There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
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.
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.
In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
- 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.
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.
By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'.
Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification.
Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.
Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
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.
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!
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
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
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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.
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
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
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.
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
Jānis Rūcis
Reopening as compilation with ANSI C throws lots of unnecessary warnings, both using MinGW and using Linux GCC. (BTW, what happened? MinGW is broken to all hell. sdl2-config does not even link SDLMain anymore?)
I think this may have been lost somewhere, so again: GCC supports inlining via __inline__ in all known versions of GCC, regardless of the C standard in use. Please don't assume that __STRICT_ANSI__ implies no inlining support.
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/4434498bf4b9 / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
norfanin
Fixes the version check for some functions that are only present with the MSVC 2013 CRT libraries.
I did my testing wrong and failed to see that 2012 doesn't have these functions. Microsoft implemented them in their upcoming 2013 version, though. The attached patch changes it to the check for the next version.
I also removed the HAVE_ITOA because that would require linking with oldnames.lib and it's easier to just let the SDL implementation take over.
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
We needed a bit, so we're hoping no one needs this effect, especially when
it's fairly close to SDL_HAPTIC_SINE, we hope.
SDL_HAPTIC_LEFTRIGHT maps to XInput's functionality, so this removes the SINE
code for the XInput driver to keep things clean.
This also makes the simplified Rumble API use SDL_HAPTIC_LEFTRIGHT if
SDL_HAPTIC_SINE isn't available, to keep XInput working.
When we break the ABI, and can extend the supported capabilities field from
a Uint16, we'll add SDL_HAPTIC_SQUARE back in.
This patch is based on work by Ethan Lee.
q66
after updating SDL2 to the latest RC I'm unable to build my game engine under mingw crosscompiling environment for Windows (32bit, hosted on freebsd 64bit).
The error is in SDL_thread.h with messages like this: http://codepad.org/jEQXd3Yq
The problem is, while _beginthreadex return type is correctly mapped to uintptr_t (as specified by Microsoft), the return type under mingw is unsigned long int (same size, different signature), resulting in the error above.
The reason it didn't error before is this: http://codepad.org/8FAbKAxz
You can see the _beginthreadex case is only used without HAVE_LIBC defined; at one point though, SDL_config_windows.h was changed like this:
-/* Enabled for SDL 1.2 (binary compatibility) */
-#define HAVE_LIBC 1
+/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
resulting in these errors.
This #errors if you're using an SDK or deployment target that is less
than 10.6 and 10.5, respectively, and cleans up uses of
MAC_OS_X_VERSION_MIN_REQUIRED and MAC_OS_X_VERSION_MAX_ALLOWED according
to those requirements.
norfanin
Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version.
Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code.
Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
Dmitry Marakasov
Unlike SDL_Rect (typedef struct SDL_Rect {} SDL_Rect), SDL_Point (typedef struct {} SDL_Point) structure is unnamed. This feels inconsistent and makes it impossible to use forward declaration for SDL_Point, having to include whole SDL_rect.h instead.
The SDL OpenGL context code is now properly thread aware. There are two new functions which return the current OpenGL window and context for the current thread.
There are still places in the cocoa driver where the OpenGL context needs to be updated when the view changes. These will need a different solution and still use the last globally set context to avoid changing behavior.
* Added a destructor to clean up TLS memory at thread shutdown
* Refactored the TLS code to have platform independent code and a small platform dependent core with a fallback to generic code if platform dependent functions fail.
* Fixed recursion issues with SDL_GetErrBuf()
The implementation was slower than the C runtime on Mac OS X, Linux, and
Windows...quite a bit slower when using the C fallback instead of the inline
asm, too.
Fixes Bugzilla #1755.
Having the SDL functions inline is causing build issues, and in the case of malloc(), etc. causing malloc/free mismatches, if the application build environment differs from the SDL build environment.
In the interest of safety and consistency, the functions will always be in the SDL library and will only be redirected to the C library there, if they are available.
See the following threads on the SDL mailing list for the gruesome details:
* SDL_stdinc.h inlines problematic when application not compiled in exact same feature environment
* Error compiling program against SDL2 with -std=c++11 g++ flag
This broke Steam's Big Picture game controller support.
I also added some more documentation so people know why main() is overridden on various platforms.
Philipp Wiesemann
SDL_Keysym contains a deprecated field for unicode which may be removed for SDL 2.0 release.
