Send the fake warp coordinates when emulating warps with relative mode to ensure that it appears that the cursor is always reset to where the application expects it to be.
Fixes cases where games can continue moving the camera if the mouse is lifted during motion.
(cherry picked from commit 8fcbf972c6)
Cursor visibility in the SDL input layer only reflects whether ShowCursor/HideCursor was called. In the case of relative mode, the cursor can be hidden, but the SDL_Mouse visibility flag will be true.
Track cursor visibility separately in the X11 driver. Fixes the cursor becoming visible when using the warping relative mode with XWayland.
(cherry picked from commit b0713a7d30)
(cherry picked from commit 5b57573439)
- Begining of device ID with 0 violates the SDL's specification that means the 0 is an error, invalid, failure, etc. But on Vita here it's an actual device...
- Replacing 0 and 1 with 1 and 2 to resolve this violation.
(cherry picked from commit dd6c663918)
* Removed window movement to left top corner that breaks secondary screens on KMSDRM
(cherry picked from commit ce98550cbb)
(cherry picked from commit 586a2dc721)
The structure of the existing loop makes the inner loop of the previous commit unnecessary.
Manual backport of 558630d59c
(cherry picked from commit 62f35ab1b6)
This prevents continuing a rumble after the first one fails, and fixes a long standing crash issue if rumble is started immediately before the controller is disconnected.
Thanks to @AntTheAlchemist for the key bug report that showed what was happening here.
Fixes https://github.com/libsdl-org/SDL/issues/10422
(cherry picked from commit 0a924b185d)
(cherry picked from commit 7fdf794377)
This prevents race conditions and divide by zero if multiple threads start using the time functions simultaneously.
(cherry picked from commit b378bc5c83)
This commit fixes the attribute list in the WGL and GLX code when requesting a floating point pixel format. The name of the attribute was missing in the list.
Fixes libsdl-org#10189
(cherry picked from commit 9389712917)
(cherry picked from commit 58e179c8b5)
Add a loop around SDL_hid_read() in the Steam Deck HIDAPI driver as it
is done in other HIDAPI drivers. This loop reads data from the device and
processes it until the input buffer is empty which ensures that clients
always get the latest data.
This fixes an input latency issue if the application polls the events
slower than the hardware generates them.
(cherry picked from commit 22770e6496)
The CRC is used to distinguish between different controllers that have the same VID/PID, so if the CRC doesn't match, it's probably a different controller that we don't know about.
Fixes https://github.com/libsdl-org/SDL/issues/9265
(cherry picked from commit 30e93b40c2)
(cherry picked from commit b8daf14fe5)
This changes the `SDL_EVENTS_DISABLED` path's return value from SDL_DISABLE
to SDL_IGNORE to match expectations, but doesn't actually change the ABI,
since these two symbols are both zero.
Fixes https://github.com/libsdl-org/sdlwiki/issues/460
(cherry picked from commit 7d60ff9965)
On Android, HIDAPI prompts for permissions and acquires exclusive access to the device, and on Apple mobile platforms it doesn't do anything except for handling Bluetooth Steam Controllers.
Fixes https://github.com/libsdl-org/SDL/issues/9241
(cherry picked from commit e3cf2e4794)
(cherry picked from commit 66054a6515)
Steam ran into a crash SDL_XINPUT_JoystickDetect() with XINPUTGETCAPABILITIES being NULL. I'm not sure how that happened, and there may still be a race condition if this is a multi-threaded issue, but at least this is more correct.
(cherry picked from commit 0ae4fd0ec9)
(cherry picked from commit ee3b2b7de1)
The display deletion code would not free the driver data or name if the display index was the last, or only one, in the list.
(cherry picked from commit 20f1061cc8)
In the stdcpp thread implementation, the allocated std::thread objects were never deleted after joining/detaching
(cherry picked from commit 20dbe90771)
(cherry picked from commit 99d7b9e626)
When loading libraries the `SDL.mContext` is still `null`. This results in
relinker code path in `SDL.loadLibrary(...)` always throwing a null exception
and fallbacking to system loader.
