13257 Commits

Author SHA1 Message Date
Ryan C. Gordon
b03c493fc4
test: Updated testmultiaudio to new SDL3 audio API 2023-07-30 11:55:56 -04:00
Ryan C. Gordon
fe1daf6fb5
audio: Mark disconnected default devices as "zombies".
Zombie devices just sit there doing nothing until a new default device
is chosen, and then they migrate all their logical devices before being
destroyed.

This lets the system deal with the likely outcome of a USB headset being
the default audio device, and when its cable is yanked out, the backend
will likely announce this _before_ it chooses a new default (or, perhaps,
the only device in the system got yanked out and there _isn't_ a new
default to be had until the user plugs the cable back in).

This lets the audio device hold on without disturbing the app until it can
seamlessly migrate audio, and it also means the backend does not have to
be careful in how it announces device events, since SDL will manage the
time between a device loss and its replacement.

Note that this _only_ applies to things opened as the default device
(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, etc). If those USB headphones are the
default, and one SDL_OpenAudioDevice() call asked for them specifically and
the other just said "give me the system default," the explicitly requested
open will get a device-lost notification immediately. The other open will
live on as a zombie until it can migrate to the new default.

This drops the complexity of the PulseAudio hotplug thread dramatically,
back to what it was previously, since it no longer needs to fight against
Pulse's asychronous nature, but just report device disconnects and new
default choices as they arrive.

loopwave has been updated to not check for device removals anymore; since
it opens the default device, this is now managed for it; it no longer
needs to close and reopen a device, and as far as it knows, the device
is never lost in the first place.
2023-07-30 11:55:56 -04:00
Ryan C. Gordon
cdd2ba81de
audio: Fixed adding new physical devices to a double-linked list.
(Forgot to hook up existing node's `prev` field when adding the new device
to the head of the list. Doh.)
2023-07-30 11:55:55 -04:00
Ryan C. Gordon
db39cbf208
audio: Allow SDL_GetAudioDeviceFormat() to query the default devices.
Officially removed SDL_GetDefaultAudioInfo(), as its functionality that
isn't obsolete is now offered elsewhere.
2023-07-30 11:55:55 -04:00
Ryan C. Gordon
ee10bab3cd
audio: An enormous amount of work on managing default devices. 2023-07-30 11:55:55 -04:00
Ryan C. Gordon
c7a44eea83
audio: Fixed logic error. 2023-07-30 11:55:55 -04:00
Ryan C. Gordon
089cd87cb5
audio: Make sure device count stays correct as hardware disconnects. 2023-07-30 11:55:54 -04:00
Ryan C. Gordon
e50cb72eb6
docs: Note that audio opening doesn't implicitly init SDL now. 2023-07-30 11:55:54 -04:00
Ryan C. Gordon
97b2f747d0
docs: Corrections to audio section of README-migration.md 2023-07-30 11:55:54 -04:00
Ryan C. Gordon
464640440f
audio: Added SDL_GetAudioStreamBinding.
Now you can open a device, bind a stream, and forget about the device ID
until you're ready to shutdown, where you can query the stream for it.
2023-07-30 11:55:54 -04:00
Ryan C. Gordon
01f7b53865
audio: Readded (logical) device pausing. 2023-07-30 11:55:53 -04:00
Ryan C. Gordon
fd4c9f4e11
audio: documentation improvements. 2023-07-30 11:55:53 -04:00
Ryan C. Gordon
4b78b789a7
audio: Switch SDL_audio.c and SDL_audiocvt.c to C99-ish syntax.
These files are completely different from SDL2, and no clean merging
is likely to happen there anyhow, so there's really no harm in just
switching them over completely to SDL3's new policy of allowing `//`
comments and mixed variable declarations.

Feels deeply sacrilegious, though.
2023-07-30 11:55:53 -04:00
Ryan C. Gordon
d96a1db7d7
audio: Opening via a logical device ID should also track default device.
As these will change devices as the default device changes, in the future,
we would want the original and new logical device to stay together.
2023-07-30 11:55:53 -04:00
Ryan C. Gordon
b2e020958f
audio: Wrap device access in opening of logical devices.
Now you open an audio device and attach streams, as planned, but each
open generates a new logical device. Each logical device has its own
streams that are managed as a group, but all streams on all logical
devices are mixed into a single buffer for a single OS-level open of
the physical device.

This allows multiple opens of a device that won't interfere with each
other and also clean up just what the opener assigned to their logical
device, so all their streams will go away on close but other opens will
continue to mix as they were.

