Commit graph

617 commits

Author SHA1 Message Date
Sam Lantinga e16afa792f Automatically switch to testing a new controller when it's plugged in 2020-11-24 16:38:49 -08:00
Sam Lantinga 34bea84a54 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD
Alex S

Ah, that's not quite enough. You need to:
  1. rename src/joystick/bsd/SDL_sysjoystick.c to something;
  2. regenerate configure.
2020-11-23 23:03:55 -08:00
Sam Lantinga 04b45b5581 Allow testing a specific controller 2020-11-23 14:28:30 -08:00
Sam Lantinga ff4bc1389c Fixed mapping controllers after adding the touchpad button 2020-11-23 14:28:16 -08:00
Sam Lantinga 75721b191c Allow testing effects on PS4 controllers
Note, this will switch the controller into advanced report mode which breaks DirectInput on Windows
2020-11-21 18:01:23 -08:00
Sam Lantinga fcb21aa883 Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers

Also fixed an issue with the accelerometer on iOS having inverted axes
2020-11-17 10:30:20 -08:00
Sam Lantinga d140d88744 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial() 2020-11-16 17:36:47 -08:00
Sam Lantinga fe4da4206a Improve LED color calculation, don't set LED unless left thumbstick is moved 2020-11-16 10:39:44 -08:00
Sam Lantinga 9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga e749c1266f Fixed overflow in trigger rumble calculation 2020-11-12 07:53:01 -08:00
Simon McVittie 65847539dd test: Add a unit test for input device classification heuristics
This uses pre-recorded evdev capabilities, so that we can check for
regressions without the devices having to be physically present.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2020-11-11 19:15:43 -08:00
Sam Lantinga 1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Ryan C. Gordon c3a32605f8 testvulkan: Patched to compile with SDL's internal Vulkan headers. 2020-11-09 04:55:15 -05:00
Sam Lantinga 009b62f1c2 Be explicit about mapping the new game controller paddle buttons 2020-11-07 02:22:15 -08:00
Sam Lantinga 5a92edee03 Don't try to map the accelerometer as a game controller 2020-11-06 15:54:18 -08:00
Sam Lantinga 59a644fb01 iOS should use the same size window for the controller tests as other platforms
Otherwise the position of the button and axis elements won't be correct
2020-11-06 14:44:26 -08:00
Sam Lantinga 3a3aaac221 Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
2020-11-06 11:30:52 -08:00
Sam Lantinga e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Ozkan Sezer d27238751f os2: integrate the port into main tree. 2020-10-14 23:01:06 +03:00
Ozkan Sezer 1d9cf23e4c os2: updated copyright dates for 2020. header guard fixes. 2020-10-14 23:01:05 +03:00
Ozkan Sezer 4551c63372 os2: make testnative working -- imported from bitwiseworks' fork:
e2abc76b24
2020-10-14 23:01:02 +03:00
Ozkan Sezer 74cfb81dbb os2: add port files for SDL2-2.0.4 from Andrey Vasilkin
only geniconv/iconv.h (was from LGPL libiconv) is replaced with a generic
minimal iconv.h based on public knowledge.
2020-10-14 23:01:00 +03:00
Ozkan Sezer 10eb5108b6 test/Makefile.os2: add testlocale.exe to build. 2020-10-11 20:00:20 +03:00
Ryan C. Gordon b7b2995fbe url: Added to Visual Studio project files. 2020-10-05 15:27:32 -04:00
Ryan C. Gordon 77c9d73b63 Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
2020-10-05 11:30:33 -04:00
Ryan C. Gordon 0e98040d43 joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
2020-06-28 16:23:05 -04:00
Ryan C. Gordon 50fd0dd143 test: testspriteminimal wasn't calling SDL_Quit() on exit. 2020-06-26 21:35:54 -04:00
Ryan C. Gordon fa23e3d00b locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.

