diff --git a/.circleci/config.yml b/.circleci/config.yml index 67a3b66b7f759be472dd6c13b93712d2aeef0388..711be39d76fdfb80c4680bbae19c8dd135af0afb 100644 --- a/.circleci/config.yml +++ b/.circleci/config.yml @@ -21,6 +21,7 @@ jobs: # CCACHE_COMPRESS: true # WFLAGS: -Wno-unsuffixed-float-constants # GCC48: true + resource_class: large steps: - run: name: Add i386 arch @@ -32,6 +33,12 @@ jobs: apt-get -qq -y install dirmngr apt-key adv --keyserver hkp://keyserver.ubuntu.com:80 --recv-keys 0B1702D71499D9C25F986507F240F4449D3B0EC6 echo "deb http://ppa.launchpad.net/stjr/srb2/ubuntu trusty main" >> /etc/apt/sources.list + - run: + name: Make APT cache folder + command: mkdir -p /root/.cache/apt/archives/partial + - run: + name: Make APT cache usage by _apt + command: chown -Rv _apt:root /root/.cache/apt/archives/partial - run: name: Update APT listing command: apt-get -qq update @@ -43,32 +50,37 @@ jobs: - v1-SRB2-APT - run: name: Install SDK - command: apt-get -qq -y --no-install-recommends install git build-essential nasm libpng-dev:i386 libsdl2-mixer-dev:i386 libgme-dev:i386 libcurl4-openssl-dev:i386 libopenmpt-dev:i386 gettext ccache wget gcc-multilib upx openssh-client - + command: apt-get -o Dir::Cache="/root/.cache/apt" -qq -y --no-install-recommends install git build-essential nasm libpng-dev:i386 libsdl2-mixer-dev:i386 libgme-dev:i386 libcurl4-openssl-dev:i386 libopenmpt-dev:i386 gettext ccache wget gcc-multilib upx openssh-client + - run: + name: make md5sum + command: find /root/.cache/apt/archives -type f -print0 | sort -z | xargs -r0 md5sum > /root/.cache/apt_archives.md5 - save_cache: - key: v1-SRB2-APT + key: v1-SRB2-APT-{{ checksum "/root/.cache/apt_archives.md5" }} paths: - - /var/cache/apt/archives + - /root/.cache/apt - checkout - run: name: Compile without network support - command: make -C src LINUX=1 ERRORMODE=1 -k NONET=1 + command: make -C src LINUX=1 ERRORMODE=1 -k NONET=1 -j4 - run: name: wipe build command: make -C src LINUX=1 cleandep - run: name: rebuild depend command: make -C src LINUX=1 clean + - run: + name: make master depend file + command: find make/linux/SDL/deps/ -type f -print0 | sort -z | xargs -r0 cat > make/linux/SDL.deps - restore_cache: keys: - - v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }} + - v1-SRB2-{{ .Branch }}-{{ checksum "make/linux/SDL.deps" }} - run: name: Compile - command: make -C src LINUX=1 ERRORMODE=1 -k + command: make -C src LINUX=1 ERRORMODE=1 -k -j4 - store_artifacts: - path: /root/SRB2/bin/Linux/Release/ + path: /root/SRB2/bin/ destination: bin - save_cache: - key: v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }} + key: v1-SRB2-{{ .Branch }}-{{ checksum "make/linux/SDL.deps" }} paths: - /root/.ccache diff --git a/.gitignore b/.gitignore index 7023aaa80b08949f6d1a1a9d35ff413e5dd02a3a..cd828dc116957ceda70d6c5b8a2b929b158f1f80 100644 --- a/.gitignore +++ b/.gitignore @@ -21,3 +21,5 @@ Win32_LIB_ASM_Release /assets/debian /make /bin +/build +/build.* diff --git a/CMakeLists.txt b/CMakeLists.txt index 6f901d3d79e44eee1cc1453a4eedd5e2e7ca1caf..915912af5e8689b782e62b30c8eafbee66804b97 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,17 +1,15 @@ -cmake_minimum_required(VERSION 3.13) - -# Enable CCache early -set(SRB2_USE_CCACHE OFF CACHE BOOL "Use CCache") -if (${SRB2_USE_CCACHE}) - find_program(CCACHE_PROGRAM ccache) - if(CCACHE_PROGRAM) - message(STATUS "Found CCache: ${CCACHE_PROGRAM}") - set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}") - else() - message(WARNING "You have specified to use CCACHE but it was not found. Object files will not be cached.") - endif() +cmake_minimum_required(VERSION 3.14 FATAL_ERROR) + +if("${CMAKE_CURRENT_BINARY_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}") + message(FATAL_ERROR "In-source builds are blocked. Please build from a separate directory.") endif() +# Set up CMAKE path +set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/") + +include(CMakeDependentOption) +include(cmake/CPM.cmake) + file(STRINGS src/version.h SRB2_VERSION) string(REGEX MATCH "[0-9]+\\.[0-9.]+" SRB2_VERSION ${SRB2_VERSION}) @@ -19,7 +17,99 @@ string(REGEX MATCH "[0-9]+\\.[0-9.]+" SRB2_VERSION ${SRB2_VERSION}) # Version change is fine. project(SRB2 VERSION ${SRB2_VERSION} - LANGUAGES C) + LANGUAGES C CXX) + +##### PACKAGE CONFIGURATION ##### + +set(SRB2_CPACK_GENERATOR "" CACHE STRING "Generator to use for making a package. E.g., ZIP, TGZ, DragNDrop (OSX only). Leave blank for default generator.") + +if("${SRB2_CPACK_GENERATOR}" STREQUAL "") + if("${CMAKE_SYSTEM_NAME}" MATCHES "Windows") + set(SRB2_CPACK_GENERATOR "ZIP") + elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Linux") + set(SRB2_CPACK_GENERATOR "TGZ") + elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin") + set(SRB2_CPACK_GENERATOR "TGZ") + endif() +endif() + +set(CPACK_GENERATOR ${SRB2_CPACK_GENERATOR}) +set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2" CACHE STRING "Program name for display purposes") +set(CPACK_PACKAGE_VENDOR "Sonic Team Jr." CACHE STRING "Vendor name for display purposes") +#set(CPACK_PACKAGE_DESCRIPTION_FILE ) +set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") +set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR}) +set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR}) +set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH}) +set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}") +SET(CPACK_OUTPUT_FILE_PREFIX package) +include(CPack) + +# Options + +if("${CMAKE_SYSTEM_NAME}" MATCHES Linux) + set(SRB2_CONFIG_SYSTEM_LIBRARIES_DEFAULT ON) +else() + set(SRB2_CONFIG_SYSTEM_LIBRARIES_DEFAULT OFF) +endif() + +option( + SRB2_CONFIG_SYSTEM_LIBRARIES + "Link dependencies using CMake's find_package and do not use internal builds" + ${SRB2_CONFIG_SYSTEM_LIBRARIES_DEFAULT} +) +# This option isn't recommended for distribution builds and probably won't work (yet). +cmake_dependent_option( + SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES + "Use dynamic libraries when compiling internal dependencies" + OFF "NOT SRB2_CONFIG_SYSTEM_LIBRARIES" + OFF +) +option(SRB2_CONFIG_HWRENDER "Enable hardware render (OpenGL) support" ON) +option(SRB2_CONFIG_STATIC_OPENGL "Enable static linking GL (do not do this)" OFF) +option(SRB2_CONFIG_ERRORMODE "Compile C code with warnings treated as errors." OFF) +option(SRB2_CONFIG_DEBUGMODE "Compile with PARANOIA, ZDEBUG, RANGECHECK and PACKETDROP defined." OFF) +option(SRB2_CONFIG_MOBJCONSISTANCY "Compile with MOBJCONSISTANCY defined." OFF) +option(SRB2_CONFIG_PACKETDROP "Compile with PACKETDROP defined." OFF) +option(SRB2_CONFIG_ZDEBUG "Compile with ZDEBUG defined." OFF) +# SRB2_CONFIG_PROFILEMODE is probably superceded by some CMake setting. +option(SRB2_CONFIG_PROFILEMODE "Compile for profiling (GCC only)." OFF) +set(SRB2_CONFIG_ASSET_DIRECTORY "" CACHE PATH "Path to directory that contains all asset files for the installer. If set, assets will be part of installation and cpack.") + +# Enable CCache +# (Set USE_CCACHE=ON to use, CCACHE_OPTIONS for options) +if("${CMAKE_HOST_SYSTEM_NAME}" STREQUAL Windows) + option(USE_CCACHE "Enable ccache support" OFF) + + if(USE_CCACHE) + find_program(CCACHE_TOOL_PATH ccache) + if(CCACHE_TOOL_PATH) + set(CMAKE_C_COMPILER_LAUNCHER ${CCACHE_TOOL_PATH} CACHE STRING "" FORCE) + set(CMAKE_CXX_COMPILER_LAUNCHER ${CCACHE_TOOL_PATH} CACHE STRING "" FORCE) + else() + message(WARNING "USE_CCACHE was set but ccache is not found (set CCACHE_TOOL_PATH)") + endif() + endif() +else() + CPMAddPackage( + NAME Ccache.cmake + GITHUB_REPOSITORY TheLartians/Ccache.cmake + VERSION 1.2 + ) +endif() + +# Dependencies +add_subdirectory(thirdparty) + +if("${SRB2_CONFIG_SYSTEM_LIBRARIES}") + find_package(ZLIB REQUIRED) + find_package(PNG REQUIRED) + find_package(SDL2 REQUIRED) + find_package(SDL2_mixer REQUIRED) + find_package(CURL REQUIRED) + find_package(OPENMPT REQUIRED) + find_package(GME REQUIRED) +endif() if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR}) message(FATAL_ERROR "In-source builds will bring you a world of pain. Please make a separate directory to invoke CMake from.") @@ -29,11 +119,6 @@ if ((${SRB2_USE_CCACHE}) AND (${CMAKE_C_COMPILER} MATCHES "clang")) message(WARNING "Using clang and CCache: You may want to set environment variable CCACHE_CPP2=yes to prevent include errors during compile.") endif() -# Set up CMAKE path -set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/") - -### Useful functions - # Add sources from Sourcefile function(target_sourcefile type) file(STRINGS Sourcefile list @@ -41,40 +126,6 @@ function(target_sourcefile type) target_sources(SRB2SDL2 PRIVATE ${list}) endfunction() -# Macro to add OSX framework -macro(add_framework fwname appname) - find_library(FRAMEWORK_${fwname} - NAMES ${fwname} - PATHS ${CMAKE_OSX_SYSROOT}/System/Library - ${CMAKE_OSX_SYSROOT}/Library - /System/Library - /Library - ATH_SUFFIXES Frameworks - NO_DEFAULT_PATH) - if( ${FRAMEWORK_${fwname}} STREQUAL FRAMEWORK_${fwname}-NOTFOUND) - MESSAGE(ERROR ": Framework ${fwname} not found") - else() - TARGET_LINK_LIBRARIES(${appname} PRIVATE "${FRAMEWORK_${fwname}}/${fwname}") - MESSAGE(STATUS "Framework ${fwname} found at ${FRAMEWORK_${fwname}}") - endif() -endmacro() - -# Macro to copy Windows DLLs to Debug/Release folder for easy debugging -# Note: this is general purpose, we could copy anything. Just using for DLLs on MSVC though -macro(copy_files_to_build_dir target dlllist_var) - if(MSVC) - # http://stackoverflow.com/a/26983405/3064195 - foreach(dlllist_item ${${dlllist_var}}) - get_filename_component(dllname ${dlllist_item} NAME) - add_custom_command(TARGET ${target} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E copy_if_different - ${dlllist_item} - $<TARGET_FILE_DIR:${target}>/${dllname} - ) - endforeach() - endif() -endmacro() - # bitness check set(SRB2_SYSTEM_BITS 0) if(CMAKE_SIZEOF_VOID_P EQUAL 8) @@ -89,26 +140,6 @@ if(${SRB2_SYSTEM_BITS} EQUAL 0) message(STATUS "Target bitness is unknown") endif() -# OS macros -if (UNIX) - add_definitions(-DUNIXCOMMON) -endif() - -if(CMAKE_COMPILER_IS_GNUCC) - find_program(OBJCOPY objcopy) -endif() - -if(${CMAKE_SYSTEM} MATCHES "Linux") - add_definitions(-DLINUX) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - add_definitions(-DLINUX64) - endif() -endif() - -if(${CMAKE_SYSTEM} MATCHES "Darwin") - add_definitions(-DMACOSX) -endif() - set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin") set(CMAKE_PDB_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin") @@ -129,29 +160,3 @@ git_current_branch(SRB2_GIT_BRANCH "${CMAKE_SOURCE_DIR}") set(SRB2_COMP_BRANCH "${SRB2_GIT_BRANCH}") set(SRB2_COMP_REVISION "${SRB2_COMP_COMMIT}") configure_file(${CMAKE_CURRENT_SOURCE_DIR}/src/config.h.in ${CMAKE_CURRENT_BINARY_DIR}/src/config.h) - -##### PACKAGE CONFIGURATION ##### - -set(SRB2_CPACK_GENERATOR "" CACHE STRING "Generator to use for making a package. E.g., ZIP, TGZ, DragNDrop (OSX only). Leave blank for default generator.") - -if("${SRB2_CPACK_GENERATOR}" STREQUAL "") - if(${CMAKE_SYSTEM} MATCHES "Windows") - set(SRB2_CPACK_GENERATOR "ZIP") - elseif(${CMAKE_SYSTEM} MATCHES "Linux") - set(SRB2_CPACK_GENERATOR "TGZ") - elseif(${CMAKE_SYSTEM} MATCHES "Darwin") - set(SRB2_CPACK_GENERATOR "TGZ") - endif() -endif() - -set(CPACK_GENERATOR ${SRB2_CPACK_GENERATOR}) -set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2" CACHE STRING "Program name for display purposes") -set(CPACK_PACKAGE_VENDOR "Sonic Team Jr." CACHE STRING "Vendor name for display purposes") -#set(CPACK_PACKAGE_DESCRIPTION_FILE ) -set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") -set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR}) -set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR}) -set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH}) -set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}") -SET(CPACK_OUTPUT_FILE_PREFIX package) -include(CPack) diff --git a/assets/CMakeLists.txt b/assets/CMakeLists.txt index ef228759c2f00721047884590d1f0443b6034463..de164b23f018e2dcab105bb6ccb6954a03a96358 100644 --- a/assets/CMakeLists.txt +++ b/assets/CMakeLists.txt @@ -1,71 +1,50 @@ ## Assets Target Configuration ## -# For prepending the current source path, later -FUNCTION(PREPEND var prefix) - SET(listVar "") - FOREACH(f ${ARGN}) - LIST(APPEND listVar "${prefix}/${f}") - ENDFOREACH(f) - SET(${var} "${listVar}" PARENT_SCOPE) -ENDFUNCTION(PREPEND) +if(${CMAKE_SYSTEM} MATCHES Linux) + # Asset installation isn't part of the Linux target + return() +endif() + +if("${SRB2_CONFIG_ASSET_DIRECTORY}" STREQUAL "") + message(WARNING "SRB2_CONFIG_ASSET_DIRECTORY is not set, so installation will not contain data files.") + return() +endif() -set(SRB2_ASSET_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/installer" - CACHE STRING "Path to directory that contains all asset files for the installer.") +get_filename_component(SRB2_ASSET_DIRECTORY_ABSOLUTE "${SRB2_CONFIG_ASSET_DIRECTORY}" ABSOLUTE) -set(SRB2_ASSET_INSTALL ON - CACHE BOOL "Insert asset files into the install directory or package.") +set(SRB2_ASSETS_DOCS + "README.txt" + "README-SDL.txt" + "LICENSE.txt" + "LICENSE-3RD-PARTY.txt" +) +list(TRANSFORM SRB2_ASSETS_DOCS PREPEND "/") +list(TRANSFORM SRB2_ASSETS_DOCS PREPEND "${SRB2_ASSET_DIRECTORY_ABSOLUTE}") #################### # POST-V2.2 NOTE: Do not forget to add patch.pk3 to the end of this list! #################### -set(SRB2_ASSET_HASHED -"srb2.pk3;\ -player.dta;\ -zones.pk3" - CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!" +set(SRB2_ASSETS_GAME + "srb2.pk3" + "player.dta" + "zones.pk3" + "music.dta" + "models.dat" ) +list(TRANSFORM SRB2_ASSETS_GAME PREPEND "/") +list(TRANSFORM SRB2_ASSETS_GAME PREPEND "${SRB2_ASSET_DIRECTORY_ABSOLUTE}") -set(SRB2_ASSET_DOCS -"README.txt;\ -LICENSE.txt;\ -LICENSE-3RD-PARTY.txt;\ -README-SDL.txt" - CACHE STRING "Documentation filenames. In OS X, these are packaged separately from other assets. No spaces between entries!" -) - -PREPEND(SRB2_ASSET_DOCS ${SRB2_ASSET_DIRECTORY} ${SRB2_ASSET_DOCS}) - -foreach(SRB2_ASSET ${SRB2_ASSET_HASHED}) - file(MD5 ${SRB2_ASSET_DIRECTORY}/${SRB2_ASSET} "SRB2_ASSET_${SRB2_ASSET}_HASH") - set(SRB2_ASSET_${SRB2_ASSET}_HASH ${SRB2_ASSET_${SRB2_ASSET}_HASH} PARENT_SCOPE) -endforeach() +set(SRB2_ASSETS ${SRB2_ASSET_DOCS} ${SRB2_ASSETS_GAME}) # Installation if(${CMAKE_SYSTEM} MATCHES Darwin) get_target_property(outname SRB2SDL2 OUTPUT_NAME) - if(${SRB2_ASSET_INSTALL}) - install(DIRECTORY "${SRB2_ASSET_DIRECTORY}/" - DESTINATION "${outname}.app/Contents/Resources" - ) - endif() - # Always install the doc files, even in non-asset packages. - install(FILES ${SRB2_ASSET_DOCS} - DESTINATION . - OPTIONAL - ) + install(FILES ${SRB2_ASSETS} DESTINATION "${outname}.app/Contents/Resources") + install(DIRECTORY "${SRB2_ASSET_DIRECTORY_ABSOLUTE}/models" DESTINATION "${outname}.app/Contents/Resources") + install(FILES ${SRB2_ASSETS_DOCS} DESTINATION .) else() - if(${SRB2_ASSET_INSTALL}) - install(DIRECTORY "${SRB2_ASSET_DIRECTORY}/" - DESTINATION . - ) - # Docs are assumed to be located in SRB2_ASSET_DIRECTORY, so don't install them in their own call. - else() - # Always install the doc files, even in non-asset packages. - install(FILES ${SRB2_ASSET_DOCS} - DESTINATION . - OPTIONAL - ) - endif() + install(FILES ${SRB2_ASSETS} DESTINATION .) + install(DIRECTORY "${SRB2_ASSET_DIRECTORY_ABSOLUTE}/models" DESTINATION .) endif() diff --git a/cmake/CPM.cmake b/cmake/CPM.cmake new file mode 100644 index 0000000000000000000000000000000000000000..772103fc337e48eb1ecb4e978782fea3766fd35d --- /dev/null +++ b/cmake/CPM.cmake @@ -0,0 +1,21 @@ +set(CPM_DOWNLOAD_VERSION 0.36.0) + +if(CPM_SOURCE_CACHE) + set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake") +elseif(DEFINED ENV{CPM_SOURCE_CACHE}) + set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake") +else() + set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake") +endif() + +# Expand relative path. This is important if the provided path contains a tilde (~) +get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE) +if(NOT (EXISTS ${CPM_DOWNLOAD_LOCATION})) + message(STATUS "Downloading CPM.cmake to ${CPM_DOWNLOAD_LOCATION}") + file(DOWNLOAD + https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake + ${CPM_DOWNLOAD_LOCATION} + ) +endif() + +include(${CPM_DOWNLOAD_LOCATION}) diff --git a/cmake/Modules/FindGME.cmake b/cmake/Modules/FindGME.cmake index ea80af45442c098f21cef962082ce0602546cd29..3af0a94be604f44cf0eda200f3d90a129ea77809 100644 --- a/cmake/Modules/FindGME.cmake +++ b/cmake/Modules/FindGME.cmake @@ -20,4 +20,14 @@ find_library(GME_LIBRARY set(GME_PROCESS_INCLUDES GME_INCLUDE_DIR) set(GME_PROCESS_LIBS GME_LIBRARY) -libfind_process(GME) \ No newline at end of file +libfind_process(GME) + +if(GME_FOUND AND NOT TARGET gme) + add_library(gme UNKNOWN IMPORTED) + set_target_properties( + gme + PROPERTIES + IMPORTED_LOCATION "${GME_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${GME_INCLUDE_DIR}" + ) +endif() diff --git a/cmake/Modules/FindOPENMPT.cmake b/cmake/Modules/FindOPENMPT.cmake index 2d334b6f04e3b262c200a0ea0f4bc0b895940879..7e5b2d5a3966be22d22afdb815934cf20fe0e4d7 100644 --- a/cmake/Modules/FindOPENMPT.cmake +++ b/cmake/Modules/FindOPENMPT.cmake @@ -20,4 +20,14 @@ find_library(OPENMPT_LIBRARY set(OPENMPT_PROCESS_INCLUDES OPENMPT_INCLUDE_DIR) set(OPENMPT_PROCESS_LIBS OPENMPT_LIBRARY) -libfind_process(OPENMPT) \ No newline at end of file +libfind_process(OPENMPT) + +if(OPENMPT_FOUND AND NOT TARGET openmpt) + add_library(openmpt UNKNOWN IMPORTED) + set_target_properties( + openmpt + PROPERTIES + IMPORTED_LOCATION "${OPENMPT_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${OPENMPT_INCLUDE_DIR}" + ) +endif() diff --git a/cmake/Modules/FindSDL2.cmake b/cmake/Modules/FindSDL2.cmake index 2fc833cefcd01c34e2430c2ecd2bd999ca85d82b..2d625f84c0c2bf718ff8e7006993fd2b68494ff0 100644 --- a/cmake/Modules/FindSDL2.cmake +++ b/cmake/Modules/FindSDL2.cmake @@ -31,3 +31,13 @@ find_library(SDL2_LIBRARY set(SDL2_PROCESS_INCLUDES SDL2_INCLUDE_DIR) set(SDL2_PROCESS_LIBS SDL2_LIBRARY) libfind_process(SDL2) + +if(SDL2_FOUND AND NOT TARGET SDL2::SDL2) + add_library(SDL2::SDL2 UNKNOWN IMPORTED) + set_target_properties( + SDL2::SDL2 + PROPERTIES + IMPORTED_LOCATION "${SDL2_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}" + ) +endif() diff --git a/cmake/Modules/FindSDL2_mixer.cmake b/cmake/Modules/FindSDL2_mixer.cmake index 9af3e26dd85895d2ebac39030eb3b0f2b3cfea0f..637498e533d61780ffc4f4efbad06d75fdd64ed6 100644 --- a/cmake/Modules/FindSDL2_mixer.cmake +++ b/cmake/Modules/FindSDL2_mixer.cmake @@ -32,3 +32,13 @@ find_library(SDL2_MIXER_LIBRARY set(SDL2_MIXER_PROCESS_INCLUDES SDL2_MIXER_INCLUDE_DIR) set(SDL2_MIXER_PROCESS_LIBS SDL2_MIXER_LIBRARY) libfind_process(SDL2_MIXER) + +if(SDL2_MIXER_FOUND AND NOT TARGET SDL2_mixer::SDL2_mixer) + add_library(SDL2_mixer::SDL2_mixer UNKNOWN IMPORTED) + set_target_properties( + SDL2_mixer::SDL2_mixer + PROPERTIES + IMPORTED_LOCATION "${SDL2_MIXER_LIBRARY}" + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_MIXER_INCLUDE_DIR}" + ) +endif() diff --git a/cmake/launch-c.in b/cmake/launch-c.in deleted file mode 100644 index c6055823265594d03c9d16e4d14547c3622150bd..0000000000000000000000000000000000000000 --- a/cmake/launch-c.in +++ /dev/null @@ -1,3 +0,0 @@ -#!/bin/sh -export CCACHE_CPP2=true -exec "${RULE_LAUNCH_COMPILE}" "${CMAKE_C_COMPILER}" "$@" diff --git a/cmake/launch-cxx.in b/cmake/launch-cxx.in deleted file mode 100644 index c6055823265594d03c9d16e4d14547c3622150bd..0000000000000000000000000000000000000000 --- a/cmake/launch-cxx.in +++ /dev/null @@ -1,3 +0,0 @@ -#!/bin/sh -export CCACHE_CPP2=true -exec "${RULE_LAUNCH_COMPILE}" "${CMAKE_C_COMPILER}" "$@" diff --git a/comptime.sh b/comptime.sh index d5ef7271a4622749786c2d54dc534f5329501ac8..ce771f631781c153dd87e60a20fdad8064d347e9 100755 --- a/comptime.sh +++ b/comptime.sh @@ -1,54 +1,44 @@ -#!/bin/bash -e +#!/bin/sh path="." if [ x"$1" != x ]; then path="$1" fi -versiongit() { - gitbranch=`git rev-parse --abbrev-ref HEAD` - gitversion=`git rev-parse HEAD` - cat <<EOF > $path/comptime.h +version() { + cat <<EOF > "$path/comptime.h" // Do not edit! This file was autogenerated // by the $0 script with git // -const char* compbranch = "$gitbranch"; -const char* comprevision = "${gitversion:0:8}"; +const char* compbranch = "$1"; +const char* comprevision = "$2"; EOF -exit 0 } -versionsvn() { - svnrevision=`svnversion -n $1` - cat <<EOF > $path/comptime.h +versiongit() { + gitbranch="$(git rev-parse --abbrev-ref HEAD)" + gitversion="$(git rev-parse HEAD | cut -c -8)" + version "$gitbranch" "$gitversion"; + exit 0 +} -// Do not edit! This file was autogenerated -// by the $0 script with subversion -// -const char* compbranch = "Subversion"; -const char* comprevision = "r$svnrevision"; -EOF -exit 0 +versionsvn() { + svnrevision="$(svnversion -n "$1")" + version "Subversion" "r$svnrevision"; + exit 0 } versionfake() { - cat <<EOF > $path/comptime.h - -// Do not edit! This file was autogenerated -// by the $0 script with an unknown or nonexist SCM -// -const char* compbranch = "Unknown"; -const char* comprevision = "illegal"; -EOF + version "Unknown" "illegal"; } compversion() { -touch $path/comptime.c -versionfake -test -d $path/.svn && versionsvn -test -d $path/../.git && versiongit -exit 1 + touch "$path/comptime.c" + versionfake + [ -d "$path/.svn" ] && versionsvn "$@" + [ -d "$path/../.git" ] && versiongit + exit 1 } -test -f $path/comptime.c && compversion +[ -f "$path/comptime.c" ] && compversion "$@" exit 2 diff --git a/extras/conf/SRB2-22.cfg b/extras/conf/SRB2-22.cfg index a2f56880be3c4647d3478b2b71625e923bdc374d..952ce6969188c0e8e0c2ad27a04d6815942bcd92 100644 --- a/extras/conf/SRB2-22.cfg +++ b/extras/conf/SRB2-22.cfg @@ -438,6 +438,7 @@ sectortypes 160 = "Special Stage Time/Spheres Parameters <deprecated>"; 176 = "Custom Global Gravity <deprecated>"; 1280 = "Speed Pad"; + 1536 = "Flip Gravity on Jump"; 4096 = "Star Post Activator"; 8192 = "Exit/Special Stage Pit/Return Flag"; 12288 = "CTF Red Team Base"; @@ -496,6 +497,7 @@ gen_sectortypes { 0 = "Normal"; 1280 = "Speed Pad"; + 1536 = "Flip Gravity on Jump"; } fourth @@ -576,6 +578,7 @@ linedeftypes title = "Per-Sector Gravity"; prefix = "(1)"; flags64text = "[6] Flip in reverse gravity"; + flags8192text = "[13] Reverse while inside"; } 5 @@ -2062,6 +2065,30 @@ linedeftypes prefix = "(342)"; } + 343 + { + title = "Gravity Check - Continuous"; + flags2text = "[1] Check temporary reverse gravity"; + flags64text = "[6] Check for reverse gravity"; + prefix = "(343)"; + } + + 344 + { + title = "Gravity Check - Each Time"; + flags2text = "[1] Check temporary reverse gravity"; + flags64text = "[6] Check for reverse gravity"; + prefix = "(344)"; + } + + 345 + { + title = "Gravity Check - Once"; + flags2text = "[1] Check temporary reverse gravity"; + flags64text = "[6] Check for reverse gravity"; + prefix = "(345)"; + } + 399 { title = "Level Load"; @@ -2315,6 +2342,7 @@ linedeftypes title = "Enable/Disable Gravity Flip"; prefix = "(433)"; flags8text = "[3] Set delay by backside sector"; + flags32text = "[5] Invert current gravity"; flags64text = "[6] Return to normal"; } @@ -6463,7 +6491,7 @@ thingtypes centerHitbox = true; flagsvaluetext = "Height"; angletext = "Pitch/Yaw"; - fixedrotation = 1; + parametertext = "Degrees?"; } 1706 { @@ -6523,6 +6551,8 @@ thingtypes height = 160; unflippable = true; centerHitbox = true; + angletext = "Pitch/Yaw"; + parametertext = "Degrees?"; } 1714 { diff --git a/extras/conf/udb/Includes/SRB222_linedefs.cfg b/extras/conf/udb/Includes/SRB222_linedefs.cfg index 1dec9ab88116330f9a1bc77b751d3f90dea8abbc..99c3056590dbc65135fc3c75c33b68267838674b 100644 --- a/extras/conf/udb/Includes/SRB222_linedefs.cfg +++ b/extras/conf/udb/Includes/SRB222_linedefs.cfg @@ -779,6 +779,21 @@ doom title = "NiGHTS Mare - Once"; prefix = "(342)"; } + 343 + { + title = "Gravity Check - Continuous"; + prefix = "(343)"; + } + 344 + { + title = "Gravity Check - Each Time"; + prefix = "(344)"; + } + 345 + { + title = "Gravity Check - Once"; + prefix = "(345)"; + } 399 { title = "Level Load"; @@ -3581,6 +3596,29 @@ udmf } } + 343 + { + title = "Gravity Check"; + prefix = "(343)"; + arg0 + { + title = "Trigger type"; + type = 11; + enum = "triggertype"; + } + arg1 + { + title = "Gravity"; + type = 11; + enum + { + 0 = "Normal gravity"; + 1 = "Reverse gravity"; + 2 = "Reverse gravity (no MF2_OBJECTFLIP)"; + } + } + } + 399 { title = "Level Load"; @@ -3918,6 +3956,16 @@ udmf 2 = "Remove"; } } + arg3 + { + title = "Override gravity?"; + type = 11; + enum + { + 0 = "No"; + 1 = "Yes"; + } + } stringarg0 { title = "Gravity value"; @@ -4157,7 +4205,7 @@ udmf prefix = "(433)"; arg0 { - title = "Gravity"; + title = "Set gravity"; type = 11; enum { @@ -4165,6 +4213,16 @@ udmf 1 = "Normal"; } } + arg1 + { + title = "Invert current gravity"; + type = 11; + enum + { + 0 = "No"; + 1 = "Yes"; + } + } } 434 diff --git a/extras/conf/udb/Includes/SRB222_sectors.cfg b/extras/conf/udb/Includes/SRB222_sectors.cfg index f9df297e76d06a3ed122156379066d3b38136c84..5b3ad4155c176b229eee741b9a1744121b68d4ae 100644 --- a/extras/conf/udb/Includes/SRB222_sectors.cfg +++ b/extras/conf/udb/Includes/SRB222_sectors.cfg @@ -28,6 +28,7 @@ sectortypes 160 = "Special Stage Time/Spheres Parameters <deprecated>"; 176 = "Custom Global Gravity <deprecated>"; 1280 = "Speed Pad"; + 1536 = "Flip Gravity on Jump"; 4096 = "Star Post Activator"; 8192 = "Exit/Special Stage Pit/Return Flag"; 12288 = "CTF Red Team Base"; @@ -84,6 +85,7 @@ gen_sectortypes { 0 = "Normal"; 1280 = "Speed Pad"; + 1536 = "Flip Gravity on Jump"; } fourth @@ -102,4 +104,4 @@ gen_sectortypes 45056 = "Rope Hang"; 49152 = "Intangible to the Camera"; } -} \ No newline at end of file +} diff --git a/libs/SDL2/BUGS.txt b/libs/SDL2/BUGS.txt index a8e6b952e620622c5b7c4e804bca3da4c34c3a6a..b1463e777578a5c277305deb471efdcd41200988 100644 --- a/libs/SDL2/BUGS.txt +++ b/libs/SDL2/BUGS.txt @@ -1,7 +1,7 @@ -Bugs are now managed in the SDL bug tracker, here: +Bugs are now managed in the SDL issue tracker, here: - https://bugzilla.libsdl.org/ + https://github.com/libsdl-org/SDL/issues You may report bugs there, and search to see if a given issue has already been reported, discussed, and maybe even fixed. @@ -11,6 +11,6 @@ You may also find help at the SDL forums/mailing list: https://discourse.libsdl.org/ -Bug reports are welcome here, but we really appreciate if you use Bugzilla, as - bugs discussed on the mailing list may be forgotten or missed. +Bug reports are welcome here, but we really appreciate if you use the issue + tracker, as bugs discussed on the mailing list may be forgotten or missed. diff --git a/libs/SDL2/COPYING.txt b/libs/SDL2/COPYING.txt index 9cdb5f8bb46ab43da66ba06dc2141933eee613d8..0e2bef3fcf5dfbd02e209bfb8d555bc64be501be 100644 --- a/libs/SDL2/COPYING.txt +++ b/libs/SDL2/COPYING.txt @@ -1,6 +1,6 @@ Simple DirectMedia Layer -Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> +Copyright (C) 1997-2020 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 diff --git a/libs/SDL2/WhatsNew.txt b/libs/SDL2/WhatsNew.txt index 7f305012f9738ce205ac172b1e186763da71df2d..1a615653340673247b709398054bfcc876aff079 100644 --- a/libs/SDL2/WhatsNew.txt +++ b/libs/SDL2/WhatsNew.txt @@ -1,6 +1,247 @@ This is a list of major changes in SDL's version history. +--------------------------------------------------------------------------- +2.0.20: +--------------------------------------------------------------------------- + +General: +* SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter. +* Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES +* Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility. + +Windows: +* Fixed size of custom cursors + +Linux: +* Fixed hotplug controller detection, broken in 2.0.18 + + +--------------------------------------------------------------------------- +2.0.18: +--------------------------------------------------------------------------- + +General: +* The SDL wiki documentation and development headers are automatically kept in sync +* Each function has information about in which version of SDL it was introduced +* SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly! +* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information +* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API +* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture +* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates +* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime +* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels +* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on +* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes +* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque +* SDL_WaitEvent() has been redesigned to use less CPU in most cases +* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window +* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields +* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble +* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble +* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h + +Windows: +* Improved relative mouse motion over Windows Remote Desktop +* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off) + +Windows/UWP: +* WGI is used instead of XInput for better controller support in UWP apps + +Linux: +* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled +* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices +* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection +* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux + +Android: +* Added support for audio output and capture using AAudio on Android 8.1 and newer +* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init() + +Apple Arcade: +* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles + +iOS: +* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events. +* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init() + + +--------------------------------------------------------------------------- +2.0.16: +--------------------------------------------------------------------------- +General: +* Added SDL_FlashWindow() to get a user's attention +* Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device +* Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window +* Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse +* Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces +* Added SDL_UpdateNVTexture() to update streaming NV12/21 textures +* Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller +* Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers +* Added support for the Amazon Luna game controller +* Added rumble support for the Google Stadia controller using the HIDAPI driver +* Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers +* Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver +* Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout() + +Windows: +* Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages +* Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer + +Linux: +* Greatly improved Wayland support +* Added support for audio output and capture using Pipewire +* Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices +* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels + +Android: +* Added SDL_AndroidShowToast() to show a lightweight notification + +iOS: +* Added support for mouse relative mode on iOS 14.1 and newer +* Added support for the Xbox Series X controller + +tvOS: +* Added support for the Xbox Series X controller + + +--------------------------------------------------------------------------- +2.0.14: +--------------------------------------------------------------------------- +General: +* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver +* Added game controller button constants for paddles and new buttons +* Added game controller functions to get additional information: + * SDL_GameControllerGetSerial() + * SDL_GameControllerHasAxis() + * SDL_GameControllerHasButton() + * SDL_GameControllerGetNumTouchpads() + * SDL_GameControllerGetNumTouchpadFingers() + * SDL_GameControllerGetTouchpadFinger() + * SDL_GameControllerHasSensor() + * SDL_GameControllerSetSensorEnabled() + * SDL_GameControllerIsSensorEnabled() + * SDL_GameControllerGetSensorData() + * SDL_GameControllerRumbleTriggers() + * SDL_GameControllerHasLED() + * SDL_GameControllerSetLED() +* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used. +* Added joystick functions to get additional information: + * SDL_JoystickGetSerial() + * SDL_JoystickRumbleTriggers() + * SDL_JoystickHasLED() + * SDL_JoystickSetLED() +* Added an API to allow the application to create virtual joysticks: + * SDL_JoystickAttachVirtual() + * SDL_JoystickDetachVirtual() + * SDL_JoystickIsVirtual() + * SDL_JoystickSetVirtualAxis() + * SDL_JoystickSetVirtualButton() + * SDL_JoystickSetVirtualHat() +* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list +* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel +* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size +* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers +* Added SDL_GetPreferredLocales() to get the application's current locale setting +* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting +* Added SDL_OpenURL() to open a URL in the system's default browser +* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding +* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc() +* Added SDL_GetErrorMsg() to get the last error in a thread-safe way +* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf() +* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc. + +Windows: +* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously +* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used +* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver. + +macOS: +* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view +* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view +* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels + +Linux: +* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application +* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream +* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux +* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy +* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy + +Android: +* Added SDL_AndroidRequestPermission() to request a specific system permission +* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background + +OS/2: +* Added support for OS/2, see docs/README-os2.md for details + +Emscripten (running in a web browser): +* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally + + +--------------------------------------------------------------------------- +2.0.12: +--------------------------------------------------------------------------- + +General: +* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture +* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface. +* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation +* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0. +* Added the window underneath the finger to the SDL_TouchFingerEvent +* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro) +* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection +* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index +* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device +* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled. +* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used. +* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver +* Added support for many game controllers, including: + * 8BitDo FC30 Pro + * 8BitDo M30 GamePad + * BDA PS4 Fightpad + * HORI Fighting Commander + * Hyperkin Duke + * Hyperkin X91 + * MOGA XP5-A Plus + * NACON GC-400ES + * NVIDIA Controller v01.04 + * PDP Versus Fighting Pad + * Razer Raion Fightpad for PS4 + * Razer Serval + * Stadia Controller + * SteelSeries Stratus Duo + * Victrix Pro Fight Stick for PS4 + * Xbox One Elite Series 2 +* Fixed blocking game controller rumble calls when using the HIDAPI driver +* Added SDL_zeroa() macro to zero an array of elements +* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features + +Windows: +* Fixed crash when using the release SDL DLL with applications built with gcc +* Fixed performance regression in event handling introduced in 2.0.10 +* Added support for SDL_SetThreadPriority() for UWP applications + +Linux: +* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows +* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default + +iOS / tvOS / macOS: +* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window. + +iOS/ tvOS: +* Added support for Bluetooth Steam Controllers as game controllers + +tvOS: +* Fixed support for surround sound on Apple TV + +Android: +* Added SDL_GetAndroidSDKVersion() to return the API level of the current device +* Added support for audio capture using OpenSL-ES +* Added support for Bluetooth Steam Controllers as game controllers +* Fixed rare crashes when the app goes into the background or terminates + + --------------------------------------------------------------------------- 2.0.10: --------------------------------------------------------------------------- diff --git a/libs/SDL2/docs/README-android.md b/libs/SDL2/docs/README-android.md index 9893dfeaf3453eff85a42d222634fe9db3a56d48..fb835a5aa6ea37390b08995818fbd432c9a16f95 100644 --- a/libs/SDL2/docs/README-android.md +++ b/libs/SDL2/docs/README-android.md @@ -10,8 +10,7 @@ If you are using the older ant build process, it is no longer officially supported, but you can use the "android-project-ant" directory as a template. -================================================================================ - Requirements +Requirements ================================================================================ Android SDK (version 26 or later) @@ -23,8 +22,7 @@ https://developer.android.com/tools/sdk/ndk/index.html Minimum API level supported by SDL: 16 (Android 4.1) -================================================================================ - How the port works +How the port works ================================================================================ - Android applications are Java-based, optionally with parts written in C @@ -42,8 +40,7 @@ dispatches to native functions implemented in the SDL library: src/core/android/SDL_android.c -================================================================================ - Building an app +Building an app ================================================================================ For simple projects you can use the script located at build-scripts/androidbuild.sh @@ -82,6 +79,23 @@ For more complex projects, follow these instructions: 4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device + +If you already have a project that uses CMake, the instructions change somewhat: + +1. Do points 1 and 2 from the instruction above. +2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build + and uncomment the cmake sections. Add arguments to the CMake invocation as needed. +3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to + adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static + as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)" + in your CMakeLists.txt file. Also be aware that you should use add_library() instead of + add_executable() for the target containing your "main" function. + +If you wish to use Android Studio, you can skip the last step. + +4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any + connected Android device + Here's an explanation of the files in the Android project, so you can customize them: android-project/app @@ -90,10 +104,12 @@ Here's an explanation of the files in the Android project, so you can customize jni/ - directory holding native code jni/Application.mk - Application JNI settings, including target platform and STL library jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories + jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject jni/SDL/ - (symlink to) directory holding the SDL library files jni/SDL/Android.mk - Android makefile for creating the SDL shared library jni/src/ - directory holding your C/C++ source jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references + jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references src/main/assets/ - directory holding asset files for your application src/main/res/ - directory holding resources for your application src/main/res/mipmap-* - directories holding icons for different phone hardware @@ -101,8 +117,7 @@ Here's an explanation of the files in the Android project, so you can customize src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application. -================================================================================ - Customizing your application name +Customizing your application name ================================================================================ To customize your application name, edit AndroidManifest.xml and replace @@ -132,8 +147,7 @@ Then replace "SDLActivity" in AndroidManifest.xml with the name of your class, .e.g. "MyGame" -================================================================================ - Customizing your application icon +Customizing your application icon ================================================================================ Conceptually changing your icon is just replacing the "ic_launcher.png" files in @@ -141,8 +155,7 @@ the drawable directories under the res directory. There are several directories for different screen sizes. -================================================================================ - Loading assets +Loading assets ================================================================================ Any files you put in the "app/src/main/assets" directory of your project @@ -170,8 +183,7 @@ disable this behaviour, see for example: http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ -================================================================================ - Pause / Resume behaviour +Pause / Resume behaviour ================================================================================ If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default), @@ -186,13 +198,37 @@ app can continue to operate as it was. However, there's a chance (on older hardware, or on systems under heavy load), where the GL context can not be restored. In that case you have to listen for -a specific message, (which is not yet implemented!) and restore your textures -manually or quit the app (which is actually the kind of behaviour you'll see -under iOS, if the OS can not restore your GL context it will just kill your app) +a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures +manually or quit the app. + +You should not use the SDL renderer API while the app going in background: +- SDL_APP_WILLENTERBACKGROUND: + after you read this message, GL context gets backed-up and you should not + use the SDL renderer API. + +- SDL_APP_DIDENTERFOREGROUND: + GL context is restored, and the SDL renderer API is available (unless you + receive SDL_RENDER_DEVICE_RESET). + +Mouse / Touch events +================================================================================ +In some case, SDL generates synthetic mouse (resp. touch) events for touch +(resp. mouse) devices. +To enable/disable this behavior, see SDL_hints.h: +- SDL_HINT_TOUCH_MOUSE_EVENTS +- SDL_HINT_MOUSE_TOUCH_EVENTS +Misc ================================================================================ - Threads and the Java VM + +For some device, it appears to works better setting explicitly GL attributes +before creating a window: + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + +Threads and the Java VM ================================================================================ For a quick tour on how Linux native threads interoperate with the Java VM, take @@ -207,8 +243,17 @@ your thread automatically anyway (when you make an SDL call), but it'll never detach it. -================================================================================ - Using STL +If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), +it won't be able to find your java class and method because of the java class loader +which is different for native threads, than for java threads (eg your "main()"). + +the work-around is to find class/method, in you "main()" thread, and to use them +in your native thread. + +see: +https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class + +Using STL ================================================================================ You can use STL in your project by creating an Application.mk file in the jni @@ -220,8 +265,7 @@ For more information go here: https://developer.android.com/ndk/guides/cpp-support -================================================================================ - Using the emulator +Using the emulator ================================================================================ There are some good tips and tricks for getting the most out of the @@ -233,8 +277,7 @@ Notice that this software emulator is incredibly slow and needs a lot of disk sp Using a real device works better. -================================================================================ - Troubleshooting +Troubleshooting ================================================================================ You can see if adb can see any devices with the following command: @@ -313,8 +356,7 @@ If you need to build without optimization turned on, you can create a file calle APP_OPTIM := debug -================================================================================ - Memory debugging +Memory debugging ================================================================================ The best (and slowest) way to debug memory issues on Android is valgrind. @@ -365,8 +407,7 @@ When you're done instrumenting with valgrind, you can disable the wrapper: adb shell setprop wrap.org.libsdl.app "" -================================================================================ - Graphics debugging +Graphics debugging ================================================================================ If you are developing on a compatible Tegra-based tablet, NVidia provides @@ -379,8 +420,7 @@ The Tegra Graphics Debugger is available from NVidia here: https://developer.nvidia.com/tegra-graphics-debugger -================================================================================ - Why is API level 16 the minimum required? +Why is API level 16 the minimum required? ================================================================================ The latest NDK toolchain doesn't support targeting earlier than API level 16. @@ -389,8 +429,7 @@ about 99% of the Android devices accessing Google Play support API level 16 or higher (January 2018). -================================================================================ - A note regarding the use of the "dirty rectangles" rendering technique +A note regarding the use of the "dirty rectangles" rendering technique ================================================================================ If your app uses a variation of the "dirty rectangles" rendering technique, @@ -408,8 +447,7 @@ screen each frame. Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html -================================================================================ - Ending your application +Ending your application ================================================================================ Two legitimate ways: @@ -426,8 +464,7 @@ Don't call exit() as it stops the activity badly. NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode SDLK_AC_BACK, for any purpose. -================================================================================ - Known issues +Known issues ================================================================================ - The number of buttons reported for each joystick is hardcoded to be 36, which diff --git a/libs/SDL2/docs/README-cmake.md b/libs/SDL2/docs/README-cmake.md index db318602a92e78347be0fa1748fc62b821800c0c..0eeb6d7dd842f9f264b300e14fd1e86fff73ae40 100644 --- a/libs/SDL2/docs/README-cmake.md +++ b/libs/SDL2/docs/README-cmake.md @@ -15,7 +15,7 @@ platforms: * Linux * VS.NET 2010 * MinGW and Msys -* OS X with support for XCode +* macOS, iOS, and tvOS, with support for XCode ================================================================================ @@ -30,3 +30,55 @@ Assuming the source for SDL is located at ~/sdl cmake ../sdl This will build the static and dynamic versions of SDL in the ~/build directory. + + +================================================================================ +Usage, iOS/tvOS +================================================================================ + +CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built +using Xcode or Make, possibly among other build-systems. + +When using a recent version of CMake (3.14+), it should be possible to: + +- build SDL for iOS, both static and dynamic +- build SDL test apps (as iOS/tvOS .app bundles) +- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) + +To use, set the following CMake variables when running CMake's configuration stage: + +- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`) +- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, + `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) +- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64") + + +### Examples (for iOS/tvOS): + +- for iOS-Simulator, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for iOS-Device, using the latest, installed SDK, 64-bit only + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64` + +- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"` + +- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64` + +- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): + + `cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for tvOS-Simulator, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for tvOS-Device, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` diff --git a/libs/SDL2/docs/README-dynapi.md b/libs/SDL2/docs/README-dynapi.md index b9a58bce1dd12db13076b927be9ee0d31861e588..782745886e3b9b3fe8df119a923b5adb9e677e92 100644 --- a/libs/SDL2/docs/README-dynapi.md +++ b/libs/SDL2/docs/README-dynapi.md @@ -1,7 +1,6 @@ -Dynamic API -================================================================================ -Originally posted by Ryan at: - https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U +# Dynamic API + +Originally posted on Ryan's Google+ account. Background: @@ -35,10 +34,12 @@ So here's what we did: SDL now has, internally, a table of function pointers. So, this is what SDL_Init now looks like: - UInt32 SDL_Init(Uint32 flags) - { - return jump_table.SDL_Init(flags); - } +```c +UInt32 SDL_Init(Uint32 flags) +{ + return jump_table.SDL_Init(flags); +} +``` Except that is all done with a bunch of macro magic so we don't have to maintain every one of these. @@ -47,22 +48,26 @@ What is jump_table.SDL_init()? Eventually, that's a function pointer of the real SDL_Init() that you've been calling all this time. But at startup, it looks more like this: - Uint32 SDL_Init_DEFAULT(Uint32 flags) - { - SDL_InitDynamicAPI(); - return jump_table.SDL_Init(flags); - } +```c +Uint32 SDL_Init_DEFAULT(Uint32 flags) +{ + SDL_InitDynamicAPI(); + return jump_table.SDL_Init(flags); +} +``` SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function -pointers, which means that this _DEFAULT function never gets called again. +pointers, which means that this `_DEFAULT` function never gets called again. First call to any SDL function sets the whole thing up. So you might be asking, what was the value in that? Isn't this what the operating system's dynamic loader was supposed to do for us? Yes, but now we've got this level of indirection, we can do things like this: - export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 - ./MyGameThatIsStaticallyLinkedToSDL2 +```bash +export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 +./MyGameThatIsStaticallyLinkedToSDL2 +``` And now, this game that is statically linked to SDL, can still be overridden with a newer, or better, SDL. The statically linked one will only be used as @@ -94,7 +99,9 @@ SDL's function pointers (which might be statically linked into a program, or in a shared library of its own). If so, it loads that library and looks for and calls a single function: - SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); +```c +SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); +``` That function takes a version number (more on that in a moment), the address of the jump table, and the size, in bytes, of the table. @@ -116,6 +123,7 @@ Steam Client, this isn't a bad option. Finally, I'm sure some people are reading this and thinking, "I don't want that overhead in my project!" + To which I would point out that the extra function call through the jump table probably wouldn't even show up in a profile, but lucky you: this can all be disabled. You can build SDL without this if you absolutely must, but we would diff --git a/libs/SDL2/docs/README-git.md b/libs/SDL2/docs/README-git.md new file mode 100644 index 0000000000000000000000000000000000000000..3f03488ae828e2f166c11354790ad150fc4f663f --- /dev/null +++ b/libs/SDL2/docs/README-git.md @@ -0,0 +1,19 @@ +git +========= + +The latest development version of SDL is available via git. +Git allows you to get up-to-the-minute fixes and enhancements; +as a developer works on a source tree, you can use "git" to mirror that +source tree instead of waiting for an official release. Please look +at the Git website ( https://git-scm.com/ ) for more +information on using git, where you can also download software for +macOS, Windows, and Unix systems. + + git clone https://github.com/libsdl-org/SDL + +If you are building SDL via configure, you will need to run autogen.sh +before running configure. + +There is a web interface to the Git repository at: + http://github.com/libsdl-org/SDL/ + diff --git a/libs/SDL2/docs/README-hg.md b/libs/SDL2/docs/README-hg.md index 2449d555db97bd6904b93dfd1c89d105705a197a..4e35683bd6f2f0762dfe56927300b1d6cabc6415 100644 --- a/libs/SDL2/docs/README-hg.md +++ b/libs/SDL2/docs/README-hg.md @@ -1,22 +1,4 @@ -Mercurial -========= +We are no longer hosted in Mercurial. Please see README-git.md for details. -The latest development version of SDL is available via Mercurial. -Mercurial allows you to get up-to-the-minute fixes and enhancements; -as a developer works on a source tree, you can use "hg" to mirror that -source tree instead of waiting for an official release. Please look -at the Mercurial website ( https://www.mercurial-scm.org/ ) for more -information on using hg, where you can also download software for -Mac OS X, Windows, and Unix systems. - - hg clone http://hg.libsdl.org/SDL - -If you are building SDL via configure, you will need to run autogen.sh -before running configure. - -There is a web interface to the subversion repository at: - http://hg.libsdl.org/SDL/ - -There is an RSS feed available at that URL, for those that want to -track commits in real time. +Thanks! diff --git a/libs/SDL2/docs/README-ios.md b/libs/SDL2/docs/README-ios.md index 7627a3978868dcb6c70879f6d55fe4af00eb9619..2bcb19681b479562e62f9b57c1cba584966b6963 100644 --- a/libs/SDL2/docs/README-ios.md +++ b/libs/SDL2/docs/README-ios.md @@ -1,7 +1,6 @@ iOS ====== -============================================================================== Building the Simple DirectMedia Layer for iOS 5.1+ ============================================================================== @@ -9,57 +8,29 @@ Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK. Instructions: -1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode. -2. Select your desired target, and hit build. - -There are three build targets: -- libSDL.a: - Build SDL as a statically linked library -- testsdl: - Build a test program (there are known test failures which are fine) -- Template: - Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen. - - -============================================================================== -Build SDL for iOS from the command line -============================================================================== - -1. cd (PATH WHERE THE SDL CODE IS)/build-scripts -2. ./iosbuild.sh - -If everything goes fine, you should see a build/ios directory, inside there's -two directories "lib" and "include". -"include" contains a copy of the SDL headers that you'll need for your project, -make sure to configure XCode to look for headers there. -"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both -to your XCode project. These libraries contain three architectures in them, -armv6 for legacy devices, armv7, and i386 (for the simulator). -By default, iosbuild.sh will autodetect the SDK version you have installed using -xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour -by setting the MIN_OS_VERSION variable, ie: +1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode. +2. Select your desired target, and hit build. -MIN_OS_VERSION=4.2 ./iosbuild.sh -============================================================================== Using the Simple DirectMedia Layer for iOS ============================================================================== -FIXME: This needs to be updated for the latest methods +1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology. +2. In the main view, delete all files except for Assets and LaunchScreen +3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj +4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name" +5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left +6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS" +7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library. +8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files +9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function. +10. Add any assets that your application needs. +11. Enjoy! -Here is the easiest method: -1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template. -2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there. -3. Start a new project using the template. The project should be immediately ready for use with SDL. -Here is a more manual method: -1. Create a new iOS view based application. -2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator. -3. Include the SDL header files in your project. -4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically. -5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code. +TODO: Add information regarding App Store requirements such as icons, etc. + -============================================================================== Notes -- Retina / High-DPI and window sizes ============================================================================== @@ -88,7 +59,7 @@ orthographic projection matrix using the size in screen coordinates (SDL_GetWindowSize()) can be used in order to display content at the same scale no matter whether a Retina device is used or not. -============================================================================== + Notes -- Application events ============================================================================== @@ -151,7 +122,6 @@ e.g. } -============================================================================== Notes -- Accelerometer as Joystick ============================================================================== @@ -159,7 +129,7 @@ SDL for iPhone supports polling the built in accelerometer as a joystick device. The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF. -============================================================================== + Notes -- OpenGL ES ============================================================================== @@ -179,7 +149,7 @@ OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided i The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). -============================================================================== + Notes -- Keyboard ============================================================================== @@ -195,7 +165,12 @@ SDL_bool SDL_IsTextInputActive() -- returns whether or not text events are enabled (and the onscreen keyboard is visible) +Notes -- Mouse ============================================================================== + +iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist + + Notes -- Reading and Writing files ============================================================================== @@ -215,7 +190,7 @@ When your SDL based iPhone application starts up, it sets the working directory More information on this subject is available here: http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html -============================================================================== + Notes -- iPhone SDL limitations ============================================================================== @@ -228,7 +203,23 @@ Textures: Loading Shared Objects: This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. + +Notes -- CoreBluetooth.framework ============================================================================== + +SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot +more game controller devices, but it requires permission from the user before +your app will be able to talk to the Bluetooth hardware. "Made For iOS" +branded controllers do not need this as we don't have to speak to them +directly with raw bluetooth, so many apps can live without this. + +You'll need to link with CoreBluetooth.framework and add something like this +to your Info.plist: + +<key>NSBluetoothPeripheralUsageDescription</key> +<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string> + + Game Center ============================================================================== @@ -266,7 +257,7 @@ e.g. return 0; } -============================================================================== + Deploying to older versions of iOS ============================================================================== diff --git a/libs/SDL2/docs/README-kmsbsd.md b/libs/SDL2/docs/README-kmsbsd.md new file mode 100644 index 0000000000000000000000000000000000000000..01db5e8aafd316b9ef6f7f4d46008af7cd4d04d2 --- /dev/null +++ b/libs/SDL2/docs/README-kmsbsd.md @@ -0,0 +1,27 @@ +KMSDRM on *BSD +================================================== + +KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. + +WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. + +OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. + + +SDL2 WSCONS input backend features +=================================================== +1. It is keymap-aware; it will work properly with different keymaps. +2. It has mouse support. +3. Accent input is supported. +4. Compose keys are supported. +5. AltGr and Meta Shift keys work as intended. + +Partially working or no input on OpenBSD/NetBSD. +================================================== + +The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. + +Partially working or no input on FreeBSD. +================================================== + +The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. diff --git a/libs/SDL2/docs/README-linux.md b/libs/SDL2/docs/README-linux.md index bb3b1d9a4ff112fbadc6c0071aff6901ec68a0d9..230bad9633bb095a14a4302396b37ec4b06cd1bc 100644 --- a/libs/SDL2/docs/README-linux.md +++ b/libs/SDL2/docs/README-linux.md @@ -9,25 +9,35 @@ at runtime, and you won't get a missing library error, at least with the default configuration parameters. -================================================================================ Build Dependencies -================================================================================ - -Ubuntu 13.04, all available features enabled: +-------------------------------------------------------------------------------- + +Ubuntu 20.04, all available features enabled: -sudo apt-get install build-essential mercurial make cmake autoconf automake \ -libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ -libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ -libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ -libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \ -fcitx-libs-dev libsamplerate0-dev libsndio-dev + sudo apt-get install build-essential git make cmake autoconf automake \ + libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \ + libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \ + libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \ + libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \ + fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \ + libxkbcommon-dev libdrm-dev libgbm-dev -Ubuntu 16.04+ can also add "libwayland-dev libxkbcommon-dev wayland-protocols" -to that command line for Wayland support. +Fedora 35, all available features enabled: + + sudo yum install gcc git-core make cmake autoconf automake libtool \ + alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \ + libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \ + libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \ + dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \ + libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \ + wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \ + libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \ + libsamplerate-devel NOTES: -- This includes all the audio targets except arts, because Ubuntu pulled the - artsc0-dev package, but in theory SDL still supports it. +- This includes all the audio targets except arts and esd, because Ubuntu + (and/or Debian) pulled their packages, but in theory SDL still supports them. + The sndio audio target is also unavailable on Fedora. - libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime for higher-quality audio resampling. SDL will work without it if the library is missing, so it's safe to build in support even if the end user doesn't @@ -37,9 +47,8 @@ NOTES: configure script to include DirectFB support. Send patches. :) -================================================================================ Joystick does not work -================================================================================ +-------------------------------------------------------------------------------- If you compiled or are using a version of SDL with udev support (and you should!) there's a few issues that may cause SDL to fail to detect your joystick. To @@ -69,8 +78,8 @@ you need to set up an udev rule to force this variable. A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks like: - SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" - SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" You can set up similar rules for your device by changing the values listed in idProduct and idVendor. To obtain these values, try: diff --git a/libs/SDL2/docs/README-macos.md b/libs/SDL2/docs/README-macos.md new file mode 100644 index 0000000000000000000000000000000000000000..d7bc98afd557925137e31f3149b01223eda9af18 --- /dev/null +++ b/libs/SDL2/docs/README-macos.md @@ -0,0 +1,286 @@ +# Mac OS X (aka macOS). + +These instructions are for people using Apple's Mac OS X (pronounced +"ten"), which in newer versions is just referred to as "macOS". + +From the developer's point of view, macOS is a sort of hybrid Mac and +Unix system, and you have the option of using either traditional +command line tools or Apple's IDE Xcode. + +# Command Line Build + +To build SDL using the command line, use the standard configure and make +process: + +```bash +mkdir build +cd build +../configure +make +sudo make install +``` + +CMake is also known to work, although it continues to be a work in progress: + +```bash +mkdir build +cd build +cmake -DCMAKE_BUILD_TYPE=Release .. +make +sudo make install +``` + + +You can also build SDL as a Universal library (a single binary for both +64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh +script. + +```bash +mkdir build +cd build +CC=$PWD/../build-scripts/clang-fat.sh ../configure +make +sudo make install +``` + +This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0 +ABI compatibility on ARM64 architectures. For best compatibility you +should compile your application the same way. + +Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK +(even if you target back to 10.6 systems). PowerPC support for Mac OS X has +been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode +release, is still supported at the time of this writing, but current Xcode +releases no longer support it, and eventually neither will SDL. + +To use the library once it's built, you essential have two possibilities: +use the traditional autoconf/automake/make method, or use Xcode. + + +# Caveats for using SDL with Mac OS X + +If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), +SDL will not register its own. This means that SDL will not terminate using +SDL_Quit if it receives a termination request, it will terminate like a +normal app, and it will not send a SDL_DROPFILE when you request to open a +file with the app. To solve these issues, put the following code in your +NSApplicationDelegate implementation: + + +```objc +- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender +{ + if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { + SDL_Event event; + event.type = SDL_QUIT; + SDL_PushEvent(&event); + } + + return NSTerminateCancel; +} + +- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename +{ + if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { + SDL_Event event; + event.type = SDL_DROPFILE; + event.drop.file = SDL_strdup([filename UTF8String]); + return (SDL_PushEvent(&event) > 0); + } + + return NO; +} +``` + +# Using the Simple DirectMedia Layer with a traditional Makefile + +An existing autoconf/automake build system for your SDL app has good chances +to work almost unchanged on macOS. However, to produce a "real" Mac binary +that you can distribute to users, you need to put the generated binary into a +so called "bundle", which is basically a fancy folder with a name like +"MyCoolGame.app". + +To get this build automatically, add something like the following rule to +your Makefile.am: + +```make +bundle_contents = APP_NAME.app/Contents +APP_NAME_bundle: EXE_NAME + mkdir -p $(bundle_contents)/MacOS + mkdir -p $(bundle_contents)/Resources + echo "APPL????" > $(bundle_contents)/PkgInfo + $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ +``` + +You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is +what will be visible to the user in the Finder. Usually it will be the same +as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` +usually is "TestGame". You might also want to use `@PACKAGE@` to use the +package name as specified in your configure.ac file. + +If your project builds more than one application, you will have to do a bit +more. For each of your target applications, you need a separate rule. + +If you want the created bundles to be installed, you may want to add this +rule to your Makefile.am: + +```make +install-exec-hook: APP_NAME_bundle + rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app + mkdir -p $(DESTDIR)$(prefix)/Applications/ + cp -r $< /$(DESTDIR)$(prefix)Applications/ +``` + +This rule takes the Bundle created by the rule from step 3 and installs them +into "$(DESTDIR)$(prefix)/Applications/". + +Again, if you want to install multiple applications, you will have to augment +the make rule accordingly. + +But beware! That is only part of the story! With the above, you end up with +a barebones .app bundle, which is double-clickable from the Finder. But +there are some more things you should do before shipping your product... + +1. The bundle right now probably is dynamically linked against SDL. That + means that when you copy it to another computer, *it will not run*, + unless you also install SDL on that other computer. A good solution + for this dilemma is to static link against SDL. On OS X, you can + achieve that by linking against the libraries listed by + + ```bash + sdl-config --static-libs + ``` + + instead of those listed by + + ```bash + sdl-config --libs + ``` + + Depending on how exactly SDL is integrated into your build systems, the + way to achieve that varies, so I won't describe it here in detail + +2. Add an 'Info.plist' to your application. That is a special XML file which + contains some meta-information about your application (like some copyright + information, the version of your app, the name of an optional icon file, + and other things). Part of that information is displayed by the Finder + when you click on the .app, or if you look at the "Get Info" window. + More information about Info.plist files can be found on Apple's homepage. + + +As a final remark, let me add that I use some of the techniques (and some +variations of them) in [Exult](https://github.com/exult/exult) and +[ScummVM](https://github.com/scummvm/scummvm); both are available in source on +the net, so feel free to take a peek at them for inspiration! + + +# Using the Simple DirectMedia Layer with Xcode + +These instructions are for using Apple's Xcode IDE to build SDL applications. + +## First steps + +The first thing to do is to unpack the Xcode.tar.gz archive in the +top level SDL directory (where the Xcode.tar.gz archive resides). +Because Stuffit Expander will unpack the archive into a subdirectory, +you should unpack the archive manually from the command line: + +```bash +cd [path_to_SDL_source] +tar zxf Xcode.tar.gz +``` + +This will create a new folder called Xcode, which you can browse +normally from the Finder. + +## Building the Framework + +The SDL Library is packaged as a framework bundle, an organized +relocatable folder hierarchy of executable code, interface headers, +and additional resources. For practical purposes, you can think of a +framework as a more user and system-friendly shared library, whose library +file behaves more or less like a standard UNIX shared library. + +To build the framework, simply open the framework project and build it. +By default, the framework bundle "SDL.framework" is installed in +/Library/Frameworks. Therefore, the testers and project stationary expect +it to be located there. However, it will function the same in any of the +following locations: + +* ~/Library/Frameworks +* /Local/Library/Frameworks +* /System/Library/Frameworks + +## Build Options + +There are two "Build Styles" (See the "Targets" tab) for SDL. +"Deployment" should be used if you aren't tweaking the SDL library. +"Development" should be used to debug SDL apps or the library itself. + +## Building the Testers + +Open the SDLTest project and build away! + +## Using the Project Stationary + +Copy the stationary to the indicated folders to access it from +the "New Project" and "Add target" menus. What could be easier? + +## Setting up a new project by hand + +Some of you won't want to use the Stationary so I'll give some tips: + +(this is accurate as of Xcode 12.5.) + +* Click "File" -> "New" -> "Project... +* Choose "macOS" and then "App" from the "Application" section. +* Fill out the options in the next window. User interface is "XIB" and + Language is "Objective-C". +* Remove "main.m" from your project +* Remove "MainMenu.xib" from your project +* Remove "AppDelegates.*" from your project +* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path +* Add "\$(HOME)/Library/Frameworks" to the frameworks search path +* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" +* Add your files +* Clean and build + +## Building from command line + +Use `xcode-build` in the same directory as your .pbxproj file + +## Running your app + +You can send command line args to your app by either invoking it from +the command line (in *.app/Contents/MacOS) or by entering them in the +Executables" panel of the target settings. + +# Implementation Notes + +Some things that may be of interest about how it all works... + +## Working directory + +In SDL 1.2, the working directory of your SDL app is by default set to its +parent, but this is no longer the case in SDL 2.0. SDL2 does change the +working directory, which means it'll be whatever the command line prompt +that launched the program was using, or if launched by double-clicking in +the finger, it will be "/", the _root of the filesystem_. Plan accordingly! +You can use SDL_GetBasePath() to find where the program is running from and +chdir() there directly. + + +## You have a Cocoa App! + +Your SDL app is essentially a Cocoa application. When your app +starts up and the libraries finish loading, a Cocoa procedure is called, +which sets up the working directory and calls your main() method. +You are free to modify your Cocoa app with generally no consequence +to SDL. You cannot, however, easily change the SDL window itself. +Functionality may be added in the future to help this. + +# Bug reports + +Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). +Please feel free to report bugs there! + diff --git a/libs/SDL2/docs/README-os2.md b/libs/SDL2/docs/README-os2.md new file mode 100644 index 0000000000000000000000000000000000000000..1815b944d03226edfde1970180a3d36af4c1bee1 --- /dev/null +++ b/libs/SDL2/docs/README-os2.md @@ -0,0 +1,92 @@ +Simple DirectMedia Layer 2 for OS/2 & eComStation +================================================================================ +SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016 + + +OpenGL and audio capture not supported by this port. + +Additional optional environment variables: + +SDL_AUDIO_SHARE + Values: 0 or 1, default is 0 + Initializes the device as shareable or exclusively acquired. + +SDL_VIDEODRIVER + Values: DIVE or VMAN, default is DIVE + Use video subsystem: Direct interface video extensions (DIVE) or + Video Manager (VMAN). + +You may significantly increase video output speed with OS4 kernel and patched +files vman.dll and dive.dll or with latest versions of ACPI support and video +driver Panorama. + +Latest versions of OS/4 kernel: + http://gus.biysk.ru/os4/ + (Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4) + +Patched files vman.dll and dive.dll: + http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR + + +Compiling: +---------- + +Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see: +https://github.com/open-watcom/ and https://open-watcom.github.io +WATCOM environment variable must to be set to the Open Watcom install +directory. To compile, run: wmake -f Makefile.os2 + + +Installing: +----------- + +- eComStation: + + If you have previously installed SDL2, make a Backup copy of SDL2.dll + located in D:\ecs\dll (where D: is disk on which installed eComStation). + Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll + +- OS/2: + + Copy SDL2.dll to any directory on your LIBPATH. If you have a previous + version installed, close all SDL2 applications before replacing the old + copy. Also make sure that any other older versions of DLLs are removed + from your system. + + +Joysticks in SDL2: +------------------ + +The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version. +Here is the original documentation from SDL-1.2: + +The Joystick detection only works for standard joysticks (2 buttons, 2 axes +and the like). Therefore, if you use a non-standard joystick, you should +specify its features in the SDL_OS2_JOYSTICK environment variable in a batch +file or CONFIG.SYS, so SDL applications can provide full capability to your +device. The syntax is: + +SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] + +So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, +the line should be: + +SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 + +If you want to add spaces in your joystick name, just surround it with +quotes or double-quotes: + +SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 + +or + +SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 + + Note however that Balls and Hats are not supported under OS/2, and the +value will be ignored... but it is wise to define these correctly because +in the future those can be supported. + + Also the number of buttons is limited to 2 when using two joysticks, +4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes +and 8 when using a joystick with 2 axes. Notice however these are limitations +of the Joystick Port hardware, not OS/2. diff --git a/libs/SDL2/docs/README-psp.md b/libs/SDL2/docs/README-psp.md index 0acc93d4c8acd3fa9a80d5998c22ec237d6022e1..f2b0fb8697ffb0ba0b5d94c7074695e4b110e8db 100644 --- a/libs/SDL2/docs/README-psp.md +++ b/libs/SDL2/docs/README-psp.md @@ -9,10 +9,22 @@ Credit to Building -------- -To build for the PSP, make sure psp-config is in the path and run: +To build SDL2 library for the PSP, make sure psp-config is in the path and run: make -f Makefile.psp +Getting PSP toolchain +--------------------- +https://github.com/pspdev/psptoolchain + +Running on PPSSPP Emulator +-------------------------- +https://github.com/hrydgard/ppsspp +( https://github.com/hrydgard/ppsspp/wiki/Build-instructions ) + +Compiling an HelloWorld +----------------------- +https://psp-dev.org/doku.php?id=tutorial:hello_world To Do ------ diff --git a/libs/SDL2/docs/README-raspberrypi.md b/libs/SDL2/docs/README-raspberrypi.md index 2c95e0649f78b4be2739271f8f45a5f16ad7fadd..6a85c3cf4155d77cce7940be6e65d6874399b31f 100644 --- a/libs/SDL2/docs/README-raspberrypi.md +++ b/libs/SDL2/docs/README-raspberrypi.md @@ -1,13 +1,12 @@ Raspberry Pi -================================================================================ +============ Requirements: Raspbian (other Linux distros may work as well). -================================================================================ - Features -================================================================================ +Features +-------- * Works without X11 * Hardware accelerated OpenGL ES 2.x @@ -16,9 +15,8 @@ Raspbian (other Linux distros may work as well). * Hotplugging of input devices via UDEV -================================================================================ - Raspbian Build Dependencies -================================================================================ +Raspbian Build Dependencies +--------------------------- sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev @@ -28,18 +26,17 @@ OpenGL ES 2.x, it usually comes pre-installed, but in any case: sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev -================================================================================ - NEON -================================================================================ +NEON +---- If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so that SDL will select some otherwise-disabled highly-optimized code. The original Pi units don't have NEON, the Pi2 probably does, and the Pi3 definitely does. -================================================================================ - Cross compiling from x86 Linux -================================================================================ + +Cross compiling from x86 Linux +------------------------------ To cross compile SDL for Raspbian from your desktop machine, you'll need a Raspbian system root and the cross compilation tools. We'll assume these tools @@ -92,9 +89,8 @@ To be able to deploy this to /usr/local in the Raspbian system you need to fix u perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config -================================================================================ - Apps don't work or poor video/audio performance -================================================================================ +Apps don't work or poor video/audio performance +----------------------------------------------- If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to update the RPi's firmware. Note that doing so will fix these problems, but it @@ -108,17 +104,15 @@ See here how to configure this setting: http://elinux.org/RPiconfig Using a fixed gpu_mem=128 is the best option (specially if you updated the firmware, using CMA probably won't work, at least it's the current case). -================================================================================ - No input -================================================================================ +No input +-------- Make sure you belong to the "input" group. sudo usermod -aG input `whoami` -================================================================================ - No HDMI Audio -================================================================================ +No HDMI Audio +------------- If you notice that ALSA works but there's no audio over HDMI, try adding: @@ -128,9 +122,8 @@ to your config.txt file and reboot. Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 -================================================================================ - Text Input API support -================================================================================ +Text Input API support +---------------------- The Text Input API is supported, with translation of scan codes done via the kernel symbol tables. For this to work, SDL needs access to a valid console. @@ -160,9 +153,9 @@ this determining the CAPS LOCK behavior: sudo dpkg-reconfigure locales -================================================================================ - OpenGL problems -================================================================================ + +OpenGL problems +--------------- If you have desktop OpenGL headers installed at build time in your RPi or cross compilation environment, support for it will be built in. However, the chipset @@ -177,9 +170,8 @@ environment variable: export SDL_RENDER_DRIVER=opengles2 -================================================================================ - Notes -================================================================================ +Notes +----- * When launching apps remotely (via SSH), SDL can prevent local keystrokes from leaking into the console only if it has root privileges. Launching apps locally diff --git a/libs/SDL2/docs/README-riscos.md b/libs/SDL2/docs/README-riscos.md new file mode 100644 index 0000000000000000000000000000000000000000..76b27e0aa3c16a0f7551040d28d61f15287734a8 --- /dev/null +++ b/libs/SDL2/docs/README-riscos.md @@ -0,0 +1,41 @@ +RISC OS +======= + +Requirements: + +* RISC OS 3.5 or later. +* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm). +* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support. +* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions. + + +Compiling: +---------- + +Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported. + +The following commands can be used to build SDL2 for RISC OS using autoconf: + + ./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics + make + make install + +The following commands can be used to build SDL2 for RISC OS using CMake: + + cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF + cmake --build build-riscos + cmake --build build-riscos --target install + + +Current level of implementation +------------------------------- + +The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported. + +The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions. + +The audio, loadso, thread and timer APIs are currently provided by UnixLib. + +GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake. + +The joystick, locale and power APIs are not yet implemented. diff --git a/libs/SDL2/docs/README-visualc.md b/libs/SDL2/docs/README-visualc.md new file mode 100644 index 0000000000000000000000000000000000000000..ea2bc1852ba98ce7f96465e830eb4326e41109c0 --- /dev/null +++ b/libs/SDL2/docs/README-visualc.md @@ -0,0 +1,114 @@ +Using SDL with Microsoft Visual C++ +=================================== + +### by [Lion Kimbro](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net) + +You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL +yourself. + +### Building SDL + +0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from +the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). +_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ + +1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. + +2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, +all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with +the `Platform Toolset`. + +If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. + +3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ +panel in the _FileView_ tab), and selecting `Build`. + +You may get a few warnings, but you should not get any errors. + +Later, we will refer to the following `.lib` and `.dll` files that have just been generated: + +- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll` +- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib` +- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib` + +_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ + +### Creating a Project with SDL + +- Create a project as a `Win32 Application`. + +- Create a C++ file for your project. + +- Set the C runtime to `Multi-threaded DLL` in the menu: +`Project|Settings|C/C++ tab|Code Generation|Runtime Library `. + +- Add the SDL `include` directory to your list of includes in the menu: +`Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` + +*VC7 Specific: Instead of doing this, I find it easier to add the +include and library directories to the list that VC7 keeps. Do this by +selecting Tools|Options|Projects|VC++ Directories and under the "Show +Directories For:" dropbox select "Include Files", and click the "New +Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you +installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the +dropbox selection to "Library Files" and add [SDLROOT]\\lib.* + +The "include directory" I am referring to is the `./include` folder. + +Now we're going to use the files that we had created earlier in the *Build SDL* step. + +Copy the following file into your Project directory: + +- `SDL2.dll` + +Add the following files to your project (It is not necessary to copy them to your project directory): + +- `SDL2.lib` +- `SDL2main.lib` + +To add them to your project, right click on your project, and select +`Add files to project`. + +**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line +and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration +(e.g. Release,Debug).** + +### Hello SDL2 + +Here's a sample SDL snippet to verify everything is setup in your IDE: + +``` + #include "SDL.h" + + int main( int argc, char* argv[] ) + { + const int WIDTH = 640; + const int HEIGHT = 480; + SDL_Window* window = NULL; + SDL_Renderer* renderer = NULL; + + SDL_Init(SDL_INIT_VIDEO); + window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); + renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + return 0; + } + ``` + +### That's it! + +I hope that this document has helped you get through the most difficult part of using the SDL: installing it. +Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). + +### Credits + +Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. + +This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). + +Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). + +Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net) diff --git a/libs/SDL2/docs/README-vita.md b/libs/SDL2/docs/README-vita.md new file mode 100644 index 0000000000000000000000000000000000000000..aefa197037913d7918abb889baf7823ff9a2a4ee --- /dev/null +++ b/libs/SDL2/docs/README-vita.md @@ -0,0 +1,30 @@ +PS Vita +======= +SDL port for the Sony Playstation Vita and Sony Playstation TV + +Credit to +* xerpi and rsn8887 for initial (vita2d) port +* vitasdk/dolcesdk devs +* CBPS discord (Namely Graphene and SonicMastr) + +Building +-------- +To build for the PSVita, make sure you have vitasdk and cmake installed and run: +``` + cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release + cmake --build build + cmake --install build +``` + + +Notes +----- +* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON` + These renderers support 720p and 1080i resolutions. These can be specified with: + `SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);` +* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON` +* By default SDL emits mouse events for touch events on every touchscreen. + Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead. + Individual touchscreens can be disabled with: + `SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);` +* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita. diff --git a/libs/SDL2/docs/README-winrt.md b/libs/SDL2/docs/README-winrt.md index fe539d83bc9fef3638bc747e24b12b385e9ac5e9..87052ff1d38880630a208d8fb006ddf9e5be5533 100644 --- a/libs/SDL2/docs/README-winrt.md +++ b/libs/SDL2/docs/README-winrt.md @@ -352,38 +352,41 @@ source file, such as, "main.cpp". your project, and open the file in Visual C++'s text editor. 7. Copy and paste the following code into the new file, then save it. - - #include <SDL.h> - - int main(int argc, char **argv) - { - SDL_DisplayMode mode; - SDL_Window * window = NULL; - SDL_Renderer * renderer = NULL; - SDL_Event evt; - - if (SDL_Init(SDL_INIT_VIDEO) != 0) { - return 1; - } +```c +#include <SDL.h> - if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { - return 1; - } +int main(int argc, char **argv) +{ + SDL_DisplayMode mode; + SDL_Window * window = NULL; + SDL_Renderer * renderer = NULL; + SDL_Event evt; + SDL_bool keep_going = SDL_TRUE; + + if (SDL_Init(SDL_INIT_VIDEO) != 0) { + return 1; + } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { + return 1; + } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { + return 1; + } - if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { - return 1; + while (keep_going) { + while (SDL_PollEvent(&evt)) { + if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) { + keep_going = SDL_FALSE; + } } - while (1) { - while (SDL_PollEvent(&evt)) { - } - - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - } + SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); + SDL_RenderClear(renderer); + SDL_RenderPresent(renderer); } + SDL_Quit(); + return 0; +} +``` #### 6.B. Adding code and assets #### diff --git a/libs/SDL2/docs/README.md b/libs/SDL2/docs/README.md index f348113359fd1422518f6895057c65a11f11c3dd..6352908224c8168b6c604887e8c360dc56585585 100644 --- a/libs/SDL2/docs/README.md +++ b/libs/SDL2/docs/README.md @@ -21,7 +21,7 @@ SDL is written in C, works natively with C++, and there are bindings available for several other languages, including C# and Python. This library is distributed under the zlib license, which can be found -in the file "COPYING.txt". +in the file "LICENSE.txt". The best way to learn how to use SDL is to check out the header files in the "include" subdirectory and the programs in the "test" subdirectory. @@ -35,10 +35,11 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd - [DynAPI](README-dynapi.md) - [Emscripten](README-emscripten.md) - [Gesture](README-gesture.md) -- [Mercurial](README-hg.md) +- [Git](README-git.md) - [iOS](README-ios.md) - [Linux](README-linux.md) - [OS X](README-macosx.md) +- [OS/2](README-os2.md) - [Native Client](README-nacl.md) - [Pandora](README-pandora.md) - [Supported Platforms](README-platforms.md) @@ -49,15 +50,16 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd - [WinCE](README-wince.md) - [Windows](README-windows.md) - [WinRT](README-winrt.md) +- [PSVita](README-vita.md) If you need help with the library, or just want to discuss SDL related -issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php) +issues, you can join the [SDL Discourse](https://discourse.libsdl.org/), +which can be used as a web forum or a mailing list, at your preference. If you want to report bugs or contribute patches, please submit them to -[bugzilla](https://bugzilla.libsdl.org/) +[our bug tracker](https://github.com/libsdl-org/SDL/issues) Enjoy! Sam Lantinga <mailto:slouken@libsdl.org> - diff --git a/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll b/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll index 3673be1aba7d2e2ce36eddb13c6fdd525bceb5ac..343dd68c60dfe899605d43f11121b1d492b81818 100755 Binary files a/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll and b/libs/SDL2/i686-w64-mingw32/bin/SDL2.dll differ diff --git a/libs/SDL2/i686-w64-mingw32/bin/sdl2-config b/libs/SDL2/i686-w64-mingw32/bin/sdl2-config index 18acfa7f7f51c68d6b7fa7a4cb9f6eb7f0ba7ba7..29ad1bda221d3d33811d4d5badcfba2ba8150b8e 100755 --- a/libs/SDL2/i686-w64-mingw32/bin/sdl2-config +++ b/libs/SDL2/i686-w64-mingw32/bin/sdl2-config @@ -39,7 +39,7 @@ while test $# -gt 0; do echo $exec_prefix ;; --version) - echo 2.0.10 + echo 2.0.20 ;; --cflags) echo -I${prefix}/include/SDL2 -Dmain=SDL_main @@ -49,7 +49,7 @@ while test $# -gt 0; do ;; --static-libs) # --libs|--static-libs) - echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid -static-libgcc + echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid ;; *) echo "${usage}" 1>&2 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h index 88dce0c03e263ffa83292a20bb9bc462c05f5222..7cdd3243d64035b45ac27cb874da839218b9efce 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -42,11 +42,13 @@ #include "SDL_filesystem.h" #include "SDL_gamecontroller.h" #include "SDL_haptic.h" +#include "SDL_hidapi.h" #include "SDL_hints.h" #include "SDL_joystick.h" #include "SDL_loadso.h" #include "SDL_log.h" #include "SDL_messagebox.h" +#include "SDL_metal.h" #include "SDL_mutex.h" #include "SDL_power.h" #include "SDL_render.h" @@ -58,6 +60,8 @@ #include "SDL_timer.h" #include "SDL_version.h" #include "SDL_video.h" +#include "SDL_locale.h" +#include "SDL_misc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -90,37 +94,130 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit */ 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. * - * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** - * This function returns a mask of the specified subsystems which have - * previously been initialized. + * Get a mask of the specified subsystems which are currently 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. + * + * The return value does not include SDL_INIT_NOPARACHUTE. * - * If \c flags is 0, it returns a mask of all initialized subsystems. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** - * This function cleans up all initialized subsystems. You should - * call it upon all exit conditions. + * Clean up all initialized subsystems. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem */ extern DECLSPEC void SDLCALL SDL_Quit(void); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h index 8baecb63e1c9e18a9087b0b5d0a4b8f1fce8c88a..defadf13717ce75a1ab70d205ac43742fe1b8d8d 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -53,6 +53,10 @@ assert can have unique static variables associated with it. #define SDL_TriggerBreakpoint() __debugbreak() #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) ) #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__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) @@ -185,92 +189,121 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, #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)( 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 - * response to an assertion failure. If the app doesn't provide this, SDL - * will try to do the right thing, popping up a system-specific GUI dialog, - * and probably minimizing any fullscreen windows. + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * 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 - * it will only fire from one thread at a time. + * 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. * - * 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. + * \since This function is available since SDL 2.0.0. * - * \param handler Callback function, called when an assertion fails. - * \param userdata A pointer passed to the callback as-is. + * \sa SDL_GetAssertionHandler */ extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( SDL_AssertionHandler handler, 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 + * 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. * - * \return The default SDL_AssertionHandler that is called when an assert triggers. + * \returns 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); /** - * \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(). * - * 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. * - * \param puserdata 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. - * \return The SDL_AssertionHandler that is called when an assert triggers. + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler() + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_SetAssertionHandler */ 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(), - * or the start of the program. + * The proper way to examine this data looks something like this: * - * 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> - * 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 + * memory should not be modified or freed by the application. * - * \return List of all assertions. - * \sa SDL_ResetAssertionReport + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ResetAssertionReport */ extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); /** - * \brief Reset the list of all assertion failures. + * Clear the list of all assertion failures. + * + * 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. * - * Reset list of all assertions triggered. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetAssertionReport + * \sa SDL_GetAssertionReport */ extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h index deee35f916cba69edc6539ee1479948608277ed4..b29ceeac2af70941556d898f115db48d40024853 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -89,25 +89,51 @@ extern "C" { 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicLock + * \sa SDL_AtomicUnlock */ 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 a pointer to a lock variable + * + * \since This function is available since SDL 2.0.0. * - * \param lock Points to the lock. + * \sa SDL_AtomicTryLock + * \sa SDL_AtomicUnlock */ 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); @@ -126,7 +152,7 @@ void _ReadWriteBarrier(void); /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ #define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") #elif defined(__WATCOMC__) -extern _inline void SDL_CompilerBarrier (void); +extern __inline void SDL_CompilerBarrier(void); #pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; #else #define SDL_CompilerBarrier() \ @@ -137,20 +163,22 @@ extern _inline void SDL_CompilerBarrier (void); * 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. * - * A typical pattern would be for thread A to write some data and a flag, - * and for thread B to read the flag and get the data. In this case you - * would insert a release barrier between writing the data and the flag, + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, * guaranteeing that the data write completes no later than the flag is - * written, and you would insert an acquire barrier between reading the - * flag and reading the data, to ensure that all the reads associated - * with the flag have completed. + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. * - * In this pattern you should always see a release barrier paired with - * an acquire barrier and you should gate the data reads/writes with a - * single flag variable. + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. * * For more information on these semantics, take a look at the blog post: * http://preshing.com/20120913/acquire-and-release-semantics + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); @@ -216,32 +244,73 @@ typedef void (*SDL_KernelMemoryBarrierFunc)(); 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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the atomic variable. + * \sa SDL_AtomicGet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicSet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef */ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); @@ -263,23 +332,54 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); #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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the pointer. + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicGetPtr */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicSetPtr */ extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h index 305c01a9d943a5b8c3b2141013051bb2afb8922d..181f66c578387ccbd062bab20a5323ccf65ddb6a 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,6 +19,8 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* !!! FIXME: several functions in here need Doxygen comments. */ + /** * \file SDL_audio.h * @@ -212,9 +214,12 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, * set both its (buf) field to a pointer that is aligned to 16 bytes, and its * (len) field to something that's a multiple of 16, if possible. */ -#ifdef __GNUC__ +#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__) /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't pad it out to 88 bytes to guarantee ABI compatibility between compilers. + This is not a concern on CHERI architectures, where pointers must be stored + at aligned locations otherwise they will become invalid, and thus structs + containing pointers cannot be packed without giving a warning or error. vvv The next time we rev the ABI, make sure to size the ints and add padding. */ @@ -248,7 +253,48 @@ typedef struct SDL_AudioCVT * order that they are normally initialized by default. */ /* @{ */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDriver + */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "xaudio2". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1 + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDrivers + */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); /* @} */ @@ -260,60 +306,103 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); * use. You should normally use SDL_Init() or SDL_InitSubSystem(). */ /* @{ */ + +/** + * Use this function to initialize a particular audio driver. + * + * This function is used internally, and should not be used unless you have a + * specific need to designate the audio driver you want to use. You should + * normally use SDL_Init() or SDL_InitSubSystem(). + * + * \param driver_name the name of the desired audio driver + * \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_AudioQuit + */ extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); + +/** + * Use this function to shut down audio if you initialized it with + * SDL_AudioInit(). + * + * This function is used internally, and should not be used unless you have a + * specific need to specify the audio driver you want to use. You should + * normally use SDL_Quit() or SDL_QuitSubSystem(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit + */ extern DECLSPEC void SDLCALL SDL_AudioQuit(void); /* @} */ /** - * This function returns the name of the current audio driver, or NULL - * if no driver has been initialized. + * Get the name of the current audio driver. + * + * The returned string points to internal static memory and thus never becomes + * invalid, even if you quit the audio subsystem and initialize a new driver + * (although such a case would return a different static string from another + * call to this function, of course). As such, you should not modify or free + * the returned string. