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457 Commits

Author SHA1 Message Date
Sam Lantinga
ffa78e6bea Updated to version 2.28.0 for release 2023-06-20 11:00:20 -07:00
Simon McVittie
4ce5c3a694 ibus: Handle error when getting the D-Bus machine ID
It is possible for retrieving the machine ID to fail, either because
dbus was installed incorrectly (machine ID absent or corrupt), or in
32-bit builds, because stat() on the machine ID fails with EOVERFLOW
if it has an out-of-range timestamp or inode number.

dbus has historically treated this as a faulty installation, raising
a warning which by default causes the process to crash. Unfortunately,
dbus_get_local_machine_id() never had a way to report errors, so it has
no alternative for that (bad) error handling.

In dbus >= 1.12.0, we can use dbus_try_get_local_machine_id() to get
the same information, but with the ability to cope gracefully with
errors. ibus won't work in this situation, but that's better than
crashing.

(cherry picked from commit 91198baed4)

Mitigates: https://github.com/ValveSoftware/steam-for-linux/issues/9605
Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-06-20 09:45:25 -07:00
Sam Lantinga
a3d4fd71c3 Added support for blitting SDL_PIXELFORMAT_INDEX1LSB
Fixes https://github.com/libsdl-org/SDL/issues/7844
2023-06-19 08:36:30 -07:00
Sam Lantinga
d97423ebab Fixed DualSense controllers not being picked up by the HIDAPI driver
The hidraw device may take additional time to get the correct permissions for us to open it. In my tests on Steam Deck hardware, this ranges between 5-8ms.

(cherry picked from commit c6ee9780df)
2023-06-18 12:22:06 -07:00
Sam Lantinga
333a03f1ec We don't know in advance whether a device is connected over Bluetooth in SDL2 2023-06-17 13:15:07 -07:00
Sam Lantinga
5b8fc907df Added support for the GameSir G4 Pro
We can't read device info or IMU calibration from this controller, and it has no gyro or accelerometer, but is otherwise perfectly functional.

(cherry picked from commit f168f9c813)
2023-06-17 13:07:03 -07:00
Eric Wasylishen
76392f4fe1 Handle DPI scaling in SDL_GetWindowSurface
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)

*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.

Most of the _CreateWindowFramebuffer backends are untested except
for Windows.

Fixes #7047

(cherry picked from commit 67c91353e0)
2023-06-14 17:23:54 -07:00
Sam Lantinga
3a5abee512 Removed unused function
(cherry picked from commit 73927b0948)
2023-06-14 15:16:44 -07:00
Sam Lantinga
e7ee375f22 Fixed third-party Nintendo Switch Pro controllers shutting down when we try to set the home LED.
This fixes the PDP Afterglow Wireless Deluxe Controller.

(cherry picked from commit 0c16f4faf0)
2023-06-14 15:15:27 -07:00
Sam Lantinga
4aec54988c Allow switching licensed Nintendo Switch Pro controllers into gyro input mode
(cherry picked from commit 8c95bd814b)
2023-06-14 15:13:11 -07:00
Sam Lantinga
271e03f0d7 Added support for the PowerA Fusion Pro Wireless Controller in Bluetooth mode
This controller shows up with a VID/PID of 0, but has full functionality over Bluetooth

(cherry picked from commit cdfc0c5a33)
2023-06-14 15:12:56 -07:00
Sam Lantinga
d4f9be4416 Updated to version 2.27.1 for release candidate 2023-06-13 19:44:26 -07:00
Sam Lantinga
1f5b21ead5 Removed more Linux Xbox mappings in favor of the automatic mapping
This fixes the Xbox Series X share button on Linux 5.x kernels.

(cherry picked from commit 0f4b15e16b)
2023-06-13 17:06:24 -07:00
Sam Lantinga
35c7884929 Use the automatic mapping instead of a hardcoded one for Xbox controllers on Linux
This is much more robust and able to dynamically create a mapping for Xbox One S, Xbox Series X, and Xbox Elite 2 controllers.

(cherry picked from commit 9567989eb3)
2023-06-13 17:06:21 -07:00
Sam Lantinga
3f6c4ec6d0 Cleanup for previous change, fixing typos, etc.
(cherry picked from commit 883b0f4071)
2023-06-13 17:04:54 -07:00
Sam Lantinga
fc72f12e7f Added automatic mapping support for Xbox controllers on the 6.x Linux kernels
This automatically adds support for the share button and paddles when present.

(cherry picked from commit db1d4d3d76)
2023-06-13 17:04:17 -07:00
Ozkan Sezer
681f67d353 fixed build after commit d2372c8538. 2023-06-14 00:25:50 +03:00
Sam Lantinga
d2372c8538 Added automatic mapping for Xbox Elite paddles using the xpadneo driver
We can't actually tell yet whether a controller has paddles, so this code isn't effective, but I'll file an upstream issue and see if we can get that resolved.

(cherry picked from commit b0677f476f)
2023-06-13 10:12:07 -07:00
Sam Lantinga
7db23f4ef1 Fixed joystick vendor detection in Linux automatic gamepad mapping
(cherry picked from commit 071d1e29dd)
2023-06-13 10:11:55 -07:00
Simon McVittie
36ff6327b0 linux: Improve gamepad mapping heuristic to accept Android conventions
This heuristic for gamepads without a more specific mapping already
tried two incompatible conventions for handling triggers: the Linux
Gamepad Specification uses hat switch 2 for the triggers (for whatever
reason), but the de facto standard set by the drivers for older Xbox
and Playstation controllers represents each trigger as the Z-axis of
the nearest analog stick.

Android documentation encourages Bluetooth gamepad manufacturers to use
a third incompatible convention where the left and right triggers are
represented as the brake and gas pedals of a driving simulator
controller. The Android convention also changes the representation of
the right stick: instead of using X and Y rotation as a second pair
of axes, Android uses Z position as a second horizontal axis, and
Z rotation as a second vertical axis.

Try to cope gracefully with all of these. This will hopefully resolve
the issue described in #5406 (when using unpatched kernels).

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit cf1dc66e2c)
2023-06-13 05:46:01 -07:00
Simon McVittie
26a38a0b20 linux: Reduce magic numbers when mapping gamepad axes
The bitfield `mapped` has two different sets of meanings, depending
whether we're setting up the triggers or the d-pad. Represent them
as symbolic constants rather than opaque integers.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit c4d49fadd4)
2023-06-13 05:45:43 -07:00
Sam Lantinga
b3e1fd97b8 Fixed enumerating Steam Controllers on iOS
(cherry picked from commit dec0dbff13)
2023-06-13 05:44:34 -07:00
Sam Lantinga
c77aaa5d99 Fixed n3ds build
(cherry picked from commit d95dbe78bb)
2023-06-12 15:41:09 -07:00
Sam Lantinga
e4e0a12901 Reduce the chance of destroying the joystick mutex while it's in use
Fixes https://github.com/libsdl-org/SDL/issues/7811

(cherry picked from commit 6390165fd4c193631d6780758a4aeec0d02b90eb)
2023-06-12 15:31:16 -07:00
Ryan C. Gordon
2afb49ba9a cocoa: Warp mouse to center of window before enabling relative mouse.
This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.

Fixes #6994.
2023-06-11 12:47:26 -04:00
Ozkan Sezer
154ad6faa9 SDL_dynapi.c: minor cosmetics. 2023-06-10 20:50:10 +03:00
Sam Lantinga
2aa8525ecb Fixed build 2023-06-10 09:29:09 -07:00
Sam Lantinga
36033e3832 Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
2023-06-10 08:54:36 -07:00
Sam Lantinga
320f3fffbe Fixed querying device info on the MOBAPAD M073
The query packet needs to contain valid rumble data in order to be accepted by the controller.

Fixes https://github.com/libsdl-org/SDL/issues/7788

(cherry picked from commit 5490873daa)
2023-06-09 18:43:14 -07:00
Sam Lantinga
30b4d90f1c Only update the serial number if it hasn't already been set
This fixes the serial number for Nintendo Switch Pro, which is queried from the hardware in device initialization, and was later clobbered by the USB string which isn't correct.

(cherry picked from commit 2042e9c4e3)
2023-06-09 17:36:06 -07:00
Sam Lantinga
1cdd6dc829 Fixed reading input from the Razer Atrox Arcade Stick using Windows Gaming Input
(cherry picked from commit 172cfca51332a845abf9c141ae56aa121fe4ada5)
2023-06-09 14:36:12 -07:00
Ozkan Sezer
f5b3247aae further mouse relative motion fix for os/2 (thanks Andrey Vasilkin) 2023-06-08 03:40:32 +03:00
Ryan C. Gordon
aa536217b3 x11: check if window size/position has changed during SDL_ShowWindow.
Fixes #4216.

(cherry picked from commit 49b5cfa6c5)
2023-06-07 15:46:59 -04:00
Anonymous Maarten
14f4fd3f11 git commit -m "cmake: set maximum policy to 3.5
This fixes the following warning when configuring with CMake 3.27+:
```
CMake Deprecation Warning at CMakeLists.txt:3190 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.

Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.
```
2023-06-07 20:35:32 +02:00
Ozkan Sezer
b1324fbc9f fixed os/2 mouse relative motion not working (thanks Andrey Vasilkin,)
for issue reported at https://github.com/bitwiseworks/SDL2-os2/issues/5
2023-06-05 11:50:50 +03:00
Sam Lantinga
4700fbcbdf Don't bother re-encoding Latin1 characters in the ASCII range
(cherry picked from commit 6150b5b3cb)
2023-06-04 05:40:07 -07:00
Eddy Jansson
2660da6f5c Always allocate zt in output of SDL_iconv_string()
Before this, the function could not be used on buffers,
as it would not account for the zero-termination unless
it was included in the input.

(cherry picked from commit 5f5abb6805)
2023-06-04 05:17:15 -07:00
Sam Lantinga
7c86d96e86 Fixed SDL_iconv_string() truncation when handling SDL_ICONV_E2BIG
(cherry picked from commit c369b90019)
2023-06-04 05:14:44 -07:00
Ozkan Sezer
a1dea11d32 fix MSVC build error. 2023-06-04 14:29:10 +03:00
Sam Lantinga
bfef7c302c Only convert the result of XLookupString() if it's not already UTF-8
Fixes https://github.com/libsdl-org/SDL/issues/7766

(cherry picked from commit 491ae20d96)
2023-06-04 02:54:21 -07:00
Sam Lantinga
b9d1c483b9 Fixed building with the 16.1.4479499 Android toolchain 2023-06-03 23:55:56 -07:00
Sam Lantinga
dc94cca8dd Fixed typo in cherry-pick (thanks @HadesD!) 2023-06-03 11:57:08 -07:00
Sam Lantinga
97fe777ab4 Steam uses a different VID/PID for the Steam Virtual Gamepad on Windows
(cherry picked from commit 6815e75caf)
2023-06-03 11:40:58 -07:00
Sam Lantinga
f1bad83a21 Revert "Fixed detection of the Steam Virtual Gamepad on macOS"
This reverts commit 7aa28ce279.

Steam has been updated to send a version of 1 to avoid conflicts with controllers that report a version of 0.
2023-06-03 11:36:38 -07:00
Sam Lantinga
7aa28ce279 Fixed detection of the Steam Virtual Gamepad on macOS
(cherry picked from commit 5fcd70578b)
2023-06-02 18:39:22 -07:00
Sam Lantinga
c89a460672 Fixed build if SDL_JOYSTICK_RAWINPUT_MATCHING isn't enabled
(cherry picked from commit 7c55845c80)
2023-06-02 11:20:55 -07:00
Sam Lantinga
e3bfacde3e Don't use raw input while Remote Desktop is active
Raw input will not send game controller events while Remote Desktop is active, so dynamically switch between XInput and raw input when Remote Desktop state changes.

Fixes https://github.com/libsdl-org/SDL/issues/7759

(cherry picked from commit 767507fcf6)
2023-06-02 11:19:44 -07:00
Sam Lantinga
9c05098ed9 Fixed WGI immediately being correlated with raw input devices with no input
The at rest match state is 0x0000008800000000, not 0

(cherry picked from commit e8b5b4881c)
2023-06-02 09:39:57 -07:00
Alibek Omarov
c395240425 hints: clarify support for comma-separated values for QtWayland orientation that's available since 2.0.22
Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
2023-06-02 07:41:08 -07:00
Alibek Omarov
68e3e99087 wayland: reset orientation bitmask before reading values from hint on QtWayland
Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
2023-06-02 07:41:08 -07:00
Ozkan Sezer
7f7ea909bc testautomation_guid.c: fix integer warning in 32 bit builds. 2023-05-31 04:50:02 +03:00
Ryan C. Gordon
379a6f4dab x11: Attempt to wait for SDL_MaximizeWindow to complete before returning.
Fixes #7070.
2023-05-30 17:04:31 -04:00
Ryan C. Gordon
d275851dfb windows: Don't allow non-resizable windows to be maximized.
Fixes #6346.
2023-05-29 14:47:53 -04:00
Ryan C. Gordon
a9ded76dff VisualC: turn on multi-processor compilation.
This makes SDL2 build in 12 seconds, instead of 50, on my Windows
workstation, with Visual Studio.
2023-05-29 14:47:52 -04:00
Sam Lantinga
5007b96363 Fixed build warning 2023-05-28 19:23:56 -07:00
Sam Lantinga
b2e88ecfeb Disable SDL_JOYSTICK_RAWINPUT_XINPUT
Apparently when using the Xbox One Wireless Adapter, using XInput at the same time as raw input will cause the controller to turn off immediately after connecting. This appears to be a bug in the Windows 11 driver stack, but since WGI provides all the extended functionality we need, this can be turned off for now.

Fixes https://github.com/libsdl-org/SDL/issues/3468
2023-05-28 18:41:21 -07:00
Anonymous Maarten
d6cd450624 windows: SDL_Delay expects a 32-bit integer 2023-05-27 02:34:41 +02:00
Anonymous Maarten
e875775940 windows: SDL_immdevice needs SDL_timer.h include 2023-05-27 02:10:18 +02:00
Anonymous Maarten
72606d97e6 cmake: allow #include "SDL2/SDL.h.h" when using SDL2 as subproject 2023-05-27 01:48:30 +02:00
Ryan C. Gordon
48e71ae87b wasapi: Deal with HDMI or DisplayPort-based audio devices.
They can vanish for UP TO EIGHT SECONDS...!

This is for devices that connect to HDMI/DisplayPort/etc, where it
presumably has to wait for a display to get up and running before it
can play audio through it, so one can see the audio device fail when
changing display modes, or the system returning from sleep. Since this
can be triggered by a game changing video resolutions at startup (either
before or after opening the audio device!), it's important to deal with.

In normal conditions, it shouldn't take this long to open or recover an
audio device, but this is better than unexpectedly losing the device
in this situation.

Fixes #7044.
Fixes #5571.
2023-05-26 19:15:28 -04:00
Sam Lantinga
7308325559 Added support for printing wide strings using "%ls" syntax
(cherry picked from commit 128ca70160)
2023-05-26 14:59:30 -07:00
Ozkan Sezer
9dea06f5b5 fix mingw build failures in CI with clang-tidy.
(cherry-picked from commit a8a72de6fb)
2023-05-26 23:55:04 +03:00
Anonymous Maarten
c68976360d Fix -Wunused-function warning when configuring with -DSDL_X11_XINPUT2=OFF 2023-05-26 15:28:58 -04:00
Ryan C. Gordon
a535cc62a0 video: Only specify some GL context attributes if not the explicit default.
Just in case it upsets some OpenGL drivers unnecessarily.

Fixes #7730.

(cherry picked from commit d4bc393efe)
2023-05-25 10:10:03 -04:00
Sam Lantinga
63b8af3558 Disable unused local typedefs warning
This triggers on gcc 4.8.4 for compile time asserts inside of functions

Fixes https://github.com/libsdl-org/SDL/issues/7732

Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
2023-05-24 04:45:40 +03:00
Sam Lantinga
3f1fd5abff Updated source to match SDL function prototype style 2023-05-23 10:59:03 -07:00
Sam Lantinga
92f72682e7 Document the Android SDK versions checked in Java code
(cherry picked from commit b48b1ce500)
2023-05-23 08:45:43 -07:00
Frank Praznik
891c89eeb8 Fix unused variable warnings 2023-05-23 11:15:48 -04:00
Frank Praznik
e2b8d96529 wayland: Validate surfaces and window data before sending touch events
Ensure that incoming touch events originate from valid surfaces owned by SDL and have proper window data before forwarding them to the touch subsystem, or the window focus pointer that is sent with the event may not be a pointer to an SDL window.
2023-05-23 10:31:28 -04:00
Sam Lantinga
78a92b4f9d Fixed duplicate Joy-Con controllers on macOS
If both Apple and HIDAPI drivers see the controller, HIDAPI will be preferred.

Fixes https://github.com/libsdl-org/SDL/issues/7479

(cherry picked from commit 61ef4efdfa)
2023-05-22 14:52:05 -07:00
Sam Lantinga
7b2b99a996 Fixed handling the Saitek P3600, which doesn't use the Xbox 360 controller protocol
(cherry picked from commit cf0abf9911)
2023-05-22 12:42:05 -07:00
Sam Lantinga
b6d051e226 Fixed reporting backspace key if there is no text in the edit buffer (thanks @312937!)
This workaround isn't necessary at API 30 and above.

Fixes https://github.com/libsdl-org/SDL/issues/7039

(cherry picked from commit c971795954)
2023-05-22 12:01:52 -07:00
Sam Lantinga
0ad0347acb Use numeric codes for Android versions, to avoid SDK dependencies
(cherry picked from commit 3f6b2d1a61)
2023-05-22 12:01:52 -07:00
Sam Lantinga
a2f4783e75 Don't map the top keyboard row to numbers when using the one-handed DVORAK layouts (thanks @tormol!)
Fixes https://github.com/libsdl-org/SDL/pull/5127
2023-05-22 11:30:42 -07:00
Caleb Cornett
2001a891c4 Fix Xbox link error from IsRectEmpty
(cherry picked from commit 376a3cd100)
2023-05-21 19:11:25 -07:00
M. P. Halpin
1ee9a437f9 Stop beep when running iOS apps on ARM-based Macs
(cherry picked from commit bbf38bbbc3)
2023-05-20 11:21:13 -07:00
Sam Lantinga
69644346ac Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
Fixes https://github.com/libsdl-org/SDL/issues/7160
2023-05-20 11:09:36 -07:00
Sam Lantinga
00b87f1ded Make sure the sentinel is at the end of the current event pump cycle
If we're waiting, it's possible to not get any events, then add the sentinel, then pump again and then add another sentinel. We want to make sure we only have one sentinel and that it's at the end of the currently pumped events.

Testing:
* Verified test case in https://github.com/libsdl-org/SDL/issues/6539
* Verified test case in https://github.com/libsdl-org/SDL/issues/5350

Fixes https://github.com/libsdl-org/SDL/issues/6539
2023-05-20 10:27:48 -07:00
Sam Lantinga
beca41480d Undo name change for the controller list
(cherry picked from commit f60622c510)
2023-05-19 14:27:06 -07:00
Sam Lantinga
43b12fd9bc Moved the controller list out so it can be included elsewhere
(cherry picked from commit 24007b00b2)
2023-05-19 14:23:57 -07:00
Sam Lantinga
e8ec8ba1d4 Added support for the Astro C40 in Xbox 360 mode
(cherry picked from commit a4b4dff4a2)
2023-05-19 14:23:57 -07:00
Ozkan Sezer
feeec90873 test/testgles2_sdf.c: type fixes from commit e26e893daf, style clean-up. 2023-05-19 17:00:24 +03:00
Anonymous Maarten
d361acdd4e testgles2_sdf: build with CMake + fix build errors/warnings 2023-05-19 15:24:52 +02:00
Ozkan Sezer
92a487f2e4 style fixes for SDL_PROC macros. 2023-05-19 14:10:02 +03:00
Ryan C. Gordon
df9d0fb332 power: On Linux, compare status strings as case-insensitive.
In case something reports "Device" when we expected "device", etc.

Reference Issue #6835.
2023-05-18 13:26:55 -04:00
Ryan C. Gordon
4a0b9522b6 audio: Load .WAV files with format->blockalign==0.
In theory this is illegal, but legit wavefiles in the field do it, and
it's easy to bump it to 1 for general purposes.

Formats with more specific alignment requirements already check for them
separately.

Fixes #7714.

(cherry picked from commit 2e646c7141)
2023-05-17 20:09:28 -04:00
Ryan C. Gordon
32999798e0 dynapi: Accept a comma-separated list of libraries to attempt to load.
First one to load and have the necessary symbol is the one we accept,
if any. Once we accept one, we won't try loading others.

Fixes #7613.
2023-05-17 20:03:17 -04:00
valid-ptr
424bc4bcf7 SDL emscripten port: preventDefault should not be called on mousedown. Otherwise mouseup will not be fired outside iframe in Chrome-based browsers 2023-05-17 12:30:32 -07:00
Ryan C. Gordon
0eea92c8fc blit: Add a case for 8-bit blits that sdl12-compat exposed.
sdl12-compat can get into a state where a color-keyed surface is
marked for blending, but wants to blend with full alpha (which
is the same as _not_ blending), so rather than fail to find a
blitter in that case, it just selects the colorkey blitter.

Reference https://github.com/libsdl-org/sdl12-compat/issues/233
2023-05-16 14:38:44 -04:00
Sam Lantinga
d42c303b24 Check to make sure the Windows joystick device has buttons and axes
This fixes incorrectly detecting the ROG CHAKRAM X mouse as a game controller on Windows 10

(cherry picked from commit 642504bc59)
2023-05-15 21:44:20 -07:00
Sam Lantinga
237348c772 Changed all variadic macros into fixed (thanks @Wohlstand!) 2023-05-10 06:29:35 -07:00
Ryan C. Gordon
86786ed544 coreaudio: Flush/stop the AudioQueue before disposing of it.
Otherwise, a CoreAudio thread lingers forever, and coreaudiod eats CPU
until the SDL process terminates.

Fixes #7689.
2023-05-08 14:25:01 -04:00
Sam Lantinga
de93728674 Removed redundant __powerpc__ check
(cherry picked from commit b6df25c334)
2023-05-06 08:44:48 -07:00
Jeremy Rand
5e74365e55 SDL_blit_N.c: Move ppc64le swizzle outside of loop
An in-place swizzle mutation was erroneously inside of a loop, which
caused each consecutive 4-pixel vector to alternate between correct and
incorrect endianness.

The bug was introduced in 715e070d29.

Thanks to RobbieAB for reporting the bug.

Fixes https://github.com/libsdl-org/SDL/issues/3428

(cherry picked from commit 9142292f4a)
2023-05-06 08:39:59 -07:00
Loc(Elliot)
3e64fec9f4 Fix bug memory acess
Bitmap is not initialized before use, that cause segmentation fault on function use it. Fix by allocate memory before use.
2023-05-04 07:01:25 -07:00
Sam Lantinga
707e9397ca Removed memset_pattern4() from SDL headers
This requires including string.h, which isn't always done, so this commit simplifies dependencies on macOS

Fixes https://github.com/libsdl-org/SDL/issues/3657
2023-04-30 21:38:29 -07:00
Sam Lantinga
f72213c4ac By default, OpenBSD uses Linux controller mappings
Fixes https://github.com/libsdl-org/SDL/issues/7609

(cherry picked from commit 255c3b7c82)
2023-04-29 17:10:46 -07:00
Frank Praznik
132b88749c wayland: Destroy proxy wrappers and callbacks before event queues
Destroy any proxy wrappers and callbacks before the associated event queues to silence libwayland warnings about destroying the queues while proxies are still attached.
2023-04-27 13:08:59 -04:00
Linus Probert
8b39eb9b1f wayland: Fixes a memory leak wheere primary selection isn't freed
(cherry picked from commit 43f65a6ef0)
2023-04-24 12:00:16 -07:00
Ozkan Sezer
0f2322acfc hidapi/mac: replace sprintf uses with snprintf.
Reference issues:
-  https://github.com/libusb/hidapi/pull/509
-  https://github.com/libusb/hidapi/pull/511

(cherry picked from commit ae9119c36b)
2023-04-24 10:46:49 -07:00
Ozkan Sezer
5f344c17c2 hidapi/mac: import mainstream commit c1b9d2ad
c1b9d2ad98
Properly handle the close of run loop on macOS
(https://github.com/libusb/hidapi/pull/522)
- as per documentation `kCFRunLoopRunStopped` should be handled once the runloop is closed via `CFRunLoopStop`;
- if it is not handled - a race condition/crash may happen on the latest macOS when a device gets disconnected while being open;

(cherry picked from commit 62d1a2c836)
2023-04-24 10:46:49 -07:00
Mingjie Shen
a688ecd6fa Check return value of SDL_malloc()
(cherry picked from commit a4604cb0d6)
2023-04-23 12:28:54 -04:00
Sam Lantinga
120bc77e91 Report PS3 accelerometer values in m/s2 instead of Gs
(cherry picked from commit 0467301baf)
2023-04-19 13:12:38 -07:00
Anonymous Maarten
535ec1a921 cmake: allow users of sdl2-config.cmake to not add -mwindows to the link options 2023-04-18 14:10:12 -04:00
Sam Lantinga
7ec9a4385a More defensive coding against dangling device pointers
(cherry picked from commit acadb6f873)
2023-04-06 13:21:44 -07:00
Sam Lantinga
6d7269815b Clarified the expected sensor value when a game controller is at rest
(cherry picked from commit 1a20ccb289)
2023-04-06 09:55:43 -07:00
Sam Lantinga
cb0cf14155 The latest Armor-X Pro firmware update fixes the sign on the Z axis of the sensors
(cherry picked from commit 558bbbb07a)
2023-04-06 09:55:39 -07:00
Cyril Dubet
7914234b26 Fix key code names for ISO keyboard layouts
(cherry picked from commit 60dcaff7eb)
2023-04-05 17:03:42 -07:00
Sam Lantinga
51dcc3bb0b The macOS minimum deployment target is now 10.11
Xcode 14.3 does not allow targeting 10.9, the minimum recommended version is 10.13 and the minimum possible version is 10.11.

(cherry picked from commit 73b2faea4e)
2023-04-05 11:40:50 -07:00
Sam Lantinga
f6363fde9a Fixed crash if joystick->hwdata != NULL && device->driver == NULL
This should never happen, but we're seeing it in the wild, so make sure that we can never call into a NULL device driver.

(cherry picked from commit e13b74ccf0)
2023-04-05 11:24:55 -07:00
Ozkan Sezer
f633915443 fix build after commit 22685556e5. 2023-04-05 02:10:56 +03:00
Sam Lantinga
57043825ba Fixed crash if dbus can't be initialized
(cherry picked from commit cf2c6fa58d)
2023-04-04 12:35:30 -07:00
Sam Lantinga
22685556e5 Don't probe for PlayStation controllers when we already know the controller type
Fixes https://github.com/libsdl-org/SDL/issues/7556

(cherry picked from commit 655a07bdd8)
2023-04-04 12:35:20 -07:00
Sam Lantinga
f444eac557 Fixed analog triggers on the DualSense controller
(cherry picked from commit a67d410501)
2023-04-04 12:35:20 -07:00
Jerome Duval
eb0d214c17 Haiku: use a BLooper for events.
only create a BApplication when it doesn't already exist.
2023-03-30 10:20:11 -07:00
Frank Praznik
55f74c3285 x11: Don't allow the changing of certain scancodes
The X11 driver uses scancodes derived from keysyms to map the scancodes for extended keys to the physical keyboard, however, this can be incorrect when using certain XKB options (e.g. caps:swapescape), which changes the keysyms emitted by certain keys, but does not imply that their scancodes or positions should be altered. Mark selected scancodes as being non-remappable so that their scancodes aren't changed by toggling XKB mapping options.
2023-03-30 11:20:28 -04:00
Wohlstand
2aeac8de51 include: Fixed a C++-style single line comment.
78725dc0cd
2023-03-29 21:43:15 +00:00
Stephen Kitt
6d01ffcd94 Split up CFLAGS construction so it can be overridden
CFLAGS currently takes care of two aspects of the build: optimisation
and debug symbols on one hand, the include path on the other. The
former should be overridable by users, the latter shouldn't.

This patch moves the include path flag to CPPFLAGS, which is
appropriate for pre-processor directives. This leaves CFLAGS with only
overridable flags.

Based on a patch by Roflcopter4:
https://github.com/joncampbell123/dosbox-x/pull/3850

Signed-off-by: Stephen Kitt <steve@sk2.org>
2023-03-29 07:26:34 -07:00
Sam Lantinga
c2ee45f5ff The Xinmotek Controller is used in multiple products with different mappings
The mapping included here is for the Ultimate Atari Fight Stick

(cherry picked from commit f1099f8e70)
2023-03-28 15:16:07 -07:00
Sam Lantinga
0bf63175ab Fixed gyro values for the Armor-X Pro controller
(cherry picked from commit 8df7b4d853)
2023-03-28 14:44:59 -07:00
Sam Lantinga
d043c8535b Fixed the accelerometer and gyro axes for the Armor-X Pro controller
(cherry picked from commit 37517557ae)
2023-03-28 12:29:33 -07:00
Anonymous Maarten
d2a2787783 Fix remaining -Wimplicit-fallthrough warnings 2023-03-28 19:24:33 +02:00
Anonymous Maarten
85fecbb10b video: fix warnings about unused variables when building without duff's loop
(cherry picked from commit 0c3777d566)
2023-03-28 10:21:36 -07:00
Anonymous Maarten
ec3e333fb8 testautomation_audio: fix -Wimplicit-fallthrough warning
(cherry picked from commit 11c70406c3)
2023-03-28 10:21:36 -07:00
Anonymous Maarten
1402d13556 video/blit: fix -Wimplicit-fallthrough warnings
(cherry picked from commit f7961b7c9a)
2023-03-28 10:21:35 -07:00
Anonymous Maarten
03c239ded9 testsurround: fix channel names
Used table in include/SDL3/SDL_audio.h as reference.

(cherry picked from commit e1b8a03239)
2023-03-28 10:21:35 -07:00
Sylvain
16c9bad786 Safety fix: clear "_this->wakeup_window" when destroying the window
(cherry picked from commit c838ccf0e3)
2023-03-28 08:29:24 -07:00
Sylvain
6574e5eb57 Safety fix: clear "_this->current_glwin" when destroying the window
(cherry picked from commit 0c048d98af)
2023-03-28 08:29:23 -07:00
Sylvain
4fa21ee5ed Fixed bug #7515 - Window still grabbed after destroying 2023-03-28 09:43:34 +02:00
Sam Lantinga
8bfbda1eab Fixed the accelerometer sensitivity for the Armor-X Pro controller
(cherry picked from commit 8029a767ee)
2023-03-27 14:33:59 -07:00
Sam Lantinga
93c289b475 Increased precision for PS4 sensor data conversion
(cherry picked from commit 3340864786)
2023-03-27 14:33:56 -07:00
Pierre Wendling
ed5a343d25 SDL_hidapi_steam.c: Fix compilation under c2x.
When N2935 is implemented, the enum breaks compilation. Use a #define of
the SDL booleans instead.

(cherry picked from commit 975039ce0d)
2023-03-27 09:02:46 -07:00
Pierre Wendling
0081174689 Fix clang-tidy error on LLVM 16.
Starting LLVM 16, clang-diagnostic-implicit-function-declaration is
treated as an error.
(cherry picked from commit ea093378a2)
2023-03-27 12:51:21 +03:00
Anonymous Maarten
cd64e0b6e3 SDL_blit_copy: Don't call potentially FPU using SDL_memcpy in SDL_memcpyMMX 2023-03-27 06:13:28 +00:00
Anonymous Maarten
51c10bef0b cmake: disable warnings in libm + warning about EMMS instruction
SDL_BlitCopyMMX ends with _mm_empty(), so the MMX state should be emptied.

(_mm_empty is the intrinsic function for emms)
2023-03-27 06:13:28 +00:00
Anonymous Maarten
d1dc195208 Implement _intel_fast_(memcpy|memset)
The classic Intel compiler generates calls to these functions when
building the SDL library with SDL_LIBC=OFF.
2023-03-27 06:13:28 +00:00
Anonymous Maarten
5e5b029d6c cmake: add /Q_no-use-libirc flag when building a no-libc library
The new Intel LLVM library needs this because when building SDL2
in release mode.
2023-03-27 06:13:28 +00:00
Anonymous Maarten
b58285b7ed ci: test with (old) Intel compiler + (new) oneAPI compiler 2023-03-27 06:13:28 +00:00
Anonymous Maarten
e5ebbdafd4 cmake: add support for building with Intel C compiler 2023-03-27 06:13:28 +00:00
Anonymous Maarten
977781d3f4 testautomation_math: avoid equality tests with INFINITY
Fixes this warning:
 warning: comparison with infinity always evaluates to false in fast floating point modes [-Wtautological-constant-compare]
2023-03-27 06:13:28 +00:00
Anonymous Maarten
984af1a725 cmake: new LLVM based Intel compiler does not recognize MSVC's /MP 2023-03-27 06:13:28 +00:00
Anonymous Maarten
5aa76de35f cpuinfo: use __cpuidex instead of __cpuid
The classic Intel Compiler does not clear the ecx register prior
to executing the cpuid opcode.
2023-03-27 06:13:28 +00:00
Anonymous Maarten
1158cff9ea cmake: increase threshold for stack probes
The /Gs argument controls the number of bytes that local variables
can occupy before a stack probe is initiated.
By setting it to a huge value, no calls to __chkstk are inserted.

This change is needed for the classic Intel C compiler to build SDL
with -DSDL_LIBC=OFF.
2023-03-27 06:13:28 +00:00
Anonymous Maarten
ae3a34a388 byteswap: Don't use intrinsic byteswap functions with Intel C compiler
It reroutes intrinsic _byteswap_u(short|long|int64) call to libc function.
2023-03-27 06:13:28 +00:00
Frank Praznik
c0824cd49a events: Increase the size of the name buffer when logging events
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)
2023-03-26 22:01:17 -07:00
capehill
6ed29f47c9 testgles2_sdf: Call correct function to get shader info log
(cherry picked from commit b8c88cc584)
2023-03-26 22:00:41 -07:00
Karl Hedberg
9ed1b778ed Made the Android documentation more clear and understandable (#7535)
(cherry picked from commit 11142ec256)
2023-03-25 15:11:51 -07:00
Bartłomiej Dach
b970dd1beb Android: Fix mismatching JNI method signature
Another regression from commit dca3fd8307,
which was a backport of commit de3909a190
from SDL3 to SDL2. This time the regression is much less apparent,
however, due to two reasons:

- It only appears when the SDL project is ran on an actual device
  due to magic stringage.

- More importantly, the regression was partially hidden due to
  the nature of de3909a190.

  The commit which was backported added a single `I` to the JNI method
  signature in `SDL_android.c`, representing the added `int axis_mask`
  parameter. The parameter was added to both SDL2 and SDL3.

  However, notably, that `I` was added *after* commit
  fcafe40948, which removed the
  `int nballs` parameter from the joystick API, but only from the SDL3
  branch.

  Therefore, in totality, what should really have been a merge conflict,
  was obscured by the fact that the SDL3 branch ended up having
  a net-identical JNI signature to the SDL2 branch, due to having
  one bool param removed and one added - while, in fact, the SDL2 branch
  needed one bool param added and none removed.
2023-03-25 15:08:33 -07:00
Bartłomiej Dach
576df87240 Android: Fix missing type in SDLControllerManager
The missing type in question is causing compilation failures.
The error was introduced in dca3fd8307,
which was a backport of commit de3909a190
from SDL3 to SDL2.

Because `int nballs` was removed as a parameter from the controller
API in SDL3 in revision fcafe40948,
this change is only applicable to the SDL2 branch.
2023-03-25 15:08:33 -07:00
Sylvain
2dddaa7dc9 backport x11/sdl2 fixes
4b1378f

X11: fix size/position (test video_setWindowCenteredOnDisplay)

this fix x11 backend to correctly pass video_setWindowCenteredOnDisplay()

    get border values early (eg status bar)
    wait for size/position change to get valid values

d4d26e0

testautomation_video: if SDL_SetWindowSize/Position isn't honored, we should check there is an event
x11: send the events if various occasions
2023-03-25 10:27:17 +01:00
Ozkan Sezer
45a6ad8e57 wikiheaders.pl: make it work with older perl versions, e.g. 5.10. 2023-03-24 11:56:40 +03:00
Sam Lantinga
b57a6a1adf Added gamepad mapping for Flydigi Vader 2 with the latest firmware (6.0.4.9)
(cherry picked from commit ed0937598e)
2023-03-18 11:36:50 -07:00
Ivan Mogilko
d78072fcd4 Fixed SDL_RenderSetVSync does not update flags if simulated vsync is on
This lets the user to correctly detect current vsync state by reading SDL_RendererInfo.
Also fixes SetVSync's return value check (it may be positive for error too).
2023-03-17 14:55:04 -07:00
Ryan C. Gordon
446e0943da wasapi: Force WIN_CoInitialize duing device open.
Otherwise this won't work if you open a device on a background thread.