More or less, this makes things work as expected at the app level, but
also gives them the power to group audio streams, and (once added) pause
them all at once, etc.
2023-07-30 11:55:53 -04:00
Ryan C. Gordon
7ee2459927
audio: Check for unlikely failure case in WAV loaded.
I don't think this can fail at the moment, but if WaveCheckFormat goes
out of sync with this switch statement at some point, this seems like
a good failsafe.
2023-07-30 11:55:52 -04:00
Ryan C. Gordon
3d65a2cefe
audio: Made SDL_LoadWAV a real function, not just a macro. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon
26525f5fd3
audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon
e6aaed7d79
include: Audio is not, and has not been, a raw mixing buffer for a long time. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon
56b1bc2198
audio: SDL_AudioStream now has callbacks for Get and Put operations.
This allows code to feed a stream (or feed from a stream) on-demand,
which is to say: it can efficiently simulate the SDL2 audio callback.
2023-07-30 11:55:51 -04:00
Ryan C. Gordon
905c4fff5b
audio: First shot at the SDL3 audio subsystem redesign!
This is a work in progress! (and this commit will probably get
force-pushed over at some point).
2023-07-30 11:55:51 -04:00
1vanK
b221b59995
cmake: add SDL_REVISION option
This is useful if one has vendored SDL git and want to avoid rebuilding SDL on every git commit.
2023-07-29 21:16:32 +00:00
Mathieu Eyraud
0500fca00c Add missing break 2023-07-29 10:29:00 -04:00
Ozkan Sezer
d3f2de7f29 fixed typo in prev. patch. 2023-07-28 07:35:04 +03:00
Ozkan Sezer
12b35c6a46 test/testnativecocoa.m: fixed deprecation warnings. 2023-07-28 07:20:50 +03:00
Anonymous Maarten
e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY 2023-07-28 04:41:29 +02:00
Anonymous Maarten
da5016d336 cmake: use pkg-config + test compile instead of Find module for detecting rpi 2023-07-28 04:41:29 +02:00
Anonymous Maarten
deec574ff6 cmake: fix SDL_HIDAPI_LIBUSB 2023-07-28 04:41:29 +02:00
SDL Wiki Bot
f2ae00c1ad Sync SDL3 wiki -> header 2023-07-27 22:43:14 +00:00
Anonymous Maarten
41a96c8133 doc: document building of SDL tests with CMake 2023-07-28 00:41:26 +02:00
Sam Lantinga
3174d0b970 Sorted controller list 2023-07-27 12:48:15 -07:00
Max Maisel
27b8abb056 Add Steam Deck controller mapping to database.
This adds support for the back paddles, and the "..." key
which are not automatically detected.
* "Back" is mapped to the top left "two windows" key.
* "Start" is mapped to the top right "hambuger menu" key.
* "Guide" is mapped to the "Steam" key.
* The "..." key is just a generic button.

When looking at the screen, paddles are number
* P1: Top right
* P2: Top left
* P3: Bottom right
* P4: Botom Left

The new controller mapping was created with the SDL3 gamepadmap tool.
2023-07-27 12:46:47 -07:00
Sam Lantinga
41d436f0fe Use SetWindowPos to show windows when SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN is set to avoid activating the parent window when showing a child window 2023-07-27 11:56:53 -07:00
Sam Lantinga
0dc85f3078 Improved the documentation for the gamepad paddle buttons 2023-07-27 11:27:42 -07:00
Frank Praznik
2fff999a41 Try to create the dummy mouse cursor after video backend initialization
The mouse->CreateCursor function pointer will always be null if checked before the video backend is initialized, so a dummy default cursor with null internal structures was being created in all cases, not just for backends lacking cursor functionality. Move the check to after the video subsystem is initialized, when the function pointer check is valid.

Passing this dummy cursor with null internal structures to the Wayland backend would cause a crash, as it requires the internal cursor structures to be valid in order to store cursor backing data, even for default system cursors.
2023-07-27 13:00:50 -04:00
SDL Wiki Bot
d086d9874d Sync SDL3 wiki -> header 2023-07-27 13:36:07 +00:00
Ryan C. Gordon
bce598addd
SDL_pixels.c: Fixed compiler warning on Android NDK. 2023-07-26 15:49:24 -04:00
SDL Wiki Bot
ad0c0d3cde Sync SDL3 wiki -> header 2023-07-26 17:17:06 +00:00
Frank Praznik
f8e8dff7ee tests: Fix automated window grab and positioning tests under Wayland/XWayland
When using the Wayland video driver or X11 under XWayland, create a renderer and present a frame as part of window creation, as Wayland requires that a frame be presented for the window to be fully mapped and displayed onscreen. This fixes the grab and expected window size tests.

This also disables the window positioning tests when running under the Wayland driver, as Wayland does not allow application windows to position themselves in the desktop space, which renders the tests unreliable and subject to spurious failure.
2023-07-26 10:08:27 -04:00
Starbuck5
4cffbc3644 Add VS code directory to gitignore 2023-07-25 23:36:14 -07:00
Starbuck5
666f81bace Add more endian-specific aliases for 32 bit pixelformats
Add these for all the RGBX variants, just like all the RGBA variants already have.
2023-07-25 23:35:42 -07:00
Sam Lantinga
4749df0a63 Just disable the 4214 warning instead of trying to change the structure definition 2023-07-25 14:01:46 -07:00
Sam Lantinga
b8d91252c6 Fixed automation tests using the dummy video driver 2023-07-25 11:48:10 -07:00
Sam Lantinga
a16b241b89 Make sure the mouse and keyboard focus is cleared when a window is hidden 2023-07-25 11:47:55 -07:00
Sam Lantinga
21692bc9a8 Cleaned up dummy evdev initialization 2023-07-25 10:44:40 -07:00
Sam Lantinga
3c8f4dca1d Make sure we don't touch the controller effects state when we're in auto mode for PS4/PS5 controllers. 2023-07-24 10:17:02 -07:00
Sam Lantinga
8adab0b88a Removed invalid assert in testatomic 2023-07-22 18:39:39 -07:00
Anonymous Maarten
d5479d7b81 project: build in (at least) c99 mode 2023-07-22 15:55:48 -04:00
Anonymous Maarten
8105f1d5b5 SDL_atomic.h: __ARM_ARCH is not always defined for an arm platform
e.g. riscos toolchain
2023-07-22 15:55:48 -04:00
Anonymous Maarten
b8c8968b69 ci: disable precompiled headers for riscos 2023-07-22 15:55:48 -04:00