Include SDL_kmsdrmopengles.h before SDL_kmsdrmvulkan.h, as the Vulkan header can pull in Wayland headers, which pull in EGL headers with EGL types defined as Wayland types, which causes warnings when building with strict-aliasing and LTO.
Several functions were redundantly declared in both in the general subsystem header and the GLES header, and some signatures didn't match in both locations.
Move them all to the GLES header, as the definitions are in the GLES source file.
Currently, the rawinput thread incorrectly spreads the timestamps over idle time if the poll interval is less than 100ms, and abruptly switches to lumping all accumulated inputs to happen simultaneously if it exceeds 100ms.
This means that any game which implements retroactive event handling based on timestamps will jarringly snap between the two polar opposite extremes of incorrect behaviour.
This PR replaces the arbitrary 100ms threshold with logic based on measuring the idle start and end time.
If the thread idled for more than 125000 nanoseconds, it is considered to have not had any input in its queue before it entered idle, and the events are spread over the interval between thread wake-up and pump finish, with the final input aligned to the pump finish time.
If the thread idled for less than 125000 nanoseconds, it is considered to have events entered at some point between last pump finish and thread entering sleep, and the events are spread over the full pump-to-pump interval.
If the maximum size was changed to 0 (unbounded) while a minimum was set, the sanity check ensuring that the max size isn't less than the minimum size would incorrectly cause the operation to error out.
The fullscreen event will be processed after deminiaturization is complete. Fixes a delay when restoring a miniaturized window that will return to fullscreen.
Ensure that fullscreen state is restored if a non-minimized fullscreen window regains key status. This can happen if a fullscreen window was requested to minimize on loss of key status, but the minimization didn't actually occur.
* Only handle the controller interfaces on a Steam Controller and wireless dongle
* Wait until we get the connected status when initializing a wireless dongle
The following changes do not alter any logic:
- rename x/ydelta fields to x/y_accu to better reflect what it actually is about
- coalesce the logic for modifying internal state to one spot, branch based on whether the input was a move or a warp
The following changes alter the logic:
- put the x/y_accu addition under the relative branch only, warps should not add to the accumulation buffer by any definition
- (MAIN FIX) when the destination window desires relative mode, warp events should be dropped if SDL_MOUSE_RELATIVE_WARP_MOTION is false, or have x/yrel set to zero if true
We've gotten the feedback we wanted from having it first, so we'll move the other renderers back up for the widest compatibility across devices and platforms.
Fixes https://github.com/libsdl-org/SDL/issues/11468
It now handles both wired and wireless controllers and Steam will set SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES for Steam Controllers if it's handling them.
Sometimes these callbacks will fire while we're still waiting on state to
settle down in PIPEWIRE_OpenDevice, which means we're holding the device lock,
but then the i/o callback will fire from a background thread and also try to
grab the device lock, but can't, because PIPEWIRE_OpenDevice is holding it and
waiting for this i/o callback to finish...hence, a deadlock.
So now, if the device is still opening, output callbacks will write silence
and input callbacks will just flush the buffer, without calling the main
iterate function, and thus avoid obtaining the lock.
When macOS runs under a virtual environment, it is possible that
MTLCreateSystemDefaultDevice() does not succeed.
Not checking this failure results in a crash down the road.
This change allows to skip GPU renderer and use an adequate fallback.
Co-authored-by: D.musique <d-musique@users.noreply.github.com>
Wayland gives no feedback to windows regarding whether a minimize request was successful, so we would universally send the minimize event and assume that the request succeeded.
Check the window manager capabilities, if available, for whether window minimization is supported, and don't send the minimized event in the case that it is unsupported.
Excessive resize events generated during interactive window resizing can cause applications to lag, severely in some cases. Throttle interactive resize events to once per frame callback interval.
- make all of function pointers static
- make EGLint context_attribs[] static
- comment out unused function pointer ov_wglGetCurrentContext
- remove unused SDL_DisplayMode openvr_dm_default
- move SDL_VideoDisplay openvr_vd_default to OPENVR_VideoInit()
context and eliminate its C99 initializers
- replace atoi() calls with SDL_atoi()
- replace atof() calls with SDL_atof()
This is already done on win32, however, other platforms were left in a state of limbo if a drop operation began, then never completed due to the drop leaving the window.
The window content scale may change independently of the display it is on if scaling or accessibility features are involved, so query it directly from the backend instead of inferring it.
This is an X11 error catcher that lived for the entire life of the program,
which causes problems in itself, but it also tries to make calls into Xlib,
which would cause further panics.