Fixes #7478.
2023-03-17 08:44:19 -07:00
Sylvain
23bce27b26 Change SDL_BLENDMODE_MUL for gl renderers
Add FIXME for PSP and DirectFB
2023-03-16 20:27:09 +01:00
Sylvain
c078dfcf6b Refresh generation of SDL_blit_auto.c after simplifying sdlgenblit.pl 2023-03-16 20:27:09 +01:00
Sylvain
18c4db678b Simplify SDL_BLENDMODE_MUL in sdlgenblit.pl 2023-03-16 20:27:09 +01:00
Sylvain
7d26ba754a Simplify SDL_BLENDMODE_MUL 2023-03-16 20:27:09 +01:00
Sylvain
bd70ce7f94 Refresh generation of SDL_blit_auto.c 2023-03-16 20:27:09 +01:00
Anonymous Maarten
ce4c54e2b2 cmake: get_filename_component(EXT) retturns extension including leading dot 2023-03-15 14:55:56 +01:00
Sam Lantinga
57ae9f466d Ignore the PS4 packet CRC if it's not being set correctly
This fixes handling the 8BitDo SN30 Pro with the 2.00 firmware in PS4 mode

Fixes https://github.com/libsdl-org/SDL/issues/7270

(cherry picked from commit 3951cae4a5)
2023-03-13 20:00:19 -07:00
Rudolf Polzer
dca3fd8307 Android: indicate gamepaddb entries where axis order changed.
Axis order was changed in 6f1f586086 to improve
default mappings.

(cherry picked from commit de3909a190)
2023-03-11 13:01:50 -08:00
Sam Lantinga
ab1670386f Added support for the trigger buttons on the Victrix Pro FS for PS5
(cherry picked from commit 8d7e61ea42364c256b76e7f6f2b6d6f90742bcb7)
2023-03-10 15:46:22 -08:00
Sam Lantinga
76e9d64b36 Removed space between sizeof and parentheses 2023-03-10 08:13:51 -08:00
Sam Lantinga
e9f9cb29fc Fixed build warning on Android
(cherry picked from commit 2af6f4a3e4)
2023-03-10 08:12:28 -08:00
Stephen Kitt
3e1d7e6a14 Specify bash for androidbuildlibs.sh
This script relies on string indexes in parameter expansions, which
aren't suppored by /bin/sh (e.g. dash).

Based on a patch by Roflcopter4:
https://github.com/joncampbell123/dosbox-x/pull/3850

Signed-off-by: Stephen Kitt <steve@sk2.org>
(cherry picked from commit bbfd5b3fb2)
2023-03-10 07:38:28 -08:00
Qrox
ef347776c2 Uses integer arithmetics in SDL_ResampleAudio
- Avoids precision loss caused by large floating point numbers.
- Adds unit test to test the signal-to-noise ratio and maximum error of resampler.
- Code cleanup

(cherry-picked from commit 20e17559e5)
2023-03-10 18:37:00 +03:00
Ozkan Sezer
5e35309913 fix bad merge of sizeof style patch 2023-03-10 08:32:24 +03:00
Sam Lantinga
71dc7169d9 Added header for SDL_Delay() 2023-03-09 17:18:40 -08:00
Sam Lantinga
1e6ffc6294 Removed a duplicate delay accidentally added during code refactor
(cherry picked from commit 926db1bd54)
2023-03-09 16:13:19 -08:00
Sam Lantinga
3f00fa16c6 Wait for the GCController framework to see IOKit devices
It occasionally takes a few millseconds for the GCController framework to handle the device notification and set up the device

Fixes the duplicate controller issue in https://github.com/libsdl-org/SDL/issues/6686

(cherry picked from commit 645823fc90)
2023-03-09 16:13:19 -08:00
Sam Lantinga
0d76380042 Code style: changed "sizeof foo" to "sizeof(foo)" (thanks @sezero!)
(cherry picked from commit c6443d86c9)
2023-03-09 15:23:59 -08:00
Sam Lantinga
46d143376a If the client rect is empty, use the last known window size
This happens on Windows 11 with fullscreen desktop windows when the desktop is brought up with the Windows+D shortcut.

Fixes https://github.com/libsdl-org/SDL/issues/7419

(cherry picked from commit 2ca727aec6)
2023-03-09 10:39:43 -08:00
Ozkan Sezer
22de91a947 Removed guard around the enabled assertions support code
Otherwise, SDL_assert_always() wouldn't work.

Fixes https://github.com/libsdl-org/SDL/issues/7433
2023-03-09 20:51:50 +03:00
Deve
1c2f825230 Fixed incorrect modifier keys handling on macOS
(cherry-picked from commit 45a58b7882)
2023-03-09 20:28:51 +03:00
Sam Lantinga
d9c07d9ef7 Fixed the documentation for SDL_SetRelativeMouseMode()
(cherry picked from commit fb0c3197e0)
2023-03-08 22:33:23 -08:00
Frank Praznik
8f7427c158 tests: Always set valid dimensions for the fullscreen mode 2023-03-08 19:46:37 -05:00
Frank Praznik
6a999d16fa wayland: Always use a scale factor of 1 for exclusive fullscreen emulation 2023-03-08 19:46:37 -05:00
Lokathor
cfd6b34b8f Make mappings for "Retrolink SNES Controller" with SDL_GAMECONTROLLER_USE_BUTTON_LABELS both on and off
I've only tested this on windows, but I went ahead and made the same changes for linux and mac because I assumed it's the same there and that we'd want to keep the three platforms in sync.

(cherry picked from commit b8bc4a234b)
2023-03-08 16:44:30 -08:00
Ozkan Sezer
a70964aaf4 fix SDL_FindFreePlayerIndex so it can really return -1. 2023-03-08 20:00:50 +03:00
Sam Lantinga
35c13196f0 Fixed uninitialized variable 2023-03-08 08:40:38 -08:00
Ozkan Sezer
bc87983310 tests: added -DHAVE_SIGNAL_H to CFLAGS in watcom makefiles 2023-03-08 18:56:50 +03:00
Sam Lantinga
f5c0760c6b Disassociate the SDLOpenGLContext from the view before deleting it
If we don't do this, the view will be blanked even if another context is current and rendering from that context won't be visible.

Fixes https://github.com/libsdl-org/SDL/issues/4986
2023-03-08 01:15:21 -08:00
Sam Lantinga
63e6c19b7d Use SDL_GL_DeleteContext instead of Cocoa_GL_DeleteContext for context cleanup
That will make the current context NULL before deleting the context.
2023-03-08 01:13:00 -08:00
Sam Lantinga
1bd9ebf533 If we're not the current fullscreen window and we don't want to be fullscreen, don't touch the current video mode
Fixes an assertion in qemu on macOS, which creates multiple hidden windows:
2023-03-07 09:56:55.304 qemu-system-i386[9931:2984587] *** Terminating app due to uncaught exception 'NSGenericException', reason: 'NSWindowStyleMaskFullScreen cleared on a window outside of a full screen transition. Called from (
	0   AppKit                              0x00000001968f77ac __25-[NSWindow setStyleMask:]_block_invoke + 140
	1   AppKit                              0x00000001968f76cc NSPerformVisuallyAtomicChange + 108
	2   AppKit                              0x00000001968f7580 -[NSWindow setStyleMask:] + 188
	3   libSDL2-2.0.0.dylib                 0x0000000106531328 Cocoa_SetWindowFullscreen + 568
	4   libSDL2-2.0.0.dylib                 0x0000000106501700 SDL_UpdateFullscreenMode + 1316
	5   libSDL2-2.0.0.dylib                 0x0000000106504270 SDL_SetWindowFullscreen_REAL + 328
	6   libSDL2-2.0.0.dylib                 0x000000010650117c SDL_FinishWindowCreation + 100
	7   libSDL2-2.0.0.dylib                 0x0000000106500998 SDL_CreateWindow_REAL + 1812
	8   libSDL2-2.0.0.dylib                 0x00000001063efd54 SDL_CreateWindow + 76
	9   qemu-system-i386                    0x00000001050aa600 sdl2_window_create + 192
	10  qemu-system-i386                    0x00000001050a9fa0 sdl2_2d_switch + 196
	11  qemu-system-i386                    0x0000000104e9c784 displaychangelistener_display_console + 524
	12  qemu-system-i386                    0x0000000104e9e36c register_displaychangelistener + 264
	13  qemu-system-i386                    0x00000001050ab6d0 sdl2_display_init + 304
	14  qemu-system-i386                    0x000000010505c870 qemu_init + 13380
2023-03-07 10:10:43 -08:00
Sam Lantinga
e0e79419b6 Fixed which window we check flags for when updating fullscreen mode 2023-03-07 10:08:55 -08:00
Sam Lantinga
8fc10ac95c Added mapping for the Xbox Elite Core controller connected via Bluetooth on Android
(cherry picked from commit d08338ddc5)
2023-03-06 15:37:52 -08:00
divVerent
91ad208d18 Fix Xbox One gamepad axis assignment on SDL_JOYSTICK_ANDROID API (#7405)
(cherry picked from commit 6f1f586086)
2023-03-06 15:37:41 -08:00
Anonymous Maarten
6c495a92f0 cmake: use compatible interface properties to disallow linking to a different version of SDL 2023-03-03 23:41:18 +01:00
Michal Suchanek
96a2a6b945 evdev_kbd: Use current keymap
keymap can change over time, caching the keymap causes wrong keys
returned when user changes keymap during runtime

Signed-off-by: Michal Suchanek <msuchanek@suse.de>
2023-03-03 14:30:02 -08:00
Ozkan Sezer
fd4bb4154b dynapi: replace uses of deprecated SDL_assert_state and SDL_assert_data 2023-03-03 03:01:02 +03:00
Ryan C. Gordon
46945354cc dataqueue: Make thread safe.
Each data queue gets its own mutex and each function obtains it.

Fixes #7390.

(cherry picked from commit 8b9a938413)
2023-03-02 16:43:44 -05:00
Ryan C. Gordon
f5bb286b76 dataqueue: Removed non-public SDL_ReserveSpaceInDataQueue function
This wasn't used, and it was just asking for trouble.

(cherry picked from commit f833e005e1)
2023-03-02 16:41:58 -05:00
Sam Lantinga
f47a08ab84 Fixed typo in previous cherry-pick 2023-03-01 16:47:48 -08:00
Sam Lantinga
660fc89967 Don't clobber an existing entry with a different version when adding a gamepad mapping
(cherry picked from commit 727c7d4e2f)
2023-03-01 16:41:44 -08:00
Sam Lantinga
6ff3e49b6f Follow the same pattern for releasing the window data in the UIKit driver
Possible fix for https://github.com/libsdl-org/SDL/issues/7361

(cherry picked from commit ebdb320651)
2023-02-28 16:15:01 -08:00
Ryan C. Gordon
e58a8639e3 docs: Removed bogus file from wiki bridge.
That was fixed to not do that again by 7e429a13d3
2023-02-28 13:40:35 -05:00
Ryan C. Gordon
5b7b3da701 Sync wiki -> headers. 2023-02-28 12:56:01 -05:00
Ryan C. Gordon
0a0dfdb2f9 wikiheaders: Sort pages before listing them in README/FrontPage.md.
(cherry picked from commit 99c38268cd)
2023-02-28 12:29:21 -05:00
Ryan C. Gordon
8572e19327 wikiheaders: Use Windows endlines in the source, Unix in the wiki.
(cherry picked from commit 7745c9b3ae)
2023-02-28 12:29:16 -05:00
Sam Lantinga
031348d377 Fixed SDL windows getting the maximized state after leaving fullscreen on macOS
(cherry picked from commit 2df08fb1b27b721998a1380a2acdbe1494b5591e)
2023-02-28 09:03:10 -08:00
Ryan C. Gordon
462d95ab4d wikiheaders: ignore wiki's README/FrontPage.md
(cherry picked from commit 6d1e14b792)
2023-02-28 11:56:20 -05:00
Ryan C. Gordon
a48bb80ea0 wikiheaders: Bridge README files in the docs directory to wiki.
Fixes #6026.

(cherry picked from commit 2506676f34)
2023-02-28 11:46:46 -05:00
Sam Lantinga
c0fb092425 Fixed locking up the Logitech F310 with the PlayStation controller detection
(cherry picked from commit da134a3039)
2023-02-28 08:37:18 -08:00
Ryan C. Gordon
37de5d4849 wikiheaders: fixed wikilinks in Markdown code sections.
(cherry picked from commit a479633455)
2023-02-27 23:08:55 -05:00
Sam Lantinga
715749f578 Added mapping for DualSense Edge Wireless Controller on Linux
This is a mapping when using evdev, not the more advanced HIDAPI support.

(cherry picked from commit 206fa4dafb)
2023-02-27 15:21:04 -08:00
David Carlier
0c7346ec3e USE_DEV_RANDOM close the file descriptor even in the rare case it can't read it 2023-02-26 14:00:32 +03:00
Torge Matthies
711a458be5 x11: Fix duplicate Xinput2 event reception
Passing True for owner_events in the XGrabPointer call makes all
XI_RawMotion events appear in the queue twice, with the only difference
between them being the value of XGenericEventCookie::cookie. These have
always been filtered out by a check in the XI_RawMotion handler,
however with a mouse that polls at more than 1 kHz frequency, there
also exist legitimate events that appear indistinguishable from these
duplicated events. These must not be filtered out, otherwise the
pointer may move at an inconsistent speed, appearing like a bad pointer
acceleration implementation.

Change owner_events to False in the XGrabPointer and remove the
duplicate event detection code to fix this.

Signed-off-by: Torge Matthies <openglfreak@googlemail.com>
(cherry picked from commit f18b5656f6)
2023-02-25 10:05:43 -08:00
Ryan C. Gordon
171fba320f wikiheaders: Fix wikilinks inside code sections a little. Not perfect yet.
(cherry picked from commit 5b0351a672)
2023-02-24 14:30:34 -05:00
Sam Lantinga
ad09976eca Fixed relative mouse motion over remote desktop
Setting the cursor clip area to a single pixel prevents the relative mouse motion remote desktop warping from working, so the mouse is never recentered.

(cherry picked from commit daffe02b11)
2023-02-24 09:23:23 -08:00
Ryan C. Gordon
7abb748134 Sync wiki -> headers. 2023-02-24 11:47:13 -05:00
Ryan C. Gordon
858ae9900e wikiheaders: fixed see-also conversion
(cherry picked from commit d748a454a8)
2023-02-24 11:46:41 -05:00
Ryan C. Gordon
f87f0fe781 wikibridge: Fixes for manpage generation from Markdown format.
(cherry picked from commit 5ff49955ab)
2023-02-24 10:22:28 -05:00
Ryan C. Gordon
b3ea81b33f wikiheaders: Work to make the wiki exist primarily in Markdown format.
This adds a means to mass-convert the whole wiki to Markdown as a one-time
operation, and then some fixes to make --copy-to-headers correctly deal with
Markdown-formatted wiki pages.

(cherry picked from commit 936a51d5cc)
2023-02-24 09:48:37 -05:00
Sam Lantinga
3bf9c70a7c Changed the VID/PID used for the Backbone One controller on iOS
(cherry picked from commit 516e48515e)
2023-02-23 12:24:49 -08:00
Sam Lantinga
ea7103088f Added support for the Backbone One PlayStation Edition
(cherry picked from commit 59bf1c2853)
2023-02-23 11:59:10 -08:00
Sam Lantinga
a3a45f6709 Fixed view frame from flipping back and forth between landscape and portrait on iOS
(cherry picked from commit b2d913883c)
2023-02-23 11:59:00 -08:00
Ozkan Sezer
5a7ea76ed3 fix MSVC build failures in CI after commit 1e5e8e2f
(cherry picked from commit a2f8cf8fc0)
2023-02-22 13:31:44 -05:00
Ryan C. Gordon
9403c9e95a resampler: Work at double precision on x86-64 machines.
We get audio artifacts if we don't work at the higher precision, but
this is painful on CPUs that have to use a software fallback for this,
so for now (that is, until we have a better solution), get better output
on amd64 chips, where the cost is less painful.

(cherry picked from commit 1e5e8e2fda)
2023-02-22 13:29:31 -05:00
Sam Lantinga
13969f8567 De-duplicate Google Stadia controllers on macOS
(cherry picked from commit 87a83787a3)
2023-02-21 15:35:25 -08:00
Sam Lantinga
9be85b846b Rumbling the Google Stadia Controller over Bluetooth works on Linux and macOS
(cherry picked from commit 4aeec9d8c2)
2023-02-21 15:07:24 -08:00
Sam Lantinga
35c9b1042f Fixed the packet size for Xbox One controllers
(cherry picked from commit 021a7cfa13)
2023-02-21 12:48:10 -08:00
Sam Lantinga
31a57c05dc Fixed the share button on the ThrustMaster eSwap PRO Controller Xbox
(cherry picked from commit e4face7c1d)
2023-02-21 12:43:20 -08:00
Sam Lantinga
3dff5d3cbe Added support for the Turtle Beach REACT-R and Recon Xbox controllers
(cherry picked from commit 5fded632d6)
2023-02-21 11:29:45 -08:00
Sam Lantinga
4c9a79dddb Removed duplicated conditional
(cherry picked from commit 1a15d506a6)
2023-02-20 18:26:07 -08:00
Sam Lantinga
7c4f5e1def Fixed rumble caps for the Nintendo Joy-Con controllers
(cherry picked from commit 02cea5fca1)
2023-02-20 18:25:57 -08:00
Sam Lantinga
abe8dbbf1c Added support for the Razer Wolverine V2 controllers
(cherry picked from commit 4994654d4f)
2023-02-20 18:25:38 -08:00
Sam Lantinga
0efb31ef32 cocoa/gles: do not unload EGL when context is destroyed
(cherry picked from commit e8091b8983)
2023-02-20 10:43:15 -08:00
Marc-André Lureau
eb22fbc894 windows/gles: do not unload EGL when context is destroyed
It's legitimate to have multiple contexts.

Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
(cherry picked from commit 93861e1de0)
2023-02-20 10:42:18 -08:00
Marc-André Lureau
479bc2d5ed windows/gles: correct indentation
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
(cherry picked from commit 654965a628)
2023-02-20 10:41:45 -08:00
Ryan C. Gordon
e6e654e25c include: Fix symbols in public headers that start with an underscore.
Fixes #7352.
2023-02-20 11:38:26 -05:00
Sam Lantinga
7b06007266 Fixed typo (thanks @Iniquitatis!)
(cherry picked from commit ced02319a6)
2023-02-19 09:58:07 -08:00
Lauri Kasanen
7d55ccb8b0 Fix GetGlobalMouseState when xi2 is not available at runtime
(cherry picked from commit 0123d6311d)
2023-02-19 09:56:39 -08:00
Ozkan Sezer
da6bce4f76 SDL_x11dyn.h: include XInput2.h also for Xfixes
Fixes https://github.com/libsdl-org/SDL/issues/7343
2023-02-11 23:51:28 +03:00
Le Philousophe
74e8a6451b Fix window size in X11 when window manager refuses to resize
(cherry picked from commit a67ae8eed5)
2023-02-18 12:33:18 -08:00
Sam Lantinga
f741adc86c Added other names for the DragonRise Inc. Wired Wheel (thanks @felimwhiteley!)
(cherry picked from commit eede2066fb)
2023-02-17 11:30:49 -08:00
Anonymous Maarten
817141c162 ci: install pkg-config on Macos runner
(cherry picked from commit 86f0c69465)
2023-02-17 01:05:00 +03:00
Sam Lantinga
e86f494317 Hold the joystick lock while opening the HID device on non-Android platforms
On Windows the main thread can be enumerating DirectInput devices while the Windows.Gaming.Input thread is calling back with a new controller available, and in this case HIDAPI_IsDevicePresent() returned false since the controller initialization hadn't completed yet, creating a duplicate controller.

Fixes https://github.com/libsdl-org/SDL/issues/7304

(cherry picked from commit ece8a7bb8e)
2023-02-16 09:53:33 -08:00
Sylvain
d948e6c3c5 Fix potential de-referencing null pointer in SDL_EVDEV_kbd_keycode() 2023-02-16 08:23:22 +01:00
Sam Lantinga
e7376b7b74 Fixed Steam Runtime sandbox detection
Fixes hotplug issues on Steam Deck for Proton and native games

(cherry picked from commit bcd97b36d2)
2023-02-15 13:54:50 -08:00
Sam Lantinga
69b2baec5c Map the Android MENU button back to the SDL MENU key
Thanks to @AntTheAlchemist for the investigation!

Fixes https://github.com/libsdl-org/SDL/issues/7318

(cherry picked from commit beb6a2afdc)
2023-02-14 18:04:30 -08:00
Sam Lantinga
2c6995778e Fixed handling simple mode PS4 reports
Fixes https://github.com/libsdl-org/SDL/issues/7270

(cherry picked from commit 5925cd4ef3)
2023-02-14 17:53:37 -08:00
Ozkan Sezer
22df572979 look for clock_gettime() in libc first, then in librt if not found. 2023-02-13 22:28:02 +03:00
Ozkan Sezer
634705851d cmake: really fix detection of pthread_setname_np() on Apple platforms. 2023-02-13 11:56:10 +03:00
Ozkan Sezer
1194f52a5c cmake: fix detection of pthread_setname_np() on Apple platforms. 2023-02-13 11:55:40 +03:00
Sylvain
45e5f0f10b Fixed bug #7302 - Memory 'leak' in SDL_SetMouseSystemScale() 2023-02-13 09:43:13 +01:00
Knightly
a23d1af0ac Guard against _USE_MATH_DEFINES redefinition 2023-02-12 20:47:00 +03:00
Francisco Javier Trujillo Mata
2b66ef0df4 Fixed audio 2023-02-11 13:22:47 -08:00
Sam Lantinga
7285f0d441 Sorted controller list
(cherry picked from commit 68e2f23066)
2023-02-10 17:18:32 -08:00
Alfredo Escobar
ca3468cb55 Add Hori Pokken Tournament DX Pro Pad
(cherry picked from commit 76552e4780)
2023-02-10 17:17:00 -08:00
Bruce Mitchener
7d2012af87 emscripten: Update deprecated calls to EM_ASM*.
`EM_ASM_` and `EM_ASM_INT_V` are calls that have been deprecated
for a long time.

Since the return value isn't used for the call to `EM_ASM_`, it
can be replaced with `EM_ASM`.

`EM_ASM_INT_V` is now (for the last few years) `EM_ASM_INT`.

(cherry picked from commit a8e89f2567)
2023-02-10 07:11:31 -08:00
Sylvain
17515f4aef Backport simplify flags PR #7220 2023-02-09 17:19:46 -08:00
Sam Lantinga
f71178a16f Fixed MFI controller being opened while HIDAPI controller was being opened
This was the callstack:
    frame #3: 0x00000001004e1930 libSDL3.1.0.0.dylib`IOS_AddJoystickDevice(controller=0x0000600003b0c000, accelerometer=SDL_FALSE) at SDL_mfijoystick.m:528:14
    frame #4: 0x00000001004e1a54 libSDL3.1.0.0.dylib`__IOS_JoystickInit_block_invoke(.block_descriptor=0x0000000100547760, note=@"GCControllerDidConnectNotification") at SDL_mfijoystick.m:673:45
    frame #5: 0x000000018601e578 CoreFoundation`__CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 128
    frame #6: 0x00000001860bc074 CoreFoundation`___CFXRegistrationPost_block_invoke + 88
    frame #7: 0x00000001860bbfbc CoreFoundation`_CFXRegistrationPost + 440
    frame #8: 0x0000000185fefbac CoreFoundation`_CFXNotificationPost + 708
    frame #9: 0x0000000186edc72c Foundation`-[NSNotificationCenter postNotificationName:object:userInfo:] + 88
    frame #10: 0x000000019b054a18 GameController`__60-[_GCControllerManagerAppClient _onqueue_publishController:]_block_invoke + 156
    frame #11: 0x0000000185dc19dc libdispatch.dylib`_dispatch_call_block_and_release + 32
    frame #12: 0x0000000185dc3504 libdispatch.dylib`_dispatch_client_callout + 20
    frame #13: 0x0000000185dd1d1c libdispatch.dylib`_dispatch_main_queue_drain + 928
    frame #14: 0x0000000185dd196c libdispatch.dylib`_dispatch_main_queue_callback_4CF + 44
    frame #15: 0x000000018606ad6c CoreFoundation`__CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 16
    frame #16: 0x00000001860287ec CoreFoundation`__CFRunLoopRun + 2036
    frame #17: 0x00000001860278a4 CoreFoundation`CFRunLoopRunSpecific + 612
    frame #18: 0x00000001003b1194 libSDL3.1.0.0.dylib`process_pending_events at hid.c:509:9
    frame #19: 0x00000001003aebe8 libSDL3.1.0.0.dylib`PLATFORM_hid_open_path(path="USB_054c_05c4_0x11a104290", bExclusive=0) at hid.c:823:2
    frame #20: 0x00000001003b051c libSDL3.1.0.0.dylib`SDL_hid_open_path_REAL(path="USB_054c_05c4_0x11a104290", bExclusive=0) at SDL_hidapi.c:1419:19
    frame #21: 0x00000001004dabdc libSDL3.1.0.0.dylib`HIDAPI_SetupDeviceDriver(device=0x0000600003518000, removed=0x000000016fdfee3c) at SDL_hidapijoystick.c:399:19
    frame #22: 0x00000001004da890 libSDL3.1.0.0.dylib`HIDAPI_AddDevice(info=0x000060000212c2d0, num_children=0, children=0x0000000000000000) at SDL_hidapijoystick.c:843:5
    frame #23: 0x00000001004d9148 libSDL3.1.0.0.dylib`HIDAPI_UpdateDeviceList at SDL_hidapijoystick.c:1000:21
    frame #24: 0x00000001004d9940 libSDL3.1.0.0.dylib`HIDAPI_JoystickDetect at SDL_hidapijoystick.c:1205:13
    frame #25: 0x00000001003bc6d8 libSDL3.1.0.0.dylib`SDL_UpdateJoysticks_REAL at SDL_joystick.c:1703:9
    frame #26: 0x00000001003a13a8 libSDL3.1.0.0.dylib`SDL_PumpEventsInternal(push_sentinel=SDL_FALSE) at SDL_events.c:855:9
    frame #27: 0x00000001003a1340 libSDL3.1.0.0.dylib`SDL_PumpEvents_REAL at SDL_events.c:879:5
    frame #28: 0x000000010038b380 libSDL3.1.0.0.dylib`SDL_PumpEvents at SDL_dynapi_procs.h:572:1
    frame #29: 0x0000000100004524 testgamepad`loop + 40
    frame #30: 0x00000001000063d8 testgamepad`main + 2140

(cherry picked from commit a9650d440a)
2023-02-09 12:07:42 -08:00
Sam Lantinga
d77eb8a8d5 Make sure we synchronously re-enable USB reporting mode for Switch controllers (thanks @SortaCore!)
Fixes https://github.com/libsdl-org/SDL/issues/3450

(cherry picked from commit b7c6fec10a)
2023-02-08 14:31:05 -08:00
Sam Lantinga
3fb9118cb6 Note the Google Stadia controller doesn't support rumble over Bluetooth
(cherry picked from commit 50575ed223)
2023-02-08 14:31:05 -08:00
Sam Lantinga
71fb4e3d76 Fixed mis-detecting the share button on the Xbox controller over NDIS
(cherry picked from commit 00e02de77b)
2023-02-08 14:31:05 -08:00
Sam Lantinga
2518e32de8 Dynamically update the serial number if it isn't available at first
This happens for Xbox One controllers using newer firmware connected over NDIS

(cherry picked from commit d1c72bb0bc)
2023-02-08 14:31:01 -08:00
Sam Lantinga
e8938fc66a Enable paddles on the Xbox Elite controller when connected over USB
(cherry picked from commit c4db0725e4)
2023-02-08 14:27:05 -08:00
Ozkan Sezer
fde6323662 fix build after the Logitech ChillStream patch. 2023-02-07 01:11:02 +03:00
Sam Lantinga
7154605982 Added support for the Logitech ChillStream
(cherry picked from commit 6f7edaf8920c504ebd3e797bd04ec1d2e46c4aa9)
2023-02-06 13:28:44 -08:00
Ozkan Sezer
c68cfcdb2d make sure to not enable SDL_PASSED_BEGINTHREAD_ENDTHREAD for WinRT 2023-02-07 00:21:56 +03:00
Ozkan Sezer
7bf3e28dc6 windows/SDL_systhread.c: remove some dead code. 2023-02-07 00:21:40 +03:00
Sam Lantinga
3fa5a2f794 Fixed warning running a command queue without any vertex operations
(cherry picked from commit f8b41919da)
2023-02-06 11:25:35 -08:00
Sean Ridenour
af5efadd9f Setting the same mouse cursor twice is a no-op
This fixes extremely poor event polling performance on MacOS when using
Dear ImGui, which sets the mouse cursor every frame.
2023-02-05 14:14:54 -05:00
Sam Lantinga
5b5a72e33c Sorted controller list
(cherry picked from commit 1c03ddefc3)
2023-02-05 08:44:46 -08:00
Antonis Geralis
58fa43e7c3 Added Elecom 8button gamepad
(cherry picked from commit 52cd9fcbb0)
2023-02-05 08:44:46 -08:00
Leonardo Brondani Schenkel
4266cf8504 Add Linux mapping for 8BitDo Pro 2 Wired Controller for Xbox
Without these mappings, this controller "kinda" works out of the box:
- `SDL_GameControllerMapping()` works because it will notice "Xbox" in
  the name and use the default XInput mappings
- `SDL_GameControllerMappingForGUID()` will not find any mapping

lsusb:
```
ID 2dc8:2000 8BitDo 8BitDo Pro 2 Wired Controller for Xbox
```

In Linux this controller is supported by two drivers:
- `xpad` (built-in to the kernel), exposes the controller name from the
  USB descriptor and the GUID starts with 03 (0x03 = BUS_USB)
- `xone` (https://github.com/medusalix/xone), exposes a virtual
  controller which is always named "Microsoft X-Box One pad" and the
  GUID starts with 06 (0x06 = BUS_VIRTUAL)

This commit adds the 2 GUIDs from both drivers so mappings will always
be found and the real controller name will always be reported.
2023-02-05 08:44:37 -08:00
Ozkan Sezer
4f7f72c257 replaced line comments in public header. 2023-02-04 10:02:10 +03:00
Anonymous Maarten
c5035d8ffd include: add comment documenting the change(s) to SDL_opengl_glext.h 2023-02-04 02:44:37 +01:00
Alynne
92779a5bd8 Adds Stadia BT mapping
(cherry picked from commit 4dea13e02f)
2023-02-03 15:02:47 -08:00
Anonymous Maarten
0dc4373aad opengl: make SDL_opengl_glext.h's include compatible with macos
- Mesa defines __gl_glext_h_
- Apple defines __glext_h_
2023-02-03 21:05:54 +01:00
Ozkan Sezer
06b305d232 dynapi: cast GetProcAddress() result to void* 2023-02-03 17:40:40 +03:00
Sam Lantinga
c4a493de97 Don't accept official mappings for controllers that aren't unique
For example, the DragonRise Inc. Generic USB Joystick
See https://github.com/gabomdq/SDL_GameControllerDB/issues/202 for details

(cherry picked from commit 673bc57649)
2023-02-02 08:41:57 -08:00
Sam Lantinga
4a87abc966 Fixed sort_controllers.py and resorted game controller database
(cherry picked from commit 917607c335)
2023-02-02 08:41:36 -08:00
Sam Lantinga
2290d71338 Added gamepad mappings for the Xin-Mo Dual Arcade Fightstick
(cherry picked from commit d29e1f3632)
2023-02-01 23:07:47 -08:00
Sasha Szpakowski
17ecb11ed6 macOS: fix initial Metal drawable size in certain multi-display setups
(cherry picked from commit baca26d727)
2023-02-01 22:42:12 -08:00
Anonymous Maarten
8800d40442 cmake: assume autotools static libraries with lib prefix and .a suffix 2023-02-01 19:05:44 +01:00
Ryan C. Gordon
7ac43cfb6b Note that version.rc is public domain.
This avoids potential concerns that customizing would qualify a build
of SDL as an "altered source version" under the zlib license.
2023-01-29 11:46:22 -05:00
Matt Durgavich
dfc56cfc0e Fix For issue #6948 (#6991)
MessageBoxes attached to a window in macOS should use modal APIs and not
use a poll/sleep pattern on the main thread. Sleeping the main thread
makes the NSWindow message loop sluggish and interferes with external
applications that need to send messages to that window, such as
VoiceOver.
2023-01-28 15:49:51 -08:00
Ryan C. Gordon
c83428475d wikiheaders: Link to the SDL3 wiki in the preamble.
Reference Issue #6568.
2023-01-26 14:45:12 -05:00
Ryan C. Gordon
d5680c5d20 wikiheaders: Allow markdown in the wikipreamble string.
Reference Issue #6568.

(cherry picked from commit a089b2ea19404f6dacd083327e13cae888b58993)
2023-01-26 10:23:21 -05:00
Ryan C. Gordon
1069c8931d wikiheaders: Add a \threadsafety tag to document threading details.
Reference Issue #7140.

(cherry picked from commit 01cba48d18)
2023-01-26 10:23:08 -05:00
Jiří Malák
507fc462db SDL_atomic.h: Update SDL_CPUPauseInstruction for Watcom. (#7157)
Appropriate CPU directive can be used in #pragma aux so that it is not
necessary to hardcode instruction bytes.
2023-01-26 17:00:02 +03:00
Anonymous Maarten
d9d84c8d73 ci: test PVR_PSP2 (gles/gl) and gib (gles) 2023-01-25 00:22:50 +01:00
Anonymous Maarten
e927e5d440 vita: add missing static libraries for using gles with pib 2023-01-25 00:22:50 +01:00
Anonymous Maarten
33ec2a5e94 vita: fix reformatting error in SDL_vtagl_pvr.c 2023-01-25 00:22:50 +01:00
Anonymous Maarten
a8a5bd3d6b cmake: allow disabling OpenGL support when building with GLES using PSP2-PVR 2023-01-25 00:22:50 +01:00
ds-sloth
038ccd764a Support MIN/MAX blend on opengles2 2023-01-23 06:09:58 -08:00
Anonymous Maarten
c0445c23bf vita: PVR needs to link to sceIme_stub library 2023-01-23 05:08:59 +01:00
ds-sloth
9670f233cc Support MIN/MAX blend on OpenGL + ES 2023-01-22 13:48:13 -08:00
Frank Praznik
ea179abdb7 wayland: Enforce or override libdecor minimum window size
libdecor plugins can change the min/max window size values internally to enforce a minimum window size, and errors and crashes can result if the window size is below the internal limit.

On versions of libdecor >= 0.1.1, the minimum width and height can be queried and the minimum required window size will be enforced. The application requested window size is still respected, however, the actual window may be slightly larger than the drawable area to accommodate the required libdecor minimum size.

On version 0.1.0 of libdecor, which lacks the function to retrieve the minimum size, the internal limits are overridden before committing a frame, so that the internal limits always match the window size as a workaround, even if the window is technically smaller than the plugin would normally allow.

(cherry picked from commit 423a82cd4b)
2023-01-22 08:20:34 -08:00
raphasamp
eabd88ed28 Update SDL_vitagles_pvr.c
This was broken unintentionally during #6545.(cherry picked from commit 9211c0b639)
2023-01-22 17:32:50 +03:00
PARTY MAN X
a44b646105 Blacklist Konami Amusement Controllers From HIDAPI.
Fixes issue #7118 by adding all Konami Amusement controllers to the
blacklist.  Additionally, the blacklist is changed to exclude a whole
vendor when the PID 0x0000 is used.
2023-01-21 22:03:57 -08:00
Ozkan Sezer
880ac537a5 typo fix to config.sub,
from https://lists.gnu.org/archive/html/config-patches/2023-01/msg00001.html
2023-01-21 10:15:02 +03:00
Guldoman
7b8f0ba8b7 wayland: Set APPLICATION scancode name to Menu
This mimics the behavior of the other platforms.

(cherry picked from commit 6c06f5ce93)
2023-01-19 15:06:18 -08:00
Ozkan Sezer
73a68c6ea5 regenerated configure script. 2023-01-18 21:56:10 +03:00
Frank Praznik
44dc90dcc8 autotools: Add check for libdecor get min/max functions 2023-01-18 10:32:43 -08:00
Fabian Greffrath
8efa1f8fc6 add support for libsamplerate's "linear" resampling mode
Fixes #6998
2023-01-16 16:31:34 -05:00
Sylvain
5d1e6b28d9 SDL_test_harness: fix memory leak when generated seed 2023-01-16 10:43:28 +01:00
Sylvain
c638b4a682 SDL_CreateAudioStream: check for invalid parameters 2023-01-16 09:26:05 +01:00
Anonymous Maarten
01a4cf8a10 ci: don't require EXTRA_ prefix on input environment variables 2023-01-15 17:29:37 +01:00
Anonymous Maarten
f51f7fbb94 n3ds: fix exported libraries of n3ds 2023-01-15 17:29:37 +01:00
Jon Daniel
b47b6e02fd fix prefix path not resolving symlinks 2023-01-15 01:30:24 +01:00
Francisco Javier Trujillo Mata
381312a02a Use filesystem drivers 2023-01-13 09:58:33 -08:00
Frank Praznik
f836b465aa Revert "wayland: Don't try to restore non-resizable windows"
This reverts commit e35c3872dc.

(cherry picked from commit 180afcdf39)
2023-01-12 18:00:11 -08:00
Frank Praznik
a47a045128 wayland: Don't try to restore non-resizable windows
Libdecor can crash if attempting to un-maximize a window that was not set as resizable.