Fix it by passing the context explicitly.
(cherry picked from commit 6a2dd96ac7)
Proton uses this on Linux to determine what the XInput slot is for the gamepad. Other applications will get the real controller name and VID/PID by virtue of the code in SDL_steam_virtual_gamepad.c
(cherry picked from commit 361cae0874)
(cherry picked from commit a6fdd155fb)
The former will respect user orientation lock setting while the latter does not.
(cherry picked from commit 3373667faa)
(cherry picked from commit 77285b6c3f)
avoids -Wformat warnings from mingw toolchains -- e.g.:
src/test/SDL_test_harness.c:581:37: warning: unknown conversion type character 'l' in format [-Wformat=]
(cherry picked from commit 49b6c24722)
(cherry picked from commit 863670c0a8)
When they are in simple report mode, the thumbstick gets turned into a digital hat, so let's use them in full report mode.
(cherry picked from commit bf27269952)
(cherry picked from commit 169f77ed5e)
Libdecor windows will have this done during the first frame configure, but bare xdg-toplevel windows need it set explicitly, or a non-resizable window might be able to be resized.
(cherry picked from commit fc6bbde525)
Also added the Logitech Chillstream to the list of PS3 controllers and fixed the right shoulder axis.
(cherry picked from commit b6d7adfec1)
(cherry picked from commit f520062ad1)
Custom theme file exists in project, but is not used by app, which is kinda unintuitive. Using it by default so people who not familiar with Android development won't spend lots of time troubleshooting.
(cherry picked from commit 8f88c32ca6)
(cherry picked from commit 1568501dd6)
This breaks applications using them in DirectInput mode, which isn't worth just getting battery status. We'll turn on enhanced mode if the application enables sensors.
(cherry picked from commit a87fa020ac)
(cherry picked from commit efaa58732a)
Noticed this in SDL-1.2 where gcc-13 emits a -Wuse-after-free warning.
No such warning in SDL2 and SDL3, because unlike SDL1.2, SDL_realloc()
is not a macro expanding to libc realloc(). It warns, of course, if
SDL_realloc() is replaced with plain realloc():
src/stdlib/SDL_iconv.c: In function 'SDL_iconv_string_REAL':
src/stdlib/SDL_iconv.c:824:39: warning: pointer 'oldstring' may be used after 'realloc' [-Wuse-after-free]
824 | outbuf = string + (outbuf - oldstring);
| ~~~~~~~~^~~~~~~~~~~~
src/stdlib/SDL_iconv.c:818:30: note: call to 'realloc' here
818 | string = (char *)realloc(string, stringsize + sizeof(Uint32));
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(cherry picked from commit 2205626816)
(cherry picked from commit b6899f82fb)
LINUX_JoystickInit does a manual scan first so devices are sorted.
If SDL_UDEV_Init hasn't run by then, then the product info cannot
be looked up by SDL_UDEV_GetProductInfo and the initial-plugged-
in-device classification falls back to heuristic guessing.
(cherry picked from commit 0963c11af8)
Closing a device file takes 0.01 to 0.5s, which can add up to
significant startup delays. The udev classification does not
require opening the actual device files, so, use it if possible,
and only fall back to opening the device and probing otherwise.
(cherry picked from commit 45b804c158)
XWayland seems to require that the pointer be hidden when it is warped, so hide and show the pointer when warping, if required.
Note that XWayland still only allows warping within the window, so attempts to warp to global coordinates outside the window won't work.
(cherry picked from commit a845c7027e)
(cherry picked from commit 863d4a0f2a)
For whatever reason, `ExtractIconEx` returns icons whose sizes are
inappropriate for the current DPI, resulting in terribly-blurry
window icons at higher DPIs.
To solve this, the window icon is now set to the first icon group
that is present in the executable. This behaviour should match what
Explorer does. By selecting an icon group instead of a specific icon,
Windows is free to select the icon within the group that best suits
the current DPI.
(cherry picked from commit 1fa6142903)
This fixes an macOS bug that is only known to occur in fullscreen windows on the built-in displays of newer MacBooks with camera notches. When the mouse is moved near the top of such a window (within about 44 units) and then moved back down, the cursor rects aren't respected. This can cause the default cursor to be visible when it should not be.
