dep/msvc: Update SDL2 to 2.0.16

This commit is contained in:
Connor McLaughlin 2021-09-08 10:49:10 +10:00
parent 6c628bb89f
commit 9278b7f110
92 changed files with 10459 additions and 4104 deletions

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -47,6 +47,7 @@
#include "SDL_loadso.h" #include "SDL_loadso.h"
#include "SDL_log.h" #include "SDL_log.h"
#include "SDL_messagebox.h" #include "SDL_messagebox.h"
#include "SDL_metal.h"
#include "SDL_mutex.h" #include "SDL_mutex.h"
#include "SDL_power.h" #include "SDL_power.h"
#include "SDL_render.h" #include "SDL_render.h"
@ -58,6 +59,8 @@
#include "SDL_timer.h" #include "SDL_timer.h"
#include "SDL_version.h" #include "SDL_version.h"
#include "SDL_video.h" #include "SDL_video.h"
#include "SDL_locale.h"
#include "SDL_misc.h"
#include "begin_code.h" #include "begin_code.h"
/* Set up for C function definitions, even when using C++ */ /* Set up for C function definitions, even when using C++ */
@ -90,37 +93,120 @@ extern "C" {
/* @} */ /* @} */
/** /**
* This function initializes the subsystems specified by \c flags * Initialize the SDL library.
*
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
* two may be used interchangeably. Though for readability of your code
* SDL_InitSubSystem() might be preferred.
*
* The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
* subsystems are initialized by default. Message boxes
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
* video subsystem, in hopes of being useful in showing an error dialog when
* SDL_Init fails. You must specifically initialize other subsystems if you
* use them in your application.
*
* Logging (such as SDL_Log) works without initialization, too.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_INIT_TIMER`: timer subsystem
* - `SDL_INIT_AUDIO`: audio subsystem
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
* events subsystem
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
* initializes the joystick subsystem
* - `SDL_INIT_EVENTS`: events subsystem
* - `SDL_INIT_EVERYTHING`: all of the above subsystems
* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
*
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* \param flags subsystem initialization flags
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
* \sa SDL_WasInit
*/ */
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/** /**
* This function initializes specific SDL subsystems * Compatibility function to initialize the SDL library.
*
* In SDL2, this function and SDL_Init() are interchangeable.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* Subsystem initialization is ref-counted, you must call * \sa SDL_Init
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly * \sa SDL_Quit
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown). * \sa SDL_QuitSubSystem
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/ */
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/** /**
* This function cleans up specific SDL subsystems * Shut down specific SDL subsystems.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
* that subsystem's quit function (SDL_VideoQuit()) directly instead. But
* generally, you should not be using those functions directly anyhow; use
* SDL_Init() instead.
*
* You still need to call SDL_Quit() even if you close all open subsystems
* with SDL_QuitSubSystem().
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
*/ */
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/** /**
* This function returns a mask of the specified subsystems which have * Get a mask of the specified subsystems which are currently initialized.
* previously been initialized. *
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
* returns the initialization status of the specified subsystems.
* *
* If \c flags is 0, it returns a mask of all initialized subsystems. * The return value does not include SDL_INIT_NOPARACHUTE.
*
* \sa SDL_Init
* \sa SDL_InitSubSystem
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/** /**
* This function cleans up all initialized subsystems. You should * Clean up all initialized subsystems.
* call it upon all exit conditions. *
* You should call this function even if you have already shutdown each
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
* function even in the case of errors in initialization.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
* it down before calling SDL_Quit(). But generally, you should not be using
* those functions directly anyhow; use SDL_Init() instead.
*
* You can use this function with atexit() to ensure that it is run when your
* application is shutdown, but it is not wise to do this from a library or
* other dynamically loaded code.
*
* \sa SDL_Init
* \sa SDL_QuitSubSystem
*/ */
extern DECLSPEC void SDLCALL SDL_Quit(void); extern DECLSPEC void SDLCALL SDL_Quit(void);

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -53,6 +53,10 @@ assert can have unique static variables associated with it.
#define SDL_TriggerBreakpoint() __debugbreak() #define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) ) #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" ) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__) #elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
@ -185,92 +189,115 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
#define SDL_assert_always(condition) SDL_enabled_assert(condition) #define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
* \returns an SDL_AssertState value indicating how to handle the failure.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata); const SDL_AssertData* data, void* userdata);
/** /**
* \brief Set an application-defined assertion handler. * Set an application-defined assertion handler.
* *
* This allows an app to show its own assertion UI and/or force the * This function allows an application to show its own assertion UI and/or
* response to an assertion failure. If the app doesn't provide this, SDL * force the response to an assertion failure. If the application doesn't
* will try to do the right thing, popping up a system-specific GUI dialog, * provide this, SDL will try to do the right thing, popping up a
* and probably minimizing any fullscreen windows. * system-specific GUI dialog, and probably minimizing any fullscreen windows.
* *
* This callback may fire from any thread, but it runs wrapped in a mutex, so * This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time. * it will only fire from one thread at a time.
* *
* Setting the callback to NULL restores SDL's original internal handler. * This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
* *
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()! * \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler
* \param userdata a pointer that is passed to `handler`
* *
* Return SDL_AssertState value of how to handle the assertion failure. * \sa SDL_GetAssertionHandler
*
* \param handler Callback function, called when an assertion fails.
* \param userdata A pointer passed to the callback as-is.
*/ */
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler, SDL_AssertionHandler handler,
void *userdata); void *userdata);
/** /**
* \brief Get the default assertion handler. * Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
* *
* This returns the function pointer that is called by default when an * \returns the default SDL_AssertionHandler that is called when an assert
* assertion is triggered. This is an internal function provided by SDL, * triggers.
* that is used for assertions when SDL_SetAssertionHandler() hasn't been
* used to provide a different function.
* *
* \return The default SDL_AssertionHandler that is called when an assert triggers. * \since This function is available since SDL 2.0.2.
*
* \sa SDL_GetAssertionHandler
*/ */
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/** /**
* \brief Get the current assertion handler. * Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
* *
* This returns the function pointer that is called when an assertion is * \param puserdata pointer which is filled with the "userdata" pointer that
* triggered. This is either the value last passed to * was passed to SDL_SetAssertionHandler()
* SDL_SetAssertionHandler(), or if no application-specified function is * \returns the SDL_AssertionHandler that is called when an assert triggers.
* set, is equivalent to calling SDL_GetDefaultAssertionHandler().
* *
* \param puserdata Pointer to a void*, which will store the "userdata" * \since This function is available since SDL 2.0.2.
* pointer that was passed to SDL_SetAssertionHandler(). *
* This value will always be NULL for the default handler. * \sa SDL_SetAssertionHandler
* If you don't care about this data, it is safe to pass
* a NULL pointer to this function to ignore it.
* \return The SDL_AssertionHandler that is called when an assert triggers.
*/ */
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/** /**
* \brief Get a list of all assertion failures. * Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
* *
* Get all assertions triggered since last call to SDL_ResetAssertionReport(), * The proper way to examine this data looks something like this:
* or the start of the program.
* *
* The proper way to examine this data looks something like this: * ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
* *
* <code> * \returns a list of all failed assertions or NULL if the list is empty. This
* const SDL_AssertData *item = SDL_GetAssertionReport(); * memory should not be modified or freed by the application.
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* </code>
* *
* \return List of all assertions. * \sa SDL_ResetAssertionReport
* \sa SDL_ResetAssertionReport
*/ */
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/** /**
* \brief Reset the list of all assertion failures. * Clear the list of all assertion failures.
* *
* Reset list of all assertions triggered. * This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
* *
* \sa SDL_GetAssertionReport * \sa SDL_GetAssertionReport
*/ */
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -89,25 +89,47 @@ extern "C" {
typedef int SDL_SpinLock; typedef int SDL_SpinLock;
/** /**
* \brief Try to lock a spin lock by setting it to a non-zero value. * Try to lock a spin lock by setting it to a non-zero value.
* *
* \param lock Points to the lock. * ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
* *
* \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held. * \param lock a pointer to a lock variable
* \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
* held.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicUnlock
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock); extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/** /**
* \brief Lock a spin lock by setting it to a non-zero value. * Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
* *
* \param lock Points to the lock. * \param lock a pointer to a lock variable
*
* \sa SDL_AtomicTryLock
* \sa SDL_AtomicUnlock
*/ */
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock); extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/** /**
* \brief Unlock a spin lock by setting it to 0. Always returns immediately * Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
*
* \since This function is available since SDL 2.0.0.
* *
* \param lock Points to the lock. * \sa SDL_AtomicLock
* \sa SDL_AtomicTryLock
*/ */
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock); extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
@ -137,17 +159,17 @@ extern _inline void SDL_CompilerBarrier (void);
* Memory barriers are designed to prevent reads and writes from being * Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs. * reordered by the compiler and being seen out of order on multi-core CPUs.
* *
* A typical pattern would be for thread A to write some data and a flag, * A typical pattern would be for thread A to write some data and a flag, and
* and for thread B to read the flag and get the data. In this case you * for thread B to read the flag and get the data. In this case you would
* would insert a release barrier between writing the data and the flag, * insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is * guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the * written, and you would insert an acquire barrier between reading the flag
* flag and reading the data, to ensure that all the reads associated * and reading the data, to ensure that all the reads associated with the flag
* with the flag have completed. * have completed.
* *
* In this pattern you should always see a release barrier paired with * In this pattern you should always see a release barrier paired with an
* an acquire barrier and you should gate the data reads/writes with a * acquire barrier and you should gate the data reads/writes with a single
* single flag variable. * flag variable.
* *
* For more information on these semantics, take a look at the blog post: * For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics * http://preshing.com/20120913/acquire-and-release-semantics
@ -216,32 +238,67 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
typedef struct { int value; } SDL_atomic_t; typedef struct { int value; } SDL_atomic_t;
/** /**
* \brief Set an atomic variable to a new value if it is currently an old value. * Set an atomic variable to a new value if it is currently an old value.
* *
* \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise. * ***Note: If you don't know what this function is for, you shouldn't use
* it!***
* *
* \note If you don't know what this function is for, you shouldn't use it! * \param a a pointer to an SDL_atomic_t variable to be modified
*/ * \param oldval the old value
* \param newval the new value
* \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGet
* \sa SDL_AtomicSet
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval); extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/** /**
* \brief Set an atomic variable to a value. * Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value
* \returns the previous value of the atomic variable.
* *
* \return The previous value of the atomic variable. * \sa SDL_AtomicGet
*/ */
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v); extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/** /**
* \brief Get the value of an atomic variable * Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable
* \returns the current value of an atomic variable.
*
* \sa SDL_AtomicSet
*/ */
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a); extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/** /**
* \brief Add to an atomic variable. * Add to an atomic variable.
*
* This function also acts as a full memory barrier.
* *
* \return The previous value of the atomic variable. * ***Note: If you don't know what this function is for, you shouldn't use
* it!***
* *
* \note This same style can be used for any number operation * \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value to add
* \returns the previous value of the atomic variable.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/ */
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
@ -263,23 +320,50 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
#endif #endif
/** /**
* \brief Set a pointer to a new value if it is currently an old value. * Set a pointer to a new value if it is currently an old value.
* *
* \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise. * ***Note: If you don't know what this function is for, you shouldn't use
* it!***
* *
* \note If you don't know what this function is for, you shouldn't use it! * \param a a pointer to a pointer
*/ * \param oldval the old pointer value
* \param newval the new pointer value
* \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCAS
* \sa SDL_AtomicGetPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval); extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/** /**
* \brief Set a pointer to a value atomically. * Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param v the desired pointer value
* \returns the previous value of the pointer.
* *
* \return The previous value of the pointer. * \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGetPtr
*/ */
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v); extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/** /**
* \brief Get the value of a pointer atomically. * Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \returns the current value of a pointer.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicSetPtr
*/ */
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -45,13 +45,12 @@ extern "C" {
* with 0. This operation can also be stated as "count leading zeroes" and * with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2". * "log base 2".
* *
* \return Index of the most significant bit, or -1 if the value is 0. * \return the index of the most significant bit, or -1 if the value is 0.
*/ */
#if defined(__WATCOMC__) && defined(__386__) #if defined(__WATCOMC__) && defined(__386__)
extern _inline int _SDL_clz_watcom (Uint32); extern _inline int _SDL_bsr_watcom (Uint32);
#pragma aux _SDL_clz_watcom = \ #pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \ "bsr eax, eax" \
"xor eax, 31" \
parm [eax] nomemory \ parm [eax] nomemory \
value [eax] \ value [eax] \
modify exact [eax] nomemory; modify exact [eax] nomemory;
@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x)
if (x == 0) { if (x == 0) {
return -1; return -1;
} }
return 31 - _SDL_clz_watcom(x); return _SDL_bsr_watcom(x);
#elif defined(_MSC_VER)
unsigned long index;
if (_BitScanReverse(&index, x)) {
return index;
}
return -1;
#else #else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson /* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain. * <seander@cs.stanford.edu>, released in the public domain.

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -50,6 +50,9 @@ typedef enum
SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB dstRGB = srcRGB * dstRGB
dstA = dstA */ dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
SDL_BLENDMODE_INVALID = 0x7FFFFFFF SDL_BLENDMODE_INVALID = 0x7FFFFFFF
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
@ -88,19 +91,96 @@ typedef enum
} SDL_BlendFactor; } SDL_BlendFactor;
/** /**
* \brief Create a custom blend mode, which may or may not be supported by a given renderer * Compose a custom blend mode for renderers.
* *
* \param srcColorFactor source color factor * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* \param dstColorFactor destination color factor * the SDL_BlendMode returned by this function if the renderer supports it.
* \param colorOperation color operation *
* \param srcAlphaFactor source alpha factor * A blend mode controls how the pixels from a drawing operation (source) get
* \param dstAlphaFactor destination alpha factor * combined with the pixels from the render target (destination). First, the
* \param alphaOperation alpha operation * components of the source and destination pixels get multiplied with their
* * blend factors. Then, the blend operation takes the two products and
* The result of the blend mode operation will be: * calculates the result that will get stored in the render target.
* dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor *
* and * Expressed in pseudocode, it would look like this:
* dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor *
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer in
* SDL 2.0.6. All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
*
* - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
* - **direct3d11**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
* 2.0.6.
* - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. Color and alpha factors need to be the same. OpenGL ES 1
* implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
* and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
* operations being different from each other. May support color and alpha
* factors being different from each other.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \since This function is available in SDL 2.0.6.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/ */
extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor, SDL_BlendFactor dstColorFactor,

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -39,23 +39,41 @@ extern "C" {
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Put UTF-8 text into the clipboard * Put UTF-8 text into the clipboard.
* *
* \sa SDL_GetClipboardText() * \param text the text to store in the clipboard
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/ */
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text); extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/** /**
* \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free() * Get UTF-8 text from the clipboard, which must be freed with SDL_free().
*
* This functions returns NULL if there was not enough memory left for a copy
* of the clipboard's content.
*
* \returns the clipboard text on success or NULL on failure; call
* SDL_GetError() for more information. Caller must call SDL_free()
* on the returned pointer when done with it.
* *
* \sa SDL_SetClipboardText() * \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/ */
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void); extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/** /**
* \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty * Query whether the clipboard exists and contains a non-empty text string.
*
* \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
*
* \since This function is available since SDL 2.0.0.
* *
* \sa SDL_GetClipboardText() * \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -71,6 +71,7 @@
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1 #define HAVE_STRTOL 1
#define HAVE_STRTOUL 1 #define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1 #define HAVE_STRTOLL 1
@ -110,8 +111,12 @@
#define HAVE_LOGF 1 #define HAVE_LOGF 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LOG10F 1 #define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1 #define HAVE_POW 1
#define HAVE_POWF 1 #define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SCALBNF 1 #define HAVE_SCALBNF 1
#define HAVE_SIN 1 #define HAVE_SIN 1
@ -120,23 +125,31 @@
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1 #define HAVE_SIGACTION 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1 #define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1 #define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1 #define HAVE_CLOCK_GETTIME 1
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4 #define SIZEOF_VOIDP 4
#endif
/* Enable various audio drivers */ /* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_ANDROID 1 #define SDL_AUDIO_DRIVER_ANDROID 1
#define SDL_AUDIO_DRIVER_OPENSLES 1 #define SDL_AUDIO_DRIVER_OPENSLES 1
#define SDL_AUDIO_DRIVER_AAUDIO 0
#define SDL_AUDIO_DRIVER_DUMMY 1 #define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */ /* Enable various input drivers */
#define SDL_JOYSTICK_ANDROID 1 #define SDL_JOYSTICK_ANDROID 1
#define SDL_JOYSTICK_HIDAPI 1 #define SDL_JOYSTICK_HIDAPI 1
#define SDL_HAPTIC_ANDROID 1 #define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_ANDROID 1
/* Enable sensor driver */ /* Enable sensor driver */
#define SDL_SENSOR_ANDROID 1 #define SDL_SENSOR_ANDROID 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -71,6 +71,7 @@
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1 #define HAVE_STRTOL 1
#define HAVE_STRTOUL 1 #define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1 #define HAVE_STRTOLL 1
@ -111,8 +112,12 @@
#define HAVE_LOGF 1 #define HAVE_LOGF 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LOG10F 1 #define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1 #define HAVE_POW 1
#define HAVE_POWF 1 #define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SCALBNF 1 #define HAVE_SCALBNF 1
#define HAVE_SIN 1 #define HAVE_SIN 1
@ -121,6 +126,8 @@
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1 #define HAVE_SIGACTION 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1 #define HAVE_NANOSLEEP 1
@ -135,9 +142,11 @@
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */ /* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DUMMY 1 #define SDL_HAPTIC_DUMMY 1
/* Enable MFi joystick support */ /* Enable joystick support */
#define SDL_JOYSTICK_MFI 1 /* Only enable HIDAPI support if you want to support Steam Controllers on iOS and tvOS */
/*#define SDL_JOYSTICK_HIDAPI 1*/ /*#define SDL_JOYSTICK_HIDAPI 1*/
#define SDL_JOYSTICK_MFI 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef __TVOS__ #ifdef __TVOS__
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1
@ -161,13 +170,17 @@
#define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES */ /* Enable OpenGL ES */
#if !TARGET_OS_MACCATALYST
#define SDL_VIDEO_OPENGL_ES2 1 #define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_ES 1 #define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES 1 #define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1 #define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer */ /* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer
#if !TARGET_OS_SIMULATOR && !TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000)) Also supported in simulator from iOS 13.0 and tvOS 13.0
*/
#if (TARGET_OS_SIMULATOR && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000) || (__TV_OS_VERSION_MIN_REQUIRED >= 130000))) || (!TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000)))
#define SDL_PLATFORM_SUPPORTS_METAL 1 #define SDL_PLATFORM_SUPPORTS_METAL 1
#else #else
#define SDL_PLATFORM_SUPPORTS_METAL 0 #define SDL_PLATFORM_SUPPORTS_METAL 0
@ -181,6 +194,10 @@
#define SDL_VIDEO_VULKAN 1 #define SDL_VIDEO_VULKAN 1
#endif #endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#endif
/* Enable system power support */ /* Enable system power support */
#define SDL_POWER_UIKIT 1 #define SDL_POWER_UIKIT 1
@ -190,11 +207,6 @@
/* enable iOS extended launch screen */ /* enable iOS extended launch screen */
#define SDL_IPHONE_LAUNCHSCREEN 1 #define SDL_IPHONE_LAUNCHSCREEN 1
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
/* enable filesystem support */ /* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1 #define SDL_FILESYSTEM_COCOA 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -74,6 +74,7 @@
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1 #define HAVE_STRTOL 1
#define HAVE_STRTOUL 1 #define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1 #define HAVE_STRTOLL 1
@ -114,8 +115,12 @@
#define HAVE_LOGF 1 #define HAVE_LOGF 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LOG10F 1 #define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1 #define HAVE_POW 1
#define HAVE_POWF 1 #define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SCALBNF 1 #define HAVE_SCALBNF 1
#define HAVE_SIN 1 #define HAVE_SIN 1
@ -124,22 +129,38 @@
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1 #define HAVE_SIGACTION 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1 #define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1 #define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1 #define HAVE_SYSCTLBYNAME 1
#if defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
#define HAVE_GCC_ATOMICS 1
/* Enable various audio drivers */ /* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1 #define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1 #define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */ /* Enable various input drivers */
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_IOKIT 1 #define SDL_JOYSTICK_IOKIT 1
#define SDL_JOYSTICK_HIDAPI 1 #define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_IOKIT 1 #define SDL_HAPTIC_IOKIT 1
/* The MFI controller support requires ARC Objective C runtime */
#if MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 && !defined(__i386__)
#define SDL_JOYSTICK_MFI 1
#endif
/* Enable the dummy sensor driver */ /* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1
@ -157,13 +178,13 @@
#define SDL_VIDEO_DRIVER_COCOA 1 #define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11 #undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/usr/X11R6/lib/libX11.6.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC "/opt/X11/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/usr/X11R6/lib/libXext.6.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/opt/X11/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA "/usr/X11R6/lib/libXinerama.1.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA "/opt/X11/lib/libXinerama.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/usr/X11R6/lib/libXi.6.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/opt/X11/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/usr/X11R6/lib/libXrandr.2.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/opt/X11/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/usr/X11R6/lib/libXss.1.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/opt/X11/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/usr/X11R6/lib/libXxf86vm.1.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/opt/X11/lib/libXxf86vm.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1 #define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XINERAMA 1 #define SDL_VIDEO_DRIVER_X11_XINERAMA 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1 #define SDL_VIDEO_DRIVER_X11_XRANDR 1
@ -191,9 +212,15 @@
#define SDL_VIDEO_RENDER_OGL_ES2 1 #define SDL_VIDEO_RENDER_OGL_ES2 1
#endif #endif
#ifndef SDL_VIDEO_RENDER_METAL
/* Metal only supported on 64-bit architectures with 10.11+ */ /* Metal only supported on 64-bit architectures with 10.11+ */
#if TARGET_CPU_X86_64 && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100) #if TARGET_RT_64_BIT && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#ifndef SDL_VIDEO_RENDER_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1 #define SDL_VIDEO_RENDER_METAL 1
#else #else
#define SDL_VIDEO_RENDER_METAL 0 #define SDL_VIDEO_RENDER_METAL 0
@ -217,13 +244,22 @@
#define SDL_VIDEO_OPENGL_GLX 1 #define SDL_VIDEO_OPENGL_GLX 1
#endif #endif
/* Enable Vulkan support */ /* Enable Vulkan and Metal support */
/* Metal/Vulkan Portability only supported on 64-bit architectures with 10.11+ */ #ifndef SDL_VIDEO_VULKAN
#if TARGET_CPU_X86_64 && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100) #if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1 #define SDL_VIDEO_VULKAN 1
#else #else
#define SDL_VIDEO_VULKAN 0 #define SDL_VIDEO_VULKAN 0
#endif #endif
#endif
#ifndef SDL_VIDEO_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#else
#define SDL_VIDEO_METAL 0
#endif
#endif
/* Enable system power support */ /* Enable system power support */
#define SDL_POWER_MACOSX 1 #define SDL_POWER_MACOSX 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -25,35 +25,39 @@
#include "SDL_platform.h" #include "SDL_platform.h"
#define SIZEOF_VOIDP 4
#define SDL_AUDIO_DRIVER_DUMMY 1 #define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_OS2 1
#define SDL_POWER_DISABLED 1 #define SDL_POWER_DISABLED 1
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1 #define SDL_HAPTIC_DISABLED 1
#define SDL_JOYSTICK_DISABLED 1
/*#undef SDL_JOYSTICK_OS2 */
/*#undef SDL_JOYSTICK_HIDAPI */ /*#undef SDL_JOYSTICK_HIDAPI */
/*#undef SDL_JOYSTICK_VIRTUAL */
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1
#define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_OS2 1
/* Enable OpenGL support */ /* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */ /* #undef SDL_VIDEO_OPENGL */
/* Enable Vulkan support */ #define SDL_THREAD_OS2 1
/* #undef SDL_VIDEO_VULKAN */ #define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_LOADSO_DISABLED 1 #define SDL_FILESYSTEM_OS2 1
#define SDL_THREADS_DISABLED 1
#define SDL_TIMERS_DISABLED 1
#define SDL_FILESYSTEM_DUMMY 1
/* Enable assembly routines */ /* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1 #define SDL_ASSEMBLY_ROUTINES 1
/* #undef HAVE_LIBSAMPLERATE_H */ /* use libsamplerate for audio rate conversion. */
/*#define HAVE_LIBSAMPLERATE_H 1 */
/* Enable dynamic libsamplerate support */ /* Enable dynamic libsamplerate support */
/* #undef SDL_LIBSAMPLERATE_DYNAMIC */ #define SDL_LIBSAMPLERATE_DYNAMIC "SAMPRATE.DLL"
#define HAVE_LIBC 1 #define HAVE_LIBC 1
@ -99,17 +103,28 @@
#define HAVE_WCSLCPY 1 #define HAVE_WCSLCPY 1
#define HAVE_WCSLCAT 1 #define HAVE_WCSLCAT 1
#define HAVE_WCSCMP 1 #define HAVE_WCSCMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSLCPY 1
#define HAVE_WCSLCAT 1
/* #undef HAVE_WCSDUP */
#define HAVE__WCSDUP 1
#define HAVE_WCSSTR 1
#define HAVE_WCSCMP 1
#define HAVE_WCSNCMP 1
#define HAVE_STRLEN 1 #define HAVE_STRLEN 1
#define HAVE_STRLCPY 1 #define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1 #define HAVE_STRLCAT 1
#define HAVE__STRREV 1 #define HAVE__STRREV 1
#define HAVE__STRUPR 1 #define HAVE__STRUPR 1
#define HAVE__STRLWR 1 #define HAVE__STRLWR 1
#define HAVE_INDEX 1 /* #undef HAVE_INDEX */
#define HAVE_RINDEX 1 /* #undef HAVE_RINDEX */
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
#define HAVE_ITOA 1 #define HAVE_ITOA 1
#define HAVE__LTOA 1 #define HAVE__LTOA 1
#define HAVE__ULTOA 1 #define HAVE__ULTOA 1
@ -127,7 +142,8 @@
#define HAVE_STRICMP 1 #define HAVE_STRICMP 1
#define HAVE_STRCASECMP 1 #define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1 #define HAVE_STRNCASECMP 1
#define HAVE_SSCANF 1 #define HAVE_SSCANF 1
#define HAVE_VSSCANF 1
#define HAVE_SNPRINTF 1 #define HAVE_SNPRINTF 1
#define HAVE_VSNPRINTF 1 #define HAVE_VSNPRINTF 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
@ -166,5 +182,11 @@
/* #undef HAVE_SQRTF */ /* #undef HAVE_SQRTF */
#define HAVE_TAN 1 #define HAVE_TAN 1
/* #undef HAVE_TANF */ /* #undef HAVE_TANF */
/* #undef HAVE_TRUNC */
/* #undef HAVE_TRUNCF */
/* #undef HAVE_LROUND */
/* #undef HAVE_LROUNDF */
/* #undef HAVE_ROUND */
/* #undef HAVE_ROUNDF */
#endif /* SDL_config_os2_h_ */ #endif /* SDL_config_os2_h_ */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -95,6 +95,10 @@
#define HAVE_FLOOR 1 #define HAVE_FLOOR 1
#define HAVE_LOG 1 #define HAVE_LOG 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SIN 1 #define HAVE_SIN 1
#define HAVE_SINF 1 #define HAVE_SINF 1
@ -102,6 +106,8 @@
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1 #define HAVE_SIGACTION 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1 #define HAVE_NANOSLEEP 1
@ -110,8 +116,8 @@
#define SDL_AUDIO_DRIVER_OSS 1 #define SDL_AUDIO_DRIVER_OSS 1
#define SDL_INPUT_LINUXEV 1 #define SDL_INPUT_LINUXEV 1
#define SDL_INPUT_TSLIB 1
#define SDL_JOYSTICK_LINUX 1 #define SDL_JOYSTICK_LINUX 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_LINUX 1 #define SDL_HAPTIC_LINUX 1
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -136,6 +136,7 @@
/* Enable the PSP joystick driver (src/joystick/psp/\*.c) */ /* Enable the PSP joystick driver (src/joystick/psp/\*.c) */
#define SDL_JOYSTICK_PSP 1 #define SDL_JOYSTICK_PSP 1
#define SDL_JOYSTICK_VIRTUAL 1
/* Enable the dummy sensor driver */ /* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -28,7 +28,7 @@
/* This is a set of defines to configure the SDL features */ /* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H) #if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) #if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__)
#define HAVE_STDINT_H 1 #define HAVE_STDINT_H 1
#elif defined(_MSC_VER) #elif defined(_MSC_VER)
typedef signed __int8 int8_t; typedef signed __int8 int8_t;
@ -84,7 +84,14 @@ typedef unsigned int uintptr_t;
#define HAVE_XINPUT_H 1 #define HAVE_XINPUT_H 1
#define HAVE_MMDEVICEAPI_H 1 #define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1 #define HAVE_AUDIOCLIENT_H 1
#define HAVE_ENDPOINTVOLUME_H 1 #define HAVE_SENSORSAPI_H 1
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */ /* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC #ifdef HAVE_LIBC
@ -118,6 +125,7 @@ typedef unsigned int uintptr_t;
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */ /* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */ /* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */ /* #undef HAVE__ULTOA */
@ -130,6 +138,9 @@ typedef unsigned int uintptr_t;
#define HAVE_STRNCMP 1 #define HAVE_STRNCMP 1
#define HAVE__STRICMP 1 #define HAVE__STRICMP 1
#define HAVE__STRNICMP 1 #define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1 #define HAVE_ACOS 1
#define HAVE_ACOSF 1 #define HAVE_ACOSF 1
#define HAVE_ASIN 1 #define HAVE_ASIN 1
@ -139,7 +150,7 @@ typedef unsigned int uintptr_t;
#define HAVE_ATAN2 1 #define HAVE_ATAN2 1
#define HAVE_ATAN2F 1 #define HAVE_ATAN2F 1
#define HAVE_CEILF 1 #define HAVE_CEILF 1
#define HAVE__COPYSIGN 1 #define HAVE__COPYSIGN 1
#define HAVE_COS 1 #define HAVE_COS 1
#define HAVE_COSF 1 #define HAVE_COSF 1
#define HAVE_EXP 1 #define HAVE_EXP 1
@ -166,9 +177,16 @@ typedef unsigned int uintptr_t;
/* These functions were added with the VC++ 2013 C runtime library */ /* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800 #if _MSC_VER >= 1800
#define HAVE_STRTOLL 1 #define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1 #define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SCALBNF 1 #define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#endif #endif
/* This function is available with at least the VC++ 2008 C runtime library */ /* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400 #if _MSC_VER >= 1400
@ -183,6 +201,20 @@ typedef unsigned int uintptr_t;
#define HAVE_STDDEF_H 1 #define HAVE_STDDEF_H 1
#endif #endif
/* Check to see if we have Windows 10 build environment */
#if defined(_MSC_VER) && (_MSC_VER >= 1911) /* Visual Studio 15.3 */
#include <sdkddkver.h>
#if _WIN32_WINNT >= 0x0601 /* Windows 7 */
#define SDL_WINDOWS7_SDK
#endif
#if _WIN32_WINNT >= 0x0602 /* Windows 8 */
#define SDL_WINDOWS8_SDK
#endif
#if _WIN32_WINNT >= 0x0A00 /* Windows 10 */
#define SDL_WINDOWS10_SDK
#endif
#endif /* _MSC_VER >= 1911 */
/* Enable various audio drivers */ /* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1 #define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1 #define SDL_AUDIO_DRIVER_DSOUND 1
@ -192,18 +224,26 @@ typedef unsigned int uintptr_t;
/* Enable various input drivers */ /* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1 #define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_JOYSTICK_HIDAPI 1 #define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef SDL_WINDOWS10_SDK
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1 #define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1 #define SDL_HAPTIC_XINPUT 1
/* Enable the dummy sensor driver */ /* Enable the sensor driver */
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_WINDOWS 1
/* Enable various shared object loading systems */ /* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1 #define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */ /* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1 #define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */ /* Enable various timer systems */
@ -216,8 +256,8 @@ typedef unsigned int uintptr_t;
#ifndef SDL_VIDEO_RENDER_D3D #ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1 #define SDL_VIDEO_RENDER_D3D 1
#endif #endif
#ifndef SDL_VIDEO_RENDER_D3D11 #ifdef SDL_WINDOWS7_SDK
#define SDL_VIDEO_RENDER_D3D11 0 #define SDL_VIDEO_RENDER_D3D11 1
#endif #endif
/* Enable OpenGL support */ /* Enable OpenGL support */
@ -255,3 +295,5 @@ typedef unsigned int uintptr_t;
#endif #endif
#endif /* SDL_config_windows_h_ */ #endif /* SDL_config_windows_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -100,7 +100,6 @@ typedef unsigned int uintptr_t;
#define HAVE_MMDEVICEAPI_H 1 #define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1 #define HAVE_AUDIOCLIENT_H 1
#define HAVE_ENDPOINTVOLUME_H 1
#define HAVE_LIBC 1 #define HAVE_LIBC 1
#define STDC_HEADERS 1 #define STDC_HEADERS 1
@ -127,16 +126,13 @@ typedef unsigned int uintptr_t;
#define HAVE_STRLEN 1 #define HAVE_STRLEN 1
#define HAVE__STRREV 1 #define HAVE__STRREV 1
#define HAVE__STRUPR 1 #define HAVE__STRUPR 1
//#define HAVE__STRLWR 1 // TODO, WinRT: consider using _strlwr_s instead
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
//#define HAVE_ITOA 1 // TODO, WinRT: consider using _itoa_s instead
//#define HAVE__LTOA 1 // TODO, WinRT: consider using _ltoa_s instead
//#define HAVE__ULTOA 1 // TODO, WinRT: consider using _ultoa_s instead
#define HAVE_STRTOL 1 #define HAVE_STRTOL 1
#define HAVE_STRTOUL 1 #define HAVE_STRTOUL 1
//#define HAVE_STRTOLL 1 /* #undef HAVE_STRTOLL */
/* #undef HAVE_STRTOULL */
#define HAVE_STRTOD 1 #define HAVE_STRTOD 1
#define HAVE_ATOI 1 #define HAVE_ATOI 1
#define HAVE_ATOF 1 #define HAVE_ATOF 1
@ -145,7 +141,12 @@ typedef unsigned int uintptr_t;
#define HAVE__STRICMP 1 #define HAVE__STRICMP 1
#define HAVE__STRNICMP 1 #define HAVE__STRNICMP 1
#define HAVE_VSNPRINTF 1 #define HAVE_VSNPRINTF 1
//#define HAVE_SSCANF 1 // TODO, WinRT: consider using sscanf_s instead /* TODO, WinRT: consider using ??_s versions of the following */
/* #undef HAVE__STRLWR */
/* #undef HAVE_ITOA */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
/* #undef HAVE_SSCANF */
#define HAVE_M_PI 1 #define HAVE_M_PI 1
#define HAVE_ACOS 1 #define HAVE_ACOS 1
#define HAVE_ACOSF 1 #define HAVE_ACOSF 1
@ -172,8 +173,12 @@ typedef unsigned int uintptr_t;
#define HAVE_LOGF 1 #define HAVE_LOGF 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LOG10F 1 #define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1 #define HAVE_POW 1
#define HAVE_POWF 1 #define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE__SCALB 1 #define HAVE__SCALB 1
#define HAVE_SIN 1 #define HAVE_SIN 1
#define HAVE_SINF 1 #define HAVE_SINF 1
@ -181,6 +186,8 @@ typedef unsigned int uintptr_t;
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1 #define HAVE__FSEEKI64 1
/* Enable various audio drivers */ /* Enable various audio drivers */
@ -193,6 +200,7 @@ typedef unsigned int uintptr_t;
#define SDL_JOYSTICK_DISABLED 1 #define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1 #define SDL_HAPTIC_DISABLED 1
#else #else
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_JOYSTICK_XINPUT 1 #define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1 #define SDL_HAPTIC_XINPUT 1
#endif #endif
@ -205,6 +213,7 @@ typedef unsigned int uintptr_t;
/* Enable various threading systems */ /* Enable various threading systems */
#if (NTDDI_VERSION >= NTDDI_WINBLUE) #if (NTDDI_VERSION >= NTDDI_WINBLUE)
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1 #define SDL_THREAD_WINDOWS 1
#else #else
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */ /* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -67,6 +67,7 @@
#define HAVE_STRCHR 1 #define HAVE_STRCHR 1
#define HAVE_STRRCHR 1 #define HAVE_STRRCHR 1
#define HAVE_STRSTR 1 #define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1 #define HAVE_STRTOL 1
#define HAVE_STRTOUL 1 #define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1 #define HAVE_STRTOLL 1
@ -106,8 +107,12 @@
#define HAVE_LOGF 1 #define HAVE_LOGF 1
#define HAVE_LOG10 1 #define HAVE_LOG10 1
#define HAVE_LOG10F 1 #define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1 #define HAVE_POW 1
#define HAVE_POWF 1 #define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1 #define HAVE_SCALBN 1
#define HAVE_SCALBNF 1 #define HAVE_SCALBNF 1
#define HAVE_SIN 1 #define HAVE_SIN 1
@ -116,6 +121,8 @@
#define HAVE_SQRTF 1 #define HAVE_SQRTF 1
#define HAVE_TAN 1 #define HAVE_TAN 1
#define HAVE_TANF 1 #define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1 #define HAVE_SIGACTION 1
#define HAVE_SETJMP 1 #define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1 #define HAVE_NANOSLEEP 1
@ -125,8 +132,8 @@
#define SDL_AUDIO_DRIVER_OSS 1 #define SDL_AUDIO_DRIVER_OSS 1
#define SDL_INPUT_LINUXEV 1 #define SDL_INPUT_LINUXEV 1
#define SDL_INPUT_TSLIB 1
#define SDL_JOYSTICK_LINUX 1 #define SDL_JOYSTICK_LINUX 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_LINUX 1 #define SDL_HAPTIC_LINUX 1
#define SDL_SENSOR_DUMMY 1 #define SDL_SENSOR_DUMMY 1