(cherry picked from commit e35c3872dc)
2023-01-12 13:35:33 -08:00
Frank Praznik
e8ae155585 wayland: Perform a round trip when maximizing and restoring windows
Perform a round trip when maximizing and restoring windows so the changes have already taken effect when the associated functions return.

(cherry picked from commit 50f2eb7d41)
2023-01-12 13:35:20 -08:00
happyharryh
2cb422360c Fixed the hat_map to avoid segmentation fault
(cherry picked from commit 57e78f4cf5)
2023-01-12 06:56:59 -08:00
Narr the Reg
fa934dd4df hidapi: switch: Add user calibration support
(cherry picked from commit 9fa55d9cab)
2023-01-12 06:38:37 -08:00
Ozkan Sezer
6a52017724 SDL_dynapi.c: add extern "C" guards, just in case.. 2023-01-12 14:01:02 +03:00
Francisco Javier Trujillo Mata
32fd45cf48 Using UV instead of STQ 2023-01-11 15:12:14 -08:00
Francisco Javier Trujillo Mata
c5a09ca7a9 Remove dummy flag 2023-01-11 15:12:14 -08:00
Wohlstand
b425036808 SDLAudioManager.java: Fixed the support for Android older than API 23 2023-01-10 20:15:35 -08:00
Sam Lantinga
0479df53ca Updated copyright for 2023 2023-01-09 09:48:21 -08:00
yuanhecai
0b0d256a69 Fix loongarch64 support
HAS_LSX/LASX is modified as HAVE_LSX/LASX.
(cherry picked from commit 50af65a7dd)
2023-01-09 11:14:28 +03:00
Ozkan Sezer
d09d0aaab6 cmake (CheckPTHREAD): remove _GNU_SOURCE define after bug #7026 fix 2023-01-09 01:30:50 +03:00
Anonymous Maarten
460b7b247f cmake: do all compile tests with -D_GNU_SOURCE=1 2023-01-08 19:21:50 +01:00
Sam Lantinga
ebc2fb411f Fixed infinite loop shutting down WGI controllers
We are guaranteed that the lock will be held during shutdown, so if we are in InvokeRemoved(), it's because we're shutting down controllers and need to remove them from our internal list.

Fixes https://github.com/libsdl-org/SDL/issues/7016

(cherry picked from commit ac99db9fc8)
2023-01-08 09:35:55 -08:00
Ozkan Sezer
0d5467a6e9 cmake: check for math library functions even in the absence of libm
(Reference issue: https://github.com/libsdl-org/SDL/issues/7011)
2023-01-07 14:25:04 +03:00
Ozkan Sezer
305e7b55bd cmake: fix detection of library functions when -Werror is enabled.
(Reference issue: https://github.com/libsdl-org/SDL/issues/7011)
2023-01-07 14:25:04 +03:00
Guldoman
ad0d1e2ad5 wayland: Fallback to default cursor if chosen one wasn't found
(cherry picked from commit 5a42831345)
2023-01-06 14:55:06 -08:00
Sylvain
7bf4319eb2 fix computation of alpha in BlitRGBtoRGBPixelAlphaMMX3DNOW (see #6990)
( same as BlitRGBtoRGBPixelAlphaMMX )
2023-01-06 21:24:24 +01:00
Sylvain
0ebda87425 Fixed bug #6990: fix computation of alpha in BlitRGBtoRGBPixelAlphaMMX 2023-01-06 08:50:33 -08:00
Sam Lantinga
a099172754 Added support for the ThrustMaster eSwap PRO Controller Xbox
(cherry picked from commit 0357390fc2)
2023-01-03 15:24:32 -08:00
Sam Lantinga
988866ca4a Fixed line wrapping for HID packet dump
(cherry picked from commit e85839cd56)
2023-01-03 15:14:00 -08:00
Sam Lantinga
2cb7a0a0bb Added support for the ThrustMaster eSwap PRO Controller Xbox
(cherry picked from commit dacdb1c310)
2023-01-03 15:13:50 -08:00
Sam Lantinga
b8d5fa4aef Improved handling of binding buttons and axes
(cherry picked from commit 71f3bf90ed)
2023-01-03 12:50:20 -08:00
Sylvain
0a9f61fbf1 Wayland / Drag and Drop: find the current window 2023-01-03 19:07:28 +01:00
Ozkan Sezer
c7f22f0324 render/SDL_yuv_sw.c: fix build after commit d234f7a 2023-01-02 20:51:56 +03:00
Sylvain Becker
d234f7a498 SDL2: backport SDL_CalculateYUVSize() that checks for YUV size overflow (#6972) 2023-01-02 09:09:57 -08:00
Sylvain
2fd9e63f1a Android: orientation, check for exact match to "Portrait". (see #6959)
(Portrait is also contained in PortraitUpsideDown)
2023-01-02 09:48:26 +01:00
Sylvain
874ebed14d Android: inverse LandscapeLeft and LandscapeRight (see #6959)
LandscapeLeft has now been set to ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE and LandscapeRight to ActivityInfo.SCREEN_ORIENTATION_REVERSE_LANDSCAPE in order to reflect the docs: https://wiki.libsdl.org/SDL2/SDL_HINT_ORIENTATIONS
2023-01-02 09:48:17 +01:00
Ozkan Sezer
5b904a103a windows: more HANDLE -> HMODULE changes. 2022-12-31 08:00:20 +03:00
Ozkan Sezer
0a8f9777a7 SDL_dynapi.c: LoadLibraryA() returns HMODULE. 2022-12-30 11:11:10 +03:00
Sam Lantinga
78d3a713de Fixed documentation for SDL_JoystickGetDeviceInstanceID
Fixes https://github.com/libsdl-org/SDL/issues/6946
2022-12-29 15:00:32 -08:00
Sam Lantinga
74229d4a41 Fixed keyboard scancode mapping for parenthesis
(thanks to @meyraud705 for tracking down the root cause!)

Fixes https://github.com/libsdl-org/SDL/issues/6787
Closes https://github.com/libsdl-org/SDL/pull/6937

(cherry picked from commit e1bd5bd071)
2022-12-29 14:55:46 -08:00
Sam Lantinga
29a4c5ebc2 Fixed getting the VID/PID of a virtual joystick
(cherry picked from commit e40a96155f)
2022-12-28 12:52:17 -08:00
Sam Lantinga
903df79b2d Make sure we match the same way when adding a mapping and looking up a mapping
Fixes https://github.com/libsdl-org/SDL/issues/6898

(cherry picked from commit 3db9112ef4)
2022-12-27 12:21:13 -08:00
Ozkan Sezer
d47ff8ae73 SDL_thread.h: fix SDL_CreateThreadWithStackSize macro for OS/2 2022-12-27 00:14:00 +03:00
Ozkan Sezer
738442b82a SDL_thread.h: fix beginthread param of SDL_CreateThreadWithStackSize for win32
(cherry-picked from commit 29ba5f5d64)
2022-12-27 00:11:55 +03:00
Vincent Hamm
68073c6276 Fix SDL_CreateThreadWithStackSize not passing staacksize with win32 static api 2022-12-26 11:22:41 -08:00
Sam Lantinga
920acb75c3 editorconfig: remove trailing whitespace in source code
(cherry picked from commit 7c67213cef)
2022-12-26 10:34:45 -08:00
Sam Lantinga
3dbc6a40ae render: only enable clipping when the rectangle is valid
Fixes https://github.com/libsdl-org/SDL/issues/6896

(cherry picked from commit 00f05dcf49)
2022-12-26 10:25:23 -08:00
João Henrique
af54c82138 kmsdrm: Fix wrong check on KMSDRM_CreateWindow.
A previous cleanup commit inverted a statement that checked the return value of
a KMSDRM_CreateSurfaces call during KMSDRM_CreateWindow, which causes the video
backend to always fail despite success.

This commit restores the intended behavior.

Fixes: 3c501b963d ("Clang-Tidy fixes (#6725)").
(cherry picked from commit 0187209f46)
2022-12-23 09:29:49 -08:00
Rudolf-Walter Kiss-Szakacs
232ed540db Add SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS. 2022-12-22 08:59:56 -08:00
Caleb Cornett
c542aef600 Fix GDK OpenGL build error 2022-12-20 23:22:55 -05:00
Caleb Cornett
abffa1194a Fix dynapi signature for SDL_GDKSuspendComplete 2022-12-20 23:17:50 -05:00
Caleb Cornett
3b3c141ff9 gdk: Add support for building with OpenGL on Xbox 2022-12-19 17:57:17 -05:00
Sam Lantinga
6969b3be3b Don't send Razer devices the Sony third-party query feature report
Some of them lock up or reset, and the vast majority of devices are not actually game controllers.

Fixes https://github.com/libsdl-org/SDL/issues/6733

(cherry picked from commit 83b29f9ce1)
2022-12-19 09:16:59 -08:00
Maido
311b02f0b5 Android active driver check (#6850)
Check if a driver is active before attempting to handle the devices.
Otherwise an assertion will fail.
2022-12-19 16:02:42 +01:00
Sylvain Becker
36c87d9f27 Android JAVA DetectDevices: 'is_capture' is inverted (#6845)
* Android JAVA DetectDevices: 'is_capture' is inversed
* Android Audio: adding audio device. also inverted capture, from jni side
2022-12-18 16:56:43 +01:00
Sylvain Becker
4e3fc0c1dc Android: make Detect devices common between aaudio and android driver. (#6828)
remove VLA, dynamic alloc, check max length get using GetIntArrayRegion
2022-12-18 12:08:24 +01:00
Sam Lantinga
187708e542 Fixed compiler warning
```
 ./src/thread/pthread/SDL_syssem.c:140:12: warning: variable 'retval' is used uninitialized whenever 'while' loop exits because its condition is false [-Wsometimes-uninitialized]
    while (sem_trywait(&sem->sem) != 0) {
           ^~~~~~~~~~~~~~~~~~~~~~~~~~~
./src/thread/pthread/SDL_syssem.c:149:12: note: uninitialized use occurs here
    return retval;
           ^~~~~~
./src/thread/pthread/SDL_syssem.c:140:12: note: remove the condition if it is always true
    while (sem_trywait(&sem->sem) != 0) {
```

This was a legitimate bug, thank you clang!

Fixes https://github.com/libsdl-org/SDL/issues/6830

(cherry picked from commit b678a98024)
2022-12-17 06:59:19 -08:00
Sam Lantinga
3b0cd44158 Fixed compiler warning
```
 ./src/joystick/SDL_joystick.c:105:12: warning: no previous extern declaration for non-static variable 'SDL_joystick_lock' [-Wmissing-variable-declarations]
SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
           ^
./src/joystick/SDL_joystick.c:105:1: note: declare 'static' if the variable is not intended to be used outside of this translation unit
SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
^
```
1 warning generated.
2022-12-17 06:51:02 -08:00
Maido
741499dea7 Android audio device selection (#6824)
Make it possible to select a specific audio device for Android
2022-12-16 16:38:57 +01:00
Sam Lantinga
a53382e460 Sorted PS4 controllers, note that the NACON Wireless Controller for PS4 actually reports as an XInput device 2022-12-15 18:00:51 -08:00
Sam Lantinga
e99b9ca9c0 Note that the NACON Daija Arcade Stick is an arcade stick 2022-12-15 17:58:29 -08:00
Sylvain
8e72be3117 testime.c: fix wrong {} in switch 2022-12-15 14:39:05 +01:00
Sam Lantinga
7a9966af9d Fixed crash in SDL_PrivateGameControllerRefreshMapping() 2022-12-14 14:24:58 -08:00
Sam Lantinga
d59caffe2c Added support for clang thread-safety analysis
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"
2022-12-14 09:29:19 -08:00
Sylvain Becker
582fb3901a DBus: add a reference to the connection
Fixed bug #6712
2022-12-14 17:46:52 +01:00
Sam Lantinga
c709741871 Detect display change when fullscreen desktop windows move displays
This happens when using Win+Alt+Left/Right on a resizable fullscreen desktop window on Windows

(cherry picked from commit 650e16a824)
2022-12-12 20:28:07 -08:00
Sam Lantinga
817454cfe6 Don't try to open the Razer Huntsman Elite keyboard as a controller 2022-12-12 18:00:57 -08:00
Ryan C. Gordon
e986c7984b wasapi: Fixed incorrect assertions.
Fixes #6795.

(cherry picked from commit 12486e144b)
2022-12-12 16:08:52 -05:00
Frank Praznik
dfd7efaf13 wayland: Set xdg surface geometry
It was previously thought that these function calls were unnecessary as the initial bug and reproduction case that necessitated their addition seemed to be fixed, but apparently there are still cases where this needs to be set explicitly. Set the xdg surface geometry at creation time and when the window size changes.

Partially reverts #6361.  This is not needed in the libdecor path, as libdecor calls this for the content surface internally.

(cherry picked from commit 90a964f132)
2022-12-12 11:22:18 -08:00
Sam Lantinga
802b5ef7dc Added support for the STRIKEPAD PS4 Grip Add-on to the HIDAPI driver
(cherry picked from commit 618340bf99)
2022-12-12 10:56:08 -08:00
Pierre Wendling
e580e087ff N3DS: Backport semaphore fixes from #6776. 2022-12-11 17:09:28 -08:00
nfarid
b79732b967 cmake: use FindALSA.cmake to find ALSA library 2022-12-11 23:23:45 +01:00
Sylvain
faa7e3cc2e Update DYNAPI SDL_WinRTRunApp() prototype which was wrong (see #6783) 2022-12-10 19:22:27 +01:00
Sylvain
5efc9bd194 SDL_dynapi_procs: fixed SDL_UIKitRunApp prototype (see #6783) 2022-12-10 19:22:08 +01:00
Ryan C. Gordon
4bae75387a docs: Note that you don't need to free SDL_GetDefaultCursor's results.
Reference Issue #6777.

(cherry picked from commit 16f8dfcef9)
2022-12-09 22:09:39 -05:00
Sam Lantinga
f57776836f Fixed build 2022-12-09 10:22:18 -08:00
Sam Lantinga
569fa3f57f Added test event logging for SDL_WINDOWEVENT_ICCPROF_CHANGED and SDL_WINDOWEVENT_DISPLAY_CHANGED 2022-12-09 10:13:18 -08:00
Sam Lantinga
be3b1cff0b Added logging for SDL_DISPLAYEVENT_MOVED 2022-12-08 17:03:29 -08:00
Sam Lantinga
ab479b4961 Make sure the display list is up to date for window placement 2022-12-08 17:01:18 -08:00
Sam Lantinga
264da8c127 Added SDL_DISPLAYEVENT_MOVED to detect when display positioning changes 2022-12-08 12:46:13 -08:00
Sam Lantinga
cfc7cac3c9 Fixed memory leak when removing existing displays 2022-12-08 12:43:23 -08:00
Frank Praznik
8b74be464f wayland: Handle the Num Lock and Caps Lock modifiers via modifier events
Num Lock and Caps Lock always need to be explicitly handled by the modifier handler function, or they won't be correctly set if active at application startup, or if the lock state is changed while the application lacks focus since a key press for these keys will never be received.  In these cases, the internal SDL modifier state can end up the inverse of the actual modifier state.

(cherry picked from commit 653e484da1)
2022-12-08 09:30:22 -08:00
Sam Lantinga
fc689a6cb3 Fixed build 2022-12-07 16:06:17 -08:00
Sam Lantinga
b4d547905d Use the correct name for the DualSense controllers
(cherry picked from commit 9a6bcca6b8)
2022-12-07 14:54:00 -08:00
Sam Lantinga
4ee36a9474 Added support for the DualSense Edge paddles
(cherry picked from commit 9339085593)
2022-12-07 14:48:36 -08:00
Sam Lantinga
c2b2f2a71e Clarified where the paddle locations are
(cherry picked from commit ea714956b6)
2022-12-07 14:47:07 -08:00
Sam Lantinga
d1b4810542 Fixed centering the D-pad on some joysticks
Fixes https://github.com/libsdl-org/SDL/issues/6767
2022-12-05 13:36:51 -08:00
Ozkan Sezer
bcccbbd894 tests: avoid redefinition warnings for MSVC _CRT_???_NO_DEPRECATE macros 2022-12-05 00:35:32 +03:00
Ozkan Sezer
4e465f25d0 reverted const removal from SDL_NewAudioStream in commit d0bbfdbfb. 2022-12-04 12:55:15 +03:00
Max Bachmann
7ac66972b7 Detect Logitech PRO Racing Wheel as wheel
(cherry picked from commit 5650046f93)
2022-12-03 08:22:05 -08:00
Sylvain
3e9ae3ea64 Fix wrong clang-tidy modification. This is an integer division. Thanks @meyraud705 (see PR #6725) 2022-12-03 13:39:03 +01:00
Sylvain
0a91a793cf Fix Conditional jump or move depends on uninitialised value(s)
eg ./testsprite2 --trackmem
2022-12-02 21:13:40 +01:00
Sam Lantinga
07d6d116ed Commented out syntax that causes Visual Studio 2019 to complain on every edit
(cherry picked from commit 4713db1484)
2022-12-02 00:43:46 -08:00
Frank Praznik
b5483f2c68 Fix formatting on Wayland and Pipewire function signatures
Fixes the formatting on some function signatures that clang-format missed.

(cherry picked from commit 378b1c286a)
2022-12-01 15:19:50 -08:00
Ozkan Sezer
b990e9145b build fixes after d0bbfdbfb8 2022-12-02 02:13:59 +03:00
Sam Lantinga
3bdc62215e Fixed Apple build after d0bbfdbfb8 2022-12-01 15:11:29 -08:00
Sam Lantinga
423c558e44 Detect the G923 (Xbox style) and PXN V900 (PS3 mode) as wheels
(cherry picked from commit 7237c56499)
2022-12-01 14:44:52 -08:00
Sam Lantinga
42238f88ea Fixed build after d0bbfdbfb8 2022-12-01 13:28:48 -08:00
Pierre Wendling
d0bbfdbfb8 Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963d)
2022-12-01 13:08:50 -08:00
Sam Lantinga
e29c0661cc Removed check for _HAVE_STDINT_H, which nobody defines
Fixes https://github.com/libsdl-org/SDL/issues/6619
2022-12-01 12:54:02 -08:00
Ozkan Sezer
e57554ea65 SDL_main.h: added field to SDL_GDKSuspendComplete documentation. 2022-12-01 20:37:00 +03:00
Sylvain
09ee811f4b Small format changed (using clang-format 15.0.2-1)
(cherry picked from commit 778b8926b4)
2022-12-01 08:29:15 -08:00
Ozkan Sezer
b067ab9202 restore SDL_malloc.c original formatting.
(cherry picked from commit 45025799b7)
2022-11-30 18:18:06 -08:00
Sam Lantinga
6e40c7a9b8 Added support for the Logitech Cordless Precision PS3 controller 2022-11-30 17:03:29 -08:00
Sam Lantinga
01541bc350 Added support for the HORIPAD Pro for Xbox Series X 2022-11-30 16:42:00 -08:00
Sam Lantinga
4504c10f3b Re-enabled support for third party PS3 controllers 2022-11-30 16:37:20 -08:00
Sam Lantinga
7b1000013e Reverted code formatting for Apple platforms
We didn't get the merge right, and rather than tease out exactly what happened, I'm just reverting for now.
2022-11-30 15:51:17 -08:00
Sam Lantinga
9e997cc787 Fixed Victrix FS Pro V2 controller hang on reboot 2022-11-30 15:39:10 -08:00
Sam Lantinga
d87048fd5a Fixed crash if GetRectDisplayIndex() is called before SDL_VideoInit() 2022-11-30 14:37:34 -08:00
Sam Lantinga
6926d046c0 Fixed build after cherry-pick of 5750bcb174 from SDL3 2022-11-30 13:05:57 -08:00
Sam Lantinga
b8d85c6939 Update for SDL3 coding style (#6717)
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)
2022-11-30 12:57:41 -08:00
Sam Lantinga
5c4bc807f7 Revert "SDL_test_md5.h: fix MD5UINT4 type to be really 32 bits."
This reverts commit 8eeca8c7db as it's potentially an ABI break.
2022-11-30 05:59:56 -08:00
Ozkan Sezer
8eeca8c7db SDL_test_md5.h: fix MD5UINT4 type to be really 32 bits.
(cherry picked from commit 8901297437)
2022-11-30 05:59:03 -08:00
David Edmundson
d7664a6ef1 Support wayland fractional scale protocol
The new protocol adds support for more native communication of
fractional scaling.

Everything in the wayland backend already existed only our fractional
scale was calculated implicitly through a combination of output size
guesswork for fullscreen windows.

This new protocol makes that explicit, providing a more robust solution
and a solution for non-fullscreen surfaces. The fallback code is still
left in place for now whilst compositors gain support.
2022-11-29 16:37:02 -05:00
Anonymous Maarten
5df106603d cmake: move platform detection to cmake/sdl/paltform.cmake for re-use by SDL2-compat 2022-11-29 20:20:33 +01:00
Ryan C. Gordon
69f0223474 dynapi: Abstract out the environment variable name.
(cherry picked from commit cc487ffb801f862aec7e2b415e74c563c4d528d5)
2022-11-29 14:15:20 -05:00
pionere
724845110c video: fix error messages
- do not overwrite error message set by SDL_InitFormat (SDL_AllocFormat)
- set proper error message (Cocoa_Metal_CreateView)
- protect against allocation failure (UIKit_Metal_CreateView)

(cherry picked from commit cf0cb44df8)
2022-11-29 11:04:11 -08:00
Anonymous Maarten
84039e2514 cmake: use target_link_libraries to pass -Wl,--undefined=WinMain
(cherry-picked from commit e2060de714)
2022-11-29 21:15:21 +03:00
Sam Lantinga
2d24baaad4 Fixed building on Windows with SDL_VIDEO=OFF
Fixes https://github.com/libsdl-org/SDL/issues/6562
2022-11-29 09:26:29 -08:00
Sam Lantinga
b7cc4dce70 Fixed bug #6698 - VISA: wrong check sceKernelPollSema
(cherry picked from commit f077c69193)
2022-11-29 08:51:23 -08:00
pionere
0b7a9a8e9f thread: code style
(cherry picked from commit 461a38ff1a)
2022-11-29 08:47:52 -08:00
Sylvain
8cda5102fc Fixed bug #6698 - VISA: wrong check sceKernelPollSema 2022-11-29 16:16:10 +01:00
pionere
ee13e8c76b thread: return -1 from SDL_SemWaitTimeout if semaphore is NULL
(cherry picked from commit f6db1aba66)
2022-11-29 09:40:58 -05:00
pionere
fcd7d658dc thread: fix inconsistent return values
- SDL_CreateMutex returns NULL when the creation fails (ngage)
- SDL_SemValue returns 0 when the semaphore is NULL (n3ds)

(cherry picked from commit 6875e1c262)
2022-11-29 09:28:33 -05:00
Sam Lantinga
89e9f7b42b Added support for the Xbox Elite controller paddles with firmware version 5.13+ 2022-11-28 23:10:02 -08:00
Vasily Khoruzhick
b6c875a923 Add support for the 8BitDo Ultimate Wireless 2.4GHz Controller in DirectInput mode
Generated using controller map
2022-11-28 17:48:03 -08:00
Samuel Venable
a65d1bfb14 Fix broken solaris build. (missing brace).
missing brace.
2022-11-28 15:51:28 -08:00
Sam Lantinga
37d244ea81 Added support for the 8BitDo Ultimate Wired Controller in DirectInput mode, including the misc button and paddles 2022-11-28 14:49:07 -08:00
Sam Lantinga
a937b5c4ad Add 8BitDo to the list of Xbox 360 third party vendors
Allows detection of the 8BitDo Ultimate Wired Controller
2022-11-28 13:47:30 -08:00
Sylvain Becker
fb0ce375f0 Cleanup add brace (#6545)
* 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)
2022-11-28 12:33:03 -08:00
Samuel Venable
0739d237ad [skip ci] Solaris getexecname() returns argv[0]
`argv[0]`/`getexexname()` are not always absolute paths by default and can be modified to anything the developer wants them to be.

Consider using `readSymLink("/proc/self/path/a.out")` instead and `getexecname()` as the fallback, since the symlink will always be the correct absolute path (unless /proc is ot mounted, but it is by default on Solaris and Illumos platforms).

(cherry picked from commit 4f5e9fd5bd)
2022-11-27 21:38:01 -05:00
Markus Mittendrein
8145212103 SDL_ResampleAudio: Fix float accumulation error
While 78f97108f9 reduced the accumulation error, it was still big enough to cause distortions.
Fixes #6196.
2022-11-27 21:06:52 -05:00
Joshua Root
2df39e64ab Fix build with Xcode < 7
The _Nullable attribute is not available in older versions.

(cherry picked from commit 9a64aa6f95)
2022-11-26 20:36:54 -08:00
Sam Lantinga
8fddf146bf Temporary hack to address performance issues in https://github.com/libsdl-org/SDL/issues/6581#issuecomment-1327987916 (thanks @icculus!)
(cherry picked from commit 9c8369e097)
2022-11-26 13:11:26 -08:00
Ryan C. Gordon
3f5593d613 cocoa: Patched to compile on macOS SDK < 10.10.
Fixes #6586.

(cherry picked from commit fa5adcafd5)
2022-11-26 13:59:44 -05:00
Anonymous Maarten
dcd1252368 cmake: test for lsx and lasx intrinsics for loongarch 2022-11-25 21:50:43 +01:00
Anonymous Maarten
edb75bc29e cmake: make all assembly options depend on SDL_ASSEMBLY and architecture 2022-11-25 21:50:25 +01:00
Anonymous Maarten
660cec69b1 cmake: find libudev library so it gets priority 2022-11-25 21:37:42 +01:00
Anonymous Maarten
a2611edcf3 cmake: add support for some BSD's wscons input 2022-11-25 21:37:36 +01:00
Michael Fitzmayer
e19c532ebf Add bitdraw.h, remove non-working stub class
(cherry picked from commit 67f31a19a8)
2022-11-24 13:13:08 -08:00
Anonymous Maarten
e426617c9c cmake: add X11 include dir to check dirs 2022-11-24 21:00:26 +01:00
Sylvain Becker
192cdf3d04 SDL_mfijoystick.m: remove VLA, so that projects can be built with error on vla 2022-11-24 18:33:50 +03:00
Ozkan Sezer
64a5e7be98 added missing FGREP to Makefile.in. fixed syntax. regenerated configure. 2022-11-24 17:00:20 +03:00
Frank Praznik
66bd15555c wayland: Fix build when not using the shared Wayland libraries
Explicitly include the Wayland protocol headers when statically linking against the Wayland libraries or older system headers might be used instead of the local versions.

(cherry picked from commit 836eb22442)
2022-11-24 03:01:42 -08:00
Sam James
4c7156c1e6 Avoid use of deprecated egrep/fgrep
GNU grep 3.8 emits a deprecation warning on use of egrep/fgrep.

Signed-off-by: Sam James <sam@gentoo.org>
(cherry picked from commit 3e7952ce8a)
2022-11-24 02:59:41 -08:00
Joshua Root
33e5de31d8 vulkan_metal.h: Make compatible with ObjC ARC
Fixes #6598

(cherry picked from commit 239423e205)
2022-11-23 17:39:26 -08:00
Frank Praznik
3eaf56894e wayland: Fix libdecor_dispatch signature
The function returns an int, not a bool.

(cherry picked from commit f47169fcba)
2022-11-23 15:17:52 -08:00
Joshua Root
242ce20cbf SDL_mfijoystick.m: fix build with Xcode < 9
Fixes #6601.

(cherry picked from commit 53ca1f7702)
2022-11-23 12:48:26 -08:00
Joshua Root
f52e7199df Check build-time SDK in LoadMainMenuNibIfAvailable
Fixes building against OS X 10.7 SDK.

(cherry picked from commit f8cebeea59)
2022-11-23 12:28:43 -08:00
Joshua Root
e12c831b15 SDL_cocoaopengl.h: ensure CVDisplayLinkRef is defined
The typedef seems to be pulled in coincidentally with newer SDKs, but
older ones need to import the header explicitly.

(cherry picked from commit d2910904fb)
2022-11-23 12:22:40 -08:00
Ozkan Sezer
cd399caf6f fix dynapi after SDL_GDKSuspendComplete addition. 2022-11-23 22:50:10 +03:00
Ciro Mondueri
f6144dfe03 adds GDK suspend/resume basic handling (#6596) 2022-11-23 11:41:14 -08:00
SDL Wiki Bot
ac2fcfcb62 Sync SDL2 wiki -> header 2022-11-22 23:21:36 +00:00
Ryan C. Gordon
4ac2d45a06 Testing the wiki, disregard this commit. 2022-11-22 18:12:43 -05:00
Sam Lantinga
dce6ed56d7 Removed G29 from controller_type.c
We don't want the G29 to show up as a gamepad, Steam will create a virtual Xbox controller for it, which breaks racing games.
2022-11-22 10:56:44 -08:00
Sam Lantinga
e3d430b83e Revert "Added Linux mappings for the Logitech G29 in PS3 and PS4 modes"
This reverts commit 33a68f575f.

We don't want the G29 to show up as a gamepad, Steam will create a virtual Xbox controller for it, which breaks racing games.
2022-11-22 10:53:28 -08:00
Ryan C. Gordon
511bab5bbf .wikiheaders-options: Move SDL2 documentation to a subdirectory.
SDL3 will be the main thing now.
2022-11-22 13:05:08 -05:00
Anonymous Maarten
156bf7e6aa android.mk: LOCAL_EXPORT_C_INCLUDES does not need to add include subfolder 2022-11-22 09:41:23 -08:00
Sam Lantinga
938b720a9e Update SDL info and Xcode marketing version to 2.27.0 2022-11-22 09:19:21 -08:00
Sam Lantinga
44975d40ef Update SDL info and Xcode marketing version with version update scripts 2022-11-22 09:18:05 -08:00
Sam Lantinga
ea8f8b6dc3 Updated to version 2.27.0 for development 2022-11-21 16:36:10 -08:00
1198 changed files with 65243 additions and 65246 deletions

View File

@@ -16,8 +16,8 @@ AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: Never
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: All
AlwaysBreakAfterReturnType: AllDefinitions
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: MultiLine
@@ -35,7 +35,7 @@ BraceWrapping:
AfterUnion: true
AfterExternBlock: false
BeforeElse: false
BeforeWhile: true
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: true
SplitEmptyRecord: true
@@ -62,7 +62,8 @@ IndentGotoLabels: true
IndentPPDirectives: None
IndentExternBlock: NoIndent
SpaceAfterCStyleCast: true
PointerAlignment: Right
SpaceAfterCStyleCast: false
SpacesInCStyleCastParentheses: false
SpacesInConditionalStatement: false
SpacesInContainerLiterals: true

View File

@@ -7,6 +7,8 @@ root = true
[*.{c,cg,cpp,gradle,h,java,m,metal,pl,py,S,sh,txt}]
indent_size = 4
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[*.{html,js,json,m4,yml,yaml,vcxproj,vcxproj.filters}]
indent_size = 2

16
.github/cmake/CMakeLists.txt vendored Normal file
View File

@@ -0,0 +1,16 @@
cmake_minimum_required(VERSION 3.0)
project(ci_utils C CXX)
set(txt "CC=${CMAKE_C_COMPILER}
CXX=${CMAKE_CXX_COMPILER}
CFLAGS=${CMAKE_C_FLAGS}
CXXFLAGS=${CMAKE_CXX_FLAGS}
LDFLAGS=${CMAKE_EXE_LINKER_FLAGS} ${CMAKE_C_STANDARD_LIBRARIES}
")
message("${txt}")
set(VAR_PATH "/tmp/env.txt" CACHE PATH "Where to write environment file")
message(STATUS "Writing CC/CXX/CFLAGS/CXXFLAGS/LDFLAGS environment to ${VAR_PATH}")
file(WRITE "${VAR_PATH}" "${txt}")

View File

@@ -15,17 +15,22 @@ jobs:
fail-fast: false
matrix:
platform:
- { name: Windows (mingw32), os: windows-latest, shell: 'msys2 {0}', msystem: mingw32, msys-env: mingw-w64-i686 }
- { name: Windows (mingw64), os: windows-latest, shell: 'msys2 {0}', msystem: mingw64, msys-env: mingw-w64-x86_64 }
- { name: Windows (clang32), os: windows-latest, shell: 'msys2 {0}', msystem: clang32, msys-env: mingw-w64-clang-i686 }
- { name: Windows (clang64), os: windows-latest, shell: 'msys2 {0}', msystem: clang64, msys-env: mingw-w64-clang-x86_64 }
- { name: Windows (ucrt64), os: windows-latest, shell: 'msys2 {0}', msystem: ucrt64, msys-env: mingw-w64-ucrt-x86_64 }
- { name: Ubuntu 20.04 (CMake), os: ubuntu-20.04, shell: sh }
- { name: Ubuntu 20.04 (autotools), os: ubuntu-20.04, shell: sh, autotools: true }
- { name: Ubuntu 22.04 (CMake), os: ubuntu-22.04, shell: sh }
- { name: Ubuntu 22.04 (autotools), os: ubuntu-22.04, shell: sh, autotools: true }
- { name: MacOS (CMake), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"' }
- { name: MacOS (autotools), os: macos-latest, shell: sh, autotools: true }
- { name: Windows (mingw32), os: windows-latest, shell: 'msys2 {0}', msystem: mingw32, msys-env: mingw-w64-i686 }
- { name: Windows (mingw64), os: windows-latest, shell: 'msys2 {0}', msystem: mingw64, msys-env: mingw-w64-x86_64 }
- { name: Windows (clang32), os: windows-latest, shell: 'msys2 {0}', msystem: clang32, msys-env: mingw-w64-clang-i686 }
- { name: Windows (clang64), os: windows-latest, shell: 'msys2 {0}', msystem: clang64, msys-env: mingw-w64-clang-x86_64 }
- { name: Windows (ucrt64), os: windows-latest, shell: 'msys2 {0}', msystem: ucrt64, msys-env: mingw-w64-ucrt-x86_64 }
- { name: Ubuntu 20.04 (CMake), os: ubuntu-20.04, shell: sh }
- { name: Ubuntu 20.04 (autotools), os: ubuntu-20.04, shell: sh, autotools: true }
- { name: Intel oneAPI (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-oneapi', intel: true,
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icx; export CXX=icx;'}
- { name: Intel Compiler (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-icc', intel: true, cmake: '-DSDL_CLANG_TIDY=OFF',
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icc; export CXX=icpc; export CFLAGS=-diag-disable=10441; export CXXFLAGS=-diag-disable=10441; '}
- { name: Ubuntu 22.04 (CMake), os: ubuntu-22.04, shell: sh }
- { name: Ubuntu 22.04 (autotools), os: ubuntu-22.04, shell: sh, autotools: true }
- { name: MacOS (CMake), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"' }
- { name: MacOS (autotools), os: macos-latest, shell: sh, autotools: true }
steps:
- name: Set up MSYS2
@@ -59,7 +64,21 @@ jobs:
if: runner.os == 'macOS'
run: |
brew install \
ninja
ninja \
pkg-config
- name: Setup Intel oneAPI
if: matrix.platform.intel
run: |
# Setup oneAPI repo
wget https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS-2023.PUB
sudo apt-key add GPG-PUB-KEY-INTEL-SW-PRODUCTS-2023.PUB
sudo echo "deb https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
sudo apt-get update -y
# Install oneAPI
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
- uses: actions/checkout@v3
- name: Check that versioning is consistent
# We only need to run this once: arbitrarily use the Linux/CMake build
@@ -68,6 +87,7 @@ jobs:
- name: Configure (CMake)
if: "! matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
cmake -S . -B build -G Ninja \
-DSDL_TESTS=ON \
-DSDL_WERROR=ON \
@@ -79,11 +99,13 @@ jobs:
- name: Build (CMake)
if: "! matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
cmake --build build/ --config Release --verbose --parallel
- name: Run build-time tests (CMake)
if: "! matrix.platform.autotools"
run: |
set -eu
${{ matrix.platform.source_cmd }}
export SDL_TESTS_QUICK=1
ctest -VV --test-dir build/
if test "${{ runner.os }}" = "Linux"; then
@@ -101,6 +123,7 @@ jobs:
if: matrix.platform.autotools
run: |
set -eu
${{ matrix.platform.source_cmd }}
rm -fr build-autotools
mkdir build-autotools
./autogen.sh
@@ -132,6 +155,7 @@ jobs:
if: matrix.platform.autotools
run: |
set -eu
${{ matrix.platform.source_cmd }}
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools V=1
if test "${{ runner.os }}" != "macOS" ; then
@@ -141,6 +165,7 @@ jobs:
if: ${{ matrix.platform.autotools && (runner.os != 'macOS') }}
run: |
set -eu
${{ matrix.platform.source_cmd }}
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
export SDL_TESTS_QUICK=1
@@ -153,6 +178,7 @@ jobs:
if: matrix.platform.autotools
run: |
set -eu
${{ matrix.platform.source_cmd }}
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools install V=1
@@ -163,16 +189,19 @@ jobs:
echo "SDL2_DIR=$(pwd)/autotools_prefix" >> $GITHUB_ENV
- name: Verify CMake configuration files
run: |
${{ matrix.platform.source_cmd }}
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }}
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
run: |
${{ matrix.platform.source_cmd }}
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
${{ matrix.platform.source_cmd }}
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- name: Distcheck (Autotools)
@@ -191,6 +220,7 @@ jobs:
if: "runner.os == 'Linux' && matrix.platform.autotools"
run: |
set -eu
${{ matrix.platform.source_cmd }}
parallel="$(getconf _NPROCESSORS_ONLN)"
sudo make -j"${parallel}" -C build-autotools install
sudo make -j"${parallel}" -C build-autotools/test install

View File

@@ -38,5 +38,18 @@ jobs:
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
# Not running test_pkgconfig.sh and test_sdlconfig.sh
# as invoking the compiler manually is not supported
- name: Extract CC/CXX/CFLAGS/CXXFLAGS from CMake toolchain
run: |
cmake -S .github/cmake -B /tmp/cmake_extract \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DVAR_PATH=/tmp/n3ds_env.txt
cat /tmp/n3ds_env.txt >> $GITHUB_ENV
- name: Verify sdl2-config
run: |
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh

View File

@@ -50,13 +50,13 @@ jobs:
- name: Verify sdl2-config
run: |
export CC=mips64r5900el-ps2-elf-gcc
export LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
export EXTRA_LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export CC=mips64r5900el-ps2-elf-gcc
export EXTRA_LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh

View File

@@ -39,12 +39,12 @@ jobs:
- name: Verify sdl2-config
run: |
export CC=psp-gcc
export LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
export EXTRA_LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export CC=psp-gcc
export LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
export EXTRA_LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
cmake/test/test_pkgconfig.sh

View File

@@ -8,19 +8,61 @@ defaults:
jobs:
vita:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
container:
image: vitasdk/vitasdk:latest
strategy:
fail-fast: false
matrix:
platform:
- { name: GLES (pib), os: windows-latest, pib: true }
- { name: GLES (PVR_PSP2 + gl4es4vita), os: windows-latest, pvr: true }
steps:
- uses: actions/checkout@v3
- name: Install build requirements
run: |
apk update
apk add cmake ninja pkgconf bash
- name: Configure PVR_PSP2 (GLES)
if: ${{ !!matrix.platform.pvr }}
run: |
pvr_psp2_version=3.9
# Configure PVR_PSP2 headers
wget https://github.com/GrapheneCt/PVR_PSP2/archive/refs/tags/v$pvr_psp2_version.zip -P/tmp
unzip /tmp/v$pvr_psp2_version.zip -d/tmp
cp -r /tmp/PVR_PSP2-$pvr_psp2_version/include/* ${VITASDK}/arm-vita-eabi/include
rm /tmp/v$pvr_psp2_version.zip
# Configure PVR_PSP2 stub libraries
wget https://github.com/GrapheneCt/PVR_PSP2/releases/download/v$pvr_psp2_version/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/tmp/pvr_psp2_stubs
find /tmp/pvr_psp2_stubs -type f -name "*.a" -exec cp {} ${VITASDK}/arm-vita-eabi/lib \;
rm /tmp/vitasdk_stubs.zip
rm -rf /tmp/pvr_psp2_stubs
- name: Configure gl4es4vita (OpenGL)
if: ${{ !!matrix.platform.pvr }}
run: |
gl4es4vita_version=1.1.4
# Configure gl4es4vita headers
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/include.zip -P/tmp
unzip -o /tmp/include.zip -d${VITASDK}/arm-vita-eabi/include
rm /tmp/include.zip
# Configure gl4es4vita stub libraries
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d${VITASDK}/arm-vita-eabi/lib
- name: Configure CMake
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake \
-DVIDEO_VITA_PIB=${{ !!matrix.platform.pib }} \
-DVIDEO_VITA_PVR=${{ !!matrix.platform.pvr }} \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \

6
.gitignore vendored
View File

@@ -62,6 +62,11 @@ cmake-build-*
xcuserdata
*.xcworkspace
# for QtCreator
CMakeLists.txt.user
build*/
*.pro.user*
# for Visual C++
.vs
Debug
@@ -173,6 +178,7 @@ test/testyuv
test/torturethread
builddir/
!build-scripts/
debian/*.debhelper.log
debian/*.substvars
debian/*.tar.gz

View File

@@ -1,7 +1,8 @@
projectfullname = SDL_mixer
projectshortname = SDL_mixer
projectfullname = SDL2
projectshortname = SDL2
incsubdir = include
wikisubdir =
wikisubdir = SDL2
readmesubdir = docs
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_)
mainincludefname = SDL.h
versionfname = include/SDL_version.h
@@ -10,6 +11,7 @@ versionminorregex = \A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z
versionpatchregex = \A\#define\s+SDL_PATCHLEVEL\s+(\d+)\Z
selectheaderregex = \ASDL.*?\.h\Z
projecturl = https://libsdl.org/
wikiurl = https://wiki.libsdl.org
wikiurl = https://wiki.libsdl.org/SDL2
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
warn_about_missing = 0
wikipreamble = (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.)

