A previous cleanup commit inverted a statement that checked the return value of
a KMSDRM_CreateSurfaces call during KMSDRM_CreateWindow, which causes the video
backend to always fail despite success.
This commit restores the intended behavior.
Fixes: 3c501b963d ("Clang-Tidy fixes (#6725)").
Make sure the window framebuffer is cleaned up before shutting down OpenGL, as it might be implemented using an OpenGL texture.
Fixes this call stack:
```
(gdb) p _this
$1 = (SDL_VideoDevice *) 0x42e360
(gdb) p _this->egl_data
$2 = (struct SDL_EGL_VideoData *) 0x0
```
```
./src/thread/pthread/SDL_syssem.c:140:12: warning: variable 'retval' is used uninitialized whenever 'while' loop exits because its condition is false [-Wsometimes-uninitialized]
while (sem_trywait(&sem->sem) != 0) {
^~~~~~~~~~~~~~~~~~~~~~~~~~~
./src/thread/pthread/SDL_syssem.c:149:12: note: uninitialized use occurs here
return retval;
^~~~~~
./src/thread/pthread/SDL_syssem.c:140:12: note: remove the condition if it is always true
while (sem_trywait(&sem->sem) != 0) {
```
This was a legitimate bug, thank you clang!
Fixes https://github.com/libsdl-org/SDL/issues/6830
```
./src/joystick/SDL_joystick.c:105:12: warning: no previous extern declaration for non-static variable 'SDL_joystick_lock' [-Wmissing-variable-declarations]
SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
^
./src/joystick/SDL_joystick.c:105:1: note: declare 'static' if the variable is not intended to be used outside of this translation unit
SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
^
```
1 warning generated.
(cherry picked from commit 3b0cd44158)
makes the SDL_main code shorter
Also added a generic SDL_RunApp() implementation for platforms that
don't really need it.
Some platforms (that use SDL_main but haven't been ported yet) are
still missing, but are added in the following commits.
and move the #undef main and #define main SDL_main to the start/end of
SDL_main_impl.h instead of repeating it in every platform implementation
Thanks to SDL_N3DSRunApp we don't need the #include <3ds.h> in
SDL_main_impl.h - that caused conflicts with testthread.c, because both
have (different) ThreadFunc typedefs.
and update README-visualc.md and README-gdk.md accordingly
Also moved src/main/windows/version.rc to src/core/windows/
and adjusted VS solutions, CMakeLists.txt and versioning scripts
in build-scripts/ accordingly.
This will eventually allow us to remove all of src/main/
# Conflicts:
# VisualC/tests/testgesture/testgesture.vcxproj
As the implementation requires C++, the user will have to include
SDL_main.h in a C++ source file (that needs to be compiled with /ZW).
It's ok to keep the standard main() implementation in plain C and use
an otherwise empty C++ source file for the SDL_main implementation part,
if both source files #include <SDL3/SDL_main.h>
Including SDL_main.h in a C source file will print a message at
compilation (when building for WinRT or possibly other not yet implemented
platforms that require C++ for main), to remind the user of also
including it in a .cpp source file. This message/warning can be disabled
with #define SDL_MAIN_NOIMPL before including SDL_main.h in the C file.
When including it in a .cpp file, there will be a compiler error with
helpful message if it's not compiled with /ZW
For this I renamend _SDL_MAIN_NOIMPL to SDL_MAIN_NOIMPL, because now it's
not for internal use only anymore, but also useful for users (that want
their main() function in a different file than the SDL_main implementation)
Add a project for the testdraw2.c test to the WinRT solution to at least
get some minimal testing on WinRT.
I won't add all tests because it's a lot of manual clicking per test,
but this should be better than nothing :)
Also adjusted iOS demo's includes to <SDL3/..> and explicit SDL_main.h
untested, I don't have Xcode (or a Mac, for that matter)
The xcode projects (for both Xcode-iOS/ and Xcode/) will probably
have to be adjusted for the SDL_main changes to work, but now at least
the iOS demo source should work as is :)
this should hopefully make the automated builds work again
(this commit can probably be removed once all affected platforms are
converted to header-only SDL_main)
(remaining platforms will follow)
SDL_main.h is *not* included by SDL.h anymore, users are supposed to
include it directly now, usually only in the file they implement main() in.
