Log

Author Commit Date CI Message
Sam Lantinga f8de064c 2017-08-13T22:26:44 Added wchar.h to fix build on some platforms with new wcs* functions
Sam Lantinga 7af3786d 2017-08-13T21:55:42 Fixed bug 2755 - SDL2 fails to build on Solaris 10 u3 UX-admin I am compiling with the Sun Studio 12 u2 compiler. There are multiple issues with the build, but this particular issue appears to be that it is illegal to declare a union of a struct of floats and a float. While GCC 4.8.1 does not flag this as an error, Sun Studio is much more standards compliant and strict, halting further compilation with an error.
Sam Lantinga 72ab2588 2017-08-13T21:48:40 Fixed bug 2764 - Timer is not rescheduled with the returned interval afwlehmann Sorry for re-opening, but it turns out that the current interval is indeed not updated. I've just checked the source code of the 2.0.3 release again: 163 if (current->canceled) { 164 interval = 0; 165 } else { 166 interval = current->callback(current->interval, current->param); 167 } 168 169 if (interval > 0) { 170 /* Reschedule this timer */ 171 current->interval = interval; // <-- this line is missing 172 current->scheduled = tick + interval; 173 SDL_AddTimerInternal(data, current); 174 } else { According to the documentation: "The callback function is passed the current timer interval and the user supplied parameter from the SDL_AddTimer() call and returns the next timer interval. If the returned value from the callback is 0, the timer is canceled." If I understand the text correctly, then the current interval should in fact be updated according to the returned value. Otherwise there would be a discrepancy between the next time for which the timer is actually re-scheduled and the value that's passed to the callback once the timer fires again. This could be fixed by adding line #171.
Sam Lantinga 0112f618 2017-08-13T21:18:59 Fixed bug 3743 - make testautomation_sdltest.c to compile Ozkan Sezer The attached patch makes testautomation_sdltest.c more compatible wrt LLONG_{MIN|MAX} macros and makes it to compile on older systems (e.g. glibc-2.8) too, by replacing LLONG_{MIN|MAX} with INT64_{MIN|MAX}. c.f.: bug #3494, where the same issue was described for SDL_test_fuzzer.c
Sam Lantinga eb06aba8 2017-08-13T21:16:58 Fixed bug 3742 - minor warning fixes
Sam Lantinga 2da830a9 2017-08-13T21:15:44 Fixed bug 3741 - more compatible initializers for arrays Ozkan Sezer An array defined like int xPositions[] = {-1, 0, 1, w-1, w, w+1 }; errors with Open Watcom: it strictly wants constants. Small patch like below makes things more compatible.
Sam Lantinga 93a520b3 2017-08-13T21:12:14 Fixed bug 3605 - Software renderer no longer renders after Android screen orientation change Sylvain This still happens with the current trunk version. (software renderer of testdrawchessboard.c) When there is a rotation, the window size changed and the internal surface is marked as "surface_valid == SDL_FALSE". And all further call fails. SDL_video.c : 2478 void 2479 SDL_OnWindowResized(SDL_Window * window) 2480 { 2481 window->surface_valid = SDL_FALSE; 2482 SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SIZE_CHANGED, window->w, window->h); 2483 } some error set to : 2233 return SDL_SetError("Window surface is invalid, please call SDL_GetWindowSurface() to get a new surface"); So, this seems to be the behavior of the API ... In the loop() function of testdrawchessboard.c, we can recreate the surface/renderer : 65 if (e.type == SDL_WINDOWEVENT) 66 { 67 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) 68 { 69 surface = SDL_GetWindowSurface(window); 70 renderer = SDL_CreateSoftwareRenderer(surface); 71 } 72 /* Clear the rendering surface with the specified color */ 73 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); 74 SDL_RenderClear(renderer); 75 } And it displays correctly.
Sam Lantinga 3cae0c38 2017-08-13T21:09:00 Fixed bug 3746 - remove SDLCALL attribute from SDL_BlitFunc() funcptr Ozkan Sezer The attached patch removes SDLCALL attribute from SDL_BlitFunc() funcptr. As far as I can see, *SDL_BlitFunc() is completely internal to SDL with no specific calling convention requirements. The actual functions assigned to SDL_BlitFunc seem to not have any calling conventions specified. So, easy solution is simply removing the strict calling convention from the type.
Sam Lantinga ca5c3048 2017-08-13T21:06:52 Fixed bug 3744 - missing SDLCALL in several functions Ozkan Sezer The attached patch adds missing SDLCALL to several functions, so that they properly match the headers as intended.