View File

@@ -12,7 +12,7 @@ LOCAL_MODULE := SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
@@ -63,7 +63,6 @@ LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_CFLAGS += \
-Wall -Wextra \
-Wdocumentation \
-Wdocumentation-unknown-command \
-Wmissing-prototypes \
-Wunreachable-code-break \
-Wunneeded-internal-declaration \
@@ -78,6 +77,8 @@ LOCAL_CFLAGS += \
# Warnings we haven't fixed (yet)
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
LOCAL_CXXFLAGS += -std=gnu++11
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
LOCAL_LDFLAGS := -Wl,--no-undefined

View File

@@ -2,7 +2,7 @@ if(${CMAKE_CURRENT_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_BINARY_DIR})
message(FATAL_ERROR "Prevented in-tree build. Please create a build directory outside of the SDL source code and run \"cmake -S ${CMAKE_SOURCE_DIR} -B .\" from there")
endif()
cmake_minimum_required(VERSION 3.0.0)
cmake_minimum_required(VERSION 3.0.0...3.5)
project(SDL2 C CXX)
if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR)
@@ -18,6 +18,9 @@ endif()
set(EXTRA_LIBS)
set(EXTRA_LDFLAGS)
set(CMAKE_DEPENDS)
set(PKGCONFIG_DEPENDS)
# This is a virtual "library" that just exists to collect up compiler and
# linker options that used to be global to this CMake project. When you
# specify it as part of a real library's target_link_libraries(), that
@@ -27,16 +30,10 @@ set(EXTRA_LDFLAGS)
add_library(sdl-build-options INTERFACE)
if(WINDOWS_STORE)
cmake_minimum_required(VERSION 3.11.0)
target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1")
target_compile_options(sdl-build-options INTERFACE "-ZW")
endif()
# Build in parallel under Visual Studio. Not enabled by default.
if(MSVC)
target_compile_options(sdl-build-options INTERFACE "/MP")
endif()
# CMake 3.0 expands the "if(${A})" in "set(OFF 1);set(A OFF);if(${A})" to "if(1)"
# CMake 3.24+ emits a warning when not set.
unset(OFF)
@@ -74,6 +71,7 @@ find_package(PkgConfig)
list(APPEND CMAKE_MODULE_PATH "${SDL2_SOURCE_DIR}/cmake")
include(${SDL2_SOURCE_DIR}/cmake/macros.cmake)
include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
include(${SDL2_SOURCE_DIR}/cmake/sdlplatform.cmake)
include(${SDL2_SOURCE_DIR}/cmake/CheckCPUArchitecture.cmake)
# Enable large file support on 32-bit glibc, so that we can access files
@@ -85,7 +83,7 @@ endif()
# See docs/release_checklist.md
set(SDL_MAJOR_VERSION 2)
set(SDL_MINOR_VERSION 26)
set(SDL_MINOR_VERSION 28)
set(SDL_MICRO_VERSION 0)
set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
@@ -135,8 +133,12 @@ set(SDL_GENERATED_HEADERS)
#message(STATUS "${LT_VERSION} :: ${LT_AGE} :: ${LT_REVISION} :: ${LT_CURRENT} :: ${LT_RELEASE}")
# General settings & flags
set(LIBRARY_OUTPUT_DIRECTORY "build")
check_cpu_architecture(x86 SDL_CPU_X86)
check_cpu_architecture(x64 SDL_CPU_X64)
check_cpu_architecture(arm32 SDL_CPU_ARM32)
check_cpu_architecture(arm64 SDL_CPU_ARM64)
check_cpu_architecture(loongarch64 SDL_CPU_LOONGARCH64)
# Check for 64 or 32 bit
set(SIZEOF_VOIDP ${CMAKE_SIZEOF_VOID_P})
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
@@ -152,56 +154,7 @@ if(NOT LIBTYPE)
endif()
# Get the platform
if(WIN32)
if(NOT WINDOWS)
set(WINDOWS TRUE)
endif()
elseif(UNIX AND NOT APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Linux")
set(LINUX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kFreeBSD.*")
set(FREEBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kNetBSD.*|NetBSD.*")
set(NETBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kOpenBSD.*|OpenBSD.*")
set(OPENBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*GNU.*")
set(GNU TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*BSDI.*")
set(BSDI TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "DragonFly.*|FreeBSD")
set(FREEBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "SYSV5.*")
set(SYSV5 TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "Solaris.*|SunOS.*")
set(SOLARIS TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "HP-UX.*")
set(HPUX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "AIX.*")
set(AIX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "Minix.*")
set(MINIX TRUE)
endif()
elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(DARWIN TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(MACOSX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(TVOS TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*")
# !!! FIXME: remove the version check when we start requiring >= 3.14.0
if(CMAKE_VERSION VERSION_LESS 3.14)
set(IOS TRUE)
endif()
endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*")
message_error("BeOS support has been removed as of SDL 2.0.2.")
elseif(CMAKE_SYSTEM_NAME MATCHES "Haiku.*")
set(HAIKU TRUE)
elseif(NINTENDO_3DS)
set(N3DS TRUE)
endif()
SDL_DetectCMakePlatform()
# Don't mistake osx for unix
if(UNIX AND NOT ANDROID AND NOT APPLE AND NOT RISCOS)
@@ -254,7 +207,7 @@ else()
endif()
# Compiler info
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
if(CMAKE_C_COMPILER_ID MATCHES "Clang|IntelLLVM")
set(USE_CLANG TRUE)
set(OPT_DEF_ASM TRUE)
# Visual Studio 2019 v16.2 added support for Clang/LLVM.
@@ -268,20 +221,18 @@ elseif(CMAKE_COMPILER_IS_GNUCC)
elseif(MSVC_VERSION GREATER 1400) # VisualStudio 8.0+
set(OPT_DEF_ASM TRUE)
#set(CMAKE_C_FLAGS "/ZI /WX- /
elseif(CMAKE_C_COMPILER_ID MATCHES "^Intel$")
set(OPT_DEF_ASM TRUE)
set(USE_INTELCC TRUE)
else()
set(OPT_DEF_ASM FALSE)
endif()
if(USE_GCC OR USE_CLANG)
if(USE_GCC OR USE_CLANG OR USE_INTELCC)
set(OPT_DEF_GCC_ATOMICS ON)
endif()
# Default option knobs
if(APPLE OR ARCH_64 OR MSVC_CLANG)
if(NOT "${CMAKE_OSX_ARCHITECTURES}" MATCHES "arm")
set(OPT_DEF_SSEMATH ON)
endif()
endif()
if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS)
set(OPT_DEF_LIBC ON)
endif()
@@ -294,6 +245,11 @@ if(NOT ("$ENV{CFLAGS}" STREQUAL ""))
endif()
endif()
# Build in parallel under Visual Studio. Not enabled by default.
if(MSVC AND NOT USE_CLANG)
target_compile_options(sdl-build-options INTERFACE "/MP")
endif()
if(MSVC)
option(SDL_FORCE_STATIC_VCRT "Force /MT for static VC runtimes" OFF)
if(SDL_FORCE_STATIC_VCRT)
@@ -336,6 +292,8 @@ if(WINDOWS)
set(CMAKE_SHARED_LIBRARY_PREFIX "")
endif()
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -D_GNU_SOURCE=1")
# Emscripten toolchain has a nonempty default value for this, and the checks
# in this file need to change that, so remember the original value, and
# restore back to that afterwards. For check_function_exists() to work in
@@ -369,7 +327,6 @@ endif()
# All these ENABLED_BY_DEFAULT vars will default to ON if not specified, so
# you only need to have a platform override them if they are disabling.
set(OPT_DEF_ASM TRUE)
if(EMSCRIPTEN)
# Set up default values for the currently supported set of subsystems:
# Emscripten/Javascript does not have assembly support, a dynamic library
@@ -433,18 +390,21 @@ set_option(SDL2_DISABLE_UNINSTALL "Disable uninstallation of SDL2" OFF)
option_string(SDL_ASSERTIONS "Enable internal sanity checks (auto/disabled/release/enabled/paranoid)" "auto")
#set_option(SDL_DEPENDENCY_TRACKING "Use gcc -MMD -MT dependency tracking" ON)
set_option(SDL_ASSEMBLY "Enable assembly routines" ${OPT_DEF_ASM})
dep_option(SDL_SSEMATH "Allow GCC to use SSE floating point math" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_SSE "Use SSE assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_SSE2 "Use SSE2 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_SSE3 "Use SSE3 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_MMX "Use MMX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_3DNOW "Use 3Dnow! MMX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_ALTIVEC "Use Altivec assembly routines" ON "SDL_ASSEMBLY" OFF)
dep_option(SDL_ARMSIMD "Use SIMD assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF)
dep_option(SDL_ARMNEON "Use NEON assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF)
dep_option(SDL_LSX "Use LSX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_LOONGARCH64" OFF)
dep_option(SDL_LASX "Use LASX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_LOONGARCH64" OFF)
set_option(SDL_LIBC "Use the system C library" ${OPT_DEF_LIBC})
set_option(SDL_GCC_ATOMICS "Use gcc builtin atomics" ${OPT_DEF_GCC_ATOMICS})
set_option(SDL_ASSEMBLY "Enable assembly routines" ${OPT_DEF_ASM})
set_option(SDL_SSEMATH "Allow GCC to use SSE floating point math" ${OPT_DEF_SSEMATH})
set_option(SDL_MMX "Use MMX assembly routines" ${OPT_DEF_ASM})
set_option(SDL_3DNOW "Use 3Dnow! MMX assembly routines" ${OPT_DEF_ASM})
set_option(SDL_SSE "Use SSE assembly routines" ${OPT_DEF_ASM})
set_option(SDL_SSE2 "Use SSE2 assembly routines" ${OPT_DEF_SSEMATH})
set_option(SDL_SSE3 "Use SSE3 assembly routines" ${OPT_DEF_SSEMATH})
set_option(SDL_ALTIVEC "Use Altivec assembly routines" ${OPT_DEF_ASM})
set_option(SDL_ARMSIMD "use SIMD assembly blitters on ARM" OFF)
set_option(SDL_ARMNEON "use NEON assembly blitters on ARM" OFF)
dep_option(SDL_DBUS "Enable D-Bus support" ON ${UNIX_SYS} OFF)
set_option(SDL_DISKAUDIO "Support the disk writer audio driver" ON)
set_option(SDL_DUMMYAUDIO "Support the dummy audio driver" ON)
@@ -511,6 +471,7 @@ set_option(SDL_HIDAPI "Enable the HIDAPI subsystem" ON)
dep_option(SDL_HIDAPI_LIBUSB "Use libusb for low level joystick drivers" OFF SDL_HIDAPI OFF)
dep_option(SDL_HIDAPI_JOYSTICK "Use HIDAPI for low level joystick drivers" ON SDL_HIDAPI OFF)
dep_option(SDL_VIRTUAL_JOYSTICK "Enable the virtual-joystick driver" ON SDL_HIDAPI OFF)
set_option(SDL_LIBUDEV "Enable libudev support" ON)
set_option(SDL_ASAN "Use AddressSanitizer to detect memory errors" OFF)
option_string(SDL_VENDOR_INFO "Vendor name and/or version to add to SDL_REVISION" "")
set_option(SDL_CCACHE "Use Ccache to speed up build" ON)
@@ -527,26 +488,6 @@ set_option(SDL_INSTALL_TESTS "Install test-cases" OFF)
set(HAVE_STATIC_PIC "${SDL_STATIC_PIC}")
if(SDL_WERROR)
if(MSVC)
cmake_push_check_state(RESET)
check_c_compiler_flag(/WX HAVE_WX)
if(HAVE_WX)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /WX")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /WX")
endif()
elseif(USE_GCC OR USE_CLANG)
cmake_push_check_state(RESET)
check_c_compiler_flag(-Werror HAVE_WERROR)
if(HAVE_WERROR)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
set(CMAKE_OBJC_FLAGS "${CMAKE_OBJC_FLAGS} -Werror")
endif()
cmake_pop_check_state()
endif()
endif()
if(SDL_HIDAPI)
if(HIDAPI_ONLY_LIBUSB)
set(SDL_HIDAPI_LIBUSB ON CACHE BOOL "" FORCE)
@@ -585,6 +526,15 @@ file(GLOB SOURCE_FILES
${SDL2_SOURCE_DIR}/src/video/*.c
${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
if(USE_INTELCC)
# warning #39: division by zero
# warning #239: floating point underflow
# warning #264: floating-point value does not fit in required floating-point type
set_property(SOURCE "${SDL2_SOURCE_DIR}/src/libm/e_exp.c" APPEND_STRING PROPERTY COMPILE_FLAGS " -wd239 -wd264")
set_property(SOURCE "${SDL2_SOURCE_DIR}/src/libm/e_log.c" APPEND_STRING PROPERTY COMPILE_FLAGS " -wd39")
set_property(SOURCE "${SDL2_SOURCE_DIR}/src/libm/e_log10.c" APPEND_STRING PROPERTY COMPILE_FLAGS " -wd39")
endif()
set(SDL_DEFAULT_ASSERT_LEVEL_CONFIGURED 1)
if(SDL_ASSERTIONS MATCHES "^(auto|)$")
@@ -613,7 +563,7 @@ if(NOT SDL_FOREGROUNDING_SIGNAL STREQUAL "OFF")
endif()
# Compiler option evaluation
if(USE_GCC OR USE_CLANG)
if(USE_GCC OR USE_CLANG OR USE_INTELCC)
# Check for -Wall first, so later things can override pieces of it.
# Note: clang-cl treats -Wall as -Weverything (which is very loud),
# /W3 as -Wall, and /W4 as -Wall -Wextra. So: /W3 is enough.
@@ -691,6 +641,11 @@ if(USE_GCC OR USE_CLANG)
list(APPEND EXTRA_CFLAGS "-Wshadow")
endif()
check_c_compiler_flag(-Wunused-local-typedefs HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS)
if(HAVE_GCC_WUNUSED_LOCAL_TYPEDEFS)
list(APPEND EXTRA_CFLAGS "-Wno-unused-local-typedefs")
endif()
if(APPLE)
cmake_push_check_state(RESET)
# FIXME: don't use deprecated declarations
@@ -751,7 +706,7 @@ if(CMAKE_C_COMPILER_ID STREQUAL "MSVC")
endif()
if(SDL_ASSEMBLY)
if(USE_GCC OR USE_CLANG)
if(USE_GCC OR USE_CLANG OR USE_INTELCC)
# TODO: Those all seem to be quite GCC specific - needs to be
# reworked for better compiler support
set(HAVE_ASSEMBLY TRUE)
@@ -835,8 +790,9 @@ if(SDL_ASSEMBLY)
#ifndef __SSE2__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { return 0; }" HAVE_SSE2)
if(HAVE_SSE2)
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_SSE2)
if(CPU_SUPPORTS_SSE2)
set(HAVE_SSE2 TRUE)
list(APPEND EXTRA_CFLAGS "-msse2")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
@@ -858,8 +814,9 @@ if(SDL_ASSEMBLY)
#ifndef __SSE3__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { return 0; }" HAVE_SSE3)
if(HAVE_SSE3)
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_SSE3)
if(CPU_SUPPORTS_SSE3)
set(HAVE_SSE3 TRUE)
list(APPEND EXTRA_CFLAGS "-msse3")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
@@ -892,9 +849,9 @@ if(SDL_ASSEMBLY)
vector unsigned int vzero() {
return vec_splat_u32(0);
}
int main(int argc, char **argv) { return 0; }" HAVE_ALTIVEC)
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_ALTIVEC)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_ALTIVEC OR HAVE_ALTIVEC_H_HDR)
if(CPU_SUPPORTS_ALTIVEC OR HAVE_ALTIVEC_H_HDR)
set(HAVE_ALTIVEC TRUE) # if only HAVE_ALTIVEC_H_HDR is set
list(APPEND EXTRA_CFLAGS "-maltivec")
set(SDL_ALTIVEC_BLITTERS 1)
@@ -904,6 +861,39 @@ if(SDL_ASSEMBLY)
endif()
endif()
if(SDL_LSX)
cmake_push_check_state()
list(APPEND CMAKE_REQUIRED_FLAGS "-mlsx")
check_c_source_compiles("
#ifndef __loongarch_sx
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_LSX)
check_include_file("lsxintrin.h" HAVE_LSXINTRIN_H)
cmake_pop_check_state()
if(CPU_SUPPORTS_LSX AND HAVE_LSXINTRIN_H)
list(APPEND EXTRA_CFLAGS "-mlsx")
set(HAVE_LSX TRUE)
endif()
endif()
if(SDL_LASX)
cmake_push_check_state()
list(APPEND CMAKE_REQUIRED_FLAGS "-mlasx")
check_c_source_compiles("
#ifndef __loongarch_asx
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_LASX)
check_include_file("lasxintrin.h" HAVE_LASXINTRIN_H)
cmake_pop_check_state()
if(CPU_SUPPORTS_LASX AND HAVE_LASXINTRIN_H)
list(APPEND EXTRA_CFLAGS "-mlasx")
set(HAVE_LASX TRUE)
endif()
endif()
if(SDL_ARMSIMD)
set(ORIG_CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS}")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x assembler-with-cpp")
@@ -962,12 +952,22 @@ if(SDL_ASSEMBLY)
# TODO: SDL_cpuinfo.h needs to support the user's configuration wish
# for MSVC - right now it is always activated
if(NOT ARCH_64)
set(HAVE_MMX TRUE)
set(HAVE_3DNOW TRUE)
if(SDL_MMX)
set(HAVE_MMX TRUE)
endif()
if(SDL_3DNOW)
set(HAVE_3DNOW TRUE)
endif()
endif()
if(SDL_SSE)
set(HAVE_SSE TRUE)
endif()
if(SDL_SSE2)
set(HAVE_SSE2 TRUE)
endif()
if(SDL_SSE3)
set(HAVE_SSE3 TRUE)
endif()
set(HAVE_SSE TRUE)
set(HAVE_SSE2 TRUE)
set(HAVE_SSE3 TRUE)
check_include_file("immintrin.h" HAVE_IMMINTRIN_H)
endif()
endif()
@@ -1067,7 +1067,8 @@ if(SDL_LIBC)
check_library_exists(m pow "" HAVE_LIBM)
if(HAVE_LIBM)
set(CMAKE_REQUIRED_LIBRARIES m)
foreach(_FN
endif()
foreach(_FN
atan atan2 atanf atan2f ceil ceilf copysign copysignf cos cosf
exp expf fabs fabsf floor floorf fmod fmodf log logf log10 log10f
lround lroundf pow powf round roundf scalbn scalbnf sin sinf sqrt
@@ -1075,7 +1076,8 @@ if(SDL_LIBC)
string(TOUPPER ${_FN} _UPPER)
set(_HAVEVAR "HAVE_${_UPPER}")
check_symbol_exists("${_FN}" "math.h" ${_HAVEVAR})
endforeach()
endforeach()
if(HAVE_LIBM)
set(CMAKE_REQUIRED_LIBRARIES)
if(NOT VITA)
list(APPEND EXTRA_LIBS m)
@@ -1117,6 +1119,10 @@ else()
set(HAVE_STDARG_H 1)
set(HAVE_STDDEF_H 1)
check_include_file(stdint.h HAVE_STDINT_H)
if(MSVC AND USE_CLANG)
check_c_compiler_flag("/Q_no-use-libirc" HAS_Q_NO_USE_LIBIRC )
endif()
endif()
endif()
@@ -1485,6 +1491,18 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
ioctl(0, KDENABIO, 1);
return 0;
}" HAVE_INPUT_KBIO)
elseif(OPENBSD OR NETBSD)
check_c_source_compiles("
#include <sys/time.h>
#include <dev/wscons/wsconsio.h>
#include <dev/wscons/wsksymdef.h>
#include <dev/wscons/wsksymvar.h>
#include <sys/ioctl.h>
int main(int argc, char **argv) {
struct wskbd_map_data data;
ioctl(0, WSKBDIO_GETMAP, &data);
return 0;
}" HAVE_INPUT_WSCONS)
endif()
if(HAVE_INPUT_EVENTS)
@@ -1506,7 +1524,11 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
set(SDL_INPUT_FBSDKBIO 1)
endif()
check_include_file("libudev.h" HAVE_LIBUDEV_H)
if(HAVE_INPUT_WSCONS)
set(SDL_INPUT_WSCONS 1)
endif()
CheckLibUDev()
check_include_file("sys/inotify.h" HAVE_SYS_INOTIFY_H)
check_symbol_exists(inotify_init "sys/inotify.h" HAVE_INOTIFY_INIT)
check_symbol_exists(inotify_init1 "sys/inotify.h" HAVE_INOTIFY_INIT1)
@@ -1616,14 +1638,14 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
CheckPTHREAD()
if(SDL_CLOCK_GETTIME)
check_library_exists(rt clock_gettime "" FOUND_CLOCK_GETTIME_LIBRT)
if(FOUND_CLOCK_GETTIME_LIBRT)
list(APPEND EXTRA_LIBS rt)
check_library_exists(c clock_gettime "" FOUND_CLOCK_GETTIME_LIBC)
if(FOUND_CLOCK_GETTIME_LIBC)
set(HAVE_CLOCK_GETTIME 1)
else()
check_library_exists(c clock_gettime "" FOUND_CLOCK_GETTIME_LIBC)
if(FOUND_CLOCK_GETTIME_LIBC)
check_library_exists(rt clock_gettime "" FOUND_CLOCK_GETTIME_LIBRT)
if(FOUND_CLOCK_GETTIME_LIBRT)
set(HAVE_CLOCK_GETTIME 1)
list(APPEND EXTRA_LIBS rt)
endif()
endif()
endif()
@@ -1703,7 +1725,7 @@ elseif(WINDOWS)
if(MSVC AND NOT SDL_LIBC)
# Prevent codegen that would use the VC runtime libraries.
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-;/Gs1048576")
if(NOT ARCH_64 AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/arch:SSE")
endif()
@@ -2484,6 +2506,9 @@ elseif(VITA)
set(SDL_VIDEO_OPENGL_ES2 1)
list(APPEND EXTRA_LIBS
pib
libScePiglet_stub_weak
taihen_stub_weak
SceShaccCg_stub_weak
)
set(HAVE_VIDEO_VITA_PIB ON)
set(SDL_VIDEO_VITA_PIB 1)
@@ -2496,7 +2521,6 @@ elseif(VITA)
check_include_file(gpu_es4/psp2_pvr_hint.h HAVE_PVR_H)
if(HAVE_PVR_H)
target_compile_definitions(sdl-build-options INTERFACE "-D__psp2__")
check_include_file(gl4esinit.h HAVE_GL4ES_H)
set(SDL_VIDEO_OPENGL_EGL 1)
set(HAVE_OPENGLES TRUE)
set(SDL_VIDEO_OPENGL_ES 1)
@@ -2507,17 +2531,21 @@ elseif(VITA)
list(APPEND EXTRA_LIBS
libgpu_es4_ext_stub_weak
libIMGEGL_stub_weak
SceIme_stub
)
set(HAVE_VIDEO_VITA_PVR ON)
set(SDL_VIDEO_VITA_PVR 1)
if(HAVE_GL4ES_H)
set(HAVE_OPENGL TRUE)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
list(APPEND EXTRA_LIBS libGL_stub)
set(SDL_VIDEO_VITA_PVR_OGL 1)
if(SDL_OPENGL)
check_include_file(gl4esinit.h HAVE_GL4ES_H)
if(HAVE_GL4ES_H)
set(HAVE_OPENGL TRUE)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
list(APPEND EXTRA_LIBS libGL_stub)
set(SDL_VIDEO_VITA_PVR_OGL 1)
endif()
endif()
else()
@@ -2547,19 +2575,6 @@ elseif(VITA)
SceProcessmgr_stub
m
)
if(HAVE_VITA_PIB)
list(PREPEND EXTRA_LIBS
pib
libScePiglet_stub
SceShaccCg_stub
taihen_stub
)
endif()
if(HAVE_VITA_PVR)
list(PREPEND EXTRA_LIBS
SceIme_stub
)
endif()
endif()
set(HAVE_ARMSIMD TRUE)
@@ -2642,7 +2657,7 @@ elseif(PSP)
)
if(NOT SDL2_DISABLE_SDL2MAIN)
list(INSERT SDL_LIBS 0 "-lSDL2main")
endif(NOT SDL2_DISABLE_SDL2MAIN)
endif()
elseif(PS2)
list(APPEND EXTRA_CFLAGS "-DPS2" "-D__PS2__" "-I$ENV{PS2SDK}/ports/include" "-I$ENV{PS2DEV}/gsKit/include")
@@ -2840,6 +2855,17 @@ elseif(N3DS)
else()
message_error("SDL_FILE must be enabled to build on N3DS")
endif()
if(NOT SDL2_DISABLE_SDL2MAIN)
list(INSERT SDL_LIBS 0 "-lSDL2main")
endif()
foreach(lib ${CMAKE_C_STANDARD_LIBRARIES})
if(lib MATCHES "^-l")
string(SUBSTRING "${lib}" 2 -1 lib)
endif()
list(APPEND EXTRA_LIBS ${lib})
endforeach()
endif()
if(HAVE_VULKAN AND NOT SDL_LOADSO)
@@ -2926,6 +2952,26 @@ if(NOT SDLMAIN_SOURCES)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/dummy/*.c)
endif()
if(SDL_WERROR)
if(MSVC)
cmake_push_check_state(RESET)
check_c_compiler_flag(/WX HAVE_WX)
if(HAVE_WX)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /WX")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /WX")
endif()
elseif(USE_GCC OR USE_CLANG OR USE_INTELCC)
cmake_push_check_state(RESET)
check_c_compiler_flag(-Werror HAVE_WERROR)
if(HAVE_WERROR)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
set(CMAKE_OBJC_FLAGS "${CMAKE_OBJC_FLAGS} -Werror")
endif()
cmake_pop_check_state()
endif()
endif()
# Append the -MMD -MT flags
# if(DEPENDENCY_TRACKING)
# if(COMPILER_IS_GNUCC)
@@ -2942,7 +2988,7 @@ string(TOLOWER "${CMAKE_BUILD_TYPE}" lower_build_type)
execute_process(COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}/include-config-${lower_build_type}")
# 3. generate SDL_config in an build_type-dependent folder (which should be first in the include search path)
file(GENERATE
OUTPUT "${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL_config.h"
OUTPUT "${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2/SDL_config.h"
INPUT "${SDL2_BINARY_DIR}/SDL_config.h.intermediate")
# Prepare the flags and remove duplicates
@@ -2993,9 +3039,9 @@ else()
endif()
configure_file("${SDL2_SOURCE_DIR}/include/SDL_revision.h.cmake"
"${SDL2_BINARY_DIR}/include/SDL_revision.h")
"${SDL2_BINARY_DIR}/include/SDL2/SDL_revision.h")
# Copy all non-generated headers to "${SDL2_BINARY_DIR}/include"
# Copy all non-generated headers to "${SDL2_BINARY_DIR}/include/SDL2"
# This is done to avoid the inclusion of a pre-generated SDL_config.h
file(GLOB SDL2_INCLUDE_FILES ${SDL2_SOURCE_DIR}/include/*.h)
set(SDL2_COPIED_INCLUDE_FILES)
@@ -3004,7 +3050,7 @@ foreach(_hdr IN LISTS SDL2_INCLUDE_FILES)
list(REMOVE_ITEM SDL2_INCLUDE_FILES "${_hdr}")
else()
get_filename_component(_name "${_hdr}" NAME)
set(_bin_hdr "${SDL2_BINARY_DIR}/include/${_name}")
set(_bin_hdr "${SDL2_BINARY_DIR}/include/SDL2/${_name}")
list(APPEND SDL2_COPIED_INCLUDE_FILES "${_bin_hdr}")
add_custom_command(OUTPUT "${_bin_hdr}"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_hdr}" "${_bin_hdr}"
@@ -3059,6 +3105,7 @@ string(REGEX REPLACE "-lSDL2( |$)" "-l${sdl_static_libname} " SDL_STATIC_LIBS "$
if(NOT SDL_SHARED)
string(REGEX REPLACE "-lSDL2( |$)" "-l${sdl_static_libname} " SDL_LIBS "${SDL_LIBS}")
endif()
listtostr(PKGCONFIG_DEPENDS PKGCONFIG_DEPENDS)
if(SDL_STATIC AND SDL_SHARED AND NOT sdl_static_libname STREQUAL "SDL2")
message(STATUS "\"pkg-config --static --libs sdl2\" will return invalid information")
@@ -3139,7 +3186,7 @@ if (SDL_ASAN)
endif()
endif()
if(SDL_CCACHE)
if(SDL_CCACHE AND NOT CMAKE_VERSION VERSION_LESS 3.4)
cmake_minimum_required(VERSION 3.4)
find_program(CCACHE_BINARY ccache)
if(CCACHE_BINARY)
@@ -3150,6 +3197,8 @@ if(SDL_CCACHE)
else()
set(HAVE_CCACHE OFF)
endif()
else()
set(HAVE_CCACHE OFF)
endif()
if(SDL_TESTS)
@@ -3235,22 +3284,27 @@ if(NOT WINDOWS_STORE AND NOT SDL2_DISABLE_SDL2MAIN)
add_dependencies(SDL2main sdl_headers_copy)
# alias target for in-tree builds
add_library(SDL2::SDL2main ALIAS SDL2main)
target_include_directories(SDL2main BEFORE PRIVATE "${SDL2_BINARY_DIR}/include" PRIVATE "${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>")
target_include_directories(SDL2main BEFORE
PRIVATE "${SDL2_BINARY_DIR}/include"
PRIVATE "${SDL2_BINARY_DIR}/include/SDL2"
PRIVATE "${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2"
)
target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>" $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}> $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>)
if (WIN32)
target_link_libraries(SDL2main PRIVATE shell32)
endif()
if(MINGW OR CYGWIN)
cmake_minimum_required(VERSION 3.13)
if(CMAKE_SIZEOF_VOID_P EQUAL 4)
target_link_options(SDL2main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=_WinMain@16>")
target_link_libraries(SDL2main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=_WinMain@16>")
else()
target_link_options(SDL2main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=WinMain>")
target_link_libraries(SDL2main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=WinMain>")
endif()
endif()
if (NOT ANDROID)
set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
set_property(TARGET SDL2main APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL2main PROPERTY INTERFACE_SDL_VERSION "SDL2")
endif()
if(ANDROID)
@@ -3268,7 +3322,7 @@ endif()
if(APPLE)
foreach(SOURCE_FILE ${SOURCE_FILES})
get_filename_component(FILE_EXTENSION ${SOURCE_FILE} EXT)
if(FILE_EXTENSION STREQUAL "m")
if(FILE_EXTENSION STREQUAL ".m")
set_property(SOURCE ${SOURCE_FILE} APPEND_STRING PROPERTY COMPILE_FLAGS " -x objective-c")
endif()
endforeach()
@@ -3281,11 +3335,13 @@ if(SDL_SHARED)
add_library(SDL2::SDL2 ALIAS SDL2)
set_target_properties(SDL2 PROPERTIES POSITION_INDEPENDENT_CODE TRUE)
if(NOT SDL_LIBC)
check_cpu_architecture(x86 HAS_X86)
if(HAS_X86)
if(SDL_CPU_X86)
# FIXME: should be added for all architectures (missing symbols for ARM)
target_link_libraries(SDL2 PRIVATE "-nodefaultlib:MSVCRT")
endif()
if(HAS_Q_NO_USE_LIBIRC)
target_compile_options(SDL2 PRIVATE /Q_no-use-libirc)
endif()
endif()
if(APPLE)
# FIXME: Remove SOVERSION in SDL3
@@ -3315,18 +3371,19 @@ if(SDL_SHARED)
if(MSVC AND NOT SDL_LIBC AND NOT MSVC_CLANG AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
# Don't try to link with the default set of libraries.
if(NOT WINDOWS_STORE)
set_target_properties(SDL2 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(SDL2 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
set_property(TARGET SDL2 APPEND_STRING PROPERTY LINK_FLAGS " /NODEFAULTLIB")
endif()
set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
set_property(TARGET SDL2 APPEND_STRING PROPERTY STATIC_LIBRARY_FLAGS " /NODEFAULTLIB")
endif()
# FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS
target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD})
target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_DEPENDS})
target_include_directories(SDL2 PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>")
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>"
)
# This picks up all the compiler options and such we've accumulated up to here.
target_link_libraries(SDL2 PRIVATE $<BUILD_INTERFACE:sdl-build-options>)
if(MINGW OR CYGWIN)
@@ -3338,8 +3395,10 @@ if(SDL_SHARED)
set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
# Use `Compatible Interface Properties` to allow consumers to enforce a shared/static library
set_property(TARGET SDL2 PROPERTY INTERFACE_SDL2_SHARED TRUE)
set_property(TARGET SDL2 APPEND PROPERTY COMPATIBLE_INTERFACE_BOOL SDL2_SHARED)
set_property(TARGET SDL2 PROPERTY INTERFACE_SDL2_SHARED TRUE)
set_property(TARGET SDL2 APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL2 PROPERTY INTERFACE_SDL_VERSION "SDL2")
endif()
if(SDL_STATIC)
@@ -3353,20 +3412,24 @@ if(SDL_STATIC)
target_compile_definitions(SDL2-static PRIVATE SDL_STATIC_LIB)
# TODO: Win32 platforms keep the same suffix .lib for import and static
# libraries - do we need to consider this?
target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_DEPENDS})
target_include_directories(SDL2-static PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>")
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>"
)
# This picks up all the compiler options and such we've accumulated up to here.
target_link_libraries(SDL2-static PRIVATE $<BUILD_INTERFACE:sdl-build-options>)
if(NOT ANDROID)
set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
# Use `Compatible Interface Properties` to allow consumers to enforce a shared/static library
set_property(TARGET SDL2-static PROPERTY INTERFACE_SDL2_SHARED FALSE)
set_property(TARGET SDL2-static APPEND PROPERTY COMPATIBLE_INTERFACE_BOOL SDL2_SHARED)
set_property(TARGET SDL2-static PROPERTY INTERFACE_SDL2_SHARED FALSE)
set_property(TARGET SDL2-static APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL2-static PROPERTY INTERFACE_SDL_VERSION "SDL2")
endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DSDL_BUILD_MAJOR_VERSION=${SDL_MAJOR_VERSION}")
@@ -3384,10 +3447,13 @@ if(SDL_TEST)
EXPORT_NAME SDL2test)
target_include_directories(SDL2_test PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>"
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>")
target_link_libraries(SDL2_test PRIVATE ${EXTRA_TEST_LIBS})
set_property(TARGET SDL2_test APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL2_test PROPERTY INTERFACE_SDL_VERSION "SDL2")
endif()
##### Installation targets #####
@@ -3492,6 +3558,7 @@ if(NOT SDL2_DISABLE_INSTALL)
FILES
${CMAKE_CURRENT_BINARY_DIR}/SDL2Config.cmake
${CMAKE_CURRENT_BINARY_DIR}/SDL2ConfigVersion.cmake
${SDL2_SOURCE_DIR}/cmake/sdlfind.cmake
DESTINATION "${SDL_INSTALL_CMAKEDIR}"
COMPONENT Devel
)
@@ -3499,8 +3566,8 @@ if(NOT SDL2_DISABLE_INSTALL)
install(
FILES
${SDL2_INCLUDE_FILES}
"${SDL2_BINARY_DIR}/include/SDL_revision.h"
"${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL_config.h"
"${SDL2_BINARY_DIR}/include/SDL2/SDL_revision.h"
"${SDL2_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/SDL2/SDL_config.h"
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/SDL2)
string(TOUPPER "${CMAKE_BUILD_TYPE}" UPPER_BUILD_TYPE)