It's goal was to reset video modes if the app was going down, but it often
failed to do so, and caused potentially avoidable crashes instead.
Fixes#7975.
The text-scaling-factor setting is not useful, now that we watch the
Xft/DPI and Gdk/WindowScalingFactor XSETTINGS keys; on the contrary, it
is problematic in mixed environments with both the KDE and GNOME
portals, as they end up stepping on each other's toes, and we end up
with the wrong scaling factor value.
Fixes: https://github.com/libsdl-org/SDL/issues/11142
This is sent when the device is lost and can't be recovered.
Also fixed the vulkan renderer so it returns errors appropriately and will log and break if debug mode is enabled.
This fixes the following sequence:
* Press mouse button down
* Alt-tab away from the window
* Alt-tab back to the window
* Release mouse button
Fixes https://github.com/libsdl-org/SDL/issues/7747
SDL3: SDL_render_gl(render name: opengl) dose not support transparent on Linux/X11:
Create SDL window with SDL_WINDOW_TRANSPARENT flag;
Create "opengl" renderer for the window;
The window can't shown with errors:
X Error of failed request: BadMatch (invalid parameter attributes)
Major opcode of failed request: 130 (MIT-SHM)
Minor opcode of failed request: 3 (X_ShmPutImage)
Bug reason:
SDL_x11window.c:490 : bool X11_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID create_props)
SDL_x11window.c:566 : vinfo = X11_GL_GetVisual(_this, display, screen, transparent);[XVisualInfo *vinfo]
the X11_GL_GetVisual function returns a vinfo dose not support transparent.
Fix:
SDL_x11opengl.c:637 : XVisualInfo *X11_GL_GetVisual(SDL_VideoDevice *_this, Display *display, int screen, bool transparent)
X11_GL_GetVisual should returns a vinfo support transparent when transparent is true.
This reverts commit 2d3fa03d53.
Different JDK implementations define JNIEnv differently for C++, so we can't provide the definition here.
Fixes:
/usr/lib/jvm/temurin-11-jdk-amd64/include/jni.h:195:17: error: conflicting declaration ‘typedef struct JNIEnv_ JNIEnv’
/home/runner/work/sdlwiki/sdlwiki/.github/../external/SDL3/include/SDL3/SDL_system.h:266:24: note: previous declaration as ‘typedef struct _JNIEnv JNIEnv’
This protocol is unstable and not intended for clients, and SDL now sorts the display list into a stable order and selects a primary display suitable for games on its own, so it isn't necessary.
Reverts e71e16950a
We might be waiting a long time for a permissions dialog, so let that complete asynchronously. While that's happening, we'll remove the device from the device list so that when we get permission the application sees the device as newly available and can open it again.
Fixes https://github.com/libsdl-org/SDL/issues/6347
This fixes having the incorrect location for mouse button presses on Steam Deck under gamescope. This works around a bug where the mouse motion appears to come at the next button press, and comes from the xwayland-pointer device instead of the xwayland-relative-pointer device which is delivering mouse button events.
Portrait displays are typically used as secondaries and almost certainly not what a user wants a game or movie initially becoming full screen on if a landscape display is available. Increase the priority of selecting a landscape display over a portrait display.
Wayland can expose displays in any arbitrary order, and doesn't have the native concept of a primary display. However, there are games that presume that the first listed display is the primary, which can lead to problems if that output isn't necessarily the ideal one, as they may use that display to build a resolution list or as the default fullscreen output. This sorts displays by position, then attempts to find the primary display, first by querying the explicit ordering hint, then the GNOME DBus property, then tries to determine the 'best' display according to the criteria that is generally ideal for games and media playback.
The makes the list of displays deterministic, as long as the desktop configuration remains static, with a reasonably appropriate one prioritized as primary, even if there is no explicit way to retrieve the primary display. In the case where a user has a particularly esoteric physical display configuration, the new hint enables explicitly overriding the sorting and selection logic, allowing the entire display order to be customized, if necessary.
Standard I/O doesn't work well with non-blocking handles, so make sure any pipes are in blocking mode before launching child processes.
Fixes https://github.com/libsdl-org/SDL/issues/10998
especially SDL_VIDEODRIVER is commonly used to use the native Wayland
backend, so I think it's a good idea to keep supporting the old name
instead of forcing users to find out that they now have to add an
underscore..
Not sure how popular SDL_AUDIODRIVER is, but with all the audio backends
that exist on Linux alone I'm sure some people use it to work around
sound issues.