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -34,11 +34,20 @@
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */ /* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64)) #if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__ #ifdef __clang__
/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */ /* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
#undef __MMX__ so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#undef __SSE__
#undef __SSE2__ #ifndef __PRFCHWINTRIN_H
#else #define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h> #include <intrin.h>
#ifndef _WIN64 #ifndef _WIN64
#ifndef __MMX__ #ifndef __MMX__
@ -54,9 +63,11 @@
#ifndef __SSE2__ #ifndef __SSE2__
#define __SSE2__ #define __SSE2__
#endif #endif
#endif /* __clang__ */
#elif defined(__MINGW64_VERSION_MAJOR) #elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h> #include <intrin.h>
#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
# include <arm_neon.h>
#endif
#else #else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */ /* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H) #if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
@ -74,11 +85,13 @@
# endif # endif
# if defined (_M_ARM64) # if defined (_M_ARM64)
# include <arm64intr.h> # include <arm64intr.h>
# include <arm_neon.h> # include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif # endif
# endif # endif
#endif #endif
#endif /* compiler version */
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H) #if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h> #include <mm3dnow.h>
#endif #endif
@ -98,7 +111,6 @@
#include <pmmintrin.h> #include <pmmintrin.h>
#endif #endif
#endif /* HAVE_IMMINTRIN_H */ #endif /* HAVE_IMMINTRIN_H */
#endif /* compiler version */
#include "begin_code.h" #include "begin_code.h"
/* Set up for C function definitions, even when using C++ */ /* Set up for C function definitions, even when using C++ */
@ -114,151 +126,393 @@ extern "C" {
#define SDL_CACHELINE_SIZE 128 #define SDL_CACHELINE_SIZE 128
/** /**
* This function returns the number of CPU cores available. * Get the number of CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \since This function is available since SDL 2.0.0.
*/ */
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void); extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/** /**
* This function returns the L1 cache line size of the CPU * Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
* *
* This is useful for determining multi-threaded structure padding * \returns the L1 cache line size of the CPU, in bytes.
* or SIMD prefetch sizes. *
* \since This function is available since SDL 2.0.0.
*/ */
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void); extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/** /**
* This function returns true if the CPU has the RDTSC instruction. * Determine whether the CPU has the RDTSC instruction.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/** /**
* This function returns true if the CPU has AltiVec features. * Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/** /**
* This function returns true if the CPU has MMX features. * Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/** /**
* This function returns true if the CPU has 3DNow! features. * Determine whether the CPU has 3DNow! features.
*
* This always returns false on CPUs that aren't using AMD instruction sets.
*
* \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
*
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void); extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/** /**
* This function returns true if the CPU has SSE features. * Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/** /**
* This function returns true if the CPU has SSE2 features. * Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/** /**
* This function returns true if the CPU has SSE3 features. * Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/** /**
* This function returns true if the CPU has SSE4.1 features. * Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/** /**
* This function returns true if the CPU has SSE4.2 features. * Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/** /**
* This function returns true if the CPU has AVX features. * Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/** /**
* This function returns true if the CPU has AVX2 features. * Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/** /**
* This function returns true if the CPU has AVX-512F (foundation) features. * Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
*
* \sa SDL_HasAVX
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
/** /**
* This function returns true if the CPU has NEON (ARM SIMD) features. * Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
*
* \sa SDL_HasNEON
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
/** /**
* This function returns the amount of RAM configured in the system, in MB. * Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MB.
*
* \since This function is available since SDL 2.0.1.
*/ */
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void); extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/** /**
* \brief Report the alignment this system needs for SIMD allocations. * Report the alignment this system needs for SIMD allocations.
* *
* This will return the minimum number of bytes to which a pointer must be * This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. * aligned to be compatible with SIMD instructions on the current machine. For
* For example, if the machine supports SSE only, it will return 16, but if * example, if the machine supports SSE only, it will return 16, but if it
* it supports AVX-512F, it'll return 64 (etc). This only reports values for * supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have * instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about. * not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly. * Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*/ */
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void); extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/** /**
* \brief Allocate memory in a SIMD-friendly way. * Allocate memory in a SIMD-friendly way.
* *
* This will allocate a block of memory that is suitable for use with SIMD * This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for * instructions. Specifically, it will be properly aligned and padded for the
* the system's supported vector instructions. * system's supported vector instructions.
* *
* The memory returned will be padded such that it is safe to read or write * The memory returned will be padded such that it is safe to read or write an
* an incomplete vector at the end of the memory block. This can be useful * incomplete vector at the end of the memory block. This can be useful so you
* so you don't have to drop back to a scalar fallback at the end of your * don't have to drop back to a scalar fallback at the end of your SIMD
* SIMD processing loop to deal with the final elements without overflowing * processing loop to deal with the final elements without overflowing the
* the allocated buffer. * allocated buffer.
* *
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
* or delete[], etc. * delete[], etc.
* *
* Note that SDL will only deal with SIMD instruction sets it is aware of; * Note that SDL will only deal with SIMD instruction sets it is aware of; for
* for example, SDL 2.0.8 knows that SSE wants 16-byte vectors * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
* (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
* know that AVX-512 wants 64. To be clear: if you can't decide to use an * 64. To be clear: if you can't decide to use an instruction set with an
* instruction set with an SDL_Has*() function, don't use that instruction * SDL_Has*() function, don't use that instruction set with memory allocated
* set with memory allocated through here. * through here.
* *
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't * SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory. * out of memory, but you are not allowed to dereference it (because you only
* own zero bytes of that buffer).
* *
* \param len The length, in bytes, of the block to allocated. The actual * \param len The length, in bytes, of the block to allocate. The actual
* allocated block might be larger due to padding, etc. * allocated block might be larger due to padding, etc.
* \return Pointer to newly-allocated block, NULL if out of memory. * \returns a pointer to thenewly-allocated block, NULL if out of memory.
* *
* \sa SDL_SIMDAlignment * \sa SDL_SIMDAlignment
* \sa SDL_SIMDRealloc
* \sa SDL_SIMDFree * \sa SDL_SIMDFree
*/ */
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len); extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/** /**
* \brief Deallocate memory obtained from SDL_SIMDAlloc * Reallocate memory obtained from SDL_SIMDAlloc
* *
* It is not valid to use this function on a pointer from anything but * It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc, * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc. * SDL_malloc, memalign, new[], etc.
*
* \param mem The pointer obtained from SDL_SIMDAlloc. This function also
* accepts NULL, at which point this function is the same as
* calling SDL_SIMDAlloc with a NULL pointer.
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc. Passing 0
* will return a non-NULL pointer, assuming the system isn't out of
* memory.
* \returns a pointer to the newly-reallocated block, NULL if out of memory.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
/**
* Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
* malloc, realloc, SDL_malloc, memalign, new[], etc.
* *
* However, SDL_SIMDFree(NULL) is a legal no-op. * However, SDL_SIMDFree(NULL) is a legal no-op.
* *
* The memory pointed to by `ptr` is no longer valid for access upon return,
* and may be returned to the system or reused by a future allocation. The
* pointer passed to this function is no longer safe to dereference once this
* function returns, and should be discarded.
*
* \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
* deallocate. NULL is a legal no-op.
*
* \sa SDL_SIMDAlloc * \sa SDL_SIMDAlloc
* \sa SDL_SIMDRealloc
*/ */
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr); extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* vi: set ts=4 sw=4 expandtab: */
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -390,6 +390,9 @@ typedef enum {
#ifndef WIN32_LEAN_AND_MEAN #ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1 #define WIN32_LEAN_AND_MEAN 1
#endif #endif
#ifndef NOMINMAX /* don't define min() and max(). */
#define NOMINMAX
#endif
#include <windows.h> #include <windows.h>
#if __WINRT__ #if __WINRT__

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -30,6 +30,26 @@
#include "SDL_stdinc.h" #include "SDL_stdinc.h"
#ifdef _MSC_VER
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifdef __clang__
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#endif
/** /**
* \name The two types of endianness * \name The two types of endianness
*/ */
@ -42,10 +62,16 @@
#ifdef __linux__ #ifdef __linux__
#include <endian.h> #include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER #define SDL_BYTEORDER __BYTE_ORDER
#else /* __linux__ */ #elif defined(__OpenBSD__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#else
#if defined(__hppa__) || \ #if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MISPEB__)) || \ (defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \ defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__) defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN #define SDL_BYTEORDER SDL_BIG_ENDIAN
@ -65,8 +91,11 @@ extern "C" {
/** /**
* \file SDL_endian.h * \file SDL_endian.h
*/ */
#if defined(__GNUC__) && defined(__i386__) && \ #if (defined(__clang__) && (__clang_major__ > 3 || (__clang_major__ == 3 && __clang_minor__ >= 2))) || \
!(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */) (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)))
#define SDL_Swap16(x) __builtin_bswap16(x)
#elif defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint16 SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x) SDL_Swap16(Uint16 x)
{ {
@ -89,13 +118,23 @@ SDL_Swap16(Uint16 x)
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result; return (Uint16)result;
} }
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) #elif defined(__GNUC__) && defined(__aarch64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rev16 %w1, %w0" : "=r"(x) : "r"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16 SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x) SDL_Swap16(Uint16 x)
{ {
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc"); __asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x; return x;
} }
#elif defined(_MSC_VER)
#pragma intrinsic(_byteswap_ushort)
#define SDL_Swap16(x) _byteswap_ushort(x)
#elif defined(__WATCOMC__) && defined(__386__) #elif defined(__WATCOMC__) && defined(__386__)
extern _inline Uint16 SDL_Swap16(Uint16); extern _inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \ #pragma aux SDL_Swap16 = \
@ -110,7 +149,11 @@ SDL_Swap16(Uint16 x)
} }
#endif #endif
#if defined(__GNUC__) && defined(__i386__) #if (defined(__clang__) && (__clang_major__ > 2 || (__clang_major__ == 2 && __clang_minor__ >= 6))) || \
(defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_Swap32(x) __builtin_bswap32(x)
#elif defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint32 SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x) SDL_Swap32(Uint32 x)
{ {
@ -130,12 +173,19 @@ SDL_Swap32(Uint32 x)
{ {
Uint32 result; Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x)); __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x)); __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x)); __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result; return result;
} }
#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) #elif defined(__GNUC__) && defined(__aarch64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rev %w1, %w0": "=r"(x):"r"(x));
return x;
}
#elif defined(__GNUC__) && (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32 SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x) SDL_Swap32(Uint32 x)
{ {
@ -144,19 +194,13 @@ SDL_Swap32(Uint32 x)
} }
#elif defined(__WATCOMC__) && defined(__386__) #elif defined(__WATCOMC__) && defined(__386__)
extern _inline Uint32 SDL_Swap32(Uint32); extern _inline Uint32 SDL_Swap32(Uint32);
#ifndef __SW_3 /* 486+ */
#pragma aux SDL_Swap32 = \ #pragma aux SDL_Swap32 = \
"bswap eax" \ "bswap eax" \
parm [eax] \ parm [eax] \
modify [eax]; modify [eax];
#else /* 386-only */ #elif defined(_MSC_VER)
#pragma aux SDL_Swap32 = \ #pragma intrinsic(_byteswap_ulong)
"xchg al, ah" \ #define SDL_Swap32(x) _byteswap_ulong(x)
"ror eax, 16" \
"xchg al, ah" \
parm [eax] \
modify [eax];
#endif
#else #else
SDL_FORCE_INLINE Uint32 SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x) SDL_Swap32(Uint32 x)
@ -166,22 +210,24 @@ SDL_Swap32(Uint32 x)
} }
#endif #endif
#if defined(__GNUC__) && defined(__i386__) #if (defined(__clang__) && (__clang_major__ > 2 || (__clang_major__ == 2 && __clang_minor__ >= 6))) || \
(defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_Swap64(x) __builtin_bswap64(x)
#elif defined(__GNUC__) && defined(__i386__) && \
!(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint64 SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x) SDL_Swap64(Uint64 x)
{ {
union union {
{ struct {
struct
{
Uint32 a, b; Uint32 a, b;
} s; } s;
Uint64 u; Uint64 u;
} v; } v;
v.u = x; v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a), __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
"1"(v.s. : "=r"(v.s.a), "=r"(v.s.b)
b)); : "0" (v.s.a), "1"(v.s.b));
return v.u; return v.u;
} }
#elif defined(__GNUC__) && defined(__x86_64__) #elif defined(__GNUC__) && defined(__x86_64__)
@ -191,6 +237,17 @@ SDL_Swap64(Uint64 x)
__asm__("bswapq %0": "=r"(x):"0"(x)); __asm__("bswapq %0": "=r"(x):"0"(x));
return x; return x;
} }
#elif defined(__WATCOMC__) && defined(__386__)
extern _inline Uint64 SDL_Swap64(Uint64);
#pragma aux SDL_Swap64 = \
"bswap eax" \
"bswap edx" \
"xchg eax,edx" \
parm [eax edx] \
modify [eax edx];
#elif defined(_MSC_VER)
#pragma intrinsic(_byteswap_uint64)
#define SDL_Swap64(x) _byteswap_uint64(x)
#else #else
SDL_FORCE_INLINE Uint64 SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x) SDL_Swap64(Uint64 x)
@ -212,8 +269,7 @@ SDL_Swap64(Uint64 x)
SDL_FORCE_INLINE float SDL_FORCE_INLINE float
SDL_SwapFloat(float x) SDL_SwapFloat(float x)
{ {
union union {
{
float f; float f;
Uint32 ui32; Uint32 ui32;
} swapper; } swapper;
@ -229,22 +285,22 @@ SDL_SwapFloat(float x)
*/ */
/* @{ */ /* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN #if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X) #define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X) #define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X) #define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X) #define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X) #define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X) #define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X) #define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X) #define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else #else
#define SDL_SwapLE16(X) SDL_Swap16(X) #define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X) #define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X) #define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X) #define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X) #define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X) #define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X) #define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X) #define SDL_SwapFloatBE(X) (X)
#endif #endif
/* @} *//* Swap to native */ /* @} *//* Swap to native */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -37,9 +37,88 @@ extern "C" {
#endif #endif
/* Public functions */ /* Public functions */
/* SDL_SetError() unconditionally returns -1. */
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* This function always returns -1, since SDL frequently uses -1 to signify an
* failing result, leading to this idiom:
*
* ```c
* if (error_code) {
* return SDL_SetError("This operation has failed: %d", error_code);
* }
* ```
*
* \param fmt a printf()-style message format string
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any
* \returns always -1.
*
* \sa SDL_ClearError
* \sa SDL_GetError
*/
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Retrieve a message about the last error that occurred on the current
* thread.
*
* It is possible for multiple errors to occur before calling SDL_GetError().
* Only the last error is returned.
*
* The message is only applicable when an SDL function has signaled an error.
* You must check the return values of SDL function calls to determine when to
* appropriately call SDL_GetError(). You should _not_ use the results of
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
* an error string even when reporting success.
*
* SDL will _not_ clear the error string for successful API calls. You _must_
* check return values for failure cases before you can assume the error
* string applies.
*
* Error strings are set per-thread, so an error set in a different thread
* will not interfere with the current thread's operation.
*
* The returned string is internally allocated and must not be freed by the
* application.
*
* \returns a message with information about the specific error that occurred,
* or an empty string if there hasn't been an error message set since
* the last call to SDL_ClearError(). The message is only applicable
* when an SDL function has signaled an error. You must check the
* return values of SDL function calls to determine when to
* appropriately call SDL_GetError().
*
* \sa SDL_ClearError
* \sa SDL_SetError
*/
extern DECLSPEC const char *SDLCALL SDL_GetError(void); extern DECLSPEC const char *SDLCALL SDL_GetError(void);
/**
* Get the last error message that was set for the current thread.
*
* This allows the caller to copy the error string into a provided buffer, but
* otherwise operates exactly the same as SDL_GetError().
*
* \param errstr A buffer to fill with the last error message that was set for
* the current thread
* \param maxlen The size of the buffer pointed to by the errstr parameter
* \returns the pointer passed in as the `errstr` parameter.
*
* \sa SDL_GetError
*/
extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
/**
* Clear any previous error message for this thread.
*
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern DECLSPEC void SDLCALL SDL_ClearError(void); extern DECLSPEC void SDLCALL SDL_ClearError(void);
/** /**