Sam Lantinga e54eede2 2017-08-13T21:05:15 Provide the correct state of the on-screen keyboard to the API (patch from Sylvain)
Sam Lantinga 6ee66139 2017-08-13T20:55:59 Fixed bug 3235 - Make the Android window creation similar to iOS' window creation Sylvain Here's a patch. It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window. setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass. Some artefact observed : surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
Sam Lantinga 6ef1a25d 2017-08-13T20:51:08 Fixed bug 3751 - DirectFB linux_input disabled by default Clayton Craft linux_input module is disabled by default, despite the comments in source code that it is otherwise: src/video/directfb/SDL_DirectFB_video.c: devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0); /* default: on */ src/video/directfb/SDL_DirectFB_video.h: #define DFBENV_USE_LINUX_INPUT "SDL_DIRECTFB_LINUX_INPUT" /* Default: on */ When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
Sam Lantinga ddeaa601 2017-08-13T20:42:41 Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks Jimb Esser Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput. I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)). The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
Sam Lantinga ea9bc659 2017-08-13T20:39:00 Added check for XBOX in addition to Xbox and X-Box
Sam Lantinga 78865eff 2017-08-13T20:38:06 Fixed compiler warning
Sam Lantinga f1829d95 2017-08-13T20:37:49 Added SDL_wcscmp()
Sam Lantinga af9ec8f6 2017-08-13T20:13:11 Fixed copy-paste error, thanks Alen!
Sam Lantinga df2d2994 2017-08-13T18:12:06 Fixed bug 2812 - Make libSDL2main.a usable on Android via a dummy symbol Jonas Kulla This eliminates the need to manually compile in SDL_main_android.c. Instead, add "-lSDL2main -Wl,-u,SDL_main_dummy" when linking. I don't know how the nkd-build process works, but unless it was for some reason linking libSDL2main.a it should be unaffected.
Sam Lantinga e9772259 2017-08-13T17:59:59 Fixed bug 2839 - No way to create pre-built libraries for Android Mark Callow README-android says to copy or link the SDL source tree to the jni folder in your Android project. It is not desirable to have to compile SDL with every application; furthermore the Android NDK has support for prebuilt libraries. Attached is script (to be put in build-scripts) that builds the Android version of the libraries. The script builds both the existing SDL2 module and a new SDL2_main module. This is a static library containing the code from src/main/android/SDL_android_main.c. Also attached is a patch for Android.mk adding this module. Note that when building an application's native .so using this prebuilt libSDL2main, you must use a link option, such as --whole-archive, that forces inclusion of the code in the .so because the functions in SDL_android_main are called only from Java.
Sam Lantinga c87e1d52 2017-08-13T14:15:52 Fixed bug 2841 - Hint to set resource id for window icon Alexey Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
Ryan C. Gordon 18cceb5c 2017-08-13T01:00:01 x11: Patched to compile.
Ryan C. Gordon 0a1b905b 2017-08-13T00:58:23 x11: Fix message box titles with Unicode chars on some window managers. Fixes Bugzilla #2971.
Sam Lantinga bfd5a134 2017-08-12T20:25:49 Fixed bug 2931 - Large relative mouse motion jumps when using touch input
Sam Lantinga b2e2bcc2 2017-08-12T20:21:34 Added test debug logs for additional event types
Alex Szpakowski 9be597a0 2017-08-12T22:16:04 iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation.
Sam Lantinga 059d9e46 2017-08-12T17:41:59 Fixed bug 2950 - wrong axes values are set on joystick initialization Edward Rudd Device: Logitech Rumble Gamepad F510 in Xinput mode. Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time. This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers. Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect. Here is my current workaround in the game I'm working on porting.. SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); SDL_GameController* gamepad = SDL_GameControllerOpen(index); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
Sam Lantinga 7bab2913 2017-08-12T17:01:14 Fixed Windows build
Sam Lantinga 05facb3d 2017-08-12T16:59:00 Fixed bug 2979 - SDL_ConvertSurface does not convert color keys consistently Edmund Horner When a 16-bit "565 format" surface has a colour key set, it will blit with correct transparency. If, however, it has its colour key set then is converted to a 32-bit ARGB format surface, the colour key in the converted image will not necessarily be the same pixel value as the transparent pixels. It may not blit correctly, because the colour key does not match the right pixels. In my case, with an image using 0xB54A for transparency, the colour key was converted to 180,170,82; but the corresponding pixels (with the same original value) were converted to 180,169,82. Blitting the converted image did not use transparency where expected. I have attached a test case. The bug has been replicated on both x86_64 Linux (SDL 2.0.2), and 32-bit MS C++ 2010 on Windows (SDL 2.0.0).