(cherry picked from commit f1690e265e)
(psp-cmake defines `__PSP__` on the command line, but the compiler itself
only defines `__psp__` and some variations.
Fixes#9378.
(cherry picked from commit 0d8ce4a761)
I believe there was a O(n^2) device walking issues on startup
- MaybeAddDevice gets called for every device at startup
- MaybeAddDevice calls IsJoystick
- IsJoystick calls SDL_UDEV_GetProductInfo
- SDL_UDEV_GetProductInfo calls udev_enumerate_scan_devices
- udev_enumerate_scan_devices walks all the devices
Prior to commit 3b1e0e1 this was mostly masked as IsJoystick only
called SDL_UDEV_GetProductInfo when a JSIOCGNAME ioctl was
successful. This fixes the O(n^2) behaviour by directly getting
the device via udev_device_new_from_devnum (based on type, major,
and minor number) instead of enumerating everything via
udev_enumerate_scan_devices and matching on name.
(cherry picked from commit 6e1611cc77)
This fixes getting a deflected axis as the first buffered input reading on a generic USB controller (G-Shark GS-GP702)
(cherry picked from commit 70b0d33106)
(cherry picked from commit a9ac349846)
- The name for simplified Chinese should be `zh_CN`.
- Ensure `cfguExit` is called even if `CFGU_GetSystemLanguage` failed.
(cherry picked from commit 390fff4ae0)
(cherry picked from commit 4a79fe44ff)
using the blocking sceCtrlReadBufferPositive() effectively turns SDL_PollEvent() into WaitForVblank(), because the functions does exactly that if no input is buffered.
due to this, calling SDL_PollEvent() once per frame averaged in 7 ms delay out of the available 16ms budget to get a frame calculated and drawn to achieve 60 fps.
(cherry picked from commit 86f223d664)
Not doing so can result in protocol errors if the viewport source region is updated and a buffer with the old, smaller dimensions is committed.
(cherry picked from commit 24aedc1439)
Use memfd_create() to allocate the temporary SHM backing file in memory, and set the size with posix_fallocate(), which will return an error on insufficient space vs ftruncate(), which will silently succeed and allow a SIGBUS error to occur if the unbacked memory is accessed.
Additionally, make the legacy path more robust by unlinking the temp file, so it won't persist after close, and unmapping the shared memory buffer.
(cherry picked from commit 9bdb992925)
(cherry picked from commit d3c89bb479)
This broke support for the Hori Fighting Stick EX2, which gets a good mapping if the automatic mapping is allowed to create one.
If the original controller needs a mapping, it should be added with a crc, since that VID/PID combination is used by several HORI controllers.
(cherry picked from commit d79f865251)
(cherry picked from commit e54774faca)
In particular this affects the doomsday game engine if no joystick or
gamepad is attached.
(cherry picked from commit 0dfdf1f3f2)
[smcv: Also included minor adjustment from https://github.com/libsdl-org/SDL/pull/9233]
(cherry picked from commit cd197be53b)
We either need to explicitly test using the sRGB colorspace or update the tests for HDR10 color conversion. We'll just disable them for now, as these formats aren't commonly used in games.
(cherry picked from commit f9c57e16b0)
The function calls strcmp internally without checking for a null string parameter, and calling strcmp with a null parameter is undefined behavior.
(cherry picked from commit f24216c2ba)
- Move legacy name choice to a separate function, so we can `return` a
string in one line instead of assign a variable and `break` for each item.
- Have the case statement cover SDL_NUM_SYSTEM_CURSORS, and not `default`, so
compiler will (maybe) warn us if an enum value is added but not included here.
- Only choose a legacy name if necessary.
(cherry picked from commit 827917ea60)
These previously mapped SIZEALL to "move", but "move" is not guaranteed
to be a four-pointed arrow: according to the CSS spec, it's actually
intended to be a drag-and-drop cursor, analogous to "alias" and "copy".