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -50,7 +50,7 @@ extern "C" {
#define SDL_PRESSED 1 #define SDL_PRESSED 1
/** /**
* \brief The types of events that can be delivered. * The types of events that can be delivered.
*/ */
typedef enum typedef enum
{ {
@ -85,6 +85,8 @@ typedef enum
Called on Android in onResume() Called on Android in onResume()
*/ */
SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
/* Display events */ /* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */ SDL_DISPLAYEVENT = 0x150, /**< Display state change */
@ -123,6 +125,10 @@ typedef enum
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
/* Touch events */ /* Touch events */
SDL_FINGERDOWN = 0x700, SDL_FINGERDOWN = 0x700,
@ -413,6 +419,33 @@ typedef struct SDL_ControllerDeviceEvent
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent; } SDL_ControllerDeviceEvent;
/**
* \brief Game controller touchpad event structure (event.ctouchpad.*)
*/
typedef struct SDL_ControllerTouchpadEvent
{
Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 touchpad; /**< The index of the touchpad */
Sint32 finger; /**< The index of the finger on the touchpad */
float x; /**< Normalized in the range 0...1 with 0 being on the left */
float y; /**< Normalized in the range 0...1 with 0 being at the top */
float pressure; /**< Normalized in the range 0...1 */
} SDL_ControllerTouchpadEvent;
/**
* \brief Game controller sensor event structure (event.csensor.*)
*/
typedef struct SDL_ControllerSensorEvent
{
Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
} SDL_ControllerSensorEvent;
/** /**
* \brief Audio device event structure (event.adevice.*) * \brief Audio device event structure (event.adevice.*)
*/ */
@ -442,6 +475,7 @@ typedef struct SDL_TouchFingerEvent
float dx; /**< Normalized in the range -1...1 */ float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */ float pressure; /**< Normalized in the range 0...1 */
Uint32 windowID; /**< The window underneath the finger, if any */
} SDL_TouchFingerEvent; } SDL_TouchFingerEvent;
@ -556,56 +590,77 @@ typedef struct SDL_SysWMEvent
*/ */
typedef union SDL_Event typedef union SDL_Event
{ {
Uint32 type; /**< Event type, shared with all events */ Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */ SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Window event data */ SDL_DisplayEvent display; /**< Display event data */
SDL_WindowEvent window; /**< Window event data */ SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */ SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */ SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */ SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */ SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */ SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */ SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */ SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */ SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
SDL_SensorEvent sensor; /**< Sensor event data */ SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */ SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_UserEvent user; /**< Custom event data */ SDL_SensorEvent sensor; /**< Sensor event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */ SDL_QuitEvent quit; /**< Quit request event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ SDL_UserEvent user; /**< Custom event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */ SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_DropEvent drop; /**< Drag and drop event data */ SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC SDL_DropEvent drop; /**< Drag and drop event data */
Visual C++ will respect the push pack pragma and use 52 bytes for
this structure, and GCC will use the alignment of the largest datatype /* This is necessary for ABI compatibility between Visual C++ and GCC.
within the union, which is 8 bytes. Visual C++ will respect the push pack pragma and use 52 bytes (size of
SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
architectures) for this union, and GCC will use the alignment of the
largest datatype within the union, which is 8 bytes on 64-bit
architectures.
So... we'll add padding to force the size to be 56 bytes for both. So... we'll add padding to force the size to be 56 bytes for both.
On architectures where pointers are 16 bytes, this needs rounding up to
the next multiple of 16, 64, and on architectures where pointers are
even larger the size of SDL_UserEvent will dominate as being 3 pointers.
*/ */
Uint8 padding[56]; Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
} SDL_Event; } SDL_Event;
/* Make sure we haven't broken binary compatibility */ /* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56); SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
/* Function prototypes */ /* Function prototypes */
/** /**
* Pumps the event loop, gathering events from the input devices. * Pump the event loop, gathering events from the input devices.
* *
* This function updates the event queue and internal input device state. * This function updates the event queue and internal input device state.
* *
* This should only be run in the thread that sets the video mode. * **WARNING**: This should only be run in the thread that initialized the
* video subsystem, and for extra safety, you should consider only doing those
* things on the main thread in any case.
*
* SDL_PumpEvents() gathers all the pending input information from devices and
* places it in the event queue. Without calls to SDL_PumpEvents() no events
* would ever be placed on the queue. Often the need for calls to
* SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
* SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
* polling or waiting for events (e.g. you are filtering them), then you must
* call SDL_PumpEvents() to force an event queue update.
*
* \sa SDL_PollEvent
* \sa SDL_WaitEvent
*/ */
extern DECLSPEC void SDLCALL SDL_PumpEvents(void); extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
@ -618,22 +673,40 @@ typedef enum
} SDL_eventaction; } SDL_eventaction;
/** /**
* Checks the event queue for messages and optionally returns them. * Check the event queue for messages and optionally return them.
*
* `action` may be any of the following:
* *
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
* the back of the event queue. * event queue.
* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will _not_ be removed from the queue.
* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will be removed from the queue.
* *
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front * You may have to call SDL_PumpEvents() before calling this function.
* of the event queue, within the specified minimum and maximum type, * Otherwise, the events may not be ready to be filtered when you call
* will be returned and will not be removed from the queue. * SDL_PeepEvents().
* *
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front * This function is thread-safe.
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
* *
* \return The number of events actually stored, or -1 if there was an error. * \param events destination buffer for the retrieved events
* \param numevents if action is SDL_ADDEVENT, the number of events to add
* back to the event queue; if action is SDL_PEEKEVENT or
* SDL_GETEVENT, the maximum number of events to retrieve
* \param action action to take; see [[#action|Remarks]] for details
* \param minType minimum value of the event type to be considered;
* SDL_FIRSTEVENT is a safe choice
* \param maxType maximum value of the event type to be considered;
* SDL_LASTEVENT is a safe choice
* \returns the number of events actually stored or a negative error code on
* failure; call SDL_GetError() for more information.
* *
* This function is thread-safe. * \sa SDL_PollEvent
* \sa SDL_PumpEvents
* \sa SDL_PushEvent
*/ */
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action, SDL_eventaction action,
@ -641,113 +714,328 @@ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
/* @} */ /* @} */
/** /**
* Checks to see if certain event types are in the event queue. * Check for the existence of a certain event type in the event queue.
*
* If you need to check for a range of event types, use SDL_HasEvents()
* instead.
*
* \param type the type of event to be queried; see SDL_EventType for details
* \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
* events matching `type` are not present.
*
* \sa SDL_HasEvents
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
/**
* Check for the existence of certain event types in the event queue.
*
* If you need to check for a single event type, use SDL_HasEvent() instead.
*
* \param minType the low end of event type to be queried, inclusive; see
* SDL_EventType for details
* \param maxType the high end of event type to be queried, inclusive; see
* SDL_EventType for details
* \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
* present, or SDL_FALSE if not.
*
* \sa SDL_HasEvents
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/** /**
* This function clears events from the event queue * Clear events of a specific type from the event queue.
* This function only affects currently queued events. If you want to make *
* sure that all pending OS events are flushed, you can call SDL_PumpEvents() * This will unconditionally remove any events from the queue that match
* on the main thread immediately before the flush call. * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
* instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*
* \param type the type of event to be cleared; see SDL_EventType for details
*
* \sa SDL_FlushEvents
*/ */
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
/**
* Clear events of a range of types from the event queue.
*
* This will unconditionally remove any events from the queue that are in the
* range of `minType` to `maxType`, inclusive. If you need to remove a single
* event type, use SDL_FlushEvent() instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*
* \param minType the low end of event type to be cleared, inclusive; see
* SDL_EventType for details
* \param maxType the high end of event type to be cleared, inclusive; see
* SDL_EventType for details
*
* \sa SDL_FlushEvent
*/
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/** /**
* \brief Polls for currently pending events. * Poll for currently pending events.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`. The 1 returned refers to
* this event, immediately stored in the SDL Event structure -- not an event
* to follow.
*
* If `event` is NULL, it simply returns 1 if there is an event in the queue,
* but will not remove it from the queue.
*
* As this function implicitly calls SDL_PumpEvents(), you can only call this
* function in the thread that set the video mode.
*
* SDL_PollEvent() is the favored way of receiving system events since it can
* be done from the main loop and does not suspend the main loop while waiting
* on an event to be posted.
* *
* \return 1 if there are any pending events, or 0 if there are none available. * The common practice is to fully process the event queue once every frame,
* usually as a first step before updating the game's state:
* *
* \param event If not NULL, the next event is removed from the queue and * ```c
* stored in that area. * while (game_is_still_running) {
* SDL_Event event;
* while (SDL_PollEvent(&event)) { // poll until all events are handled!
* // decide what to do with this event.
* }
*
* // update game state, draw the current frame
* }
* ```
*
* \param event the SDL_Event structure to be filled with the next event from
* the queue, or NULL
* \returns 1 if there is a pending event or 0 if there are none available.
*
* \sa SDL_GetEventFilter
* \sa SDL_PeepEvents
* \sa SDL_PushEvent
* \sa SDL_SetEventFilter
* \sa SDL_WaitEvent
* \sa SDL_WaitEventTimeout
*/ */
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/** /**
* \brief Waits indefinitely for the next available event. * Wait indefinitely for the next available event.
* *
* \return 1, or 0 if there was an error while waiting for events. * If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
* *
* \param event If not NULL, the next event is removed from the queue and * As this function implicitly calls SDL_PumpEvents(), you can only call this
* stored in that area. * function in the thread that initialized the video subsystem.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL
* \returns 1 on success or 0 if there was an error while waiting for events;
* call SDL_GetError() for more information.
*
* \sa SDL_PollEvent
* \sa SDL_PumpEvents
* \sa SDL_WaitEventTimeout
*/ */
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/** /**
* \brief Waits until the specified timeout (in milliseconds) for the next * Wait until the specified timeout (in milliseconds) for the next available
* available event. * event.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
* *
* \return 1, or 0 if there was an error while waiting for events. * As this function implicitly calls SDL_PumpEvents(), you can only call this
* function in the thread that initialized the video subsystem.
* *
* \param event If not NULL, the next event is removed from the queue and * \param event the SDL_Event structure to be filled in with the next event
* stored in that area. * from the queue, or NULL
* \param timeout The timeout (in milliseconds) to wait for next event. * \param timeout the maximum number of milliseconds to wait for the next
* available event
* \returns 1 on success or 0 if there was an error while waiting for events;
* call SDL_GetError() for more information. This also returns 0 if
* the timeout elapsed without an event arriving.
*
* \sa SDL_PollEvent
* \sa SDL_PumpEvents
* \sa SDL_WaitEvent
*/ */
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout); int timeout);
/** /**
* \brief Add an event to the event queue. * Add an event to the event queue.
*
* The event queue can actually be used as a two way communication channel.
* Not only can events be read from the queue, but the user can also push
* their own events onto it. `event` is a pointer to the event structure you
* wish to push onto the queue. The event is copied into the queue, and the
* caller may dispose of the memory pointed to after SDL_PushEvent() returns.
*
* Note: Pushing device input events onto the queue doesn't modify the state
* of the device within SDL.
*
* This function is thread-safe, and can be called from other threads safely.
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter but events added with SDL_PeepEvents() do not.
* *
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue * For pushing application-specific events, please use SDL_RegisterEvents() to
* was full or there was some other error. * get an event type that does not conflict with other code that also wants
* its own custom event types.
*
* \param event the SDL_Event to be added to the queue
* \returns 1 on success, 0 if the event was filtered, or a negative error
* code on failure; call SDL_GetError() for more information. A
* common reason for error is the event queue being full.
*
* \sa SDL_PeepEvents
* \sa SDL_PollEvent
* \sa SDL_RegisterEvents
*/ */
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
/**
* A function pointer used for callbacks that watch the event queue.
*
* \param userdata what was passed as `userdata` to SDL_SetEventFilter()
* or SDL_AddEventWatch, etc
* \param event the event that triggered the callback
* \returns 1 to permit event to be added to the queue, and 0 to disallow
* it. When used with SDL_AddEventWatch, the return value is ignored.
*
* \sa SDL_SetEventFilter
* \sa SDL_AddEventWatch
*/
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/** /**
* Sets up a filter to process all events before they change internal state and * Set up a filter to process all events before they change internal state and
* are posted to the internal event queue. * are posted to the internal event queue.
* *
* The filter is prototyped as: * If the filter function returns 1 when called, then the event will be added
* \code * to the internal queue. If it returns 0, then the event will be dropped from
* int SDL_EventFilter(void *userdata, SDL_Event * event); * the queue, but the internal state will still be updated. This allows
* \endcode * selective filtering of dynamically arriving events.
* *
* If the filter returns 1, then the event will be added to the internal queue. * **WARNING**: Be very careful of what you do in the event filter function,
* If it returns 0, then the event will be dropped from the queue, but the * as it may run in a different thread!
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
* *
* \warning Be very careful of what you do in the event filter function, as * On platforms that support it, if the quit event is generated by an
* it may run in a different thread! * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
* application at the next event poll.
* *
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
* event filter is only called when the window manager desires to close the * event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will * application window. If the event filter returns 1, then the window will be
* be closed, otherwise the window will remain open if possible. * closed, otherwise the window will remain open if possible.
* *
* If the quit event is generated by an interrupt signal, it will bypass the * Note: Disabled events never make it to the event filter function; see
* internal queue and be delivered to the application at the next event poll. * SDL_EventState().
*
* Note: If you just want to inspect events without filtering, you should use
* SDL_AddEventWatch() instead.
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter, but events pushed onto the queue with SDL_PeepEvents() do
* not.
*
* \param filter An SDL_EventFilter function to call when an event happens
* \param userdata a pointer that is passed to `filter`
*
* \sa SDL_AddEventWatch
* \sa SDL_EventState
* \sa SDL_GetEventFilter
* \sa SDL_PeepEvents
* \sa SDL_PushEvent
*/ */
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata); void *userdata);
/** /**
* Return the current event filter - can be used to "chain" filters. * Query the current event filter.
* If there is no event filter set, this function returns SDL_FALSE. *
* This function can be used to "chain" filters, by saving the existing filter
* before replacing it with a function that will call that saved filter.
*
* \param filter the current callback function will be stored here
* \param userdata the pointer that is passed to the current event filter will
* be stored here
* \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
*
* \sa SDL_SetEventFilter
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata); void **userdata);
/** /**
* Add a function which is called when an event is added to the queue. * Add a callback to be triggered when an event is added to the event queue.
*
* `filter` will be called when an event happens, and its return value is
* ignored.
*
* **WARNING**: Be very careful of what you do in the event filter function,
* as it may run in a different thread!
*
* If the quit event is generated by a signal (e.g. SIGINT), it will bypass
* the internal queue and be delivered to the watch callback immediately, and
* arrive at the next event poll.
*
* Note: the callback is called for events posted by the user through
* SDL_PushEvent(), but not for disabled events, nor for events by a filter
* callback set with SDL_SetEventFilter(), nor for events posted by the user
* through SDL_PeepEvents().
*
* \param filter an SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`
*
* \sa SDL_DelEventWatch
* \sa SDL_SetEventFilter
*/ */
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
void *userdata); void *userdata);
/** /**
* Remove an event watch function added with SDL_AddEventWatch() * Remove an event watch callback added with SDL_AddEventWatch().
*
* This function takes the same input as SDL_AddEventWatch() to identify and
* delete the corresponding callback.
*
* \param filter the function originally passed to SDL_AddEventWatch()
* \param userdata the pointer originally passed to SDL_AddEventWatch()
*
* \sa SDL_AddEventWatch
*/ */
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
void *userdata); void *userdata);
/** /**
* Run the filter function on the current event queue, removing any * Run a specific filter function on the current event queue, removing any
* events for which the filter returns 0. * events for which the filter returns 0.
*
* See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
* this function does not change the filter permanently, it only uses the
* supplied filter until this function returns.
*
* \param filter the SDL_EventFilter function to call when an event happens
* \param userdata a pointer that is passed to `filter`
*
* \sa SDL_GetEventFilter
* \sa SDL_SetEventFilter
*/ */
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata); void *userdata);
@ -759,24 +1047,43 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
#define SDL_ENABLE 1 #define SDL_ENABLE 1
/** /**
* This function allows you to set the state of processing certain events. * Set the state of processing events by type.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically *
* dropped from the event queue and will not be filtered. * `state` may be any of the following:
* - If \c state is set to ::SDL_ENABLE, that event will be processed *
* normally. * - `SDL_QUERY`: returns the current processing state of the specified event
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
* current processing state of the specified event. * from the event queue and will not be filtered
* - `SDL_ENABLE`: the event will be processed normally
*
* \param type the type of event; see SDL_EventType for details
* \param state how to process the event
* \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
* of the event before this function makes any changes to it.
*
* \sa SDL_GetEventState
*/ */
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/* @} */ /* @} */
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
/** /**
* This function allocates a set of user-defined events, and returns * Allocate a set of user-defined events, and return the beginning event
* the beginning event number for that set of events. * number for that set of events.
*
* Calling this function with `numevents` <= 0 is an error and will return
* (Uint32)-1.
*
* Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
* 0xFFFFFFFF), but is clearer to write.
*
* \param numevents the number of events to be allocated
* \returns the beginning event number, or (Uint32)-1 if there are not enough
* user-defined events left.
*
* \since This function is available since SDL 2.0.0.
* *
* If there aren't enough user-defined events left, this function * \sa SDL_PushEvent
* returns (Uint32)-1
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -38,88 +38,97 @@ extern "C" {
#endif #endif
/** /**
* \brief Get the path where the application resides. * Get the directory where the application was run from.
* *
* Get the "base path". This is the directory where the application was run * This is not necessarily a fast call, so you should call this once near
* from, which is probably the installation directory, and may or may not * startup and save the string if you need it.
* be the process's current working directory.
* *
* This returns an absolute path in UTF-8 encoding, and is guaranteed to * **Mac OS X and iOS Specific Functionality**: If the application is in a
* end with a path separator ('\\' on Windows, '/' most other places). * ".app" bundle, this function returns the Resource directory (e.g.
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
* a property to the Info.plist file. Adding a string key with the name
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
* behaviour.
* *
* The pointer returned by this function is owned by you. Please call * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
* SDL_free() on the pointer when you are done with it, or it will be a * application in /Applications/SDLApp/MyApp.app):
* memory leak. This is not necessarily a fast call, though, so you should
* call this once near startup and save the string if you need it.
* *
* Some platforms can't determine the application's path, and on other * - `resource`: bundle resource directory (the default). For example:
* platforms, this might be meaningless. In such cases, this function will * `/Applications/SDLApp/MyApp.app/Contents/Resources`
* return NULL. * - `bundle`: the Bundle directory. Fpr example:
* `/Applications/SDLApp/MyApp.app/`
* - `parent`: the containing directory of the bundle. For example:
* `/Applications/SDLApp/`
* *
* \return String of base dir in UTF-8 encoding, or NULL on error. * The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
* pointer when done with it.
*
* \returns an absolute path in UTF-8 encoding to the application data
* directory. NULL will be returned on error or when the platform
* doesn't implement this functionality, call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.1.
* *
* \sa SDL_GetPrefPath * \sa SDL_GetPrefPath
*/ */
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/** /**
* \brief Get the user-and-app-specific path where files can be written. * Get the user-and-app-specific path where files can be written.
* *
* Get the "pref dir". This is meant to be where users can write personal * Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your * files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application. * application. This directory is unique per user, per application.
* *
* This function will decide the appropriate location in the native filesystem, * This function will decide the appropriate location in the native
* create the directory if necessary, and return a string of the absolute * filesystem, create the directory if necessary, and return a string of the
* path to the directory in UTF-8 encoding. * absolute path to the directory in UTF-8 encoding.
* *
* On Windows, the string might look like: * On Windows, the string might look like:
* "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
* *
* On Linux, the string might look like: * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
* "/home/bob/.local/share/My Program Name/" *
* On Linux, the string might look like"
*
* `/home/bob/.local/share/My Program Name/`
* *
* On Mac OS X, the string might look like: * On Mac OS X, the string might look like:
* "/Users/bob/Library/Application Support/My Program Name/" *
* * `/Users/bob/Library/Application Support/My Program Name/`
* (etc.) *
* * You should assume the path returned by this function is the only safe place
* You specify the name of your organization (if it's not a real organization, * to write files (and that SDL_GetBasePath(), while it might be writable, or
* your name or an Internet domain you own might do) and the name of your * even the parent of the returned path, isn't where you should be writing
* application. These should be untranslated proper names. * things).
* *
* Both the org and app strings may become part of a directory name, so * Both the org and app strings may become part of a directory name, so please
* please follow these rules: * follow these rules:
* *
* - Try to use the same org string (including case-sensitivity) for * - Try to use the same org string (_including case-sensitivity_) for all
* all your applications that use this function. * your applications that use this function.
* - Always use a unique app string for each one, and make sure it never * - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it. * changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but... * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
* "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
* *
* This returns an absolute path in UTF-8 encoding, and is guaranteed to * The returned path is guaranteed to end with a path separator ('\' on
* end with a path separator ('\\' on Windows, '/' most other places). * Windows, '/' on most other platforms).
* *
* The pointer returned by this function is owned by you. Please call * The pointer returned is owned by the caller. Please call SDL_free() on the
* SDL_free() on the pointer when you are done with it, or it will be a * pointer when done with it.
* memory leak. This is not necessarily a fast call, though, so you should *
* call this once near startup and save the string if you need it. * \param org the name of your organization
* * \param app the name of your application
* You should assume the path returned by this function is the only safe * \returns a UTF-8 string of the user directory in platform-dependent
* place to write files (and that SDL_GetBasePath(), while it might be * notation. NULL if there's a problem (creating directory failed,
* writable, or even the parent of the returned path, aren't where you * etc.).
* should be writing things). *
* * \since This function is available since SDL 2.0.1.
* Some platforms can't determine the pref path, and on other
* platforms, this might be meaningless. In such cases, this function will
* return NULL.
*
* \param org The name of your organization.
* \param app The name of your application.
* \return UTF-8 string of user dir in platform-dependent notation. NULL
* if there's a problem (creating directory failed, etc).
* *
* \sa SDL_GetBasePath * \sa SDL_GetBasePath
*/ */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -31,6 +31,7 @@
#include "SDL_stdinc.h" #include "SDL_stdinc.h"
#include "SDL_error.h" #include "SDL_error.h"
#include "SDL_rwops.h" #include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h" #include "SDL_joystick.h"
#include "begin_code.h" #include "begin_code.h"
@ -57,6 +58,19 @@ extern "C" {
struct _SDL_GameController; struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController; typedef struct _SDL_GameController SDL_GameController;
typedef enum
{
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
SDL_CONTROLLER_TYPE_XBOX360,
SDL_CONTROLLER_TYPE_XBOXONE,
SDL_CONTROLLER_TYPE_PS3,
SDL_CONTROLLER_TYPE_PS4,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
SDL_CONTROLLER_TYPE_VIRTUAL,
SDL_CONTROLLER_TYPE_PS5,
SDL_CONTROLLER_TYPE_AMAZON_LUNA,
SDL_CONTROLLER_TYPE_GOOGLE_STADIA
} SDL_GameControllerType;
typedef enum typedef enum
{ {
@ -87,6 +101,8 @@ typedef struct SDL_GameControllerButtonBind
/** /**
* To count the number of game controllers in the system for the following: * To count the number of game controllers in the system for the following:
*
* ```c
* int nJoysticks = SDL_NumJoysticks(); * int nJoysticks = SDL_NumJoysticks();
* int nGameControllers = 0; * int nGameControllers = 0;
* for (int i = 0; i < nJoysticks; i++) { * for (int i = 0; i < nJoysticks; i++) {
@ -94,6 +110,7 @@ typedef struct SDL_GameControllerButtonBind
* nGameControllers++; * nGameControllers++;
* } * }
* } * }
* ```
* *
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is: * Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings * guid,name,mappings
@ -107,17 +124,39 @@ typedef struct SDL_GameControllerButtonBind
* Buttons can be used as a controller axis and vice versa. * Buttons can be used as a controller axis and vice versa.
* *
* This string shows an example of a valid mapping for a controller * This string shows an example of a valid mapping for a controller
* "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
* *
* ```c
* "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
* ```
*/ */
/** /**
* Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform() * Load a set of Game Controller mappings from a seekable SDL data stream.
* A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt *
* You can call this function several times, if needed, to load different
* database files.
*
* If a new mapping is loaded for an already known controller GUID, the later
* version will overwrite the one currently loaded.
*
* Mappings not belonging to the current platform or with no platform field
* specified will be ignored (i.e. mappings for Linux will be ignored in
* Windows, etc).
* *
* If \c freerw is non-zero, the stream will be closed after being read. * This function will load the text database entirely in memory before
* * processing it, so take this into consideration if you are in a memory
* \return number of mappings added, -1 on error * constrained environment.
*
* \param rw the data stream for the mappings to be added
* \param freerw non-zero to close the stream after being read
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_GameControllerAddMapping
* \sa SDL_GameControllerAddMappingsFromFile
* \sa SDL_GameControllerMappingForGUID
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
@ -129,133 +168,338 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
#define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
/** /**
* Add or update an existing mapping configuration * Add support for controllers that SDL is unaware of or to cause an existing
* controller to have a different binding.
*
* The mapping string has the format "GUID,name,mapping", where GUID is the
* string value from SDL_JoystickGetGUIDString(), name is the human readable
* string for the device and mappings are controller mappings to joystick
* ones. Under Windows there is a reserved GUID of "xinput" that covers all
* XInput devices. The mapping format for joystick is: {| |bX |a joystick
* button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
* |} Buttons can be used as a controller axes and vice versa.
*
* This string shows an example of a valid mapping for a controller:
* *
* \return 1 if mapping is added, 0 if updated, -1 on error * ```c
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
* ```
*
* \param mappingString the mapping string
* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
* -1 on error; call SDL_GetError() for more information.
*
* \sa SDL_GameControllerMapping
* \sa SDL_GameControllerMappingForGUID
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
/** /**
* Get the number of mappings installed * Get the number of mappings installed.
* *
* \return the number of mappings * \returns the number of mappings.
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
/** /**
* Get the mapping at a particular index. * Get the mapping at a particular index.
* *
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* the index is out of range.
*/ */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index); extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
/** /**
* Get a mapping string for a GUID * Get the game controller mapping string for a given GUID.
*
* The returned string must be freed with SDL_free().
* *
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available * \param guid a structure containing the GUID for which a mapping is desired
* \returns a mapping string or NULL on error; call SDL_GetError() for more
* information.
*
* \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUID
*/ */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid); extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
/** /**
* Get a mapping string for an open GameController * Get the current mapping of a Game Controller.
*
* The returned string must be freed with SDL_free().
* *
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available * Details about mappings are discussed with SDL_GameControllerAddMapping().
*
* \param gamecontroller the game controller you want to get the current
* mapping for
* \returns a string that has the controller's mapping or NULL if no mapping
* is available; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerAddMapping
* \sa SDL_GameControllerMappingForGUID
*/ */
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller); extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
/** /**
* Is the joystick on this index supported by the game controller interface? * Check if the given joystick is supported by the game controller interface.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* \param joystick_index the device_index of a device, up to
* SDL_NumJoysticks()
* \returns SDL_TRUE if the given joystick is supported by the game controller
* interface, SDL_FALSE if it isn't or it's an invalid index.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerNameForIndex
* \sa SDL_GameControllerOpen
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
/** /**
* Get the implementation dependent name of a game controller. * Get the implementation dependent name for the game controller.
* This can be called before any controllers are opened. *
* If no name can be found, this function returns NULL. * This function can be called before any controllers are opened.
*
* `joystick_index` is the same as the `device_index` passed to
* SDL_JoystickOpen().
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the implementation-dependent name for the game controller, or NULL
* if there is no name or the index is invalid.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerName
* \sa SDL_GameControllerOpen
* \sa SDL_IsGameController
*/ */
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index); extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
/** /**
* Get the mapping of a game controller. * Get the type of a game controller.
* This can be called before any controllers are opened. *
* This can be called before any controllers are opened.
*
* \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the controller type.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
/**
* Get the mapping of a game controller.
*
* This can be called before any controllers are opened.
* *
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available * \param joystick_index the device_index of a device, from zero to
* SDL_NumJoysticks()-1
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* no mapping is available.
*/ */
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
/** /**
* Open a game controller for use. * Open a game controller for use.
* The index passed as an argument refers to the N'th game controller on the system. *
* This index is not the value which will identify this controller in future * `joystick_index` is the same as the `device_index` passed to
* controller events. The joystick's instance id (::SDL_JoystickID) will be * SDL_JoystickOpen().
* used there instead. *
* The index passed as an argument refers to the N'th game controller on the
* system. This index is not the value which will identify this controller in
* future controller events. The joystick's instance id (SDL_JoystickID) will
* be used there instead.
* *
* \return A controller identifier, or NULL if an error occurred. * \param joystick_index the device_index of a device, up to
* SDL_NumJoysticks()
* \returns a gamecontroller identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerClose
* \sa SDL_GameControllerNameForIndex
* \sa SDL_IsGameController
*/ */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index); extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
/** /**
* Return the SDL_GameController associated with an instance id. * Get the SDL_GameController associated with an instance id.
*
* \param joyid the instance id to get the SDL_GameController for
* \returns an SDL_GameController on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*/ */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid); extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
/** /**
* Return the name for this currently opened controller * Get the SDL_GameController associated with a player index.
*
* Please note that the player index is _not_ the device index, nor is it the
* instance id!
*
* \param player_index the player index, which is not the device index or the
* instance id!
* \returns the SDL_GameController associated with a player index.
*
* \sa SDL_GameControllerGetPlayerIndex
* \sa SDL_GameControllerSetPlayerIndex
*/
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
/**
* Get the implementation-dependent name for an opened game controller.
*
* This is the same name as returned by SDL_GameControllerNameForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
* \returns the implementation dependent name for the game controller, or NULL
* if there is no name or the identifier passed is invalid.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerNameForIndex
* \sa SDL_GameControllerOpen
*/ */
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller); extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
/** /**
* Get the player index of an opened game controller, or -1 if it's not available * Get the type of this currently opened controller
* *
* For XInput controllers this returns the XInput user index. * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
* it takes a controller identifier instead of the (unstable) device index.
*
* \param gamecontroller the game controller object to query.
* \returns the controller type.
*/
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
/**
* Get the player index of an opened game controller.
*
* For XInput controllers this returns the XInput user index.
*
* \param gamecontroller the game controller object to query.
* \returns the player index for controller, or -1 if it's not available.
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
/** /**
* Get the USB vendor ID of an opened controller, if available. * Set the player index of an opened game controller.
* If the vendor ID isn't available this function returns 0. *
* \param gamecontroller the game controller object to adjust.
* \param player_index Player index to assign to this controller.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
/** /**
* Get the USB product ID of an opened controller, if available. * Get the USB vendor ID of an opened controller, if available.
* If the product ID isn't available this function returns 0. *
* If the vendor ID isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return the USB vendor ID, or zero if unavailable.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
/** /**
* Get the product version of an opened controller, if available. * Get the USB product ID of an opened controller, if available.
* If the product version isn't available this function returns 0. *
* If the product ID isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return the USB product ID, or zero if unavailable.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
/** /**
* Returns SDL_TRUE if the controller has been opened and currently connected, * Get the product version of an opened controller, if available.
* or SDL_FALSE if it has not. *
* If the product version isn't available this function returns 0.
*
* \param gamecontroller the game controller object to query.
* \return the USB product version, or zero if unavailable.
*/
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
/**
* Get the serial number of an opened controller, if available.
*
* Returns the serial number of the controller, or NULL if it is not
* available.
*
* \param gamecontroller the game controller object to query.
* \return the serial number, or NULL if unavailable.
*/
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
/**
* Check if a controller has been opened and is currently connected.
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
* \returns SDL_TRUE if the controller has been opened and is currently
* connected, or SDL_FALSE if not.
*
* \sa SDL_GameControllerClose
* \sa SDL_GameControllerOpen
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller); extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
/** /**
* Get the underlying joystick object used by a controller * Get the Joystick ID from a Game Controller.
*
* This function will give you a SDL_Joystick object, which allows you to use
* the SDL_Joystick functions with a SDL_GameController object. This would be
* useful for getting a joystick's position at any given time, even if it
* hasn't moved (moving it would produce an event, which would have the axis'
* value).
*
* The pointer returned is owned by the SDL_GameController. You should not
* call SDL_JoystickClose() on it, for example, since doing so will likely
* cause SDL to crash.
*
* \param gamecontroller the game controller object that you want to get a
* joystick from
* \returns a SDL_Joystick object; call SDL_GetError() for more information.
*/ */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller); extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
/** /**
* Enable/disable controller event polling. * Query or change current state of Game Controller events.
*
* If controller events are disabled, you must call SDL_GameControllerUpdate()
* yourself and check the state of the controller when you want controller
* information.
* *
* If controller events are disabled, you must call SDL_GameControllerUpdate() * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
* yourself and check the state of the controller when you want controller * and 1 will have any effect. Other numbers will just be returned.
* information.
* *
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
* \returns the same value passed to the function, with exception to -1
* (SDL_QUERY), which will return the current state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickEventState
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state); extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
/** /**
* Update the current state of the open game controllers. * Manually pump game controller updates if not using the loop.
* *
* This is called automatically by the event loop if any game controller * This function is called automatically by the event loop if events are
* events are enabled. * enabled. Under such circumstances, it will not be necessary to call this
* function.
*/ */
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
@ -282,33 +526,88 @@ typedef enum
} SDL_GameControllerAxis; } SDL_GameControllerAxis;
/** /**
* turn this string into a axis mapping * Convert a string into SDL_GameControllerAxis enum.
*
* This function is called internally to translate SDL_GameController mapping
* strings for the underlying joystick device into the consistent
* SDL_GameController mapping. You do not normally need to call this function
* unless you are parsing SDL_GameController mappings in your own code.
*
* Note specially that "righttrigger" and "lefttrigger" map to
* `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
* respectively.
*
* \param str string representing a SDL_GameController axis
* \returns the SDL_GameControllerAxis enum corresponding to the input string,
* or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
*
* \sa SDL_GameControllerGetStringForAxis
*/ */
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString); extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
/** /**
* turn this axis enum into a string mapping * Convert from an SDL_GameControllerAxis enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param axis an enum value for a given SDL_GameControllerAxis
* \returns a string for the given axis, or NULL if an invalid axis is
* specified. The string returned is of the format used by
* SDL_GameController mapping strings.
*
* \sa SDL_GameControllerGetAxisFromString
*/ */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis); extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
/** /**
* Get the SDL joystick layer binding for this controller button mapping * Get the SDL joystick layer binding for a controller axis mapping.
*
* \param gamecontroller a game controller
* \param axis an axis enum value (one of the SDL_GameControllerAxis values)
* \returns a SDL_GameControllerButtonBind describing the bind. On failure
* (like the given Controller axis doesn't exist on the device), its
* `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerGetBindForButton
*/ */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
SDL_GameControllerAxis axis); SDL_GameControllerAxis axis);
/** /**
* Get the current state of an axis control on a game controller. * Query whether a game controller has a given axis.
* *
* The state is a value ranging from -32768 to 32767 (except for the triggers, * This merely reports whether the controller's mapping defined this axis, as
* which range from 0 to 32767). * that is all the information SDL has about the physical device.
* *
* The axis indices start at index 0. * \param gamecontroller a game controller
* \param axis an axis enum value (an SDL_GameControllerAxis value)
* \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
/**
* Get the current state of an axis control on a game controller.
*
* The axis indices start at index 0.
*
* The state is a value ranging from -32768 to 32767. Triggers, however, range
* from 0 to 32767 (they never return a negative value).
*
* \param gamecontroller a game controller
* \param axis an axis index (one of the SDL_GameControllerAxis values)
* \returns axis state (including 0) on success or 0 (also) on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerGetButton
*/ */
extern DECLSPEC Sint16 SDLCALL extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
SDL_GameControllerAxis axis);
/** /**
* The list of buttons available from a controller * The list of buttons available from a controller
@ -331,53 +630,234 @@ typedef enum
SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
SDL_CONTROLLER_BUTTON_PADDLE2, /* Xbox Elite paddle P3 */
SDL_CONTROLLER_BUTTON_PADDLE3, /* Xbox Elite paddle P2 */
SDL_CONTROLLER_BUTTON_PADDLE4, /* Xbox Elite paddle P4 */
SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton; } SDL_GameControllerButton;
/** /**
* turn this string into a button mapping * Convert a string into an SDL_GameControllerButton enum.
*
* This function is called internally to translate SDL_GameController mapping
* strings for the underlying joystick device into the consistent
* SDL_GameController mapping. You do not normally need to call this function
* unless you are parsing SDL_GameController mappings in your own code.
*
* \param str string representing a SDL_GameController axis
* \returns the SDL_GameControllerButton enum corresponding to the input
* string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
*/ */
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString); extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
/** /**
* turn this button enum into a string mapping * Convert from an SDL_GameControllerButton enum to a string.
*
* The caller should not SDL_free() the returned string.
*
* \param button an enum value for a given SDL_GameControllerButton
* \returns a string for the given button, or NULL if an invalid axis is
* specified. The string returned is of the format used by
* SDL_GameController mapping strings.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerGetButtonFromString
*/ */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button); extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
/** /**
* Get the SDL joystick layer binding for this controller button mapping * Get the SDL joystick layer binding for a controller button mapping.
*
* \param gamecontroller a game controller
* \param button an button enum value (an SDL_GameControllerButton value)
* \returns a SDL_GameControllerButtonBind describing the bind. On failure
* (like the given Controller button doesn't exist on the device),
* its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerGetBindForAxis
*/ */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button); SDL_GameControllerButton button);
/**
* Query whether a game controller has a given button.
*
* This merely reports whether the controller's mapping defined this button,
* as that is all the information SDL has about the physical device.
*
* \param gamecontroller a game controller
* \param button a button enum value (an SDL_GameControllerButton value)
* \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button);
/** /**
* Get the current state of a button on a game controller. * Get the current state of a button on a game controller.
*
* \param gamecontroller a game controller
* \param button a button index (one of the SDL_GameControllerButton values)
* \returns 1 for pressed state or 0 for not pressed state or error; call
* SDL_GetError() for more information.
* *
* The button indices start at index 0. * \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerGetAxis
*/ */
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller, extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
SDL_GameControllerButton button); SDL_GameControllerButton button);
/** /**
* Trigger a rumble effect * Get the number of touchpads on a game controller.
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
/**
* Get the number of supported simultaneous fingers on a touchpad on a game
* controller.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
/**
* Get the current state of a finger on a touchpad on a game controller.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
/**
* Return whether a game controller has a particular sensor.
* *
* \param gamecontroller The controller to vibrate * \param gamecontroller The controller to query
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF * \param type The type of sensor to query
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
* \param duration_ms The duration of the rumble effect, in milliseconds */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
/**
* Set whether data reporting for a game controller sensor is enabled.
*
* \param gamecontroller The controller to update
* \param type The type of sensor to enable/disable
* \param enabled Whether data reporting should be enabled
* \returns 0 or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
/**
* Query whether sensor data reporting is enabled for a game controller.
*
* \param gamecontroller The controller to query
* \param type The type of sensor to query
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
/**
* Get the data rate (number of events per second) of a game controller
* sensor.
*
* \param gamecontroller The controller to query
* \param type The type of sensor to query
* \return the data rate, or 0.0f if the data rate is not available.
*/
extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
/**
* Get the current state of a game controller sensor.
*
* The number of values and interpretation of the data is sensor dependent.
* See SDL_sensor.h for the details for each type of sensor.
*
* \param gamecontroller The controller to query
* \param type The type of sensor to query
* \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data
* \return 0 or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
/**
* Start a rumble effect on a game controller.
* *
* \return 0, or -1 if rumble isn't supported on this joystick * Each call to this function cancels any previous rumble effect, and calling
* it with 0 intensity stops any rumbling.
*
* \param gamecontroller The controller to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if rumble isn't supported on this controller
*/ */
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/** /**
* Close a controller previously opened with SDL_GameControllerOpen(). * Start a rumble effect in the game controller's triggers.
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
* a whole. The first controller to offer this feature was the PlayStation 5's
* DualShock 5.
*
* \param gamecontroller The controller to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0
* to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if trigger rumble isn't supported on this controller
*/
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/**
* Query whether a game controller has an LED.
*
* \param gamecontroller The controller to query
* \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
* modifiable LED
*/ */
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
/**
* Update a game controller's LED color.
*
* \param gamecontroller The controller to update
* \param red The intensity of the red LED
* \param green The intensity of the green LED
* \param blue The intensity of the blue LED
* \returns 0, or -1 if this controller does not have a modifiable LED
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a controller specific effect packet
*
* \param gamecontroller The controller to affect
* \param data The data to send to the controller
* \param size The size of the data to send to the controller
* \returns 0, or -1 if this controller or driver doesn't support effect
* packets
*/
extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
/**
* Close a game controller previously opened with SDL_GameControllerOpen().
*
* \param gamecontroller a game controller identifier previously returned by
* SDL_GameControllerOpen()
*
* \sa SDL_GameControllerOpen
*/
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID;
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Begin Recording a gesture on the specified touch, or all touches (-1) * Begin recording a gesture on a specified touch device or all touch devices.
* *
* If the parameter `touchId` is -1 (i.e., all devices), this function will
* always return 1, regardless of whether there actually are any devices.
* *
* \param touchId the touch device id, or -1 for all touch devices
* \returns 1 on success or 0 if the specified device could not be found.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTouchDevice
*/ */
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId); extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/** /**
* \brief Save all currently loaded Dollar Gesture templates * Save all currently loaded Dollar Gesture templates.
*
* \param dst a SDL_RWops to save to
* \returns the number of saved templates on success or 0 on failure; call
* SDL_GetError() for more information.
* *
* \since This function is available since SDL 2.0.0.
* *
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveDollarTemplate
*/ */
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst); extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/** /**
* \brief Save a currently loaded Dollar Gesture template * Save a currently loaded Dollar Gesture template.
* *
* \param gestureId a gesture id
* \param dst a SDL_RWops to save to
* \returns 1 on success or 0 on failure; call SDL_GetError() for more
* information.
* *
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveAllDollarTemplates
*/ */
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst); extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/** /**
* \brief Load Dollar Gesture templates from a file * Load Dollar Gesture templates from a file.
*
* \param touchId a touch id
* \param src a SDL_RWops to load from
* \returns the number of loaded templates on success or a negative error code
* (or 0) on failure; call SDL_GetError() for more information.
* *
* \since This function is available since SDL 2.0.0.
* *
* \sa SDL_SaveAllDollarTemplates
* \sa SDL_SaveDollarTemplate
*/ */
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src); extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -336,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
*/ */
#define SDL_HAPTIC_SPHERICAL 2 #define SDL_HAPTIC_SPHERICAL 2
/**
* \brief Use this value to play an effect on the steering wheel axis. This
* provides better compatibility across platforms and devices as SDL will guess
* the correct axis.
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_STEERING_AXIS 3
/* @} *//* Direction encodings */ /* @} *//* Direction encodings */
/* @} *//* Haptic features */ /* @} *//* Haptic features */
@ -444,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL * \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HAPTIC_STEERING_AXIS
* \sa SDL_HapticEffect * \sa SDL_HapticEffect
* \sa SDL_HapticNumAxes * \sa SDL_HapticNumAxes
*/ */
@ -812,418 +821,491 @@ typedef union SDL_HapticEffect
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Count the number of haptic devices attached to the system. * Count the number of haptic devices attached to the system.
* *
* \return Number of haptic devices detected on the system. * \returns the number of haptic devices detected on the system or a negative
* error code on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HapticName
*/ */
extern DECLSPEC int SDLCALL SDL_NumHaptics(void); extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
/** /**
* \brief Get the implementation dependent name of a haptic device. * Get the implementation dependent name of a haptic device.
*
* This can be called before any joysticks are opened. If no name can be
* found, this function returns NULL.
* *
* This can be called before any joysticks are opened. * \param device_index index of the device to query.
* If no name can be found, this function returns NULL. * \returns the name of the device or NULL on failure; call SDL_GetError() for
* more information.
* *
* \param device_index Index of the device to get its name. * \since This function is available since SDL 2.0.0.
* \return Name of the device or NULL on error.
* *
* \sa SDL_NumHaptics * \sa SDL_NumHaptics
*/ */
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
/** /**
* \brief Opens a haptic device for use. * Open a haptic device for use.
* *
* The index passed as an argument refers to the N'th haptic device on this * The index passed as an argument refers to the N'th haptic device on this
* system. * system.
* *
* When opening a haptic device, its gain will be set to maximum and * When opening a haptic device, its gain will be set to maximum and
* autocenter will be disabled. To modify these values use * autocenter will be disabled. To modify these values use SDL_HapticSetGain()
* SDL_HapticSetGain() and SDL_HapticSetAutocenter(). * and SDL_HapticSetAutocenter().
* *
* \param device_index Index of the device to open. * \param device_index index of the device to open
* \return Device identifier or NULL on error. * \returns the device identifier or NULL on failure; call SDL_GetError() for
* more information.
* *
* \sa SDL_HapticIndex * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticOpenFromMouse *
* \sa SDL_HapticOpenFromJoystick * \sa SDL_HapticClose
* \sa SDL_HapticClose * \sa SDL_HapticIndex
* \sa SDL_HapticSetGain * \sa SDL_HapticOpenFromJoystick
* \sa SDL_HapticSetAutocenter * \sa SDL_HapticOpenFromMouse
* \sa SDL_HapticPause * \sa SDL_HapticPause
* \sa SDL_HapticStopAll * \sa SDL_HapticSetAutocenter
* \sa SDL_HapticSetGain
* \sa SDL_HapticStopAll
*/ */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index); extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
/** /**
* \brief Checks if the haptic device at index has been opened. * Check if the haptic device at the designated index has been opened.
* *
* \param device_index Index to check to see if it has been opened. * \param device_index the index of the device to query
* \return 1 if it has been opened or 0 if it hasn't. * \returns 1 if it has been opened, 0 if it hasn't or on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticOpen * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticIndex *
* \sa SDL_HapticIndex
* \sa SDL_HapticOpen
*/ */
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index); extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
/** /**
* \brief Gets the index of a haptic device. * Get the index of a haptic device.
* *
* \param haptic Haptic device to get the index of. * \param haptic the SDL_Haptic device to query
* \return The index of the haptic device or -1 on error. * \returns the index of the specified haptic device or a negative error code
* on failure; call SDL_GetError() for more information.
* *
* \sa SDL_HapticOpen * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticOpened *
* \sa SDL_HapticOpen
* \sa SDL_HapticOpened
*/ */
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
/** /**
* \brief Gets whether or not the current mouse has haptic capabilities. * Query whether or not the current mouse has haptic capabilities.
*
* \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't.
* *
* \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't. * \since This function is available since SDL 2.0.0.
* *
* \sa SDL_HapticOpenFromMouse * \sa SDL_HapticOpenFromMouse
*/ */
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void); extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
/** /**
* \brief Tries to open a haptic device from the current mouse. * Try to open a haptic device from the current mouse.
* *
* \return The haptic device identifier or NULL on error. * \returns the haptic device identifier or NULL on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_MouseIsHaptic * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticOpen *
* \sa SDL_HapticOpen
* \sa SDL_MouseIsHaptic
*/ */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void); extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
/** /**
* \brief Checks to see if a joystick has haptic features. * Query if a joystick has haptic features.
* *
* \param joystick Joystick to test for haptic capabilities. * \param joystick the SDL_Joystick to test for haptic capabilities
* \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a
* or -1 if an error occurred. * negative error code on failure; call SDL_GetError() for more
* information.
* *
* \sa SDL_HapticOpenFromJoystick * \since This function is available since SDL 2.0.0.
*
* \sa SDL_HapticOpenFromJoystick
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
/** /**
* \brief Opens a haptic device for use from a joystick device. * Open a haptic device for use from a joystick device.
* *
* You must still close the haptic device separately. It will not be closed * You must still close the haptic device separately. It will not be closed
* with the joystick. * with the joystick.
* *
* When opening from a joystick you should first close the haptic device before * When opened from a joystick you should first close the haptic device before
* closing the joystick device. If not, on some implementations the haptic * closing the joystick device. If not, on some implementations the haptic
* device will also get unallocated and you'll be unable to use force feedback * device will also get unallocated and you'll be unable to use force feedback
* on that device. * on that device.
* *
* \param joystick Joystick to create a haptic device from. * \param joystick the SDL_Joystick to create a haptic device from
* \return A valid haptic device identifier on success or NULL on error. * \returns a valid haptic device identifier on success or NULL on failure;
* call SDL_GetError() for more information.
* *
* \sa SDL_HapticOpen * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticClose *
* \sa SDL_HapticClose
* \sa SDL_HapticOpen
* \sa SDL_JoystickIsHaptic
*/ */
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
joystick); joystick);
/** /**
* \brief Closes a haptic device previously opened with SDL_HapticOpen(). * Close a haptic device previously opened with SDL_HapticOpen().
* *
* \param haptic Haptic device to close. * \param haptic the SDL_Haptic device to close
*
* \sa SDL_HapticOpen
*/ */
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic); extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
/** /**
* \brief Returns the number of effects a haptic device can store. * Get the number of effects a haptic device can store.
*
* On some platforms this isn't fully supported, and therefore is an
* approximation. Always check to see if your created effect was actually
* created and do not rely solely on SDL_HapticNumEffects().
* *
* On some platforms this isn't fully supported, and therefore is an * \param haptic the SDL_Haptic device to query
* approximation. Always check to see if your created effect was actually * \returns the number of effects the haptic device can store or a negative
* created and do not rely solely on SDL_HapticNumEffects(). * error code on failure; call SDL_GetError() for more information.
* *
* \param haptic The haptic device to query effect max. * \since This function is available since SDL 2.0.0.
* \return The number of effects the haptic device can store or
* -1 on error.
* *
* \sa SDL_HapticNumEffectsPlaying * \sa SDL_HapticNumEffectsPlaying
* \sa SDL_HapticQuery * \sa SDL_HapticQuery
*/ */
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
/** /**
* \brief Returns the number of effects a haptic device can play at the same * Get the number of effects a haptic device can play at the same time.
* time. *
* This is not supported on all platforms, but will always return a value.
* *
* This is not supported on all platforms, but will always return a value. * \param haptic the SDL_Haptic device to query maximum playing effects
* Added here for the sake of completeness. * \returns the number of effects the haptic device can play at the same time
* or a negative error code on failure; call SDL_GetError() for more
* information.
* *
* \param haptic The haptic device to query maximum playing effects. * \since This function is available since SDL 2.0.0.
* \return The number of effects the haptic device can play at the same time
* or -1 on error.
* *
* \sa SDL_HapticNumEffects * \sa SDL_HapticNumEffects
* \sa SDL_HapticQuery * \sa SDL_HapticQuery
*/ */
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
/** /**
* \brief Gets the haptic device's supported features in bitwise manner. * Get the haptic device's supported features in bitwise manner.
* *
* Example: * \param haptic the SDL_Haptic device to query
* \code * \returns a list of supported haptic features in bitwise manner (OR'd), or 0
* if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { * on failure; call SDL_GetError() for more information.
* printf("We have constant haptic effect!\n");
* }
* \endcode
* *
* \param haptic The haptic device to query. * \since This function is available since SDL 2.0.0.
* \return Haptic features in bitwise manner (OR'd).
* *
* \sa SDL_HapticNumEffects * \sa SDL_HapticEffectSupported
* \sa SDL_HapticEffectSupported * \sa SDL_HapticNumEffects
*/ */
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic); extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
/** /**
* \brief Gets the number of haptic axes the device has. * Get the number of haptic axes the device has.
* *
* \sa SDL_HapticDirection * The number of haptic axes might be useful if working with the
* SDL_HapticDirection effect.
*
* \param haptic the SDL_Haptic device to query
* \returns the number of axes on success or a negative error code on failure;
* call SDL_GetError() for more information.
*/ */
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
/** /**
* \brief Checks to see if effect is supported by haptic. * Check to see if an effect is supported by a haptic device.
*
* \param haptic the SDL_Haptic device to query
* \param effect the desired effect to query
* \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
* negative error code on failure; call SDL_GetError() for more
* information.
* *
* \param haptic Haptic device to check on. * \since This function is available since SDL 2.0.0.
* \param effect Effect to check to see if it is supported.
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
* *
* \sa SDL_HapticQuery * \sa SDL_HapticNewEffect
* \sa SDL_HapticNewEffect * \sa SDL_HapticQuery
*/ */
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
SDL_HapticEffect * SDL_HapticEffect *
effect); effect);
/** /**
* \brief Creates a new haptic effect on the device. * Create a new haptic effect on a specified device.
* *
* \param haptic Haptic device to create the effect on. * \param haptic an SDL_Haptic device to create the effect on
* \param effect Properties of the effect to create. * \param effect an SDL_HapticEffect structure containing the properties of
* \return The identifier of the effect on success or -1 on error. * the effect to create
* \returns the ID of the effect on success or a negative error code on
* failure; call SDL_GetError() for more information.
* *
* \sa SDL_HapticUpdateEffect * \sa SDL_HapticDestroyEffect
* \sa SDL_HapticRunEffect * \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect * \sa SDL_HapticUpdateEffect
*/ */
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
SDL_HapticEffect * effect); SDL_HapticEffect * effect);
/** /**
* \brief Updates the properties of an effect. * Update the properties of an effect.
* *
* Can be used dynamically, although behavior when dynamically changing * Can be used dynamically, although behavior when dynamically changing
* direction may be strange. Specifically the effect may reupload itself * direction may be strange. Specifically the effect may re-upload itself and
* and start playing from the start. You cannot change the type either when * start playing from the start. You also cannot change the type either when
* running SDL_HapticUpdateEffect(). * running SDL_HapticUpdateEffect().
* *
* \param haptic Haptic device that has the effect. * \param haptic the SDL_Haptic device that has the effect
* \param effect Identifier of the effect to update. * \param effect the identifier of the effect to update
* \param data New effect properties to use. * \param data an SDL_HapticEffect structure containing the new effect
* \return 0 on success or -1 on error. * properties to use
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticNewEffect * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticRunEffect *
* \sa SDL_HapticDestroyEffect * \sa SDL_HapticDestroyEffect
* \sa SDL_HapticNewEffect
* \sa SDL_HapticRunEffect
*/ */
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
int effect, int effect,
SDL_HapticEffect * data); SDL_HapticEffect * data);
/** /**
* \brief Runs the haptic effect on its associated haptic device. * Run the haptic effect on its associated haptic device.
* *
* If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over * To repeat the effect over and over indefinitely, set `iterations` to
* repeating the envelope (attack and fade) every time. If you only want the * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make
* effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length * one instance of the effect last indefinitely (so the effect does not fade),
* parameter. * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY`
* instead.
* *
* \param haptic Haptic device to run the effect on. * \param haptic the SDL_Haptic device to run the effect on
* \param effect Identifier of the haptic effect to run. * \param effect the ID of the haptic effect to run
* \param iterations Number of iterations to run the effect. Use * \param iterations the number of iterations to run the effect; use
* ::SDL_HAPTIC_INFINITY for infinity. * `SDL_HAPTIC_INFINITY` to repeat forever
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticStopEffect * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticDestroyEffect *
* \sa SDL_HapticGetEffectStatus * \sa SDL_HapticDestroyEffect
* \sa SDL_HapticGetEffectStatus
* \sa SDL_HapticStopEffect
*/ */
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
int effect, int effect,
Uint32 iterations); Uint32 iterations);
/** /**
* \brief Stops the haptic effect on its associated haptic device. * Stop the haptic effect on its associated haptic device.
*
* *
*
* \param haptic the SDL_Haptic device to stop the effect on
* \param effect the ID of the haptic effect to stop
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \param haptic Haptic device to stop the effect on. * \since This function is available since SDL 2.0.0.
* \param effect Identifier of the effect to stop.
* \return 0 on success or -1 on error.
* *
* \sa SDL_HapticRunEffect * \sa SDL_HapticDestroyEffect
* \sa SDL_HapticDestroyEffect * \sa SDL_HapticRunEffect
*/ */
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
int effect); int effect);
/** /**
* \brief Destroys a haptic effect on the device. * Destroy a haptic effect on the device.
*
* This will stop the effect if it's running. Effects are automatically
* destroyed when the device is closed.
* *
* This will stop the effect if it's running. Effects are automatically * \param haptic the SDL_Haptic device to destroy the effect on
* destroyed when the device is closed. * \param effect the ID of the haptic effect to destroy
* *
* \param haptic Device to destroy the effect on. * \since This function is available since SDL 2.0.0.
* \param effect Identifier of the effect to destroy.
* *
* \sa SDL_HapticNewEffect * \sa SDL_HapticNewEffect
*/ */
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
int effect); int effect);
/** /**
* \brief Gets the status of the current effect on the haptic device. * Get the status of the current effect on the specified haptic device.
*
* Device must support the SDL_HAPTIC_STATUS feature.
* *
* Device must support the ::SDL_HAPTIC_STATUS feature. * \param haptic the SDL_Haptic device to query for the effect status on
* \param effect the ID of the haptic effect to query its status
* \returns 0 if it isn't playing, 1 if it is playing, or a negative error
* code on failure; call SDL_GetError() for more information.
* *
* \param haptic Haptic device to query the effect status on. * \since This function is available since SDL 2.0.0.
* \param effect Identifier of the effect to query its status.
* \return 0 if it isn't playing, 1 if it is playing or -1 on error.
* *
* \sa SDL_HapticRunEffect * \sa SDL_HapticRunEffect
* \sa SDL_HapticStopEffect * \sa SDL_HapticStopEffect
*/ */
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
int effect); int effect);
/** /**
* \brief Sets the global gain of the device. * Set the global gain of the specified haptic device.
*
* Device must support the SDL_HAPTIC_GAIN feature.
* *
* Device must support the ::SDL_HAPTIC_GAIN feature. * The user may specify the maximum gain by setting the environment variable
* `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to
* SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the
* maximum.
* *
* The user may specify the maximum gain by setting the environment variable * \param haptic the SDL_Haptic device to set the gain on
* SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to * \param gain value to set the gain to, should be between 0 and 100 (0 - 100)
* SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the * \returns 0 on success or a negative error code on failure; call
* maximum. * SDL_GetError() for more information.
* *
* \param haptic Haptic device to set the gain on. * \since This function is available since SDL 2.0.0.
* \param gain Value to set the gain to, should be between 0 and 100.
* \return 0 on success or -1 on error.
* *
* \sa SDL_HapticQuery * \sa SDL_HapticQuery
*/ */
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain); extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
/** /**
* \brief Sets the global autocenter of the device. * Set the global autocenter of the device.
* *
* Autocenter should be between 0 and 100. Setting it to 0 will disable * Autocenter should be between 0 and 100. Setting it to 0 will disable
* autocentering. * autocentering.
* *
* Device must support the ::SDL_HAPTIC_AUTOCENTER feature. * Device must support the SDL_HAPTIC_AUTOCENTER feature.
* *
* \param haptic Haptic device to set autocentering on. * \param haptic the SDL_Haptic device to set autocentering on
* \param autocenter Value to set autocenter to, 0 disables autocentering. * \param autocenter value to set autocenter to (0-100)
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticQuery * \sa SDL_HapticQuery
*/ */
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
int autocenter); int autocenter);
/** /**
* \brief Pauses a haptic device. * Pause a haptic device.
* *
* Device must support the ::SDL_HAPTIC_PAUSE feature. Call * Device must support the `SDL_HAPTIC_PAUSE` feature. Call
* SDL_HapticUnpause() to resume playback. * SDL_HapticUnpause() to resume playback.
* *
* Do not modify the effects nor add new ones while the device is paused. * Do not modify the effects nor add new ones while the device is paused. That
* That can cause all sorts of weird errors. * can cause all sorts of weird errors.
* *
* \param haptic Haptic device to pause. * \param haptic the SDL_Haptic device to pause
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticUnpause * \sa SDL_HapticUnpause
*/ */
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
/** /**
* \brief Unpauses a haptic device. * Unpause a haptic device.
* *
* Call to unpause after SDL_HapticPause(). * Call to unpause after SDL_HapticPause().
* *
* \param haptic Haptic device to unpause. * \param haptic the SDL_Haptic device to unpause
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticPause * \sa SDL_HapticPause
*/ */
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
/** /**
* \brief Stops all the currently playing effects on a haptic device. * Stop all the currently playing effects on a haptic device.
* *
* \param haptic Haptic device to stop. * \param haptic the SDL_Haptic device to stop
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*/ */
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
/** /**
* \brief Checks to see if rumble is supported on a haptic device. * Check whether rumble is supported on a haptic device.
* *
* \param haptic Haptic device to check to see if it supports rumble. * \param haptic haptic device to check for rumble support
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
* negative error code on failure; call SDL_GetError() for more
* information.
* *
* \sa SDL_HapticRumbleInit * \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumblePlay * \sa SDL_HapticRumblePlay
* \sa SDL_HapticRumbleStop * \sa SDL_HapticRumbleStop
*/ */
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
/** /**
* \brief Initializes the haptic device for simple rumble playback. * Initialize a haptic device for simple rumble playback.
* *
* \param haptic Haptic device to initialize for simple rumble playback. * \param haptic the haptic device to initialize for simple rumble playback
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticOpen * \since This function is available since SDL 2.0.0.
* \sa SDL_HapticRumbleSupported *
* \sa SDL_HapticRumblePlay * \sa SDL_HapticOpen
* \sa SDL_HapticRumbleStop * \sa SDL_HapticRumblePlay
* \sa SDL_HapticRumbleStop
* \sa SDL_HapticRumbleSupported
*/ */
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
/** /**
* \brief Runs simple rumble on a haptic device * Run a simple rumble effect on a haptic device.
* *
* \param haptic Haptic device to play rumble effect on. * \param haptic the haptic device to play the rumble effect on
* \param strength Strength of the rumble to play as a 0-1 float value. * \param strength strength of the rumble to play as a 0-1 float value
* \param length Length of the rumble to play in milliseconds. * \param length length of the rumble to play in milliseconds
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticRumbleSupported * \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumbleInit * \sa SDL_HapticRumbleStop
* \sa SDL_HapticRumbleStop * \sa SDL_HapticRumbleSupported
*/ */
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length ); extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
/** /**
* \brief Stops the simple rumble on a haptic device. * Stop the simple rumble on a haptic device.
* *
* \param haptic Haptic to stop the rumble on. * \param haptic the haptic device to stop the rumble effect on
* \return 0 on success or -1 on error. * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_HapticRumbleSupported * \sa SDL_HapticRumbleInit
* \sa SDL_HapticRumbleInit * \sa SDL_HapticRumblePlay
* \sa SDL_HapticRumblePlay * \sa SDL_HapticRumbleSupported
*/ */
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -30,10 +30,12 @@
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in. * then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
* *
* The term "player_index" is the number assigned to a player on a specific
* controller. For XInput controllers this returns the XInput user index.
* Many joysticks will not be able to supply this information.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent. * the device (a X360 wired controller for example). This identifier is platform dependent.
*
*
*/ */
#ifndef SDL_joystick_h_ #ifndef SDL_joystick_h_
@ -105,6 +107,12 @@ typedef enum
SDL_JOYSTICK_POWER_MAX SDL_JOYSTICK_POWER_MAX
} SDL_JoystickPowerLevel; } SDL_JoystickPowerLevel;
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
/* Function prototypes */ /* Function prototypes */
/** /**
@ -118,208 +126,524 @@ typedef enum
* and game controller events will not be delivered. * and game controller events will not be delivered.
*/ */
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void); extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
/**
* Unlocking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*/
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void); extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
/** /**
* Count the number of joysticks attached to the system right now * Count the number of joysticks attached to the system.
*
* \returns the number of attached joysticks on success or a negative error
* code on failure; call SDL_GetError() for more information.
*
* \sa SDL_JoystickName
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
/** /**
* Get the implementation dependent name of a joystick. * Get the implementation dependent name of a joystick.
* This can be called before any joysticks are opened. *
* If no name can be found, this function returns NULL. * This can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system)
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \sa SDL_JoystickName
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index); extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/** /**
* Get the player index of a joystick, or -1 if it's not available * Get the player index of a joystick, or -1 if it's not available This can be
* This can be called before any joysticks are opened. * called before any joysticks are opened.
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
/** /**
* Return the GUID for the joystick at this index * Get the implementation-dependent GUID for the joystick at a given device
* This can be called before any joysticks are opened. * index.
*
* This function can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the GUID of the selected joystick. If called on an invalid index,
* this function returns a zero GUID
*
* \sa SDL_JoystickGetGUID
* \sa SDL_JoystickGetGUIDString
*/ */
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index); extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
/** /**
* Get the USB vendor ID of a joystick, if available. * Get the USB vendor ID of a joystick, if available.
* This can be called before any joysticks are opened. *
* If the vendor ID isn't available this function returns 0. * This can be called before any joysticks are opened. If the vendor ID isn't
* available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the USB vendor ID of the selected joystick. If called on an
* invalid index, this function returns zero
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
/** /**
* Get the USB product ID of a joystick, if available. * Get the USB product ID of a joystick, if available.
* This can be called before any joysticks are opened. *
* If the product ID isn't available this function returns 0. * This can be called before any joysticks are opened. If the product ID isn't
* available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the USB product ID of the selected joystick. If called on an
* invalid index, this function returns zero
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
/** /**
* Get the product version of a joystick, if available. * Get the product version of a joystick, if available.
* This can be called before any joysticks are opened. *
* If the product version isn't available this function returns 0. * This can be called before any joysticks are opened. If the product version
* isn't available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the product version of the selected joystick. If called on an
* invalid index, this function returns zero
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
/** /**
* Get the type of a joystick, if available. * Get the type of a joystick, if available.
* This can be called before any joysticks are opened. *
* This can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the SDL_JoystickType of the selected joystick. If called on an
* invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`
*/ */
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index); extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
/** /**
* Get the instance ID of a joystick. * Get the instance ID of a joystick.
* This can be called before any joysticks are opened. *
* If the index is out of range, this function will return -1. * This can be called before any joysticks are opened. If the index is out of
* range, this function will return -1.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the instance id of the selected joystick. If called on an invalid
* index, this function returns zero
*/ */
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index); extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
/** /**
* Open a joystick for use. * Open a joystick for use.
* The index passed as an argument refers to the N'th joystick on the system. *
* This index is not the value which will identify this joystick in future * The `device_index` argument refers to the N'th joystick presently
* joystick events. The joystick's instance id (::SDL_JoystickID) will be used * recognized by SDL on the system. It is **NOT** the same as the instance ID
* there instead. * used to identify the joystick in future events. See
* SDL_JoystickInstanceID() for more details about instance IDs.
*
* The joystick subsystem must be initialized before a joystick can be opened
* for use.
*
* \param device_index the index of the joystick to query
* \returns a joystick identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
* *
* \return A joystick identifier, or NULL if an error occurred. * \sa SDL_JoystickClose
* \sa SDL_JoystickInstanceID
*/ */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index); extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/** /**
* Return the SDL_Joystick associated with an instance id. * Get the SDL_Joystick associated with an instance id.
*
* \param instance_id the instance id to get the SDL_Joystick for
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.4.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
/**
* Get the SDL_Joystick associated with a player index.
*
* \param player_index the player index to get the SDL_Joystick for
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
* for more information.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
/**
* Attach a new virtual joystick.
*
* \returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
int naxes,
int nbuttons,
int nhats);
/**
* Detach a virtual joystick.
*
* \param device_index a value previously returned from
* SDL_JoystickAttachVirtual()
* \returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Query whether or not the joystick at a given device index is virtual.
*
* \param device_index a joystick device index.
* \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's axis.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param axis the specific axis on the virtual joystick to set.
* \param value the new value for the specified axis.
* \returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
/**
* Set values on an opened, virtual-joystick's button.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param button the specific button on the virtual joystick to set.
* \param value the new value for the specified button.
* \returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
/**
* Set values on an opened, virtual-joystick's hat.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param hat the specific hat on the virtual joystick to set.
* \param value the new value for the specified hat.
* \returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
/**
* Get the implementation dependent name of a joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickNameForIndex
* \sa SDL_JoystickOpen
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
/**
* Get the player index of an opened joystick.
*
* For XInput controllers this returns the XInput user index. Many joysticks
* will not be able to supply this information.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the player index, or -1 if it's not available.
*/ */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID joyid); extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
/** /**
* Return the name for this currently opened joystick. * Set the player index of an opened joystick.
* If no name can be found, this function returns NULL. *
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \param player_index the player index to set.
*/ */
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick); extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index);
/** /**
* Get the player index of an opened joystick, or -1 if it's not available * Get the implementation-dependent GUID for the joystick.
*
* This function requires an open joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the GUID of the given joystick. If called on an invalid index,
* this function returns a zero GUID; call SDL_GetError() for more
* information.
* *
* For XInput controllers this returns the XInput user index. * \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUIDString
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick); extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick);
/** /**
* Return the GUID for this opened joystick * Get the USB vendor ID of an opened joystick, if available.
*
* If the vendor ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
*/ */
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick);
/** /**
* Get the USB vendor ID of an opened joystick, if available. * Get the USB product ID of an opened joystick, if available.
* If the vendor ID isn't available this function returns 0. *
* If the product ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the USB product ID of the selected joystick, or 0 if unavailable.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
/** /**
* Get the USB product ID of an opened joystick, if available. * Get the product version of an opened joystick, if available.
* If the product ID isn't available this function returns 0. *
* If the product version isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the product version of the selected joystick, or 0 if unavailable.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick); extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
/** /**
* Get the product version of an opened joystick, if available. * Get the serial number of an opened joystick, if available.
* If the product version isn't available this function returns 0. *
* Returns the serial number of the joystick, or NULL if it is not available.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the serial number of the selected joystick, or NULL if
* unavailable.
*/ */
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick); extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick);
/** /**
* Get the type of an opened joystick. * Get the type of an opened joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the SDL_JoystickType of the selected joystick.
*/ */
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick); extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick);
/** /**
* Return a string representation for this guid. pszGUID must point to at least 33 bytes * Get an ASCII string representation for a given SDL_JoystickGUID.
* (32 for the string plus a NULL terminator). *
* You should supply at least 33 bytes for pszGUID.
*
* \param guid the SDL_JoystickGUID you wish to convert to string
* \param pszGUID buffer in which to write the ASCII string
* \param cbGUID the size of pszGUID
*
* \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUID
* \sa SDL_JoystickGetGUIDFromString
*/ */
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID); extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/** /**
* Convert a string into a joystick guid * Convert a GUID string into a SDL_JoystickGUID structure.
*
* Performs no error checking. If this function is given a string containing
* an invalid GUID, the function will silently succeed, but the GUID generated
* will not be useful.
*
* \param pchGUID string containing an ASCII representation of a GUID
* \returns a SDL_JoystickGUID structure.
*
* \sa SDL_JoystickGetGUIDString
*/ */
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID); extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/** /**
* Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not. * Get the status of a specified joystick.
*
* \param joystick the joystick to query
* \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
* call SDL_GetError() for more information.
*
* \sa SDL_JoystickClose
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick); extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick);
/** /**
* Get the instance ID of an opened joystick or -1 if the joystick is invalid. * Get the instance ID of an opened joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the instance ID of the specified joystick on success or a negative
* error code on failure; call SDL_GetError() for more information.
*
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick); extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick);
/** /**
* Get the number of general axis controls on a joystick. * Get the number of general axis controls on a joystick.
*
* Often, the directional pad on a game controller will either look like 4
* separate buttons or a POV hat, and not axes, but all of this is up to the
* device and platform.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of axis controls/number of axes on success or a
* negative error code on failure; call SDL_GetError() for more
* information.
*
* \sa SDL_JoystickGetAxis
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
/** /**
* Get the number of trackballs on a joystick. * Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated with them
* and their state cannot be polled.
*
* Most joysticks do not have trackballs.
* *
* Joystick trackballs have only relative motion events associated * \param joystick an SDL_Joystick structure containing joystick information
* with them and their state cannot be polled. * \returns the number of trackballs on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_JoystickGetBall
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
/** /**
* Get the number of POV hats on a joystick. * Get the number of POV hats on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of POV hats on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_JoystickGetHat
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
/** /**
* Get the number of buttons on a joystick. * Get the number of buttons on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of buttons on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_JoystickGetButton
* \sa SDL_JoystickOpen
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
/** /**
* Update the current state of the open joysticks. * Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick events are
* enabled.
* *
* This is called automatically by the event loop if any joystick * \sa SDL_JoystickEventState
* events are enabled.
*/ */
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
/** /**
* Enable/disable joystick event polling. * Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and manually check the state of the joystick when you want
* joystick information.
*
* It is recommended that you leave joystick event handling enabled.
*
* **WARNING**: Calling this function may delete all events currently in SDL's
* event queue.
* *
* If joystick events are disabled, you must call SDL_JoystickUpdate() * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
* yourself and check the state of the joystick when you want joystick * \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
* information. * call SDL_GetError() for more information.
* *
* The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. * If `state` is `SDL_QUERY` then the current state is returned,
* otherwise the new processing state is returned.
*
* \sa SDL_GameControllerEventState
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
#define SDL_JOYSTICK_AXIS_MAX 32767 #define SDL_JOYSTICK_AXIS_MAX 32767
#define SDL_JOYSTICK_AXIS_MIN -32768 #define SDL_JOYSTICK_AXIS_MIN -32768
/** /**
* Get the current state of an axis control on a joystick. * Get the current state of an axis control on a joystick.
*
* SDL makes no promises about what part of the joystick any given axis refers
* to. Your game should have some sort of configuration UI to let users
* specify what each axis should be bound to. Alternately, SDL's higher-level
* Game Controller API makes a great effort to apply order to this lower-level
* interface, so you know that a specific axis is the "left thumb stick," etc.
*
* The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to
* 32767) representing the current position of the axis. It may be necessary
* to impose certain tolerances on these values to account for jitter.
* *
* The state is a value ranging from -32768 to 32767. * \param joystick an SDL_Joystick structure containing joystick information
* \param axis the axis to query; the axis indices start at index 0
* \returns a 16-bit signed integer representing the current position of the
* axis or 0 on failure; call SDL_GetError() for more information.
* *
* The axis indices start at index 0. * \sa SDL_JoystickNumAxes
*/ */
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick, extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick,
int axis); int axis);
/** /**
* Get the initial state of an axis control on a joystick. * Get the initial state of an axis control on a joystick.
* *
* The state is a value ranging from -32768 to 32767. * The state is a value ranging from -32768 to 32767.
* *
* The axis indices start at index 0. * The axis indices start at index 0.
* *
* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not. * \param joystick an SDL_Joystick structure containing joystick information
* \param axis the axis to query; the axis indices start at index 0
* \param state Upon return, the initial value is supplied here.
* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick, extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick,
int axis, Sint16 *state); int axis, Sint16 *state);
/** /**
@ -338,64 +662,153 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *
/* @} */ /* @} */
/** /**
* Get the current state of a POV hat on a joystick. * Get the current state of a POV hat on a joystick.
*
* The returned value will be one of the following positions:
*
* - `SDL_HAT_CENTERED`
* - `SDL_HAT_UP`
* - `SDL_HAT_RIGHT`
* - `SDL_HAT_DOWN`
* - `SDL_HAT_LEFT`
* - `SDL_HAT_RIGHTUP`
* - `SDL_HAT_RIGHTDOWN`
* - `SDL_HAT_LEFTUP`
* - `SDL_HAT_LEFTDOWN`
* *
* The hat indices start at index 0. * \param joystick an SDL_Joystick structure containing joystick information
* \param hat the hat index to get the state from; indices start at index 0
* \returns the current hat position.
* *
* \return The return value is one of the following positions: * \sa SDL_JoystickNumHats
* - ::SDL_HAT_CENTERED
* - ::SDL_HAT_UP
* - ::SDL_HAT_RIGHT
* - ::SDL_HAT_DOWN
* - ::SDL_HAT_LEFT
* - ::SDL_HAT_RIGHTUP
* - ::SDL_HAT_RIGHTDOWN
* - ::SDL_HAT_LEFTUP
* - ::SDL_HAT_LEFTDOWN
*/ */
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick, extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick,
int hat); int hat);
/** /**
* Get the ball axis change since the last poll. * Get the ball axis change since the last poll.
* *
* \return 0, or -1 if you passed it invalid parameters. * Trackballs can only return relative motion since the last call to
* SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`.
* *
* The ball indices start at index 0. * Most joysticks do not have trackballs.
*
* \param joystick the SDL_Joystick to query
* \param ball the ball index to query; ball indices start at index 0
* \param dx stores the difference in the x axis position since the last poll
* \param dy stores the difference in the y axis position since the last poll
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_JoystickNumBalls
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick, extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick,
int ball, int *dx, int *dy); int ball, int *dx, int *dy);
/** /**
* Get the current state of a button on a joystick. * Get the current state of a button on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \param button the button index to get the state from; indices start at
* index 0
* \returns 1 if the specified button is pressed, 0 otherwise.
* *
* The button indices start at index 0. * \sa SDL_JoystickNumButtons
*/ */
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick, extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick,
int button); int button);
/** /**
* Trigger a rumble effect * Start a rumble effect.
* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
* *
* \param joystick The joystick to vibrate * Each call to this function cancels any previous rumble effect, and calling
* \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF * it with 0 intensity stops any rumbling.
* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* *
* \return 0, or -1 if rumble isn't supported on this joystick * \param joystick The joystick to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if rumble isn't supported on this joystick
*/ */
extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/** /**
* Close a joystick previously opened with SDL_JoystickOpen(). * Start a rumble effect in the joystick's triggers
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this function is for _trigger_ rumble; the first joystick to
* support this was the PlayStation 5's DualShock 5 controller. If you want
* the (more common) whole-controller rumble, use SDL_JoystickRumble()
* instead.
*
* \param joystick The joystick to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0
* to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if trigger rumble isn't supported on this joystick
*/ */
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick); extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/** /**
* Return the battery level of this joystick * Query whether a joystick has an LED.
*
* An example of a joystick LED is the light on the back of a PlayStation 4's
* DualShock 4 controller.
*
* \param joystick The joystick to query
* \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick);
/**
* Update a joystick's LED color.
*
* An example of a joystick LED is the light on the back of a PlayStation 4's
* DualShock 4 controller.
*
* \param joystick The joystick to update
* \param red The intensity of the red LED
* \param green The intensity of the green LED
* \param blue The intensity of the blue LED
* \returns 0 on success, -1 if this joystick does not have a modifiable LED
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a joystick specific effect packet
*
* \param joystick The joystick to affect
* \param data The data to send to the joystick
* \param size The size of the data to send to the joystick
* \returns 0, or -1 if this joystick or driver doesn't support effect packets
*/
extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size);
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*
* \param joystick The joystick device to close
*
* \sa SDL_JoystickOpen
*/
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
/**
* Get the battery level of a joystick as SDL_JoystickPowerLevel.
*
* \param joystick the SDL_Joystick to query
* \returns the current battery level as SDL_JoystickPowerLevel on success or
* `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
*
* \since This function is available since SDL 2.0.4.
*/ */
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick); extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -55,154 +55,231 @@ typedef struct SDL_Keysym
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Get the window which currently has keyboard focus. * Query the window which currently has keyboard focus.
*
* \returns the window with keyboard focus.
*/ */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/** /**
* \brief Get a snapshot of the current state of the keyboard. * Get a snapshot of the current state of the keyboard.
*
* The pointer returned is a pointer to an internal SDL array. It will be
* valid for the whole lifetime of the application and should not be freed by
* the caller.
*
* A array element with a value of 1 means that the key is pressed and a value
* of 0 means that it is not. Indexes into this array are obtained by using
* SDL_Scancode values.
* *
* \param numkeys if non-NULL, receives the length of the returned array. * Use SDL_PumpEvents() to update the state array.
* *
* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values. * This function gives you the current state after all events have been
* processed, so if a key or button has been pressed and released before you
* process events, then the pressed state will never show up in the
* SDL_GetKeyboardState() calls.
* *
* \b Example: * Note: This function doesn't take into account whether shift has been
* \code * pressed or not.
* const Uint8 *state = SDL_GetKeyboardState(NULL); *
* if ( state[SDL_SCANCODE_RETURN] ) { * \param numkeys if non-NULL, receives the length of the returned array
* printf("<RETURN> is pressed.\n"); * \returns a pointer to an array of key states.
* } *
* \endcode * \sa SDL_PumpEvents
*/ */
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/** /**
* \brief Get the current key modifier state for the keyboard. * Get the current key modifier state for the keyboard.
*
* \returns an OR'd combination of the modifier keys for the keyboard. See
* SDL_Keymod for details.
*
* \sa SDL_GetKeyboardState
* \sa SDL_SetModState
*/ */
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/** /**
* \brief Set the current key modifier state for the keyboard. * Set the current key modifier state for the keyboard.
*
* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
* modifier key states on your application. Simply pass your desired modifier
* states into `modstate`. This value may be a bitwise, OR'd combination of
* SDL_Keymod values.
*
* This does not change the keyboard state, only the key modifier flags that
* SDL reports.
* *
* \note This does not change the keyboard state, only the key modifier flags. * \param modstate the desired SDL_Keymod for the keyboard
*
* \sa SDL_GetModState
*/ */
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/** /**
* \brief Get the key code corresponding to the given scancode according * Get the key code corresponding to the given scancode according to the
* to the current keyboard layout. * current keyboard layout.
*
* See SDL_Keycode for details.
* *
* See ::SDL_Keycode for details. * \param scancode the desired SDL_Scancode to query
* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
* *
* \sa SDL_GetKeyName() * \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromKey
*/ */
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/** /**
* \brief Get the scancode corresponding to the given key code according to the * Get the scancode corresponding to the given key code according to the
* current keyboard layout. * current keyboard layout.
* *
* See ::SDL_Scancode for details. * See SDL_Scancode for details.
* *
* \sa SDL_GetScancodeName() * \param key the desired SDL_Keycode to query
* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeName
*/ */
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/** /**
* \brief Get a human-readable name for a scancode. * Get a human-readable name for a scancode.
*
* See SDL_Scancode for details.
*
* **Warning**: The returned name is by design not stable across platforms,
* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
* Windows" under Microsoft Windows, and some scancodes like
* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
* unsuitable for creating a stable cross-platform two-way mapping between
* strings and scancodes.
* *
* \return A pointer to the name for the scancode. * \param scancode the desired SDL_Scancode to query
* If the scancode doesn't have a name, this function returns * \returns a pointer to the name for the scancode. If the scancode doesn't
* an empty string (""). * have a name this function returns an empty string ("").
* *
* \sa SDL_Scancode * \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeFromName
*/ */
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/** /**
* \brief Get a scancode from a human-readable name * Get a scancode from a human-readable name.
*
* \param name the human-readable scancode name
* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
* recognized; call SDL_GetError() for more information.
* *
* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized * \since This function is available since SDL 2.0.0.
* *
* \sa SDL_Scancode * \sa SDL_GetKeyFromName
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeName
*/ */
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/** /**
* \brief Get a human-readable name for a key. * Get a human-readable name for a key.
*
* See SDL_Scancode and SDL_Keycode for details.
* *
* \return A pointer to a UTF-8 string that stays valid at least until the next * \param key the desired SDL_Keycode to query
* call to this function. If you need it around any longer, you must * \returns a pointer to a UTF-8 string that stays valid at least until the
* copy it. If the key doesn't have a name, this function returns an * next call to this function. If you need it around any longer, you
* empty string (""). * must copy it. If the key doesn't have a name, this function
* returns an empty string ("").
* *
* \sa SDL_Keycode * \sa SDL_GetKeyFromName
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeFromKey
*/ */
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/** /**
* \brief Get a key code from a human-readable name * Get a key code from a human-readable name.
* *
* \return key code, or SDLK_UNKNOWN if the name wasn't recognized * \param name the human-readable key name
* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
* SDL_GetError() for more information.
* *
* \sa SDL_Keycode * \sa SDL_GetKeyFromScancode
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromName
*/ */
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/** /**
* \brief Start accepting Unicode text input events. * Start accepting Unicode text input events.
* This function will show the on-screen keyboard if supported.
* *
* \sa SDL_StopTextInput() * This function will start accepting Unicode text input events in the focused
* \sa SDL_SetTextInputRect() * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
* \sa SDL_HasScreenKeyboardSupport() * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
* pair with SDL_StopTextInput().
*
* On some platforms using this function activates the screen keyboard.
*
* \sa SDL_SetTextInputRect
* \sa SDL_StopTextInput
*/ */
extern DECLSPEC void SDLCALL SDL_StartTextInput(void); extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/** /**
* \brief Return whether or not Unicode text input events are enabled. * Check whether or not Unicode text input events are enabled.
*
* \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
* *
* \sa SDL_StartTextInput() * \since This function is available since SDL 2.0.0.
* \sa SDL_StopTextInput() *
* \sa SDL_StartTextInput
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/** /**
* \brief Stop receiving any text input events. * Stop receiving any text input events.
* This function will hide the on-screen keyboard if supported.
* *
* \sa SDL_StartTextInput() * \sa SDL_StartTextInput
* \sa SDL_HasScreenKeyboardSupport()
*/ */
extern DECLSPEC void SDLCALL SDL_StopTextInput(void); extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/** /**
* \brief Set the rectangle used to type Unicode text inputs. * Set the rectangle used to type Unicode text inputs.
* This is used as a hint for IME and on-screen keyboard placement. *
* \param rect the SDL_Rect structure representing the rectangle to receive
* text (ignored if NULL)
* *
* \sa SDL_StartTextInput() * \sa SDL_StartTextInput
*/ */
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect); extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
/** /**
* \brief Returns whether the platform has some screen keyboard support. * Check whether the platform has screen keyboard support.
* *
* \return SDL_TRUE if some keyboard support is available else SDL_FALSE. * \returns SDL_TRUE if the platform has some screen keyboard support or
* SDL_FALSE if not.
* *
* \note Not all screen keyboard functions are supported on all platforms. * \since This function is available since SDL 2.0.0.
* *
* \sa SDL_IsScreenKeyboardShown() * \sa SDL_StartTextInput
* \sa SDL_IsScreenKeyboardShown
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/** /**
* \brief Returns whether the screen keyboard is shown for given window. * Check whether the screen keyboard is shown for given window.
* *
* \param window The window for which screen keyboard should be queried. * \param window the window for which screen keyboard should be queried
* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
* *
* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE. * \since This function is available since SDL 2.0.0.
* *
* \sa SDL_HasScreenKeyboardSupport() * \sa SDL_HasScreenKeyboardSupport
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30) #define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
enum typedef enum
{ {
SDLK_UNKNOWN = 0, SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r', SDLK_RETURN = '\r',
SDLK_ESCAPE = '\033', SDLK_ESCAPE = '\x1B',
SDLK_BACKSPACE = '\b', SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t', SDLK_TAB = '\t',
SDLK_SPACE = ' ', SDLK_SPACE = ' ',
@ -88,9 +88,11 @@ enum
SDLK_GREATER = '>', SDLK_GREATER = '>',
SDLK_QUESTION = '?', SDLK_QUESTION = '?',
SDLK_AT = '@', SDLK_AT = '@',
/* /*
Skip uppercase letters Skip uppercase letters
*/ */
SDLK_LEFTBRACKET = '[', SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\', SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']', SDLK_RIGHTBRACKET = ']',
@ -145,7 +147,7 @@ enum
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP), SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\177', SDLK_DELETE = '\x7F',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END), SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
@ -317,7 +319,7 @@ enum
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD) SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
}; } SDL_KeyCode;
/** /**
* \brief Enumeration of valid key mods (possibly OR'd together). * \brief Enumeration of valid key mods (possibly OR'd together).
@ -336,13 +338,13 @@ typedef enum
KMOD_NUM = 0x1000, KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000, KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000, KMOD_MODE = 0x4000,
KMOD_RESERVED = 0x8000 KMOD_RESERVED = 0x8000,
} SDL_Keymod;
#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL) KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT) KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
#define KMOD_ALT (KMOD_LALT|KMOD_RALT) KMOD_ALT = KMOD_LALT | KMOD_RALT,
#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI) KMOD_GUI = KMOD_LGUI | KMOD_RGUI
} SDL_Keymod;
#endif /* SDL_keycode_h_ */ #endif /* SDL_keycode_h_ */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -51,22 +51,50 @@ extern "C" {
#endif #endif
/** /**
* This function dynamically loads a shared object and returns a pointer * Dynamically load a shared object.
* to the object handle (or NULL if there was an error). *
* The 'sofile' parameter is a system dependent name of the object file. * \param sofile a system-dependent name of the object file
* \returns an opaque pointer to the object handle or NULL if there was an
* error; call SDL_GetError() for more information.
*
* \sa SDL_LoadFunction
* \sa SDL_UnloadObject
*/ */
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/** /**
* Given an object handle, this function looks up the address of the * Look up the address of the named function in a shared object.
* named function in the shared object and returns it. This address *
* is no longer valid after calling SDL_UnloadObject(). * This function pointer is no longer valid after calling SDL_UnloadObject().
*
* This function can only look up C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
*
* Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
*
* If the requested function doesn't exist, NULL is returned.
*
* \param handle a valid shared object handle returned by SDL_LoadObject()
* \param name the name of the function to look up
* \returns a pointer to the function or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \sa SDL_LoadObject
* \sa SDL_UnloadObject
*/ */
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name); const char *name);
/** /**
* Unload a shared object from memory. * Unload a shared object from memory.
*
* \param handle a valid shared object handle returned by SDL_LoadObject()
*
* \sa SDL_LoadFunction
* \sa SDL_LoadObject
*/ */
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);