Sam Lantinga d226594f 2017-08-12T16:48:46 Workaround for bug 3049 - SDL_Init(SDL_INIT_VIDEO) - XDM authorization key matches an existing client! malferit Hello, I began a little program with SDL2 on Linux in C, and when I call SDL_Init(SDL_INIT_VIDEO) I get an error and this is printed in the console: XDM authorization key matches an existing client! I searched through Internet, and found that some people suggest to run 'xhost +' or to specify this in /etc/X11/xdm/xdm-config: DisplayManager*authName: MIT-MAGIC-COOKIE-1 I don't think an end user needs to know that... But what bothered me is that first I started this little program in Pascal using the Freepascal compiler and it works. In freepascal you only use some thin header bindings in Pascal and then it links with the dynamic SDL library, so I don't understood why it worked with Freepascal and not in C. I run ldd to the two generated applications: Application in C: linux-gate.so.1 (0xffffe000) libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb76ac000) libpthread.so.0 => /lib/libpthread.so.0 (0xb766e000) libc.so.6 => /lib/libc.so.6 (0xb74e2000) libm.so.6 => /lib/libm.so.6 (0xb74a0000) libdl.so.2 => /lib/libdl.so.2 (0xb749a000) librt.so.1 => /lib/librt.so.1 (0xb7491000) /lib/ld-linux.so.2 (0xb77b3000) Application compiled with Freepascal: linux-gate.so.1 (0xffffe000) libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb762a000) libX11.so.6 => /usr/lib/libX11.so.6 (0xb74f3000) libc.so.6 => /lib/libc.so.6 (0xb7367000) libm.so.6 => /lib/libm.so.6 (0xb7325000) libdl.so.2 => /lib/libdl.so.2 (0xb731f000) libpthread.so.0 => /lib/libpthread.so.0 (0xb7305000) librt.so.1 => /lib/librt.so.1 (0xb72fc000) libxcb.so.1 => /usr/lib/libxcb.so.1 (0xb72dc000) libXau.so.6 => /usr/lib/libXau.so.6 (0xb72d9000) libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0xb72d3000) /lib/ld-linux.so.2 (0xb7755000) It seems that Freepascal is linking with libX11, libxcb, libXau and libXdmcp . Linking my C application with libxcb solved the problem (linking with libXau and/or libXdmcp without libxcb didn't work). Linking with X11 links all the other libraries and works as well. So I fill this bug report mainly to let you know about this. I don't know if it is a problem that can be solved on the libSDL side or not, but at least I hope it will help. Hi, some tests: 1. Disabled XDM. Login in console and running 'startx'. The program works without having to link with X11. 2. Enabled XDM. Added 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' to /etc/X11/xdm/xdm-config.The program works without having to link with X11. 3. Enabled XDM without 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' in /etc/X11/xdm/xdm-config . I get the authentication error unless I link with X11.
Sam Lantinga 45cec28b 2017-08-12T16:44:00 Fixed bug 3058 - Slight mistake in GetWindowStyle in SDL_windowswindow.c Coriiander There's a slight mistake in the function "GetWindowStyle" found in file "SDL_windowswindow.c". When a window is marked to be resizable, the resizable style is being added regardless of whether the window has a border or not. While for some arcane, hidden semantics this can be ok, it's still inconsistent in this case.
Sam Lantinga e3f3a757 2017-08-12T16:02:33 Fixed bug 3158 - SDL display window scrambled over VNC Witek Jachimczyk I'm using SDL to develop a video viewer for MATLAB. The window is scrambled while using thightVNC with its default mode of RGB656. SDL does not correctly recognize the pixel mode. I found a solution for this problem. The solution involves modifying SDL/src/video/SDL_pixels.c Adding the following "if statement" under case 16: of SDL_MasksToPixelFormatEnum resolves the issue: if (Rmask == 0x003F && Gmask == 0x07C0 && Bmask == 0xF800 && Amask == 0x0000) { return SDL_PIXELFORMAT_RGB565; } I hope that this helps someone. I took me a while to figure it out.
Sam Lantinga 4a9c6f0a 2017-08-12T15:55:54 Fixed bug 3173 - SDL_GL_GetAttribute overwrites error code from SDL_GL_GetProcAddress Yann Dirson When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it to the user. Pushed a fix to: https://github.com/O-Computers/SDL/commit/f94cb13708ef4d236f8a2a330135b9b3a47db204 Note that the "OpenGL library not loaded" error looks like no root cause either, and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead of the x11 one, I suspect even more accurate info can be given to user.
Sam Lantinga b1ed855d 2017-08-12T15:45:46 Added a note about number key keycodes always being SDLK_0...SDLK_9 even on AZERTY layouts See bug 3188 for more discussion
Sam Lantinga 3b837a26 2017-08-12T15:41:03 Fixed bug 3188 - AZERTY keyboard support broken and inconsistent Daniel Gibson AZERTY keyboard layouts (which are the default layouts in France and Belgium) don't have the number keys (1, 2, ..., 9, 0) in the first row of keys, but ?, &, ?", ', (, -, ?_, ??), = (with small differences between the France and Belgian variants). Numbers are reached via shift. On Linux and OSX, SDL seems to use the corresponding ISO 8859-1 codes (231 for ?232 for ?tc) as SDL_Keycode (but no SDK_* constants exists for those values!), while on Windows SDL seems to map those keys to SDLK_1, SDLK_2 etc, like you'd get on QWERTY. I don't know how other platforms behave. So we have two problems: 1. At least on Linux and OSX invalid/undefined SDL_Keycodes are returned 2. Different platforms behave differently (Windows vs Linux/OSX) It's unclear what behavior is desired: Should SDL_* constants for those keys be introduced (and Windows behavior changed accordingly)? Or should all platforms behave like Windows here and use the existing SDLK_1, ..., SDLK_0 keycodes? This bug on the mailing list: https://forums.libsdl.org/viewtopic.php?t=11555 (my post about Linux/Windows) https://forums.libsdl.org/viewtopic.php?t=11573 (Tim Walters discovered the same problem on OSX about 1.5 weeks later).
