This fixes the following errors when a dll attempts to link to a shared SDL2::SDL2:
m.c.obj : error LNK2019: unresolved external symbol __imp___acrt_iob_func referenced in function printf
m.c.obj : error LNK2019: unresolved external symbol __imp___stdio_common_vfprintf referenced in function _vfprintf_l
MSVCRTD.lib(init.obj) : error LNK2019: unresolved external symbol _CrtDbgReport referenced in function _CRT_RTC_INIT
MSVCRTD.lib(init.obj) : error LNK2019: unresolved external symbol _CrtDbgReportW referenced in function _CRT_RTC_INITW
MSVCRTD.lib(error.obj) : error LNK2019: unresolved external symbol strcpy_s referenced in function "void __cdecl _RTC_StackFailure(void *,char const *)" (?_RTC_StackFailure@@YAXPEAXPEBD@Z)
MSVCRTD.lib(error.obj) : error LNK2019: unresolved external symbol strcat_s referenced in function "void __cdecl _RTC_StackFailure(void *,char const *)" (?_RTC_StackFailure@@YAXPEAXPEBD@Z)
MSVCRTD.lib(error.obj) : error LNK2019: unresolved external symbol __stdio_common_vsprintf_s referenced in function _vsprintf_s_l
MSVCRTD.lib(error.obj) : error LNK2001: unresolved external symbol __C_specific_handler_noexcept
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol _wmakepath_s referenced in function "int __cdecl GetPdbDllPathFromFilePath(wchar_t const *,wchar_t *,unsigned __int64)" (?GetPdbDllPathFromFilePath@@YAHPEB_WPEA_W_K@Z)
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol _wsplitpath_s referenced in function "int __cdecl GetPdbDllPathFromFilePath(wchar_t const *,wchar_t *,unsigned __int64)" (?GetPdbDllPathFromFilePath@@YAHPEB_WPEA_W_K@Z)
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol wcscpy_s referenced in function "int __cdecl GetPdbDllPathFromFilePath(wchar_t const *,wchar_t *,unsigned __int64)" (?GetPdbDllPathFromFilePath@@YAHPEB_WPEA_W_K@Z)
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol __vcrt_GetModuleFileNameW referenced in function "struct HINSTANCE__ * __cdecl GetPdbDll(void)" (?GetPdbDll@@YAPEAUHINSTANCE__@@XZ)
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol __vcrt_GetModuleHandleW referenced in function "struct HINSTANCE__ * __cdecl GetPdbDll(void)" (?GetPdbDll@@YAPEAUHINSTANCE__@@XZ)
MSVCRTD.lib(pdblkup.obj) : error LNK2019: unresolved external symbol __vcrt_LoadLibraryExW referenced in function "struct HINSTANCE__ * __cdecl GetPdbDll(void)" (?GetPdbDll@@YAPEAUHINSTANCE__@@XZ)
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.
We already know the target view, so just use that.
(cherry picked from commit 619f65af0c390dd10bc0e6bf9dc1227e7ecee54d)
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.
This fixes "testautomation --filter render_testViewport" on Windows
(cherry picked from commit 304d425f99b3b62e5f77ef869731bb702810a572)
This fixes 'testautomation --filter clipboard_testClipboardTextFunctions' on Windows
(cherry picked from commit c24496727cdd40d5c0ffdf7b6a61085ec3a2766d)
and we're statically linking to the library.
This fixes building SDL with -DSDL_WAYLAND_SHARED=OFF
(cherry picked from commit 5b5b67df203e9f8391e7e53aa5de54abf14c482e)
This used to create a context and mainloop for each device and the hotplug
thread, but this isn't correct use of PulseAudio's API. Now we have a
single context and a pa_threaded_mainloop, and all threads cooperate around
it.
This was originally from SDL3, in 35292d7dba88faa667f86e77c63651d19ef49178.
Reference Issue #7883.
Reference Issue #7427.
It is possible for retrieving the machine ID to fail, either because
dbus was installed incorrectly (machine ID absent or corrupt), or in
32-bit builds, because stat() on the machine ID fails with EOVERFLOW
if it has an out-of-range timestamp or inode number.
dbus has historically treated this as a faulty installation, raising
a warning which by default causes the process to crash. Unfortunately,
dbus_get_local_machine_id() never had a way to report errors, so it has
no alternative for that (bad) error handling.
In dbus >= 1.12.0, we can use dbus_try_get_local_machine_id() to get
the same information, but with the ability to cope gracefully with
errors. ibus won't work in this situation, but that's better than
crashing.
(cherry picked from commit 91198baed40d5709020c3001e9234f4580df696a)
Mitigates: https://github.com/ValveSoftware/steam-for-linux/issues/9605
Signed-off-by: Simon McVittie <smcv@collabora.com>
The hidraw device may take additional time to get the correct permissions for us to open it. In my tests on Steam Deck hardware, this ranges between 5-8ms.
(cherry picked from commit c6ee9780df4286f66c38f3fa9732daa9afe0a8a3)
We can't read device info or IMU calibration from this controller, and it has no gyro or accelerometer, but is otherwise perfectly functional.
(cherry picked from commit f168f9c81326ad374aade49d1dc46f245b20d07a)
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)
*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.
Most of the _CreateWindowFramebuffer backends are untested except
for Windows.
Fixes#7047
(cherry picked from commit 67c91353e01f6f2c0cc80c17eeddbad6def7cb01)
This controller shows up with a VID/PID of 0, but has full functionality over Bluetooth
(cherry picked from commit cdfc0c5a3314e4e0cd5152feddd8950c7eb797f1)
This is much more robust and able to dynamically create a mapping for Xbox One S, Xbox Series X, and Xbox Elite 2 controllers.
(cherry picked from commit 9567989eb3ce9c858f0fe76806c5ccad69da89ba)
We can't actually tell yet whether a controller has paddles, so this code isn't effective, but I'll file an upstream issue and see if we can get that resolved.
(cherry picked from commit b0677f476fa43f4a113b04a959228fd38f95d740)
This heuristic for gamepads without a more specific mapping already
tried two incompatible conventions for handling triggers: the Linux
Gamepad Specification uses hat switch 2 for the triggers (for whatever
reason), but the de facto standard set by the drivers for older Xbox
and Playstation controllers represents each trigger as the Z-axis of
the nearest analog stick.
Android documentation encourages Bluetooth gamepad manufacturers to use
a third incompatible convention where the left and right triggers are
represented as the brake and gas pedals of a driving simulator
controller. The Android convention also changes the representation of
the right stick: instead of using X and Y rotation as a second pair
of axes, Android uses Z position as a second horizontal axis, and
Z rotation as a second vertical axis.
Try to cope gracefully with all of these. This will hopefully resolve
the issue described in #5406 (when using unpatched kernels).
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit cf1dc66e2cfc7a65374c5fea681dd31c50363a2c)
The bitfield `mapped` has two different sets of meanings, depending
whether we're setting up the triggers or the d-pad. Represent them
as symbolic constants rather than opaque integers.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit c4d49fadd4500cb522b2a98e5a42d024c566d8bf)
This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.
Fixes#6994.