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* Expose separate keyboard and mouse grab supportCameron Gutman2021-01-261-32/+161
| | | | | | | | | | | | This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(), SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise this functionality and makes a minor fix to X11 that I missed in https://hg.libsdl.org/SDL/rev/02a2d609369b To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards compatibility with older code.
* minor autotools build system updates.Ozkan Sezer2021-01-232-2/+2
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* Fix declarations after statementSylvain Becker2021-01-191-11/+15
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* Add basic testgles2_sdf program to demonstrate sign distance field with ↵Sylvain Becker2021-01-194-0/+805
| | | | opengles2
* testgamecontroller: log which controller the event came fromSam Lantinga2021-01-131-4/+6
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* Updated copyright for 2021Sam Lantinga2021-01-0269-69/+69
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* minor update to test/acinclude.m4 (pkg.m4)Ozkan Sezer2020-12-301-3/+3
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* testsem.c: fix -Wmissing-braces warnings.Ozkan Sezer2020-12-241-2/+2
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* Atomic test: Fix use after freeJoel Linn2020-12-231-8/+2
| | | | | | SDL_SemPost() was called by the FIFO threads after the semaphore was freed because the main thread actually synchronized on the `writerRunning`/`readersRunning` count and not the semaphores itself.
* Semaphore test: Add overhead tests.Joel Linn2020-12-231-2/+130
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* Semaphore test: Put test into separate function.Joel Linn2020-12-231-38/+60
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* test/Makefile.os2: add warning switches to CFLAGS.Ozkan Sezer2020-12-241-0/+1
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* testvulkan.c: fix -Wmissing-braces warnings. also fix whitespace.Ozkan Sezer2020-12-241-26/+26
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* testgesture.c: comment out unused drawLine()Ozkan Sezer2020-12-241-0/+2
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* testatomic.c: fix warnings due to SDL_AtomicDecRef() useOzkan Sezer2020-12-241-3/+3
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* Enable PS5 enhanced functionality for testgamecontrollerSam Lantinga2020-12-221-0/+1
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* Set the pad lights on the PS5 controller corresponding to the player indexSam Lantinga2020-12-221-0/+8
| | | | Also allow setting the player index from testgamecontroller using the number keys
* CMakeLists.txt: sync DYLIB_CURRENT_VERSION to Xcode projectOzkan Sezer2020-12-221-7/+37
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* Updated SDL to version 2.0.15 for developmentSam Lantinga2020-12-221-37/+7
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* regenerated configureOzkan Sezer2020-12-221-25/+3
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* acinclude & sdl2.m4 updates:Ozkan Sezer2020-12-221-4/+4
| | | | | | | | - acinclude/alsa.m4, esd.m4: Ran through autoupdate to replace several AC_TRY_[COMPILE|LINK|RUN] with corresponding AC_???_IFELSE , so that autoconf-2.70 doesn't warn. - sdl2.m4: Ditto. - test/acinclude.m4 (sdl2): Ditto.
* sdl2.m4 updates:Ozkan Sezer2020-12-221-27/+5
| | | | | | | - remove HP/UX 9 (%@#!) support - change fopen() mode from "a" to "w" in test code. - bump its serial num to 2. - test/acinclude.m4: same sdl2.m4 updates.
* test/Makefile.os2: wlib must run case-sensitively.Ozkan Sezer2020-12-211-1/+1
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* Fixed circular dependency problem when building in the test directorySam Lantinga2020-12-201-1/+2
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* tests: regenerate configure using autoconf patched for AC_PATH_X11Ozkan Sezer2020-12-181-7/+37
| | | | | | | | | | Specifically this patch which does not invoke _AC_PATH_X_XMKMF and _AC_PATH_X_DIRECT internal autoconf routines when cross-compiling: http://git.savannah.gnu.org/gitweb/?p=autoconf.git;a=commitdiff;h=33c3a47c04ab70a4dd54963fe433a171bc03747f Without this, CFLAGS would brokenly have system include paths like -I/usr/include/X11 when cross-compiling e.g. for windows. (And it also resulted in annoying imake crashes for my setup...)
