Previous to this commit, key repeats events were typically generated when
pumping events, based on the time of when the events are pumped. However,
if an application doesn't call `SDL_PumpEvents` for some seconds, this time
can be multiple seconds in the future compared to the actual key up event time,
and generates key repeats even if a key was pressed only for an instant.
In practice, this can happen when the user presses a key which causes the
application to do something without pumping events (e.g. load a level).
In Crispy Doom & PrBoom+, when the user presses the key bound to "Restart
level/demo", the game doesn't pump events during the "screen melt" effect,
and the level is restarted multiple times due to spurious repeats.
To fix this, if the key up event is among the events to be pumped, we generate
the key repeats there, since in the Wayland callback we receive the time when
the key up event happened. Otherwise, we know no key up event happened and we
can generate as many repeats as necessary after pumping.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
Refactorization with no functional changes.
Instead of `next_repeat_ms` containing a timestamp based on SDL ticks, we make
it zero-based relative to the key press time, and we store the key press time in
SDL ticks in a new field.
This refactorization is groundwork for future commits which need to use the
key press and release timestamps provided by the Wayland API, which are also
expressed in milliseconds, but whose base does not match the one for SDL ticks.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
If `repeat_info->next_repeat_ms` overflows, many key presses will be generated.
In the worst case, `now = 0xFFFFFFFFU` and the loop will never terminate.
Rearrange the comparison in order to gracefully handle the overflow case.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
src/filesystem/psp/SDL_sysfilesystem.c: In function 'SDL_GetPrefPath':
src/filesystem/psp/SDL_sysfilesystem.c:71: warning: passing argument 1 of 'free' discards qualifiers from pointer target type
This reverts commit c477768e6f.
We want to add the sentinel anytime we pump inside SDL_WaitEventTimeout() to avoid pumping again the next time through, as a performance optimization.
We don't want to catch explicit SDL_PumpEvents() calls by the application with
our polling check to avoid stale data. If the call to SDL_PumpEvents() produced
no events, there will be a sentinel sitting in the queue that will cause
SDL_PollEvent() to immediately return 0 next time it is called.
Our SDL_WaitEventTimeout() implementation avoids this issue by always popping
an event after calling SDL_PumpEvents(). This will remove the new sentinel if
we didn't get any new events.
WGI calls SDL_DINPUT_JoystickPresent() so we need to be sure DInput remains
initialized for the lifetime of the WGI driver to avoid a crash or duplicated
joysticks between DInput and WGI.
If that condition was reachable, the return value should be negative to indicate that waiting for the timeout failed.
Otherwise, SDL_WaitEventTimeout would incorrectly return early.
SDL_Init(SDL_INIT_AUDIO) did not take into account that functions like
SDL_AddAudioDevice do register events, which will need final cleanup
and only gets fired when events were actually initialised.
Sample call stack of a malloc missing its free (Linux + PA):
SDL_malloc_REAL (SDL_malloc.c:5328)
SDL_AddEvent (SDL_events.c:445)
SDL_PeepEvents_REAL (SDL_events.c:531)
SDL_PushEvent_REAL (SDL_events.c:762)
SDL_AddAudioDevice (SDL_audio.c:443)
SourceInfoCallback (SDL_pulseaudio.c:681)
context_get_source_info_callback (introspect.c:534)
run_action (pdispatch.c:288)
pa_pdispatch_run (pdispatch.c:341)
pstream_packet_callback (context.c:349)
do_read (pstream.c:1012)
Fixes https://github.com/libsdl-org/SDL/issues/3005
When mouse buttons are swapped, right mouse button down is the same value as raw mouse button up, and conceptually the two systems use different button masks, so never cache state between the two.
Fixes https://github.com/libsdl-org/SDL/issues/5108
Program received signal SIGILL, Illegal instruction.
X11_InitKeyboard (_this=0x1001f8f0)
at /home/sdl/SDL_git/src/video/x11/SDL_x11keyboard.c:273
273 XKeyboardState values = { .global_auto_repeat = AutoRepeatModeOff };
If the X server's byte order is different from the client, things might
display in the wrong colour.
Apparently we can just set the byte_order field to the client's byte
order, and the X server will adjust everything automatically:
https://xorg.freedesktop.narkive.com/GbSD1aPq/ximage-s-byte-order-field
because:
- GeHint return a value pointer.
- SetHint free internally the pointer
- The -now invalid- pointer is re-read
==9363== Invalid read of size 1
==9363== at 0x4946860: SW_CreateRenderer (SDL_render_sw.c:1044)
==9363== by 0x48F0EC3: SDL_CreateRenderer_REAL (SDL_render.c:938)
==9363== by 0x48C5921: SDL_CreateRenderer (SDL_dynapi_procs.h:332)
==9363== by 0x401584: main (main.c:421)
==9363== Address 0x9c24040 is 0 bytes inside a block of size 1 free'd
==9363== at 0x484621F: free (in /usr/libexec/valgrind/vgpreload_memcheck-amd64-linux.so)
==9363== by 0x494E403: SDL_free_REAL (SDL_malloc.c:5432)
==9363== by 0x48A6153: SDL_SetHintWithPriority_REAL (SDL_hints.c:76)
==9363== by 0x48A6254: SDL_SetHint_REAL (SDL_hints.c:101)
Rounding the scroll deltas from trackpads causes jerky scrolling behavior
by artificially amplifying the effects of very small scroll movements.
We should only round events from devices with discrete scroll wheels,
because we know the smallest unit of movement there is a single tick.
- Fix SDL2main on PSP
SDL2main was not working for PSP, because it wasn't being activated and
it wasn't unsetting the main. Besides that a debug screen being started
was causing issues with joystick input and the sceKernelExitGame calli
is no longer needed with the current PSPDEV SDK.
- Clean up imports in PSP main
- Set PSP GPU and user modes in main
- Fix exit callback in PSP main
The xdg_shell spec seems to state[1] that xdg_toplevel_configure events can
always provide a 0×0 width/height to signal that the compositor doesn't
care. SDL previously assumed the provided width/height was always valid
for fullscreen windows, and so applied it as-is.
This broke SDL applications on KDE/KWin 5.23, which now sends 0×0
configure events (and, in 5.23.3, 1×1 events for some reason), breaking
all SDL applications in fullscreen[2].
[1]: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/6
[2]: https://bugs.kde.org/show_bug.cgi?id=444962#c6
Otherwise, if one builds libSDL2_test using a new mingw but builds
the test programs using an older mingw, a link failure happens:
/opt/local/x86_64-w64-mingw32/lib/libSDL2_test.a(SDL_test_common.o): In function `printf':
/opt/local/x86_64-w64-mingw32/include/stdio.h:372: undefined reference to `__imp___acrt_iob_func'
collect2: ld returned 1 exit status