Map it to "all-scroll" instead, as in Wayland: while this is *also* not
semantically guaranteed to be a four-pointed arrow, it is at least
*suggested* to make it a four-pointed arrow.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit aa6c390bbd)
SDL3's Wayland code already uses the CSS names exclusively with no
fallback, but since SDL2 has historically used the older names, keeping
them as a fallback makes sense if the CSS names don't work out.
[smcv: Added commit message]
Tested-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 67827c0b00)
The "left_ptr" name is an X11 thing, and there's no guarantee that
Wayland cursor themes contain it. In particular, GNOME's Adwaita theme
as of version 46.beta only contains the CSS/freedesktop names.
To test, either move one of the known cursors out of the way, or edit
the switch statement above to use a wrong name for one of them.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit e2535ba547)
Apparently this is necessary on the latest Gnome to get properly themed
cursors, vs ancient X11 standard cursors, as Gnome has dropped the old
theme names that XCreateFontCursor eventually expected to find.
Fixes#8939.
(cherry picked from commit cb9565354c)
They aren't used for anything, and cause problems if the video core tries to free them.
Manual backport of f9ba0e1
(cherry picked from commit 699cec1a8d)
- Timeout < 0 was not handled properly
- Return value for success is WAIT_OBJECT_0 + nCount, not positive value
(cherry picked from commit 69f2bd151e)
(cherry picked from commit 4ae87e215e)
mingw-w64 has added this from Proton (which added this from SDL), so we need to re-define it as a local symbol to avoid conflicting with mingw-w64 headers.
Fixes https://github.com/libsdl-org/SDL/issues/9031
(cherry picked from commit b7c61569f8)
(cherry picked from commit 93d7b6e50c)
Add missing guards around use of physicalInputProfile.
Add explicit import of Foundation which seems to be needed on some
systems to get the NSArray definition.
Add __unsafe_unretained to ObjC types in struct so the compiler doesn't
complain about that not being allowed with ARC.
Closes: #8979
(cherry picked from commit e0158f68e4)
(cherry picked from commit c53c351921)
(re)Fixes #6598
We need to remember to apply this again once we update from upstream headers.
(cherry picked from commit e67e0c5d55)
(cherry picked from commit fc787a41dc)
These originally checked for expected ± EPSILON as logged, but since
commit 880c6939 they check for expected ± max_err, where max_err may
need to be greater than EPSILON for very large expected results like
the ones in exp_regularCases().
Also, EPSILON is so small that the default precision of the %f format
(6 decimal places) would never actually have shown its effect, so log
it in scientific notation instead.
Fixes: 880c6939 "testautomation_math: do relative comparison + more precise correct trigonometric values"
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 58907d2c27)
While looking at the other tests in this file, I noticed that instead
of checking for a result in the range of expected ± FLT_EPSILON as I
would have expected, these tests would accept any result strictly less
than expected + FLT_EPSILON, for example a wrong result that is very
large and negative. This is presumably not what was intended, so add
the SDL_fabs() that I assume was meant to be here.
Fixes: 474c8d00 "testautomation: don't do float equality tests"
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit a7bd18c0d5)
In the Steam Runtime 1 'scout' environment, when compiling for i386
using the default gcc-4.6, Exp(34.125) matches the desired value to the
precision shown in the log (6 decimal places) but is not an exact match
for the desired value.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit f73abd49c3)
When Windows DPI scaling is enabled, the warp coordinates will be modified, so make sure we send exactly the coordinates that the warp attempted.
Fixes https://github.com/libsdl-org/SDL/issues/8940
(cherry picked from commit 8ce6fb2513)
We don't need to use the hack of setting a timer and waiting for a timer message, MsgWaitForMultipleObjects() will allow us to wait for input directly with a timeout.
Before this change, sleeping for 20 ms would actually sleep for around 30 ms, with this change the sleep time is pretty accurate at 20-21 ms.
(cherry picked from commit 2670eb44af)
(cherry picked from commit 08caafe2f1)
Note that apparently this has caused some weird-sounding audio
on some Android devices, so we might wrap this in a hint later,
or try to check for specific devices.
Fixes#8888.