Note: Doing this in the SDL_hints implementation instead of the
call-sites of SDL_GetHint(SDL_HINT_VIDEO_DRIVER) etc ensures that
1. Hint priorities work (env var overriding hint set by application with normal
priority, but not when application used SDL_HINT_OVERRIDE)
2. SDL_ResetHint() (called by user code) respects the fallback
environment variable
This replaces the internal mutex with a semaphore, so we're only using a
single synchronization primitive to implement this, and cleans up some logic
around wait timeouts.
This now matches the logic of the originally cited work, from BeOS.
Fixes#3639.
(I think.)
SDL_DelayNS() now passes through to the high precision OS delay function, and SDL_DelayPrecise() tries to busy wait to get as close as possible to the desired wait time.
Fixes https://github.com/libsdl-org/SDL/issues/11141
The SDL_GPUColorTargetInfo structure needs to be zeroed, as otherwise we
can end up trying to create a resolve_texture which doesn't exist,
causing a rather difficult-to-debug segfault when calling
SDL_BlitGPUTexture() with a load op of SDL_GPU_LOADOP_CLEAR.
This includes both wasm64 and wasm32 when addressing more than 2gb of memory.
Fixes: #9052
(Manually cherry-picked from 3deb07ea395373204462130c1e062bc1f71fe060.)
This is not shown by default, but will be shown when using
SDL_LOGGING=system=info or higher, where it will hopefully nudge app
authors towards initializing this information.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This patch modifies the clipboard handling so that when we receive an external
clipboard update, the suppported mime types are included in the SDL_ClipboarUpdate
event. The patch also introduces the owner field that allows to know if the update
is because we own the clipboard (internal update) or if it was an external update.
Use low level non-blocking I/O for process pipe streams. This may fix issues with data not getting through the pipe occasionally.
Related: https://github.com/libsdl-org/SDL/issues/11006
Before this commit, it would adjust for the logical presentation settings.
Now, it works as it did before the logical presentation render target was
removed: it takes current viewport and scale into account, as well.
Fixes#10978.
Using an unscaled buffer just results in the compositor scaling up the low-res cursor image for output, resulting in it appearing blurry. Always use the scaled cursor to ensure that it appears sharp and matches the native system look.
If you're building in a C99 or newer environment, we'll automatically include stdbool.h.
If you're building in a C89 or C90 environment, we'll assume that stdbool.h isn't available and define bool as an unsigned char. If you have a working stdbool.h and want SDL to use it, you can either include stdbool.h before SDL headers, or define SDL_INCLUDE_STDBOOL_H in your project.
Closes https://github.com/libsdl-org/SDL/pull/10980
If the cursor shape protocol is supported, the compositor will handle cursor themes and sizes automatically, so querying the properties with DBus serves no purpose as the values are never used.
We should wait for the state to stabilize before SDL_ShouldQuit() returns.
For example:
Thread A initializes and increments a use refcount
Thread B skips initializing and increments the use refcount
Thread B starts cleaning up and checks the use refcount
Thread A starts cleaning up, returns because SDL_ShouldQuit() returns false (not initialized), not touching the use refcount
Thread B returns because the use refcount isn't zero
Now we have the state where the refcount is greater than one and both thread A and B have attempted to cleanup.
With this change:
Thread A initializes and increments a use refcount
Thread B skips initializing and increments the use refcount
Thread B starts cleaning up and decrements and checks the use refcount
Thread A starts cleaning up, waits for thread B
Thread B returns because the use refcount isn't zero
Thread A continues and decrements and checks the use refcount, and finishes cleaning up because it has reached 0.
Note that SDL_FlushIO() doesn't make promises about file data sync but that
is intended to be changed in the IOStream code in a later commit.
Fixes#10886.
Now we render directly to the window, scaling as appropriate. This fixes some
concerns the render target introduced, like the quality of the final scaled
output, how to step outside of the logical size temporarily to draw some
things sharply at the native resolution, and loss of sub-pixel precision.
Fixes#8736.
Handle named and custom cursor scaling in a cleaner manner, and account for edge cases where named cursor sizes may not exactly match the required size.
Modern kernels (v5.8+) allow non-root usage of drmDropMaster(), so
we can hold on to our fd after dropping master on it. This fixes
populating drm_fd in the KMSDRM SysWMinfo when using Vulkan.
Also add a missing error check for open() while we're here
By writing the fxc and dxc output to a temporary file and then
converting that temporary file to the desired filename, we avoid
the incompatible semantics of sed -i on GNU systems (sed -i does not
create a backup filename, and does not take an argument unless it is
"bundled") and macOS (sed -i requires an argument, possibly empty).