Fixes Bugzilla #2131.
2020-05-04 02:27:29 -04:00
Sam Lantinga aba2792896 Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick

Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
2020-04-18 21:41:37 -07:00
Sam Lantinga ef147d2e29 Enable virtual joystick API by default 2020-04-13 08:13:50 -07:00
Sam Lantinga 3d942ccc15 Removed debug code 2020-04-08 09:02:02 -07:00
Sam Lantinga 09f552639a Fixed memory leak and removed debug code from Windows sensor implementation 2020-04-08 09:00:10 -07:00
Jay Petacat c760c02c6c Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.

Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.

Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
2020-03-25 01:34:15 -04:00
Sam Lantinga 89fe32ddf9 Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake
DominikD

There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`

This patch adds these two files to the `RESOURCE_FILES` variable.

One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
2020-04-05 08:46:59 -07:00
Ryan C. Gordon 377f2d35d5 configure: Remove wayland-protocols check from configure and CMake scripts.
We ship these with SDL now, don't need the system versions installed.
2020-04-01 13:43:53 -04:00
Sam Lantinga 2be75c6a61 Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig

I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver.  This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically.  A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.

The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.

Use of virtual joysticks goes as such:

1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual.  If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes.  Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).


Here is a listing of the new, public APIs, at present and subject to change:

------------------------------------------------------------

/**
 * Attaches a new virtual joystick.
 * Returns the joystick's device index, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);

/**
 * Detaches a virtual joystick
 * Returns 0 on success, or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);

/**
 * Indicates whether or not a virtual-joystick is at a given device index.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);

/**
 * Set values on an opened, virtual-joystick's controls.
 * Returns 0 on success, -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);

------------------------------------------------------------

Miscellaneous notes on the initial patch, which are also subject to change:

1. no test code is present in SDL, yet.  This should, perhaps, change.  Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official.  If tests are to be added, what kind of tests?  Automated?  Graphical?

2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX.  When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).

3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.

4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER.  This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).

5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.

6. the initial patch is based off of SDL 2.0.12

7. the virtual joystick subsystem is disabled by default.  It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1



Questions, comments, suggestions, or bug reports very welcome!
2020-03-13 19:08:45 -07:00
Sam Lantinga de2001eeee Fixed binding the D-PAD on the 8BitDo M30 controller 2020-03-13 13:05:40 -07:00
Sam Lantinga 611403dd0e 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 25061816bf Fixed compile warning 2020-03-02 10:58:08 -08:00
Cameron Cawley 80cf4f0724 test: Improved detection of OpenGL support 2020-02-08 19:34:51 +00:00
Cameron Cawley 8f1a916ac5 Add basic support for compiling on RISC OS 2020-02-13 20:50:47 +00:00
Cameron Cawley 033aa51d87 testfilesystem: Don't exit the application if SDL_GetBasePath isn't supported 2020-02-13 22:58:04 +00:00
Sam Lantinga dd0ebfdf8b Use the triggers to test rumble for more fine grained vibration feedback 2020-02-07 11:45:32 -08:00
Sam Lantinga 0a7fe18fe6 On Mac OSX there are spurious hat events at program start, so skip these 2020-01-17 11:06:02 -08:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
David Ludwig acbf25935e Emscripten: build fix for testoverlay2.c 2020-01-13 11:46:17 -05:00
Sam Lantinga 46e1377d49 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 8ce894a316 Ignore axis jitter when mapping controllers 2019-12-05 13:18:56 -08:00
Sam Lantinga 8aaf945b2f Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report 2019-11-28 11:44:15 -08:00
Sam Lantinga b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Sam Lantinga c8896e4681 Turned on controllermap debug output by default 2019-11-21 10:09:26 -08:00
Cameron Cawley 20ddf45ede Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Brandon Schaefer 68985371a0 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 4e518f98a8 CMake: add version strings to Apple Info.plist files
This fills in the CFBundleVersion and CFBundleShortVersionString fields,
if and when SDL's test-apps are built via CMake.  This is needed to install
the .app bundles on iOS 13+ (using 'xcrun simctl install booted path/to/testsuchandsuch.app')
2019-09-23 17:48:14 -04:00
David Ludwig b13c951cca 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 32bb8b4b40 test: replace some exit()s with returns. 2019-09-10 10:03:20 +03:00
Ozkan Sezer 6f8910e398 minor warning fixes. 2019-08-04 14:56:02 +03:00
Ozkan Sezer edc158894c remove test/aclocal.m4 2019-08-03 12:49:50 +03:00
Ozkan Sezer 4953e050f5 use SDL_zeroa at more places where the argument is an array. 2019-07-31 05:11:40 +03:00
Sam Lantinga 3fc447dfc9 Fixed bug 4708 - testdropfile: double-free
Juha Niemim?ki