(cherry picked from commit 1e016fd5ea)
Fixes a crash if no seat was available at initialization, but still allows for one to still be created later if an input device is added.
Manual backport of 84e47b4
(cherry picked from commit a8eeb181b6)
On my laptop, the battery is configured to stop charging at around 80%
most of the time, to increase the overall useful lifetime of the battery.
When in that state, upower reports UP_DEVICE_STATE_PENDING_CHARGE
(numeric value 5), which SDL previously mapped to SDL_POWERSTATE_UNKNOWN.
This made the platform_testGetPowerInfo automated test fail, because
it assumes that SDL_POWERSTATE_UNKNOWN means no battery is connected,
and does not expect to see a percentage.
Map UP_DEVICE_STATE_PENDING_CHARGE (5) to SDL_POWERSTATE_CHARGED, which
seems close enough.
Also map UP_DEVICE_STATE_PENDING_DISCHARGE (6) to
SDL_POWERSTATE_ON_BATTERY, which matches how at least GNOME presents it.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit eebd5d18a2)
It's reasonable to assume that any of them might need a display and an
audio backend. We run them with SDL_VIDEODRIVER and SDL_AUDIODRIVER
set to dummy anyway.
Signed-off-by: Simon McVittie <smcv@collabora.com>
If a specific audio driver was requested for testing, don't loop over all drivers in the init, open/close, and pause/unpause tests.
Additionally, drivers can fail if attempting to open an audio device when no underlying output is present, which is a valid case if the system has no audio hardware available. Check for the presence of audio output devices before attempting to open them.
Fixes automated tests with various drivers on Windows and Linux.
The dummy driver can be in use on these platforms, so check the actual driver name string.
Fixes the automated video tests with the dummy driver on Win32.
'src/stdlib/SDL_qsort.c:27:5: runtime error: null pointer passed as argument 1, which is declared to never be null`
(cherry picked from commit 2cd583ee13)
If the error behaviour in one of these cases was wrong, that could have
been hidden by the error indicator remaining set from a previous test.
Signed-off-by: Simon McVittie <smcv@collabora.com>
A surface of width (0x7fff'ffff) / 2 = 0x3fff'ffff is not quite large
enough to make the pitch overflow in the way we wanted to test here:
with a 32-bit format, that makes each row 0xffff'fffc bytes, which
(just) fits in a 32-bit unsigned size_t. Increasing it to 0x4000'0000
pixels per row is enough to trigger the overflow we intended to test.
In SDL 2, this test bug was hidden by the fact that allocating
0xffff'fffc bytes on a 32-bit platform is very likely to fail, and SDL 2
reported both "malloc() failed" and "this amount of memory is too large
for a size_t" with the same error code.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Adding 3 bytes of alignment to 0x7fff'ffff is not enough to make it
overflow a 4-byte unsigned size_t, so this test was not exercising
the intended failure mode. We cannot actually make this overflow
with a signed 32-bit width and an 8-bit format: the maximum width is
not enough to achieve that. However, if we switch to a 24-bit format,
we can make the calculation overflow.
In SDL 2, this test bug was hidden by the fact that allocating
0x7fff'ffff bytes on a 32-bit platform will usually fail, and SDL 2
reported both "malloc() failed" and "this amount of memory is too large
for a size_t" with the same error code.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Otherwise we'll miss it when XWarpPointer() is used. x11vnc may do this to
manage mouse input in some circumstances, so it can be possible for _all_
mouse motion to go through this path, breaking SDL_GetGlobalMouseState().
Thanks to @chrismile for all the detective work to figure this out!
Fixes#8827.
These are faster and more precise.
This did not change the Uint16 versions (as SDL3 dropped them, and honestly
no one should be using them in SDL2), nor the NEON converters (as this was
not changed in SDL3, so far).
Fixes#8786.
Matches the one in `GetMouseMessageSource()`.
From my testing on Windows 11, the lower 8 bits in touch events cycle
trough the values 0x8c-0x95 in order.