As far as I can tell the field is not set on all "major" platforms and therefore will not be useful for most users. Its existence in a public header therefore becomes (in my opinion) only confusing.
This will help reduce issues like that reported in bug 1819:
Wouter van Oortmerssen 2013-04-23 20:12:07 EDT
#0 0x01d1e881 in __HALT ()
#1 0x01c58971 in _CFRuntimeCreateInstance ()
#2 0x02e4acc1 in GSFontCreateWithName ()
#3 0x00adc0e1 in UINewFont ()
#4 0x00adc24c in +[UIFont systemFontOfSize:traits:] ()
#5 0x00adc298 in +[UIFont systemFontOfSize:] ()
#6 0x009fb5d9 in +[UITextFieldLabel defaultFont] ()
#7 0x00a8ccd5 in -[UILabel _commonInit] ()
#8 0x00a8ce14 in -[UILabel initWithFrame:] ()
#9 0x00a052eb in -[UITextField createTextLabelWithTextColor:] ()
#10 0x009fbede in -[UITextField initWithFrame:] ()
#11 0x00152ead in -[SDL_uikitview initializeKeyboard] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:208
#12 0x0015290c in -[SDL_uikitview initWithFrame:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:50
#13 0x00153b5b in -[SDL_uikitopenglview initWithFrame:scale:retainBacking:rBits:gBits:bBits:aBits:depthBits:stencilBits:majorVersion:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopenglview.m:53
#14 0x001524ff in UIKit_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopengles.m:114
#15 0x0015078f in SDL_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/SDL_video.c:2666
#16 0x000d8c5c in SDLInit(char const*, vec<int, 2>&) at /Users/aardappel/lobster/dev/xcode/lobster/../../src/sdlsystem.cpp:193
This changes makes it so that you only receive joystick (and implicitly
gamecontroller) input events when your application has keyboard focus.
If you'd like to still receive events when your application is in the
background, set the SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint to "1".
This fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1892
Yuri K. Schlesner
The array returned by SDL_GetKeyboardState is also used internally by SDL to keep track of pressed/released keys and must not be modified, lest weird behaviour occurs. Because of this I believe it's return type should be changed to return a const pointer, which will provide a code indication of that fact.
This resolves lots of confusion around resizable windows. Most people don't expect a viewport to be implicitly set when the renderer is created and then not to be reset to the window size if the window is resized.
Added common test command line parameters --logical WxH and --scale N to test the render logical size and scaling APIs.
The visibility attribute warnings in Haiku gl.h can be fixed by editing gl.h and changing the line:
#elif defined(__GNUC__) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590))
to
#elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590))
as described in: http://dev.haiku-os.org/ticket/8882
Gerry JJ
The state bitmask in SDL_MouseMotionEvent is stored in an Uint8. Unfortunately this doesn't actually have room for 8 buttons because SDL skips 4 button indices after the third mouse button (at least here on Linux x86-64, probably related to wheel handling?), so it's really just enough to track 4 buttons. For example, on a Logitech MX310 mouse I've got, even though the mouse has 6 buttons total, the left and right side buttons and extra middle button have indexes 8, 9 and 10, and the last two won't fit in the 8 bit button state.
The source of the button state (in SDL_Mouse) is already 32-bit, and the state field in SDL_MouseMotionEvent is 32-bit aligned and followed by three 8-bit padding fields. So simply changing the SDL_MouseMotionEvent state to an Uint32 and removing the padding fields fixes this, and I think it should be binary compatible, at least for little endian.
Fixes compiler warnings for things like this...
if (SDL_RectEmpty(&rect)) {}
...where the macro turned into "if ( (!(&rect)) && etc )" which some compilers
thought might be a programmer mistake, as "&rect" is always "true".
nfxjfg
SDL_touch.h:63:1: warning: function declaration isn't a prototype [-Wstrict-prototypes]
Is:
extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices();
Should be:
extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
q66
The SDL_opengl.h header contains this:
#ifdef __FreeBSD__ /* !!! FIXME: temp compiler warning fix... */
#define NO_SDL_GLEXT 1
#endif
However, I can't seem to find what kind of compiler warning it was and it makes it unusable to use on FreeBSD. If I comment out these lines on my machine, everything works fine - I use FreeBSD 9-STABLE (x86_64, gcc and clang both, the same in a x86 chroot). All I could find is that this was causing an error on FreeBSD 8, but I can't test that on my machine (maybe if I set up some FreeBSD 8 chroot).