Resolves: https://github.com/libsdl-org/SDL/issues/10878
Signed-off-by: Simon McVittie <smcv@debian.org>
We require stdbool.h in the build environment, so we might as well use the plain bool type.
If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
We want `$USE_FXC` to default to the result of evaluating the variable
`$HAVE_FXC`, not the literal string `HAVE_FXC`, and the same for dxc.
Signed-off-by: Simon McVittie <smcv@debian.org>
We always need to destroy the hotplug loop and its associated resources
(if created) before we can deinitialize and unload the Pipewire library.
In the happy path where everything worked correctly, this means we will
call hotplug_loop_destroy() twice (once from PIPEWIRE_DeinitializeStart()
and a second time from PIPEWIRE_Deinitialize()), but that's OK, because
it's idempotent and so will do nothing the second time.
In error-handling code paths, this avoids needing to remember to call
hotplug_loop_destroy() explicitly, which should make it easier to avoid
bugs like #10787.
Signed-off-by: Simon McVittie <smcv@collabora.com>
This was the only API that broke the "GetNumThings" convention
used elsewhere, so renaming it helps with consistency.
Adding "logical cores" to the name also makes it a bit
more immediately obvious what the count actually represents.
This had the unfortunate side-effect of blocking if you tried to write too much. Instead you can use SDL_GetProcessInput() and handle SDL_IO_STATUS_NOT_READY as needed.
Fixes https://github.com/libsdl-org/SDL/issues/10834
Also marked the existing functions as unsafe, as they can cause crashes if used in multi-threaded applications.
As a bonus, since the new functions are hashtable based, hint environment lookups are much faster.
Also added SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER and refactored the internal API to be able to create SDL_IOStream objects from native file handles.
In some cases, such as when recreating a window during renderer initialization, a failure can leave the window in a state where the internal structure has already been freed, but the higher level window object needs to be destroyed separately. Check that the internal handle is valid before attempting to access any data during destruction.
Allows for graceful failure instead of a crash during cleanup if renderer creation fails.
Use doubles and apply an offset to account for rounding errors due to Wayland scale increments being in units of 1/120. This fixes the backbuffer size calculations with certain combinations of size/scale values, and future-proofs the Wayland backend, as 32-bit floats become increasingly error-prone with larger dimensions and/or scale factors.
The conversion formula is now point->pixel->point round trip safe as well.
This used a tiny stack, which apparently upsets Blender for various
technical reasons. Instead, just use the default stack size, which should
give it plenty of space to work.
If the thread failed to create, we would then wait on a semaphore that would
never trigger, so don't do that anymore!
Fixes#10806.
GameInput currently has a bug with keys stuck on focus change, and crashes on initialization on some systems, so we'll disable it until these issues are fixed.
@smcv may have found the root cause of the pipewire thread crash, so removing the pipewire client version check to re-enable use of pipewire in older container runtimes.
hotplug_loop_init() calls pw_context_new(), which creates a thread
internally (for the "data loop"). It also creates a thread of its own,
the `hotplug_loop`.
Both of these threads are running code from libpipewire, so before we
can allow the Pipewire library to be unloaded, we need to destroy
the context with pw_context_destroy() and destroy the `hotplug_loop`
with pw_thread_loop_destroy().
Resolves: https://github.com/libsdl-org/SDL/issues/10787
Signed-off-by: Simon McVittie <smcv@collabora.com>
On most Unix platforms supported by SDL, the canonical name used to load
a library at runtime includes its ABI major version, and the name
without a version is not guaranteed to exist on non-developer systems.
libX11-xcb.so.1 is correct on Linux, and probably on other Unix
platforms like FreeBSD.
A notable exception is OpenBSD, which apparently does not use
ABI-suffixed names, so continue to use libX11-xcb.so there.
Signed-off-by: Simon McVittie <smcv@collabora.com>
When debugging crash reports, it's helpful to know which thread is
associated with which external library.
Linux limits the length of a thread name to 15 bytes (not including the
zero-termination), so abbreviate Pipewire to "pw" and hotplug to "plug"
to fit the desired information into the allowed space.
Signed-off-by: Simon McVittie <smcv@collabora.com>
We make sure we initialize XInput first, so that anything checking whether it's enabled gets a valid result based on whether we were able to load it or not.
