Proton uses this on Linux to determine what the XInput slot is for the gamepad. Other applications will get the real controller name and VID/PID by virtue of the code in SDL_steam_virtual_gamepad.c
(cherry picked from commit 361cae0874)
I _did_ appreciate the explanation, but it doesn't have to live in the
source code; also we can just release `devuid` and then check for error with
the usual macro, since SDL is done with it either way at this point.
(cherry picked from commit 17af09f3a9)
When they are in simple report mode, the thumbstick gets turned into a digital hat, so let's use them in full report mode.
(cherry picked from commit bf27269952)
This fixes numerous problems regarding dead keys on Wayland. Most
notably, Wayland was enforcing dead keys on SDL_KEYDOWN and SDL_KEYUP
events, which caused unresponsiveness on keys that were mapped to dead
keys (tilde on US-Intl is most notable for this, commonly used as a
console key).
When starting text input, not all state was reset properly. The text
input protocol requires to be re-enabled every time text input changes,
which SDL did not do. Also, XKB compose state was not reset at all,
causing composite and dead keys to carry over from when text input was
disabled.
Libdecor windows will have this done during the first frame configure, but bare xdg-toplevel windows need it set explicitly, or a non-resizable window might be able to be resized.
This breaks applications using them in DirectInput mode, which isn't worth just getting battery status. We'll turn on enhanced mode if the application enables sensors.
(cherry picked from commit a87fa020ac)
Noticed this in SDL-1.2 where gcc-13 emits a -Wuse-after-free warning.
No such warning in SDL2 and SDL3, because unlike SDL1.2, SDL_realloc()
is not a macro expanding to libc realloc(). It warns, of course, if
SDL_realloc() is replaced with plain realloc():
src/stdlib/SDL_iconv.c: In function 'SDL_iconv_string_REAL':
src/stdlib/SDL_iconv.c:824:39: warning: pointer 'oldstring' may be used after 'realloc' [-Wuse-after-free]
824 | outbuf = string + (outbuf - oldstring);
| ~~~~~~~~^~~~~~~~~~~~
src/stdlib/SDL_iconv.c:818:30: note: call to 'realloc' here
818 | string = (char *)realloc(string, stringsize + sizeof(Uint32));
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(cherry picked from commit 2205626816)
Noticed this in SDL-1.2 in a gcc-13 build, which emitted the following
warning: (No such warnings in SDL2 and SDL3, due to macro differences)
./src/video/x11/SDL_x11sym.h:84:48: warning: argument 2 of type 'char *' declared as a pointer [-Warray-parameter=]
84 | SDL_X11_SYM(int,XQueryKeymap,(Display* a,char *b),(a,b),return)
| ~~~~~~^
./src/video/x11/SDL_x11dyn.c:95:15: note: in definition of macro 'SDL_X11_SYM'
95 | rc fn params { ret p##fn args ; }
| ^~~~~~
In file included from ./src/video/x11/SDL_x11dyn.h:27,
from ./src/video/x11/SDL_x11dyn.c:26:
/usr/include/X11/Xlib.h:2980:5: note: previously declared as an array 'char[32]'
2980 | char [32] /* keys_return */
| ^~~~~~~~~
The original actually was char[32] but was changed with
8ada1e8a6e
(https://bugzilla.libsdl.org/show_bug.cgi?id=170https://github.com/libsdl-org/SDL-1.2/issues/101)
(cherry picked from commit b2fca55e5c)
This changes the `SDL_EVENTS_DISABLED` path's return value from SDL_DISABLE
to SDL_IGNORE to match expectations, but doesn't actually change the ABI,
since these two symbols are both zero.
Fixes https://github.com/libsdl-org/sdlwiki/issues/460
Closing a device file takes 0.01 to 0.5s, which can add up to
significant startup delays. The udev classification does not
require opening the actual device files, so, use it if possible,
and only fall back to opening the device and probing otherwise.
LINUX_JoystickInit does a manual scan first so devices are sorted.
If SDL_UDEV_Init hasn't run by then, then the product info cannot
be looked up by SDL_UDEV_GetProductInfo and the initial-plugged-
in-device classification falls back to heuristic guessing.
XWayland seems to require that the pointer be hidden when it is warped, so hide and show the pointer when warping, if required.
Note that XWayland still only allows warping within the window, so attempts to warp to global coordinates outside the window won't work.