I set up a 8.2 chroot and investigated the problem. Apparently this issue was fixed in Mesa 7.6 (and in Git, June 4 2009, but it didn't get into 7.5). By the time those lines were added, FreeBSD contained the libGL port version 7.4.4, which suffered from the issue, but on April 2012 the version was updated to 7.6, which is available for FreeBSD 8 and FreeBSD 9 alike, which means those three lines should be safe to remove (it'll work fine for everyone with sufficiently up to date ports).
This lets us change things like this...
if (Failed) {
SDL_SetError("We failed");
return -1;
}
...into this...
if (Failed) {
return SDL_SetError("We failed");
}
Fixes Bugzilla #1778.
Phil Sampson
/Library/Frameworks/SDL2.framework/Headers/SDL_stdinc.h:345:28: Implicit conversion loses integer precision: 'size_t' (aka 'unsigned long') to 'unsigned int'
Ryan C. Gordon
With this function...
SDL_UpdateWindowSurfaceRects(SDL_Window * window, SDL_Rect * rects, int numrects);
...is there any reason rects isn't "const SDL_Rect *" ?
All SDL_* functions are always available as real symbols, so you can always
link against them as a stable ABI. By default, however, all the things that
might have dithered down to macros in your application are now force-inlined,
to give you the same effect as before and theoretically better performance,
but still solve the classic macro problems.
Elsewhere, we provide real functions for these things that simply wrap the
inline functions, in case one needs to have a real function available.
Also: this exposed bugs: SDL_abs() does something different if you had the
macro vs the libc function, SDL_memcpy() returns a void* in the function
but not the macro, etc.
- add mappings after init (or even before w/o using the hint)
- get string for axis
- get string for button
- get mapping string for controller or for GUID
- new event to notify when a controller is remapped. (e.g. mapping was changed via the AddMapping method)
* Normalized touch coordinates as floats in the 0...1 range
* Removed unused touchpad concepts from the API
* Added API functions to get active touch devices and current finger state
- Updated Visual Studio 2010 project with SDL 2.0 library names
- Don't use a 256 byte LUT, but rather <32 bytes of data on the stack.
- Cleanups in SDL_gamecontroller.h
- Fixes bug 1712 by not overwriting SDL_SubsystemRefCount in SDL_Init.
- Removes the SDL_initialized variable, and makes SDL_SubsystemRefCount
the canonical source of truth for whether or not a subsystem has been
initialized.
- Refactors SDL_InitSubSystem and SDL_QuitSubSystem to use helper
functions to manage refcount.
- Adds automated tests for SDL_Init/Quit*.
- Adds SDL_bits.h which contains SDL_MostSignificantBitIndex.
- Added new SDL_HINT_ALLOW_TOPMOST hint, when set to "0" then never set the topmost bit on a window. Useful when debugging fullscreen issues.
- fixed crash in windows joystick scanning if we failed to load the xinput dll
- added support for SDL_WINDOW_FULLSCREEN_DESKTOP under windows
- synthesize relative mouse movements if directinput fails to send relative moves, happens under virtual box.
- Add new SDL_WINDOW_FULLSCREEN_DESKTOP video mode, makes a fullscreen window the size of the desktop (i.e no window manager mode change)
- Fix crash in warp mouse if you specified null as the window
- Added new SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS Hint, if set to 0 then don't minimize a fullscreen window on focus lost (if not set or set to non-zero then minimize on focus loss)
This uses libudev for hotplug, but it's optional, so we'll just try to find
some reasonable defaults without it (maybe an older Linux box or under
FreeBSD's Linux emulation?).
The functions to show/hide/toggle the on-screen keyboard have been folded into the text input state.
Calling SDL_StartTextInput() will automatically show the on-screen keyboard if it's available.
Calling SDL_StopTextInput() will automatically hide the on-screen keyboard if it's available.
There is a new API function SDL_IsTextInputActive() which will return whether text input is currently active.
Text input is disabled by default, you must call SDL_StartTextInput() when you are ready to accept text input.
SDL_HasScreenKeyboardSupport() no longer needs to be passed a window.
The iPhone-specific on-screen keyboard functions have been removed.