View file

@ -0,0 +1,101 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_locale.h
*
* Include file for SDL locale services
*/
#ifndef _SDL_locale_h
#define _SDL_locale_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
typedef struct SDL_Locale
{
const char *language; /**< A language name, like "en" for English. */
const char *country; /**< A country, like "US" for America. Can be NULL. */
} SDL_Locale;
/**
* Report the user's preferred locale.
*
* This returns an array of SDL_Locale structs, the final item zeroed out.
* When the caller is done with this array, it should call SDL_free() on the
* returned value; all the memory involved is allocated in a single block, so
* a single SDL_free() will suffice.
*
* Returned language strings are in the format xx, where 'xx' is an ISO-639
* language specifier (such as "en" for English, "de" for German, etc).
* Country strings are in the format YY, where "YY" is an ISO-3166 country
* code (such as "US" for the United States, "CA" for Canada, etc). Country
* might be NULL if there's no specific guidance on them (so you might get {
* "en", "US" } for American English, but { "en", NULL } means "English
* language, generically"). Language strings are never NULL, except to
* terminate the array.
*
* Please note that not all of these strings are 2 characters; some are three
* or more.
*
* The returned list of locales are in the order of the user's preference. For
* example, a German citizen that is fluent in US English and knows enough
* Japanese to navigate around Tokyo might have a list like: { "de", "en_US",
* "jp", NULL }. Someone from England might prefer British English (where
* "color" is spelled "colour", etc), but will settle for anything like it: {
* "en_GB", "en", NULL }.
*
* This function returns NULL on error, including when the platform does not
* supply this information at all.
*
* This might be a "slow" call that has to query the operating system. It's
* best to ask for this once and save the results. However, this list can
* change, usually because the user has changed a system preference outside of
* your program; SDL will send an SDL_LOCALECHANGED event in this case, if
* possible, and you can call this function again to get an updated copy of
* preferred locales.
*
* \return array of locales, terminated with a locale with a NULL language
* field. Will return NULL on error.
*/
extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_locale_h */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -61,7 +61,7 @@ extern "C" {
* at the VERBOSE level and all other categories are enabled at the * at the VERBOSE level and all other categories are enabled at the
* CRITICAL level. * CRITICAL level.
*/ */
enum typedef enum
{ {
SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR, SDL_LOG_CATEGORY_ERROR,
@ -94,7 +94,7 @@ enum
}; };
*/ */
SDL_LOG_CATEGORY_CUSTOM SDL_LOG_CATEGORY_CUSTOM
}; } SDL_LogCategory;
/** /**
* \brief The predefined log priorities * \brief The predefined log priorities
@ -112,90 +112,255 @@ typedef enum
/** /**
* \brief Set the priority of all log categories * Set the priority of all log categories.
*
* \param priority the SDL_LogPriority to assign
*
* \sa SDL_LogSetPriority
*/ */
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority); extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/** /**
* \brief Set the priority of a particular log category * Set the priority of a particular log category.
*
* \param category the category to assign a priority to
* \param priority the SDL_LogPriority to assign
*
* \sa SDL_LogGetPriority
* \sa SDL_LogSetAllPriority
*/ */
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority); SDL_LogPriority priority);
/** /**
* \brief Get the priority of a particular log category * Get the priority of a particular log category.
*
* \param category the category to query
* \returns the SDL_LogPriority for the requested category
*
* \sa SDL_LogSetPriority
*/ */
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category); extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/** /**
* \brief Reset all priorities to default. * Reset all priorities to default.
* *
* \note This is called in SDL_Quit(). * This is called by SDL_Quit().
*
* \sa SDL_LogSetAllPriority
* \sa SDL_LogSetPriority
*/ */
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void); extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/** /**
* \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
*
* = * \param fmt a printf() style message format string
*
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any
*
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_VERBOSE * Log a message with SDL_LOG_PRIORITY_VERBOSE.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_DEBUG * Log a message with SDL_LOG_PRIORITY_DEBUG.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_INFO * Log a message with SDL_LOG_PRIORITY_INFO.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_WARN * Log a message with SDL_LOG_PRIORITY_WARN.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
*/ */
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_ERROR * Log a message with SDL_LOG_PRIORITY_ERROR.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with SDL_LOG_PRIORITY_CRITICAL * Log a message with SDL_LOG_PRIORITY_CRITICAL.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/** /**
* \brief Log a message with the specified category and priority. * Log a message with the specified category and priority.
*
* \param category the category of the message
* \param priority the priority of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogMessage(int category, extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority, SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/** /**
* \brief Log a message with the specified category and priority. * Log a message with the specified category and priority.
*
* \param category the category of the message
* \param priority the priority of the message
* \param fmt a printf() style message format string
* \param ap a variable argument list
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/ */
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category, extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority, SDL_LogPriority priority,
const char *fmt, va_list ap); const char *fmt, va_list ap);
/** /**
* \brief The prototype for the log output function * The prototype for the log output callback function.
*
* This function is called by SDL when there is new text to be logged.
*
* \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction()
* \param category the category of the message
* \param priority the priority of the message
* \param message the message being output
*/ */
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/** /**
* \brief Get the current log output function. * Get the current log output function.
*
* \param callback an SDL_LogOutputFunction filled in with the current log
* callback
* \param userdata a pointer filled in with the pointer that is passed to
* `callback`
*
* \sa SDL_LogSetOutputFunction
*/ */
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata); extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/** /**
* \brief This function allows you to replace the default log output * Replace the default log output function with one of your own.
* function with one of your own. *
* \param callback an SDL_LogOutputFunction to call instead of the default
* \param userdata a pointer that is passed to `callback`
*
* \sa SDL_LogGetOutputFunction
*/ */
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata); extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -122,18 +122,22 @@ extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
/** /**
* This is called by the real SDL main function to let the rest of the * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
* library know that initialization was done properly. * point.
* *
* Calling this yourself without knowing what you're doing can cause * This function is defined in SDL_main.h, along with the preprocessor rule to
* crashes and hard to diagnose problems with your application. * redefine main() as SDL_main(). Thus to ensure that your main() function
* will not be changed it is necessary to define SDL_MAIN_HANDLED before
* including SDL.h.
*
* \sa SDL_Init
*/ */
extern DECLSPEC void SDLCALL SDL_SetMainReady(void); extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__ #ifdef __WIN32__
/** /**
* This can be called to set the application class at startup * This can be called to set the application class at startup
*/ */
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
@ -144,12 +148,14 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#ifdef __WINRT__ #ifdef __WINRT__
/** /**
* \brief Initializes and launches an SDL/WinRT application. * Initialize and launch an SDL/WinRT application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
* \param reserved reserved for future use; should be NULL
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
* *
* \param mainFunction The SDL app's C-style main(). * \since This function is available since SDL 2.0.3.
* \param reserved Reserved for future use; should be NULL
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/ */
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
@ -158,12 +164,12 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r
#if defined(__IPHONEOS__) #if defined(__IPHONEOS__)
/** /**
* \brief Initializes and launches an SDL application. * Initializes and launches an SDL application.
* *
* \param argc The argc parameter from the application's main() function * \param argc The argc parameter from the application's main() function
* \param argv The argv parameter from the application's main() function * \param argv The argv parameter from the application's main() function
* \param mainFunction The SDL app's C-style main(). * \param mainFunction The SDL app's C-style main(), an SDL_main_func
* \return the return value from mainFunction * \return the return value from mainFunction
*/ */
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -32,17 +32,19 @@ extern "C" {
#endif #endif
/** /**
* \brief SDL_MessageBox flags. If supported will display warning icon, etc. * SDL_MessageBox flags. If supported will display warning icon, etc.
*/ */
typedef enum typedef enum
{ {
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */ SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */
SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */
SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */
} SDL_MessageBoxFlags; } SDL_MessageBoxFlags;
/** /**
* \brief Flags for SDL_MessageBoxButtonData. * Flags for SDL_MessageBoxButtonData.
*/ */
typedef enum typedef enum
{ {
@ -51,7 +53,7 @@ typedef enum
} SDL_MessageBoxButtonFlags; } SDL_MessageBoxButtonFlags;
/** /**
* \brief Individual button data. * Individual button data.
*/ */
typedef struct typedef struct
{ {
@ -61,7 +63,7 @@ typedef struct
} SDL_MessageBoxButtonData; } SDL_MessageBoxButtonData;
/** /**
* \brief RGB value used in a message box color scheme * RGB value used in a message box color scheme
*/ */
typedef struct typedef struct
{ {
@ -79,7 +81,7 @@ typedef enum
} SDL_MessageBoxColorType; } SDL_MessageBoxColorType;
/** /**
* \brief A set of colors to use for message box dialogs * A set of colors to use for message box dialogs
*/ */
typedef struct typedef struct
{ {
@ -87,7 +89,7 @@ typedef struct
} SDL_MessageBoxColorScheme; } SDL_MessageBoxColorScheme;
/** /**
* \brief MessageBox structure containing title, text, window, etc. * MessageBox structure containing title, text, window, etc.
*/ */
typedef struct typedef struct
{ {
@ -103,32 +105,77 @@ typedef struct
} SDL_MessageBoxData; } SDL_MessageBoxData;
/** /**
* \brief Create a modal message box. * Create a modal message box.
* *
* \param messageboxdata The SDL_MessageBoxData structure with title, text, etc. * If your needs aren't complex, it might be easier to use
* \param buttonid The pointer to which user id of hit button should be copied. * SDL_ShowSimpleMessageBox.
* *
* \return -1 on error, otherwise 0 and buttonid contains user id of button * This function should be called on the thread that created the parent
* hit or -1 if dialog was closed. * window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or closes the
* messagebox.
* *
* \note This function should be called on the thread that created the parent * This function may be called at any time, even before SDL_Init(). This makes
* window, or on the main thread if the messagebox has no parent. It will * it useful for reporting errors like a failure to create a renderer or
* block execution of that thread until the user clicks a button or * OpenGL context.
* closes the messagebox. *
* On X11, SDL rolls its own dialog box with X11 primitives instead of a
* formal toolkit like GTK+ or Qt.
*
* Note that if SDL_Init() would fail because there isn't any available video
* target, this function is likely to fail for the same reasons. If this is a
* concern, check the return value from this function and fall back to writing
* to stderr if you can.
*
* \param messageboxdata the SDL_MessageBoxData structure with title, text and
* other options
* \param buttonid the pointer to which user id of hit button should be copied
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ShowSimpleMessageBox
*/ */
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
/** /**
* \brief Create a simple modal message box * Display a simple modal message box.
*
* If your needs aren't complex, this function is preferred over
* SDL_ShowMessageBox.
*
* `flags` may be any of the following:
*
* - `SDL_MESSAGEBOX_ERROR`: error dialog
* - `SDL_MESSAGEBOX_WARNING`: warning dialog
* - `SDL_MESSAGEBOX_INFORMATION`: informational dialog
*
* This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or closes the
* messagebox.
*
* This function may be called at any time, even before SDL_Init(). This makes
* it useful for reporting errors like a failure to create a renderer or
* OpenGL context.
*
* On X11, SDL rolls its own dialog box with X11 primitives instead of a
* formal toolkit like GTK+ or Qt.
* *
* \param flags ::SDL_MessageBoxFlags * Note that if SDL_Init() would fail because there isn't any available video
* \param title UTF-8 title text * target, this function is likely to fail for the same reasons. If this is a
* \param message UTF-8 message text * concern, check the return value from this function and fall back to writing
* \param window The parent window, or NULL for no parent * to stderr if you can.
* *
* \return 0 on success, -1 on error * \param flags an SDL_MessageBoxFlags value
* \param title UTF-8 title text
* \param message UTF-8 message text
* \param window the parent window, or NULL for no parent
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_ShowMessageBox * \sa SDL_ShowMessageBox
*/ */
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);

View file

@ -0,0 +1,104 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_metal.h
*
* Header file for functions to creating Metal layers and views on SDL windows.
*/
#ifndef SDL_metal_h_
#define SDL_metal_h_
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
*
* \note This can be cast directly to an NSView or UIView.
*/
typedef void *SDL_MetalView;
/**
* \name Metal support functions
*/
/* @{ */
/**
* Create a CAMetalLayer-backed NSView/UIView and attach it to the specified
* window.
*
* On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on
* its own. It is up to user code to do that.
*
* The returned handle can be casted directly to a NSView or UIView. To access
* the backing CAMetalLayer, call SDL_Metal_GetLayer().
*
* \sa SDL_Metal_DestroyView
* \sa SDL_Metal_GetLayer
*/
extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
/**
* Destroy an existing SDL_MetalView object.
*
* This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
* called after SDL_CreateWindow.
*
* \sa SDL_Metal_CreateView
*/
extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
/**
* Get a pointer to the backing CAMetalLayer for the given view.
*
* \sa SDL_MetalCreateView
*/
extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
/**
* Get the size of a window's underlying drawable in pixels (for use with
* setting viewport, scissor & etc).
*
* \param window SDL_Window from which the drawable size should be queried
* \param w Pointer to variable for storing the width in pixels, may be NULL
*
* \sa SDL_GetWindowSize
* \sa SDL_CreateWindow
*/
extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
int *h);
/* @} *//* Metal support functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_metal_h_ */