(cherry picked from commit a845c7027e)
For whatever reason, `ExtractIconEx` returns icons whose sizes are
inappropriate for the current DPI, resulting in terribly-blurry
window icons at higher DPIs.
To solve this, the window icon is now set to the first icon group
that is present in the executable. This behaviour should match what
Explorer does. By selecting an icon group instead of a specific icon,
Windows is free to select the icon within the group that best suits
the current DPI.
This fixes an macOS bug that is only known to occur in fullscreen windows on the built-in displays of newer MacBooks with camera notches. When the mouse is moved near the top of such a window (within about 44 units) and then moved back down, the cursor rects aren't respected. This can cause the default cursor to be visible when it should not be.
I believe there was a O(n^2) device walking issues on startup
- MaybeAddDevice gets called for every device at startup
- MaybeAddDevice calls IsJoystick
- IsJoystick calls SDL_UDEV_GetProductInfo
- SDL_UDEV_GetProductInfo calls udev_enumerate_scan_devices
- udev_enumerate_scan_devices walks all the devices
Prior to commit 3b1e0e1 this was mostly masked as IsJoystick only
called SDL_UDEV_GetProductInfo when a JSIOCGNAME ioctl was
successful. This fixes the O(n^2) behaviour by directly getting
the device via udev_device_new_from_devnum (based on type, major,
and minor number) instead of enumerating everything via
udev_enumerate_scan_devices and matching on name.
if all one needs is a raw framebuffer to the PSP's vram,
instead of dealing with renderers and textures, that need to be
copied hence and forth, this method allows one to create a window,
set the pixel format using SDL_SetWindowDisplayMode() - preferably
BGR565 for optimal speed (the other possible natively supported
option is ABGR8888) - and then request SDL_GetWindowSurface(),
which provides one with a surface with direct framebuffer access.
note that the pixels pointer inside the surface will be switched
after each call because of double-buffering.
it's advisable to overwrite all pixels of the PSP visible area
(480x272) to not encounter old data.
after writing the pixels, a call to SDL_UpdateWindowSurface()
sends the changes to the graphics chip.
the result is a raw framerate of 250 fps with BGR565 mode, under
optimal circumstances - i.e. nothing else is done than drawing,
and the drawing loop is as simple as possible.
that leaves about 12 ms per frame for other tasks and still allow
a fluent 60 fps.
This fixes getting a deflected axis as the first buffered input reading on a generic USB controller (G-Shark GS-GP702)
(cherry picked from commit 70b0d33106)
- The name for simplified Chinese should be `zh_CN`.
- Ensure `cfguExit` is called even if `CFGU_GetSystemLanguage` failed.
(cherry picked from commit 390fff4ae0)
By using the SDL_WaitEventTimeout_Device() path even when polling is required,
we can still achieve sub-millisecond latency for non-gamepad/sensor events when
a gamepad or sensor is in use by the application.
using the blocking sceCtrlReadBufferPositive() effectively turns SDL_PollEvent() into WaitForVblank(), because the functions does exactly that if no input is buffered.
due to this, calling SDL_PollEvent() once per frame averaged in 7 ms delay out of the available 16ms budget to get a frame calculated and drawn to achieve 60 fps.
The CRC is used to distinguish between different controllers that have the same VID/PID, so if the CRC doesn't match, it's probably a different controller that we don't know about.
Fixes https://github.com/libsdl-org/SDL/issues/9265
(cherry picked from commit 30e93b40c2)
Use memfd_create() to allocate the temporary SHM backing file in memory, and set the size with posix_fallocate(), which will return an error on insufficient space vs ftruncate(), which will silently succeed and allow a SIGBUS error to occur if the unbacked memory is accessed.
Additionally, make the legacy path more robust by unlinking the temp file, so it won't persist after close, and unmapping the shared memory buffer.
(cherry picked from commit 9bdb992925)
This broke support for the Hori Fighting Stick EX2, which gets a good mapping if the automatic mapping is allowed to create one.
If the original controller needs a mapping, it should be added with a crc, since that VID/PID combination is used by several HORI controllers.
(cherry picked from commit d79f865251)
On Android, HIDAPI prompts for permissions and acquires exclusive access to the device, and on Apple mobile platforms it doesn't do anything except for handling Bluetooth Steam Controllers.
Fixes https://github.com/libsdl-org/SDL/issues/9241
(cherry picked from commit e3cf2e4794)
In particular this affects the doomsday game engine if no joystick or
gamepad is attached.