(cherry picked from commit d747daf03d)
like SDL_triangle.c:305:30: runtime error: left shift of negative value -672
(even if the value was correctly computed)
(cherry picked from commit 4033a0a83b)
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
AUDIO_F32 is an alias for AUDIO_F32LSB, 32-bit floating point with least
significant byte first, resulting in audio_resampleLoss() failing on
big-endian machines. This particular test generates a buffer with
native-endianness float values, so it ought to be using AUDIO_F32SYS,
which is 32-bit floating point in the native endianness.
Already fixed by commit 47bcb078 "Fixed some incorrect SDL_AUDIO_F32 uses"
on the SDL 3 branch.
Resolves: https://github.com/libsdl-org/SDL/issues/8818
Signed-off-by: Simon McVittie <smcv@collabora.com>
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>
We can't rely on irrational numbers like pi being represented exactly,
particularly when compiling for i386, where the i387 floating-point
interface carries out calculations in registers that have higher
precision than the actual double-precision variable. The 1980s were a
strange time.
Resolves: https://github.com/libsdl-org/SDL/issues/8311
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 6248472c0c)
If testautomation is running with only a specific audio driver enabled, we shouldn't try to open other ones, as they might fail.
Fixes https://github.com/libsdl-org/SDL/issues/8797
SDL_GetGamepadAxis() is a SDL3-specific name: SDL2 calls gamepads
"game controllers".
Fixes: d3c21666 "gamepad: Clarify range and direction of axes"
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>
It would be easy to assume that all APIs that reference
SDL_JOYSTICK_AXIS_MAX work the same way, but they do not: triggers
generally use the full signed 16-bit range in the lower-level joystick
API, but are normalized to be non-negative by the higher-level gamepad
API.
We also never said explicitly which direction is positive here.
Experimentally, it's right (X), down (Y), and pressed (triggers).
Resolves: https://github.com/libsdl-org/SDL/issues/8793
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 059fb560ba)
The ARM926EJ-S Technical Reference Manual states:
> You can only access CP15 registers with MRC and MCR instructions in a
> privileged mode. CDP, LDC, STC, MCRR, and MRRC instructions, and unprivileged
> MRC or MCR instructions to CP15 cause the Undefined instruction exception to
> be taken.
Furthermore, `MCR p15, 0, <Rd>, c7, c10, 5` (later called Data Memory Barrier)
is not specified for the ARM926. Thus, SDL should not use these cache
instructions on ARMv5.
(cherry picked from commit 139a0931a3)
When cross-compiling, pkg.m4 will set the PKG_CONFIG variable
to a suitable pkg-config executable, which might be a
host-architecture-prefixed name like aarch64-linux-gnu-pkg-config. This
ensures that we will use a suitable search path that is suitable for
the host architecture (the machine we are compiling for) rather than
the build architecture (the machine we are compiling on) to find
dependency libraries like SDL. When using pkg-config as a substitute
for sdl2-config, we will similarly need to use the
host-architecture-prefixed pkg-config.
Setting the PKG_CONFIG environment variable is also the canonical way to
request that a different pkg-config implementation be used, if that
becomes necessary for some reason.
Co-authored-by: Helmut Grohne <helmut@subdivi.de>
Bug-Debian: https://bugs.debian.org/1059749
Signed-off-by: Simon McVittie <smcv@collabora.com>
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.
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 c981a597dc)
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 21879faf48)
Changes to the SDL3 video system required some changes to the test suite since the video system always reports the true window size and position.
While SDL2 doesn't directly require these changes, they are needed for SDL2-Compat and committed here to keep the two test suites in sync.
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 17723381da)
Don't do it in POST_BUILD to avoid multiple parallel builds
stepping on each others toes.
Also don't use copy_if_different, but unconditionally copy it.
The build system should take care of dependencies.
SDL2 backport of fea6e7afb1
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 74a2542564)
- 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 0fe5713964)
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 75df4cc5c2)
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 eddaf870f5)
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 708f18d49e)
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 edd044e901)
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 69cae07cc1)
`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.
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 07cb7c10a1)
This reverts commit e5a15f94e2.
