Ozkan Sezer
e92a639b23
replaced many uses of libc calls with SDL_ counterparts in os2 sources.
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TODO: core/os2 and geniconv sources _must_ be updated, as well..
2021-10-04 23:00:28 +03:00
Sylvain
dd9b2daf8d
PSP: fixed build
2021-10-04 21:56:42 +02:00
Ozkan Sezer
3ea35fe5bb
fix SDL_atoi()
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fixes https://github.com/libsdl-org/SDL/issues/4811
2021-10-04 21:32:00 +03:00
Sam Lantinga
c501d159a9
Fixed range for Steam Controller sensor values
2021-10-03 14:10:21 -07:00
Sam Lantinga
ea1a2b94f2
Use the correct update rate for Steam Controller sensors
2021-10-02 09:13:29 -07:00
David Gow
eadc8f9355
wayland: Cleanup some SDL_TryLockMutex() calls.
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Check the result of these against 0 explicitly, so that it's obvious
we're bailing out on failure, not success.
2021-10-02 11:14:52 -04:00
David Gow
25f9e32b0e
wayland: Don't let multiple threads dispatch wayland events at once
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wl_display_dispatch() will block if there are no events available, and
while we try to avoid this by using SDL_IOReady() to verify there are
events before calling it, there is a race condition between
SDL_IOReady() and wl_display_dispatch() if multiple threads are
involved.
This is made more likely by the fact that SDL_GL_SwapWindow() calls
wl_display_dispatch() if vsync is enabled, in order to wait for frame
events. Therefore any program which pumps events on a different thread
from SDL_GL_SwapWindow() could end up blocking in one or other of them
until another event arrives.
This change fixes this by wrapping wl_display_dispatch() in a new mutex,
which ensures only one thread can compete for wayland events at a time,
and hence the SDL_IOReady() check should successfully prevent either
from blocking.
2021-10-02 11:03:20 -04:00
Sam Lantinga
8b74575267
Added support for the gyro and accelerometer on Steam Controllers
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Fixes https://github.com/libsdl-org/SDL/issues/4577
2021-10-01 21:32:21 -07:00
Sam Lantinga
db18764e41
Use correct relative include path
2021-10-01 16:27:59 -07:00
Sam Lantinga
632aca2945
Window input focus is based on WM_SETFOCUS and WM_KILLFOCUS as WM_ACTIVATE doesn't necessarily imply focus.
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Hopefully resolves https://github.com/libsdl-org/SDL/issues/4450 and https://github.com/libsdl-org/SDL/pull/4293
2021-10-01 16:17:38 -07:00
Sam Lantinga
9706feacae
Update length after shortening string (thanks mayraud705!)
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Closes https://github.com/libsdl-org/SDL/pull/4698
2021-10-01 15:11:25 -07:00
Sylvain
77acd44f28
DirectFB: fixed creation of palette textures
2021-10-01 22:30:51 +02:00
Sylvain
83d600904b
DirectFB: add partial support for RenderGeometry
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allow to fill triangles with color or texture
but only uniform vertex color is handled (not per vertex color)
2021-09-30 23:47:37 +02:00
Cameron Cawley
c270949b5e
Add a fast path for ARGB888->(A)BGR888 blending with pixel alpha
2021-09-28 11:27:56 -07:00
Ryan C. Gordon
114d1d46ac
direct3d: Remove unnecessary render target support check.
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Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1,
which is to say that Direct3D 9 level hardware must always support render
targets.
(caps.NumSimultaneousRTs is meant to show if you can draw to multiple render
targets in a single draw call.)
We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in
the function anyhow.
Fixes #4781 .
2021-09-27 23:18:25 -04:00
Ethan Lee
0fc43504a0
wayland: Add support for XCURSOR_THEME/SIZE
2021-09-27 16:41:43 -04:00
Martin Mauersics
7c050aa60a
egl: Don't fail to create a context if KHR_create_context_no_error is unsupported
2021-09-27 13:53:16 -04:00
David Gow
35d045584d
video: wayland: Support displays with a 0 refresh rate
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Some wayland compositors report the refresh rate as 0. Since we want to
force a minimum refresh rate of 10 frames worth, we were dividing by the
reported refresh rate, causing a divide-by-zero.
If the refresh rate is 0, instead force a frame every second if no frame
callbacks are received.
This fixes bug #4785
2021-09-27 09:26:40 -04:00
Sam Lantinga
9672d58119
Need to check structure version before setting xdg_toplevel to NULL
2021-09-26 14:22:11 -07:00
Northfear
14f225198d
Use SDL_calloc for allocation of gxm_texture
2021-09-26 14:16:35 -07:00
Cacodemon345
b592e78f93
wayland: Expose xdg_toplevel to SysWM
2021-09-26 05:53:21 -04:00
Sam Lantinga
477fcf52e9
Fixed whitespace
2021-09-24 10:49:46 -07:00
Sam Lantinga
db68af8032
Reduce the likelyhood that the mouse will hover over the taskbar or toast notification while in relative mode, which causes a mouse leave event.
