src


Log

Author Commit Date CI Message
Sam Lantinga 074e613b 2021-11-12T03:03:56 Fixed typo
Sam Lantinga 35d90f17 2021-11-12T03:00:57 Better implementation of SDL_SetWindowMouseGrab() and SDL_SetWindowMouseRect() on macOS
Mathieu Eyraud 5fc7a90a 2021-11-12T10:00:41 Fix refcounting in SDL_hid_exit
Sam Lantinga 162772aa 2021-11-11T20:50:54 Fixed build warnings on Android
Cameron Gutman 50971577 2021-11-11T22:35:41 dinput: Fix memory leak when SDL_DINPUT_JoystickPresent() returns true
Misa 3bf7994f 2021-09-27T14:38:12 Add and use `SDL_FALLTHROUGH` for fallthroughs Case fallthrough warnings can be suppressed using the __fallthrough__ compiler attribute. Unfortunately, not all compilers have this attribute, or even have __has_attribute to check if they have the __fallthrough__ attribute. [[fallthrough]] is also available in C++17 and the next C2x, but not everyone uses C++17 or C2x. So define the SDL_FALLTHROUGH macro to deal with those problems - if we are using C++17 or C2x, it expands to [[fallthrough]]; else if the compiler has __has_attribute and has the __fallthrough__ attribute, then it expands to __attribute__((__fallthrough__)); else it expands to an empty statement, with a /* fallthrough */ comment (it's a do {} while (0) statement, because users of this macro need to use a semicolon, because [[fallthrough]] and __attribute__((__fallthrough__)) require a semicolon). Clang before Clang 10 and GCC before GCC 7 have problems with using __attribute__ as a sole statement and warn about a "declaration not declaring anything", so fall back to using the /* fallthrough */ comment if we are using those older compiler versions. Applications using SDL are also free to use this macro (because it is defined in begin_code.h). All existing /* fallthrough */ comments have been replaced with this macro. Some of them were unnecessary because they were the last case in a switch; using SDL_FALLTHROUGH in those cases would result in a compile error on compilers that support __fallthrough__, for having a __attribute__((__fallthrough__)) statement that didn't immediately precede a case label.
Sam Lantinga 9c3bcf8e 2021-11-11T17:31:14 Added SDL_hid_ble_scan() for pairing Steam Controllers on iOS and tvOS
Sam Lantinga abc12a83 2021-11-11T15:58:44 Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs" This reverts commit 66a08aa3914a98667f212e79b4f0b9453203d656. This causes problems with older compilers: https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
Sam Lantinga 36b2690e 2021-11-11T15:48:56 Moved SDL HIDAPI functions into a single block for the ABI
Cameron Gutman fe09a493 2021-11-11T15:53:11 joystick: Add APIs to query rumble support
Cameron Gutman afccabb8 2021-11-11T12:12:05 joystick: Add capability flags for rumble and trigger rumble When API limitations force us to guess, we favor a false positive (reporting support when it doesn't exist) compared to a false negative.
