The GameCube controller has a different face button layout than the Xbox or Nintendo Switch style controllers. It has the B button on the left and the X button on the right, so we should map those to SDL_GAMEPAD_BUTTON_WEST with SDL_GAMEPAD_BUTTON_LABEL_B and SDL_GAMEPAD_BUTTON_EAST with SDL_GAMEPAD_BUTTON_LABEL_X respectively.
Fixes https://github.com/libsdl-org/SDL/issues/12847
When showing or hiding a popup menu, manually check and set the focus if the new topmost window under the cursor is an SDL window. Otherwise, the focus won't be updated until the cursor is actually moved.
There is a quirk with XInput2 mouse capture that causes a leave event to be sent if the pointer moves out->in->out, which breaks mouse tracking outside the window. If the mouse leaves the window with buttons pressed, continue tracking it until the buttons are released.
- IsIconic/IsZoomed must be checked after sending SDL_EVENT_WINDOW_SHOWN as that may trigger window operations if any are pending from when
the window was hidden. e.g. the window may be shown, which triggers SDL_MaximizeWindow and a new WM_WINDOWPOSCHANGED where
SDL_EVENT_WINDOW_MAXIMIZED is sent, then control returns to the original WM_WINDOWPOSCHANGED which would not think the window is zoomed
and send SDL_EVENT_WINDOW_RESTORED.
This info shows up in `pw-top` ...Gnome's sound preferences (etc) would
already show something more app-specific, but this command line tool shows
specific stream names.
Previously, we would WaitDevice first, but that would feed a silent buffer
to AAudio upfront, introducing latency. When this change was made, the
semaphore count should have been adjusted, since we're waiting on one less
buffer.
Fixes#12882.
This variable is always defined when targeting Android:
- when using the toolchain file shipped along the ndk
(using -DCMAKE_TOOLCHAIN_FILE=$ENV{ANDROID_NDK_HOME}/build/cmake/android.toolchain.cmake)
- when using the toolchain file provided by CMake
(using -DCMAKE_SYSTEM_NAME=Android)
- Add checks that ObtainPhysicalAudioDevice() was previously doing
(is subsystem initialized, is device valid).
- Remove optimizations that copy string to stack to release device_hash_lock
before SDL_GetPersistentString is called. Probably not necessary, and made
the code more complex.
Previously, touchpad events were not reported to the application.
This patch exposes two touchpads and forwards x/y/pressure information
from the HIDAPI packet.
This fixes issue #12855
According to the documentation and testing the `emscripten_webgl_create_context` function returns `0` on error as oppposed to a negative number. This was causing the error message to be empty when the later `emscripten_webgl_make_context_current` call fails given the invalid context.
See https://emscripten.org/docs/api_reference/html5.h.html#c.emscripten_webgl_create_context
Xfce, unlike every other window manager in existence, sends ConfigureNotify events before PropertyNotify events when toggling the fullscreen and maximized window state. Check the window state when handling ConfigureNotify events, and defer emitting SDL size/position events until the corresponding PropertyNotify event arrives, since SDL and clients expect to get the window state before the new size and position.
This warning is actually wrong, as the variable is only used if the string pointer is valid, in which case it was initialized, but this is needed to quiet MSVC.
This was already present for regular rumble to ensure that controllers would
continue rumbling for extended periods, but was missing for trigger rumble. I
don't know if this affects any controllers at the moment, but it's helpful for
future-proofing.
For a depth buffer in D3D12 that is also going to be used in a texture sampler, the creation (on an Intel HD 5500 igpu) fails. e.g. SDL_GPUTextureCreateInfo type = TEXTURE_2D, format = D32_FLOAT, usage = DEPTH_STENCIL_TARGET | SAMPLER
The error messages are:
D32_FLOAT
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: The Format (0x29, R32_FLOAT) is invalid when creating a View; the
Resource was already created with a fully qualified Format, which is not castable (0x28, D32_FLOAT).
D24_UNORM
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: For the resource format D24_UNORM_S8_UINT, when making a D3D view, the format name for the view can't be R24_UNORM_X8_TYPELESS.
I found this is because the texture format needs to be created as _TYPELESS, then the views (depth stencil view, shader resource view) should then be created as their respective types - e.g. texture = R32_TYPELESS, dsv = D32_FLOAT, srv = R32_FLOAT
Tested and working on:
NVidia RTX 3050 (D3D12 feature set 12_2)
Intel HD 5500 (D3D12 feature set 11_1)