At best, this is a no-op.
At worst, it might:
- Clobber a signal handler someone registered after us
- Overwrite the signal mask or flags
- Cause unregistration to fail (sigaction() isn't guaranteed to return the exact pointer passed to signal())
The Wayland backend lacks pointer warp functionality, so special-case the relative warp mode hint to deliver accelerated relative motion deltas, which is ultimately what the client wants by enabling this hint.
By using the SDL_WaitEventTimeout_Device() path even when polling is required,
we can still achieve sub-millisecond latency for non-gamepad/sensor events when
a gamepad or sensor is in use by the application.
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)
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)
Event names have grown in length and are occasionally truncated when being logged (e.g. SDL_EVENT_WINDOW_PIXEL_SIZE_CHA). Increase the event name buffer size to handle the longer names.
(cherry picked from commit 203a2a76fc)
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
(cherry picked from commit 5750bcb174)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c to reduce conflicts merging between SDL2 and SDL3)
The XKB_KEY_* and XK_* macros resolve to the same constant values, so use the raw values and note what keys they correspond to in the comments, as is done for the other keysym values in this file.
This completely eliminates the need for any X or XKB system headers along with the if/else defines.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs.
SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision.
SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer.
SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used.
SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range.
SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it.
SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691).
SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen.
SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL.
SDL_pixels.c: Looks like the switch is genuinely missing a break!
SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons.
SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
SDL is built around the concept of keyboards having a fixed layout with scancodes that correspond to physical keys no matter what linguistic layout is used. Virtual keyboards don't have this concept and can present an arbitrary layout of keys with arbitrary scancodes and names, which don't fit the SDL model. When one of these keyboards is encountered, it requires special handling: use the keysym of the pressed keys to derive their ANSI keyboard scancode equivalents for control keys and ASCII characters. All other characters are passed through as text events only.
Add a helper function to get the keycode for a scancode from the default lookup table. Unlike SDL_GetKeyFromScancode(), this is not affected by the set keymap.
- SDL_EventQ.active is a bool variable -> do not use SDL_AtomicGet/Set, it does not help in any way
- protect SDL_EventQ.active with SDL_EventQ.lock
- set SDL_EventQ.active to FALSE by default
This uses a newer browser API to get physical scancodes, but still
uses the (deprecated) event field that we were already using for
scancodes, but for keycodes instead now, which appears to be more
accurate.
Since keyboard layout isn't (generally) available to web apps, this
adds an internal interface to send key events with both scancode
and keycode to SDL's internals, instead of sending just scancodes and
expecting SDL to use its own keymap to generate keycodes.
Future work in this area would be to use the keyboard layout APIs
on browsers that support them, which would allow us to use SDL's
usual keymap code and not rely on a deprecated browser API, but
until we get there, this patch gives significantly more correct
results than we would have before.
Fixes#2098.