- CreateEventEx() is guarded by _WIN32_WINNT >= 0x0600:
In SDL_gpu_d3d12.c, include core/windows/SDL_windows.h
that defines _WIN32_WINNT properly to account for that
- DXGIInfoQueue stuff is not available in all toolchains
such as mingw-w64 version 8.0.3
- SDL_gpu_d3d11.c: _WIN32 is always defined by MinGW, as
is the case for all windows-targeting compilers, so it
doesn't guarantee absence of DXGIInfoQueue stuff:
rely on __IDXGIInfoQueue_INTERFACE_DEFINED__, as it is
done elsewhere.
Fixes: https://github.com/libsdl-org/SDL/issues/10705 .
Allow setting a parent/child relationship on toplevel windows, which allows raising sets of windows together, and allows child windows to always float above their parents.
Modal windows are now set by setting the parent, then toggling modal status, as the previous interface duplicated functionality now handled by SDL_SetWindowParent().
The default value of MAX_FRAMES_IN_FLIGHT (3) may be less than the
minImageCount returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR() on
some setups. For example, the Intel IVB Vulkan driver on Wayland returns
a minImageCount of 4, resulting in the following validation warning:
VUID-VkSwapchainCreateInfoKHR-presentMode-02839(ERROR / SPEC): msgNum: -76493605 - Validation Error: [ VUID-VkSwapchainCreateInfoKHR-presentMode-02839 ] | MessageID = 0xfb70ccdb | vkCreateSwapchainKHR(): pCreateInfo->minImageCount 3, which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR() (i.e. minImageCount = 4, maxImageCount = 0). The Vulkan spec states: If presentMode is not VK_PRESENT_MODE_SHARED_DEMAND_REFRESH_KHR nor VK_PRESENT_MODE_SHARED_CONTINUOUS_REFRESH_KHR, then minImageCount must be greater than or equal to the value returned in the minImageCount member of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkSwapchainCreateInfoKHR-presentMode-02839)
Objects: 0
Use the minimum image count in that case, as it's as close as we'll get
to our preferred value. Note also that, unlike maxImageCount,
minImageCount is never 0 (the spec states it is always at least 1), so
we don't need a similar check to see if it applies.
Signed-off-by: David Gow <david@ingeniumdigital.com>
The `colorAttachmentDescriptions` field of `SDL_GPUGraphicsPipelineAttachmentInfo` should be marked `const`,
similarly to the `vertexBindings` and `vertexAttributes` fields of `SDL_GPUVertexInputState`.
Using the @() syntax to construct an NSString assumes the parenthesized
pointer is null-terminated, but the Metal shader source included in
render/sdlgpu/shaders/metal.h is not null-terminated.
Quoting the clang documentation on Objective-C literals:
When the type of the parenthesized expression is (char *) or (const
char *), the result of the boxed expression is a pointer to an
NSString object containing equivalent character data, which is
assumed to be ‘\0’-terminated and UTF-8 encoded.
Because the @() syntax assumes null-termination, it may read garbage
data after the shader source (up to the next null byte), which can then
cause the Metal shader compiler to fail. To prevent this, instead of
using the @() boxing syntax, we explicitly construct an NSString using
the string length passed by the caller.
These functions had special cases for a few BC formats, but all
block-compressed formats should need the same logic. Furthermore they
weren't handling the sRGB variants of those formats.
OutputDebugString and fprintf(stderr) (of mslibc) both output
to the debug window of Visual Studio.
In other debuggers (e.g. RAD), this does not happen.
To avoid double output, this commit always uses WriteFile/WriteConsole.
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.
Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
func(
...
)
- == 0
|
- func(
+ !func(
...
)
- < 0
|
- func(
+ !func(
...
)
- != 0
|
- func(
+ !func(
...
)
- == -1
)
On Emscripten without pthreads, this would fail because SDL can't spin the
audio device thread, and the dummy backend didn't manage a thread itself.
With this patch, we use setInterval to fire the usual audio thread iterators
between iterations of the Emscripten mainloop on the main thread.
Fixes#10573.
This was causing crashes in IGameInput_RegisterSystemButtonCallback(), presumably on older systems with runtimes using a different function signature. We'll just disable it for now until the GameInput runtime has stabilized and we can tell when it's safe to use.
This is undocumented since the individual flags are separate window creation properties, but it's useful to have a shared definition for this, which is used internally and for migrating code from SDL2.
src/video/wayland/SDL_waylanddatamanager.c
Log data + primary_selection _offer_receive
src/video/wayland/SDL_waylandevents.c + SDL_waylanddatamanager.h
Log data + primary_selection events
Split FILE vs TEXT events : booleans has_mime_ text + file
Handle text/plain;charset=utf-8 data offer
This changes the API in various ways, and updates the backends for this.
