Commit graph

1821 commits

Author SHA1 Message Date
Sam Lantinga
b88aaba9c1 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Sam Lantinga
c759387989 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
2019-12-20 20:12:03 -08:00
Sam Lantinga
b560b700c4 Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee 2019-12-19 15:01:35 -08:00
Sam Lantinga
9c591a8538 Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Ozkan Sezer
9bb60d130b SDL_gamecontroller.h: remove comma at end of enumerator list 2019-11-23 03:28:02 +03:00
Sam Lantinga
e061577afb Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Ozkan Sezer
ef80e4516b updated os/2 config file 2019-11-21 11:33:50 +03:00
Ozkan Sezer
2485c440fb CMakeLists.txt: add several missing function checks for unix case. 2019-11-21 10:33:56 +03:00
Sam Lantinga
7b8e308a67 Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp() 2019-11-20 16:42:50 -08:00
Ozkan Sezer
79725cdb32 added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Cameron Cawley
935a136364 Added SDL_PIXELFORMAT_BGR444 2019-11-02 22:58:52 +00:00
Sam Lantinga
3ea1eb5600 SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior 2019-11-13 14:24:48 -08:00
EXL
78010bafad haiku: Implement message box for Haiku
Add implementation for functions:

SDL_ShowSimpleMessageBox()
SDL_ShowMessageBox()

Add simple customization support also.
Fix build for x86_gcc2.

Partially fixes Bugzilla #4442.

--HG--
extra : amend_source : 1bada5c1e8f4b81a40bca7158c404b88a97d3dbc
2019-11-11 16:44:40 -05:00
Ryan C. Gordon
a5c53f9dc1 Fixed a comment typo (thanks, Dominus!).
https://twitter.com/iniquitatis/status/1190064278365188102
2019-11-01 04:32:44 -04:00
Ryan C. Gordon
e4bba9687d cmake: added support for enabling the ARM SIMD/NEON code. 2019-10-24 23:17:19 -04:00
Ben Avison
7ddb7981d8 ARM: Create configure option --enable-arm-neon to govern assembly optimizations
--HG--
extra : histedit_source : ae8cebdb416b6b808acab37128921d82105079cc
2019-10-24 21:17:05 -04:00
Ben Avison
fd7508ad61 ARM: Create configure option --enable-arm-simd to govern assembly optimizations
--HG--
extra : histedit_source : 12ab7dd2b55b3aea44b60ad153a73bd41d81f3fb
2019-10-24 21:12:08 -04:00
Ozkan Sezer
0841f17433 SDL_endian.h: Use endian.h for OpenBSD.
Patch from OpenBSD CVS, authored by Donovan Watteau.
2019-10-21 22:22:28 +03:00
Ozkan Sezer
c4ca9ebdfe Fix typo with __MIPSEB__ preprocessor check (bug #4836.)
Patch from Simon Howard
2019-10-21 10:20:25 +03:00
Sam Lantinga
0fdabf6b9c Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting. 2019-10-17 17:32:47 -07:00
Ryan C. Gordon
06d5992f30 x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).

Fixes Bugzilla #4706.

--HG--
extra : histedit_source : 962212cab88ecd1230ec4f491505c88d67085b53
2019-10-15 22:36:08 -04:00
Ryan C. Gordon
ae447943ff include: Removed a FIXME comment.
Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but
it makes it harder to look up these flags when debugging an app. The value
has to be written once by one person, the has to be read by tons of people
over and over.
2019-10-15 14:17:32 -04:00
Sylvain Becker
3b9066d478 Remove 'Enum' suffixes (bug 4813) 2019-10-11 06:18:24 +02:00
Sylvain Becker
81a0f46566 Fixed bug 4813 - Give enums their own name
* SDL_PIXELTYPE_
* SDL_BITMAPORDER_
* SDL_PACKEDORDER_
* SDL_ARRAYORDER_
* SDL_PACKEDLAYOUT_
* SDLK_
* SDL_LOG_CATEGORY_
2019-10-10 17:40:00 +02:00
Ozkan Sezer
1bd9e1d4dc endpointvolume.h checks not needed since changeset 13078:ae4f9911321a . 2019-10-01 14:00:02 +03:00
Sylvain Becker
72bbc9de9d Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Brandon Schaefer
937d0c8ded offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
  as well as allows for multiple GPUs to be used for headless rendering

Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
2019-09-24 16:36:48 -04:00
David Ludwig
36e1615cf0 CMake: iOS support added
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)

To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK>  (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")

Examples:
- for Simulator, using the latest, installed SDK:
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64

- for Device, using the latest, installed SDK, 64-bit only
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64

- for Device, using the latest, installed SDK, mixed 32/64 bit
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"

- for Device, using a specific SDK revision (iOS 12.4, in this example):
    cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64

- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
    cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64

--HG--
extra : rebase_source : 0c6beeec1886332c685dad6c665085ed4e7f2a3e
2019-08-27 11:07:43 -04:00
Ozkan Sezer
d6fd87993c SDL_messagebox.h: remove comma at end of enumerator list 2019-09-22 21:41:20 +03:00
Sam Lantinga
455a109d79 Updated SDL development builds to version 2.0.11 2019-09-22 10:37:16 -07:00
Sam Lantinga
7af6f1bab9 Don't have Windows headers define min/max, in case they're defined by application code 2019-09-11 15:08:37 -07:00
Sam Lantinga
cc181908f0 x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Ryan C. Gordon
cf6b9e8180 stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4().
Fixes Bugzilla #4724.

--HG--
extra : rebase_source : 09a73f9539ef4b5086c68dcbd42be5944b551fa8
2019-09-04 00:39:47 -04:00
Sam Lantinga
9a01434255 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
2019-08-08 13:26:05 -07:00
Alex Szpakowski
0ba98cae5f Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Sam Lantinga
ac6485552e Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left.  If neither is specified it'll be some platform default.
2019-08-02 17:19:50 -07:00
Alex Szpakowski
d34695ffd4 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Ethan Lee
55c49e7d33 hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.

Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
2019-07-31 12:20:55 -04:00
Ozkan Sezer
ab8f831379 Fix bug 4746 - introduce SDL_zeroa macro. 2019-07-31 01:22:02 +03:00
Alex Szpakowski
9f568ea83a macOS: fix atomics using deprecated functions instead of compiler intrinsics, when SDL is built with the Xcode project. 2019-07-27 14:08:51 -03:00
Ryan C. Gordon
d94ce6c016 cmake: Added HIDAPI support.
--HG--
extra : rebase_source : 0b5f91722b2552f1f047e67a1f9c6a19be93c20d
2019-07-08 16:46:52 -04:00
Sam Lantinga
ebf3889389 Fixed memory barrier macro check so it isn't quite so fragile 2019-06-30 23:58:31 -07:00
Sam Lantinga
68d873f3e6 Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.

I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
2019-06-30 23:26:16 -07:00
Ozkan Sezer
01ec6cbd48 define __ARM_NEON for Windows only if _M_ARM or _M_ARM64 is defined. fixes Visual Studio builds. 2019-06-25 11:47:02 +03:00
Sam Lantinga
f36c6a4c04 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Sam Lantinga
973ced4ffe Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility. 2019-06-18 06:53:32 -07:00
Sam Lantinga
a288bb0eca Updated version to 2.0.10 2019-06-17 10:13:28 -07:00
Sam Lantinga
7982263c9c Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau

Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).

There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.

[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
2019-06-11 18:13:46 -07:00
Sam Lantinga
b689dae897 Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings 2019-06-10 08:46:20 -07:00
Sam Lantinga
03746a249a Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.

I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
2019-06-09 12:46:10 -07:00