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 ad0af48883)
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 435e7ce663)
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 82f54af617)
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 836927edf8)
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 d95d2d7051)
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 52efefca04)
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 37e1fc3b58)
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 cde67ea49a)
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).
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 5191b20541)
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 fd75a4ca05)
Error messages are not part of the ABI, so we can't validate those.
Technically SDL_AllocFormat() on a FOURCC format in SDL2 should fail, but SDL3 supports it and we don't expect SDL2 applications to actually do this, so skip that test.
Hand-picked from 5cf9438f88
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 9ab2025127)
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 5388edd549)
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 66d5ad19f0)
When a hardware keyboard is attached, it can take over 100 ms for the keyboard event to generate text input. In that case we want to record that we recently received a keyboard event so we don't synthesize duplicate virtual key press/release events for the input text.
(cherry picked from commit 648de4f9b8)
When a hardware keyboard is attached to an iPad, you can easily trigger a set of on-screen keyboard transitions that will take place over time, and we need to track whether we're currently showing or hiding the keyboard and make sure we don't clobber the existing state during those transitions.
Testing:
* Connected a hardware keyboard to an iPad
* Launched checkkeys
* Noted the keyboard bar was active at the bottom of the screen and text input was active
* Tapped with both fingers to quickly toggle text input off and back on
* Noted the keyboard bar slid down and then back up, and text input was active
* Tapped on the keyboard bar to bring up the full on-screen keyboard and then closed it so the keyboard bar was still active, and text input was still active
* Tapped on the screen to turn text input off, noted the keyboard bar slid down
* Tapped with both fingers to quickly toggle text input on and back off
* Noted that the keyboard bar slid up and then back down, and text input was inactive
* Tapped on the screen to turn text input on, tapped on the keyboard bar to bring up the full on-screen keyboard, and text input was active
* Pressed a key on the physical keyboard, the on-screen keyboard closed, the key press and release was delivered (with no text input) and then the keyboard bar slid up, and text input was active again
Fixes https://github.com/libsdl-org/SDL/issues/7979
(cherry picked from commit c3288d113e)
This is another attempt to make sure we don't cause beeps from unhandled key presses while still allowing full text input functionalty.
If this isn't selective enough, we might need to go up the responder chain to see what's going to handle the event before passing it along.
Fixes https://github.com/libsdl-org/SDL/pull/6962
(cherry picked from commit a8abe612ed)
This adds support for the back paddles, and the "..." key
which are not automatically detected.
* "Back" is mapped to the top left "two windows" key.
* "Start" is mapped to the top right "hambuger menu" key.
* "Guide" is mapped to the "Steam" key.
* The "..." key is just a generic button.
When looking at the screen, paddles are number
* P1: Top right
* P2: Top left
* P3: Bottom right
* P4: Botom Left
The new controller mapping was created with the SDL3 gamepadmap tool.
(cherry picked from commit 27b8abb056)
- Fixed audio device detection and usage.
- Implemented audio capture support
- Refactored buffer handling to separate pointers to fill and drain buffers.
Based on patches by josch1710 and Lars Erdmann:
https://github.com/bitwiseworks/SDL2-os2/pull/7
This call is actually a left-over when porting from fcitx4 service to the new org.freedesktop.portal.Fcitx supported by both fcitx4/fcitx5. CloseIC is actually never a part of the new interface on org.freedesktop.portal.Fcitx. It cause any issue user visible effect.
In this case we know the controller has been on for a while and the Bluetooth connection LED cycle is complete.
Also fixed the timestamp being zero the first time it is checked
(cherry picked from commit bd4f155bbb)
If, in the case where all displays has been disconnected, and some window state change occurs before an active display is re-added and finalized, the pointer returned by SDL_GetDisplayForWindow() will be null necessitating that the returned pointer be checked for validity before dereferencing it.
- Make sure the hotplug thread has hit its main loop before letting
DetectDevices continue.
- Don't unref the context subscription operation until it completes
(or we are shutting down).
I'm not sure which change fixed the problem, but at least one of them
appears to have done so.
Reference Issue #7971.
This risks blocking the thread if disaster ensues, and we can wait in the
thread's main loop for subscription as well anywhere else.