Cameron Gutman 1ccfbf96 2021-11-11T11:13:08 joystick: Convert HasLED() into a generic GetCapabilities() function
Sam Lantinga 911d91c5 2021-11-11T14:35:51 Retry hid_send_feature_report() if the ioctl() fails with EPIPE (e.g. the device stalled)
Sam Lantinga b15e880e 2021-11-11T13:50:16 Fixed open functions in the SDL_hidapi.h header
Sam Lantinga b9b0df40 2021-11-11T12:52:31 Fixed Linux build
Sam Lantinga c9ada1c1 2021-11-11T12:45:38 Made HIDAPI device change notifications available via SDL_hid_device_change_count()
Ethan Lee 63ae103c 2021-11-11T13:16:34 wayland: QTWAYLAND_CONTENT_ORIENTATION can support multiple values as bitmasks
Sam Lantinga ebed961c 2021-11-11T09:51:39 Fixed build with older Linux kernel headers
Sam Lantinga 11ae43ca 2021-11-11T07:49:38 Only lock the pointer for mouse relative mode, there isn't really a concept of grab and confinement on iOS Locking the pointer prevents the on-screen cursor from moving, which isn't what we want with a grab behavior. Fixes https://github.com/libsdl-org/SDL/issues/4941
Misa 66a08aa3 2021-09-27T14:38:12 Add and use `SDL_FALLTHROUGH` for fallthroughs Case fallthrough warnings can be suppressed using the __fallthrough__ compiler attribute. Unfortunately, not all compilers have this attribute, or even have __has_attribute to check if they have the __fallthrough__ attribute. [[fallthrough]] is also available in C++17 and the next C2x, but not everyone uses C++17 or C2x. So define the SDL_FALLTHROUGH macro to deal with those problems - if we are using C++17 or C2x, it expands to [[fallthrough]]; else if the compiler has __has_attribute and has the __fallthrough__ attribute, then it expands to __attribute__((__fallthrough__)); else it expands to an empty statement, with a /* fallthrough */ comment (it's a do {} while (0) statement, because users of this macro need to use a semicolon, because [[fallthrough]] and __attribute__((__fallthrough__)) require a semicolon). Applications using SDL are also free to use this macro (because it is defined in begin_code.h). All existing /* fallthrough */ comments have been replaced with this macro. Some of them were unnecessary because they were the last case in a switch; using SDL_FALLTHROUGH in those cases would result in a compile error on compilers that support __fallthrough__, for having a __attribute__((__fallthrough__)) statement that didn't immediately precede a case label.
Sam Lantinga 828a0a4a 2021-11-11T07:13:29 Fixed mapping for PS4 controller when using the classic Joystick interface on Linux
Sam Lantinga dc9de1e2 2021-11-11T07:03:30 Get the correct USB VID/PID information for /dev/input/js* devices
Sam Lantinga bd92a95f 2021-11-11T06:30:36 Cleanup for the /dev/js* support (thanks @meyraud705)
Mathieu Eyraud 3090812e 2021-11-11T11:27:56 Convert last SDL_IOReady()'s 2nd parameter to flags Conversion missed in https://github.com/libsdl-org/SDL/pull/4897
Sam Lantinga 1c78b080 2021-11-10T20:02:25 Added support for /dev/input/js* on Linux Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices t hat will be opened in addition to the normal joystick detection Fixes https://github.com/libsdl-org/SDL/issues/1314 Fixes https://github.com/libsdl-org/SDL/issues/1727 Fixes https://github.com/libsdl-org/SDL/issues/1981 Closes https://github.com/libsdl-org/SDL/pull/4727
Sam Lantinga 65a50b24 2021-11-10T16:15:22 Re-enable udev joystick enumeration by default
Sam Lantinga dfb834d3 2021-11-10T13:41:44 Track button state for each mouse input source separately This way we'll get button down and up events for each mouseID individually. Fixes https://github.com/libsdl-org/SDL/issues/4518
Sam Lantinga eda4c407 2021-11-10T12:46:54 Make sure the X event is an Xkb event before checking the Xkb event type
Sam Lantinga 98c98362 2021-11-10T11:04:51 Don't clobber the error in SDL_ShowMessageBox() if one has been set at the platform level Fixes https://github.com/libsdl-org/SDL/issues/4760
Sam Lantinga dc4c7d95 2021-11-10T09:48:49 Fixed infinite loop in SDL_vsnprintf() if the format string is too large for the output buffer Fixes https://github.com/libsdl-org/SDL/issues/4940
Sam Lantinga d5032582 2021-11-10T09:45:56 Use consistent language between SDLTest_AssertPass() and SDLTest_AssertCheck()
Sam Lantinga 6c4b4ee7 2021-11-10T09:41:43 Don't assert on API parameters This causes lots of spam in test automation and it's not clear it's useful to developers. If we need this level of validation, we should add a log category for it.
Sam Lantinga fed85778 2021-11-10T08:47:39 Update the orientation and display modes when the display settings change on Windows Fixes https://github.com/libsdl-org/SDL/issues/1061
Sam Lantinga c0f1109b 2021-11-10T06:03:01 Implemented querying the orientation of displays on Windows
Sam Lantinga 3a31a450 2021-11-10T05:24:31 End the scene before resetting the D3D device, since we'll start with BeginScene after that. If we don't do this, we'll end up with unbalanced Begin/End scene pairs which causes D3DERR_INVALIDCALL in the present. Fixes https://github.com/libsdl-org/SDL/issues/4933
Cameron Gutman 6b64c47b 2021-11-09T23:45:32 haptics: Enumerate XInput/DInput joysticks after haptic init Since the haptic subsystem is usually initialized after the joystick subsystem, the initial calls to HapticMaybeAddDevice() from inside SDL_JoystickInit() will arrive too early to be handled by the haptic subsystem. We need to add those haptic devices for those already present joysticks ourselves.