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@ -0,0 +1,79 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_misc.h
*
* \brief Include file for SDL API functions that don't fit elsewhere.
*/
#ifndef SDL_misc_h_
#define SDL_misc_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Open a URL/URI in the browser or other appropriate external application.
*
* Open a URL in a separate, system-provided application. How this works will
* vary wildly depending on the platform. This will likely launch what makes
* sense to handle a specific URL's protocol (a web browser for `http://`,
* etc), but it might also be able to launch file managers for directories and
* other things.
*
* What happens when you open a URL varies wildly as well: your game window
* may lose focus (and may or may not lose focus if your game was fullscreen
* or grabbing input at the time). On mobile devices, your app will likely
* move to the background or your process might be paused. Any given platform
* may or may not handle a given URL.
*
* If this is unimplemented (or simply unavailable) for a platform, this will
* fail with an error. A successful result does not mean the URL loaded, just
* that we launched _something_ to handle it (or at least believe we did).
*
* All this to say: this function can be useful, but you should definitely
* test it on every platform you target.
*
* \param url A valid URL/URI to open. Use `file:///full/path/to/file` for
* local files, if supported.
* \returns 0 on success, or -1 on error; call SDL_GetError() for more
* information.
*
* \since This function is available in SDL 2.0.14 and newer
*/
extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_misc_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -72,150 +72,226 @@ typedef enum
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Get the window which currently has mouse focus. * Get the window which currently has mouse focus.
*
* \returns the window with mouse focus.
*/ */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/** /**
* \brief Retrieve the current state of the mouse. * Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse cursor position relative to the focus window. You can pass NULL for
* either `x` or `y`.
*
* \param x the x coordinate of the mouse cursor position relative to the
* focus window
* \param y the y coordinate of the mouse cursor position relative to the
* focus window
* \returns a 32-bit button bitmask of the current button state.
* *
* The current button state is returned as a button bitmask, which can * \sa SDL_GetGlobalMouseState
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the * \sa SDL_GetRelativeMouseState
* mouse cursor position relative to the focus window for the currently * \sa SDL_PumpEvents
* selected mouse. You can pass NULL for either x or y.
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/** /**
* \brief Get the current state of the mouse, in relation to the desktop * Get the current state of the mouse in relation to the desktop.
* *
* This works just like SDL_GetMouseState(), but the coordinates will be * This works similarly to SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if * reported relative to the top-left of the desktop. This can be useful if you
* you need to track the mouse outside of a specific window and * need to track the mouse outside of a specific window and SDL_CaptureMouse()
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be * doesn't fit your needs. For example, it could be useful if you need to
* useful if you need to track the mouse while dragging a window, where * track the mouse while dragging a window, where coordinates relative to a
* coordinates relative to a window might not be in sync at all times. * window might not be in sync at all times.
* *
* \note SDL_GetMouseState() returns the mouse position as SDL understands * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
* it from the last pump of the event queue. This function, however, * from the last pump of the event queue. This function, however, queries the
* queries the OS for the current mouse position, and as such, might * OS for the current mouse position, and as such, might be a slightly less
* be a slightly less efficient function. Unless you know what you're * efficient function. Unless you know what you're doing and have a good
* doing and have a good reason to use this function, you probably want * reason to use this function, you probably want SDL_GetMouseState() instead.
* SDL_GetMouseState() instead. *
* * \param x filled in with the current X coord relative to the desktop; can be
* \param x Returns the current X coord, relative to the desktop. Can be NULL. * NULL
* \param y Returns the current Y coord, relative to the desktop. Can be NULL. * \param y filled in with the current Y coord relative to the desktop; can be
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. * NULL
* * \returns the current button state as a bitmask which can be tested using
* \sa SDL_GetMouseState * the SDL_BUTTON(X) macros.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_CaptureMouse
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/** /**
* \brief Retrieve the relative state of the mouse. * Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
* event initialization. You can pass NULL for either `x` or `y`.
* *
* The current button state is returned as a button bitmask, which can * \param x a pointer filled with the last recorded x coordinate of the mouse
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the * \param y a pointer filled with the last recorded y coordinate of the mouse
* mouse deltas since the last call to SDL_GetRelativeMouseState(). * \returns a 32-bit button bitmask of the relative button state.
*
* \sa SDL_GetMouseState
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/** /**
* \brief Moves the mouse to the given position within the window. * Move the mouse cursor to the given position within the window.
*
* This function generates a mouse motion event.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
* *
* \param window The window to move the mouse into, or NULL for the current mouse focus * \param window the window to move the mouse into, or NULL for the current
* \param x The x coordinate within the window * mouse focus
* \param y The y coordinate within the window * \param x the x coordinate within the window
* \param y the y coordinate within the window
* *
* \note This function generates a mouse motion event * \sa SDL_WarpMouseGlobal
*/ */
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y); int x, int y);
/** /**
* \brief Moves the mouse to the given position in global screen space. * Move the mouse to the given position in global screen space.
* *
* \param x The x coordinate * This function generates a mouse motion event.
* \param y The y coordinate
* \return 0 on success, -1 on error (usually: unsupported by a platform).
* *
* \note This function generates a mouse motion event * A failure of this function usually means that it is unsupported by a
* platform.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param x the x coordinate
* \param y the y coordinate
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_WarpMouseInWindow
*/ */
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/** /**
* \brief Set relative mouse mode. * Set relative mouse mode.
*
* While the mouse is in relative mode, the cursor is hidden, and the driver
* will try to report continuous motion in the current window. Only relative
* motion events will be delivered, the mouse position will not change.
* *
* \param enabled Whether or not to enable relative mode * Note that this function will not be able to provide continuous relative
* motion when used over Microsoft Remote Desktop, instead motion is limited
* to the bounds of the screen.
* *
* \return 0 on success, or -1 if relative mode is not supported. * This function will flush any pending mouse motion.
* *
* While the mouse is in relative mode, the cursor is hidden, and the * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
* driver will try to report continuous motion in the current window. * \returns 0 on success or a negative error code on failure; call
* Only relative motion events will be delivered, the mouse position * SDL_GetError() for more information.
* will not change.
* *
* \note This function will flush any pending mouse motion. * If relative mode is not supported, this returns -1.
* *
* \sa SDL_GetRelativeMouseMode() * \sa SDL_GetRelativeMouseMode
*/ */
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/** /**
* \brief Capture the mouse, to track input outside an SDL window. * Capture the mouse and to track input outside an SDL window.
*
* Capturing enables your app to obtain mouse events globally, instead of just
* within your window. Not all video targets support this function. When
* capturing is enabled, the current window will get all mouse events, but
* unlike relative mode, no change is made to the cursor and it is not
* restrained to your window.
* *
* \param enabled Whether or not to enable capturing * This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this function
* sparingly, and in small bursts. For example, you might want to track the
* mouse while the user is dragging something, until the user releases a mouse
* button. It is not recommended that you capture the mouse for long periods
* of time, such as the entire time your app is running. For that, you should
* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
* on your goals.
* *
* Capturing enables your app to obtain mouse events globally, instead of * While captured, mouse events still report coordinates relative to the
* just within your window. Not all video targets support this function. * current (foreground) window, but those coordinates may be outside the
* When capturing is enabled, the current window will get all mouse events, * bounds of the window (including negative values). Capturing is only allowed
* but unlike relative mode, no change is made to the cursor and it is * for the foreground window. If the window loses focus while capturing, the
* not restrained to your window. * capture will be disabled automatically.
* *
* This function may also deny mouse input to other windows--both those in * While capturing is enabled, the current window will have the
* your application and others on the system--so you should use this * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
* *
* While captured, mouse events still report coordinates relative to the * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* current (foreground) window, but those coordinates may be outside the * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
* bounds of the window (including negative values). Capturing is only * information.
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
* *
* While capturing is enabled, the current window will have the * \since This function is available since SDL 2.0.4.
* SDL_WINDOW_MOUSE_CAPTURE flag set.
* *
* \return 0 on success, or -1 if not supported. * \sa SDL_GetGlobalMouseState
*/ */
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/** /**
* \brief Query whether relative mouse mode is enabled. * Query whether relative mouse mode is enabled.
* *
* \sa SDL_SetRelativeMouseMode() * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
*
* \sa SDL_SetRelativeMouseMode
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/** /**
* \brief Create a cursor, using the specified bitmap data and * Create a cursor using the specified bitmap data and mask (in MSB format).
* mask (in MSB format). *
* * `mask` has to be in MSB (Most Significant Bit) format.
* The cursor width must be a multiple of 8 bits. *
* * The cursor width (`w`) must be a multiple of 8 bits.
* The cursor is created in black and white according to the following: *
* <table> * The cursor is created in black and white according to the following:
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr> *
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr> * - data=0, mask=1: white
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> * - data=1, mask=1: black
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> * - data=0, mask=0: transparent
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black * - data=1, mask=0: inverted color if possible, black if not.
* if not. </td></tr> *
* </table> * Cursors created with this function must be freed with SDL_FreeCursor().
* *
* \sa SDL_FreeCursor() * If you want to have a color cursor, or create your cursor from an
* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
* hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate.
*
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
* provides twelve readily available system cursors to pick from.
*
* \param data the color value for each pixel of the cursor
* \param mask the mask value for each pixel of the cursor
* \param w the width of the cursor
* \param h the height of the cursor
* \param hot_x the X-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \param hot_y the Y-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \returns a new cursor with the specified parameters on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_FreeCursor
* \sa SDL_SetCursor
* \sa SDL_ShowCursor
*/ */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask, const Uint8 * mask,
@ -223,60 +299,115 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
int hot_y); int hot_y);
/** /**
* \brief Create a color cursor. * Create a color cursor.
*
* \param surface an SDL_Surface structure representing the cursor image
* \param hot_x the x position of the cursor hot spot
* \param hot_y the y position of the cursor hot spot
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
* *
* \sa SDL_FreeCursor() * \sa SDL_CreateCursor
* \sa SDL_FreeCursor
*/ */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x, int hot_x,
int hot_y); int hot_y);
/** /**
* \brief Create a system cursor. * Create a system cursor.
* *
* \sa SDL_FreeCursor() * \param id an SDL_SystemCursor enum value
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
*/ */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/** /**
* \brief Set the active cursor. * Set the active cursor.
*
* This function sets the currently active cursor to the specified one. If the
* cursor is currently visible, the change will be immediately represented on
* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
* this is desired for any reason.
*
* \param cursor a cursor to make active
*
* \sa SDL_CreateCursor
* \sa SDL_GetCursor
* \sa SDL_ShowCursor
*/ */
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/** /**
* \brief Return the active cursor. * Get the active cursor.
*
* This function returns a pointer to the current cursor which is owned by the
* library. It is not necessary to free the cursor with SDL_FreeCursor().
*
* \returns the active cursor or NULL if there is no mouse.
*
* \sa SDL_SetCursor
*/ */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/** /**
* \brief Return the default cursor. * Get the default cursor.
*
* \returns the default cursor on success or NULL on failure.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSystemCursor
*/ */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/** /**
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions. * Free a previously-created cursor.
*
* Use this function to free cursor resources created with SDL_CreateCursor(),
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
* *
* \sa SDL_CreateCursor() * \param cursor the cursor to free
* \sa SDL_CreateColorCursor() *
* \sa SDL_CreateSystemCursor() * \sa SDL_CreateColorCursor
* \sa SDL_CreateCursor
* \sa SDL_CreateSystemCursor
*/ */
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/** /**
* \brief Toggle whether or not the cursor is shown. * Toggle whether or not the cursor is shown.
*
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
* displays the cursor and passing `SDL_DISABLE` hides it.
*
* The current state of the mouse cursor can be queried by passing
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
* *
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
* state. * `SDL_QUERY` to query the current state without changing it.
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
* cursor is hidden, or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 1 if the cursor is shown, or 0 if the cursor is hidden. * \sa SDL_CreateCursor
* \sa SDL_SetCursor
*/ */
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/** /**
* Used as a mask when testing buttons in buttonstate. * Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button *
* - Button 2: Middle mouse button * - Button 1: Left mouse button
* - Button 3: Right mouse button * - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/ */
#define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_LEFT 1
@ -290,7 +421,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -59,38 +59,95 @@ struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex; typedef struct SDL_mutex SDL_mutex;
/** /**
* Create a mutex, initialized unlocked. * Create a new mutex.
*
* All newly-created mutexes begin in the _unlocked_ state.
*
* Calls to SDL_LockMutex() will not return while the mutex is locked by
* another thread. See SDL_TryLockMutex() to attempt to lock without blocking.
*
* SDL mutexes are reentrant.
*
* \returns the initialized and unlocked mutex or NULL on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/ */
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void); extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/** /**
* Lock the mutex. * Lock the mutex.
*
* This will block until the mutex is available, which is to say it is in the
* unlocked state and the OS has chosen the caller as the next thread to lock
* it. Of all threads waiting to lock the mutex, only one may do so at a time.
* *
* \return 0, or -1 on error. * It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
*
* \param mutex the mutex to lock
* \return 0, or -1 on error.
*/ */
#define SDL_mutexP(m) SDL_LockMutex(m)
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex); extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
#define SDL_mutexP(m) SDL_LockMutex(m)
/** /**
* Try to lock the mutex * Try to lock a mutex without blocking.
*
* This works just like SDL_LockMutex(), but if the mutex is not available,
* this function returns `SDL_MUTEX_TIMEOUT` immediately.
*
* This technique is useful if you need exclusive access to a resource but
* don't want to wait for it, and will return to it to try again later.
*
* \param mutex the mutex to try to lock
* \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for
* more information.
* *
* \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error * \sa SDL_CreateMutex
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_UnlockMutex
*/ */
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex); extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
/** /**
* Unlock the mutex. * Unlock the mutex.
* *
* \return 0, or -1 on error. * It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
* *
* \warning It is an error to unlock a mutex that has not been locked by * It is an error to unlock a mutex that has not been locked by the current
* the current thread, and doing so results in undefined behavior. * thread, and doing so results in undefined behavior.
*
* It is also an error to unlock a mutex that isn't locked at all.
*
* \param mutex the mutex to unlock.
* \returns 0, or -1 on error.
*/ */
#define SDL_mutexV(m) SDL_UnlockMutex(m)
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex); extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
#define SDL_mutexV(m) SDL_UnlockMutex(m)
/** /**
* Destroy a mutex. * Destroy a mutex created with SDL_CreateMutex().
*
* This function must be called on any mutex that is no longer needed. Failure
* to destroy a mutex will result in a system memory or resource leak. While
* it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt
* to destroy a locked mutex, and may result in undefined behavior depending
* on the platform.
*
* \param mutex the mutex to destroy
*
* \sa SDL_CreateMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/ */
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
@ -107,50 +164,137 @@ struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem; typedef struct SDL_semaphore SDL_sem;
/** /**
* Create a semaphore, initialized with value, returns NULL on failure. * Create a semaphore.
*
* This function creates a new semaphore and initializes it with the value
* `initial_value`. Each wait operation on the semaphore will atomically
* decrement the semaphore value and potentially block if the semaphore value
* is 0. Each post operation will atomically increment the semaphore value and
* wake waiting threads and allow them to retry the wait operation.
*
* \param initial_value the starting value of the semaphore
* \returns a new semaphore or NULL on failure; call SDL_GetError() for more
* information.
*
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/ */
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value); extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/** /**
* Destroy a semaphore. * Destroy a semaphore.
*
* It is not safe to destroy a semaphore if there are threads currently
* waiting on it.
*
* \param sem the semaphore to destroy
*
* \sa SDL_CreateSemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/ */
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem); extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/** /**
* This function suspends the calling thread until the semaphore pointed * Wait until a semaphore has a positive value and then decrements it.
* to by \c sem has a positive count. It then atomically decreases the *
* semaphore count. * This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value or the call is interrupted by a
* signal or error. If the call is successful it will atomically decrement the
* semaphore value.
*
* This function is the equivalent of calling SDL_SemWaitTimeout() with a time
* length of `SDL_MUTEX_MAXWAIT`.
*
* \param sem the semaphore wait on
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/ */
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem); extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/** /**
* Non-blocking variant of SDL_SemWait(). * See if a semaphore has a positive value and decrement it if it does.
*
* This function checks to see if the semaphore pointed to by `sem` has a
* positive value and atomically decrements the semaphore value if it does. If
* the semaphore doesn't have a positive value, the function immediately
* returns SDL_MUTEX_TIMEDOUT.
* *
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would * \param sem the semaphore to wait on
* block, and -1 on error. * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would
* block, or a negative error code on failure; call SDL_GetError()
* for more information.
*
* \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/ */
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem); extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/** /**
* Variant of SDL_SemWait() with a timeout in milliseconds. * Wait until a semaphore has a positive value and then decrements it.
*
* This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value, the call is interrupted by a
* signal or error, or the specified time has elapsed. If the call is
* successful it will atomically decrement the semaphore value.
* *
* \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not * \param sem the semaphore to wait on
* succeed in the allotted time, and -1 on error. * \param ms the length of the timeout, in milliseconds
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
* succeed in the allotted time, or a negative error code on failure;
* call SDL_GetError() for more information.
* *
* \warning On some platforms this function is implemented by looping with a * \sa SDL_CreateSemaphore
* delay of 1 ms, and so should be avoided if possible. * \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
*/ */
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms); extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
/** /**
* Atomically increases the semaphore's count (not blocking). * Atomically increment a semaphore's value and wake waiting threads.
*
* \param sem the semaphore to increment
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0, or -1 on error. * \sa SDL_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/ */
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem); extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/** /**
* Returns the current count of the semaphore. * Get the current value of a semaphore.
*
* \param sem the semaphore to query
* \returns the current value of the semaphore.
*
* \sa SDL_CreateSemaphore
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
@ -167,72 +311,112 @@ struct SDL_cond;
typedef struct SDL_cond SDL_cond; typedef struct SDL_cond SDL_cond;
/** /**
* Create a condition variable. * Create a condition variable.
*
* Typical use of condition variables:
* *
* Thread A: * \returns a new condition variable or NULL on failure; call SDL_GetError()
* SDL_LockMutex(lock); * for more information.
* while ( ! condition ) {
* SDL_CondWait(cond, lock);
* }
* SDL_UnlockMutex(lock);
* *
* Thread B: * \sa SDL_CondBroadcast
* SDL_LockMutex(lock); * \sa SDL_CondSignal
* ... * \sa SDL_CondWait
* condition = true; * \sa SDL_CondWaitTimeout
* ... * \sa SDL_DestroyCond
* SDL_CondSignal(cond);
* SDL_UnlockMutex(lock);
*
* There is some discussion whether to signal the condition variable
* with the mutex locked or not. There is some potential performance
* benefit to unlocking first on some platforms, but there are some
* potential race conditions depending on how your code is structured.
*
* In general it's safer to signal the condition variable while the
* mutex is locked.
*/ */
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/** /**
* Destroy a condition variable. * Destroy a condition variable.
*
* \param cond the condition variable to destroy
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
*/ */
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond); extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/** /**
* Restart one of the threads that are waiting on the condition variable. * Restart one of the threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 or -1 on error. * \sa SDL_CondBroadcast
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/ */
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond); extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/** /**
* Restart all threads that are waiting on the condition variable. * Restart all threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 or -1 on error. * \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/ */
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond); extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/** /**
* Wait on the condition variable, unlocking the provided mutex. * Wait until a condition variable is signaled.
* *
* \warning The mutex must be locked before entering this function! * This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`. Once the condition variable is signaled, the mutex is re-locked and
* the function returns.
* *
* The mutex is re-locked once the condition variable is signaled. * The mutex must be locked before calling this function.
* *
* \return 0 when it is signaled, or -1 on error. * This function is the equivalent of calling SDL_CondWaitTimeout() with a
* time length of `SDL_MUTEX_MAXWAIT`.
*
* \param cond the condition variable to wait on
* \param mutex the mutex used to coordinate thread access
* \returns 0 when it is signaled or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/ */
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex); extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/** /**
* Waits for at most \c ms milliseconds, and returns 0 if the condition * Wait until a condition variable is signaled or a certain time has passed.
* variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not *
* signaled in the allotted time, and -1 on error. * This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`, or for the specified time to elapse. Once the condition variable is
* signaled or the time elapsed, the mutex is re-locked and the function
* returns.
*
* The mutex must be locked before calling this function.
*
* \param cond the condition variable to wait on
* \param mutex the mutex used to coordinate thread access
* \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT`
* to wait indefinitely
* \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if
* the condition is not signaled in the allotted time, or a negative
* error code on failure; call SDL_GetError() for more information.
* *
* \warning On some platforms this function is implemented by looping with a * \sa SDL_CondBroadcast
* delay of 1 ms, and so should be avoided if possible. * \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/ */
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms); SDL_mutex * mutex, Uint32 ms);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -40,6 +40,9 @@ extern "C" {
#ifndef WIN32_LEAN_AND_MEAN #ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1 #define WIN32_LEAN_AND_MEAN 1
#endif #endif
#ifndef NOMINMAX /* don't define min() and max(). */
#define NOMINMAX
#endif
#include <windows.h> #include <windows.h>
#endif #endif

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -48,7 +48,7 @@ extern "C" {
/* @} */ /* @} */
/** Pixel type. */ /** Pixel type. */
enum typedef enum
{ {
SDL_PIXELTYPE_UNKNOWN, SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1, SDL_PIXELTYPE_INDEX1,
@ -62,18 +62,18 @@ enum
SDL_PIXELTYPE_ARRAYU32, SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16, SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32 SDL_PIXELTYPE_ARRAYF32
}; } SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */ /** Bitmap pixel order, high bit -> low bit. */
enum typedef enum
{ {
SDL_BITMAPORDER_NONE, SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321, SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234 SDL_BITMAPORDER_1234
}; } SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */ /** Packed component order, high bit -> low bit. */
enum typedef enum
{ {
SDL_PACKEDORDER_NONE, SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB, SDL_PACKEDORDER_XRGB,
@ -84,12 +84,12 @@ enum
SDL_PACKEDORDER_BGRX, SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR, SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA SDL_PACKEDORDER_BGRA
}; } SDL_PackedOrder;
/** Array component order, low byte -> high byte. */ /** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with /* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */ !!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
enum typedef enum
{ {
SDL_ARRAYORDER_NONE, SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB, SDL_ARRAYORDER_RGB,
@ -98,10 +98,10 @@ enum
SDL_ARRAYORDER_BGR, SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA, SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR SDL_ARRAYORDER_ABGR
}; } SDL_ArrayOrder;
/** Packed component layout. */ /** Packed component layout. */
enum typedef enum
{ {
SDL_PACKEDLAYOUT_NONE, SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332, SDL_PACKEDLAYOUT_332,
@ -112,7 +112,7 @@ enum
SDL_PACKEDLAYOUT_8888, SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010, SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102 SDL_PACKEDLAYOUT_1010102
}; } SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
@ -188,15 +188,22 @@ typedef enum
SDL_PIXELFORMAT_RGB332 = SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1), SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2), SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
SDL_PIXELFORMAT_XBGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2), SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2), SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 = SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2), SDL_PACKEDLAYOUT_4444, 16, 2),
@ -233,15 +240,17 @@ typedef enum
SDL_PIXELFORMAT_BGR24 = SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3), 24, 3),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 = SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 = SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4), SDL_PACKEDLAYOUT_8888, 24, 4),
@ -336,16 +345,29 @@ typedef struct SDL_PixelFormat
} SDL_PixelFormat; } SDL_PixelFormat;
/** /**
* \brief Get the human readable name of a pixel format * Get the human readable name of a pixel format.
*
* \param format the pixel format to query
* \returns the human readable name of the specified pixel format or
* `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
*
* \since This function is available since SDL 2.0.0.
*/ */
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format); extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/** /**
* \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks. * Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
* *
* \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible. * \param format one of the SDL_PixelFormatEnum values
* \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask a pointer filled in with the red mask for the format
* \param Gmask a pointer filled in with the green mask for the format
* \param Bmask a pointer filled in with the blue mask for the format
* \param Amask a pointer filled in with the alpha mask for the format
* \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
* possible; call SDL_GetError() for more information.
* *
* \sa SDL_MasksToPixelFormatEnum() * \sa SDL_MasksToPixelFormatEnum
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp, int *bpp,
@ -355,12 +377,19 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
Uint32 * Amask); Uint32 * Amask);
/** /**
* \brief Convert a bpp and RGBA masks to an enumerated pixel format. * Convert a bpp value and RGBA masks to an enumerated pixel format.
* *
* \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
* wasn't possible. * possible.
* *
* \sa SDL_PixelFormatEnumToMasks() * \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask the red mask for the format
* \param Gmask the green mask for the format
* \param Bmask the blue mask for the format
* \param Amask the alpha mask for the format
* \returns one of the SDL_PixelFormatEnum values
*
* \sa SDL_PixelFormatEnumToMasks
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask, Uint32 Rmask,
@ -369,84 +398,193 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Amask); Uint32 Amask);
/** /**
* \brief Create an SDL_PixelFormat structure from a pixel format enum. * Create an SDL_PixelFormat structure corresponding to a pixel format.
*
* Returned structure may come from a shared global cache (i.e. not newly
* allocated), and hence should not be modified, especially the palette. Weird
* errors such as `Blit combination not supported` may occur.
*
* \param pixel_format one of the SDL_PixelFormatEnum values
* \returns the new SDL_PixelFormat structure or NULL on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_FreeFormat
*/ */
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format); extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/** /**
* \brief Free an SDL_PixelFormat structure. * Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
*
* \param format the SDL_PixelFormat structure to free
*
* \sa SDL_AllocFormat
*/ */
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/** /**
* \brief Create a palette structure with the specified number of color * Create a palette structure with the specified number of color entries.
* entries.
* *
* \return A new palette, or NULL if there wasn't enough memory. * The palette entries are initialized to white.
* *
* \note The palette entries are initialized to white. * \param ncolors represents the number of color entries in the color palette
* \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
* there wasn't enough memory); call SDL_GetError() for more
* information.
* *
* \sa SDL_FreePalette() * \sa SDL_FreePalette
*/ */
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors); extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/** /**
* \brief Set the palette for a pixel format structure. * Set the palette for a pixel format structure.
*
* \param format the SDL_PixelFormat structure that will use the palette
* \param palette the SDL_Palette structure that will be used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_AllocPalette
* \sa SDL_FreePalette
*/ */
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette); SDL_Palette *palette);
/** /**
* \brief Set a range of colors in a palette. * Set a range of colors in a palette.
* *
* \param palette The palette to modify. * \param palette the SDL_Palette structure to modify
* \param colors An array of colors to copy into the palette. * \param colors an array of SDL_Color structures to copy into the palette
* \param firstcolor The index of the first palette entry to modify. * \param firstcolor the index of the first palette entry to modify
* \param ncolors The number of entries to modify. * \param ncolors the number of entries to modify
* \returns 0 on success or a negative error code if not all of the colors
* could be set; call SDL_GetError() for more information.
* *
* \return 0 on success, or -1 if not all of the colors could be set. * \sa SDL_AllocPalette
* \sa SDL_CreateRGBSurface
*/ */
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors, const SDL_Color * colors,
int firstcolor, int ncolors); int firstcolor, int ncolors);
/** /**
* \brief Free a palette created with SDL_AllocPalette(). * Free a palette created with SDL_AllocPalette().
*
* \param palette the SDL_Palette structure to be freed
* *
* \sa SDL_AllocPalette() * \sa SDL_AllocPalette
*/ */
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette); extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/** /**
* \brief Maps an RGB triple to an opaque pixel value for a given pixel format. * Map an RGB triple to an opaque pixel value for a given pixel format.
* *
* \sa SDL_MapRGBA * This function maps the RGB color value to the specified pixel format and
* returns the pixel value best approximating the given RGB color value for
* the given pixel format.
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the specified pixel format has an alpha component it will be returned as
* all 1 bits (fully opaque).
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the pixel format
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \returns a pixel value
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGBA
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b); Uint8 r, Uint8 g, Uint8 b);
/** /**
* \brief Maps an RGBA quadruple to a pixel value for a given pixel format. * Map an RGBA quadruple to a pixel value for a given pixel format.
*
* This function maps the RGBA color value to the specified pixel format and
* returns the pixel value best approximating the given RGBA color value for
* the given pixel format.
*
* If the specified pixel format has no alpha component the alpha value will
* be ignored (as it will be in formats with a palette).
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
* *
* \sa SDL_MapRGB * \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \param a the alpha component of the pixel in the range 0-255
* \returns a pixel value
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b, Uint8 r, Uint8 g, Uint8 b,
Uint8 a); Uint8 a);
/** /**
* \brief Get the RGB components from a pixel of the specified format. * Get RGB values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
* *
* \sa SDL_GetRGBA * \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
*
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/ */
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format, const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b); Uint8 * r, Uint8 * g, Uint8 * b);
/** /**
* \brief Get the RGBA components from a pixel of the specified format. * Get RGBA values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
* *
* \sa SDL_GetRGB * If the surface has no alpha component, the alpha will be returned as 0xff
* (100% opaque).
*
* \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
* \param a a pointer filled in with the alpha component
*
* \sa SDL_GetRGB
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/ */
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format, const SDL_PixelFormat * format,
@ -454,7 +592,12 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
Uint8 * a); Uint8 * a);
/** /**
* \brief Calculate a 256 entry gamma ramp for a gamma value. * Calculate a 256 entry gamma ramp for a gamma value.
*
* \param gamma a gamma value where 0.0 is black and 1.0 is identity
* \param ramp an array of 256 values filled in with the gamma ramp
*
* \sa SDL_SetWindowGammaRamp
*/ */
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp); extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -70,6 +70,27 @@
/* lets us know what version of Mac OS X we're compiling on */ /* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h" #include "AvailabilityMacros.h"
#include "TargetConditionals.h" #include "TargetConditionals.h"
/* Fix building with older SDKs that don't define these
See this for more information:
https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
*/
#ifndef TARGET_OS_MACCATALYST
#define TARGET_OS_MACCATALYST 0
#endif
#ifndef TARGET_OS_IOS
#define TARGET_OS_IOS 0
#endif
#ifndef TARGET_OS_IPHONE
#define TARGET_OS_IPHONE 0
#endif
#ifndef TARGET_OS_TV
#define TARGET_OS_TV 0
#endif
#ifndef TARGET_OS_SIMULATOR
#define TARGET_OS_SIMULATOR 0
#endif
#if TARGET_OS_TV #if TARGET_OS_TV
#undef __TVOS__ #undef __TVOS__
#define __TVOS__ 1 #define __TVOS__ 1
@ -175,6 +196,9 @@
#define __SDL_NOGETPROCADDR__ #define __SDL_NOGETPROCADDR__
#endif #endif
#if defined(__vita__)
#define __VITA__ 1
#endif
#include "begin_code.h" #include "begin_code.h"
/* Set up for C function definitions, even when using C++ */ /* Set up for C function definitions, even when using C++ */
@ -183,7 +207,18 @@ extern "C" {
#endif #endif
/** /**
* \brief Gets the name of the platform. * Get the name of the platform.
*
* Here are the names returned for some (but not all) supported platforms:
*
* - "Windows"
* - "Mac OS X"
* - "Linux"
* - "iOS"
* - "Android"
*
* \returns the name of the platform. If the correct platform name is not
* available, returns a string beginning with the text "Unknown".
*/ */
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void); extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -37,7 +37,7 @@ extern "C" {
#endif #endif
/** /**
* \brief The basic state for the system's power supply. * The basic state for the system's power supply.
*/ */
typedef enum typedef enum
{ {
@ -50,17 +50,28 @@ typedef enum
/** /**
* \brief Get the current power supply details. * Get the current power supply details.
* *
* \param secs Seconds of battery life left. You can pass a NULL here if * You should never take a battery status as absolute truth. Batteries
* you don't care. Will return -1 if we can't determine a * (especially failing batteries) are delicate hardware, and the values
* value, or we're not running on a battery. * reported here are best estimates based on what that hardware reports. It's
* not uncommon for older batteries to lose stored power much faster than it
* reports, or completely drain when reporting it has 20 percent left, etc.
* *
* \param pct Percentage of battery life left, between 0 and 100. You can * Battery status can change at any time; if you are concerned with power
* pass a NULL here if you don't care. Will return -1 if we * state, you should call this function frequently, and perhaps ignore changes
* can't determine a value, or we're not running on a battery. * until they seem to be stable for a few seconds.
* *
* \return The state of the battery (if any). * It's possible a platform can only report battery percentage or time left
* but not both.
*
* \param secs seconds of battery life left, you can pass a NULL here if you
* don't care, will return -1 if we can't determine a value, or
* we're not running on a battery
* \param pct percentage of battery life left, between 0 and 100, you can pass
* a NULL here if you don't care, will return -1 if we can't
* determine a value, or we're not running on a battery
* \returns an SDL_PowerState enum representing the current battery state.
*/ */
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct); extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -40,10 +40,10 @@ extern "C" {
#endif #endif
/** /**
* \brief The structure that defines a point (integer) * The structure that defines a point (integer)
* *
* \sa SDL_EnclosePoints * \sa SDL_EnclosePoints
* \sa SDL_PointInRect * \sa SDL_PointInRect
*/ */
typedef struct SDL_Point typedef struct SDL_Point
{ {
@ -52,10 +52,10 @@ typedef struct SDL_Point
} SDL_Point; } SDL_Point;
/** /**
* \brief The structure that defines a point (floating point) * The structure that defines a point (floating point)
* *
* \sa SDL_EnclosePoints * \sa SDL_EnclosePoints
* \sa SDL_PointInRect * \sa SDL_PointInRect
*/ */
typedef struct SDL_FPoint typedef struct SDL_FPoint
{ {
@ -65,14 +65,14 @@ typedef struct SDL_FPoint
/** /**
* \brief A rectangle, with the origin at the upper left (integer). * A rectangle, with the origin at the upper left (integer).
* *
* \sa SDL_RectEmpty * \sa SDL_RectEmpty
* \sa SDL_RectEquals * \sa SDL_RectEquals
* \sa SDL_HasIntersection * \sa SDL_HasIntersection
* \sa SDL_IntersectRect * \sa SDL_IntersectRect
* \sa SDL_UnionRect * \sa SDL_UnionRect
* \sa SDL_EnclosePoints * \sa SDL_EnclosePoints
*/ */
typedef struct SDL_Rect typedef struct SDL_Rect
{ {
@ -82,7 +82,7 @@ typedef struct SDL_Rect
/** /**
* \brief A rectangle, with the origin at the upper left (floating point). * A rectangle, with the origin at the upper left (floating point).
*/ */
typedef struct SDL_FRect typedef struct SDL_FRect
{ {
@ -94,7 +94,7 @@ typedef struct SDL_FRect
/** /**
* \brief Returns true if point resides inside a rectangle. * Returns true if point resides inside a rectangle.
*/ */
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r) SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{ {
@ -103,7 +103,7 @@ SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
} }
/** /**
* \brief Returns true if the rectangle has no area. * Returns true if the rectangle has no area.
*/ */
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r) SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{ {
@ -111,7 +111,7 @@ SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
} }
/** /**
* \brief Returns true if the two rectangles are equal. * Returns true if the two rectangles are equal.
*/ */
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b) SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{ {
@ -120,33 +120,66 @@ SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
} }
/** /**
* \brief Determine whether two rectangles intersect. * Determine whether two rectangles intersect.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
* *
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * \since This function is available since SDL 2.0.0.
*
* \sa SDL_IntersectRect
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B); const SDL_Rect * B);
/** /**
* \brief Calculate the intersection of two rectangles. * Calculate the intersection of two rectangles.
*
* If `result` is NULL then this function will return SDL_FALSE.
* *
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasIntersection
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B, const SDL_Rect * B,
SDL_Rect * result); SDL_Rect * result);
/** /**
* \brief Calculate the union of two rectangles. * Calculate the union of two rectangles.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the union of rectangles
* `A` and `B`
*/ */
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B, const SDL_Rect * B,
SDL_Rect * result); SDL_Rect * result);
/** /**
* \brief Calculate a minimal rectangle enclosing a set of points * Calculate a minimal rectangle enclosing a set of points.
* *
* \return SDL_TRUE if any points were within the clipping rect * If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_Point structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_Rect used for clipping or NULL to enclose all points
* \param result an SDL_Rect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count, int count,
@ -154,9 +187,20 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
SDL_Rect * result); SDL_Rect * result);
/** /**
* \brief Calculate the intersection of a rectangle and line segment. * Calculate the intersection of a rectangle and line segment.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
* *
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * \param rect an SDL_Rect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect * extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1, rect, int *X1,

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@ -1,2 +1,2 @@
#define SDL_REVISION "hg-12952:bc90ce38f1e2" #define SDL_REVISION "https://github.com/libsdl-org/SDL.git@25f9ed87ff6947d9576fc9d79dee0784e638ac58"
#define SDL_REVISION_NUMBER 12952 #define SDL_REVISION_NUMBER 0