Sam Lantinga 1a544145 2017-08-12T15:21:26 Fixed bug 3309 - SDL_ConvertSurface adds AlphaMod when input surface has ColorKey Sylvain Let's you have a SDL_Surface that has ColorKey, but no Alpha Modulation. When this surface is duplicated with SDL_ConvertSurface function, the result has ColorKey and Alpha Modulation (BLEND, and Opaque 255). I think SDL_ConvertSurface should strictly keeps the input format. example ======= SDL_Surface *input; // ... Set up a surface with ColorKey and no AlphaMod SDL_Surface *output = SDL_ConvertSurface(input, input->format, input->flags); // "output" surface has a ColorKey but *also* AlphaMod (BLEND, and Opaque 255).
Sam Lantinga e4124ff5 2017-08-12T15:00:33 Fixed bug 3208 - Minor improvements to the configure script Rafal Muzylo "if we're already using libtool, why aren't we using it ?"; they've been inspired by the fact, that at that mark, neither libSDL2_test.a nor libSDL2main.a were being built correctly (not sure if it's fully broken or just because I've tested the out-of-tree build)
Sam Lantinga 2862b146 2017-08-12T13:05:26 Note that texture contents are undefined when the texture is created.
Sam Lantinga 6f843b90 2017-08-12T12:59:22 Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0 Simon Hug The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white. The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
Sam Lantinga 47c2c7d5 2017-08-12T12:56:28 Cleaned up WindowsScanCodeToSDLScanCode() so VKeytoScancode() always takes precedence for the keys it handles and the rest of the logic is easier to read.
Sam Lantinga 195b8bd8 2017-08-12T12:34:09 Fixed bug 3249 - keysym.mod is incorrect when mod keys are pressed for SDL_KEYDOWN events Adam M. The keysym.mod field does not reflect the state of the modified keys when processing key down events for the modifier keys themselves. The documentation says that it returns the current key modifiers, but they are not current for key down events involving modifier keys. I interpret "current" to mean "equal to SDL_GetModState() at the instant the event is processed/enqueued". For example, if you depress the Shift key you get a key down event with .mod == 0. However, .mod should not be 0 because a shift key is down. If you then release the Shift key, you get a key up event with .mod == 0. Neither event reports the modifier key. If you press Shift and then A, .mod is incorrect (== 0) when Shift is pressed, but is correct later when A is pressed (== KMOD_LSHIFT). You might say this behavior is deliberate, i.e. keysym.mod is the value /before/ the event, not the current value as documented, but that explanation is incorrect because only key down events behave that way. Key up events correctly give the current value, not the value before the event. Not only is it inconsistent with itself, I think it makes keyboard processing harder. The problem is near line 740 in SDL_keyboard.c: if (SDL_KEYDOWN == type) { modstate = keyboard->modstate; // SHOULD THIS BE MOVED DOWN? switch (keycode) { case SDLK_NUMLOCKCLEAR: keyboard->modstate ^= KMOD_NUM; break; case SDLK_CAPSLOCK: keyboard->modstate ^= KMOD_CAPS; break; default: keyboard->modstate |= modifier; break; } } else { keyboard->modstate &= ~modifier; modstate = keyboard->modstate; } In the key down path, modstate (and thus keysym.mod) ends up being the modifier state /before/ the event, but in the key up path modstate ends up being the modifier state /after/ the event. Personally I think the "modstate = keyboard->modstate" line should just be moved after the entire if/else statement, so that keysym.mod always reflects the current state.
Sam Lantinga c0862512 2017-08-12T12:24:59 Fixed bug 3128 - Removing all the static variables from android SDLActivity and accompanying JNI calls. owen I removed all the static variables from SDLActivity.java Updated all the SDL_android.c jni calls as well I added a new function to SDL_android.c/ h void Android_JNI_SeparateEventsHint(const char* c); This is called by SDL_androidtouch.c so that this TU doesn't need to call any JNI functions.
Sam Lantinga 0a52db54 2017-08-12T08:15:09 Fixed bug 3191 - haptic system on android? Patch provided by jintiao and Milan Nikolic, thanks!
Sam Lantinga 78c84e70 2017-08-12T08:06:16 Fixed part of bug 3227 - patch for multiple buttons at the same time not working Philipp Wiesemann There is another problem with the current implementation which maybe should be fixed first (to prevent some work). It was written as if it would get the number of a button from the Java side but actually it gets the state of all buttons. That is why it should not work if more than one button is pressed at once.
