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3f1fd5ab
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2023-05-23T10:59:03
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Updated source to match SDL function prototype style
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d0bbfdbf
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2022-12-01T16:07:03
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Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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3b191580
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2022-06-27T17:19:39
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Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
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6c2928b4
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2022-04-29T19:30:47
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Switch uses of MIN() to SDL_min()
We're excluding files in src/hidapi to minimize the
diff against the upstream project.
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978fbc32
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2022-02-21T12:02:44
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Fixed compile warnings
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9d86ec85
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2022-02-18T09:57:10
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Palette format: software Render Jitter in rotation (see #5143)
- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
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ceb09ee7
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2022-02-17T23:11:02
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Fixed #5143 - software Render Jitter in rotation
better precision calculating rotated coordinates and interpolation
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75ffa24e
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2022-02-15T13:35:59
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Software Render Jitter in rotation (bug #5143)
The output surface doesn't necessarily to have even width and height.
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d31251b0
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2021-11-21T22:30:48
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use SDL's functions version inplace of libc version
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b5e3d264
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2020-01-23T01:00:52
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Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
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981e0d36
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2020-01-16T08:52:59
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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.
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da56cefa
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2018-10-30T07:00:03
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Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
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82c2f04e
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2018-10-09T17:41:40
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Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease
SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
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5ae90ef6
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2017-09-21T01:22:40
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Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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0d24495b
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2016-11-15T01:24:58
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Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
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ab8bd3d9
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2016-11-15T01:12:27
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Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx
Simon Hug
The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)
Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.
The following blend modes have issues when drawn at an angle.
NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.
MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.
BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.
This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.
There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.
The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...
It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?
As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.
I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
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57d01d7d
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2016-11-13T22:57:41
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Patch from Sylvain to fix clang warnings
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77000ff8
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2016-11-11T13:38:39
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Fixed bug 1822 - Inconsistent renderer behaviour on rotation
Sylvain 2016-11-07 08:49:34 UTC
when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.
if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180 ...
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36e40d30
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2016-10-11T23:19:05
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Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
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9c483655
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2016-10-07T18:00:30
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Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.
When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {
As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
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bf076c22
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2016-10-07T17:30:21
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Fixed bug 2957 - De-reference rz_src without NULL check in SDLgfx_rotateSurface function
Nitz
In function SDLgfx_rotateSurface:
rz_dst =
SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
rz_src->format->Rmask, rz_src->format->Gmask,
rz_src->format->Bmask, rz_src->format->Amask);
Here rz_src get De-referenced without NULL check, which is risky.
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86d4b099
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2016-09-13T18:44:28
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Fixed spacing
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f0505766
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2016-09-13T22:18:06
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Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
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ded3a16e
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2015-06-23T01:44:44
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Fixed compiler warning about shadowed local variables.
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0e45984f
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2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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d763a9f6
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2015-06-19T23:22:53
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Fixed bug 2538 - SDL_SetTextureAlphaMod does not work with SDL_FlipMode or rotation in the software renderer
Adam M.
When setting a texture alpha mod other than 255 and also specifying a flip mode in the software renderer, the rendering fails. When the texture has an alpha channel, it becomes invisible when flipped. When the texture does not have an alpha channel, it is flipped but the colors are wrong: the alpha mod makes the texture darker rather than more translucent.
0) Initialize a software renderer.
1) Load 16-bit 565 or 32-bit texture.
2) Set texture blend mode to BLEND.
3) Set texture alpha mod to 150.
4) Draw the texture flipped horizontally and/or vertically.
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b7ede6cc
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2015-06-19T23:20:43
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Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.
There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).
I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
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b72938c8
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2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
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2015-01-26T22:00:29
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Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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70438be2
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2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
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2014-09-11T19:24:42
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[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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3dcb451f
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2014-04-09T21:29:19
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Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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83200a32
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2014-04-05T23:50:09
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Removed empty statements.
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
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2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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4ca34ad4
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2013-10-20T21:34:38
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Prevent conflicts when linking both SDL2 and SDL2_gfx
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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1e49b1ed
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2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
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2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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dad42067
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2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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