View File

@@ -1,4 +1,4 @@
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -27,6 +27,7 @@ LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
FGREP = @FGREP@
AR = @AR@
RANLIB = @RANLIB@
RC = @RC@
@@ -130,7 +131,7 @@ HDRS = \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
SDLTEST_HDRS = $(shell ls $(srcdir)/include | $(FGREP) SDL_test)
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@

View File

@@ -1,7 +1,7 @@
# Makefile to build the SDL library
INCLUDE = -I./include
CFLAGS = -g -O2 $(INCLUDE)
CPPFLAGS = -I./include
CFLAGS = -g -O2
AR = ar
RANLIB = ranlib

View File

@@ -14,7 +14,7 @@
LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 26
MINOR_VERSION = 28
MICRO_VERSION = 0
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
DESCRIPTION = Simple DirectMedia Layer 2

View File

@@ -5,7 +5,7 @@
LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 26
MINOR_VERSION = 28
MICRO_VERSION = 0
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)

View File

@@ -30,6 +30,18 @@ if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2testTargets.cmake")
set(SDL2_SDL2test_FOUND TRUE)
endif()
include("${CMAKE_CURRENT_LIST_DIR}/sdlfind.cmake")
set(SDL_ALSA @SDL_ALSA@)
set(SDL_ALSA_SHARED @SDL_ALSA_SHARED@)
if(SDL_ALSA AND NOT SDL_ALSA_SHARED AND TARGET SDL2::SDL2-static)
sdlFindALSA()
endif()
unset(SDL_ALSA)
unset(SDL_ALSA_SHARED)
check_required_components(SDL2)
# Create SDL2::SDL2 alias for static-only builds
@@ -62,4 +74,4 @@ if(TARGET SDL2::SDL2main)
list(INSERT SDL2_STATIC_LIBRARIES 0 SDL2::SDL2main)
endif()
set(SDL2TEST_LIBRARY SDL2::SDL2test)
set(SDL2TEST_LIBRARY SDL2::SDL2test)

View File

@@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -239,17 +239,17 @@ LoadSprite(const char *file)
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
if (!sprites[i]) {
return (-1);
return -1;
}
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return (-1);
return -1;
}
}
/* We're ready to roll. :) */
return (0);
return 0;
}
void
@@ -364,8 +364,9 @@ loop()
#endif
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
if (state->windows[i] == NULL) {
continue;
}
DrawSprites(state->renderers[i], sprites[i]);
}
}
@@ -382,7 +383,7 @@ main(int argc, char *argv[])
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
if (!state) {
if (state == NULL) {
return 1;
}
@@ -445,7 +446,7 @@ main(int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
if (sprites == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}

View File

@@ -137,6 +137,7 @@
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>

View File

@@ -68,6 +68,8 @@ if(EXISTS "${_sdl2_library}" AND EXISTS "${_sdl2_dll_library}")
IMPORTED_LOCATION "${_sdl2_dll_library}"
COMPATIBLE_INTERFACE_BOOL "SDL2_SHARED"
INTERFACE_SDL2_SHARED "ON"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL2"
)
endif()
set(SDL2_SDL2_FOUND TRUE)
@@ -84,6 +86,8 @@ if(EXISTS "${_sdl2main_library}")
set_target_properties(SDL2::SDL2main
PROPERTIES
IMPORTED_LOCATION "${_sdl2main_library}"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL2"
)
endif()
set(SDL2_SDL2main_FOUND TRUE)
@@ -100,6 +104,8 @@ if(EXISTS "${_sdl2test_library}")
PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}"
IMPORTED_LOCATION "${_sdl2test_library}"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL2"
)
endif()
set(SDL2_SDL2test_FOUND TRUE)

View File

@@ -1,6 +1,16 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.28.0:
---------------------------------------------------------------------------
General:
* Added SDL_HasWindowSurface() and SDL_DestroyWindowSurface() to switch between the window surface and rendering APIs
* Added a display event SDL_DISPLAYEVENT_MOVED which is sent when the primary monitor changes or displays change position relative to each other
* Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
---------------------------------------------------------------------------
2.26.0:
---------------------------------------------------------------------------
@@ -24,7 +34,7 @@ General:
* Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
* Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
* Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
* Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
* Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
* SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available
Windows:
@@ -645,7 +655,7 @@ iOS:
tvOS:
* Added support for Apple TV
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
Android:
* Fixed SDL not resizing window when Android screen resolution changes
@@ -790,8 +800,8 @@ Linux:
* Added experimental Wayland and Mir support, disabled by default
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
@@ -844,7 +854,7 @@ iOS:
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init

View File

@@ -127,7 +127,7 @@ initializeTextures(SDL_Renderer *renderer)
/* create ship texture from surface */
ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (!ship) {
if (ship == NULL) {
fatalError("could not create ship texture");
}
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
@@ -145,7 +145,7 @@ initializeTextures(SDL_Renderer *renderer)
}
/* create space texture from surface */
space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (!space) {
if (space == NULL) {
fatalError("could not create space texture");
}
SDL_FreeSurface(bmp_surface);

View File

@@ -84,14 +84,16 @@ stepParticles(double deltaTime)
/* is the particle actually active, or is it marked for deletion? */
if (curr->isActive) {
/* is the particle off the screen? */
if (curr->y > screen_h)
if (curr->y > screen_h) {
curr->isActive = 0;
else if (curr->y < 0)
} else if (curr->y < 0) {
curr->isActive = 0;
if (curr->x > screen_w)
}
if (curr->x > screen_w) {
curr->isActive = 0;
else if (curr->x < 0)
} else if (curr->x < 0) {
curr->isActive = 0;
}
/* step velocity, then step position */
curr->yvel += ACCEL * deltaMilliseconds;
@@ -133,15 +135,17 @@ stepParticles(double deltaTime)
}
/* if we're a dust particle, shrink our size */
if (curr->type == dust)
if (curr->type == dust) {
curr->size -= deltaMilliseconds * 0.010f;
}
}
/* if we're still active, pack ourselves in the array next
to the last active guy (pack the array tightly) */
if (curr->isActive)
if (curr->isActive) {
*(slot++) = *curr;
}
} /* endif (curr->isActive) */
curr++;
}
@@ -188,8 +192,9 @@ explodeEmitter(struct particle *emitter)
int i;
for (i = 0; i < 200; i++) {
if (num_active_particles >= MAX_PARTICLES)
if (num_active_particles >= MAX_PARTICLES) {
return;
}
/* come up with a random angle and speed for new particle */
float theta = randomFloat(0, 2.0f * 3.141592);
@@ -226,8 +231,9 @@ void
spawnTrailFromEmitter(struct particle *emitter)
{
if (num_active_particles >= MAX_PARTICLES)
if (num_active_particles >= MAX_PARTICLES) {
return;
}
/* select the particle at the slot at the end of our array */
struct particle *p = &particles[num_active_particles];
@@ -262,8 +268,9 @@ void
spawnEmitterParticle(GLfloat x, GLfloat y)
{
if (num_active_particles >= MAX_PARTICLES)
if (num_active_particles >= MAX_PARTICLES) {
return;
}
/* find particle at endpoint of array */
struct particle *p = &particles[num_active_particles];

View File

@@ -117,7 +117,7 @@ initializeTexture(SDL_Renderer *renderer)
/* convert RGBA surface to texture */
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (!texture) {
if (texture == NULL) {
fatalError("could not create texture");
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);

View File

@@ -165,7 +165,7 @@ loadFont(void)
{
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
if (!surface) {
if (surface == NULL) {
printf("Error loading bitmap: %s\n", SDL_GetError());
return 0;
} else {
@@ -183,7 +183,7 @@ loadFont(void)
SDL_BlitSurface(surface, NULL, converted, NULL);
/* create our texture */
texture = SDL_CreateTextureFromSurface(renderer, converted);
if (!texture) {
if (texture == NULL) {
printf("texture creation failed: %s\n", SDL_GetError());
} else {
/* set blend mode for our texture */

View File

@@ -207,9 +207,9 @@ playSound(struct sound *s)
break;
}
/* if this channel's sound is older than the oldest so far, set it to oldest */
if (mixer.channels[i].timestamp <
mixer.channels[oldest_channel].timestamp)
if (mixer.channels[i].timestamp < mixer.channels[oldest_channel].timestamp) {
oldest_channel = i;
}
}
/* no empty channels, take the oldest one */

View File

@@ -58,11 +58,11 @@ main(int argc, char *argv[])
/* create window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
if (!window) {
if (window == NULL) {
fatalError("Could not initialize Window");
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
if (renderer == NULL) {
fatalError("Could not create renderer");
}

View File

@@ -63,7 +63,7 @@ initializeTexture(SDL_Renderer *renderer)
brush =
SDL_CreateTextureFromSurface(renderer, bmp_surface);
SDL_FreeSurface(bmp_surface);
if (!brush) {
if (brush == NULL) {
fatalError("could not create brush texture");
}
/* additive blending -- laying strokes on top of eachother makes them brighter */

View File

@@ -19,10 +19,10 @@
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.26.0</string>
<string>2.28.0</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.26.0</string>
<string>2.28.0</string>
</dict>
</plist>

View File

@@ -9528,8 +9528,8 @@
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
DEPLOYMENT_POSTPROCESSING = YES;
DYLIB_COMPATIBILITY_VERSION = 2601.0.0;
DYLIB_CURRENT_VERSION = 2601.0.0;
DYLIB_COMPATIBILITY_VERSION = 2801.0.0;
DYLIB_CURRENT_VERSION = 2801.0.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_ALTIVEC_EXTENSIONS = YES;
@@ -9558,7 +9558,7 @@
"@executable_path/Frameworks",
"@loader_path/Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.9;
MACOSX_DEPLOYMENT_TARGET = 10.11;
PRODUCT_BUNDLE_IDENTIFIER = org.libsdl.SDL2;
PRODUCT_NAME = SDL2;
STRIP_STYLE = "non-global";
@@ -9570,7 +9570,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.0.17;
MARKETING_VERSION = 2.28.0;
OTHER_LDFLAGS = "-liconv";
};
name = Release;
@@ -9613,8 +9613,8 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = dwarf;
DYLIB_COMPATIBILITY_VERSION = 2601.0.0;
DYLIB_CURRENT_VERSION = 2601.0.0;
DYLIB_COMPATIBILITY_VERSION = 2801.0.0;
DYLIB_CURRENT_VERSION = 2801.0.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
@@ -9643,7 +9643,7 @@
"@executable_path/Frameworks",
"@loader_path/Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.9;
MACOSX_DEPLOYMENT_TARGET = 10.11;
ONLY_ACTIVE_ARCH = NO;
PRODUCT_BUNDLE_IDENTIFIER = org.libsdl.SDL2;
PRODUCT_NAME = SDL2;
@@ -9656,7 +9656,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.0.17;
MARKETING_VERSION = 2.28.0;
OTHER_LDFLAGS = "-liconv";
};
name = Debug;
@@ -9862,8 +9862,8 @@
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 2601.0.0;
DYLIB_CURRENT_VERSION = 2601.0.0;
DYLIB_COMPATIBILITY_VERSION = 2801.0.0;
DYLIB_CURRENT_VERSION = 2801.0.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO;
@@ -9914,8 +9914,8 @@
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 2601.0.0;
DYLIB_CURRENT_VERSION = 2601.0.0;
DYLIB_COMPATIBILITY_VERSION = 2801.0.0;
DYLIB_CURRENT_VERSION = 2801.0.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_NS_ASSERTIONS = NO;
GCC_C_LANGUAGE_STANDARD = gnu11;

View File

@@ -1,4 +1,4 @@
Title SDL 2.0.0
Title SDL 2.28.0
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks

View File

@@ -57,6 +57,8 @@ if(NOT TARGET SDL2::SDL2)
INTERFACE_LINK_OPTIONS "SHELL:-F \"${SDL2_FRAMEWORK_PARENT_PATH}\";SHELL:-framework SDL2"
COMPATIBLE_INTERFACE_BOOL "SDL2_SHARED"
INTERFACE_SDL2_SHARED "ON"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL2"
)
endif()
set(SDL2_SDL2_FOUND TRUE)

View File

@@ -1,6 +1,6 @@
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -186,7 +186,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
// Because on Chromebooks we show up as a dual-mode device, it will attempt to connect TRANSPORT_AUTO, which will use TRANSPORT_BREDR instead
// of TRANSPORT_LE. Let's force ourselves to connect low energy.
private BluetoothGatt connectGatt(boolean managed) {
if (Build.VERSION.SDK_INT >= 23) {
if (Build.VERSION.SDK_INT >= 23 /* Android 6.0 (M) */) {
try {
return mDevice.connectGatt(mManager.getContext(), managed, this, TRANSPORT_LE);
} catch (Exception e) {
@@ -429,7 +429,7 @@ class HIDDeviceBLESteamController extends BluetoothGattCallback implements HIDDe
}
});
}
}
}
else if (newState == 0) {
mIsConnected = false;
}

View File

@@ -170,7 +170,7 @@ public class HIDDeviceManager {
Log.i(TAG," Interface protocol: " + mUsbInterface.getInterfaceProtocol());
Log.i(TAG," Endpoint count: " + mUsbInterface.getEndpointCount());
// Get endpoint details
// Get endpoint details
for (int epi = 0; epi < mUsbInterface.getEndpointCount(); epi++)
{
UsbEndpoint mEndpoint = mUsbInterface.getEndpoint(epi);
@@ -251,6 +251,8 @@ public class HIDDeviceManager {
0x20d6, // PowerA
0x24c6, // PowerA
0x2c22, // Qanba
0x2dc8, // 8BitDo
0x9886, // ASTRO Gaming
};
if (usbInterface.getInterfaceClass() == UsbConstants.USB_CLASS_VENDOR_SPEC &&
@@ -271,14 +273,16 @@ public class HIDDeviceManager {
final int XB1_IFACE_SUBCLASS = 71;
final int XB1_IFACE_PROTOCOL = 208;
final int[] SUPPORTED_VENDORS = {
0x044f, // Thrustmaster
0x045e, // Microsoft
0x0738, // Mad Catz
0x0e6f, // PDP
0x0f0d, // Hori
0x10f5, // Turtle Beach
0x1532, // Razer Wildcat
0x20d6, // PowerA
0x24c6, // PowerA
0x2dc8, /* 8BitDo */
0x2dc8, // 8BitDo
0x2e24, // Hyperkin
};
@@ -353,13 +357,13 @@ public class HIDDeviceManager {
private void initializeBluetooth() {
Log.d(TAG, "Initializing Bluetooth");
if (Build.VERSION.SDK_INT <= 30 &&
if (Build.VERSION.SDK_INT <= 30 /* Android 11.0 (R) */ &&
mContext.getPackageManager().checkPermission(android.Manifest.permission.BLUETOOTH, mContext.getPackageName()) != PackageManager.PERMISSION_GRANTED) {
Log.d(TAG, "Couldn't initialize Bluetooth, missing android.permission.BLUETOOTH");
return;
}
if (!mContext.getPackageManager().hasSystemFeature(PackageManager.FEATURE_BLUETOOTH_LE) || (Build.VERSION.SDK_INT < 18)) {
if (!mContext.getPackageManager().hasSystemFeature(PackageManager.FEATURE_BLUETOOTH_LE) || (Build.VERSION.SDK_INT < 18 /* Android 4.3 (JELLY_BEAN_MR2) */)) {
Log.d(TAG, "Couldn't initialize Bluetooth, this version of Android does not support Bluetooth LE");
return;
}
@@ -524,7 +528,7 @@ public class HIDDeviceManager {
for (HIDDevice device : mDevicesById.values()) {
device.setFrozen(frozen);
}
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -573,7 +577,7 @@ public class HIDDeviceManager {
try {
final int FLAG_MUTABLE = 0x02000000; // PendingIntent.FLAG_MUTABLE, but don't require SDK 31
int flags;
if (Build.VERSION.SDK_INT >= 31) {
if (Build.VERSION.SDK_INT >= 31 /* Android 12.0 (S) */) {
flags = FLAG_MUTABLE;
} else {
flags = 0;

View File

@@ -52,7 +52,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getSerialNumber() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
try {
result = mDevice.getSerialNumber();
}
@@ -74,7 +74,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getManufacturerName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
result = mDevice.getManufacturerName();
}
if (result == null) {
@@ -86,7 +86,7 @@ class HIDDeviceUSB implements HIDDevice {
@Override
public String getProductName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
result = mDevice.getProductName();
}
if (result == null) {

View File

@@ -29,6 +29,7 @@ public class SDL {
// This function stores the current activity (SDL or not)
public static void setContext(Context context) {
SDLAudioManager.setContext(context);
mContext = context;
}

View File

@@ -60,7 +60,7 @@ import java.util.Locale;
public class SDLActivity extends Activity implements View.OnSystemUiVisibilityChangeListener {
private static final String TAG = "SDL";
private static final int SDL_MAJOR_VERSION = 2;
private static final int SDL_MINOR_VERSION = 26;
private static final int SDL_MINOR_VERSION = 28;
private static final int SDL_MICRO_VERSION = 0;
/*
// Display InputType.SOURCE/CLASS of events and devices
@@ -93,7 +93,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
s2 = s_copy & InputDevice.SOURCE_ANY; // keep source only, no class;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.M) {
if (Build.VERSION.SDK_INT >= 23) {
tst = InputDevice.SOURCE_BLUETOOTH_STYLUS;
if ((s & tst) == tst) src += " BLUETOOTH_STYLUS";
s2 &= ~tst;
@@ -107,7 +107,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
if ((s & tst) == tst) src += " GAMEPAD";
s2 &= ~tst;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
if (Build.VERSION.SDK_INT >= 21) {
tst = InputDevice.SOURCE_HDMI;
if ((s & tst) == tst) src += " HDMI";
s2 &= ~tst;
@@ -146,7 +146,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
if ((s & tst) == tst) src += " TOUCHSCREEN";
s2 &= ~tst;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN_MR2) {
if (Build.VERSION.SDK_INT >= 18) {
tst = InputDevice.SOURCE_TOUCH_NAVIGATION;
if ((s & tst) == tst) src += " TOUCH_NAVIGATION";
s2 &= ~tst;
@@ -170,7 +170,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
*/
public static boolean mIsResumedCalled, mHasFocus;
public static final boolean mHasMultiWindow = (Build.VERSION.SDK_INT >= 24);
public static final boolean mHasMultiWindow = (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */);
// Cursor types
// private static final int SDL_SYSTEM_CURSOR_NONE = -1;
@@ -224,9 +224,9 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
protected static SDLGenericMotionListener_API12 getMotionListener() {
if (mMotionListener == null) {
if (Build.VERSION.SDK_INT >= 26) {
if (Build.VERSION.SDK_INT >= 26 /* Android 8.0 (O) */) {
mMotionListener = new SDLGenericMotionListener_API26();
} else if (Build.VERSION.SDK_INT >= 24) {
} else if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
mMotionListener = new SDLGenericMotionListener_API24();
} else {
mMotionListener = new SDLGenericMotionListener_API12();
@@ -393,7 +393,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
mHIDDeviceManager = HIDDeviceManager.acquire(this);
// Set up the surface
mSurface = createSDLSurface(getApplication());
mSurface = createSDLSurface(this);
mLayout = new RelativeLayout(this);
mLayout.addView(mSurface);
@@ -404,7 +404,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
SDLActivity.onNativeOrientationChanged(mCurrentOrientation);
try {
if (Build.VERSION.SDK_INT < 24) {
if (Build.VERSION.SDK_INT < 24 /* Android 7.0 (N) */) {
mCurrentLocale = getContext().getResources().getConfiguration().locale;
} else {
mCurrentLocale = getContext().getResources().getConfiguration().getLocales().get(0);
@@ -588,6 +588,8 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
mHIDDeviceManager = null;
}
SDLAudioManager.release(this);
if (SDLActivity.mBrokenLibraries) {
super.onDestroy();
return;
@@ -766,7 +768,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
}
break;
case COMMAND_CHANGE_WINDOW_STYLE:
if (Build.VERSION.SDK_INT >= 19) {
if (Build.VERSION.SDK_INT >= 19 /* Android 4.4 (KITKAT) */) {
if (context instanceof Activity) {
Window window = ((Activity) context).getWindow();
if (window != null) {
@@ -841,7 +843,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
msg.obj = data;
boolean result = commandHandler.sendMessage(msg);
if (Build.VERSION.SDK_INT >= 19) {
if (Build.VERSION.SDK_INT >= 19 /* Android 4.4 (KITKAT) */) {
if (command == COMMAND_CHANGE_WINDOW_STYLE) {
// Ensure we don't return until the resize has actually happened,
// or 500ms have passed.
@@ -969,15 +971,18 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
/* If set, hint "explicitly controls which UI orientations are allowed". */
if (hint.contains("LandscapeRight") && hint.contains("LandscapeLeft")) {
orientation_landscape = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE;
} else if (hint.contains("LandscapeRight")) {
orientation_landscape = ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE;
} else if (hint.contains("LandscapeLeft")) {
orientation_landscape = ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE;
} else if (hint.contains("LandscapeRight")) {
orientation_landscape = ActivityInfo.SCREEN_ORIENTATION_REVERSE_LANDSCAPE;
}
if (hint.contains("Portrait") && hint.contains("PortraitUpsideDown")) {
/* exact match to 'Portrait' to distinguish with PortraitUpsideDown */
boolean contains_Portrait = hint.contains("Portrait ") || hint.endsWith("Portrait");
if (contains_Portrait && hint.contains("PortraitUpsideDown")) {
orientation_portrait = ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT;
} else if (hint.contains("Portrait")) {
} else if (contains_Portrait) {
orientation_portrait = ActivityInfo.SCREEN_ORIENTATION_PORTRAIT;
} else if (hint.contains("PortraitUpsideDown")) {
orientation_portrait = ActivityInfo.SCREEN_ORIENTATION_REVERSE_PORTRAIT;
@@ -1090,7 +1095,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
// thus SDK version 27. If we are in DeX mode and not API 27 or higher, as a result,
// we should stick to relative mode.
//
if ((Build.VERSION.SDK_INT < 27) && isDeXMode()) {
if (Build.VERSION.SDK_INT < 27 /* Android 8.1 (O_MR1) */ && isDeXMode()) {
return false;
}
@@ -1180,7 +1185,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
* This method is called by SDL using JNI.
*/
public static boolean isDeXMode() {
if (Build.VERSION.SDK_INT < 24) {
if (Build.VERSION.SDK_INT < 24 /* Android 7.0 (N) */) {
return false;
}
try {
@@ -1617,7 +1622,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
private final Runnable rehideSystemUi = new Runnable() {
@Override
public void run() {
if (Build.VERSION.SDK_INT >= 19) {
if (Build.VERSION.SDK_INT >= 19 /* Android 4.4 (KITKAT) */) {
int flags = View.SYSTEM_UI_FLAG_FULLSCREEN |
View.SYSTEM_UI_FLAG_HIDE_NAVIGATION |
View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY |
@@ -1670,7 +1675,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
Bitmap bitmap = Bitmap.createBitmap(colors, width, height, Bitmap.Config.ARGB_8888);
++mLastCursorID;
if (Build.VERSION.SDK_INT >= 24) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
try {
mCursors.put(mLastCursorID, PointerIcon.create(bitmap, hotSpotX, hotSpotY));
} catch (Exception e) {
@@ -1686,7 +1691,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
* This method is called by SDL using JNI.
*/
public static void destroyCustomCursor(int cursorID) {
if (Build.VERSION.SDK_INT >= 24) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
try {
mCursors.remove(cursorID);
} catch (Exception e) {
@@ -1700,7 +1705,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
*/
public static boolean setCustomCursor(int cursorID) {
if (Build.VERSION.SDK_INT >= 24) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
try {
mSurface.setPointerIcon(mCursors.get(cursorID));
} catch (Exception e) {
@@ -1755,7 +1760,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
cursor_type = 1002; //PointerIcon.TYPE_HAND;
break;
}
if (Build.VERSION.SDK_INT >= 24) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
try {
mSurface.setPointerIcon(PointerIcon.getSystemIcon(SDL.getContext(), cursor_type));
} catch (Exception e) {
@@ -1769,7 +1774,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
* This method is called by SDL using JNI.
*/
public static void requestPermission(String permission, int requestCode) {
if (Build.VERSION.SDK_INT < 23) {
if (Build.VERSION.SDK_INT < 23 /* Android 6.0 (M) */) {
nativePermissionResult(requestCode, true);
return;
}
@@ -1798,7 +1803,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
i.setData(Uri.parse(url));
int flags = Intent.FLAG_ACTIVITY_NO_HISTORY | Intent.FLAG_ACTIVITY_MULTIPLE_TASK;
if (Build.VERSION.SDK_INT >= 21) {
if (Build.VERSION.SDK_INT >= 21 /* Android 5.0 (LOLLIPOP) */) {
flags |= Intent.FLAG_ACTIVITY_NEW_DOCUMENT;
} else {
flags |= Intent.FLAG_ACTIVITY_CLEAR_WHEN_TASK_RESET;
@@ -2002,6 +2007,18 @@ class SDLInputConnection extends BaseInputConnection {
@Override
public boolean deleteSurroundingText(int beforeLength, int afterLength) {
if (Build.VERSION.SDK_INT <= 29 /* Android 10.0 (Q) */) {
// Workaround to capture backspace key. Ref: http://stackoverflow.com/questions>/14560344/android-backspace-in-webview-baseinputconnection
// and https://bugzilla.libsdl.org/show_bug.cgi?id=2265
if (beforeLength > 0 && afterLength == 0) {
// backspace(s)
while (beforeLength-- > 0) {
nativeGenerateScancodeForUnichar('\b');
}
return true;
}
}
if (!super.deleteSurroundingText(beforeLength, afterLength)) {
return false;
}

View File

@@ -1,5 +1,8 @@
package org.libsdl.app;
import android.content.Context;
import android.media.AudioDeviceCallback;
import android.media.AudioDeviceInfo;
import android.media.AudioFormat;
import android.media.AudioManager;
import android.media.AudioRecord;
@@ -8,34 +11,67 @@ import android.media.MediaRecorder;
import android.os.Build;
import android.util.Log;
public class SDLAudioManager
{
import java.util.Arrays;
public class SDLAudioManager {
protected static final String TAG = "SDLAudio";
protected static AudioTrack mAudioTrack;
protected static AudioRecord mAudioRecord;
protected static Context mContext;
private static final int[] NO_DEVICES = {};
private static AudioDeviceCallback mAudioDeviceCallback;
public static void initialize() {
mAudioTrack = null;
mAudioRecord = null;
mAudioDeviceCallback = null;
if(Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */)
{
mAudioDeviceCallback = new AudioDeviceCallback() {
@Override
public void onAudioDevicesAdded(AudioDeviceInfo[] addedDevices) {
Arrays.stream(addedDevices).forEach(deviceInfo -> addAudioDevice(deviceInfo.isSink(), deviceInfo.getId()));
}
@Override
public void onAudioDevicesRemoved(AudioDeviceInfo[] removedDevices) {
Arrays.stream(removedDevices).forEach(deviceInfo -> removeAudioDevice(deviceInfo.isSink(), deviceInfo.getId()));
}
};
}
}
public static void setContext(Context context) {
mContext = context;
if (context != null) {
registerAudioDeviceCallback();
}
}
public static void release(Context context) {
unregisterAudioDeviceCallback(context);
}
// Audio
protected static String getAudioFormatString(int audioFormat) {
switch (audioFormat) {
case AudioFormat.ENCODING_PCM_8BIT:
return "8-bit";
case AudioFormat.ENCODING_PCM_16BIT:
return "16-bit";
case AudioFormat.ENCODING_PCM_FLOAT:
return "float";
default:
return Integer.toString(audioFormat);
case AudioFormat.ENCODING_PCM_8BIT:
return "8-bit";
case AudioFormat.ENCODING_PCM_16BIT:
return "16-bit";
case AudioFormat.ENCODING_PCM_FLOAT:
return "float";
default:
return Integer.toString(audioFormat);
}
}
protected static int[] open(boolean isCapture, int sampleRate, int audioFormat, int desiredChannels, int desiredFrames) {
protected static int[] open(boolean isCapture, int sampleRate, int audioFormat, int desiredChannels, int desiredFrames, int deviceId) {
int channelConfig;
int sampleSize;
int frameSize;
@@ -43,14 +79,14 @@ public class SDLAudioManager
Log.v(TAG, "Opening " + (isCapture ? "capture" : "playback") + ", requested " + desiredFrames + " frames of " + desiredChannels + " channel " + getAudioFormatString(audioFormat) + " audio at " + sampleRate + " Hz");
/* On older devices let's use known good settings */
if (Build.VERSION.SDK_INT < 21) {
if (Build.VERSION.SDK_INT < 21 /* Android 5.0 (LOLLIPOP) */) {
if (desiredChannels > 2) {
desiredChannels = 2;
}
}
/* AudioTrack has sample rate limitation of 48000 (fixed in 5.0.2) */
if (Build.VERSION.SDK_INT < 22) {
if (Build.VERSION.SDK_INT < 22 /* Android 5.1 (LOLLIPOP_MR1) */) {
if (sampleRate < 8000) {
sampleRate = 8000;
} else if (sampleRate > 48000) {
@@ -59,7 +95,7 @@ public class SDLAudioManager
}
if (audioFormat == AudioFormat.ENCODING_PCM_FLOAT) {
int minSDKVersion = (isCapture ? 23 : 21);
int minSDKVersion = (isCapture ? 23 /* Android 6.0 (M) */ : 21 /* Android 5.0 (LOLLIPOP) */);
if (Build.VERSION.SDK_INT < minSDKVersion) {
audioFormat = AudioFormat.ENCODING_PCM_16BIT;
}
@@ -120,7 +156,7 @@ public class SDLAudioManager
channelConfig = AudioFormat.CHANNEL_OUT_5POINT1 | AudioFormat.CHANNEL_OUT_BACK_CENTER;
break;
case 8:
if (Build.VERSION.SDK_INT >= 23) {
if (Build.VERSION.SDK_INT >= 23 /* Android 6.0 (M) */) {
channelConfig = AudioFormat.CHANNEL_OUT_7POINT1_SURROUND;
} else {
Log.v(TAG, "Requested " + desiredChannels + " channels, getting 5.1 surround");
@@ -201,6 +237,10 @@ public class SDLAudioManager
return null;
}
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */ && deviceId != 0) {
mAudioRecord.setPreferredDevice(getOutputAudioDeviceInfo(deviceId));
}
mAudioRecord.startRecording();
}
@@ -224,6 +264,10 @@ public class SDLAudioManager
return null;
}
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */ && deviceId != 0) {
mAudioTrack.setPreferredDevice(getInputAudioDeviceInfo(deviceId));
}
mAudioTrack.play();
}
@@ -238,11 +282,73 @@ public class SDLAudioManager
return results;
}
private static AudioDeviceInfo getInputAudioDeviceInfo(int deviceId) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
return Arrays.stream(audioManager.getDevices(AudioManager.GET_DEVICES_INPUTS))
.filter(deviceInfo -> deviceInfo.getId() == deviceId)
.findFirst()
.orElse(null);
} else {
return null;
}
}
private static AudioDeviceInfo getOutputAudioDeviceInfo(int deviceId) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
return Arrays.stream(audioManager.getDevices(AudioManager.GET_DEVICES_OUTPUTS))
.filter(deviceInfo -> deviceInfo.getId() == deviceId)
.findFirst()
.orElse(null);
} else {
return null;
}
}
private static void registerAudioDeviceCallback() {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
audioManager.registerAudioDeviceCallback(mAudioDeviceCallback, null);
}
}
private static void unregisterAudioDeviceCallback(Context context) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
audioManager.unregisterAudioDeviceCallback(mAudioDeviceCallback);
}
}
/**
* This method is called by SDL using JNI.
*/
public static int[] audioOpen(int sampleRate, int audioFormat, int desiredChannels, int desiredFrames) {
return open(false, sampleRate, audioFormat, desiredChannels, desiredFrames);
public static int[] getAudioOutputDevices() {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
return Arrays.stream(audioManager.getDevices(AudioManager.GET_DEVICES_OUTPUTS)).mapToInt(AudioDeviceInfo::getId).toArray();
} else {
return NO_DEVICES;
}
}
/**
* This method is called by SDL using JNI.
*/
public static int[] getAudioInputDevices() {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
AudioManager audioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
return Arrays.stream(audioManager.getDevices(AudioManager.GET_DEVICES_INPUTS)).mapToInt(AudioDeviceInfo::getId).toArray();
} else {
return NO_DEVICES;
}
}
/**
* This method is called by SDL using JNI.
*/
public static int[] audioOpen(int sampleRate, int audioFormat, int desiredChannels, int desiredFrames, int deviceId) {
return open(false, sampleRate, audioFormat, desiredChannels, desiredFrames, deviceId);
}
/**
@@ -254,6 +360,11 @@ public class SDLAudioManager
return;
}
if (android.os.Build.VERSION.SDK_INT < 21 /* Android 5.0 (LOLLIPOP) */) {
Log.e(TAG, "Attempted to make an incompatible audio call with uninitialized audio! (floating-point output is supported since Android 5.0 Lollipop)");
return;
}
for (int i = 0; i < buffer.length;) {
int result = mAudioTrack.write(buffer, i, buffer.length - i, AudioTrack.WRITE_BLOCKING);
if (result > 0) {
@@ -326,18 +437,22 @@ public class SDLAudioManager
/**
* This method is called by SDL using JNI.
*/
public static int[] captureOpen(int sampleRate, int audioFormat, int desiredChannels, int desiredFrames) {
return open(true, sampleRate, audioFormat, desiredChannels, desiredFrames);
public static int[] captureOpen(int sampleRate, int audioFormat, int desiredChannels, int desiredFrames, int deviceId) {
return open(true, sampleRate, audioFormat, desiredChannels, desiredFrames, deviceId);
}
/** This method is called by SDL using JNI. */
public static int captureReadFloatBuffer(float[] buffer, boolean blocking) {
return mAudioRecord.read(buffer, 0, buffer.length, blocking ? AudioRecord.READ_BLOCKING : AudioRecord.READ_NON_BLOCKING);
if (Build.VERSION.SDK_INT < 23 /* Android 6.0 (M) */) {
return 0;
} else {
return mAudioRecord.read(buffer, 0, buffer.length, blocking ? AudioRecord.READ_BLOCKING : AudioRecord.READ_NON_BLOCKING);
}
}
/** This method is called by SDL using JNI. */
public static int captureReadShortBuffer(short[] buffer, boolean blocking) {
if (Build.VERSION.SDK_INT < 23) {
if (Build.VERSION.SDK_INT < 23 /* Android 6.0 (M) */) {
return mAudioRecord.read(buffer, 0, buffer.length);
} else {
return mAudioRecord.read(buffer, 0, buffer.length, blocking ? AudioRecord.READ_BLOCKING : AudioRecord.READ_NON_BLOCKING);
@@ -346,7 +461,7 @@ public class SDLAudioManager
/** This method is called by SDL using JNI. */
public static int captureReadByteBuffer(byte[] buffer, boolean blocking) {
if (Build.VERSION.SDK_INT < 23) {
if (Build.VERSION.SDK_INT < 23 /* Android 6.0 (M) */) {
return mAudioRecord.read(buffer, 0, buffer.length);
} else {
return mAudioRecord.read(buffer, 0, buffer.length, blocking ? AudioRecord.READ_BLOCKING : AudioRecord.READ_NON_BLOCKING);
@@ -391,4 +506,9 @@ public class SDLAudioManager
}
public static native int nativeSetupJNI();
public static native void removeAudioDevice(boolean isCapture, int deviceId);
public static native void addAudioDevice(boolean isCapture, int deviceId);
}