Sam Lantinga b425050b 2017-08-12T00:04:46 Fixed compiler warnings on Visual Studio 2013
Sam Lantinga affab6ad 2017-08-12T00:01:24 More fixes for the SDL_scanf code
Sam Lantinga e27dcd1c 2017-08-11T23:54:06 Fixed Android build
Sam Lantinga 7229397c 2017-08-11T21:47:31 Fixed bug 3258 - SDL_TryLockMutex blocks for pthreads with FAKE_RECURSIVE_MUTEX Ian Abbott I just spotted what I think is a bug in "src/thread/pthread/SDL_sysmutex.c" in the SDL_TryLockMutex function when FAKE_RECURSIVE_MUTEX is defined (for an implementation of Pthreads with no recursive mutex support). It calls pthread_mutex_lock instead of pthread_mutex_trylock, so it will block until the mutex is available instead of returning SDL_MUTEX_TIMEDOUT if it cannot lock the mutex immediately.
Sam Lantinga b5ea3c6d 2017-08-11T21:30:06 Fixed bug 3284 - minor correction for SDL_setenv on _WIN32__ platform Coriiander Here is a minor correction for a non-breaking mistake in SDL_setenv for __WIN32__ platform. See below for details. FILE: "SDL/src/stdlib/SDL_getenv.c" FUNCTION: (__WIN32__ platform) int SDL_setenv(const char *name, const char *value, int overwrite) CODE: if (!overwrite) { char ch = 0; const size_t len = GetEnvironmentVariableA(name, &ch, sizeof (ch)); if (len > 0) { return 0; /* asked not to overwrite existing value. */ } } WHAT'S WRONG: The 3th argument to GetEnvironmentVariable (being DWORD nSize) must be the number of characters, not the number of bytes. SDL currently passes "the size of 1 char", rather "1". While it is non-breaking (1=1 after all), it is incorrect. Furthermore there is no need to specify the 2nd and 3th arguments at all. CORRECTION 1: (corrected argument_ if (!overwrite) { char ch = 0; const size_t len = GetEnvironmentVariableA(name, &ch, 1); if (len > 0) { return 0; /* asked not to overwrite existing value. */ } } CORRECTION 2: (stripped of unneeded code) if (!overwrite) { if (GetEnvironmentVariableA(name, NULL, 0) > 0) { return 0; /* asked not to overwrite existing value. */ } }
Sam Lantinga 75d5f343 2017-08-11T21:17:10 Forgot to add function check for fopen64 to CMake build
Sam Lantinga a48c9e6d 2017-08-11T21:16:33 Fixed bug 3292 - SDL_rwops and 64-bit file I/O Juha Niemim? On AmigaOS 4 platform with Newlib 'C' library, there is a problem with failing fseeko64. This seemed to be caused by using fopen instead of fopen64.
Sam Lantinga 4c239e55 2017-08-11T20:54:06 Fixed bug 3297 - Horizontal and Vertical flip swapped on PSP Littlefighter19 When trying to mirror something on the PSP, I've stumbled upon the problem, that using SDL_RenderCopyEx with SDL_FLIP_HORIZONTAL flips the image vertically, vise-versa SDL_FLIP_VERTICAL flips the image horizontally. Proposed patch would be swapping the check in line 944 with the one in line 948 in SDL_render_psp.c
Sam Lantinga 79a846d4 2017-08-11T19:42:39 Fixed bug 3334 - SDL_ShowMessageBox uses wrong index and accesses un-allocated memory romain.lacroix For the windows implementation of SDL_ShowMessageBox() : ./src/video/windows/SDL_windowsmessagebox.c:345 WIN_ShowMessageBox() The implementation in 2.0.4 uses "button index" for parameter "id" of function AddDialogButton(). It then expects the value provided in param wParam of function MessageBoxDialogProc() to be a valid index of a button. It uses this value to index in the array of buttons when DialogBoxIndirect() returns (line 474 : *buttonid = buttons[which].buttonid;) However, when dismissing this box with Escape, the return value of DialogBoxIndirect will be SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT (=2) which is not always a valid index of array buttons. When the array buttons has a length less or equal than 2, the memory access is invalid; I can see that the value written to *buttonId is uninitialized memory (random value). The fix I propose : use value "buttonid" (field of button) for parameter "id" of AddDialogButton(), then copy return value of DialogBoxIndirect() in *buttonid. This way, we will not use an out-of-bounds index in array buttons.
Sam Lantinga 441d9ba2 2017-08-11T19:36:12 Fixed bug 3341 - SDL_sscanf() problem e_pluschauskas Why does SDL_sscanf() always returns the number of format specifiers and doesn't implements standard C library behavior?