Overall, this is a massive simplification of the API, as most future backends
can't support the previously-offered API.
This also removes the testautomation pen code (not only did these interfaces
change completely, it also did something no other test did: mock the internal
API), and replaces testpen.c with a different implementation (the existing
code was fine, it was just easier to start from scratch than update it).
This is now being done at a higher level, so we don't want to duplicate it here.
Fixes the mouse cursor staying hidden if you enable relative mode, alt-tab away and then alt-tab back.
Require more than one warp to the window center within a certain timespan (currently 30ms, but can be tweaked) to better avoid erroneously entering warp emulation mode.
This also correctly resets the warp emulation mode activation if the window loses and regains focus.
When debugging a GUI application in Visual Studio,
text printed with fprintf(stderr) will also be sent to the debug stream.
When buiding SDL with SDL_LIBC=ON, this patch makes logging skip
OutputDebugString and rely on fprintf(stderr) to send the text to
the debugger.
If there are bugs it's possible that the window pointer is invalid. Double check it before sending the application events and potentially dereferencing it.
This showed up in https://github.com/libsdl-org/SDL/issues/10494 as a window getting mouse focus as it was being destroyed and then crashing later when mouse focus was set to a different window.
This adds functions to query the keymap:
* SDL_GetCurrentKeymap()
* SDL_GetKeymapKeycode()
* SDL_GetKeymapScancode()
* SDL_ReleaseKeymap()
and these are distinct from the function to query the event keycode associated with a scancode, which might be affected by SDL_HINT_KEYCODE_OPTIONS.
Also added an SDL_bool parameter to SDL_GetKeyName() and SDL_GetKeyFromName() to enable upper case handling of the name.
It turns out that the non-Latin keyboards (Russian, Thai, Greek, etc.) are almost all QWERTY layout plus native language labels. Feedback from users is that they expect to see the ASCII keycodes and key names when using those keyboards, so we'll enable this option by default.
Using the shifted versions of keys for the key names doesn't make any sense on the Thai keyboard. Thai keyboards are QWERTY plus Thai characters, so let's use the ASCII key names.
SDL_Keycode is defined as the unshifted key on the keyboard, but the key name is defined as the letter printed on that key, which is usually the shifted capital letter.
Fixes https://github.com/libsdl-org/SDL/issues/5836
SDL_Log() no longer prints a log prefix by default for SDL_LOG_PRIORITY_INFO and below. The log prefixes can be customized with SDL_SetLogPriorityPrefix().
This makes the subsystem thread-safe, more performant, and cleans up the code a little.
Also removed SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS, since setting this hint programmatically initializes properties, which creates a lock, so we can't check hints while creating locks. The slim reader-writer locks have been the default for ages and are solid, so we'll just use those when available.
Allow multiple bootstrap entries for a single video driver with the same name, which internally allows preferential and fallback init conditions while hiding the implementation details from applications (e.g. applications will just see "wayland", regardless of whether it's using the preferred or fallback driver list entry).
If a driver is requested, all instances of it in the list will be tried before reporting failure, and client applications programmatically enumerating the video drivers will be presented with a deduplicated list of entries.
Wayland has a myriad of unresolved problems regarding surface suspension
blocking forever in QueuePresent/SwapBuffers when occludedand the FIFO
(vsync) implementation being fundamentally broken leading to reduced
GPU-bound performance and 'barcoding' frametimes due to swapchain
starvation.
There are two protocols used to solve these two problems together --
fifo-v1 and commit-timing-v1, which implement the commit queue on the
compositor side, and a timestamp that frames are intended to be
displayed for/discarded respectfully.
To avoid severe performance regressions for developers targeting SDL3,
only pick Wayland as the default backend when these two protocols are
supported -- otherwise fallback to X11/XWayland.
We do this by having two VideoBootStraps, one which is tests the
preferred case, "wayland_preferred" (ie. if fifo-v1 + commit-timing-v1
are available init time), and the fallback, which is just "wayland",
the same name as before, which does no such tests.
Thus, forcing with SDL_VIDEO_DRIVER=wayland will go onto the fallback
option, and pick Wayland always, as usual, so there is no behaviour
change.
In the case that X11/XWayland is not available (ie. no DISPLAY), we will
still fallback to using Wayland without these protocols available.
Signed-off-by: Joshua Ashton <joshua@froggi.es>