Commit Graph

1167 Commits

Author SHA1 Message Date
Ryan C. Gordon
71e036e946 Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
  hides the menu bar, but you can slide between Spaces and Command-Tab between
  apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
  window decoration and menubar item. As far as the app is concerned, this is
  no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
  since Spaces can't enforce the requested resolution. It's a perfect match
  for FULLSCREEN_DESKTOP, though, so this is all automated now.
2014-03-02 12:45:51 -05:00
Sam Lantinga
a3680acb4a Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear. 2014-03-01 12:21:15 -08:00
Sam Lantinga
ef7c0b7e35 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
Sam Lantinga
3a66c3ccbc Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00
Philipp Wiesemann
c061c5613a Fixed documentation comments in SDL_hints.h file. 2014-02-16 00:04:15 +01:00
Sam Lantinga
adf7311ba7 Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga
38e55d5f40 Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
2014-02-13 11:05:30 -08:00
Sam Lantinga
18a7c93e52 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Sam Lantinga
bac409c888 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
e987abc343 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga
1af9aa0b1e Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Ryan C. Gordon
a18eec16cc Make non-Clang compilers happy. 2014-02-07 11:55:13 -05:00
Ryan C. Gordon
241fc337a8 Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...

    SDL_assert(ptr != NULL);

...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.

Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.

Static analysis is fun!
2014-02-07 11:52:35 -05:00
Ryan C. Gordon
3985954d03 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
2014-02-05 00:34:26 -05:00
Ryan C. Gordon
bbe5c7aaee Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler(). 2014-02-04 11:38:40 -05:00
Ryan C. Gordon
e8b47266fd Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon
3031403652 Added some SysWM bits for Mir. 2014-02-02 23:53:48 -05:00
Ryan C. Gordon
781022f33d Added Mir video target (thanks, Brandon!). 2014-02-02 23:41:46 -05:00
Philipp Wiesemann
e94925fc40 Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
2014-02-02 20:55:42 +01:00
Sam Lantinga
dba255c1e5 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Sam Lantinga
921f2abe11 Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
2014-02-02 00:33:31 -08:00
Jørgen P. Tjernø
7e4c549afe Add SDL_GL_ResetAttributes. 2014-01-29 18:38:13 -08:00
Sam Lantinga
7490c5a28f Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows.  Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those.  The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format.  To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom().  When I do this, SDL_CreateWindowFrom() will:

1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.

I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.

CR: SamL

Some pseudocode that shows how this is used in Source2:

HWND hExternalHwnd; // HWND that was established outside of SDL

// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );

// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );

// Create the secondary window.  This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );

// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window

// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
2014-01-30 12:30:40 -08:00
Gabriel Jacobo
f66facb2a7 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
2014-01-28 09:13:46 -03:00
Gabriel Jacobo
7396953eb6 Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Ryan C. Gordon
3dfc14ade2 Implemented the Dynamic API magic. 2013-12-09 16:03:18 -05:00
Ryan C. Gordon
258c05aa3e We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
2013-11-24 23:36:15 -05:00
Ryan C. Gordon
df9f367941 Added SDL_vsscanf(). 2013-11-24 23:35:38 -05:00
Ryan C. Gordon
19706b10e9 Moved atomic API implementation out of headers. 2013-11-24 21:04:51 -05:00
Sam Lantinga
eff7d88566 Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.

CR: saml
2013-12-27 10:18:11 -08:00
Gabriel Jacobo
08ed2e33eb Implements touch support on QTWayland. Contributed by Thomas Perl. 2013-12-27 09:29:39 -03:00
Sam Lantinga
ad17e4ec0c Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"

When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
2013-12-23 17:37:22 -08:00
Sam Lantinga
85c6638510 Added support for double-clicks, through a new "clicks" field in the mouse button event. 2013-12-23 12:17:52 -08:00
Gabriel Jacobo
2932d59103 [Android] Define SDL_VIDEO_OPENGL_ES2 2013-12-16 10:03:26 -03:00
Gabriel Jacobo
74cba7bdbe Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Ryan C. Gordon
fac8b02737 Hook up SDL_acos and SDL_asin properly. 2013-12-09 15:17:20 -05:00
Sam Lantinga
1353c6ab1a Added missing header for file IO 2013-12-05 09:54:22 -08:00
Gabriel Jacobo
7deb0ea7c9 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.

controllermap can now skip bindings by pressing space or clicking/touching the
screen.
2013-12-03 12:01:28 -03:00
Gabriel Jacobo
0386a9d033 Adds SDL_GameControllerAddMappingsFromFile 2013-12-02 19:34:08 -03:00
Gabriel Jacobo
7f94f11314 Fixes #2271, Add KD detection under CMake by Scott Percival 2013-11-26 11:50:54 -03:00
Ryan C. Gordon
b6c28469d6 Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.
2013-11-23 15:52:49 -05:00
Gabriel Jacobo
3fcc35f5bb OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Sam Lantinga
f040fbe866 Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain

Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
2013-11-16 18:56:02 -08:00
Sam Lantinga
fc5aad869c Added space in the common state structure for render targets 2013-11-15 22:01:58 -08:00
Ryan C. Gordon
b444dd2714 Renamed things named after BeOS to be named after Haiku instead. 2013-11-14 11:51:24 -05:00
Ryan C. Gordon
a71d349f7c Added SDL_DetachThread() API. 2013-11-14 00:52:39 -05:00
Ryan C. Gordon
ee4465fe4f Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.

BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
2013-11-13 22:35:26 -05:00
Sam Lantinga
2a92dbcd37 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X. 2013-11-12 01:52:54 -08:00
Ryan C. Gordon
d42a23e505 Added Ben Henning's GSoC2013 work: premake build system. 2013-11-10 00:38:37 -05:00
Sam Lantinga
9bd79544c7 Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00