SDLTest_CommonEvent seems to free the file name so testdropfile prints some garbage to console and crashes when freeing the name again.
2019-07-03 02:37:15 -07:00
Ryan C. Gordon f71454c0ad testoverlay2: Changed some C runtime calls to be SDL equivalents. 2019-06-11 02:32:43 -04:00
Ryan C. Gordon b5d3b6fc25 test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
Ryan C. Gordon 00e5eeb40e test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
2019-05-19 01:45:15 -04:00
Ryan C. Gordon 18d83093a8 test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported. 2019-05-18 23:47:57 -04:00
Sam Lantinga 1febfedf85 configure.in: Rename configure.ac to fix an 'aclocal' warning 2019-04-02 05:31:08 -07:00
Ryan C. Gordon edebdeb47f testgesture: Make the background gray.
This is so you can see it on systems that have a minimal window manager and
a black background.
2019-03-17 12:45:19 -04:00
Ryan C. Gordon 6727408d2c testgesture: cleaned up code formatting, etc. 2019-03-15 22:39:31 -04:00
Ryan C. Gordon 7cc0a606d8 testgesture: minor cleanups. 2019-03-15 22:17:21 -04:00
Ryan C. Gordon 5897ed85f5 test: Moved testgesture.c over to the common SDLtest framework. 2019-03-15 22:16:02 -04:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon c3e3503ee8 testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval. 2018-12-16 01:04:07 -05:00
Ozkan Sezer 14e389eadc minor update to Makefile.os2, added a test/Makefile.os2. 2018-11-20 10:55:00 +03:00
Ryan C. Gordon e0cc19f2d8 testsprite2: report average FPS in blocks of five seconds.
This makes the reporting more accurate, vs startup inefficiencies and other
scheduling burps.
2018-09-20 15:41:57 -04:00
Ryan C. Gordon aae29c9ebd test: Makefile should copy .dat files for testoverlay2. 2018-09-02 00:35:11 -04:00
Jeremy Ong a794126d56 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
2018-08-24 09:49:48 -04:00
Sam Lantinga 7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Ryan C. Gordon e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Ryan C. Gordon ed4fe4c9a0 testresample: correctly output .wav files that have floating point audio. 2018-05-15 00:04:02 -04:00
Ryan C. Gordon 4df859c586 cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Sam Lantinga f521b22eb5 Added SDL_THREAD_PRIORITY_TIME_CRITICAL 2018-04-23 22:07:56 -07:00
Sam Lantinga 816a6e68e5 Added support for adjusting thread priorities using Linux RealtimeKit
Michael Sartain

This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.

It allows me to bump the thread priority to high without root privileges or setting any caps, etc.

rtkit readme here:
    http://git.0pointer.net/rtkit.git/tree/README
2018-04-23 17:10:36 -07:00
Sam Lantinga e20d4173bf Added Android custom cursor implementation
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
2018-03-15 18:22:48 -07:00
Sam Lantinga 6cf4d0e43b Fixed bug 4092 - CMake support for building everything in the "test" directory
Eric Wasylishen

Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.

Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.
2018-02-24 08:59:58 -08:00
Ryan C. Gordon af498591df testoverlay2: use SDL_atoi, not atoi. 2018-01-22 09:46:48 -05:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga 4764f7a45c Fixed building YUV test programs (thanks Ozkan!) 2017-11-17 10:54:46 -08:00
Sam Lantinga a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga a225ffc1d7 Added min/max macros for the sized SDL datatypes 2017-10-16 14:39:56 -07:00
Brandon Schaefer e564da78b7 revert files I didnt mean to commit! 2017-09-29 10:15:44 -07:00
Brandon Schaefer e27f12e0da wayland: Fix bug 3814 -Wmissing-field-initializers 2017-09-29 10:07:37 -07:00
Ryan C. Gordon 846a9ab95e test: forgot to change a variable.
Fixes Bugzilla #3787.
2017-08-29 18:25:55 -04:00
Ryan C. Gordon 4fc0163853 test: Fix for negative int that was now a size_t (thanks, Ozkan!).
Fixes Bugzilla #3787.
2017-08-29 18:16:38 -04:00
Ryan C. Gordon eb3c66d3c8 A few more compiler warnings fixed. 2017-08-29 16:05:03 -04:00
Ryan C. Gordon ae667da638 Fixed a bunch of compiler warnings. 2017-08-29 15:52:49 -04:00
Sam Lantinga 37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga 1f2e151b44 Added Vulkan support to the Visual Studio 2010 solution 2017-08-27 22:20:17 -07:00
Sam Lantinga 071e101837 We use the SDL Vulkan headers 2017-08-27 20:41:48 -07:00
Ryan C. Gordon c722e58d1f vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
2017-08-27 23:25:12 -04:00
Sam Lantinga 803fd6d526 Use SDL_Vulkan_GetDrawableSize() instead of SDL_GL_GetDrawableSize() 2017-08-27 19:32:08 -07:00
Ryan C. Gordon 25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga aad997fc9f Fixed bug 3740 - atexit() in test/testime.c 2017-08-27 19:00:03 -07:00
Sam Lantinga c59d9923b3 Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga 0112f61889 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
2017-08-13 21:18:59 -07:00
Sam Lantinga 2da830a909 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.
2017-08-13 21:15:44 -07:00
Sam Lantinga 93a520b385 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.
2017-08-13 21:12:14 -07:00
Sam Lantinga ca5c304814 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.
2017-08-13 21:06:52 -07:00
Sam Lantinga 658975f381 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.
2017-08-11 11:32:00 -07:00
Sam Lantinga 222bacd86c 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:
2017-08-11 10:32:47 -07:00
Philipp Wiesemann 707ee5be26 Fixed typo in log message in testime program. 2017-07-09 23:00:35 +02:00
Philipp Wiesemann 705efc3532 Fixed handling only one event per frame in testshape program. 2017-06-24 23:45:19 +02:00
Philipp Wiesemann cb591ee611 Fixed ignoring first event in testshape program.
Found by Cppcheck.
2017-06-08 22:40:35 +02:00
Philipp Wiesemann 850185f401 Fixed crash if creating textures failed in testshape program. 2017-06-02 22:15:23 +02:00
Ryan C. Gordon 5dc350133f test: Makefile.in should copy bitmap and wave files to build directory.
I've lost count of the times I've forgotten to do this manually and wondered
why loopwave can't open sample.wav.  :)
2017-05-29 18:24:06 -04:00
Philipp Wiesemann 088f57a62a Removed unnecessary call to free() in testoverlay2 program. 2017-05-20 23:30:47 +02:00
Philipp Wiesemann fa3944ba39 Removed unused signal includes and handler in test programs. 2017-05-20 23:30:32 +02:00
Philipp Wiesemann 89499a0836 Removed unused field in loopwavequeue program.
Found by Cppcheck.
2017-04-29 22:50:23 +02:00
Philipp Wiesemann 266816b4aa Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Philipp Wiesemann 34a2a46f66 Removed unused constant in testgesture program. 2017-03-19 22:16:37 +01:00
Sam Lantinga 60ba8552d8 Backed out changeset e3fcdad257fc - testaudiocapture.c already does what we want 2017-03-16 16:45:12 -07:00
Sam Lantinga 570e286fd6 Added an audio recording test program 2017-03-15 11:39:54 -07:00
Sam Lantinga 6bdc0e724d Fixed tabs to spaces 2017-03-09 15:12:19 -08:00
Sam Lantinga aae481294d Added support to loopwave for hotplugging audio devices 2017-03-09 14:50:23 -08:00
Philipp Wiesemann 20c846ebe7 Fixed warning about implicit conversion in controllermap program. 2017-03-04 23:05:47 +01:00
Brandon Schaefer 94a69443c7 mistake: Revert the files that I did not mean to commit 2017-03-01 15:05:54 -08:00
Brandon Schaefer 7bbb13ea59 * Some refactoring and bug fixes. Thanks Micha? Kuchta! 2017-03-01 14:50:59 -08:00
Philipp Wiesemann dfa8fb3105 Fixed warnings if compiling loopwave programs with C++. 2017-02-19 21:05:42 +01:00
Sam Lantinga 6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Sam Lantinga a156b0d994 Added the HOTAS Warthog as a flight stick 2017-01-31 10:20:09 -08:00
Philipp Wiesemann 5e78bc6474 Fixed copyright symbol in testgles2 program. 2017-01-21 22:00:40 +01:00
Sam Lantinga a395a90759 Fixed mapping the PG-9021 which, on Linux, emits a button partway through the trigger press along with axis motion all along the pull 2017-01-20 16:40:11 -08:00
Philipp Wiesemann 2b481015b2 Fixed warnings about missing initializers in testoverlay2 program. 2017-01-14 21:34:45 +01:00
Sam Lantinga a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Ryan C. Gordon 97f19cc367 testresample: write correct length to the .wav header. 2017-01-09 15:56:11 -05:00
Ryan C. Gordon 38854e0333 audio: Improvements in channel conversion code. 2017-01-08 16:18:49 -05:00
Ryan C. Gordon 70c8bd2481 Fixed a bunch of compiler warnings in the test code. 2017-01-07 22:24:45 -05:00
Sam Lantinga 4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga 1ddff75c70 Some controllers have trouble getting out to 20000 2017-01-04 05:09:02 -08:00
Sam Lantinga 082132a70c Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button