Sam Lantinga 1da252c2 2017-08-11T18:56:41 Fixed crash in bug 3367 - RGBA_FROM_PIXEL macro can't handle SDL_PIXELFORMAT_ARGB2101010 Simon Hug The RGBA_FROM_PIXEL macro in src/video/blit.h [1] is not designed to work with more than 8 bits per channel and the ARGB2101010 format makes it read outside of the array bounds causing access violations. This can happen during blitting with the BlitNtoNPixelAlpha and SDL_Blit_Slow functions. When SDL_InitFormat tries to calculate the loss of the channels [2], the Uint8 will wrap around and it will end up at 254 for the 10-bit channels. Clearly way over the 9 entries of the SDL_expand_byte array. (Not that a signed integer would help.) Then the macro tries to access the lookup table with the channel value which could be up to 1023. If the previous indirection didn't cause an access violation this one will. I guess it's not worth modifying this macro for a format that only a few will use. It will only make the other blitters slower. I don't have good ideas to solve this issue. Attached is a test case that does three blits. A copy one that work and the two that use the functions mentioned above. [1] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_blit.h#l303 [2] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_pixels.c#l540
Sam Lantinga df5898b0 2017-08-11T13:37:40 Fixed bug 3464 - Fix for Android hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH ny00 According to the current documentation in SDL_hints.h, if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH is set to "0" (or not set at all) then mouse input should lead to touch events, along with corresponding *fake* mouse events with mouse id SDL_TOUCH_MOUSEID. However, while moving a mouse around (actually using a trackpad identified as a mouse), I get SDL mouse motion events with differing mouse ids, as follows: - If the mouse is moved while a mouse button is pressed, the mouse id is SDL_TOUCH_MOUSEID. - Otherwise, the mouse id for mouse motion events is 0. I've attached sample code for reference, which includes logs of the various mouse events (the "which" field is covered). I believe that no actual mouse event should arrive, if the hint is unset. In particular, no mouse motion event should arrive while no mouse button is pressed. I'm going to attach a patch which resolves this, while also disabling mouse wheel motion events.
Sam Lantinga b3589ed6 2017-08-11T13:24:18 Fixed bug 3492 - SDL_RenderCopyEx angle direction not documented xyzdragon Reading https://wiki.libsdl.org/SDL_RenderCopyEx there is no mention what the angle means. Normally in a mathematically environment positive angles translate to counter-clockwise rotations, but in SDL positive angles means clockwise rotation.
Sam Lantinga 6de66e98 2017-08-11T11:54:24 Fixed bug 3324 - SDL_RenderReadPixels: Wrong rect coordinates with software renderer Daniel SDL_RenderReadPixels with SDL_RENDERER_SOFTWARE reads pixels from wrong coordinates. SW_RenderReadPixels adjusts the rect coordinates according to the viewport. But since this is already done by SDL_RenderReadPixels, the final rect has x2 bigger X and Y.
Sam Lantinga 658975f3 2017-08-11T11:32:00 Fixed bug 3639 - SDL_GetPrefPath returns a path with two consecutive slashes on Unix if org is omitted Fabian Greffrath we use SDL_GetPrefPath() in Chocolate Doom to get a reasonable directory to save and restore config files and savegames: https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/m_config.c#L2162 However, since there is no "organization" behind Chocolate Doom and there is really only one "product" called Chocolate Doom, we pass an empty string for the org parameter and the package string for app. This leads to two consecutive slashes in the path returned by SDL_GetPrefPath() like this: /home/user/.local/share//chocolate-doom/ While this is harmless, it sure looks bad. I believe that it should be possible to either pass a NULL pointer for the org parameter or at least have the function detect an empty string as a means to express "there is no origanization, just a single product". The generation of the path string to be returned by the function will have to get adapted accordingly.
