The previous code was working incorrectly on viewports not having the
top left corner on the origin: even in those cases we only need to look
at the width and height of the viewport, because the drawing coordinates
are translated.
Fixes#8828
Unlike the test images in the previous commit, this one is
4-bytes-per-pixel RGBA32, so the masks used here appear to be correct
for both endiannesses. Converting it to SDL_PIXELFORMAT_RGBA32 just
makes it more concise.
Signed-off-by: Simon McVittie <smcv@collabora.com>
All of these test images are provided as an octal dump of
3-bytes-per-pixel data with red, green and blue bytes in that order,
referred to as RGB24 in SDL's taxonomy. However, the call to
SDL_CreateRGBSurfaceFrom() used masks that would have been appropriate
for RGBA32 data.
On little-endian platforms, the test images loaded as intended anyway,
because SDL does not actually check all four masks before deciding to
use RGB24 (it only looks at the red mask), and the red channel happens to
be in the 0x000000FF position for both RGB24 and RGBA32 on little-endian.
Unfortunately, on big-endian platforms, the required masks are not the
same and the call failed with "Unknown pixel format". As far as I can
tell, this means testautomation_surface has never succeeded on big-endian
platforms, but presumably nobody has tried to run it on such platforms
until now.
In the SDL 3 branch, this was fixed as a side-effect of commit
932f6134 "Remove mask versions of SDL_CreateRGBSurface* #6701 (#6711)",
which I have used as a reference to confirm that RGB24 is correct.
Resolves: https://github.com/libsdl-org/SDL/issues/8817
Signed-off-by: Simon McVittie <smcv@collabora.com>
When a test has been disabled because it's known not to work reliably
or it's a test for unimplemented functionality, we probably don't want
to encourage developers and testers to run it and report its failures
as a bug.
Helps: #8798, #8800
Signed-off-by: Simon McVittie <smcv@collabora.com>
This better reflects the actual implementation and makes SDL_HINT_ENABLE_SCREEN_KEYBOARD work on Android.
Fixes https://github.com/libsdl-org/SDL/issues/8652
(cherry picked from commit 014a63b4b5b94ce50f329eddb345f5434654305b)
(cherry picked from commit 46de6241d79c6f4531dbb729b2ed5992ec61b4a2)
(cherry picked from commit 0bd77a5b93494ca88bfd1a86fe106e7bb1d90133)
(cherry picked from commit f341c06552c8618c1178287880fcb8775decfbd3)
(cherry picked from commit 4d2f9f3a324884add7245e8cd13ee06af907c306)
(cherry picked from commit 06f8f9a891194d86ff93a5856f80510d39b75272)
(cherry picked from commit 0c4cb3d1539fefa66c05d131385e35fb2a205fa3)
(cherry picked from commit 0dad56354ceb4222be569e6969475adeec5a1ca1)
The udev container issue is mostly to do with device notifications
and netlink. The device classification stuff just pokes file in /sys
and /run/udev. Doesn't hurt to try it first for classifying joysticks
and then fall to the guess heuristics if it fails.
This allows the most information possible for the CRC string, which is used to differentiate controllers with the same VID/PID.
Fixes https://github.com/libsdl-org/SDL/issues/8724
(cherry picked from commit 1f1ee6f77c492e17a9691c367110c11529fab3fb)
Added support for getting the real controller info, as well as the function SDL_GameControllerGetSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.
Also added an event SDL_CONTROLLERSTEAMHANDLEUPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
(cherry picked from commit c981a597dc7c69e7532796b3a206071807479d35)
XInputGetCapabilitiesEx (ordinal 108) is available in XInput 1.4 that is shipped with Windows 8 and newer.
(cherry picked from commit 08a7ca4d53ef0d504ec780936fd65616fe3a9f09)
Compositors may switch from mouse to touch mode when a touch event is received, causing a pointer leave event and subsequent loss of mouse focus.
Don't relinquish mouse focus on surfaces with active touch events. If there are active touch events when pointer focus is lost, the keyboard focus is used as a fallback for relinquishing mouse focus: if, in this case, the keyboard focus is then lost and there are no active touches, mouse focus is lost, and if all touches are raised and there is no keyboard or pointer focus, then the window loses mouse focus.
(cherry picked from commit 21879faf4815a6acdb29e290d51a15bbe4dae03e)
This makes sure that games launched by Steam see the first controller first, and the controllers in the game match up with the controllers in the Steam UI.