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -45,6 +45,9 @@ extern "C" {
#define SDL_RWOPS_JNIFILE 3U /**< Android asset */ #define SDL_RWOPS_JNIFILE 3U /**< Android asset */
#define SDL_RWOPS_MEMORY 4U /**< Memory stream */ #define SDL_RWOPS_MEMORY 4U /**< Memory stream */
#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */ #define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */
#if defined(__VITA__)
#define SDL_RWOPS_VITAFILE 6U /**< Vita file */
#endif
/** /**
* This is the read/write operation structure -- very basic. * This is the read/write operation structure -- very basic.
@ -96,15 +99,7 @@ typedef struct SDL_RWops
#if defined(__ANDROID__) #if defined(__ANDROID__)
struct struct
{ {
void *fileNameRef; void *asset;
void *inputStreamRef;
void *readableByteChannelRef;
void *readMethod;
void *assetFileDescriptorRef;
long position;
long size;
long offset;
int fd;
} androidio; } androidio;
#elif defined(__WIN32__) #elif defined(__WIN32__)
struct struct
@ -118,6 +113,17 @@ typedef struct SDL_RWops
size_t left; size_t left;
} buffer; } buffer;
} windowsio; } windowsio;
#elif defined(__VITA__)
struct
{
int h;
struct
{
void *data;
size_t size;
size_t left;
} buffer;
} vitaio;
#endif #endif
#ifdef HAVE_STDIO_H #ifdef HAVE_STDIO_H
@ -176,77 +182,192 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
#define RW_SEEK_END 2 /**< Seek relative to the end of data */ #define RW_SEEK_END 2 /**< Seek relative to the end of data */
/** /**
* Return the size of the file in this rwops, or -1 if unknown * Use this macro to get the size of the data stream in an SDL_RWops.
*
* \param context the SDL_RWops to get the size of the data stream from
* \returns the size of the data stream in the SDL_RWops on success, -1 if
* unknown or a negative error code on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*/ */
extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
/** /**
* Seek to \c offset relative to \c whence, one of stdio's whence values: * Seek within an SDL_RWops data stream.
* RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END *
* This function seeks to byte `offset`, relative to `whence`.
*
* `whence` may be any of the following values:
*
* - `RW_SEEK_SET`: seek from the beginning of data
* - `RW_SEEK_CUR`: seek relative to current read point
* - `RW_SEEK_END`: seek relative to the end of data
*
* If this stream can not seek, it will return -1.
*
* SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's
* `seek` method appropriately, to simplify application development.
*
* \param context a pointer to an SDL_RWops structure
* \param offset an offset in bytes, relative to **whence** location; can be
* negative
* \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`
* \returns the final offset in the data stream after the seek or -1 on error.
* *
* \return the final offset in the data stream, or -1 on error. * \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWtell
* \sa SDL_RWwrite
*/ */
extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context, extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context,
Sint64 offset, int whence); Sint64 offset, int whence);
/** /**
* Return the current offset in the data stream, or -1 on error. * Determine the current read/write offset in an SDL_RWops data stream.
*
* SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek`
* method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify
* application development.
*
* \param context a SDL_RWops data stream object from which to get the current
* offset
* \returns the current offset in the stream, or -1 if the information can not
* be determined.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/ */
extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context); extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context);
/** /**
* Read up to \c maxnum objects each of size \c size from the data * Read from a data source.
* stream to the area pointed at by \c ptr. *
* This function reads up to `maxnum` objects each of size `size` from the
* data source to the area pointed at by `ptr`. This function may read less
* objects than requested. It will return zero when there has been an error or
* the data stream is completely read.
*
* SDL_RWread() is actually a function wrapper that calls the SDL_RWops's
* `read` method appropriately, to simplify application development.
* *
* \return the number of objects read, or 0 at error or end of file. * \param context a pointer to an SDL_RWops structure
* \param ptr a pointer to a buffer to read data into
* \param size the size of each object to read, in bytes
* \param maxnum the maximum number of objects to be read
* \returns the number of objects read, or 0 at error or end of file; call
* SDL_GetError() for more information.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/ */
extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context, extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context,
void *ptr, size_t size, size_t maxnum); void *ptr, size_t size,
size_t maxnum);
/** /**
* Write exactly \c num objects each of size \c size from the area * Write to an SDL_RWops data stream.
* pointed at by \c ptr to data stream. *
* This function writes exactly `num` objects each of size `size` from the
* area pointed at by `ptr` to the stream. If this fails for any reason, it'll
* return less than `num` to demonstrate how far the write progressed. On
* success, it returns `num`.
*
* SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's
* `write` method appropriately, to simplify application development.
*
* \param context a pointer to an SDL_RWops structure
* \param ptr a pointer to a buffer containing data to write
* \param size the size of an object to write, in bytes
* \param num the number of objects to write
* \returns the number of objects written, which will be less than **num** on
* error; call SDL_GetError() for more information.
* *
* \return the number of objects written, or 0 at error or end of file. * \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
*/ */
extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context, extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context,
const void *ptr, size_t size, size_t num); const void *ptr, size_t size,
size_t num);
/** /**
* Close and free an allocated SDL_RWops structure. * Close and free an allocated SDL_RWops structure.
* *
* \return 0 if successful or -1 on write error when flushing data. * SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any
* resources used by the stream and frees the SDL_RWops itself with
* SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to
* flush to its output (e.g. to disk).
*
* Note that if this fails to flush the stream to disk, this function reports
* an error, but the SDL_RWops is still invalid once this function returns.
*
* SDL_RWclose() is actually a macro that calls the SDL_RWops's `close` method
* appropriately, to simplify application development.
*
* \param context SDL_RWops structure to close
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/ */
extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context); extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context);
/** /**
* Load all the data from an SDL data stream. * Load all the data from an SDL data stream.
* *
* The data is allocated with a zero byte at the end (null terminated) * The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in the value reported via
* `datasize`.
* *
* If \c datasize is not NULL, it is filled with the size of the data read. * The data should be freed with SDL_free().
* *
* If \c freesrc is non-zero, the stream will be closed after being read. * \param src the SDL_RWops to read all available data from
* * \param datasize if not NULL, will store the number of bytes read
* The data should be freed with SDL_free(). * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning
* * \returns the data, or NULL if there was an error.
* \return the data, or NULL if there was an error.
*/ */
extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize, extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src,
int freesrc); size_t *datasize,
int freesrc);
/** /**
* Load an entire file. * Load all the data from a file path.
*
* The data is allocated with a zero byte at the end (null terminated)
*
* If \c datasize is not NULL, it is filled with the size of the data read.
* *
* If \c freesrc is non-zero, the stream will be closed after being read. * The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in the value reported via
* `datasize`.
* *
* The data should be freed with SDL_free(). * The data should be freed with SDL_free().
* *
* \return the data, or NULL if there was an error. * \param file the path to read all available data from
* \param datasize if not NULL, will store the number of bytes read
* \returns the data, or NULL if there was an error.
*/ */
extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -78,14 +78,16 @@ typedef enum
* Accelerometer sensor * Accelerometer sensor
* *
* The accelerometer returns the current acceleration in SI meters per * The accelerometer returns the current acceleration in SI meters per
* second squared. This includes gravity, so a device at rest will have * second squared. This measurement includes the force of gravity, so
* an acceleration of SDL_STANDARD_GRAVITY straight down. * a device at rest will have an value of SDL_STANDARD_GRAVITY away
* from the center of the earth.
* *
* values[0]: Acceleration on the x axis * values[0]: Acceleration on the x axis
* values[1]: Acceleration on the y axis * values[1]: Acceleration on the y axis
* values[2]: Acceleration on the z axis * values[2]: Acceleration on the z axis
* *
* For phones held in portrait mode, the axes are defined as follows: * For phones held in portrait mode and game controllers held in front of you,
* the axes are defined as follows:
* -X ... +X : left ... right * -X ... +X : left ... right
* -Y ... +Y : bottom ... top * -Y ... +Y : bottom ... top
* -Z ... +Z : farther ... closer * -Z ... +Z : farther ... closer
@ -105,16 +107,17 @@ typedef enum
* see positive rotation on that axis when it appeared to be rotating * see positive rotation on that axis when it appeared to be rotating
* counter-clockwise. * counter-clockwise.
* *
* values[0]: Angular speed around the x axis * values[0]: Angular speed around the x axis (pitch)
* values[1]: Angular speed around the y axis * values[1]: Angular speed around the y axis (yaw)
* values[2]: Angular speed around the z axis * values[2]: Angular speed around the z axis (roll)
* *
* For phones held in portrait mode, the axes are defined as follows: * For phones held in portrait mode and game controllers held in front of you,
* the axes are defined as follows:
* -X ... +X : left ... right * -X ... +X : left ... right
* -Y ... +Y : bottom ... top * -Y ... +Y : bottom ... top
* -Z ... +Z : farther ... closer * -Z ... +Z : farther ... closer
* *
* The axis data is not changed when the phone is rotated. * The axis data is not changed when the phone or controller is rotated.
* *
* \sa SDL_GetDisplayOrientation() * \sa SDL_GetDisplayOrientation()
*/ */
@ -122,118 +125,135 @@ typedef enum
/* Function prototypes */ /* Function prototypes */
/** /**
* \brief Count the number of sensors attached to the system right now * Locking for multi-threaded access to the sensor API
*
* If you are using the sensor API or handling events from multiple threads
* you should use these locking functions to protect access to the sensors.
*
* In particular, you are guaranteed that the sensor list won't change, so the
* API functions that take a sensor index will be valid, and sensor events
* will not be delivered.
*/
extern DECLSPEC void SDLCALL SDL_LockSensors(void);
extern DECLSPEC void SDLCALL SDL_UnlockSensors(void);
/**
* Count the number of sensors attached to the system right now.
*
* \returns the number of sensors detected.
*/ */
extern DECLSPEC int SDLCALL SDL_NumSensors(void); extern DECLSPEC int SDLCALL SDL_NumSensors(void);
/** /**
* \brief Get the implementation dependent name of a sensor. * Get the implementation dependent name of a sensor.
* *
* This can be called before any sensors are opened. * \param device_index The sensor to obtain name from
* * \returns the sensor name, or NULL if `device_index` is out of range.
* \return The sensor name, or NULL if device_index is out of range.
*/ */
extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index); extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index);
/** /**
* \brief Get the type of a sensor. * Get the type of a sensor.
*
* This can be called before any sensors are opened.
* *
* \return The sensor type, or SDL_SENSOR_INVALID if device_index is out of range. * \param device_index The sensor to get the type from
* \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is
* out of range.
*/ */
extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index); extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index);
/** /**
* \brief Get the platform dependent type of a sensor. * Get the platform dependent type of a sensor.
* *
* This can be called before any sensors are opened. * \param device_index The sensor to check
* * \returns the sensor platform dependent type, or -1 if `device_index` is out
* \return The sensor platform dependent type, or -1 if device_index is out of range. * of range.
*/ */
extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index); extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index);
/** /**
* \brief Get the instance ID of a sensor. * Get the instance ID of a sensor.
*
* This can be called before any sensors are opened.
* *
* \return The sensor instance ID, or -1 if device_index is out of range. * \param device_index The sensor to get instance id from
* \returns the sensor instance ID, or -1 if `device_index` is out of range.
*/ */
extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index); extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index);
/** /**
* \brief Open a sensor for use. * Open a sensor for use.
*
* The index passed as an argument refers to the N'th sensor on the system.
* *
* \return A sensor identifier, or NULL if an error occurred. * \param device_index The sensor to open
* \returns an SDL_Sensor sensor object, or NULL if an error occurred.
*/ */
extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index);
/** /**
* Return the SDL_Sensor associated with an instance id. * Return the SDL_Sensor associated with an instance id.
*
* \param instance_id The sensor from instance id
* \returns an SDL_Sensor object.
*/ */
extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id); extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id);
/** /**
* \brief Get the implementation dependent name of a sensor. * Get the implementation dependent name of a sensor
* *
* \return The sensor name, or NULL if the sensor is NULL. * \param sensor The SDL_Sensor object
* \returns the sensor name, or NULL if `sensor` is NULL.
*/ */
extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor); extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor);
/** /**
* \brief Get the type of a sensor. * Get the type of a sensor.
*
* This can be called before any sensors are opened.
* *
* \return The sensor type, or SDL_SENSOR_INVALID if the sensor is NULL. * \param sensor The SDL_Sensor object to inspect
* \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is
* NULL.
*/ */
extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor); extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor);
/** /**
* \brief Get the platform dependent type of a sensor. * Get the platform dependent type of a sensor.
* *
* This can be called before any sensors are opened. * \param sensor The SDL_Sensor object to inspect
* * \returns the sensor platform dependent type, or -1 if `sensor` is NULL.
* \return The sensor platform dependent type, or -1 if the sensor is NULL.
*/ */
extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor); extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor);
/** /**
* \brief Get the instance ID of a sensor. * Get the instance ID of a sensor.
*
* This can be called before any sensors are opened.
* *
* \return The sensor instance ID, or -1 if the sensor is NULL. * \param sensor The SDL_Sensor object to inspect
* \returns the sensor instance ID, or -1 if `sensor` is NULL.
*/ */
extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor); extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor);
/** /**
* Get the current state of an opened sensor. * Get the current state of an opened sensor.
* *
* The number of values and interpretation of the data is sensor dependent. * The number of values and interpretation of the data is sensor dependent.
* *
* \param sensor The sensor to query * \param sensor The SDL_Sensor object to query
* \param data A pointer filled with the current sensor state * \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data * \param num_values The number of values to write to data
* * \returns 0 or -1 if an error occurred.
* \return 0 or -1 if an error occurred.
*/ */
extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values); extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values);
/** /**
* Close a sensor previously opened with SDL_SensorOpen() * Close a sensor previously opened with SDL_SensorOpen().
*
* \param sensor The SDL_Sensor object to close
*/ */
extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor); extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor);
/** /**
* Update the current state of the open sensors. * Update the current state of the open sensors.
* *
* This is called automatically by the event loop if sensor events are enabled. * This is called automatically by the event loop if sensor events are
* enabled.
* *
* This needs to be called from the thread that initialized the sensor subsystem. * This needs to be called from the thread that initialized the sensor
* subsystem.
*/ */
extern DECLSPEC void SDLCALL SDL_SensorUpdate(void); extern DECLSPEC void SDLCALL SDL_SensorUpdate(void);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -44,33 +44,34 @@ extern "C" {
#define SDL_WINDOW_LACKS_SHAPE -3 #define SDL_WINDOW_LACKS_SHAPE -3
/** /**
* \brief Create a window that can be shaped with the specified position, dimensions, and flags. * Create a window that can be shaped with the specified position, dimensions,
* and flags.
* *
* \param title The title of the window, in UTF-8 encoding. * \param title The title of the window, in UTF-8 encoding.
* \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED. * ::SDL_WINDOWPOS_UNDEFINED.
* \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED. * ::SDL_WINDOWPOS_UNDEFINED.
* \param w The width of the window. * \param w The width of the window.
* \param h The height of the window. * \param h The height of the window.
* \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with any of the following: * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with
* ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED, * any of the following: ::SDL_WINDOW_OPENGL,
* ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE, * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN,
* ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED, * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
* ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset. * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set,
* and ::SDL_WINDOW_FULLSCREEN is always unset.
* \return the window created, or NULL if window creation failed.
* *
* \return The window created, or NULL if window creation failed. * \sa SDL_DestroyWindow
*
* \sa SDL_DestroyWindow()
*/ */
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags); extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
/** /**
* \brief Return whether the given window is a shaped window. * Return whether the given window is a shaped window.
* *
* \param window The window to query for being shaped. * \param window The window to query for being shaped.
* * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if
* \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL. * the window is unshaped or NULL.
* *
* \sa SDL_CreateShapedWindow * \sa SDL_CreateShapedWindow
*/ */
@ -106,29 +107,31 @@ typedef struct SDL_WindowShapeMode {
} SDL_WindowShapeMode; } SDL_WindowShapeMode;
/** /**
* \brief Set the shape and parameters of a shaped window. * Set the shape and parameters of a shaped window.
* *
* \param window The shaped window whose parameters should be set. * \param window The shaped window whose parameters should be set.
* \param shape A surface encoding the desired shape for the window. * \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window. * \param shape_mode The parameters to set for the shaped window.
* * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape
* \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does
* if the SDL_Window given does not reference a valid shaped window. * not reference a valid shaped window.
* *
* \sa SDL_WindowShapeMode * \sa SDL_WindowShapeMode
* \sa SDL_GetShapedWindowMode. * \sa SDL_GetShapedWindowMode
*/ */
extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode); extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
/** /**
* \brief Get the shape parameters of a shaped window. * Get the shape parameters of a shaped window.
* *
* \param window The shaped window whose parameters should be retrieved. * \param window The shaped window whose parameters should be retrieved.
* \param shape_mode An empty shape-mode structure to fill, or NULL to check whether the window has a shape. * \param shape_mode An empty shape-mode structure to fill, or NULL to check
* * whether the window has a shape.
* \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode * \return 0 if the window has a shape and, provided shape_mode was not NULL,
* data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if * shape_mode has been filled with the mode data,
* the SDL_Window given is a shapeable window currently lacking a shape. * SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped
* window, or SDL_WINDOW_LACKS_SHAPE if the SDL_Window given is a
* shapeable window currently lacking a shape.
* *
* \sa SDL_WindowShapeMode * \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape * \sa SDL_SetWindowShape

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -30,6 +30,12 @@
#include "SDL_config.h" #include "SDL_config.h"
#ifdef __APPLE__
#ifndef _DARWIN_C_SOURCE
#define _DARWIN_C_SOURCE 1 /* for memset_pattern4() */
#endif
#endif
#ifdef HAVE_SYS_TYPES_H #ifdef HAVE_SYS_TYPES_H
#include <sys/types.h> #include <sys/types.h>
#endif #endif
@ -217,7 +223,7 @@ typedef uint64_t Uint64;
/* @} *//* Basic data types */ /* @} *//* Basic data types */
/* Make sure we have macros for printing 64 bit values. /* Make sure we have macros for printing width-based integers.
* <stdint.h> should define these but this is not true all platforms. * <stdint.h> should define these but this is not true all platforms.
* (for example win32) */ * (for example win32) */
#ifndef SDL_PRIs64 #ifndef SDL_PRIs64
@ -264,6 +270,34 @@ typedef uint64_t Uint64;
#define SDL_PRIX64 "llX" #define SDL_PRIX64 "llX"
#endif #endif
#endif #endif
#ifndef SDL_PRIs32
#ifdef PRId32
#define SDL_PRIs32 PRId32
#else
#define SDL_PRIs32 "d"
#endif
#endif
#ifndef SDL_PRIu32
#ifdef PRIu32
#define SDL_PRIu32 PRIu32
#else
#define SDL_PRIu32 "u"
#endif
#endif
#ifndef SDL_PRIx32
#ifdef PRIx32
#define SDL_PRIx32 PRIx32
#else
#define SDL_PRIx32 "x"
#endif
#endif
#ifndef SDL_PRIX32
#ifdef PRIX32
#define SDL_PRIX32 PRIX32
#else
#define SDL_PRIX32 "X"
#endif
#endif
/* Annotations to help code analysis tools */ /* Annotations to help code analysis tools */
#ifdef SDL_DISABLE_ANALYZE_MACROS #ifdef SDL_DISABLE_ANALYZE_MACROS
@ -332,7 +366,7 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8);
/** \cond */ /** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS #ifndef DOXYGEN_SHOULD_IGNORE_THIS
#if !defined(__ANDROID__) #if !defined(__ANDROID__) && !defined(__VITA__)
/* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */ /* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */
typedef enum typedef enum
{ {
@ -369,7 +403,7 @@ typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size);
typedef void (SDLCALL *SDL_free_func)(void *mem); typedef void (SDLCALL *SDL_free_func)(void *mem);
/** /**
* \brief Get the current set of SDL memory functions * Get the current set of SDL memory functions
*/ */
extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
SDL_calloc_func *calloc_func, SDL_calloc_func *calloc_func,
@ -377,12 +411,7 @@ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func
SDL_free_func *free_func); SDL_free_func *free_func);
/** /**
* \brief Replace SDL's memory allocation functions with a custom set * Replace SDL's memory allocation functions with a custom set
*
* \note If you are replacing SDL's memory functions, you should call
* SDL_GetNumAllocations() and be very careful if it returns non-zero.
* That means that your free function will be called with memory
* allocated by the previous memory allocation functions.
*/ */
extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_calloc_func calloc_func, SDL_calloc_func calloc_func,
@ -390,7 +419,7 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_free_func free_func); SDL_free_func free_func);
/** /**
* \brief Get the number of outstanding (unfreed) allocations * Get the number of outstanding (unfreed) allocations
*/ */
extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
@ -406,20 +435,35 @@ extern DECLSPEC int SDLCALL SDL_abs(int x);
#define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_min(x, y) (((x) < (y)) ? (x) : (y))
#define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y))
extern DECLSPEC int SDLCALL SDL_isalpha(int x);
extern DECLSPEC int SDLCALL SDL_isalnum(int x);
extern DECLSPEC int SDLCALL SDL_isblank(int x);
extern DECLSPEC int SDLCALL SDL_iscntrl(int x);
extern DECLSPEC int SDLCALL SDL_isdigit(int x); extern DECLSPEC int SDLCALL SDL_isdigit(int x);
extern DECLSPEC int SDLCALL SDL_isxdigit(int x);
extern DECLSPEC int SDLCALL SDL_ispunct(int x);
extern DECLSPEC int SDLCALL SDL_isspace(int x); extern DECLSPEC int SDLCALL SDL_isspace(int x);
extern DECLSPEC int SDLCALL SDL_isupper(int x);
extern DECLSPEC int SDLCALL SDL_islower(int x);
extern DECLSPEC int SDLCALL SDL_isprint(int x);
extern DECLSPEC int SDLCALL SDL_isgraph(int x);
extern DECLSPEC int SDLCALL SDL_toupper(int x); extern DECLSPEC int SDLCALL SDL_toupper(int x);
extern DECLSPEC int SDLCALL SDL_tolower(int x); extern DECLSPEC int SDLCALL SDL_tolower(int x);
extern DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len);
extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len);
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) #define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) #define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x)))
/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */ /* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords) SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
{ {
#if defined(__GNUC__) && defined(i386) #ifdef __APPLE__
memset_pattern4(dst, &val, dwords * 4);
#elif defined(__GNUC__) && defined(__i386__)
int u0, u1, u2; int u0, u1, u2;
__asm__ __volatile__ ( __asm__ __volatile__ (
"cld \n\t" "cld \n\t"
@ -432,16 +476,28 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
size_t _n = (dwords + 3) / 4; size_t _n = (dwords + 3) / 4;
Uint32 *_p = SDL_static_cast(Uint32 *, dst); Uint32 *_p = SDL_static_cast(Uint32 *, dst);
Uint32 _val = (val); Uint32 _val = (val);
if (dwords == 0) if (dwords == 0) {
return; return;
switch (dwords % 4) }
{
/* !!! FIXME: there are better ways to do this, but this is just to clean this up for now. */
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#endif
switch (dwords % 4) {
case 0: do { *_p++ = _val; /* fallthrough */ case 0: do { *_p++ = _val; /* fallthrough */
case 3: *_p++ = _val; /* fallthrough */ case 3: *_p++ = _val; /* fallthrough */
case 2: *_p++ = _val; /* fallthrough */ case 2: *_p++ = _val; /* fallthrough */
case 1: *_p++ = _val; /* fallthrough */ case 1: *_p++ = _val; /* fallthrough */
} while ( --_n ); } while ( --_n );
} }
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#endif #endif
} }
@ -450,11 +506,16 @@ extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr); extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr);
extern DECLSPEC wchar_t *SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle);
extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2); extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2);
extern DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen);
extern DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2);
extern DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str); extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
@ -467,6 +528,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str);
extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle); extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle);
extern DECLSPEC char *SDLCALL SDL_strtokr(char *s1, const char *s2, char **saveptr);
extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str); extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str);
extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix); extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix);
@ -520,6 +582,8 @@ extern DECLSPEC double SDLCALL SDL_fabs(double x);
extern DECLSPEC float SDLCALL SDL_fabsf(float x); extern DECLSPEC float SDLCALL SDL_fabsf(float x);
extern DECLSPEC double SDLCALL SDL_floor(double x); extern DECLSPEC double SDLCALL SDL_floor(double x);
extern DECLSPEC float SDLCALL SDL_floorf(float x); extern DECLSPEC float SDLCALL SDL_floorf(float x);
extern DECLSPEC double SDLCALL SDL_trunc(double x);
extern DECLSPEC float SDLCALL SDL_truncf(float x);
extern DECLSPEC double SDLCALL SDL_fmod(double x, double y); extern DECLSPEC double SDLCALL SDL_fmod(double x, double y);
extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y); extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y);
extern DECLSPEC double SDLCALL SDL_log(double x); extern DECLSPEC double SDLCALL SDL_log(double x);
@ -528,6 +592,10 @@ extern DECLSPEC double SDLCALL SDL_log10(double x);
extern DECLSPEC float SDLCALL SDL_log10f(float x); extern DECLSPEC float SDLCALL SDL_log10f(float x);
extern DECLSPEC double SDLCALL SDL_pow(double x, double y); extern DECLSPEC double SDLCALL SDL_pow(double x, double y);
extern DECLSPEC float SDLCALL SDL_powf(float x, float y); extern DECLSPEC float SDLCALL SDL_powf(float x, float y);
extern DECLSPEC double SDLCALL SDL_round(double x);
extern DECLSPEC float SDLCALL SDL_roundf(float x);
extern DECLSPEC long SDLCALL SDL_lround(double x);
extern DECLSPEC long SDLCALL SDL_lroundf(float x);
extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n); extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n); extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x); extern DECLSPEC double SDLCALL SDL_sin(double x);
@ -552,8 +620,8 @@ extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf,
size_t * inbytesleft, char **outbuf, size_t * inbytesleft, char **outbuf,
size_t * outbytesleft); size_t * outbytesleft);
/** /**
* This function converts a string between encodings in one pass, returning a * This function converts a string between encodings in one pass, returning a
* string that must be freed with SDL_free() or NULL on error. * string that must be freed with SDL_free() or NULL on error.
*/ */
extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
const char *fromcode, const char *fromcode,
@ -566,6 +634,17 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
/* force builds using Clang's static analysis tools to use literal C runtime /* force builds using Clang's static analysis tools to use literal C runtime
here, since there are possibly tests that are ineffective otherwise. */ here, since there are possibly tests that are ineffective otherwise. */
#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS) #if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS)
/* The analyzer knows about strlcpy even when the system doesn't provide it */
#ifndef HAVE_STRLCPY
size_t strlcpy(char* dst, const char* src, size_t size);
#endif
/* The analyzer knows about strlcat even when the system doesn't provide it */
#ifndef HAVE_STRLCAT
size_t strlcat(char* dst, const char* src, size_t size);
#endif
#define SDL_malloc malloc #define SDL_malloc malloc
#define SDL_calloc calloc #define SDL_calloc calloc
#define SDL_realloc realloc #define SDL_realloc realloc
@ -574,15 +653,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
#define SDL_memcpy memcpy #define SDL_memcpy memcpy
#define SDL_memmove memmove #define SDL_memmove memmove
#define SDL_memcmp memcmp #define SDL_memcmp memcmp
#define SDL_strlen strlen
#define SDL_strlcpy strlcpy #define SDL_strlcpy strlcpy
#define SDL_strlcat strlcat #define SDL_strlcat strlcat
#define SDL_strlen strlen
#define SDL_wcslen wcslen
#define SDL_wcslcpy wcslcpy
#define SDL_wcslcat wcslcat
#define SDL_strdup strdup #define SDL_strdup strdup
#define SDL_wcsdup wcsdup
#define SDL_strchr strchr #define SDL_strchr strchr
#define SDL_strrchr strrchr #define SDL_strrchr strrchr
#define SDL_strstr strstr #define SDL_strstr strstr
#define SDL_wcsstr wcsstr
#define SDL_strtokr strtok_r
#define SDL_strcmp strcmp #define SDL_strcmp strcmp
#define SDL_wcscmp wcscmp
#define SDL_strncmp strncmp #define SDL_strncmp strncmp
#define SDL_wcsncmp wcsncmp
#define SDL_strcasecmp strcasecmp #define SDL_strcasecmp strcasecmp
#define SDL_strncasecmp strncasecmp #define SDL_strncasecmp strncasecmp
#define SDL_sscanf sscanf #define SDL_sscanf sscanf

