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.
This makes sure you can hit Ctrl-C if you don't have permission to access the raw keyboard device.
Fixes https://github.com/libsdl-org/SDL/issues/4812
(cherry picked from commit ce9e1bd32485ae8a024d8147e3aa3a36f0cb0a19)
At the point we're calling SDL_IsJoystickXboxSeriesX(), we don't know for sure that the controller is an Xbox controller.
Fixes https://github.com/libsdl-org/SDL/issues/8174
(cherry picked from commit 15bc12165ab56e6fbf93b8f3d18f2a0bb5854d8c)
Existing code is erroneous, because it adds or removes dependency's ref count based on number of InitSubSystem/QuitSubSystem calls, while ref count diff should depend on number of inited or quit dependents.
Recursive approach seems to be simplest solution that guarantees proper ref count.
Emscripten was using its own, private integer in order to allocate
new SDL_JoystickIDs. SDL keeps a similar integer for allocating
joystick-ids, one which is shared across multiple joystick backends.
SDL 2.0.13 introduces a new joystick-backend, a Virtual joystick
backend, which allows for software-driven joysticks, and which is
designed to sit alongside joystick-backends that provide access to
physical joysticks.
The Emscripten and the Virtual backends were, at times, getting
allocated the same SDL_JoystickIDs, if and when both backends were used
simultaneously. This could happen if, for example, an application
was using a virtual joystick in order to drive a touch-screen
based joystick, while also supporting physical joysticks through the
Emscripten backend.
When two joysticks end up with the same SDL_JoystickID, conflicts
can occur. For example, disconnecting a physical joystick with
the same SDL_JoystickID as a virtual one, can lead to the virtual
joystick being closed, inadvertently.
This fix makes the Emscripten backend use SDL's cross-joystick-backend
integer counter, which is shared among joystick backends, for allocating
new SDL_JoystickIDs, rather than a private, Emscripten-specific
counter.
Fixes https://github.com/libsdl-org/SDL/issues/3647
(cherry picked from commit 07cb7c10a15b95387431bcb3a1ae77cfd432707b)
(This fix was originally from @themightyoarfish on GitHub. Thanks!)
Fixes#8428.
Reference PR #8431.
(cherry picked from commit c6d9fb1ad71462bc844c6ca41e2ac7fe7cec3883)
GetRawInputDeviceList() can return a different number of devices than was allocated.
Fixes https://github.com/libsdl-org/SDL/issues/2759
(cherry picked from commit b9784feb2467dbb4cdc2474aa78098cd4f0b1630)
This reverts commit e5a15f94e2f1a8fbbffb25ea9932cda9679a68fd.
It turns out removing this check allows mice like the ROG PUGIO II to show up as game controllers. We need to find a different way to differentiate between gaming mice and pedals.
Since these mice show up as controllers, and potentially causing games to use them instead of real controllers, we'll go ahead revert this change for now.
Reopens https://github.com/libsdl-org/SDL/issues/8227
(cherry picked from commit ad0af488837e44cbea0f0eab3b2f73b50a74bff4)
If the relative protocol is unsupported, this will always be null and the destroy function won't be called.
(cherry picked from commit 0e87b71d08c75af8c4b02808038825d3b16bf854)
This reverts commit 642504bc5993a6acd4d9c1d4c1314c6b1cf6e4e1.
We have SDL_HINT_JOYSTICK_ROG_CHAKRAM to ignore or allow the ROG Chakram X mouse to be used as a joystick.
Fixes https://github.com/libsdl-org/SDL/issues/8227
(cherry picked from commit e5a15f94e2f1a8fbbffb25ea9932cda9679a68fd)
HIDAPI joystick drivers may call HIDAPI_JoystickDisconnected() in their
UpdateDevice() function during HIDAPI_JoystickOpen(). If they do this
today, the opened joystick will end up partially initialized (no name,
path, mapping GUID, etc.) because HIDAPI_GetDeviceByIndex() will no
longer be able to find the SDL_HIDAPI_Device for the removed joystick.
Worse still, joystick->hwdata->device becomes a dangling freed pointer
the next time HIDAPI_UpdateDeviceList() is called. This leads to a UAF
when the application or SDL calls SDL_JoystickClose() on this joystick.
Fix all this by checking if the device no longer has any associated
joysticks after calling UpdateDevice() and failing the open call if so.
(cherry picked from commit 435e7ce663b7e568086c5dc0fb1bb889e41a3ed1)
This specifically fixes a crash in X11_WarpMouseInternal if XInput2 was
missing at runtime, but also cleans up a few other existing checks.
Fixes#8378.