* test/acinclude.m4: rename SDL_CONFIG to SDL2_CONFIG, regenerate configureOzkan Sezer2020-12-152-43/+43
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* minor cleanups to configure.ac to reduce autoconf-2.70 warnings a bit.Ozkan Sezer2020-12-142-7/+6
| | | | | | configure output is practically unchanged. there are still lots of AC_TRY_COMPILE/AC_TRY_LINK replacements needed to really eliminate the warnings, but that's for another time.
* fix bug #5253: handle NULL title or message fields in SDL_MessageBoxDataOzkan Sezer2020-12-101-0/+18
| | | | | | | | | | | | | | | - SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title or message field to "" if either of them is NULL. - SDL_video.c (SDL_ShowSimpleMessageBox): set title or message to "" if either of them is NULL for EMSCRIPTEN builds. - SDL_bmessagebox.cc: add empty string check along with NULL check for title and message fields. - SDL_windowsmessagebox.c (AddDialogString): remove NULL string check - SDL_windowsmessagebox.c (AddDialogControl): add empty string check along with the NULL check. - SDL_x11messagebox.c: revert commit 4743e38c51cb - SDL_os2messagebox.c: revert commit 2cbc1bc6c207 - test/testmessage.c: Add NULL title and NULL message tests.
* Allow background input when testing game controllersSam Lantinga2020-12-041-0/+1
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* Remember to close the game controller when we're done with itSam Lantinga2020-11-271-0/+2
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* Open and test all connected controllersSam Lantinga2020-11-271-71/+155
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* Some controllers don't always reset their triggers to zero when they are ↵Sam Lantinga2020-11-251-6/+8
| | | | released (e.g. Xbox One S in Bluetooth mode), so only trigger rumble if the trigger is pulled halfway or more.
* Automatically switch to testing a new controller when it's plugged inSam Lantinga2020-11-241-8/+10
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* Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on ↵Sam Lantinga2020-11-231-13/+1
| | | | | | | | | | FreeBSD Alex S Ah, that's not quite enough. You need to: 1. rename src/joystick/bsd/SDL_sysjoystick.c to something; 2. regenerate configure.
* Allow testing a specific controllerSam Lantinga2020-11-231-0/+4
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* Fixed mapping controllers after adding the touchpad buttonSam Lantinga2020-11-231-0/+1
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* Allow testing effects on PS4 controllersSam Lantinga2020-11-211-0/+1
| | | | Note, this will switch the controller into advanced report mode which breaks DirectInput on Windows
* Added API for sensors on game controllersSam Lantinga2020-11-171-19/+54
| | | | | | Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers Also fixed an issue with the accelerometer on iOS having inverted axes
* Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()Sam Lantinga2020-11-161-1/+7
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* Improve LED color calculation, don't set LED unless left thumbstick is movedSam Lantinga2020-11-161-5/+22
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* Added support for the touchpad on PS4 and PS5 controllersSam Lantinga2020-11-131-1/+17
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* Fixed overflow in trigger rumble calculationSam Lantinga2020-11-121-1/+1
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* test: Add a unit test for input device classification heuristicsSimon McVittie2020-11-112-0/+1035
| | | | | | | This uses pre-recorded evdev capabilities, so that we can check for regressions without the devices having to be physically present. Signed-off-by: Simon McVittie <smcv@collabora.com>
* Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()Sam Lantinga2020-11-111-0/+21
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* testvulkan: Patched to compile with SDL's internal Vulkan headers.Ryan C. Gordon2020-11-091-2/+1
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* Be explicit about mapping the new game controller paddle buttonsSam Lantinga2020-11-074-60/+82
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* Don't try to map the accelerometer as a game controllerSam Lantinga2020-11-062-0/+4
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* iOS should use the same size window for the controller tests as other platformsSam Lantinga2020-11-062-10/+0
| | | | Otherwise the position of the button and axis elements won't be correct
* Added 4 auxiliary buttons to the game controller APISam Lantinga2020-11-062-0/+12
| | | | | | Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver PS4 and PS5 controllers use AUX1 to represent the touchpad button Nintendo Switch Pro controllers use AUX1 to represent the capture button
* Added SDL_JoystickHasLEDSam Lantinga2020-11-051-0/+12
| | | | Currently, this is only supported by the PS4 HIDAPI driver.