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This will still happen occasionally as the mouse is whipped around, if there is a window overlapping the game window, but it should happen less often now. This could even happen with the original code that warped the mouse every frame, so this should be a good compromise where we don't warp the mouse continously and we still keep the mouse in the safe area of the game window.
Note that notifications can be any size, so the safe area may need to be adjusted or even dynamically defined via a hint.
2021-09-24 10:49:44 -07:00
Ethan Lee
7ed415d2ed
wayland: Reuse KeySymToUcs4 to replicate X11 keymap behavior
2021-09-23 11:50:47 -07:00
Ethan Lee
1a4e2e5ef7
wayland: For text, ignore key events when Ctrl is held
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Fixes #4695
2021-09-23 14:34:39 -04:00
Ryan C. Gordon
0aff42a159
egl: Group data fields before function pointers in SDL_EGL_VideoData.
2021-09-23 00:03:26 -04:00
Ryan C. Gordon
0ad4956c06
egl: explicitly call eglBindAPI during SDL_GL_MakeCurrent.
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The EGL API binding must be specified per-thread, per the docs.
Fixes #1820 .
2021-09-23 00:03:25 -04:00
Ryan C. Gordon
3147716022
egl: make an int into an SDL_bool.
2021-09-23 00:03:25 -04:00
Sam Lantinga
4ec259a784
Fixed building on Visual Studio 2013 and older
2021-09-22 19:06:11 -07:00
Sam Lantinga
287571fb46
Limit effect of in_title_click and focus_click_pending to only blocking cursor warping; without this all relative mouse motion was getting ignored when a window was activated via a mouse button
2021-09-22 17:40:57 -07:00
Northfear
5292156398
End Scene on RunCommandQueue on Vita
2021-09-22 11:54:26 -07:00
Cameron Cawley
08ae790497
Replace calls to asprintf with SDL_asprintf
2021-09-22 11:53:46 -07:00
Cameron Cawley
25a614bc3e
Add SDL_asprintf and SDL_vasprintf
2021-09-22 11:53:46 -07:00
Sam Lantinga
79b0aae86c
The return value of SDL_snprintf is the number of characters that would have been written.
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Fixes https://github.com/libsdl-org/SDL/issues/4762
2021-09-22 11:46:24 -07:00
Ethan Lee
9b74623be9
wayland: Woops, forgot to assign cursor theme size...
2021-09-22 13:52:36 -04:00
Ethan Lee
8e54698aa6
wayland: Add support for high-DPI cursors
2021-09-22 10:37:42 -07:00
Sam Lantinga
432ee7d8ad
Fixed building SDL_dynapi.c without stdio support
2021-09-22 09:29:21 -07:00
Sam Lantinga
345c161feb
Fixed some accidental uses of external C runtime functions
2021-09-22 09:06:45 -07:00
Sam Lantinga
5d455cabf9
Don't process raw input when the window is being dragged or clicked on.
2021-09-21 18:15:11 -07:00
Sam Lantinga
0fd54f91f4
Fixed using a tablet with raw input relative motion
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Tested with a Wacom Cintiq Pro 16"
2021-09-21 18:15:11 -07:00
Sam Lantinga
8fee82d1fd
Improve relative motion handling over RDP
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CR and research: @danielj
2021-09-21 18:15:09 -07:00
Sam Lantinga
eb3bf80f9c
Fixed compiler warnings using Visual Studio 2019
2021-09-21 18:15:09 -07:00
Ryan C. Gordon
ce11caa80f
alsa: Map 7.1 audio channels to match what Windows and macOS expect.
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This matches what we did a long time ago for 5.1 audio.
Fixes #55 .
(FIFTY FIVE. Bug reported 15 years, 3 months, and 11 days ago! lol)
2021-09-21 16:49:44 -04:00
pkubaj
9886d897e2
Fix AltiVec detection on FreeBSD
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The previous code was not correct, because there's no PPC_FEATURE_HAS_ALTIVEC MIB.
Instead, elf vector check should be done.
2021-09-21 09:57:10 -07:00
Ryan C. Gordon
c45facf2ca
alsa: clean up macro salsa a little.
2021-09-21 11:13:46 -04:00
Northfear
3b2fbb1cb7
End current scene before destroying the texture on Vita
2021-09-20 15:55:36 -07:00
Northfear
fc4296c114
Use aligned stride in sceGxmColorSurfaceInit
2021-09-20 13:23:42 -07:00
Northfear
7080bc2a91
Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
2021-09-20 13:23:42 -07:00
Ivan Epifanov
512355d7aa
Vita: fix thread detach. Remove leftover KillThread
2021-09-20 11:03:02 -07:00
Ivan Epifanov
ddcd847c8e
Vita: fix thread priority Add support for thread name and stack size
2021-09-20 08:59:25 -07:00