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