Commit graph

1788 commits

Author SHA1 Message Date
Ryan C. Gordon
afa70ff8df Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
  hides the menu bar, but you can slide between Spaces and Command-Tab between
  apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
  window decoration and menubar item. As far as the app is concerned, this is
  no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
  since Spaces can't enforce the requested resolution. It's a perfect match
  for FULLSCREEN_DESKTOP, though, so this is all automated now.
2014-03-02 12:45:51 -05:00
Sam Lantinga
b2c4391ab7 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear. 2014-03-01 12:21:15 -08:00
Sam Lantinga
3dfda84048 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
David Ludwig
40b6f9290b WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.

By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app.  More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx

To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1.  Setting it to anything else will cause these events to not be marked as 'handled'.

Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered.  Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
2014-01-26 08:06:36 -05:00
David Ludwig
4c397e686a WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled.  Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm.  This is needed to pass Windows Store app-certification.

Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.

Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy.  Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
2014-01-01 16:05:37 -05:00
David Ludwig
fcbc582b23 WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
2013-12-21 10:08:11 -05:00
Sam Lantinga
6c4e7ebabe Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00
Philipp Wiesemann
6b77a0bcbf Fixed documentation comments in SDL_hints.h file. 2014-02-16 00:04:15 +01:00
Sam Lantinga
04fc41aee6 Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga
2d76dd6a5d Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
2014-02-13 11:05:30 -08:00
Sam Lantinga
714ed7849a Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Sam Lantinga
f656316b9f Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
f81a5b5fbd Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga
e49f7fcdf8 Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Ryan C. Gordon
5fea7acdd4 Make non-Clang compilers happy. 2014-02-07 11:55:13 -05:00
Ryan C. Gordon
e288488534 Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...

    SDL_assert(ptr != NULL);

...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.

Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.

Static analysis is fun!

--HG--
extra : rebase_source : 2402b4ad23f780f4690b404dfd331f9977effe94
2014-02-07 11:52:35 -05:00
Ryan C. Gordon
e11eb2b184 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
2014-02-05 00:34:26 -05:00
Ryan C. Gordon
cd64be14c5 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
--HG--
extra : rebase_source : 46c4eb0b9b5aaf0f97ccf21036a0462a585b3ba8
2014-02-04 11:38:40 -05:00
Ryan C. Gordon
5704cde18b Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon
e242c2f9f4 Added some SysWM bits for Mir.
--HG--
extra : rebase_source : e02d7f813f5b5a5af2a546c29af91ed16e038752
extra : histedit_source : 0f7c419f2002c176606b30e87f94049287bf3aac
2014-02-02 23:53:48 -05:00
Ryan C. Gordon
adb4d0965e Added Mir video target (thanks, Brandon!).
--HG--
extra : rebase_source : 9564f37024fe0ffe8139803eeb198c9a1fd142d9
extra : histedit_source : 872a8f12b9891854366f6932c7240fca7c2fad9a%2Ca3feb8654d46fbe0caeea33ccbc90e4b457dbc11
2014-02-02 23:41:46 -05:00
Philipp Wiesemann
7bcac08401 Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
2014-02-02 20:55:42 +01:00
Sam Lantinga
d7940a513e Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Sam Lantinga
420a70436c Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
2014-02-02 00:33:31 -08:00
Jørgen P. Tjernø
d17c440442 Add SDL_GL_ResetAttributes.
--HG--
extra : rebase_source : 0a6fd1c977ab93ba651adaae3fa5a71d7c69fa8e
2014-01-29 18:38:13 -08:00
Sam Lantinga
a09aac7720 Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows.  Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those.  The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format.  To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom().  When I do this, SDL_CreateWindowFrom() will:

1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.

I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.

CR: SamL

Some pseudocode that shows how this is used in Source2:

HWND hExternalHwnd; // HWND that was established outside of SDL

// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );

// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );

// Create the secondary window.  This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );

// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window

// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
2014-01-30 12:30:40 -08:00
Gabriel Jacobo
69734c6913 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
2014-01-28 09:13:46 -03:00
Gabriel Jacobo
774a9eed75 Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Ryan C. Gordon
63256a2384 Implemented the Dynamic API magic.
--HG--
extra : rebase_source : 38f639089d3d142895d5cf106919a0bfbb65c5ed
2013-12-09 16:03:18 -05:00
David Ludwig
a21be44a15 WinRT: removed a now-complete TODO comment regarding Direct3D 11 2013-11-29 00:21:56 -05:00
David Ludwig
a4f050087d WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig
603365be1e WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state 2013-11-28 22:59:21 -05:00
David Ludwig
ebfac58560 WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
Gabriel Jacobo
7e840cc03e Fixes #2271, Add KD detection under CMake by Scott Percival 2013-11-26 11:50:54 -03:00
Ryan C. Gordon
de59025dac We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.

--HG--
extra : rebase_source : fef7988e29ab9293c7ae9ba3cff3f86c7e59e345
2013-11-24 23:36:15 -05:00
Ryan C. Gordon
3003efb88d Added SDL_vsscanf().
--HG--
extra : rebase_source : 088d093790a7ed95d73c307523587e95c8356f4b
2013-11-24 23:35:38 -05:00
Ryan C. Gordon
4b0089b843 Moved atomic API implementation out of headers.
--HG--
extra : rebase_source : 71f9b298ea312a5957cd761163f812750fb66899
2013-11-24 21:04:51 -05:00
Sam Lantinga
a7694dea9a Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.

CR: saml
2013-12-27 10:18:11 -08:00
Gabriel Jacobo
5f5b667aa3 Implements touch support on QTWayland. Contributed by Thomas Perl. 2013-12-27 09:29:39 -03:00
Sam Lantinga
134d56c6d9 Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"

When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
2013-12-23 17:37:22 -08:00
Sam Lantinga
11fc41fde2 Added support for double-clicks, through a new "clicks" field in the mouse button event. 2013-12-23 12:17:52 -08:00
Gabriel Jacobo
fc92786842 [Android] Define SDL_VIDEO_OPENGL_ES2 2013-12-16 10:03:26 -03:00
Gabriel Jacobo
3308d271b5 Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Ryan C. Gordon
924207a299 Hook up SDL_acos and SDL_asin properly. 2013-12-09 15:17:20 -05:00
Sam Lantinga
b23701455b Added missing header for file IO 2013-12-05 09:54:22 -08:00
Gabriel Jacobo
137f4aedc1 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.

controllermap can now skip bindings by pressing space or clicking/touching the
screen.
2013-12-03 12:01:28 -03:00
Gabriel Jacobo
64ff6df0b8 Adds SDL_GameControllerAddMappingsFromFile 2013-12-02 19:34:08 -03:00
Ryan C. Gordon
d2671e8a86 Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.

--HG--
extra : rebase_source : ba28833dc17e3cb29c4566c7396f5e005d448576
2013-11-23 15:52:49 -05:00
Gabriel Jacobo
f21d3e7e2a OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Sam Lantinga
e29d5bd5db Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain

Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.

--HG--
extra : rebase_source : 3c92b648c11366af38fac18df85eb7d5da6fe292
2013-11-16 18:56:02 -08:00