Haptic: Don't interpret a direction of polar 35999 as "unsupported type".

(or linux-direction 0xFFFF)

Thanks, Elias!

Partially fixes Bugzilla #2686.
Haptic: DInput's POLAR direction actually matches Linux's direction.

Thanks, Elias!

Partially fixes Bugzilla #2686.
Haptic: Explicitly avoid floating point arithmetic if it's not needed.

Thanks, Elias!

Partially fixes Bugzilla #2686.
Haptic: Fix the saturation and deadband parameters' available range.

There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.

Thanks, Elias!

Partially fixes Bugzilla #2686.
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.

Thanks, Elias!

Partially fixes Bugzilla #2686.
Haptic: Add some missing haptic types to test, and fix wrong array-sizes.

Thanks, Elias!

Fixes Bugzilla #2686.
(along with the last several commits.)
Fixed building on Windows with CMake
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
Added SDL_round(), contributed by Benoit Pierre - thanks!
Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly

Patch from Benoit Pierre:

video: fix clipping handling in SDL_UpperBlitScaled

- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
  rectangle to source surface and destination rectangle to destination
  clip rectangle
- don't change scaling factors when clipping

N.B.:

- when no scaling is involved (source and destination width/height are
  the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
  SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
  saved back to dstrect (like for SDL_UpperBlit)
Fixed bug 2683 - Raspberry PI support using CMake

Tobias Himmer

this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.

Seems to work fine on Raspbian.
Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function

Nitz

In SDL_CreateTextureFromSurface:

SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
         dst_fmt = SDL_AllocFormat(format);
            temp = SDL_ConvertSurface(surface, dst_fmt, 0);

Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
Removed SDL_round() because the license wasn't compatible with zlib
cmake: add -Wall/-Wshadow to GCC compilation flags
cmake: add -Wl,--no-undefined to GCC linker flags

This way unresolved symbols will be detected when linking the shared
library version.
Reset CMAKE_REQUIRED_FLAGS after test
Fixed bug where the render target is updated instead of the default output when the window is resized.
Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets

Andreas Falkenhahn

SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().

I am attaching a small program that demonstrates the issue. I get the following result here:

READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000

But it should be:

READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000

Tested with SDL 2.0.3 on Windows 7.
Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different

Tim McDaniel

On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match.  For a non-fullscreen window, the window position is global relative to the bottom of the menubar.  The global mouse position is relative to the top of the screen.  This affects Cocoa_WarpMouse and potentially other things as well.  Further, the coordinate system for window position is now affected by what screen it is on.  For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense.  The window's y position depends on what screen "most" of the window is on.  So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.

I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us).  If SDL OSX is to really support multi-display configurations, this is especially problematic.

If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.