If they need the header elsewhere or don't want SDL_main to implement
main() (but only call SDL_SetMainReady() or whatever), they
can #define SDL_MAIN_HANDLED first, same as before.
For SDL-internal usage, I added _SDL_MAIN_NOIMPL, which *also* skips the
implementation and `#define main SDL_main`, but still defines
SDL_MAIN_AVAILABLE and SDL_MAIN_NEEDED in SDL_main.h, as before.
To make the implementaion in the header shorter and avoid including windows.h,
I moved most of the Win32 SDL_main code into SDL3.dll via SDL_Win32RunApp(),
so the header-only part is just the different main functions calling
SDL_Win32RunApp(SDL_main, NULL)
Note that I changed changed the return value and type of OutOfMemory()
to return -1 instead of FALSE, so main() (or WinMain() or whatever)
returns -1 instead of 0 in case of an out-of-memory error
Compared to original Win32 SDL_main, I tweaked the part of the
implementation in SDL_main_impl.h a bit to avoid linker warnings
and conflicts with stuff from windows.h:
- replaced windows.h with own define of WINAPI
and typedef-ing HINSTANCE and LPSTR.
This prevents conflicts between all the generically-named #defines and
types in windows.h and user code (like DrawState in some SDL tests)
- only using one of main() or wmain() gets rid of a MSVC linker error
("warning LNK4067: ambiguous entry point")
If this still causes problems, we might try getting rid of wmain(),
seemed to me like MSVC can use regular main() in UNICODE mode as well
- simplified the UNICODE logic for that - while this is not exactly
equivalent to the old, it should make sense and Works For Me
This simplifies some things, clarifies some things, and also allows
for the possibility of RWops that offer non-blocking i/o (although
none of the current built-in ones do, intentionally, we could add this
later if we choose, or people could provide things like network socket
RWops implementations now, etc.
Fixes#6729.
On window focus, look up the pressed modifier keys via keycodes instead of scancodes to handle the case of remapped keys, as xkb remapping changes the associated keycode, not the scancode.
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
It was previously thought that these function calls were unnecessary as the initial bug and reproduction case that necessitated their addition seemed to be fixed, but apparently there are still cases where this needs to be set explicitly. Set the xdg surface geometry at creation time and when the window size changes.
Partially reverts #6361. This is not needed in the libdecor path, as libdecor calls this for the content surface internally.
* N3DS: Make Sem waits cooperative friendly.
The 3DS has a cooperative threading model. Sleeping after TryWait and
WaitTimeout avoid starving other threads. It inccurs a runtime penalty,
but it's better than having to hard reset your console to recover from
a deadlock.
Num Lock and Caps Lock always need to be explicitly handled by the modifier handler function, or they won't be correctly set if active at application startup, or if the lock state is changed while the application lacks focus since a key press for these keys will never be received. In these cases, the internal SDL modifier state can end up the inverse of the actual modifier state.
This reverts commit 39eab4bf44.
From @Kontrabant:
Making windows use the window title as the app ID by default doesn't seem like the right direction. The app ID is used by window managers to group windows from the same application together for switching between with alt-tilde and such functionality, and giving each window it's own app ID would break this.
Add the protocol for high-resolution timestamp events and subscribe to them if available.
Event timestamps are now handled natively in nanoseconds as much as possible to avoid error-prone conversions.
Variables have been appended with _ms or _ns where appropriate, to avoid ambiguity.
If you care about timestamps you'll also want to catch all of the sensor events instead of just polling the current state. For example, Nintendo Switch controllers generate 3 sensor events with distinct values for each polling interval.
If a program built against one version of SDL is run in an
environment where there is an earlier version of the SDL .so library
installed, the result varies depending on platform configuration; in
the best case, it won't start at all, at worst it aborts in the
middle of the user doing "something important" (systems implementing
lazy symbol resolution). verdefs on the other hand are always checked
on startup.
