Commit Graph

10247 Commits

Author SHA1 Message Date
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
Sam Lantinga
2705bc1deb Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
2017-12-08 11:09:05 -08:00
Ryan C. Gordon
c385422919 configure: List Metal in video drivers. 2017-12-08 00:49:35 -05:00
Sam Lantinga
c2df1f3b0a Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
2017-12-08 08:58:02 -08:00
Sam Lantinga
386b0ff6cd Fixed runtime errors on iOS 2017-12-07 18:08:51 -08:00
Sam Lantinga
31404706b5 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga
c6972eecc2 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Sam Lantinga
ed87981384 Added iOS and OSX versions of the Metal shaders 2017-12-07 16:08:47 -08:00
Sam Lantinga
09763d0c06 Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
2017-12-07 16:08:09 -08:00
Ryan C. Gordon
79bc65ee91 Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Sam Lantinga
2505a8a1a7 The Metal view is a full SDL_uikitview to support multi-touch 2017-12-07 09:35:28 -08:00
Ryan C. Gordon
e42706615a cocoa: Added two missing files from hg changeset bc7ca7cfa6ca.
Fixes Bugzilla #3975.
2017-12-06 16:37:55 -05:00
Ryan C. Gordon
52015b0cc8 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00