(cherry picked from commit 82f54af6177f3d50be1db42a528027ada6ea0a20)
When initializing the Wayland driver, check if the application is being started in, or trying to connect to, a Wayland session and skip to another driver if not. If neither WAYLAND_DISPLAY nor XDG_SESSION_TYPE are set, try to start anyway, and if the Wayland library is missing or no Wayland sessions are started, initialization will fail later in the process as it previously did.
This fixes the case where a Wayland session is running on a different VT, but an application wishes to run via KMSDRM on the current VT.
(cherry picked from commit 836927edf8da93ca2d3c8dddf7653113da65ce65)
Hiding the decorations while not unreferencing the frame was a workaround for an internal libdecor use-after-free bug that was fixed some time ago. Revert to unreferencing the window when hiding to ensure that it is properly destroyed.
Reverts dd2e318
Previously, if acting on a surface with less than 32 bits per pixel,
this code was placing the pixel value from the surface in the first
few bytes of the Uint32 to be decoded, and unrelated data from a
subsequent pixel in the remaining bytes.
Because SDL_GetRGBA takes the bits to be decoded from the
least-significant bits of the given value, ignoring the higher-order
bits if any, this happened to be correct on little-endian platforms,
where the first few bytes store the least-significant bits of an
integer.
However, it was incorrect on big-endian, where the first few bytes are
the most-significant bits of an integer.
The previous implementation also assumed that unaligned access to a
32-bit quantity is possible, which is not the case on all CPUs (but
happens to be true on x86).
These issues were not discovered until now because
SDLTest_CompareSurfaces() is only used in testautomation, which until
recently was not being run routinely at build-time, because it contained
other assumptions that can fail in an autobuilder or CI environment.
Resolves: https://github.com/libsdl-org/SDL/issues/8315
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit d95d2d7051e23271db7cec43134582834fb3ac8b)
The data device leave function is intended for drag offers, not selections, and the function as was previously written was a no-op.
(cherry picked from commit 52efefca0450758848859b67c14fd853e3ddcf4d)
Battle for Wesnoth apparently relies on being able to disable rendering
of UI elements by setting the clip rectangle to be empty.
Resolves: https://github.com/libsdl-org/SDL/issues/6896
Fixes: 00f05dcf "render: only enable clipping when the rectangle is valid"
Signed-off-by: Simon McVittie <smcv@collabora.com>
If a compositor tries to change the decoration mode when initially creating a window, the hidden flag might not yet be unset if the decoration mode is changed during the initial roundtrip in Wayland_ShowWindow(). As hiding the window destroys the decoration manager object, the hidden flag check is unnecessary, as the decoration configuration listener will never be entered when the window is hidden.
(cherry picked from commit 37e1fc3b5894f379f4f8253b867a76a135213a7d)
G923 have two different versions - Xbox version is already present in the wheel list, but not the PS version.
(cherry picked from commit 266b91d2fd2b3362d1828f8a6b58589bdaa4f75d)
Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
(cherry picked from commit cde67ea49ad812088bd5c8cfd67ef090ac1c1d86)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
Previously it was using setTimeout, not setInterval, so it would only fire
once, which was obviously a mistake.
(cherry picked from commit fb79211732d0cdf17a250a43c619b6938842cfaf)
Since the top-level table is getting undefined, all the things in it will
be unreachable and eligible for garbage collection without explicitly
nulling them out.
(cherry picked from commit 5191b20541fce0e3b3071124ced69c31fcaeb783)
Now, if the AudioContext starts in a "suspended" state, because the browser
blocked it from playing by default, we we run the audio "thread" in a timer
and throw away the generated audio. Once the AudioContext is allowed to
resume, we clear this timer.
The end result is that the app will continue to drain its audio queue
instead of consuming more memory over time (and, if it relies on an audio
callback to make progress, continue to run!), with the effect that the
page is merely silent but otherwise functioning as intended.
Once the user interacts with the page and the browser permits the the
AudioContext to run for real, audio should still be in sync, instead of
just starting to play audio that might now be at least several seconds behind.
(cherry picked from commit fd75a4ca05bdbd7b0fecf781e59c77a07d264b16)
An overflow occured in the stdlib_sscanf test, when using msys2 clang32 toolchain.
(cherry picked from commit 342ec5113171214154cb197bb3e0e3a0056ea2ad)
Applications that don't specify a rendering flag are likely handling Vulkan/GL themselves, so SDL loading OpenGL by default in this case is unnecessary overhead, and if a render backend requires it, the window will be recreated with the appropriate flags when the renderer is initialized.
(cherry picked from commit 9ab20251277d001ee34caeb59a7eaa54b40af622)
Many of the Flydigi controllers use the same VID/PID and have different mappings, so let's revisit this once we have more data.
(cherry picked from commit 5388edd5494030b8c43b2f79e3f5c9b71f57a703)
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)