The dependency information present in programs and shared libraries
is not only of value to the dynamic linker, but also to a
distribution's package management. If the dynamic linker is able to
tell that a program is not runnable per the above, a package manager
is able to come to the same conclusion — and block the installation
of a nonfunctional program+library ensemble.
Because there are a lot more symbols than there are libraries (I am
going to throw in "10^4 to 1 or worse"), package managers generally
do not evaluate symbols, but only e.g. the SONAME, NEEDED and VERNEED
fields/blocks. Because the SONAME is the same between two SDL
versions like 2.0.24, and 2.0.26, everything rests on having verdefs.
This patch proposes the addition of verdefs.
In SDL3 we plan to make more use of shaders in the 2D render API, and this minimizes the number of platforms we have to consider for new features. OpenGL ES 2.0 or newer is supported on all modern iOS and Android devices.
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
The new protocol adds support for more native communication of
fractional scaling.
Everything in the wayland backend already existed only our fractional
scale was calculated implicitly through a combination of output size
guesswork for fullscreen windows.
This new protocol makes that explicit, providing a more robust solution
and a solution for non-fullscreen surfaces. The fallback code is still
left in place for now whilst compositors gain support.
- do not overwrite error message set by SDL_InitFormat (SDL_AllocFormat)
- set proper error message (Cocoa_Metal_CreateView)
- protect against allocation failure (UIKit_Metal_CreateView)
* Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_CreateRGBSurfaceWithFormatFrom
* Removed unused 'flags' parameter from SDL_CreateRGBSurface and SDL_CreateRGBSurfaceWithFormat
* Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
This behavior more closely matches other platform where the window is borderless but still interacts with the window manager (e.g. task bar shows above it, it can be resized to fit within usable desktop area, etc.)
If you want a borderless window the size of the desktop that looks like a fullscreen window, then you should use the SDL_WINDOW_FULLSCREEN_DESKTOP flag.
Fixes https://github.com/libsdl-org/SDL/issues/6659
`argv[0]`/`getexexname()` are not always absolute paths by default and can be modified to anything the developer wants them to be.
Consider using `readSymLink("/proc/self/path/a.out")` instead and `getexecname()` as the fallback, since the symlink will always be the correct absolute path (unless /proc is ot mounted, but it is by default on Solaris and Illumos platforms).
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
SDL_HINT_VIDEO_X11_FORCE_EGL was deprecated in favor of the more general SDL_HINT_VIDEO_FORCE_EGL, and Xinerama and Xvidmode support was previously removed from SDL, rendering their associated hints nonfunctional.
Explicitly include the Wayland protocol headers when statically linking against the Wayland libraries or older system headers might be used instead of the local versions.
* The header is no longer dependent on SDL build configuration
* The structures are versioned separately from the rest of SDL
* SDL_GetWindowWMInfo() now returns a standard result code and is passed the version expected by the application
* Updated WhatsNew.txt and docs/README-migration.md with the first API changes in SDL 3.0
We don't want the G29 to show up as a gamepad, Steam will create a virtual Xbox controller for it, which breaks racing games.
(cherry picked from commit dce6ed56d7)
This reverts commit 33a68f575f.
We don't want the G29 to show up as a gamepad, Steam will create a virtual Xbox controller for it, which breaks racing games.
(cherry picked from commit e3d430b83e)
When changing the window state from non-floating to floating (e.g. leaving fullscreen), libdecor can send bogus content sizes that are +/- the height of the window title bar and start 'walking' the window height in one direction or the other with every transition.
The floating window size is known, so use the cached value instead of the size reported by libdecor when restoring the floating state.
Some applications (and embarrassingly, testime is one of them) call
SDL_StartTextInput() or SDL_SetTextInputRect() every frame. On KDE/KWin
with fcitx5, this causes there to be several preedit events every frame
(particularly given some of the workarounds in Wayland_StartTextInput),
which slows testime down to an unusable crawl.
Instead, make SDL_StartTextInput() a no-op if text input is already
enabled, and cache the input rect, only changing it when the new rect is
actually different.