(cherry picked from commit 0dfdf1f3f2)
[smcv: Also included minor adjustment from https://github.com/libsdl-org/SDL/pull/9233]
This uses the same chipset as the DragonRise Inc. Generic USB Joystick, which many manufacturers use for different products with different mappings.
In order to add a mapping for a controller using this chipset, we need a unique crc for the device name.
(cherry picked from commit 8d8076263e)
The removal of a wl_output may not be accompanied by leave events for the surfaces present on it. Ensure that no window continues to hold a reference to a removed output.
The resize/move/raise calls when changing a window's min/max size are redundant, as the video core will call the X11_SetWindowSize() function after the change, and the resize function will perform whatever actions are necessary.
- Move legacy name choice to a separate function, so we can `return` a
string in one line instead of assign a variable and `break` for each item.
- Have the case statement cover SDL_NUM_SYSTEM_CURSORS, and not `default`, so
compiler will (maybe) warn us if an enum value is added but not included here.
- Only choose a legacy name if necessary.
These previously mapped SIZEALL to "move", but "move" is not guaranteed
to be a four-pointed arrow: according to the CSS spec, it's actually
intended to be a drag-and-drop cursor, analogous to "alias" and "copy".
Map it to "all-scroll" instead, as in Wayland: while this is *also* not
semantically guaranteed to be a four-pointed arrow, it is at least
*suggested* to make it a four-pointed arrow.
Signed-off-by: Simon McVittie <smcv@collabora.com>
SDL3's Wayland code already uses the CSS names exclusively with no
fallback, but since SDL2 has historically used the older names, keeping
them as a fallback makes sense if the CSS names don't work out.
[smcv: Added commit message]
Tested-by: Simon McVittie <smcv@collabora.com>
The "left_ptr" name is an X11 thing, and there's no guarantee that
Wayland cursor themes contain it. In particular, GNOME's Adwaita theme
as of version 46.beta only contains the CSS/freedesktop names.
To test, either move one of the known cursors out of the way, or edit
the switch statement above to use a wrong name for one of them.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Apparently this is necessary on the latest Gnome to get properly themed
cursors, vs ancient X11 standard cursors, as Gnome has dropped the old
theme names that XCreateFontCursor eventually expected to find.
Fixes#8939.
(cherry picked from commit cb9565354c)
mingw-w64 has added this from Proton (which added this from SDL), so we need to re-define it as a local symbol to avoid conflicting with mingw-w64 headers.
Fixes https://github.com/libsdl-org/SDL/issues/9031
(cherry picked from commit b7c61569f8)
Add missing guards around use of physicalInputProfile.
Add explicit import of Foundation which seems to be needed on some
systems to get the NSArray definition.
Add __unsafe_unretained to ObjC types in struct so the compiler doesn't
complain about that not being allowed with ARC.
Closes: #8979
(cherry picked from commit e0158f68e4)
When Windows DPI scaling is enabled, the warp coordinates will be modified, so make sure we send exactly the coordinates that the warp attempted.
Fixes https://github.com/libsdl-org/SDL/issues/8940
We don't need to use the hack of setting a timer and waiting for a timer message, MsgWaitForMultipleObjects() will allow us to wait for input directly with a timeout.
Before this change, sleeping for 20 ms would actually sleep for around 30 ms, with this change the sleep time is pretty accurate at 20-21 ms.
(cherry picked from commit 2670eb44af)
Note that apparently this has caused some weird-sounding audio
on some Android devices, so we might wrap this in a hint later,
or try to check for specific devices.
Fixes#8888.
Fixes a crash if no seat was available at initialization, but still allows for one to still be created later if an input device is added.
Manual backport of 84e47b4
On my laptop, the battery is configured to stop charging at around 80%
most of the time, to increase the overall useful lifetime of the battery.
When in that state, upower reports UP_DEVICE_STATE_PENDING_CHARGE
(numeric value 5), which SDL previously mapped to SDL_POWERSTATE_UNKNOWN.
This made the platform_testGetPowerInfo automated test fail, because
it assumes that SDL_POWERSTATE_UNKNOWN means no battery is connected,
and does not expect to see a percentage.
Map UP_DEVICE_STATE_PENDING_CHARGE (5) to SDL_POWERSTATE_CHARGED, which
seems close enough.