Because it's so broken, I'm going to disable XRandR by default. You can still enable it via environment variable or application hint (SDL_HINT_VIDEO_X11_XRANDR)
rather than at configure time. As OS X supports lipo'ed versions of SDL for i386
and x86_64, a single set of headers that work for both architectures is desired.
Philipp Wiesemann 2012-09-22 05:26:11 PDT
currently SDL (HG) does not implement the power management functionality of
SDL_GetPowerInfo() for Android.
I attached a patch which tries to implement this functionality (JNI only, API
5). It supports plugged state and battery percent return values but not
remaining seconds (which are not available on Android).
It's a long-dead platform, and we don't have any way to build for, test, or
maintain it, so there's no sense in doing acrobatics to support it.
If you need Windows CE support, use SDL 1.2. If you need Windows Phone support,
send SDL 2.0 patches for the newer Windows Mobile platform.
Matthias Bentrup 2012-08-09 12:53:17 PDT
With OpenGL 4.3 the ARB added a new context flag for context reset isolation
and renamed the existing ES2 profile bit to ES profile bit, as it can be used
to request GLES 3 compatible contexts, too.
This patch adds these changes to SDL on Linux and Windows.
Also SDL lacks the ability to create shared contexts. This patch also adds a
new GL attribute to enable context sharing. As casting a GL context to int is
not portable, I added only a boolean attribute
SDL_GL_SHARE_WITH_CURRENT_CONTEXT, which makes the new context share resources
with the context current on the creating thread.
I think you'll need to install Xquartz, the external-but-official replacement
for Apple's X11, to get the Xlib headers: http://support.apple.com/kb/HT5293
This required a small public API change: SDL_GL_SetSwapInterval() now accepts
negative values, and SDL_GL_GetSwapInterval() doesn't report errors anymore
(if it can't work, it'll return zero as a reasonable default).
If you need to test for errors, such as a lack of swap_control_tear support,
check the results of SDL_GL_SetSwapInterval() when you set your desired
value.
Gerry JJ 2012-07-14 19:42:23 PDT
The SDL_Touch structure currently reserves fields for tablet tilt and rotation
(marked "for future use"), but a tablet stylus can tilt in both x and y
directions in addition to rotation around itself (or, put another way, it can
rotate in x, y and z). So, the struct should probably reserve fields for both
tilt_x and tilt_y, not just tilt.
From Scott Percival
Okay, I think I have something for this. Tested it on GL and GLES
machines, it seems to work okay.
- Add a new SDL GL attribute SDL_GL_CONTEXT_EGL:
- Only useful for the X11 video driver at the moment
- Set to 1 for an EGL context, 0 to use the default for the video driver
- Default is 0, unless library is built for EGL only
- Should be set after SDL init, but before window/context
creation (i.e. same place you'd specify attributes for major/minor GL
version)
- After a lot of agony pondering the least-terrible way to go about
it, made it so that X11_GL_LoadLibrary and X11_GLES_LoadLibrary check
SDL_GL_CONTEXT_EGL. If no GL context exists yet, and the attribute
choice doesn't match with the checking function, then it changes all
the function pointers in the video driver and passes control on to the
new LoadLibrary method.
- Likewise, make X11_CreateWindow check this attribute before firing
off a call to X11_GL_GetVisual/X11_GLES_GetVisual
- Added a sanity check to the start of X11_GL_LoadLibrary
- Tidied up SDL_x11opengles.h
- Moved ownership of the gles_data structure over to
X11_GLES_LoadLibrary/UnloadLibrary
- Should incorporate the 3 fixes posted by Andre Heider
This is obviously quite a bit to take in, but is (at least) a proof of
concept for the approach I think EGL/GLX mingling should take. Any
comments/criticism is much appreciated.
2.Replaced XKeycodeToKeysym with XkbKeycodeToKeysym since XKeycodeToKeysym is deprecated in newer X11 version
3.Rewrote testime.c since it was disabled after SDL_compat.c removal
4.Take into account common arguments also in testrelative.c
1.initial work on XInput2 support
2.Implemented relative mouse motion when XInput2 is enabled
3.Created a test app to test relative mouse motion
4.Fixed Bug #1498
Matthias Bentrup 2011-10-30 03:58:24 PDT
I've updated the context creation patch to include the bugfixes by Martin
Schreiber and also included a profile bit to request a ES2 compatible profile.
The wgl context creation may use 2 call to wglChoosePixelFormat if no
acceleration attribute is selected, this should work around a bug with buggy
AMD drivers (see #1254).
