as offscreen is enabled in CMakeLists.txt, we get a blanks window
otherwise.
From a patch by Silvan Scherrer, at Bitwiseworks' fork.
(cherry picked from commit 66d5ad19f0260f42426a66fe664b6e98291faa37)
When a hardware keyboard is attached, it can take over 100 ms for the keyboard event to generate text input. In that case we want to record that we recently received a keyboard event so we don't synthesize duplicate virtual key press/release events for the input text.
(cherry picked from commit 648de4f9b8ebcf9e794aba2ec2955d129167c48b)
When a hardware keyboard is attached to an iPad, you can easily trigger a set of on-screen keyboard transitions that will take place over time, and we need to track whether we're currently showing or hiding the keyboard and make sure we don't clobber the existing state during those transitions.
Testing:
* Connected a hardware keyboard to an iPad
* Launched checkkeys
* Noted the keyboard bar was active at the bottom of the screen and text input was active
* Tapped with both fingers to quickly toggle text input off and back on
* Noted the keyboard bar slid down and then back up, and text input was active
* Tapped on the keyboard bar to bring up the full on-screen keyboard and then closed it so the keyboard bar was still active, and text input was still active
* Tapped on the screen to turn text input off, noted the keyboard bar slid down
* Tapped with both fingers to quickly toggle text input on and back off
* Noted that the keyboard bar slid up and then back down, and text input was inactive
* Tapped on the screen to turn text input on, tapped on the keyboard bar to bring up the full on-screen keyboard, and text input was active
* Pressed a key on the physical keyboard, the on-screen keyboard closed, the key press and release was delivered (with no text input) and then the keyboard bar slid up, and text input was active again
Fixes https://github.com/libsdl-org/SDL/issues/7979
(cherry picked from commit c3288d113e434b20d2f0dda73210d3a52504d199)
This is another attempt to make sure we don't cause beeps from unhandled key presses while still allowing full text input functionalty.
If this isn't selective enough, we might need to go up the responder chain to see what's going to handle the event before passing it along.
Fixes https://github.com/libsdl-org/SDL/pull/6962
(cherry picked from commit a8abe612ed5597cbaabb903c0121b5b48baee91d)
This reverts commit bbf38bbbc334bc0ee90d3eec228a968d8fc1689e, which prevented text input from working when a hardware keyboard was connected, since key strokes don't get to the text input field.
Fixes https://github.com/libsdl-org/SDL/issues/7958
(cherry picked from commit f5ea6ae18d860796184b9b31a2005957cb7e30a2)
This can happen if a monitor is in the process of becoming primary because another monitor was disconnected.
(cherry picked from commit 07578fde3dad2dadd605f5b18399c8d021f6ae5d)
This fixes video initialization on headless systems with VNC
Fixes https://github.com/libsdl-org/SDL/issues/8054
(cherry picked from commit 71099149b8fc062ea0ece232ccdd9f0ee9b3588b)
This adds support for the back paddles, and the "..." key
which are not automatically detected.
* "Back" is mapped to the top left "two windows" key.
* "Start" is mapped to the top right "hambuger menu" key.
* "Guide" is mapped to the "Steam" key.
* The "..." key is just a generic button.
When looking at the screen, paddles are number
* P1: Top right
* P2: Top left
* P3: Bottom right
* P4: Botom Left
The new controller mapping was created with the SDL3 gamepadmap tool.
(cherry picked from commit 27b8abb0562f46e64337d5d799b877c357001254)
- Fixed audio device detection and usage.
- Implemented audio capture support
- Refactored buffer handling to separate pointers to fill and drain buffers.
Based on patches by josch1710 and Lars Erdmann:
https://github.com/bitwiseworks/SDL2-os2/pull/7
This call is actually a left-over when porting from fcitx4 service to the new org.freedesktop.portal.Fcitx supported by both fcitx4/fcitx5. CloseIC is actually never a part of the new interface on org.freedesktop.portal.Fcitx. It cause any issue user visible effect.
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
(cherry picked from commit bd4f155bbbdc4be34505535e4bd936ae12671925)
That will put the PS5 controller into enhanced mode, which breaks DirectInput games
(cherry picked from commit 2fef0be2f646ae048e239aa6694e632081c85238)
If, in the case where all displays has been disconnected, and some window state change occurs before an active display is re-added and finalized, the pointer returned by SDL_GetDisplayForWindow() will be null necessitating that the returned pointer be checked for validity before dereferencing it.
- Make sure the hotplug thread has hit its main loop before letting
DetectDevices continue.
- Don't unref the context subscription operation until it completes
(or we are shutting down).
I'm not sure which change fixed the problem, but at least one of them
appears to have done so.
Reference Issue #7971.
This risks blocking the thread if disaster ensues, and we can wait in the
thread's main loop for subscription as well anywhere else.
Reference Issue #7971.
(cherry picked from commit 956b18f50cc3794f253b025cca6e5e00c445fd67)
If there is only one controller slot available, assume that's the one matching new RAWINPUt devices. This will be right most of the time, and uncorrelation will fix any bad guesses.
(cherry picked from commit 41882a1acb6054dc7a56fd5ff7f0a279ba1144c0)
This report is for third party controllers only, and might be causing issues with fake PS4 controllers.
Reference https://github.com/libsdl-org/SDL/issues/7960
(cherry picked from commit 092a4b780ca464de71b89ffa5dc655ce256ce350)