Eric Wasylishen 0d987936 2021-11-09T22:03:42 testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936) * SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize * testwm2: fix video modes menu hit detection in High DPI cases - also when logical size is specified, e.g. `--logical 640x480 --resizable --allow-highdpi` * add function to determine logical coordinates of renderer point when given window point * change since to the targeted milestone * fix typo * rename for consistency * Change logical coordinate type to float, since we can render with floating point precision. * add function to convert logical to window coordinates * testwm2: use new SDL_RenderWindowToLogical * SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow Co-authored-by: John Blat <johnblat64@protonmail.com> Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
Sam Lantinga 27ce9144 2021-11-09T20:51:42 Send absolute mouse motion when in normal mouse mode and relative mouse motion when in relative mode on iOS This keeps the SDL cursor in sync with the visible cursor when in normal mouse mode.
Sam Lantinga 19c129fa 2021-11-09T20:32:16 Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
Sam Lantinga 7681929c 2021-11-09T12:30:37 Don't send the initial joystick axis event if the application is in the background
Sam Lantinga d31f90d9 2021-11-09T12:09:01 Don't send game controller touchpad or sensor events unless the application has focus Fixes https://github.com/libsdl-org/SDL/issues/4891
Sam Lantinga d2f75636 2021-11-09T11:53:59 When making the window centered it should use windowed mode size since it doesn't affect fullscreen windows Fixes bug https://github.com/libsdl-org/SDL/issues/4750
Susko3 1fc25bd8 2021-11-08T22:04:34 Properly position the IME window(s) on windows
Ryan C. Gordon 04f42e04 2021-11-09T11:50:49 metal: Deal better with -[CAMetalLayer nextDrawable] returning nil. Fixes #4863.
Sam Lantinga 0f2bf629 2021-11-09T06:20:46 Fixed building hidapi when libusb is available
Sylvain e8731933 2021-11-09T13:32:28 Fixed warning: macro is not used
Sylvain c7065bf4 2021-11-09T11:31:29 Fix warning: declaration shadows a local variable
Cameron Gutman 715e7bda 2021-11-09T01:43:44 haptic: Don't enumerate joysticks if the joystick subsystem is active The joystick subsystem has complex precedence logic to deal multiple competing backends like XInput, RawInput, and WGI. Let it fire the MaybeAdd callbacks for joystick devices, since it knows which backend will end up managing them. This resolves a situation where the RawInput joystick backend would take control of an XInput device but the XInput haptic backend would still create a haptic device. Since the XInput joystick backend didn't own the underlying joystick device, we'd end up with an orphaned haptic device that didn't work with SDL_HapticOpenFromJoystick() on the associated joystick device.
Ethan Lee ae67c7d2 2021-11-09T01:30:00 Implemented SDL_SetWindowMouseRect() on Wayland
Sam Lantinga 18e69827 2021-11-08T22:29:02 Fixed Linux build
Yufei Huang 881f747d 2021-11-09T13:35:18 Always destroy icon
Yufei Huang 7fea557b 2021-11-09T12:03:09 SDL_windowsmouse.c: Remove LR_COPYDELETEORG flag
Sam Lantinga 67c42cb4 2021-11-08T22:16:01 Fixed Windows build
Sam Lantinga fd79607e 2021-11-08T21:34:48 Added SDL_GetWindowMouseRect() Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
Sam Lantinga 4db546b0 2021-11-08T20:35:12 Implemented SDL_SetWindowMouseRect() on macOS
Cameron Gutman 9c95c249 2021-11-08T20:01:56 x11: Use XCheckIfEvent() instead of XNextEvent() for thread-safety A racing reader could read from our fd between SDL_IOReady()/X11_Pending() and our call to XNextEvent() which will cause XNextEvent() to block for more data. Avoid this by using XCheckIfEvent() which will never block. This also fixes a bug where we could poll() for data, even when events were already read and pending in the queue. Unlike the Wayland implementation, this isn't totally thread-safe because nothing prevents a racing reader from reading events into the queue between our XCheckIfEvent() and SDL_IOReady() calls, but I think this is the best we can do with Xlib.
