Commit Graph

1836 Commits

Author SHA1 Message Date
Sam Lantinga
ea304ea96b Updated SDL to version 2.0.13 for development builds 2020-03-10 18:25:47 -07:00
Sam Lantinga
91ba486f82 Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c 2020-03-08 21:02:40 -07:00
Sam Lantinga
37958a75ff Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower 2020-03-02 15:21:07 -08:00
Sam Lantinga
953101036d Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
2020-03-02 10:37:28 -08:00
Sam Lantinga
d035756541 Updated version to 2.0.12 for release candidate build 2020-03-01 14:58:16 -08:00
Sam Lantinga
e09ceda46e Made SDL_GetAndroidSDKVersion() available for applications 2020-02-17 13:54:45 -08:00
Ryan C. Gordon
c3291aa7f9 test: Reimplemented SDLTest_CommonUsage() to restore binary compatibility.
Fixes Bugzilla #4975.
2020-02-12 13:09:38 -05:00
Sam Lantinga
1313bc4fb1 Make it possible for the application to use different C runtime begin/end thread functions 2020-02-11 08:26:46 -08:00
Sam Lantinga
a5628f3364 Make sure SDL_CreateThread has the same signature regardless of how the DLL was created. 2020-02-11 08:01:44 -08:00
Sam Lantinga
965fd0bd46 Fixed bug 4833 - Use EGL for X11?
Martin Fiedler

To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.

To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.

The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.

I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.


[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
2020-02-03 08:06:52 -08:00
Sam Lantinga
01bb0ffd96 Export SDL functions for iOS application delegates 2020-01-30 14:51:33 -08:00
Sam Lantinga
5c64f44a9f Added support for the Steam Controller on mobile devices 2020-01-29 20:09:11 -08:00
Ryan C. Gordon
c85a100cd1 video: Added a hint to override the display's usable bounds. 2020-01-27 10:58:30 -05:00
Sam Lantinga
89be0e49c6 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
42d4027b9b Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Sam Lantinga
083a8faa77 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Sam Lantinga
cb0cbdf5b4 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
2019-12-20 20:12:03 -08:00
Sam Lantinga
73942288a5 Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee 2019-12-19 15:01:35 -08:00
Sam Lantinga
169f1e0d67 Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Ozkan Sezer
31eea5c6f0 SDL_gamecontroller.h: remove comma at end of enumerator list 2019-11-23 03:28:02 +03:00
Sam Lantinga
834512e872 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Ozkan Sezer
6702986664 updated os/2 config file 2019-11-21 11:33:50 +03:00
Ozkan Sezer
353d490a50 CMakeLists.txt: add several missing function checks for unix case. 2019-11-21 10:33:56 +03:00
Sam Lantinga
5a936d3e3f Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp() 2019-11-20 16:42:50 -08:00
Ozkan Sezer
5993c768c0 added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Cameron Cawley
a1c11854f2 Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Sam Lantinga
ec197b00c7 SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior 2019-11-13 14:24:48 -08:00
EXL
3fedf47c35 haiku: Implement message box for Haiku
Add implementation for functions:

SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()

Add simple customization support also.
Fix build for x86_gcc2.

Partially fixes Bugzilla #4442.
2019-11-11 16:44:40 -05:00
Ryan C. Gordon
4797b53169 Fixed a comment typo (thanks, Dominus!).
https://twitter.com/iniquitatis/status/1190064278365188102
2019-11-01 04:32:44 -04:00
Ryan C. Gordon
46afc69853 cmake: added support for enabling the ARM SIMD/NEON code. 2019-10-24 23:17:19 -04:00
Ben Avison
51bb185151 ARM: Create configure option --enable-arm-neon to govern assembly optimizations 2019-10-24 21:17:05 -04:00
Ben Avison
7d29a715ca ARM: Create configure option --enable-arm-simd to govern assembly optimizations 2019-10-24 21:12:08 -04:00
Ozkan Sezer
23348320f2 SDL_endian.h: Use endian.h for OpenBSD.
Patch from OpenBSD CVS, authored by Donovan Watteau.
2019-10-21 22:22:28 +03:00
Ozkan Sezer
7c0fd2186a Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Sam Lantinga
36070b037c Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting. 2019-10-17 17:32:47 -07:00
Ryan C. Gordon
ccf9360928 x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).

Fixes Bugzilla #4706.
2019-10-15 22:36:08 -04:00
Ryan C. Gordon
a5d7cb771a include: Removed a FIXME comment.
Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but
it makes it harder to look up these flags when debugging an app. The value
has to be written once by one person, the has to be read by tons of people
over and over.
2019-10-15 14:17:32 -04:00
Sylvain Becker
84b6db7037 Remove 'Enum' suffixes (bug 4813) 2019-10-11 06:18:24 +02:00
Sylvain Becker
6f27e26ec6 Fixed bug 4813 - Give enums their own name
* SDL_PIXELTYPE_
* SDL_BITMAPORDER_
* SDL_PACKEDORDER_
* SDL_ARRAYORDER_
* SDL_PACKEDLAYOUT_
* SDLK_
* SDL_LOG_CATEGORY_
2019-10-10 17:40:00 +02:00
Ozkan Sezer
a06c541fa0 endpointvolume.h checks not needed since changeset 13078:ae4f9911321a . 2019-10-01 14:00:02 +03:00
Sylvain Becker
634ae03efb Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Brandon Schaefer
efee6e6d43 offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
  as well as allows for multiple GPUs to be used for headless rendering

Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
2019-09-24 16:36:48 -04:00
David Ludwig
2039634de3 CMake: iOS support added
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)

To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK>  (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")

Examples:
- for Simulator, using the latest, installed SDK:
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64

- for Device, using the latest, installed SDK, 64-bit only
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64

- for Device, using the latest, installed SDK, mixed 32/64 bit
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"

- for Device, using a specific SDK revision (iOS 12.4, in this example):
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64

- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
    cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 11:07:43 -04:00
Ozkan Sezer
7b5253e603 SDL_messagebox.h: remove comma at end of enumerator list 2019-09-22 21:41:20 +03:00
Sam Lantinga
ac13c85597 Updated SDL development builds to version 2.0.11 2019-09-22 10:37:16 -07:00
Sam Lantinga
ad63851807 Don't have Windows headers define min/max, in case they're defined by application code 2019-09-11 15:08:37 -07:00
Sam Lantinga
14cb33df7e x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Ryan C. Gordon
2961493479 stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4().
Fixes Bugzilla #4724.
2019-09-04 00:39:47 -04:00
Sam Lantinga
7405009192 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
2019-08-08 13:26:05 -07:00
Alex Szpakowski
74249a6d05 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00