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -80,7 +80,9 @@ typedef struct SDL_Surface
/** information needed for surfaces requiring locks */ /** information needed for surfaces requiring locks */
int locked; /**< Read-only */ int locked; /**< Read-only */
void *lock_data; /**< Read-only */
/** list of BlitMap that hold a reference to this surface */
void *list_blitmap; /**< Private */
/** clipping information */ /** clipping information */
SDL_Rect clip_rect; /**< Read-only */ SDL_Rect clip_rect; /**< Read-only */
@ -110,31 +112,101 @@ typedef enum
} SDL_YUV_CONVERSION_MODE; } SDL_YUV_CONVERSION_MODE;
/** /**
* Allocate and free an RGB surface. * Allocate a new RGB surface.
*
* If `depth` is 4 or 8 bits, an empty palette is allocated for the surface.
* If `depth` is greater than 8 bits, the pixel format is set using the
* [RGBA]mask parameters.
*
* The [RGBA]mask parameters are the bitmasks used to extract that color from
* a pixel. For instance, `Rmask` being 0xFF000000 means the red data is
* stored in the most significant byte. Using zeros for the RGB masks sets a
* default value, based on the depth. For example:
*
* ```c++
* SDL_CreateRGBSurface(0,w,h,32,0,0,0,0);
* ```
*
* However, using zero for the Amask results in an Amask of 0.
*
* By default surfaces with an alpha mask are set up for blending as with:
*
* ```c++
* SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)
* ```
* *
* If the depth is 4 or 8 bits, an empty palette is allocated for the surface. * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a
* If the depth is greater than 8 bits, the pixel format is set using the * different `blendMode`.
* flags '[RGB]mask'.
* *
* If the function runs out of memory, it will return NULL. * \param flags the flags are unused and should be set to 0
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param Rmask the red mask for the pixels
* \param Gmask the green mask for the pixels
* \param Bmask the blue mask for the pixels
* \param Amask the alpha mask for the pixels
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
* *
* \param flags The \c flags are obsolete and should be set to 0. * \sa SDL_CreateRGBSurfaceFrom
* \param width The width in pixels of the surface to create. * \sa SDL_CreateRGBSurfaceWithFormat
* \param height The height in pixels of the surface to create. * \sa SDL_FreeSurface
* \param depth The depth in bits of the surface to create.
* \param Rmask The red mask of the surface to create.
* \param Gmask The green mask of the surface to create.
* \param Bmask The blue mask of the surface to create.
* \param Amask The alpha mask of the surface to create.
*/ */
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth, (Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */ /* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
/**
* Allocate a new RGB surface with a specific pixel format.
*
* This function operates mostly like SDL_CreateRGBSurface(), except instead
* of providing pixel color masks, you provide it with a predefined format
* from SDL_PixelFormatEnum.
*
* \param flags the flags are unused and should be set to 0
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param format the SDL_PixelFormatEnum for the new surface's pixel format.
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
(Uint32 flags, int width, int height, int depth, Uint32 format); (Uint32 flags, int width, int height, int depth, Uint32 format);
/**
* Allocate a new RGB surface with existing pixel data.
*
* This function operates mostly like SDL_CreateRGBSurface(), except it does
* not allocate memory for the pixel data, instead the caller provides an
* existing buffer of data for the surface to use.
*
* No copy is made of the pixel data. Pixel data is not managed automatically;
* you must free the surface before you free the pixel data.
*
* \param pixels a pointer to existing pixel data
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param pitch the pitch of the surface in bytes
* \param Rmask the red mask for the pixels
* \param Gmask the green mask for the pixels
* \param Bmask the blue mask for the pixels
* \param Amask the alpha mask for the pixels
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceWithFormat
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width, int width,
int height, int height,
@ -144,74 +216,133 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
Uint32 Gmask, Uint32 Gmask,
Uint32 Bmask, Uint32 Bmask,
Uint32 Amask); Uint32 Amask);
/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
/**
* Allocate a new RGB surface with with a specific pixel format and existing
* pixel data.
*
* This function operates mostly like SDL_CreateRGBSurfaceFrom(), except
* instead of providing pixel color masks, you provide it with a predefined
* format from SDL_PixelFormatEnum.
*
* No copy is made of the pixel data. Pixel data is not managed automatically;
* you must free the surface before you free the pixel data.
*
* \param pixels a pointer to existing pixel data
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param pitch the pitch of the surface in bytes
* \param format the SDL_PixelFormatEnum for the new surface's pixel format.
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_CreateRGBSurfaceWithFormat
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
(void *pixels, int width, int height, int depth, int pitch, Uint32 format); (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
/**
* Free an RGB surface.
*
* It is safe to pass NULL to this function.
*
* \param surface the SDL_Surface to free.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_LoadBMP
* \sa SDL_LoadBMP_RW
*/
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface); extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/** /**
* \brief Set the palette used by a surface. * Set the palette used by a surface.
* *
* \return 0, or -1 if the surface format doesn't use a palette. * A single palette can be shared with many surfaces.
* *
* \note A single palette can be shared with many surfaces. * \param surface the SDL_Surface structure to update
* \param palette the SDL_Palette structure to use
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*/ */
extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
SDL_Palette * palette); SDL_Palette * palette);
/** /**
* \brief Sets up a surface for directly accessing the pixels. * Set up a surface for directly accessing the pixels.
*
* Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write
* to and read from \c surface->pixels, using the pixel format stored in
* \c surface->format. Once you are done accessing the surface, you should
* use SDL_UnlockSurface() to release it.
* *
* Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to
* to 0, then you can read and write to the surface at any time, and the * and read from `surface->pixels`, using the pixel format stored in
* pixel format of the surface will not change. * `surface->format`. Once you are done accessing the surface, you should use
* SDL_UnlockSurface() to release it.
* *
* No operating system or library calls should be made between lock/unlock * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to
* pairs, as critical system locks may be held during this time. * 0, then you can read and write to the surface at any time, and the pixel
* format of the surface will not change.
* *
* SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. * \param surface the SDL_Surface structure to be locked
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_UnlockSurface() * \sa SDL_MUSTLOCK
* \sa SDL_UnlockSurface
*/ */
extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface); extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
/** \sa SDL_LockSurface() */
/**
* Release a surface after directly accessing the pixels.
*
* \param surface the SDL_Surface structure to be unlocked
*
* \sa SDL_LockSurface
*/
extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface); extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
/** /**
* Load a surface from a seekable SDL data stream (memory or file). * Load a BMP image from a seekable SDL data stream.
* *
* If \c freesrc is non-zero, the stream will be closed after being read. * The new surface should be freed with SDL_FreeSurface().
* *
* The new surface should be freed with SDL_FreeSurface(). * \param src the data stream for the surface
* \param freesrc non-zero to close the stream after being read
* \returns a pointer to a new SDL_Surface structure or NULL if there was an
* error; call SDL_GetError() for more information.
* *
* \return the new surface, or NULL if there was an error. * \sa SDL_FreeSurface
* \sa SDL_LoadBMP
* \sa SDL_SaveBMP_RW
*/ */
extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
int freesrc); int freesrc);
/** /**
* Load a surface from a file. * Load a surface from a file.
* *
* Convenience macro. * Convenience macro.
*/ */
#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1) #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
/** /**
* Save a surface to a seekable SDL data stream (memory or file). * Save a surface to a seekable SDL data stream in BMP format.
* *
* Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
* BMP directly. Other RGB formats with 8-bit or higher get converted to a * BMP directly. Other RGB formats with 8-bit or higher get converted to a
* 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
* surface before they are saved. YUV and paletted 1-bit and 4-bit formats are * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
* not supported. * not supported.
* *
* If \c freedst is non-zero, the stream will be closed after being written. * \param surface the SDL_Surface structure containing the image to be saved
* \param dst a data stream to save to
* \param freedst non-zero to close the stream after being written
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 if successful or -1 if there was an error. * \sa SDL_LoadBMP_RW
* \sa SDL_SaveBMP
*/ */
extern DECLSPEC int SDLCALL SDL_SaveBMP_RW extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
(SDL_Surface * surface, SDL_RWops * dst, int freedst); (SDL_Surface * surface, SDL_RWops * dst, int freedst);
@ -225,183 +356,303 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
/** /**
* \brief Sets the RLE acceleration hint for a surface. * Set the RLE acceleration hint for a surface.
*
* If RLE is enabled, color key and alpha blending blits are much faster, but
* the surface must be locked before directly accessing the pixels.
* *
* \return 0 on success, or -1 if the surface is not valid * \param surface the SDL_Surface structure to optimize
* \param flag 0 to disable, non-zero to enable RLE acceleration
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \note If RLE is enabled, colorkey and alpha blending blits are much faster, * \sa SDL_BlitSurface
* but the surface must be locked before directly accessing the pixels. * \sa SDL_LockSurface
* \sa SDL_UnlockSurface
*/ */
extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
int flag); int flag);
/** /**
* \brief Sets the color key (transparent pixel) in a blittable surface. * Returns whether the surface is RLE enabled
*
* It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
*
* \param surface the SDL_Surface structure to query
* \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise.
*
* \sa SDL_SetSurfaceRLE
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface);
/**
* Set the color key (transparent pixel) in a surface.
* *
* \param surface The surface to update * The color key defines a pixel value that will be treated as transparent in
* \param flag Non-zero to enable colorkey and 0 to disable colorkey * a blit. For example, one can use this to specify that cyan pixels should be
* \param key The transparent pixel in the native surface format * considered transparent, and therefore not rendered.
* *
* \return 0 on success, or -1 if the surface is not valid * It is a pixel of the format used by the surface, as generated by
* SDL_MapRGB().
* *
* You can pass SDL_RLEACCEL to enable RLE accelerated blits. * RLE acceleration can substantially speed up blitting of images with large
* horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details.
*
* \param surface the SDL_Surface structure to update
* \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key
* \param key the transparent pixel
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_BlitSurface
* \sa SDL_GetColorKey
*/ */
extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
int flag, Uint32 key); int flag, Uint32 key);
/** /**
* \brief Returns whether the surface has a color key * Returns whether the surface has a color key
*
* It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
* *
* \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key * \param surface the SDL_Surface structure to query
* \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise.
*
* \sa SDL_SetColorKey
* \sa SDL_GetColorKey
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface); extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface);
/** /**
* \brief Gets the color key (transparent pixel) in a blittable surface. * Get the color key (transparent pixel) for a surface.
*
* The color key is a pixel of the format used by the surface, as generated by
* SDL_MapRGB().
* *
* \param surface The surface to update * If the surface doesn't have color key enabled this function returns -1.
* \param key A pointer filled in with the transparent pixel in the native
* surface format
* *
* \return 0 on success, or -1 if the surface is not valid or colorkey is not * \param surface the SDL_Surface structure to query
* enabled. * \param key a pointer filled in with the transparent pixel
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_BlitSurface
* \sa SDL_SetColorKey
*/ */
extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
Uint32 * key); Uint32 * key);
/** /**
* \brief Set an additional color value used in blit operations. * Set an additional color value multiplied into blit operations.
*
* When this surface is blitted, during the blit operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
* *
* \param surface The surface to update. * `srcC = srcC * (color / 255)`
* \param r The red color value multiplied into blit operations.
* \param g The green color value multiplied into blit operations.
* \param b The blue color value multiplied into blit operations.
* *
* \return 0 on success, or -1 if the surface is not valid. * \param surface the SDL_Surface structure to update
* \param r the red color value multiplied into blit operations
* \param g the green color value multiplied into blit operations
* \param b the blue color value multiplied into blit operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_GetSurfaceColorMod() * \sa SDL_GetSurfaceColorMod
* \sa SDL_SetSurfaceAlphaMod
*/ */
extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
Uint8 r, Uint8 g, Uint8 b); Uint8 r, Uint8 g, Uint8 b);
/** /**
* \brief Get the additional color value used in blit operations. * Get the additional color value multiplied into blit operations.
* *
* \param surface The surface to query. * \param surface the SDL_Surface structure to query
* \param r A pointer filled in with the current red color value. * \param r a pointer filled in with the current red color value
* \param g A pointer filled in with the current green color value. * \param g a pointer filled in with the current green color value
* \param b A pointer filled in with the current blue color value. * \param b a pointer filled in with the current blue color value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 on success, or -1 if the surface is not valid. * \sa SDL_GetSurfaceAlphaMod
* * \sa SDL_SetSurfaceColorMod
* \sa SDL_SetSurfaceColorMod()
*/ */
extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
Uint8 * r, Uint8 * g, Uint8 * r, Uint8 * g,
Uint8 * b); Uint8 * b);
/** /**
* \brief Set an additional alpha value used in blit operations. * Set an additional alpha value used in blit operations.
*
* When this surface is blitted, during the blit operation the source alpha
* value is modulated by this alpha value according to the following formula:
* *
* \param surface The surface to update. * `srcA = srcA * (alpha / 255)`
* \param alpha The alpha value multiplied into blit operations.
* *
* \return 0 on success, or -1 if the surface is not valid. * \param surface the SDL_Surface structure to update
* \param alpha the alpha value multiplied into blit operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_GetSurfaceAlphaMod() * \sa SDL_GetSurfaceAlphaMod
* \sa SDL_SetSurfaceColorMod
*/ */
extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 alpha); Uint8 alpha);
/** /**
* \brief Get the additional alpha value used in blit operations. * Get the additional alpha value used in blit operations.
*
* \param surface The surface to query.
* \param alpha A pointer filled in with the current alpha value.
* *
* \return 0 on success, or -1 if the surface is not valid. * \param surface the SDL_Surface structure to query
* \param alpha a pointer filled in with the current alpha value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_SetSurfaceAlphaMod() * \sa SDL_GetSurfaceColorMod
* \sa SDL_SetSurfaceAlphaMod
*/ */
extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 * alpha); Uint8 * alpha);
/** /**
* \brief Set the blend mode used for blit operations. * Set the blend mode used for blit operations.
* *
* \param surface The surface to update. * To copy a surface to another surface (or texture) without blending with the
* \param blendMode ::SDL_BlendMode to use for blit blending. * existing data, the blendmode of the SOURCE surface should be set to
* `SDL_BLENDMODE_NONE`.
* *
* \return 0 on success, or -1 if the parameters are not valid. * \param surface the SDL_Surface structure to update
* \param blendMode the SDL_BlendMode to use for blit blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \sa SDL_GetSurfaceBlendMode() * \sa SDL_GetSurfaceBlendMode
*/ */
extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode blendMode); SDL_BlendMode blendMode);
/** /**
* \brief Get the blend mode used for blit operations. * Get the blend mode used for blit operations.
* *
* \param surface The surface to query. * \param surface the SDL_Surface structure to query
* \param blendMode A pointer filled in with the current blend mode. * \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 on success, or -1 if the surface is not valid. * \sa SDL_SetSurfaceBlendMode
*
* \sa SDL_SetSurfaceBlendMode()
*/ */
extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode *blendMode); SDL_BlendMode *blendMode);
/** /**
* Sets the clipping rectangle for the destination surface in a blit. * Set the clipping rectangle for a surface.
*
* When `surface` is the destination of a blit, only the area within the clip
* rectangle is drawn into.
* *
* If the clip rectangle is NULL, clipping will be disabled. * Note that blits are automatically clipped to the edges of the source and
* destination surfaces.
* *
* If the clip rectangle doesn't intersect the surface, the function will * \param surface the SDL_Surface structure to be clipped
* return SDL_FALSE and blits will be completely clipped. Otherwise the * \param rect the SDL_Rect structure representing the clipping rectangle, or
* function returns SDL_TRUE and blits to the surface will be clipped to * NULL to disable clipping
* the intersection of the surface area and the clipping rectangle. * \returns SDL_TRUE if the rectangle intersects the surface, otherwise
* SDL_FALSE and blits will be completely clipped.
* *
* Note that blits are automatically clipped to the edges of the source * \sa SDL_BlitSurface
* and destination surfaces. * \sa SDL_GetClipRect
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
const SDL_Rect * rect); const SDL_Rect * rect);
/** /**
* Gets the clipping rectangle for the destination surface in a blit. * Get the clipping rectangle for a surface.
*
* When `surface` is the destination of a blit, only the area within the clip
* rectangle is drawn into.
* *
* \c rect must be a pointer to a valid rectangle which will be filled * \param surface the SDL_Surface structure representing the surface to be
* with the correct values. * clipped
* \param rect an SDL_Rect structure filled in with the clipping rectangle for
* the surface
*
* \sa SDL_BlitSurface
* \sa SDL_SetClipRect
*/ */
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
SDL_Rect * rect); SDL_Rect * rect);
/* /*
* Creates a new surface identical to the existing surface * Creates a new surface identical to the existing surface.
*
* The returned surface should be freed with SDL_FreeSurface().
*
* \param surface the surface to duplicate.
* \returns a copy of the surface, or NULL on failure; call SDL_GetError() for
* more information.
*/ */
extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface); extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
/** /**
* Creates a new surface of the specified format, and then copies and maps * Copy an existing surface to a new surface of the specified format.
* the given surface to it so the blit of the converted surface will be as
* fast as possible. If this function fails, it returns NULL.
* *
* The \c flags parameter is passed to SDL_CreateRGBSurface() and has those * This function is used to optimize images for faster *repeat* blitting. This
* semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and * is accomplished by converting the original and storing the result as a new
* SDL will try to RLE accelerate colorkey and alpha blits in the resulting * surface. The new, optimized surface can then be used as the source for
* surface. * future blits, making them faster.
*
* \param src the existing SDL_Surface structure to convert
* \param fmt the SDL_PixelFormat structure that the new surface is optimized
* for
* \param flags the flags are unused and should be set to 0; this is a
* leftover from SDL 1.2's API
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \sa SDL_AllocFormat
* \sa SDL_ConvertSurfaceFormat
* \sa SDL_CreateRGBSurface
*/ */
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
(SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags); (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
/**
* Copy an existing surface to a new surface of the specified format enum.
*
* This function operates just like SDL_ConvertSurface(), but accepts an
* SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such,
* it might be easier to call but it doesn't have access to palette
* information for the destination surface, in case that would be important.
*
* \param src the existing SDL_Surface structure to convert
* \param pixel_format the SDL_PixelFormatEnum that the new surface is
* optimized for
* \param flags the flags are unused and should be set to 0; this is a
* leftover from SDL 1.2's API
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \sa SDL_AllocFormat
* \sa SDL_ConvertSurfaceFormat
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
(SDL_Surface * src, Uint32 pixel_format, Uint32 flags); (SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
/** /**
* \brief Copy a block of pixels of one format to another format * Copy a block of pixels of one format to another format.
* *
* \return 0 on success, or -1 if there was an error * \param width the width of the block to copy, in pixels
* \param height the height of the block to copy, in pixels
* \param src_format an SDL_PixelFormatEnum value of the `src` pixels format
* \param src a pointer to the source pixels
* \param src_pitch the pitch of the block to copy, in bytes
* \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
* \param dst a pointer to be filled in with new pixel data
* \param dst_pitch the pitch of the destination pixels, in bytes
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*/ */
extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
Uint32 src_format, Uint32 src_format,
@ -410,20 +661,54 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
void * dst, int dst_pitch); void * dst, int dst_pitch);
/** /**
* Performs a fast fill of the given rectangle with \c color. * Perform a fast fill of a rectangle with a specific color.
*
* `color` should be a pixel of the format used by the surface, and can be
* generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
* alpha component then the destination is simply filled with that alpha
* information, no blending takes place.
* *
* If \c rect is NULL, the whole surface will be filled with \c color. * If there is a clip rectangle set on the destination (set via
* SDL_SetClipRect()), then this function will fill based on the intersection
* of the clip rectangle and `rect`.
* *
* The color should be a pixel of the format used by the surface, and * \param dst the SDL_Surface structure that is the drawing target
* can be generated by the SDL_MapRGB() function. * \param rect the SDL_Rect structure representing the rectangle to fill, or
* NULL to fill the entire surface
* \param color the color to fill with
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
* *
* \return 0 on success, or -1 on error. * \sa SDL_FillRects
*/ */
extern DECLSPEC int SDLCALL SDL_FillRect extern DECLSPEC int SDLCALL SDL_FillRect
(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color); (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
/**
* Perform a fast fill of a set of rectangles with a specific color.
*
* `color` should be a pixel of the format used by the surface, and can be
* generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
* alpha component then the destination is simply filled with that alpha
* information, no blending takes place.
*
* If there is a clip rectangle set on the destination (set via
* SDL_SetClipRect()), then this function will fill based on the intersection
* of the clip rectangle and `rect`.
*
* \param dst the SDL_Surface structure that is the drawing target
* \param rects an array of SDL_Rects representing the rectangles to fill.
* \param count the number of rectangles in the array
* \param color the color to fill with
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_FillRect
*/
extern DECLSPEC int SDLCALL SDL_FillRects extern DECLSPEC int SDLCALL SDL_FillRects
(SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color); (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
/* !!! FIXME: merge this documentation with the wiki */
/** /**
* Performs a fast blit from the source surface to the destination surface. * Performs a fast blit from the source surface to the destination surface.
* *
@ -432,7 +717,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
* surface (\c src or \c dst) is copied. The final blit rectangles are saved * surface (\c src or \c dst) is copied. The final blit rectangles are saved
* in \c srcrect and \c dstrect after all clipping is performed. * in \c srcrect and \c dstrect after all clipping is performed.
* *
* \return If the blit is successful, it returns 0, otherwise it returns -1. * \returns 0 if the blit is successful, otherwise it returns -1.
* *
* The blit function should not be called on a locked surface. * The blit function should not be called on a locked surface.
* *
@ -484,62 +769,110 @@ extern DECLSPEC int SDLCALL SDL_FillRects
#define SDL_BlitSurface SDL_UpperBlit #define SDL_BlitSurface SDL_UpperBlit
/** /**
* This is the public blit function, SDL_BlitSurface(), and it performs * Perform a fast blit from the source surface to the destination surface.
* rectangle validation and clipping before passing it to SDL_LowerBlit() *
* SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a
* macro for this function with a less confusing name.
*
* \sa SDL_BlitSurface
*/ */
extern DECLSPEC int SDLCALL SDL_UpperBlit extern DECLSPEC int SDLCALL SDL_UpperBlit
(SDL_Surface * src, const SDL_Rect * srcrect, (SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect); SDL_Surface * dst, SDL_Rect * dstrect);
/** /**
* This is a semi-private blit function and it performs low-level surface * Perform low-level surface blitting only.
* blitting only. *
* This is a semi-private blit function and it performs low-level surface
* blitting, assuming the input rectangles have already been clipped.
*
* Unless you know what you're doing, you should be using SDL_BlitSurface()
* instead.
*
* \param src the SDL_Surface structure to be copied from
* \param srcrect the SDL_Rect structure representing the rectangle to be
* copied, or NULL to copy the entire surface
* \param dst the SDL_Surface structure that is the blit target
* \param dstrect the SDL_Rect structure representing the rectangle that is
* copied into
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_BlitSurface
*/ */
extern DECLSPEC int SDLCALL SDL_LowerBlit extern DECLSPEC int SDLCALL SDL_LowerBlit
(SDL_Surface * src, SDL_Rect * srcrect, (SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect); SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Perform a fast, low quality, stretch blit between two surfaces of the
* same format.
*
* Please use SDL_BlitScaled() instead.
*/
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
const SDL_Rect * srcrect,
SDL_Surface * dst,
const SDL_Rect * dstrect);
/** /**
* \brief Perform a fast, low quality, stretch blit between two surfaces of the * Perform bilinear scaling between two surfaces of the same format, 32BPP.
* same pixel format.
*
* \note This function uses a static buffer, and is not thread-safe.
*/ */
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src,
const SDL_Rect * srcrect, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Surface * dst,
const SDL_Rect * dstrect); const SDL_Rect * dstrect);
#define SDL_BlitScaled SDL_UpperBlitScaled #define SDL_BlitScaled SDL_UpperBlitScaled
/** /**
* This is the public scaled blit function, SDL_BlitScaled(), and it performs * Perform a scaled surface copy to a destination surface.
* rectangle validation and clipping before passing it to SDL_LowerBlitScaled() *
* SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is
* merely a macro for this function with a less confusing name.
*
* \sa SDL_BlitScaled
*/ */
extern DECLSPEC int SDLCALL SDL_UpperBlitScaled extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
(SDL_Surface * src, const SDL_Rect * srcrect, (SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect); SDL_Surface * dst, SDL_Rect * dstrect);
/** /**
* This is a semi-private blit function and it performs low-level surface * Perform low-level surface scaled blitting only.
* scaled blitting only. *
* This is a semi-private function and it performs low-level surface blitting,
* assuming the input rectangles have already been clipped.
*
* \param src the SDL_Surface structure to be copied from
* \param srcrect the SDL_Rect structure representing the rectangle to be
* copied
* \param dst the SDL_Surface structure that is the blit target
* \param dstrect the SDL_Rect structure representing the rectangle that is
* copied into
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_BlitScaled
*/ */
extern DECLSPEC int SDLCALL SDL_LowerBlitScaled extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
(SDL_Surface * src, SDL_Rect * srcrect, (SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect); SDL_Surface * dst, SDL_Rect * dstrect);
/** /**
* \brief Set the YUV conversion mode * Set the YUV conversion mode
*/ */
extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode); extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode);
/** /**
* \brief Get the YUV conversion mode * Get the YUV conversion mode
*/ */
extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void); extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void);
/** /**
* \brief Get the YUV conversion mode, returning the correct mode for the resolution when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC * Get the YUV conversion mode, returning the correct mode for the resolution
* when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
*/ */
extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height); extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -43,33 +43,78 @@ extern "C" {
/* Platform specific functions for Windows */ /* Platform specific functions for Windows */
#ifdef __WIN32__ #ifdef __WIN32__
/**
\brief Set a function that is called for every windows message, before TranslateMessage()
*/
typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam); typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
/** /**
\brief Returns the D3D9 adapter index that matches the specified display index. * Set a callback for every Windows message, run before TranslateMessage().
*
* \param callback The SDL_WindowsMessageHook function to call.
* \param userdata a pointer to pass to every iteration of `callback`
*/
extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
This adapter index can be passed to IDirect3D9::CreateDevice and controls /**
on which monitor a full screen application will appear. * Get the D3D9 adapter index that matches the specified display index.
*/ *
* The returned adapter index can be passed to `IDirect3D9::CreateDevice` and
* controls on which monitor a full screen application will appear.
*
* \param displayIndex the display index for which to get the D3D9 adapter
* index
* \returns the D3D9 adapter index on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.1.
*/
extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex ); extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
typedef struct IDirect3DDevice9 IDirect3DDevice9; typedef struct IDirect3DDevice9 IDirect3DDevice9;
/**
\brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
Once you are done using the device, you should release it to avoid a resource leak. /**
* Get the D3D9 device associated with a renderer.
*
* Once you are done using the device, you should release it to avoid a
* resource leak.
*
* \param renderer the renderer from which to get the associated D3D device
* \returns the D3D9 device associated with given renderer or NULL if it is
* not a D3D9 renderer; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.1.
*/ */
extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer); extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
typedef struct ID3D11Device ID3D11Device;
/** /**
\brief Returns the DXGI Adapter and Output indices for the specified display index. * Get the D3D11 device associated with a renderer.
*
* Once you are done using the device, you should release it to avoid a
* resource leak.
*
* \param renderer the renderer from which to get the associated D3D11 device
* \returns the D3D11 device associated with given renderer or NULL if it is
* not a D3D11 renderer; call SDL_GetError() for more information.
*/
extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
These can be passed to EnumAdapters and EnumOutputs respectively to get the objects /**
required to create a DX10 or DX11 device and swap chain. * Get the DXGI Adapter and Output indices for the specified display index.
*
* The DXGI Adapter and Output indices can be passed to `EnumAdapters` and
* `EnumOutputs` respectively to get the objects required to create a DX10 or
* DX11 device and swap chain.
*
* Before SDL 2.0.4 this function did not return a value. Since SDL 2.0.4 it
* returns an SDL_bool.
*
* \param displayIndex the display index for which to get both indices
* \param adapterIndex a pointer to be filled in with the adapter index
* \param outputIndex a pointer to be filled in with the output index
* \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.2.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex ); extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
@ -80,16 +125,20 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a
#ifdef __LINUX__ #ifdef __LINUX__
/** /**
\brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available. * Sets the UNIX nice value for a thread.
*
\return 0 on success, or -1 on error. * This uses setpriority() if possible, and RealtimeKit if available.
*
* \param threadID the Unix thread ID to change priority of.
* \param priority The new, Unix-specific, priority value.
* \returns 0 on success, or -1 on error.
*/ */
extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
#endif /* __LINUX__ */ #endif /* __LINUX__ */
/* Platform specific functions for iOS */ /* Platform specific functions for iOS */
#if defined(__IPHONEOS__) && __IPHONEOS__ #ifdef __IPHONEOS__
#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) #define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
@ -101,42 +150,101 @@ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
/* Platform specific functions for Android */ /* Platform specific functions for Android */
#if defined(__ANDROID__) && __ANDROID__ #ifdef __ANDROID__
/** /**
\brief Get the JNI environment for the current thread * Get the Android Java Native Interface Environment of the current thread.
*
This returns JNIEnv*, but the prototype is void* so we don't need jni.h * This is the JNIEnv one needs to access the Java virtual machine from native
* code, and is needed for many Android APIs to be usable from C.
*
* The prototype of the function in SDL's code actually declare a void* return
* type, even if the implementation returns a pointer to a JNIEnv. The
* rationale being that the SDL headers can avoid including jni.h.
*
* \returns a pointer to Java native interface object (JNIEnv) to which the
* current thread is attached, or 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AndroidGetActivity
*/ */
extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void); extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
/** /**
\brief Get the SDL Activity object for the application * Retrieve the Java instance of the Android activity class.
*
This returns jobject, but the prototype is void* so we don't need jni.h * The prototype of the function in SDL's code actually declares a void*
The jobject returned by SDL_AndroidGetActivity is a local reference. * return type, even if the implementation returns a jobject. The rationale
It is the caller's responsibility to properly release it * being that the SDL headers can avoid including jni.h.
(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef) *
* The jobject returned by the function is a local reference and must be
* released by the caller. See the PushLocalFrame() and PopLocalFrame() or
* DeleteLocalRef() functions of the Java native interface:
*
* https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html
*
* \returns the jobject representing the instance of the Activity class of the
* Android application, or NULL on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AndroidGetJNIEnv
*/ */
extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void); extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
/** /**
\brief Return true if the application is running on Android TV * Query Android API level of the current device.
*
* - API level 30: Android 11
* - API level 29: Android 10
* - API level 28: Android 9
* - API level 27: Android 8.1
* - API level 26: Android 8.0
* - API level 25: Android 7.1
* - API level 24: Android 7.0
* - API level 23: Android 6.0
* - API level 22: Android 5.1
* - API level 21: Android 5.0
* - API level 20: Android 4.4W
* - API level 19: Android 4.4
* - API level 18: Android 4.3
* - API level 17: Android 4.2
* - API level 16: Android 4.1
* - API level 15: Android 4.0.3
* - API level 14: Android 4.0
* - API level 13: Android 3.2
* - API level 12: Android 3.1
* - API level 11: Android 3.0
* - API level 10: Android 2.3.3
*
* \returns the Android API level.
*/
extern DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void);
/**
* Query if the application is running on Android TV.
*
* \returns SDL_TRUE if this is Android TV, SDL_FALSE otherwise.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);
/** /**
\brief Return true if the application is running on a Chromebook * Query if the application is running on a Chromebook.
*
* \returns SDL_TRUE if this is a Chromebook, SDL_FALSE otherwise.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void);
/** /**
\brief Return true is the application is running on a Samsung DeX docking station * Query if the application is running on a Samsung DeX docking station.
*
* \returns SDL_TRUE if this is a DeX docking station, SDL_FALSE otherwise.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);
/** /**
\brief Trigger the Android system back button behavior. * Trigger the Android system back button behavior.
*/ */
extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
@ -148,34 +256,95 @@ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
/** /**
\brief Get the path used for internal storage for this application. * Get the path used for internal storage for this application.
*
This path is unique to your application and cannot be written to * This path is unique to your application and cannot be written to by other
by other applications. * applications.
*
* Your internal storage path is typically:
* `/data/data/your.app.package/files`.
*
* \returns the path used for internal storage or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AndroidGetExternalStorageState
*/ */
extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void); extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
/** /**
\brief Get the current state of external storage, a bitmask of these values: * Get the current state of external storage.
SDL_ANDROID_EXTERNAL_STORAGE_READ *
SDL_ANDROID_EXTERNAL_STORAGE_WRITE * The current state of external storage, a bitmask of these values:
* `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`.
If external storage is currently unavailable, this will return 0. *
*/ * If external storage is currently unavailable, this will return 0.
*
* \returns the current state of external storage on success or 0 on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AndroidGetExternalStoragePath
*/
extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void); extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
/** /**
\brief Get the path used for external storage for this application. * Get the path used for external storage for this application.
*
This path is unique to your application, but is public and can be * This path is unique to your application, but is public and can be written
written to by other applications. * to by other applications.
*
* Your external storage path is typically:
* `/storage/sdcard0/Android/data/your.app.package/files`.
*
* \returns the path used for external storage for this application on success
* or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AndroidGetExternalStorageState
*/ */
extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void); extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
/**
* Request permissions at runtime.
*
* This blocks the calling thread until the permission is granted or denied.
*
* \param permission The permission to request.
* \returns SDL_TRUE if the permission was granted, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permission);
/**
* Shows an Android toast notification.
*
* Toasts are a sort of lightweight notification that are unique to Android.
*
* https://developer.android.com/guide/topics/ui/notifiers/toasts
*
* Shows toast in UI thread.
*
* For the `gravity` parameter, choose a value from here, or -1 if you don't
* have a preference:
*
* https://developer.android.com/reference/android/view/Gravity
*
* \param message text message to be shown
* \param duration 0=short, 1=long
* \param gravity where the notification should appear on the screen.
* \param xoffset set this parameter only when gravity >=0
* \param yoffset set this parameter only when gravity >=0
* \returns 0 if success, -1 if any error occurs.
*/
extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset);
#endif /* __ANDROID__ */ #endif /* __ANDROID__ */
/* Platform specific functions for WinRT */ /* Platform specific functions for WinRT */
#if defined(__WINRT__) && __WINRT__ #ifdef __WINRT__
/** /**
* \brief WinRT / Windows Phone path types * \brief WinRT / Windows Phone path types
@ -221,53 +390,80 @@ typedef enum
/** /**
* \brief Retrieves a WinRT defined path on the local file system * Retrieve a WinRT defined path on the local file system.
* *
* \note Documentation on most app-specific path types on WinRT * Not all paths are available on all versions of Windows. This is especially
* can be found on MSDN, at the URL: * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx * for more information on which path types are supported where.
* *
* \param pathType The type of path to retrieve. * Documentation on most app-specific path types on WinRT can be found on
* \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL * MSDN, at the URL:
* if the path is not available for any reason. Not all paths are *
* available on all versions of Windows. This is especially true on * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
* Windows Phone. Check the documentation for the given *
* SDL_WinRT_Path for more information on which path types are * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
* supported where. * \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if
* the path is not available for any reason; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.3.
*
* \sa SDL_WinRTGetFSPathUTF8
*/ */
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType); extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
/** /**
* \brief Retrieves a WinRT defined path on the local file system * Retrieve a WinRT defined path on the local file system.
* *
* \note Documentation on most app-specific path types on WinRT * Not all paths are available on all versions of Windows. This is especially
* can be found on MSDN, at the URL: * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx * for more information on which path types are supported where.
* *
* \param pathType The type of path to retrieve. * Documentation on most app-specific path types on WinRT can be found on
* \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL * MSDN, at the URL:
* if the path is not available for any reason. Not all paths are *
* available on all versions of Windows. This is especially true on * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
* Windows Phone. Check the documentation for the given *
* SDL_WinRT_Path for more information on which path types are * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
* supported where. * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if
* the path is not available for any reason; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.3.
*
* \sa SDL_WinRTGetFSPathUNICODE
*/ */
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType); extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
/** /**
* \brief Detects the device family of WinRT plattform on runtime * Detects the device family of WinRT plattform at runtime.
* *
* \return Device family * \returns a value from the SDL_WinRT_DeviceFamily enum.
*/ */
extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
#endif /* __WINRT__ */ #endif /* __WINRT__ */
/** /**
\brief Return true if the current device is a tablet. * Query if the current device is a tablet.
*
* If SDL can't determine this, it will return SDL_FALSE.
*
* \returns SDL_TRUE if the device is a tablet, SDL_FALSE otherwise.
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);
/* Functions used by iOS application delegates to notify SDL about state changes */
extern DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
#ifdef __IPHONEOS__
extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
#endif
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -49,6 +49,9 @@ struct SDL_SysWMinfo;
#ifndef WIN32_LEAN_AND_MEAN #ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#endif #endif
#ifndef NOMINMAX /* don't define min() and max(). */
#define NOMINMAX
#endif
#include <windows.h> #include <windows.h>
#endif #endif
@ -103,8 +106,17 @@ typedef void *EGLSurface;
#if defined(SDL_VIDEO_DRIVER_VIVANTE) #if defined(SDL_VIDEO_DRIVER_VIVANTE)
#include "SDL_egl.h" #include "SDL_egl.h"
#endif #endif
#if defined(SDL_VIDEO_DRIVER_OS2)
#define INCL_WIN
#include <os2.h>
#endif
#endif /* SDL_PROTOTYPES_ONLY */ #endif /* SDL_PROTOTYPES_ONLY */
#if defined(SDL_VIDEO_DRIVER_KMSDRM)
struct gbm_device;
#endif
#include "begin_code.h" #include "begin_code.h"
/* Set up for C function definitions, even when using C++ */ /* Set up for C function definitions, even when using C++ */
@ -129,7 +141,9 @@ typedef enum
SDL_SYSWM_WINRT, SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID, SDL_SYSWM_ANDROID,
SDL_SYSWM_VIVANTE, SDL_SYSWM_VIVANTE,
SDL_SYSWM_OS2 SDL_SYSWM_OS2,
SDL_SYSWM_HAIKU,
SDL_SYSWM_KMSDRM
} SDL_SYSWM_TYPE; } SDL_SYSWM_TYPE;
/** /**
@ -182,6 +196,16 @@ struct SDL_SysWMmsg
int dummy; int dummy;
/* No Vivante window events yet */ /* No Vivante window events yet */
} vivante; } vivante;
#endif
#if defined(SDL_VIDEO_DRIVER_OS2)
struct
{
BOOL fFrame; /**< TRUE if hwnd is a frame window */
HWND hwnd; /**< The window receiving the message */
ULONG msg; /**< The message identifier */
MPARAM mp1; /**< The first first message parameter */
MPARAM mp2; /**< The second first message parameter */
} os2;
#endif #endif
/* Can't have an empty union */ /* Can't have an empty union */
int dummy; int dummy;
@ -232,8 +256,12 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_COCOA) #if defined(SDL_VIDEO_DRIVER_COCOA)
struct struct
{ {
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc) #if defined(__OBJC__) && defined(__has_feature)
#if __has_feature(objc_arc)
NSWindow __unsafe_unretained *window; /**< The Cocoa window */ NSWindow __unsafe_unretained *window; /**< The Cocoa window */
#else
NSWindow *window; /**< The Cocoa window */
#endif
#else #else
NSWindow *window; /**< The Cocoa window */ NSWindow *window; /**< The Cocoa window */
#endif #endif
@ -242,8 +270,12 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_UIKIT) #if defined(SDL_VIDEO_DRIVER_UIKIT)
struct struct
{ {
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc) #if defined(__OBJC__) && defined(__has_feature)
#if __has_feature(objc_arc)
UIWindow __unsafe_unretained *window; /**< The UIKit window */ UIWindow __unsafe_unretained *window; /**< The UIKit window */
#else
UIWindow *window; /**< The UIKit window */
#endif
#else #else
UIWindow *window; /**< The UIKit window */ UIWindow *window; /**< The UIKit window */
#endif #endif
@ -255,9 +287,11 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_WAYLAND) #if defined(SDL_VIDEO_DRIVER_WAYLAND)
struct struct
{ {
struct wl_display *display; /**< Wayland display */ struct wl_display *display; /**< Wayland display */
struct wl_surface *surface; /**< Wayland surface */ struct wl_surface *surface; /**< Wayland surface */
struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */ void *shell_surface; /**< DEPRECATED Wayland shell_surface (window manager handle) */
struct wl_egl_window *egl_window; /**< Wayland EGL window (native window) */
struct xdg_surface *xdg_surface; /**< Wayland xdg surface (window manager handle) */
} wl; } wl;
#endif #endif
#if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */ #if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
@ -276,6 +310,14 @@ struct SDL_SysWMinfo
} android; } android;
#endif #endif
#if defined(SDL_VIDEO_DRIVER_OS2)
struct
{
HWND hwnd; /**< The window handle */
HWND hwndFrame; /**< The frame window handle */
} os2;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE) #if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct struct
{ {
@ -284,6 +326,15 @@ struct SDL_SysWMinfo
} vivante; } vivante;
#endif #endif
#if defined(SDL_VIDEO_DRIVER_KMSDRM)
struct
{
int dev_index; /**< Device index (ex: the X in /dev/dri/cardX) */
int drm_fd; /**< DRM FD (unavailable on Vulkan windows) */
struct gbm_device *gbm_dev; /**< GBM device (unavailable on Vulkan windows) */
} kmsdrm;
#endif
/* Make sure this union is always 64 bytes (8 64-bit pointers). */ /* Make sure this union is always 64 bytes (8 64-bit pointers). */
/* Be careful not to overflow this if you add a new target! */ /* Be careful not to overflow this if you add a new target! */
Uint8 dummy[64]; Uint8 dummy[64];
@ -294,23 +345,23 @@ struct SDL_SysWMinfo
typedef struct SDL_SysWMinfo SDL_SysWMinfo; typedef struct SDL_SysWMinfo SDL_SysWMinfo;
/* Function prototypes */
/** /**
* \brief This function allows access to driver-dependent window information. * Get driver-specific information about a window.
*
* You must include SDL_syswm.h for the declaration of SDL_SysWMinfo.
* *
* \param window The window about which information is being requested * The caller must initialize the `info` structure's version by using
* \param info This structure must be initialized with the SDL version, and is * `SDL_VERSION(&info.version)`, and then this function will fill in the rest
* then filled in with information about the given window. * of the structure with information about the given window.
* *
* \return SDL_TRUE if the function is implemented and the version member of * \param window the window about which information is being requested
* the \c info struct is valid, SDL_FALSE otherwise. * \param info an SDL_SysWMinfo structure filled in with window information
* \returns SDL_TRUE if the function is implemented and the `version` member
* of the `info` struct is valid, or SDL_FALSE if the information
* could not be retrieved; call SDL_GetError() for more information.
* *
* You typically use this function like this: * \since This function is available since SDL 2.0.0.
* \code
* SDL_SysWMinfo info;
* SDL_VERSION(&info.version);
* if ( SDL_GetWindowWMInfo(window, &info) ) { ... }
* \endcode
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window, extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
SDL_SysWMinfo * info); SDL_SysWMinfo * info);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -66,7 +66,7 @@ void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *as
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it. * \param assertDescription Message to log with the assert describing it.
* *
* \returns Returns the assertCondition so it can be used to externally to break execution flow if desired. * \returns the assertCondition so it can be used to externally to break execution flow if desired.
*/ */
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -37,6 +37,9 @@
#if defined(__PSP__) #if defined(__PSP__)
#define DEFAULT_WINDOW_WIDTH 480 #define DEFAULT_WINDOW_WIDTH 480
#define DEFAULT_WINDOW_HEIGHT 272 #define DEFAULT_WINDOW_HEIGHT 272
#elif defined(__VITA__)
#define DEFAULT_WINDOW_WIDTH 960
#define DEFAULT_WINDOW_HEIGHT 544
#else #else
#define DEFAULT_WINDOW_WIDTH 640 #define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480 #define DEFAULT_WINDOW_HEIGHT 480
@ -61,6 +64,7 @@ typedef struct
const char *window_title; const char *window_title;
const char *window_icon; const char *window_icon;
Uint32 window_flags; Uint32 window_flags;
SDL_bool flash_on_focus_loss;
int window_x; int window_x;
int window_y; int window_y;
int window_w; int window_w;
@ -126,7 +130,7 @@ extern "C" {
* \param argv Array of command line parameters * \param argv Array of command line parameters
* \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO) * \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO)
* *
* \returns Returns a newly allocated common state object. * \returns a newly allocated common state object.
*/ */
SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
@ -136,7 +140,7 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
* \param state The common state describing the test window to create. * \param state The common state describing the test window to create.
* \param index The index of the argument to process in argv[]. * \param index The index of the argument to process in argv[].
* *
* \returns The number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error. * \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
*/ */
int SDLTest_CommonArg(SDLTest_CommonState * state, int index); int SDLTest_CommonArg(SDLTest_CommonState * state, int index);
@ -155,12 +159,25 @@ int SDLTest_CommonArg(SDLTest_CommonState * state, int index);
*/ */
void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, const char **options); void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, const char **options);
/**
* \brief Returns common usage information
*
* You should (probably) be using SDLTest_CommonLogUsage() instead, but this
* function remains for binary compatibility. Strings returned from this
* function are valid until SDLTest_CommonQuit() is called, in which case
* those strings' memory is freed and can no longer be used.
*
* \param state The common state describing the test window to create.
* \returns a string with usage information
*/
const char *SDLTest_CommonUsage(SDLTest_CommonState * state);
/** /**
* \brief Open test window. * \brief Open test window.
* *
* \param state The common state describing the test window to create. * \param state The common state describing the test window to create.
* *
* \returns True if initialization succeeded, false otherwise * \returns SDL_TRUE if initialization succeeded, false otherwise
*/ */
SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state);
@ -171,7 +188,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state);