Sam Lantinga 2d23d66a 2021-11-08T16:33:50 Fixed SetWindowMouseRect return value on Windows
Sam Lantinga 7d21322d 2021-11-08T16:29:19 Implemented SDL_SetWindowMouseRect() on Windows
Ethan Lee 4b42c05b 2021-11-08T13:52:48 video: Add SDL_SetWindowMouseRect. This API and implementation comes from the Unreal Engine branch of SDL, which originally called this "SDL_ConfineCursor". Some minor cleanup and changes for consistency with the rest of SDL_video, but there are two major changes: 1. The coordinate system has been changed so that `rect` is _window_ relative and not _screen_ relative, making it easier to implement without having global access to the display. 2. The UE version unset all rects when passing `NULL` as a parameter for `window`, this has been removed as it was an unused feature anyhow. Currently this is only implemented for X, but can be supported on Wayland and Windows at minimum too.
Sam Lantinga a3e8fd49 2021-11-08T09:58:11 Cancel any accumulated mouse wheel motion in the opposite direction when the wheel direction changes Fixes https://github.com/libsdl-org/SDL/issues/2912
Sam Lantinga 5dbbc8e6 2021-11-08T09:44:31 Added mouse wheel deltas with floating point precision Fixes https://github.com/libsdl-org/SDL/issues/4888
Sam Lantinga d95a52c9 2021-11-08T09:39:21 Fixed comment typo
Ethan Lee fc998b8e 2021-11-08T12:37:10 wayland: Return true for HasScreenKeyboardSupport only if no physical keyboard exists
Sam Lantinga b8327a4a 2021-11-08T07:19:45 Added SDL_HIDAPI_DISABLED so it can be disabled like other SDL subsystems
Sam Lantinga 2a6feb50 2021-11-08T07:10:38 Removed accidental debugging commit (thanks @DomGries!)
Sam Lantinga 6c56e275 2021-11-08T07:05:17 Set both _NET_WM_NAME and WM_NAME so SDL windows can be shared in the browser. Fixes https://github.com/libsdl-org/SDL/issues/4924
Yufei Huang 301819cd 2021-11-08T20:34:20 SDL_windowsmouse.c: Fix WIN_CreateCursor does not scale with system cursor size preference
Sam Lantinga f61b10dc 2021-11-08T06:34:32 Do more robust validation of devices passed to the SDL HIDAPI functions
Ozkan Sezer dd8c3548 2021-11-08T17:00:56 SDL_hidapi.c: avoid possible NULL pointer dereferences.
Sam Lantinga 5b646cd1 2021-11-07T22:58:44 Build hidapi code into SDL as a new public API This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
Thomas Ballinger 94c1276a 2021-11-07T20:49:32 emscripten: Decrease vertical scroll speed by using deltaMode Reference issue #4623.
Cameron Gutman f6dc47ca 2021-11-07T16:00:47 WGI/DInput: Fix SDL_IsXInputDevice() checks when RawInput is enabled Enabling the RawInput backend causes SDL_XINPUT_Enabled() to return false. That causes WGI and DInput backends to take ownership of XInput-compatible controllers, because they think there's no XInput-specific backend enabled. In WGI's case, it will actually race with RawInput to open the device. By properly excluding XInput devices from WGI, we can ensure that the sets of devices managed by WGI and RawInput don't intersect. This makes the race harmless, since they'll never both go after the same device.
Sam Lantinga 301389ce 2021-11-07T13:52:59 Fixed iOS build
Cameron Gutman b3e909dc 2021-11-07T13:51:34 WGI: Fix SDL_IsXInputDevice() for Xbox One controllers The Xbox One driver stack doesn't propagate the VID/PID down to the HID devices that end up in the GetRawInputDeviceList() output. This means we end up matching against the wrong VID/PID and can't properly exclude Xbox One controllers from WGI. Fortunately, it is possible to walk back up the device tree to find the parent with the matching VID/PID.