There is a fundamental problem not resolved by this commit:

Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.

Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.

My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
2017-01-03 23:39:28 -08:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Philipp Wiesemann e61daa7270 Fixed warning and missing animation delay in testoverlay2 program. 2016-12-30 19:57:50 +01:00
Philipp Wiesemann c2b90f2df8 Fixed compiling of testgamecontroller program with C++. 2016-12-28 20:11:29 +01:00
Philipp Wiesemann de79828b9f Fixed warning about unused variable in controllermap program. 2016-12-28 20:11:12 +01:00
Sam Lantinga 21cb42d79b Make sure we go all the way back (within the XBox controller dead zone) to prevent accidentally binding axes inverted 2016-12-27 09:51:58 -08:00
Sam Lantinga 6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Philipp Wiesemann b515b34dbb Fixed hotplug with more than one device in testjoystick program. 2016-12-16 22:58:32 +01:00
Philipp Wiesemann 0a3f9d0cfb Fixed warning about unused variable in controllermap program. 2016-12-16 22:58:16 +01:00
Sam Lantinga 0c5e7a1067 Fixed handling joysticks that send multiple events for a single control, e.g. both a button and axis event for a trigger.
Tested with the 8Bitdo NES30 Pro on Linux
2016-12-15 14:27:22 -08:00
Sam Lantinga 70aa2a5717 Only print out the controller mappings if we're not going to test a controller 2016-12-09 04:17:10 -08:00
Sam Lantinga 68d7be3949 Fixed bug 3508 - variably modified ?SDL_dummy_size? at file scope in test/testatomic.c
Ciro Santilli