It was very confusing to have configure generate an SDL_config.h and then not have it be used when building on Mac OS X or Windows. I'll just have to remember to use SDL_config_windows.h when building official releases that are supposed to be ABI compatible with Visual Studio.
Scott Percival 2011-07-03 06:41:51 PDT
This submission is aimed at making life easier for OpenGL ES capable devices
running a X11 stack (e.g. Maemo, Meego, TrimSlice, other ARM SoC boards not
running Android). SDL's Pandora support already has the neccesary GLES-to-X11
glue code, however it's all ghetto'd off in Makefile.pandora and not very
flexible.
The patch:
- adds an awesome --enable-video-opengles option to configure
- re-modifies the opengles and opengles2 SDL_renderers to use function pointers
- no idea why this was removed?
- for SDL_Renderers, links in libGLESv1_CM, libGLES_CM (for PowerVR fans) or
libGLESv2 at runtime
- links in libEGL.so at runtime - the old code made an assumption that
eglFunctions could be pulled from the active GLES library, PowerVR for one
doesn't let you do that with their libGLESv2
- allows you to pick which of GLES v1 or v2 to load via
SDL_GL_CONTEXT_MAJOR_VERSION
So far I've tested this on a Nokia N900 (OMAP 3430/SGX 530 running Maemo 5) and
a Toshiba AC100 (Tegra 2 running Ubuntu 10.10). I haven't tested it on... well,
everything that isn't those two, such as a Pandora, iOS or Android device. The
Pandora specific code should be kept intact (fingers crossed), and nothing
painfully drastic has been added to the SDL_renderers. The library loading
sequence in SDL_x11opengles has been updated to accomodate both NVIDIA's
propensity to let developers get away with murder and PowerVR's alternative of
punishing every missed step.
The test apps work okay with GLES or GLES2 as the renderer. For some reason
alpha blending doesn't seem to work on the Tegra 2; last week NVIDIA pushed out
a new set of X11 GLES drivers, so I'll try and investigate once I upgrade
those. Also, this patch adds things to configure.in, include/SDL_config.h.in
and test/configure.in. I didn't know what the policy was re. committing
generated spaghetti from autotools, so ./autogen.sh has to be run again. Sorry.
I think that's about everything, let me know if there's anything I've
overlooked.
t.grundner@goto3d.de 2011-09-01 03:59:17 PDT
I figured out what is going on. GCC 4.5.2 assumes the stack is 16 byte aligned
by default. Therefore there are no AND alignment corrections necessary if we
wish to align a stack variable to a 16 byte boundary. That is bad if your OS
ABI is not 16 byte aligned. Windows 32 bit stacks are 4 byte aligned. This
results in the above mentioned SIGSEGV. This is also no problem if I compile
both SDL.dll and my app with MingW because MinGW/GCC inserts a
andl $-16, %esp
instruction right in the beginning of the main function. So at least the stack
of the thread calling the main function is 16 byte aligned. But as soon as I
start to use the SDL.dll from an application not compiled by MinGW there is no
ANDL safing my app.
However there is a GCC option that can change the default stack alignment:
-mpreferred-stack-boundary=num
Setting num=2 assumes a the stack is aligned to a 4 byte boundary. This results
in GCC inserting the necessary
andl $-16, %esp
into SDL_FillRect. Rebuilding SDL with
./configure "CFLAGS=-mpreferred-stack-boundary=2 -g -O3"
solved the problem.
IMHO this should also be a problem on Solaris.
The following links contain further information:
http://gcc.gnu.org/onlinedocs/gcc-4.5.2/gcc/i386-and-x86_002d64-Options.html#i386-and-x86_002d64-Optionshttp://www.agner.org/optimize/calling_conventions.pdf
Gueniffey 2011-11-23 04:11:31 PST
The attached simple patch adds a timestamp to all SDL events. It is useful to
dismiss old events and add UI responsiveness (my application does some
extensive tasks that creates a delay in the event queue handling. With this
patch, I can deal only with the most recent events.
Matthew Orlando to Sam
Someone asked in IRC whether they should free the surface from SDL_GetWindowSurface. The doc comment is a bit vague so i checked the code and revised the comment.
Implemented thread priority as the 'nice' value on Linux. High priority threads require root permissions (you shouldn't give your game root permissions though!)