Sam Lantinga b8c00bf9 2021-11-07T13:11:29 Allow opening joysticks that are read-only on Linux Fixes https://github.com/libsdl-org/SDL/issues/4713
Sam Lantinga 0323d983 2021-11-07T12:52:06 Add the platform to the game controller mapping so it can be read back in without changes Fixes https://github.com/libsdl-org/SDL/issues/4848
Charlie Birks d950b9e2 2021-11-07T20:40:54 emscripten: Make timers work (if used with emscripten_set_main_loop) Co-authored-by: aidanhs <aidanhs@cantab.net>
Sam Lantinga fe2fe290 2021-11-07T11:48:16 Backed out accidentally committed PR https://github.com/libsdl-org/SDL/pull/4849
Sam Lantinga 86bc65a7 2021-11-07T11:35:12 Fixed non-Apple builds
Sam Lantinga 637bcd0b 2021-11-07T11:19:07 Fixed build warnings
Sam Lantinga e1435826 2021-11-07T11:16:48 Cleanup sfSymbolName support and add them to the dynamic API functions
Patrick Hogan 149e5c65 2021-10-03T12:49:36 Support returning sfSymbolsName for gamepad controls on macOS / iOS / tvOS
Ryan C. Gordon 3acb1725 2021-11-07T12:26:39 stdlib: SDL_snprintf now adds decimal places for ("%f", 0.0). This patch was from @Markvy (thanks!). Fixes #4795.
Eric Wasylishen 2008f2a8 2021-11-07T01:41:34 SDL_test_font.c: fix type of SDLTest_CharTextureCacheList
Eric Wasylishen a0e055a7 2021-11-07T02:48:29 testwm2: add mode menu, click on a mode to call SDL_SetWindowDisplayMode
Eric Wasylishen 70f7ebe6 2021-11-07T01:46:04 SDL_test_font.c: add ability to draw on different SDL_Renderers fixes `testwm2 --windows 2`
Cameron Gutman 6312aaea 2021-11-06T21:52:22 WGI: Add workaround for delayed callbacks after WGI_JoystickQuit()
Sam Lantinga 2248a549 2021-11-05T22:48:46 Update the focus in case we changed focus to a child window and then away from the application In this case we'll get WM_KILLFOCUS when the child window is focused, but we'll retain focus on the top level window, but when we Alt-Tab away, we won't get another WM_KILLFOCUS or WM_NCACTIVATE, we get WM_ACTIVATE instead, so we need to check for focus updates in response to that as well.
Ozkan Sezer 6407d4b0 2021-11-05T17:10:02 remove unnecessary parentheses from SDL_abs()
Kevin Colour 6cbee063 2021-11-05T01:17:29 include: Swap parameter names in atan2 functions
Cameron Gutman 2371b247 2021-10-31T18:27:51 windows: improve feature detection consistency between CMake and non-CMake builds
superzazu 839ca0ea 2021-11-03T16:35:24 SDL_OpenURL (macOS): try to open path if the url cannot be opened (#4830) * SDL_OpenURL (macOS): try to open path if the url cannot be opened * SDL_OpenURL (macOS): use CFURLCreateWithBytes & LSOpenCFURLRef to correctly escape input * fix type casting + indentation
Sam Lantinga 8593076d 2021-11-02T16:04:36 Fixed whitespace
Brick 62629c2b 2021-11-02T22:17:41 Fix 64-bit timeval/timespec delta calculations
Sam Lantinga 6d5edfa7 2021-11-02T15:59:26 Fixed crash on Android 8, due to bugs in AAudio implementation
Frank Praznik 43ddc59f 2021-11-02T16:56:14 Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877) It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library. This adds it to the necessary headers and to the DynAPI list to expose it for use by applications. Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
Ivan Epifanov 848d7b12 2021-11-02T16:12:55 Vita: Implement command batching
Ivan Epifanov 3f7a94fc 2021-11-02T15:16:48 Vita: Remove FillRects
Cameron Gutman f73376ae 2021-11-02T00:31:25 events: Add logging for SDL_CONTROLLERTOUCHPAD*, SDL_CONTROLLERSENSORUPDATE, and SDL_SENSORUPDATE events
Ryan C. Gordon 2379c528 2021-10-25T11:04:42 os/2: Don't try to be clever with the 32-bit GetTicks fallback.