Also map UP_DEVICE_STATE_PENDING_DISCHARGE (6) to
SDL_POWERSTATE_ON_BATTERY, which matches how at least GNOME presents it.
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit eebd5d18a2)
The dummy driver can be in use on these platforms, so check the actual driver name string.
Fixes the automated video tests with the dummy driver on Win32.
'src/stdlib/SDL_qsort.c:27:5: runtime error: null pointer passed as argument 1, which is declared to never be null`
(cherry picked from commit 2cd583ee13)
Otherwise we'll miss it when XWarpPointer() is used. x11vnc may do this to
manage mouse input in some circumstances, so it can be possible for _all_
mouse motion to go through this path, breaking SDL_GetGlobalMouseState().
Thanks to @chrismile for all the detective work to figure this out!
Fixes#8827.
These are faster and more precise.
This did not change the Uint16 versions (as SDL3 dropped them, and honestly
no one should be using them in SDL2), nor the NEON converters (as this was
not changed in SDL3, so far).
Fixes#8786.
Matches the one in `GetMouseMessageSource()`.
From my testing on Windows 11, the lower 8 bits in touch events cycle
trough the values 0x8c-0x95 in order.
(cherry picked from commit d747daf03d)
like SDL_triangle.c:305:30: runtime error: left shift of negative value -672
(even if the value was correctly computed)
(cherry picked from commit 4033a0a83b)
The previous code was working incorrectly on viewports not having the
top left corner on the origin: even in those cases we only need to look
at the width and height of the viewport, because the drawing coordinates
are translated.
Fixes#8828
Unlike the test images in the previous commit, this one is
4-bytes-per-pixel RGBA32, so the masks used here appear to be correct
for both endiannesses. Converting it to SDL_PIXELFORMAT_RGBA32 just
makes it more concise.
Signed-off-by: Simon McVittie <smcv@collabora.com>
All of these test images are provided as an octal dump of
3-bytes-per-pixel data with red, green and blue bytes in that order,
referred to as RGB24 in SDL's taxonomy. However, the call to
SDL_CreateRGBSurfaceFrom() used masks that would have been appropriate
for RGBA32 data.
On little-endian platforms, the test images loaded as intended anyway,
because SDL does not actually check all four masks before deciding to
use RGB24 (it only looks at the red mask), and the red channel happens to
be in the 0x000000FF position for both RGB24 and RGBA32 on little-endian.
Unfortunately, on big-endian platforms, the required masks are not the
same and the call failed with "Unknown pixel format". As far as I can
tell, this means testautomation_surface has never succeeded on big-endian
platforms, but presumably nobody has tried to run it on such platforms
until now.
In the SDL 3 branch, this was fixed as a side-effect of commit
932f6134 "Remove mask versions of SDL_CreateRGBSurface* #6701 (#6711)",
which I have used as a reference to confirm that RGB24 is correct.
Resolves: https://github.com/libsdl-org/SDL/issues/8817
Signed-off-by: Simon McVittie <smcv@collabora.com>
When a test has been disabled because it's known not to work reliably
or it's a test for unimplemented functionality, we probably don't want
to encourage developers and testers to run it and report its failures
as a bug.
Helps: #8798, #8800
Signed-off-by: Simon McVittie <smcv@collabora.com>
The udev container issue is mostly to do with device notifications
and netlink. The device classification stuff just pokes file in /sys
and /run/udev. Doesn't hurt to try it first for classifying joysticks
and then fall to the guess heuristics if it fails.
Added support for getting the real controller info, as well as the function SDL_GameControllerGetSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.
Also added an event SDL_CONTROLLERSTEAMHANDLEUPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
(cherry picked from commit c981a597dc)
Compositors may switch from mouse to touch mode when a touch event is received, causing a pointer leave event and subsequent loss of mouse focus.
Don't relinquish mouse focus on surfaces with active touch events. If there are active touch events when pointer focus is lost, the keyboard focus is used as a fallback for relinquishing mouse focus: if, in this case, the keyboard focus is then lost and there are no active touches, mouse focus is lost, and if all touches are raised and there is no keyboard or pointer focus, then the window loses mouse focus.
(cherry picked from commit 21879faf48)
This makes sure that games launched by Steam see the first controller first, and the controllers in the game match up with the controllers in the Steam UI.
Fixes https://github.com/libsdl-org/SDL/issues/8672
(cherry picked from commit 17723381da)