View File

@@ -24,7 +24,7 @@ public class SDLControllerManager
public static native int nativeAddJoystick(int device_id, String name, String desc,
int vendor_id, int product_id,
boolean is_accelerometer, int button_mask,
int naxes, int nhats, int nballs);
int naxes, int axis_mask, int nhats, int nballs);
public static native int nativeRemoveJoystick(int device_id);
public static native int nativeAddHaptic(int device_id, String name);
public static native int nativeRemoveHaptic(int device_id);
@@ -42,7 +42,7 @@ public class SDLControllerManager
public static void initialize() {
if (mJoystickHandler == null) {
if (Build.VERSION.SDK_INT >= 19) {
if (Build.VERSION.SDK_INT >= 19 /* Android 4.4 (KITKAT) */) {
mJoystickHandler = new SDLJoystickHandler_API19();
} else {
mJoystickHandler = new SDLJoystickHandler_API16();
@@ -50,7 +50,7 @@ public class SDLControllerManager
}
if (mHapticHandler == null) {
if (Build.VERSION.SDK_INT >= 26) {
if (Build.VERSION.SDK_INT >= 26 /* Android 8.0 (O) */) {
mHapticHandler = new SDLHapticHandler_API26();
} else {
mHapticHandler = new SDLHapticHandler();
@@ -168,6 +168,32 @@ class SDLJoystickHandler_API16 extends SDLJoystickHandler {
arg1Axis = MotionEvent.AXIS_GAS;
}
// Make sure the AXIS_Z is sorted between AXIS_RY and AXIS_RZ.
// This is because the usual pairing are:
// - AXIS_X + AXIS_Y (left stick).
// - AXIS_RX, AXIS_RY (sometimes the right stick, sometimes triggers).
// - AXIS_Z, AXIS_RZ (sometimes the right stick, sometimes triggers).
// This sorts the axes in the above order, which tends to be correct
// for Xbox-ish game pads that have the right stick on RX/RY and the
// triggers on Z/RZ.
//
// Gamepads that don't have AXIS_Z/AXIS_RZ but use
// AXIS_LTRIGGER/AXIS_RTRIGGER are unaffected by this.
//
// References:
// - https://developer.android.com/develop/ui/views/touch-and-input/game-controllers/controller-input
// - https://www.kernel.org/doc/html/latest/input/gamepad.html
if (arg0Axis == MotionEvent.AXIS_Z) {
arg0Axis = MotionEvent.AXIS_RZ - 1;
} else if (arg0Axis > MotionEvent.AXIS_Z && arg0Axis < MotionEvent.AXIS_RZ) {
--arg0Axis;
}
if (arg1Axis == MotionEvent.AXIS_Z) {
arg1Axis = MotionEvent.AXIS_RZ - 1;
} else if (arg1Axis > MotionEvent.AXIS_Z && arg1Axis < MotionEvent.AXIS_RZ) {
--arg1Axis;
}
return arg0Axis - arg1Axis;
}
}
@@ -210,7 +236,7 @@ class SDLJoystickHandler_API16 extends SDLJoystickHandler {
mJoysticks.add(joystick);
SDLControllerManager.nativeAddJoystick(joystick.device_id, joystick.name, joystick.desc,
getVendorId(joystickDevice), getProductId(joystickDevice), false,
getButtonMask(joystickDevice), joystick.axes.size(), joystick.hats.size()/2, 0);
getButtonMask(joystickDevice), joystick.axes.size(), getAxisMask(joystick.axes), joystick.hats.size()/2, 0);
}
}
}
@@ -291,6 +317,9 @@ class SDLJoystickHandler_API16 extends SDLJoystickHandler {
public int getVendorId(InputDevice joystickDevice) {
return 0;
}
public int getAxisMask(List<InputDevice.MotionRange> ranges) {
return -1;
}
public int getButtonMask(InputDevice joystickDevice) {
return -1;
}
@@ -308,6 +337,43 @@ class SDLJoystickHandler_API19 extends SDLJoystickHandler_API16 {
return joystickDevice.getVendorId();
}
@Override
public int getAxisMask(List<InputDevice.MotionRange> ranges) {
// For compatibility, keep computing the axis mask like before,
// only really distinguishing 2, 4 and 6 axes.
int axis_mask = 0;
if (ranges.size() >= 2) {
// ((1 << SDL_GAMEPAD_AXIS_LEFTX) | (1 << SDL_GAMEPAD_AXIS_LEFTY))
axis_mask |= 0x0003;
}
if (ranges.size() >= 4) {
// ((1 << SDL_GAMEPAD_AXIS_RIGHTX) | (1 << SDL_GAMEPAD_AXIS_RIGHTY))
axis_mask |= 0x000c;
}
if (ranges.size() >= 6) {
// ((1 << SDL_GAMEPAD_AXIS_LEFT_TRIGGER) | (1 << SDL_GAMEPAD_AXIS_RIGHT_TRIGGER))
axis_mask |= 0x0030;
}
// Also add an indicator bit for whether the sorting order has changed.
// This serves to disable outdated gamecontrollerdb.txt mappings.
boolean have_z = false;
boolean have_past_z_before_rz = false;
for (InputDevice.MotionRange range : ranges) {
int axis = range.getAxis();
if (axis == MotionEvent.AXIS_Z) {
have_z = true;
} else if (axis > MotionEvent.AXIS_Z && axis < MotionEvent.AXIS_RZ) {
have_past_z_before_rz = true;
}
}
if (have_z && have_past_z_before_rz) {
// If both these exist, the compare() function changed sorting order.
// Set a bit to indicate this fact.
axis_mask |= 0x8000;
}
return axis_mask;
}
@Override
public int getButtonMask(InputDevice joystickDevice) {
int button_mask = 0;
@@ -743,7 +809,7 @@ class SDLGenericMotionListener_API26 extends SDLGenericMotionListener_API24 {
@Override
public boolean supportsRelativeMouse() {
return (!SDLActivity.isDeXMode() || (Build.VERSION.SDK_INT >= 27));
return (!SDLActivity.isDeXMode() || Build.VERSION.SDK_INT >= 27 /* Android 8.1 (O_MR1) */);
}
@Override
@@ -753,7 +819,7 @@ class SDLGenericMotionListener_API26 extends SDLGenericMotionListener_API24 {
@Override
public boolean setRelativeMouseEnabled(boolean enabled) {
if (!SDLActivity.isDeXMode() || (Build.VERSION.SDK_INT >= 27)) {
if (!SDLActivity.isDeXMode() || Build.VERSION.SDK_INT >= 27 /* Android 8.1 (O_MR1) */) {
if (enabled) {
SDLActivity.getContentView().requestPointerCapture();
} else {

View File

@@ -116,7 +116,7 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
int nDeviceHeight = height;
try
{
if (Build.VERSION.SDK_INT >= 17) {
if (Build.VERSION.SDK_INT >= 17 /* Android 4.2 (JELLY_BEAN_MR1) */) {
DisplayMetrics realMetrics = new DisplayMetrics();
mDisplay.getRealMetrics( realMetrics );
nDeviceWidth = realMetrics.widthPixels;
@@ -163,7 +163,7 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
// Don't skip in MultiWindow.
if (skip) {
if (Build.VERSION.SDK_INT >= 24) {
if (Build.VERSION.SDK_INT >= 24 /* Android 7.0 (N) */) {
if (SDLActivity.mSingleton.isInMultiWindowMode()) {
Log.v("SDL", "Don't skip in Multi-Window");
skip = false;

View File

@@ -126,8 +126,8 @@ if $cygwin ; then
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
CHECK=`echo "$arg"|grep -E -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|grep -E -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`

View File

@@ -1,4 +1,4 @@
#!/bin/sh
#!/bin/bash
#
# Build the Android libraries without needing a project
# (AndroidManifest.xml, jni/{Application,Android}.mk, etc.)

View File

@@ -0,0 +1,32 @@
#!/bin/sh
cd "$(dirname $0)/../src"
echo "Running clang-format in $(pwd)"
find . -regex '.*\.[chm]p*' -exec clang-format -i {} \;
# Revert third-party code
git checkout \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
libm \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
video/arm \
video/khronos \
video/x11/edid-parse.c \
video/yuv2rgb
clang-format -i hidapi/SDL_hidapi.c
# Revert generated code
git checkout dynapi/SDL_dynapi_overrides.h
git checkout dynapi/SDL_dynapi_procs.h
git checkout render/metal/SDL_shaders_metal_*.h
echo "clang-format complete!"

View File

@@ -1075,7 +1075,7 @@ case $cpu-$vendor in
pentium-* | p5-* | k5-* | k6-* | nexgen-* | viac3-*)
cpu=i586
;;
pentiumpro-* | p6-* | 6x86-* | athlon-* | athalon_*-*)
pentiumpro-* | p6-* | 6x86-* | athlon-* | athlon_*-*)
cpu=i686
;;
pentiumii-* | pentium2-* | pentiumiii-* | pentium3-*)

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -395,7 +395,7 @@ int main(void)
printf(
"/*\n"
" Simple DirectMedia Layer\n"
" Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>\n"
" Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>\n"
"\n"
" This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n"

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -113,7 +113,7 @@ int main(void)
printf(
"/*\n"
" Simple DirectMedia Layer\n"
" Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>\n"
" Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>\n"
"\n"
" This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n"

View File

@@ -4,6 +4,8 @@
set -eu
cd `dirname $0`/..
ref_major=$(sed -ne 's/^#define SDL_MAJOR_VERSION *//p' include/SDL_version.h)
ref_minor=$(sed -ne 's/^#define SDL_MINOR_VERSION *//p' include/SDL_version.h)
ref_micro=$(sed -ne 's/^#define SDL_PATCHLEVEL *//p' include/SDL_version.h)
@@ -139,6 +141,25 @@ else
not_ok "Info-Framework.plist CFBundleVersion $version disagrees with SDL_version.h $ref_version"
fi
version=$(sed -Ene 's/Title SDL (.*)/\1/p' Xcode/SDL/pkg-support/SDL.info)
if [ "$ref_version" = "$version" ]; then
ok "SDL.info Title $version"
else
not_ok "SDL.info Title $version disagrees with SDL_version.h $ref_version"
fi
marketing=$(sed -Ene 's/.*MARKETING_VERSION = (.*);/\1/p' Xcode/SDL/SDL.xcodeproj/project.pbxproj)
ref="$ref_version
$ref_version"
if [ "$ref" = "$marketing" ]; then
ok "project.pbxproj MARKETING_VERSION is consistent"
else
not_ok "project.pbxproj MARKETING_VERSION is inconsistent, expected $ref, got $marketing"
fi
# For simplicity this assumes we'll never break ABI before SDL 3.
dylib_compat=$(sed -Ene 's/.*DYLIB_COMPATIBILITY_VERSION = (.*);$/\1/p' Xcode/SDL/SDL.xcodeproj/project.pbxproj)

View File

@@ -30,6 +30,10 @@ echo "Updating version to '$NEWVERSION' ..."
# !!! FIXME: This first one is a kinda scary search/replace that might fail later if another X.Y.Z version is added to the file.
perl -w -pi -e 's/(\<string\>)\d+\.\d+\.\d+/${1}'$NEWVERSION'/;' Xcode/SDL/Info-Framework.plist
perl -w -pi -e 's/(Title SDL )\d+\.\d+\.\d+/${1}'$NEWVERSION'/;' Xcode/SDL/pkg-support/SDL.info
perl -w -pi -e 's/(MARKETING_VERSION\s*=\s*)\d+\.\d+\.\d+/${1}'$NEWVERSION'/;' Xcode/SDL/SDL.xcodeproj/project.pbxproj
DYVER=`expr $MINOR \* 100 + 1`
perl -w -pi -e 's/(DYLIB_CURRENT_VERSION\s*=\s*)\d+\.\d+\.\d+/${1}'$DYVER'.0.0/;' Xcode/SDL/SDL.xcodeproj/project.pbxproj

View File

@@ -10,6 +10,7 @@ my $projectfullname = 'Simple Directmedia Layer';
my $projectshortname = 'SDL';
my $wikisubdir = '';
my $incsubdir = 'include';
my $readmesubdir = undef;
my $apiprefixregex = undef;
my $versionfname = 'include/SDL_version.h';
my $versionmajorregex = '\A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z';
@@ -22,10 +23,12 @@ my $wikiurl = 'https://wiki.libsdl.org';
my $bugreporturl = 'https://github.com/libsdl-org/sdlwiki/issues/new';
my $srcpath = undef;
my $wikipath = undef;
my $wikireadmesubdir = 'README';
my $warn_about_missing = 0;
my $copy_direction = 0;
my $optionsfname = undef;
my $wikipreamble = undef;
my $changeformat = undef;
foreach (@ARGV) {
$warn_about_missing = 1, next if $_ eq '--warn-about-missing';
@@ -36,6 +39,9 @@ foreach (@ARGV) {
if (/\A--options=(.*)\Z/) {
$optionsfname = $1;
next;
} elsif (/\A--changeformat=(.*)\Z/) {
$changeformat = $1;
next;
}
$srcpath = $_, next if not defined $srcpath;
$wikipath = $_, next if not defined $wikipath;
@@ -67,6 +73,7 @@ if (defined $optionsfname) {
$projectshortname = $val, next if $key eq 'projectshortname';
$wikisubdir = $val, next if $key eq 'wikisubdir';
$incsubdir = $val, next if $key eq 'incsubdir';
$readmesubdir = $val, next if $key eq 'readmesubdir';
$versionmajorregex = $val, next if $key eq 'versionmajorregex';
$versionminorregex = $val, next if $key eq 'versionminorregex';
$versionpatchregex = $val, next if $key eq 'versionpatchregex';
@@ -131,6 +138,7 @@ sub wordwrap_with_bullet_indent { # don't call this directly.
my $usual_prefix = ' ' x $bulletlen;
foreach (@wrappedlines) {
s/\s*\Z//;
$retval .= "$prefix$_\n";
$prefix = $usual_prefix;
}
@@ -255,10 +263,30 @@ sub wikify_chunk {
$str .= "<syntaxhighlight lang='$codelang'>$code<\/syntaxhighlight>";
}
} elsif ($wikitype eq 'md') {
# convert `code` things first, so they aren't mistaken for other markdown items.
my $codedstr = '';
while ($str =~ s/\A(.*?)(\`.*?\`)//ms) {
my $codeblock = $2;
$codedstr .= wikify_chunk($wikitype, $1, undef, undef);
if (defined $apiprefixregex) {
# Convert obvious API things to wikilinks, even inside `code` blocks,
# BUT ONLY IF the entire code block is the API thing,
# So something like "just call `SDL_Whatever`" will become
# "just call [`SDL_Whatever`](SDL_Whatever)", but
# "just call `SDL_Whatever(7)`" will not. It's just the safest
# way to do this without resorting to wrapping things in html <code> tags.
$codeblock =~ s/\A\`($apiprefixregex[a-zA-Z0-9_]+)\`\Z/[`$1`]($1)/gms;
}
$codedstr .= $codeblock;
}
# Convert obvious API things to wikilinks.
if (defined $apiprefixregex) {
$str =~ s/\b($apiprefixregex[a-zA-Z0-9_]+)/[$1]($1)/gms;
}
$str = $codedstr . $str;
if (defined $code) {
$str .= "```$codelang$code```";
}
@@ -325,6 +353,11 @@ sub dewikify_chunk {
# bullets
$str =~ s/^\* /- /gm;
} elsif ($wikitype eq 'md') {
# Dump obvious wikilinks. The rest can just passthrough.
if (defined $apiprefixregex) {
$str =~ s/\[(\`?$apiprefixregex[a-zA-Z0-9_]+\`?)\]\($apiprefixregex[a-zA-Z0-9_]+\)/$1/gms;
}
}
if (defined $code) {
@@ -355,6 +388,30 @@ sub dewikify_chunk {
# bullets
$str =~ s/^\* /\n\\\(bu /gm;
} elsif ($wikitype eq 'md') {
# Dump obvious wikilinks.
if (defined $apiprefixregex) {
$str =~ s/\[(\`?$apiprefixregex[a-zA-Z0-9_]+\`?)\]\($apiprefixregex[a-zA-Z0-9_]+\)/\n.BR $1\n/gms;
}
# links
$str =~ s/\[(.*?)]\((https?\:\/\/.*?)\)/\n.URL "$2" "$1"\n/g;
# <code></code> is also popular. :/
$str =~ s/\s*\`(.*?)\`\s*/\n.BR $1\n/gms;
# bold+italic
$str =~ s/\s*\*\*\*(.*?)\*\*\*\s*/\n.BI $1\n/gms;
# bold
$str =~ s/\s*\*\*(.*?)\*\*\s*/\n.B $1\n/gms;
# italic
$str =~ s/\s*\*(.*?)\*\s*/\n.I $1\n/gms;
# bullets
$str =~ s/^\- /\n\\\(bu /gm;
} else {
die("Unexpected wikitype when converting to manpages\n"); # !!! FIXME: need to handle Markdown wiki pages.
}
@@ -399,6 +456,23 @@ sub dewikify {
return $retval;
}
sub filecopy {
my $src = shift;
my $dst = shift;
my $endline = shift;
$endline = "\n" if not defined $endline;
open(COPYIN, '<', $src) or die("Failed to open '$src' for reading: $!\n");
open(COPYOUT, '>', $dst) or die("Failed to open '$dst' for writing: $!\n");
while (<COPYIN>) {
chomp;
s/[ \t\r\n]*\Z//;
print COPYOUT "$_$endline";
}
close(COPYOUT);
close(COPYIN);
}
sub usage {
die("USAGE: $0 <source code git clone path> <wiki git clone path> [--copy-to-headers|--copy-to-wiki|--copy-to-manpages] [--warn-about-missing]\n\n");
}
@@ -415,6 +489,7 @@ my @standard_wiki_sections = (
'Function Parameters',
'Return Value',
'Remarks',
'Thread Safety',
'Version',
'Code Examples',
'Related Functions'
@@ -438,9 +513,15 @@ my %headerfuncshasdoxygen = (); # $headerfuncschunk{"SDL_OpenAudio"} -> 1 if t
my $incpath = "$srcpath";
$incpath .= "/$incsubdir" if $incsubdir ne '';
my $wikireadmepath = "$wikipath/$wikireadmesubdir";
my $readmepath = undef;
if (defined $readmesubdir) {
$readmepath = "$srcpath/$readmesubdir";
}
opendir(DH, $incpath) or die("Can't opendir '$incpath': $!\n");
while (readdir(DH)) {
my $dent = $_;
while (my $d = readdir(DH)) {
my $dent = $d;
next if not $dent =~ /$selectheaderregex/; # just selected headers.
open(FH, '<', "$incpath/$dent") or die("Can't open '$incpath/$dent': $!\n");
@@ -588,8 +669,8 @@ my %wikitypes = (); # contains string of wiki page extension, like $wikitypes{"
my %wikifuncs = (); # contains references to hash of strings, each string being the full contents of a section of a wiki page, like $wikifuncs{"SDL_OpenAudio"}{"Remarks"}.
my %wikisectionorder = (); # contains references to array, each array item being a key to a wikipage section in the correct order, like $wikisectionorder{"SDL_OpenAudio"}[2] == 'Remarks'
opendir(DH, $wikipath) or die("Can't opendir '$wikipath': $!\n");
while (readdir(DH)) {
my $dent = $_;
while (my $d = readdir(DH)) {
my $dent = $d;
my $type = '';
if ($dent =~ /\.(md|mediawiki)\Z/) {
$type = $1;
@@ -726,13 +807,14 @@ if ($copy_direction == 1) { # --copy-to-headers
next if not defined $wikifuncs{$fn}; # don't have a page for that function, skip it.
my $wikitype = $wikitypes{$fn};
my $sectionsref = $wikifuncs{$fn};
my $remarks = %$sectionsref{'Remarks'};
my $params = %$sectionsref{'Function Parameters'};
my $returns = %$sectionsref{'Return Value'};
my $version = %$sectionsref{'Version'};
my $related = %$sectionsref{'Related Functions'};
my $deprecated = %$sectionsref{'Deprecated'};
my $brief = %$sectionsref{'[Brief]'};
my $remarks = $sectionsref->{'Remarks'};
my $params = $sectionsref->{'Function Parameters'};
my $returns = $sectionsref->{'Return Value'};
my $threadsafety = $sectionsref->{'Thread Safety'};
my $version = $sectionsref->{'Version'};
my $related = $sectionsref->{'Related Functions'};
my $deprecated = $sectionsref->{'Deprecated'};
my $brief = $sectionsref->{'[Brief]'};
my $addblank = 0;
my $str = '';
@@ -797,6 +879,33 @@ if ($copy_direction == 1) { # --copy-to-headers
$str .= "${whitespace}$_\n";
}
}
} elsif ($wikitype eq 'md') {
my $l;
$l = shift @lines;
die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\|\s*\|\s*\Z/);
$l = shift @lines;
die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/);
while (scalar(@lines) >= 1) {
$l = shift @lines;
if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) {
my $name = $1;
my $desc = $2;
$name =~ s/\A\*\*(.*?)\*\*/$1/;
$name =~ s/\A\'\'\'(.*?)\'\'\'/$1/;
#print STDERR "FN: $fn NAME: $name DESC: $desc\n";
my $whitespacelen = length($name) + 8;
my $whitespace = ' ' x $whitespacelen;
$desc = wordwrap($desc, -$whitespacelen);
my @desclines = split /\n/, $desc;
my $firstline = shift @desclines;
$str .= "\\param $name $firstline\n";
foreach (@desclines) {
$str .= "${whitespace}$_\n";
}
} else {
last; # we seem to have run out of table.
}
}
} else {
die("write me");
}
@@ -821,6 +930,21 @@ if ($copy_direction == 1) { # --copy-to-headers
}
}
if (defined $threadsafety) {
# !!! FIXME: lots of code duplication in all of these.
$str .= "\n" if $addblank; $addblank = 1;
my $v = dewikify($wikitype, $threadsafety);
my $whitespacelen = length("\\threadsafety") + 1;
my $whitespace = ' ' x $whitespacelen;
$v = wordwrap($v, -$whitespacelen);
my @desclines = split /\n/, $v;
my $firstline = shift @desclines;
$str .= "\\threadsafety $firstline\n";
foreach (@desclines) {
$str .= "${whitespace}$_\n";
}
}
if (defined $version) {
# !!! FIXME: lots of code duplication in all of these.
$str .= "\n" if $addblank; $addblank = 1;
@@ -845,6 +969,7 @@ if ($copy_direction == 1) { # --copy-to-headers
s/\A(\:|\* )//;
s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func"
s/\[\[(.*?)\]\]/$1/; # in case some wikilinks remain.
s/\[(.*?)\]\(.*?\)/$1/; # in case some wikilinks remain.
s/\A\/*//;
$str .= "\\sa $_\n";
}
@@ -905,11 +1030,32 @@ if ($copy_direction == 1) { # --copy-to-headers
rename($path, "$incpath/$header") or die("Can't rename '$path' to '$incpath/$header': $!\n");
}
if (defined $readmepath) {
if ( -d $wikireadmepath ) {
mkdir($readmepath); # just in case
opendir(DH, $wikireadmepath) or die("Can't opendir '$wikireadmepath': $!\n");
while (readdir(DH)) {
my $dent = $_;
if ($dent =~ /\A(.*?)\.md\Z/) { # we only bridge Markdown files here.
next if $1 eq 'FrontPage';
filecopy("$wikireadmepath/$dent", "$readmepath/README-$dent", "\r\n");
}
}
closedir(DH);
}
}
} elsif ($copy_direction == -1) { # --copy-to-wiki
if (defined $changeformat) {
$dewikify_mode = $changeformat;
$wordwrap_mode = $changeformat;
}
foreach (keys %headerfuncs) {
my $fn = $_;
next if not $headerfuncshasdoxygen{$fn};
my $wikitype = defined $wikitypes{$fn} ? $wikitypes{$fn} : 'mediawiki'; # default to MediaWiki for new stuff FOR NOW.
my $origwikitype = defined $wikitypes{$fn} ? $wikitypes{$fn} : 'md'; # default to MarkDown for new stuff.
my $wikitype = (defined $changeformat) ? $changeformat : $origwikitype;
die("Unexpected wikitype '$wikitype'\n") if (($wikitype ne 'mediawiki') and ($wikitype ne 'md') and ($wikitype ne 'manpage'));
#print("$fn\n"); next;
@@ -1047,6 +1193,21 @@ if ($copy_direction == 1) { # --copy-to-headers
}
$desc =~ s/[\s\n]+\Z//ms;
$sections{'Version'} = wordwrap(wikify($wikitype, $desc)) . "\n";
} elsif ($l =~ /\A\\threadsafety\s+(.*)\Z/) {
my $desc = $1;
while (@doxygenlines) {
my $subline = $doxygenlines[0];
$subline =~ s/\A\s*//;
last if $subline =~ /\A\\/; # some sort of doxygen command, assume we're past this thing.
shift @doxygenlines; # dump this line from the array; we're using it.
if ($subline eq '') { # empty line, make sure it keeps the newline char.
$desc .= "\n";
} else {
$desc .= " $subline";
}
}
$desc =~ s/[\s\n]+\Z//ms;
$sections{'Thread Safety'} = wordwrap(wikify($wikitype, $desc)) . "\n";
} elsif ($l =~ /\A\\sa\s+(.*)\Z/) {
my $sa = $1;
$sa =~ s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func"
@@ -1125,8 +1286,25 @@ if ($copy_direction == 1) { # --copy-to-headers
push @$wikisectionorderref, '[footer]';
}
# If changing format, convert things that otherwise are passed through unmolested.
if (defined $changeformat) {
if (($dewikify_mode eq 'md') and ($origwikitype eq 'mediawiki')) {
$$sectionsref{'[footer]'} =~ s/\[\[(Category[a-zA-Z0-9_]+)\]\]/[$1]($1)/g;
} elsif (($dewikify_mode eq 'mediawiki') and ($origwikitype eq 'md')) {
$$sectionsref{'[footer]'} =~ s/\[(Category[a-zA-Z0-9_]+)\]\(.*?\)/[[$1]]/g;
}
foreach (keys %only_wiki_sections) {
my $sect = $_;
if (defined $$sectionsref{$sect}) {
$$sectionsref{$sect} = wikify($wikitype, dewikify($origwikitype, $$sectionsref{$sect}));
}
}
}
# !!! FIXME: This won't be CategoryAPI if we eventually handle things other than functions.
my $footer = $$sectionsref{'[footer]'};
if ($wikitype eq 'mediawiki') {
$footer =~ s/\[\[CategoryAPI\]\],?\s*//g;
$footer = '[[CategoryAPI]]' . (($footer eq '') ? "\n" : ", $footer");
@@ -1137,10 +1315,11 @@ if ($copy_direction == 1) { # --copy-to-headers
$$sectionsref{'[footer]'} = $footer;
if (defined $wikipreamble) {
my $wikified_preamble = wikify($wikitype, $wikipreamble);
if ($wikitype eq 'mediawiki') {
print FH "====== $wikipreamble ======\n";
print FH "====== $wikified_preamble ======\n";
} elsif ($wikitype eq 'md') {
print FH "###### $wikipreamble\n";
print FH "###### $wikified_preamble\n";
} else { die("Unexpected wikitype '$wikitype'\n"); }
}
@@ -1185,9 +1364,51 @@ if ($copy_direction == 1) { # --copy-to-headers
print FH "\n\n";
close(FH);
if (defined $changeformat and ($origwikitype ne $wikitype)) {
system("cd '$wikipath' ; git mv '$_.${origwikitype}' '$_.${wikitype}'");
unlink("$wikipath/$_.${origwikitype}");
}
rename($path, "$wikipath/$_.${wikitype}") or die("Can't rename '$path' to '$wikipath/$_.${wikitype}': $!\n");
}
if (defined $readmepath) {
if ( -d $readmepath ) {
mkdir($wikireadmepath); # just in case
opendir(DH, $readmepath) or die("Can't opendir '$readmepath': $!\n");
while (my $d = readdir(DH)) {
my $dent = $d;
if ($dent =~ /\AREADME\-(.*?\.md)\Z/) { # we only bridge Markdown files here.
my $wikifname = $1;
next if $wikifname eq 'FrontPage.md';
filecopy("$readmepath/$dent", "$wikireadmepath/$wikifname", "\n");
}
}
closedir(DH);
my @pages = ();
opendir(DH, $wikireadmepath) or die("Can't opendir '$wikireadmepath': $!\n");
while (my $d = readdir(DH)) {
my $dent = $d;
if ($dent =~ /\A(.*?)\.(mediawiki|md)\Z/) {
my $wikiname = $1;
next if $wikiname eq 'FrontPage';
push @pages, $wikiname;
}
}
closedir(DH);
open(FH, '>', "$wikireadmepath/FrontPage.md") or die("Can't open '$wikireadmepath/FrontPage.md': $!\n");
print FH "# All READMEs available here\n\n";
foreach (sort @pages) {
my $wikiname = $_;
print FH "- [$wikiname]($wikiname)\n";
}
close(FH);
}
}
} elsif ($copy_direction == -2) { # --copy-to-manpages
# This only takes from the wiki data, since it has sections we omit from the headers, like code examples.
@@ -1235,14 +1456,15 @@ if ($copy_direction == 1) { # --copy-to-headers
next if not defined $wikifuncs{$fn}; # don't have a page for that function, skip it.
my $wikitype = $wikitypes{$fn};
my $sectionsref = $wikifuncs{$fn};
my $remarks = %$sectionsref{'Remarks'};
my $params = %$sectionsref{'Function Parameters'};
my $returns = %$sectionsref{'Return Value'};
my $version = %$sectionsref{'Version'};
my $related = %$sectionsref{'Related Functions'};
my $examples = %$sectionsref{'Code Examples'};
my $deprecated = %$sectionsref{'Deprecated'};
my $brief = %$sectionsref{'[Brief]'};
my $remarks = $sectionsref->{'Remarks'};
my $params = $sectionsref->{'Function Parameters'};
my $returns = $sectionsref->{'Return Value'};
my $version = $sectionsref->{'Version'};
my $threadsafety = $sectionsref->{'Thread Safety'};
my $related = $sectionsref->{'Related Functions'};
my $examples = $sectionsref->{'Code Examples'};
my $deprecated = $sectionsref->{'Deprecated'};
my $brief = $sectionsref->{'[Brief]'};
my $decl = $headerdecls{$fn};
my $str = '';
@@ -1329,6 +1551,28 @@ if ($copy_direction == 1) { # --copy-to-headers
$str .= ".I $name\n";
$str .= "$desc\n";
}
} elsif ($wikitype eq 'md') {
my $l;
$l = shift @lines;
die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\|\s*\|\s*\Z/);
$l = shift @lines;
die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/);
while (scalar(@lines) >= 1) {
$l = shift @lines;
if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) {
my $name = $1;
my $desc = $2;
$name =~ s/\A\*\*(.*?)\*\*/$1/;
$name =~ s/\A\'\'\'(.*?)\'\'\'/$1/;
$desc = dewikify($wikitype, $desc);
$str .= ".TP\n";
$str .= ".I $name\n";
$str .= "$desc\n";
} else {
last; # we seem to have run out of table.
}
}
} else {
die("write me");
}
@@ -1346,6 +1590,11 @@ if ($copy_direction == 1) { # --copy-to-headers
$dewikify_manpage_code_indent = 1;
}
if (defined $threadsafety) {
$str .= ".SH THREAD SAFETY\n";
$str .= dewikify($wikitype, $threadsafety) . "\n";
}
if (defined $version) {
$str .= ".SH AVAILABILITY\n";
$str .= dewikify($wikitype, $version) . "\n";
@@ -1361,8 +1610,11 @@ if ($copy_direction == 1) { # --copy-to-headers
s/\A(\:|\* )//;
s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func"
s/\[\[(.*?)\]\]/$1/; # in case some wikilinks remain.
s/\[(.*?)\]\(.*?\)/$1/; # in case some wikilinks remain.
s/\A\*\s*\Z//;
s/\A\/*//;
s/\A\.BR\s+//; # dewikify added this, but we want to handle it.
s/\A\.I\s+//; # dewikify added this, but we want to handle it.
s/\A\s+//;
s/\s+\Z//;
next if $_ eq '';

View File

@@ -32,6 +32,8 @@ function(check_cpu_architecture ARCH VARIABLE)
_internal_check_cpu_architecture("defined(__arm__) || defined(_M_ARM)" arm32 ${VARIABLE})
elseif(ARCH STREQUAL "arm64")
_internal_check_cpu_architecture("defined(__aarch64__) || defined(_M_ARM64)" arm64 ${VARIABLE})
elseif(ARCH STREQUAL "loongarch64")
_internal_check_cpu_architecture("defined(__loongarch64)" loongarch64 ${VARIABLE})
else()
message(WARNING "Unknown CPU architectures (${ARCH}).")
set(${VARIABLE} FALSE)

View File

@@ -29,7 +29,7 @@ ENDMACRO()
# Message Output
macro(MESSAGE_WARN _TEXT)
message(STATUS "*** WARNING: ${_TEXT}")
message(WARNING "${_TEXT}")
endmacro()
macro(MESSAGE_ERROR _TEXT)
@@ -64,7 +64,7 @@ macro(MESSAGE_TESTED_OPTION _NAME)
message(STATUS " ${_NAME}${_PAD}(Wanted: ${_REQVALUE}): ${HAVE_${_STRIPPEDNAME}}")
endmacro()
macro(LISTTOSTR _LIST _OUTPUT)
function(LISTTOSTR _LIST _OUTPUT)
if(${ARGC} EQUAL 3)
# prefix for each element
set(_LPREFIX ${ARGV2})
@@ -73,10 +73,12 @@ macro(LISTTOSTR _LIST _OUTPUT)
endif()
# Do not use string(REPLACE ";" " ") here to avoid messing up list
# entries
set(res)
foreach(_ITEM ${${_LIST}})
set(${_OUTPUT} "${${_OUTPUT}} ${_LPREFIX}${_ITEM}")
set(res "${res} ${_LPREFIX}${_ITEM}")
endforeach()
endmacro()
set(${_OUTPUT} "${res}" PARENT_SCOPE)
endfunction()
macro(LISTTOSTRREV _LIST _OUTPUT)
if(${ARGC} EQUAL 3)