Sam Lantinga 3c852360 2017-08-11T10:42:26 Fixed bug 3646 - SDL_test_common.c: Add key bindings for testing SDL_SetWindowPosition Eric Wasylishen Alt-Up/Down/Left/Right switches between displays using SDL_WINDOWPOS_CENTERED_DISPLAY Shift-Up/Down/Left/Right shifts the window by 100px
Sam Lantinga 222bacd8 2017-08-11T10:32:47 Fixed bug 3682 - Toggle text input in checkkeys when the mouse is clicked Eric Wasylishen Small change to checkkeys so you can toggle text input mode with a mouse click. This is needed for testing how dead keys react to toggling mouse input, i.e. these bugs:
Sam Lantinga 96305832 2017-08-11T10:21:19 Fixed bug 3702 - Clear error messages of SDL_LoadObject for optional libraries Simon Hug Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
Sam Lantinga 6e1b11ba 2017-08-11T10:18:45 Fixed bug 3714 - Windows: SDL_WINDOW_FULLSCREEN_DESKTOP broken on 3 monitor setup w/ DPI scaling Eric Wasylishen 2017-07-26 18:42:58 UTC I set up an (admittedly exotic) 3-monitor setup, and when I enter fullscreen-desktop on the middle display (#2), the SDL window is off center. (covers half of monitor #2 and most of monitor #3). The displays are arranged from left to right: Display #1 (main): 2880x1800, 200% scaling Display #2: 1920x1200, 150% scaling Display #3: 1920x1080, 100% scaling SDL display bounds: INFO: Bounds: 1440x900 at 0,0 INFO: Bounds: 1281x801 at 1921,0 (these are incorrect) INFO: Bounds: 1920x1080 at 4800,0 Correct bounds reported by calling EnumDisplayMonitors and printing the LPRECT param of the callback: 1440x900 at (0, 0) 1280x800 at (2880, 0) 1920x1080 at (4800, 0) It seems like you need 3 displays to reproduce this, and the left two need DPI scaling, and the 3rd display needs to have a different scale factor than the others. Related: https://bugzilla.libsdl.org/show_bug.cgi?id=3709 SDL: current hg (11235:6a587b9e0ec8) Windows 10, Version 10.0.15063 Build 15063 Tested with testdraw2 and testgl2, and pressing alt+enter to enter fullscreen desktop. This patch reworks SDL_windowsmodes.c to use EnumDisplayMonitors instead of EnumDisplayDevices, so we always have an HMONITOR for each SDL display. With access to an HMONITOR, we can get the monitor bounds in virtual screen coordinates the proper way, by calling GetMonitorInfo. (whereas the original code was doing some calculations - e.g. "data->DeviceMode.dmPosition.x * data->ScaleX" - to try to get virtual screen coordinates. These worked in simple cases, but failed in more complex cases like this bug) The one potential problem with my patch is, the ChangeDisplaySettingsEx docs say that you're supposed to get the display name from EnumDisplayDevices, but I'm getting the display name from GetMonitorInfo now.
Sam Lantinga a05522a0 2017-08-11T10:05:45 Fixed bug 3723 - Possible double free in kmsdrm init code on certain errors Simon Hug KMSDRM_VideoInit allocates and frees some connectors and encoders but doesn't set the pointer to NULL after freeing. The cleanup code at the end may free one of those garbage pointer should an error happen in the initialization.
Sam Lantinga d0b46f1b 2017-08-10T11:57:19 Fixed bug 3681 - SDL_UpateTexture documentation not specific enough about format requirement Simon Hug The documentation of SDL_UpateTexture does not say that the pixel data has to be in the format of the texture.
Sam Lantinga 843293be 2017-08-09T20:26:16 Fixed bug 3701 - WM_TOUCH message may cause calls to null if touch functions are not properly loaded Simon Hug When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
Sam Lantinga a47bf374 2017-08-09T20:23:48 Fixed bug 3728 - [Android] crash when shared libraries are no loaded Sylvain On Android, when shared libraries are not correctly loaded (eg SDLActivity.mBrokenLibraries is true), there is a pop-up with an error message. After user dismisses the pop-up, application crashes: - because the native function "nativePause()" may no be loaded (if libSDL2.so is not loaded). - because mSurface is null.
Sam Lantinga af44a595 2017-08-09T20:20:35 Fixed bug 3672 - Add joystick to controllerdb Moritz M-H The following entry needs to be added to the gamecontrollerdb for the Qanba fighter stick under linux
Ryan C. Gordon 73c6cebb 2017-08-09T22:43:16 cmake: Pacify warning about Policy CMP0042 not being set.
Ryan C. Gordon 80c6c2fa 2017-08-09T22:34:45 cmake: whoops, Sam and I both fixed this bug at the same time. :)
Sam Lantinga 496337b3 2017-08-09T19:03:10 Fixed bug 3651 - CMake build does not install CMake package configuration tschwinger@elitemail.org Most ironically, although autoconf/automake-based builds install (pretty half-assed) CMake package configuration files, they're missing in installations resulting from CMake-based builds entirely. A proper configuration file typically also loads target exports (implemented in patch 3572, also fixing this issue - see my comment on that issue for details). I believe it would be best to let the dinosaurs go extinct and redirect all build efforts to the CMake end for two reasons: 1. It potentially provides the best user experience, but you'd have to give it some love and ship with less quirky buildfiles. 2. It would force distros to build SDL via CMake and thus would ensure target exports are actually available everywhere. Various CMake patches I submitted today in summary (directly converted from the HG commits and `am`d onto a fork of a git mirror that happened to be on `tip`). https://github.com/tschw/SDL/commits/patched Fixing #2576 #3572, #3613, and this fresh ticket, which is almost entirely advertisement ;). These already do to make SDL much less of a quirky fella to have in your dependency tree...