GCC 6, Ubuntu 16.10, cd test; ./configure; make

/bin/sh config.status Makefile
config.status: creating Makefile
gcc -o loopwave loopwave.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
gcc -o testatomic testatomic.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
In file included from /usr/include/SDL2/SDL_main.h:25:0,
                 from /usr/include/SDL2/SDL.h:32,
                 from testatomic.c:14:
/usr/include/SDL2/SDL_stdinc.h:261:20: error: variably modified ?SDL_dummy_size? at file scope
        typedef int SDL_dummy_ ## name[(x) * 2 - 1]
                    ^
testatomic.c:106:1: note: in expansion of macro ?SDL_COMPILE_TIME_ASSERT?
 SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */
 ^~~~~~~~~~~~~~~~~~~~~~~
Makefile:114: recipe for target 'testatomic' failed
make: *** [testatomic] Error 1

If I remove the line SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */ it works, lazy to figure out the best way to do this.
2016-12-06 00:40:09 -08:00
Sam Lantinga dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Ryan C. Gordon 35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Sam Lantinga c406f649b3 Added USB VID/PID information to the SDL test programs 2016-11-10 18:53:50 -08:00
Sam Lantinga 0396af651a Shifting a value by more than its bits isn't defined and has varying behavior depending on compiler and platform 2016-11-06 14:13:28 -08:00
Sam Lantinga 40b571c91e Fixed bug 3468 - _allshr in SDL_stdlib.c is not working properly
Mark Pizzolato

On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c.

One of these, _allshr() is not properly implemented and fails for some input.  As a result, some operations on 64bit data elements (long long) don't always work.

I classified this bug as a blocker since things absolutely don't work when the affected code is invoked.  The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library.  This build environment isn't common, and hence the bug hasn't been noticed previously.

I reopened #2537 and mentioned this problem and provided a fix.  That fix is provided again here along with test code which could be added to some of the SDL test code.  This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler.  The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code.  Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers.  The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
2016-11-06 10:01:08 -08:00
Sam Lantinga 5298830945 Fixed bug 3480 - minor update to NACL common.js
Sylvain

All latest official NACL examples have a slightly different 'common.js' file. It seems it has been updated in the meantime to fix a bug.
2016-11-05 01:48:14 -07:00
Philipp Wiesemann 98d188f5de Added call to SDL_HasAVX2() in platform test program. 2016-10-30 21:01:46 +01:00
Philipp Wiesemann 826508b6ee Removed unused constants in controllermap program. 2016-10-15 20:01:30 +02:00
Sam Lantinga c490b54e08 Fixed black screen on Steam Link 2016-10-13 04:01:25 -07:00
Sam Lantinga cb7b823cc1 Fixed black screen on Steam Link 2016-10-13 02:09:37 -07:00
Philipp Wiesemann ed80cfd9bc Removed empty statements in tests. 2016-10-12 23:36:49 +02:00
Philipp Wiesemann 367a6a3ddf Fixed compiling of three test programs with C++. 2016-10-09 20:31:32 +02:00
Sam Lantinga 56c88c4531 Modified the custom cursor test to be able to load BMP files as cursors 2016-10-04 04:08:02 -07:00
Sam Lantinga f032f811a3 Fixed bug 3318 - testime.c enhancement with GNU Unifont support
Simon Hug

I'm proposing some changes to the IME test program test/testime.c. The patch includes support for the GNU Unifont hex file, making the SDL_ttf dependency optional. There were also one or two bugs that prevented the text and underline from showing up poperly.
2016-10-01 12:43:14 -07:00
Sam Lantinga 3ac201cf7f Fixed bug 3319 - Getting the POSIX out of testqsort.c
Simon Hug

There's a call to the POSIX function random in test/testqsort.c. Naturally, Windows doesn't do that. The attached patch changes the call to the SDLtest framework random functions and adds some seed control.