View File

@@ -1,4 +1,5 @@
include(CMakeParseArguments)
include(${SDL2_SOURCE_DIR}/cmake/sdlfind.cmake)
macro(FindLibraryAndSONAME _LIB)
cmake_parse_arguments(FLAS "" "" "LIBDIRS" ${ARGN})
@@ -6,6 +7,13 @@ macro(FindLibraryAndSONAME _LIB)
string(REGEX REPLACE "\\-" "_" _LNAME "${_UPPERLNAME}")
find_library(${_LNAME}_LIB ${_LIB} PATHS ${FLAS_LIBDIRS})
if(${_LNAME}_LIB MATCHES ".*\\${CMAKE_SHARED_LIBRARY_SUFFIX}.*" AND NOT ${_LNAME}_LIB MATCHES ".*\\${CMAKE_STATIC_LIBRARY_SUFFIX}.*")
set(${_LNAME}_SHARED TRUE)
else()
set(${_LNAME}_SHARED FALSE)
endif()
if(${_LNAME}_LIB)
# reduce the library name for shared linking
@@ -83,26 +91,35 @@ endmacro()
# - HAVE_SDL_LOADSO opt
macro(CheckALSA)
if(SDL_ALSA)
CHECK_INCLUDE_FILE(alsa/asoundlib.h HAVE_ASOUNDLIB_H)
if(HAVE_ASOUNDLIB_H)
CHECK_LIBRARY_EXISTS(asound snd_pcm_recover "" HAVE_LIBASOUND)
endif()
if(HAVE_LIBASOUND)
set(HAVE_ALSA TRUE)
file(GLOB ALSA_SOURCES ${SDL2_SOURCE_DIR}/src/audio/alsa/*.c)
sdlFindALSA()
if(ALSA_FOUND)
file(GLOB ALSA_SOURCES "${SDL2_SOURCE_DIR}/src/audio/alsa/*.c")
list(APPEND SOURCE_FILES ${ALSA_SOURCES})
set(SDL_AUDIO_DRIVER_ALSA 1)
if(SDL_ALSA_SHARED AND NOT HAVE_SDL_LOADSO)
message_warn("You must have SDL_LoadObject() support for dynamic ALSA loading")
set(HAVE_ALSA TRUE)
set(HAVE_ALSA_SHARED FALSE)
if(SDL_ALSA_SHARED)
if(HAVE_SDL_LOADSO)
FindLibraryAndSONAME("asound")
if(ASOUND_LIB AND ASOUND_SHARED)
target_include_directories(sdl-build-options INTERFACE $<TARGET_PROPERTY:ALSA::ALSA,INTERFACE_INCLUDE_DIRECTORIES>)
set(SDL_AUDIO_DRIVER_ALSA_DYNAMIC "\"${ASOUND_LIB_SONAME}\"")
set(HAVE_ALSA_SHARED TRUE)
else()
message(WARNING "Unable to find asound shared object")
endif()
else()
message(WARNING "You must have SDL_LoadObject() support for dynamic ALSA loading")
endif()
endif()
FindLibraryAndSONAME("asound")
if(SDL_ALSA_SHARED AND ASOUND_LIB AND HAVE_SDL_LOADSO)
set(SDL_AUDIO_DRIVER_ALSA_DYNAMIC "\"${ASOUND_LIB_SONAME}\"")
set(HAVE_ALSA_SHARED TRUE)
else()
list(APPEND EXTRA_LIBS asound)
if(NOT HAVE_ALSA_SHARED)
list(APPEND CMAKE_DEPENDS ALSA::ALSA)
list(APPEND PKGCONFIG_DEPENDS alsa)
endif()
set(HAVE_SDL_AUDIO TRUE)
else()
set(HAVE_ALSA FALSE)
message(WARNING "Unable to found the alsa development library")
endif()
endif()
endmacro()
@@ -400,6 +417,7 @@ endmacro()
# - SDL_X11_SHARED opt
# - HAVE_SDL_LOADSO opt
macro(CheckX11)
cmake_push_check_state(RESET)
if(SDL_X11)
foreach(_LIB X11 Xext Xcursor Xi Xfixes Xrandr Xrender Xss)
FindLibraryAndSONAME("${_LIB}")
@@ -422,6 +440,7 @@ macro(CheckX11)
if(X_INCLUDEDIR)
list(APPEND EXTRA_CFLAGS "-I${X_INCLUDEDIR}")
list(APPEND CMAKE_REQUIRED_INCLUDES ${X_INCLUDEDIR})
endif()
find_file(HAVE_XCURSOR_H NAMES "X11/Xcursor/Xcursor.h" HINTS "${X_INCLUDEDIR}")
@@ -597,6 +616,7 @@ macro(CheckX11)
# Prevent Mesa from including X11 headers
list(APPEND EXTRA_CFLAGS "-DMESA_EGL_NO_X11_HEADERS -DEGL_NO_X11")
endif()
cmake_pop_check_state()
endmacro()
macro(WaylandProtocolGen _SCANNER _CODE_MODE _XML _PROTL)
@@ -714,6 +734,17 @@ macro(CheckWayland)
else()
list(APPEND EXTRA_LIBS ${PKG_LIBDECOR_LIBRARIES})
endif()
cmake_push_check_state()
list(APPEND CMAKE_REQUIRED_FLAGS ${PKG_LIBDECOR_CFLAGS})
list(APPEND CMAKE_REQUIRED_INCLUDES ${PKG_LIBDECOR_INCLUDE_DIRS})
list(APPEND CMAKE_REQUIRED_LIBRARIES ${PKG_LIBDECOR_LINK_LIBRARIES})
check_symbol_exists(libdecor_frame_get_max_content_size "libdecor.h" HAVE_LIBDECOR_FRAME_GET_MAX_CONTENT_SIZE)
check_symbol_exists(libdecor_frame_get_min_content_size "libdecor.h" HAVE_LIBDECOR_FRAME_GET_MIN_CONTENT_SIZE)
if(HAVE_LIBDECOR_FRAME_GET_MAX_CONTENT_SIZE AND HAVE_LIBDECOR_FRAME_GET_MIN_CONTENT_SIZE)
set(SDL_HAVE_LIBDECOR_GET_MIN_MAX 1)
endif()
cmake_pop_check_state()
endif()
endif()
@@ -946,7 +977,6 @@ macro(CheckPTHREAD)
list(APPEND SDL_CFLAGS ${PTHREAD_CFLAGS})
check_c_source_compiles("
#define _GNU_SOURCE 1
#include <pthread.h>
int main(int argc, char **argv) {
pthread_mutexattr_t attr;
@@ -957,7 +987,6 @@ macro(CheckPTHREAD)
set(SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1)
else()
check_c_source_compiles("
#define _GNU_SOURCE 1
#include <pthread.h>
int main(int argc, char **argv) {
pthread_mutexattr_t attr;
@@ -988,10 +1017,13 @@ macro(CheckPTHREAD)
check_include_files("pthread_np.h" HAVE_PTHREAD_NP_H)
if (HAVE_PTHREAD_H)
check_c_source_compiles("
#define _GNU_SOURCE 1
#include <pthread.h>
int main(int argc, char **argv) {
pthread_setname_np(pthread_self(), \"\");
#ifdef __APPLE__
pthread_setname_np(\"\");
#else
pthread_setname_np(pthread_self(),\"\");
#endif
return 0;
}" HAVE_PTHREAD_SETNAME_NP)
if (HAVE_PTHREAD_NP_H)
@@ -1291,3 +1323,16 @@ macro(CheckKMSDRM)
endif()
endif()
endmacro()
macro(CheckLibUDev)
if(SDL_LIBUDEV)
check_include_file("libudev.h" have_libudev_header)
if(have_libudev_header)
set(HAVE_LIBUDEV_H TRUE)
FindLibraryAndSONAME(udev)
if(UDEV_LIB_SONAME)
set(SDL_UDEV_DYNAMIC "\"${UDEV_LIB_SONAME}\"")
endif()
endif()
endif()
endmacro()

9
cmake/sdlfind.cmake Normal file
View File

@@ -0,0 +1,9 @@
macro(sdlFindALSA)
find_package(ALSA MODULE)
if(ALSA_FOUND AND (NOT TARGET ALSA::ALSA) )
add_Library(ALSA::ALSA UNKNOWN IMPORTED)
set_property(TARGET ALSA::ALSA PROPERTY INTERFACE_INCLUDE_DIRECTORIES ${ALSA_INCLUDE_DIRS})
set_property(TARGET ALSA::ALSA APPEND PROPERTY IMPORTED_LOCATION ${ALSA_LIBRARY})
endif()
endmacro()

55
cmake/sdlplatform.cmake Normal file
View File

@@ -0,0 +1,55 @@
macro(SDL_DetectCMakePlatform)
set(SDL_CMAKE_PLATFORM )
# Get the platform
if(WIN32)
set(SDL_CMAKE_PLATFORM WINDOWS)
elseif(UNIX AND NOT APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Linux")
set(SDL_CMAKE_PLATFORM LINUX)
elseif(CMAKE_SYSTEM_NAME MATCHES "kFreeBSD.*")
set(SDL_CMAKE_PLATFORM FREEBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "kNetBSD.*|NetBSD.*")
set(SDL_CMAKE_PLATFORM NETBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "kOpenBSD.*|OpenBSD.*")
set(SDL_CMAKE_PLATFORM OPENBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*GNU.*")
set(SDL_CMAKE_PLATFORM GNU)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*BSDI.*")
set(SDL_CMAKE_PLATFORM BSDI)
elseif(CMAKE_SYSTEM_NAME MATCHES "DragonFly.*|FreeBSD")
set(SDL_CMAKE_PLATFORM FREEBSD)
elseif(CMAKE_SYSTEM_NAME MATCHES "SYSV5.*")
set(SDL_CMAKE_PLATFORM SYSV5)
elseif(CMAKE_SYSTEM_NAME MATCHES "Solaris.*|SunOS.*")
set(SDL_CMAKE_PLATFORM SOLARIS)
elseif(CMAKE_SYSTEM_NAME MATCHES "HP-UX.*")
set(SDL_CMAKE_PLATFORM HPUX)
elseif(CMAKE_SYSTEM_NAME MATCHES "AIX.*")
set(SDL_CMAKE_PLATFORM AIX)
elseif(CMAKE_SYSTEM_NAME MATCHES "Minix.*")
set(SDL_CMAKE_PLATFORM MINIX)
endif()
elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(SDL_CMAKE_PLATFORM DARWIN)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(SDL_CMAKE_PLATFORM MACOSX)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(SDL_CMAKE_PLATFORM TVOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*")
# !!! FIXME: remove the version check when we start requiring >= 3.14.0
if(CMAKE_VERSION VERSION_LESS 3.14)
set(SDL_CMAKE_PLATFORM IOS)
endif()
endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*")
message_error("BeOS support has been removed as of SDL 2.0.2.")
elseif(CMAKE_SYSTEM_NAME MATCHES "Haiku.*")
set(SDL_CMAKE_PLATFORM HAIKU)
elseif(NINTENDO_3DS)
set(SDL_CMAKE_PLATFORM N3DS)
endif()
if(SDL_CMAKE_PLATFORM)
set(${SDL_CMAKE_PLATFORM} TRUE)
endif()
endmacro()

View File

@@ -13,7 +13,7 @@ case "$machine" in
*android* )
EXEPREFIX="lib"
EXESUFFIX=".so"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -shared"
LDFLAGS="$LDFLAGS -shared"
;;
* )
EXEPREFIX=""
@@ -25,20 +25,20 @@ set -e
# Get the canonical path of the folder containing this script
testdir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)")
CFLAGS="$( pkg-config sdl2 --cflags )"
LDFLAGS="$( pkg-config sdl2 --libs )"
STATIC_LDFLAGS="$( pkg-config sdl2 --libs --static )"
SDL_CFLAGS="$( pkg-config sdl2 --cflags )"
SDL_LDFLAGS="$( pkg-config sdl2 --libs )"
SDL_STATIC_LDFLAGS="$( pkg-config sdl2 --libs --static )"
compile_cmd="$CC -c "$testdir/main_gui.c" -o main_gui_pkgconfig.c.o $CFLAGS $EXTRA_CFLAGS"
link_cmd="$CC main_gui_pkgconfig.c.o -o ${EXEPREFIX}main_gui_pkgconfig${EXESUFFIX} $LDFLAGS $EXTRA_LDFLAGS"
static_link_cmd="$CC main_gui_pkgconfig.c.o -o ${EXEPREFIX}main_gui_pkgconfig_static${EXESUFFIX} $STATIC_LDFLAGS $EXTRA_LDFLAGS"
compile_cmd="$CC -c "$testdir/main_gui.c" -o main_gui_pkgconfig.c.o $SDL_CFLAGS $CFLAGS"
link_cmd="$CC main_gui_pkgconfig.c.o -o ${EXEPREFIX}main_gui_pkgconfig${EXESUFFIX} $SDL_LDFLAGS $LDFLAGS"
static_link_cmd="$CC main_gui_pkgconfig.c.o -o ${EXEPREFIX}main_gui_pkgconfig_static${EXESUFFIX} $SDL_STATIC_LDFLAGS $LDFLAGS"
echo "-- CC: $CC"
echo "-- CFLAGS: $CFLAGS"
echo "-- EXTRA_CFLAGS: $EXTRA_CFLAGS"
echo "-- LDFLASG: $LDFLAGS"
echo "-- STATIC_LDFLAGS: $STATIC_LDFLAGS"
echo "-- EXTRA_LDFLAGS: $EXTRA_LDFLAGS"
echo "-- CC: $CC"
echo "-- CFLAGS: $CFLAGS"
echo "-- LDFLASG: $LDFLAGS"
echo "-- SDL_CFLAGS: $SDL_CFLAGS"
echo "-- SDL_LDFLAGS: $SDL_LDFLAGS"
echo "-- SDL_STATIC_LDFLAGS: $SDL_STATIC_LDFLAGS"
echo "-- COMPILE: $compile_cmd"
echo "-- LINK: $link_cmd"

View File

@@ -13,7 +13,7 @@ case "$machine" in
*android* )
EXEPREFIX="lib"
EXESUFFIX=".so"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -shared"
LDFLAGS="$LDFLAGS -shared"
;;
* )
EXEPREFIX=""
@@ -25,20 +25,20 @@ set -e
# Get the canonical path of the folder containing this script
testdir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)")
CFLAGS="$( sdl2-config --cflags )"
LDFLAGS="$( sdl2-config --libs )"
STATIC_LDFLAGS="$( sdl2-config --static-libs )"
SDL_CFLAGS="$( sdl2-config --cflags )"
SDL_LDFLAGS="$( sdl2-config --libs )"
SDL_STATIC_LDFLAGS="$( sdl2-config --static-libs )"
compile_cmd="$CC -c "$testdir/main_gui.c" -o main_gui_sdlconfig.c.o $CFLAGS $EXTRA_CFLAGS"
link_cmd="$CC main_gui_sdlconfig.c.o -o ${EXEPREFIX}main_gui_sdlconfig${EXESUFFIX} $LDFLAGS $EXTRA_LDFLAGS"
static_link_cmd="$CC main_gui_sdlconfig.c.o -o ${EXEPREFIX}main_gui_sdlconfig_static${EXESUFFIX} $STATIC_LDFLAGS $EXTRA_LDFLAGS"
compile_cmd="$CC -c "$testdir/main_gui.c" -o main_gui_sdlconfig.c.o $CFLAGS $SDL_CFLAGS"
link_cmd="$CC main_gui_sdlconfig.c.o -o ${EXEPREFIX}main_gui_sdlconfig${EXESUFFIX} $SDL_LDFLAGS $LDFLAGS"
static_link_cmd="$CC main_gui_sdlconfig.c.o -o ${EXEPREFIX}main_gui_sdlconfig_static${EXESUFFIX} $SDL_STATIC_LDFLAGS $LDFLAGS"
echo "-- CC: $CC"
echo "-- CFLAGS: $CFLAGS"
echo "-- EXTRA_CFLAGS: $EXTRA_CFLAGS"
echo "-- LDFLAGS: $LDFLAGS"
echo "-- STATIC_LDFLAGS: $STATIC_LDFLAGS"
echo "-- EXTRA_LDFLAGS: $EXTRA_LDFLAGS"
echo "-- CC: $CC"
echo "-- CFLAGS: $CFLAGS"
echo "-- LDFLAGS: $LDFLAGS"
echo "-- SDL_CFLAGS: $SDL_CFLAGS"
echo "-- SDL_LDFLAGS: $SDL_LDFLAGS"
echo "-- SDL_STATIC_LDFLAGS: $SDL_STATIC_LDFLAGS"
echo "-- COMPILE: $compile_cmd"
echo "-- LINK: $link_cmd"

383
configure vendored
View File

@@ -677,6 +677,7 @@ ENABLE_STATIC_TRUE
ENABLE_SHARED_FALSE
ENABLE_SHARED_TRUE
PKGCONFIG_LIBS_PRIV
PKGCONFIG_DEPENDS
SDL_RLD_FLAGS
SDL_STATIC_LIBS
SDL_LIBS
@@ -2448,6 +2449,58 @@ printf "%s\n" "$ac_res" >&6; }
eval $as_lineno_stack; ${as_lineno_stack:+:} unset as_lineno
} # ac_fn_c_check_member
# ac_fn_check_decl LINENO SYMBOL VAR INCLUDES EXTRA-OPTIONS FLAG-VAR
# ------------------------------------------------------------------
# Tests whether SYMBOL is declared in INCLUDES, setting cache variable VAR
# accordingly. Pass EXTRA-OPTIONS to the compiler, using FLAG-VAR.
ac_fn_check_decl ()
{
as_lineno=${as_lineno-"$1"} as_lineno_stack=as_lineno_stack=$as_lineno_stack
as_decl_name=`echo $2|sed 's/ *(.*//'`
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking whether $as_decl_name is declared" >&5
printf %s "checking whether $as_decl_name is declared... " >&6; }
if eval test \${$3+y}
then :
printf %s "(cached) " >&6
else $as_nop
as_decl_use=`echo $2|sed -e 's/(/((/' -e 's/)/) 0&/' -e 's/,/) 0& (/g'`
eval ac_save_FLAGS=\$$6
as_fn_append $6 " $5"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
$4
int
main (void)
{
#ifndef $as_decl_name
#ifdef __cplusplus
(void) $as_decl_use;
#else
(void) $as_decl_name;
#endif
#endif
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"
then :
eval "$3=yes"
else $as_nop
eval "$3=no"
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
eval $6=\$ac_save_FLAGS
fi
eval ac_res=\$$3
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $ac_res" >&5
printf "%s\n" "$ac_res" >&6; }
eval $as_lineno_stack; ${as_lineno_stack:+:} unset as_lineno
} # ac_fn_check_decl
ac_configure_args_raw=
for ac_arg
do
@@ -3453,7 +3506,7 @@ orig_CFLAGS="$CFLAGS"
# See docs/release_checklist.md
SDL_MAJOR_VERSION=2
SDL_MINOR_VERSION=26
SDL_MINOR_VERSION=28
SDL_MICRO_VERSION=0
SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
@@ -17652,6 +17705,79 @@ printf "%s\n" "$ac_cv_path_EGREP" >&6; }
EGREP="$ac_cv_path_EGREP"
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for fgrep" >&5
printf %s "checking for fgrep... " >&6; }
if test ${ac_cv_path_FGREP+y}
then :
printf %s "(cached) " >&6
else $as_nop
if echo 'ab*c' | $GREP -F 'ab*c' >/dev/null 2>&1
then ac_cv_path_FGREP="$GREP -F"
else
if test -z "$FGREP"; then
ac_path_FGREP_found=false
# Loop through the user's path and test for each of PROGNAME-LIST
as_save_IFS=$IFS; IFS=$PATH_SEPARATOR
for as_dir in $PATH$PATH_SEPARATOR/usr/xpg4/bin
do
IFS=$as_save_IFS
case $as_dir in #(((
'') as_dir=./ ;;
*/) ;;
*) as_dir=$as_dir/ ;;
esac
for ac_prog in fgrep
do
for ac_exec_ext in '' $ac_executable_extensions; do
ac_path_FGREP="$as_dir$ac_prog$ac_exec_ext"
as_fn_executable_p "$ac_path_FGREP" || continue
# Check for GNU ac_path_FGREP and select it if it is found.
# Check for GNU $ac_path_FGREP
case `"$ac_path_FGREP" --version 2>&1` in
*GNU*)
ac_cv_path_FGREP="$ac_path_FGREP" ac_path_FGREP_found=:;;
*)
ac_count=0
printf %s 0123456789 >"conftest.in"
while :
do
cat "conftest.in" "conftest.in" >"conftest.tmp"
mv "conftest.tmp" "conftest.in"
cp "conftest.in" "conftest.nl"
printf "%s\n" 'FGREP' >> "conftest.nl"
"$ac_path_FGREP" FGREP < "conftest.nl" >"conftest.out" 2>/dev/null || break
diff "conftest.out" "conftest.nl" >/dev/null 2>&1 || break
as_fn_arith $ac_count + 1 && ac_count=$as_val
if test $ac_count -gt ${ac_path_FGREP_max-0}; then
# Best one so far, save it but keep looking for a better one
ac_cv_path_FGREP="$ac_path_FGREP"
ac_path_FGREP_max=$ac_count
fi
# 10*(2^10) chars as input seems more than enough
test $ac_count -gt 10 && break
done
rm -f conftest.in conftest.tmp conftest.nl conftest.out;;
esac
$ac_path_FGREP_found && break 3
done
done
done
IFS=$as_save_IFS
if test -z "$ac_cv_path_FGREP"; then
as_fn_error $? "no acceptable fgrep could be found in $PATH$PATH_SEPARATOR/usr/xpg4/bin" "$LINENO" 5
fi
else
ac_cv_path_FGREP=$FGREP
fi
fi
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $ac_cv_path_FGREP" >&5
printf "%s\n" "$ac_cv_path_FGREP" >&6; }
FGREP="$ac_cv_path_FGREP"
# Find a good install program. We prefer a C program (faster),
# so one script is as good as another. But avoid the broken or
@@ -18292,8 +18418,8 @@ base_libdir=`echo \${libdir} | sed 's/.*\/\(.*\)/\1/; q'`
find_lib()
{
gcc_bin_path=`$CC -print-search-dirs 2>/dev/null | fgrep programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`
gcc_lib_path=`$CC -print-search-dirs 2>/dev/null | fgrep libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`
gcc_bin_path=`$CC -print-search-dirs 2>/dev/null | $FGREP programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`
gcc_lib_path=`$CC -print-search-dirs 2>/dev/null | $FGREP libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`
env_lib_path=`echo $LIBS $LDFLAGS $* | sed 's/-L[ ]*//g'`
if test "$cross_compiling" = yes; then
host_lib_path=""
@@ -23099,6 +23225,41 @@ printf "%s\n" "$need_gcc_Wno_multichar" >&6; }
fi
}
CheckUnusedLocalTypedefs()
{
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for GCC -Wunused-local-typedefs option" >&5
printf %s "checking for GCC -Wunused-local-typedefs option... " >&6; }
have_gcc_unused_local_typedefs=no
save_CFLAGS="$CFLAGS"
CFLAGS="$save_CFLAGS -Wunused-local-typedefs"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
int x = 0;
int
main (void)
{
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"
then :
have_gcc_unused_local_typedefs=yes
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_gcc_unused_local_typedefs" >&5
printf "%s\n" "$have_gcc_unused_local_typedefs" >&6; }
CFLAGS="$save_CFLAGS"
if test x$have_gcc_unused_local_typedefs = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS -Wno-unused-local-typedefs"
fi
}
CheckWayland()
{
# Check whether --enable-video-wayland was given.
@@ -23329,6 +23490,122 @@ printf "%s\n" "#define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR \"$decor_lib\""
else
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $DECOR_LIBS"
fi
saved_cflags=$CFLAGS
CFLAGS="$CFLAGS $DECOR_CFLAGS"
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for $CC options needed to detect all undeclared functions" >&5
printf %s "checking for $CC options needed to detect all undeclared functions... " >&6; }
if test ${ac_cv_c_undeclared_builtin_options+y}
then :
printf %s "(cached) " >&6
else $as_nop
ac_save_CFLAGS=$CFLAGS
ac_cv_c_undeclared_builtin_options='cannot detect'
for ac_arg in '' -fno-builtin; do
CFLAGS="$ac_save_CFLAGS $ac_arg"
# This test program should *not* compile successfully.
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
int
main (void)
{
(void) strchr;
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"
then :
else $as_nop
# This test program should compile successfully.
# No library function is consistently available on
# freestanding implementations, so test against a dummy
# declaration. Include always-available headers on the
# off chance that they somehow elicit warnings.
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
#include <float.h>
#include <limits.h>
#include <stdarg.h>
#include <stddef.h>
extern void ac_decl (int, char *);
int
main (void)
{
(void) ac_decl (0, (char *) 0);
(void) ac_decl;
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"
then :
if test x"$ac_arg" = x
then :
ac_cv_c_undeclared_builtin_options='none needed'
else $as_nop
ac_cv_c_undeclared_builtin_options=$ac_arg
fi
break
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
done
CFLAGS=$ac_save_CFLAGS
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $ac_cv_c_undeclared_builtin_options" >&5
printf "%s\n" "$ac_cv_c_undeclared_builtin_options" >&6; }
case $ac_cv_c_undeclared_builtin_options in #(
'cannot detect') :
{ { printf "%s\n" "$as_me:${as_lineno-$LINENO}: error: in \`$ac_pwd':" >&5
printf "%s\n" "$as_me: error: in \`$ac_pwd':" >&2;}
as_fn_error $? "cannot make $CC report undeclared builtins
See \`config.log' for more details" "$LINENO" 5; } ;; #(
'none needed') :
ac_c_undeclared_builtin_options='' ;; #(
*) :
ac_c_undeclared_builtin_options=$ac_cv_c_undeclared_builtin_options ;;
esac
ac_fn_check_decl "$LINENO" "libdecor_frame_get_min_content_size" "ac_cv_have_decl_libdecor_frame_get_min_content_size" "#include <libdecor.h>
" "$ac_c_undeclared_builtin_options" "CFLAGS"
if test "x$ac_cv_have_decl_libdecor_frame_get_min_content_size" = xyes
then :
ac_have_decl=1
else $as_nop
ac_have_decl=0
fi
printf "%s\n" "#define HAVE_DECL_LIBDECOR_FRAME_GET_MIN_CONTENT_SIZE $ac_have_decl" >>confdefs.h
if test $ac_have_decl = 1
then :
libdecor_get_min_max=yes
fi
ac_fn_check_decl "$LINENO" "libdecor_frame_get_max_content_size" "ac_cv_have_decl_libdecor_frame_get_max_content_size" "#include <libdecor.h>
" "$ac_c_undeclared_builtin_options" "CFLAGS"
if test "x$ac_cv_have_decl_libdecor_frame_get_max_content_size" = xyes
then :
ac_have_decl=1
else $as_nop
ac_have_decl=0
fi
printf "%s\n" "#define HAVE_DECL_LIBDECOR_FRAME_GET_MAX_CONTENT_SIZE $ac_have_decl" >>confdefs.h
if test $ac_have_decl = 1
then :
libdecor_get_min_max=yes
fi
if test x$libdecor_get_min_max = xyes; then
printf "%s\n" "#define SDL_HAVE_LIBDECOR_GET_MIN_MAX 1" >>confdefs.h
fi
CFLAGS="$saved_cflags"
fi
fi
fi
@@ -28162,53 +28439,7 @@ else $as_nop
fi
if test x$enable_clock_gettime = xyes; then
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for clock_gettime in -lrt" >&5
printf %s "checking for clock_gettime in -lrt... " >&6; }
if test ${ac_cv_lib_rt_clock_gettime+y}
then :
printf %s "(cached) " >&6
else $as_nop
ac_check_lib_save_LIBS=$LIBS
LIBS="-lrt $LIBS"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
/* Override any GCC internal prototype to avoid an error.
Use char because int might match the return type of a GCC
builtin and then its argument prototype would still apply. */
char clock_gettime ();
int
main (void)
{
return clock_gettime ();
;
return 0;
}
_ACEOF
if ac_fn_c_try_link "$LINENO"
then :
ac_cv_lib_rt_clock_gettime=yes
else $as_nop
ac_cv_lib_rt_clock_gettime=no
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam \
conftest$ac_exeext conftest.$ac_ext
LIBS=$ac_check_lib_save_LIBS
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $ac_cv_lib_rt_clock_gettime" >&5
printf "%s\n" "$ac_cv_lib_rt_clock_gettime" >&6; }
if test "x$ac_cv_lib_rt_clock_gettime" = xyes
then :
have_clock_gettime=yes
fi
if test x$have_clock_gettime = xyes; then
printf "%s\n" "#define HAVE_CLOCK_GETTIME 1" >>confdefs.h
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lrt"
else
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for clock_gettime in -lc" >&5
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for clock_gettime in -lc" >&5
printf %s "checking for clock_gettime in -lc... " >&6; }
if test ${ac_cv_lib_c_clock_gettime+y}
then :
@@ -28248,11 +28479,56 @@ then :
have_clock_gettime=yes
fi
if test x$have_clock_gettime = xyes; then
if test x$have_clock_gettime = xyes; then
printf "%s\n" "#define HAVE_CLOCK_GETTIME 1" >>confdefs.h
else
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for clock_gettime in -lrt" >&5
printf %s "checking for clock_gettime in -lrt... " >&6; }
if test ${ac_cv_lib_rt_clock_gettime+y}
then :
printf %s "(cached) " >&6
else $as_nop
ac_check_lib_save_LIBS=$LIBS
LIBS="-lrt $LIBS"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
/* Override any GCC internal prototype to avoid an error.
Use char because int might match the return type of a GCC
builtin and then its argument prototype would still apply. */
char clock_gettime ();
int
main (void)
{
return clock_gettime ();
;
return 0;
}
_ACEOF
if ac_fn_c_try_link "$LINENO"
then :
ac_cv_lib_rt_clock_gettime=yes
else $as_nop
ac_cv_lib_rt_clock_gettime=no
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam \
conftest$ac_exeext conftest.$ac_ext
LIBS=$ac_check_lib_save_LIBS
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $ac_cv_lib_rt_clock_gettime" >&5
printf "%s\n" "$ac_cv_lib_rt_clock_gettime" >&6; }
if test "x$ac_cv_lib_rt_clock_gettime" = xyes
then :
have_clock_gettime=yes
fi
if test x$have_clock_gettime = xyes; then
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lrt"
printf "%s\n" "#define HAVE_CLOCK_GETTIME 1" >>confdefs.h
EXTRA_LDFLAGS="$EXTRA_LDFLAGS"
fi
fi
fi
@@ -28330,6 +28606,7 @@ printf "%s\n" "#define SDL_JOYSTICK_VIRTUAL 1" >>confdefs.h
}
CheckWarnAll
CheckUnusedLocalTypedefs
CheckNoStrictAliasing
CheckEventSignals
@@ -29800,6 +30077,8 @@ done
PKGCONFIG_DEPENDS=""
if test x$enable_shared = xyes; then
PKGCONFIG_LIBS_PRIV="
Libs.private:"

View File

@@ -12,7 +12,7 @@ orig_CFLAGS="$CFLAGS"
dnl Set various version strings - taken gratefully from the GTk sources
# See docs/release_checklist.md
SDL_MAJOR_VERSION=2
SDL_MINOR_VERSION=26
SDL_MINOR_VERSION=28
SDL_MICRO_VERSION=0
SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
@@ -62,6 +62,7 @@ AC_PROG_AWK
AC_PROG_CC
AC_PROG_CXX
AC_PROG_EGREP
AC_PROG_FGREP
AC_PROG_INSTALL
AC_PROG_MAKE_SET
PKG_PROG_PKG_CONFIG
@@ -180,8 +181,8 @@ base_libdir=`echo \${libdir} | sed 's/.*\/\(.*\)/\1/; q'`
dnl Function to find a library in the compiler search path
find_lib()
{
gcc_bin_path=[`$CC -print-search-dirs 2>/dev/null | fgrep programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
gcc_lib_path=[`$CC -print-search-dirs 2>/dev/null | fgrep libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
gcc_bin_path=[`$CC -print-search-dirs 2>/dev/null | $FGREP programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
gcc_lib_path=[`$CC -print-search-dirs 2>/dev/null | $FGREP libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
env_lib_path=[`echo $LIBS $LDFLAGS $* | sed 's/-L[ ]*//g'`]
if test "$cross_compiling" = yes; then
host_lib_path=""
@@ -1673,6 +1674,27 @@ dnl Haiku headers use multicharacter constants all over the place. Ignore these
fi
}
dnl See if GCC's -Wunused-local-typedefs is supported and disable it
dnl because it triggers on gcc 4.8.4 for compile time asserts inside
dnl of functions.
CheckUnusedLocalTypedefs()
{
AC_MSG_CHECKING(for GCC -Wunused-local-typedefs option)
have_gcc_unused_local_typedefs=no
save_CFLAGS="$CFLAGS"
CFLAGS="$save_CFLAGS -Wunused-local-typedefs"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
int x = 0;
]],[])], [have_gcc_unused_local_typedefs=yes],[])
AC_MSG_RESULT($have_gcc_unused_local_typedefs)
CFLAGS="$save_CFLAGS"
if test x$have_gcc_unused_local_typedefs = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS -Wno-unused-local-typedefs"
fi
}
dnl Check for Wayland
CheckWayland()
{
@@ -1786,6 +1808,14 @@ dnl See if libdecor is available
else
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $DECOR_LIBS"
fi
saved_cflags=$CFLAGS
CFLAGS="$CFLAGS $DECOR_CFLAGS"
AC_CHECK_DECLS([libdecor_frame_get_min_content_size, libdecor_frame_get_max_content_size], [libdecor_get_min_max=yes], [ ], [[#include <libdecor.h>]])
if test x$libdecor_get_min_max = xyes; then
AC_DEFINE(SDL_HAVE_LIBDECOR_GET_MIN_MAX, 1, [ ])
fi
CFLAGS="$saved_cflags"
fi
fi
fi
@@ -3672,15 +3702,14 @@ CheckClockGettime()
[AS_HELP_STRING([--enable-clock_gettime], [use clock_gettime() instead of gettimeofday() on UNIX [default=yes]])],
, enable_clock_gettime=yes)
if test x$enable_clock_gettime = xyes; then
AC_CHECK_LIB(rt, clock_gettime, have_clock_gettime=yes)
AC_CHECK_LIB(c, clock_gettime, have_clock_gettime=yes)
if test x$have_clock_gettime = xyes; then
AC_DEFINE(HAVE_CLOCK_GETTIME, 1, [ ])
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lrt"
AC_DEFINE(HAVE_CLOCK_GETTIME, 1, [ ])
else
AC_CHECK_LIB(c, clock_gettime, have_clock_gettime=yes)
AC_CHECK_LIB(rt, clock_gettime, have_clock_gettime=yes)
if test x$have_clock_gettime = xyes; then
AC_DEFINE(HAVE_CLOCK_GETTIME, 1, [ ])
EXTRA_LDFLAGS="$EXTRA_LDFLAGS"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lrt"
AC_DEFINE(HAVE_CLOCK_GETTIME, 1, [ ])
fi
fi
fi
@@ -3738,6 +3767,7 @@ CheckVirtualJoystick()
dnl Do this on all platforms, before everything else (other things might want to override it).
CheckWarnAll
CheckUnusedLocalTypedefs
CheckNoStrictAliasing
dnl Do this for every platform, but for some it doesn't mean anything, but better to catch it here anyhow.
@@ -4860,6 +4890,8 @@ AC_SUBST(SDL_CFLAGS)
AC_SUBST(SDL_LIBS)
AC_SUBST(SDL_STATIC_LIBS)
AC_SUBST(SDL_RLD_FLAGS)
PKGCONFIG_DEPENDS=""
AC_SUBST(PKGCONFIG_DEPENDS)
if test x$enable_shared = xyes; then
PKGCONFIG_LIBS_PRIV="
Libs.private:"

View File

@@ -26,9 +26,9 @@ How the port works
================================================================================
- Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library
- This means that your application C code must be placed inside an Android
- This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package
@@ -68,14 +68,22 @@ Finally, a word of caution: re running androidbuild.sh wipes any changes you may
done in the build directory for the app!
For more complex projects, follow these instructions:
1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project.
2. Move or symlink this SDL directory into the "<project>/app/jni" directory
3. Edit "<project>/app/jni/src/Android.mk" to include your source files
4a. If you want to use Android Studio, simply open your <project> directory and start building.
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
(This is needed as the source of SDL has to be compiled by the Android compiler)
3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.
(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)
4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.
4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
@@ -83,9 +91,9 @@ For more complex projects, follow these instructions:
If you already have a project that uses CMake, the instructions change somewhat:
1. Do points 1 and 2 from the instruction above.
2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build
and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to
adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
@@ -132,15 +140,15 @@ Here's an example of a minimal class file:
--- MyGame.java --------------------------
package com.gamemaker.game;
import org.libsdl.app.SDLActivity;
import org.libsdl.app.SDLActivity;
/**
* A sample wrapper class that just calls SDLActivity
*/
* A sample wrapper class that just calls SDLActivity
*/
public class MyGame extends SDLActivity { }
------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
@@ -179,7 +187,7 @@ may want to keep this fact in mind when building your APK, specially when large
files are involved.
For more information on which extensions get compressed by default and how to
disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
@@ -350,7 +358,7 @@ I get output from addr2line showing that it's in the quit function, in testsprit
You can add logging to your code to help show what's happening:
#include <android/log.h>
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
If you need to build without optimization turned on, you can create a file called
@@ -440,7 +448,7 @@ where you only update a portion of the screen on each frame, you may notice a
variety of visual glitches on Android, that are not present on other platforms.
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always
documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers".
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
is not possible for SDL as it requires EGL 1.4, available only on the API level
@@ -459,7 +467,7 @@ Two legitimate ways:
Activity by calling Activity.finish().
- Android OS can decide to terminate your application by calling onDestroy()
(see Activity life cycle). Your application will receive a SDL_QUIT event you
(see Activity life cycle). Your application will receive a SDL_QUIT event you
can handle to save things and quit.
Don't call exit() as it stops the activity badly.