Fixes https://github.com/libsdl-org/SDL/issues/8672
(cherry picked from commit 17723381da9bc3eadb129beaeaed2164c64b5155)
Mesa and Nvidia handle it differently, and one or the other may fix their
implementation in the future, so test which way it works at runtime.
Reference Issue #8004.
(cherry picked from commit 74a25425646d64edeff508ec8e99622a41576905)
- check libiconv with a linkage test with iconv.h included
- check libc iconv with a linkage test with iconv.h included
and LIBICONV_PLUG defined (in case libiconv header is in
include path)
- add new configuration option to prefer iconv from libiconv,
if available, over the libc version, defaults to disabled:
SDL_LIBICONV for cmake, --enable-libiconv for autotools.
- change FreeBSD specific LIBICONV_PLUG define in SDL_iconv.c
to configuration result.
Automatically map controllers as gamepads when using the GCController framework and prefer the physicalInputProfile when possible.
Testing with macOS 13.4.1, macOS 14.1.1, iOS 15.7.4, tvOS 17.1:
* iBuffalo Classic USB Gamepad (macOS only)
* Logitech F310 (macOS only)
* Apple TV remote (tvOS only)
* Nimbus MFi controller
* PS4 DualShock controller
* PS5 DualSense controller
* Xbox Series X controller
* Xbox Elite Series 2 controller
* Nintendo Switch Pro controller
* Nintendo Switch Joy-Con controllers
(cherry picked from commit 0fe5713964287b17e05eb09dd4f83d8580dba254)
Author: Sam Lantinga <slouken@libsdl.org>
Date: Tue Nov 14 12:58:33 2023 -0800
The 8BitDo Zero 2 only sends reports when state changes, so trips the disconnected Bluetooth controller detection. The expected use case is that most people will have official PS4 controllers in enhanced report mode, so disconnected Bluetooth controller detection will still work for those.
Fixes https://github.com/libsdl-org/SDL/issues/8556
(cherry picked from commit 75df4cc5c2cd6b098f49855437c5262263489eab)
I handle command+C and command+V shortcuts for copy/paste from clipboard using
SDL_GetClipboardText/SDL_SetClipboardText. But on iOS command+V shortcut is
also handled by system, so that I also get textinput event with that clipboard
text. And thus the application gets this clipboard text twice (from
SDL_GetClipboardText and from textinput event).
I assume that intended behavior is that command+V shouldn't generate textinput
events. At least as far as I know ctrl+V on other platforms does nothing. This
commit disables paste action for UITextField, so that textinput event isn't
generated anymore.
(cherry picked from commit eddaf870f5b57bbdb7f1cf08bacc4f997806d9a7)
This can be used to work around issues where the Apple GCController driver doesn't work for some controllers but there's no way to know which GCController maps to which IOKit device.
(cherry picked from commit 708f18d49ef6975769865d247e2ce4da6ce8da76)
This reverts commit ad0af488837e44cbea0f0eab3b2f73b50a74bff4.
It turns out the ROG PUGIO II actually enumerates as a gamepad, so this change didn't have any effect anyway. We're getting lots of reports of people's racing pedals and similar devices no longer showing up, so we'll revert this again.
Fixes https://github.com/libsdl-org/SDL/issues/8227
Fixes https://github.com/libsdl-org/SDL/issues/8484
(cherry picked from commit 2c1fbe1967457c6b95323a5ea4136849c66bc307)
This mouse actually enumerates as a gamepad with 2 axes, 8 buttons and a hat.
We'll ignore it like the other ROG mice, unless someone specifically wants to use it as a gamepad.
(cherry picked from commit edd044e90187528656327584b6e2337bbceacd57)
Rework the code to clearly prefer 64-bit sysctls first, then
legacy sysctls, and eliminate a second ifdef.
Signed-off-by: Nia Alarie <nia@NetBSD.org>
(cherry picked from commit 69cae07cc1c216e35ddf3df98048378ad7aeaf92)
`driverdata->width` and `driverdata->height` represent the width and height in logical pixels on scaled outputs with xdg_output. However, to correctly calculate the display's DPI value, we need to use its native resolution.
For example, on a 27" 4K screen with 175% scaling, we have `width` == 2192 and `height` == 1233, resulting in a bogus value of 92dpi, whereas 162dpi are correct for 3840x2160 pixels at 27 inches.
Tested on GNOME mutter 45.1.