Looking at SDLTest_RandomInitTime, I just want to say that 'srand((unsigned int)time(NULL)); a=rand(); srand(clock()); b=rand();' is an absolutely terrible way to initialize a seed on Windows because of its terrible LCG.
2016-10-01 12:33:26 -07:00
Sam Lantinga 2cbe9e2b77 Fixed bug 3322 - Missing error checking in testaudioinfo and testaudiohotplug
Simon Hug

The two tests test/testaudioinfo.c and test/testaudiohotplug.c are missing error checking when they call SDL_GetAudioDeviceName. This function can return NULL which the tests pass straight to SDL_Log.
2016-10-01 12:29:55 -07:00
Philipp Wiesemann 929b965c62 Fixed compiling of three test programs with C++. 2016-09-21 23:06:38 +02:00
Philipp Wiesemann 48490a528a Fixed log message in audio capture test program. 2016-08-30 21:16:04 +02:00
Ryan C. Gordon b6daf1f60a testaudiocapture: ask for way more output samples.
Fixes Emscripten builds on Chrome for Android.
2016-08-12 22:50:48 -04:00
Ryan C. Gordon 3139e5d16b testaudiocapture: open capture device to same spec as output device.
...since our resampler is still terrible (sorry!).
2016-08-09 16:57:49 -04:00
Ryan C. Gordon a15b974044 testaudiocapture: use capture device buffer queueing, for better test coverage. 2016-08-06 02:48:00 -04:00
Ryan C. Gordon 7bfe494c62 testaudiocapture: don't use fullscreen for the window. 2016-08-06 02:45:51 -04:00
Ryan C. Gordon 3ed9b0f567 testaudiocapture: made test app interactive.
(hold down mouse/finger to record, then it plays back what it heard. Repeat.)
2016-08-03 00:31:08 -04:00
Ryan C. Gordon f758483a28 testaudiocapture: Make a simple green/red window when recording/playing. 2016-08-02 19:17:51 -04:00
Ryan C. Gordon b35b9f950e testaudiocapture: Let specific devices be opened. 2016-08-02 13:38:56 -04:00
Ryan C. Gordon ee09975007 audio: Initial bits to enable audio capture support. 2016-08-01 00:18:56 -04:00
Brandon Schaefer 578edca454 Tests: Would be wise to compile this 2016-07-13 09:41:43 -07:00
Brandon Schaefer bebb6dee8d Tests: Somehow tabs leaked in... 2016-07-13 07:39:01 -07:00
Brandon Schaefer f2413850d9 Tests: Add a manual test for a custom cursor (Taken from the API docs) 2016-07-13 07:34:06 -07:00
Brandon Schaefer d8866e8400 Tests: Mir needs the window to swap at lease 1 frame for the cursor to show. So render in testwm2 2016-07-13 07:07:46 -07:00
Philipp Wiesemann b524657118 Fixed three source comments in tests. 2016-06-28 21:15:16 +02:00
Philipp Wiesemann b5aa5b04d6 Added a simple test case for SDL_sscanf() to tests.
It fails on platforms where SDL's custom implementation is used.