View File

@@ -3,10 +3,10 @@
(www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported
approach has suffered from several issues across the different supported
platforms.
To solve these problems, a new build system based on CMake was introduced.
It is developed in parallel to the legacy autotools build system, so users
It is developed in parallel to the legacy autotools build system, so users
can experiment with it without complication.
The CMake build system is supported on the following platforms:
@@ -59,15 +59,15 @@ if(MYGAME_VENDORED)
else()
# 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
# 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
# 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
endif()
# Create your game executable target as usual
# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL2::SDL2main)
# It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
target_link_libraries(mygame PRIVATE SDL2::SDL2main)

View File

@@ -12,7 +12,7 @@ Supports:
What you need:
* DirectFB 1.0.1, 1.2.x, 1.3.0
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Mesa 7.0.x - optional for OpenGL
The `/etc/directfbrc` file should contain the following lines to make
@@ -44,7 +44,7 @@ To use hardware accelerated YUV-overlays for YUV-textures, use:
export SDL_DIRECTFB_YUV_DIRECT=1
```
This is disabled by default. It will only support one
This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be
rendered in software.
@@ -84,7 +84,7 @@ As of this writing 20100802 you need to pull Mesa from git and do the following:
```
git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa
cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
```
@@ -92,10 +92,10 @@ Edit `configs/linux-directfb` so that the Directories-section looks like this:
```
# Directories
SRC_DIRS = mesa glu
SRC_DIRS = mesa glu
GLU_DIRS = sgi
DRIVER_DIRS = directfb
PROGRAM_DIRS =
PROGRAM_DIRS =
```
Then do the following:

View File

@@ -4,29 +4,29 @@ Originally posted on Ryan's Google+ account.
Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the
- Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the
dynamic loader to ignore their SDL2 in this case, of course.
- If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of
Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build
generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build
that works everywhere.
- We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this
- We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day.
concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead.
So here's what we did:
@@ -45,7 +45,7 @@ Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more
SDL_Init() that you've been calling all this time. But at startup, it looks more
like this:
```c
@@ -56,12 +56,12 @@ Uint32 SDL_Init_DEFAULT(Uint32 flags)
}
```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this
system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this:
```bash
@@ -69,34 +69,34 @@ export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
```
And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table,
is desired, the statically linked version will provide its own jump table,
and everyone is happy.
So now:
- Developers can statically link SDL, and users can still replace it.
- Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs,
- Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case,
- End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along.
- Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current
an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and
a shared library of its own). If so, it loads that library and looks for and
calls a single function:
```c
@@ -104,35 +104,35 @@ SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
```
That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one
The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the
right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!"
"I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution.

View File

@@ -1,155 +1,155 @@
GDK
=====
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/).
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))
* 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.
Windows GDK Status
------
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
* Additionally, the GDK port adds the following:
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
* GDK-specific setup:
* Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
* 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).
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
Windows GDK Setup, Detailed Steps
---------------------
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
### 1. Add a Gaming.Desktop.x64 Configuration ###
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL2 and SDL2main for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
* Under Linker > Input > Additional Dependencies, you need the following:
* `SDL2.lib`
* `SDL2main.lib` (unless not using)
* `xgameruntime.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
### 4. Setting up SDL_main ###
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
### 5. Required DLLs ###
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
* Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
* XCurl.dll
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
### 6. Setting up MicrosoftGame.config ###
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId
* MSAAppId
### 7. Adding Required Logos
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
### 8. Copying any Data Files ###
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
### 9. Build and Run from Visual Studio ###
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 10. Packaging and Installing Locally
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
To create the package:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use:
`wdapp install PACKAGENAME.msixvc`
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.
Troubleshooting
---------------
#### Xbox Live Login does not work
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
Furthermore, confirm that your PC is set to the correct sandbox.
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).
GDK
=====
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/).
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))
* 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.
Windows GDK Status
------
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
* Additionally, the GDK port adds the following:
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
* GDK-specific setup:
* Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
* 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).
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
Windows GDK Setup, Detailed Steps
---------------------
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
### 1. Add a Gaming.Desktop.x64 Configuration ###
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL2 and SDL2main for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
* Under Linker > Input > Additional Dependencies, you need the following:
* `SDL2.lib`
* `SDL2main.lib` (unless not using)
* `xgameruntime.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
### 4. Setting up SDL_main ###
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
### 5. Required DLLs ###
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
* Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
* XCurl.dll
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
### 6. Setting up MicrosoftGame.config ###
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId
* MSAAppId
### 7. Adding Required Logos
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
### 8. Copying any Data Files ###
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
### 9. Build and Run from Visual Studio ###
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 10. Packaging and Installing Locally
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
To create the package:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use:
`wdapp install PACKAGENAME.msixvc`
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.
Troubleshooting
---------------
#### Xbox Live Login does not work
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
Furthermore, confirm that your PC is set to the correct sandbox.
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).

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@@ -2,7 +2,7 @@ Dollar Gestures
===========================================================================
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
@@ -42,7 +42,7 @@ Both functions return the number of gestures successfully saved.
Loading:
--------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
@@ -51,7 +51,7 @@ SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures.
SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.

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@@ -1,19 +1,19 @@
git
=========
The latest development version of SDL is available via git.
Git allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "git" to mirror that
source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for
macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/
git
=========
The latest development version of SDL is available via git.
Git allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "git" to mirror that
source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for
macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/

View File

@@ -1,4 +1,4 @@
We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks!
We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks!

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@@ -111,17 +111,17 @@ e.g.
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
Notes -- Accelerometer as Joystick
==============================================================================
@@ -185,7 +185,7 @@ Once your application is installed its directory tree looks like:
Preferences/
tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
@@ -194,7 +194,7 @@ http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOS
Notes -- xcFramework
==============================================================================
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
@@ -216,7 +216,7 @@ main(int argc, char *argv[])
}
#endif /* !SDL_MAIN_HANDLED */
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
#include "SDL_main.h"
#include <SDL.h>
@@ -252,7 +252,7 @@ to your Info.plist:
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
Game Center
Game Center
==============================================================================
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
@@ -268,15 +268,15 @@ e.g.
{
... do event handling, frame logic and rendering ...
}
int main(int argc, char *argv[])
{
... initialize game ...
#if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);

View File

@@ -1,27 +1,27 @@
KMSDRM on *BSD
==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
SDL2 WSCONS input backend features
===================================================
1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support.
3. Accent input is supported.
4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD.
==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD.
==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
KMSDRM on *BSD
==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
SDL2 WSCONS input backend features
===================================================
1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support.
3. Accent input is supported.
4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD.
==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD.
==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.

View File

@@ -5,7 +5,7 @@ By default SDL will only link against glibc, the rest of the features will be
enabled dynamically at runtime depending on the available features on the target
system. So, for example if you built SDL with XRandR support and the target
system does not have the XRandR libraries installed, it will be disabled
at runtime, and you won't get a missing library error, at least with the
at runtime, and you won't get a missing library error, at least with the
default configuration parameters.
@@ -43,7 +43,7 @@ NOTES:
is missing, so it's safe to build in support even if the end user doesn't
have this library installed.
- DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :)
@@ -55,42 +55,42 @@ there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest
Then run:
sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run:
cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of
your device (see below)
your device (see below)
Also, try:
sudo udevadm info --query=all --name=input/eventXX
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try:
sudo udevadm info -a --name=input/eventXX | grep idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each.
If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

View File

@@ -74,10 +74,10 @@ NSApplicationDelegate implementation:
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
@@ -86,7 +86,7 @@ NSApplicationDelegate implementation:
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
```
@@ -196,12 +196,12 @@ normally from the Finder.
The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
@@ -253,7 +253,7 @@ Use `xcode-build` in the same directory as your .pbxproj file
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings.
# Implementation Notes
Some things that may be of interest about how it all works...

View File

@@ -25,3 +25,4 @@ cmake --install build
- SDL2main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.

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@@ -1,13 +1,13 @@
Native Client
================================================================================
Requirements:
Requirements:
* Native Client SDK (https://developer.chrome.com/native-client),
* Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl
toolchain, which generates binaries designed to run on ARM and x86_32/64
toolchain, which generates binaries designed to run on ARM and x86_32/64
platforms. This does not mean it won't work with the other toolchains!
================================================================================
@@ -17,15 +17,15 @@ Building SDL for NaCl
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination
Then "make".
As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless
Then "make".
As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless
you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html,
Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc.
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
@@ -38,20 +38,20 @@ Running tests
================================================================================
Due to the nature of NaCl programs, building and running SDL tests is not as
straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build
straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build
their own applications.
Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c:
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
Once the build finishes, you have to serve the contents with a web server (the
script will give you instructions on how to do that with Python).
@@ -60,28 +60,28 @@ RWops and nacl_io
================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target,
const char* filesystemtype,
int mount(const char* source, const char* target,
const char* filesystemtype,
unsigned long mountflags, const void *data);
int umount(const char *target);
For convenience, SDL will by default mount an httpfs tree at / before calling
For convenience, SDL will by default mount an httpfs tree at / before calling
the app's main function. Such setting can be overridden by calling:
umount("/");
And then mounting a different filesystem at /
It's important to consider that the asynchronous nature of file operations on a
browser is hidden from the application, effectively providing the developer with
a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow
a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow
connections are involved.
For more information on how nacl_io and mount points work, see:
https://developer.chrome.com/native-client/devguide/coding/nacl_io
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h

View File

@@ -1,44 +1,44 @@
Nokia N-Gage
============
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
Compiling
---------
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
The library is included in the
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
sub-module.
A complete example project based on SDL2 can be found in the GitHub
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with
keyboard input.
At the moment only the software renderer works.
Audio is not yet implemented.
Acknowledgements
----------------
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
valuable insight into Symbian programming. Without the SDL 1.2 port
which was specially developed for CDoom (Doom for the Nokia 9210), this
adaptation would not have been possible.
I would like to thank my friends
[Razvan](https://twitter.com/bewarerazvan) and [Dan
Whelan](https://danwhelan.ie/), for their continuous support. Without
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
have lost my patience long ago.
Last but not least, I would like to thank the development team of
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
patience and support in troubleshooting helped me a lot.
Nokia N-Gage
============
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
Compiling
---------
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
The library is included in the
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
sub-module.
A complete example project based on SDL2 can be found in the GitHub
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with
keyboard input.
At the moment only the software renderer works.
Audio is not yet implemented.
Acknowledgements
----------------
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
valuable insight into Symbian programming. Without the SDL 1.2 port
which was specially developed for CDoom (Doom for the Nokia 9210), this
adaptation would not have been possible.
I would like to thank my friends
[Razvan](https://twitter.com/bewarerazvan) and [Dan
Whelan](https://danwhelan.ie/), for their continuous support. Without
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
have lost my patience long ago.
Last but not least, I would like to thank the development team of
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
patience and support in troubleshooting helped me a lot.

View File

@@ -1,92 +1,92 @@
Simple DirectMedia Layer 2 for OS/2 & eComStation
================================================================================
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
OpenGL and audio capture not supported by this port.
Additional optional environment variables:
SDL_AUDIO_SHARE
Values: 0 or 1, default is 0
Initializes the device as shareable or exclusively acquired.
SDL_VIDEODRIVER
Values: DIVE or VMAN, default is DIVE
Use video subsystem: Direct interface video extensions (DIVE) or
Video Manager (VMAN).
You may significantly increase video output speed with OS4 kernel and patched
files vman.dll and dive.dll or with latest versions of ACPI support and video
driver Panorama.
Latest versions of OS/4 kernel:
http://gus.biysk.ru/os4/
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
Patched files vman.dll and dive.dll:
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
Compiling:
----------
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
https://github.com/open-watcom/ and https://open-watcom.github.io
WATCOM environment variable must to be set to the Open Watcom install
directory. To compile, run: wmake -f Makefile.os2
Installing:
-----------
- eComStation:
If you have previously installed SDL2, make a Backup copy of SDL2.dll
located in D:\ecs\dll (where D: is disk on which installed eComStation).
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
- OS/2:
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
version installed, close all SDL2 applications before replacing the old
copy. Also make sure that any other older versions of DLLs are removed
from your system.
Joysticks in SDL2:
------------------
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
Here is the original documentation from SDL-1.2:
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is:
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be:
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes:
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
or
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
Note however that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because
in the future those can be supported.
Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations
of the Joystick Port hardware, not OS/2.
Simple DirectMedia Layer 2 for OS/2 & eComStation
================================================================================
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
OpenGL and audio capture not supported by this port.
Additional optional environment variables:
SDL_AUDIO_SHARE
Values: 0 or 1, default is 0
Initializes the device as shareable or exclusively acquired.
SDL_VIDEODRIVER
Values: DIVE or VMAN, default is DIVE
Use video subsystem: Direct interface video extensions (DIVE) or
Video Manager (VMAN).
You may significantly increase video output speed with OS4 kernel and patched
files vman.dll and dive.dll or with latest versions of ACPI support and video
driver Panorama.
Latest versions of OS/4 kernel:
http://gus.biysk.ru/os4/
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
Patched files vman.dll and dive.dll:
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
Compiling:
----------
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
https://github.com/open-watcom/ and https://open-watcom.github.io
WATCOM environment variable must to be set to the Open Watcom install
directory. To compile, run: wmake -f Makefile.os2
Installing:
-----------
- eComStation:
If you have previously installed SDL2, make a Backup copy of SDL2.dll
located in D:\ecs\dll (where D: is disk on which installed eComStation).
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
- OS/2:
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
version installed, close all SDL2 applications before replacing the old
copy. Also make sure that any other older versions of DLLs are removed
from your system.
Joysticks in SDL2:
------------------
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
Here is the original documentation from SDL-1.2:
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is:
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be:
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes:
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
or
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
Note however that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because
in the future those can be supported.
Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations
of the Joystick Port hardware, not OS/2.

View File

@@ -1,4 +1,4 @@
Pandora
Pandora
=====================================================================
( http://openpandora.org/ )

View File

@@ -33,7 +33,7 @@ int main(int argc, char *argv[])
{
.....
```
For a release binary is recommendable to reset the IOP always.
For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
@@ -48,4 +48,4 @@ Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_
## To Do
- PS2 Screen Keyboard
- Dialogs
- Others
- Others

View File

@@ -1,7 +1,7 @@
PSP
======
SDL2 port for the Sony PSP contributed by:
- Captian Lex
- Captian Lex
- Francisco Javier Trujillo Mata
- Wouter Wijsman
@@ -33,4 +33,4 @@ cmake --install build
## To Do
- PSP Screen Keyboard
- Dialogs
- Dialogs

View File

@@ -20,9 +20,9 @@ Raspbian Build Dependencies
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
@@ -45,7 +45,7 @@ will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Raspbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest
Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot.
@@ -69,8 +69,8 @@ edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys
sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path
There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
@@ -86,13 +86,13 @@ The final step is compiling SDL itself.
make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
Apps don't work or poor video/audio performance
-----------------------------------------------
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless.
@@ -101,7 +101,7 @@ low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the
Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case).
No input
@@ -115,9 +115,9 @@ No HDMI Audio
-------------
If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2
to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
@@ -129,7 +129,7 @@ The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
your app has read access to one of the following:
* /proc/self/fd/0
* /dev/tty
* /dev/tty[0...6]
@@ -137,17 +137,17 @@ your app has read access to one of the following:
* /dev/console
This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group,
then re-login to the system.
sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior:
@@ -157,9 +157,9 @@ this determining the CAPS LOCK behavior:
OpenGL problems
---------------
If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps
If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time:
@@ -176,5 +176,5 @@ Notes
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue.

View File

@@ -1,41 +1,41 @@
RISC OS
=======
Requirements:
* RISC OS 3.5 or later.
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
Compiling:
----------
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
The following commands can be used to build SDL2 for RISC OS using autoconf:
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
make
make install
The following commands can be used to build SDL2 for RISC OS using CMake:
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
cmake --build build-riscos
cmake --build build-riscos --target install
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
The joystick, locale and power APIs are not yet implemented.
RISC OS
=======
Requirements:
* RISC OS 3.5 or later.
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
Compiling:
----------
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
The following commands can be used to build SDL2 for RISC OS using autoconf:
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
make
make install
The following commands can be used to build SDL2 for RISC OS using CMake:
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
cmake --build build-riscos
cmake --build build-riscos --target install
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
The joystick, locale and power APIs are not yet implemented.

View File

@@ -8,7 +8,7 @@ The linux touch system is currently based off event streams, and proc/bus/device
Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone:
iPhone:
Works out of box.
Windows:

View File

@@ -1,60 +1,60 @@
# Versioning
## Since 2.23.0
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
and older versions of the Linux kernel:
* The major version (first part) increases when backwards compatibility
is broken, which will happen infrequently.
* If the minor version (second part) is divisible by 2
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
is believed to be stable and suitable for production use.
* In stable releases, the patchlevel or micro version (third part)
indicates bugfix releases. Bugfix releases should not add or
remove ABI, so the ".0" release (for example 2.24.0) should be
forwards-compatible with all the bugfix releases from the
same cycle (for example 2.24.1).
* The minor version increases when new API or ABI is added, or when
other significant changes are made. Newer minor versions are
backwards-compatible, but not fully forwards-compatible.
For example, programs built against SDL 2.24.x should work fine
with SDL 2.26.x, but programs built against SDL 2.26.x will not
necessarily work with 2.24.x.
* If the minor version (second part) is not divisible by 2
(for example 2.23.x, 2.25.x), this indicates a development prerelease
of SDL that is not suitable for stable software distributions.
Use with caution.
* The patchlevel or micro version (third part) increases with
each prerelease.
* Each prerelease might add new API and/or ABI.
* Prereleases are backwards-compatible with older stable branches.
For example, 2.25.x will be backwards-compatible with 2.24.x.
* Prereleases are not guaranteed to be backwards-compatible with
each other. For example, new API or ABI added in 2.25.1
might be removed or changed in 2.25.2.
If this would be a problem for you, please do not use prereleases.
* Only upgrade to a prerelease if you can guarantee that you will
promptly upgrade to the stable release that follows it.
For example, do not upgrade to 2.23.x unless you will be able to
upgrade to 2.24.0 when it becomes available.
* Software distributions that have a freeze policy (in particular Linux
distributions with a release cycle, such as Debian and Fedora)
should usually only package stable releases, and not prereleases.
## Before 2.23.0
Older versions of SDL followed a similar policy, but instead of the
odd/even rule applying to the minor version, it applied to the patchlevel
(micro version, third part). For example, 2.0.22 was a stable release
and 2.0.21 was a prerelease.
# Versioning
## Since 2.23.0
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
and older versions of the Linux kernel:
* The major version (first part) increases when backwards compatibility
is broken, which will happen infrequently.
* If the minor version (second part) is divisible by 2
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
is believed to be stable and suitable for production use.
* In stable releases, the patchlevel or micro version (third part)
indicates bugfix releases. Bugfix releases should not add or
remove ABI, so the ".0" release (for example 2.24.0) should be
forwards-compatible with all the bugfix releases from the
same cycle (for example 2.24.1).
* The minor version increases when new API or ABI is added, or when
other significant changes are made. Newer minor versions are
backwards-compatible, but not fully forwards-compatible.
For example, programs built against SDL 2.24.x should work fine
with SDL 2.26.x, but programs built against SDL 2.26.x will not
necessarily work with 2.24.x.
* If the minor version (second part) is not divisible by 2
(for example 2.23.x, 2.25.x), this indicates a development prerelease
of SDL that is not suitable for stable software distributions.
Use with caution.
* The patchlevel or micro version (third part) increases with
each prerelease.
* Each prerelease might add new API and/or ABI.
* Prereleases are backwards-compatible with older stable branches.
For example, 2.25.x will be backwards-compatible with 2.24.x.
* Prereleases are not guaranteed to be backwards-compatible with
each other. For example, new API or ABI added in 2.25.1
might be removed or changed in 2.25.2.
If this would be a problem for you, please do not use prereleases.
* Only upgrade to a prerelease if you can guarantee that you will
promptly upgrade to the stable release that follows it.
For example, do not upgrade to 2.23.x unless you will be able to
upgrade to 2.24.0 when it becomes available.
* Software distributions that have a freeze policy (in particular Linux
distributions with a release cycle, such as Debian and Fedora)
should usually only package stable releases, and not prereleases.
## Before 2.23.0
Older versions of SDL followed a similar policy, but instead of the
odd/even rule applying to the minor version, it applied to the patchlevel
(micro version, third part). For example, 2.0.22 was a stable release
and 2.0.21 was a prerelease.

View File

@@ -1,114 +1,114 @@
Using SDL with Microsoft Visual C++
===================================
### by Lion Kimbro with additions by James Turk
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
yourself.
### Building SDL
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
the `Platform Toolset`.
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
panel in the _FileView_ tab), and selecting `Build`.
You may get a few warnings, but you should not get any errors.
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
### Creating a Project with SDL
- Create a project as a `Win32 Application`.
- Create a C++ file for your project.
- Set the C runtime to `Multi-threaded DLL` in the menu:
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
- Add the SDL `include` directory to your list of includes in the menu:
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
*VC7 Specific: Instead of doing this, I find it easier to add the
include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
The "include directory" I am referring to is the `./include` folder.
Now we're going to use the files that we had created earlier in the *Build SDL* step.
Copy the following file into your Project directory:
- `SDL2.dll`
Add the following files to your project (It is not necessary to copy them to your project directory):
- `SDL2.lib`
- `SDL2main.lib`
To add them to your project, right click on your project, and select
`Add files to project`.
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
(e.g. Release,Debug).**
### Hello SDL2
Here's a sample SDL snippet to verify everything is setup in your IDE:
```
#include "SDL.h"
int main( int argc, char* argv[] )
{
const int WIDTH = 640;
const int HEIGHT = 480;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
```
### That's it!
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
### Credits
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)
Using SDL with Microsoft Visual C++
===================================
### by Lion Kimbro with additions by James Turk
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
yourself.
### Building SDL
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
the `Platform Toolset`.
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
panel in the _FileView_ tab), and selecting `Build`.
You may get a few warnings, but you should not get any errors.
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
### Creating a Project with SDL
- Create a project as a `Win32 Application`.
- Create a C++ file for your project.
- Set the C runtime to `Multi-threaded DLL` in the menu:
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
- Add the SDL `include` directory to your list of includes in the menu:
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
*VC7 Specific: Instead of doing this, I find it easier to add the
include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
The "include directory" I am referring to is the `./include` folder.
Now we're going to use the files that we had created earlier in the *Build SDL* step.
Copy the following file into your Project directory:
- `SDL2.dll`
Add the following files to your project (It is not necessary to copy them to your project directory):
- `SDL2.lib`
- `SDL2main.lib`
To add them to your project, right click on your project, and select
`Add files to project`.
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
(e.g. Release,Debug).**
### Hello SDL2
Here's a sample SDL snippet to verify everything is setup in your IDE:
```
#include "SDL.h"
int main( int argc, char* argv[] )
{
const int WIDTH = 640;
const int HEIGHT = 480;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
```
### That's it!
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
### Credits
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)

View File

@@ -1,33 +1,33 @@
PS Vita
=======
SDL port for the Sony Playstation Vita and Sony Playstation TV
Credit to
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
* vitasdk/dolcesdk devs
* CBPS discord (Namely Graphene and SonicMastr)
Building
--------
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
```
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
Notes
-----
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
These renderers support 720p and 1080i resolutions. These can be specified with:
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
anytime before video subsystem initialization.
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
* By default SDL emits mouse events for touch events on every touchscreen.
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
Individual touchscreens can be disabled with:
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
PS Vita
=======
SDL port for the Sony Playstation Vita and Sony Playstation TV
Credit to
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
* vitasdk/dolcesdk devs
* CBPS discord (Namely Graphene and SonicMastr)
Building
--------
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
```
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
Notes
-----
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
These renderers support 720p and 1080i resolutions. These can be specified with:
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
anytime before video subsystem initialization.
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
* By default SDL emits mouse events for touch events on every touchscreen.
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
Individual touchscreens can be disabled with:
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.

View File

@@ -1,58 +1,58 @@
# Windows
## LLVM and Intel C++ compiler support
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
compiler, but you'll have to manually add the "-msse3" command line option
to at least the SDL_audiocvt.c source file, and possibly others. This may
not be necessary if you build SDL with CMake instead of the included Visual
Studio solution.
Details are here: https://github.com/libsdl-org/SDL/issues/5186
## OpenGL ES 2.x support
SDL has support for OpenGL ES 2.x under Windows via two alternative
implementations.
The most straightforward method consists in running your app in a system with
a graphic card paired with a relatively recent (as of November of 2013) driver
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
to ship said extension on Windows currently include nVidia and Intel.
The other method involves using the
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
context is requested and no WGL_EXT_create_context_es2_profile extension is
found, SDL will try to load the libEGL.dll library provided by ANGLE.
To obtain the ANGLE binaries, you can either compile from source from
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
from a recent Chrome/Chromium install for Windows. The files you need are:
- libEGL.dll
- libGLESv2.dll
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
If you compile ANGLE from source, you can configure it so it does not need the
d3dcompiler_* DLL at all (for details on this, see their documentation).
However, by default SDL will try to preload the d3dcompiler_46.dll to
comply with ANGLE's requirements. If you wish SDL to preload
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
details).
Known Bugs:
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value.
## Vulkan Surface Support
Support for creating Vulkan surfaces is configured on by default. To disable
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
use Vulkan graphics in your application.
# Windows
## LLVM and Intel C++ compiler support
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
compiler, but you'll have to manually add the "-msse3" command line option
to at least the SDL_audiocvt.c source file, and possibly others. This may
not be necessary if you build SDL with CMake instead of the included Visual
Studio solution.
Details are here: https://github.com/libsdl-org/SDL/issues/5186
## OpenGL ES 2.x support
SDL has support for OpenGL ES 2.x under Windows via two alternative
implementations.
The most straightforward method consists in running your app in a system with
a graphic card paired with a relatively recent (as of November of 2013) driver
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
to ship said extension on Windows currently include nVidia and Intel.
The other method involves using the
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
context is requested and no WGL_EXT_create_context_es2_profile extension is
found, SDL will try to load the libEGL.dll library provided by ANGLE.
To obtain the ANGLE binaries, you can either compile from source from
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
from a recent Chrome/Chromium install for Windows. The files you need are:
- libEGL.dll
- libGLESv2.dll
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
If you compile ANGLE from source, you can configure it so it does not need the
d3dcompiler_* DLL at all (for details on this, see their documentation).
However, by default SDL will try to preload the d3dcompiler_46.dll to
comply with ANGLE's requirements. If you wish SDL to preload
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
details).
Known Bugs:
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value.
## Vulkan Surface Support
Support for creating Vulkan surfaces is configured on by default. To disable
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
use Vulkan graphics in your application.

View File

@@ -21,7 +21,7 @@ Requirements
(The "Community" editions of Visual C++ do, however, support both
desktop/Win32 and WinRT development).
* A valid Microsoft account - This requirement is not imposed by SDL, but
rather by Microsoft's Visual C++ toolchain. This is required to launch or
rather by Microsoft's Visual C++ toolchain. This is required to launch or
debug apps.
@@ -44,8 +44,8 @@ Here is a rough list of what works, and what doesn't:
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone)
* audio, via SDL's WASAPI backend (if you want to record, your app must
have "Microphone" capabilities enabled in its manifest, and the user must
* audio, via SDL's WASAPI backend (if you want to record, your app must
have "Microphone" capabilities enabled in its manifest, and the user must
not have blocked access. Otherwise, capture devices will fail to work,
presenting as a device disconnect shortly after opening it.)
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
@@ -55,7 +55,7 @@ Here is a rough list of what works, and what doesn't:
SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
note, however, that Windows limits game-controller support in UWP apps to,
"Xbox compatible controllers" (many controllers that work in Win32 apps,
do not work in UWP, due to restrictions in UWP itself.)
do not work in UWP, due to restrictions in UWP itself.)
* multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate.
@@ -199,7 +199,7 @@ libraries such that, when the app is built:
1. each library gets built for the appropriate CPU architecture(s) and WinRT
platform(s).
2. each library's output, such as .dll files, get copied to the app's build
2. each library's output, such as .dll files, get copied to the app's build
output.
To set this up for SDL/WinRT, you'll need to run through the following steps:
@@ -245,12 +245,12 @@ To change these settings:
7. edit the "Additional Include Directories" setting, and add a path to SDL's
"include" directory
8. **Optional: to enable compilation of C code:** change the setting for
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
working with a completely C++ based project, this step can usually be
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
working with a completely C++ based project, this step can usually be
omitted.
9. **Optional: to disable precompiled headers (which can produce
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
list, select "Precompiled Headers", then change the setting for "Precompiled
9. **Optional: to disable precompiled headers (which can produce
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
list, select "Precompiled Headers", then change the setting for "Precompiled
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
10. close the dialog, saving settings, by clicking the "OK" button
@@ -267,7 +267,7 @@ A few files should be included directly in your app's MSVC project, specifically
To include these files for C/C++ projects:
1. right-click on your project (again, in Visual C++'s Solution Explorer),
1. right-click on your project (again, in Visual C++'s Solution Explorer),
navigate to "Add", then choose "Existing Item...".
2. navigate to the directory containing SDL's source code, then into its
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
@@ -282,8 +282,8 @@ To include these files for C/C++ projects:
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
8. click the OK button. This will close the dialog.
**NOTE: C++/CX compilation is currently required in at least one file of your
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
**NOTE: C++/CX compilation is currently required in at least one file of your
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
@@ -293,37 +293,37 @@ first <PropertyGroup> block in your Visual Studio project file.
### 6. Add app code and assets ###
At this point, you can add in SDL-specific source code. Be sure to include a
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
should be able to create a single `SDL_Window` (WinRT apps can only have one
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
draw content. Events are received via SDL's usual event functions
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
you can start adding them to the project now. If not, or if you would like to
make sure that you're setup correctly, some short and simple sample code is
At this point, you can add in SDL-specific source code. Be sure to include a
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
should be able to create a single `SDL_Window` (WinRT apps can only have one
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
draw content. Events are received via SDL's usual event functions
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
you can start adding them to the project now. If not, or if you would like to
make sure that you're setup correctly, some short and simple sample code is
provided below.
#### 6.A. ... when creating a new app ####
If you are creating a new app (rather than porting an existing SDL-based app),
or if you would just like a simple app to test SDL/WinRT with before trying to
get existing code working, some working SDL/WinRT code is provided below. To
If you are creating a new app (rather than porting an existing SDL-based app),
or if you would just like a simple app to test SDL/WinRT with before trying to
get existing code working, some working SDL/WinRT code is provided below. To
set this up:
1. right click on your app's project
2. select Add, then New Item. An "Add New Item" dialog will show up.
3. from the left-hand list, choose "Visual C++"
4. from the middle/main list, choose "C++ File (.cpp)"
5. near the bottom of the dialog, next to "Name:", type in a name for your
5. near the bottom of the dialog, next to "Name:", type in a name for your
source file, such as, "main.cpp".
6. click on the Add button. This will close the dialog, add the new file to
6. click on the Add button. This will close the dialog, add the new file to
your project, and open the file in Visual C++'s text editor.
7. Copy and paste the following code into the new file, then save it.
```c
#include <SDL.h>
int main(int argc, char **argv)
{
SDL_DisplayMode mode;
@@ -331,7 +331,7 @@ int main(int argc, char **argv)
SDL_Renderer * renderer = NULL;
SDL_Event evt;
SDL_bool keep_going = SDL_TRUE;
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
return 1;
} else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
@@ -339,14 +339,14 @@ int main(int argc, char **argv)
} else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
return 1;
}
while (keep_going) {
while (SDL_PollEvent(&evt)) {
if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
keep_going = SDL_FALSE;
}
}
}
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
@@ -359,41 +359,41 @@ int main(int argc, char **argv)
#### 6.B. Adding code and assets ####
If you have existing code and assets that you'd like to add, you should be able
If you have existing code and assets that you'd like to add, you should be able
to add them now. The process for adding a set of files is as such.
1. right click on the app's project
2. select Add, then click on "New Item..."
3. open any source, header, or asset files as appropriate. Support for C and
3. open any source, header, or asset files as appropriate. Support for C and
C++ is available.
Do note that WinRT only supports a subset of the APIs that are available to
Win32-based apps. Many portions of the Win32 API and the C runtime are not
Do note that WinRT only supports a subset of the APIs that are available to
Win32-based apps. Many portions of the Win32 API and the C runtime are not
available.
A list of unsupported C APIs can be found at
A list of unsupported C APIs can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
General information on using the C runtime in WinRT can be found at
General information on using the C runtime in WinRT can be found at
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
A list of supported Win32 APIs for WinRT apps can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at
A list of supported Win32 APIs for WinRT apps can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
### 7. Build and run your app ###
Your app project should now be setup, and you should be ready to build your app.
To run it on the local machine, open the Debug menu and choose "Start
Debugging". This will build your app, then run your app full-screen. To switch
out of your app, press the Windows key. Alternatively, you can choose to run
your app in a window. To do this, before building and running your app, find
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
this by clicking on the arrow on the right side of the list, then click on
Simulator. Once you do that, any time you build and run the app, the app will
Your app project should now be setup, and you should be ready to build your app.
To run it on the local machine, open the Debug menu and choose "Start
Debugging". This will build your app, then run your app full-screen. To switch
out of your app, press the Windows key. Alternatively, you can choose to run
your app in a window. To do this, before building and running your app, find
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
this by clicking on the arrow on the right side of the list, then click on
Simulator. Once you do that, any time you build and run the app, the app will
launch in window, rather than full-screen.
@@ -406,37 +406,37 @@ Windows 8.x that ran primarily on ARM-based tablet computers.
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
debugs ARM-based apps via IP networks.
- change a few options on the development machine, both to make sure it builds
for ARM (rather than x86 or x64), and to make sure it knows how to find the
- change a few options on the development machine, both to make sure it builds
for ARM (rather than x86 or x64), and to make sure it knows how to find the
Windows RT device (on the network).
Microsoft's Remote Debugger can be found at
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
that separate versions of this debugger exist for different versions of Visual
Microsoft's Remote Debugger can be found at
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
that separate versions of this debugger exist for different versions of Visual
C++, one each for MSVC 2015, 2013, and 2012.
To setup Visual C++ to launch your app on an ARM device:
1. make sure the Remote Debugger is running on your ARM device, and that it's on
1. make sure the Remote Debugger is running on your ARM device, and that it's on
the same IP network as your development machine.
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
it, then change the value to "ARM".
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
do this:
1. open the app project's properties
2. select "Debugging"
3. next to "Machine Name", enter the hostname or IP address of the ARM
3. next to "Machine Name", enter the hostname or IP address of the ARM
device
4. if, and only if, you've turned off authentication in the Remote Debugger,
then change the setting for "Require Authentication" to No
5. click "OK"
4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You
do, unfortunately, need to log in here, and will need to follow the
subsequent registration steps in order to launch the app. After you do so,
if the app didn't already launch, try relaunching it again from within Visual
4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You
do, unfortunately, need to log in here, and will need to follow the
subsequent registration steps in order to launch the app. After you do so,
if the app didn't already launch, try relaunching it again from within Visual
C++.

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -125,12 +125,10 @@ typedef struct SDL_AssertData
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
@@ -151,9 +149,7 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
@@ -164,8 +160,6 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -249,9 +249,8 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
#define SDL_CPUPauseInstruction() __yield()
#elif defined(__WATCOMC__) && defined(__386__)
/* watcom assembler rejects PAUSE if CPU < i686, and it refuses REP NOP as an invalid combination. Hardcode the bytes. */
extern __inline void SDL_CPUPauseInstruction(void);
#pragma aux SDL_CPUPauseInstruction = "db 0f3h,90h"
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
#else
#define SDL_CPUPauseInstruction()
#endif

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -169,13 +169,13 @@ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
* The calculated values in this structure are calculated by SDL_OpenAudio().
*
* For multi-channel audio, the default SDL channel mapping is:
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR LFE BL BR (4.1 surround)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR LFE BL BR (4.1 surround)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
*/
typedef struct SDL_AudioSpec
{

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -52,7 +52,7 @@ typedef enum
dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
dstA = dstA */
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -332,6 +332,7 @@
#cmakedefine SDL_INPUT_LINUXEV @SDL_INPUT_LINUXEV@
#cmakedefine SDL_INPUT_LINUXKD @SDL_INPUT_LINUXKD@
#cmakedefine SDL_INPUT_FBSDKBIO @SDL_INPUT_FBSDKBIO@
#cmakedefine SDL_INPUT_WSCONS @SDL_INPUT_WSCONS@
#cmakedefine SDL_JOYSTICK_ANDROID @SDL_JOYSTICK_ANDROID@
#cmakedefine SDL_JOYSTICK_HAIKU @SDL_JOYSTICK_HAIKU@
#cmakedefine SDL_JOYSTICK_WGI @SDL_JOYSTICK_WGI@
@@ -359,6 +360,7 @@
#cmakedefine SDL_HAPTIC_XINPUT @SDL_HAPTIC_XINPUT@
#cmakedefine SDL_HAPTIC_ANDROID @SDL_HAPTIC_ANDROID@
#cmakedefine SDL_LIBUSB_DYNAMIC @SDL_LIBUSB_DYNAMIC@
#cmakedefine SDL_UDEV_DYNAMIC @SDL_UDEV_DYNAMIC@
/* Enable various sensor drivers */
#cmakedefine SDL_SENSOR_ANDROID @SDL_SENSOR_ANDROID@
@@ -539,7 +541,9 @@
#cmakedefine SDL_VIDEO_VITA_PVR @SDL_VIDEO_VITA_PVR@
#cmakedefine SDL_VIDEO_VITA_PVR_OGL @SDL_VIDEO_VITA_PVR_OGL@
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#cmakedefine SDL_HAVE_LIBDECOR_GET_MIN_MAX @SDL_HAVE_LIBDECOR_GET_MIN_MAX@
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -491,4 +491,7 @@
/* Enable dynamic libsamplerate support */
#undef SDL_LIBSAMPLERATE_DYNAMIC
/* Libdecor get min/max content size functions */
#undef SDL_HAVE_LIBDECOR_GET_MIN_MAX
#endif /* SDL_config_h_ */

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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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