* \param argc argc, as supplied to SDL_main * \param argc argc, as supplied to SDL_main
* \param argv argv, as supplied to SDL_main * \param argv argv, as supplied to SDL_main
* *
* \returns False if app should quit, true otherwise. * \returns SDL_FALSE if app should quit, true otherwise.
*/ */
SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, char **argv); SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, char **argv);
@ -193,6 +210,14 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do
*/ */
void SDLTest_CommonQuit(SDLTest_CommonState * state); void SDLTest_CommonQuit(SDLTest_CommonState * state);
/**
* \brief Draws various window information (position, size, etc.) to the renderer.
*
* \param renderer The renderer to draw to.
* \param window The window whose information should be displayed.
*
*/
void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -48,7 +48,7 @@ extern "C" {
* \param y The Y coordinate of the upper left corner of the character. * \param y The Y coordinate of the upper left corner of the character.
* \param c The character to draw. * \param c The character to draw.
* *
* \returns Returns 0 on success, -1 on failure. * \returns 0 on success, -1 on failure.
*/ */
int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c); int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c);
@ -60,7 +60,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, char c);
* \param y The Y coordinate of the upper left corner of the string. * \param y The Y coordinate of the upper left corner of the string.
* \param s The string to draw. * \param s The string to draw.
* *
* \returns Returns 0 on success, -1 on failure. * \returns 0 on success, -1 on failure.
*/ */
int SDLTest_DrawString(SDL_Renderer *renderer, int x, int y, const char *s); int SDLTest_DrawString(SDL_Renderer *renderer, int x, int y, const char *s);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -66,14 +66,14 @@ void SDLTest_FuzzerInit(Uint64 execKey);
/** /**
* Returns a random Uint8 * Returns a random Uint8
* *
* \returns Generated integer * \returns a generated integer
*/ */
Uint8 SDLTest_RandomUint8(void); Uint8 SDLTest_RandomUint8(void);
/** /**
* Returns a random Sint8 * Returns a random Sint8
* *
* \returns Generated signed integer * \returns a generated signed integer
*/ */
Sint8 SDLTest_RandomSint8(void); Sint8 SDLTest_RandomSint8(void);
@ -81,14 +81,14 @@ Sint8 SDLTest_RandomSint8(void);
/** /**
* Returns a random Uint16 * Returns a random Uint16
* *
* \returns Generated integer * \returns a generated integer
*/ */
Uint16 SDLTest_RandomUint16(void); Uint16 SDLTest_RandomUint16(void);
/** /**
* Returns a random Sint16 * Returns a random Sint16
* *
* \returns Generated signed integer * \returns a generated signed integer
*/ */
Sint16 SDLTest_RandomSint16(void); Sint16 SDLTest_RandomSint16(void);
@ -96,7 +96,7 @@ Sint16 SDLTest_RandomSint16(void);
/** /**
* Returns a random integer * Returns a random integer
* *
* \returns Generated integer * \returns a generated integer
*/ */
Sint32 SDLTest_RandomSint32(void); Sint32 SDLTest_RandomSint32(void);
@ -104,14 +104,14 @@ Sint32 SDLTest_RandomSint32(void);
/** /**
* Returns a random positive integer * Returns a random positive integer
* *
* \returns Generated integer * \returns a generated integer
*/ */
Uint32 SDLTest_RandomUint32(void); Uint32 SDLTest_RandomUint32(void);
/** /**
* Returns random Uint64. * Returns random Uint64.
* *
* \returns Generated integer * \returns a generated integer
*/ */
Uint64 SDLTest_RandomUint64(void); Uint64 SDLTest_RandomUint64(void);
@ -119,28 +119,28 @@ Uint64 SDLTest_RandomUint64(void);
/** /**
* Returns random Sint64. * Returns random Sint64.
* *
* \returns Generated signed integer * \returns a generated signed integer
*/ */
Sint64 SDLTest_RandomSint64(void); Sint64 SDLTest_RandomSint64(void);
/** /**
* \returns random float in range [0.0 - 1.0[ * \returns a random float in range [0.0 - 1.0]
*/ */
float SDLTest_RandomUnitFloat(void); float SDLTest_RandomUnitFloat(void);
/** /**
* \returns random double in range [0.0 - 1.0[ * \returns a random double in range [0.0 - 1.0]
*/ */
double SDLTest_RandomUnitDouble(void); double SDLTest_RandomUnitDouble(void);
/** /**
* \returns random float. * \returns a random float.
* *
*/ */
float SDLTest_RandomFloat(void); float SDLTest_RandomFloat(void);
/** /**
* \returns random double. * \returns a random double.
* *
*/ */
double SDLTest_RandomDouble(void); double SDLTest_RandomDouble(void);
@ -162,7 +162,7 @@ double SDLTest_RandomDouble(void);
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or 0 with error set * \returns a random boundary value for the given range and domain or 0 with error set
*/ */
Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain); Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain);
@ -183,7 +183,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or 0 with error set * \returns a random boundary value for the given range and domain or 0 with error set
*/ */
Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain); Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain);
@ -204,7 +204,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or 0 with error set * \returns a random boundary value for the given range and domain or 0 with error set
*/ */
Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain); Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain);
@ -225,7 +225,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or 0 with error set * \returns a random boundary value for the given range and domain or 0 with error set
*/ */
Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain); Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain);
@ -246,7 +246,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or SINT8_MIN with error set * \returns a random boundary value for the given range and domain or SINT8_MIN with error set
*/ */
Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain); Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain);
@ -268,7 +268,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or SINT16_MIN with error set * \returns a random boundary value for the given range and domain or SINT16_MIN with error set
*/ */
Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain); Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain);
@ -289,7 +289,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or SINT32_MIN with error set * \returns a random boundary value for the given range and domain or SINT32_MIN with error set
*/ */
Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain); Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain);
@ -310,7 +310,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL
* \param boundary2 Upper boundary limit * \param boundary2 Upper boundary limit
* \param validDomain Should the generated boundary be valid (=within the bounds) or not? * \param validDomain Should the generated boundary be valid (=within the bounds) or not?
* *
* \returns Random boundary value for the given range and domain or SINT64_MIN with error set * \returns a random boundary value for the given range and domain or SINT64_MIN with error set
*/ */
Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain); Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain);
@ -324,7 +324,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL
* \param min Minimum inclusive value of returned random number * \param min Minimum inclusive value of returned random number
* \param max Maximum inclusive value of returned random number * \param max Maximum inclusive value of returned random number
* *
* \returns Generated random integer in range * \returns a generated random integer in range
*/ */
Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
@ -336,7 +336,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max);
* *
* Note: Returned string needs to be deallocated. * Note: Returned string needs to be deallocated.
* *
* \returns Newly allocated random string; or NULL if length was invalid or string could not be allocated. * \returns a newly allocated random string; or NULL if length was invalid or string could not be allocated.
*/ */
char * SDLTest_RandomAsciiString(void); char * SDLTest_RandomAsciiString(void);
@ -350,7 +350,7 @@ char * SDLTest_RandomAsciiString(void);
* *
* \param maxLength The maximum length of the generated string. * \param maxLength The maximum length of the generated string.
* *
* \returns Newly allocated random string; or NULL if maxLength was invalid or string could not be allocated. * \returns a newly allocated random string; or NULL if maxLength was invalid or string could not be allocated.
*/ */
char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength);
@ -364,12 +364,14 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength);
* *
* \param size The length of the generated string * \param size The length of the generated string
* *
* \returns Newly allocated random string; or NULL if size was invalid or string could not be allocated. * \returns a newly allocated random string; or NULL if size was invalid or string could not be allocated.
*/ */
char * SDLTest_RandomAsciiStringOfSize(int size); char * SDLTest_RandomAsciiStringOfSize(int size);
/** /**
* Returns the invocation count for the fuzzer since last ...FuzzerInit. * Get the invocation count for the fuzzer since last ...FuzzerInit.
*
* \returns the invocation count.
*/ */
int SDLTest_GetFuzzerInvocationCount(void); int SDLTest_GetFuzzerInvocationCount(void);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -105,7 +105,7 @@ typedef struct SDLTest_TestSuiteReference {
* *
* \param length The length of the seed string to generate * \param length The length of the seed string to generate
* *
* \returns The generated seed string * \returns the generated seed string
*/ */
char *SDLTest_GenerateRunSeed(const int length); char *SDLTest_GenerateRunSeed(const int length);
@ -118,7 +118,7 @@ char *SDLTest_GenerateRunSeed(const int length);
* \param filter Filter specification. NULL disables. Case sensitive. * \param filter Filter specification. NULL disables. Case sensitive.
* \param testIterations Number of iterations to run each test case. * \param testIterations Number of iterations to run each test case.
* *
* \returns Test run result; 0 when all tests passed, 1 if any tests failed. * \returns the test run result: 0 when all tests passed, 1 if any tests failed.
*/ */
int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations); int SDLTest_RunSuites(SDLTest_TestSuiteReference *testSuites[], const char *userRunSeed, Uint64 userExecKey, const char *filter, int testIterations);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -98,7 +98,7 @@ extern "C" {
* *
* \param rndContext pointer to context structure * \param rndContext pointer to context structure
* *
* \returns A random number (32bit unsigned integer) * \returns a random number (32bit unsigned integer)
* *
*/ */
unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext); unsigned int SDLTest_Random(SDLTest_RandomContext *rndContext);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -35,6 +35,17 @@
#include "SDL_atomic.h" #include "SDL_atomic.h"
#include "SDL_mutex.h" #include "SDL_mutex.h"
#if defined(__WIN32__)
#include <process.h> /* _beginthreadex() and _endthreadex() */
#endif
#if defined(__OS2__) /* for _beginthread() and _endthread() */
#ifndef __EMX__
#include <process.h>
#else
#include <stdlib.h>
#endif
#endif
#include "begin_code.h" #include "begin_code.h"
/* Set up for C function definitions, even when using C++ */ /* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus #ifdef __cplusplus
@ -54,6 +65,11 @@ typedef unsigned int SDL_TLSID;
/** /**
* The SDL thread priority. * The SDL thread priority.
* *
* SDL will make system changes as necessary in order to apply the thread priority.
* Code which attempts to control thread state related to priority should be aware
* that calling SDL_SetThreadPriority may alter such state.
* SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.
*
* \note On many systems you require special privileges to set high or time critical priority. * \note On many systems you require special privileges to set high or time critical priority.
*/ */
typedef enum { typedef enum {
@ -64,12 +80,15 @@ typedef enum {
} SDL_ThreadPriority; } SDL_ThreadPriority;
/** /**
* The function passed to SDL_CreateThread(). * The function passed to SDL_CreateThread().
* It is passed a void* user context parameter and returns an int. *
* \param data what was passed as `data` to SDL_CreateThread()
* \returns a value that can be reported through SDL_WaitThread().
*/ */
typedef int (SDLCALL * SDL_ThreadFunction) (void *data); typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
#if defined(__WIN32__) && !defined(HAVE_LIBC)
#if defined(__WIN32__)
/** /**
* \file SDL_thread.h * \file SDL_thread.h
* *
@ -91,13 +110,19 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
* library! * library!
*/ */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD #define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#include <process.h> /* _beginthreadex() and _endthreadex() */
typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread) typedef uintptr_t (__cdecl * pfnSDL_CurrentBeginThread)
(void *, unsigned, unsigned (__stdcall *func)(void *), (void *, unsigned, unsigned (__stdcall *func)(void *),
void * /*arg*/, unsigned, unsigned * /* threadID */); void * /*arg*/, unsigned, unsigned * /* threadID */);
typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code); typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
#ifndef SDL_beginthread
#define SDL_beginthread _beginthreadex
#endif
#ifndef SDL_endthread
#define SDL_endthread _endthreadex
#endif
/** /**
* Create a thread. * Create a thread.
*/ */
@ -118,12 +143,12 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
*/ */
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API #if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread #undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex) #define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#undef SDL_CreateThreadWithStackSize #undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex) #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#else #else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex) #define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex) #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)SDL_endthread)
#endif #endif
#elif defined(__OS2__) #elif defined(__OS2__)
@ -132,13 +157,17 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
* into a dll with Watcom's runtime statically linked. * into a dll with Watcom's runtime statically linked.
*/ */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD #define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#ifndef __EMX__
#include <process.h>
#else
#include <stdlib.h>
#endif
typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/); typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
typedef void (*pfnSDL_CurrentEndThread)(void); typedef void (*pfnSDL_CurrentEndThread)(void);
#ifndef SDL_beginthread
#define SDL_beginthread _beginthread
#endif
#ifndef SDL_endthread
#define SDL_endthread _endthread
#endif
extern DECLSPEC SDL_Thread *SDLCALL extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentBeginThread pfnBeginThread,
@ -147,52 +176,81 @@ extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data, SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentBeginThread pfnBeginThread,
pfnSDL_CurrentEndThread pfnEndThread); pfnSDL_CurrentEndThread pfnEndThread);
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API #if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread #undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) #define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#undef SDL_CreateThreadWithStackSize #undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#else #else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) #define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) #define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread)
#endif #endif
#else #else
/** /**
* Create a thread with a default stack size. * Create a new thread with a default stack size.
*
* This is equivalent to calling:
*
* ```c
* SDL_CreateThreadWithStackSize(fn, name, 0, data);
* ```
*
* \param fn the SDL_ThreadFunction function to call in the new thread
* \param name the name of the thread
* \param data a pointer that is passed to `fn`
* \returns an opaque pointer to the new thread object on success, NULL if the
* new thread could not be created; call SDL_GetError() for more
* information.
* *
* This is equivalent to calling: * \sa SDL_CreateThreadWithStackSize
* SDL_CreateThreadWithStackSize(fn, name, 0, data); * \sa SDL_WaitThread
*/ */
extern DECLSPEC SDL_Thread *SDLCALL extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
/** /**
* Create a thread. * Create a new thread with a specific stack size.
*
* SDL makes an attempt to report `name` to the system, so that debuggers can
* display it. Not all platforms support this.
*
* Thread naming is a little complicated: Most systems have very small limits
* for the string length (Haiku has 32 bytes, Linux currently has 16, Visual
* C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to
* see what happens with your system's debugger. The name should be UTF-8 (but
* using the naming limits of C identifiers is a better bet). There are no
* requirements for thread naming conventions, so long as the string is
* null-terminated UTF-8, but these guidelines are helpful in choosing a name:
*
* https://stackoverflow.com/questions/149932/naming-conventions-for-threads
* *
* Thread naming is a little complicated: Most systems have very small * If a system imposes requirements, SDL will try to munge the string for it
* limits for the string length (Haiku has 32 bytes, Linux currently has 16, * (truncate, etc), but the original string contents will be available from
* Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll * SDL_GetThreadName().
* have to see what happens with your system's debugger. The name should be
* UTF-8 (but using the naming limits of C identifiers is a better bet).
* There are no requirements for thread naming conventions, so long as the
* string is null-terminated UTF-8, but these guidelines are helpful in
* choosing a name:
* *
* http://stackoverflow.com/questions/149932/naming-conventions-for-threads * The size (in bytes) of the new stack can be specified. Zero means "use the
* system default" which might be wildly different between platforms. x86
* Linux generally defaults to eight megabytes, an embedded device might be a
* few kilobytes instead. You generally need to specify a stack that is a
* multiple of the system's page size (in many cases, this is 4 kilobytes, but
* check your system documentation).
* *
* If a system imposes requirements, SDL will try to munge the string for * In SDL 2.1, stack size will be folded into the original SDL_CreateThread
* it (truncate, etc), but the original string contents will be available * function, but for backwards compatibility, this is currently a separate
* from SDL_GetThreadName(). * function.
* *
* The size (in bytes) of the new stack can be specified. Zero means "use * \param fn the SDL_ThreadFunction function to call in the new thread
* the system default" which might be wildly different between platforms * \param name the name of the thread
* (x86 Linux generally defaults to eight megabytes, an embedded device * \param stacksize the size, in bytes, to allocate for the new thread stack.
* might be a few kilobytes instead). * \param data a pointer that is passed to `fn`
* \returns an opaque pointer to the new thread object on success, NULL if the
* new thread could not be created; call SDL_GetError() for more
* information.
* *
* In SDL 2.1, stacksize will be folded into the original SDL_CreateThread * \sa SDL_WaitThread
* function.
*/ */
extern DECLSPEC SDL_Thread *SDLCALL extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data); SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);
@ -200,137 +258,190 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz
#endif #endif
/** /**
* Get the thread name, as it was specified in SDL_CreateThread(). * Get the thread name as it was specified in SDL_CreateThread().
* This function returns a pointer to a UTF-8 string that names the *
* specified thread, or NULL if it doesn't have a name. This is internal * This is internal memory, not to be freed by the caller, and remains valid
* memory, not to be free()'d by the caller, and remains valid until the * until the specified thread is cleaned up by SDL_WaitThread().
* specified thread is cleaned up by SDL_WaitThread(). *
* \param thread the thread to query
* \returns a pointer to a UTF-8 string that names the specified thread, or
* NULL if it doesn't have a name.
*
* \sa SDL_CreateThread
*/ */
extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread); extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
/** /**
* Get the thread identifier for the current thread. * Get the thread identifier for the current thread.
*
* This thread identifier is as reported by the underlying operating system.
* If SDL is running on a platform that does not support threads the return
* value will always be zero.
*
* This function also returns a valid thread ID when called from the main
* thread.
*
* \returns the ID of the current thread.
*
* \sa SDL_GetThreadID
*/ */
extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
/** /**
* Get the thread identifier for the specified thread. * Get the thread identifier for the specified thread.
*
* This thread identifier is as reported by the underlying operating system.
* If SDL is running on a platform that does not support threads the return
* value will always be zero.
*
* \param thread the thread to query
* \returns the ID of the specified thread, or the ID of the current thread if
* `thread` is NULL.
* *
* Equivalent to SDL_ThreadID() if the specified thread is NULL. * \sa SDL_ThreadID
*/ */
extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread); extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
/** /**
* Set the priority for the current thread * Set the priority for the current thread.
*
* Note that some platforms will not let you alter the priority (or at least,
* promote the thread to a higher priority) at all, and some require you to be
* an administrator account. Be prepared for this to fail.
*
* \param priority the SDL_ThreadPriority to set
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*/ */
extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
/** /**
* Wait for a thread to finish. Threads that haven't been detached will * Wait for a thread to finish.
* remain (as a "zombie") until this function cleans them up. Not doing so *
* is a resource leak. * Threads that haven't been detached will remain (as a "zombie") until this
* function cleans them up. Not doing so is a resource leak.
*
* Once a thread has been cleaned up through this function, the SDL_Thread
* that references it becomes invalid and should not be referenced again. As
* such, only one thread may call SDL_WaitThread() on another.
* *
* Once a thread has been cleaned up through this function, the SDL_Thread * The return code for the thread function is placed in the area pointed to by
* that references it becomes invalid and should not be referenced again. * `status`, if `status` is not NULL.
* As such, only one thread may call SDL_WaitThread() on another.
* *
* The return code for the thread function is placed in the area * You may not wait on a thread that has been used in a call to
* pointed to by \c status, if \c status is not NULL. * SDL_DetachThread(). Use either that function or this one, but not both, or
* behavior is undefined.
* *
* You may not wait on a thread that has been used in a call to * It is safe to pass a NULL thread to this function; it is a no-op.
* SDL_DetachThread(). Use either that function or this one, but not
* both, or behavior is undefined.
* *
* It is safe to pass NULL to this function; it is a no-op. * Note that the thread pointer is freed by this function and is not valid
* afterward.
*
* \param thread the SDL_Thread pointer that was returned from the
* SDL_CreateThread() call that started this thread
* \param status pointer to an integer that will receive the value returned
* from the thread function by its 'return', or NULL to not
* receive such value back.
*
* \sa SDL_CreateThread
* \sa SDL_DetachThread
*/ */
extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
/** /**
* A thread may be "detached" to signify that it should not remain until * Let a thread clean up on exit without intervention.
* another thread has called SDL_WaitThread() on it. Detaching a thread *
* is useful for long-running threads that nothing needs to synchronize * A thread may be "detached" to signify that it should not remain until
* with or further manage. When a detached thread is done, it simply * another thread has called SDL_WaitThread() on it. Detaching a thread is
* goes away. * useful for long-running threads that nothing needs to synchronize with or
* * further manage. When a detached thread is done, it simply goes away.
* There is no way to recover the return code of a detached thread. If you *
* need this, don't detach the thread and instead use SDL_WaitThread(). * There is no way to recover the return code of a detached thread. If you
* * need this, don't detach the thread and instead use SDL_WaitThread().
* Once a thread is detached, you should usually assume the SDL_Thread isn't *
* safe to reference again, as it will become invalid immediately upon * Once a thread is detached, you should usually assume the SDL_Thread isn't
* the detached thread's exit, instead of remaining until someone has called * safe to reference again, as it will become invalid immediately upon the
* SDL_WaitThread() to finally clean it up. As such, don't detach the same * detached thread's exit, instead of remaining until someone has called
* thread more than once. * SDL_WaitThread() to finally clean it up. As such, don't detach the same
* * thread more than once.
* If a thread has already exited when passed to SDL_DetachThread(), it will *
* stop waiting for a call to SDL_WaitThread() and clean up immediately. * If a thread has already exited when passed to SDL_DetachThread(), it will
* It is not safe to detach a thread that might be used with SDL_WaitThread(). * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is
* * not safe to detach a thread that might be used with SDL_WaitThread().
* You may not call SDL_WaitThread() on a thread that has been detached. *
* Use either that function or this one, but not both, or behavior is * You may not call SDL_WaitThread() on a thread that has been detached. Use
* undefined. * either that function or this one, but not both, or behavior is undefined.
* *
* It is safe to pass NULL to this function; it is a no-op. * It is safe to pass NULL to this function; it is a no-op.
*
* \param thread the SDL_Thread pointer that was returned from the
* SDL_CreateThread() call that started this thread
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_CreateThread
* \sa SDL_WaitThread
*/ */
extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread); extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
/** /**
* \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific. * Create a piece of thread-local storage.
* *
* \return The newly created thread local storage identifier, or 0 on error * This creates an identifier that is globally visible to all threads but
* * refers to data that is thread-specific.
* \code *
* static SDL_SpinLock tls_lock; * \returns the newly created thread local storage identifier or 0 on error.
* static SDL_TLSID thread_local_storage; *
* * \since This function is available since SDL 2.0.0.
* void SetMyThreadData(void *value) *
* { * \sa SDL_TLSGet
* if (!thread_local_storage) { * \sa SDL_TLSSet
* SDL_AtomicLock(&tls_lock);
* if (!thread_local_storage) {
* thread_local_storage = SDL_TLSCreate();
* }
* SDL_AtomicUnlock(&tls_lock);
* }
* SDL_TLSSet(thread_local_storage, value, 0);
* }
*
* void *GetMyThreadData(void)
* {
* return SDL_TLSGet(thread_local_storage);
* }
* \endcode
*
* \sa SDL_TLSGet()
* \sa SDL_TLSSet()
*/ */
extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void); extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
/** /**
* \brief Get the value associated with a thread local storage ID for the current thread. * Get the current thread's value associated with a thread local storage ID.
* *
* \param id The thread local storage ID * \param id the thread local storage ID
* \returns the value associated with the ID for the current thread or NULL if
* no value has been set; call SDL_GetError() for more information.
* *
* \return The value associated with the ID for the current thread, or NULL if no value has been set. * \since This function is available since SDL 2.0.0.
* *
* \sa SDL_TLSCreate() * \sa SDL_TLSCreate
* \sa SDL_TLSSet() * \sa SDL_TLSSet
*/ */
extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id); extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
/** /**
* \brief Set the value associated with a thread local storage ID for the current thread. * Set the current thread's value associated with a thread local storage ID.
*
* The function prototype for `destructor` is:
* *
* \param id The thread local storage ID * ```c
* \param value The value to associate with the ID for the current thread * void destructor(void *value)
* \param destructor A function called when the thread exits, to free the value. * ```
* *
* \return 0 on success, -1 on error * where its parameter `value` is what was passed as `value` to SDL_TLSSet().
* *
* \sa SDL_TLSCreate() * \param id the thread local storage ID
* \sa SDL_TLSGet() * \param value the value to associate with the ID for the current thread
* \param destructor a function called when the thread exits, to free the
* value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_TLSCreate
* \sa SDL_TLSGet
*/ */
extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*)); extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
/**
* Cleanup all TLS data for this thread.
*/
extern DECLSPEC void SDLCALL SDL_TLSCleanup(void);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -38,45 +38,75 @@ extern "C" {
#endif #endif
/** /**
* \brief Get the number of milliseconds since the SDL library initialization. * Get the number of milliseconds since SDL library initialization.
* *
* \note This value wraps if the program runs for more than ~49 days. * This value wraps if the program runs for more than ~49 days.
*
* \returns an unsigned 32-bit value representing the number of milliseconds
* since the SDL library initialized.
*
* \sa SDL_TICKS_PASSED
*/ */
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
/** /**
* \brief Compare SDL ticks values, and return true if A has passed B * Compare SDL ticks values, and return true if `A` has passed `B`.
*
* For example, if you want to wait 100 ms, you could do this:
* *
* e.g. if you want to wait 100 ms, you could do this: * ```c++
* Uint32 timeout = SDL_GetTicks() + 100; * Uint32 timeout = SDL_GetTicks() + 100;
* while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
* ... do work until timeout has elapsed * // ... do work until timeout has elapsed
* } * }
* ```
*/ */
#define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0) #define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0)
/** /**
* \brief Get the current value of the high resolution counter * Get the current value of the high resolution counter.
*
* This function is typically used for profiling.
*
* The counter values are only meaningful relative to each other. Differences
* between values can be converted to times by using
* SDL_GetPerformanceFrequency().
*
* \returns the current counter value.
*
* \sa SDL_GetPerformanceFrequency
*/ */
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void); extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
/** /**
* \brief Get the count per second of the high resolution counter * Get the count per second of the high resolution counter.
*
* \returns a platform-specific count per second.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetPerformanceCounter
*/ */
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
/** /**
* \brief Wait a specified number of milliseconds before returning. * Wait a specified number of milliseconds before returning.
*
* This function waits a specified number of milliseconds before returning. It
* waits at least the specified time, but possibly longer due to OS
* scheduling.
*
* \param ms the number of milliseconds to delay
*/ */
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
/** /**
* Function prototype for the timer callback function. * Function prototype for the timer callback function.
* *
* The callback function is passed the current timer interval and returns * The callback function is passed the current timer interval and returns
* the next timer interval. If the returned value is the same as the one * the next timer interval. If the returned value is the same as the one
* passed in, the periodic alarm continues, otherwise a new alarm is * passed in, the periodic alarm continues, otherwise a new alarm is
* scheduled. If the callback returns 0, the periodic alarm is cancelled. * scheduled. If the callback returns 0, the periodic alarm is cancelled.
*/ */
typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
@ -86,20 +116,47 @@ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
typedef int SDL_TimerID; typedef int SDL_TimerID;
/** /**
* \brief Add a new timer to the pool of timers already running. * Call a callback function at a future time.
*
* If you use this function, you must pass `SDL_INIT_TIMER` to SDL_Init().
*
* The callback function is passed the current timer interval and the user
* supplied parameter from the SDL_AddTimer() call and should return the next
* timer interval. If the value returned from the callback is 0, the timer is
* canceled.
*
* The callback is run on a separate thread.
*
* Timers take into account the amount of time it took to execute the
* callback. For example, if the callback took 250 ms to execute and returned
* 1000 (ms), the timer would only wait another 750 ms before its next
* iteration.
*
* Timing may be inexact due to OS scheduling. Be sure to note the current
* time with SDL_GetTicks() or SDL_GetPerformanceCounter() in case your
* callback needs to adjust for variances.
*
* \param interval the timer delay, in milliseconds, passed to `callback`
* \param callback the SDL_TimerCallback function to call when the specified
* `interval` elapses
* \param param a pointer that is passed to `callback`
* \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more
* information.
* *
* \return A timer ID, or 0 when an error occurs. * \sa SDL_RemoveTimer
*/ */
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
SDL_TimerCallback callback, SDL_TimerCallback callback,
void *param); void *param);
/** /**
* \brief Remove a timer knowing its ID. * Remove a timer created with SDL_AddTimer().
* *
* \return A boolean value indicating success or failure. * \param id the ID of the timer to remove
* \returns SDL_TRUE if the timer is removed or SDL_FALSE if the timer wasn't
* found.
* *
* \warning It is not safe to remove a timer multiple times. * \sa SDL_AddTimer
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -64,30 +64,66 @@ typedef struct SDL_Finger
#define SDL_MOUSE_TOUCHID ((Sint64)-1) #define SDL_MOUSE_TOUCHID ((Sint64)-1)
/* Function prototypes */
/** /**
* \brief Get the number of registered touch devices. * Get the number of registered touch devices.
*
* On some platforms SDL first sees the touch device if it was actually used.
* Therefore SDL_GetNumTouchDevices() may return 0 although devices are
* available. After using all devices at least once the number will be
* correct.
*
* This was fixed for Android in SDL 2.0.1.
*
* \returns the number of registered touch devices.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTouchDevice
*/ */
extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void); extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
/** /**
* \brief Get the touch ID with the given index, or 0 if the index is invalid. * Get the touch ID with the given index.
*
* \param index the touch device index
* \returns the touch ID with the given index on success or 0 if the index is
* invalid; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumTouchDevices
*/ */
extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index); extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
/** /**
* \brief Get the type of the given touch device. * Get the type of the given touch device.
*/ */
extern DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID); extern DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID);
/** /**
* \brief Get the number of active fingers for a given touch device. * Get the number of active fingers for a given touch device.
*
* \param touchID the ID of a touch device
* \returns the number of active fingers for a given touch device on success
* or 0 on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTouchFinger
*/ */
extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID); extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
/** /**
* \brief Get the finger object of the given touch, with the given index. * Get the finger object for specified touch device ID and finger index.
*
* The returned resource is owned by SDL and should not be deallocated.
*
* \param touchID the ID of the requested touch device
* \param index the index of the requested finger
* \returns a pointer to the SDL_Finger object or NULL if no object at the
* given ID and index could be found.
*
* \sa SDL_RecordGesture
*/ */
extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index); extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -37,16 +37,16 @@ extern "C" {
#endif #endif
/** /**
* \brief Information the version of SDL in use. * Information about the version of SDL in use.
* *
* Represents the library's version as three levels: major revision * Represents the library's version as three levels: major revision
* (increments with massive changes, additions, and enhancements), * (increments with massive changes, additions, and enhancements),
* minor revision (increments with backwards-compatible changes to the * minor revision (increments with backwards-compatible changes to the
* major revision), and patchlevel (increments with fixes to the minor * major revision), and patchlevel (increments with fixes to the minor
* revision). * revision).
* *
* \sa SDL_VERSION * \sa SDL_VERSION
* \sa SDL_GetVersion * \sa SDL_GetVersion
*/ */
typedef struct SDL_version typedef struct SDL_version
{ {
@ -59,22 +59,22 @@ typedef struct SDL_version
*/ */
#define SDL_MAJOR_VERSION 2 #define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0 #define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 10 #define SDL_PATCHLEVEL 16
/** /**
* \brief Macro to determine SDL version program was compiled against. * Macro to determine SDL version program was compiled against.
* *
* This macro fills in a SDL_version structure with the version of the * This macro fills in a SDL_version structure with the version of the
* library you compiled against. This is determined by what header the * library you compiled against. This is determined by what header the
* compiler uses. Note that if you dynamically linked the library, you might * compiler uses. Note that if you dynamically linked the library, you might
* have a slightly newer or older version at runtime. That version can be * have a slightly newer or older version at runtime. That version can be
* determined with SDL_GetVersion(), which, unlike SDL_VERSION(), * determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
* is not a macro. * is not a macro.
* *
* \param x A pointer to a SDL_version struct to initialize. * \param x A pointer to a SDL_version struct to initialize.
* *
* \sa SDL_version * \sa SDL_version
* \sa SDL_GetVersion * \sa SDL_GetVersion
*/ */
#define SDL_VERSION(x) \ #define SDL_VERSION(x) \
{ \ { \
@ -107,48 +107,58 @@ typedef struct SDL_version
(SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z)) (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
/** /**
* \brief Get the version of SDL that is linked against your program. * Get the version of SDL that is linked against your program.
* *
* If you are linking to SDL dynamically, then it is possible that the * If you are linking to SDL dynamically, then it is possible that the current
* current version will be different than the version you compiled against. * version will be different than the version you compiled against. This
* This function returns the current version, while SDL_VERSION() is a * function returns the current version, while SDL_VERSION() is a macro that
* macro that tells you what version you compiled with. * tells you what version you compiled with.
* *
* \code * This function may be called safely at any time, even before SDL_Init().
* SDL_version compiled;
* SDL_version linked;
* *
* SDL_VERSION(&compiled); * \param ver the SDL_version structure that contains the version information
* SDL_GetVersion(&linked);
* printf("We compiled against SDL version %d.%d.%d ...\n",
* compiled.major, compiled.minor, compiled.patch);
* printf("But we linked against SDL version %d.%d.%d.\n",
* linked.major, linked.minor, linked.patch);
* \endcode
* *
* This function may be called safely at any time, even before SDL_Init(). * \sa SDL_GetRevision
*
* \sa SDL_VERSION
*/ */
extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver); extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);
/** /**
* \brief Get the code revision of SDL that is linked against your program. * Get the code revision of SDL that is linked against your program.
*
* This value is the revision of the code you are linked with and may be
* different from the code you are compiling with, which is found in the
* constant SDL_REVISION.
*
* The revision is arbitrary string (a hash value) uniquely identifying the
* exact revision of the SDL library in use, and is only useful in comparing
* against other revisions. It is NOT an incrementing number.
*
* If SDL wasn't built from a git repository with the appropriate tools, this
* will return an empty string.
*
* Prior to SDL 2.0.16, before development moved to GitHub, this returned a
* hash for a Mercurial repository.
*
* You shouldn't use this function for anything but logging it for debugging
* purposes. The string is not intended to be reliable in any way.
*
* \returns an arbitrary string, uniquely identifying the exact revision of
* the SDL library in use.
* *
* Returns an arbitrary string (a hash value) uniquely identifying the * \sa SDL_GetVersion
* exact revision of the SDL library in use, and is only useful in comparing
* against other revisions. It is NOT an incrementing number.
*/ */
extern DECLSPEC const char *SDLCALL SDL_GetRevision(void); extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);
/** /**
* \brief Get the revision number of SDL that is linked against your program. * Obsolete function, do not use.
* *
* Returns a number uniquely identifying the exact revision of the SDL * When SDL was hosted in a Mercurial repository, and was built carefully,
* library in use. It is an incrementing number based on commits to * this would return the revision number that the build was created from.
* hg.libsdl.org. * This number was not reliable for several reasons, but more importantly,
* SDL is now hosted in a git repository, which does not offer numbers at
* all, only hashes. This function only ever returns zero now. Don't use it.
*/ */
extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */

File diff suppressed because it is too large Load diff

View file

@ -66,203 +66,138 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
/* @{ */ /* @{ */
/** /**
* \brief Dynamically load a Vulkan loader library. * Dynamically load the Vulkan loader library.
* *
* \param [in] path The platform dependent Vulkan loader library name, or * This should be called after initializing the video driver, but before
* \c NULL. * creating any Vulkan windows. If no Vulkan loader library is loaded, the
* * default library will be loaded upon creation of the first Vulkan window.
* \return \c 0 on success, or \c -1 if the library couldn't be loaded. *
* * It is fairly common for Vulkan applications to link with libvulkan instead
* If \a path is NULL SDL will use the value of the environment variable * of explicitly loading it at run time. This will work with SDL provided the
* \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan * application links to a dynamic library and both it and SDL use the same
* loader library. * search path.
* *
* This should be called after initializing the video driver, but before * If you specify a non-NULL `path`, an application should retrieve all of the
* creating any Vulkan windows. If no Vulkan loader library is loaded, the * Vulkan functions it uses from the dynamic library using
* default library will be loaded upon creation of the first Vulkan window. * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points
* * to the same vulkan loader library the application linked to.
* \note It is fairly common for Vulkan applications to link with \a libvulkan *
* instead of explicitly loading it at run time. This will work with * On Apple devices, if `path` is NULL, SDL will attempt to find the
* SDL provided the application links to a dynamic library and both it * `vkGetInstanceProcAddr` address within all the Mach-O images of the current
* and SDL use the same search path. * process. This is because it is fairly common for Vulkan applications to
* * link with libvulkan (and historically MoltenVK was provided as a static
* \note If you specify a non-NULL \c path, an application should retrieve all * library). If it is not found, on macOS, SDL will attempt to load
* of the Vulkan functions it uses from the dynamic library using * `vulkan.framework/vulkan`, `libvulkan.1.dylib`,
* \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On
* \c path points to the same vulkan loader library the application * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a
* linked to. * dynamic framework or .dylib must ensure it is included in its application
* * bundle.
* \note On Apple devices, if \a path is NULL, SDL will attempt to find *
* the vkGetInstanceProcAddr address within all the mach-o images of * On non-Apple devices, application linking with a static libvulkan is not
* the current process. This is because it is fairly common for Vulkan * supported. Either do not link to the Vulkan loader or link to a dynamic
* applications to link with libvulkan (and historically MoltenVK was * library version.
* provided as a static library). If it is not found then, on macOS, SDL *
* will attempt to load \c vulkan.framework/vulkan, \c libvulkan.1.dylib, * \param path The platform dependent Vulkan loader library name or NULL
* followed by \c libvulkan.dylib, in that order. * \returns 0 on success or -1 if the library couldn't be loaded; call
* On iOS SDL will attempt to load \c libvulkan.dylib only. Applications * SDL_GetError() for more information.
* using a dynamic framework or .dylib must ensure it is included in its *
* application bundle. * \since This function is available in SDL 2.0.8
* *
* \note On non-Apple devices, application linking with a static libvulkan is * \sa SDL_Vulkan_GetVkInstanceProcAddr
* not supported. Either do not link to the Vulkan loader or link to a * \sa SDL_Vulkan_UnloadLibrary
* dynamic library version.
*
* \note This function will fail if there are no working Vulkan drivers
* installed.
*
* \sa SDL_Vulkan_GetVkGetInstanceProcAddr()
* \sa SDL_Vulkan_UnloadLibrary()
*/ */
extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path); extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
/** /**
* \brief Get the address of the \c vkGetInstanceProcAddr function. * Get the address of the `vkGetInstanceProcAddr` function.
* *
* \note This should be called after either calling SDL_Vulkan_LoadLibrary * This should be called after either calling SDL_Vulkan_LoadLibrary() or
* or creating an SDL_Window with the SDL_WINDOW_VULKAN flag. * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag.
*
* \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error.
*/ */
extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
/** /**
* \brief Unload the Vulkan loader library previously loaded by * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary()
* \c SDL_Vulkan_LoadLibrary(). *
* \since This function is available in SDL 2.0.8
* *
* \sa SDL_Vulkan_LoadLibrary() * \sa SDL_Vulkan_LoadLibrary
*/ */
extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
/** /**
* \brief Get the names of the Vulkan instance extensions needed to create * Get the names of the Vulkan instance extensions needed to create a surface
* a surface with \c SDL_Vulkan_CreateSurface(). * with SDL_Vulkan_CreateSurface.
* *
* \param [in] \c NULL or window Window for which the required Vulkan instance * If `pNames` is NULL, then the number of required Vulkan instance extensions
* extensions should be retrieved * is returned in `pCount`. Otherwise, `pCount` must point to a variable set
* \param [in,out] pCount pointer to an \c unsigned related to the number of * to the number of elements in the `pNames` array, and on return the variable
* required Vulkan instance extensions * is overwritten with the number of names actually written to `pNames`. If
* \param [out] pNames \c NULL or a pointer to an array to be filled with the * `pCount` is less than the number of required extensions, at most `pCount`
* required Vulkan instance extensions * structures will be written. If `pCount` is smaller than the number of
* * required extensions, SDL_FALSE will be returned instead of SDL_TRUE, to
* \return \c SDL_TRUE on success, \c SDL_FALSE on error. * indicate that not all the required extensions were returned.
* *
* If \a pNames is \c NULL, then the number of required Vulkan instance * The `window` parameter is currently needed to be valid as of SDL 2.0.8,
* extensions is returned in pCount. Otherwise, \a pCount must point to a * however, this parameter will likely be removed in future releases
* variable set to the number of elements in the \a pNames array, and on *
* return the variable is overwritten with the number of names actually * \param window A window for which the required Vulkan instance extensions
* written to \a pNames. If \a pCount is less than the number of required * should be retrieved (will be deprecated in a future release)
* extensions, at most \a pCount structures will be written. If \a pCount * \param pCount A pointer to an unsigned int corresponding to the number of
* is smaller than the number of required extensions, \c SDL_FALSE will be * extensions to be returned
* returned instead of \c SDL_TRUE, to indicate that not all the required * \param pNames NULL or a pointer to an array to be filled with required
* extensions were returned. * Vulkan instance extensions
* * \returns SDL_TRUE on success, SDL_FALSE on error.
* \note If \c window is not NULL, it will be checked against its creation *
* flags to ensure that the Vulkan flag is present. This parameter * \since This function is available in SDL 2.0.8
* will be removed in a future major release. *
* * \sa SDL_Vulkan_CreateSurface
* \note The returned list of extensions will contain \c VK_KHR_surface
* and zero or more platform specific extensions
*
* \note The extension names queried here must be enabled when calling
* VkCreateInstance, otherwise surface creation will fail.
*
* \note \c window should have been created with the \c SDL_WINDOW_VULKAN flag
* or be \c NULL
*
* \code
* unsigned int count;
* // get count of required extensions
* if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, NULL))
* handle_error();
*
* static const char *const additionalExtensions[] =
* {
* VK_EXT_DEBUG_REPORT_EXTENSION_NAME, // example additional extension
* };
* size_t additionalExtensionsCount = sizeof(additionalExtensions) / sizeof(additionalExtensions[0]);
* size_t extensionCount = count + additionalExtensionsCount;
* const char **names = malloc(sizeof(const char *) * extensionCount);
* if(!names)
* handle_error();
*
* // get names of required extensions
* if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, names))
* handle_error();
*
* // copy additional extensions after required extensions
* for(size_t i = 0; i < additionalExtensionsCount; i++)
* names[i + count] = additionalExtensions[i];
*
* VkInstanceCreateInfo instanceCreateInfo = {};
* instanceCreateInfo.enabledExtensionCount = extensionCount;
* instanceCreateInfo.ppEnabledExtensionNames = names;
* // fill in rest of instanceCreateInfo
*
* VkInstance instance;
* // create the Vulkan instance
* VkResult result = vkCreateInstance(&instanceCreateInfo, NULL, &instance);
* free(names);
* \endcode
*
* \sa SDL_Vulkan_CreateSurface()
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions( extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window,
SDL_Window *window, unsigned int *pCount,
unsigned int *pCount, const char **pNames);
const char **pNames);
/** /**
* \brief Create a Vulkan rendering surface for a window. * Create a Vulkan rendering surface for a window.
*
* \param [in] window SDL_Window to which to attach the rendering surface.
* \param [in] instance handle to the Vulkan instance to use.
* \param [out] surface pointer to a VkSurfaceKHR handle to receive the
* handle of the newly created surface.
*
* \return \c SDL_TRUE on success, \c SDL_FALSE on error.
* *
* \code * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and
* VkInstance instance; * `instance` must have been created with extensions returned by
* SDL_Window *window; * SDL_Vulkan_GetInstanceExtensions() enabled.
* *
* // create instance and window * \param window The window to which to attach the Vulkan surface
* \param instance The Vulkan instance handle
* \param surface A pointer to a VkSurfaceKHR handle to output the newly
* created surface
* \returns SDL_TRUE on success, SDL_FALSE on error.
* *
* // create the Vulkan surface * \since This function is available in SDL 2.0.8
* VkSurfaceKHR surface;
* if(!SDL_Vulkan_CreateSurface(window, instance, &surface))
* handle_error();
* \endcode
* *
* \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag. * \sa SDL_Vulkan_GetInstanceExtensions
* * \sa SDL_Vulkan_GetDrawableSize
* \note \a instance should have been created with the extensions returned
* by \c SDL_Vulkan_CreateSurface() enabled.
*
* \sa SDL_Vulkan_GetInstanceExtensions()
*/ */
extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface( extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window,
SDL_Window *window, VkInstance instance,
VkInstance instance, VkSurfaceKHR* surface);
VkSurfaceKHR* surface);
/** /**
* \brief Get the size of a window's underlying drawable in pixels (for use * Get the size of the window's underlying drawable dimensions in pixels.
* with setting viewport, scissor & etc).
*
* \param window SDL_Window from which the drawable size should be queried
* \param w Pointer to variable for storing the width in pixels,
* may be NULL
* \param h Pointer to variable for storing the height in pixels,
* may be NULL
* *
* This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
* drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
* platform with high-DPI support (Apple calls this "Retina"), and not disabled * platform with high-DPI support (Apple calls this "Retina"), and not
* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
*
* \param window an SDL_Window for which the size is to be queried
* \param w Pointer to the variable to write the width to or NULL
* \param h Pointer to the variable to write the height to or NULL
* *
* \note On macOS high-DPI support must be enabled for an application by * \since This function is available in SDL 2.0.8
* setting NSHighResolutionCapable to true in its Info.plist.
* *
* \sa SDL_GetWindowSize() * \sa SDL_GetWindowSize
* \sa SDL_CreateWindow() * \sa SDL_CreateWindow
* \sa SDL_Vulkan_CreateSurface
*/ */
extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window, extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
int *w, int *h); int *w, int *h);

View file

@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@ -51,15 +51,11 @@
/* Some compilers use a special export keyword */ /* Some compilers use a special export keyword */
#ifndef DECLSPEC #ifndef DECLSPEC
# if defined(__WIN32__) || defined(__WINRT__) # if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__)
# ifdef __BORLANDC__ # ifdef DLL_EXPORT
# ifdef BUILD_SDL
# define DECLSPEC
# else
# define DECLSPEC __declspec(dllimport)
# endif
# else
# define DECLSPEC __declspec(dllexport) # define DECLSPEC __declspec(dllexport)
# else
# define DECLSPEC
# endif # endif
# elif defined(__OS2__) # elif defined(__OS2__)
# ifdef BUILD_SDL # ifdef BUILD_SDL

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@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

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