Sam Lantinga d3af447e 2017-08-09T18:47:33 Fixed bug 3590 - CMAKE: typos in CheckMir Martin Gerhardy - list(APPEND EXTRA_CFLAGS ${MIR_TOOLKIT_CFLAGS} ${EGL_CLFAGS} ${XKB_CLFLAGS}) + list(APPEND EXTRA_CFLAGS ${MIR_TOOLKIT_CFLAGS} ${EGL_CFLAGS} ${XKB_CFLAGS}) CFLAGS is spelled wrong in two different ways for EGL and XKB And while you are on it... sdl needs mir >= 0.24 afaik - it fails on travis-ci (ubuntu 14.04 LTS with 0.18 installed and in other environments, too (e.g. https://github.com/urho3d/Urho3D/issues/1685) To fix this one should add a min version check to pkg_check_modules like this - pkg_check_modules(MIR_TOOLKIT mirclient mircommon) + pkg_check_modules(MIR_TOOLKIT mirclient>=0.24 mircommon)
Ryan C. Gordon 1b8117be 2017-08-09T19:50:18 cmake: Don't link directly against a libpthread on Android (thanks, Anthony!). Android has pthreads, but it's just part of their C runtime instead of a separate library like the usual Linux platforms. Fixes Bugzilla #3675.
Sam Lantinga 53d4f5c9 2017-08-09T16:20:04 Fixed bug 3733 - Makefile sleeps for 3 seconds if configure is out of date
Ryan C. Gordon 2d67381a 2017-08-09T18:41:59 haiku: non-x86 spins use a normal libstdc++ filename. Handle the differences. Fixes Bugzilla #3730.
Ryan C. Gordon 69092c7e 2017-08-09T18:30:48 haiku: Fixed compiler warning.
Sam Lantinga 03250690 2017-08-09T12:38:20 Added a private hint for Steam to bypass the controller filtering for the Steam virtual gamepad
Sam Lantinga f15dbc8f 2017-08-09T12:11:59 Fixed Linux build
Sam Lantinga c49fa37c 2017-08-09T11:59:29 Added SDL hints to filter the set of game controllers reported by SDL
Sam Lantinga dc400184 2017-08-09T11:58:38 Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file.
Ryan C. Gordon a412ba0d 2017-08-09T01:01:41 haiku: Patched SDL_bopengl.cc to compile on x86-64 Haiku. Fixes Bugzilla #3729.
Ryan C. Gordon d5215d9d 2017-08-09T00:56:05 Fixed up some compile warnings and errors on x86-64 Haiku.
Ryan C. Gordon 64c29577 2017-08-09T00:55:27 Added a FIXME for 2.1 about an API change.
Sam Lantinga 4e43c631 2017-08-08T20:38:23 Re-added missing entry for the Steam Virtual Gamepad (was Valve Streaming Gamepad)
Sam Lantinga ef54d5a8 2017-08-07T10:28:59 Fixed building on various versions of GCC - YUV MMX code is disabled for now
Ryan C. Gordon 76306827 2017-08-07T00:36:45 README-linux.md: added libsndio-dev to the package list.
Ryan C. Gordon 9dde37ea 2017-08-07T00:25:18 sndio: Fix for some platforms (Linux, for example) that don't define INFTIM. Fixes Bugzilla #3712.
Philipp Wiesemann 27de835d 2017-08-05T22:10:55 emscripten: Fixed compiler warnings about integer to pointer conversions. Found by buildbot.
Philipp Wiesemann 711df8a9 2017-08-05T22:10:48 emscripten: Fixed compiling without OpenGL support.
Philipp Wiesemann f216b446 2017-08-05T22:10:36 kmsdrm: Fixed crashes if allocating memory failed.
Philipp Wiesemann b8a7dd77 2017-08-05T22:10:25 nacl: Fixed freeing static memory on video quit.
Philipp Wiesemann 1f698469 2017-08-05T22:10:15 mir: Removed unnecessary function declaration.
Philipp Wiesemann e9ae411a 2017-08-04T23:01:01 Updated generated configure script.
Philipp Wiesemann 4723943b 2017-08-04T23:00:47 kmsdrm: Fixed compiling without OpenGL support.
Philipp Wiesemann 8aa147fa 2017-08-04T23:00:30 Fixed compiler warnings about type conversions. Found by buildbot.
Ryan C. Gordon a09efc73 2017-08-04T16:18:34 psp: Force audio channels to stereo if > 2 channels requested (thanks, Solra!). Fixes Bugzilla #3726.
Sam Lantinga cc5ceb11 2017-08-04T13:06:56 Temporary hack to fix bug 3725 - Call made to glGetString before context creation This breaks bugs 2570, 3145
Sam Lantinga 56cab6d4 2017-08-03T09:48:44 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events.
Brandon Schaefer 86e95a60 2017-08-02T17:45:15 kmsdrm: Fix tearing in neverputt/ball https://gfycat.com/FatalFarawayHeron
Patrice Mandin c544d2b9 2017-08-02T23:42:08 Add support for Saitek P990 Dual Analog Pad
Brandon Schaefer fca91451 2017-08-02T13:51:14 kmsdrm: Fix leaking SDL_VideoDevice*