-backgrounding.

The distinction may be important as the deferral operation's code is always run
in a separate thread.  For Direct3D-only apps, this means that between the
two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only
one run from the main thread.  Given that some WinRT operations can only be done
on the main thread (operations to the CoreWindow fall into this category), this
could be important.

It is important to note that pre-deferral code may only have a very short bit of
time to execute code, less so than code run in the deferral operation (where
SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to
run.
2014-03-23 08:56:52 -04:00
David Ludwig
17a8325240 WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice 2014-03-22 21:08:05 -04:00
David Ludwig
0982adf8fd WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it.  It would also occasionally crash when using the older version.

This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle

Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
2014-03-22 20:48:18 -04:00
Ryan C. Gordon
5901fc9f84 Static analysis fix: more cleanups of unused variables, etc, in blitters. 2014-03-21 10:40:15 -04:00
Ryan C. Gordon
6d0646555a Static analysis fix: more dead stores. 2014-03-21 00:57:43 -04:00
Ryan C. Gordon
49030ac00b Patched to compile on C89 compilers, removed more streamer code. 2014-03-20 18:00:41 -04:00
Ryan C. Gordon
dd3608ac1f Static analysis fix: clean up unused variables and dead stores in blitters. 2014-03-20 17:55:24 -04:00
Ryan C. Gordon
5995d23c5c #ifdef'd out the audio streamer code.
It's been hardcoded out forever now, but I've now forcibly removed it with
the preprocessor so static analysis doesn't complain about it for now.

Eventually I want to rewrite or remove this code.
2014-03-20 17:00:33 -04:00
Ryan C. Gordon
e1ae251343 Static analysis fix: Removed unused variable.
(We don't care if closing the device fails anyhow).
2014-03-20 16:56:37 -04:00
Ryan C. Gordon
798fd9ae6b Static analysis fix: uninitialized data.
(This is Clang not knowing that SDL_SetError() always returns -1.)
2014-03-20 16:54:20 -04:00
Ryan C. Gordon
4669d7bdb4 Static analysis fix: uninitialized data.
(Clang doesn't know that "_this" was already checked for NULLness elsewhere.)
2014-03-20 16:25:30 -04:00
Ryan C. Gordon
29ddc0d96f Static analysis fix: uninitialized value.
(A false positive: clang doesn't know SDL_SetError() always returns -1.)
2014-03-20 16:23:18 -04:00
Ryan C. Gordon
cadaaa5221 Static analysis fix: leaking Objective-C object. 2014-03-20 16:05:57 -04:00
Ryan C. Gordon
7d5396a146 Static analysis fix: dereference of a NULL pointer. 2014-03-20 11:22:57 -04:00
Ryan C. Gordon
27c0634bd6 Static analysis fix: let clang know _this->displays isn't NULL. 2014-03-20 11:14:02 -04:00
Ryan C. Gordon
6e4667b331 Static analysis fix: division by zero. 2014-03-20 11:14:44 -04:00
Ryan C. Gordon
c950d2e608 Static analysis fix: uninitialized variables.
This is actually a false-positive, in this case, since Clang doesn't know
 that SDL_SetError() only ever returns -1. Feature request to improve that,
 with explanation about these specific SDL patches, is here:

   http://llvm.org/bugs/show_bug.cgi?id=19208
2014-03-20 10:41:47 -04:00
Ryan C. Gordon
3dee50f912 Static analysis fix: Fixed leaking Objective-C object. 2014-03-20 10:04:23 -04:00
Ryan C. Gordon
87d3426c78 Static analysis fix: bad release.
(object is already init'd at this point, so -[obj init] destroys
 existing reference count.)
2014-03-19 23:19:34 -04:00
Andreas Schiffler
353b516a34 Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite 2014-03-19 21:39:55 -07:00
Ryan C. Gordon
42b41b0cdd Static analysis fix: division by zero. 2014-03-19 18:25:21 -04:00
Ryan C. Gordon
d5a865d065 Static analysis fix: Value stored to '[bcd]' is never read. 2014-03-19 16:55:38 -04:00
Ryan C. Gordon
37f1a0a596 Static analysis fix: "Value stored to 'p' is never read" 2014-03-19 16:52:26 -04:00
Ryan C. Gordon
1a43e1cd11 Don't overwrite SDL_dynapi.h in checker-buildbot.sh. 2014-03-19 16:02:25 -04:00
Ryan C. Gordon
2be5efc8ad Fixed SDL_HapticNewEffect() failing on various DirectInput devices. 2014-03-18 17:16:28 -04:00
Ryan C. Gordon
5f04095886 Fixed PS4 game controller config on Windows. 2014-03-18 12:53:01 -04:00
Ryan C. Gordon
8f66b9ecc9 Whitespace fix. 2014-03-18 12:52:51 -04:00