Reference Issue #7971.
(cherry picked from commit 956b18f50c)
If there is only one controller slot available, assume that's the one matching new RAWINPUt devices. This will be right most of the time, and uncorrelation will fix any bad guesses.
(cherry picked from commit 41882a1acb)
The xpad kernel driver doesn't know about these controllers and ends up using BTN_C and BTN_Z and the automatic mapping doesn't work correctly.
It turns out VID 0x045e and PID 0x02e0 is used by the 8BitDo SN30 Pro when connecting via Bluetooth in XInput mode.
Fixes https://github.com/libsdl-org/SDL/issues/7925
(cherry picked from commit 80e1c75e1c)
Currently, SDL_CLIPBOARDUPDATE events are only sent when an SDL window
has its selection cleared. This change sends the event anytime the
XFixesSelectionNotify event is raised, and when the selection is either
the clipboard or the primary selection.
Initializing "Windows.Gaming.Input.Gamepad" will put Bluetooth PS4 controllers into enhanced report mode, which breaks any game using DirectInput. Let's wait to do this until absolutely necessary.
(cherry picked from commit 785f57eb91)
video(wayland): use both --icon and --icon-name for Zenity
Many distros ship an older version of Zenity that supports GTK3, while some distros ship newer version of Zenity which uses libadwaita.
This command tries to use --icon and fall back to --icon-name when it fails.
We don't necessarily know the size of the output characters, so do a full 32-bit zero termination on the output string.
This fixes garbage at the end of Windows clipboard text
(cherry picked from commit ecbbac7c72)
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 619f65af0c)
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 304d425f99)
This fixes 'testautomation --filter clipboard_testClipboardTextFunctions' on Windows
(cherry picked from commit c24496727cdd40d5c0ffdf7b6a61085ec3a2766d)
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 35292d7dba.
Reference Issue #7883.
Reference Issue #7427.
| gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
# Add signed entry to apt sources and configure the APT client to use Intel repository:
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
message(FATAL_ERROR"Prevented in-tree build. Please create a build directory outside of the SDL source code and run \"cmake-S${CMAKE_SOURCE_DIR}-B.\" from there")
endif()
# MSVC runtime library flags are selected by an abstraction.
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
@@ -6644,10 +6637,10 @@ if test yes != "$_lt_caught_CXX_error"; then
esac
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
case $GXX,$cc_basename in
,cl* | no,cl*)
# Native MSVC
,cl* | no,cl* | ,icl* | no,icl*)
# Native MSVC or ICC
# hardcode_libdir_flag_spec is actually meaningless, as there is
# no search path for DLLs.
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)=' '
@@ -6811,7 +6804,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# explicitly linking system object files so we need to strip them
# from the output so that they don't get included in the library
# dependencies.
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $EGREP "\-L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $EGREP "[[-]]L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
;;
*)
if test yes = "$GXX"; then
@@ -6876,7 +6869,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# explicitly linking system object files so we need to strip them
# from the output so that they don't get included in the library
# dependencies.
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $GREP "\-L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $GREP "[[-]]L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
;;
*)
if test yes = "$GXX"; then
@@ -7215,7 +7208,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# Commands to make compiler produce verbose output that lists
# what "hidden" libraries, object files and flags are used when
Minimum API level supported by SDL: 16 (Android 4.1)
Minimum API level supported by SDL: 19 (Android 4.4)
How the port works
@@ -72,7 +72,7 @@ done in the build directory for the app!
For more complex projects, follow these instructions:
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
@@ -431,13 +431,13 @@ The Tegra Graphics Debugger is available from NVidia here:
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets.
Requirements
@@ -11,6 +11,7 @@ Requirements
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
* For Xbox, you will need the corresponding GDKX version (licensed developers only)
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
@@ -29,6 +30,12 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* Single-player games have some additional features available:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
*`SDL_GetPrefPath` still works, but only for single-player titles.
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
@@ -139,6 +146,20 @@ To create the package:
6. Once the package is installed, you can run it from the start menu.
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
Xbox GDKX Setup
---------------------
In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
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