Franz Schrober
Attached is my patch. It ensures that the values are correctly limitted between -32767 and 32767 (otherwise the negator - and the conversion to sint16 would corrupt the result)
I am using Motioninjoy (Dualshock 3 Sixaxxis controller on Windows 7) together with a recent SDL2 (post rc1) and noticed with the testjoystick binary that the axis 3 (left analog up/down) jumps when going in down direction from 32257 to -32768. This seems obviously wrong and I have never seen this before. In my games the people are now going backwards before they start to sprint forward when the player actually wants to run as fast as possible backwards. This also happens on the axis 2 (right analog stick up/down)
This problem doesn't happen in DX mode
Charles Huber
If SDL_CreateTexture() takes the !IsSupportedFormat() path it will return a SDL_Texture* with a NULL driverdata member.
If you then SDL_GL_BindTexture() this will cause a segfault in GL_BindTexture() when it unconditionally dereferences driverdata.
Philipp Wiesemann
SDL_Keysym contains a deprecated field for unicode which may be removed for SDL 2.0 release.
As far as I can tell the field is not set on all "major" platforms and therefore will not be useful for most users. Its existence in a public header therefore becomes (in my opinion) only confusing.
Isaac Burns
I wanted to suggest a few changes I've found that help the Android build. By adding LOCAL_EXPORT_C_INCLUDES to the Android.mk file, anything that references the SDL Android project will inherit the include paths.
buckyballreaction
On some Windows systems, when switching from fullscreen to windowed mode in my game, the CPU will spike and the application never shows the window again.
See the part of the e-mail thread here:
http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-June/088626.html
I change the window by calling:
SDL_SetWindowFullscreen(gScreenInfo.sdlWindow, SDL_FALSE);
SDL_SetWindowSize(gScreenInfo.sdlWindow, sdlWindowWidth, sdlWindowHeight);
which you can see in our source:
https://code.google.com/p/bitfighter/source/browse/zap/VideoSystem.cpp#377
Then all of a sudden the application gets stuck in WIN_PumpEvents() in SDL_windowsevents.c. I turned on WMMSG_DEBUG and found that there was an endless stream of WM_EVENT messages. I also found that where WM_PAINT is being handled in the callback WIN_WindowProc(), ValidateRect is somehow not clearing, or it is persisting, the WM_EVENT message like it's supposed to (according to the docs).
This may be a hardware issue. The issue has appeared on three different systems, one of them sporadically:
- Windows XP SP3 running in VMware 9.0 (without VMWare 3D acceleration, but with the tools and drivers installed), Host: openSUSE 12.3 x86_64, NVidia NVS 3100M
- Windows XP SP3 64bit running in VirtualBox, Host: Debian Wheezy (stable), Mobility Radeon HD 4100 (this was the sporadic one)
- Windows 7 64 bit, Radeon 6770
This will help reduce issues like that reported in bug 1819:
Wouter van Oortmerssen 2013-04-23 20:12:07 EDT
#0 0x01d1e881 in __HALT ()
#1 0x01c58971 in _CFRuntimeCreateInstance ()
#2 0x02e4acc1 in GSFontCreateWithName ()
#3 0x00adc0e1 in UINewFont ()
#4 0x00adc24c in +[UIFont systemFontOfSize:traits:] ()
#5 0x00adc298 in +[UIFont systemFontOfSize:] ()
#6 0x009fb5d9 in +[UITextFieldLabel defaultFont] ()
#7 0x00a8ccd5 in -[UILabel _commonInit] ()
#8 0x00a8ce14 in -[UILabel initWithFrame:] ()
#9 0x00a052eb in -[UITextField createTextLabelWithTextColor:] ()
#10 0x009fbede in -[UITextField initWithFrame:] ()
#11 0x00152ead in -[SDL_uikitview initializeKeyboard] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:208
#12 0x0015290c in -[SDL_uikitview initWithFrame:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:50
#13 0x00153b5b in -[SDL_uikitopenglview initWithFrame:scale:retainBacking:rBits:gBits:bBits:aBits:depthBits:stencilBits:majorVersion:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopenglview.m:53
#14 0x001524ff in UIKit_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopengles.m:114
#15 0x0015078f in SDL_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/SDL_video.c:2666
#16 0x000d8c5c in SDLInit(char const*, vec<int, 2>&) at /Users/aardappel/lobster/dev/xcode/lobster/../../src/sdlsystem.cpp:193
This changes makes it so that you only receive joystick (and implicitly
gamecontroller) input events when your application has keyboard focus.
If you'd like to still receive events when your application is in the
background, set the SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint to "1".
This fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1892
This fixes an issue where we were using the wrong macros to extract the position from WM_MOUSEMOVE, so negative values were behaving incorrectly.
These would be generated in multimon situations, or if you use SetCapture.
Fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1175
We get an WM_MOUSELEAVE when we switch to relative mode, even though the cursor is still in the window.
Ignoring this event to not end up with a NULL mouse focus.
This fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1861