Commit Graph

10259 Commits

Author SHA1 Message Date
Ryan C. Gordon
9beee70510 xcode: Add Metal and QuartCore to everything as a weak_framework. 2017-12-30 14:40:39 -05:00
Alex Szpakowski
3e28cab7c4 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga
e7ea3f1100 Fixed bug 4001 - Android, prevent error message box to crash
Sylvain

Prevent the error message box to crash after being clicked.
Because of "SDLActivity.mSingleton.finish();"
2017-12-19 11:19:10 -08:00
Sam Lantinga
06535786e9 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga
4b77134b29 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga
ef7a48c03e Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	0f2fb9ec6ad6.
2017-12-19 10:57:21 -08:00
Sam Lantinga
9b0cab6f48 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga
8b2a0b0d48 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga
962fe140fd Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga
996fe01ee2 Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Sam Lantinga
60e64eb725 Added Android build script for SDL 2017-12-16 10:40:41 -08:00
Ryan C. Gordon
688dcf69d6 wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
c7906e913a windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga
9f5ee51953 Moved deployment target values to project settings 2017-12-12 22:30:21 -08:00
Sam Lantinga
c08bbbd902 Parameterized the All (target platform) build target scripts so they can be used in other projects 2017-12-12 21:59:39 -08:00
Sam Lantinga
2554acbc9c Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga
860c315655 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga
aff3beaca5 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11
bastien.bouclet

According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.

As an application developer, I don't want SDL to force me to enable the gnu extensions.
2017-12-12 16:25:43 -08:00
Sam Lantinga
8511ae4e32 Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga
46de6618ab Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Sam Lantinga
2847b1d85b Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga
2006b1f102 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga
da1568c35c Renamed Xcode build targets so it's easier to copy files out of build directories on the command line
Also enabled bitcode, which is needed for App Store builds
2017-12-12 12:14:55 -08:00
Sam Lantinga
d24717a636 Added SDL_uikitmetalview.m to the tvOS project 2017-12-12 11:29:00 -08:00
Sam Lantinga
0c6273f8f5 Fixed bug 3999 - Build failed when try to build with configure script for Android 2017-12-11 14:44:34 -08:00
Sam Lantinga
a2120735b5 Check for immintrin.h before using it in SDL_cpuinfo.h 2017-12-11 12:00:12 -08:00
Sam Lantinga
ac167a144f Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga
b01e3b7932 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00
Sam Lantinga
6ede3ac8a8 Fixed Mac OS X build 2017-12-11 11:02:51 -08:00
Sam Lantinga
fa4966bae0 Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update
Elisée Maurer

The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.

When moving the mouse exclusively to the right:

 * On a Windows 10 installation before Fall Creators update (for instance, Version	10.0.15063 Build 15063), only positive values are reported, as expected
 * On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.

3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.

It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.

(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)

Eric Wasylishen

Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.

Daniel Gibson

A friend tested on Win10 1607 (which is before the Fall Creators Update) and the  the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..

I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.

If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
2017-12-10 09:17:33 -08:00
Sam Lantinga
a845d73a24 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!) 2017-12-10 09:10:02 -08:00
Sam Lantinga
37f351acfe Added the Metal framework to several iOS tests 2017-12-10 09:09:27 -08:00
Sam Lantinga
288bf64698 Backed out using pixel texture coordinates, it had weird visual side effects 2017-12-09 19:48:38 -08:00
Sam Lantinga
eba0fa2295 Fixed normalized coordinates when the viewport is set 2017-12-09 19:41:08 -08:00
Sam Lantinga
d938403c4a Added support for linear sampling and pixel coordinates in the metal renderer 2017-12-09 15:00:41 -08:00
Sam Lantinga
d67f5a4058 Fixed compiler warning 2017-12-09 13:05:56 -08:00
Sam Lantinga
dc37345324 Fixed pixel positioning and size for the Metal renderer 2017-12-09 12:58:41 -08:00
Ryan C. Gordon
349275e421 metal: fixed render target support. 2017-12-09 03:28:23 -05:00
Ryan C. Gordon
27f83a891f metal: Added some comments and FIXMEs. 2017-12-09 03:27:52 -05:00
Ryan C. Gordon
3e35871488 audio: fixed typo in Doxygen comment. 2017-12-09 03:24:01 -05:00
Sam Lantinga
e24aae80ee Removed duplicate entry for SDL_wasapi.h 2017-12-08 16:12:53 -08:00
Ryan C. Gordon
377fac1c42 metal: Cleaned up some reference count politics. 2017-12-08 18:26:26 -05:00
Ryan C. Gordon
0a555d01b5 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints. 2017-12-08 17:43:57 -05:00
Sam Lantinga
4365b10afb Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
c72e8810fd Fixed Metal renderer memory leak 2017-12-08 13:20:20 -08:00
Ryan C. Gordon
b3da02bb3b metal: Don't check if Metal is available if targeting modern macOS versions. 2017-12-08 14:03:36 -05:00
Sam Lantinga
4d5ce19660 Minor cleanup 2017-12-08 12:02:23 -08:00
Sam Lantinga
2696845abf Fixed minor memory leak in the Metal renderer 2017-12-08 11:35:19 -08:00
Sam Lantinga
37062fbdc5 Added check for failure of D3D_ActivateRenderer() 2017-12-08 11:34:32 -08:00
Sam Lantinga
ef2b2d41c1 Fixed compiler warning 2017-12-08 11:33:27 -08:00