Relates to Bugzilla #3341.
2016-06-28 21:14:11 +02:00
Philipp Wiesemann 73b63e5b57 Fixed crash in shape test program if memory allocation failed. 2016-05-10 21:13:58 +02:00
Philipp Wiesemann 31e23d57d3 Fixed error return values in filesystem test program. 2016-05-10 21:12:48 +02:00
Philipp Wiesemann 6a9a8b682c Fixed memory leak in game controller test program. 2016-05-05 22:05:21 +02:00
Philipp Wiesemann b53007b0c8 Added missing error return in test program. 2016-04-14 21:10:08 +02:00
Philipp Wiesemann 9011eb1c41 Removed not needed SDL_WINDOW_SHOWN from chessboard test program. 2016-03-28 21:02:30 +02:00
Philipp Wiesemann b82f48bad3 Fixed compiling IME test program with HAVE_SDL_TTF on C89 compilers. 2016-03-10 21:00:27 +01:00
Philipp Wiesemann 43594e3f3d Removed unnecessary include statement in test program. 2016-03-10 21:00:13 +01:00
Ryan C. Gordon deb2acbcd9 A simple test program for SDL_qsort(). 2016-03-10 01:50:43 -05:00
Philipp Wiesemann 21d3297597 Fixed compile warnings about unused variables in IME test program. 2016-03-03 20:11:43 +01:00
Philipp Wiesemann e8b4368512 Replaced strlen() with SDL_strlen() in IME test program. 2016-03-02 20:24:43 +01:00
Ryan C. Gordon 416d046663 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
2016-01-07 14:02:37 -05:00
Ryan C. Gordon 8e855f2fbc Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon f9b7379341 Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon fa8c83c1c1 Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/

Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.

Fixes Bugzilla #3220.
2016-01-03 06:50:50 -05:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann 1446faf00e Fixed a comment in two test programs. 2015-12-25 13:41:23 +01:00
Sam Lantinga cbe19d5378 Fixed whitespace in testspriteminimal.c 2015-12-24 06:11:05 -08:00
Sam Lantinga 7b680a2ab7 Fixed mapping third party XBox controllers that have the trigger axis all the way in until they are pulled and get updated values. 2015-12-18 18:49:23 -08:00
Philipp Wiesemann 11c13916dd Fixed outdated information in README for test programs.
Two programs were removed some time ago and one was renamed.
2015-12-07 21:43:16 +01:00
Philipp Wiesemann 96229eed81 Changed comment in test program to avoid confusion.
There is a library called SDL_sound which is not used here.
2015-12-06 17:50:51 +01:00
Philipp Wiesemann 4abb73298a Fixed comment in filesystem test program. 2015-12-04 22:12:36 +01:00
Philipp Wiesemann 74de09ad4e Fixed compile error in timer test program if PRIu64 not available. 2015-12-01 22:24:04 +01:00
Philipp Wiesemann 1e2a4439a3 Fixed compile warning in IME test program. 2015-12-01 22:22:58 +01:00
Philipp Wiesemann b2445f7bbd Fixed filesystem test program to compile with older versions of C. 2015-12-01 22:21:29 +01:00
Philipp Wiesemann 11d98995da Replaced tabs with spaces in test programs. 2015-11-25 21:39:28 +01:00
Ryan C. Gordon e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Philipp Wiesemann d80f45666b Fixed freeing uninitialized pointers on failure cleanup in tests. 2015-10-07 21:16:59 +02:00
Alex Szpakowski 2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Ryan C. Gordon d338f46512 Added copyright information on test/sample.wav; the mystery is solved! :) 2015-09-18 16:22:23 -04:00
Philipp Wiesemann eb57d75242 Added missing SDL_Quit() in test program. 2015-08-09 20:01:01 +02:00
Ryan C. Gordon 344fbe61b3 testdisplayinfo.c forgot to SDL_Quit() at the end. 2015-08-07 01:00:14 -04:00
Philipp Wiesemann 8bbded2583 Fixed comment in test program. 2015-07-15 21:10:38 +02:00
Ryan C. Gordon b7ecc67009 Added test/testdisplayinfo.c 2015-07-14 21:28:26 -04:00
Philipp Wiesemann 0e45984fa0 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().
2015-06-21 17:33:46 +02:00