With these changes, we only get preedit events (and hence
SDL_TEXTEDITING events) when the preedit string actually changes. This
matches the behaviour under XWayland, and works very smoothly.
This needs to check what our deployment target is, not what SDK
is available, since this is a linker symbol and not an enum
value or whatever.
Also removed a copy/paste error that mentioned CoreAudio in
the haptic subsystem.
Fixes#6534.
The XKB_KEY_* and XK_* macros resolve to the same constant values, so use the raw values and note what keys they correspond to in the comments, as is done for the other keysym values in this file.
This completely eliminates the need for any X or XKB system headers along with the if/else defines.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs.
SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision.
SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer.
SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used.
SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range.
SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it.
SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691).
SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen.
SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL.
SDL_pixels.c: Looks like the switch is genuinely missing a break!
SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons.
SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
This reverts commit 04b50f6c6b.
It turns out OpenGL vsync has broken again in macOS 12, so
we're reintroducing our CVDisplayLink code to deal with it,
again.
Reference Issue #4918.
SDL is built around the concept of keyboards having a fixed layout with scancodes that correspond to physical keys no matter what linguistic layout is used. Virtual keyboards don't have this concept and can present an arbitrary layout of keys with arbitrary scancodes and names, which don't fit the SDL model. When one of these keyboards is encountered, it requires special handling: use the keysym of the pressed keys to derive their ANSI keyboard scancode equivalents for control keys and ASCII characters. All other characters are passed through as text events only.
Add a helper function to get the keycode for a scancode from the default lookup table. Unlike SDL_GetKeyFromScancode(), this is not affected by the set keymap.
It turns out that we can safely create a Metal view on an existing window, and that avoids issues with the window being recreated with the wrong orientation in iOS 16.
Fixes https://github.com/libsdl-org/SDL/issues/6289
Clamp the wl_seat max version to 5 if being built against a version of libwayland below 1.21.0, or containers that bundle newer versions of SDL with older versions of libwayland can break if the compositor advertises support for a protocol version above 5.
Depending on the underlying EGL library, it may be desirable to
conditionally set some specific EGL attributes depending on available
extensions and other application state.
SDL's EGL usage makes this a little bit complicated because:
- there are multiple functions used to set up a working EGL context
- some of these functions take different types of EGL attributes
(EGLAttrib vs EGLint)
- the EGL extension list before creating an EGLDisplay differs from the
extension list after (i.e. display vs client extensions)
- all of the above happens in a single SDL_CreateWindow call
This leaves no place for the application to discover what EGL extensions
are available and provide custom attribute lists.
Until now, if a developer wants to add a custom EGL attribute for
eglGetPlatformDisplay, eglCreateWindowSurface or eglCreateContext, they
needed to patch SDL itself. This is very undesirable, since such
developers would have to disable the SDL dynapi in order to maintain
compatibility with their needs.
This patch implements some callbacks which developers can use to
dynamically generate custom EGL attributes for SDL to use during
SDL_CreateWindow.
These functions allow applications to call EGL functions against the SDL
EGL context. For example, applications can use an EGL API loader via
SDL_EGL_GetCurrentDisplay and SDL_EGL_GetProcAddress, and can call
functions such as eglQuerySurface against the internal EGLSurface and
EGLDisplay.
The EGL 1.5 specification says that eglGetPlatformDisplay (unlike
eglGetPlatformDisplayExt) takes an EGLAttrib* rather than EGLint* for
the attribute list.
This fallback is undesirable when using ANGLE, because it will end up
using some default configuration (e.g. on Windows it defaults to the
D3D11 backend).
This implements a new SDL_GL_EGL_PLATFORM attribute to set the
"platform" argument for SDL_EGL_LoadLibrary on Windows, macOS, and
Linux. I've limited it to those three operating systems because that's
what I've been able to test against.
This adds support for forcing the use of EGL on Windows and MacOS. The
SDL_HINT_VIDEO_X11_FORCE_EGL hint is retained for backwards
compatibility but is now deprecated.