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); /** - * This function opens the audio device with the desired parameters, and - * returns 0 if successful, placing the actual hardware parameters in the - * structure pointed to by \c obtained. If \c obtained is NULL, the audio - * data passed to the callback function will be guaranteed to be in the - * requested format, and will be automatically converted to the hardware - * audio format if necessary. This function returns -1 if it failed - * to open the audio device, or couldn't set up the audio thread. - * - * When filling in the desired audio spec structure, - * - \c desired->freq should be the desired audio frequency in samples-per- - * second. - * - \c desired->format should be the desired audio format. - * - \c desired->samples is the desired size of the audio buffer, in - * samples. This number should be a power of two, and may be adjusted by - * the audio driver to a value more suitable for the hardware. Good values - * seem to range between 512 and 8096 inclusive, depending on the - * application and CPU speed. Smaller values yield faster response time, - * but can lead to underflow if the application is doing heavy processing - * and cannot fill the audio buffer in time. A stereo sample consists of - * both right and left channels in LR ordering. - * Note that the number of samples is directly related to time by the - * following formula: \code ms = (samples*1000)/freq \endcode - * - \c desired->size is the size in bytes of the audio buffer, and is - * calculated by SDL_OpenAudio(). - * - \c desired->silence is the value used to set the buffer to silence, - * and is calculated by SDL_OpenAudio(). - * - \c desired->callback should be set to a function that will be called - * when the audio device is ready for more data. It is passed a pointer - * to the audio buffer, and the length in bytes of the audio buffer. - * This function usually runs in a separate thread, and so you should - * protect data structures that it accesses by calling SDL_LockAudio() - * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL - * pointer here, and call SDL_QueueAudio() with some frequency, to queue - * more audio samples to be played (or for capture devices, call - * SDL_DequeueAudio() with some frequency, to obtain audio samples). - * - \c desired->userdata is passed as the first parameter to your callback - * function. If you passed a NULL callback, this value is ignored. - * - * The audio device starts out playing silence when it's opened, and should - * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready - * for your audio callback function to be called. Since the audio driver - * may modify the requested size of the audio buffer, you should allocate - * any local mixing buffers after you open the audio device. + * This function is a legacy means of opening the audio device. + * + * This function remains for compatibility with SDL 1.2, but also because it's + * slightly easier to use than the new functions in SDL 2.0. The new, more + * powerful, and preferred way to do this is SDL_OpenAudioDevice(). + * + * This function is roughly equivalent to: + * + * ```c + * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + * ``` + * + * With two notable exceptions: + * + * - If `obtained` is NULL, we use `desired` (and allow no changes), which + * means desired will be modified to have the correct values for silence, + * etc, and SDL will convert any differences between your app's specific + * request and the hardware behind the scenes. + * - The return value is always success or failure, and not a device ID, which + * means you can only have one device open at a time with this function. + * + * \param desired an SDL_AudioSpec structure representing the desired output + * format. Please refer to the SDL_OpenAudioDevice + * documentation for details on how to prepare this structure. + * \param obtained an SDL_AudioSpec structure filled in with the actual + * parameters, or NULL. + * \returns 0 if successful, placing the actual hardware parameters in the + * structure pointed to by `obtained`. + * + * If `obtained` is NULL, the audio data passed to the callback + * function will be guaranteed to be in the requested format, and + * will be automatically converted to the actual hardware audio + * format if necessary. If `obtained` is NULL, `desired` will have + * fields modified. + * + * This function returns a negative error code on failure to open the + * audio device or failure to set up the audio thread; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudio + * \sa SDL_LockAudio + * \sa SDL_PauseAudio + * \sa SDL_UnlockAudio */ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained); @@ -330,59 +419,223 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, typedef Uint32 SDL_AudioDeviceID; /** - * Get the number of available devices exposed by the current driver. - * Only valid after a successfully initializing the audio subsystem. - * Returns -1 if an explicit list of devices can't be determined; this is - * not an error. For example, if SDL is set up to talk to a remote audio - * server, it can't list every one available on the Internet, but it will - * still allow a specific host to be specified to SDL_OpenAudioDevice(). + * Get the number of built-in audio devices. + * + * This function is only valid after successfully initializing the audio + * subsystem. + * + * Note that audio capture support is not implemented as of SDL 2.0.4, so the + * `iscapture` parameter is for future expansion and should always be zero for + * now. + * + * This function will return -1 if an explicit list of devices can't be + * determined. Returning -1 is not an error. For example, if SDL is set up to + * talk to a remote audio server, it can't list every one available on the + * Internet, but it will still allow a specific host to be specified in + * SDL_OpenAudioDevice(). + * + * In many common cases, when this function returns a value <= 0, it can still + * successfully open the default device (NULL for first argument of + * SDL_OpenAudioDevice()). + * + * This function may trigger a complete redetect of available hardware. It + * should not be called for each iteration of a loop, but rather once at the + * start of a loop: + * + * ```c + * // Don't do this: + * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) + * + * // do this instead: + * const int count = SDL_GetNumAudioDevices(0); + * for (int i = 0; i < count; ++i) { do_something_here(); } + * ``` + * + * \param iscapture zero to request playback devices, non-zero to request + * recording devices + * \returns the number of available devices exposed by the current driver or + * -1 if an explicit list of devices can't be determined. A return + * value of -1 does not necessarily mean an error condition. + * + * \since This function is available since SDL 2.0.0. * - * In many common cases, when this function returns a value <= 0, it can still - * successfully open the default device (NULL for first argument of - * SDL_OpenAudioDevice()). + * \sa SDL_GetAudioDeviceName + * \sa SDL_OpenAudioDevice */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); /** - * Get the human-readable name of a specific audio device. - * Must be a value between 0 and (number of audio devices-1). - * Only valid after a successfully initializing the audio subsystem. - * The values returned by this function reflect the latest call to - * SDL_GetNumAudioDevices(); recall that function to redetect available - * hardware. + * Get the human-readable name of a specific audio device. * - * The string returned by this function is UTF-8 encoded, read-only, and - * managed internally. You are not to free it. If you need to keep the - * string for any length of time, you should make your own copy of it, as it - * will be invalid next time any of several other SDL functions is called. + * This function is only valid after successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. + * + * The string returned by this function is UTF-8 encoded, read-only, and + * managed internally. You are not to free it. If you need to keep the string + * for any length of time, you should make your own copy of it, as it will be + * invalid next time any of several other SDL functions are called. + * + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \returns the name of the audio device at the requested index, or NULL on + * error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDevices */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, int iscapture); - /** - * Open a specific audio device. Passing in a device name of NULL requests - * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). + * Get the preferred audio format of a specific audio device. + * + * This function is only valid after a successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. * - * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but - * some drivers allow arbitrary and driver-specific strings, such as a - * hostname/IP address for a remote audio server, or a filename in the - * diskaudio driver. + * `spec` will be filled with the sample rate, sample format, and channel + * count. All other values in the structure are filled with 0. When the + * supported struct members are 0, SDL was unable to get the property from the + * backend. * - * \return 0 on error, a valid device ID that is >= 2 on success. + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \param spec The SDL_AudioSpec to be initialized by this function. + * \returns 0 on success, nonzero on error * - * SDL_OpenAudio(), unlike this function, always acts on device ID 1. + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetNumAudioDevices + */ +extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, + int iscapture, + SDL_AudioSpec *spec); + + +/** + * Open a specific audio device. + * + * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, + * this function will never return a 1 so as not to conflict with the legacy + * function. + * + * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, + * this function would fail if `iscapture` was not zero. Starting with SDL + * 2.0.5, recording is implemented and this value can be non-zero. + * + * Passing in a `device` name of NULL requests the most reasonable default + * (and is equivalent to what SDL_OpenAudio() does to choose a device). The + * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but + * some drivers allow arbitrary and driver-specific strings, such as a + * hostname/IP address for a remote audio server, or a filename in the + * diskaudio driver. + * + * An opened audio device starts out paused, and should be enabled for playing + * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio + * callback function to be called. Since the audio driver may modify the + * requested size of the audio buffer, you should allocate any local mixing + * buffers after you open the audio device. + * + * The audio callback runs in a separate thread in most cases; you can prevent + * race conditions between your callback and other threads without fully + * pausing playback with SDL_LockAudioDevice(). For more information about the + * callback, see SDL_AudioSpec. + * + * Managing the audio spec via 'desired' and 'obtained': + * + * When filling in the desired audio spec structure: + * + * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). + * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). + * - `desired->samples` is the desired size of the audio buffer, in _sample + * frames_ (with stereo output, two samples--left and right--would make a + * single sample frame). This number should be a power of two, and may be + * adjusted by the audio driver to a value more suitable for the hardware. + * Good values seem to range between 512 and 8096 inclusive, depending on + * the application and CPU speed. Smaller values reduce latency, but can + * lead to underflow if the application is doing heavy processing and cannot + * fill the audio buffer in time. Note that the number of sample frames is + * directly related to time by the following formula: `ms = + * (sampleframes*1000)/freq` + * - `desired->size` is the size in _bytes_ of the audio buffer, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->silence` is the value used to set the buffer to silence, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->callback` should be set to a function that will be called when + * the audio device is ready for more data. It is passed a pointer to the + * audio buffer, and the length in bytes of the audio buffer. This function + * usually runs in a separate thread, and so you should protect data + * structures that it accesses by calling SDL_LockAudioDevice() and + * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL + * pointer here, and call SDL_QueueAudio() with some frequency, to queue + * more audio samples to be played (or for capture devices, call + * SDL_DequeueAudio() with some frequency, to obtain audio samples). + * - `desired->userdata` is passed as the first parameter to your callback + * function. If you passed a NULL callback, this value is ignored. + * + * `allowed_changes` can have the following flags OR'd together: + * + * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` + * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` + * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` + * - `SDL_AUDIO_ALLOW_ANY_CHANGE` + * + * These flags specify how SDL should behave when a device cannot offer a + * specific feature. If the application requests a feature that the hardware + * doesn't offer, SDL will always try to get the closest equivalent. + * + * For example, if you ask for float32 audio format, but the sound card only + * supports int16, SDL will set the hardware to int16. If you had set + * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` + * structure. If that flag was *not* set, SDL will prepare to convert your + * callback's float32 audio to int16 before feeding it to the hardware and + * will keep the originally requested format in the `obtained` structure. + * + * The resulting audio specs, varying depending on hardware and on what + * changes were allowed, will then be written back to `obtained`. + * + * If your application can only handle one specific data format, pass a zero + * for `allowed_changes` and let SDL transparently handle any differences. + * + * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a + * driver-specific name as appropriate. NULL requests the most + * reasonable default device. + * \param iscapture non-zero to specify a device should be opened for + * recording, not playback + * \param desired an SDL_AudioSpec structure representing the desired output + * format; see SDL_OpenAudio() for more information + * \param obtained an SDL_AudioSpec structure filled in with the actual output + * format; see SDL_OpenAudio() for more information + * \param allowed_changes 0, or one or more flags OR'd together + * \returns a valid device ID that is > 0 on success or 0 on failure; call + * SDL_GetError() for more information. + * + * For compatibility with SDL 1.2, this will never return 1, since + * SDL reserves that ID for the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceName + * \sa SDL_LockAudioDevice + * \sa SDL_OpenAudio + * \sa SDL_PauseAudioDevice + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char - *device, - int iscapture, - const - SDL_AudioSpec * - desired, - SDL_AudioSpec * - obtained, - int - allowed_changes); +extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( + const char *device, + int iscapture, + const SDL_AudioSpec *desired, + SDL_AudioSpec *obtained, + int allowed_changes); @@ -398,10 +651,39 @@ typedef enum SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED } SDL_AudioStatus; + +/** + * This function is a legacy means of querying the audio device. + * + * New programs might want to use SDL_GetAudioDeviceStatus() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_GetAudioDeviceStatus(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDeviceStatus + */ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); -extern DECLSPEC SDL_AudioStatus SDLCALL -SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); +/** + * Use this function to get the current audio state of an audio device. + * + * \param dev the ID of an audio device previously opened with + * SDL_OpenAudioDevice() + * \returns the SDL_AudioStatus of the specified audio device. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); /* @} *//* Audio State */ /** @@ -414,62 +696,140 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); * Silence will be written to the audio device during the pause. */ /* @{ */ -extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); -extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, - int pause_on); -/* @} *//* Pause audio functions */ /** - * \brief Load the audio data of a WAVE file into memory + * This function is a legacy means of pausing the audio device. * - * Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len - * to be valid pointers. The entire data portion of the file is then loaded - * into memory and decoded if necessary. + * New programs might want to use SDL_PauseAudioDevice() instead. This + * function is equivalent to calling... * - * If \c freesrc is non-zero, the data source gets automatically closed and - * freed before the function returns. + * ```c + * SDL_PauseAudioDevice(1, pause_on); + * ``` * - * Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), - * IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and - * µ-law (8 bits). Other formats are currently unsupported and cause an error. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * If this function succeeds, the pointer returned by it is equal to \c spec - * and the pointer to the audio data allocated by the function is written to - * \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec - * members \c freq, \c channels, and \c format are set to the values of the - * audio data in the buffer. The \c samples member is set to a sane default and - * all others are set to zero. + * \param pause_on non-zero to pause, 0 to unpause * - * It's necessary to use SDL_FreeWAV() to free the audio data returned in - * \c audio_buf when it is no longer used. + * \since This function is available since SDL 2.0.0. * - * Because of the underspecification of the Waveform format, there are many - * problematic files in the wild that cause issues with strict decoders. To - * provide compatibility with these files, this decoder is lenient in regards - * to the truncation of the file, the fact chunk, and the size of the RIFF - * chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION, - * and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the - * loading process. + * \sa SDL_GetAudioStatus + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); + +/** + * Use this function to pause and unpause audio playback on a specified + * device. + * + * This function pauses and unpauses the audio callback processing for a given + * device. Newly-opened audio devices start in the paused state, so you must + * call this function with **pause_on**=0 after opening the specified audio + * device to start playing sound. This allows you to safely initialize data + * for your callback function after opening the audio device. Silence will be + * written to the audio device while paused, and the audio callback is + * guaranteed to not be called. Pausing one device does not prevent other + * unpaused devices from running their callbacks. + * + * Pausing state does not stack; even if you pause a device several times, a + * single unpause will start the device playing again, and vice versa. This is + * different from how SDL_LockAudioDevice() works. * - * Any file that is invalid (due to truncation, corruption, or wrong values in - * the headers), too big, or unsupported causes an error. Additionally, any - * critical I/O error from the data source will terminate the loading process - * with an error. The function returns NULL on error and in all cases (with the - * exception of \c src being NULL), an appropriate error message will be set. + * If you just need to protect a few variables from race conditions vs your + * callback, you shouldn't pause the audio device, as it will lead to dropouts + * in the audio playback. Instead, you should use SDL_LockAudioDevice(). * - * It is required that the data source supports seeking. + * \param dev a device opened by SDL_OpenAudioDevice() + * \param pause_on non-zero to pause, 0 to unpause * - * Example: - * \code - * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); - * \endcode + * \since This function is available since SDL 2.0.0. * - * \param src The data source with the WAVE data - * \param freesrc A integer value that makes the function close the data source if non-zero - * \param spec A pointer filled with the audio format of the audio data - * \param audio_buf A pointer filled with the audio data allocated by the function - * \param audio_len A pointer filled with the length of the audio data buffer in bytes - * \return NULL on error, or non-NULL on success. + * \sa SDL_LockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, + int pause_on); +/* @} *//* Pause audio functions */ + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * If `freesrc` is non-zero, the data source gets automatically closed and + * freed before the function returns. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the pointer returned by it is equal to `spec` + * and the pointer to the audio data allocated by the function is written to + * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec + * members `freq`, `channels`, and `format` are set to the values of the audio + * data in the buffer. The `samples` member is set to a sane default and all + * others are set to zero. + * + * It's necessary to use SDL_FreeWAV() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV macro does this same thing for you, but in a less + * messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src The data source for the WAVE data + * \param freesrc If non-zero, SDL will _always_ free the data source + * \param spec An SDL_AudioSpec that will be filled in with the wave file's + * format details + * \param audio_buf A pointer filled with the audio data, allocated by the + * function. + * \param audio_len A pointer filled with the length of the audio data buffer + * in bytes + * \returns This function, if successfully called, returns `spec`, which will + * be filled with the audio data format of the wave source data. + * `audio_buf` will be filled with a pointer to an allocated buffer + * containing the audio data, and `audio_len` is filled with the + * length of that audio buffer in bytes. + * + * This function returns NULL if the .WAV file cannot be opened, uses + * an unknown data format, or is corrupt; call SDL_GetError() for + * more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_FreeWAV() to dispose of it. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeWAV + * \sa SDL_LoadWAV */ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc, @@ -485,18 +845,53 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) /** - * This function frees data previously allocated with SDL_LoadWAV_RW() + * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). + * + * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() + * its data can eventually be freed with SDL_FreeWAV(). It is safe to call + * this function with a NULL pointer. + * + * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or + * SDL_LoadWAV_RW() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadWAV + * \sa SDL_LoadWAV_RW */ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); /** - * This function takes a source format and rate and a destination format - * and rate, and initializes the \c cvt structure with information needed - * by SDL_ConvertAudio() to convert a buffer of audio data from one format - * to the other. An unsupported format causes an error and -1 will be returned. - * - * \return 0 if no conversion is needed, 1 if the audio filter is set up, - * or -1 on error. + * Initialize an SDL_AudioCVT structure for conversion. + * + * Before an SDL_AudioCVT structure can be used to convert audio data it must + * be initialized with source and destination information. + * + * This function will zero out every field of the SDL_AudioCVT, so it must be + * called before the application fills in the final buffer information. + * + * Once this function has returned successfully, and reported that a + * conversion is necessary, the application fills in the rest of the fields in + * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, + * and then can call SDL_ConvertAudio() to complete the conversion. + * + * \param cvt an SDL_AudioCVT structure filled in with audio conversion + * information + * \param src_format the source format of the audio data; for more info see + * SDL_AudioFormat + * \param src_channels the number of channels in the source + * \param src_rate the frequency (sample-frames-per-second) of the source + * \param dst_format the destination format of the audio data; for more info + * see SDL_AudioFormat + * \param dst_channels the number of channels in the destination + * \param dst_rate the frequency (sample-frames-per-second) of the destination + * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, + * 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_ConvertAudio */ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, SDL_AudioFormat src_format, @@ -507,16 +902,42 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, int dst_rate); /** - * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), - * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of - * audio data in the source format, this function will convert it in-place - * to the desired format. - * - * The data conversion may expand the size of the audio data, so the buffer - * \c cvt->buf should be allocated after the \c cvt structure is initialized by - * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. - * - * \return 0 on success or -1 if \c cvt->buf is NULL. + * Convert audio data to a desired audio format. + * + * This function does the actual audio data conversion, after the application + * has called SDL_BuildAudioCVT() to prepare the conversion information and + * then filled in the buffer details. + * + * Once the application has initialized the `cvt` structure using + * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio + * data in the source format, this function will convert the buffer, in-place, + * to the desired format. + * + * The data conversion may go through several passes; any given pass may + * possibly temporarily increase the size of the data. For example, SDL might + * expand 16-bit data to 32 bits before resampling to a lower frequency, + * shrinking the data size after having grown it briefly. Since the supplied + * buffer will be both the source and destination, converting as necessary + * in-place, the application must allocate a buffer that will fully contain + * the data during its largest conversion pass. After SDL_BuildAudioCVT() + * returns, the application should set the `cvt->len` field to the size, in + * bytes, of the source data, and allocate a buffer that is `cvt->len * + * cvt->len_mult` bytes long for the `buf` field. + * + * The source data should be copied into this buffer before the call to + * SDL_ConvertAudio(). Upon successful return, this buffer will contain the + * converted audio, and `cvt->len_cvt` will be the size of the converted data, + * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once + * this function returns. + * + * \param cvt an SDL_AudioCVT structure that was previously set up by + * SDL_BuildAudioCVT(). + * \returns 0 if the conversion was completed successfully 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_BuildAudioCVT */ extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); @@ -532,22 +953,24 @@ struct _SDL_AudioStream; typedef struct _SDL_AudioStream SDL_AudioStream; /** - * Create a new audio stream - * - * \param src_format The format of the source audio - * \param src_channels The number of channels of the source audio - * \param src_rate The sampling rate of the source audio - * \param dst_format The format of the desired audio output - * \param dst_channels The number of channels of the desired audio output - * \param dst_rate The sampling rate of the desired audio output - * \return 0 on success, or -1 on error. - * - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * Create a new audio stream. + * + * \param src_format The format of the source audio + * \param src_channels The number of channels of the source audio + * \param src_rate The sampling rate of the source audio + * \param dst_format The format of the desired audio output + * \param dst_channels The number of channels of the desired audio output + * \param dst_rate The sampling rate of the desired audio output + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, const Uint8 src_channels, @@ -557,110 +980,164 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm const int dst_rate); /** - * Add data to be converted/resampled to the stream + * Add data to be converted/resampled to the stream. + * + * \param stream The stream the audio data is being added to + * \param buf A pointer to the audio data to add + * \param len The number of bytes to write to the stream + * \returns 0 on success, or -1 on error. * - * \param stream The stream the audio data is being added to - * \param buf A pointer to the audio data to add - * \param len The number of bytes to write to the stream - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); /** - * Get converted/resampled data from the stream + * Get converted/resampled data from the stream * - * \param stream The stream the audio is being requested from - * \param buf A buffer to fill with audio data - * \param len The maximum number of bytes to fill - * \return The number of bytes read from the stream, or -1 on error + * \param stream The stream the audio is being requested from + * \param buf A buffer to fill with audio data + * \param len The maximum number of bytes to fill + * \returns the number of bytes read from the stream, or -1 on error * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); /** - * Get the number of converted/resampled bytes available. The stream may be - * buffering data behind the scenes until it has enough to resample - * correctly, so this number might be lower than what you expect, or even - * be zero. Add more data or flush the stream if you need the data now. + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); /** * Tell the stream that you're done sending data, and anything being buffered - * should be converted/resampled and made available immediately. + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there will be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. * - * It is legal to add more data to a stream after flushing, but there will - * be audio gaps in the output. Generally this is intended to signal the - * end of input, so the complete output becomes available. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); /** - * Clear any pending data in the stream without converting it + * Clear any pending data in the stream without converting it + * + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_FreeAudioStream */ extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); /** * Free an audio stream * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear */ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); #define SDL_MIX_MAXVOLUME 128 + /** - * This takes two audio buffers of the playing audio format and mixes - * them, performing addition, volume adjustment, and overflow clipping. - * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME - * for full audio volume. Note this does not change hardware volume. - * This is provided for convenience -- you can mix your own audio data. + * This function is a legacy means of mixing audio. + * + * This function is equivalent to calling... + * + * ```c + * SDL_MixAudioFormat(dst, src, format, len, volume); + * ``` + * + * ...where `format` is the obtained format of the audio device from the + * legacy SDL_OpenAudio() function. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MixAudioFormat */ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, Uint32 len, int volume); /** - * This works like SDL_MixAudio(), but you specify the audio format instead of - * using the format of audio device 1. Thus it can be used when no audio - * device is open at all. + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudioFormat() is really only needed when you're mixing a single + * audio stream with a volume adjustment. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param format the SDL_AudioFormat structure representing the desired audio + * format + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, const Uint8 * src, @@ -668,184 +1145,312 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, Uint32 len, int volume); /** - * Queue more audio on non-callback devices. + * Queue more audio on non-callback devices. + * + * If you are looking to retrieve queued audio from a non-callback capture + * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return + * -1 to signify an error if you use it with capture devices. + * + * SDL offers two ways to feed audio to the device: you can either supply a + * callback that SDL triggers with some frequency to obtain more audio (pull + * method), or you can supply no callback, and then SDL will expect you to + * supply data at regular intervals (push method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Queued data will drain to the device as + * necessary without further intervention from you. If the device needs audio + * but there is not enough queued, it will play silence to make up the + * difference. This means you will have skips in your audio playback if you + * aren't routinely queueing sufficient data. + * + * This function copies the supplied data, so you are safe to free it when the + * function returns. This function is thread-safe, but queueing to the same + * device from two threads at once does not promise which buffer will be + * queued first. + * + * You may not queue audio on a device that is using an application-supplied + * callback; doing so returns an error. You have to use the audio callback or + * queue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before queueing; SDL + * handles locking internally for this function. + * + * Note that SDL2 does not support planar audio. You will need to resample + * from planar audio formats into a non-planar one (see SDL_AudioFormat) + * before queuing audio. + * + * \param dev the device ID to which we will queue audio + * \param data the data to queue to the device for later playback + * \param len the number of bytes (not samples!) to which `data` points + * \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_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); + +/** + * Dequeue more audio on non-callback devices. + * + * If you are looking to queue audio for output on a non-callback playback + * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always + * return 0 if you use it with playback devices. + * + * SDL offers two ways to retrieve audio from a capture device: you can either + * supply a callback that SDL triggers with some frequency as the device + * records more audio data, (push method), or you can supply no callback, and + * then SDL will expect you to retrieve data at regular intervals (pull + * method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Data from the device will keep queuing as + * necessary without further intervention from you. This means you will + * eventually run out of memory if you aren't routinely dequeueing data. + * + * Capture devices will not queue data when paused; if you are expecting to + * not need captured audio for some length of time, use SDL_PauseAudioDevice() + * to stop the capture device from queueing more data. This can be useful + * during, say, level loading times. When unpaused, capture devices will start + * queueing data from that point, having flushed any capturable data available + * while paused. + * + * This function is thread-safe, but dequeueing from the same device from two + * threads at once does not promise which thread will dequeue data first. + * + * You may not dequeue audio from a device that is using an + * application-supplied callback; doing so returns an error. You have to use + * the audio callback, or dequeue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before dequeueing; SDL + * handles locking internally for this function. + * + * \param dev the device ID from which we will dequeue audio + * \param data a pointer into where audio data should be copied + * \param len the number of bytes (not samples!) to which (data) points + * \returns the number of bytes dequeued, which could be less than requested; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); + +/** + * Get the number of bytes of still-queued audio. * - * (If you are looking to retrieve queued audio from a non-callback capture - * device, you want SDL_DequeueAudio() instead. This will return -1 to - * signify an error if you use it with capture devices.) + * For playback devices: this is the number of bytes that have been queued for + * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. * - * SDL offers two ways to feed audio to the device: you can either supply a - * callback that SDL triggers with some frequency to obtain more audio - * (pull method), or you can supply no callback, and then SDL will expect - * you to supply data at regular intervals (push method) with this function. + * Once we've sent it to the hardware, this function can not decide the exact + * byte boundary of what has been played. It's possible that we just gave the + * hardware several kilobytes right before you called this function, but it + * hasn't played any of it yet, or maybe half of it, etc. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Queued data will drain to the device as - * necessary without further intervention from you. If the device needs - * audio but there is not enough queued, it will play silence to make up - * the difference. This means you will have skips in your audio playback - * if you aren't routinely queueing sufficient data. + * For capture devices, this is the number of bytes that have been captured by + * the device and are waiting for you to dequeue. This number may grow at any + * time, so this only informs of the lower-bound of available data. * - * This function copies the supplied data, so you are safe to free it when - * the function returns. This function is thread-safe, but queueing to the - * same device from two threads at once does not promise which buffer will - * be queued first. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * You may not queue audio on a device that is using an application-supplied - * callback; doing so returns an error. You have to use the audio callback - * or queue audio with this function, but not both. + * You should not call SDL_LockAudio() on the device before querying; SDL + * handles locking internally for this function. * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \param dev the device ID of which we will query queued audio size + * \returns the number of bytes (not samples!) of queued audio. * - * \param dev The device ID to which we will queue audio. - * \param data The data to queue to the device for later playback. - * \param len The number of bytes (not samples!) to which (data) points. - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.4. * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * \sa SDL_ClearQueuedAudio + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio */ -extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); +extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); /** - * Dequeue more audio on non-callback devices. + * Drop any queued audio data waiting to be sent to the hardware. * - * (If you are looking to queue audio for output on a non-callback playback - * device, you want SDL_QueueAudio() instead. This will always return 0 - * if you use it with playback devices.) + * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For + * output devices, the hardware will start playing silence if more audio isn't + * queued. For capture devices, the hardware will start filling the empty + * queue with new data if the capture device isn't paused. * - * SDL offers two ways to retrieve audio from a capture device: you can - * either supply a callback that SDL triggers with some frequency as the - * device records more audio data, (push method), or you can supply no - * callback, and then SDL will expect you to retrieve data at regular - * intervals (pull method) with this function. + * This will not prevent playback of queued audio that's already been sent to + * the hardware, as we can not undo that, so expect there to be some fraction + * of a second of audio that might still be heard. This can be useful if you + * want to, say, drop any pending music or any unprocessed microphone input + * during a level change in your game. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Data from the device will keep queuing as - * necessary without further intervention from you. This means you will - * eventually run out of memory if you aren't routinely dequeueing data. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * Capture devices will not queue data when paused; if you are expecting - * to not need captured audio for some length of time, use - * SDL_PauseAudioDevice() to stop the capture device from queueing more - * data. This can be useful during, say, level loading times. When - * unpaused, capture devices will start queueing data from that point, - * having flushed any capturable data available while paused. + * You should not call SDL_LockAudio() on the device before clearing the + * queue; SDL handles locking internally for this function. * - * This function is thread-safe, but dequeueing from the same device from - * two threads at once does not promise which thread will dequeued data - * first. + * This function always succeeds and thus returns void. * - * You may not dequeue audio from a device that is using an - * application-supplied callback; doing so returns an error. You have to use - * the audio callback, or dequeue audio with this function, but not both. + * \param dev the device ID of which to clear the audio queue * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \since This function is available since SDL 2.0.4. * - * \param dev The device ID from which we will dequeue audio. - * \param data A pointer into where audio data should be copied. - * \param len The number of bytes (not samples!) to which (data) points. - * \return number of bytes dequeued, which could be less than requested. + * \sa SDL_GetQueuedAudioSize + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio + */ +extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); + + +/** + * \name Audio lock functions * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * The lock manipulated by these functions protects the callback function. + * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that + * the callback function is not running. Do not call these from the callback + * function or you will cause deadlock. */ -extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); +/* @{ */ /** - * Get the number of bytes of still-queued audio. + * This function is a legacy means of locking the audio device. + * + * New programs might want to use SDL_LockAudioDevice() instead. This function + * is equivalent to calling... * - * For playback device: + * ```c + * SDL_LockAudioDevice(1); + * ``` * - * This is the number of bytes that have been queued for playback with - * SDL_QueueAudio(), but have not yet been sent to the hardware. This - * number may shrink at any time, so this only informs of pending data. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * Once we've sent it to the hardware, this function can not decide the - * exact byte boundary of what has been played. It's possible that we just - * gave the hardware several kilobytes right before you called this - * function, but it hasn't played any of it yet, or maybe half of it, etc. + * \since This function is available since SDL 2.0.0. * - * For capture devices: + * \sa SDL_LockAudioDevice + * \sa SDL_UnlockAudio + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_LockAudio(void); + +/** + * Use this function to lock out the audio callback function for a specified + * device. * - * This is the number of bytes that have been captured by the device and - * are waiting for you to dequeue. This number may grow at any time, so - * this only informs of the lower-bound of available data. + * The lock manipulated by these functions protects the audio callback + * function specified in SDL_OpenAudioDevice(). During a + * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed + * that the callback function for that device is not running, even if the + * device is not paused. While a device is locked, any other unpaused, + * unlocked devices may still run their callbacks. * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device always returns 0. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * Calling this function from inside your audio callback is unnecessary. SDL + * obtains this lock before calling your function, and releases it when the + * function returns. * - * You should not call SDL_LockAudio() on the device before querying; SDL - * handles locking internally for this function. + * You should not hold the lock longer than absolutely necessary. If you hold + * it too long, you'll experience dropouts in your audio playback. Ideally, + * your application locks the device, sets a few variables and unlocks again. + * Do not do heavy work while holding the lock for a device. * - * \param dev The device ID of which we will query queued audio size. - * \return Number of bytes (not samples!) of queued audio. + * It is safe to lock the audio device multiple times, as long as you unlock + * it an equivalent number of times. The callback will not run until the + * device has been unlocked completely in this way. If your application fails + * to unlock the device appropriately, your callback will never run, you might + * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably + * deadlock. * - * \sa SDL_QueueAudio - * \sa SDL_ClearQueuedAudio + * Internally, the audio device lock is a mutex; if you lock from two threads + * at once, not only will you block the audio callback, you'll block the other + * thread. + * + * \param dev the ID of the device to be locked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); +extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); /** - * Drop any queued audio data. For playback devices, this is any queued data - * still waiting to be submitted to the hardware. For capture devices, this - * is any data that was queued by the device that hasn't yet been dequeued by - * the application. + * This function is a legacy means of unlocking the audio device. * - * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For - * playback devices, the hardware will start playing silence if more audio - * isn't queued. Unpaused capture devices will start filling the queue again - * as soon as they have more data available (which, depending on the state - * of the hardware and the thread, could be before this function call - * returns!). + * New programs might want to use SDL_UnlockAudioDevice() instead. This + * function is equivalent to calling... * - * This will not prevent playback of queued audio that's already been sent - * to the hardware, as we can not undo that, so expect there to be some - * fraction of a second of audio that might still be heard. This can be - * useful if you want to, say, drop any pending music during a level change - * in your game. + * ```c + * SDL_UnlockAudioDevice(1); + * ``` * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device is always a no-op. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * You should not call SDL_LockAudio() on the device before clearing the - * queue; SDL handles locking internally for this function. + * \since This function is available since SDL 2.0.0. * - * This function always succeeds and thus returns void. - * - * \param dev The device ID of which to clear the audio queue. - * - * \sa SDL_QueueAudio - * \sa SDL_GetQueuedAudioSize + * \sa SDL_LockAudio + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); - +extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); /** - * \name Audio lock functions + * Use this function to unlock the audio callback function for a specified + * device. * - * The lock manipulated by these functions protects the callback function. - * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that - * the callback function is not running. Do not call these from the callback - * function or you will cause deadlock. + * This function should be paired with a previous SDL_LockAudioDevice() call. + * + * \param dev the ID of the device to be unlocked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice */ -/* @{ */ -extern DECLSPEC void SDLCALL SDL_LockAudio(void); -extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); -extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); /* @} *//* Audio lock functions */ /** - * This function shuts down audio processing and closes the audio device. + * This function is a legacy means of closing the audio device. + * + * This function is equivalent to calling... + * + * ```c + * SDL_CloseAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudio */ extern DECLSPEC void SDLCALL SDL_CloseAudio(void); + +/** + * Use this function to shut down audio processing and close the audio device. + * + * The application should close open audio devices once they are no longer + * needed. Calling this function will wait until the device's audio callback + * is not running, release the audio hardware and then clean up internal + * state. No further audio will play from this device once this function + * returns. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied. + * + * The device ID is invalid as soon as the device is closed, and is eligible + * for reuse in a new SDL_OpenAudioDevice() call immediately. + * + * \param dev an audio device previously opened with SDL_OpenAudioDevice() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudioDevice + */ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h index b116cc8d01e99ee3bfbd6446896531b6d17239e8..22cb853140ddf45249fec2e541faaae608ac2f15 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,13 +45,12 @@ extern "C" { * with 0. This operation can also be stated as "count leading zeroes" and * "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__) -extern _inline int _SDL_clz_watcom (Uint32); -#pragma aux _SDL_clz_watcom = \ +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ "bsr eax, eax" \ - "xor eax, 31" \ parm [eax] nomemory \ value [eax] \ modify exact [eax] nomemory; @@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x) if (x == 0) { 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 /* Based off of Bit Twiddling Hacks by Sean Eron Anderson * <seander@cs.stanford.edu>, released in the public domain. diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h index 6f0a22b99f5c0aecef608454070dac09adba0be1..b6d140dbbba5b83d4d31ad5a8d0f7729636c5a67 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,6 +50,9 @@ typedef enum SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate dstRGB = srcRGB * dstRGB dstA = dstA */ + SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply + dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) + dstA = (srcA * dstA) + (dstA * (1-srcA)) */ SDL_BLENDMODE_INVALID = 0x7FFFFFFF /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ @@ -88,19 +91,96 @@ typedef enum } SDL_BlendFactor; /** - * \brief Create a custom blend mode, which may or may not be supported by a given renderer - * - * \param srcColorFactor source color factor - * \param dstColorFactor destination color factor - * \param colorOperation color operation - * \param srcAlphaFactor source alpha factor - * \param dstAlphaFactor destination alpha factor - * \param alphaOperation alpha operation - * - * The result of the blend mode operation will be: - * dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor - * and - * dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```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 since 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, SDL_BlendFactor dstColorFactor, diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h index c4f8766ce7e88b94a54c1f62c3e83d0e76d2acaa..935136305a8de09f396f4ea1f36714bcbdfd71e9 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -39,23 +39,46 @@ extern "C" { /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText */ 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 empty string if there was not enough memory left for + * a copy of the clipboard's content. + * + * \returns the clipboard text on success or an empty string on failure; call + * SDL_GetError() for more information. Caller must call SDL_free() + * on the returned pointer when done with it (even if there was an + * error). * - * \sa SDL_SetClipboardText() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText */ 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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h index 395ad7c266cc2f5901fcda4fc4071707e28de2d4..c9ed1cfeaad663afe88fab1d937a1eaea17b21b7 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -25,10 +25,23 @@ #include "SDL_platform.h" +/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK, + * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence. + * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */ +#if !defined(HAVE_WINSDKVER_H) && defined(__has_include) +#if __has_include(<winsdkver.h>) +#define HAVE_WINSDKVER_H 1 +#endif +#endif + +#ifdef HAVE_WINSDKVER_H +#include <winsdkver.h> +#endif + /* This is a set of defines to configure the SDL features */ #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__) || defined(__BORLANDC__) || defined(__CODEGEARC__) #define HAVE_STDINT_H 1 #elif defined(_MSC_VER) typedef signed __int8 int8_t; @@ -82,9 +95,23 @@ typedef unsigned int uintptr_t; #define HAVE_DSOUND_H 1 #define HAVE_DXGI_H 1 #define HAVE_XINPUT_H 1 +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */ +#define HAVE_WINDOWS_GAMING_INPUT_H 1 +#endif +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */ +#define HAVE_D3D11_H 1 +#endif #define HAVE_MMDEVICEAPI_H 1 #define HAVE_AUDIOCLIENT_H 1 -#define HAVE_ENDPOINTVOLUME_H 1 +#define HAVE_TPCSHRD_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 */ #ifdef HAVE_LIBC @@ -118,6 +145,7 @@ typedef unsigned int uintptr_t; #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ /* These functions have security warnings, so we won't use them */ /* #undef HAVE__LTOA */ /* #undef HAVE__ULTOA */ @@ -130,6 +158,9 @@ typedef unsigned int uintptr_t; #define HAVE_STRNCMP 1 #define HAVE__STRICMP 1 #define HAVE__STRNICMP 1 +#define HAVE__WCSICMP 1 +#define HAVE__WCSNICMP 1 +#define HAVE__WCSDUP 1 #define HAVE_ACOS 1 #define HAVE_ACOSF 1 #define HAVE_ASIN 1 @@ -139,7 +170,7 @@ typedef unsigned int uintptr_t; #define HAVE_ATAN2 1 #define HAVE_ATAN2F 1 #define HAVE_CEILF 1 -#define HAVE__COPYSIGN 1 +#define HAVE__COPYSIGN 1 #define HAVE_COS 1 #define HAVE_COSF 1 #define HAVE_EXP 1 @@ -166,9 +197,16 @@ typedef unsigned int uintptr_t; /* These functions were added with the VC++ 2013 C runtime library */ #if _MSC_VER >= 1800 #define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 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_SCALBNF 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 #endif /* This function is available with at least the VC++ 2008 C runtime library */ #if _MSC_VER >= 1400 @@ -192,18 +230,26 @@ typedef unsigned int uintptr_t; /* Enable various input drivers */ #define SDL_JOYSTICK_DINPUT 1 -#define SDL_JOYSTICK_XINPUT 1 #define SDL_JOYSTICK_HIDAPI 1 +#ifndef __WINRT__ +#define SDL_JOYSTICK_RAWINPUT 1 +#endif +#define SDL_JOYSTICK_VIRTUAL 1 +#ifdef HAVE_WINDOWS_GAMING_INPUT_H +#define SDL_JOYSTICK_WGI 1 +#endif +#define SDL_JOYSTICK_XINPUT 1 #define SDL_HAPTIC_DINPUT 1 #define SDL_HAPTIC_XINPUT 1 -/* Enable the dummy sensor driver */ -#define SDL_SENSOR_DUMMY 1 +/* Enable the sensor driver */ +#define SDL_SENSOR_WINDOWS 1 /* Enable various shared object loading systems */ #define SDL_LOADSO_WINDOWS 1 /* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 #define SDL_THREAD_WINDOWS 1 /* Enable various timer systems */ @@ -216,8 +262,8 @@ typedef unsigned int uintptr_t; #ifndef SDL_VIDEO_RENDER_D3D #define SDL_VIDEO_RENDER_D3D 1 #endif -#ifndef SDL_VIDEO_RENDER_D3D11 -#define SDL_VIDEO_RENDER_D3D11 0 +#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H) +#define SDL_VIDEO_RENDER_D3D11 1 #endif /* Enable OpenGL support */ @@ -255,3 +301,5 @@ typedef unsigned int uintptr_t; #endif #endif /* SDL_config_windows_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h index 296df01aacd67b937224746b91ae59601d03e292..1fc40991d342d69fc65b154dd9b6e6b8ede67365 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -34,11 +34,20 @@ /* 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)) #ifdef __clang__ -/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */ -#undef __MMX__ -#undef __SSE__ -#undef __SSE2__ -#else +/* 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. */ + +#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> #ifndef _WIN64 #ifndef __MMX__ @@ -54,9 +63,14 @@ #ifndef __SSE2__ #define __SSE2__ #endif -#endif /* __clang__ */ +#ifndef __SSE3__ +#define __SSE3__ +#endif #elif defined(__MINGW64_VERSION_MAJOR) #include <intrin.h> +#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON) +# include <arm_neon.h> +#endif #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. */ #if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H) @@ -73,12 +87,14 @@ # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # if defined (_M_ARM64) -# include <armintr.h> -# include <arm_neon.h> +# include <arm64intr.h> +# include <arm64_neon.h> # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # endif #endif +#endif /* compiler version */ + #if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H) #include <mm3dnow.h> #endif @@ -98,7 +114,6 @@ #include <pmmintrin.h> #endif #endif /* HAVE_IMMINTRIN_H */ -#endif /* compiler version */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -114,151 +129,425 @@ extern "C" { #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); /** - * 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 or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_HasAVX */ 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.6. */ 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); /** - * \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 - * aligned to be compatible with SIMD instructions on the current machine. - * For example, if the machine supports SSE only, it will return 16, but if - * it 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 - * 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. - * Plan accordingly. + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * 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 + * 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. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \since This function is available since SDL 2.0.10. */ 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 - * instructions. Specifically, it will be properly aligned and padded for - * the system's supported vector instructions. + * instructions. Specifically, it will be properly aligned and padded for the + * system's supported vector instructions. * - * The memory returned will be padded such that it is safe to read or write - * an incomplete vector at the end of the memory block. This can be useful - * so you don't have to drop back to a scalar fallback at the end of your - * SIMD processing loop to deal with the final elements without overflowing - * the allocated buffer. + * The memory returned will be padded such that it is safe to read or write an + * incomplete vector at the end of the memory block. This can be useful so you + * don't have to drop back to a scalar fallback at the end of your SIMD + * processing loop to deal with the final elements without overflowing the + * allocated buffer. * - * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() - * or delete[], etc. + * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or + * delete[], etc. * - * Note that SDL will only deal with SIMD instruction sets it is aware of; - * for example, SDL 2.0.8 knows that SSE wants 16-byte vectors - * (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't - * know that AVX-512 wants 64. To be clear: if you can't decide to use an - * instruction set with an SDL_Has*() function, don't use that instruction - * set with memory allocated through here. + * Note that SDL will only deal with SIMD instruction sets it is aware of; for + * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and + * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants + * 64. To be clear: if you can't decide to use an instruction set with an + * SDL_Has*() function, don't use that instruction set with memory allocated + * through here. * * 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 allocate. The actual + * allocated block might be larger due to padding, etc. + * \returns a pointer to the newly-allocated block, NULL if out of memory. * - * \param len The length, in bytes, of the block to allocated. The actual - * allocated block might be larger due to padding, etc. - * \return Pointer to newly-allocated block, NULL if out of memory. + * \since This function is available since SDL 2.0.10. * * \sa SDL_SIMDAlignment + * \sa SDL_SIMDRealloc * \sa SDL_SIMDFree */ 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 + * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc, + * 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. + * + * \since This function is available since SDL 2.0.14. + * + * \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(). It can't be used on pointers from malloc, realloc, - * SDL_malloc, memalign, new[], etc. + * 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. * + * 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. + * + * \since This function is available since SDL 2.0.10. + * * \sa SDL_SIMDAlloc + * \sa SDL_SIMDRealloc */ extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr); -/* vi: set ts=4 sw=4 expandtab: */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h index f50fa5c9b8be9c84958eea13f1e5803eac51060a..f90e27b26606902df24e55a0700ae5ab065ee47e 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -24,7 +24,11 @@ * * This is a simple file to encapsulate the EGL API headers. */ -#if !defined(_MSC_VER) && !defined(__ANDROID__) +#if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#if defined(__vita__) || defined(__psp2__) +#include <psp2/types.h> +#endif #include <EGL/egl.h> #include <EGL/eglext.h> @@ -37,7 +41,7 @@ #define __khrplatform_h_ /* -** Copyright (c) 2008-2009 The Khronos Group Inc. +** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the @@ -60,104 +64,112 @@ */ /* Khronos platform-specific types and definitions. -* -* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $ -* -* Adopters may modify this file to suit their platform. Adopters are -* encouraged to submit platform specific modifications to the Khronos -* group so that they can be included in future versions of this file. -* Please submit changes by sending them to the public Khronos Bugzilla -* (http://khronos.org/bugzilla) by filing a bug against product -* "Khronos (general)" component "Registry". -* -* A predefined template which fills in some of the bug fields can be -* reached using http://tinyurl.com/khrplatform-h-bugreport, but you -* must create a Bugzilla login first. -* -* -* See the Implementer's Guidelines for information about where this file -* should be located on your system and for more details of its use: -* http://www.khronos.org/registry/implementers_guide.pdf -* -* This file should be included as -* #include <KHR/khrplatform.h> -* by Khronos client API header files that use its types and defines. -* -* The types in khrplatform.h should only be used to define API-specific types. -* -* Types defined in khrplatform.h: -* khronos_int8_t signed 8 bit -* khronos_uint8_t unsigned 8 bit -* khronos_int16_t signed 16 bit -* khronos_uint16_t unsigned 16 bit -* khronos_int32_t signed 32 bit -* khronos_uint32_t unsigned 32 bit -* khronos_int64_t signed 64 bit -* khronos_uint64_t unsigned 64 bit -* khronos_intptr_t signed same number of bits as a pointer -* khronos_uintptr_t unsigned same number of bits as a pointer -* khronos_ssize_t signed size -* khronos_usize_t unsigned size -* khronos_float_t signed 32 bit floating point -* khronos_time_ns_t unsigned 64 bit time in nanoseconds -* khronos_utime_nanoseconds_t unsigned time interval or absolute time in -* nanoseconds -* khronos_stime_nanoseconds_t signed time interval in nanoseconds -* khronos_boolean_enum_t enumerated boolean type. This should -* only be used as a base type when a client API's boolean type is -* an enum. Client APIs which use an integer or other type for -* booleans cannot use this as the base type for their boolean. -* -* Tokens defined in khrplatform.h: -* -* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. -* -* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. -* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. -* -* Calling convention macros defined in this file: -* KHRONOS_APICALL -* KHRONOS_APIENTRY -* KHRONOS_APIATTRIBUTES -* -* These may be used in function prototypes as: -* -* KHRONOS_APICALL void KHRONOS_APIENTRY funcname( -* int arg1, -* int arg2) KHRONOS_APIATTRIBUTES; -*/ + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include <KHR/khrplatform.h> + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APICALL -*------------------------------------------------------------------------- -* This precedes the return type of the function in the function prototype. -*/ -#if defined(_WIN32) && !defined(__SCITECH_SNAP__) && !defined(SDL_VIDEO_STATIC_ANGLE) + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIENTRY -*------------------------------------------------------------------------- -* This follows the return type of the function and precedes the function -* name in the function prototype. -*/ + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) -/* Win32 but not WinCE */ + /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIATTRIBUTES -*------------------------------------------------------------------------- -* This follows the closing parenthesis of the function prototype arguments. -*/ + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else @@ -165,14 +177,14 @@ #endif /*------------------------------------------------------------------------- -* basic type definitions -*-----------------------------------------------------------------------*/ + * basic type definitions + *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* -* Using <stdint.h> -*/ + * Using <stdint.h> + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -184,8 +196,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(__VMS ) || defined(__sgi) /* -* Using <inttypes.h> -*/ + * Using <inttypes.h> + */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -197,8 +209,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* -* Win32 -*/ + * Win32 + */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; @@ -209,8 +221,8 @@ typedef unsigned __int64 khronos_uint64_t; #elif defined(__sun__) || defined(__digital__) /* -* Sun or Digital -*/ + * Sun or Digital + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) @@ -226,8 +238,8 @@ typedef unsigned long long int khronos_uint64_t; #elif 0 /* -* Hypothetical platform with no float or int64 support -*/ + * Hypothetical platform with no float or int64 support + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 @@ -236,8 +248,8 @@ typedef unsigned int khronos_uint32_t; #else /* -* Generic fallback -*/ + * Generic fallback + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -250,18 +262,18 @@ typedef uint64_t khronos_uint64_t; /* -* Types that are (so far) the same on all platforms -*/ + * Types that are (so far) the same on all platforms + */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* -* Types that differ between LLP64 and LP64 architectures - in LLP64, -* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears -* to be the only LLP64 architecture in current use. -*/ + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ #ifdef _WIN64 typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; @@ -276,41 +288,41 @@ typedef unsigned long int khronos_usize_t; #if KHRONOS_SUPPORT_FLOAT /* -* Float type -*/ + * Float type + */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types -* -* These types can be used to represent a time interval in nanoseconds or -* an absolute Unadjusted System Time. Unadjusted System Time is the number -* of nanoseconds since some arbitrary system event (e.g. since the last -* time the system booted). The Unadjusted System Time is an unsigned -* 64 bit value that wraps back to 0 every 584 years. Time intervals -* may be either signed or unsigned. -*/ + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* -* Dummy value used to pad enum types to 32 bits. -*/ + * Dummy value used to pad enum types to 32 bits. + */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* -* Enumerated boolean type -* -* Values other than zero should be considered to be true. Therefore -* comparisons should not be made against KHRONOS_TRUE. -*/ + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ typedef enum { KHRONOS_FALSE = 0, - KHRONOS_TRUE = 1, + KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; @@ -321,49 +333,30 @@ typedef enum { #define __eglplatform_h_ /* -** Copyright (c) 2007-2009 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +** Copyright 2007-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 */ /* Platform-specific types and definitions for egl.h -* $Revision: 12306 $ on $Date: 2010-08-25 09:51:28 -0700 (Wed, 25 Aug 2010) $ -* -* Adopters may modify khrplatform.h and this file to suit their platform. -* You are encouraged to submit all modifications to the Khronos group so that -* they can be included in future versions of this file. Please submit changes -* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla) -* by filing a bug against product "EGL" component "Registry". -*/ + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * You are encouraged to submit all modifications to the Khronos group so that + * they can be included in future versions of this file. Please submit changes + * by filing an issue or pull request on the public Khronos EGL Registry, at + * https://www.github.com/KhronosGroup/EGL-Registry/ + */ /*#include <KHR/khrplatform.h>*/ /* Macros used in EGL function prototype declarations. -* -* EGL functions should be prototyped as: -* -* EGLAPI return-type EGLAPIENTRY eglFunction(arguments); -* typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); -* -* KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h -*/ + * + * EGL functions should be prototyped as: + * + * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); + * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); + * + * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h + */ #ifndef EGLAPI #define EGLAPI KHRONOS_APICALL @@ -375,39 +368,44 @@ typedef enum { #define EGLAPIENTRYP EGLAPIENTRY* /* The types NativeDisplayType, NativeWindowType, and NativePixmapType -* are aliases of window-system-dependent types, such as X Display * or -* Windows Device Context. They must be defined in platform-specific -* code below. The EGL-prefixed versions of Native*Type are the same -* types, renamed in EGL 1.3 so all types in the API start with "EGL". -* -* Khronos STRONGLY RECOMMENDS that you use the default definitions -* provided below, since these changes affect both binary and source -* portability of applications using EGL running on different EGL -* implementations. -*/ + * are aliases of window-system-dependent types, such as X Display * or + * Windows Device Context. They must be defined in platform-specific + * code below. The EGL-prefixed versions of Native*Type are the same + * types, renamed in EGL 1.3 so all types in the API start with "EGL". + * + * Khronos STRONGLY RECOMMENDS that you use the default definitions + * provided below, since these changes affect both binary and source + * portability of applications using EGL running on different EGL + * implementations. + */ + +#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) + +typedef void *EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; -#if defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ +#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> -#if __WINRT__ -#include <Unknwn.h> -typedef IUnknown * EGLNativeWindowType; -typedef IUnknown * EGLNativePixmapType; -typedef IUnknown * EGLNativeDisplayType; -#else typedef HDC EGLNativeDisplayType; typedef HBITMAP EGLNativePixmapType; typedef HWND EGLNativeWindowType; -#endif + +#elif defined(__EMSCRIPTEN__) + +typedef int EGLNativeDisplayType; +typedef int EGLNativePixmapType; +typedef int EGLNativeWindowType; #elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ typedef int EGLNativeDisplayType; -typedef void *EGLNativeWindowType; typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; #elif defined(WL_EGL_PLATFORM) @@ -421,31 +419,22 @@ typedef struct gbm_device *EGLNativeDisplayType; typedef struct gbm_bo *EGLNativePixmapType; typedef void *EGLNativeWindowType; -#elif defined(__ANDROID__) /* Android */ +#elif defined(__ANDROID__) || defined(ANDROID) struct ANativeWindow; struct egl_native_pixmap_t; -typedef struct ANativeWindow *EGLNativeWindowType; -typedef struct egl_native_pixmap_t *EGLNativePixmapType; -typedef void *EGLNativeDisplayType; - -#elif defined(MIR_EGL_PLATFORM) +typedef void* EGLNativeDisplayType; +typedef struct egl_native_pixmap_t* EGLNativePixmapType; +typedef struct ANativeWindow* EGLNativeWindowType; -#include <mir_toolkit/mir_client_library.h> -typedef MirEGLNativeDisplayType EGLNativeDisplayType; -typedef void *EGLNativePixmapType; -typedef MirEGLNativeWindowType EGLNativeWindowType; +#elif defined(USE_OZONE) -#elif defined(__unix__) - -#ifdef MESA_EGL_NO_X11_HEADERS - -typedef void *EGLNativeDisplayType; -typedef khronos_uintptr_t EGLNativePixmapType; -typedef khronos_uintptr_t EGLNativeWindowType; +typedef intptr_t EGLNativeDisplayType; +typedef intptr_t EGLNativePixmapType; +typedef intptr_t EGLNativeWindowType; -#else +#elif defined(USE_X11) /* X11 (tentative) */ #include <X11/Xlib.h> @@ -455,7 +444,31 @@ typedef Display *EGLNativeDisplayType; typedef Pixmap EGLNativePixmapType; typedef Window EGLNativeWindowType; -#endif /* MESA_EGL_NO_X11_HEADERS */ +#elif defined(__unix__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__APPLE__) + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__HAIKU__) + +#include <kernel/image.h> + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__Fuchsia__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; #else #error "Platform not recognized" @@ -468,16 +481,25 @@ typedef EGLNativeWindowType NativeWindowType; /* Define EGLint. This must be a signed integral type large enough to contain -* all legal attribute names and values passed into and out of EGL, whether -* their type is boolean, bitmask, enumerant (symbolic constant), integer, -* handle, or other. While in general a 32-bit integer will suffice, if -* handles are 64 bit types, then EGLint should be defined as a signed 64-bit -* integer type. -*/ + * all legal attribute names and values passed into and out of EGL, whether + * their type is boolean, bitmask, enumerant (symbolic constant), integer, + * handle, or other. While in general a 32-bit integer will suffice, if + * handles are 64 bit types, then EGLint should be defined as a signed 64-bit + * integer type. + */ typedef khronos_int32_t EGLint; + +/* C++ / C typecast macros for special EGL handle values */ +#if defined(__cplusplus) +#define EGL_CAST(type, value) (static_cast<type>(value)) +#else +#define EGL_CAST(type, value) ((type) (value)) +#endif + #endif /* __eglplatform_h */ + #ifndef __egl_h_ #define __egl_h_ 1 @@ -486,39 +508,24 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -/* Generated on date 20150623 */ +#ifndef EGL_EGL_PROTOTYPES +#define EGL_EGL_PROTOTYPES 1 +#endif + +/* Generated on date 20210901 */ /* Generated C header for: * API: egl @@ -533,6 +540,8 @@ extern "C" { #define EGL_VERSION_1_0 1 typedef unsigned int EGLBoolean; typedef void *EGLDisplay; +/*#include <KHR/khrplatform.h>*/ +/*#include <EGL/eglplatform.h>*/ typedef void *EGLConfig; typedef void *EGLSurface; typedef void *EGLContext; @@ -556,7 +565,7 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_CONFIG_ID 0x3028 #define EGL_CORE_NATIVE_ENGINE 0x305B #define EGL_DEPTH_SIZE 0x3025 -#define EGL_DONT_CARE ((EGLint)-1) +#define EGL_DONT_CARE EGL_CAST(EGLint,-1) #define EGL_DRAW 0x3059 #define EGL_EXTENSIONS 0x3055 #define EGL_FALSE 0 @@ -573,9 +582,9 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_NONE 0x3038 #define EGL_NON_CONFORMANT_CONFIG 0x3051 #define EGL_NOT_INITIALIZED 0x3001 -#define EGL_NO_CONTEXT ((EGLContext)0) -#define EGL_NO_DISPLAY ((EGLDisplay)0) -#define EGL_NO_SURFACE ((EGLSurface)0) +#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) +#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) +#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) #define EGL_PBUFFER_BIT 0x0001 #define EGL_PIXMAP_BIT 0x0002 #define EGL_READ 0x305A @@ -596,6 +605,31 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_VERSION 0x3054 #define EGL_WIDTH 0x3057 #define EGL_WINDOW_BIT 0x0004 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); +typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); @@ -620,6 +654,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); +#endif #endif /* EGL_VERSION_1_0 */ #ifndef EGL_VERSION_1_1 @@ -638,10 +673,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); #define EGL_TEXTURE_RGB 0x305D #define EGL_TEXTURE_RGBA 0x305E #define EGL_TEXTURE_TARGET 0x3081 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); +#endif #endif /* EGL_VERSION_1_1 */ #ifndef EGL_VERSION_1_2 @@ -675,13 +716,20 @@ typedef void *EGLClientBuffer; #define EGL_RGB_BUFFER 0x308E #define EGL_SINGLE_BUFFER 0x3085 #define EGL_SWAP_BEHAVIOR 0x3093 -#define EGL_UNKNOWN ((EGLint)-1) +#define EGL_UNKNOWN EGL_CAST(EGLint,-1) #define EGL_VERTICAL_RESOLUTION 0x3091 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); +#endif #endif /* EGL_VERSION_1_2 */ #ifndef EGL_VERSION_1_3 @@ -702,7 +750,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #ifndef EGL_VERSION_1_4 #define EGL_VERSION_1_4 1 -#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) +#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) #define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 #define EGL_MULTISAMPLE_RESOLVE 0x3099 #define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A @@ -710,7 +758,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #define EGL_OPENGL_API 0x30A2 #define EGL_OPENGL_BIT 0x0008 #define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); +#endif #endif /* EGL_VERSION_1_4 */ #ifndef EGL_VERSION_1_5 @@ -744,7 +795,7 @@ typedef void *EGLImage; #define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull #define EGL_TIMEOUT_EXPIRED 0x30F5 #define EGL_CONDITION_SATISFIED 0x30F6 -#define EGL_NO_SYNC ((EGLSync)0) +#define EGL_NO_SYNC EGL_CAST(EGLSync,0) #define EGL_SYNC_FENCE 0x30F9 #define EGL_GL_COLORSPACE 0x309D #define EGL_GL_COLORSPACE_SRGB 0x3089 @@ -761,7 +812,18 @@ typedef void *EGLImage; #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 #define EGL_IMAGE_PRESERVED 0x30D2 -#define EGL_NO_IMAGE ((EGLImage)0) +#define EGL_NO_IMAGE EGL_CAST(EGLImage,0) +typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); +#if EGL_EGL_PROTOTYPES EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); @@ -772,6 +834,7 @@ EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *nat EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); +#endif #endif /* EGL_VERSION_1_5 */ #ifdef __cplusplus @@ -781,7 +844,6 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint #endif /* __egl_h_ */ - #ifndef __eglext_h_ #define __eglext_h_ 1 @@ -790,39 +852,20 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -#define EGL_EGLEXT_VERSION 20150623 +#define EGL_EGLEXT_VERSION 20210901 /* Generated C header for: * API: egl @@ -861,6 +904,13 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 #endif /* EGL_KHR_config_attribs */ +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#endif /* EGL_KHR_context_flush_control */ + #ifndef EGL_KHR_create_context #define EGL_KHR_create_context 1 #define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 @@ -883,6 +933,42 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 #endif /* EGL_KHR_create_context_no_error */ +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); +typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); +EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#endif +#endif /* EGL_KHR_debug */ + +#ifndef EGL_KHR_display_reference +#define EGL_KHR_display_reference 1 +#define EGL_TRACK_REFERENCES_KHR 0x3352 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#endif +#endif /* EGL_KHR_display_reference */ + #ifndef EGL_KHR_fence_sync #define EGL_KHR_fence_sync 1 typedef khronos_utime_nanoseconds_t EGLTimeKHR; @@ -945,7 +1031,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sy #define EGL_KHR_image 1 typedef void *EGLImageKHR; #define EGL_NATIVE_PIXMAP_KHR 0x30B0 -#define EGL_NO_IMAGE_KHR ((EGLImageKHR)0) +#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1007,6 +1093,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface s #endif #endif /* EGL_KHR_lock_surface3 */ +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 +#endif /* EGL_KHR_mutable_render_buffer */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 +#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) +#endif /* EGL_KHR_no_config_context */ + #ifndef EGL_KHR_partial_update #define EGL_KHR_partial_update 1 #define EGL_BUFFER_AGE_KHR 0x313D @@ -1049,7 +1145,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface #define EGL_SYNC_REUSABLE_KHR 0x30FA #define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 #define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull -#define EGL_NO_SYNC_KHR ((EGLSyncKHR)0) +#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); @@ -1062,7 +1158,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, typedef void *EGLStreamKHR; typedef khronos_uint64_t EGLuint64KHR; #ifdef KHRONOS_SUPPORT_INT64 -#define EGL_NO_STREAM_KHR ((EGLStreamKHR)0) +#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) #define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 #define EGL_PRODUCER_FRAME_KHR 0x3212 #define EGL_CONSUMER_FRAME_KHR 0x3213 @@ -1090,6 +1186,24 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_stream */ +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream_attrib */ + #ifndef EGL_KHR_stream_consumer_gltexture #define EGL_KHR_stream_consumer_gltexture 1 #ifdef EGL_KHR_stream @@ -1109,7 +1223,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLSt #define EGL_KHR_stream_cross_process_fd 1 typedef int EGLNativeFileDescriptorKHR; #ifdef EGL_KHR_stream -#define EGL_NO_FILE_DESCRIPTOR_KHR ((EGLNativeFileDescriptorKHR)(-1)) +#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1156,9 +1270,9 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, #ifndef EGL_KHR_swap_buffers_with_damage #define EGL_KHR_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_KHR_swap_buffers_with_damage */ @@ -1175,6 +1289,10 @@ EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLin #endif #endif /* EGL_KHR_wait_sync */ +#ifndef EGL_ANDROID_GLES_layers +#define EGL_ANDROID_GLES_layers 1 +#endif /* EGL_ANDROID_GLES_layers */ + #ifndef EGL_ANDROID_blob_cache #define EGL_ANDROID_blob_cache 1 typedef khronos_ssize_t EGLsizeiANDROID; @@ -1186,11 +1304,69 @@ EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobF #endif #endif /* EGL_ANDROID_blob_cache */ +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); +#endif +#endif /* EGL_ANDROID_create_native_client_buffer */ + #ifndef EGL_ANDROID_framebuffer_target #define EGL_ANDROID_framebuffer_target 1 #define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 #endif /* EGL_ANDROID_framebuffer_target */ +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +#ifndef EGL_ANDROID_get_frame_timestamps +#define EGL_ANDROID_get_frame_timestamps 1 +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; +#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) +#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) +#define EGL_TIMESTAMPS_ANDROID 0x3430 +#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 +#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 +#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 +#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 +#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 +#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 +#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 +#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 +#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 +#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A +#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B +#define EGL_READS_DONE_TIME_ANDROID 0x343C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#endif +#endif /* EGL_ANDROID_get_frame_timestamps */ + +#ifndef EGL_ANDROID_get_native_client_buffer +#define EGL_ANDROID_get_native_client_buffer 1 +struct AHardwareBuffer; +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); +#endif +#endif /* EGL_ANDROID_get_native_client_buffer */ + #ifndef EGL_ANDROID_image_native_buffer #define EGL_ANDROID_image_native_buffer 1 #define EGL_NATIVE_BUFFER_ANDROID 0x3140 @@ -1208,6 +1384,14 @@ EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR #endif #endif /* EGL_ANDROID_native_fence_sync */ +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#endif +#endif /* EGL_ANDROID_presentation_time */ + #ifndef EGL_ANDROID_recordable #define EGL_ANDROID_recordable 1 #define EGL_RECORDABLE_ANDROID 0x3142 @@ -1236,16 +1420,40 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 #endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ +#ifndef EGL_ANGLE_sync_control_rate +#define EGL_ANGLE_sync_control_rate 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#endif +#endif /* EGL_ANGLE_sync_control_rate */ + #ifndef EGL_ANGLE_window_fixed_size #define EGL_ANGLE_window_fixed_size 1 #define EGL_FIXED_SIZE_ANGLE 0x3201 #endif /* EGL_ANGLE_window_fixed_size */ +#ifndef EGL_ARM_image_format +#define EGL_ARM_image_format 1 +#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 +#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 +#endif /* EGL_ARM_image_format */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A +#endif /* EGL_ARM_implicit_external_sync */ + #ifndef EGL_ARM_pixmap_multisample_discard #define EGL_ARM_pixmap_multisample_discard 1 #define EGL_DISCARD_SAMPLES_ARM 0x3286 #endif /* EGL_ARM_pixmap_multisample_discard */ +#ifndef EGL_EXT_bind_to_front +#define EGL_EXT_bind_to_front 1 +#define EGL_FRONT_BUFFER_EXT 0x3464 +#endif /* EGL_EXT_bind_to_front */ + #ifndef EGL_EXT_buffer_age #define EGL_EXT_buffer_age 1 #define EGL_BUFFER_AGE_EXT 0x313D @@ -1255,6 +1463,45 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_EXT_client_extensions 1 #endif /* EGL_EXT_client_extensions */ +#ifndef EGL_EXT_client_sync +#define EGL_EXT_client_sync 1 +#define EGL_SYNC_CLIENT_EXT 0x3364 +#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_client_sync */ + +#ifndef EGL_EXT_compositor +#define EGL_EXT_compositor 1 +#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 +#define EGL_EXTERNAL_REF_ID_EXT 0x3461 +#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 +#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); +#endif +#endif /* EGL_EXT_compositor */ + +#ifndef EGL_EXT_config_select_group +#define EGL_EXT_config_select_group 1 +#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 +#endif /* EGL_EXT_config_select_group */ + #ifndef EGL_EXT_create_context_robustness #define EGL_EXT_create_context_robustness 1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF @@ -1266,7 +1513,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #ifndef EGL_EXT_device_base #define EGL_EXT_device_base 1 typedef void *EGLDeviceEXT; -#define EGL_NO_DEVICE_EXT ((EGLDeviceEXT)(0)) +#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) #define EGL_BAD_DEVICE_EXT 0x322B #define EGL_DEVICE_EXT 0x322C typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); @@ -1284,8 +1531,14 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_drm #define EGL_EXT_device_drm 1 #define EGL_DRM_DEVICE_FILE_EXT 0x3233 +#define EGL_DRM_MASTER_FD_EXT 0x333C #endif /* EGL_EXT_device_drm */ +#ifndef EGL_EXT_device_drm_render_node +#define EGL_EXT_device_drm_render_node 1 +#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 +#endif /* EGL_EXT_device_drm_render_node */ + #ifndef EGL_EXT_device_enumeration #define EGL_EXT_device_enumeration 1 #endif /* EGL_EXT_device_enumeration */ @@ -1293,12 +1546,64 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_openwf #define EGL_EXT_device_openwf 1 #define EGL_OPENWF_DEVICE_ID_EXT 0x3237 +#define EGL_OPENWF_DEVICE_EXT 0x333D #endif /* EGL_EXT_device_openwf */ +#ifndef EGL_EXT_device_persistent_id +#define EGL_EXT_device_persistent_id 1 +#define EGL_DEVICE_UUID_EXT 0x335C +#define EGL_DRIVER_UUID_EXT 0x335D +#define EGL_DRIVER_NAME_EXT 0x335E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#endif +#endif /* EGL_EXT_device_persistent_id */ + #ifndef EGL_EXT_device_query #define EGL_EXT_device_query 1 #endif /* EGL_EXT_device_query */ +#ifndef EGL_EXT_device_query_name +#define EGL_EXT_device_query_name 1 +#define EGL_RENDERER_EXT 0x335F +#endif /* EGL_EXT_device_query_name */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +#ifndef EGL_EXT_gl_colorspace_display_p3 +#define EGL_EXT_gl_colorspace_display_p3 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 +#endif /* EGL_EXT_gl_colorspace_display_p3 */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_linear +#define EGL_EXT_gl_colorspace_display_p3_linear 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 +#endif /* EGL_EXT_gl_colorspace_display_p3_linear */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough +#define EGL_EXT_gl_colorspace_display_p3_passthrough 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 +#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ + +#ifndef EGL_EXT_gl_colorspace_scrgb +#define EGL_EXT_gl_colorspace_scrgb 1 +#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 +#endif /* EGL_EXT_gl_colorspace_scrgb */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + #ifndef EGL_EXT_image_dma_buf_import #define EGL_EXT_image_dma_buf_import 1 #define EGL_LINUX_DMA_BUF_EXT 0x3270 @@ -1325,6 +1630,39 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 #endif /* EGL_EXT_image_dma_buf_import */ +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#endif +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifndef EGL_EXT_image_gl_colorspace +#define EGL_EXT_image_gl_colorspace 1 +#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D +#endif /* EGL_EXT_image_gl_colorspace */ + +#ifndef EGL_EXT_image_implicit_sync_control +#define EGL_EXT_image_implicit_sync_control 1 +#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 +#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 +#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 +#endif /* EGL_EXT_image_implicit_sync_control */ + #ifndef EGL_EXT_multiview_window #define EGL_EXT_multiview_window 1 #define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 @@ -1334,8 +1672,8 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_EXT_output_base 1 typedef void *EGLOutputLayerEXT; typedef void *EGLOutputPortEXT; -#define EGL_NO_OUTPUT_LAYER_EXT ((EGLOutputLayerEXT)0) -#define EGL_NO_OUTPUT_PORT_EXT ((EGLOutputPortEXT)0) +#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) +#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) #define EGL_BAD_OUTPUT_LAYER_EXT 0x322D #define EGL_BAD_OUTPUT_PORT_EXT 0x322E #define EGL_SWAP_INTERVAL_EXT 0x322F @@ -1372,6 +1710,13 @@ EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLO #define EGL_OPENWF_PORT_ID_EXT 0x3239 #endif /* EGL_EXT_output_openwf */ +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B +#endif /* EGL_EXT_pixel_format_float */ + #ifndef EGL_EXT_platform_base #define EGL_EXT_platform_base 1 typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); @@ -1400,9 +1745,24 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, #define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 #endif /* EGL_EXT_platform_x11 */ +#ifndef EGL_EXT_platform_xcb +#define EGL_EXT_platform_xcb 1 +#define EGL_PLATFORM_XCB_EXT 0x31DC +#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE +#endif /* EGL_EXT_platform_xcb */ + +#ifndef EGL_EXT_present_opaque +#define EGL_EXT_present_opaque 1 +#define EGL_PRESENT_OPAQUE_EXT 0x31DF +#endif /* EGL_EXT_present_opaque */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 +#endif /* EGL_EXT_protected_content */ + #ifndef EGL_EXT_protected_surface #define EGL_EXT_protected_surface 1 -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 #endif /* EGL_EXT_protected_surface */ #ifndef EGL_EXT_stream_consumer_egloutput @@ -1413,14 +1773,43 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr #endif #endif /* EGL_EXT_stream_consumer_egloutput */ +#ifndef EGL_EXT_surface_CTA861_3_metadata +#define EGL_EXT_surface_CTA861_3_metadata 1 +#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 +#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 +#endif /* EGL_EXT_surface_CTA861_3_metadata */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A +#define EGL_METADATA_SCALING_EXT 50000 +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + #ifndef EGL_EXT_swap_buffers_with_damage #define EGL_EXT_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_EXT_swap_buffers_with_damage */ +#ifndef EGL_EXT_sync_reuse +#define EGL_EXT_sync_reuse 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_sync_reuse */ + #ifndef EGL_EXT_yuv_surface #define EGL_EXT_yuv_surface 1 #define EGL_YUV_ORDER_EXT 0x3301 @@ -1481,6 +1870,12 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif /* EGL_IMG_context_priority */ +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 +#endif /* EGL_IMG_image_plane_attribs */ + #ifndef EGL_MESA_drm_image #define EGL_MESA_drm_image 1 #define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 @@ -1490,6 +1885,7 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 #define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 #define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1513,6 +1909,21 @@ EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImage #define EGL_PLATFORM_GBM_MESA 0x31D7 #endif /* EGL_MESA_platform_gbm */ +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD +#endif /* EGL_MESA_platform_surfaceless */ + +#ifndef EGL_MESA_query_driver +#define EGL_MESA_query_driver 1 +typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); +typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); +EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); +#endif +#endif /* EGL_MESA_query_driver */ + #ifndef EGL_NOK_swap_region #define EGL_NOK_swap_region 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); @@ -1539,6 +1950,11 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurfa #define EGL_AUTO_STEREO_NV 0x3136 #endif /* EGL_NV_3dvision_surface */ +#ifndef EGL_NV_context_priority_realtime +#define EGL_NV_context_priority_realtime 1 +#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 +#endif /* EGL_NV_context_priority_realtime */ + #ifndef EGL_NV_coverage_sample #define EGL_NV_coverage_sample 1 #define EGL_COVERAGE_BUFFERS_NV 0x30E0 @@ -1596,6 +2012,181 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur #endif #endif /* EGL_NV_post_sub_buffer */ +#ifndef EGL_NV_quadruple_buffer +#define EGL_NV_quadruple_buffer 1 +#define EGL_QUADRUPLE_BUFFER_NV 0x3231 +#endif /* EGL_NV_quadruple_buffer */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#endif /* EGL_NV_robustness_video_memory_purge */ + +#ifndef EGL_NV_stream_consumer_eglimage +#define EGL_NV_stream_consumer_eglimage 1 +#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 +#define EGL_STREAM_IMAGE_ADD_NV 0x3374 +#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 +#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#endif +#endif /* EGL_NV_stream_consumer_eglimage */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E +#endif /* EGL_NV_stream_cross_display */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D +#endif /* EGL_NV_stream_cross_object */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F +#endif /* EGL_NV_stream_cross_partition */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 +#endif /* EGL_NV_stream_cross_process */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F +#endif /* EGL_NV_stream_cross_system */ + +#ifndef EGL_NV_stream_dma +#define EGL_NV_stream_dma 1 +#define EGL_STREAM_DMA_NV 0x3371 +#define EGL_STREAM_DMA_SERVER_NV 0x3372 +#endif /* EGL_NV_stream_dma */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A +#endif /* EGL_NV_stream_fifo_next */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 +#endif /* EGL_NV_stream_fifo_synchronous */ + +#ifndef EGL_NV_stream_flush +#define EGL_NV_stream_flush 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_flush */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 +#endif /* EGL_NV_stream_frame_limits */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_PENDING_METADATA_NV 0x3328 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#endif +#endif /* EGL_NV_stream_metadata */ + +#ifndef EGL_NV_stream_origin +#define EGL_NV_stream_origin 1 +#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 +#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 +#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 +#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 +#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A +#define EGL_LEFT_NV 0x336B +#define EGL_RIGHT_NV 0x336C +#define EGL_TOP_NV 0x336D +#define EGL_BOTTOM_NV 0x336E +#define EGL_X_AXIS_NV 0x336F +#define EGL_Y_AXIS_NV 0x3370 +#endif /* EGL_NV_stream_origin */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#endif /* EGL_NV_stream_remote */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_reset */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D +#endif /* EGL_NV_stream_socket */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 +#define EGL_SOCKET_TYPE_INET_NV 0x324F +#endif /* EGL_NV_stream_socket_inet */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E +#endif /* EGL_NV_stream_socket_unix */ + #ifndef EGL_NV_stream_sync #define EGL_NV_stream_sync 1 #define EGL_SYNC_NEW_FRAME_NV 0x321F @@ -1622,7 +2213,7 @@ typedef khronos_utime_nanoseconds_t EGLTimeNV; #define EGL_SYNC_TYPE_NV 0x30ED #define EGL_SYNC_CONDITION_NV 0x30EE #define EGL_SYNC_FENCE_NV 0x30EF -#define EGL_NO_SYNC_NV ((EGLSyncNV)0) +#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); @@ -1653,6 +2244,11 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_NV_system_time */ +#ifndef EGL_NV_triple_buffer +#define EGL_NV_triple_buffer 1 +#define EGL_TRIPLE_BUFFER_NV 0x3230 +#endif /* EGL_NV_triple_buffer */ + #ifndef EGL_TIZEN_image_native_buffer #define EGL_TIZEN_image_native_buffer 1 #define EGL_NATIVE_BUFFER_TIZEN 0x32A0 @@ -1663,11 +2259,44 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #define EGL_NATIVE_SURFACE_TIZEN 0x32A1 #endif /* EGL_TIZEN_image_native_surface */ +#ifndef EGL_WL_bind_wayland_display +#define EGL_WL_bind_wayland_display 1 +#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC +#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC +#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC +struct wl_display; +struct wl_resource; +#define EGL_WAYLAND_BUFFER_WL 0x31D5 +#define EGL_WAYLAND_PLANE_WL 0x31D6 +#define EGL_TEXTURE_Y_U_V_WL 0x31D7 +#define EGL_TEXTURE_Y_UV_WL 0x31D8 +#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 +#define EGL_TEXTURE_EXTERNAL_WL 0x31DA +#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#endif +#endif /* EGL_WL_bind_wayland_display */ + +#ifndef EGL_WL_create_wayland_buffer_from_image +#define EGL_WL_create_wayland_buffer_from_image 1 +#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC +struct wl_buffer; +typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_WL_create_wayland_buffer_from_image */ + #ifdef __cplusplus } #endif #endif /* __eglext_h_ */ - #endif /* _MSC_VER */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h index 54d5d486d75e1edb14add43ef43d056edb2e4bed..46c29625362166e610e711c5cfc61d0644d84868 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,23 @@ #include "SDL_stdinc.h" +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* 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 */ @@ -42,10 +59,16 @@ #ifdef __linux__ #include <endian.h> #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__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ - (defined(__MIPS__) && defined(__MISPEB__)) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \ defined(__sparc__) #define SDL_BYTEORDER SDL_BIG_ENDIAN @@ -65,22 +88,45 @@ extern "C" { /** * \file SDL_endian.h */ -#if defined(__GNUC__) && defined(__i386__) && \ - !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */) + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ushort) +#define SDL_Swap16(x) _byteswap_ushort(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -89,7 +135,7 @@ SDL_Swap16(Uint16 x) __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); return (Uint16)result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -97,7 +143,7 @@ SDL_Swap16(Uint16 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint16 SDL_Swap16(Uint16); +extern __inline Uint16 SDL_Swap16(Uint16); #pragma aux SDL_Swap16 = \ "xchg al, ah" \ parm [ax] \ @@ -110,32 +156,37 @@ SDL_Swap16(Uint16 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ulong) +#define SDL_Swap32(x) _byteswap_ulong(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswap %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswapl %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { Uint32 result; - __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,%2,24,0,7": "=&r"(result):"0"(result), "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,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); return result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { @@ -143,20 +194,11 @@ SDL_Swap32(Uint32 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint32 SDL_Swap32(Uint32); -#ifndef __SW_3 /* 486+ */ +extern __inline Uint32 SDL_Swap32(Uint32); #pragma aux SDL_Swap32 = \ "bswap eax" \ parm [eax] \ modify [eax]; -#else /* 386-only */ -#pragma aux SDL_Swap32 = \ - "xchg al, ah" \ - "ror eax, 16" \ - "xchg al, ah" \ - parm [eax] \ - modify [eax]; -#endif #else SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) @@ -166,31 +208,42 @@ SDL_Swap32(Uint32 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_uint64) +#define SDL_Swap64(x) _byteswap_uint64(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { - union - { - struct - { + union { + struct { Uint32 a, b; } s; Uint64 u; } v; v.u = x; - __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a), - "1"(v.s. - b)); + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); return v.u; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { __asm__("bswapq %0": "=r"(x):"0"(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]; #else SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) @@ -212,8 +265,7 @@ SDL_Swap64(Uint64 x) SDL_FORCE_INLINE float SDL_SwapFloat(float x) { - union - { + union { float f; Uint32 ui32; } swapper; @@ -222,6 +274,11 @@ SDL_SwapFloat(float x) return swapper.f; } +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 /** * \name Swap to native @@ -229,22 +286,22 @@ SDL_SwapFloat(float x) */ /* @{ */ #if SDL_BYTEORDER == SDL_LIL_ENDIAN -#define SDL_SwapLE16(X) (X) -#define SDL_SwapLE32(X) (X) -#define SDL_SwapLE64(X) (X) +#define SDL_SwapLE16(X) (X) +#define SDL_SwapLE32(X) (X) +#define SDL_SwapLE64(X) (X) #define SDL_SwapFloatLE(X) (X) -#define SDL_SwapBE16(X) SDL_Swap16(X) -#define SDL_SwapBE32(X) SDL_Swap32(X) -#define SDL_SwapBE64(X) SDL_Swap64(X) +#define SDL_SwapBE16(X) SDL_Swap16(X) +#define SDL_SwapBE32(X) SDL_Swap32(X) +#define SDL_SwapBE64(X) SDL_Swap64(X) #define SDL_SwapFloatBE(X) SDL_SwapFloat(X) #else -#define SDL_SwapLE16(X) SDL_Swap16(X) -#define SDL_SwapLE32(X) SDL_Swap32(X) -#define SDL_SwapLE64(X) SDL_Swap64(X) +#define SDL_SwapLE16(X) SDL_Swap16(X) +#define SDL_SwapLE32(X) SDL_Swap32(X) +#define SDL_SwapLE64(X) SDL_Swap64(X) #define SDL_SwapFloatLE(X) SDL_SwapFloat(X) -#define SDL_SwapBE16(X) (X) -#define SDL_SwapBE32(X) (X) -#define SDL_SwapBE64(X) (X) +#define SDL_SwapBE16(X) (X) +#define SDL_SwapBE32(X) (X) +#define SDL_SwapBE64(X) (X) #define SDL_SwapFloatBE(X) (X) #endif /* @} *//* Swap to native */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h index 24416e693545423e54990eebfb19a825bb4197a0..5c961e4284ef46afb1eb62bd39d9520c2e058119 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,9 +37,96 @@ extern "C" { #endif /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + */ 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(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ 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. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GetError + */ +extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen); + +/** + * Clear any previous error message for this thread. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ extern DECLSPEC void SDLCALL SDL_ClearError(void); /** diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h index 282b9fb766d855da2be34246f13b702b5ab7abe2..3722a6311a8f35be8ce8798754dba8450b0e5703 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,7 +50,7 @@ extern "C" { #define SDL_PRESSED 1 /** - * \brief The types of events that can be delivered. + * The types of events that can be delivered. */ typedef enum { @@ -85,6 +85,8 @@ typedef enum Called on Android in onResume() */ + SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ + /* Display events */ 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_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ 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 */ SDL_FINGERDOWN = 0x700, @@ -154,6 +160,9 @@ typedef enum SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + /* Internal events */ + SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, * and should be allocated with SDL_RegisterEvents() */ @@ -292,6 +301,8 @@ typedef struct SDL_MouseWheelEvent Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */ + float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */ } SDL_MouseWheelEvent; /** @@ -413,6 +424,33 @@ typedef struct SDL_ControllerDeviceEvent Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ } 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.*) */ @@ -442,6 +480,7 @@ typedef struct SDL_TouchFingerEvent float dx; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */ float pressure; /**< Normalized in the range 0...1 */ + Uint32 windowID; /**< The window underneath the finger, if any */ } SDL_TouchFingerEvent; @@ -556,56 +595,79 @@ typedef struct SDL_SysWMEvent */ typedef union SDL_Event { - Uint32 type; /**< Event type, shared with all events */ - SDL_CommonEvent common; /**< Common event data */ - SDL_DisplayEvent display; /**< Window event data */ - SDL_WindowEvent window; /**< Window event data */ - SDL_KeyboardEvent key; /**< Keyboard event data */ - SDL_TextEditingEvent edit; /**< Text editing event data */ - SDL_TextInputEvent text; /**< Text input event data */ - SDL_MouseMotionEvent motion; /**< Mouse motion event data */ - SDL_MouseButtonEvent button; /**< Mouse button event data */ - SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ - SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ - SDL_JoyBallEvent jball; /**< Joystick ball event data */ - SDL_JoyHatEvent jhat; /**< Joystick hat event data */ - SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ - SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ - SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ - SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ - SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ - SDL_AudioDeviceEvent adevice; /**< Audio device event data */ - SDL_SensorEvent sensor; /**< Sensor event data */ - SDL_QuitEvent quit; /**< Quit request event data */ - SDL_UserEvent user; /**< Custom event data */ - SDL_SysWMEvent syswm; /**< System dependent window event data */ - SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ - SDL_MultiGestureEvent mgesture; /**< Gesture event data */ - SDL_DollarGestureEvent dgesture; /**< Gesture event data */ - SDL_DropEvent drop; /**< Drag and drop event data */ - - /* This is necessary for ABI compatibility between Visual C++ and GCC - 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 - within the union, which is 8 bytes. + Uint32 type; /**< Event type, shared with all events */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ + SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ + SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ + SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ + SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_SysWMEvent syswm; /**< System dependent window event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_MultiGestureEvent mgesture; /**< Gesture event data */ + SDL_DollarGestureEvent dgesture; /**< Gesture event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + 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. + + 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; /* 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 */ /** - * 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. + * + * **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. * - * This function updates the event queue and internal input device state. + * 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. * - * This should only be run in the thread that sets the video mode. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent */ extern DECLSPEC void SDLCALL SDL_PumpEvents(void); @@ -618,22 +680,42 @@ typedef enum } 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: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * 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_ADDEVENT, up to \c numevents events will be added to - * the back of the event queue. + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). * - * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will not be removed from the queue. + * This function is thread-safe. * - * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will be removed from the queue. + * \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. * - * \return The number of events actually stored, or -1 if there was an error. + * \since This function is available since SDL 2.0.0. * - * 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, SDL_eventaction action, @@ -641,113 +723,354 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents + */ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); /** - * This function clears events 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() - * on the main thread immediately before the flush call. + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvents */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvent + */ 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 may implicitly call 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. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: * - * \return 1 if there are any pending events, or 0 if there are none available. + * ```c + * 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. + * } * - * \param event If not NULL, the next event is removed from the queue and - * stored in that area. + * // 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \brief Waits indefinitely for the next available event. + * Wait indefinitely for the next available 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 may implicitly call 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 - * stored in that area. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEventTimeout */ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); /** - * \brief Waits until the specified timeout (in milliseconds) for the next - * available event. + * Wait until the specified timeout (in milliseconds) for the next available + * 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 may implicitly call 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 - * stored in that area. - * \param timeout The timeout (in milliseconds) to wait for next event. + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEvent */ extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, 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. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. * - * \return 1 on success, 0 if the event was filtered, or -1 if the event queue - * was full or there was some other error. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents */ 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); /** - * Sets up a filter to process all events before they change internal state and - * are posted to the internal event queue. + * Set up a filter to process all events before they change internal state and + * are posted to the internal event queue. + * + * If the filter function returns 1 when called, then the event will be added + * to the internal queue. If it returns 0, then the event will be dropped from + * the queue, but the internal state will still be updated. This allows + * selective filtering of dynamically arriving events. * - * The filter is prototyped as: - * \code - * int SDL_EventFilter(void *userdata, SDL_Event * event); - * \endcode + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! * - * If the filter returns 1, then the event will be added to the internal queue. - * If it returns 0, then the event will be dropped from the queue, but the - * internal state will still be updated. This allows selective filtering of - * dynamically arriving events. + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. * - * \warning Be very careful of what you do in the event filter function, as - * it may run in a different thread! + * 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 + * application window. If the event filter returns 1, then the window will be + * closed, otherwise the window will remain open if possible. * - * 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 - * application window. If the event filter returns 1, then the window will - * be closed, otherwise the window will remain open if possible. + * Note: Disabled events never make it to the event filter function; see + * SDL_EventState(). * - * If the quit event is generated by an interrupt signal, it will bypass the - * internal queue and be delivered to the application at the next event poll. + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_EventState + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent */ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); /** - * Return the current event filter - can be used to "chain" filters. - * If there is no event filter set, this function returns SDL_FALSE. + * Query the current event filter. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetEventFilter */ extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelEventWatch + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch */ extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata); /** - * Run the filter function on the current event queue, removing any - * events for which the filter returns 0. + * Run a specific filter function on the current event queue, removing any + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); @@ -759,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, #define SDL_ENABLE 1 /** - * This function allows you to set the state of processing certain events. - * - If \c state is set to ::SDL_IGNORE, that event will be automatically - * dropped from the event queue and will not be filtered. - * - If \c state is set to ::SDL_ENABLE, that event will be processed - * normally. - * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the - * current processing state of the specified event. + * Set the state of processing events by type. + * + * `state` may be any of the following: + * + * - `SDL_QUERY`: returns the current processing state of the specified event + * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventState */ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); /* @} */ #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) /** - * This function allocates a set of user-defined events, and returns - * the beginning event number for that set of events. + * Allocate a set of user-defined events, and return the beginning event + * 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 - * returns (Uint32)-1 + * \sa SDL_PushEvent */ extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h index 6d97e589637b5224a1349c24b90c86a843d6c2cc..16f02e287dd7fc4cbb7f5c2d9c106603b10146af 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,88 +38,97 @@ extern "C" { #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 - * from, which is probably the installation directory, and may or may not - * be the process's current working directory. + * This is not necessarily a fast call, so you should call this once near + * startup and save the string if you need it. * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). + * **Mac OS X and iOS Specific Functionality**: If the application is in a + * ".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 - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): * - * Some platforms can't determine the application's path, and on other - * platforms, this might be meaningless. In such cases, this function will - * return NULL. + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For 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 */ 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 - * files (preferences and save games, etc) that are specific to your - * application. This directory is unique per user, per application. + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. * - * This function will decide the appropriate location in the native filesystem, - * create the directory if necessary, and return a string of the absolute - * path to the directory in UTF-8 encoding. + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. * * On Windows, the string might look like: - * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\" * - * On Linux, the string might look like: - * "/home/bob/.local/share/My Program Name/" + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\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: - * "/Users/bob/Library/Application Support/My Program Name/" - * - * (etc.) - * - * You specify the name of your organization (if it's not a real organization, - * your name or an Internet domain you own might do) and the name of your - * application. These should be untranslated proper names. - * - * Both the org and app strings may become part of a directory name, so - * please follow these rules: - * - * - Try to use the same org string (including case-sensitivity) for - * all your applications that use this function. - * - Always use a unique app string for each one, and make sure it never - * changes for an app once you've decided on it. - * - Unicode characters are legal, as long as it's UTF-8 encoded, but... - * - ...only use letters, numbers, and spaces. Avoid punctuation like - * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. - * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). - * - * The pointer returned by this function is owned by you. Please call - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. - * - * You should assume the path returned by this function is the only safe - * place to write files (and that SDL_GetBasePath(), while it might be - * writable, or even the parent of the returned path, aren't where you - * should be writing things). - * - * 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). + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as it's UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * 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. + * + * \param org the name of your organization + * \param app the name of your application + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). + * + * \since This function is available since SDL 2.0.1. * * \sa SDL_GetBasePath */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h index ebde387156518843140f75c933f55d26d71ccb84..bdd9b899389c2eb76d081da8f8ad5da4f1b903d9 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -31,6 +31,7 @@ #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_rwops.h" +#include "SDL_sensor.h" #include "SDL_joystick.h" #include "begin_code.h" @@ -57,6 +58,19 @@ extern "C" { struct _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 { @@ -87,6 +101,8 @@ typedef struct SDL_GameControllerButtonBind /** * To count the number of game controllers in the system for the following: + * + * ```c * int nJoysticks = SDL_NumJoysticks(); * int nGameControllers = 0; * for (int i = 0; i < nJoysticks; i++) { @@ -94,6 +110,7 @@ typedef struct SDL_GameControllerButtonBind * 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: * guid,name,mappings @@ -107,17 +124,39 @@ typedef struct SDL_GameControllerButtonBind * Buttons can be used as a controller axis and vice versa. * * 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() - * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt + * Load a set of Game Controller mappings from a seekable SDL data stream. + * + * 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). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. * - * If \c freerw is non-zero, the stream will be closed after being read. - * - * \return number of mappings added, -1 on error + * \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); @@ -129,133 +168,372 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, #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: + * + * ```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. + * + * \since This function is available since SDL 2.0.0. * - * \return 1 if mapping is added, 0 if updated, -1 on error + * \sa SDL_GameControllerMapping + * \sa SDL_GameControllerMappingForGUID */ 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. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); /** - * Get the mapping at a particular index. + * Get the mapping at a particular index. + * + * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if + * the index is out of range. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. + * \since This function is available since SDL 2.0.6. */ 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(). + * + * \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. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID */ 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(). + * + * Details about mappings are discussed with SDL_GameControllerAddMapping(). * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \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); /** - * Get the implementation dependent name of a game controller. - * This can be called before any controllers are opened. - * If no name can be found, this function returns NULL. + * Get the implementation dependent name for the game controller. + * + * 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); /** - * Get the mapping of a game controller. - * This can be called before any controllers are opened. + * Get the type of a game controller. + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); /** - * 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 - * controller events. The joystick's instance id (::SDL_JoystickID) will be - * used there instead. + * Open a game controller for use. + * + * `joystick_index` is the same as the `device_index` passed to + * SDL_JoystickOpen(). + * + * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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); /** - * Get the player index of an opened game controller, or -1 if it's not available + * Get the type of this currently opened controller + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); /** - * Get the USB vendor ID of an opened controller, if available. - * If the vendor ID isn't available this function returns 0. + * Set the player index of an opened game controller. + * + * \param gamecontroller the game controller object to adjust. + * \param player_index Player index to assign to this controller. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); + +/** + * Get the USB vendor ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); + +/** + * Get the USB product ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); /** - * Get the USB product ID of an opened controller, if available. - * If the product ID isn't available this function returns 0. + * Get the product version of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); /** - * Get the product version of an opened controller, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); +extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); /** - * Returns SDL_TRUE if the controller has been opened and currently connected, - * or SDL_FALSE if it has not. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerClose + * \sa SDL_GameControllerOpen */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, + * and 1 will have any effect. Other numbers will just be returned. + * + * \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. * - * If controller events are disabled, you must call SDL_GameControllerUpdate() - * yourself and check the state of the controller when you want controller - * information. + * \since This function is available since SDL 2.0.0. * - * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. + * \sa SDL_JoystickEventState */ 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 - * events are enabled. + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); @@ -282,33 +560,94 @@ typedef enum } 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetAxisFromString */ 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 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** - * Get the current state of an axis control on a game controller. + * Query whether a game controller has a given axis. + * + * This merely reports whether the controller's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + */ +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). * - * The state is a value ranging from -32768 to 32767 (except for the triggers, - * which range from 0 to 32767). + * \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. * - * The axis indices start at index 0. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetButton */ extern DECLSPEC Sint16 SDLCALL -SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, - SDL_GameControllerAxis axis); +SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * The list of buttons available from a controller @@ -331,53 +670,325 @@ typedef enum SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 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_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. + * + * \since This function is available since SDL 2.0.0. */ -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); /** - * 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 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 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. + * + * \since This function is available since SDL 2.0.14. + */ +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, SDL_GameControllerButton button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * Get the number of touchpads on a game controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * controller. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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 query + * \param type The type of sensor to query + * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. * - * \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 + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \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 + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_GameControllerHasRumble */ 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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GameControllerHasRumbleTriggers + */ +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 + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble + * support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support on triggers. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger + * rumble support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerOpen */ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); +/** + * Return the sfSymbolsName for a given button on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param button a button on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); + +/** + * Return the sfSymbolsName for a given axis on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param axis an axis on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h index 9d25e9c1da5851964693fe5ec59bc62a227ef1b4..e2caea2a9256398390103757892e3b95b1d05fa8 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID; /* 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); /** - * \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); /** - * \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); /** - * \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); - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h index 0756276856851d34a9dc26cf914a2061564d1e3a..f240ae927211e66abba5d3389dd81736ea135d18 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,7 +76,7 @@ * } * * // Create the effect - * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default + * SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default * effect.type = SDL_HAPTIC_SINE; * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates * effect.periodic.direction.dir[0] = 18000; // Force comes from south @@ -336,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic; */ #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 */ /* @} *//* Haptic features */ @@ -444,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic; * \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS * \sa SDL_HapticEffect * \sa SDL_HapticNumAxes */ @@ -811,419 +820,513 @@ typedef union SDL_HapticEffect /* Function prototypes */ + /** - * \brief Count the number of haptic devices attached to the system. + * Count the number of haptic devices attached to 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. * - * \return Number of haptic devices detected on the system. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticName */ 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. - * If no name can be found, this function returns NULL. + * \param device_index index of the device to query. + * \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. - * \return Name of the device or NULL on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_NumHaptics + * \sa SDL_NumHaptics */ 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 - * system. + * The index passed as an argument refers to the N'th haptic device on this + * system. * - * When opening a haptic device, its gain will be set to maximum and - * autocenter will be disabled. To modify these values use - * SDL_HapticSetGain() and SDL_HapticSetAutocenter(). + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_HapticSetGain() + * and SDL_HapticSetAutocenter(). * - * \param device_index Index of the device to open. - * \return Device identifier or NULL on error. + * \param device_index index of the device to open + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. * - * \sa SDL_HapticIndex - * \sa SDL_HapticOpenFromMouse - * \sa SDL_HapticOpenFromJoystick - * \sa SDL_HapticClose - * \sa SDL_HapticSetGain - * \sa SDL_HapticSetAutocenter - * \sa SDL_HapticPause - * \sa SDL_HapticStopAll + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticIndex + * \sa SDL_HapticOpenFromJoystick + * \sa SDL_HapticOpenFromMouse + * \sa SDL_HapticPause + * \sa SDL_HapticSetAutocenter + * \sa SDL_HapticSetGain + * \sa SDL_HapticStopAll */ 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. - * \return 1 if it has been opened or 0 if it hasn't. + * \param device_index the index of the device to query + * \returns 1 if it has been opened, 0 if it hasn't or on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticIndex + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticIndex + * \sa SDL_HapticOpen */ 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. - * \return The index of the haptic device or -1 on error. + * \param haptic the SDL_Haptic device to query + * \returns the index of the specified haptic device or a negative error code + * on failure; call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticOpened + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticOpened */ 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); /** - * \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 - * \sa SDL_HapticOpen + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_MouseIsHaptic */ 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. - * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't - * or -1 if an error occurred. + * \param joystick the SDL_Joystick to test for haptic capabilities + * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a + * 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); /** - * \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 - * with the joystick. + * You must still close the haptic device separately. It will not be closed + * with the joystick. * - * When opening from a joystick you should first close the haptic device before - * 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 - * on that device. + * When opened from a joystick you should first close the haptic device before + * 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 + * on that device. * - * \param joystick Joystick to create a haptic device from. - * \return A valid haptic device identifier on success or NULL on error. + * \param joystick the SDL_Joystick to create a haptic device from + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticClose + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticOpen + * \sa SDL_JoystickIsHaptic */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * joystick); /** - * \brief Closes a haptic device previously opened with SDL_HapticOpen(). + * Close a haptic device previously opened with SDL_HapticOpen(). + * + * \param haptic the SDL_Haptic device to close * - * \param haptic Haptic device to close. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen */ 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 - * approximation. Always check to see if your created effect was actually - * created and do not rely solely on SDL_HapticNumEffects(). + * \param haptic the SDL_Haptic device to query + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query effect max. - * \return The number of effects the haptic device can store or - * -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffectsPlaying - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffectsPlaying + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); /** - * \brief Returns the number of effects a haptic device can play at the same - * time. + * Get the number of effects a haptic device can play at the same 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. - * Added here for the sake of completeness. + * \param haptic the SDL_Haptic device to query maximum playing effects + * \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. - * \return The number of effects the haptic device can play at the same time - * or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffects + * \sa SDL_HapticQuery */ 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: - * \code - * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { - * printf("We have constant haptic effect!\n"); - * } - * \endcode + * \param haptic the SDL_Haptic device to query + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query. - * \return Haptic features in bitwise manner (OR'd). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticEffectSupported + * \sa SDL_HapticEffectSupported + * \sa SDL_HapticNumEffects */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery - * \sa SDL_HapticNewEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * 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 effect Properties of the effect to create. - * \return The identifier of the effect on success or -1 on error. + * \param haptic an SDL_Haptic device to create the effect on + * \param effect an SDL_HapticEffect structure containing the properties of + * 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_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticUpdateEffect */ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, 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 - * direction may be strange. Specifically the effect may reupload itself - * and start playing from the start. You cannot change the type either when - * running SDL_HapticUpdateEffect(). + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_HapticUpdateEffect(). * - * \param haptic Haptic device that has the effect. - * \param effect Identifier of the effect to update. - * \param data New effect properties to use. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device that has the effect + * \param effect the identifier of the effect to update + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticNewEffect - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect, 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 - * repeating the envelope (attack and fade) every time. If you only want the - * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length - * parameter. + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. * - * \param haptic Haptic device to run the effect on. - * \param effect Identifier of the haptic effect to run. - * \param iterations Number of iterations to run the effect. Use - * ::SDL_HAPTIC_INFINITY for infinity. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to run the effect on + * \param effect the ID of the haptic effect to run + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticStopEffect - * \sa SDL_HapticDestroyEffect - * \sa SDL_HapticGetEffectStatus + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticGetEffectStatus + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations); /** - * \brief Stops the haptic effect on its associated haptic device. + * Stop the haptic effect on its associated haptic device. * - * \param haptic Haptic device to stop the effect on. - * \param effect Identifier of the effect to stop. - * \return 0 on success or -1 on error. + * * * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, 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 + * destroyed when the device is closed. * - * \param haptic Device to destroy the effect on. - * \param effect Identifier of the effect to destroy. + * \param haptic the SDL_Haptic device to destroy the effect on + * \param effect the ID of the haptic effect to destroy * - * \sa SDL_HapticNewEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNewEffect */ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticStopEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, 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 - * 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. + * \param haptic the SDL_Haptic device to set the gain on + * \param gain value to set the gain to, should be between 0 and 100 (0 - 100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to set the gain on. - * \param gain Value to set the gain to, should be between 0 and 100. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery + * \sa SDL_HapticQuery */ 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 - * autocentering. + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * 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 autocenter Value to set autocenter to, 0 disables autocentering. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to set autocentering on + * \param autocenter value to set autocenter to (0-100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticQuery + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter); /** - * \brief Pauses a haptic device. + * Pause a haptic device. * - * Device must support the ::SDL_HAPTIC_PAUSE feature. Call - * SDL_HapticUnpause() to resume playback. + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call + * SDL_HapticUnpause() to resume playback. * - * Do not modify the effects nor add new ones while the device is paused. - * That can cause all sorts of weird errors. + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. * - * \param haptic Haptic device to pause. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to pause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticUnpause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticUnpause */ 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. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to unpause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticPause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticPause */ 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 the SDL_Haptic device 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. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. */ 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. - * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. + * \param haptic haptic device to check for rumble support + * \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_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop */ 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. - * \return 0 on success or -1 on error. + * \param haptic the haptic device to initialize for simple rumble playback + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to play the rumble effect on + * \param strength strength of the rumble to play as a 0-1 float value + * \param length length of the rumble to play in milliseconds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to play rumble effect on. - * \param strength Strength of the rumble to play as a 0-1 float value. - * \param length Length of the rumble to play in milliseconds. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to stop the rumble effect on + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic to stop the rumble on. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleSupported */ extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hidapi.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hidapi.h new file mode 100644 index 0000000000000000000000000000000000000000..354af5c52dbaba5332de3929ac0509890ad775d7 --- /dev/null +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hidapi.h @@ -0,0 +1,451 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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_hidapi.h + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, + * and includes source code licensed under the following BSD license: + * + Copyright (c) 2010, Alan Ott, Signal 11 Software + All rights reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of Signal 11 Software nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example + * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A handle representing an open HID device + */ +struct SDL_hid_device_; +typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */ + +/** hidapi info structure */ +/** + * \brief Information about a connected HID device + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac only). */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac only).*/ + unsigned short usage; + /** The USB interface which this logical device + represents. + + * Valid on both Linux implementations in all cases. + * Valid on the Windows implementation only if the device + contains more than one interface. */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_exit + */ +extern DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_init + */ +extern DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_enumerate + */ +extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * \param vendor_id The Vendor ID (VID) of the types of device to open. + * \param product_id The Product ID (PID) of the types of device to open. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_device_change_count + */ +extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration Linked List + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs Pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id The Vendor ID (VID) of the device to open. + * \param product_id The Product ID (PID) of the device to open. + * \param serial_number The Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path The path name of the device to open + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read within the timeout period, this function + * returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read and the handle is in non-blocking mode, this + * function returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length The number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string_index The index of the string to get. + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers + * + * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_hidapi_h_ */ + +/* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h index 8fa0dd660555f4b9d4ab1e60efee7c382a5f316e..1185f42229b3e74825db584267c7655835d6c996 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,439 +48,534 @@ extern "C" { #endif /** - * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. - * - * SDL can try to accelerate the SDL screen surface by using streaming - * textures with a 3D rendering engine. This variable controls whether and - * how this is done. + * \brief A variable controlling whether the Android / iOS built-in + * accelerometer should be listed as a joystick device. * * This variable can be set to the following values: - * "0" - Disable 3D acceleration - * "1" - Enable 3D acceleration, using the default renderer. - * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) - * - * By default SDL tries to make a best guess for each platform whether - * to use acceleration or not. + * "0" - The accelerometer is not listed as a joystick + * "1" - The accelerometer is available as a 3 axis joystick (the default). */ -#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" +#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" /** - * \brief A variable specifying which render driver to use. - * - * If the application doesn't pick a specific renderer to use, this variable - * specifies the name of the preferred renderer. If the preferred renderer - * can't be initialized, the normal default renderer is used. + * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. * - * This variable is case insensitive and can be set to the following values: - * "direct3d" - * "opengl" - * "opengles2" - * "opengles" - * "metal" - * "software" + * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed + * and your window is full-screen. This prevents the user from getting stuck in + * your application if you've enabled keyboard grab. * - * The default varies by platform, but it's the first one in the list that - * is available on the current platform. - */ -#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + * The variable can be set to the following values: + * "0" - SDL will not handle Alt+Tab. Your application is responsible + for handling Alt+Tab while the keyboard is grabbed. + * "1" - SDL will minimize your window when Alt+Tab is pressed (default) +*/ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" /** - * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. + * This is a debugging aid for developers and not expected to be used by end users. The default is "1" * * This variable can be set to the following values: - * "0" - Disable shaders - * "1" - Enable shaders - * - * By default shaders are used if OpenGL supports them. + * "0" - don't allow topmost + * "1" - allow topmost */ -#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" +#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" /** - * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. * - * This variable can be set to the following values: - * "0" - Thread-safety is not enabled (faster) - * "1" - Thread-safety is enabled + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. * - * By default the Direct3D device is created with thread-safety disabled. + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. + * + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" - +#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" + /** - * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. * - * This variable does not have any effect on the Direct3D 9 based renderer. + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. * - * This variable can be set to the following values: - * "0" - Disable Debug Layer use - * "1" - Enable Debug Layer use + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. * - * By default, SDL does not use Direct3D Debug Layer. + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" +#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" /** - * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * \brief A variable to control whether the event loop will block itself when the app is paused. * - * This variable can be set to the following values: - * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen - * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * The variable can be set to the following values: + * "0" - Non blocking. + * "1" - Blocking. (default) * - * By default letterbox is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** - * \brief A variable controlling the scaling quality + * \brief A variable to control whether SDL will pause audio in background + * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") * - * This variable can be set to the following values: - * "0" or "nearest" - Nearest pixel sampling - * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) - * "2" or "best" - Currently this is the same as "linear" + * The variable can be set to the following values: + * "0" - Non paused. + * "1" - Paused. (default) * - * By default nearest pixel sampling is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" /** - * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * \brief A variable to control whether we trap the Android back button to handle it manually. + * This is necessary for the right mouse button to work on some Android devices, or + * to be able to trap the back button for use in your code reliably. If set to true, + * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of + * SDL_SCANCODE_AC_BACK. * - * This variable can be set to the following values: - * "0" - Disable vsync - * "1" - Enable vsync + * The variable can be set to the following values: + * "0" - Back button will be handled as usual for system. (default) + * "1" - Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems + * where the right mouse button functions as back.) * - * By default SDL does not sync screen surface updates with vertical refresh. + * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" /** - * \brief A variable controlling whether the screensaver is enabled. + * \brief Specify an application name. + * + * This hint lets you specify the application name sent to the OS when + * required. For example, this will often appear in volume control applets for + * audio streams, and in lists of applications which are inhibiting the + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") * - * This variable can be set to the following values: - * "0" - Disable screensaver - * "1" - Enable screensaver + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: probably the application's name or "SDL Application" if SDL + * doesn't have any better information. * - * By default SDL will disable the screensaver. + * Note that, for audio streams, this can be overridden with + * SDL_HINT_AUDIO_DEVICE_APP_NAME. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" +#define SDL_HINT_APP_NAME "SDL_APP_NAME" /** - * \brief A variable controlling whether the X11 VidMode extension should be used. + * \brief A variable controlling whether controllers used with the Apple TV + * generate UI events. * - * This variable can be set to the following values: - * "0" - Disable XVidMode - * "1" - Enable XVidMode + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when the + * pause or B buttons on gamepads are pressed. * - * By default SDL will use XVidMode if it is available. + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * This variable can be set to the following values: + * "0" - Controller input does not generate UI events (the default). + * "1" - Controller input generates UI events. */ -#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" /** - * \brief A variable controlling whether the X11 Xinerama extension should be used. + * \brief A variable controlling whether the Apple TV remote's joystick axes + * will automatically match the rotation of the remote. * * This variable can be set to the following values: - * "0" - Disable Xinerama - * "1" - Enable Xinerama - * - * By default SDL will use Xinerama if it is available. + * "0" - Remote orientation does not affect joystick axes (the default). + * "1" - Joystick axes are based on the orientation of the remote. */ -#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" /** - * \brief A variable controlling whether the X11 XRandR extension should be used. + * \brief A variable controlling the audio category on iOS and Mac OS X * * This variable can be set to the following values: - * "0" - Disable XRandR - * "1" - Enable XRandR * - * By default SDL will not use XRandR because of window manager issues. + * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) + * "playback" - Use the AVAudioSessionCategoryPlayback category + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html */ -#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** - * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. + * \brief Specify an application name for an audio device. * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_PING - * "1" - Enable _NET_WM_PING + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. * - * By default SDL will use _NET_WM_PING, but for applications that know they - * will not always be able to respond to ping requests in a timely manner they can - * turn it off to avoid the window manager thinking the app is hung. - * The hint is checked in CreateWindow. + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your program ("My Game 2: The Revenge") + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is + * set. Otherwise, it'll probably the application's name or "SDL Application" + * if SDL doesn't have any better information. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" +#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" /** - * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. - * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_BYPASS_COMPOSITOR - * "1" - Enable _NET_WM_BYPASS_COMPOSITOR - * - * By default SDL will use _NET_WM_BYPASS_COMPOSITOR - * + * \brief Specify an application name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" /** - * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden + * \brief Specify an application role for an audio device. * - * This variable can be set to the following values: - * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) - * "1" - The window frame is interactive when the cursor is hidden + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in + * a system control panel or software for displaying and manipulating media + * playback/capture graphs. * - * By default SDL will allow interaction with the window frame when the cursor is hidden + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" /** - * \brief A variable to specify custom icon resource id from RC file on Windows platform + * \brief A variable controlling speed/quality tradeoff of audio resampling. + * + * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) + * to handle audio resampling. There are different resampling modes available + * that produce different levels of quality, using more CPU. + * + * If this hint isn't specified to a valid setting, or libsamplerate isn't + * available, SDL will use the default, internal resampling algorithm. + * + * Note that this is currently only applicable to resampling audio that is + * being written to a device for playback or audio being read from a device + * for capture. SDL_AudioCVT always uses the default resampler (although this + * might change for SDL 2.1). + * + * This hint is currently only checked at audio subsystem initialization. + * + * This variable can be set to the following values: + * + * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) + * "1" or "fast" - Use fast, slightly higher quality resampling, if available + * "2" or "medium" - Use medium quality resampling, if available + * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" +#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" /** - * \brief A variable controlling whether the windows message loop is processed by SDL + * \brief A variable controlling whether SDL updates joystick state when getting input events * * This variable can be set to the following values: - * "0" - The window message loop is not run - * "1" - The window message loop is processed in SDL_PumpEvents() * - * By default SDL will process the windows message loop + * "0" - You'll call SDL_JoystickUpdate() manually + * "1" - SDL will automatically call SDL_JoystickUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" /** - * \brief A variable controlling whether grabbing input grabs the keyboard + * \brief A variable controlling whether SDL updates sensor state when getting input events * * This variable can be set to the following values: - * "0" - Grab will affect only the mouse - * "1" - Grab will affect mouse and keyboard * - * By default SDL will not grab the keyboard so system shortcuts still work. + * "0" - You'll call SDL_SensorUpdate() manually + * "1" - SDL will automatically call SDL_SensorUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" /** - * \brief A variable setting the double click time, in milliseconds. + * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support and + * SDL will use it when required. Should this not be desired, this hint can + * force the use of the 40 byte header version which is supported everywhere. + * + * The variable can be set to the following values: + * "0" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file with an alpha mask. SDL will use the bitmap + * header version 4 and set the alpha mask accordingly. + * "1" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file without an alpha mask. The alpha channel data + * will be in the file, but applications are going to ignore it. + * + * The default value is "0". */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" /** - * \brief A variable setting the double click radius, in pixels. + * \brief Override for SDL_GetDisplayUsableBounds() + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first + * is the bounds x, then y, width and height, in that order. */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" /** - * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode - */ -#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" - -/** - * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + * \brief Disable giving back control to the browser automatically + * when running with asyncify + * + * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations + * such as refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform + * + * The variable can be set to the following values: + * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) + * "1" - Enable emscripten_sleep calls (the default) */ -#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" /** - * \brief A variable controlling whether relative mouse mode is implemented using mouse warping + * \brief override the binding element for keyboard inputs for Emscripten builds * - * This variable can be set to the following values: - * "0" - Relative mouse mode uses raw input - * "1" - Relative mouse mode uses mouse warping + * This hint only applies to the emscripten platform * - * By default SDL will use raw input for relative mouse mode + * The variable can be one of + * "#window" - The javascript window object (this is the default) + * "#document" - The javascript document object + * "#screen" - the javascript window.screen object + * "#canvas" - the WebGL canvas element + * any other string without a leading # sign applies to the element on the page with that ID. */ -#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" /** - * \brief Allow mouse click events when clicking to focus an SDL window + * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs * - * This variable can be set to the following values: - * "0" - Ignore mouse clicks that activate a window - * "1" - Generate events for mouse clicks that activate a window + * The variable can be set to the following values: + * "0" - Do not scan for Steam Controllers + * "1" - Scan for Steam Controllers (the default) * - * By default SDL will ignore mouse clicks that activate a window + * The default value is "1". This hint must be set before initializing the joystick subsystem. */ -#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" +#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" /** - * \brief A variable controlling whether touch events should generate synthetic mouse events + * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. * * This variable can be set to the following values: - * "0" - Touch events will not generate mouse events - * "1" - Touch events will generate mouse events * - * By default SDL will generate mouse events for touch events + * "0" - Don't log any events (default) + * "1" - Log all events except mouse and finger motion, which are pretty spammy. + * "2" - Log all events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. + * + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. */ -#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" /** - * \brief A variable controlling whether mouse events should generate synthetic touch events + * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and + * how this is done. * * This variable can be set to the following values: - * "0" - Mouse events will not generate touch events (default for desktop platforms) - * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) - */ - -#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" - -/** - * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. + * "0" - Disable 3D acceleration + * "1" - Enable 3D acceleration, using the default renderer. + * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) * + * By default SDL tries to make a best guess for each platform whether + * to use acceleration or not. */ -#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" /** - * \brief A variable controlling whether the idle timer is disabled on iOS. - * - * When an iOS app does not receive touches for some time, the screen is - * dimmed automatically. For games where the accelerometer is the only input - * this is problematic. This functionality can be disabled by setting this - * hint. + * \brief A variable that lets you manually hint extra gamecontroller db entries. * - * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() - * accomplish the same thing on iOS. They should be preferred over this hint. + * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h * - * This variable can be set to the following values: - * "0" - Enable idle timer - * "1" - Disable idle timer + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" /** - * \brief A variable controlling which orientations are allowed on iOS/Android. + * \brief A variable that lets you provide a file with extra gamecontroller db entries. * - * In some circumstances it is necessary to be able to explicitly control - * which UI orientations are allowed. + * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h * - * This variable is a space delimited list of the following values: - * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** - * \brief A variable controlling whether controllers used with the Apple TV - * generate UI events. + * \brief A variable that overrides the automatic controller type detection * - * When UI events are generated by controller input, the app will be - * backgrounded when the Apple TV remote's menu button is pressed, and when the - * pause or B buttons on gamepads are pressed. + * The variable should be comma separated entries, in the form: VID/PID=type * - * More information about properly making use of controllers for the Apple TV - * can be found here: - * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * - * This variable can be set to the following values: - * "0" - Controller input does not generate UI events (the default). - * "1" - Controller input generates UI events. - */ -#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" - -/** - * \brief A variable controlling whether the Apple TV remote's joystick axes - * will automatically match the rotation of the remote. + * The type should be one of: + * Xbox360 + * XboxOne + * PS3 + * PS4 + * PS5 + * SwitchPro * - * This variable can be set to the following values: - * "0" - Remote orientation does not affect joystick axes (the default). - * "1" - Joystick axes are based on the orientation of the remote. + * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) */ -#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" /** - * \brief A variable controlling whether the home indicator bar on iPhone X - * should be hidden. + * \brief A variable containing a list of devices to skip when scanning for game controllers. * - * This variable can be set to the following values: - * "0" - The indicator bar is not hidden (default for windowed applications) - * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) - * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) - */ -#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" - -/** - * \brief A variable controlling whether the Android / iOS built-in - * accelerometer should be listed as a joystick device. + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. * - * This variable can be set to the following values: - * "0" - The accelerometer is not listed as a joystick - * "1" - The accelerometer is available as a 3 axis joystick (the default). + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" /** - * \brief A variable controlling whether the Android / tvOS remotes - * should be listed as joystick devices, instead of sending keyboard events. + * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. * - * This variable can be set to the following values: - * "0" - Remotes send enter/escape/arrow key events - * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" /** - * \brief A variable that lets you disable the detection and use of Xinput gamepad devices + * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. + * + * For example, on Nintendo Switch controllers, normally you'd get: + * + * (Y) + * (X) (B) + * (A) + * + * but if this hint is set, you'll get: + * + * (X) + * (Y) (A) + * (B) * * The variable can be set to the following values: - * "0" - Disable XInput detection (only uses direct input) - * "1" - Enable XInput detection (the default) + * "0" - Report the face buttons by position, as though they were on an Xbox controller. + * "1" - Report the face buttons by label instead of position + * + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" +#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" /** - * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. + * \brief A variable controlling whether grabbing input grabs the keyboard * - * This hint is for backwards compatibility only and will be removed in SDL 2.1 + * This variable can be set to the following values: + * "0" - Grab will affect only the mouse + * "1" - Grab will affect mouse and keyboard * - * The default value is "0". This hint must be set before SDL_Init() + * By default SDL will not grab the keyboard so system shortcuts still work. */ -#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" +#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" /** - * \brief A variable that lets you manually hint extra gamecontroller db entries. + * \brief A variable controlling whether the idle timer is disabled on iOS. * - * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h + * When an iOS app does not receive touches for some time, the screen is + * dimmed automatically. For games where the accelerometer is the only input + * this is problematic. This functionality can be disabled by setting this + * hint. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() + * accomplish the same thing on iOS. They should be preferred over this hint. + * + * This variable can be set to the following values: + * "0" - Enable idle timer + * "1" - Disable idle timer */ -#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" +#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" /** - * \brief A variable that lets you provide a file with extra gamecontroller db entries. - * - * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * The variable can be set to the following values: + * "0" - SDL_TEXTEDITING events are sent, and it is the application's + * responsibility to render the text from these events and + * differentiate it somehow from committed text. (default) + * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, + * and text that is being composed will be rendered in its own UI. */ -#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" +#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** - * \brief A variable containing a list of devices to skip when scanning for game controllers. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD - * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can be set to the following values: + * "0" - Native UI components are not display. (default) + * "1" - Native UI components are displayed. */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" +#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" /** - * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. - * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * \brief A variable controlling whether the home indicator bar on iPhone X + * should be hidden. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * This variable can be set to the following values: + * "0" - The indicator bar is not hidden (default for windowed applications) + * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) + * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" /** * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. @@ -506,6 +601,39 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + + /** + * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - basic Joy-Con support with no analog input (the default) + * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors + * + * This does not combine Joy-Cons into a single controller. That's up to the user. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" + + /** + * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" + /** * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. * @@ -529,11 +657,55 @@ extern "C" { * * Once extended reports are enabled, they can not be disabled without * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value will also + * control the state of extended reports on PS5 controllers when the + * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" /** - * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. + * + * This variable can be set to the following values: + * "0" - player LEDs are not enabled + * "1" - player LEDs are enabled (the default) + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - extended reports are not enabled (the default) + * "1" - extended reports + * + * Extended input reports allow rumble on Bluetooth PS5 controllers, but + * break DirectInput handling for applications that don't use SDL. + * + * Once extended reports are enabled, they can not be disabled without + * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value defaults to + * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" + +/** + * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used @@ -541,6 +713,18 @@ extern "C" { * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ +#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access + * and may prompt the user for permission on iOS and Android. + * + * The default is "0" + */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" /** @@ -554,6 +738,17 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" +/** + * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened + * + * This variable can be set to the following values: + * "0" - home button LED is turned off + * "1" - home button LED is turned on + * + * By default the Home button LED state is not changed. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" + /** * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. * @@ -561,48 +756,256 @@ extern "C" { * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + /** + * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. + * + * This variable can be set to the following values: + * "0" - RAWINPUT drivers are not used + * "1" - RAWINPUT drivers are used (the default) + * + */ +#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" + + /** + * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. + * + * This variable can be set to the following values: + * "0" - RAWINPUT driver will only use data from raw input APIs + * "1" - RAWINPUT driver will also pull data from XInput, providing + * better trigger axes, guide button presses, and rumble support + * for Xbox controllers + * + * The default is "1". This hint applies to any joysticks opened after setting the hint. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" + + /** + * \brief A variable controlling whether a separate thread should be used + * for handling joystick detection and raw input messages on Windows + * + * This variable can be set to the following values: + * "0" - A separate thread is not used (the default) + * "1" - A separate thread is used for handling raw input messages + * + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + /** - * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs + * \brief Determines whether SDL enforces that DRM master is required in order + * to initialize the KMSDRM video backend. * - * The variable can be set to the following values: - * "0" - Do not scan for Steam Controllers - * "1" - Scan for Steam Controllers (the default) + * The DRM subsystem has a concept of a "DRM master" which is a DRM client that + * has the ability to set planes, set cursor, etc. When SDL is DRM master, it + * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL + * is still able to process input and query attributes of attached displays, + * but it cannot change display state or draw to the screen directly. * - * The default value is "1". This hint must be set before initializing the joystick subsystem. + * In some cases, it can be useful to have the KMSDRM backend even if it cannot + * be used for rendering. An app may want to use SDL for input processing while + * using another rendering API (such as an MMAL overlay on Raspberry Pi) or + * using its own code to render to DRM overlays that SDL doesn't support. + * + * This hint must be set before initializing the video subsystem. + * + * This variable can be set to the following values: + * "0" - SDL will allow usage of the KMSDRM backend without DRM master + * "1" - SDL Will require DRM master to use the KMSDRM backend (default) */ -#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" +#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" + + /** + * \brief A comma separated list of devices to open as joysticks + * + * This variable is currently only used by the Linux joystick driver. + */ +#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + /** + * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux + * + * This variable can be set to the following values: + * "0" - Use /dev/input/event* + * "1" - Use /dev/input/js* + * + * By default the /dev/input/event* interfaces are used + */ +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" + + /** + * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. + * + * This variable can be set to the following values: + * "0" - Return unfiltered joystick axis values (the default) + * "1" - Return axis values with deadzones taken into account + */ +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" /** - * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. - * This is a debugging aid for developers and not expected to be used by end users. The default is "1" +* \brief When set don't force the SDL app to become a foreground process +* +* This hint only applies to Mac OS X. +* +*/ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * + * If present, holding ctrl while left clicking will generate a right click + * event when on Mac. + */ +#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" + +/** + * \brief A variable setting the double click radius, in pixels. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * \brief A variable setting the double click time, in milliseconds. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * \brief Allow mouse click events when clicking to focus an SDL window * * This variable can be set to the following values: - * "0" - don't allow topmost - * "1" - allow topmost + * "0" - Ignore mouse clicks that activate a window + * "1" - Generate events for mouse clicks that activate a window + * + * By default SDL will ignore mouse clicks that activate a window */ -#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" /** - * \brief A variable that controls the timer resolution, in milliseconds. + * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * \brief A variable controlling whether relative mouse mode is implemented using mouse warping * - * The higher resolution the timer, the more frequently the CPU services - * timer interrupts, and the more precise delays are, but this takes up - * power and CPU time. This hint is only used on Windows 7 and earlier. + * This variable can be set to the following values: + * "0" - Relative mouse mode uses raw input + * "1" - Relative mouse mode uses mouse warping * - * See this blog post for more information: - * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * By default SDL will use raw input for relative mouse mode + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" + +/** + * \brief A variable controlling whether relative mouse motion is affected by renderer scaling * - * If this variable is set to "0", the system timer resolution is not set. + * This variable can be set to the following values: + * "0" - Relative motion is unaffected by DPI or renderer's logical size + * "1" - Relative motion is scaled according to DPI scaling and logical size * - * The default value is "1". This hint may be set at any time. + * By default relative mouse deltas are affected by DPI and renderer scaling */ -#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" +#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" + +/** + * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +/** + * \brief A variable controlling whether mouse events should generate synthetic touch events + * + * This variable can be set to the following values: + * "0" - Mouse events will not generate touch events (default for desktop platforms) + * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * + * This hint only applies to Unix-like platforms, and should set before + * any calls to SDL_Init() + * + * The variable can be set to the following values: + * "0" - SDL will install a SIGINT and SIGTERM handler, and when it + * catches a signal, convert it into an SDL_QUIT event. + * "1" - SDL will not install a signal handler at all. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * \brief A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an + * OpenGL ES library. + * + * Circumstances where this is useful include + * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, + * or emulator, e.g. those from ARM, Imagination or Qualcomm. + * - Resolving OpenGL ES function addresses at link time by linking with + * the OpenGL ES library instead of querying them at run time with + * SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function + * addresses at run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native + * or not supported. + * + * This variable can be set to the following values: + * "0" - Use ES profile of OpenGL, if available. (Default when not set.) + * "1" - Load OpenGL ES library using the default library names. + * + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * \brief A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + */ +#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" + +/** + * \brief A variable controlling the use of a sentinel event when polling the event queue + * + * This variable can be set to the following values: + * "0" - Disable poll sentinels + * "1" - Enable poll sentinels + * + * When polling for events, SDL_PumpEvents is used to gather new events from devices. + * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will + * become stuck until the new events stop. + * This is most noticable when moving a high frequency mouse. + * + * By default, poll sentinels are enabled. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * \brief Override for SDL_GetPreferredLocales() + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate + * a SDL_LOCALECHANGED event (but if you can change the hint, you can push + * your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" /** * \brief A variable describing the content orientation on QtWayland-based platforms. @@ -633,165 +1036,318 @@ extern "C" { #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" /** -* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size -* -* Use this hint in case you need to set SDL's threads stack size to other than the default. -* This is specially useful if you build SDL against a non glibc libc library (such as musl) which -* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). -* Support for this hint is currently available only in the pthread, Windows, and PSP backend. -* -* Instead of this hint, in 2.0.9 and later, you can use -* SDL_CreateThreadWithStackSize(). This hint only works with the classic -* SDL_CreateThread(). -*/ -#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" + * \brief A variable controlling whether the 2D render API is compatible or efficient. + * + * This variable can be set to the following values: + * + * "0" - Don't use batching to make rendering more efficient. + * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can + * be used to explicitly request batching in this instance. It is a contract + * that you will either never use the underlying graphics API directly, or + * if you do, you will call SDL_RenderFlush() before you do so any current + * batch goes to the GPU before your work begins. Not following this contract + * will result in undefined behavior. + */ +#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" /** - * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + * \brief A variable controlling how the 2D render API renders lines + * + * This variable can be set to the following values: + * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) + * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) + * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) + * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This variable should be set when the renderer is created. */ -#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" /** - * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. * - * If present, holding ctrl while left clicking will generate a right click - * event when on Mac. + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * This variable can be set to the following values: + * "0" - Disable Debug Layer use + * "1" - Enable Debug Layer use + * + * By default, SDL does not use Direct3D Debug Layer. */ -#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" /** -* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries -* -* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It -* can use two different sets of binaries, those compiled by the user from source -* or those provided by the Chrome browser. In the later case, these binaries require -* that SDL loads a DLL providing the shader compiler. + * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * + * This variable can be set to the following values: + * "0" - Thread-safety is not enabled (faster) + * "1" - Thread-safety is enabled + * + * By default the Direct3D device is created with thread-safety disabled. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * \brief A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, the normal default renderer is used. + * + * This variable is case insensitive and can be set to the following values: + * "direct3d" + * "opengl" + * "opengles2" + * "opengles" + * "metal" + * "software" + * + * The default varies by platform, but it's the first one in the list that + * is available on the current platform. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * + * This variable can be set to the following values: + * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen + * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * + * By default letterbox is used + */ +#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" + +/** + * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * + * This variable can be set to the following values: + * "0" - Disable shaders + * "1" - Enable shaders + * + * By default shaders are used if OpenGL supports them. + */ +#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" + +/** + * \brief A variable controlling the scaling quality + * + * This variable can be set to the following values: + * "0" or "nearest" - Nearest pixel sampling + * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) + * "2" or "best" - Currently this is the same as "linear" + * + * By default nearest pixel sampling is used + */ +#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" + +/** + * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * + * This variable can be set to the following values: + * "0" - Disable vsync + * "1" - Enable vsync + * + * By default SDL does not sync screen surface updates with vertical refresh. + */ +#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" + + /** + * \brief A variable to control whether the return key on the soft keyboard + * should hide the soft keyboard on Android and iOS. + * + * The variable can be set to the following values: + * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) + * "1" - The return key will hide the keyboard. + * + * The value of this hint is used at runtime, so it can be changed at any time. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * \brief Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * disabled. You should use a string that describes what your program is doing + * (and, therefore, why the screensaver is disabled). For example, "Playing a + * game" or "Watching a video". + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Playing a game" or something similar. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to restrictions + * that require special handling by the application. This hint exists to let SDL know that + * the app is prepared to handle said restrictions. + * + * On Linux, SDL will apply the following configuration to any thread that becomes realtime: + * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, + * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * * Exceeding this limit will result in the kernel sending SIGKILL to the app, + * * Refer to the man pages for more information. + * + * This variable can be set to the following values: + * "0" - default platform specific behaviour + * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** +* \brief A string specifying additional information to use with SDL_SetThreadPriority. * -* This variable can be set to the following values: -* "d3dcompiler_46.dll" - default, best for Vista or later. -* "d3dcompiler_43.dll" - for XP support. -* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* By default SDL_SetThreadPriority will make appropriate system changes in order to +* apply a thread priority. For example on systems using pthreads the scheduler policy +* is changed automatically to a policy that works well with a given priority. +* Code which has specific requirements can override SDL's default behavior with this hint. +* +* pthread hint values are "current", "other", "fifo" and "rr". +* Currently no other platform hint values are defined but may be in the future. * +* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro +* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME +* after calling SDL_SetThreadPriority(). */ -#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" /** -* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). -* -* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has -* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly -* created SDL_Window: -* -* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is -* needed for example when sharing an OpenGL context across multiple windows. +* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size * -* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for -* OpenGL rendering. +* Use this hint in case you need to set SDL's threads stack size to other than the default. +* This is specially useful if you build SDL against a non glibc libc library (such as musl) which +* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). +* Support for this hint is currently available only in the pthread, Windows, and PSP backend. * -* This variable can be set to the following values: -* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should -* share a pixel format with. +* Instead of this hint, in 2.0.9 and later, you can use +* SDL_CreateThreadWithStackSize(). This hint only works with the classic +* SDL_CreateThread(). */ -#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" +#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" /** - * \brief A URL to a WinRT app's privacy policy - * - * All network-enabled WinRT apps must make a privacy policy available to its - * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be - * be available in the Windows Settings charm, as accessed from within the app. - * SDL provides code to add a URL-based link there, which can point to the app's - * privacy policy. + * \brief A variable that controls the timer resolution, in milliseconds. * - * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL - * before calling any SDL_Init() functions. The contents of the hint should - * be a valid URL. For example, "http://www.example.com". + * The higher resolution the timer, the more frequently the CPU services + * timer interrupts, and the more precise delays are, but this takes up + * power and CPU time. This hint is only used on Windows. * - * The default value is "", which will prevent SDL from adding a privacy policy - * link to the Settings charm. This hint should only be set during app init. + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * - * The label text of an app's "Privacy Policy" link may be customized via another - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * If this variable is set to "0", the system timer resolution is not set. * - * Please note that on Windows Phone, Microsoft does not provide standard UI - * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL - * will not get used on that platform. Network-enabled phone apps should display - * their privacy policy through some other, in-app means. + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" -/** \brief Label text for a WinRT app's privacy policy link +/** + * \brief A variable controlling whether touch events should generate synthetic mouse events * - * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, - * Microsoft mandates that this policy be available via the Windows Settings charm. - * SDL provides code to add a link there, with its label text being set via the - * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * This variable can be set to the following values: + * "0" - Touch events will not generate mouse events + * "1" - Touch events will generate mouse events * - * Please note that a privacy policy's contents are not set via this hint. A separate - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the - * policy. + * By default SDL will generate mouse events for touch events + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * \brief A variable controlling whether the Android / tvOS remotes + * should be listed as joystick devices, instead of sending keyboard events. * - * The contents of this hint should be encoded as a UTF8 string. + * This variable can be set to the following values: + * "0" - Remotes send enter/escape/arrow key events + * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * \brief A variable controlling whether the screensaver is enabled. * - * The default value is "Privacy Policy". This hint should only be set during app - * initialization, preferably before any calls to SDL_Init(). + * This variable can be set to the following values: + * "0" - Disable screensaver + * "1" - Enable screensaver * - * For additional information on linking to a privacy policy, see the documentation for - * SDL_HINT_WINRT_PRIVACY_POLICY_URL. + * By default SDL will disable the screensaver. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" -/** \brief Allows back-button-press events on Windows Phone to be marked as handled - * - * Windows Phone devices typically feature a Back button. When pressed, - * the OS will emit back-button-press events, which apps are expected to - * handle in an appropriate manner. If apps do not explicitly mark these - * events as 'Handled', then the OS will invoke its default behavior for - * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to - * terminate the app (and attempt to switch to the previous app, or to the - * device's home screen). +/** + * \brief Tell the video driver that we only want a double buffer. * - * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL - * to mark back-button-press events as Handled, if and when one is sent to - * the app. + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * We do so by waiting for vsync immediately after issuing a flip, usually just + * after eglSwapBuffers call in the backend's *_SwapWindow function. * - * Internally, Windows Phone sends back button events as parameters to - * special back-button-press callback functions. Apps that need to respond - * to back-button-press events are expected to register one or more - * callback functions for such, shortly after being launched (during the - * app's initialization phase). After the back button is pressed, the OS - * will invoke these callbacks. If the app's callback(s) do not explicitly - * mark the event as handled by the time they return, or if the app never - * registers one of these callback, the OS will consider the event - * un-handled, and it will apply its default back button behavior (terminate - * the app). + * Since it's driver-specific, it's only supported where possible and + * implemented. Currently supported the following drivers: * - * SDL registers its own back-button-press callback with the Windows Phone - * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN - * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which - * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. - * If the hint's value is set to "1", the back button event's Handled - * property will get set to 'true'. If the hint's value is set to something - * else, or if it is unset, SDL will leave the event's Handled property - * alone. (By default, the OS sets this property to 'false', to note.) + * - KMSDRM (kmsdrm) + * - Raspberry Pi (raspberrypi) + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * \brief A variable controlling whether the EGL window is allowed to be + * composited as transparent, rather than opaque. * - * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a - * back button is pressed, or can set it in direct-response to a back button - * being pressed. + * Most window systems will always render windows opaque, even if the surface + * format has an alpha channel. This is not always true, however, so by default + * SDL will try to enforce opaque composition. To override this behavior, you + * can set this hint to "1". + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" + +/** + * \brief A variable controlling whether the graphics context is externally managed. * - * In order to get notified when a back button is pressed, SDL apps should - * register a callback function with SDL_AddEventWatch(), and have it listen - * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. - * (Alternatively, SDL_KEYUP events can be listened-for. Listening for - * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON - * set by such a callback, will be applied to the OS' current - * back-button-press event. + * This variable can be set to the following values: + * "0" - SDL will manage graphics contexts that are attached to windows. + * "1" - Disable graphics context management on windows. * - * More details on back button behavior in Windows Phone apps can be found - * at the following page, on Microsoft's developer site: - * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx + * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the + * context will be automatically saved and restored when pausing the application. Additionally, some + * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics context, such as + * an externally managed OpenGL context or attaching a Vulkan surface to the window. */ -#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" +#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" + +/** + * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + */ +#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" /** * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. @@ -810,145 +1366,201 @@ extern "C" { * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before * any windows are created. */ -#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" + +/** + * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. + * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're + * seeing if "true" causes more problems than it solves in modern times. + * + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. + * + * This variable can be set to the following values: + * "0" - libdecor use is disabled. + * "1" - libdecor use is enabled (default). + * + * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" /** -* \brief When set don't force the SDL app to become a foreground process +* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). +* +* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has +* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly +* created SDL_Window: * -* This hint only applies to Mac OS X. +* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is +* needed for example when sharing an OpenGL context across multiple windows. +* +* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for +* OpenGL rendering. * +* This variable can be set to the following values: +* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should +* share a pixel format with. */ -#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" +#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" /** - * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. +* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries +* +* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It +* can use two different sets of binaries, those compiled by the user from source +* or those provided by the Chrome browser. In the later case, these binaries require +* that SDL loads a DLL providing the shader compiler. +* +* This variable can be set to the following values: +* "d3dcompiler_46.dll" - default, best for Vista or later. +* "d3dcompiler_43.dll" - for XP support. +* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* +*/ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * \brief A variable controlling whether X11 should use GLX or EGL by default * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. + * This variable can be set to the following values: + * "0" - Use GLX + * "1" - Use EGL * - * By default this hint is not set and the APK expansion files are not searched. + * By default SDL will use GLX when both are present. */ -#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" - +#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" + /** - * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. - * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. - * - * By default this hint is not set and the APK expansion files are not searched. + * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. + * + * This variable can be set to the following values: + * "0" - Disable _NET_WM_BYPASS_COMPOSITOR + * "1" - Enable _NET_WM_BYPASS_COMPOSITOR + * + * By default SDL will use _NET_WM_BYPASS_COMPOSITOR + * */ -#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" /** - * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. + * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. * - * The variable can be set to the following values: - * "0" - SDL_TEXTEDITING events are sent, and it is the application's - * responsibility to render the text from these events and - * differentiate it somehow from committed text. (default) - * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, - * and text that is being composed will be rendered in its own UI. + * This variable can be set to the following values: + * "0" - Disable _NET_WM_PING + * "1" - Enable _NET_WM_PING + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they can + * turn it off to avoid the window manager thinking the app is hung. + * The hint is checked in CreateWindow. */ -#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" /** - * \brief A variable to control whether we trap the Android back button to handle it manually. - * This is necessary for the right mouse button to work on some Android devices, or - * to be able to trap the back button for use in your code reliably. If set to true, - * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of - * SDL_SCANCODE_AC_BACK. - * - * The variable can be set to the following values: - * "0" - Back button will be handled as usual for system. (default) - * "1" - Back button will be trapped, allowing you to handle the key press - * manually. (This will also let right mouse click work on systems - * where the right mouse button functions as back.) + * \brief A variable forcing the visual ID chosen for new X11 windows * - * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" /** - * \brief A variable to control whether the event loop will block itself when the app is paused. + * \brief A variable controlling whether the X11 Xinerama extension should be used. * - * The variable can be set to the following values: - * "0" - Non blocking. - * "1" - Blocking. (default) + * This variable can be set to the following values: + * "0" - Disable Xinerama + * "1" - Enable Xinerama * - * The value should be set before SDL is initialized. + * By default SDL will use Xinerama if it is available. */ -#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" +#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" - /** - * \brief A variable to control whether the return key on the soft keyboard - * should hide the soft keyboard on Android and iOS. +/** + * \brief A variable controlling whether the X11 XRandR extension should be used. * - * The variable can be set to the following values: - * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) - * "1" - The return key will hide the keyboard. + * This variable can be set to the following values: + * "0" - Disable XRandR + * "1" - Enable XRandR * - * The value of this hint is used at runtime, so it can be changed at any time. + * By default SDL will not use XRandR because of window manager issues. */ -#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** - * \brief override the binding element for keyboard inputs for Emscripten builds + * \brief A variable controlling whether the X11 VidMode extension should be used. * - * This hint only applies to the emscripten platform + * This variable can be set to the following values: + * "0" - Disable XVidMode + * "1" - Enable XVidMode * - * The variable can be one of - * "#window" - The javascript window object (this is the default) - * "#document" - The javascript document object - * "#screen" - the javascript window.screen object - * "#canvas" - the WebGL canvas element - * any other string without a leading # sign applies to the element on the page with that ID. + * By default SDL will use XVidMode if it is available. */ -#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" +#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" /** - * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * \brief Controls how the fact chunk affects the loading of a WAVE file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they produce + * multiple sample frames per block and truncating the block is not allowed. + * The fact chunk can exactly specify how many sample frames there should be + * in this case. * - * This hint only applies to Unix-like platforms. + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. * - * The variable can be set to the following values: - * "0" - SDL will install a SIGINT and SIGTERM handler, and when it - * catches a signal, convert it into an SDL_QUIT event. - * "1" - SDL will not install a signal handler at all. + * This variable can be set to the following values: + * + * "truncate" - Use the number of samples to truncate the wave data if + * the fact chunk is present and valid + * "strict" - Like "truncate", but raise an error if the fact chunk + * is invalid, not present for non-PCM formats, or if the + * data chunk doesn't have that many samples + * "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero + * "ignore" - Ignore fact chunk entirely (default) */ -#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" /** - * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. + * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. * - * The variable can be set to the following values: - * "0" - SDL will generate a window-close event when it sees Alt+F4. - * "1" - SDL will only do normal key handling for Alt+F4. + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable boundary. + * By default, SDL stops after 10000 chunks to prevent wasting time. Use the + * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * + * This variable can be set to the following values: + * + * "force" - Always use the RIFF chunk size as a boundary for the chunk search + * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) + * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB + * "maximum" - Search for chunks until the end of file (not recommended) */ -#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" /** - * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * \brief Controls how a truncated WAVE file is handled. * - * The bitmap header version 4 is required for proper alpha channel support and - * SDL will use it when required. Should this not be desired, this hint can - * force the use of the 40 byte header version which is supported everywhere. + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. * - * The variable can be set to the following values: - * "0" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file with an alpha mask. SDL will use the bitmap - * header version 4 and set the alpha mask accordingly. - * "1" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file without an alpha mask. The alpha channel data - * will be in the file, but applications are going to ignore it. + * This variable can be set to the following values: * - * The default value is "0". + * "verystrict" - Raise an error if the file is truncated + * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored + * "dropframe" - Decode until the first incomplete sample frame + * "dropblock" - Decode until the first incomplete block (default) */ -#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" /** * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. @@ -967,212 +1579,251 @@ extern "C" { #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" /** - * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI - * - * Also known as Z-order. The variable can take a negative or positive value. - * The default is 10000. - */ -#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" - -/** - * \brief Tell the video driver that we only want a double buffer. - * - * By default, most lowlevel 2D APIs will use a triple buffer scheme that - * wastes no CPU time on waiting for vsync after issuing a flip, but - * introduces a frame of latency. On the other hand, using a double buffer - * scheme instead is recommended for cases where low latency is an important - * factor because we save a whole frame of latency. - * We do so by waiting for vsync immediately after issuing a flip, usually just - * after eglSwapBuffers call in the backend's *_SwapWindow function. - * - * Since it's driver-specific, it's only supported where possible and - * implemented. Currently supported the following drivers: - * - KMSDRM (kmsdrm) - * - Raspberry Pi (raspberrypi) - */ -#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" - -/** - * \brief A variable controlling what driver to use for OpenGL ES contexts. - * - * On some platforms, currently Windows and X11, OpenGL drivers may support - * creating contexts with an OpenGL ES profile. By default SDL uses these - * profiles, when available, otherwise it attempts to load an OpenGL ES - * library, e.g. that provided by the ANGLE project. This variable controls - * whether SDL follows this default behaviour or will always load an - * OpenGL ES library. - * - * Circumstances where this is useful include - * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, - * or emulator, e.g. those from ARM, Imagination or Qualcomm. - * - Resolving OpenGL ES function addresses at link time by linking with - * the OpenGL ES library instead of querying them at run time with - * SDL_GL_GetProcAddress(). + * \brief A variable controlling whether the windows message loop is processed by SDL * - * Caution: for an application to work with the default behaviour across - * different OpenGL drivers it must query the OpenGL ES function - * addresses at run time using SDL_GL_GetProcAddress(). + * This variable can be set to the following values: + * "0" - The window message loop is not run + * "1" - The window message loop is processed in SDL_PumpEvents() * - * This variable is ignored on most platforms because OpenGL ES is native - * or not supported. + * By default SDL will process the windows message loop + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * \brief Force SDL to use Critical Sections for mutexes on Windows. + * On Windows 7 and newer, Slim Reader/Writer Locks are available. + * They offer better performance, allocate no kernel ressources and + * use less memory. SDL will fall back to Critical Sections on older + * OS versions or if forced to by this hint. * * This variable can be set to the following values: - * "0" - Use ES profile of OpenGL, if available. (Default when not set.) - * "1" - Load OpenGL ES library using the default library names. + * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) + * "1" - Force the use of Critical Sections in all cases. * */ -#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" +#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" /** - * \brief A variable controlling speed/quality tradeoff of audio resampling. + * \brief Force SDL to use Kernel Semaphores on Windows. + * Kernel Semaphores are inter-process and require a context + * switch on every interaction. On Windows 8 and newer, the + * WaitOnAddress API is available. Using that and atomics to + * implement semaphores increases performance. + * SDL will fall back to Kernel Objects on older OS versions + * or if forced to by this hint. * - * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) - * to handle audio resampling. There are different resampling modes available - * that produce different levels of quality, using more CPU. + * This variable can be set to the following values: + * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) + * "1" - Force the use of Kernel Objects in all cases. * - * If this hint isn't specified to a valid setting, or libsamplerate isn't - * available, SDL will use the default, internal resampling algorithm. + */ +#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" + +/** + * \brief A variable to specify custom icon resource id from RC file on Windows platform + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. * - * Note that this is currently only applicable to resampling audio that is - * being written to a device for playback or audio being read from a device - * for capture. SDL_AudioCVT always uses the default resampler (although this - * might change for SDL 2.1). + * The variable can be set to the following values: + * "0" - SDL will generate a window-close event when it sees Alt+F4. + * "1" - SDL will only do normal key handling for Alt+F4. + */ +#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" + +/** + * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require + * some changes to your application to cope with the new behavior, so this + * is disabled by default. * - * This hint is currently only checked at audio subsystem initialization. + * This hint must be set before initializing the video subsystem. + * + * For more information on Direct3D 9Ex, see: + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * * This variable can be set to the following values: + * "0" - Use the original Direct3D 9 API (default) + * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) * - * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) - * "1" or "fast" - Use fast, slightly higher quality resampling, if available - * "2" or "medium" - Use medium quality resampling, if available - * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" /** - * \brief A variable controlling the audio category on iOS and Mac OS X + * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden * * This variable can be set to the following values: + * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) + * "1" - The window frame is interactive when the cursor is hidden * - * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) - * "playback" - Use the AVAudioSessionCategoryPlayback category - * - * For more information, see Apple's documentation: - * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * By default SDL will allow interaction with the window frame when the cursor is hidden */ -#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" +#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" /** - * \brief A variable controlling whether the 2D render API is compatible or efficient. +* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called +* +* This variable can be set to the following values: +* "0" - The window is activated when the SDL_ShowWindow function is called +* "1" - The window is not activated when the SDL_ShowWindow function is called +* +* By default SDL will activate the window when the SDL_ShowWindow function is called +*/ +#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" + +/** \brief Allows back-button-press events on Windows Phone to be marked as handled * - * This variable can be set to the following values: + * Windows Phone devices typically feature a Back button. When pressed, + * the OS will emit back-button-press events, which apps are expected to + * handle in an appropriate manner. If apps do not explicitly mark these + * events as 'Handled', then the OS will invoke its default behavior for + * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to + * terminate the app (and attempt to switch to the previous app, or to the + * device's home screen). * - * "0" - Don't use batching to make rendering more efficient. - * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL + * to mark back-button-press events as Handled, if and when one is sent to + * the app. * - * Up to SDL 2.0.9, the render API would draw immediately when requested. Now - * it batches up draw requests and sends them all to the GPU only when forced - * to (during SDL_RenderPresent, when changing render targets, by updating a - * texture that the batch needs, etc). This is significantly more efficient, - * but it can cause problems for apps that expect to render on top of the - * render API's output. As such, SDL will disable batching if a specific - * render backend is requested (since this might indicate that the app is - * planning to use the underlying graphics API directly). This hint can - * be used to explicitly request batching in this instance. It is a contract - * that you will either never use the underlying graphics API directly, or - * if you do, you will call SDL_RenderFlush() before you do so any current - * batch goes to the GPU before your work begins. Not following this contract - * will result in undefined behavior. + * Internally, Windows Phone sends back button events as parameters to + * special back-button-press callback functions. Apps that need to respond + * to back-button-press events are expected to register one or more + * callback functions for such, shortly after being launched (during the + * app's initialization phase). After the back button is pressed, the OS + * will invoke these callbacks. If the app's callback(s) do not explicitly + * mark the event as handled by the time they return, or if the app never + * registers one of these callback, the OS will consider the event + * un-handled, and it will apply its default back button behavior (terminate + * the app). + * + * SDL registers its own back-button-press callback with the Windows Phone + * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN + * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which + * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. + * If the hint's value is set to "1", the back button event's Handled + * property will get set to 'true'. If the hint's value is set to something + * else, or if it is unset, SDL will leave the event's Handled property + * alone. (By default, the OS sets this property to 'false', to note.) + * + * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a + * back button is pressed, or can set it in direct-response to a back button + * being pressed. + * + * In order to get notified when a back button is pressed, SDL apps should + * register a callback function with SDL_AddEventWatch(), and have it listen + * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. + * (Alternatively, SDL_KEYUP events can be listened-for. Listening for + * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON + * set by such a callback, will be applied to the OS' current + * back-button-press event. + * + * More details on back button behavior in Windows Phone apps can be found + * at the following page, on Microsoft's developer site: + * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx */ -#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" - +#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" -/** - * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. +/** \brief Label text for a WinRT app's privacy policy link * - * This variable can be set to the following values: + * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, + * Microsoft mandates that this policy be available via the Windows Settings charm. + * SDL provides code to add a link there, with its label text being set via the + * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * - * "0" - Don't log any events (default) - * "1" - Log all events except mouse and finger motion, which are pretty spammy. - * "2" - Log all events. + * Please note that a privacy policy's contents are not set via this hint. A separate + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the + * policy. * - * This is generally meant to be used to debug SDL itself, but can be useful - * for application developers that need better visibility into what is going - * on in the event queue. Logged events are sent through SDL_Log(), which - * means by default they appear on stdout on most platforms or maybe - * OutputDebugString() on Windows, and can be funneled by the app with - * SDL_LogSetOutputFunction(), etc. + * The contents of this hint should be encoded as a UTF8 string. * - * This hint can be toggled on and off at runtime, if you only need to log - * events for a small subset of program execution. + * The default value is "Privacy Policy". This hint should only be set during app + * initialization, preferably before any calls to SDL_Init(). + * + * For additional information on linking to a privacy policy, see the documentation for + * SDL_HINT_WINRT_PRIVACY_POLICY_URL. */ -#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" - - +#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" /** - * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * \brief A URL to a WinRT app's privacy policy * - * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE - * file) is not always reliable. In case the size is wrong, it's possible to - * just ignore it and step through the chunks until a fixed limit is reached. + * All network-enabled WinRT apps must make a privacy policy available to its + * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be + * be available in the Windows Settings charm, as accessed from within the app. + * SDL provides code to add a URL-based link there, which can point to the app's + * privacy policy. * - * Note that files that have trailing data unrelated to the WAVE file or - * corrupt files may slow down the loading process without a reliable boundary. - * By default, SDL stops after 10000 chunks to prevent wasting time. Use the - * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL + * before calling any SDL_Init() functions. The contents of the hint should + * be a valid URL. For example, "http://www.example.com". * - * This variable can be set to the following values: + * The default value is "", which will prevent SDL from adding a privacy policy + * link to the Settings charm. This hint should only be set during app init. * - * "force" - Always use the RIFF chunk size as a boundary for the chunk search - * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) - * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB - * "maximum" - Search for chunks until the end of file (not recommended) + * The label text of an app's "Privacy Policy" link may be customized via another + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * + * Please note that on Windows Phone, Microsoft does not provide standard UI + * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL + * will not get used on that platform. Network-enabled phone apps should display + * their privacy policy through some other, in-app means. */ -#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" +#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" /** - * \brief Controls how a truncated WAVE file is handled. + * \brief Mark X11 windows as override-redirect. * - * A WAVE file is considered truncated if any of the chunks are incomplete or - * the data chunk size is not a multiple of the block size. By default, SDL - * decodes until the first incomplete block, as most applications seem to do. + * If set, this _might_ increase framerate at the expense of the desktop + * not working as expected. Override-redirect windows aren't noticed by the + * window manager at all. * - * This variable can be set to the following values: + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * \brief A variable that lets you disable the detection and use of Xinput gamepad devices * - * "verystrict" - Raise an error if the file is truncated - * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored - * "dropframe" - Decode until the first incomplete sample frame - * "dropblock" - Decode until the first incomplete block (default) + * The variable can be set to the following values: + * "0" - Disable XInput detection (only uses direct input) + * "1" - Enable XInput detection (the default) */ -#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" +#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" /** - * \brief Controls how the fact chunk affects the loading of a WAVE file. + * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. * - * The fact chunk stores information about the number of samples of a WAVE - * file. The Standards Update from Microsoft notes that this value can be used - * to 'determine the length of the data in seconds'. This is especially useful - * for compressed formats (for which this is a mandatory chunk) if they produce - * multiple sample frames per block and truncating the block is not allowed. - * The fact chunk can exactly specify how many sample frames there should be - * in this case. + * This hint is for backwards compatibility only and will be removed in SDL 2.1 * - * Unfortunately, most application seem to ignore the fact chunk and so SDL - * ignores it by default as well. + * The default value is "0". This hint must be set before SDL_Init() + */ +#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" + +/** + * \brief A variable that causes SDL to not ignore audio "monitors" * - * This variable can be set to the following values: + * This is currently only used for PulseAudio and ignored elsewhere. * - * "truncate" - Use the number of samples to truncate the wave data if - * the fact chunk is present and valid - * "strict" - Like "truncate", but raise an error if the fact chunk - * is invalid, not present for non-PCM formats, or if the - * data chunk doesn't have that many samples - * "ignorezero" - Like "truncate", but ignore fact chunk if the number of - * samples is zero - * "ignore" - Ignore fact chunk entirely (default) + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The default value is "0". This hint must be set before SDL_Init(). + * + * This hint is available since SDL 2.0.16. Before then, virtual devices are + * always ignored. */ -#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + /** * \brief An enumeration of hint priorities @@ -1186,71 +1837,121 @@ typedef enum /** - * \brief Set a hint with a specific priority + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. * - * The priority controls the behavior when setting a hint that already - * has a value. Hints will replace existing hints of their priority and - * lower. Environment variables are considered to have override priority. + * \param name the hint to set + * \param value the value of the hint variable + * \param priority the SDL_HintPriority level for the hint + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); /** - * \brief Set a hint with normal priority + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \param name the hint to set + * \param value the value of the hint variable + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, const char *value); /** - * \brief Get a hint + * Get the value of a hint. + * + * \param name the hint to query + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \since This function is available since SDL 2.0.0. * - * \return The string value of a hint variable. + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); /** - * \brief Get a hint + * Get the boolean value of a hint variable. * - * \return The boolean value of a hint variable. + * \param name the name of the hint to get the boolean value from + * \param default_value the value to return if the hint does not exist + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); /** - * \brief type definition of the hint callback function. + * Type definition of the hint callback function. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback() + * \param name what was passed as `name` to SDL_AddHintCallback() + * \param oldValue the previous hint value + * \param newValue the new value hint is to be set to */ typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); /** - * \brief Add a function to watch a particular hint + * Add a function to watch a particular hint. + * + * \param name the hint to watch + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer to pass to the callback function * - * \param name The hint to watch - * \param callback The function to call when the hint value changes - * \param userdata A pointer to pass to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelHintCallback */ extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Remove a function watching a particular hint + * Remove a function watching a particular hint. + * + * \param name the hint being watched + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer being passed to the callback function * - * \param name The hint being watched - * \param callback The function being called when the hint value changes - * \param userdata A pointer being passed to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddHintCallback */ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Clear all hints + * Clear all hints. + * + * This function is automatically called during SDL_Quit(). * - * This function is called during SDL_Quit() to free stored hints. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_ClearHints(void); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h index 3a4c5d177f6046ca202f3325723998a407e53546..e80c0057f52538253e6701dbca24244eb9c846ad 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 * 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 device (a X360 wired controller for example). This identifier is platform dependent. - * - * */ #ifndef SDL_joystick_h_ @@ -105,6 +107,12 @@ typedef enum SDL_JOYSTICK_POWER_MAX } 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 */ /** @@ -116,210 +124,605 @@ typedef enum * 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. + * + * \since This function is available since SDL 2.0.7. */ 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. + * + * \since This function is available since SDL 2.0.7. + */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); /** - * 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. + * Get the implementation dependent name of a joystick. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index); /** - * Get the player index of a joystick, or -1 if it's not available - * This can be called before any joysticks are opened. + * Get the player index of a joystick, or -1 if it's not available This can be + * called before any joysticks are opened. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); /** - * Return the GUID for the joystick at this index - * This can be called before any joysticks are opened. + * Get the implementation-dependent GUID for the joystick at a given device + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDString */ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index); /** - * Get the type of a joystick, if available. - * This can be called before any joysticks are opened. + * Get the type of a joystick, if available. + * + * 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` + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index); /** - * 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 - * joystick events. The joystick's instance id (::SDL_JoystickID) will be used - * there instead. + * Open a joystick for use. + * + * The `device_index` argument refers to the N'th joystick presently + * recognized by SDL on the system. It is **NOT** the same as the instance ID + * 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. * - * \return A joystick identifier, or NULL if an error occurred. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickClose + * \sa SDL_JoystickInstanceID */ 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 joyid); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id); /** - * Return the name for this currently opened joystick. - * If no name can be found, this function returns NULL. + * 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. + * + * \since This function is available since SDL 2.0.12. */ -extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index); /** - * Get the player index of an opened joystick, or -1 if it's not available + * Attach a new virtual joystick. * - * For XInput controllers this returns the XInput user index. + * \returns the joystick's device index, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, + int naxes, + int nbuttons, + int nhats); /** - * Return the GUID for this opened joystick + * Detach a virtual joystick. + * + * \param device_index a value previously returned from + * SDL_JoystickAttachVirtual() + * \returns 0 on success, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** - * Get the USB vendor ID of an opened joystick, if available. - * If the vendor ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick); +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** - * Get the USB product ID of an opened joystick, if available. - * If the product ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); /** - * Get the product version of an opened joystick, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value); /** - * Get the type of an opened joystick. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); /** - * Return a string representation for this guid. pszGUID must point to at least 33 bytes - * (32 for the string plus a NULL terminator). + * 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. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick); + +/** + * Set the player index of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param player_index the player index to set. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUIDString + */ +extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick); + +/** + * Get the serial number of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick); + +/** + * Get an ASCII string representation for a given SDL_JoystickGUID. + * + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDFromString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUIDString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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 - * with them and their state cannot be polled. + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of trackballs 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_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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. * - * This is called automatically by the event loop if any joystick - * events are enabled. + * \sa SDL_JoystickEventState */ 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() - * yourself and check the state of the joystick when you want joystick - * information. + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \returns 1 if enabled, 0 if disabled, or a negative error code on failure; + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerEventState */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); #define SDL_JOYSTICK_AXIS_MAX 32767 #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. + * + * \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 state is a value ranging from -32768 to 32767. + * \since This function is available since SDL 2.0.0. * - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick, +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); /** @@ -338,64 +741,199 @@ 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` + * + * \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. * - * The hat indices start at index 0. + * \since This function is available since SDL 2.0.0. * - * \return The return value is 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 + * \sa SDL_JoystickNumHats */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, int hat); /** - * Get the ball axis change since the last poll. + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`. + * + * 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. * - * \return 0, or -1 if you passed it invalid parameters. + * \since This function is available since SDL 2.0.0. * - * The ball indices start at index 0. + * \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); /** - * Get the current state of a button on a joystick. + * Get the current state of a button on a joystick. * - * The button indices start at index 0. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumButtons */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, int button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * 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 + * \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 * - * \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 + * \since This function is available since SDL 2.0.9. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \sa SDL_JoystickHasRumble */ -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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_JoystickHasRumbleTriggers */ -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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support on triggers. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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 + * + * \since This function is available since SDL 2.0.0. + * + * \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++ */ #ifdef __cplusplus diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h index 4b2a055d84699d9e624c43c931ab380636328c0e..a53dde68eb0d3dc0762775e990fedb13c77fc04c 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -55,154 +55,253 @@ typedef struct SDL_Keysym /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Use SDL_PumpEvents() to update the state array. * - * \param numkeys if non-NULL, receives the length of the returned array. + * 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. * - * \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values. + * Note: This function doesn't take into account whether shift has been + * pressed or not. * - * \b Example: - * \code - * const Uint8 *state = SDL_GetKeyboardState(NULL); - * if ( state[SDL_SCANCODE_RETURN] ) { - * printf("<RETURN> is pressed.\n"); - * } - * \endcode + * \param numkeys if non-NULL, receives the length of the returned array + * \returns a pointer to an array of key states. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PumpEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState */ 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. + * + * \param modstate the desired SDL_Keymod for the keyboard * - * \note This does not change the keyboard state, only the key modifier flags. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetModState */ extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); /** - * \brief Get the key code corresponding to the given scancode according - * to the current keyboard layout. + * Get the key code corresponding to the given scancode according to the + * 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); /** - * \brief Get the scancode corresponding to the given key code according to the - * current keyboard layout. + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * See SDL_Scancode for details. * - * See ::SDL_Scancode for details. + * \param key the desired SDL_Keycode to query + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * - * \sa SDL_GetScancodeName() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName */ 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. + * + * \param scancode the desired SDL_Scancode to query + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). * - * \return A pointer to the name for the scancode. - * If the scancode doesn't have a name, this function returns - * an empty string (""). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Scancode + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName */ 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. * - * \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized + * \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. * - * \sa SDL_Scancode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName */ 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 - * call to this function. If you need it around any longer, you must - * copy it. If the key doesn't have a name, this function returns an - * empty string (""). + * \param key the desired SDL_Keycode to query + * \returns a pointer to a UTF-8 string that stays valid at least until the + * next call to this function. If you need it around any longer, you + * must copy it. If the key doesn't have a name, this function + * returns an empty string (""). * - * \sa SDL_Keycode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey */ 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. + * + * \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. * - * \return key code, or SDLK_UNKNOWN if the name wasn't recognized + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Keycode + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); /** - * \brief Start accepting Unicode text input events. - * This function will show the on-screen keyboard if supported. + * Start accepting Unicode text input events. * - * \sa SDL_StopTextInput() - * \sa SDL_SetTextInputRect() - * \sa SDL_HasScreenKeyboardSupport() + * This function will start accepting Unicode text input events in the focused + * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and + * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in + * pair with SDL_StopTextInput(). + * + * On some platforms using this function activates the screen keyboard. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextInputRect + * \sa SDL_StopTextInput */ 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() - * \sa SDL_StopTextInput() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput */ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); /** - * \brief Stop receiving any text input events. - * This function will hide the on-screen keyboard if supported. + * Stop receiving any text input events. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() - * \sa SDL_HasScreenKeyboardSupport() + * \sa SDL_StartTextInput */ extern DECLSPEC void SDLCALL SDL_StopTextInput(void); /** - * \brief Set the rectangle used to type Unicode text inputs. - * This is used as a hint for IME and on-screen keyboard placement. + * Set the rectangle used to type Unicode text inputs. + * + * \param rect the SDL_Rect structure representing the rectangle to receive + * text (ignored if NULL) + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() + * \sa SDL_StartTextInput */ 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); /** - * \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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h index 3bceb418adb2fae64fd98d7de0dade933516a95e..35602541a581f3057b1ef24a5ac7915aba186397 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) -enum +typedef enum { SDLK_UNKNOWN = 0, SDLK_RETURN = '\r', - SDLK_ESCAPE = '\033', + SDLK_ESCAPE = '\x1B', SDLK_BACKSPACE = '\b', SDLK_TAB = '\t', SDLK_SPACE = ' ', @@ -88,9 +88,11 @@ enum SDLK_GREATER = '>', SDLK_QUESTION = '?', SDLK_AT = '@', + /* Skip uppercase letters */ + SDLK_LEFTBRACKET = '[', SDLK_BACKSLASH = '\\', SDLK_RIGHTBRACKET = ']', @@ -145,7 +147,7 @@ enum SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), 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_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), @@ -317,7 +319,7 @@ enum SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD) -}; +} SDL_KeyCode; /** * \brief Enumeration of valid key mods (possibly OR'd together). @@ -336,13 +338,15 @@ typedef enum KMOD_NUM = 0x1000, KMOD_CAPS = 0x2000, KMOD_MODE = 0x4000, - KMOD_RESERVED = 0x8000 -} SDL_Keymod; + KMOD_SCROLL = 0x8000, + + KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL, + KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT, + KMOD_ALT = KMOD_LALT | KMOD_RALT, + KMOD_GUI = KMOD_LGUI | KMOD_RGUI, -#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL) -#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT) -#define KMOD_ALT (KMOD_LALT|KMOD_RALT) -#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI) + KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */ +} SDL_Keymod; #endif /* SDL_keycode_h_ */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h index 793ba53586099a826728a1beb47e6c8dd9ee8ab9..61857c813764ac1e4f8f6bb0c5294f27c9f5b9ac 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,22 +51,56 @@ extern "C" { #endif /** - * This function dynamically loads a shared object and returns a pointer - * to the object handle (or NULL if there was an error). - * The 'sofile' parameter is a system dependent name of the object file. + * Dynamically load a shared object. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); /** - * Given an object handle, this function looks up the address of the - * named function in the shared object and returns it. This address - * is no longer valid after calling SDL_UnloadObject(). + * Look up the address of the named function in a shared object. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadObject + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_LoadObject */ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_locale.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_locale.h new file mode 100644 index 0000000000000000000000000000000000000000..751577994752918566eb19dda4c417c173a7071e --- /dev/null +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_locale.h @@ -0,0 +1,103 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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. + * + * \since This function is available since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h index 40f768d57c75cc68f72a5ce138367ff38e5300ef..dbbcb1e6ff2528c09b1039c5836f276839316cb8 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -61,7 +61,7 @@ extern "C" { * at the VERBOSE level and all other categories are enabled at the * CRITICAL level. */ -enum +typedef enum { SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_ERROR, @@ -94,7 +94,7 @@ enum }; */ SDL_LOG_CATEGORY_CUSTOM -}; +} SDL_LogCategory; /** * \brief The predefined log priorities @@ -112,90 +112,283 @@ typedef enum /** - * \brief Set the priority of all log categories + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetPriority + * \sa SDL_LogSetAllPriority */ extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category); /** - * \brief Reset all priorities to default. + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \since This function is available since SDL 2.0.0. * - * \note This is called in SDL_Quit(). + * \sa SDL_LogSetAllPriority + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogWarn */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn */ extern DECLSPEC void SDLCALL SDL_LogMessage(int category, SDL_LogPriority priority, 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, SDL_LogPriority priority, 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); /** - * \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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata); /** - * \brief This function allows you to replace the default log output - * function with one of your own. + * Replace the default log output 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h index 623f2d005bf29e34c7d8ed45d5062e7bad99fb3a..b3fec15feb0a31e6531978c4a876b2e8a3206387 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -83,6 +83,15 @@ */ #define SDL_MAIN_NEEDED +#elif defined(__PSP__) +/* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ +#define SDL_MAIN_AVAILABLE + #endif #endif /* SDL_MAIN_HANDLED */ @@ -122,20 +131,62 @@ 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 - * library know that initialization was done properly. + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * 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. * - * Calling this yourself without knowing what you're doing can cause - * crashes and hard to diagnose problems with your application. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init */ extern DECLSPEC void SDLCALL SDL_SetMainReady(void); #ifdef __WIN32__ /** - * This can be called to set the application class at startup + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns 0 on success, -1 on error. SDL_GetError() may have details. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 2.0.2. */ -extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #endif /* __WIN32__ */ @@ -144,12 +195,14 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #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(). - * \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. + * \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. + * + * \since This function is available since SDL 2.0.3. */ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); @@ -158,12 +211,14 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r #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 argv The argv parameter from the application's main() function + * \param mainFunction The SDL app's C-style main(), an SDL_main_func + * \return the return value from mainFunction * - * \param argc The argc 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(). - * \return the return value from mainFunction + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h index e34b5547750340b0a76060c66891f7ec40a6cc6d..d763534d216e9afbc82c93c4a7a71eb8ccadc323 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,17 +32,19 @@ extern "C" { #endif /** - * \brief SDL_MessageBox flags. If supported will display warning icon, etc. + * SDL_MessageBox flags. If supported will display warning icon, etc. */ typedef enum { - SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ - SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ - SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */ + SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ + SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning 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; /** - * \brief Flags for SDL_MessageBoxButtonData. + * Flags for SDL_MessageBoxButtonData. */ typedef enum { @@ -51,7 +53,7 @@ typedef enum } SDL_MessageBoxButtonFlags; /** - * \brief Individual button data. + * Individual button data. */ typedef struct { @@ -61,7 +63,7 @@ typedef struct } SDL_MessageBoxButtonData; /** - * \brief RGB value used in a message box color scheme + * RGB value used in a message box color scheme */ typedef struct { @@ -79,7 +81,7 @@ typedef enum } 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 { @@ -87,7 +89,7 @@ typedef struct } SDL_MessageBoxColorScheme; /** - * \brief MessageBox structure containing title, text, window, etc. + * MessageBox structure containing title, text, window, etc. */ typedef struct { @@ -103,32 +105,79 @@ typedef struct } SDL_MessageBoxData; /** - * \brief Create a modal message box. + * Create a modal message box. * - * \param messageboxdata The SDL_MessageBoxData structure with title, text, etc. - * \param buttonid The pointer to which user id of hit button should be copied. + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. * - * \return -1 on error, otherwise 0 and buttonid contains user id of button - * hit or -1 if dialog was closed. + * 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. * - * \note 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. + * + * 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); /** - * \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. + * + * 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 flags ::SDL_MessageBoxFlags - * \param title UTF-8 title text - * \param message UTF-8 message text - * \param window The parent window, or NULL for no parent + * \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. * - * \return 0 on success, -1 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_ShowMessageBox + * \sa SDL_ShowMessageBox */ extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_metal.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_metal.h new file mode 100644 index 0000000000000000000000000000000000000000..9ecaa8151d836f30221713641abb7aaf6efe2408 --- /dev/null +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_metal.h @@ -0,0 +1,112 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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(). + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + * + * \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 + * + * \since This function is available since SDL 2.0.14. + * + * \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_ */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_misc.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_misc.h new file mode 100644 index 0000000000000000000000000000000000000000..261b6b8713e0190a514c6ab37a680123bfd7a354 --- /dev/null +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_misc.h @@ -0,0 +1,79 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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 since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h index 277559d23ae29697469947f5de6d90db0feb9658..1d4a2db0d23c0beafaff77c82bde64362d3d0098 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -72,150 +72,240 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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 - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse cursor position relative to the focus window for the currently - * selected mouse. You can pass NULL for either x or y. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + * \sa SDL_PumpEvents */ extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); /** - * \brief Get the current state of the mouse, in relation to the desktop - * - * This works just like SDL_GetMouseState(), but the coordinates will be - * reported relative to the top-left of the desktop. This can be useful if - * you need to track the mouse outside of a specific window and - * SDL_CaptureMouse() doesn't fit your needs. For example, it could be - * useful if you need to track the mouse while dragging a window, where - * coordinates relative to a window might not be in sync at all times. - * - * \note SDL_GetMouseState() returns the mouse position as SDL understands - * it from the last pump of the event queue. This function, however, - * queries the OS for the current mouse position, and as such, might - * be a slightly less efficient function. Unless you know what you're - * doing and have a good reason to use this function, you probably want - * SDL_GetMouseState() instead. - * - * \param x Returns the current X coord, relative to the desktop. Can be NULL. - * \param y Returns the current Y coord, relative to the desktop. Can be NULL. - * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. - * - * \sa SDL_GetMouseState + * Get the current state of the mouse in relation to the desktop. + * + * 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 you + * need to track the mouse outside of a specific window and SDL_CaptureMouse() + * doesn't fit your needs. For example, it could be useful if you need to + * track the mouse while dragging a window, where coordinates relative to a + * window might not be in sync at all times. + * + * Note: SDL_GetMouseState() returns the mouse position as SDL understands it + * from the last pump of the event queue. This function, however, queries the + * OS for the current mouse position, and as such, might be a slightly less + * efficient function. Unless you know what you're doing and have a good + * reason to use this function, you probably want SDL_GetMouseState() instead. + * + * \param x filled in with the current X coord relative to the desktop; can be + * NULL + * \param y filled in with the current Y coord relative to the desktop; can be + * NULL + * \returns the current button state as a bitmask which can be tested using + * 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); /** - * \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`. + * + * \param x a pointer filled with the last recorded x coordinate of the mouse + * \param y a pointer filled with the last recorded y coordinate of the mouse + * \returns a 32-bit button bitmask of the relative button state. * - * The current button state is returned as a button bitmask, which can - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse deltas since the last call to SDL_GetRelativeMouseState(). + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetMouseState */ 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 x The x coordinate within the window - * \param y The y coordinate within the window + * \param window the window to move the mouse into, or NULL for the current + * mouse focus + * \param x the x coordinate within the window + * \param y the y coordinate within the window * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WarpMouseGlobal */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 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. + * + * 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 - * \return 0 on success, -1 on error (usually: unsupported by a platform). + * \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. * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_WarpMouseInWindow */ 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. + * + * 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. * - * \param enabled Whether or not to enable relative mode + * This function will flush any pending mouse motion. * - * \return 0 on success, or -1 if relative mode is not supported. + * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * 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. + * If relative mode is not supported, this returns -1. * - * \note This function will flush any pending mouse motion. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRelativeMouseMode() + * \sa SDL_GetRelativeMouseMode */ 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. * - * \param enabled Whether or not to enable capturing + * 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. * - * 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. + * 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. * - * 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. + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. * - * While captured, mouse events still report coordinates relative to the - * current (foreground) window, but those coordinates may be outside the - * bounds of the window (including negative values). Capturing is only - * 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 + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. * - * While capturing is enabled, the current window will have the - * SDL_WINDOW_MOUSE_CAPTURE flag set. + * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. + * \returns 0 on success or -1 if not supported; call SDL_GetError() for more + * information. * - * \return 0 on success, or -1 if not supported. + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetGlobalMouseState */ extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); /** - * \brief Query whether relative mouse mode is enabled. + * Query whether relative mouse mode is enabled. + * + * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. * - * \sa SDL_SetRelativeMouseMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRelativeMouseMode */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** - * \brief Create a cursor, using the specified bitmap data and - * mask (in MSB format). - * - * The cursor width must be a multiple of 8 bits. - * - * The cursor is created in black and white according to the following: - * <table> - * <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> - * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> - * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> - * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black - * if not. </td></tr> - * </table> - * - * \sa SDL_FreeCursor() + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeCursor + * \sa SDL_SetCursor + * \sa SDL_ShowCursor */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, @@ -223,60 +313,123 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 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, int hot_x, 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_GetCursor + * \sa SDL_ShowCursor */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetCursor */ 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); /** - * \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() - * \sa SDL_CreateColorCursor() - * \sa SDL_CreateSystemCursor() + * \param cursor the cursor to free + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor */ 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 - * state. + * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, + * `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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_SetCursor */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /** - * Used as a mask when testing buttons in buttonstate. - * - Button 1: Left mouse button - * - Button 2: Middle mouse button - * - Button 3: Right mouse button + * Used as a mask when testing buttons in buttonstate. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 @@ -290,7 +443,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h index 970e78713959c2096284f7976fdd36fd0009fd48..173468f6ace65a70969f60d0c74d34336b0ac547 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,38 +59,105 @@ struct 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ 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. + * + * 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"). * - * \return 0, or -1 on error. + * \param mutex the mutex to lock + * \return 0, or -1 on error. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexP(m) SDL_LockMutex(m) 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. * - * \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex); /** - * Unlock the mutex. + * Unlock the mutex. + * + * 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"). * - * \return 0, or -1 on error. + * It is an error to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. * - * \warning It is an error to unlock a mutex that has not been locked by - * the current 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. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexV(m) SDL_UnlockMutex(m) 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); @@ -107,50 +174,151 @@ struct SDL_semaphore; 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * This function suspends the calling thread until the semaphore pointed - * to by \c sem has a positive count. It then atomically decreases the - * semaphore count. + * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would - * block, and -1 on error. + * \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); /** - * Variant of SDL_SemWait() with a timeout in milliseconds. + * Wait until a semaphore has a positive value and then decrements it. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not - * succeed in the allotted time, and -1 on error. + * 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. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore */ extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); @@ -167,72 +335,124 @@ struct SDL_cond; typedef struct SDL_cond SDL_cond; /** - * Create a condition variable. - * - * Typical use of condition variables: + * Create a condition variable. * - * Thread A: - * SDL_LockMutex(lock); - * while ( ! condition ) { - * SDL_CondWait(cond, lock); - * } - * SDL_UnlockMutex(lock); + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. * - * Thread B: - * SDL_LockMutex(lock); - * ... - * condition = true; - * ... - * SDL_CondSignal(cond); - * SDL_UnlockMutex(lock); + * \since This function is available since SDL 2.0.0. * - * 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. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_DestroyCond */ extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); /** - * Destroy a condition variable. + * Destroy a condition variable. + * + * \param cond the condition variable to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond */ 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. * - * \return 0 or -1 on error. + * \param cond the condition variable to signal + * \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_CondBroadcast + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * Waits for at most \c ms milliseconds, and returns 0 if the condition - * variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not - * signaled in the allotted time, and -1 on error. + * Wait until a condition variable is signaled or a certain time has passed. + * + * 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. + * + * \since This function is available since SDL 2.0.0. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, SDL_mutex * mutex, Uint32 ms); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h index 690a8199b8a5628d411c91dbb5051786d6bb8297..6ff35b46efe0d2fc27e05dc5b0b834940f13f2f8 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h index 6685be73ece189fa3055599150a91b3bd7a2bd11..9aed5035a9dd35bc7a6aa8ef9bd0f929065473cf 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl_glext.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl_glext.h index cd3869fe7f1e56ea948f010d72b7b37bbd1d2abf..6a402b15a2235e11267e883a05fb61c899f46cb9 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl_glext.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl_glext.h @@ -40,6 +40,9 @@ extern "C" { #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h index 1e0660c3db7cab20d05e3a170c1f0fecb74ed07d..8511b9607f1185a81b606d9eb3fc6915fd4d6393 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h index df29d3840bee39ce62fc98cd8b83af5c0b7ddd46..172fcb3f4476a251d3dc9a339592b2ce6b21955a 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -26,7 +26,7 @@ */ #include "SDL_config.h" -#ifndef _MSC_VER +#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #ifdef __IPHONEOS__ #include <OpenGLES/ES2/gl.h> diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h index dcb7a980d8fd3061b0deeec9c13465143a94a4ad..5d2c0c898217ba77d422e309ab45616c5f9db904 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { /* @} */ /** Pixel type. */ -enum +typedef enum { SDL_PIXELTYPE_UNKNOWN, SDL_PIXELTYPE_INDEX1, @@ -62,18 +62,18 @@ enum SDL_PIXELTYPE_ARRAYU32, SDL_PIXELTYPE_ARRAYF16, SDL_PIXELTYPE_ARRAYF32 -}; +} SDL_PixelType; /** Bitmap pixel order, high bit -> low bit. */ -enum +typedef enum { SDL_BITMAPORDER_NONE, SDL_BITMAPORDER_4321, SDL_BITMAPORDER_1234 -}; +} SDL_BitmapOrder; /** Packed component order, high bit -> low bit. */ -enum +typedef enum { SDL_PACKEDORDER_NONE, SDL_PACKEDORDER_XRGB, @@ -84,12 +84,12 @@ enum SDL_PACKEDORDER_BGRX, SDL_PACKEDORDER_ABGR, SDL_PACKEDORDER_BGRA -}; +} SDL_PackedOrder; /** Array component order, low byte -> high byte. */ /* !!! FIXME: in 2.1, make these not overlap differently with !!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */ -enum +typedef enum { SDL_ARRAYORDER_NONE, SDL_ARRAYORDER_RGB, @@ -98,10 +98,10 @@ enum SDL_ARRAYORDER_BGR, SDL_ARRAYORDER_BGRA, SDL_ARRAYORDER_ABGR -}; +} SDL_ArrayOrder; /** Packed component layout. */ -enum +typedef enum { SDL_PACKEDLAYOUT_NONE, SDL_PACKEDLAYOUT_332, @@ -112,7 +112,7 @@ enum SDL_PACKEDLAYOUT_8888, SDL_PACKEDLAYOUT_2101010, SDL_PACKEDLAYOUT_1010102 -}; +} SDL_PackedLayout; #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) @@ -188,15 +188,22 @@ typedef enum SDL_PIXELFORMAT_RGB332 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), - SDL_PIXELFORMAT_RGB444 = + SDL_PIXELFORMAT_XRGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, 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_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_PACKEDLAYOUT_1555, 15, 2), + SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555, SDL_PIXELFORMAT_ARGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), @@ -233,15 +240,17 @@ typedef enum SDL_PIXELFORMAT_BGR24 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), - SDL_PIXELFORMAT_RGB888 = + SDL_PIXELFORMAT_XRGB8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_RGBX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), - SDL_PIXELFORMAT_BGR888 = + SDL_PIXELFORMAT_XBGR8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888, SDL_PIXELFORMAT_BGRX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), @@ -292,6 +301,11 @@ typedef enum SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') } SDL_PixelFormatEnum; +/** + * The bits of this structure can be directly reinterpreted as an integer-packed + * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 + * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + */ typedef struct SDL_Color { Uint8 r; @@ -336,16 +350,31 @@ typedef struct 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); /** - * \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. + * + * \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. * - * \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_MasksToPixelFormatEnum() + * \sa SDL_MasksToPixelFormatEnum */ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, int *bpp, @@ -355,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, 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. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. * - * \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion - * wasn't possible. + * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PixelFormatEnumToMasks */ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, Uint32 Rmask, @@ -369,84 +407,213 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeFormat */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat */ extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); /** - * \brief Create a palette structure with the specified number of color - * entries. + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. * - * \return A new palette, or NULL if there wasn't enough memory. + * \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. * - * \note The palette entries are initialized to white. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_FreePalette() + * \sa SDL_FreePalette */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_FreePalette */ extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, 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 colors An array of colors to copy into the palette. - * \param firstcolor The index of the first palette entry to modify. - * \param ncolors The number of entries to modify. + * \param palette the SDL_Palette structure to modify + * \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 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_CreateRGBSurface */ extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, const SDL_Color * colors, 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette */ 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. + * + * 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). * - * \sa SDL_MapRGBA + * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGBA */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGB */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormat * format, @@ -454,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h index c2cbc6b4e0f1d08aba17dcc5e6713c80ca3558ba..79b8b6f45d51cb832a658e9c0ddcf215cb558fab 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -70,6 +70,27 @@ /* lets us know what version of Mac OS X we're compiling on */ #include "AvailabilityMacros.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 #undef __TVOS__ #define __TVOS__ 1 @@ -175,6 +196,9 @@ #define __SDL_NOGETPROCADDR__ #endif +#if defined(__vita__) +#define __VITA__ 1 +#endif #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -183,7 +207,20 @@ extern "C" { #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". + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h index 4831cb77ed5bf33f00a708ac818c968ae38808ae..ecb3f4b023439623531d011421b493f47e8dd018 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,7 +37,7 @@ extern "C" { #endif /** - * \brief The basic state for the system's power supply. + * The basic state for the system's power supply. */ typedef enum { @@ -50,17 +50,30 @@ 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 don't care. Will return -1 if we can't determine a - * value, or we're not running on a battery. + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * 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 - * 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. + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h index c979983cb021fa08e64764db684813c351e473ac..4090f7f19ba249403f14dfb8416ac63bb7ac86aa 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h index 71a4115173ad77cd407cada3a5d8960a1451edd7..6616ba6a281790ad7a97bb24b1bcf6b132e59e4b 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -40,10 +40,10 @@ extern "C" { #endif /** - * \brief The structure that defines a point (integer) + * The structure that defines a point (integer) * - * \sa SDL_EnclosePoints - * \sa SDL_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_Point { @@ -52,10 +52,10 @@ typedef struct 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_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_FPoint { @@ -65,14 +65,14 @@ typedef struct SDL_FPoint /** - * \brief A rectangle, with the origin at the upper left (integer). - * - * \sa SDL_RectEmpty - * \sa SDL_RectEquals - * \sa SDL_HasIntersection - * \sa SDL_IntersectRect - * \sa SDL_UnionRect - * \sa SDL_EnclosePoints + * A rectangle, with the origin at the upper left (integer). + * + * \sa SDL_RectEmpty + * \sa SDL_RectEquals + * \sa SDL_HasIntersection + * \sa SDL_IntersectRect + * \sa SDL_UnionRect + * \sa SDL_EnclosePoints */ 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 { @@ -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) { @@ -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) { @@ -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) { @@ -120,33 +120,70 @@ 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. + * + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_IntersectRect */ extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_HasIntersection */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, 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` + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result); /** - * \brief Calculate a minimal rectangle enclosing a set of points + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. * - * \return SDL_TRUE if any points were within the clipping rect + * \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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, int count, @@ -154,9 +191,22 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h index 096b4a577107025e437a175b7109bdc51fd37efc..a7e4908a6121f06dafb14646727bc6e114133bbf 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,7 +59,7 @@ extern "C" { #endif /** - * \brief Flags used when creating a rendering context + * Flags used when creating a rendering context */ typedef enum { @@ -73,7 +73,7 @@ typedef enum } SDL_RendererFlags; /** - * \brief Information on the capabilities of a render driver or context. + * Information on the capabilities of a render driver or context. */ typedef struct SDL_RendererInfo { @@ -86,7 +86,27 @@ typedef struct SDL_RendererInfo } SDL_RendererInfo; /** - * \brief The access pattern allowed for a texture. + * Vertex structure + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_Color color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The scaling mode for a texture. + */ +typedef enum +{ + SDL_ScaleModeNearest, /**< nearest pixel sampling */ + SDL_ScaleModeLinear, /**< linear filtering */ + SDL_ScaleModeBest /**< anisotropic filtering */ +} SDL_ScaleMode; + +/** + * The access pattern allowed for a texture. */ typedef enum { @@ -96,7 +116,7 @@ typedef enum } SDL_TextureAccess; /** - * \brief The texture channel modulation used in SDL_RenderCopy(). + * The texture channel modulation used in SDL_RenderCopy(). */ typedef enum { @@ -106,7 +126,7 @@ typedef enum } SDL_TextureModulate; /** - * \brief Flip constants for SDL_RenderCopyEx + * Flip constants for SDL_RenderCopyEx */ typedef enum { @@ -116,58 +136,71 @@ typedef enum } SDL_RendererFlip; /** - * \brief A structure representing rendering state + * A structure representing rendering state */ struct SDL_Renderer; typedef struct SDL_Renderer SDL_Renderer; /** - * \brief An efficient driver-specific representation of pixel data + * An efficient driver-specific representation of pixel data */ struct SDL_Texture; typedef struct SDL_Texture SDL_Texture; - /* Function prototypes */ /** - * \brief Get the number of 2D rendering drivers available for the current - * display. + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. * - * A render driver is a set of code that handles rendering and texture - * management on a particular display. Normally there is only one, but - * some drivers may have several available with different capabilities. + * There may be none if SDL was compiled without render support. * - * \sa SDL_GetRenderDriverInfo() - * \sa SDL_CreateRenderer() + * \returns a number >= 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_CreateRenderer + * \sa SDL_GetRenderDriverInfo */ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); /** - * \brief Get information about a specific 2D rendering driver for the current - * display. + * Get info about a specific 2D rendering driver for the current display. * - * \param index The index of the driver to query information about. - * \param info A pointer to an SDL_RendererInfo struct to be filled with - * information on the rendering driver. + * \param index the index of the driver to query information about + * \param info an SDL_RendererInfo structure to be filled with information on + * the rendering driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, -1 if the index was out of range. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateRenderer() + * \sa SDL_CreateRenderer + * \sa SDL_GetNumRenderDrivers */ extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info); /** - * \brief Create a window and default renderer + * Create a window and default renderer. + * + * \param width the width of the window + * \param height the height of the window + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()) + * \param window a pointer filled with the window, or NULL on error + * \param renderer a pointer filled with the renderer, or NULL on error + * \returns 0 on success, or -1 on error; call SDL_GetError() for more + * information. * - * \param width The width of the window - * \param height The height of the window - * \param window_flags The flags used to create the window - * \param window A pointer filled with the window, or NULL on error - * \param renderer A pointer filled with the renderer, or NULL on error + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow */ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( int width, int height, Uint32 window_flags, @@ -175,69 +208,116 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( /** - * \brief Create a 2D rendering context for a window. + * Create a 2D rendering context for a window. * - * \param window The window where rendering is displayed. - * \param index The index of the rendering driver to initialize, or -1 to - * initialize the first one supporting the requested flags. - * \param flags ::SDL_RendererFlags. + * \param window the window where rendering is displayed + * \param index the index of the rendering driver to initialize, or -1 to + * initialize the first one supporting the requested flags + * \param flags 0, or one or more SDL_RendererFlags OR'd together + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \return A valid rendering context or NULL if there was an error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateSoftwareRenderer() - * \sa SDL_GetRendererInfo() - * \sa SDL_DestroyRenderer() + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRendererInfo */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags); /** - * \brief Create a 2D software rendering context for a surface. + * Create a 2D software rendering context for a surface. * - * \param surface The surface where rendering is done. + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. * - * \return A valid rendering context or NULL if there was an error. + * \param surface the SDL_Surface structure representing the surface where + * rendering is done + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \sa SDL_CreateRenderer() - * \sa SDL_DestroyRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindowRenderer + * \sa SDL_DestroyRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); /** - * \brief Get the renderer associated with a window. + * Get the renderer associated with a window. + * + * \param window the window to query + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); /** - * \brief Get information about a rendering context. + * Get information about a rendering context. + * + * \param renderer the rendering context + * \param info an SDL_RendererInfo structure filled with information about the + * current renderer + * \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_CreateRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info); /** - * \brief Get the output size in pixels of a rendering context. + * Get the output size in pixels of a rendering context. + * + * Due to high-dpi displays, you might end up with a rendering context that + * has more pixels than the window that contains it, so use this instead of + * SDL_GetWindowSize() to decide how much drawing area you have. + * + * \param renderer the rendering context + * \param w an int filled with the width + * \param h an int filled with the height + * \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_GetRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Create a texture for a rendering context. + * Create a texture for a rendering context. * - * \param renderer The renderer. - * \param format The format of the texture. - * \param access One of the enumerated values in ::SDL_TextureAccess. - * \param w The width of the texture in pixels. - * \param h The height of the texture in pixels. + * You can set the texture scaling method by setting + * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. * - * \return The created texture is returned, or NULL if no rendering context was - * active, the format was unsupported, or the width or height were out - * of range. + * \param renderer the rendering context + * \param format one of the enumerated values in SDL_PixelFormatEnum + * \param access one of the enumerated values in SDL_TextureAccess + * \param w the width of the texture in pixels + * \param h the height of the texture in pixels + * \returns a pointer to the created texture or NULL if no rendering context + * was active, the format was unsupported, or the width or height + * were out of range; call SDL_GetError() for more information. * - * \note The contents of the texture are not defined at creation. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_QueryTexture() - * \sa SDL_UpdateTexture() - * \sa SDL_DestroyTexture() + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture + * \sa SDL_UpdateTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, @@ -245,165 +325,290 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, int h); /** - * \brief Create a texture from an existing surface. + * Create a texture from an existing surface. * - * \param renderer The renderer. - * \param surface The surface containing pixel data used to fill the texture. + * The surface is not modified or freed by this function. * - * \return The created texture is returned, or NULL on error. + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. * - * \note The surface is not modified or freed by this function. + * The pixel format of the created texture may be different from the pixel + * format of the surface. Use SDL_QueryTexture() to query the pixel format of + * the texture. * - * \sa SDL_QueryTexture() - * \sa SDL_DestroyTexture() + * \param renderer the rendering context + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface); /** - * \brief Query the attributes of a texture + * Query the attributes of a texture. + * + * \param texture the texture to query + * \param format a pointer filled in with the raw format of the texture; the + * actual format may differ, but pixel transfers will use this + * format (one of the SDL_PixelFormatEnum values) + * \param access a pointer filled in with the actual access to the texture + * (one of the SDL_TextureAccess values) + * \param w a pointer filled in with the width of the texture in pixels + * \param h a pointer filled in with the height of the texture in pixels + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param texture A texture to be queried. - * \param format A pointer filled in with the raw format of the texture. The - * actual format may differ, but pixel transfers will use this - * format. - * \param access A pointer filled in with the actual access to the texture. - * \param w A pointer filled in with the width of the texture in pixels. - * \param h A pointer filled in with the height of the texture in pixels. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the texture is not valid. + * \sa SDL_CreateTexture */ extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access, int *w, int *h); /** - * \brief Set an additional color value used in render copy operations. + * Set an additional color value multiplied into render copy operations. * - * \param texture The texture to update. - * \param r The red color value multiplied into copy operations. - * \param g The green color value multiplied into copy operations. - * \param b The blue color value multiplied into copy operations. + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: * - * \return 0 on success, or -1 if the texture is not valid or color modulation - * is not supported. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetTextureColorMod() + * Color modulation is not always supported by the renderer; it will return -1 + * if color modulation is not supported. + * + * \param texture the texture to update + * \param r the red color value multiplied into copy operations + * \param g the green color value multiplied into copy operations + * \param b the blue color value multiplied into copy operations + * \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_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b); /** - * \brief Get the additional color value used in render copy operations. + * Get the additional color value multiplied into render copy operations. * - * \param texture The texture to query. - * \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 b A pointer filled in with the current blue color value. + * \param texture the texture to query + * \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 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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureColorMod() + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g, Uint8 * b); /** - * \brief Set an additional alpha value used in render copy operations. + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` * - * \param texture The texture to update. - * \param alpha The alpha value multiplied into copy operations. + * Alpha modulation is not always supported by the renderer; it will return -1 + * if alpha modulation is not supported. * - * \return 0 on success, or -1 if the texture is not valid or alpha modulation - * is not supported. + * \param texture the texture to update + * \param alpha the source alpha value multiplied into copy operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetTextureAlphaMod() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha); /** - * \brief Get the additional alpha value used in render copy operations. + * Get the additional alpha value multiplied into render copy operations. * - * \param texture The texture to query. - * \param alpha A pointer filled in with the current alpha value. + * \param texture the texture 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. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureAlphaMod() + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha); /** - * \brief Set the blend mode used for texture copy operations. + * Set the blend mode for a texture, used by SDL_RenderCopy(). * - * \param texture The texture to update. - * \param blendMode ::SDL_BlendMode to use for texture blending. + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns -1. * - * \return 0 on success, or -1 if the texture is not valid or the blend mode is - * not supported. + * \param texture the texture to update + * \param blendMode the SDL_BlendMode to use for texture blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetTextureBlendMode() + * \sa SDL_GetTextureBlendMode + * \sa SDL_RenderCopy */ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for texture copy operations. + * Get the blend mode used for texture copy operations. * - * \param texture The texture to query. - * \param blendMode A pointer filled in with the current blend mode. + * \param texture the texture to query + * \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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureBlendMode() + * \sa SDL_SetTextureBlendMode */ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode); /** - * \brief Update the given texture rectangle with new pixel data. + * Set the scale mode used for texture scale operations. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param pixels The raw pixel data in the format of the texture. - * \param pitch The number of bytes in a row of pixel data, including padding between lines. + * If the scale mode is not supported, the closest supported mode is chosen. * - * The pixel data must be in the format of the texture. The pixel format can be - * queried with SDL_QueryTexture. + * \param texture The texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns 0 on success, or -1 if the texture is not valid. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.12. * - * \note This is a fairly slow function. + * \sa SDL_GetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \return 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_SetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode *scaleMode); + +/** + * Associate a user-specified pointer with a texture. + * + * \param texture the texture to update. + * \param userdata the pointer to associate with the texture. + * \returns 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetTextureUserData + */ +extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture, + void *userdata); + +/** + * Get the user-specified pointer associated with a texture + * + * \param texture the texture to query. + * \return the pointer associated with the texture, or NULL if the texture is + * not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetTextureUserData + */ +extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture. Use + * SDL_QueryTexture() to query the pixel format of the texture. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture + * \param pixels the raw pixel data in the format of the texture + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines + * \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_CreateTexture + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); /** - * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data. + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param Yplane The raw pixel data for the Y plane. - * \param Ypitch The number of bytes between rows of pixel data for the Y plane. - * \param Uplane The raw pixel data for the U plane. - * \param Upitch The number of bytes between rows of pixel data for the U plane. - * \param Vplane The raw pixel data for the V plane. - * \param Vpitch The number of bytes between rows of pixel data for the V plane. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture + * \param Yplane the raw pixel data for the Y plane + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane + * \param Uplane the raw pixel data for the U plane + * \param Upitch the number of bytes between rows of pixel data for the U + * plane + * \param Vplane the raw pixel data for the V plane + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane + * \returns 0 on success or -1 if the texture is not valid; call + * SDL_GetError() for more information. * - * \note You can use SDL_UpdateTexture() as long as your pixel data is - * a contiguous block of Y and U/V planes in the proper order, but - * this function is available if your pixel data is not contiguous. + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_UpdateTexture */ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect, @@ -412,400 +617,771 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const Uint8 *Vplane, int Vpitch); /** - * \brief Lock a portion of the texture for write-only pixel access. + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. * - * \param texture The texture to lock for access, which was created with - * ::SDL_TEXTUREACCESS_STREAMING. - * \param rect A pointer to the rectangle to lock for access. If the rect - * is NULL, the entire texture will be locked. - * \param pixels This is filled in with a pointer to the locked pixels, - * appropriately offset by the locked area. - * \param pitch This is filled in with the pitch of the locked pixels. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \return 0 on success, or -1 if the texture is not valid. * - * \sa SDL_UnlockTexture() + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes + * \returns 0 on success or a negative error code if the texture is not valid + * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); /** - * \brief Unlock a texture, uploading the changes to video memory, if needed. + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked + * \param surface this is filled in with an SDL surface representing the + * locked area + * \returns 0 on success, or -1 if the texture is not valid or was not created + * with `SDL_TEXTUREACCESS_STREAMING` * - * \sa SDL_LockTexture() + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, + const SDL_Rect *rect, + SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockTexture */ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); /** - * \brief Determines whether a window supports the use of render targets + * Determine whether a renderer supports the use of render targets. + * + * \param renderer the renderer that will be checked + * \returns SDL_TRUE if supported or SDL_FALSE if not. * - * \param renderer The renderer that will be checked + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if supported, SDL_FALSE if not. + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer); /** - * \brief Set a texture as the current rendering target. + * Set a texture as the current rendering target. * - * \param renderer The renderer. - * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target + * Before using this function, you should check the + * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if + * render targets are supported. * - * \return 0 on success, or -1 on error + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * \param renderer the rendering context + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \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_GetRenderTarget() + * \sa SDL_GetRenderTarget */ extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); /** - * \brief Get the current render target or NULL for the default render target. + * Get the current render target. * - * \return The current render target + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. * - * \sa SDL_SetRenderTarget() + * \param renderer the rendering context + * \returns the current render target or NULL for the default render target. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); /** - * \brief Set device independent resolution for rendering + * Set a device independent resolution for rendering. + * + * This function uses the viewport and scaling functionality to allow a fixed + * logical resolution for rendering, regardless of the actual output + * resolution. If the actual output resolution doesn't have the same aspect + * ratio the output rendering will be centered within the output display. * - * \param renderer The renderer for which resolution should be set. - * \param w The width of the logical resolution - * \param h The height of the logical resolution + * If the output display is a window, mouse and touch events in the window + * will be filtered and scaled so they seem to arrive within the logical + * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether + * relative motion events are also scaled. * - * This function uses the viewport and scaling functionality to allow a fixed logical - * resolution for rendering, regardless of the actual output resolution. If the actual - * output resolution doesn't have the same aspect ratio the output rendering will be - * centered within the output display. + * If this function results in scaling or subpixel drawing by the rendering + * backend, it will be handled using the appropriate quality hints. * - * If the output display is a window, mouse events in the window will be filtered - * and scaled so they seem to arrive within the logical resolution. + * \param renderer the renderer for which resolution should be set + * \param w the width of the logical resolution + * \param h the height of the logical resolution + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this function results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetLogicalSize() - * \sa SDL_RenderSetScale() - * \sa SDL_RenderSetViewport() + * \sa SDL_RenderGetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h); /** - * \brief Get device independent resolution for rendering + * Get device independent resolution for rendering. * - * \param renderer The renderer from which resolution should be queried. - * \param w A pointer filled with the width of the logical resolution - * \param h A pointer filled with the height of the logical resolution + * This may return 0 for `w` and `h` if the SDL_Renderer has never had its + * logical size set by SDL_RenderSetLogicalSize() and never had a render + * target set. * - * \sa SDL_RenderSetLogicalSize() + * \param renderer a rendering context + * \param w an int to be filled with the width + * \param h an int to be filled with the height + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Set whether to force integer scales for resolution-independent rendering + * Set whether to force integer scales for resolution-independent rendering. + * + * This function restricts the logical viewport to integer values - that is, + * when a resolution is between two multiples of a logical size, the viewport + * size is rounded down to the lower multiple. * - * \param renderer The renderer for which integer scaling should be set. - * \param enable Enable or disable integer scaling + * \param renderer the renderer for which integer scaling should be set + * \param enable enable or disable the integer scaling for rendering + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function restricts the logical viewport to integer values - that is, when - * a resolution is between two multiples of a logical size, the viewport size is - * rounded down to the lower multiple. + * \since This function is available since SDL 2.0.5. * - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetIntegerScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable); /** - * \brief Get whether integer scales are forced for resolution-independent rendering + * Get whether integer scales are forced for resolution-independent rendering. * - * \param renderer The renderer from which integer scaling should be queried. + * \param renderer the renderer from which integer scaling should be queried + * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on + * failure; call SDL_GetError() for more information. * - * \sa SDL_RenderSetIntegerScale() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RenderSetIntegerScale */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer); /** - * \brief Set the drawing area for rendering on the current target. - * - * \param renderer The renderer for which the drawing area should be set. - * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target. + * Set the drawing area for rendering on the current target. * - * The x,y of the viewport rect represents the origin for rendering. + * When the window is resized, the viewport is reset to fill the entire new + * window size. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the window associated with the renderer is resized, the viewport is automatically reset. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetViewport() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetViewport */ extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the drawing area for the current target. + * Get the drawing area for the current target. * - * \sa SDL_RenderSetViewport() + * \param renderer the rendering context + * \param rect an SDL_Rect structure filled in with the current drawing area + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetViewport */ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Set the clip rectangle for the current target. + * Set the clip rectangle for rendering on the specified target. * - * \param renderer The renderer for which clip rectangle should be set. - * \param rect A pointer to the rectangle to set as the clip rectangle, or - * NULL to disable clipping. + * \param renderer the rendering context for which clip rectangle should be + * set + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping + * \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 + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetClipRect() + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderIsClipEnabled */ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the clip rectangle for the current target. + * Get the clip rectangle for the current target. + * + * \param renderer the rendering context from which clip rectangle should be + * queried + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled * - * \param renderer The renderer from which clip rectangle should be queried. - * \param rect A pointer filled in with the current clip rectangle, or - * an empty rectangle if clipping is disabled. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetClipRect() + * \sa SDL_RenderIsClipEnabled + * \sa SDL_RenderSetClipRect */ extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Get whether clipping is enabled on the given renderer. + * Get whether clipping is enabled on the given renderer. * - * \param renderer The renderer from which clip state should be queried. + * \param renderer the renderer from which clip state should be queried + * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call + * SDL_GetError() for more information. * - * \sa SDL_RenderGetClipRect() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderSetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer); /** - * \brief Set the drawing scale for rendering on the current target. + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. * - * \param renderer The renderer for which the drawing scale should be set. - * \param scaleX The horizontal scaling factor - * \param scaleY The vertical scaling factor + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. * - * The drawing coordinates are scaled by the x/y scaling factors - * before they are used by the renderer. This allows resolution - * independent drawing with a single coordinate system. + * \param renderer a rendering context + * \param scaleX the horizontal scaling factor + * \param scaleY the vertical scaling factor + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. For best results use integer scaling factors. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetScale() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY); /** - * \brief Get the drawing scale for the current target. + * Get the drawing scale for the current target. + * + * \param renderer the renderer from which drawing scale should be queried + * \param scaleX a pointer filled in with the horizontal scaling factor + * \param scaleY a pointer filled in with the vertical scaling factor * - * \param renderer The renderer from which drawing scale should be queried. - * \param scaleX A pointer filled in with the horizontal scaling factor - * \param scaleY A pointer filled in with the vertical scaling factor + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetScale() + * \sa SDL_RenderSetScale */ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY); /** - * \brief Set the color used for drawing operations (Rect, Line and Clear). - * - * \param renderer The renderer for which drawing color should be set. - * \param r The red value used to draw on the rendering target. - * \param g The green value used to draw on the rendering target. - * \param b The blue value used to draw on the rendering target. - * \param a The alpha value used to draw on the rendering target, usually - * ::SDL_ALPHA_OPAQUE (255). - * - * \return 0 on success, or -1 on error + * Get logical coordinates of point in renderer when given real coordinates of + * point in window. + * + * Logical coordinates will differ from real coordinates when render is scaled + * and logical renderer size set + * + * \param renderer the renderer from which the logical coordinates should be + * calcualted + * \param windowX the real X coordinate in the window + * \param windowY the real Y coordinate in the window + * \param logicalX the pointer filled with the logical x coordinate + * \param logicalY the pointer filled with the logical y coordinate + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, + int windowX, int windowY, + float *logicalX, float *logicalY); + + /** + * Get real coordinates of point in window when given logical coordinates of point in renderer. + * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set + * + * \param renderer the renderer from which the window coordinates should be calculated + * \param logicalX the logical x coordinate + * \param logicalY the logical y coordinate + * \param windowX the pointer filled with the real X coordinate in the window + * \param windowY the pointer filled with the real Y coordinate in the window + + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, + float logicalX, float logicalY, + int *windowX, int *windowY); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context + * \param r the red value used to draw on the rendering target + * \param g the green value used to draw on the rendering target + * \param b the blue value used to draw on the rendering target + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used + * \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_GetRenderDrawColor + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** - * \brief Get the color used for drawing operations (Rect, Line and Clear). + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context + * \param r a pointer filled in with the red value used to draw on the + * rendering target + * \param g a pointer filled in with the green value used to draw on the + * rendering target + * \param b a pointer filled in with the blue value used to draw on the + * rendering target + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer from which drawing color should be queried. - * \param r A pointer to the red value used to draw on the rendering target. - * \param g A pointer to the green value used to draw on the rendering target. - * \param b A pointer to the blue value used to draw on the rendering target. - * \param a A pointer to the alpha value used to draw on the rendering target, - * usually ::SDL_ALPHA_OPAQUE (255). + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /** - * \brief Set the blend mode used for drawing operations (Fill and Line). + * Set the blend mode used for drawing operations (Fill and Line). * - * \param renderer The renderer for which blend mode should be set. - * \param blendMode ::SDL_BlendMode to use for blending. + * If the blend mode is not supported, the closest supported mode is chosen. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param blendMode the SDL_BlendMode to use for blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRenderDrawBlendMode() + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for drawing operations. + * Get the blend mode used for drawing operations. * - * \param renderer The renderer from which blend mode should be queried. - * \param blendMode A pointer filled in with the current blend mode. + * \param renderer the rendering context + * \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 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetRenderDrawBlendMode() + * \sa SDL_SetRenderDrawBlendMode */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode); /** - * \brief Clear the current rendering target with the drawing color + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. + * + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function clears the entire rendering target, ignoring the viewport and - * the clip rectangle. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, + * use SDL_RenderDrawPoints() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x the x coordinate of the point + * \param y the y coordinate of the point + * \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_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures that represent the points to + * draw + * \param count the number of points to draw + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * SDL_RenderDrawLine() draws the line to include both end points. If you want + * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x1 the x coordinate of the start point + * \param y1 the y coordinate of the start point + * \param x2 the x coordinate of the end point + * \param y2 the y coordinate of the end point + * \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_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures representing points along + * the lines + * \param count the number of points, drawing count-1 lines + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the rectangle to draw, or + * NULL to outline the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be drawn + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color. + * + * The current drawing color is set by SDL_SetRenderDrawColor(), and the + * color's alpha value is ignored unless blending is enabled with the + * appropriate call to SDL_SetRenderDrawBlendMode(). * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL for the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be filled + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderPresent */ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \return 0 on success, or -1 on error + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). + * + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target; the texture will be stretched to fill the + * given rectangle + * \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_RenderCopyEx + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, @@ -813,19 +1389,43 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, const SDL_Rect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center + * Copy a portion of the texture to the current rendering, with optional + * rotation and flipping. + * + * Copy a portion of the texture to the current rendering target, optionally + * rotating it by angle around the given center and also flipping it + * top-bottom and/or left-right. + * + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). * - * \return 0 on success, or -1 on error + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around `dstrect.w / 2`, `dstrect.h / 2`) + * \param flip a SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \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_RenderCopy + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, @@ -837,117 +1437,132 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * \param renderer The renderer which should draw a point. + * \param x The x coordinate of the point. + * \param y The y coordinate of the point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \param renderer The renderer which should draw multiple points. + * \param points The points to draw + * \param count The number of points to draw + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, const SDL_FPoint * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * \param renderer The renderer which should draw a line. + * \param x1 The x coordinate of the start point. + * \param y1 The y coordinate of the start point. + * \param x2 The x coordinate of the end point. + * \param y2 The y coordinate of the end point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target at + * subpixel precision. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \param renderer The renderer which should draw multiple lines. + * \param points The points along the lines + * \param count The number of points, drawing count-1 lines + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, - const SDL_FPoint * points, - int count); + const SDL_FPoint * points, + int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer The renderer which should draw a rectangle. + * \param rect A pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, - const SDL_FRect * rect); + const SDL_FRect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should draw multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer The renderer which should fill a rectangle. + * \param rect A pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should fill multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -955,19 +1570,25 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, const SDL_FRect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center - * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle An angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center A pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip An SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -978,19 +1599,85 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, const SDL_RendererFlip flip); /** - * \brief Read pixels from the current rendering target. - * - * \param renderer The renderer from which pixels should be read. - * \param rect A pointer to the rectangle to read, or NULL for the entire - * render target. - * \param format The desired format of the pixel data, or 0 to use the format - * of the rendering target - * \param pixels A pointer to be filled in with the pixel data - * \param pitch The pitch of the pixels parameter. - * - * \return 0 on success, or -1 if pixel reading is not supported. - * - * \warning This is a very slow operation, and should not be used frequently. + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param vertices Vertices. + * \param num_vertices Number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices Number of indices. + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometryRaw + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param xy Vertex positions + * \param xy_stride Byte size to move from one element to the next element + * \param color Vertex colors (as SDL_Color) + * \param color_stride Byte size to move from one element to the next element + * \param uv Vertex normalized texture coordinates + * \param uv_stride Byte size to move from one element to the next element + * \param num_vertices Number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices Number of indices. + * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometry + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_Color *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target to an array of pixels. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. + * + * `pitch` specifies the number of bytes between rows in the destination + * `pixels` data. This allows you to write to a subrectangle or have padded + * rows in the destination. Generally, `pitch` should equal the number of + * pixels per row in the `pixels` data times the number of bytes per pixel, + * but it might contain additional padding (for example, 24bit RGB Windows + * Bitmap data pads all rows to multiples of 4 bytes). + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the area to read, or NULL + * for the entire render target + * \param format an SDL_PixelFormatEnum value of the desired format of the + * pixel data, or 0 to use the format of the rendering target + * \param pixels a pointer to the pixel data to copy into + * \param pitch the pitch of the `pixels` parameter + * \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. */ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, @@ -998,95 +1685,200 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, void *pixels, int pitch); /** - * \brief Update the screen with rendering performed. + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderDrawLine() does not directly put a + * line on the screen, but rather updates the backbuffer. As such, you compose + * your entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * \param renderer the rendering context + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); /** - * \brief Destroy the specified texture. + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". * - * \sa SDL_CreateTexture() - * \sa SDL_CreateTextureFromSurface() + * \param texture the texture to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface */ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); /** - * \brief Destroy the rendering context for a window and free associated - * textures. + * Destroy the rendering context for a window and free associated textures. + * + * \param renderer the rendering context * - * \sa SDL_CreateRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); /** - * \brief Force the rendering context to flush any pending commands to the - * underlying rendering API. + * Force the rendering context to flush any pending commands to the underlying + * rendering API. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, you + * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set + * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever + * calls in addition to SDL render API calls. If all of this applies, you + * should call SDL_RenderFlush() between calls to SDL's render API and the + * low-level API you're using in cooperation. * - * You do not need to (and in fact, shouldn't) call this function unless - * you are planning to call into OpenGL/Direct3D/Metal/whatever directly - * in addition to using an SDL_Renderer. + * In all other cases, you can ignore this function. This is only here to get + * maximum performance out of a specific situation. In all other cases, SDL + * will do the right thing, perhaps at a performance loss. * - * This is for a very-specific case: if you are using SDL's render API, - * you asked for a specific renderer backend (OpenGL, Direct3D, etc), - * you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make - * OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of - * this applies, you should call SDL_RenderFlush() between calls to SDL's - * render API and the low-level API you're using in cooperation. + * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 + * and earlier, as earlier versions did not queue rendering commands at all, + * instead flushing them to the OS immediately. * - * In all other cases, you can ignore this function. This is only here to - * get maximum performance out of a specific situation. In all other cases, - * SDL will do the right thing, perhaps at a performance loss. + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function is first available in SDL 2.0.10, and is not needed in - * 2.0.9 and earlier, as earlier versions did not queue rendering commands - * at all, instead flushing them to the OS immediately. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); /** - * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with - * OpenGL instructions. + * Bind an OpenGL/ES/ES2 texture to the current context. + * + * This is for use with OpenGL instructions when rendering OpenGL primitives + * directly. + * + * If not NULL, `texw` and `texh` will be filled with the width and height + * values suitable for the provided texture. In most cases, both will be 1.0, + * however, on systems that support the GL_ARB_texture_rectangle extension, + * these values will actually be the pixel width and height used to create the + * texture, so this factor needs to be taken into account when providing + * texture coordinates to OpenGL. + * + * You need a renderer to create an SDL_Texture, therefore you can only use + * this function with an implicit OpenGL context from SDL_CreateRenderer(), + * not with your own OpenGL context. If you need control over your OpenGL + * context, you need to write your own texture-loading methods. + * + * Also note that SDL may upload RGB textures as BGR (or vice-versa), and + * re-order the color channels in the shaders phase, so the uploaded texture + * may have swapped color channels. + * + * \param texture the texture to bind to the current OpenGL/ES/ES2 context + * \param texw a pointer to a float value which will be filled with the + * texture width or NULL if you don't need that value + * \param texh a pointer to a float value which will be filled with the + * texture height or NULL if you don't need that value + * \returns 0 on success, or -1 if the operation is not supported; call + * SDL_GetError() for more information. * - * \param texture The SDL texture to bind - * \param texw A pointer to a float that will be filled with the texture width - * \param texh A pointer to a float that will be filled with the texture height + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the operation is not supported + * \sa SDL_GL_MakeCurrent + * \sa SDL_GL_UnbindTexture */ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); /** - * \brief Unbind a texture from the current OpenGL/ES/ES2 context. + * Unbind an OpenGL/ES/ES2 texture from the current context. * - * \param texture The SDL texture to unbind + * See SDL_GL_BindTexture() for examples on how to use these functions * - * \return 0 on success, or -1 if the operation is not supported + * \param texture the texture to unbind from the current OpenGL/ES/ES2 context + * \returns 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_BindTexture + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); /** - * \brief Get the CAMetalLayer associated with the given Metal renderer + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer * - * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalCommandEncoder() + * \sa SDL_RenderGetMetalCommandEncoder */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); /** - * \brief Get the Metal command encoder for the current frame + * Get the Metal command encoder for the current frame + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. + * + * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give + * SDL a drawable to render to, which might happen if the window is + * hidden/minimized/offscreen. This doesn't apply to command encoders for + * render targets, just the window's backbacker. Check your return values! * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. * - * \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalLayer() + * \sa SDL_RenderGetMetalLayer */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer); +/** + * Toggle VSync of the given renderer. + * + * \param renderer The renderer to toggle + * \param vsync 1 for on, 0 for off. All other values are reserved + * \returns a 0 int on success, or non-zero on failure + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h index 3b3fc85ea84e81bda4e3b2667e4beb051a31777e..3253d6df0813f245f8196486ff8212823deac45f 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h @@ -1,2 +1,2 @@ -#define SDL_REVISION "hg-12952:bc90ce38f1e2" -#define SDL_REVISION_NUMBER 12952 +#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6" +#define SDL_REVISION_NUMBER 0 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h index f66119fb02249545129460f174bfbdd57dfa9e1c..71e5c8db825a451964c811a78e3c4c13e35015b9 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,6 +45,9 @@ extern "C" { #define SDL_RWOPS_JNIFILE 3U /**< Android asset */ #define SDL_RWOPS_MEMORY 4U /**< 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. @@ -96,15 +99,7 @@ typedef struct SDL_RWops #if defined(__ANDROID__) struct { - void *fileNameRef; - void *inputStreamRef; - void *readableByteChannelRef; - void *readMethod; - void *assetFileDescriptorRef; - long position; - long size; - long offset; - int fd; + void *asset; } androidio; #elif defined(__WIN32__) struct @@ -118,6 +113,17 @@ typedef struct SDL_RWops size_t left; } buffer; } windowsio; +#elif defined(__VITA__) + struct + { + int h; + struct + { + void *data; + size_t size; + size_t left; + } buffer; + } vitaio; #endif #ifdef HAVE_STDIO_H @@ -150,25 +156,228 @@ typedef struct SDL_RWops */ /* @{ */ +/** + * Use this function to create a new SDL_RWops structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * As a fallback, SDL_RWFromFile() will transparently open a matching filename + * in an Android app's `assets`. + * + * Closing the SDL_RWops will close the file handle SDL is holding internally. + * + * \param file a UTF-8 string representing the filename to open + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file, const char *mode); #ifdef HAVE_STDIO_H -extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, - SDL_bool autoclose); + +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose); + #else + +/** + * Use this function to create an SDL_RWops structure from a standard I/O file + * pointer (stdio.h's `FILE*`). + * + * This function is not available on Windows, since files opened in an + * application on that platform cannot be used by a dynamically linked + * library. + * + * On some platforms, the first parameter is a `void*`, on others, it's a + * `FILE*`, depending on what system headers are available to SDL. It is + * always intended to be the `FILE*` type from the C runtime's stdio.h. + * + * \param fp the `FILE*` that feeds the SDL_RWops stream + * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + * SDL_FALSE to leave the `FILE*` open when the RWops is + * closed + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp, SDL_bool autoclose); #endif +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to make sure the RWops never writes to the memory buffer, you + * should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + * + * \param mem a pointer to a buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size); + +/** + * Use this function to prepare a read-only memory buffer for use with RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this RWops stream will report an error without + * writing to the memory buffer. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_RWFromMem() + * with a writable buffer of memory instead. + * + * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem, int size); /* @} *//* RWFrom functions */ +/** + * Use this function to allocate an empty, unpopulated SDL_RWops structure. + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + * + * You must free the returned pointer with SDL_FreeRW(). Depending on your + * operating system and compiler, there may be a difference between the + * malloc() and free() your program uses and the versions SDL calls + * internally. Trying to mix the two can cause crashing such as segmentation + * faults. Since all SDL_RWops must free themselves when their **close** + * method is called, all SDL_RWops must be allocated through this function, so + * they can all be freed correctly with SDL_FreeRW(). + * + * \returns a pointer to the allocated memory on success, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeRW + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); + +/** + * Use this function to free an SDL_RWops structure allocated by + * SDL_AllocRW(). + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + * call the **close** method on those SDL_RWops pointers when you are done + * with them. + * + * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + * invalid as soon as this function returns. Any extra memory allocated during + * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + * be responsible for managing that memory in their **close** method. + * + * \param area the SDL_RWops structure to be freed + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocRW + */ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #define RW_SEEK_SET 0 /**< Seek from the beginning of data */ @@ -176,77 +385,218 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #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 function to get the size of the data stream in an SDL_RWops. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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 2.0.10. */ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); /** - * Seek to \c offset relative to \c whence, one of stdio's whence values: - * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + * Seek within an SDL_RWops data stream. + * + * 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. * - * \return the final offset in the data stream, or -1 on error. + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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, 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Read up to \c maxnum objects each of size \c size from the data - * stream to the area pointed at by \c ptr. + * Read from a data source. + * + * 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. * - * \return the number of objects read, or 0 at error or end of file. + * \since This function is available since SDL 2.0.10. + * + * \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, - 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 - * pointed at by \c ptr to data stream. + * Write to an SDL_RWops 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. * - * \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, - 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context SDL_RWops structure to close + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Load all the data from an SDL data stream. - * - * The data is allocated with a zero byte at the end (null terminated) + * Load all the data from an SDL data stream. * - * If \c datasize is not NULL, it is filled with the size of the data 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`. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * The data should be freed with SDL_free(). * - * The data should be freed with SDL_free(). + * \param src the SDL_RWops to read all available data from + * \param datasize if not NULL, will store the number of bytes read + * \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. + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize, - int freesrc); +extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src, + 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) + * 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. + * Prior to SDL 2.0.10, this function was a macro wrapping around + * SDL_LoadFile_RW. * - * The data should be freed with SDL_free(). + * \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. * - * \return the data, or NULL if there was an error. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); @@ -256,12 +606,114 @@ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); * Read an item of the specified endianness and return in native format. */ /* @{ */ + +/** + * Use this function to read a byte from an SDL_RWops. + * + * \param src the SDL_RWops to read from + * \returns the read byte on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteU8 + */ extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src); + +/** + * Use this function to read 16 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src); + +/** + * Use this function to read 32 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src); + +/** + * Use this function to read 64 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); /* @} *//* Read endian functions */ @@ -271,12 +723,124 @@ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); * Write an item of native format to the specified endianness. */ /* @{ */ + +/** + * Use this function to write a byte to an SDL_RWops. + * + * \param dst the SDL_RWops to write to + * \param value the byte value to write + * \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_ReadU8 + */ extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value); /* @} *//* Write endian functions */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h index a50305f55096d3bbaeb4418b34fff9a426f2ddbc..5b2c67c8fc0fce2f10c3d489e39ea00b07b566d2 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h index 966adbf2137e7bcf0ef2b980622b99ef7e1485a6..a2f30e0f8f6f1760c3260c87aead8e8cee79015c 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -78,14 +78,16 @@ typedef enum * Accelerometer sensor * * The accelerometer returns the current acceleration in SI meters per - * second squared. This includes gravity, so a device at rest will have - * an acceleration of SDL_STANDARD_GRAVITY straight down. + * second squared. This measurement includes the force of gravity, so + * 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[1]: Acceleration on the y 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 * -Y ... +Y : bottom ... top * -Z ... +Z : farther ... closer @@ -105,16 +107,17 @@ typedef enum * see positive rotation on that axis when it appeared to be rotating * counter-clockwise. * - * values[0]: Angular speed around the x axis - * values[1]: Angular speed around the y axis - * values[2]: Angular speed around the z axis + * values[0]: Angular speed around the x axis (pitch) + * values[1]: Angular speed around the y axis (yaw) + * 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 * -Y ... +Y : bottom ... top * -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() */ @@ -122,118 +125,165 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ 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. - * - * \return The sensor name, or NULL if device_index is out of range. + * \param device_index The sensor to obtain name from + * \returns the sensor name, or NULL if `device_index` is out of range. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \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. * - * \return The sensor type, or SDL_SENSOR_INVALID if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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 + * of range. * - * \return The sensor platform dependent type, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to get instance id from + * \returns the sensor instance ID, or -1 if `device_index` is out of range. * - * \return The sensor instance ID, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to open + * \returns an SDL_Sensor sensor object, or NULL if an error occurred. * - * \return A sensor identifier, or NULL if an error occurred. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); /** * Return the SDL_Sensor associated with an instance id. + * + * \param instance_id The sensor from instance id + * \returns an SDL_Sensor object. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. * - * \return The sensor type, or SDL_SENSOR_INVALID if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the sensor instance ID, or -1 if `sensor` is NULL. * - * \return The sensor instance ID, or -1 if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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 data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * \param sensor The SDL_Sensor object to query + * \param data A pointer filled with the current sensor state + * \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. + * \since This function is available since SDL 2.0.9. */ 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 + * + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_SensorUpdate(void); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h index 2ab43fcdc681cdb08c64e54e2da4d61550ad5cf4..1bca9270e5cfe7718f3bdca81a4e22f61f1767ea 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -44,33 +44,38 @@ extern "C" { #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 x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width 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: - * ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE, - * ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED, - * ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset. + * \param title The title of the window, in UTF-8 encoding. + * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param w The width 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: ::SDL_WINDOW_OPENGL, + * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN, + * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, + * ::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. + * \since This function is available since SDL 2.0.0. * - * \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); /** - * \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. + * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if + * the window is unshaped or NULL. * - * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL. + * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateShapedWindow */ @@ -106,29 +111,35 @@ typedef struct 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 shape A surface encoding the desired shape for the window. * \param shape_mode The parameters to set for the shaped window. + * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape + * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does + * not reference a valid shaped window. * - * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW - * if the SDL_Window given does not reference a valid shaped window. + * \since This function is available since SDL 2.0.0. * * \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); /** - * \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 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 data, + * 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. * - * \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode - * data, 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. + * \since This function is available since SDL 2.0.0. * * \sa SDL_WindowShapeMode * \sa SDL_SetWindowShape diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h index 28bb7b9619d3c96cd4c415d0b038b35344ac5179..c0d194c4ae2155aff44b2929ef291de252bdfe3c 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,12 @@ #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 #include <sys/types.h> #endif @@ -109,6 +115,17 @@ char *alloca(); # endif #endif +/** + * Check if the compiler supports a given builtin. + * Supported by virtually all clang versions and recent gcc. Use this + * instead of checking the clang version if possible. + */ +#ifdef __has_builtin +#define _SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define _SDL_HAS_BUILTIN(x) 0 +#endif + /** * The number of elements in an array. */ @@ -217,7 +234,7 @@ typedef uint64_t Uint64; /* @} *//* 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. * (for example win32) */ #ifndef SDL_PRIs64 @@ -264,6 +281,34 @@ typedef uint64_t Uint64; #define SDL_PRIX64 "llX" #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 */ #ifdef SDL_DISABLE_ANALYZE_MACROS @@ -332,7 +377,7 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); /** \cond */ #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 */ typedef enum { @@ -369,7 +414,9 @@ typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); 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 + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, SDL_calloc_func *calloc_func, @@ -377,12 +424,9 @@ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_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. + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_calloc_func calloc_func, @@ -390,7 +434,9 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_free_func free_func); /** - * \brief Get the number of outstanding (unfreed) allocations + * Get the number of outstanding (unfreed) allocations + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); @@ -401,25 +447,40 @@ extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, in extern DECLSPEC int SDLCALL SDL_abs(int x); -/* !!! FIXME: these have side effects. You probably shouldn't use them. */ -/* !!! FIXME: Maybe we do forceinline functions of SDL_mini, SDL_minf, etc? */ +/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */ #define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) +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_isxdigit(int x); +extern DECLSPEC int SDLCALL SDL_ispunct(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_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); #define SDL_zero(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. */ 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; __asm__ __volatile__ ( "cld \n\t" @@ -432,14 +493,14 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords) size_t _n = (dwords + 3) / 4; Uint32 *_p = SDL_static_cast(Uint32 *, dst); Uint32 _val = (val); - if (dwords == 0) + if (dwords == 0) { return; - switch (dwords % 4) - { - case 0: do { *_p++ = _val; /* fallthrough */ - case 3: *_p++ = _val; /* fallthrough */ - case 2: *_p++ = _val; /* fallthrough */ - case 1: *_p++ = _val; /* fallthrough */ + } + switch (dwords % 4) { + case 0: do { *_p++ = _val; SDL_FALLTHROUGH; + case 3: *_p++ = _val; SDL_FALLTHROUGH; + case 2: *_p++ = _val; SDL_FALLTHROUGH; + case 1: *_p++ = _val; } while ( --_n ); } #endif @@ -450,11 +511,16 @@ 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 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_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 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_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_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); @@ -467,6 +533,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str); extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); 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 char *SDLCALL SDL_itoa(int value, char *str, int radix); @@ -493,6 +560,8 @@ extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap); extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3); extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap); +extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); +extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap); #ifndef HAVE_M_PI #ifndef M_PI @@ -500,14 +569,28 @@ extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size #endif #endif +/** + * Use this function to compute arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * \param x floating point value, in radians. + * \returns arc cosine of `x`. + * + * \since This function is available since SDL 2.0.2. + */ extern DECLSPEC double SDLCALL SDL_acos(double x); extern DECLSPEC float SDLCALL SDL_acosf(float x); extern DECLSPEC double SDLCALL SDL_asin(double x); extern DECLSPEC float SDLCALL SDL_asinf(float x); extern DECLSPEC double SDLCALL SDL_atan(double x); extern DECLSPEC float SDLCALL SDL_atanf(float x); -extern DECLSPEC double SDLCALL SDL_atan2(double x, double y); -extern DECLSPEC float SDLCALL SDL_atan2f(float x, float y); +extern DECLSPEC double SDLCALL SDL_atan2(double y, double x); +extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x); extern DECLSPEC double SDLCALL SDL_ceil(double x); extern DECLSPEC float SDLCALL SDL_ceilf(float x); extern DECLSPEC double SDLCALL SDL_copysign(double x, double y); @@ -520,6 +603,8 @@ extern DECLSPEC double SDLCALL SDL_fabs(double x); extern DECLSPEC float SDLCALL SDL_fabsf(float x); extern DECLSPEC double SDLCALL SDL_floor(double 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 float SDLCALL SDL_fmodf(float x, float y); extern DECLSPEC double SDLCALL SDL_log(double x); @@ -528,6 +613,10 @@ extern DECLSPEC double SDLCALL SDL_log10(double x); extern DECLSPEC float SDLCALL SDL_log10f(float x); extern DECLSPEC double SDLCALL SDL_pow(double x, double 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 float SDLCALL SDL_scalbnf(float x, int n); extern DECLSPEC double SDLCALL SDL_sin(double x); @@ -551,9 +640,12 @@ extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t * inbytesleft, char **outbuf, size_t * outbytesleft); + /** - * This function converts a string between encodings in one pass, returning a - * string that must be freed with SDL_free() or NULL on error. + * This function converts a string between encodings in one pass, returning a + * string that must be freed with SDL_free() or NULL on error. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, @@ -562,10 +654,22 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) /* force builds using Clang's static analysis tools to use literal C runtime here, since there are possibly tests that are ineffective otherwise. */ #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_calloc calloc #define SDL_realloc realloc @@ -574,15 +678,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_memcpy memcpy #define SDL_memmove memmove #define SDL_memcmp memcmp -#define SDL_strlen strlen #define SDL_strlcpy strlcpy #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_wcsdup wcsdup #define SDL_strchr strchr #define SDL_strrchr strrchr #define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtokr strtok_r #define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp #define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp #define SDL_strcasecmp strcasecmp #define SDL_strncasecmp strncasecmp #define SDL_sscanf sscanf diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h index 51a1283003ec08c354288af4717c396eedd8a23d..441237617cc95ba3dbd93e43035a1df1002c2a1d 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -80,7 +80,9 @@ typedef struct SDL_Surface /** information needed for surfaces requiring locks */ 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 */ SDL_Rect clip_rect; /**< Read-only */ @@ -110,31 +112,108 @@ typedef enum } 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. * - * If the depth is 4 or 8 bits, an empty palette is allocated for the surface. - * If the depth is greater than 8 bits, the pixel format is set using the - * flags '[RGB]mask'. + * By default surfaces with an alpha mask are set up for blending as with: * - * If the function runs out of memory, it will return NULL. + * ```c++ + * SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + * ``` * - * \param flags The \c flags are obsolete and should be set to 0. - * \param width The width in pixels of the surface to create. - * \param height The height in pixels of the surface to create. - * \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. + * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + * different `blendMode`. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface (Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + /* !!! 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, @@ -144,74 +223,154 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, Uint32 Gmask, Uint32 Bmask, 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_LoadBMP + * \sa SDL_LoadBMP_RW + */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, 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. + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `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 - * to 0, then you can read and write to the surface at any time, and the - * pixel format of the surface will not change. + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. * - * No operating system or library calls should be made between lock/unlock - * pairs, as critical system locks may be held during this time. + * \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. * - * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_UnlockSurface() + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockSurface + */ 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. + * + * The new surface should be freed with SDL_FreeSurface(). Not doing so will + * result in a memory leak. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + * from a file, convert it to an SDL_Surface and then close the file. * - * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeSurface + * \sa SDL_RWFromFile + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_RW */ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, 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) /** - * 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 - * 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 - * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are - * not supported. + * 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 + * 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 + * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadBMP_RW + * \sa SDL_SaveBMP */ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface * surface, SDL_RWops * dst, int freedst); @@ -225,183 +384,335 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW 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, - * but the surface must be locked before directly accessing the pixels. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface */ extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, 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 surface to update - * \param flag Non-zero to enable colorkey and 0 to disable colorkey - * \param key The transparent pixel in the native surface format + * \param surface the SDL_Surface structure to query + * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. * - * \return 0 on success, or -1 if the surface is not valid + * \since This function is available since SDL 2.0.14. * - * You can pass SDL_RLEACCEL to enable RLE accelerated blits. + * \sa SDL_SetSurfaceRLE + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetColorKey */ extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure to query + * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. * - * \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_SetColorKey + * \sa SDL_GetColorKey */ 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(). + * + * If the surface doesn't have color key enabled this function returns -1. + * + * \param surface the SDL_Surface structure to query + * \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. * - * \param surface The surface to update - * \param key A pointer filled in with the transparent pixel in the native - * surface format + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the surface is not valid or colorkey is not - * enabled. + * \sa SDL_BlitSurface + * \sa SDL_SetColorKey */ extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, Uint32 * key); /** - * \brief Set an additional color value used in blit operations. + * Set an additional color value multiplied into blit operations. * - * \param surface The surface 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. + * 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: * - * \return 0 on success, or -1 if the surface is not valid. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetSurfaceColorMod() + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, 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 r A pointer filled in with the current red 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 surface the SDL_Surface structure to query + * \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 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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceColorMod() + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, Uint8 * r, Uint8 * g, 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. - * \param alpha The alpha value multiplied into blit operations. + * `srcA = srcA * (alpha / 255)` * - * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, 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. + * \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. * - * \return 0 on success, or -1 if the surface is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceAlphaMod() + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, Uint8 * alpha); /** - * \brief Set the blend mode used for blit operations. + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. * - * \param surface The surface to update. - * \param blendMode ::SDL_BlendMode to use for blit blending. + * \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. * - * \return 0 on success, or -1 if the parameters are not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetSurfaceBlendMode() + * \sa SDL_GetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, 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 blendMode A pointer filled in with the current blend mode. + * \param surface the SDL_Surface structure to query + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceBlendMode() + * \sa SDL_SetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, SDL_BlendMode *blendMode); /** - * Sets the clipping rectangle for the destination surface in a blit. + * Set the clipping rectangle for a surface. * - * If the clip rectangle is NULL, clipping will be disabled. + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. * - * If the clip rectangle doesn't intersect the surface, the function will - * return SDL_FALSE and blits will be completely clipped. Otherwise the - * function returns SDL_TRUE and blits to the surface will be clipped to - * the intersection of the surface area and the clipping rectangle. + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. * - * Note that blits are automatically clipped to the edges of the source - * and destination surfaces. + * \param surface the SDL_Surface structure to be clipped + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping + * \returns SDL_TRUE if the rectangle intersects the surface, otherwise + * SDL_FALSE and blits will be completely clipped. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface * - * \c rect must be a pointer to a valid rectangle which will be filled - * with the correct values. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_SetClipRect */ extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, 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); /** - * Creates a new surface of the specified format, and then copies and maps - * 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. + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. * - * The \c flags parameter is passed to SDL_CreateRGBSurface() and has those - * semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and - * SDL will try to RLE accelerate colorkey and alpha blits in the resulting - * surface. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurfaceFormat + * \sa SDL_CreateRGBSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurface + * \sa SDL_CreateRGBSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat (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 source pixels, 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, Uint32 src_format, @@ -410,20 +721,84 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, void * dst, int dst_pitch); /** - * Performs a fast fill of the given rectangle with \c color. + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. * - * If \c rect is NULL, the whole surface will be filled with \c color. + * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. * - * The color should be a pixel of the format used by the surface, and - * can be generated by the SDL_MapRGB() function. + * \param width the width of the block to convert, in pixels + * \param height the height of the block to convert, 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 source pixels, in bytes + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + * \param dst a pointer to be filled in with premultiplied 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. * - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, + Uint32 src_format, + const void * src, int src_pitch, + Uint32 dst_format, + void * dst, int dst_pitch); + +/** + * 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 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRects */ extern DECLSPEC int SDLCALL SDL_FillRect (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRect + */ extern DECLSPEC int SDLCALL SDL_FillRects (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. * @@ -432,7 +807,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects * 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. * - * \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. * @@ -484,62 +859,128 @@ extern DECLSPEC int SDLCALL SDL_FillRects #define SDL_BlitSurface SDL_UpperBlit /** - * This is the public blit function, SDL_BlitSurface(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlit() + * Perform a fast blit from the source surface to the destination surface. + * + * SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + * macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_UpperBlit (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_LowerBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); + /** - * \brief Perform a fast, low quality, stretch blit between two surfaces of the - * same pixel format. + * Perform a fast, low quality, stretch blit between two surfaces of the same + * format. * - * \note This function uses a static buffer, and is not thread-safe. + * Please use SDL_BlitScaled() instead. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, const SDL_Rect * dstrect); +/** + * Perform bilinear scaling between two surfaces of the same format, 32BPP. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src, + const SDL_Rect * srcrect, + SDL_Surface * dst, + const SDL_Rect * dstrect); + + #define SDL_BlitScaled SDL_UpperBlitScaled /** - * This is the public scaled blit function, SDL_BlitScaled(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlitScaled() + * Perform a scaled surface copy to a destination surface. + * + * SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + * merely a macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_UpperBlitScaled (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * scaled blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_LowerBlitScaled (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * \brief Set the YUV conversion mode + * Set the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode); /** - * \brief Get the YUV conversion mode + * Get the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ 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 + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h index 3b084076920d8931fa5432f825727a365895beed..e2fa7b5fe393c5c23948e45e8c75a7a6b833f5cf 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -43,33 +43,82 @@ extern "C" { /* Platform specific functions for Windows */ #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); -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` + * + * \since This function is available since SDL 2.0.4. + */ +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 ); 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); +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. + * + * \since This function is available since SDL 2.0.16. + */ +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 ); @@ -80,63 +129,202 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a #ifdef __LINUX__ /** - \brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available. - - \return 0 on success, or -1 on error. + * Sets the UNIX nice value for a thread. + * + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID The Unix thread ID to change priority of. + * \param sdlPriority The new SDL_ThreadPriority value. + * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...) + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); #endif /* __LINUX__ */ /* Platform specific functions for iOS */ -#if defined(__IPHONEOS__) && __IPHONEOS__ +#ifdef __IPHONEOS__ #define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void* callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_iPhoneSetAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * [README-ios.md](https://hg.libsdl.org/SDL/file/default/docs/README-ios.md) + * + * This functions is also accessible using the macro + * SDL_iOSSetAnimationCallback() since SDL 2.0.4. + * + * \param window the window for which the animation callback should be set + * \param interval the number of frames after which **callback** will be + * called + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \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_iPhoneSetEventPump + */ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); #define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * This functions is also accessible using the macro SDL_iOSSetEventPump() + * since SDL 2.0.4. + * + * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_iPhoneSetAnimationCallback + */ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled); #endif /* __IPHONEOS__ */ /* Platform specific functions for Android */ -#if defined(__ANDROID__) && __ANDROID__ +#ifdef __ANDROID__ /** - \brief Get the JNI environment for the current thread - - This returns JNIEnv*, but the prototype is void* so we don't need jni.h + * Get the Android Java Native Interface Environment of the current thread. + * + * 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); /** - \brief Get the SDL Activity object for the application - - This returns jobject, but the prototype is void* so we don't need jni.h - The jobject returned by SDL_AndroidGetActivity is a local reference. - It is the caller's responsibility to properly release it - (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef) + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * 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); /** - \brief Return true if the application is running on Android TV + * Query Android API level of the current device. + * + * - API level 31: Android 12 + * - 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.8. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); /** - \brief Trigger the Android system back button behavior. + * Trigger the Android system back button behavior. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); @@ -148,34 +336,99 @@ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 /** - \brief Get the path used for internal storage for this application. - - This path is unique to your application and cannot be written to - by other applications. + * Get the path used for internal storage for this application. + * + * This path is unique to your application and cannot be written to by other + * 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); /** - \brief Get 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. -*/ + * Get the current state of external storage. + * + * 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. + * + * \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); /** - \brief Get the path used for external storage for this application. - - This path is unique to your application, but is public and can be - written to by other applications. + * Get the path used for external storage for this application. + * + * This path is unique to your application, but is public and can be written + * 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); +/** + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset); + #endif /* __ANDROID__ */ /* Platform specific functions for WinRT */ -#if defined(__WINRT__) && __WINRT__ +#ifdef __WINRT__ /** * \brief WinRT / Windows Phone path types @@ -221,53 +474,84 @@ typedef enum /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \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. + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); #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. + * + * \since This function is available since SDL 2.0.9. */ 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++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h index 7aa8c6869bf1fedf31a2b164e6bc6b6d476f52ad..f7cd670cdefc4c2b138b0598ab984352a4a4884a 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -49,6 +49,9 @@ struct SDL_SysWMinfo; #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif @@ -95,6 +98,10 @@ typedef struct _UIViewController UIViewController; typedef Uint32 GLuint; #endif +#if defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL) +#define SDL_METALVIEW_TAG 255 +#endif + #if defined(SDL_VIDEO_DRIVER_ANDROID) typedef struct ANativeWindow ANativeWindow; typedef void *EGLSurface; @@ -103,8 +110,17 @@ typedef void *EGLSurface; #if defined(SDL_VIDEO_DRIVER_VIVANTE) #include "SDL_egl.h" #endif + +#if defined(SDL_VIDEO_DRIVER_OS2) +#define INCL_WIN +#include <os2.h> +#endif #endif /* SDL_PROTOTYPES_ONLY */ +#if defined(SDL_VIDEO_DRIVER_KMSDRM) +struct gbm_device; +#endif + #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -129,7 +145,10 @@ typedef enum SDL_SYSWM_WINRT, SDL_SYSWM_ANDROID, SDL_SYSWM_VIVANTE, - SDL_SYSWM_OS2 + SDL_SYSWM_OS2, + SDL_SYSWM_HAIKU, + SDL_SYSWM_KMSDRM, + SDL_SYSWM_RISCOS } SDL_SYSWM_TYPE; /** @@ -182,6 +201,16 @@ struct SDL_SysWMmsg int dummy; /* No Vivante window events yet */ } 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 /* Can't have an empty union */ int dummy; @@ -232,8 +261,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_COCOA) 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 */ + #else + NSWindow *window; /**< The Cocoa window */ + #endif #else NSWindow *window; /**< The Cocoa window */ #endif @@ -242,8 +275,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_UIKIT) 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 */ + #else + UIWindow *window; /**< The UIKit window */ + #endif #else UIWindow *window; /**< The UIKit window */ #endif @@ -255,9 +292,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_WAYLAND) struct { - struct wl_display *display; /**< Wayland display */ - struct wl_surface *surface; /**< Wayland surface */ - struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */ + struct wl_display *display; /**< Wayland display */ + struct wl_surface *surface; /**< Wayland surface */ + 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) */ + struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */ } wl; #endif #if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */ @@ -276,6 +316,14 @@ struct SDL_SysWMinfo } android; #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) struct { @@ -284,6 +332,15 @@ struct SDL_SysWMinfo } vivante; #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). */ /* Be careful not to overflow this if you add a new target! */ Uint8 dummy[64]; @@ -294,23 +351,23 @@ struct 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 - * \param info This structure must be initialized with the SDL version, and is - * then filled in with information about the given window. + * The caller must initialize the `info` structure's version by using + * `SDL_VERSION(&info.version)`, and then this function will fill in the rest + * of the structure with information about the given window. * - * \return SDL_TRUE if the function is implemented and the version member of - * the \c info struct is valid, SDL_FALSE otherwise. + * \param window the window about which information is being requested + * \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: - * \code - * SDL_SysWMinfo info; - * SDL_VERSION(&info.version); - * if ( SDL_GetWindowWMInfo(window, &info) ) { ... } - * \endcode + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window, SDL_SysWMinfo * info); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h index 17a33dc2cf99e08eb82cc5ebb0e6b76bd7cc3ce4..8cc9d616a321642d1aaf5e9ab4824f943819963a 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h index b3ebb62fbd2fe600902db3b434708bcfa8b18960..734230529e0f978ce24fd15d469eca729559f6d8 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h index c34d0d103071e537836c95b0e0635139b22270ac..0f50967895014f12bd1dc9002f7a2e4b582efd72 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,6 +37,9 @@ #if defined(__PSP__) #define DEFAULT_WINDOW_WIDTH 480 #define DEFAULT_WINDOW_HEIGHT 272 +#elif defined(__VITA__) +#define DEFAULT_WINDOW_WIDTH 960 +#define DEFAULT_WINDOW_HEIGHT 544 #else #define DEFAULT_WINDOW_WIDTH 640 #define DEFAULT_WINDOW_HEIGHT 480 @@ -61,6 +64,7 @@ typedef struct const char *window_title; const char *window_icon; Uint32 window_flags; + SDL_bool flash_on_focus_loss; int window_x; int window_y; int window_w; @@ -110,6 +114,10 @@ typedef struct int gl_minor_version; int gl_debug; int gl_profile_mask; + + /* Additional fields added in 2.0.18 */ + SDL_Rect confine; + } SDLTest_CommonState; #include "begin_code.h" @@ -126,7 +134,7 @@ extern "C" { * \param argv Array of command line parameters * \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); @@ -136,7 +144,7 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); * \param state The common state describing the test window to create. * \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); @@ -155,12 +163,25 @@ int SDLTest_CommonArg(SDLTest_CommonState * state, int index); */ 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. * * \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); @@ -171,7 +192,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); * \param argc argc, 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); @@ -193,6 +214,15 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do */ 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. + * \param usedHeight Returns the height used, so the caller can draw more below. + * + */ +void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int * usedHeight); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h index 1f751c8b9c47059d936904070b3eabb550ae7852..8a7a07008f1cd1dcd3f67f855c95601c3fde5ddd 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h index e615d8929cc87306b3e0ba2e628d83b764e9a7ca..049da74061c12ded25e2235b1d6c695c44657a68 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h index 8fa078440aa9e617e93a1aaea0fcffb2d3517be8..c5cbbbbd34146e9c4d9cb0621479a096900cf5aa 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { * \param y The Y coordinate of the upper left corner of the character. * \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); @@ -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 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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h index 7259685a9d4df47c1aebbe9fcaf9c82c5fff6801..bbe8eb874991409fdaef00598dcc18c9fa0caf74 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -66,14 +66,14 @@ void SDLTest_FuzzerInit(Uint64 execKey); /** * Returns a random Uint8 * - * \returns Generated integer + * \returns a generated integer */ Uint8 SDLTest_RandomUint8(void); /** * Returns a random Sint8 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint8 SDLTest_RandomSint8(void); @@ -81,14 +81,14 @@ Sint8 SDLTest_RandomSint8(void); /** * Returns a random Uint16 * - * \returns Generated integer + * \returns a generated integer */ Uint16 SDLTest_RandomUint16(void); /** * Returns a random Sint16 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint16 SDLTest_RandomSint16(void); @@ -96,7 +96,7 @@ Sint16 SDLTest_RandomSint16(void); /** * Returns a random integer * - * \returns Generated integer + * \returns a generated integer */ Sint32 SDLTest_RandomSint32(void); @@ -104,14 +104,14 @@ Sint32 SDLTest_RandomSint32(void); /** * Returns a random positive integer * - * \returns Generated integer + * \returns a generated integer */ Uint32 SDLTest_RandomUint32(void); /** * Returns random Uint64. * - * \returns Generated integer + * \returns a generated integer */ Uint64 SDLTest_RandomUint64(void); @@ -119,28 +119,28 @@ Uint64 SDLTest_RandomUint64(void); /** * Returns random Sint64. * - * \returns Generated signed integer + * \returns a generated signed integer */ 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); /** - * \returns random double in range [0.0 - 1.0[ + * \returns a random double in range [0.0 - 1.0] */ double SDLTest_RandomUnitDouble(void); /** - * \returns random float. + * \returns a random float. * */ float SDLTest_RandomFloat(void); /** - * \returns random double. + * \returns a random double. * */ double SDLTest_RandomDouble(void); @@ -162,7 +162,7 @@ double SDLTest_RandomDouble(void); * \param boundary2 Upper boundary limit * \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); @@ -183,7 +183,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -204,7 +204,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -225,7 +225,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -246,7 +246,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -268,7 +268,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -289,7 +289,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -310,7 +310,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -324,7 +324,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL * \param min Minimum 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); @@ -336,7 +336,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); * * 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); @@ -350,7 +350,7 @@ char * SDLTest_RandomAsciiString(void); * * \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); @@ -364,12 +364,14 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); * * \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); /** - * 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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h index f5ae92ceb73b39685e48a61c9b50e3eea874a54c..1fd4236beed9b725dd5c2d349b4b78a27e4edd5e 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,9 +76,9 @@ typedef struct SDLTest_TestCaseReference { /* !< Func2Stress */ SDLTest_TestCaseFp testCase; /* !< Short name (or function name) "Func2Stress" */ - char *name; + const char *name; /* !< Long name or full description "This test pushes func2() to the limit." */ - char *description; + const char *description; /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ int enabled; } SDLTest_TestCaseReference; @@ -88,7 +88,7 @@ typedef struct SDLTest_TestCaseReference { */ typedef struct SDLTest_TestSuiteReference { /* !< "PlatformSuite" */ - char *name; + const char *name; /* !< The function that is run before each test. NULL skips. */ SDLTest_TestCaseSetUpFp testSetUp; /* !< The test cases that are run as part of the suite. Last item should be NULL. */ @@ -105,7 +105,7 @@ typedef struct SDLTest_TestSuiteReference { * * \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); @@ -118,7 +118,7 @@ char *SDLTest_GenerateRunSeed(const int length); * \param filter Filter specification. NULL disables. Case sensitive. * \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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h index b8934812f940ff3b02eb6e57e3a843a4c5bc8631..e2bfc3600e201be447a4f322cf05bbc6ab33bc41 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h index 01d0fedac15eb53982e08fb27753b60cf506357e..e3d39ad27931111fc0683cdb6603a24b88469fdb 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h index 2bfd7dff970856ac1f97e1659f3986ed0414a1a0..17b1d2be71e998af511389e685f7b22b6345e8db 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h index 5d4d39ea5d97d6ec6d153d5c8736fe6cf6f9a01b..cc2edc1b9bd426ef7719b10154bf79f2d69863f5 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h index 71e9c70b6acccd9478a1c420f93cda28e1051c29..b1d6060cb2449d23be7b8f5768bd94caeb569ffb 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -98,7 +98,7 @@ extern "C" { * * \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); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h index f78b1145d0051b5a518fc4692f7b478d7631e506..35e680ddf4345509122b8ca17cc6522c7a0dfe8d 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -35,6 +35,17 @@ #include "SDL_atomic.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" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus @@ -54,6 +65,11 @@ typedef unsigned int SDL_TLSID; /** * 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. */ typedef enum { @@ -64,12 +80,15 @@ typedef enum { } SDL_ThreadPriority; /** - * The function passed to SDL_CreateThread(). - * It is passed a void* user context parameter and returns an int. + * The function passed to SDL_CreateThread(). + * + * \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); -#if defined(__WIN32__) && !defined(HAVE_LIBC) + +#if defined(__WIN32__) /** * \file SDL_thread.h * @@ -91,16 +110,19 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data); * library! */ #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 * /*arg*/, unsigned, unsigned * /* threadID */); typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code); -/** - * Create a thread. - */ +#ifndef SDL_beginthread +#define SDL_beginthread _beginthreadex +#endif +#ifndef SDL_endthread +#define SDL_endthread _endthreadex +#endif + extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -113,17 +135,14 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), pfnSDL_CurrentEndThread pfnEndThread); -/** - * Create a thread. - */ #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(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)_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)SDL_endthread) #endif #elif defined(__OS2__) @@ -132,13 +151,17 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), * into a dll with Watcom's runtime statically linked. */ #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 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 SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -147,52 +170,85 @@ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread); + #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) -#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, 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)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) #endif #else /** - * Create a thread with a default stack size. + * Create a new thread with a default stack size. + * + * This is equivalent to calling: * - * This is equivalent to calling: - * SDL_CreateThreadWithStackSize(fn, name, 0, data); + * ```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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThreadWithStackSize + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); /** - * Create a thread. - * - * 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: - * - * http://stackoverflow.com/questions/149932/naming-conventions-for-threads - * - * If a system imposes requirements, SDL will try to munge the string for - * it (truncate, etc), but the original string contents will be available - * from SDL_GetThreadName(). - * - * 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). - * - * In SDL 2.1, stacksize will be folded into the original SDL_CreateThread - * function. + * 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 + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * 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). + * + * In SDL 2.1, stack size will be folded into the original SDL_CreateThread + * function, but for backwards compatibility, this is currently a separate + * function. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param stacksize the size, in bytes, to allocate for the new thread stack. + * \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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data); @@ -200,137 +256,202 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz #endif /** - * 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 - * memory, not to be free()'d by the caller, and remains valid until the - * specified thread is cleaned up by SDL_WaitThread(). + * Get the thread name as it was specified in SDL_CreateThread(). + * + * This is internal memory, not to be freed by the caller, and remains valid + * until the 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetThreadID */ extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); /** - * Get the thread identifier for the specified thread. + * Get the thread identifier for the specified thread. * - * Equivalent to SDL_ThreadID() if the specified thread is NULL. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ThreadID */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); /** - * Wait for a thread to finish. Threads that haven't been detached will - * remain (as a "zombie") until this function cleans them up. Not doing so - * is a resource leak. + * Wait for a thread to finish. + * + * 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. + * + * The return code for the thread function is placed in the area pointed to by + * `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. * - * 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. + * It is safe to pass a NULL thread to this function; it is a no-op. * - * The return code for the thread function is placed in the area - * pointed to by \c status, if \c status is not NULL. + * Note that the thread pointer is freed by this function and is not valid + * afterward. * - * You may not wait on a thread that has been used in a call to - * SDL_DetachThread(). Use either that function or this one, but not - * both, or behavior is undefined. + * \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. * - * It is safe to pass NULL to this function; it is a no-op. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread */ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); /** - * A thread may be "detached" to signify that it should not remain until - * another thread has called SDL_WaitThread() on it. Detaching a thread - * is 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(). - * - * 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 - * the detached thread's exit, instead of remaining until someone has called - * 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. - * 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 - * undefined. - * - * It is safe to pass NULL to this function; it is a no-op. + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * 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(). + * + * 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 the + * detached thread's exit, instead of remaining until someone has called + * 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. 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 undefined. + * + * 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); /** - * \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific. - * - * \return The newly created thread local storage identifier, or 0 on error - * - * \code - * static SDL_SpinLock tls_lock; - * static SDL_TLSID thread_local_storage; - * - * void SetMyThreadData(void *value) - * { - * if (!thread_local_storage) { - * 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() + * Create a piece of thread-local storage. + * + * This creates an identifier that is globally visible to all threads but + * refers to data that is thread-specific. + * + * \returns the newly created thread local storage identifier or 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSGet + * \sa SDL_TLSSet */ 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_TLSSet() + * \sa SDL_TLSCreate + * \sa SDL_TLSSet */ 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 - * \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. + * ```c + * void destructor(void *value) + * ``` * - * \return 0 on success, -1 on error + * where its parameter `value` is what was passed as `value` to SDL_TLSSet(). * - * \sa SDL_TLSCreate() - * \sa SDL_TLSGet() + * \param id the thread local storage ID + * \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*)); +/** + * Cleanup all TLS data for this thread. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC void SDLCALL SDL_TLSCleanup(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h index 2a47b043aad40d58e476936b57d9f6c1e0e12436..62f81d42db442392edb921bc232750ff4e923cd6 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,45 +38,121 @@ extern "C" { #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. + * + * This function is not recommended as of SDL 2.0.18; use SDL_GetTicks64() + * instead, where the value doesn't wrap every ~49 days. There are places in + * SDL where we provide a 32-bit timestamp that can not change without + * breaking binary compatibility, though, so this function isn't officially + * deprecated. + * + * \returns an unsigned 32-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TICKS_PASSED */ extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); /** - * \brief Compare SDL ticks values, and return true if A has passed B + * Get the number of milliseconds since SDL library initialization. + * + * Note that you should not use the SDL_TICKS_PASSED macro with values + * returned by this function, as that macro does clever math to compensate for + * the 32-bit overflow every ~49 days that SDL_GetTicks() suffers from. 64-bit + * values from this function can be safely compared directly. * - * e.g. if you want to wait 100 ms, you could do this: - * Uint32 timeout = SDL_GetTicks() + 100; - * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { - * ... do work until timeout has elapsed - * } + * For example, if you want to wait 100 ms, you could do this: + * + * ```c + * const Uint64 timeout = SDL_GetTicks64() + 100; + * while (SDL_GetTicks64() < timeout) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); + +/** + * Compare 32-bit SDL ticks values, and return true if `A` has passed `B`. + * + * This should be used with results from SDL_GetTicks(), as this macro + * attempts to deal with the 32-bit counter wrapping back to zero every ~49 + * days, but should _not_ be used with SDL_GetTicks64(), which does not have + * that problem. + * + * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could + * do this: + * + * ```c + * const Uint32 timeout = SDL_GetTicks() + 100; + * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * Note that this does not handle tick differences greater + * than 2^31 so take care when using the above kind of code + * with large timeout delays (tens of days). */ #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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetPerformanceFrequency */ 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. */ 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 next timer interval. If the returned value is the same as the one - * passed in, the periodic alarm continues, otherwise a new alarm is - * scheduled. If the callback returns 0, the periodic alarm is cancelled. + * 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 + * passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is cancelled. */ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); @@ -86,20 +162,51 @@ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); typedef int SDL_TimerID; /** - * \brief Add a new timer to the pool of timers already running. + * Call a callback function at a future time. * - * \return A timer ID, or 0 when an error occurs. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RemoveTimer */ extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param); /** - * \brief Remove a timer knowing its ID. + * Remove a timer created with SDL_AddTimer(). + * + * \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. * - * \return A boolean value indicating success or failure. + * \since This function is available since SDL 2.0.0. * - * \warning It is not safe to remove a timer multiple times. + * \sa SDL_AddTimer */ extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h index 99dbcb8c3fa34bbbfc8b344809279bbc521197be..9b00716b2a9ca1ac227a1d93f18efacd171e8f50 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -64,30 +64,70 @@ typedef struct SDL_Finger #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); /** - * \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); /** - * \brief Get the type of the given touch device. + * Get the type of the given touch device. + * + * \since This function is available since SDL 2.0.10. */ 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); /** - * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RecordGesture */ extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h index 9c3e9896f06cecfc8a5367c4e0d703ae4a005006..355fb501a8dd6a2d6958b85686d34ba27a7cb80c 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h index 6c7499d320a8d31c89cfa350182551b7f4c249ef..2716eba7b967618b6fb80b15a246d7a8024025dc 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,16 +37,16 @@ extern "C" { #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 - * (increments with massive changes, additions, and enhancements), - * minor revision (increments with backwards-compatible changes to the - * major revision), and patchlevel (increments with fixes to the minor - * revision). + * Represents the library's version as three levels: major revision + * (increments with massive changes, additions, and enhancements), + * minor revision (increments with backwards-compatible changes to the + * major revision), and patchlevel (increments with fixes to the minor + * revision). * - * \sa SDL_VERSION - * \sa SDL_GetVersion + * \sa SDL_VERSION + * \sa SDL_GetVersion */ typedef struct SDL_version { @@ -59,22 +59,22 @@ typedef struct SDL_version */ #define SDL_MAJOR_VERSION 2 #define SDL_MINOR_VERSION 0 -#define SDL_PATCHLEVEL 10 +#define SDL_PATCHLEVEL 20 /** - * \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 - * library you compiled against. This is determined by what header the - * 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 - * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), - * is not a macro. + * This macro fills in a SDL_version structure with the version of the + * library you compiled against. This is determined by what header the + * 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 + * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), + * 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_GetVersion + * \sa SDL_version + * \sa SDL_GetVersion */ #define SDL_VERSION(x) \ { \ @@ -107,48 +107,74 @@ typedef struct SDL_version (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 - * current version will be different than the version you compiled against. - * This function returns the current version, while SDL_VERSION() is a - * macro that tells you what version you compiled with. + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION() is a macro that + * tells you what version you compiled with. * - * \code - * SDL_version compiled; - * SDL_version linked; + * This function may be called safely at any time, even before SDL_Init(). * - * SDL_VERSION(&compiled); - * 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 + * \param ver the SDL_version structure that contains the version information * - * This function may be called safely at any time, even before SDL_Init(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VERSION + * \sa SDL_GetRevision */ 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. * - * Returns an 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. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetVersion */ 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. + * + * When SDL was hosted in a Mercurial repository, and was built carefully, + * this would return the revision number that the build was created from. 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. + * + * Before SDL 2.0.16, this might have returned an unreliable, but non-zero + * number. + * + * \deprecated Use SDL_GetRevision() instead; if SDL was carefully built, it + * will return a git hash. + * + * \returns zero, always, in modern SDL releases. + * + * \since This function is available since SDL 2.0.0. * - * Returns a number uniquely identifying the exact revision of the SDL - * library in use. It is an incrementing number based on commits to - * hg.libsdl.org. + * \sa SDL_GetRevision */ -extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); +extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h index 352afd436d897c164119dfe49dcb24d71640fd96..e43cb27ecde519ea222f642f2333177e6bb2a508 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -65,9 +65,12 @@ typedef struct * \sa SDL_CreateWindow() * \sa SDL_CreateWindowFrom() * \sa SDL_DestroyWindow() + * \sa SDL_FlashWindow() * \sa SDL_GetWindowData() * \sa SDL_GetWindowFlags() * \sa SDL_GetWindowGrab() + * \sa SDL_GetWindowKeyboardGrab() + * \sa SDL_GetWindowMouseGrab() * \sa SDL_GetWindowPosition() * \sa SDL_GetWindowSize() * \sa SDL_GetWindowTitle() @@ -79,6 +82,8 @@ typedef struct * \sa SDL_SetWindowData() * \sa SDL_SetWindowFullscreen() * \sa SDL_SetWindowGrab() + * \sa SDL_SetWindowKeyboardGrab() + * \sa SDL_SetWindowMouseGrab() * \sa SDL_SetWindowIcon() * \sa SDL_SetWindowPosition() * \sa SDL_SetWindowSize() @@ -96,7 +101,6 @@ typedef struct SDL_Window SDL_Window; */ typedef enum { - /* !!! FIXME: change this to name = (1<<x). */ SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */ @@ -105,7 +109,7 @@ typedef enum SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */ SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */ SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */ - SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */ + SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */ SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */ SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ), @@ -113,13 +117,17 @@ typedef enum SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported. On macOS NSHighResolutionCapable must be set true in the application's Info.plist for this to have any effect. */ - SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */ - SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ - SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ - SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ - SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ - SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ - SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */ + SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ + SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ + SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ + SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ + SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ + SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ + SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */ + SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */ + SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */ + + SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */ } SDL_WindowFlags; /** @@ -166,7 +174,9 @@ typedef enum SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ - SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */ + SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */ } SDL_WindowEventID; /** @@ -175,9 +185,14 @@ typedef enum typedef enum { SDL_DISPLAYEVENT_NONE, /**< Never used */ - SDL_DISPLAYEVENT_ORIENTATION /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */ + SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */ } SDL_DisplayEventID; +/** + * \brief Display orientation + */ typedef enum { SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ @@ -187,6 +202,16 @@ typedef enum SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ } SDL_DisplayOrientation; +/** + * \brief Window flash operation + */ +typedef enum +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + /** * \brief An opaque handle to an OpenGL context. */ @@ -256,736 +281,1299 @@ typedef enum /* Function prototypes */ /** - * \brief Get the number of video drivers compiled into SDL + * Get the number of video drivers compiled into SDL. + * + * \returns a number >= 1 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_GetVideoDriver() + * \sa SDL_GetVideoDriver */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); /** - * \brief Get the name of a built in video driver. + * Get the name of a built in video driver. * - * \note The video drivers are presented in the order in which they are - * normally checked during initialization. + * The video drivers are presented in the order in which they are normally + * checked during initialization. * - * \sa SDL_GetNumVideoDrivers() + * \param index the index of a video driver + * \returns the name of the video driver with the given **index**. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers */ extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); /** - * \brief Initialize the video subsystem, optionally specifying a video driver. + * Initialize the video subsystem, optionally specifying a video driver. + * + * This function initializes the video subsystem, setting up a connection to + * the window manager, etc, and determines the available display modes and + * pixel formats, but does not initialize a window or graphics mode. + * + * If you use this function and you haven't used the SDL_INIT_VIDEO flag with + * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit() + * before calling SDL_Quit(). * - * \param driver_name Initialize a specific driver by name, or NULL for the - * default video driver. + * It is safe to call this function multiple times. SDL_VideoInit() will call + * SDL_VideoQuit() itself if the video subsystem has already been initialized. * - * \return 0 on success, -1 on error + * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a + * specific `driver_name`. * - * This function initializes the video subsystem; setting up a connection - * to the window manager, etc, and determines the available display modes - * and pixel formats, but does not initialize a window or graphics mode. + * \param driver_name the name of a video driver to initialize, or NULL for + * the default driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_VideoQuit() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + * \sa SDL_InitSubSystem + * \sa SDL_VideoQuit */ extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name); /** - * \brief Shuts down the video subsystem. + * Shut down the video subsystem, if initialized with SDL_VideoInit(). + * + * This function closes all windows, and restores the original video mode. * - * This function closes all windows, and restores the original video mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VideoInit() + * \sa SDL_VideoInit */ extern DECLSPEC void SDLCALL SDL_VideoQuit(void); /** - * \brief Returns the name of the currently initialized video driver. + * Get the name of the currently initialized video driver. * - * \return The name of the current video driver or NULL if no driver - * has been initialized + * \returns the name of the current video driver or NULL if no driver has been + * initialized. * - * \sa SDL_GetNumVideoDrivers() - * \sa SDL_GetVideoDriver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); /** - * \brief Returns the number of available video displays. + * Get the number of available video displays. + * + * \returns a number >= 1 or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetDisplayBounds() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); /** - * \brief Get the name of a display in UTF-8 encoding + * Get the name of a display in UTF-8 encoding. + * + * \param displayIndex the index of display from which the name should be + * queried + * \returns the name of a display or NULL for an invalid display index or + * failure; call SDL_GetError() for more information. * - * \return The name of a display, or NULL for an invalid display index. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex); /** - * \brief Get the desktop area represented by a display, with the primary - * display located at 0,0 + * Get the desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * \return 0 on success, or -1 if the index is out of range. + * \param displayIndex the index of the display to query + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the usable desktop area represented by a display, with the - * primary display located at 0,0 + * Get the usable desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * This is the same area as SDL_GetDisplayBounds() reports, but with portions - * reserved by the system removed. For example, on Mac OS X, this subtracts - * the area occupied by the menu bar and dock. + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. * - * Setting a window to be fullscreen generally bypasses these unusable areas, - * so these are good guidelines for the maximum space available to a - * non-fullscreen window. + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. * - * \return 0 on success, or -1 if the index is out of range. + * The parameter `rect` is ignored if it is NULL. * - * \sa SDL_GetDisplayBounds() - * \sa SDL_GetNumVideoDisplays() + * This function also returns -1 if the parameter `displayIndex` is out of + * range. + * + * \param displayIndex the index of the display to query the usable bounds + * from + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the dots/pixels-per-inch for a display + * Get the dots/pixels-per-inch for a display. + * + * Diagonal, horizontal and vertical DPI can all be optionally returned if the + * appropriate parameter is non-NULL. * - * \note Diagonal, horizontal and vertical DPI can all be optionally - * returned if the parameter is non-NULL. + * A failure of this function usually means that either no DPI information is + * available or the `displayIndex` is out of range. * - * \return 0 on success, or -1 if no DPI information is available or the index is out of range. + * \param displayIndex the index of the display from which DPI information + * should be queried + * \param ddpi a pointer filled in with the diagonal DPI of the display; may + * be NULL + * \param hdpi a pointer filled in with the horizontal DPI of the display; may + * be NULL + * \param vdpi a pointer filled in with the vertical DPI of the display; may + * be NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi); /** - * \brief Get the orientation of a display + * Get the orientation of a display. + * + * \param displayIndex the index of the display to query + * \returns The SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * - * \return The orientation of the display, or SDL_ORIENTATION_UNKNOWN if it isn't available. + * \since This function is available since SDL 2.0.9. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex); /** - * \brief Returns the number of available display modes. + * Get the number of available display modes. * - * \sa SDL_GetDisplayMode() + * The `displayIndex` needs to be in the range from 0 to + * SDL_GetNumVideoDisplays() - 1. + * + * \param displayIndex the index of the display to query + * \returns a number >= 1 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_GetDisplayMode + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex); /** - * \brief Fill in information about a specific display mode. + * Get information about a specific display mode. * - * \note The display modes are sorted in this priority: - * \li bits per pixel -> more colors to fewer colors - * \li width -> largest to smallest - * \li height -> largest to smallest - * \li refresh rate -> highest to lowest + * The display modes are sorted in this priority: * - * \sa SDL_GetNumDisplayModes() + * - width -> largest to smallest + * - height -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * + * \param displayIndex the index of the display to query + * \param modeIndex the index of the display mode to query + * \param mode an SDL_DisplayMode structure filled in with the mode at + * `modeIndex` + * \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_GetNumDisplayModes */ extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the desktop display mode. + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetCurrentDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the current display mode. + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetDesktopDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumVideoDisplays + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Get the closest match to the requested display mode. + * Get the closest match to the requested display mode. * - * \param displayIndex The index of display from which mode should be queried. - * \param mode The desired display mode - * \param closest A pointer to a display mode to be filled in with the closest - * match of the available display modes. + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then NULL is returned. * - * \return The passed in value \c closest, or NULL if no matching video mode - * was available. + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure containing the desired display + * mode + * \param closest an SDL_DisplayMode structure filled in with the closest + * match of the available display modes + * \returns the passed in value `closest` or NULL if no matching video mode + * was available; call SDL_GetError() for more information. * - * The available display modes are scanned, and \c closest is filled in with the - * closest mode matching the requested mode and returned. The mode format and - * refresh_rate default to the desktop mode if they are 0. The modes are - * scanned with size being first priority, format being second priority, and - * finally checking the refresh_rate. If all the available modes are too - * small, then NULL is returned. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumDisplayModes() - * \sa SDL_GetDisplayMode() + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumDisplayModes */ extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); /** - * \brief Get the display index associated with a window. + * Get the index of the display associated with a window. + * + * \param window the window to query + * \returns the index of the display containing the center of the window on + * success or a negative error code on failure; call SDL_GetError() + * for more information. * - * \return the display index of the display containing the center of the - * window, or -1 on error. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window); /** - * \brief Set the display mode used when a fullscreen window is visible. + * Set the display mode to use when a window is visible at fullscreen. * - * By default the window's dimensions and the desktop format and refresh rate - * are used. + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). * - * \param window The window for which the display mode should be set. - * \param mode The mode to use, or NULL for the default mode. + * \param window the window to affect + * \param mode the SDL_DisplayMode structure representing the mode to use, or + * NULL to use the window's dimensions and the desktop's format + * and refresh rate + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the display mode failed. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \sa SDL_GetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window, - const SDL_DisplayMode - * mode); + const SDL_DisplayMode * mode); /** - * \brief Fill in information about the display mode used when a fullscreen - * window is visible. + * Query the display mode to use when a window is visible at fullscreen. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \param window the window to query + * \param mode an SDL_DisplayMode structure filled in with the fullscreen + * display mode + * \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_SetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window, SDL_DisplayMode * mode); /** - * \brief Get the pixel format associated with the window. - */ -extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); - -/** - * \brief Create a window with the specified position, dimensions, and flags. - * - * \param title The title of the window, in UTF-8 encoding. - * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width of the window, in screen coordinates. - * \param h The height of the window, in screen coordinates. - * \param flags The flags for the window, a mask of any of the following: - * ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS, - * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, - * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN. - * - * \return The created window, or NULL if window creation failed. + * Get the raw ICC profile data for the screen the window is currently on. * - * If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size - * in pixels may differ from its size in screen coordinates on platforms with - * high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query - * the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(), - * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the - * drawable size in pixels. + * Data returned should be freed with SDL_free. * - * If the window is created with any of the SDL_WINDOW_OPENGL or - * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function - * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the - * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * \param window the window to query + * \param size the size of the ICC profile + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. * - * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, - * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size); + +/** + * Get the pixel format associated with the window. * - * \note On non-Apple devices, SDL requires you to either not link to the - * Vulkan loader or link to a dynamic library version. This limitation - * may be removed in a future version of SDL. + * \param window the window to query + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. * - * \sa SDL_DestroyWindow() - * \sa SDL_GL_LoadLibrary() - * \sa SDL_Vulkan_LoadLibrary() + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); + +/** + * Create a window with the specified position, dimensions, and flags. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window + * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus + * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if + * supported (>= SDL 2.0.1) + * + * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is + * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be + * queried later using SDL_GetWindowFlags(). + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size + * in pixels may differ from its size in screen coordinates on platforms with + * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the + * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to query the drawable size in pixels. + * + * If the window is set fullscreen, the width and height parameters `w` and + * `h` will not be used. However, invalid size parameters (e.g. too large) may + * still fail. Window size is actually limited to 16384 x 16384 for all + * platforms at window creation. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding + * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param w the width of the window, in screen coordinates + * \param h the height of the window, in screen coordinates + * \param flags 0, or one or more SDL_WindowFlags OR'd together + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindowFrom + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags); /** - * \brief Create an SDL window from an existing native window. + * Create an SDL window from an existing native window. * - * \param data A pointer to driver-dependent window creation data + * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows) + * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured + * before using SDL_CreateWindowFrom(). * - * \return The created window, or NULL if window creation failed. + * \param data a pointer to driver-dependent window creation data, typically + * your native window cast to a void* + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. * - * \sa SDL_DestroyWindow() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data); /** - * \brief Get the numeric ID of a window, for logging purposes. + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFromID */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window); /** - * \brief Get a window from a stored ID, or NULL if it doesn't exist. + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowID */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id); /** - * \brief Get the window flags. + * Get the window flags. + * + * \param window the window to query + * \returns a mask of the SDL_WindowFlags associated with `window` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowGrab + * \sa SDL_ShowWindow */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window); /** - * \brief Set the title of a window, in UTF-8 format. + * Set the title of a window. * - * \sa SDL_GetWindowTitle() + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change + * \param title the desired window title in UTF-8 format + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowTitle */ extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window, const char *title); /** - * \brief Get the title of a window, in UTF-8 format. + * Get the title of a window. * - * \sa SDL_SetWindowTitle() + * \param window the window to query + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowTitle */ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window); /** - * \brief Set the icon for a window. + * Set the icon for a window. * - * \param window The window for which the icon should be set. - * \param icon The icon for the window. + * \param window the window to change + * \param icon an SDL_Surface structure containing the icon for the window + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window, SDL_Surface * icon); /** - * \brief Associate an arbitrary named pointer with a window. + * Associate an arbitrary named pointer with a window. * - * \param window The window to associate with the pointer. - * \param name The name of the pointer. - * \param userdata The associated pointer. + * `name` is case-sensitive. * - * \return The previous value associated with 'name' + * \param window the window to associate with the pointer + * \param name the name of the pointer + * \param userdata the associated pointer + * \returns the previous value associated with `name`. * - * \note The name is case-sensitive. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowData() + * \sa SDL_GetWindowData */ extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window, const char *name, void *userdata); /** - * \brief Retrieve the data pointer associated with a window. + * Retrieve the data pointer associated with a window. * - * \param window The window to query. - * \param name The name of the pointer. + * \param window the window to query + * \param name the name of the pointer + * \returns the value associated with `name`. * - * \return The value associated with 'name' + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowData() + * \sa SDL_SetWindowData */ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window, const char *name); /** - * \brief Set the position of a window. + * Set the position of a window. * - * \param window The window to reposition. - * \param x The x coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. + * The window coordinate origin is the upper left of the display. * - * \note The window coordinate origin is the upper left of the display. + * \param window the window to reposition + * \param x the x coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * \param y the y coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` * - * \sa SDL_GetWindowPosition() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowPosition */ extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window, int x, int y); /** - * \brief Get the position of a window. + * Get the position of a window. * - * \param window The window to query. - * \param x Pointer to variable for storing the x position, in screen - * coordinates. May be NULL. - * \param y Pointer to variable for storing the y position, in screen - * coordinates. May be NULL. + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. * - * \sa SDL_SetWindowPosition() + * \param window the window to query + * \param x a pointer filled in with the x position of the window, in screen + * coordinates, may be NULL + * \param y a pointer filled in with the y position of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowPosition */ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window, int *x, int *y); /** - * \brief Set the size of a window's client area. + * Set the size of a window's client area. * - * \param window The window to resize. - * \param w The width of the window, in screen coordinates. Must be >0. - * \param h The height of the window, in screen coordinates. Must be >0. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to get the real client area size in pixels. * - * \note Fullscreen windows automatically match the size of the display mode, - * and you should use SDL_SetWindowDisplayMode() to change their size. + * Fullscreen windows automatically match the size of the display mode, and + * you should use SDL_SetWindowDisplayMode() to change their size. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * \param window the window to change + * \param w the width of the window in pixels, in screen coordinates, must be + * > 0 + * \param h the height of the window in pixels, in screen coordinates, must be + * > 0 * - * \sa SDL_GetWindowSize() - * \sa SDL_SetWindowDisplayMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w, int h); /** - * \brief Get the size of a window's client area. + * Get the size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the width, in screen - * coordinates. May be NULL. - * \param h Pointer to variable for storing the height, in screen - * coordinates. May be NULL. + * NULL can safely be passed as the `w` or `h` parameter if the width or + * height value is not desired. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(), + * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the + * real client area size in pixels. * - * \sa SDL_SetWindowSize() + * \param window the window to query the width and height from + * \param w a pointer filled in with the width of the window, in screen + * coordinates, may be NULL + * \param h a pointer filled in with the height of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetDrawableSize + * \sa SDL_Vulkan_GetDrawableSize + * \sa SDL_SetWindowSize */ extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w, int *h); /** - * \brief Get the size of a window's borders (decorations) around the client area. + * Get the size of a window's borders (decorations) around the client area. * - * \param window The window to query. - * \param top Pointer to variable for storing the size of the top border. NULL is permitted. - * \param left Pointer to variable for storing the size of the left border. NULL is permitted. - * \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted. - * \param right Pointer to variable for storing the size of the right border. NULL is permitted. + * Note: If this function fails (returns -1), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. * - * \return 0 on success, or -1 if getting this information is not supported. + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. * - * \note if this function fails (returns -1), the size values will be - * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as - * if the window in question was borderless. + * This function also returns -1 if getting the information is not supported. + * + * \param window the window to query the size values of the border + * (decorations) from + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowSize */ extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window, int *top, int *left, int *bottom, int *right); /** - * \brief Set the minimum size of a window's client area. + * Set the minimum size of a window's client area. * - * \param window The window to set a new minimum size. - * \param min_w The minimum width of the window, must be >0 - * \param min_h The minimum height of the window, must be >0 + * \param window the window to change + * \param min_w the minimum width of the window in pixels + * \param min_h the minimum height of the window in pixels * - * \note You can't change the minimum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window, int min_w, int min_h); /** - * \brief Get the minimum size of a window's client area. + * Get the minimum size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the minimum width, may be NULL - * \param h Pointer to variable for storing the minimum height, may be NULL + * \param window the window to query + * \param w a pointer filled in with the minimum width of the window, may be + * NULL + * \param h a pointer filled in with the minimum height of the window, may be + * NULL * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the maximum size of a window's client area. + * Set the maximum size of a window's client area. * - * \param window The window to set a new maximum size. - * \param max_w The maximum width of the window, must be >0 - * \param max_h The maximum height of the window, must be >0 + * \param window the window to change + * \param max_w the maximum width of the window in pixels + * \param max_h the maximum height of the window in pixels * - * \note You can't change the maximum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window, int max_w, int max_h); /** - * \brief Get the maximum size of a window's client area. + * Get the maximum size of a window's client area. + * + * \param window the window to query + * \param w a pointer filled in with the maximum width of the window, may be + * NULL + * \param h a pointer filled in with the maximum height of the window, may be + * NULL * - * \param window The window to query. - * \param w Pointer to variable for storing the maximum width, may be NULL - * \param h Pointer to variable for storing the maximum height, may be NULL + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the border state of a window. + * Set the border state of a window. * - * This will add or remove the window's SDL_WINDOW_BORDERLESS flag and - * add or remove the border from the actual window. This is a no-op if the - * window's border already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. * - * \param window The window of which to change the border state. - * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border. + * You can't change the border state of a fullscreen window. * - * \note You can't change the border state of a fullscreen window. + * \param window the window of which to change the border state + * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window, SDL_bool bordered); /** - * \brief Set the user-resizable state of a window. + * Set the user-resizable state of a window. * - * This will add or remove the window's SDL_WINDOW_RESIZABLE flag and - * allow/disallow user resizing of the window. This is a no-op if the - * window's resizable state already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. * - * \param window The window of which to change the resizable state. - * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow. + * You can't change the resizable state of a fullscreen window. * - * \note You can't change the resizable state of a fullscreen window. + * \param window the window of which to change the resizable state + * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window, SDL_bool resizable); /** - * \brief Show a window. + * Set the window to always be above the others. * - * \sa SDL_HideWindow() + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window The window of which to change the always on top state + * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to + * disable + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window, + SDL_bool on_top); + +/** + * Show a window. + * + * \param window the window to show + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow */ extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window); /** - * \brief Hide a window. + * Hide a window. * - * \sa SDL_ShowWindow() + * \param window the window to hide + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowWindow */ extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window); /** - * \brief Raise a window above other windows and set the input focus. + * Raise a window above other windows and set the input focus. + * + * \param window the window to raise + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window); /** - * \brief Make a window as large as possible. + * Make a window as large as possible. * - * \sa SDL_RestoreWindow() + * \param window the window to maximize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window); /** - * \brief Minimize a window to an iconic representation. + * Minimize a window to an iconic representation. * - * \sa SDL_RestoreWindow() + * \param window the window to minimize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window); /** - * \brief Restore the size and position of a minimized or maximized window. + * Restore the size and position of a minimized or maximized window. * - * \sa SDL_MaximizeWindow() - * \sa SDL_MinimizeWindow() + * \param window the window to restore + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow */ extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window); /** - * \brief Set a window's fullscreen state. + * Set a window's fullscreen state. * - * \return 0 on success, or -1 if setting the display mode failed. + * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a + * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen + * that takes the size of the desktop; and 0 for windowed mode. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_GetWindowDisplayMode() + * \param window the window to change + * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0 + * \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_GetWindowDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window, Uint32 flags); /** - * \brief Get the SDL surface associated with the window. + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. * - * \return The window's framebuffer surface, or NULL on error. + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. * - * A new surface will be created with the optimal format for the window, - * if necessary. This surface will be freed when the window is destroyed. + * You may not combine this with 3D or the rendering API on this window. * - * \note You may not combine this with 3D or the rendering API on this window. + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. * - * \sa SDL_UpdateWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \param window the window to query + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window); /** - * \brief Copy the window surface to the screen. + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). * - * \return 0 on success, or -1 on error. + * \param window the window to update + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window); /** - * \brief Copy a number of rectangles on the window surface to the screen. + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * \param window the window to update + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy + * \param numrects the number of rectangles + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurface() + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window, const SDL_Rect * rects, int numrects); /** - * \brief Set a window's input grab mode. + * Set a window's input grab mode. * - * \param window The window for which the input grab mode should be set. - * \param grabbed This is SDL_TRUE to grab input, and SDL_FALSE to release input. + * When input is grabbed, the mouse is confined to the window. This function + * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the + * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab(). * - * If the caller enables a grab while another window is currently grabbed, - * the other window loses its grab in favor of the caller's window. + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. * - * \sa SDL_GetWindowGrab() + * \param window the window for which the input grab mode should be set + * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGrabbedWindow + * \sa SDL_GetWindowGrab */ extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window, SDL_bool grabbed); /** - * \brief Get a window's input grab mode. + * Set a window's keyboard grab mode. * - * \return This returns SDL_TRUE if input is grabbed, and SDL_FALSE otherwise. + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). * - * \sa SDL_SetWindowGrab() + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window The window for which the keyboard grab mode should be set. + * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window The window for which the mouse grab mode should be set. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Get a window's input grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window); /** - * \brief Get the window that currently has an input grab enabled. + * Get a window's keyboard grab mode. * - * \return This returns the window if input is grabbed, and NULL otherwise. + * \param window the window to query + * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. * - * \sa SDL_SetWindowGrab() + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetWindowGrab + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); /** - * \brief Set the brightness (gamma correction) for a window. + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window The window that will be associated with the barrier. + * \param rect A rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + */ +extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect); + +/** + * Get the mouse confinement rectangle of a window. * - * \return 0 on success, or -1 if setting the brightness isn't supported. + * \param window The window to query + * \returns A pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. * - * \sa SDL_GetWindowBrightness() - * \sa SDL_SetWindowGammaRamp() + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetWindowMouseRect + */ +extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window); + +/** + * Set the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method sets the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The + * brightness set will not follow the window if it is moved to another + * display. + * + * Many platforms will refuse to set the display brightness in modern times. + * You are better off using a shader to adjust gamma during rendering, or + * something similar. + * + * \param window the window used to select the display whose brightness will + * be changed + * \param brightness the brightness (gamma multiplier) value to set where 0.0 + * is completely dark and 1.0 is normal brightness + * \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_GetWindowBrightness + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness); /** - * \brief Get the brightness (gamma correction) for a window. + * Get the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method retrieves the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \return The last brightness value passed to SDL_SetWindowBrightness() + * \param window the window used to select the display whose brightness will + * be queried + * \returns the brightness for the display where 0.0 is completely dark and + * 1.0 is normal brightness. * - * \sa SDL_SetWindowBrightness() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowBrightness */ extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window); /** - * \brief Set the opacity for a window + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). * - * \param window The window which will be made transparent or opaque - * \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be - * clamped internally between 0.0f and 1.0f. + * This function also returns -1 if setting the opacity isn't supported. * - * \return 0 on success, or -1 if setting the opacity isn't supported. + * \param window the window which will be made transparent or opaque + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowOpacity() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity); /** - * \brief Get the opacity of a window. + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be reported + * as 1.0f without error. + * + * The parameter `opacity` is ignored if it is NULL. * - * If transparency isn't supported on this platform, opacity will be reported - * as 1.0f without error. + * This function also returns -1 if an invalid window was provided. * - * \param window The window in question. - * \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque) + * \param window the window to get the current opacity value from + * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque) + * \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 (invalid window, etc). + * \since This function is available since SDL 2.0.5. * - * \sa SDL_SetWindowOpacity() + * \sa SDL_SetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity); /** - * \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name) + * Set the window as a modal for another window. * - * \param modal_window The window that should be modal - * \param parent_window The parent window + * \param modal_window the window that should be set modal + * \param parent_window the parent window for the modal window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. + * \since This function is available since SDL 2.0.5. */ extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window); /** - * \brief Explicitly sets input focus to the window. + * Explicitly set input focus to the window. * - * You almost certainly want SDL_RaiseWindow() instead of this function. Use - * this with caution, as you might give focus to a window that's completely - * obscured by other windows. + * You almost certainly want SDL_RaiseWindow() instead of this function. Use + * this with caution, as you might give focus to a window that is completely + * obscured by other windows. * - * \param window The window that should get the input focus + * \param window the window that should get the input focus + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. - * \sa SDL_RaiseWindow() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RaiseWindow */ extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); /** - * \brief Set the gamma ramp for a window. + * Set the gamma ramp for the display that owns a given window. * - * \param window The window for which the gamma ramp should be set. - * \param red The translation table for the red channel, or NULL. - * \param green The translation table for the green channel, or NULL. - * \param blue The translation table for the blue channel, or NULL. + * Set the gamma translation table for the red, green, and blue channels of + * the video hardware. Each table is an array of 256 16-bit quantities, + * representing a mapping between the input and output for that channel. The + * input is the index into the array, and the output is the 16-bit gamma value + * at that index, scaled to the output color precision. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * Despite the name and signature, this method sets the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma + * ramp set will not follow the window if it is moved to another display. * - * Set the gamma translation table for the red, green, and blue channels - * of the video hardware. Each table is an array of 256 16-bit quantities, - * representing a mapping between the input and output for that channel. - * The input is the index into the array, and the output is the 16-bit - * gamma value at that index, scaled to the output color precision. + * \param window the window used to select the display whose gamma ramp will + * be changed + * \param red a 256 element array of 16-bit quantities representing the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities representing the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities representing the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowGammaRamp() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * red, @@ -993,19 +1581,27 @@ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * blue); /** - * \brief Get the gamma ramp for a window. + * Get the gamma ramp for a given window's display. + * + * Despite the name and signature, this method retrieves the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \param window The window from which the gamma ramp should be queried. - * \param red A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the red channel, or NULL. - * \param green A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the green channel, or NULL. - * \param blue A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the blue channel, or NULL. + * \param window the window used to select the display whose gamma ramp will + * be queried + * \param red a 256 element array of 16-bit quantities filled in with the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities filled in with the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities filled in with the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowGammaRamp() + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * red, @@ -1013,9 +1609,9 @@ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * blue); /** - * \brief Possible return values from the SDL_HitTest callback. + * Possible return values from the SDL_HitTest callback. * - * \sa SDL_HitTest + * \sa SDL_HitTest */ typedef enum { @@ -1032,82 +1628,129 @@ typedef enum } SDL_HitTestResult; /** - * \brief Callback used for hit-testing. + * Callback used for hit-testing. * - * \sa SDL_SetWindowHitTest + * \param win the SDL_Window where hit-testing was set on + * \param area an SDL_Point which should be hit-tested + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest() + * \return an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest */ typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, const SDL_Point *area, void *data); /** - * \brief Provide a callback that decides if a window region has special properties. + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. * - * Normally windows are dragged and resized by decorations provided by the - * system window manager (a title bar, borders, etc), but for some apps, it - * makes sense to drag them from somewhere else inside the window itself; for - * example, one might have a borderless window that wants to be draggable - * from any part, or simulate its own title bar, etc. + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." * - * This function lets the app provide a callback that designates pieces of - * a given window as special. This callback is run during event processing - * if we need to tell the OS to treat a region of the window specially; the - * use of this callback is known as "hit testing." + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. * - * Mouse input may not be delivered to your application if it is within - * a special area; the OS will often apply that input to moving the window or - * resizing the window and not deliver it to the application. + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. * - * Specifying NULL for a callback disables hit-testing. Hit-testing is - * disabled by default. + * Platforms that don't support this functionality will return -1 + * unconditionally, even if you're attempting to disable hit-testing. * - * Platforms that don't support this functionality will return -1 - * unconditionally, even if you're attempting to disable hit-testing. + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. * - * Your callback may fire at any time, and its firing does not indicate any - * specific behavior (for example, on Windows, this certainly might fire - * when the OS is deciding whether to drag your window, but it fires for lots - * of other reasons, too, some unrelated to anything you probably care about - * _and when the mouse isn't actually at the location it is testing_). - * Since this can fire at any time, you should try to keep your callback - * efficient, devoid of allocations, etc. + * \param window the window to set hit-testing on + * \param callback the function to call when doing a hit-test + * \param callback_data an app-defined void pointer passed to **callback** + * \returns 0 on success or -1 on error (including unsupported); call + * SDL_GetError() for more information. * - * \param window The window to set hit-testing on. - * \param callback The callback to call when doing a hit-test. - * \param callback_data An app-defined void pointer passed to the callback. - * \return 0 on success, -1 on error (including unsupported). + * \since This function is available since SDL 2.0.4. */ extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window, SDL_HitTest callback, void *callback_data); /** - * \brief Destroy a window. + * Request a window to demand attention from the user. + * + * \param window the window to be flashed + * \param operation the flash operation + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * If `window` is NULL, this function will return immediately after setting + * the SDL error message to "Invalid window". See SDL_GetError(). + * + * \param window the window to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowFrom */ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window); /** - * \brief Returns whether the screensaver is currently enabled (default off). + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 + * the screensaver was enabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is + * disabled. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_EnableScreenSaver() - * \sa SDL_DisableScreenSaver() + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver */ extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void); /** - * \brief Allow the screen to be blanked by a screensaver + * Allow the screen to be blanked by a screen saver. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_DisableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void); /** - * \brief Prevent the screen from being blanked by a screensaver + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_EnableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); @@ -1118,147 +1761,316 @@ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); /* @{ */ /** - * \brief Dynamically load an OpenGL library. + * Dynamically load an OpenGL library. * - * \param path The platform dependent OpenGL library name, or NULL to open the - * default OpenGL library. + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. * - * \return 0 on success, or -1 if the library couldn't be loaded. + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). * - * This should be done after initializing the video driver, but before - * creating any OpenGL windows. If no OpenGL library is loaded, the default - * library will be loaded upon creation of the first OpenGL window. + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If you do this, you need to retrieve all of the GL functions used in - * your program from the dynamic library using SDL_GL_GetProcAddress(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetProcAddress() - * \sa SDL_GL_UnloadLibrary() + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /** - * \brief Get the address of an OpenGL function. + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc); /** - * \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_LoadLibrary() + * \sa SDL_GL_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); /** - * \brief Return true if an OpenGL extension is supported for the current - * context. + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check + * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); /** - * \brief Reset all previously set OpenGL context attributes to their default values + * Reset all previously set OpenGL context attributes to their default values. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute */ extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); /** - * \brief Set an OpenGL window attribute before window creation. + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set + * \param value the desired value for the attribute + * \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 attribute could not be set. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes */ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** - * \brief Get the actual value for an attribute from the current context. + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get + * \param value a pointer filled in with the current value of `attr` + * \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. * - * \return 0 on success, or -1 if the attribute could not be retrieved. - * The integer at \c value will be modified in either case. + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute */ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); /** - * \brief Create an OpenGL context for use with an OpenGL window, and make it - * current. + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is an alias for `void *`. It's opaque to the application. * - * \sa SDL_GL_DeleteContext() + * \param window the window to associate with the context + * \returns the OpenGL context associated with `window` or NULL on error; call + * SDL_GetError() for more details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_DeleteContext + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window * window); /** - * \brief Set up an OpenGL context for rendering into an OpenGL window. + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context + * \param context the OpenGL context to associate with the window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note The context must have been created with a compatible window. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_CreateContext */ extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window, SDL_GLContext context); /** - * \brief Get the currently active OpenGL window. + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void); /** - * \brief Get the currently active OpenGL context. + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); /** - * \brief Get the size of a window's underlying drawable in pixels (for use - * with glViewport). + * Get the size of a window's underlying drawable in pixels. * - * \param window 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 returns info useful for calling glViewport(). * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \param window the window from which the drawable size should be queried + * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param h a pointer to variable for storing the height in pixels, may be + * NULL + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize */ extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the swap interval for the current OpenGL context. + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return -1. In such a case, you should probably + * retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt + * + * and for some Windows drivers with WGL_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync * - * \param interval 0 for immediate updates, 1 for updates synchronized with the - * vertical retrace. If the system supports it, you may - * specify -1 to allow late swaps to happen immediately - * instead of waiting for the next retrace. + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync + * \returns 0 on success or -1 if setting the swap interval is not supported; + * call SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the swap interval is not supported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetSwapInterval() + * \sa SDL_GL_GetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); /** - * \brief Get the swap interval for the current OpenGL context. + * Get the swap interval for the current OpenGL context. * - * \return 0 if there is no vertical retrace synchronization, 1 if the buffer + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will return 0 as a safe default. + * + * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer * swap is synchronized with the vertical retrace, and -1 if late - * swaps happen immediately instead of waiting for the next retrace. - * If the system can't determine the swap interval, or there isn't a - * valid current context, this will return 0 as a safe default. + * swaps happen immediately instead of waiting for the next retrace; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_SetSwapInterval() + * \sa SDL_GL_SetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void); /** - * \brief Swap the OpenGL buffers for a window, if double-buffering is - * supported. + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window); /** - * \brief Delete an OpenGL context. + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_CreateContext() + * \sa SDL_GL_CreateContext */ extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h index d69a436b3eae783af21c74efc3c9d051b6870852..ab86a0b8656a1a183b40d194b9f5bf41260f586f 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h @@ -66,203 +66,140 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */ /* @{ */ /** - * \brief Dynamically load a Vulkan loader library. - * - * \param [in] path The platform dependent Vulkan loader library name, or - * \c NULL. - * - * \return \c 0 on success, or \c -1 if the library couldn't be loaded. - * - * If \a path is NULL SDL will use the value of the environment variable - * \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan - * loader library. - * - * This should be called after initializing the video driver, but before - * creating any Vulkan windows. If no Vulkan loader library is loaded, the - * default library will be loaded upon creation of the first Vulkan window. - * - * \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 - * SDL provided the application links to a dynamic library and both it - * and SDL use the same search path. - * - * \note If you specify a non-NULL \c path, an application should retrieve all - * of the Vulkan functions it uses from the dynamic library using - * \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee - * \c path points to the same vulkan loader library the application - * linked to. - * - * \note On Apple devices, if \a path is NULL, SDL will attempt to find - * the vkGetInstanceProcAddr address within all the mach-o images of - * the current process. This is because it is fairly common for Vulkan - * applications to link with libvulkan (and historically MoltenVK was - * 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, - * followed by \c libvulkan.dylib, in that order. - * On iOS SDL will attempt to load \c libvulkan.dylib only. Applications - * using a dynamic framework or .dylib must ensure it is included in its - * application bundle. - * - * \note On non-Apple devices, application linking with a static libvulkan is - * not supported. Either do not link to the Vulkan loader or link to a - * dynamic library version. - * - * \note This function will fail if there are no working Vulkan drivers - * installed. - * - * \sa SDL_Vulkan_GetVkGetInstanceProcAddr() - * \sa SDL_Vulkan_UnloadLibrary() + * Dynamically load the Vulkan loader library. + * + * This should be called after initializing the video driver, but before + * creating any Vulkan windows. If no Vulkan loader library is loaded, the + * default library will be loaded upon creation of the first Vulkan window. + * + * It is fairly common for Vulkan applications to link with libvulkan instead + * of explicitly loading it at run time. This will work with SDL provided the + * application links to a dynamic library and both it and SDL use the same + * search path. + * + * If you specify a non-NULL `path`, an application should retrieve all of the + * Vulkan functions it uses from the dynamic library using + * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points + * to the same vulkan loader library the application linked to. + * + * On Apple devices, if `path` is NULL, SDL will attempt to find the + * `vkGetInstanceProcAddr` address within all the Mach-O images of the current + * process. This is because it is fairly common for Vulkan applications to + * link with libvulkan (and historically MoltenVK was provided as a static + * library). If it is not found, on macOS, SDL will attempt to load + * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, + * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On + * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a + * dynamic framework or .dylib must ensure it is included in its application + * bundle. + * + * On non-Apple devices, application linking with a static libvulkan is not + * supported. Either do not link to the Vulkan loader or link to a dynamic + * library version. + * + * \param path The platform dependent Vulkan loader library name or NULL + * \returns 0 on success or -1 if the library couldn't be loaded; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_GetVkInstanceProcAddr + * \sa SDL_Vulkan_UnloadLibrary */ 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. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * - * \note This should be called after either calling SDL_Vulkan_LoadLibrary - * or creating an SDL_Window with the SDL_WINDOW_VULKAN flag. + * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); /** - * \brief Unload the Vulkan loader library previously loaded by - * \c SDL_Vulkan_LoadLibrary(). + * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary() + * + * \since This function is available since SDL 2.0.6. * - * \sa SDL_Vulkan_LoadLibrary() + * \sa SDL_Vulkan_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); /** - * \brief Get the names of the Vulkan instance extensions needed to create - * a surface with \c SDL_Vulkan_CreateSurface(). - * - * \param [in] \c NULL or window Window for which the required Vulkan instance - * extensions should be retrieved - * \param [in,out] pCount pointer to an \c unsigned related to the number of - * required Vulkan instance extensions - * \param [out] pNames \c NULL or a pointer to an array to be filled with the - * required Vulkan instance extensions - * - * \return \c SDL_TRUE on success, \c SDL_FALSE on error. - * - * If \a pNames is \c NULL, then the number of required Vulkan instance - * extensions is returned in pCount. Otherwise, \a pCount must point to a - * 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 - * written to \a pNames. If \a pCount is less than the number of required - * extensions, at most \a pCount structures will be written. If \a pCount - * is smaller than the number of required extensions, \c SDL_FALSE will be - * returned instead of \c SDL_TRUE, to indicate that not all the required - * extensions were returned. - * - * \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 - * will be removed in a future major release. - * - * \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() + * Get the names of the Vulkan instance extensions needed to create a surface + * with SDL_Vulkan_CreateSurface. + * + * If `pNames` is NULL, then the number of required Vulkan instance extensions + * is returned in `pCount`. Otherwise, `pCount` must point to a variable set + * to the number of elements in the `pNames` array, and on return the variable + * is overwritten with the number of names actually written to `pNames`. If + * `pCount` is less than the number of required extensions, at most `pCount` + * structures will be written. If `pCount` is smaller than the number of + * required extensions, SDL_FALSE will be returned instead of SDL_TRUE, to + * indicate that not all the required extensions were returned. + * + * The `window` parameter is currently needed to be valid as of SDL 2.0.8, + * however, this parameter will likely be removed in future releases + * + * \param window A window for which the required Vulkan instance extensions + * should be retrieved (will be deprecated in a future release) + * \param pCount A pointer to an unsigned int corresponding to the number of + * extensions to be returned + * \param pNames NULL or a pointer to an array to be filled with required + * Vulkan instance extensions + * \returns SDL_TRUE on success, SDL_FALSE on error. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_CreateSurface */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions( - SDL_Window *window, - unsigned int *pCount, - const char **pNames); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window, + unsigned int *pCount, + const char **pNames); /** - * \brief 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. + * Create a Vulkan rendering surface for a window. * - * \code - * VkInstance instance; - * SDL_Window *window; + * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and + * `instance` must have been created with extensions returned by + * 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 - * VkSurfaceKHR surface; - * if(!SDL_Vulkan_CreateSurface(window, instance, &surface)) - * handle_error(); - * \endcode + * \since This function is available since SDL 2.0.6. * - * \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag. - * - * \note \a instance should have been created with the extensions returned - * by \c SDL_Vulkan_CreateSurface() enabled. - * - * \sa SDL_Vulkan_GetInstanceExtensions() + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_GetDrawableSize */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface( - SDL_Window *window, - VkInstance instance, - VkSurfaceKHR* surface); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, + VkInstance instance, + VkSurfaceKHR* surface); /** - * \brief 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 - * \param h Pointer to variable for storing the height in pixels, - * may be NULL + * Get the size of the window's underlying drawable dimensions in pixels. * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 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 - * setting NSHighResolutionCapable to true in its Info.plist. + * \since This function is available since SDL 2.0.6. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \sa SDL_GetWindowSize + * \sa SDL_CreateWindow + * \sa SDL_Vulkan_CreateSurface */ extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window, int *w, int *h); diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h index 22c997c4165399c4c830a7ce75a47b9b98e68e6b..63f064b6f8c82a67e4f0cca26dc89842fcc2d0f9 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,15 +51,11 @@ /* Some compilers use a special export keyword */ #ifndef DECLSPEC -# if defined(__WIN32__) || defined(__WINRT__) -# ifdef __BORLANDC__ -# ifdef BUILD_SDL -# define DECLSPEC -# else -# define DECLSPEC __declspec(dllimport) -# endif -# else +# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) +# ifdef DLL_EXPORT # define DECLSPEC __declspec(dllexport) +# else +# define DECLSPEC # endif # elif defined(__OS2__) # ifdef BUILD_SDL @@ -168,3 +164,24 @@ #endif #endif /* NULL */ #endif /* ! Mac OS X - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) +#define _HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define _HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if _HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* _HAS_FALLTHROUGH */ +#undef _HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ diff --git a/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h b/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h index 8e4cac3daffeb2106225720e8ca13eee3558ee4e..dc73432f622866db5c1fff64dc2676e3f50f75d2 100644 --- a/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h +++ b/libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake b/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake new file mode 100644 index 0000000000000000000000000000000000000000..56af5b766f81a75d18cd09605afc4b47f97b3ef3 --- /dev/null +++ b/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake @@ -0,0 +1,11 @@ +set(PACKAGE_VERSION "2.0.20") + +if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION) + set(PACKAGE_VERSION_COMPATIBLE FALSE) +else() + set(PACKAGE_VERSION_COMPATIBLE TRUE) + if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION) + set(PACKAGE_VERSION_EXACT TRUE) + endif() +endif() + diff --git a/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake b/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake index ee347fcb9bbafc54f19abc1bd9dac7bfcfbb57e1..0ec0c34b827949af9450dea31e7dea77df6e547f 100644 --- a/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake +++ b/libs/SDL2/i686-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake @@ -3,9 +3,79 @@ set(prefix "/opt/local/i686-w64-mingw32") set(exec_prefix "${prefix}") set(libdir "${exec_prefix}/lib") -set(SDL2_PREFIX "/opt/local/i686-w64-mingw32") -set(SDL2_EXEC_PREFIX "/opt/local/i686-w64-mingw32") -set(SDL2_LIBDIR "${exec_prefix}/lib") -set(SDL2_INCLUDE_DIRS "${prefix}/include/SDL2") +set(includedir "${prefix}/include") +set(SDL2_PREFIX "${prefix}") +set(SDL2_EXEC_PREFIX "${exec_prefix}") +set(SDL2_LIBDIR "${libdir}") +set(SDL2_INCLUDE_DIRS "${includedir}/SDL2") set(SDL2_LIBRARIES "-L${SDL2_LIBDIR} -lmingw32 -lSDL2main -lSDL2 -mwindows") string(STRIP "${SDL2_LIBRARIES}" SDL2_LIBRARIES) + +if(NOT TARGET SDL2::SDL2) + # provide SDL2::SDL2, SDL2::SDL2main and SDL2::SDL2-static targets, like SDL2Config.cmake does, for compatibility + + # Remove -lSDL2 as that is handled by CMake, note the space at the end so it does not replace e.g. -lSDL2main + # This may require "libdir" beeing set (from above) + string(REPLACE "-lSDL2 " "" SDL2_EXTRA_LINK_FLAGS " -lmingw32 -lSDL2main -lSDL2 -mwindows ") + # also get rid of -lSDL2main, if you want to link against that use both SDL2::SDL2main and SDL2::SDL2 (in that order) + # (SDL2Config.cmake has the same behavior) + string(REPLACE "-lSDL2main" "" SDL2_EXTRA_LINK_FLAGS ${SDL2_EXTRA_LINK_FLAGS}) + string(STRIP "${SDL2_EXTRA_LINK_FLAGS}" SDL2_EXTRA_LINK_FLAGS) + string(REPLACE "-lSDL2 " "" SDL2_EXTRA_LINK_FLAGS_STATIC " -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid ") + string(STRIP "${SDL2_EXTRA_LINK_FLAGS_STATIC}" SDL2_EXTRA_LINK_FLAGS_STATIC) + +if(WIN32 AND NOT MSVC) + # MINGW needs very special handling, because the link order must be exactly -lmingw32 -lSDL2main -lSDL2 + # for it to work at all (and -mwindows somewhere); a normal SHARED IMPORTED or STATIC IMPORTED library always puts itself first + # so handle this like a header-only lib and put everything in INTERFACE_LINK_LIBRARIES + + add_library(SDL2::SDL2 INTERFACE IMPORTED) + set_target_properties(SDL2::SDL2 PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + INTERFACE_LINK_LIBRARIES "-L${SDL2_LIBDIR} -lSDL2") + + add_library(SDL2::SDL2main INTERFACE IMPORTED) + set_target_properties(SDL2::SDL2main PROPERTIES + INTERFACE_LINK_LIBRARIES "-L${SDL2_LIBDIR} -lmingw32 -lSDL2main -mwindows") + +else() # (not WIN32) or MSVC + + add_library(SDL2::SDL2 SHARED IMPORTED) + set_target_properties(SDL2::SDL2 PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_SHARED_LIBRARY_PREFIX}SDL2${CMAKE_SHARED_LIBRARY_SUFFIX}") + + if(MSVC) + # This file is generated when building SDL2 with autotools and MinGW, and MinGW/dlltool + # isn't able to generate .lib files that are usable by recent MSVC versions + # (something about "module unsafe for SAFESEH"; SAFESEH is enabled by default in MSVC). + # The .lib file for SDL2.dll *could* be generated with `gendef SDL2.dll` and then + # `lib.exe /machine:x86 /def:SDL2.def /out:SDL2.lib` (or /machine:amd64) + # but that requires lib.exe from a Visual Studio installation - and that still doesn't + # give you a static SDL2main.lib with SAFESEH support that you'll need (unless you don't use SDL2main) + # Note that when building SDL2 with CMake and MSVC, the result works with both MinGW and MSVC. + + message(FATAL_ERROR, "This build of libSDL2 only supports MinGW, not MSVC (Visual C++), because it lacks .lib files!") + # MSVC needs SDL2.lib set as IMPORTED_IMPLIB to link against (comment out message() call above if you added SDL2.lib yourself) + set_target_properties(SDL2::SDL2 PROPERTIES IMPORTED_IMPLIB "${SDL2_LIBDIR}/SDL2.lib") + else() + # this mustn't be set for MSVC, so do it here in an extra call here + set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES "${SDL2_EXTRA_LINK_FLAGS}") + endif() + + add_library(SDL2::SDL2main STATIC IMPORTED) + set_target_properties(SDL2::SDL2main PROPERTIES + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_STATIC_LIBRARY_PREFIX}SDL2main${CMAKE_STATIC_LIBRARY_SUFFIX}") + +endif() # (not WIN32) or MSVC + + add_library(SDL2::SDL2-static STATIC IMPORTED) + set_target_properties(SDL2::SDL2-static PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_STATIC_LIBRARY_PREFIX}SDL2${CMAKE_STATIC_LIBRARY_SUFFIX}" + INTERFACE_LINK_LIBRARIES "${SDL2_EXTRA_LINK_FLAGS_STATIC}") + +endif() # NOT TARGET SDL2::SDL2 diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.a b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.a index bee8366f9cf9bba33d2f82d50002ae41ea18fc18..52beaa172f7511c80c1dd9a040ec0b82f3eebe92 100644 Binary files a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.a and b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.a differ diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.dll.a b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.dll.a index c74106707f6d00ef634225ff6f5aadfb1e7bef1f..f42828d717c4429a0143cc14291c0135360481ca 100755 Binary files a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.dll.a and b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.dll.a differ diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.la b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.la index c4caaf3b0e1e7bd1f7645391a07b424038650f59..4e4a49679de0e1582952541738dbad23a0352d91 100644 --- a/libs/SDL2/i686-w64-mingw32/lib/libSDL2.la +++ b/libs/SDL2/i686-w64-mingw32/lib/libSDL2.la @@ -1,5 +1,5 @@ # libSDL2.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='libSDL2.dll.a' # The name of the static archive. old_library='libSDL2.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -23,9 +23,9 @@ dependency_libs=' -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 - weak_library_names='' # Version information for libSDL2. -current=10 -age=10 -revision=0 +current=18 +age=18 +revision=2 # Is this an already installed library? installed=yes @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/i686-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/i686-w64-mingw32/lib' diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.a b/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.a index 997c1d4f5bce7b68f0c5d7316ef294155425261a..a32b134fd3439dd288da8caf2f03761149463b6c 100644 Binary files a/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.a and b/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.a differ diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.la b/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.la index 169f377573fd639306d92893911a9e81688c3a0a..778561473acc026f7eb7e217c9a3ba65084869d7 100644 --- a/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.la +++ b/libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.la @@ -1,5 +1,5 @@ # libSDL2_test.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='' # The name of the static archive. old_library='libSDL2_test.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/i686-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/i686-w64-mingw32/lib' diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.a b/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.a index aa33741d2c5e1758a9c6a2be9e34f8c5baa5f1da..49e9c206eee16ef194c0b9c0bd6bc973ae8c1e00 100644 Binary files a/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.a and b/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.a differ diff --git a/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.la b/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.la index 883237adbc2bcb74d360f02eaac128aa1dddc866..f4b14de2c52e664b4305ac2533ec1b5b61313afe 100644 --- a/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.la +++ b/libs/SDL2/i686-w64-mingw32/lib/libSDL2main.la @@ -1,5 +1,5 @@ # libSDL2main.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='' # The name of the static archive. old_library='libSDL2main.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/i686-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/i686-w64-mingw32/lib' diff --git a/libs/SDL2/i686-w64-mingw32/lib/pkgconfig/sdl2.pc b/libs/SDL2/i686-w64-mingw32/lib/pkgconfig/sdl2.pc index 4e29497c88bff4c69176d78c7a770dd9e2a9990f..a8b15f5340d5f0a05a6da160ff66bfbcf936ffe3 100644 --- a/libs/SDL2/i686-w64-mingw32/lib/pkgconfig/sdl2.pc +++ b/libs/SDL2/i686-w64-mingw32/lib/pkgconfig/sdl2.pc @@ -7,9 +7,9 @@ includedir=${prefix}/include Name: sdl2 Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. -Version: 2.0.10 +Version: 2.0.20 Requires: Conflicts: -Libs: -L${libdir} -lmingw32 -lSDL2main -lSDL2 -mwindows -Libs.private: -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid -static-libgcc +Libs: -L${libdir} -lmingw32 -lSDL2main -lSDL2 -mwindows +Libs.private: -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid Cflags: -I${includedir}/SDL2 -Dmain=SDL_main diff --git a/libs/SDL2/i686-w64-mingw32/share/aclocal/sdl2.m4 b/libs/SDL2/i686-w64-mingw32/share/aclocal/sdl2.m4 index 0a73bc7d476a367011a3026f80afddc230c0ffb1..710c2516e7c87f244e779b98b2f6c1542a16c595 100644 --- a/libs/SDL2/i686-w64-mingw32/share/aclocal/sdl2.m4 +++ b/libs/SDL2/i686-w64-mingw32/share/aclocal/sdl2.m4 @@ -7,14 +7,16 @@ # # Changelog: # * also look for SDL2.framework under Mac OS X +# * removed HP/UX 9 support. +# * updated for newer autoconf. -# serial 1 +# serial 2 dnl AM_PATH_SDL2([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS dnl AC_DEFUN([AM_PATH_SDL2], -[dnl +[dnl dnl Get the cflags and libraries from the sdl2-config script dnl AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)], @@ -109,41 +111,19 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity dnl checks the results of sdl2-config to some extent dnl rm -f conf.sdltest - AC_TRY_RUN([ + AC_RUN_IFELSE([AC_LANG_SOURCE([[ #include <stdio.h> #include <stdlib.h> -#include <string.h> #include "SDL.h" -char* -my_strdup (char *str) -{ - char *new_str; - - if (str) - { - new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); - strcpy (new_str, str); - } - else - new_str = NULL; - - return new_str; -} - int main (int argc, char *argv[]) { int major, minor, micro; - char *tmp_version; + FILE *fp = fopen("conf.sdltest", "w"); - /* This hangs on some systems (?) - system ("touch conf.sdltest"); - */ - { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + if (fp) fclose(fp); - /* HP/UX 9 (%@#!) writes to sscanf strings */ - tmp_version = my_strdup("$min_sdl_version"); - if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + if (sscanf("$min_sdl_version", "%d.%d.%d", &major, &minor, µ) != 3) { printf("%s, bad version string\n", "$min_sdl_version"); exit(1); } @@ -166,7 +146,7 @@ int main (int argc, char *argv[]) } } -],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"]) +]])], [], [no_sdl=yes], [echo $ac_n "cross compiling; assumed OK... $ac_c"]) CFLAGS="$ac_save_CFLAGS" CXXFLAGS="$ac_save_CXXFLAGS" LIBS="$ac_save_LIBS" @@ -197,7 +177,7 @@ int main (int argc, char *argv[]) CFLAGS="$CFLAGS $SDL_CFLAGS" CXXFLAGS="$CXXFLAGS $SDL_CFLAGS" LIBS="$LIBS $SDL_LIBS" - AC_TRY_LINK([ + AC_LINK_IFELSE([AC_LANG_PROGRAM([[ #include <stdio.h> #include "SDL.h" @@ -205,7 +185,7 @@ int main(int argc, char *argv[]) { return 0; } #undef main #define main K_and_R_C_main -], [ return 0; ], +]], [[ return 0; ]])], [ echo "*** The test program compiled, but did not run. This usually means" echo "*** that the run-time linker is not finding SDL or finding the wrong" echo "*** version of SDL. If it is not finding SDL, you'll need to set your" diff --git a/libs/SDL2/include/SDL.h b/libs/SDL2/include/SDL.h index 88dce0c03e263ffa83292a20bb9bc462c05f5222..7cdd3243d64035b45ac27cb874da839218b9efce 100644 --- a/libs/SDL2/include/SDL.h +++ b/libs/SDL2/include/SDL.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -42,11 +42,13 @@ #include "SDL_filesystem.h" #include "SDL_gamecontroller.h" #include "SDL_haptic.h" +#include "SDL_hidapi.h" #include "SDL_hints.h" #include "SDL_joystick.h" #include "SDL_loadso.h" #include "SDL_log.h" #include "SDL_messagebox.h" +#include "SDL_metal.h" #include "SDL_mutex.h" #include "SDL_power.h" #include "SDL_render.h" @@ -58,6 +60,8 @@ #include "SDL_timer.h" #include "SDL_version.h" #include "SDL_video.h" +#include "SDL_locale.h" +#include "SDL_misc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -90,37 +94,130 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit */ 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. * - * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** - * This function returns a mask of the specified subsystems which have - * previously been initialized. + * Get a mask of the specified subsystems which are currently 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. + * + * The return value does not include SDL_INIT_NOPARACHUTE. * - * If \c flags is 0, it returns a mask of all initialized subsystems. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** - * This function cleans up all initialized subsystems. You should - * call it upon all exit conditions. + * Clean up all initialized subsystems. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem */ extern DECLSPEC void SDLCALL SDL_Quit(void); diff --git a/libs/SDL2/include/SDL_assert.h b/libs/SDL2/include/SDL_assert.h index 8baecb63e1c9e18a9087b0b5d0a4b8f1fce8c88a..defadf13717ce75a1ab70d205ac43742fe1b8d8d 100644 --- a/libs/SDL2/include/SDL_assert.h +++ b/libs/SDL2/include/SDL_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -53,6 +53,10 @@ assert can have unique static variables associated with it. #define SDL_TriggerBreakpoint() __debugbreak() #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) ) #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__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) @@ -185,92 +189,121 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, #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)( 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 - * response to an assertion failure. If the app doesn't provide this, SDL - * will try to do the right thing, popping up a system-specific GUI dialog, - * and probably minimizing any fullscreen windows. + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * 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 - * it will only fire from one thread at a time. + * 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. * - * 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. + * \since This function is available since SDL 2.0.0. * - * \param handler Callback function, called when an assertion fails. - * \param userdata A pointer passed to the callback as-is. + * \sa SDL_GetAssertionHandler */ extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( SDL_AssertionHandler handler, 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 + * 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. * - * \return The default SDL_AssertionHandler that is called when an assert triggers. + * \returns 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); /** - * \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(). * - * 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. * - * \param puserdata 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. - * \return The SDL_AssertionHandler that is called when an assert triggers. + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler() + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_SetAssertionHandler */ 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(), - * or the start of the program. + * The proper way to examine this data looks something like this: * - * 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> - * 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 + * memory should not be modified or freed by the application. * - * \return List of all assertions. - * \sa SDL_ResetAssertionReport + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ResetAssertionReport */ extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); /** - * \brief Reset the list of all assertion failures. + * Clear the list of all assertion failures. + * + * 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. * - * Reset list of all assertions triggered. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetAssertionReport + * \sa SDL_GetAssertionReport */ extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); diff --git a/libs/SDL2/include/SDL_atomic.h b/libs/SDL2/include/SDL_atomic.h index deee35f916cba69edc6539ee1479948608277ed4..b29ceeac2af70941556d898f115db48d40024853 100644 --- a/libs/SDL2/include/SDL_atomic.h +++ b/libs/SDL2/include/SDL_atomic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -89,25 +89,51 @@ extern "C" { 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicLock + * \sa SDL_AtomicUnlock */ 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 a pointer to a lock variable + * + * \since This function is available since SDL 2.0.0. * - * \param lock Points to the lock. + * \sa SDL_AtomicTryLock + * \sa SDL_AtomicUnlock */ 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); @@ -126,7 +152,7 @@ void _ReadWriteBarrier(void); /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ #define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") #elif defined(__WATCOMC__) -extern _inline void SDL_CompilerBarrier (void); +extern __inline void SDL_CompilerBarrier(void); #pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; #else #define SDL_CompilerBarrier() \ @@ -137,20 +163,22 @@ extern _inline void SDL_CompilerBarrier (void); * 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. * - * A typical pattern would be for thread A to write some data and a flag, - * and for thread B to read the flag and get the data. In this case you - * would insert a release barrier between writing the data and the flag, + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, * guaranteeing that the data write completes no later than the flag is - * written, and you would insert an acquire barrier between reading the - * flag and reading the data, to ensure that all the reads associated - * with the flag have completed. + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. * - * In this pattern you should always see a release barrier paired with - * an acquire barrier and you should gate the data reads/writes with a - * single flag variable. + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. * * For more information on these semantics, take a look at the blog post: * http://preshing.com/20120913/acquire-and-release-semantics + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); @@ -216,32 +244,73 @@ typedef void (*SDL_KernelMemoryBarrierFunc)(); 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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the atomic variable. + * \sa SDL_AtomicGet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicSet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef */ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); @@ -263,23 +332,54 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); #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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the pointer. + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicGetPtr */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicSetPtr */ extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); diff --git a/libs/SDL2/include/SDL_audio.h b/libs/SDL2/include/SDL_audio.h index 305c01a9d943a5b8c3b2141013051bb2afb8922d..181f66c578387ccbd062bab20a5323ccf65ddb6a 100644 --- a/libs/SDL2/include/SDL_audio.h +++ b/libs/SDL2/include/SDL_audio.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,6 +19,8 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* !!! FIXME: several functions in here need Doxygen comments. */ + /** * \file SDL_audio.h * @@ -212,9 +214,12 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, * set both its (buf) field to a pointer that is aligned to 16 bytes, and its * (len) field to something that's a multiple of 16, if possible. */ -#ifdef __GNUC__ +#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__) /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't pad it out to 88 bytes to guarantee ABI compatibility between compilers. + This is not a concern on CHERI architectures, where pointers must be stored + at aligned locations otherwise they will become invalid, and thus structs + containing pointers cannot be packed without giving a warning or error. vvv The next time we rev the ABI, make sure to size the ints and add padding. */ @@ -248,7 +253,48 @@ typedef struct SDL_AudioCVT * order that they are normally initialized by default. */ /* @{ */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDriver + */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "xaudio2". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1 + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDrivers + */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); /* @} */ @@ -260,60 +306,103 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); * use. You should normally use SDL_Init() or SDL_InitSubSystem(). */ /* @{ */ + +/** + * Use this function to initialize a particular audio driver. + * + * This function is used internally, and should not be used unless you have a + * specific need to designate the audio driver you want to use. You should + * normally use SDL_Init() or SDL_InitSubSystem(). + * + * \param driver_name the name of the desired audio driver + * \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_AudioQuit + */ extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); + +/** + * Use this function to shut down audio if you initialized it with + * SDL_AudioInit(). + * + * This function is used internally, and should not be used unless you have a + * specific need to specify the audio driver you want to use. You should + * normally use SDL_Quit() or SDL_QuitSubSystem(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit + */ extern DECLSPEC void SDLCALL SDL_AudioQuit(void); /* @} */ /** - * This function returns the name of the current audio driver, or NULL - * if no driver has been initialized. + * Get the name of the current audio driver. + * + * The returned string points to internal static memory and thus never becomes + * invalid, even if you quit the audio subsystem and initialize a new driver + * (although such a case would return a different static string from another + * call to this function, of course). As such, you should not modify or free + * the returned string. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); /** - * This function opens the audio device with the desired parameters, and - * returns 0 if successful, placing the actual hardware parameters in the - * structure pointed to by \c obtained. If \c obtained is NULL, the audio - * data passed to the callback function will be guaranteed to be in the - * requested format, and will be automatically converted to the hardware - * audio format if necessary. This function returns -1 if it failed - * to open the audio device, or couldn't set up the audio thread. - * - * When filling in the desired audio spec structure, - * - \c desired->freq should be the desired audio frequency in samples-per- - * second. - * - \c desired->format should be the desired audio format. - * - \c desired->samples is the desired size of the audio buffer, in - * samples. This number should be a power of two, and may be adjusted by - * the audio driver to a value more suitable for the hardware. Good values - * seem to range between 512 and 8096 inclusive, depending on the - * application and CPU speed. Smaller values yield faster response time, - * but can lead to underflow if the application is doing heavy processing - * and cannot fill the audio buffer in time. A stereo sample consists of - * both right and left channels in LR ordering. - * Note that the number of samples is directly related to time by the - * following formula: \code ms = (samples*1000)/freq \endcode - * - \c desired->size is the size in bytes of the audio buffer, and is - * calculated by SDL_OpenAudio(). - * - \c desired->silence is the value used to set the buffer to silence, - * and is calculated by SDL_OpenAudio(). - * - \c desired->callback should be set to a function that will be called - * when the audio device is ready for more data. It is passed a pointer - * to the audio buffer, and the length in bytes of the audio buffer. - * This function usually runs in a separate thread, and so you should - * protect data structures that it accesses by calling SDL_LockAudio() - * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL - * pointer here, and call SDL_QueueAudio() with some frequency, to queue - * more audio samples to be played (or for capture devices, call - * SDL_DequeueAudio() with some frequency, to obtain audio samples). - * - \c desired->userdata is passed as the first parameter to your callback - * function. If you passed a NULL callback, this value is ignored. - * - * The audio device starts out playing silence when it's opened, and should - * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready - * for your audio callback function to be called. Since the audio driver - * may modify the requested size of the audio buffer, you should allocate - * any local mixing buffers after you open the audio device. + * This function is a legacy means of opening the audio device. + * + * This function remains for compatibility with SDL 1.2, but also because it's + * slightly easier to use than the new functions in SDL 2.0. The new, more + * powerful, and preferred way to do this is SDL_OpenAudioDevice(). + * + * This function is roughly equivalent to: + * + * ```c + * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + * ``` + * + * With two notable exceptions: + * + * - If `obtained` is NULL, we use `desired` (and allow no changes), which + * means desired will be modified to have the correct values for silence, + * etc, and SDL will convert any differences between your app's specific + * request and the hardware behind the scenes. + * - The return value is always success or failure, and not a device ID, which + * means you can only have one device open at a time with this function. + * + * \param desired an SDL_AudioSpec structure representing the desired output + * format. Please refer to the SDL_OpenAudioDevice + * documentation for details on how to prepare this structure. + * \param obtained an SDL_AudioSpec structure filled in with the actual + * parameters, or NULL. + * \returns 0 if successful, placing the actual hardware parameters in the + * structure pointed to by `obtained`. + * + * If `obtained` is NULL, the audio data passed to the callback + * function will be guaranteed to be in the requested format, and + * will be automatically converted to the actual hardware audio + * format if necessary. If `obtained` is NULL, `desired` will have + * fields modified. + * + * This function returns a negative error code on failure to open the + * audio device or failure to set up the audio thread; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudio + * \sa SDL_LockAudio + * \sa SDL_PauseAudio + * \sa SDL_UnlockAudio */ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained); @@ -330,59 +419,223 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, typedef Uint32 SDL_AudioDeviceID; /** - * Get the number of available devices exposed by the current driver. - * Only valid after a successfully initializing the audio subsystem. - * Returns -1 if an explicit list of devices can't be determined; this is - * not an error. For example, if SDL is set up to talk to a remote audio - * server, it can't list every one available on the Internet, but it will - * still allow a specific host to be specified to SDL_OpenAudioDevice(). + * Get the number of built-in audio devices. + * + * This function is only valid after successfully initializing the audio + * subsystem. + * + * Note that audio capture support is not implemented as of SDL 2.0.4, so the + * `iscapture` parameter is for future expansion and should always be zero for + * now. + * + * This function will return -1 if an explicit list of devices can't be + * determined. Returning -1 is not an error. For example, if SDL is set up to + * talk to a remote audio server, it can't list every one available on the + * Internet, but it will still allow a specific host to be specified in + * SDL_OpenAudioDevice(). + * + * In many common cases, when this function returns a value <= 0, it can still + * successfully open the default device (NULL for first argument of + * SDL_OpenAudioDevice()). + * + * This function may trigger a complete redetect of available hardware. It + * should not be called for each iteration of a loop, but rather once at the + * start of a loop: + * + * ```c + * // Don't do this: + * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) + * + * // do this instead: + * const int count = SDL_GetNumAudioDevices(0); + * for (int i = 0; i < count; ++i) { do_something_here(); } + * ``` + * + * \param iscapture zero to request playback devices, non-zero to request + * recording devices + * \returns the number of available devices exposed by the current driver or + * -1 if an explicit list of devices can't be determined. A return + * value of -1 does not necessarily mean an error condition. + * + * \since This function is available since SDL 2.0.0. * - * In many common cases, when this function returns a value <= 0, it can still - * successfully open the default device (NULL for first argument of - * SDL_OpenAudioDevice()). + * \sa SDL_GetAudioDeviceName + * \sa SDL_OpenAudioDevice */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); /** - * Get the human-readable name of a specific audio device. - * Must be a value between 0 and (number of audio devices-1). - * Only valid after a successfully initializing the audio subsystem. - * The values returned by this function reflect the latest call to - * SDL_GetNumAudioDevices(); recall that function to redetect available - * hardware. + * Get the human-readable name of a specific audio device. * - * The string returned by this function is UTF-8 encoded, read-only, and - * managed internally. You are not to free it. If you need to keep the - * string for any length of time, you should make your own copy of it, as it - * will be invalid next time any of several other SDL functions is called. + * This function is only valid after successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. + * + * The string returned by this function is UTF-8 encoded, read-only, and + * managed internally. You are not to free it. If you need to keep the string + * for any length of time, you should make your own copy of it, as it will be + * invalid next time any of several other SDL functions are called. + * + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \returns the name of the audio device at the requested index, or NULL on + * error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDevices */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, int iscapture); - /** - * Open a specific audio device. Passing in a device name of NULL requests - * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). + * Get the preferred audio format of a specific audio device. + * + * This function is only valid after a successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. * - * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but - * some drivers allow arbitrary and driver-specific strings, such as a - * hostname/IP address for a remote audio server, or a filename in the - * diskaudio driver. + * `spec` will be filled with the sample rate, sample format, and channel + * count. All other values in the structure are filled with 0. When the + * supported struct members are 0, SDL was unable to get the property from the + * backend. * - * \return 0 on error, a valid device ID that is >= 2 on success. + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \param spec The SDL_AudioSpec to be initialized by this function. + * \returns 0 on success, nonzero on error * - * SDL_OpenAudio(), unlike this function, always acts on device ID 1. + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetNumAudioDevices + */ +extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, + int iscapture, + SDL_AudioSpec *spec); + + +/** + * Open a specific audio device. + * + * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, + * this function will never return a 1 so as not to conflict with the legacy + * function. + * + * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, + * this function would fail if `iscapture` was not zero. Starting with SDL + * 2.0.5, recording is implemented and this value can be non-zero. + * + * Passing in a `device` name of NULL requests the most reasonable default + * (and is equivalent to what SDL_OpenAudio() does to choose a device). The + * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but + * some drivers allow arbitrary and driver-specific strings, such as a + * hostname/IP address for a remote audio server, or a filename in the + * diskaudio driver. + * + * An opened audio device starts out paused, and should be enabled for playing + * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio + * callback function to be called. Since the audio driver may modify the + * requested size of the audio buffer, you should allocate any local mixing + * buffers after you open the audio device. + * + * The audio callback runs in a separate thread in most cases; you can prevent + * race conditions between your callback and other threads without fully + * pausing playback with SDL_LockAudioDevice(). For more information about the + * callback, see SDL_AudioSpec. + * + * Managing the audio spec via 'desired' and 'obtained': + * + * When filling in the desired audio spec structure: + * + * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). + * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). + * - `desired->samples` is the desired size of the audio buffer, in _sample + * frames_ (with stereo output, two samples--left and right--would make a + * single sample frame). This number should be a power of two, and may be + * adjusted by the audio driver to a value more suitable for the hardware. + * Good values seem to range between 512 and 8096 inclusive, depending on + * the application and CPU speed. Smaller values reduce latency, but can + * lead to underflow if the application is doing heavy processing and cannot + * fill the audio buffer in time. Note that the number of sample frames is + * directly related to time by the following formula: `ms = + * (sampleframes*1000)/freq` + * - `desired->size` is the size in _bytes_ of the audio buffer, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->silence` is the value used to set the buffer to silence, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->callback` should be set to a function that will be called when + * the audio device is ready for more data. It is passed a pointer to the + * audio buffer, and the length in bytes of the audio buffer. This function + * usually runs in a separate thread, and so you should protect data + * structures that it accesses by calling SDL_LockAudioDevice() and + * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL + * pointer here, and call SDL_QueueAudio() with some frequency, to queue + * more audio samples to be played (or for capture devices, call + * SDL_DequeueAudio() with some frequency, to obtain audio samples). + * - `desired->userdata` is passed as the first parameter to your callback + * function. If you passed a NULL callback, this value is ignored. + * + * `allowed_changes` can have the following flags OR'd together: + * + * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` + * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` + * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` + * - `SDL_AUDIO_ALLOW_ANY_CHANGE` + * + * These flags specify how SDL should behave when a device cannot offer a + * specific feature. If the application requests a feature that the hardware + * doesn't offer, SDL will always try to get the closest equivalent. + * + * For example, if you ask for float32 audio format, but the sound card only + * supports int16, SDL will set the hardware to int16. If you had set + * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` + * structure. If that flag was *not* set, SDL will prepare to convert your + * callback's float32 audio to int16 before feeding it to the hardware and + * will keep the originally requested format in the `obtained` structure. + * + * The resulting audio specs, varying depending on hardware and on what + * changes were allowed, will then be written back to `obtained`. + * + * If your application can only handle one specific data format, pass a zero + * for `allowed_changes` and let SDL transparently handle any differences. + * + * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a + * driver-specific name as appropriate. NULL requests the most + * reasonable default device. + * \param iscapture non-zero to specify a device should be opened for + * recording, not playback + * \param desired an SDL_AudioSpec structure representing the desired output + * format; see SDL_OpenAudio() for more information + * \param obtained an SDL_AudioSpec structure filled in with the actual output + * format; see SDL_OpenAudio() for more information + * \param allowed_changes 0, or one or more flags OR'd together + * \returns a valid device ID that is > 0 on success or 0 on failure; call + * SDL_GetError() for more information. + * + * For compatibility with SDL 1.2, this will never return 1, since + * SDL reserves that ID for the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceName + * \sa SDL_LockAudioDevice + * \sa SDL_OpenAudio + * \sa SDL_PauseAudioDevice + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char - *device, - int iscapture, - const - SDL_AudioSpec * - desired, - SDL_AudioSpec * - obtained, - int - allowed_changes); +extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( + const char *device, + int iscapture, + const SDL_AudioSpec *desired, + SDL_AudioSpec *obtained, + int allowed_changes); @@ -398,10 +651,39 @@ typedef enum SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED } SDL_AudioStatus; + +/** + * This function is a legacy means of querying the audio device. + * + * New programs might want to use SDL_GetAudioDeviceStatus() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_GetAudioDeviceStatus(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDeviceStatus + */ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); -extern DECLSPEC SDL_AudioStatus SDLCALL -SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); +/** + * Use this function to get the current audio state of an audio device. + * + * \param dev the ID of an audio device previously opened with + * SDL_OpenAudioDevice() + * \returns the SDL_AudioStatus of the specified audio device. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); /* @} *//* Audio State */ /** @@ -414,62 +696,140 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); * Silence will be written to the audio device during the pause. */ /* @{ */ -extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); -extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, - int pause_on); -/* @} *//* Pause audio functions */ /** - * \brief Load the audio data of a WAVE file into memory + * This function is a legacy means of pausing the audio device. * - * Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len - * to be valid pointers. The entire data portion of the file is then loaded - * into memory and decoded if necessary. + * New programs might want to use SDL_PauseAudioDevice() instead. This + * function is equivalent to calling... * - * If \c freesrc is non-zero, the data source gets automatically closed and - * freed before the function returns. + * ```c + * SDL_PauseAudioDevice(1, pause_on); + * ``` * - * Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), - * IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and - * µ-law (8 bits). Other formats are currently unsupported and cause an error. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * If this function succeeds, the pointer returned by it is equal to \c spec - * and the pointer to the audio data allocated by the function is written to - * \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec - * members \c freq, \c channels, and \c format are set to the values of the - * audio data in the buffer. The \c samples member is set to a sane default and - * all others are set to zero. + * \param pause_on non-zero to pause, 0 to unpause * - * It's necessary to use SDL_FreeWAV() to free the audio data returned in - * \c audio_buf when it is no longer used. + * \since This function is available since SDL 2.0.0. * - * Because of the underspecification of the Waveform format, there are many - * problematic files in the wild that cause issues with strict decoders. To - * provide compatibility with these files, this decoder is lenient in regards - * to the truncation of the file, the fact chunk, and the size of the RIFF - * chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION, - * and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the - * loading process. + * \sa SDL_GetAudioStatus + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); + +/** + * Use this function to pause and unpause audio playback on a specified + * device. + * + * This function pauses and unpauses the audio callback processing for a given + * device. Newly-opened audio devices start in the paused state, so you must + * call this function with **pause_on**=0 after opening the specified audio + * device to start playing sound. This allows you to safely initialize data + * for your callback function after opening the audio device. Silence will be + * written to the audio device while paused, and the audio callback is + * guaranteed to not be called. Pausing one device does not prevent other + * unpaused devices from running their callbacks. + * + * Pausing state does not stack; even if you pause a device several times, a + * single unpause will start the device playing again, and vice versa. This is + * different from how SDL_LockAudioDevice() works. * - * Any file that is invalid (due to truncation, corruption, or wrong values in - * the headers), too big, or unsupported causes an error. Additionally, any - * critical I/O error from the data source will terminate the loading process - * with an error. The function returns NULL on error and in all cases (with the - * exception of \c src being NULL), an appropriate error message will be set. + * If you just need to protect a few variables from race conditions vs your + * callback, you shouldn't pause the audio device, as it will lead to dropouts + * in the audio playback. Instead, you should use SDL_LockAudioDevice(). * - * It is required that the data source supports seeking. + * \param dev a device opened by SDL_OpenAudioDevice() + * \param pause_on non-zero to pause, 0 to unpause * - * Example: - * \code - * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); - * \endcode + * \since This function is available since SDL 2.0.0. * - * \param src The data source with the WAVE data - * \param freesrc A integer value that makes the function close the data source if non-zero - * \param spec A pointer filled with the audio format of the audio data - * \param audio_buf A pointer filled with the audio data allocated by the function - * \param audio_len A pointer filled with the length of the audio data buffer in bytes - * \return NULL on error, or non-NULL on success. + * \sa SDL_LockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, + int pause_on); +/* @} *//* Pause audio functions */ + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * If `freesrc` is non-zero, the data source gets automatically closed and + * freed before the function returns. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the pointer returned by it is equal to `spec` + * and the pointer to the audio data allocated by the function is written to + * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec + * members `freq`, `channels`, and `format` are set to the values of the audio + * data in the buffer. The `samples` member is set to a sane default and all + * others are set to zero. + * + * It's necessary to use SDL_FreeWAV() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV macro does this same thing for you, but in a less + * messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src The data source for the WAVE data + * \param freesrc If non-zero, SDL will _always_ free the data source + * \param spec An SDL_AudioSpec that will be filled in with the wave file's + * format details + * \param audio_buf A pointer filled with the audio data, allocated by the + * function. + * \param audio_len A pointer filled with the length of the audio data buffer + * in bytes + * \returns This function, if successfully called, returns `spec`, which will + * be filled with the audio data format of the wave source data. + * `audio_buf` will be filled with a pointer to an allocated buffer + * containing the audio data, and `audio_len` is filled with the + * length of that audio buffer in bytes. + * + * This function returns NULL if the .WAV file cannot be opened, uses + * an unknown data format, or is corrupt; call SDL_GetError() for + * more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_FreeWAV() to dispose of it. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeWAV + * \sa SDL_LoadWAV */ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc, @@ -485,18 +845,53 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) /** - * This function frees data previously allocated with SDL_LoadWAV_RW() + * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). + * + * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() + * its data can eventually be freed with SDL_FreeWAV(). It is safe to call + * this function with a NULL pointer. + * + * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or + * SDL_LoadWAV_RW() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadWAV + * \sa SDL_LoadWAV_RW */ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); /** - * This function takes a source format and rate and a destination format - * and rate, and initializes the \c cvt structure with information needed - * by SDL_ConvertAudio() to convert a buffer of audio data from one format - * to the other. An unsupported format causes an error and -1 will be returned. - * - * \return 0 if no conversion is needed, 1 if the audio filter is set up, - * or -1 on error. + * Initialize an SDL_AudioCVT structure for conversion. + * + * Before an SDL_AudioCVT structure can be used to convert audio data it must + * be initialized with source and destination information. + * + * This function will zero out every field of the SDL_AudioCVT, so it must be + * called before the application fills in the final buffer information. + * + * Once this function has returned successfully, and reported that a + * conversion is necessary, the application fills in the rest of the fields in + * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, + * and then can call SDL_ConvertAudio() to complete the conversion. + * + * \param cvt an SDL_AudioCVT structure filled in with audio conversion + * information + * \param src_format the source format of the audio data; for more info see + * SDL_AudioFormat + * \param src_channels the number of channels in the source + * \param src_rate the frequency (sample-frames-per-second) of the source + * \param dst_format the destination format of the audio data; for more info + * see SDL_AudioFormat + * \param dst_channels the number of channels in the destination + * \param dst_rate the frequency (sample-frames-per-second) of the destination + * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, + * 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_ConvertAudio */ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, SDL_AudioFormat src_format, @@ -507,16 +902,42 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, int dst_rate); /** - * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), - * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of - * audio data in the source format, this function will convert it in-place - * to the desired format. - * - * The data conversion may expand the size of the audio data, so the buffer - * \c cvt->buf should be allocated after the \c cvt structure is initialized by - * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. - * - * \return 0 on success or -1 if \c cvt->buf is NULL. + * Convert audio data to a desired audio format. + * + * This function does the actual audio data conversion, after the application + * has called SDL_BuildAudioCVT() to prepare the conversion information and + * then filled in the buffer details. + * + * Once the application has initialized the `cvt` structure using + * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio + * data in the source format, this function will convert the buffer, in-place, + * to the desired format. + * + * The data conversion may go through several passes; any given pass may + * possibly temporarily increase the size of the data. For example, SDL might + * expand 16-bit data to 32 bits before resampling to a lower frequency, + * shrinking the data size after having grown it briefly. Since the supplied + * buffer will be both the source and destination, converting as necessary + * in-place, the application must allocate a buffer that will fully contain + * the data during its largest conversion pass. After SDL_BuildAudioCVT() + * returns, the application should set the `cvt->len` field to the size, in + * bytes, of the source data, and allocate a buffer that is `cvt->len * + * cvt->len_mult` bytes long for the `buf` field. + * + * The source data should be copied into this buffer before the call to + * SDL_ConvertAudio(). Upon successful return, this buffer will contain the + * converted audio, and `cvt->len_cvt` will be the size of the converted data, + * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once + * this function returns. + * + * \param cvt an SDL_AudioCVT structure that was previously set up by + * SDL_BuildAudioCVT(). + * \returns 0 if the conversion was completed successfully 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_BuildAudioCVT */ extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); @@ -532,22 +953,24 @@ struct _SDL_AudioStream; typedef struct _SDL_AudioStream SDL_AudioStream; /** - * Create a new audio stream - * - * \param src_format The format of the source audio - * \param src_channels The number of channels of the source audio - * \param src_rate The sampling rate of the source audio - * \param dst_format The format of the desired audio output - * \param dst_channels The number of channels of the desired audio output - * \param dst_rate The sampling rate of the desired audio output - * \return 0 on success, or -1 on error. - * - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * Create a new audio stream. + * + * \param src_format The format of the source audio + * \param src_channels The number of channels of the source audio + * \param src_rate The sampling rate of the source audio + * \param dst_format The format of the desired audio output + * \param dst_channels The number of channels of the desired audio output + * \param dst_rate The sampling rate of the desired audio output + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, const Uint8 src_channels, @@ -557,110 +980,164 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm const int dst_rate); /** - * Add data to be converted/resampled to the stream + * Add data to be converted/resampled to the stream. + * + * \param stream The stream the audio data is being added to + * \param buf A pointer to the audio data to add + * \param len The number of bytes to write to the stream + * \returns 0 on success, or -1 on error. * - * \param stream The stream the audio data is being added to - * \param buf A pointer to the audio data to add - * \param len The number of bytes to write to the stream - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); /** - * Get converted/resampled data from the stream + * Get converted/resampled data from the stream * - * \param stream The stream the audio is being requested from - * \param buf A buffer to fill with audio data - * \param len The maximum number of bytes to fill - * \return The number of bytes read from the stream, or -1 on error + * \param stream The stream the audio is being requested from + * \param buf A buffer to fill with audio data + * \param len The maximum number of bytes to fill + * \returns the number of bytes read from the stream, or -1 on error * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); /** - * Get the number of converted/resampled bytes available. The stream may be - * buffering data behind the scenes until it has enough to resample - * correctly, so this number might be lower than what you expect, or even - * be zero. Add more data or flush the stream if you need the data now. + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); /** * Tell the stream that you're done sending data, and anything being buffered - * should be converted/resampled and made available immediately. + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there will be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. * - * It is legal to add more data to a stream after flushing, but there will - * be audio gaps in the output. Generally this is intended to signal the - * end of input, so the complete output becomes available. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); /** - * Clear any pending data in the stream without converting it + * Clear any pending data in the stream without converting it + * + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_FreeAudioStream */ extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); /** * Free an audio stream * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear */ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); #define SDL_MIX_MAXVOLUME 128 + /** - * This takes two audio buffers of the playing audio format and mixes - * them, performing addition, volume adjustment, and overflow clipping. - * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME - * for full audio volume. Note this does not change hardware volume. - * This is provided for convenience -- you can mix your own audio data. + * This function is a legacy means of mixing audio. + * + * This function is equivalent to calling... + * + * ```c + * SDL_MixAudioFormat(dst, src, format, len, volume); + * ``` + * + * ...where `format` is the obtained format of the audio device from the + * legacy SDL_OpenAudio() function. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MixAudioFormat */ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, Uint32 len, int volume); /** - * This works like SDL_MixAudio(), but you specify the audio format instead of - * using the format of audio device 1. Thus it can be used when no audio - * device is open at all. + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudioFormat() is really only needed when you're mixing a single + * audio stream with a volume adjustment. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param format the SDL_AudioFormat structure representing the desired audio + * format + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, const Uint8 * src, @@ -668,184 +1145,312 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, Uint32 len, int volume); /** - * Queue more audio on non-callback devices. + * Queue more audio on non-callback devices. + * + * If you are looking to retrieve queued audio from a non-callback capture + * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return + * -1 to signify an error if you use it with capture devices. + * + * SDL offers two ways to feed audio to the device: you can either supply a + * callback that SDL triggers with some frequency to obtain more audio (pull + * method), or you can supply no callback, and then SDL will expect you to + * supply data at regular intervals (push method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Queued data will drain to the device as + * necessary without further intervention from you. If the device needs audio + * but there is not enough queued, it will play silence to make up the + * difference. This means you will have skips in your audio playback if you + * aren't routinely queueing sufficient data. + * + * This function copies the supplied data, so you are safe to free it when the + * function returns. This function is thread-safe, but queueing to the same + * device from two threads at once does not promise which buffer will be + * queued first. + * + * You may not queue audio on a device that is using an application-supplied + * callback; doing so returns an error. You have to use the audio callback or + * queue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before queueing; SDL + * handles locking internally for this function. + * + * Note that SDL2 does not support planar audio. You will need to resample + * from planar audio formats into a non-planar one (see SDL_AudioFormat) + * before queuing audio. + * + * \param dev the device ID to which we will queue audio + * \param data the data to queue to the device for later playback + * \param len the number of bytes (not samples!) to which `data` points + * \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_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); + +/** + * Dequeue more audio on non-callback devices. + * + * If you are looking to queue audio for output on a non-callback playback + * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always + * return 0 if you use it with playback devices. + * + * SDL offers two ways to retrieve audio from a capture device: you can either + * supply a callback that SDL triggers with some frequency as the device + * records more audio data, (push method), or you can supply no callback, and + * then SDL will expect you to retrieve data at regular intervals (pull + * method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Data from the device will keep queuing as + * necessary without further intervention from you. This means you will + * eventually run out of memory if you aren't routinely dequeueing data. + * + * Capture devices will not queue data when paused; if you are expecting to + * not need captured audio for some length of time, use SDL_PauseAudioDevice() + * to stop the capture device from queueing more data. This can be useful + * during, say, level loading times. When unpaused, capture devices will start + * queueing data from that point, having flushed any capturable data available + * while paused. + * + * This function is thread-safe, but dequeueing from the same device from two + * threads at once does not promise which thread will dequeue data first. + * + * You may not dequeue audio from a device that is using an + * application-supplied callback; doing so returns an error. You have to use + * the audio callback, or dequeue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before dequeueing; SDL + * handles locking internally for this function. + * + * \param dev the device ID from which we will dequeue audio + * \param data a pointer into where audio data should be copied + * \param len the number of bytes (not samples!) to which (data) points + * \returns the number of bytes dequeued, which could be less than requested; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); + +/** + * Get the number of bytes of still-queued audio. * - * (If you are looking to retrieve queued audio from a non-callback capture - * device, you want SDL_DequeueAudio() instead. This will return -1 to - * signify an error if you use it with capture devices.) + * For playback devices: this is the number of bytes that have been queued for + * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. * - * SDL offers two ways to feed audio to the device: you can either supply a - * callback that SDL triggers with some frequency to obtain more audio - * (pull method), or you can supply no callback, and then SDL will expect - * you to supply data at regular intervals (push method) with this function. + * Once we've sent it to the hardware, this function can not decide the exact + * byte boundary of what has been played. It's possible that we just gave the + * hardware several kilobytes right before you called this function, but it + * hasn't played any of it yet, or maybe half of it, etc. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Queued data will drain to the device as - * necessary without further intervention from you. If the device needs - * audio but there is not enough queued, it will play silence to make up - * the difference. This means you will have skips in your audio playback - * if you aren't routinely queueing sufficient data. + * For capture devices, this is the number of bytes that have been captured by + * the device and are waiting for you to dequeue. This number may grow at any + * time, so this only informs of the lower-bound of available data. * - * This function copies the supplied data, so you are safe to free it when - * the function returns. This function is thread-safe, but queueing to the - * same device from two threads at once does not promise which buffer will - * be queued first. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * You may not queue audio on a device that is using an application-supplied - * callback; doing so returns an error. You have to use the audio callback - * or queue audio with this function, but not both. + * You should not call SDL_LockAudio() on the device before querying; SDL + * handles locking internally for this function. * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \param dev the device ID of which we will query queued audio size + * \returns the number of bytes (not samples!) of queued audio. * - * \param dev The device ID to which we will queue audio. - * \param data The data to queue to the device for later playback. - * \param len The number of bytes (not samples!) to which (data) points. - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.4. * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * \sa SDL_ClearQueuedAudio + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio */ -extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); +extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); /** - * Dequeue more audio on non-callback devices. + * Drop any queued audio data waiting to be sent to the hardware. * - * (If you are looking to queue audio for output on a non-callback playback - * device, you want SDL_QueueAudio() instead. This will always return 0 - * if you use it with playback devices.) + * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For + * output devices, the hardware will start playing silence if more audio isn't + * queued. For capture devices, the hardware will start filling the empty + * queue with new data if the capture device isn't paused. * - * SDL offers two ways to retrieve audio from a capture device: you can - * either supply a callback that SDL triggers with some frequency as the - * device records more audio data, (push method), or you can supply no - * callback, and then SDL will expect you to retrieve data at regular - * intervals (pull method) with this function. + * This will not prevent playback of queued audio that's already been sent to + * the hardware, as we can not undo that, so expect there to be some fraction + * of a second of audio that might still be heard. This can be useful if you + * want to, say, drop any pending music or any unprocessed microphone input + * during a level change in your game. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Data from the device will keep queuing as - * necessary without further intervention from you. This means you will - * eventually run out of memory if you aren't routinely dequeueing data. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * Capture devices will not queue data when paused; if you are expecting - * to not need captured audio for some length of time, use - * SDL_PauseAudioDevice() to stop the capture device from queueing more - * data. This can be useful during, say, level loading times. When - * unpaused, capture devices will start queueing data from that point, - * having flushed any capturable data available while paused. + * You should not call SDL_LockAudio() on the device before clearing the + * queue; SDL handles locking internally for this function. * - * This function is thread-safe, but dequeueing from the same device from - * two threads at once does not promise which thread will dequeued data - * first. + * This function always succeeds and thus returns void. * - * You may not dequeue audio from a device that is using an - * application-supplied callback; doing so returns an error. You have to use - * the audio callback, or dequeue audio with this function, but not both. + * \param dev the device ID of which to clear the audio queue * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \since This function is available since SDL 2.0.4. * - * \param dev The device ID from which we will dequeue audio. - * \param data A pointer into where audio data should be copied. - * \param len The number of bytes (not samples!) to which (data) points. - * \return number of bytes dequeued, which could be less than requested. + * \sa SDL_GetQueuedAudioSize + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio + */ +extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); + + +/** + * \name Audio lock functions * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * The lock manipulated by these functions protects the callback function. + * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that + * the callback function is not running. Do not call these from the callback + * function or you will cause deadlock. */ -extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); +/* @{ */ /** - * Get the number of bytes of still-queued audio. + * This function is a legacy means of locking the audio device. + * + * New programs might want to use SDL_LockAudioDevice() instead. This function + * is equivalent to calling... * - * For playback device: + * ```c + * SDL_LockAudioDevice(1); + * ``` * - * This is the number of bytes that have been queued for playback with - * SDL_QueueAudio(), but have not yet been sent to the hardware. This - * number may shrink at any time, so this only informs of pending data. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * Once we've sent it to the hardware, this function can not decide the - * exact byte boundary of what has been played. It's possible that we just - * gave the hardware several kilobytes right before you called this - * function, but it hasn't played any of it yet, or maybe half of it, etc. + * \since This function is available since SDL 2.0.0. * - * For capture devices: + * \sa SDL_LockAudioDevice + * \sa SDL_UnlockAudio + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_LockAudio(void); + +/** + * Use this function to lock out the audio callback function for a specified + * device. * - * This is the number of bytes that have been captured by the device and - * are waiting for you to dequeue. This number may grow at any time, so - * this only informs of the lower-bound of available data. + * The lock manipulated by these functions protects the audio callback + * function specified in SDL_OpenAudioDevice(). During a + * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed + * that the callback function for that device is not running, even if the + * device is not paused. While a device is locked, any other unpaused, + * unlocked devices may still run their callbacks. * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device always returns 0. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * Calling this function from inside your audio callback is unnecessary. SDL + * obtains this lock before calling your function, and releases it when the + * function returns. * - * You should not call SDL_LockAudio() on the device before querying; SDL - * handles locking internally for this function. + * You should not hold the lock longer than absolutely necessary. If you hold + * it too long, you'll experience dropouts in your audio playback. Ideally, + * your application locks the device, sets a few variables and unlocks again. + * Do not do heavy work while holding the lock for a device. * - * \param dev The device ID of which we will query queued audio size. - * \return Number of bytes (not samples!) of queued audio. + * It is safe to lock the audio device multiple times, as long as you unlock + * it an equivalent number of times. The callback will not run until the + * device has been unlocked completely in this way. If your application fails + * to unlock the device appropriately, your callback will never run, you might + * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably + * deadlock. * - * \sa SDL_QueueAudio - * \sa SDL_ClearQueuedAudio + * Internally, the audio device lock is a mutex; if you lock from two threads + * at once, not only will you block the audio callback, you'll block the other + * thread. + * + * \param dev the ID of the device to be locked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); +extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); /** - * Drop any queued audio data. For playback devices, this is any queued data - * still waiting to be submitted to the hardware. For capture devices, this - * is any data that was queued by the device that hasn't yet been dequeued by - * the application. + * This function is a legacy means of unlocking the audio device. * - * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For - * playback devices, the hardware will start playing silence if more audio - * isn't queued. Unpaused capture devices will start filling the queue again - * as soon as they have more data available (which, depending on the state - * of the hardware and the thread, could be before this function call - * returns!). + * New programs might want to use SDL_UnlockAudioDevice() instead. This + * function is equivalent to calling... * - * This will not prevent playback of queued audio that's already been sent - * to the hardware, as we can not undo that, so expect there to be some - * fraction of a second of audio that might still be heard. This can be - * useful if you want to, say, drop any pending music during a level change - * in your game. + * ```c + * SDL_UnlockAudioDevice(1); + * ``` * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device is always a no-op. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * You should not call SDL_LockAudio() on the device before clearing the - * queue; SDL handles locking internally for this function. + * \since This function is available since SDL 2.0.0. * - * This function always succeeds and thus returns void. - * - * \param dev The device ID of which to clear the audio queue. - * - * \sa SDL_QueueAudio - * \sa SDL_GetQueuedAudioSize + * \sa SDL_LockAudio + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); - +extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); /** - * \name Audio lock functions + * Use this function to unlock the audio callback function for a specified + * device. * - * The lock manipulated by these functions protects the callback function. - * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that - * the callback function is not running. Do not call these from the callback - * function or you will cause deadlock. + * This function should be paired with a previous SDL_LockAudioDevice() call. + * + * \param dev the ID of the device to be unlocked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice */ -/* @{ */ -extern DECLSPEC void SDLCALL SDL_LockAudio(void); -extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); -extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); /* @} *//* Audio lock functions */ /** - * This function shuts down audio processing and closes the audio device. + * This function is a legacy means of closing the audio device. + * + * This function is equivalent to calling... + * + * ```c + * SDL_CloseAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudio */ extern DECLSPEC void SDLCALL SDL_CloseAudio(void); + +/** + * Use this function to shut down audio processing and close the audio device. + * + * The application should close open audio devices once they are no longer + * needed. Calling this function will wait until the device's audio callback + * is not running, release the audio hardware and then clean up internal + * state. No further audio will play from this device once this function + * returns. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied. + * + * The device ID is invalid as soon as the device is closed, and is eligible + * for reuse in a new SDL_OpenAudioDevice() call immediately. + * + * \param dev an audio device previously opened with SDL_OpenAudioDevice() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudioDevice + */ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/include/SDL_bits.h b/libs/SDL2/include/SDL_bits.h index b116cc8d01e99ee3bfbd6446896531b6d17239e8..22cb853140ddf45249fec2e541faaae608ac2f15 100644 --- a/libs/SDL2/include/SDL_bits.h +++ b/libs/SDL2/include/SDL_bits.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,13 +45,12 @@ extern "C" { * with 0. This operation can also be stated as "count leading zeroes" and * "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__) -extern _inline int _SDL_clz_watcom (Uint32); -#pragma aux _SDL_clz_watcom = \ +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ "bsr eax, eax" \ - "xor eax, 31" \ parm [eax] nomemory \ value [eax] \ modify exact [eax] nomemory; @@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x) if (x == 0) { 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 /* Based off of Bit Twiddling Hacks by Sean Eron Anderson * <seander@cs.stanford.edu>, released in the public domain. diff --git a/libs/SDL2/include/SDL_blendmode.h b/libs/SDL2/include/SDL_blendmode.h index 6f0a22b99f5c0aecef608454070dac09adba0be1..b6d140dbbba5b83d4d31ad5a8d0f7729636c5a67 100644 --- a/libs/SDL2/include/SDL_blendmode.h +++ b/libs/SDL2/include/SDL_blendmode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,6 +50,9 @@ typedef enum SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate dstRGB = srcRGB * dstRGB dstA = dstA */ + SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply + dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) + dstA = (srcA * dstA) + (dstA * (1-srcA)) */ SDL_BLENDMODE_INVALID = 0x7FFFFFFF /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ @@ -88,19 +91,96 @@ typedef enum } SDL_BlendFactor; /** - * \brief Create a custom blend mode, which may or may not be supported by a given renderer - * - * \param srcColorFactor source color factor - * \param dstColorFactor destination color factor - * \param colorOperation color operation - * \param srcAlphaFactor source alpha factor - * \param dstAlphaFactor destination alpha factor - * \param alphaOperation alpha operation - * - * The result of the blend mode operation will be: - * dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor - * and - * dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```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 since 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, SDL_BlendFactor dstColorFactor, diff --git a/libs/SDL2/include/SDL_clipboard.h b/libs/SDL2/include/SDL_clipboard.h index c4f8766ce7e88b94a54c1f62c3e83d0e76d2acaa..935136305a8de09f396f4ea1f36714bcbdfd71e9 100644 --- a/libs/SDL2/include/SDL_clipboard.h +++ b/libs/SDL2/include/SDL_clipboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -39,23 +39,46 @@ extern "C" { /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText */ 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 empty string if there was not enough memory left for + * a copy of the clipboard's content. + * + * \returns the clipboard text on success or an empty string on failure; call + * SDL_GetError() for more information. Caller must call SDL_free() + * on the returned pointer when done with it (even if there was an + * error). * - * \sa SDL_SetClipboardText() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText */ 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); diff --git a/libs/SDL2/include/SDL_config.h b/libs/SDL2/include/SDL_config.h index 395ad7c266cc2f5901fcda4fc4071707e28de2d4..c9ed1cfeaad663afe88fab1d937a1eaea17b21b7 100644 --- a/libs/SDL2/include/SDL_config.h +++ b/libs/SDL2/include/SDL_config.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -25,10 +25,23 @@ #include "SDL_platform.h" +/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK, + * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence. + * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */ +#if !defined(HAVE_WINSDKVER_H) && defined(__has_include) +#if __has_include(<winsdkver.h>) +#define HAVE_WINSDKVER_H 1 +#endif +#endif + +#ifdef HAVE_WINSDKVER_H +#include <winsdkver.h> +#endif + /* This is a set of defines to configure the SDL features */ #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__) || defined(__BORLANDC__) || defined(__CODEGEARC__) #define HAVE_STDINT_H 1 #elif defined(_MSC_VER) typedef signed __int8 int8_t; @@ -82,9 +95,23 @@ typedef unsigned int uintptr_t; #define HAVE_DSOUND_H 1 #define HAVE_DXGI_H 1 #define HAVE_XINPUT_H 1 +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */ +#define HAVE_WINDOWS_GAMING_INPUT_H 1 +#endif +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */ +#define HAVE_D3D11_H 1 +#endif #define HAVE_MMDEVICEAPI_H 1 #define HAVE_AUDIOCLIENT_H 1 -#define HAVE_ENDPOINTVOLUME_H 1 +#define HAVE_TPCSHRD_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 */ #ifdef HAVE_LIBC @@ -118,6 +145,7 @@ typedef unsigned int uintptr_t; #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ /* These functions have security warnings, so we won't use them */ /* #undef HAVE__LTOA */ /* #undef HAVE__ULTOA */ @@ -130,6 +158,9 @@ typedef unsigned int uintptr_t; #define HAVE_STRNCMP 1 #define HAVE__STRICMP 1 #define HAVE__STRNICMP 1 +#define HAVE__WCSICMP 1 +#define HAVE__WCSNICMP 1 +#define HAVE__WCSDUP 1 #define HAVE_ACOS 1 #define HAVE_ACOSF 1 #define HAVE_ASIN 1 @@ -139,7 +170,7 @@ typedef unsigned int uintptr_t; #define HAVE_ATAN2 1 #define HAVE_ATAN2F 1 #define HAVE_CEILF 1 -#define HAVE__COPYSIGN 1 +#define HAVE__COPYSIGN 1 #define HAVE_COS 1 #define HAVE_COSF 1 #define HAVE_EXP 1 @@ -166,9 +197,16 @@ typedef unsigned int uintptr_t; /* These functions were added with the VC++ 2013 C runtime library */ #if _MSC_VER >= 1800 #define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 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_SCALBNF 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 #endif /* This function is available with at least the VC++ 2008 C runtime library */ #if _MSC_VER >= 1400 @@ -192,18 +230,26 @@ typedef unsigned int uintptr_t; /* Enable various input drivers */ #define SDL_JOYSTICK_DINPUT 1 -#define SDL_JOYSTICK_XINPUT 1 #define SDL_JOYSTICK_HIDAPI 1 +#ifndef __WINRT__ +#define SDL_JOYSTICK_RAWINPUT 1 +#endif +#define SDL_JOYSTICK_VIRTUAL 1 +#ifdef HAVE_WINDOWS_GAMING_INPUT_H +#define SDL_JOYSTICK_WGI 1 +#endif +#define SDL_JOYSTICK_XINPUT 1 #define SDL_HAPTIC_DINPUT 1 #define SDL_HAPTIC_XINPUT 1 -/* Enable the dummy sensor driver */ -#define SDL_SENSOR_DUMMY 1 +/* Enable the sensor driver */ +#define SDL_SENSOR_WINDOWS 1 /* Enable various shared object loading systems */ #define SDL_LOADSO_WINDOWS 1 /* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 #define SDL_THREAD_WINDOWS 1 /* Enable various timer systems */ @@ -216,8 +262,8 @@ typedef unsigned int uintptr_t; #ifndef SDL_VIDEO_RENDER_D3D #define SDL_VIDEO_RENDER_D3D 1 #endif -#ifndef SDL_VIDEO_RENDER_D3D11 -#define SDL_VIDEO_RENDER_D3D11 0 +#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H) +#define SDL_VIDEO_RENDER_D3D11 1 #endif /* Enable OpenGL support */ @@ -255,3 +301,5 @@ typedef unsigned int uintptr_t; #endif #endif /* SDL_config_windows_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/include/SDL_cpuinfo.h b/libs/SDL2/include/SDL_cpuinfo.h index 296df01aacd67b937224746b91ae59601d03e292..1fc40991d342d69fc65b154dd9b6e6b8ede67365 100644 --- a/libs/SDL2/include/SDL_cpuinfo.h +++ b/libs/SDL2/include/SDL_cpuinfo.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -34,11 +34,20 @@ /* 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)) #ifdef __clang__ -/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */ -#undef __MMX__ -#undef __SSE__ -#undef __SSE2__ -#else +/* 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. */ + +#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> #ifndef _WIN64 #ifndef __MMX__ @@ -54,9 +63,14 @@ #ifndef __SSE2__ #define __SSE2__ #endif -#endif /* __clang__ */ +#ifndef __SSE3__ +#define __SSE3__ +#endif #elif defined(__MINGW64_VERSION_MAJOR) #include <intrin.h> +#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON) +# include <arm_neon.h> +#endif #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. */ #if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H) @@ -73,12 +87,14 @@ # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # if defined (_M_ARM64) -# include <armintr.h> -# include <arm_neon.h> +# include <arm64intr.h> +# include <arm64_neon.h> # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # endif #endif +#endif /* compiler version */ + #if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H) #include <mm3dnow.h> #endif @@ -98,7 +114,6 @@ #include <pmmintrin.h> #endif #endif /* HAVE_IMMINTRIN_H */ -#endif /* compiler version */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -114,151 +129,425 @@ extern "C" { #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); /** - * 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 or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_HasAVX */ 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.6. */ 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); /** - * \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 - * aligned to be compatible with SIMD instructions on the current machine. - * For example, if the machine supports SSE only, it will return 16, but if - * it 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 - * 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. - * Plan accordingly. + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * 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 + * 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. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \since This function is available since SDL 2.0.10. */ 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 - * instructions. Specifically, it will be properly aligned and padded for - * the system's supported vector instructions. + * instructions. Specifically, it will be properly aligned and padded for the + * system's supported vector instructions. * - * The memory returned will be padded such that it is safe to read or write - * an incomplete vector at the end of the memory block. This can be useful - * so you don't have to drop back to a scalar fallback at the end of your - * SIMD processing loop to deal with the final elements without overflowing - * the allocated buffer. + * The memory returned will be padded such that it is safe to read or write an + * incomplete vector at the end of the memory block. This can be useful so you + * don't have to drop back to a scalar fallback at the end of your SIMD + * processing loop to deal with the final elements without overflowing the + * allocated buffer. * - * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() - * or delete[], etc. + * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or + * delete[], etc. * - * Note that SDL will only deal with SIMD instruction sets it is aware of; - * for example, SDL 2.0.8 knows that SSE wants 16-byte vectors - * (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't - * know that AVX-512 wants 64. To be clear: if you can't decide to use an - * instruction set with an SDL_Has*() function, don't use that instruction - * set with memory allocated through here. + * Note that SDL will only deal with SIMD instruction sets it is aware of; for + * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and + * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants + * 64. To be clear: if you can't decide to use an instruction set with an + * SDL_Has*() function, don't use that instruction set with memory allocated + * through here. * * 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 allocate. The actual + * allocated block might be larger due to padding, etc. + * \returns a pointer to the newly-allocated block, NULL if out of memory. * - * \param len The length, in bytes, of the block to allocated. The actual - * allocated block might be larger due to padding, etc. - * \return Pointer to newly-allocated block, NULL if out of memory. + * \since This function is available since SDL 2.0.10. * * \sa SDL_SIMDAlignment + * \sa SDL_SIMDRealloc * \sa SDL_SIMDFree */ 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 + * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc, + * 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. + * + * \since This function is available since SDL 2.0.14. + * + * \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(). It can't be used on pointers from malloc, realloc, - * SDL_malloc, memalign, new[], etc. + * 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. * + * 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. + * + * \since This function is available since SDL 2.0.10. + * * \sa SDL_SIMDAlloc + * \sa SDL_SIMDRealloc */ extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr); -/* vi: set ts=4 sw=4 expandtab: */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/include/SDL_egl.h b/libs/SDL2/include/SDL_egl.h index f50fa5c9b8be9c84958eea13f1e5803eac51060a..f90e27b26606902df24e55a0700ae5ab065ee47e 100644 --- a/libs/SDL2/include/SDL_egl.h +++ b/libs/SDL2/include/SDL_egl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -24,7 +24,11 @@ * * This is a simple file to encapsulate the EGL API headers. */ -#if !defined(_MSC_VER) && !defined(__ANDROID__) +#if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#if defined(__vita__) || defined(__psp2__) +#include <psp2/types.h> +#endif #include <EGL/egl.h> #include <EGL/eglext.h> @@ -37,7 +41,7 @@ #define __khrplatform_h_ /* -** Copyright (c) 2008-2009 The Khronos Group Inc. +** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the @@ -60,104 +64,112 @@ */ /* Khronos platform-specific types and definitions. -* -* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $ -* -* Adopters may modify this file to suit their platform. Adopters are -* encouraged to submit platform specific modifications to the Khronos -* group so that they can be included in future versions of this file. -* Please submit changes by sending them to the public Khronos Bugzilla -* (http://khronos.org/bugzilla) by filing a bug against product -* "Khronos (general)" component "Registry". -* -* A predefined template which fills in some of the bug fields can be -* reached using http://tinyurl.com/khrplatform-h-bugreport, but you -* must create a Bugzilla login first. -* -* -* See the Implementer's Guidelines for information about where this file -* should be located on your system and for more details of its use: -* http://www.khronos.org/registry/implementers_guide.pdf -* -* This file should be included as -* #include <KHR/khrplatform.h> -* by Khronos client API header files that use its types and defines. -* -* The types in khrplatform.h should only be used to define API-specific types. -* -* Types defined in khrplatform.h: -* khronos_int8_t signed 8 bit -* khronos_uint8_t unsigned 8 bit -* khronos_int16_t signed 16 bit -* khronos_uint16_t unsigned 16 bit -* khronos_int32_t signed 32 bit -* khronos_uint32_t unsigned 32 bit -* khronos_int64_t signed 64 bit -* khronos_uint64_t unsigned 64 bit -* khronos_intptr_t signed same number of bits as a pointer -* khronos_uintptr_t unsigned same number of bits as a pointer -* khronos_ssize_t signed size -* khronos_usize_t unsigned size -* khronos_float_t signed 32 bit floating point -* khronos_time_ns_t unsigned 64 bit time in nanoseconds -* khronos_utime_nanoseconds_t unsigned time interval or absolute time in -* nanoseconds -* khronos_stime_nanoseconds_t signed time interval in nanoseconds -* khronos_boolean_enum_t enumerated boolean type. This should -* only be used as a base type when a client API's boolean type is -* an enum. Client APIs which use an integer or other type for -* booleans cannot use this as the base type for their boolean. -* -* Tokens defined in khrplatform.h: -* -* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. -* -* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. -* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. -* -* Calling convention macros defined in this file: -* KHRONOS_APICALL -* KHRONOS_APIENTRY -* KHRONOS_APIATTRIBUTES -* -* These may be used in function prototypes as: -* -* KHRONOS_APICALL void KHRONOS_APIENTRY funcname( -* int arg1, -* int arg2) KHRONOS_APIATTRIBUTES; -*/ + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include <KHR/khrplatform.h> + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APICALL -*------------------------------------------------------------------------- -* This precedes the return type of the function in the function prototype. -*/ -#if defined(_WIN32) && !defined(__SCITECH_SNAP__) && !defined(SDL_VIDEO_STATIC_ANGLE) + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIENTRY -*------------------------------------------------------------------------- -* This follows the return type of the function and precedes the function -* name in the function prototype. -*/ + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) -/* Win32 but not WinCE */ + /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIATTRIBUTES -*------------------------------------------------------------------------- -* This follows the closing parenthesis of the function prototype arguments. -*/ + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else @@ -165,14 +177,14 @@ #endif /*------------------------------------------------------------------------- -* basic type definitions -*-----------------------------------------------------------------------*/ + * basic type definitions + *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* -* Using <stdint.h> -*/ + * Using <stdint.h> + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -184,8 +196,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(__VMS ) || defined(__sgi) /* -* Using <inttypes.h> -*/ + * Using <inttypes.h> + */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -197,8 +209,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* -* Win32 -*/ + * Win32 + */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; @@ -209,8 +221,8 @@ typedef unsigned __int64 khronos_uint64_t; #elif defined(__sun__) || defined(__digital__) /* -* Sun or Digital -*/ + * Sun or Digital + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) @@ -226,8 +238,8 @@ typedef unsigned long long int khronos_uint64_t; #elif 0 /* -* Hypothetical platform with no float or int64 support -*/ + * Hypothetical platform with no float or int64 support + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 @@ -236,8 +248,8 @@ typedef unsigned int khronos_uint32_t; #else /* -* Generic fallback -*/ + * Generic fallback + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -250,18 +262,18 @@ typedef uint64_t khronos_uint64_t; /* -* Types that are (so far) the same on all platforms -*/ + * Types that are (so far) the same on all platforms + */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* -* Types that differ between LLP64 and LP64 architectures - in LLP64, -* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears -* to be the only LLP64 architecture in current use. -*/ + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ #ifdef _WIN64 typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; @@ -276,41 +288,41 @@ typedef unsigned long int khronos_usize_t; #if KHRONOS_SUPPORT_FLOAT /* -* Float type -*/ + * Float type + */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types -* -* These types can be used to represent a time interval in nanoseconds or -* an absolute Unadjusted System Time. Unadjusted System Time is the number -* of nanoseconds since some arbitrary system event (e.g. since the last -* time the system booted). The Unadjusted System Time is an unsigned -* 64 bit value that wraps back to 0 every 584 years. Time intervals -* may be either signed or unsigned. -*/ + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* -* Dummy value used to pad enum types to 32 bits. -*/ + * Dummy value used to pad enum types to 32 bits. + */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* -* Enumerated boolean type -* -* Values other than zero should be considered to be true. Therefore -* comparisons should not be made against KHRONOS_TRUE. -*/ + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ typedef enum { KHRONOS_FALSE = 0, - KHRONOS_TRUE = 1, + KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; @@ -321,49 +333,30 @@ typedef enum { #define __eglplatform_h_ /* -** Copyright (c) 2007-2009 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +** Copyright 2007-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 */ /* Platform-specific types and definitions for egl.h -* $Revision: 12306 $ on $Date: 2010-08-25 09:51:28 -0700 (Wed, 25 Aug 2010) $ -* -* Adopters may modify khrplatform.h and this file to suit their platform. -* You are encouraged to submit all modifications to the Khronos group so that -* they can be included in future versions of this file. Please submit changes -* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla) -* by filing a bug against product "EGL" component "Registry". -*/ + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * You are encouraged to submit all modifications to the Khronos group so that + * they can be included in future versions of this file. Please submit changes + * by filing an issue or pull request on the public Khronos EGL Registry, at + * https://www.github.com/KhronosGroup/EGL-Registry/ + */ /*#include <KHR/khrplatform.h>*/ /* Macros used in EGL function prototype declarations. -* -* EGL functions should be prototyped as: -* -* EGLAPI return-type EGLAPIENTRY eglFunction(arguments); -* typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); -* -* KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h -*/ + * + * EGL functions should be prototyped as: + * + * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); + * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); + * + * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h + */ #ifndef EGLAPI #define EGLAPI KHRONOS_APICALL @@ -375,39 +368,44 @@ typedef enum { #define EGLAPIENTRYP EGLAPIENTRY* /* The types NativeDisplayType, NativeWindowType, and NativePixmapType -* are aliases of window-system-dependent types, such as X Display * or -* Windows Device Context. They must be defined in platform-specific -* code below. The EGL-prefixed versions of Native*Type are the same -* types, renamed in EGL 1.3 so all types in the API start with "EGL". -* -* Khronos STRONGLY RECOMMENDS that you use the default definitions -* provided below, since these changes affect both binary and source -* portability of applications using EGL running on different EGL -* implementations. -*/ + * are aliases of window-system-dependent types, such as X Display * or + * Windows Device Context. They must be defined in platform-specific + * code below. The EGL-prefixed versions of Native*Type are the same + * types, renamed in EGL 1.3 so all types in the API start with "EGL". + * + * Khronos STRONGLY RECOMMENDS that you use the default definitions + * provided below, since these changes affect both binary and source + * portability of applications using EGL running on different EGL + * implementations. + */ + +#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) + +typedef void *EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; -#if defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ +#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> -#if __WINRT__ -#include <Unknwn.h> -typedef IUnknown * EGLNativeWindowType; -typedef IUnknown * EGLNativePixmapType; -typedef IUnknown * EGLNativeDisplayType; -#else typedef HDC EGLNativeDisplayType; typedef HBITMAP EGLNativePixmapType; typedef HWND EGLNativeWindowType; -#endif + +#elif defined(__EMSCRIPTEN__) + +typedef int EGLNativeDisplayType; +typedef int EGLNativePixmapType; +typedef int EGLNativeWindowType; #elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ typedef int EGLNativeDisplayType; -typedef void *EGLNativeWindowType; typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; #elif defined(WL_EGL_PLATFORM) @@ -421,31 +419,22 @@ typedef struct gbm_device *EGLNativeDisplayType; typedef struct gbm_bo *EGLNativePixmapType; typedef void *EGLNativeWindowType; -#elif defined(__ANDROID__) /* Android */ +#elif defined(__ANDROID__) || defined(ANDROID) struct ANativeWindow; struct egl_native_pixmap_t; -typedef struct ANativeWindow *EGLNativeWindowType; -typedef struct egl_native_pixmap_t *EGLNativePixmapType; -typedef void *EGLNativeDisplayType; - -#elif defined(MIR_EGL_PLATFORM) +typedef void* EGLNativeDisplayType; +typedef struct egl_native_pixmap_t* EGLNativePixmapType; +typedef struct ANativeWindow* EGLNativeWindowType; -#include <mir_toolkit/mir_client_library.h> -typedef MirEGLNativeDisplayType EGLNativeDisplayType; -typedef void *EGLNativePixmapType; -typedef MirEGLNativeWindowType EGLNativeWindowType; +#elif defined(USE_OZONE) -#elif defined(__unix__) - -#ifdef MESA_EGL_NO_X11_HEADERS - -typedef void *EGLNativeDisplayType; -typedef khronos_uintptr_t EGLNativePixmapType; -typedef khronos_uintptr_t EGLNativeWindowType; +typedef intptr_t EGLNativeDisplayType; +typedef intptr_t EGLNativePixmapType; +typedef intptr_t EGLNativeWindowType; -#else +#elif defined(USE_X11) /* X11 (tentative) */ #include <X11/Xlib.h> @@ -455,7 +444,31 @@ typedef Display *EGLNativeDisplayType; typedef Pixmap EGLNativePixmapType; typedef Window EGLNativeWindowType; -#endif /* MESA_EGL_NO_X11_HEADERS */ +#elif defined(__unix__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__APPLE__) + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__HAIKU__) + +#include <kernel/image.h> + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__Fuchsia__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; #else #error "Platform not recognized" @@ -468,16 +481,25 @@ typedef EGLNativeWindowType NativeWindowType; /* Define EGLint. This must be a signed integral type large enough to contain -* all legal attribute names and values passed into and out of EGL, whether -* their type is boolean, bitmask, enumerant (symbolic constant), integer, -* handle, or other. While in general a 32-bit integer will suffice, if -* handles are 64 bit types, then EGLint should be defined as a signed 64-bit -* integer type. -*/ + * all legal attribute names and values passed into and out of EGL, whether + * their type is boolean, bitmask, enumerant (symbolic constant), integer, + * handle, or other. While in general a 32-bit integer will suffice, if + * handles are 64 bit types, then EGLint should be defined as a signed 64-bit + * integer type. + */ typedef khronos_int32_t EGLint; + +/* C++ / C typecast macros for special EGL handle values */ +#if defined(__cplusplus) +#define EGL_CAST(type, value) (static_cast<type>(value)) +#else +#define EGL_CAST(type, value) ((type) (value)) +#endif + #endif /* __eglplatform_h */ + #ifndef __egl_h_ #define __egl_h_ 1 @@ -486,39 +508,24 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -/* Generated on date 20150623 */ +#ifndef EGL_EGL_PROTOTYPES +#define EGL_EGL_PROTOTYPES 1 +#endif + +/* Generated on date 20210901 */ /* Generated C header for: * API: egl @@ -533,6 +540,8 @@ extern "C" { #define EGL_VERSION_1_0 1 typedef unsigned int EGLBoolean; typedef void *EGLDisplay; +/*#include <KHR/khrplatform.h>*/ +/*#include <EGL/eglplatform.h>*/ typedef void *EGLConfig; typedef void *EGLSurface; typedef void *EGLContext; @@ -556,7 +565,7 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_CONFIG_ID 0x3028 #define EGL_CORE_NATIVE_ENGINE 0x305B #define EGL_DEPTH_SIZE 0x3025 -#define EGL_DONT_CARE ((EGLint)-1) +#define EGL_DONT_CARE EGL_CAST(EGLint,-1) #define EGL_DRAW 0x3059 #define EGL_EXTENSIONS 0x3055 #define EGL_FALSE 0 @@ -573,9 +582,9 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_NONE 0x3038 #define EGL_NON_CONFORMANT_CONFIG 0x3051 #define EGL_NOT_INITIALIZED 0x3001 -#define EGL_NO_CONTEXT ((EGLContext)0) -#define EGL_NO_DISPLAY ((EGLDisplay)0) -#define EGL_NO_SURFACE ((EGLSurface)0) +#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) +#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) +#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) #define EGL_PBUFFER_BIT 0x0001 #define EGL_PIXMAP_BIT 0x0002 #define EGL_READ 0x305A @@ -596,6 +605,31 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_VERSION 0x3054 #define EGL_WIDTH 0x3057 #define EGL_WINDOW_BIT 0x0004 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); +typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); @@ -620,6 +654,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); +#endif #endif /* EGL_VERSION_1_0 */ #ifndef EGL_VERSION_1_1 @@ -638,10 +673,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); #define EGL_TEXTURE_RGB 0x305D #define EGL_TEXTURE_RGBA 0x305E #define EGL_TEXTURE_TARGET 0x3081 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); +#endif #endif /* EGL_VERSION_1_1 */ #ifndef EGL_VERSION_1_2 @@ -675,13 +716,20 @@ typedef void *EGLClientBuffer; #define EGL_RGB_BUFFER 0x308E #define EGL_SINGLE_BUFFER 0x3085 #define EGL_SWAP_BEHAVIOR 0x3093 -#define EGL_UNKNOWN ((EGLint)-1) +#define EGL_UNKNOWN EGL_CAST(EGLint,-1) #define EGL_VERTICAL_RESOLUTION 0x3091 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); +#endif #endif /* EGL_VERSION_1_2 */ #ifndef EGL_VERSION_1_3 @@ -702,7 +750,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #ifndef EGL_VERSION_1_4 #define EGL_VERSION_1_4 1 -#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) +#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) #define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 #define EGL_MULTISAMPLE_RESOLVE 0x3099 #define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A @@ -710,7 +758,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #define EGL_OPENGL_API 0x30A2 #define EGL_OPENGL_BIT 0x0008 #define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); +#endif #endif /* EGL_VERSION_1_4 */ #ifndef EGL_VERSION_1_5 @@ -744,7 +795,7 @@ typedef void *EGLImage; #define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull #define EGL_TIMEOUT_EXPIRED 0x30F5 #define EGL_CONDITION_SATISFIED 0x30F6 -#define EGL_NO_SYNC ((EGLSync)0) +#define EGL_NO_SYNC EGL_CAST(EGLSync,0) #define EGL_SYNC_FENCE 0x30F9 #define EGL_GL_COLORSPACE 0x309D #define EGL_GL_COLORSPACE_SRGB 0x3089 @@ -761,7 +812,18 @@ typedef void *EGLImage; #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 #define EGL_IMAGE_PRESERVED 0x30D2 -#define EGL_NO_IMAGE ((EGLImage)0) +#define EGL_NO_IMAGE EGL_CAST(EGLImage,0) +typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); +#if EGL_EGL_PROTOTYPES EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); @@ -772,6 +834,7 @@ EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *nat EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); +#endif #endif /* EGL_VERSION_1_5 */ #ifdef __cplusplus @@ -781,7 +844,6 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint #endif /* __egl_h_ */ - #ifndef __eglext_h_ #define __eglext_h_ 1 @@ -790,39 +852,20 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -#define EGL_EGLEXT_VERSION 20150623 +#define EGL_EGLEXT_VERSION 20210901 /* Generated C header for: * API: egl @@ -861,6 +904,13 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 #endif /* EGL_KHR_config_attribs */ +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#endif /* EGL_KHR_context_flush_control */ + #ifndef EGL_KHR_create_context #define EGL_KHR_create_context 1 #define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 @@ -883,6 +933,42 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 #endif /* EGL_KHR_create_context_no_error */ +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); +typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); +EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#endif +#endif /* EGL_KHR_debug */ + +#ifndef EGL_KHR_display_reference +#define EGL_KHR_display_reference 1 +#define EGL_TRACK_REFERENCES_KHR 0x3352 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#endif +#endif /* EGL_KHR_display_reference */ + #ifndef EGL_KHR_fence_sync #define EGL_KHR_fence_sync 1 typedef khronos_utime_nanoseconds_t EGLTimeKHR; @@ -945,7 +1031,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sy #define EGL_KHR_image 1 typedef void *EGLImageKHR; #define EGL_NATIVE_PIXMAP_KHR 0x30B0 -#define EGL_NO_IMAGE_KHR ((EGLImageKHR)0) +#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1007,6 +1093,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface s #endif #endif /* EGL_KHR_lock_surface3 */ +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 +#endif /* EGL_KHR_mutable_render_buffer */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 +#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) +#endif /* EGL_KHR_no_config_context */ + #ifndef EGL_KHR_partial_update #define EGL_KHR_partial_update 1 #define EGL_BUFFER_AGE_KHR 0x313D @@ -1049,7 +1145,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface #define EGL_SYNC_REUSABLE_KHR 0x30FA #define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 #define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull -#define EGL_NO_SYNC_KHR ((EGLSyncKHR)0) +#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); @@ -1062,7 +1158,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, typedef void *EGLStreamKHR; typedef khronos_uint64_t EGLuint64KHR; #ifdef KHRONOS_SUPPORT_INT64 -#define EGL_NO_STREAM_KHR ((EGLStreamKHR)0) +#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) #define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 #define EGL_PRODUCER_FRAME_KHR 0x3212 #define EGL_CONSUMER_FRAME_KHR 0x3213 @@ -1090,6 +1186,24 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_stream */ +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream_attrib */ + #ifndef EGL_KHR_stream_consumer_gltexture #define EGL_KHR_stream_consumer_gltexture 1 #ifdef EGL_KHR_stream @@ -1109,7 +1223,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLSt #define EGL_KHR_stream_cross_process_fd 1 typedef int EGLNativeFileDescriptorKHR; #ifdef EGL_KHR_stream -#define EGL_NO_FILE_DESCRIPTOR_KHR ((EGLNativeFileDescriptorKHR)(-1)) +#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1156,9 +1270,9 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, #ifndef EGL_KHR_swap_buffers_with_damage #define EGL_KHR_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_KHR_swap_buffers_with_damage */ @@ -1175,6 +1289,10 @@ EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLin #endif #endif /* EGL_KHR_wait_sync */ +#ifndef EGL_ANDROID_GLES_layers +#define EGL_ANDROID_GLES_layers 1 +#endif /* EGL_ANDROID_GLES_layers */ + #ifndef EGL_ANDROID_blob_cache #define EGL_ANDROID_blob_cache 1 typedef khronos_ssize_t EGLsizeiANDROID; @@ -1186,11 +1304,69 @@ EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobF #endif #endif /* EGL_ANDROID_blob_cache */ +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); +#endif +#endif /* EGL_ANDROID_create_native_client_buffer */ + #ifndef EGL_ANDROID_framebuffer_target #define EGL_ANDROID_framebuffer_target 1 #define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 #endif /* EGL_ANDROID_framebuffer_target */ +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +#ifndef EGL_ANDROID_get_frame_timestamps +#define EGL_ANDROID_get_frame_timestamps 1 +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; +#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) +#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) +#define EGL_TIMESTAMPS_ANDROID 0x3430 +#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 +#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 +#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 +#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 +#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 +#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 +#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 +#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 +#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 +#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A +#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B +#define EGL_READS_DONE_TIME_ANDROID 0x343C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#endif +#endif /* EGL_ANDROID_get_frame_timestamps */ + +#ifndef EGL_ANDROID_get_native_client_buffer +#define EGL_ANDROID_get_native_client_buffer 1 +struct AHardwareBuffer; +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); +#endif +#endif /* EGL_ANDROID_get_native_client_buffer */ + #ifndef EGL_ANDROID_image_native_buffer #define EGL_ANDROID_image_native_buffer 1 #define EGL_NATIVE_BUFFER_ANDROID 0x3140 @@ -1208,6 +1384,14 @@ EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR #endif #endif /* EGL_ANDROID_native_fence_sync */ +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#endif +#endif /* EGL_ANDROID_presentation_time */ + #ifndef EGL_ANDROID_recordable #define EGL_ANDROID_recordable 1 #define EGL_RECORDABLE_ANDROID 0x3142 @@ -1236,16 +1420,40 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 #endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ +#ifndef EGL_ANGLE_sync_control_rate +#define EGL_ANGLE_sync_control_rate 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#endif +#endif /* EGL_ANGLE_sync_control_rate */ + #ifndef EGL_ANGLE_window_fixed_size #define EGL_ANGLE_window_fixed_size 1 #define EGL_FIXED_SIZE_ANGLE 0x3201 #endif /* EGL_ANGLE_window_fixed_size */ +#ifndef EGL_ARM_image_format +#define EGL_ARM_image_format 1 +#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 +#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 +#endif /* EGL_ARM_image_format */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A +#endif /* EGL_ARM_implicit_external_sync */ + #ifndef EGL_ARM_pixmap_multisample_discard #define EGL_ARM_pixmap_multisample_discard 1 #define EGL_DISCARD_SAMPLES_ARM 0x3286 #endif /* EGL_ARM_pixmap_multisample_discard */ +#ifndef EGL_EXT_bind_to_front +#define EGL_EXT_bind_to_front 1 +#define EGL_FRONT_BUFFER_EXT 0x3464 +#endif /* EGL_EXT_bind_to_front */ + #ifndef EGL_EXT_buffer_age #define EGL_EXT_buffer_age 1 #define EGL_BUFFER_AGE_EXT 0x313D @@ -1255,6 +1463,45 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_EXT_client_extensions 1 #endif /* EGL_EXT_client_extensions */ +#ifndef EGL_EXT_client_sync +#define EGL_EXT_client_sync 1 +#define EGL_SYNC_CLIENT_EXT 0x3364 +#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_client_sync */ + +#ifndef EGL_EXT_compositor +#define EGL_EXT_compositor 1 +#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 +#define EGL_EXTERNAL_REF_ID_EXT 0x3461 +#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 +#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); +#endif +#endif /* EGL_EXT_compositor */ + +#ifndef EGL_EXT_config_select_group +#define EGL_EXT_config_select_group 1 +#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 +#endif /* EGL_EXT_config_select_group */ + #ifndef EGL_EXT_create_context_robustness #define EGL_EXT_create_context_robustness 1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF @@ -1266,7 +1513,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #ifndef EGL_EXT_device_base #define EGL_EXT_device_base 1 typedef void *EGLDeviceEXT; -#define EGL_NO_DEVICE_EXT ((EGLDeviceEXT)(0)) +#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) #define EGL_BAD_DEVICE_EXT 0x322B #define EGL_DEVICE_EXT 0x322C typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); @@ -1284,8 +1531,14 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_drm #define EGL_EXT_device_drm 1 #define EGL_DRM_DEVICE_FILE_EXT 0x3233 +#define EGL_DRM_MASTER_FD_EXT 0x333C #endif /* EGL_EXT_device_drm */ +#ifndef EGL_EXT_device_drm_render_node +#define EGL_EXT_device_drm_render_node 1 +#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 +#endif /* EGL_EXT_device_drm_render_node */ + #ifndef EGL_EXT_device_enumeration #define EGL_EXT_device_enumeration 1 #endif /* EGL_EXT_device_enumeration */ @@ -1293,12 +1546,64 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_openwf #define EGL_EXT_device_openwf 1 #define EGL_OPENWF_DEVICE_ID_EXT 0x3237 +#define EGL_OPENWF_DEVICE_EXT 0x333D #endif /* EGL_EXT_device_openwf */ +#ifndef EGL_EXT_device_persistent_id +#define EGL_EXT_device_persistent_id 1 +#define EGL_DEVICE_UUID_EXT 0x335C +#define EGL_DRIVER_UUID_EXT 0x335D +#define EGL_DRIVER_NAME_EXT 0x335E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#endif +#endif /* EGL_EXT_device_persistent_id */ + #ifndef EGL_EXT_device_query #define EGL_EXT_device_query 1 #endif /* EGL_EXT_device_query */ +#ifndef EGL_EXT_device_query_name +#define EGL_EXT_device_query_name 1 +#define EGL_RENDERER_EXT 0x335F +#endif /* EGL_EXT_device_query_name */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +#ifndef EGL_EXT_gl_colorspace_display_p3 +#define EGL_EXT_gl_colorspace_display_p3 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 +#endif /* EGL_EXT_gl_colorspace_display_p3 */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_linear +#define EGL_EXT_gl_colorspace_display_p3_linear 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 +#endif /* EGL_EXT_gl_colorspace_display_p3_linear */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough +#define EGL_EXT_gl_colorspace_display_p3_passthrough 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 +#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ + +#ifndef EGL_EXT_gl_colorspace_scrgb +#define EGL_EXT_gl_colorspace_scrgb 1 +#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 +#endif /* EGL_EXT_gl_colorspace_scrgb */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + #ifndef EGL_EXT_image_dma_buf_import #define EGL_EXT_image_dma_buf_import 1 #define EGL_LINUX_DMA_BUF_EXT 0x3270 @@ -1325,6 +1630,39 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 #endif /* EGL_EXT_image_dma_buf_import */ +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#endif +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifndef EGL_EXT_image_gl_colorspace +#define EGL_EXT_image_gl_colorspace 1 +#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D +#endif /* EGL_EXT_image_gl_colorspace */ + +#ifndef EGL_EXT_image_implicit_sync_control +#define EGL_EXT_image_implicit_sync_control 1 +#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 +#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 +#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 +#endif /* EGL_EXT_image_implicit_sync_control */ + #ifndef EGL_EXT_multiview_window #define EGL_EXT_multiview_window 1 #define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 @@ -1334,8 +1672,8 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_EXT_output_base 1 typedef void *EGLOutputLayerEXT; typedef void *EGLOutputPortEXT; -#define EGL_NO_OUTPUT_LAYER_EXT ((EGLOutputLayerEXT)0) -#define EGL_NO_OUTPUT_PORT_EXT ((EGLOutputPortEXT)0) +#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) +#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) #define EGL_BAD_OUTPUT_LAYER_EXT 0x322D #define EGL_BAD_OUTPUT_PORT_EXT 0x322E #define EGL_SWAP_INTERVAL_EXT 0x322F @@ -1372,6 +1710,13 @@ EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLO #define EGL_OPENWF_PORT_ID_EXT 0x3239 #endif /* EGL_EXT_output_openwf */ +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B +#endif /* EGL_EXT_pixel_format_float */ + #ifndef EGL_EXT_platform_base #define EGL_EXT_platform_base 1 typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); @@ -1400,9 +1745,24 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, #define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 #endif /* EGL_EXT_platform_x11 */ +#ifndef EGL_EXT_platform_xcb +#define EGL_EXT_platform_xcb 1 +#define EGL_PLATFORM_XCB_EXT 0x31DC +#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE +#endif /* EGL_EXT_platform_xcb */ + +#ifndef EGL_EXT_present_opaque +#define EGL_EXT_present_opaque 1 +#define EGL_PRESENT_OPAQUE_EXT 0x31DF +#endif /* EGL_EXT_present_opaque */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 +#endif /* EGL_EXT_protected_content */ + #ifndef EGL_EXT_protected_surface #define EGL_EXT_protected_surface 1 -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 #endif /* EGL_EXT_protected_surface */ #ifndef EGL_EXT_stream_consumer_egloutput @@ -1413,14 +1773,43 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr #endif #endif /* EGL_EXT_stream_consumer_egloutput */ +#ifndef EGL_EXT_surface_CTA861_3_metadata +#define EGL_EXT_surface_CTA861_3_metadata 1 +#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 +#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 +#endif /* EGL_EXT_surface_CTA861_3_metadata */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A +#define EGL_METADATA_SCALING_EXT 50000 +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + #ifndef EGL_EXT_swap_buffers_with_damage #define EGL_EXT_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_EXT_swap_buffers_with_damage */ +#ifndef EGL_EXT_sync_reuse +#define EGL_EXT_sync_reuse 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_sync_reuse */ + #ifndef EGL_EXT_yuv_surface #define EGL_EXT_yuv_surface 1 #define EGL_YUV_ORDER_EXT 0x3301 @@ -1481,6 +1870,12 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif /* EGL_IMG_context_priority */ +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 +#endif /* EGL_IMG_image_plane_attribs */ + #ifndef EGL_MESA_drm_image #define EGL_MESA_drm_image 1 #define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 @@ -1490,6 +1885,7 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 #define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 #define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1513,6 +1909,21 @@ EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImage #define EGL_PLATFORM_GBM_MESA 0x31D7 #endif /* EGL_MESA_platform_gbm */ +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD +#endif /* EGL_MESA_platform_surfaceless */ + +#ifndef EGL_MESA_query_driver +#define EGL_MESA_query_driver 1 +typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); +typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); +EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); +#endif +#endif /* EGL_MESA_query_driver */ + #ifndef EGL_NOK_swap_region #define EGL_NOK_swap_region 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); @@ -1539,6 +1950,11 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurfa #define EGL_AUTO_STEREO_NV 0x3136 #endif /* EGL_NV_3dvision_surface */ +#ifndef EGL_NV_context_priority_realtime +#define EGL_NV_context_priority_realtime 1 +#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 +#endif /* EGL_NV_context_priority_realtime */ + #ifndef EGL_NV_coverage_sample #define EGL_NV_coverage_sample 1 #define EGL_COVERAGE_BUFFERS_NV 0x30E0 @@ -1596,6 +2012,181 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur #endif #endif /* EGL_NV_post_sub_buffer */ +#ifndef EGL_NV_quadruple_buffer +#define EGL_NV_quadruple_buffer 1 +#define EGL_QUADRUPLE_BUFFER_NV 0x3231 +#endif /* EGL_NV_quadruple_buffer */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#endif /* EGL_NV_robustness_video_memory_purge */ + +#ifndef EGL_NV_stream_consumer_eglimage +#define EGL_NV_stream_consumer_eglimage 1 +#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 +#define EGL_STREAM_IMAGE_ADD_NV 0x3374 +#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 +#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#endif +#endif /* EGL_NV_stream_consumer_eglimage */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E +#endif /* EGL_NV_stream_cross_display */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D +#endif /* EGL_NV_stream_cross_object */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F +#endif /* EGL_NV_stream_cross_partition */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 +#endif /* EGL_NV_stream_cross_process */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F +#endif /* EGL_NV_stream_cross_system */ + +#ifndef EGL_NV_stream_dma +#define EGL_NV_stream_dma 1 +#define EGL_STREAM_DMA_NV 0x3371 +#define EGL_STREAM_DMA_SERVER_NV 0x3372 +#endif /* EGL_NV_stream_dma */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A +#endif /* EGL_NV_stream_fifo_next */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 +#endif /* EGL_NV_stream_fifo_synchronous */ + +#ifndef EGL_NV_stream_flush +#define EGL_NV_stream_flush 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_flush */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 +#endif /* EGL_NV_stream_frame_limits */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_PENDING_METADATA_NV 0x3328 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#endif +#endif /* EGL_NV_stream_metadata */ + +#ifndef EGL_NV_stream_origin +#define EGL_NV_stream_origin 1 +#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 +#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 +#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 +#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 +#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A +#define EGL_LEFT_NV 0x336B +#define EGL_RIGHT_NV 0x336C +#define EGL_TOP_NV 0x336D +#define EGL_BOTTOM_NV 0x336E +#define EGL_X_AXIS_NV 0x336F +#define EGL_Y_AXIS_NV 0x3370 +#endif /* EGL_NV_stream_origin */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#endif /* EGL_NV_stream_remote */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_reset */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D +#endif /* EGL_NV_stream_socket */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 +#define EGL_SOCKET_TYPE_INET_NV 0x324F +#endif /* EGL_NV_stream_socket_inet */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E +#endif /* EGL_NV_stream_socket_unix */ + #ifndef EGL_NV_stream_sync #define EGL_NV_stream_sync 1 #define EGL_SYNC_NEW_FRAME_NV 0x321F @@ -1622,7 +2213,7 @@ typedef khronos_utime_nanoseconds_t EGLTimeNV; #define EGL_SYNC_TYPE_NV 0x30ED #define EGL_SYNC_CONDITION_NV 0x30EE #define EGL_SYNC_FENCE_NV 0x30EF -#define EGL_NO_SYNC_NV ((EGLSyncNV)0) +#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); @@ -1653,6 +2244,11 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_NV_system_time */ +#ifndef EGL_NV_triple_buffer +#define EGL_NV_triple_buffer 1 +#define EGL_TRIPLE_BUFFER_NV 0x3230 +#endif /* EGL_NV_triple_buffer */ + #ifndef EGL_TIZEN_image_native_buffer #define EGL_TIZEN_image_native_buffer 1 #define EGL_NATIVE_BUFFER_TIZEN 0x32A0 @@ -1663,11 +2259,44 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #define EGL_NATIVE_SURFACE_TIZEN 0x32A1 #endif /* EGL_TIZEN_image_native_surface */ +#ifndef EGL_WL_bind_wayland_display +#define EGL_WL_bind_wayland_display 1 +#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC +#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC +#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC +struct wl_display; +struct wl_resource; +#define EGL_WAYLAND_BUFFER_WL 0x31D5 +#define EGL_WAYLAND_PLANE_WL 0x31D6 +#define EGL_TEXTURE_Y_U_V_WL 0x31D7 +#define EGL_TEXTURE_Y_UV_WL 0x31D8 +#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 +#define EGL_TEXTURE_EXTERNAL_WL 0x31DA +#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#endif +#endif /* EGL_WL_bind_wayland_display */ + +#ifndef EGL_WL_create_wayland_buffer_from_image +#define EGL_WL_create_wayland_buffer_from_image 1 +#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC +struct wl_buffer; +typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_WL_create_wayland_buffer_from_image */ + #ifdef __cplusplus } #endif #endif /* __eglext_h_ */ - #endif /* _MSC_VER */ diff --git a/libs/SDL2/include/SDL_endian.h b/libs/SDL2/include/SDL_endian.h index 54d5d486d75e1edb14add43ef43d056edb2e4bed..46c29625362166e610e711c5cfc61d0644d84868 100644 --- a/libs/SDL2/include/SDL_endian.h +++ b/libs/SDL2/include/SDL_endian.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,23 @@ #include "SDL_stdinc.h" +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* 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 */ @@ -42,10 +59,16 @@ #ifdef __linux__ #include <endian.h> #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__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ - (defined(__MIPS__) && defined(__MISPEB__)) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \ defined(__sparc__) #define SDL_BYTEORDER SDL_BIG_ENDIAN @@ -65,22 +88,45 @@ extern "C" { /** * \file SDL_endian.h */ -#if defined(__GNUC__) && defined(__i386__) && \ - !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */) + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ushort) +#define SDL_Swap16(x) _byteswap_ushort(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -89,7 +135,7 @@ SDL_Swap16(Uint16 x) __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); return (Uint16)result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -97,7 +143,7 @@ SDL_Swap16(Uint16 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint16 SDL_Swap16(Uint16); +extern __inline Uint16 SDL_Swap16(Uint16); #pragma aux SDL_Swap16 = \ "xchg al, ah" \ parm [ax] \ @@ -110,32 +156,37 @@ SDL_Swap16(Uint16 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ulong) +#define SDL_Swap32(x) _byteswap_ulong(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswap %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswapl %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { Uint32 result; - __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,%2,24,0,7": "=&r"(result):"0"(result), "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,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); return result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { @@ -143,20 +194,11 @@ SDL_Swap32(Uint32 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint32 SDL_Swap32(Uint32); -#ifndef __SW_3 /* 486+ */ +extern __inline Uint32 SDL_Swap32(Uint32); #pragma aux SDL_Swap32 = \ "bswap eax" \ parm [eax] \ modify [eax]; -#else /* 386-only */ -#pragma aux SDL_Swap32 = \ - "xchg al, ah" \ - "ror eax, 16" \ - "xchg al, ah" \ - parm [eax] \ - modify [eax]; -#endif #else SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) @@ -166,31 +208,42 @@ SDL_Swap32(Uint32 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_uint64) +#define SDL_Swap64(x) _byteswap_uint64(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { - union - { - struct - { + union { + struct { Uint32 a, b; } s; Uint64 u; } v; v.u = x; - __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a), - "1"(v.s. - b)); + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); return v.u; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { __asm__("bswapq %0": "=r"(x):"0"(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]; #else SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) @@ -212,8 +265,7 @@ SDL_Swap64(Uint64 x) SDL_FORCE_INLINE float SDL_SwapFloat(float x) { - union - { + union { float f; Uint32 ui32; } swapper; @@ -222,6 +274,11 @@ SDL_SwapFloat(float x) return swapper.f; } +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 /** * \name Swap to native @@ -229,22 +286,22 @@ SDL_SwapFloat(float x) */ /* @{ */ #if SDL_BYTEORDER == SDL_LIL_ENDIAN -#define SDL_SwapLE16(X) (X) -#define SDL_SwapLE32(X) (X) -#define SDL_SwapLE64(X) (X) +#define SDL_SwapLE16(X) (X) +#define SDL_SwapLE32(X) (X) +#define SDL_SwapLE64(X) (X) #define SDL_SwapFloatLE(X) (X) -#define SDL_SwapBE16(X) SDL_Swap16(X) -#define SDL_SwapBE32(X) SDL_Swap32(X) -#define SDL_SwapBE64(X) SDL_Swap64(X) +#define SDL_SwapBE16(X) SDL_Swap16(X) +#define SDL_SwapBE32(X) SDL_Swap32(X) +#define SDL_SwapBE64(X) SDL_Swap64(X) #define SDL_SwapFloatBE(X) SDL_SwapFloat(X) #else -#define SDL_SwapLE16(X) SDL_Swap16(X) -#define SDL_SwapLE32(X) SDL_Swap32(X) -#define SDL_SwapLE64(X) SDL_Swap64(X) +#define SDL_SwapLE16(X) SDL_Swap16(X) +#define SDL_SwapLE32(X) SDL_Swap32(X) +#define SDL_SwapLE64(X) SDL_Swap64(X) #define SDL_SwapFloatLE(X) SDL_SwapFloat(X) -#define SDL_SwapBE16(X) (X) -#define SDL_SwapBE32(X) (X) -#define SDL_SwapBE64(X) (X) +#define SDL_SwapBE16(X) (X) +#define SDL_SwapBE32(X) (X) +#define SDL_SwapBE64(X) (X) #define SDL_SwapFloatBE(X) (X) #endif /* @} *//* Swap to native */ diff --git a/libs/SDL2/include/SDL_error.h b/libs/SDL2/include/SDL_error.h index 24416e693545423e54990eebfb19a825bb4197a0..5c961e4284ef46afb1eb62bd39d9520c2e058119 100644 --- a/libs/SDL2/include/SDL_error.h +++ b/libs/SDL2/include/SDL_error.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,9 +37,96 @@ extern "C" { #endif /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + */ 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(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ 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. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GetError + */ +extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen); + +/** + * Clear any previous error message for this thread. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ extern DECLSPEC void SDLCALL SDL_ClearError(void); /** diff --git a/libs/SDL2/include/SDL_events.h b/libs/SDL2/include/SDL_events.h index 282b9fb766d855da2be34246f13b702b5ab7abe2..3722a6311a8f35be8ce8798754dba8450b0e5703 100644 --- a/libs/SDL2/include/SDL_events.h +++ b/libs/SDL2/include/SDL_events.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,7 +50,7 @@ extern "C" { #define SDL_PRESSED 1 /** - * \brief The types of events that can be delivered. + * The types of events that can be delivered. */ typedef enum { @@ -85,6 +85,8 @@ typedef enum Called on Android in onResume() */ + SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ + /* Display events */ 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_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ 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 */ SDL_FINGERDOWN = 0x700, @@ -154,6 +160,9 @@ typedef enum SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + /* Internal events */ + SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, * and should be allocated with SDL_RegisterEvents() */ @@ -292,6 +301,8 @@ typedef struct SDL_MouseWheelEvent Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */ + float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */ } SDL_MouseWheelEvent; /** @@ -413,6 +424,33 @@ typedef struct SDL_ControllerDeviceEvent Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ } 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.*) */ @@ -442,6 +480,7 @@ typedef struct SDL_TouchFingerEvent float dx; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */ float pressure; /**< Normalized in the range 0...1 */ + Uint32 windowID; /**< The window underneath the finger, if any */ } SDL_TouchFingerEvent; @@ -556,56 +595,79 @@ typedef struct SDL_SysWMEvent */ typedef union SDL_Event { - Uint32 type; /**< Event type, shared with all events */ - SDL_CommonEvent common; /**< Common event data */ - SDL_DisplayEvent display; /**< Window event data */ - SDL_WindowEvent window; /**< Window event data */ - SDL_KeyboardEvent key; /**< Keyboard event data */ - SDL_TextEditingEvent edit; /**< Text editing event data */ - SDL_TextInputEvent text; /**< Text input event data */ - SDL_MouseMotionEvent motion; /**< Mouse motion event data */ - SDL_MouseButtonEvent button; /**< Mouse button event data */ - SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ - SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ - SDL_JoyBallEvent jball; /**< Joystick ball event data */ - SDL_JoyHatEvent jhat; /**< Joystick hat event data */ - SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ - SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ - SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ - SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ - SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ - SDL_AudioDeviceEvent adevice; /**< Audio device event data */ - SDL_SensorEvent sensor; /**< Sensor event data */ - SDL_QuitEvent quit; /**< Quit request event data */ - SDL_UserEvent user; /**< Custom event data */ - SDL_SysWMEvent syswm; /**< System dependent window event data */ - SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ - SDL_MultiGestureEvent mgesture; /**< Gesture event data */ - SDL_DollarGestureEvent dgesture; /**< Gesture event data */ - SDL_DropEvent drop; /**< Drag and drop event data */ - - /* This is necessary for ABI compatibility between Visual C++ and GCC - 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 - within the union, which is 8 bytes. + Uint32 type; /**< Event type, shared with all events */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ + SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ + SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ + SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ + SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_SysWMEvent syswm; /**< System dependent window event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_MultiGestureEvent mgesture; /**< Gesture event data */ + SDL_DollarGestureEvent dgesture; /**< Gesture event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + 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. + + 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; /* 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 */ /** - * 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. + * + * **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. * - * This function updates the event queue and internal input device state. + * 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. * - * This should only be run in the thread that sets the video mode. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent */ extern DECLSPEC void SDLCALL SDL_PumpEvents(void); @@ -618,22 +680,42 @@ typedef enum } 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: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * 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_ADDEVENT, up to \c numevents events will be added to - * the back of the event queue. + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). * - * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will not be removed from the queue. + * This function is thread-safe. * - * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will be removed from the queue. + * \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. * - * \return The number of events actually stored, or -1 if there was an error. + * \since This function is available since SDL 2.0.0. * - * 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, SDL_eventaction action, @@ -641,113 +723,354 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents + */ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); /** - * This function clears events 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() - * on the main thread immediately before the flush call. + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvents */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvent + */ 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 may implicitly call 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. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: * - * \return 1 if there are any pending events, or 0 if there are none available. + * ```c + * 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. + * } * - * \param event If not NULL, the next event is removed from the queue and - * stored in that area. + * // 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \brief Waits indefinitely for the next available event. + * Wait indefinitely for the next available 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 may implicitly call 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 - * stored in that area. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEventTimeout */ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); /** - * \brief Waits until the specified timeout (in milliseconds) for the next - * available event. + * Wait until the specified timeout (in milliseconds) for the next available + * 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 may implicitly call 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 - * stored in that area. - * \param timeout The timeout (in milliseconds) to wait for next event. + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEvent */ extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, 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. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. * - * \return 1 on success, 0 if the event was filtered, or -1 if the event queue - * was full or there was some other error. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents */ 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); /** - * Sets up a filter to process all events before they change internal state and - * are posted to the internal event queue. + * Set up a filter to process all events before they change internal state and + * are posted to the internal event queue. + * + * If the filter function returns 1 when called, then the event will be added + * to the internal queue. If it returns 0, then the event will be dropped from + * the queue, but the internal state will still be updated. This allows + * selective filtering of dynamically arriving events. * - * The filter is prototyped as: - * \code - * int SDL_EventFilter(void *userdata, SDL_Event * event); - * \endcode + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! * - * If the filter returns 1, then the event will be added to the internal queue. - * If it returns 0, then the event will be dropped from the queue, but the - * internal state will still be updated. This allows selective filtering of - * dynamically arriving events. + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. * - * \warning Be very careful of what you do in the event filter function, as - * it may run in a different thread! + * 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 + * application window. If the event filter returns 1, then the window will be + * closed, otherwise the window will remain open if possible. * - * 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 - * application window. If the event filter returns 1, then the window will - * be closed, otherwise the window will remain open if possible. + * Note: Disabled events never make it to the event filter function; see + * SDL_EventState(). * - * If the quit event is generated by an interrupt signal, it will bypass the - * internal queue and be delivered to the application at the next event poll. + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_EventState + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent */ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); /** - * Return the current event filter - can be used to "chain" filters. - * If there is no event filter set, this function returns SDL_FALSE. + * Query the current event filter. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetEventFilter */ extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelEventWatch + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch */ extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata); /** - * Run the filter function on the current event queue, removing any - * events for which the filter returns 0. + * Run a specific filter function on the current event queue, removing any + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); @@ -759,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, #define SDL_ENABLE 1 /** - * This function allows you to set the state of processing certain events. - * - If \c state is set to ::SDL_IGNORE, that event will be automatically - * dropped from the event queue and will not be filtered. - * - If \c state is set to ::SDL_ENABLE, that event will be processed - * normally. - * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the - * current processing state of the specified event. + * Set the state of processing events by type. + * + * `state` may be any of the following: + * + * - `SDL_QUERY`: returns the current processing state of the specified event + * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventState */ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); /* @} */ #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) /** - * This function allocates a set of user-defined events, and returns - * the beginning event number for that set of events. + * Allocate a set of user-defined events, and return the beginning event + * 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 - * returns (Uint32)-1 + * \sa SDL_PushEvent */ extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); diff --git a/libs/SDL2/include/SDL_filesystem.h b/libs/SDL2/include/SDL_filesystem.h index 6d97e589637b5224a1349c24b90c86a843d6c2cc..16f02e287dd7fc4cbb7f5c2d9c106603b10146af 100644 --- a/libs/SDL2/include/SDL_filesystem.h +++ b/libs/SDL2/include/SDL_filesystem.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,88 +38,97 @@ extern "C" { #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 - * from, which is probably the installation directory, and may or may not - * be the process's current working directory. + * This is not necessarily a fast call, so you should call this once near + * startup and save the string if you need it. * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). + * **Mac OS X and iOS Specific Functionality**: If the application is in a + * ".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 - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): * - * Some platforms can't determine the application's path, and on other - * platforms, this might be meaningless. In such cases, this function will - * return NULL. + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For 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 */ 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 - * files (preferences and save games, etc) that are specific to your - * application. This directory is unique per user, per application. + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. * - * This function will decide the appropriate location in the native filesystem, - * create the directory if necessary, and return a string of the absolute - * path to the directory in UTF-8 encoding. + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. * * On Windows, the string might look like: - * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\" * - * On Linux, the string might look like: - * "/home/bob/.local/share/My Program Name/" + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\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: - * "/Users/bob/Library/Application Support/My Program Name/" - * - * (etc.) - * - * You specify the name of your organization (if it's not a real organization, - * your name or an Internet domain you own might do) and the name of your - * application. These should be untranslated proper names. - * - * Both the org and app strings may become part of a directory name, so - * please follow these rules: - * - * - Try to use the same org string (including case-sensitivity) for - * all your applications that use this function. - * - Always use a unique app string for each one, and make sure it never - * changes for an app once you've decided on it. - * - Unicode characters are legal, as long as it's UTF-8 encoded, but... - * - ...only use letters, numbers, and spaces. Avoid punctuation like - * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. - * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). - * - * The pointer returned by this function is owned by you. Please call - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. - * - * You should assume the path returned by this function is the only safe - * place to write files (and that SDL_GetBasePath(), while it might be - * writable, or even the parent of the returned path, aren't where you - * should be writing things). - * - * 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). + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as it's UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * 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. + * + * \param org the name of your organization + * \param app the name of your application + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). + * + * \since This function is available since SDL 2.0.1. * * \sa SDL_GetBasePath */ diff --git a/libs/SDL2/include/SDL_gamecontroller.h b/libs/SDL2/include/SDL_gamecontroller.h index ebde387156518843140f75c933f55d26d71ccb84..bdd9b899389c2eb76d081da8f8ad5da4f1b903d9 100644 --- a/libs/SDL2/include/SDL_gamecontroller.h +++ b/libs/SDL2/include/SDL_gamecontroller.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -31,6 +31,7 @@ #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_rwops.h" +#include "SDL_sensor.h" #include "SDL_joystick.h" #include "begin_code.h" @@ -57,6 +58,19 @@ extern "C" { struct _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 { @@ -87,6 +101,8 @@ typedef struct SDL_GameControllerButtonBind /** * To count the number of game controllers in the system for the following: + * + * ```c * int nJoysticks = SDL_NumJoysticks(); * int nGameControllers = 0; * for (int i = 0; i < nJoysticks; i++) { @@ -94,6 +110,7 @@ typedef struct SDL_GameControllerButtonBind * 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: * guid,name,mappings @@ -107,17 +124,39 @@ typedef struct SDL_GameControllerButtonBind * Buttons can be used as a controller axis and vice versa. * * 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() - * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt + * Load a set of Game Controller mappings from a seekable SDL data stream. + * + * 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). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. * - * If \c freerw is non-zero, the stream will be closed after being read. - * - * \return number of mappings added, -1 on error + * \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); @@ -129,133 +168,372 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, #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: + * + * ```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. + * + * \since This function is available since SDL 2.0.0. * - * \return 1 if mapping is added, 0 if updated, -1 on error + * \sa SDL_GameControllerMapping + * \sa SDL_GameControllerMappingForGUID */ 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. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); /** - * Get the mapping at a particular index. + * Get the mapping at a particular index. + * + * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if + * the index is out of range. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. + * \since This function is available since SDL 2.0.6. */ 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(). + * + * \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. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID */ 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(). + * + * Details about mappings are discussed with SDL_GameControllerAddMapping(). * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \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); /** - * Get the implementation dependent name of a game controller. - * This can be called before any controllers are opened. - * If no name can be found, this function returns NULL. + * Get the implementation dependent name for the game controller. + * + * 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); /** - * Get the mapping of a game controller. - * This can be called before any controllers are opened. + * Get the type of a game controller. + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); /** - * 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 - * controller events. The joystick's instance id (::SDL_JoystickID) will be - * used there instead. + * Open a game controller for use. + * + * `joystick_index` is the same as the `device_index` passed to + * SDL_JoystickOpen(). + * + * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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); /** - * Get the player index of an opened game controller, or -1 if it's not available + * Get the type of this currently opened controller + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); /** - * Get the USB vendor ID of an opened controller, if available. - * If the vendor ID isn't available this function returns 0. + * Set the player index of an opened game controller. + * + * \param gamecontroller the game controller object to adjust. + * \param player_index Player index to assign to this controller. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); + +/** + * Get the USB vendor ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); + +/** + * Get the USB product ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); /** - * Get the USB product ID of an opened controller, if available. - * If the product ID isn't available this function returns 0. + * Get the product version of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); /** - * Get the product version of an opened controller, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); +extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); /** - * Returns SDL_TRUE if the controller has been opened and currently connected, - * or SDL_FALSE if it has not. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerClose + * \sa SDL_GameControllerOpen */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, + * and 1 will have any effect. Other numbers will just be returned. + * + * \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. * - * If controller events are disabled, you must call SDL_GameControllerUpdate() - * yourself and check the state of the controller when you want controller - * information. + * \since This function is available since SDL 2.0.0. * - * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. + * \sa SDL_JoystickEventState */ 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 - * events are enabled. + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); @@ -282,33 +560,94 @@ typedef enum } 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetAxisFromString */ 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 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** - * Get the current state of an axis control on a game controller. + * Query whether a game controller has a given axis. + * + * This merely reports whether the controller's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + */ +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). * - * The state is a value ranging from -32768 to 32767 (except for the triggers, - * which range from 0 to 32767). + * \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. * - * The axis indices start at index 0. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetButton */ extern DECLSPEC Sint16 SDLCALL -SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, - SDL_GameControllerAxis axis); +SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * The list of buttons available from a controller @@ -331,53 +670,325 @@ typedef enum SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 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_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. + * + * \since This function is available since SDL 2.0.0. */ -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); /** - * 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 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 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. + * + * \since This function is available since SDL 2.0.14. + */ +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, SDL_GameControllerButton button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * Get the number of touchpads on a game controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * controller. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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 query + * \param type The type of sensor to query + * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. * - * \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 + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \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 + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_GameControllerHasRumble */ 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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GameControllerHasRumbleTriggers + */ +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 + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble + * support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support on triggers. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger + * rumble support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerOpen */ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); +/** + * Return the sfSymbolsName for a given button on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param button a button on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); + +/** + * Return the sfSymbolsName for a given axis on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param axis an axis on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/include/SDL_gesture.h b/libs/SDL2/include/SDL_gesture.h index 9d25e9c1da5851964693fe5ec59bc62a227ef1b4..e2caea2a9256398390103757892e3b95b1d05fa8 100644 --- a/libs/SDL2/include/SDL_gesture.h +++ b/libs/SDL2/include/SDL_gesture.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID; /* 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); /** - * \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); /** - * \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); /** - * \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); - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/include/SDL_haptic.h b/libs/SDL2/include/SDL_haptic.h index 0756276856851d34a9dc26cf914a2061564d1e3a..f240ae927211e66abba5d3389dd81736ea135d18 100644 --- a/libs/SDL2/include/SDL_haptic.h +++ b/libs/SDL2/include/SDL_haptic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,7 +76,7 @@ * } * * // Create the effect - * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default + * SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default * effect.type = SDL_HAPTIC_SINE; * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates * effect.periodic.direction.dir[0] = 18000; // Force comes from south @@ -336,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic; */ #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 */ /* @} *//* Haptic features */ @@ -444,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic; * \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS * \sa SDL_HapticEffect * \sa SDL_HapticNumAxes */ @@ -811,419 +820,513 @@ typedef union SDL_HapticEffect /* Function prototypes */ + /** - * \brief Count the number of haptic devices attached to the system. + * Count the number of haptic devices attached to 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. * - * \return Number of haptic devices detected on the system. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticName */ 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. - * If no name can be found, this function returns NULL. + * \param device_index index of the device to query. + * \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. - * \return Name of the device or NULL on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_NumHaptics + * \sa SDL_NumHaptics */ 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 - * system. + * The index passed as an argument refers to the N'th haptic device on this + * system. * - * When opening a haptic device, its gain will be set to maximum and - * autocenter will be disabled. To modify these values use - * SDL_HapticSetGain() and SDL_HapticSetAutocenter(). + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_HapticSetGain() + * and SDL_HapticSetAutocenter(). * - * \param device_index Index of the device to open. - * \return Device identifier or NULL on error. + * \param device_index index of the device to open + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. * - * \sa SDL_HapticIndex - * \sa SDL_HapticOpenFromMouse - * \sa SDL_HapticOpenFromJoystick - * \sa SDL_HapticClose - * \sa SDL_HapticSetGain - * \sa SDL_HapticSetAutocenter - * \sa SDL_HapticPause - * \sa SDL_HapticStopAll + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticIndex + * \sa SDL_HapticOpenFromJoystick + * \sa SDL_HapticOpenFromMouse + * \sa SDL_HapticPause + * \sa SDL_HapticSetAutocenter + * \sa SDL_HapticSetGain + * \sa SDL_HapticStopAll */ 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. - * \return 1 if it has been opened or 0 if it hasn't. + * \param device_index the index of the device to query + * \returns 1 if it has been opened, 0 if it hasn't or on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticIndex + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticIndex + * \sa SDL_HapticOpen */ 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. - * \return The index of the haptic device or -1 on error. + * \param haptic the SDL_Haptic device to query + * \returns the index of the specified haptic device or a negative error code + * on failure; call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticOpened + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticOpened */ 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); /** - * \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 - * \sa SDL_HapticOpen + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_MouseIsHaptic */ 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. - * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't - * or -1 if an error occurred. + * \param joystick the SDL_Joystick to test for haptic capabilities + * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a + * 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); /** - * \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 - * with the joystick. + * You must still close the haptic device separately. It will not be closed + * with the joystick. * - * When opening from a joystick you should first close the haptic device before - * 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 - * on that device. + * When opened from a joystick you should first close the haptic device before + * 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 + * on that device. * - * \param joystick Joystick to create a haptic device from. - * \return A valid haptic device identifier on success or NULL on error. + * \param joystick the SDL_Joystick to create a haptic device from + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticClose + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticOpen + * \sa SDL_JoystickIsHaptic */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * joystick); /** - * \brief Closes a haptic device previously opened with SDL_HapticOpen(). + * Close a haptic device previously opened with SDL_HapticOpen(). + * + * \param haptic the SDL_Haptic device to close * - * \param haptic Haptic device to close. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen */ 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 - * approximation. Always check to see if your created effect was actually - * created and do not rely solely on SDL_HapticNumEffects(). + * \param haptic the SDL_Haptic device to query + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query effect max. - * \return The number of effects the haptic device can store or - * -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffectsPlaying - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffectsPlaying + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); /** - * \brief Returns the number of effects a haptic device can play at the same - * time. + * Get the number of effects a haptic device can play at the same 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. - * Added here for the sake of completeness. + * \param haptic the SDL_Haptic device to query maximum playing effects + * \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. - * \return The number of effects the haptic device can play at the same time - * or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffects + * \sa SDL_HapticQuery */ 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: - * \code - * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { - * printf("We have constant haptic effect!\n"); - * } - * \endcode + * \param haptic the SDL_Haptic device to query + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query. - * \return Haptic features in bitwise manner (OR'd). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticEffectSupported + * \sa SDL_HapticEffectSupported + * \sa SDL_HapticNumEffects */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery - * \sa SDL_HapticNewEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * 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 effect Properties of the effect to create. - * \return The identifier of the effect on success or -1 on error. + * \param haptic an SDL_Haptic device to create the effect on + * \param effect an SDL_HapticEffect structure containing the properties of + * 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_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticUpdateEffect */ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, 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 - * direction may be strange. Specifically the effect may reupload itself - * and start playing from the start. You cannot change the type either when - * running SDL_HapticUpdateEffect(). + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_HapticUpdateEffect(). * - * \param haptic Haptic device that has the effect. - * \param effect Identifier of the effect to update. - * \param data New effect properties to use. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device that has the effect + * \param effect the identifier of the effect to update + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticNewEffect - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect, 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 - * repeating the envelope (attack and fade) every time. If you only want the - * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length - * parameter. + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. * - * \param haptic Haptic device to run the effect on. - * \param effect Identifier of the haptic effect to run. - * \param iterations Number of iterations to run the effect. Use - * ::SDL_HAPTIC_INFINITY for infinity. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to run the effect on + * \param effect the ID of the haptic effect to run + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticStopEffect - * \sa SDL_HapticDestroyEffect - * \sa SDL_HapticGetEffectStatus + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticGetEffectStatus + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations); /** - * \brief Stops the haptic effect on its associated haptic device. + * Stop the haptic effect on its associated haptic device. * - * \param haptic Haptic device to stop the effect on. - * \param effect Identifier of the effect to stop. - * \return 0 on success or -1 on error. + * * * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, 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 + * destroyed when the device is closed. * - * \param haptic Device to destroy the effect on. - * \param effect Identifier of the effect to destroy. + * \param haptic the SDL_Haptic device to destroy the effect on + * \param effect the ID of the haptic effect to destroy * - * \sa SDL_HapticNewEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNewEffect */ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticStopEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, 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 - * 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. + * \param haptic the SDL_Haptic device to set the gain on + * \param gain value to set the gain to, should be between 0 and 100 (0 - 100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to set the gain on. - * \param gain Value to set the gain to, should be between 0 and 100. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery + * \sa SDL_HapticQuery */ 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 - * autocentering. + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * 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 autocenter Value to set autocenter to, 0 disables autocentering. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to set autocentering on + * \param autocenter value to set autocenter to (0-100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticQuery + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter); /** - * \brief Pauses a haptic device. + * Pause a haptic device. * - * Device must support the ::SDL_HAPTIC_PAUSE feature. Call - * SDL_HapticUnpause() to resume playback. + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call + * SDL_HapticUnpause() to resume playback. * - * Do not modify the effects nor add new ones while the device is paused. - * That can cause all sorts of weird errors. + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. * - * \param haptic Haptic device to pause. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to pause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticUnpause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticUnpause */ 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. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to unpause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticPause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticPause */ 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 the SDL_Haptic device 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. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. */ 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. - * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. + * \param haptic haptic device to check for rumble support + * \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_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop */ 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. - * \return 0 on success or -1 on error. + * \param haptic the haptic device to initialize for simple rumble playback + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to play the rumble effect on + * \param strength strength of the rumble to play as a 0-1 float value + * \param length length of the rumble to play in milliseconds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to play rumble effect on. - * \param strength Strength of the rumble to play as a 0-1 float value. - * \param length Length of the rumble to play in milliseconds. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to stop the rumble effect on + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic to stop the rumble on. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleSupported */ extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); diff --git a/libs/SDL2/include/SDL_hidapi.h b/libs/SDL2/include/SDL_hidapi.h new file mode 100644 index 0000000000000000000000000000000000000000..354af5c52dbaba5332de3929ac0509890ad775d7 --- /dev/null +++ b/libs/SDL2/include/SDL_hidapi.h @@ -0,0 +1,451 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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_hidapi.h + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, + * and includes source code licensed under the following BSD license: + * + Copyright (c) 2010, Alan Ott, Signal 11 Software + All rights reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of Signal 11 Software nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example + * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A handle representing an open HID device + */ +struct SDL_hid_device_; +typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */ + +/** hidapi info structure */ +/** + * \brief Information about a connected HID device + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac only). */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac only).*/ + unsigned short usage; + /** The USB interface which this logical device + represents. + + * Valid on both Linux implementations in all cases. + * Valid on the Windows implementation only if the device + contains more than one interface. */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_exit + */ +extern DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_init + */ +extern DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_enumerate + */ +extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * \param vendor_id The Vendor ID (VID) of the types of device to open. + * \param product_id The Product ID (PID) of the types of device to open. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_device_change_count + */ +extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration Linked List + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs Pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id The Vendor ID (VID) of the device to open. + * \param product_id The Product ID (PID) of the device to open. + * \param serial_number The Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path The path name of the device to open + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read within the timeout period, this function + * returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read and the handle is in non-blocking mode, this + * function returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length The number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string_index The index of the string to get. + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers + * + * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_hidapi_h_ */ + +/* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/include/SDL_hints.h b/libs/SDL2/include/SDL_hints.h index 8fa0dd660555f4b9d4ab1e60efee7c382a5f316e..1185f42229b3e74825db584267c7655835d6c996 100644 --- a/libs/SDL2/include/SDL_hints.h +++ b/libs/SDL2/include/SDL_hints.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,439 +48,534 @@ extern "C" { #endif /** - * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. - * - * SDL can try to accelerate the SDL screen surface by using streaming - * textures with a 3D rendering engine. This variable controls whether and - * how this is done. + * \brief A variable controlling whether the Android / iOS built-in + * accelerometer should be listed as a joystick device. * * This variable can be set to the following values: - * "0" - Disable 3D acceleration - * "1" - Enable 3D acceleration, using the default renderer. - * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) - * - * By default SDL tries to make a best guess for each platform whether - * to use acceleration or not. + * "0" - The accelerometer is not listed as a joystick + * "1" - The accelerometer is available as a 3 axis joystick (the default). */ -#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" +#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" /** - * \brief A variable specifying which render driver to use. - * - * If the application doesn't pick a specific renderer to use, this variable - * specifies the name of the preferred renderer. If the preferred renderer - * can't be initialized, the normal default renderer is used. + * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. * - * This variable is case insensitive and can be set to the following values: - * "direct3d" - * "opengl" - * "opengles2" - * "opengles" - * "metal" - * "software" + * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed + * and your window is full-screen. This prevents the user from getting stuck in + * your application if you've enabled keyboard grab. * - * The default varies by platform, but it's the first one in the list that - * is available on the current platform. - */ -#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + * The variable can be set to the following values: + * "0" - SDL will not handle Alt+Tab. Your application is responsible + for handling Alt+Tab while the keyboard is grabbed. + * "1" - SDL will minimize your window when Alt+Tab is pressed (default) +*/ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" /** - * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. + * This is a debugging aid for developers and not expected to be used by end users. The default is "1" * * This variable can be set to the following values: - * "0" - Disable shaders - * "1" - Enable shaders - * - * By default shaders are used if OpenGL supports them. + * "0" - don't allow topmost + * "1" - allow topmost */ -#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" +#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" /** - * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. * - * This variable can be set to the following values: - * "0" - Thread-safety is not enabled (faster) - * "1" - Thread-safety is enabled + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. * - * By default the Direct3D device is created with thread-safety disabled. + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. + * + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" - +#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" + /** - * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. * - * This variable does not have any effect on the Direct3D 9 based renderer. + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. * - * This variable can be set to the following values: - * "0" - Disable Debug Layer use - * "1" - Enable Debug Layer use + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. * - * By default, SDL does not use Direct3D Debug Layer. + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" +#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" /** - * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * \brief A variable to control whether the event loop will block itself when the app is paused. * - * This variable can be set to the following values: - * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen - * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * The variable can be set to the following values: + * "0" - Non blocking. + * "1" - Blocking. (default) * - * By default letterbox is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** - * \brief A variable controlling the scaling quality + * \brief A variable to control whether SDL will pause audio in background + * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") * - * This variable can be set to the following values: - * "0" or "nearest" - Nearest pixel sampling - * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) - * "2" or "best" - Currently this is the same as "linear" + * The variable can be set to the following values: + * "0" - Non paused. + * "1" - Paused. (default) * - * By default nearest pixel sampling is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" /** - * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * \brief A variable to control whether we trap the Android back button to handle it manually. + * This is necessary for the right mouse button to work on some Android devices, or + * to be able to trap the back button for use in your code reliably. If set to true, + * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of + * SDL_SCANCODE_AC_BACK. * - * This variable can be set to the following values: - * "0" - Disable vsync - * "1" - Enable vsync + * The variable can be set to the following values: + * "0" - Back button will be handled as usual for system. (default) + * "1" - Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems + * where the right mouse button functions as back.) * - * By default SDL does not sync screen surface updates with vertical refresh. + * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" /** - * \brief A variable controlling whether the screensaver is enabled. + * \brief Specify an application name. + * + * This hint lets you specify the application name sent to the OS when + * required. For example, this will often appear in volume control applets for + * audio streams, and in lists of applications which are inhibiting the + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") * - * This variable can be set to the following values: - * "0" - Disable screensaver - * "1" - Enable screensaver + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: probably the application's name or "SDL Application" if SDL + * doesn't have any better information. * - * By default SDL will disable the screensaver. + * Note that, for audio streams, this can be overridden with + * SDL_HINT_AUDIO_DEVICE_APP_NAME. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" +#define SDL_HINT_APP_NAME "SDL_APP_NAME" /** - * \brief A variable controlling whether the X11 VidMode extension should be used. + * \brief A variable controlling whether controllers used with the Apple TV + * generate UI events. * - * This variable can be set to the following values: - * "0" - Disable XVidMode - * "1" - Enable XVidMode + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when the + * pause or B buttons on gamepads are pressed. * - * By default SDL will use XVidMode if it is available. + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * This variable can be set to the following values: + * "0" - Controller input does not generate UI events (the default). + * "1" - Controller input generates UI events. */ -#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" /** - * \brief A variable controlling whether the X11 Xinerama extension should be used. + * \brief A variable controlling whether the Apple TV remote's joystick axes + * will automatically match the rotation of the remote. * * This variable can be set to the following values: - * "0" - Disable Xinerama - * "1" - Enable Xinerama - * - * By default SDL will use Xinerama if it is available. + * "0" - Remote orientation does not affect joystick axes (the default). + * "1" - Joystick axes are based on the orientation of the remote. */ -#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" /** - * \brief A variable controlling whether the X11 XRandR extension should be used. + * \brief A variable controlling the audio category on iOS and Mac OS X * * This variable can be set to the following values: - * "0" - Disable XRandR - * "1" - Enable XRandR * - * By default SDL will not use XRandR because of window manager issues. + * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) + * "playback" - Use the AVAudioSessionCategoryPlayback category + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html */ -#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** - * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. + * \brief Specify an application name for an audio device. * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_PING - * "1" - Enable _NET_WM_PING + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. * - * By default SDL will use _NET_WM_PING, but for applications that know they - * will not always be able to respond to ping requests in a timely manner they can - * turn it off to avoid the window manager thinking the app is hung. - * The hint is checked in CreateWindow. + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your program ("My Game 2: The Revenge") + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is + * set. Otherwise, it'll probably the application's name or "SDL Application" + * if SDL doesn't have any better information. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" +#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" /** - * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. - * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_BYPASS_COMPOSITOR - * "1" - Enable _NET_WM_BYPASS_COMPOSITOR - * - * By default SDL will use _NET_WM_BYPASS_COMPOSITOR - * + * \brief Specify an application name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" /** - * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden + * \brief Specify an application role for an audio device. * - * This variable can be set to the following values: - * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) - * "1" - The window frame is interactive when the cursor is hidden + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in + * a system control panel or software for displaying and manipulating media + * playback/capture graphs. * - * By default SDL will allow interaction with the window frame when the cursor is hidden + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" /** - * \brief A variable to specify custom icon resource id from RC file on Windows platform + * \brief A variable controlling speed/quality tradeoff of audio resampling. + * + * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) + * to handle audio resampling. There are different resampling modes available + * that produce different levels of quality, using more CPU. + * + * If this hint isn't specified to a valid setting, or libsamplerate isn't + * available, SDL will use the default, internal resampling algorithm. + * + * Note that this is currently only applicable to resampling audio that is + * being written to a device for playback or audio being read from a device + * for capture. SDL_AudioCVT always uses the default resampler (although this + * might change for SDL 2.1). + * + * This hint is currently only checked at audio subsystem initialization. + * + * This variable can be set to the following values: + * + * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) + * "1" or "fast" - Use fast, slightly higher quality resampling, if available + * "2" or "medium" - Use medium quality resampling, if available + * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" +#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" /** - * \brief A variable controlling whether the windows message loop is processed by SDL + * \brief A variable controlling whether SDL updates joystick state when getting input events * * This variable can be set to the following values: - * "0" - The window message loop is not run - * "1" - The window message loop is processed in SDL_PumpEvents() * - * By default SDL will process the windows message loop + * "0" - You'll call SDL_JoystickUpdate() manually + * "1" - SDL will automatically call SDL_JoystickUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" /** - * \brief A variable controlling whether grabbing input grabs the keyboard + * \brief A variable controlling whether SDL updates sensor state when getting input events * * This variable can be set to the following values: - * "0" - Grab will affect only the mouse - * "1" - Grab will affect mouse and keyboard * - * By default SDL will not grab the keyboard so system shortcuts still work. + * "0" - You'll call SDL_SensorUpdate() manually + * "1" - SDL will automatically call SDL_SensorUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" /** - * \brief A variable setting the double click time, in milliseconds. + * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support and + * SDL will use it when required. Should this not be desired, this hint can + * force the use of the 40 byte header version which is supported everywhere. + * + * The variable can be set to the following values: + * "0" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file with an alpha mask. SDL will use the bitmap + * header version 4 and set the alpha mask accordingly. + * "1" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file without an alpha mask. The alpha channel data + * will be in the file, but applications are going to ignore it. + * + * The default value is "0". */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" /** - * \brief A variable setting the double click radius, in pixels. + * \brief Override for SDL_GetDisplayUsableBounds() + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first + * is the bounds x, then y, width and height, in that order. */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" /** - * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode - */ -#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" - -/** - * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + * \brief Disable giving back control to the browser automatically + * when running with asyncify + * + * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations + * such as refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform + * + * The variable can be set to the following values: + * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) + * "1" - Enable emscripten_sleep calls (the default) */ -#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" /** - * \brief A variable controlling whether relative mouse mode is implemented using mouse warping + * \brief override the binding element for keyboard inputs for Emscripten builds * - * This variable can be set to the following values: - * "0" - Relative mouse mode uses raw input - * "1" - Relative mouse mode uses mouse warping + * This hint only applies to the emscripten platform * - * By default SDL will use raw input for relative mouse mode + * The variable can be one of + * "#window" - The javascript window object (this is the default) + * "#document" - The javascript document object + * "#screen" - the javascript window.screen object + * "#canvas" - the WebGL canvas element + * any other string without a leading # sign applies to the element on the page with that ID. */ -#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" /** - * \brief Allow mouse click events when clicking to focus an SDL window + * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs * - * This variable can be set to the following values: - * "0" - Ignore mouse clicks that activate a window - * "1" - Generate events for mouse clicks that activate a window + * The variable can be set to the following values: + * "0" - Do not scan for Steam Controllers + * "1" - Scan for Steam Controllers (the default) * - * By default SDL will ignore mouse clicks that activate a window + * The default value is "1". This hint must be set before initializing the joystick subsystem. */ -#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" +#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" /** - * \brief A variable controlling whether touch events should generate synthetic mouse events + * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. * * This variable can be set to the following values: - * "0" - Touch events will not generate mouse events - * "1" - Touch events will generate mouse events * - * By default SDL will generate mouse events for touch events + * "0" - Don't log any events (default) + * "1" - Log all events except mouse and finger motion, which are pretty spammy. + * "2" - Log all events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. + * + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. */ -#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" /** - * \brief A variable controlling whether mouse events should generate synthetic touch events + * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and + * how this is done. * * This variable can be set to the following values: - * "0" - Mouse events will not generate touch events (default for desktop platforms) - * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) - */ - -#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" - -/** - * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. + * "0" - Disable 3D acceleration + * "1" - Enable 3D acceleration, using the default renderer. + * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) * + * By default SDL tries to make a best guess for each platform whether + * to use acceleration or not. */ -#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" /** - * \brief A variable controlling whether the idle timer is disabled on iOS. - * - * When an iOS app does not receive touches for some time, the screen is - * dimmed automatically. For games where the accelerometer is the only input - * this is problematic. This functionality can be disabled by setting this - * hint. + * \brief A variable that lets you manually hint extra gamecontroller db entries. * - * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() - * accomplish the same thing on iOS. They should be preferred over this hint. + * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h * - * This variable can be set to the following values: - * "0" - Enable idle timer - * "1" - Disable idle timer + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" /** - * \brief A variable controlling which orientations are allowed on iOS/Android. + * \brief A variable that lets you provide a file with extra gamecontroller db entries. * - * In some circumstances it is necessary to be able to explicitly control - * which UI orientations are allowed. + * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h * - * This variable is a space delimited list of the following values: - * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** - * \brief A variable controlling whether controllers used with the Apple TV - * generate UI events. + * \brief A variable that overrides the automatic controller type detection * - * When UI events are generated by controller input, the app will be - * backgrounded when the Apple TV remote's menu button is pressed, and when the - * pause or B buttons on gamepads are pressed. + * The variable should be comma separated entries, in the form: VID/PID=type * - * More information about properly making use of controllers for the Apple TV - * can be found here: - * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * - * This variable can be set to the following values: - * "0" - Controller input does not generate UI events (the default). - * "1" - Controller input generates UI events. - */ -#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" - -/** - * \brief A variable controlling whether the Apple TV remote's joystick axes - * will automatically match the rotation of the remote. + * The type should be one of: + * Xbox360 + * XboxOne + * PS3 + * PS4 + * PS5 + * SwitchPro * - * This variable can be set to the following values: - * "0" - Remote orientation does not affect joystick axes (the default). - * "1" - Joystick axes are based on the orientation of the remote. + * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) */ -#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" /** - * \brief A variable controlling whether the home indicator bar on iPhone X - * should be hidden. + * \brief A variable containing a list of devices to skip when scanning for game controllers. * - * This variable can be set to the following values: - * "0" - The indicator bar is not hidden (default for windowed applications) - * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) - * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) - */ -#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" - -/** - * \brief A variable controlling whether the Android / iOS built-in - * accelerometer should be listed as a joystick device. + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. * - * This variable can be set to the following values: - * "0" - The accelerometer is not listed as a joystick - * "1" - The accelerometer is available as a 3 axis joystick (the default). + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" /** - * \brief A variable controlling whether the Android / tvOS remotes - * should be listed as joystick devices, instead of sending keyboard events. + * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. * - * This variable can be set to the following values: - * "0" - Remotes send enter/escape/arrow key events - * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" /** - * \brief A variable that lets you disable the detection and use of Xinput gamepad devices + * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. + * + * For example, on Nintendo Switch controllers, normally you'd get: + * + * (Y) + * (X) (B) + * (A) + * + * but if this hint is set, you'll get: + * + * (X) + * (Y) (A) + * (B) * * The variable can be set to the following values: - * "0" - Disable XInput detection (only uses direct input) - * "1" - Enable XInput detection (the default) + * "0" - Report the face buttons by position, as though they were on an Xbox controller. + * "1" - Report the face buttons by label instead of position + * + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" +#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" /** - * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. + * \brief A variable controlling whether grabbing input grabs the keyboard * - * This hint is for backwards compatibility only and will be removed in SDL 2.1 + * This variable can be set to the following values: + * "0" - Grab will affect only the mouse + * "1" - Grab will affect mouse and keyboard * - * The default value is "0". This hint must be set before SDL_Init() + * By default SDL will not grab the keyboard so system shortcuts still work. */ -#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" +#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" /** - * \brief A variable that lets you manually hint extra gamecontroller db entries. + * \brief A variable controlling whether the idle timer is disabled on iOS. * - * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h + * When an iOS app does not receive touches for some time, the screen is + * dimmed automatically. For games where the accelerometer is the only input + * this is problematic. This functionality can be disabled by setting this + * hint. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() + * accomplish the same thing on iOS. They should be preferred over this hint. + * + * This variable can be set to the following values: + * "0" - Enable idle timer + * "1" - Disable idle timer */ -#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" +#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" /** - * \brief A variable that lets you provide a file with extra gamecontroller db entries. - * - * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * The variable can be set to the following values: + * "0" - SDL_TEXTEDITING events are sent, and it is the application's + * responsibility to render the text from these events and + * differentiate it somehow from committed text. (default) + * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, + * and text that is being composed will be rendered in its own UI. */ -#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" +#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** - * \brief A variable containing a list of devices to skip when scanning for game controllers. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD - * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can be set to the following values: + * "0" - Native UI components are not display. (default) + * "1" - Native UI components are displayed. */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" +#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" /** - * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. - * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * \brief A variable controlling whether the home indicator bar on iPhone X + * should be hidden. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * This variable can be set to the following values: + * "0" - The indicator bar is not hidden (default for windowed applications) + * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) + * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" /** * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. @@ -506,6 +601,39 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + + /** + * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - basic Joy-Con support with no analog input (the default) + * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors + * + * This does not combine Joy-Cons into a single controller. That's up to the user. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" + + /** + * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" + /** * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. * @@ -529,11 +657,55 @@ extern "C" { * * Once extended reports are enabled, they can not be disabled without * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value will also + * control the state of extended reports on PS5 controllers when the + * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" /** - * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. + * + * This variable can be set to the following values: + * "0" - player LEDs are not enabled + * "1" - player LEDs are enabled (the default) + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - extended reports are not enabled (the default) + * "1" - extended reports + * + * Extended input reports allow rumble on Bluetooth PS5 controllers, but + * break DirectInput handling for applications that don't use SDL. + * + * Once extended reports are enabled, they can not be disabled without + * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value defaults to + * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" + +/** + * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used @@ -541,6 +713,18 @@ extern "C" { * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ +#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access + * and may prompt the user for permission on iOS and Android. + * + * The default is "0" + */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" /** @@ -554,6 +738,17 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" +/** + * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened + * + * This variable can be set to the following values: + * "0" - home button LED is turned off + * "1" - home button LED is turned on + * + * By default the Home button LED state is not changed. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" + /** * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. * @@ -561,48 +756,256 @@ extern "C" { * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + /** + * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. + * + * This variable can be set to the following values: + * "0" - RAWINPUT drivers are not used + * "1" - RAWINPUT drivers are used (the default) + * + */ +#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" + + /** + * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. + * + * This variable can be set to the following values: + * "0" - RAWINPUT driver will only use data from raw input APIs + * "1" - RAWINPUT driver will also pull data from XInput, providing + * better trigger axes, guide button presses, and rumble support + * for Xbox controllers + * + * The default is "1". This hint applies to any joysticks opened after setting the hint. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" + + /** + * \brief A variable controlling whether a separate thread should be used + * for handling joystick detection and raw input messages on Windows + * + * This variable can be set to the following values: + * "0" - A separate thread is not used (the default) + * "1" - A separate thread is used for handling raw input messages + * + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + /** - * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs + * \brief Determines whether SDL enforces that DRM master is required in order + * to initialize the KMSDRM video backend. * - * The variable can be set to the following values: - * "0" - Do not scan for Steam Controllers - * "1" - Scan for Steam Controllers (the default) + * The DRM subsystem has a concept of a "DRM master" which is a DRM client that + * has the ability to set planes, set cursor, etc. When SDL is DRM master, it + * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL + * is still able to process input and query attributes of attached displays, + * but it cannot change display state or draw to the screen directly. * - * The default value is "1". This hint must be set before initializing the joystick subsystem. + * In some cases, it can be useful to have the KMSDRM backend even if it cannot + * be used for rendering. An app may want to use SDL for input processing while + * using another rendering API (such as an MMAL overlay on Raspberry Pi) or + * using its own code to render to DRM overlays that SDL doesn't support. + * + * This hint must be set before initializing the video subsystem. + * + * This variable can be set to the following values: + * "0" - SDL will allow usage of the KMSDRM backend without DRM master + * "1" - SDL Will require DRM master to use the KMSDRM backend (default) */ -#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" +#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" + + /** + * \brief A comma separated list of devices to open as joysticks + * + * This variable is currently only used by the Linux joystick driver. + */ +#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + /** + * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux + * + * This variable can be set to the following values: + * "0" - Use /dev/input/event* + * "1" - Use /dev/input/js* + * + * By default the /dev/input/event* interfaces are used + */ +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" + + /** + * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. + * + * This variable can be set to the following values: + * "0" - Return unfiltered joystick axis values (the default) + * "1" - Return axis values with deadzones taken into account + */ +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" /** - * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. - * This is a debugging aid for developers and not expected to be used by end users. The default is "1" +* \brief When set don't force the SDL app to become a foreground process +* +* This hint only applies to Mac OS X. +* +*/ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * + * If present, holding ctrl while left clicking will generate a right click + * event when on Mac. + */ +#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" + +/** + * \brief A variable setting the double click radius, in pixels. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * \brief A variable setting the double click time, in milliseconds. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * \brief Allow mouse click events when clicking to focus an SDL window * * This variable can be set to the following values: - * "0" - don't allow topmost - * "1" - allow topmost + * "0" - Ignore mouse clicks that activate a window + * "1" - Generate events for mouse clicks that activate a window + * + * By default SDL will ignore mouse clicks that activate a window */ -#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" /** - * \brief A variable that controls the timer resolution, in milliseconds. + * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * \brief A variable controlling whether relative mouse mode is implemented using mouse warping * - * The higher resolution the timer, the more frequently the CPU services - * timer interrupts, and the more precise delays are, but this takes up - * power and CPU time. This hint is only used on Windows 7 and earlier. + * This variable can be set to the following values: + * "0" - Relative mouse mode uses raw input + * "1" - Relative mouse mode uses mouse warping * - * See this blog post for more information: - * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * By default SDL will use raw input for relative mouse mode + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" + +/** + * \brief A variable controlling whether relative mouse motion is affected by renderer scaling * - * If this variable is set to "0", the system timer resolution is not set. + * This variable can be set to the following values: + * "0" - Relative motion is unaffected by DPI or renderer's logical size + * "1" - Relative motion is scaled according to DPI scaling and logical size * - * The default value is "1". This hint may be set at any time. + * By default relative mouse deltas are affected by DPI and renderer scaling */ -#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" +#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" + +/** + * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +/** + * \brief A variable controlling whether mouse events should generate synthetic touch events + * + * This variable can be set to the following values: + * "0" - Mouse events will not generate touch events (default for desktop platforms) + * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * + * This hint only applies to Unix-like platforms, and should set before + * any calls to SDL_Init() + * + * The variable can be set to the following values: + * "0" - SDL will install a SIGINT and SIGTERM handler, and when it + * catches a signal, convert it into an SDL_QUIT event. + * "1" - SDL will not install a signal handler at all. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * \brief A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an + * OpenGL ES library. + * + * Circumstances where this is useful include + * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, + * or emulator, e.g. those from ARM, Imagination or Qualcomm. + * - Resolving OpenGL ES function addresses at link time by linking with + * the OpenGL ES library instead of querying them at run time with + * SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function + * addresses at run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native + * or not supported. + * + * This variable can be set to the following values: + * "0" - Use ES profile of OpenGL, if available. (Default when not set.) + * "1" - Load OpenGL ES library using the default library names. + * + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * \brief A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + */ +#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" + +/** + * \brief A variable controlling the use of a sentinel event when polling the event queue + * + * This variable can be set to the following values: + * "0" - Disable poll sentinels + * "1" - Enable poll sentinels + * + * When polling for events, SDL_PumpEvents is used to gather new events from devices. + * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will + * become stuck until the new events stop. + * This is most noticable when moving a high frequency mouse. + * + * By default, poll sentinels are enabled. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * \brief Override for SDL_GetPreferredLocales() + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate + * a SDL_LOCALECHANGED event (but if you can change the hint, you can push + * your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" /** * \brief A variable describing the content orientation on QtWayland-based platforms. @@ -633,165 +1036,318 @@ extern "C" { #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" /** -* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size -* -* Use this hint in case you need to set SDL's threads stack size to other than the default. -* This is specially useful if you build SDL against a non glibc libc library (such as musl) which -* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). -* Support for this hint is currently available only in the pthread, Windows, and PSP backend. -* -* Instead of this hint, in 2.0.9 and later, you can use -* SDL_CreateThreadWithStackSize(). This hint only works with the classic -* SDL_CreateThread(). -*/ -#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" + * \brief A variable controlling whether the 2D render API is compatible or efficient. + * + * This variable can be set to the following values: + * + * "0" - Don't use batching to make rendering more efficient. + * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can + * be used to explicitly request batching in this instance. It is a contract + * that you will either never use the underlying graphics API directly, or + * if you do, you will call SDL_RenderFlush() before you do so any current + * batch goes to the GPU before your work begins. Not following this contract + * will result in undefined behavior. + */ +#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" /** - * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + * \brief A variable controlling how the 2D render API renders lines + * + * This variable can be set to the following values: + * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) + * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) + * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) + * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This variable should be set when the renderer is created. */ -#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" /** - * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. * - * If present, holding ctrl while left clicking will generate a right click - * event when on Mac. + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * This variable can be set to the following values: + * "0" - Disable Debug Layer use + * "1" - Enable Debug Layer use + * + * By default, SDL does not use Direct3D Debug Layer. */ -#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" /** -* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries -* -* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It -* can use two different sets of binaries, those compiled by the user from source -* or those provided by the Chrome browser. In the later case, these binaries require -* that SDL loads a DLL providing the shader compiler. + * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * + * This variable can be set to the following values: + * "0" - Thread-safety is not enabled (faster) + * "1" - Thread-safety is enabled + * + * By default the Direct3D device is created with thread-safety disabled. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * \brief A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, the normal default renderer is used. + * + * This variable is case insensitive and can be set to the following values: + * "direct3d" + * "opengl" + * "opengles2" + * "opengles" + * "metal" + * "software" + * + * The default varies by platform, but it's the first one in the list that + * is available on the current platform. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * + * This variable can be set to the following values: + * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen + * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * + * By default letterbox is used + */ +#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" + +/** + * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * + * This variable can be set to the following values: + * "0" - Disable shaders + * "1" - Enable shaders + * + * By default shaders are used if OpenGL supports them. + */ +#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" + +/** + * \brief A variable controlling the scaling quality + * + * This variable can be set to the following values: + * "0" or "nearest" - Nearest pixel sampling + * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) + * "2" or "best" - Currently this is the same as "linear" + * + * By default nearest pixel sampling is used + */ +#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" + +/** + * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * + * This variable can be set to the following values: + * "0" - Disable vsync + * "1" - Enable vsync + * + * By default SDL does not sync screen surface updates with vertical refresh. + */ +#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" + + /** + * \brief A variable to control whether the return key on the soft keyboard + * should hide the soft keyboard on Android and iOS. + * + * The variable can be set to the following values: + * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) + * "1" - The return key will hide the keyboard. + * + * The value of this hint is used at runtime, so it can be changed at any time. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * \brief Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * disabled. You should use a string that describes what your program is doing + * (and, therefore, why the screensaver is disabled). For example, "Playing a + * game" or "Watching a video". + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Playing a game" or something similar. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to restrictions + * that require special handling by the application. This hint exists to let SDL know that + * the app is prepared to handle said restrictions. + * + * On Linux, SDL will apply the following configuration to any thread that becomes realtime: + * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, + * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * * Exceeding this limit will result in the kernel sending SIGKILL to the app, + * * Refer to the man pages for more information. + * + * This variable can be set to the following values: + * "0" - default platform specific behaviour + * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** +* \brief A string specifying additional information to use with SDL_SetThreadPriority. * -* This variable can be set to the following values: -* "d3dcompiler_46.dll" - default, best for Vista or later. -* "d3dcompiler_43.dll" - for XP support. -* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* By default SDL_SetThreadPriority will make appropriate system changes in order to +* apply a thread priority. For example on systems using pthreads the scheduler policy +* is changed automatically to a policy that works well with a given priority. +* Code which has specific requirements can override SDL's default behavior with this hint. +* +* pthread hint values are "current", "other", "fifo" and "rr". +* Currently no other platform hint values are defined but may be in the future. * +* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro +* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME +* after calling SDL_SetThreadPriority(). */ -#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" /** -* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). -* -* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has -* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly -* created SDL_Window: -* -* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is -* needed for example when sharing an OpenGL context across multiple windows. +* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size * -* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for -* OpenGL rendering. +* Use this hint in case you need to set SDL's threads stack size to other than the default. +* This is specially useful if you build SDL against a non glibc libc library (such as musl) which +* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). +* Support for this hint is currently available only in the pthread, Windows, and PSP backend. * -* This variable can be set to the following values: -* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should -* share a pixel format with. +* Instead of this hint, in 2.0.9 and later, you can use +* SDL_CreateThreadWithStackSize(). This hint only works with the classic +* SDL_CreateThread(). */ -#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" +#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" /** - * \brief A URL to a WinRT app's privacy policy - * - * All network-enabled WinRT apps must make a privacy policy available to its - * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be - * be available in the Windows Settings charm, as accessed from within the app. - * SDL provides code to add a URL-based link there, which can point to the app's - * privacy policy. + * \brief A variable that controls the timer resolution, in milliseconds. * - * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL - * before calling any SDL_Init() functions. The contents of the hint should - * be a valid URL. For example, "http://www.example.com". + * The higher resolution the timer, the more frequently the CPU services + * timer interrupts, and the more precise delays are, but this takes up + * power and CPU time. This hint is only used on Windows. * - * The default value is "", which will prevent SDL from adding a privacy policy - * link to the Settings charm. This hint should only be set during app init. + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * - * The label text of an app's "Privacy Policy" link may be customized via another - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * If this variable is set to "0", the system timer resolution is not set. * - * Please note that on Windows Phone, Microsoft does not provide standard UI - * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL - * will not get used on that platform. Network-enabled phone apps should display - * their privacy policy through some other, in-app means. + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" -/** \brief Label text for a WinRT app's privacy policy link +/** + * \brief A variable controlling whether touch events should generate synthetic mouse events * - * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, - * Microsoft mandates that this policy be available via the Windows Settings charm. - * SDL provides code to add a link there, with its label text being set via the - * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * This variable can be set to the following values: + * "0" - Touch events will not generate mouse events + * "1" - Touch events will generate mouse events * - * Please note that a privacy policy's contents are not set via this hint. A separate - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the - * policy. + * By default SDL will generate mouse events for touch events + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * \brief A variable controlling whether the Android / tvOS remotes + * should be listed as joystick devices, instead of sending keyboard events. * - * The contents of this hint should be encoded as a UTF8 string. + * This variable can be set to the following values: + * "0" - Remotes send enter/escape/arrow key events + * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * \brief A variable controlling whether the screensaver is enabled. * - * The default value is "Privacy Policy". This hint should only be set during app - * initialization, preferably before any calls to SDL_Init(). + * This variable can be set to the following values: + * "0" - Disable screensaver + * "1" - Enable screensaver * - * For additional information on linking to a privacy policy, see the documentation for - * SDL_HINT_WINRT_PRIVACY_POLICY_URL. + * By default SDL will disable the screensaver. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" -/** \brief Allows back-button-press events on Windows Phone to be marked as handled - * - * Windows Phone devices typically feature a Back button. When pressed, - * the OS will emit back-button-press events, which apps are expected to - * handle in an appropriate manner. If apps do not explicitly mark these - * events as 'Handled', then the OS will invoke its default behavior for - * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to - * terminate the app (and attempt to switch to the previous app, or to the - * device's home screen). +/** + * \brief Tell the video driver that we only want a double buffer. * - * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL - * to mark back-button-press events as Handled, if and when one is sent to - * the app. + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * We do so by waiting for vsync immediately after issuing a flip, usually just + * after eglSwapBuffers call in the backend's *_SwapWindow function. * - * Internally, Windows Phone sends back button events as parameters to - * special back-button-press callback functions. Apps that need to respond - * to back-button-press events are expected to register one or more - * callback functions for such, shortly after being launched (during the - * app's initialization phase). After the back button is pressed, the OS - * will invoke these callbacks. If the app's callback(s) do not explicitly - * mark the event as handled by the time they return, or if the app never - * registers one of these callback, the OS will consider the event - * un-handled, and it will apply its default back button behavior (terminate - * the app). + * Since it's driver-specific, it's only supported where possible and + * implemented. Currently supported the following drivers: * - * SDL registers its own back-button-press callback with the Windows Phone - * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN - * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which - * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. - * If the hint's value is set to "1", the back button event's Handled - * property will get set to 'true'. If the hint's value is set to something - * else, or if it is unset, SDL will leave the event's Handled property - * alone. (By default, the OS sets this property to 'false', to note.) + * - KMSDRM (kmsdrm) + * - Raspberry Pi (raspberrypi) + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * \brief A variable controlling whether the EGL window is allowed to be + * composited as transparent, rather than opaque. * - * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a - * back button is pressed, or can set it in direct-response to a back button - * being pressed. + * Most window systems will always render windows opaque, even if the surface + * format has an alpha channel. This is not always true, however, so by default + * SDL will try to enforce opaque composition. To override this behavior, you + * can set this hint to "1". + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" + +/** + * \brief A variable controlling whether the graphics context is externally managed. * - * In order to get notified when a back button is pressed, SDL apps should - * register a callback function with SDL_AddEventWatch(), and have it listen - * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. - * (Alternatively, SDL_KEYUP events can be listened-for. Listening for - * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON - * set by such a callback, will be applied to the OS' current - * back-button-press event. + * This variable can be set to the following values: + * "0" - SDL will manage graphics contexts that are attached to windows. + * "1" - Disable graphics context management on windows. * - * More details on back button behavior in Windows Phone apps can be found - * at the following page, on Microsoft's developer site: - * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx + * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the + * context will be automatically saved and restored when pausing the application. Additionally, some + * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics context, such as + * an externally managed OpenGL context or attaching a Vulkan surface to the window. */ -#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" +#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" + +/** + * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + */ +#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" /** * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. @@ -810,145 +1366,201 @@ extern "C" { * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before * any windows are created. */ -#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" + +/** + * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. + * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're + * seeing if "true" causes more problems than it solves in modern times. + * + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. + * + * This variable can be set to the following values: + * "0" - libdecor use is disabled. + * "1" - libdecor use is enabled (default). + * + * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" /** -* \brief When set don't force the SDL app to become a foreground process +* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). +* +* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has +* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly +* created SDL_Window: * -* This hint only applies to Mac OS X. +* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is +* needed for example when sharing an OpenGL context across multiple windows. +* +* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for +* OpenGL rendering. * +* This variable can be set to the following values: +* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should +* share a pixel format with. */ -#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" +#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" /** - * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. +* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries +* +* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It +* can use two different sets of binaries, those compiled by the user from source +* or those provided by the Chrome browser. In the later case, these binaries require +* that SDL loads a DLL providing the shader compiler. +* +* This variable can be set to the following values: +* "d3dcompiler_46.dll" - default, best for Vista or later. +* "d3dcompiler_43.dll" - for XP support. +* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* +*/ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * \brief A variable controlling whether X11 should use GLX or EGL by default * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. + * This variable can be set to the following values: + * "0" - Use GLX + * "1" - Use EGL * - * By default this hint is not set and the APK expansion files are not searched. + * By default SDL will use GLX when both are present. */ -#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" - +#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" + /** - * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. - * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. - * - * By default this hint is not set and the APK expansion files are not searched. + * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. + * + * This variable can be set to the following values: + * "0" - Disable _NET_WM_BYPASS_COMPOSITOR + * "1" - Enable _NET_WM_BYPASS_COMPOSITOR + * + * By default SDL will use _NET_WM_BYPASS_COMPOSITOR + * */ -#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" /** - * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. + * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. * - * The variable can be set to the following values: - * "0" - SDL_TEXTEDITING events are sent, and it is the application's - * responsibility to render the text from these events and - * differentiate it somehow from committed text. (default) - * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, - * and text that is being composed will be rendered in its own UI. + * This variable can be set to the following values: + * "0" - Disable _NET_WM_PING + * "1" - Enable _NET_WM_PING + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they can + * turn it off to avoid the window manager thinking the app is hung. + * The hint is checked in CreateWindow. */ -#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" /** - * \brief A variable to control whether we trap the Android back button to handle it manually. - * This is necessary for the right mouse button to work on some Android devices, or - * to be able to trap the back button for use in your code reliably. If set to true, - * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of - * SDL_SCANCODE_AC_BACK. - * - * The variable can be set to the following values: - * "0" - Back button will be handled as usual for system. (default) - * "1" - Back button will be trapped, allowing you to handle the key press - * manually. (This will also let right mouse click work on systems - * where the right mouse button functions as back.) + * \brief A variable forcing the visual ID chosen for new X11 windows * - * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" /** - * \brief A variable to control whether the event loop will block itself when the app is paused. + * \brief A variable controlling whether the X11 Xinerama extension should be used. * - * The variable can be set to the following values: - * "0" - Non blocking. - * "1" - Blocking. (default) + * This variable can be set to the following values: + * "0" - Disable Xinerama + * "1" - Enable Xinerama * - * The value should be set before SDL is initialized. + * By default SDL will use Xinerama if it is available. */ -#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" +#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" - /** - * \brief A variable to control whether the return key on the soft keyboard - * should hide the soft keyboard on Android and iOS. +/** + * \brief A variable controlling whether the X11 XRandR extension should be used. * - * The variable can be set to the following values: - * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) - * "1" - The return key will hide the keyboard. + * This variable can be set to the following values: + * "0" - Disable XRandR + * "1" - Enable XRandR * - * The value of this hint is used at runtime, so it can be changed at any time. + * By default SDL will not use XRandR because of window manager issues. */ -#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** - * \brief override the binding element for keyboard inputs for Emscripten builds + * \brief A variable controlling whether the X11 VidMode extension should be used. * - * This hint only applies to the emscripten platform + * This variable can be set to the following values: + * "0" - Disable XVidMode + * "1" - Enable XVidMode * - * The variable can be one of - * "#window" - The javascript window object (this is the default) - * "#document" - The javascript document object - * "#screen" - the javascript window.screen object - * "#canvas" - the WebGL canvas element - * any other string without a leading # sign applies to the element on the page with that ID. + * By default SDL will use XVidMode if it is available. */ -#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" +#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" /** - * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * \brief Controls how the fact chunk affects the loading of a WAVE file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they produce + * multiple sample frames per block and truncating the block is not allowed. + * The fact chunk can exactly specify how many sample frames there should be + * in this case. * - * This hint only applies to Unix-like platforms. + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. * - * The variable can be set to the following values: - * "0" - SDL will install a SIGINT and SIGTERM handler, and when it - * catches a signal, convert it into an SDL_QUIT event. - * "1" - SDL will not install a signal handler at all. + * This variable can be set to the following values: + * + * "truncate" - Use the number of samples to truncate the wave data if + * the fact chunk is present and valid + * "strict" - Like "truncate", but raise an error if the fact chunk + * is invalid, not present for non-PCM formats, or if the + * data chunk doesn't have that many samples + * "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero + * "ignore" - Ignore fact chunk entirely (default) */ -#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" /** - * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. + * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. * - * The variable can be set to the following values: - * "0" - SDL will generate a window-close event when it sees Alt+F4. - * "1" - SDL will only do normal key handling for Alt+F4. + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable boundary. + * By default, SDL stops after 10000 chunks to prevent wasting time. Use the + * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * + * This variable can be set to the following values: + * + * "force" - Always use the RIFF chunk size as a boundary for the chunk search + * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) + * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB + * "maximum" - Search for chunks until the end of file (not recommended) */ -#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" /** - * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * \brief Controls how a truncated WAVE file is handled. * - * The bitmap header version 4 is required for proper alpha channel support and - * SDL will use it when required. Should this not be desired, this hint can - * force the use of the 40 byte header version which is supported everywhere. + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. * - * The variable can be set to the following values: - * "0" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file with an alpha mask. SDL will use the bitmap - * header version 4 and set the alpha mask accordingly. - * "1" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file without an alpha mask. The alpha channel data - * will be in the file, but applications are going to ignore it. + * This variable can be set to the following values: * - * The default value is "0". + * "verystrict" - Raise an error if the file is truncated + * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored + * "dropframe" - Decode until the first incomplete sample frame + * "dropblock" - Decode until the first incomplete block (default) */ -#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" /** * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. @@ -967,212 +1579,251 @@ extern "C" { #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" /** - * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI - * - * Also known as Z-order. The variable can take a negative or positive value. - * The default is 10000. - */ -#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" - -/** - * \brief Tell the video driver that we only want a double buffer. - * - * By default, most lowlevel 2D APIs will use a triple buffer scheme that - * wastes no CPU time on waiting for vsync after issuing a flip, but - * introduces a frame of latency. On the other hand, using a double buffer - * scheme instead is recommended for cases where low latency is an important - * factor because we save a whole frame of latency. - * We do so by waiting for vsync immediately after issuing a flip, usually just - * after eglSwapBuffers call in the backend's *_SwapWindow function. - * - * Since it's driver-specific, it's only supported where possible and - * implemented. Currently supported the following drivers: - * - KMSDRM (kmsdrm) - * - Raspberry Pi (raspberrypi) - */ -#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" - -/** - * \brief A variable controlling what driver to use for OpenGL ES contexts. - * - * On some platforms, currently Windows and X11, OpenGL drivers may support - * creating contexts with an OpenGL ES profile. By default SDL uses these - * profiles, when available, otherwise it attempts to load an OpenGL ES - * library, e.g. that provided by the ANGLE project. This variable controls - * whether SDL follows this default behaviour or will always load an - * OpenGL ES library. - * - * Circumstances where this is useful include - * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, - * or emulator, e.g. those from ARM, Imagination or Qualcomm. - * - Resolving OpenGL ES function addresses at link time by linking with - * the OpenGL ES library instead of querying them at run time with - * SDL_GL_GetProcAddress(). + * \brief A variable controlling whether the windows message loop is processed by SDL * - * Caution: for an application to work with the default behaviour across - * different OpenGL drivers it must query the OpenGL ES function - * addresses at run time using SDL_GL_GetProcAddress(). + * This variable can be set to the following values: + * "0" - The window message loop is not run + * "1" - The window message loop is processed in SDL_PumpEvents() * - * This variable is ignored on most platforms because OpenGL ES is native - * or not supported. + * By default SDL will process the windows message loop + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * \brief Force SDL to use Critical Sections for mutexes on Windows. + * On Windows 7 and newer, Slim Reader/Writer Locks are available. + * They offer better performance, allocate no kernel ressources and + * use less memory. SDL will fall back to Critical Sections on older + * OS versions or if forced to by this hint. * * This variable can be set to the following values: - * "0" - Use ES profile of OpenGL, if available. (Default when not set.) - * "1" - Load OpenGL ES library using the default library names. + * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) + * "1" - Force the use of Critical Sections in all cases. * */ -#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" +#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" /** - * \brief A variable controlling speed/quality tradeoff of audio resampling. + * \brief Force SDL to use Kernel Semaphores on Windows. + * Kernel Semaphores are inter-process and require a context + * switch on every interaction. On Windows 8 and newer, the + * WaitOnAddress API is available. Using that and atomics to + * implement semaphores increases performance. + * SDL will fall back to Kernel Objects on older OS versions + * or if forced to by this hint. * - * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) - * to handle audio resampling. There are different resampling modes available - * that produce different levels of quality, using more CPU. + * This variable can be set to the following values: + * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) + * "1" - Force the use of Kernel Objects in all cases. * - * If this hint isn't specified to a valid setting, or libsamplerate isn't - * available, SDL will use the default, internal resampling algorithm. + */ +#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" + +/** + * \brief A variable to specify custom icon resource id from RC file on Windows platform + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. * - * Note that this is currently only applicable to resampling audio that is - * being written to a device for playback or audio being read from a device - * for capture. SDL_AudioCVT always uses the default resampler (although this - * might change for SDL 2.1). + * The variable can be set to the following values: + * "0" - SDL will generate a window-close event when it sees Alt+F4. + * "1" - SDL will only do normal key handling for Alt+F4. + */ +#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" + +/** + * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require + * some changes to your application to cope with the new behavior, so this + * is disabled by default. * - * This hint is currently only checked at audio subsystem initialization. + * This hint must be set before initializing the video subsystem. + * + * For more information on Direct3D 9Ex, see: + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * * This variable can be set to the following values: + * "0" - Use the original Direct3D 9 API (default) + * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) * - * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) - * "1" or "fast" - Use fast, slightly higher quality resampling, if available - * "2" or "medium" - Use medium quality resampling, if available - * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" /** - * \brief A variable controlling the audio category on iOS and Mac OS X + * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden * * This variable can be set to the following values: + * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) + * "1" - The window frame is interactive when the cursor is hidden * - * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) - * "playback" - Use the AVAudioSessionCategoryPlayback category - * - * For more information, see Apple's documentation: - * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * By default SDL will allow interaction with the window frame when the cursor is hidden */ -#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" +#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" /** - * \brief A variable controlling whether the 2D render API is compatible or efficient. +* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called +* +* This variable can be set to the following values: +* "0" - The window is activated when the SDL_ShowWindow function is called +* "1" - The window is not activated when the SDL_ShowWindow function is called +* +* By default SDL will activate the window when the SDL_ShowWindow function is called +*/ +#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" + +/** \brief Allows back-button-press events on Windows Phone to be marked as handled * - * This variable can be set to the following values: + * Windows Phone devices typically feature a Back button. When pressed, + * the OS will emit back-button-press events, which apps are expected to + * handle in an appropriate manner. If apps do not explicitly mark these + * events as 'Handled', then the OS will invoke its default behavior for + * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to + * terminate the app (and attempt to switch to the previous app, or to the + * device's home screen). * - * "0" - Don't use batching to make rendering more efficient. - * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL + * to mark back-button-press events as Handled, if and when one is sent to + * the app. * - * Up to SDL 2.0.9, the render API would draw immediately when requested. Now - * it batches up draw requests and sends them all to the GPU only when forced - * to (during SDL_RenderPresent, when changing render targets, by updating a - * texture that the batch needs, etc). This is significantly more efficient, - * but it can cause problems for apps that expect to render on top of the - * render API's output. As such, SDL will disable batching if a specific - * render backend is requested (since this might indicate that the app is - * planning to use the underlying graphics API directly). This hint can - * be used to explicitly request batching in this instance. It is a contract - * that you will either never use the underlying graphics API directly, or - * if you do, you will call SDL_RenderFlush() before you do so any current - * batch goes to the GPU before your work begins. Not following this contract - * will result in undefined behavior. + * Internally, Windows Phone sends back button events as parameters to + * special back-button-press callback functions. Apps that need to respond + * to back-button-press events are expected to register one or more + * callback functions for such, shortly after being launched (during the + * app's initialization phase). After the back button is pressed, the OS + * will invoke these callbacks. If the app's callback(s) do not explicitly + * mark the event as handled by the time they return, or if the app never + * registers one of these callback, the OS will consider the event + * un-handled, and it will apply its default back button behavior (terminate + * the app). + * + * SDL registers its own back-button-press callback with the Windows Phone + * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN + * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which + * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. + * If the hint's value is set to "1", the back button event's Handled + * property will get set to 'true'. If the hint's value is set to something + * else, or if it is unset, SDL will leave the event's Handled property + * alone. (By default, the OS sets this property to 'false', to note.) + * + * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a + * back button is pressed, or can set it in direct-response to a back button + * being pressed. + * + * In order to get notified when a back button is pressed, SDL apps should + * register a callback function with SDL_AddEventWatch(), and have it listen + * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. + * (Alternatively, SDL_KEYUP events can be listened-for. Listening for + * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON + * set by such a callback, will be applied to the OS' current + * back-button-press event. + * + * More details on back button behavior in Windows Phone apps can be found + * at the following page, on Microsoft's developer site: + * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx */ -#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" - +#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" -/** - * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. +/** \brief Label text for a WinRT app's privacy policy link * - * This variable can be set to the following values: + * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, + * Microsoft mandates that this policy be available via the Windows Settings charm. + * SDL provides code to add a link there, with its label text being set via the + * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * - * "0" - Don't log any events (default) - * "1" - Log all events except mouse and finger motion, which are pretty spammy. - * "2" - Log all events. + * Please note that a privacy policy's contents are not set via this hint. A separate + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the + * policy. * - * This is generally meant to be used to debug SDL itself, but can be useful - * for application developers that need better visibility into what is going - * on in the event queue. Logged events are sent through SDL_Log(), which - * means by default they appear on stdout on most platforms or maybe - * OutputDebugString() on Windows, and can be funneled by the app with - * SDL_LogSetOutputFunction(), etc. + * The contents of this hint should be encoded as a UTF8 string. * - * This hint can be toggled on and off at runtime, if you only need to log - * events for a small subset of program execution. + * The default value is "Privacy Policy". This hint should only be set during app + * initialization, preferably before any calls to SDL_Init(). + * + * For additional information on linking to a privacy policy, see the documentation for + * SDL_HINT_WINRT_PRIVACY_POLICY_URL. */ -#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" - - +#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" /** - * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * \brief A URL to a WinRT app's privacy policy * - * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE - * file) is not always reliable. In case the size is wrong, it's possible to - * just ignore it and step through the chunks until a fixed limit is reached. + * All network-enabled WinRT apps must make a privacy policy available to its + * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be + * be available in the Windows Settings charm, as accessed from within the app. + * SDL provides code to add a URL-based link there, which can point to the app's + * privacy policy. * - * Note that files that have trailing data unrelated to the WAVE file or - * corrupt files may slow down the loading process without a reliable boundary. - * By default, SDL stops after 10000 chunks to prevent wasting time. Use the - * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL + * before calling any SDL_Init() functions. The contents of the hint should + * be a valid URL. For example, "http://www.example.com". * - * This variable can be set to the following values: + * The default value is "", which will prevent SDL from adding a privacy policy + * link to the Settings charm. This hint should only be set during app init. * - * "force" - Always use the RIFF chunk size as a boundary for the chunk search - * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) - * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB - * "maximum" - Search for chunks until the end of file (not recommended) + * The label text of an app's "Privacy Policy" link may be customized via another + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * + * Please note that on Windows Phone, Microsoft does not provide standard UI + * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL + * will not get used on that platform. Network-enabled phone apps should display + * their privacy policy through some other, in-app means. */ -#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" +#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" /** - * \brief Controls how a truncated WAVE file is handled. + * \brief Mark X11 windows as override-redirect. * - * A WAVE file is considered truncated if any of the chunks are incomplete or - * the data chunk size is not a multiple of the block size. By default, SDL - * decodes until the first incomplete block, as most applications seem to do. + * If set, this _might_ increase framerate at the expense of the desktop + * not working as expected. Override-redirect windows aren't noticed by the + * window manager at all. * - * This variable can be set to the following values: + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * \brief A variable that lets you disable the detection and use of Xinput gamepad devices * - * "verystrict" - Raise an error if the file is truncated - * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored - * "dropframe" - Decode until the first incomplete sample frame - * "dropblock" - Decode until the first incomplete block (default) + * The variable can be set to the following values: + * "0" - Disable XInput detection (only uses direct input) + * "1" - Enable XInput detection (the default) */ -#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" +#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" /** - * \brief Controls how the fact chunk affects the loading of a WAVE file. + * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. * - * The fact chunk stores information about the number of samples of a WAVE - * file. The Standards Update from Microsoft notes that this value can be used - * to 'determine the length of the data in seconds'. This is especially useful - * for compressed formats (for which this is a mandatory chunk) if they produce - * multiple sample frames per block and truncating the block is not allowed. - * The fact chunk can exactly specify how many sample frames there should be - * in this case. + * This hint is for backwards compatibility only and will be removed in SDL 2.1 * - * Unfortunately, most application seem to ignore the fact chunk and so SDL - * ignores it by default as well. + * The default value is "0". This hint must be set before SDL_Init() + */ +#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" + +/** + * \brief A variable that causes SDL to not ignore audio "monitors" * - * This variable can be set to the following values: + * This is currently only used for PulseAudio and ignored elsewhere. * - * "truncate" - Use the number of samples to truncate the wave data if - * the fact chunk is present and valid - * "strict" - Like "truncate", but raise an error if the fact chunk - * is invalid, not present for non-PCM formats, or if the - * data chunk doesn't have that many samples - * "ignorezero" - Like "truncate", but ignore fact chunk if the number of - * samples is zero - * "ignore" - Ignore fact chunk entirely (default) + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The default value is "0". This hint must be set before SDL_Init(). + * + * This hint is available since SDL 2.0.16. Before then, virtual devices are + * always ignored. */ -#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + /** * \brief An enumeration of hint priorities @@ -1186,71 +1837,121 @@ typedef enum /** - * \brief Set a hint with a specific priority + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. * - * The priority controls the behavior when setting a hint that already - * has a value. Hints will replace existing hints of their priority and - * lower. Environment variables are considered to have override priority. + * \param name the hint to set + * \param value the value of the hint variable + * \param priority the SDL_HintPriority level for the hint + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); /** - * \brief Set a hint with normal priority + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \param name the hint to set + * \param value the value of the hint variable + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, const char *value); /** - * \brief Get a hint + * Get the value of a hint. + * + * \param name the hint to query + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \since This function is available since SDL 2.0.0. * - * \return The string value of a hint variable. + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); /** - * \brief Get a hint + * Get the boolean value of a hint variable. * - * \return The boolean value of a hint variable. + * \param name the name of the hint to get the boolean value from + * \param default_value the value to return if the hint does not exist + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); /** - * \brief type definition of the hint callback function. + * Type definition of the hint callback function. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback() + * \param name what was passed as `name` to SDL_AddHintCallback() + * \param oldValue the previous hint value + * \param newValue the new value hint is to be set to */ typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); /** - * \brief Add a function to watch a particular hint + * Add a function to watch a particular hint. + * + * \param name the hint to watch + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer to pass to the callback function * - * \param name The hint to watch - * \param callback The function to call when the hint value changes - * \param userdata A pointer to pass to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelHintCallback */ extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Remove a function watching a particular hint + * Remove a function watching a particular hint. + * + * \param name the hint being watched + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer being passed to the callback function * - * \param name The hint being watched - * \param callback The function being called when the hint value changes - * \param userdata A pointer being passed to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddHintCallback */ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Clear all hints + * Clear all hints. + * + * This function is automatically called during SDL_Quit(). * - * This function is called during SDL_Quit() to free stored hints. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_ClearHints(void); diff --git a/libs/SDL2/include/SDL_joystick.h b/libs/SDL2/include/SDL_joystick.h index 3a4c5d177f6046ca202f3325723998a407e53546..e80c0057f52538253e6701dbca24244eb9c846ad 100644 --- a/libs/SDL2/include/SDL_joystick.h +++ b/libs/SDL2/include/SDL_joystick.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 * 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 device (a X360 wired controller for example). This identifier is platform dependent. - * - * */ #ifndef SDL_joystick_h_ @@ -105,6 +107,12 @@ typedef enum SDL_JOYSTICK_POWER_MAX } 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 */ /** @@ -116,210 +124,605 @@ typedef enum * 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. + * + * \since This function is available since SDL 2.0.7. */ 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. + * + * \since This function is available since SDL 2.0.7. + */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); /** - * 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. + * Get the implementation dependent name of a joystick. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index); /** - * Get the player index of a joystick, or -1 if it's not available - * This can be called before any joysticks are opened. + * Get the player index of a joystick, or -1 if it's not available This can be + * called before any joysticks are opened. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); /** - * Return the GUID for the joystick at this index - * This can be called before any joysticks are opened. + * Get the implementation-dependent GUID for the joystick at a given device + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDString */ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index); /** - * Get the type of a joystick, if available. - * This can be called before any joysticks are opened. + * Get the type of a joystick, if available. + * + * 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` + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index); /** - * 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 - * joystick events. The joystick's instance id (::SDL_JoystickID) will be used - * there instead. + * Open a joystick for use. + * + * The `device_index` argument refers to the N'th joystick presently + * recognized by SDL on the system. It is **NOT** the same as the instance ID + * 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. * - * \return A joystick identifier, or NULL if an error occurred. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickClose + * \sa SDL_JoystickInstanceID */ 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 joyid); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id); /** - * Return the name for this currently opened joystick. - * If no name can be found, this function returns NULL. + * 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. + * + * \since This function is available since SDL 2.0.12. */ -extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index); /** - * Get the player index of an opened joystick, or -1 if it's not available + * Attach a new virtual joystick. * - * For XInput controllers this returns the XInput user index. + * \returns the joystick's device index, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, + int naxes, + int nbuttons, + int nhats); /** - * Return the GUID for this opened joystick + * Detach a virtual joystick. + * + * \param device_index a value previously returned from + * SDL_JoystickAttachVirtual() + * \returns 0 on success, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** - * Get the USB vendor ID of an opened joystick, if available. - * If the vendor ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick); +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** - * Get the USB product ID of an opened joystick, if available. - * If the product ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); /** - * Get the product version of an opened joystick, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value); /** - * Get the type of an opened joystick. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); /** - * Return a string representation for this guid. pszGUID must point to at least 33 bytes - * (32 for the string plus a NULL terminator). + * 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. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick); + +/** + * Set the player index of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param player_index the player index to set. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUIDString + */ +extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick); + +/** + * Get the serial number of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick); + +/** + * Get an ASCII string representation for a given SDL_JoystickGUID. + * + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDFromString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUIDString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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 - * with them and their state cannot be polled. + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of trackballs 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_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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. * - * This is called automatically by the event loop if any joystick - * events are enabled. + * \sa SDL_JoystickEventState */ 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() - * yourself and check the state of the joystick when you want joystick - * information. + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \returns 1 if enabled, 0 if disabled, or a negative error code on failure; + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerEventState */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); #define SDL_JOYSTICK_AXIS_MAX 32767 #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. + * + * \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 state is a value ranging from -32768 to 32767. + * \since This function is available since SDL 2.0.0. * - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick, +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); /** @@ -338,64 +741,199 @@ 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` + * + * \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. * - * The hat indices start at index 0. + * \since This function is available since SDL 2.0.0. * - * \return The return value is 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 + * \sa SDL_JoystickNumHats */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, int hat); /** - * Get the ball axis change since the last poll. + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`. + * + * 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. * - * \return 0, or -1 if you passed it invalid parameters. + * \since This function is available since SDL 2.0.0. * - * The ball indices start at index 0. + * \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); /** - * Get the current state of a button on a joystick. + * Get the current state of a button on a joystick. * - * The button indices start at index 0. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumButtons */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, int button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * 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 + * \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 * - * \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 + * \since This function is available since SDL 2.0.9. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \sa SDL_JoystickHasRumble */ -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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_JoystickHasRumbleTriggers */ -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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support on triggers. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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 + * + * \since This function is available since SDL 2.0.0. + * + * \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++ */ #ifdef __cplusplus diff --git a/libs/SDL2/include/SDL_keyboard.h b/libs/SDL2/include/SDL_keyboard.h index 4b2a055d84699d9e624c43c931ab380636328c0e..a53dde68eb0d3dc0762775e990fedb13c77fc04c 100644 --- a/libs/SDL2/include/SDL_keyboard.h +++ b/libs/SDL2/include/SDL_keyboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -55,154 +55,253 @@ typedef struct SDL_Keysym /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Use SDL_PumpEvents() to update the state array. * - * \param numkeys if non-NULL, receives the length of the returned array. + * 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. * - * \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values. + * Note: This function doesn't take into account whether shift has been + * pressed or not. * - * \b Example: - * \code - * const Uint8 *state = SDL_GetKeyboardState(NULL); - * if ( state[SDL_SCANCODE_RETURN] ) { - * printf("<RETURN> is pressed.\n"); - * } - * \endcode + * \param numkeys if non-NULL, receives the length of the returned array + * \returns a pointer to an array of key states. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PumpEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState */ 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. + * + * \param modstate the desired SDL_Keymod for the keyboard * - * \note This does not change the keyboard state, only the key modifier flags. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetModState */ extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); /** - * \brief Get the key code corresponding to the given scancode according - * to the current keyboard layout. + * Get the key code corresponding to the given scancode according to the + * 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); /** - * \brief Get the scancode corresponding to the given key code according to the - * current keyboard layout. + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * See SDL_Scancode for details. * - * See ::SDL_Scancode for details. + * \param key the desired SDL_Keycode to query + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * - * \sa SDL_GetScancodeName() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName */ 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. + * + * \param scancode the desired SDL_Scancode to query + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). * - * \return A pointer to the name for the scancode. - * If the scancode doesn't have a name, this function returns - * an empty string (""). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Scancode + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName */ 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. * - * \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized + * \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. * - * \sa SDL_Scancode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName */ 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 - * call to this function. If you need it around any longer, you must - * copy it. If the key doesn't have a name, this function returns an - * empty string (""). + * \param key the desired SDL_Keycode to query + * \returns a pointer to a UTF-8 string that stays valid at least until the + * next call to this function. If you need it around any longer, you + * must copy it. If the key doesn't have a name, this function + * returns an empty string (""). * - * \sa SDL_Keycode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey */ 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. + * + * \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. * - * \return key code, or SDLK_UNKNOWN if the name wasn't recognized + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Keycode + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); /** - * \brief Start accepting Unicode text input events. - * This function will show the on-screen keyboard if supported. + * Start accepting Unicode text input events. * - * \sa SDL_StopTextInput() - * \sa SDL_SetTextInputRect() - * \sa SDL_HasScreenKeyboardSupport() + * This function will start accepting Unicode text input events in the focused + * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and + * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in + * pair with SDL_StopTextInput(). + * + * On some platforms using this function activates the screen keyboard. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextInputRect + * \sa SDL_StopTextInput */ 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() - * \sa SDL_StopTextInput() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput */ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); /** - * \brief Stop receiving any text input events. - * This function will hide the on-screen keyboard if supported. + * Stop receiving any text input events. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() - * \sa SDL_HasScreenKeyboardSupport() + * \sa SDL_StartTextInput */ extern DECLSPEC void SDLCALL SDL_StopTextInput(void); /** - * \brief Set the rectangle used to type Unicode text inputs. - * This is used as a hint for IME and on-screen keyboard placement. + * Set the rectangle used to type Unicode text inputs. + * + * \param rect the SDL_Rect structure representing the rectangle to receive + * text (ignored if NULL) + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() + * \sa SDL_StartTextInput */ 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); /** - * \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); diff --git a/libs/SDL2/include/SDL_keycode.h b/libs/SDL2/include/SDL_keycode.h index 3bceb418adb2fae64fd98d7de0dade933516a95e..35602541a581f3057b1ef24a5ac7915aba186397 100644 --- a/libs/SDL2/include/SDL_keycode.h +++ b/libs/SDL2/include/SDL_keycode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) -enum +typedef enum { SDLK_UNKNOWN = 0, SDLK_RETURN = '\r', - SDLK_ESCAPE = '\033', + SDLK_ESCAPE = '\x1B', SDLK_BACKSPACE = '\b', SDLK_TAB = '\t', SDLK_SPACE = ' ', @@ -88,9 +88,11 @@ enum SDLK_GREATER = '>', SDLK_QUESTION = '?', SDLK_AT = '@', + /* Skip uppercase letters */ + SDLK_LEFTBRACKET = '[', SDLK_BACKSLASH = '\\', SDLK_RIGHTBRACKET = ']', @@ -145,7 +147,7 @@ enum SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), 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_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), @@ -317,7 +319,7 @@ enum SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD) -}; +} SDL_KeyCode; /** * \brief Enumeration of valid key mods (possibly OR'd together). @@ -336,13 +338,15 @@ typedef enum KMOD_NUM = 0x1000, KMOD_CAPS = 0x2000, KMOD_MODE = 0x4000, - KMOD_RESERVED = 0x8000 -} SDL_Keymod; + KMOD_SCROLL = 0x8000, + + KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL, + KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT, + KMOD_ALT = KMOD_LALT | KMOD_RALT, + KMOD_GUI = KMOD_LGUI | KMOD_RGUI, -#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL) -#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT) -#define KMOD_ALT (KMOD_LALT|KMOD_RALT) -#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI) + KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */ +} SDL_Keymod; #endif /* SDL_keycode_h_ */ diff --git a/libs/SDL2/include/SDL_loadso.h b/libs/SDL2/include/SDL_loadso.h index 793ba53586099a826728a1beb47e6c8dd9ee8ab9..61857c813764ac1e4f8f6bb0c5294f27c9f5b9ac 100644 --- a/libs/SDL2/include/SDL_loadso.h +++ b/libs/SDL2/include/SDL_loadso.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,22 +51,56 @@ extern "C" { #endif /** - * This function dynamically loads a shared object and returns a pointer - * to the object handle (or NULL if there was an error). - * The 'sofile' parameter is a system dependent name of the object file. + * Dynamically load a shared object. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); /** - * Given an object handle, this function looks up the address of the - * named function in the shared object and returns it. This address - * is no longer valid after calling SDL_UnloadObject(). + * Look up the address of the named function in a shared object. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadObject + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_LoadObject */ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); diff --git a/libs/SDL2/include/SDL_locale.h b/libs/SDL2/include/SDL_locale.h new file mode 100644 index 0000000000000000000000000000000000000000..751577994752918566eb19dda4c417c173a7071e --- /dev/null +++ b/libs/SDL2/include/SDL_locale.h @@ -0,0 +1,103 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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. + * + * \since This function is available since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/include/SDL_log.h b/libs/SDL2/include/SDL_log.h index 40f768d57c75cc68f72a5ce138367ff38e5300ef..dbbcb1e6ff2528c09b1039c5836f276839316cb8 100644 --- a/libs/SDL2/include/SDL_log.h +++ b/libs/SDL2/include/SDL_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -61,7 +61,7 @@ extern "C" { * at the VERBOSE level and all other categories are enabled at the * CRITICAL level. */ -enum +typedef enum { SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_ERROR, @@ -94,7 +94,7 @@ enum }; */ SDL_LOG_CATEGORY_CUSTOM -}; +} SDL_LogCategory; /** * \brief The predefined log priorities @@ -112,90 +112,283 @@ typedef enum /** - * \brief Set the priority of all log categories + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetPriority + * \sa SDL_LogSetAllPriority */ extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category); /** - * \brief Reset all priorities to default. + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \since This function is available since SDL 2.0.0. * - * \note This is called in SDL_Quit(). + * \sa SDL_LogSetAllPriority + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogWarn */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn */ extern DECLSPEC void SDLCALL SDL_LogMessage(int category, SDL_LogPriority priority, 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, SDL_LogPriority priority, 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); /** - * \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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata); /** - * \brief This function allows you to replace the default log output - * function with one of your own. + * Replace the default log output 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata); diff --git a/libs/SDL2/include/SDL_main.h b/libs/SDL2/include/SDL_main.h index 623f2d005bf29e34c7d8ed45d5062e7bad99fb3a..b3fec15feb0a31e6531978c4a876b2e8a3206387 100644 --- a/libs/SDL2/include/SDL_main.h +++ b/libs/SDL2/include/SDL_main.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -83,6 +83,15 @@ */ #define SDL_MAIN_NEEDED +#elif defined(__PSP__) +/* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ +#define SDL_MAIN_AVAILABLE + #endif #endif /* SDL_MAIN_HANDLED */ @@ -122,20 +131,62 @@ 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 - * library know that initialization was done properly. + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * 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. * - * Calling this yourself without knowing what you're doing can cause - * crashes and hard to diagnose problems with your application. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init */ extern DECLSPEC void SDLCALL SDL_SetMainReady(void); #ifdef __WIN32__ /** - * This can be called to set the application class at startup + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns 0 on success, -1 on error. SDL_GetError() may have details. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 2.0.2. */ -extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #endif /* __WIN32__ */ @@ -144,12 +195,14 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #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(). - * \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. + * \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. + * + * \since This function is available since SDL 2.0.3. */ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); @@ -158,12 +211,14 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r #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 argv The argv parameter from the application's main() function + * \param mainFunction The SDL app's C-style main(), an SDL_main_func + * \return the return value from mainFunction * - * \param argc The argc 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(). - * \return the return value from mainFunction + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); diff --git a/libs/SDL2/include/SDL_messagebox.h b/libs/SDL2/include/SDL_messagebox.h index e34b5547750340b0a76060c66891f7ec40a6cc6d..d763534d216e9afbc82c93c4a7a71eb8ccadc323 100644 --- a/libs/SDL2/include/SDL_messagebox.h +++ b/libs/SDL2/include/SDL_messagebox.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,17 +32,19 @@ extern "C" { #endif /** - * \brief SDL_MessageBox flags. If supported will display warning icon, etc. + * SDL_MessageBox flags. If supported will display warning icon, etc. */ typedef enum { - SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ - SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ - SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */ + SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ + SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning 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; /** - * \brief Flags for SDL_MessageBoxButtonData. + * Flags for SDL_MessageBoxButtonData. */ typedef enum { @@ -51,7 +53,7 @@ typedef enum } SDL_MessageBoxButtonFlags; /** - * \brief Individual button data. + * Individual button data. */ typedef struct { @@ -61,7 +63,7 @@ typedef struct } SDL_MessageBoxButtonData; /** - * \brief RGB value used in a message box color scheme + * RGB value used in a message box color scheme */ typedef struct { @@ -79,7 +81,7 @@ typedef enum } 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 { @@ -87,7 +89,7 @@ typedef struct } SDL_MessageBoxColorScheme; /** - * \brief MessageBox structure containing title, text, window, etc. + * MessageBox structure containing title, text, window, etc. */ typedef struct { @@ -103,32 +105,79 @@ typedef struct } SDL_MessageBoxData; /** - * \brief Create a modal message box. + * Create a modal message box. * - * \param messageboxdata The SDL_MessageBoxData structure with title, text, etc. - * \param buttonid The pointer to which user id of hit button should be copied. + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. * - * \return -1 on error, otherwise 0 and buttonid contains user id of button - * hit or -1 if dialog was closed. + * 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. * - * \note 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. + * + * 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); /** - * \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. + * + * 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 flags ::SDL_MessageBoxFlags - * \param title UTF-8 title text - * \param message UTF-8 message text - * \param window The parent window, or NULL for no parent + * \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. * - * \return 0 on success, -1 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_ShowMessageBox + * \sa SDL_ShowMessageBox */ extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); diff --git a/libs/SDL2/include/SDL_metal.h b/libs/SDL2/include/SDL_metal.h new file mode 100644 index 0000000000000000000000000000000000000000..9ecaa8151d836f30221713641abb7aaf6efe2408 --- /dev/null +++ b/libs/SDL2/include/SDL_metal.h @@ -0,0 +1,112 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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(). + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + * + * \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 + * + * \since This function is available since SDL 2.0.14. + * + * \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_ */ diff --git a/libs/SDL2/include/SDL_misc.h b/libs/SDL2/include/SDL_misc.h new file mode 100644 index 0000000000000000000000000000000000000000..261b6b8713e0190a514c6ab37a680123bfd7a354 --- /dev/null +++ b/libs/SDL2/include/SDL_misc.h @@ -0,0 +1,79 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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 since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/include/SDL_mouse.h b/libs/SDL2/include/SDL_mouse.h index 277559d23ae29697469947f5de6d90db0feb9658..1d4a2db0d23c0beafaff77c82bde64362d3d0098 100644 --- a/libs/SDL2/include/SDL_mouse.h +++ b/libs/SDL2/include/SDL_mouse.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -72,150 +72,240 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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 - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse cursor position relative to the focus window for the currently - * selected mouse. You can pass NULL for either x or y. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + * \sa SDL_PumpEvents */ extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); /** - * \brief Get the current state of the mouse, in relation to the desktop - * - * This works just like SDL_GetMouseState(), but the coordinates will be - * reported relative to the top-left of the desktop. This can be useful if - * you need to track the mouse outside of a specific window and - * SDL_CaptureMouse() doesn't fit your needs. For example, it could be - * useful if you need to track the mouse while dragging a window, where - * coordinates relative to a window might not be in sync at all times. - * - * \note SDL_GetMouseState() returns the mouse position as SDL understands - * it from the last pump of the event queue. This function, however, - * queries the OS for the current mouse position, and as such, might - * be a slightly less efficient function. Unless you know what you're - * doing and have a good reason to use this function, you probably want - * SDL_GetMouseState() instead. - * - * \param x Returns the current X coord, relative to the desktop. Can be NULL. - * \param y Returns the current Y coord, relative to the desktop. Can be NULL. - * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. - * - * \sa SDL_GetMouseState + * Get the current state of the mouse in relation to the desktop. + * + * 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 you + * need to track the mouse outside of a specific window and SDL_CaptureMouse() + * doesn't fit your needs. For example, it could be useful if you need to + * track the mouse while dragging a window, where coordinates relative to a + * window might not be in sync at all times. + * + * Note: SDL_GetMouseState() returns the mouse position as SDL understands it + * from the last pump of the event queue. This function, however, queries the + * OS for the current mouse position, and as such, might be a slightly less + * efficient function. Unless you know what you're doing and have a good + * reason to use this function, you probably want SDL_GetMouseState() instead. + * + * \param x filled in with the current X coord relative to the desktop; can be + * NULL + * \param y filled in with the current Y coord relative to the desktop; can be + * NULL + * \returns the current button state as a bitmask which can be tested using + * 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); /** - * \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`. + * + * \param x a pointer filled with the last recorded x coordinate of the mouse + * \param y a pointer filled with the last recorded y coordinate of the mouse + * \returns a 32-bit button bitmask of the relative button state. * - * The current button state is returned as a button bitmask, which can - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse deltas since the last call to SDL_GetRelativeMouseState(). + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetMouseState */ 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 x The x coordinate within the window - * \param y The y coordinate within the window + * \param window the window to move the mouse into, or NULL for the current + * mouse focus + * \param x the x coordinate within the window + * \param y the y coordinate within the window * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WarpMouseGlobal */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 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. + * + * 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 - * \return 0 on success, -1 on error (usually: unsupported by a platform). + * \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. * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_WarpMouseInWindow */ 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. + * + * 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. * - * \param enabled Whether or not to enable relative mode + * This function will flush any pending mouse motion. * - * \return 0 on success, or -1 if relative mode is not supported. + * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * 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. + * If relative mode is not supported, this returns -1. * - * \note This function will flush any pending mouse motion. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRelativeMouseMode() + * \sa SDL_GetRelativeMouseMode */ 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. * - * \param enabled Whether or not to enable capturing + * 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. * - * 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. + * 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. * - * 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. + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. * - * While captured, mouse events still report coordinates relative to the - * current (foreground) window, but those coordinates may be outside the - * bounds of the window (including negative values). Capturing is only - * 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 + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. * - * While capturing is enabled, the current window will have the - * SDL_WINDOW_MOUSE_CAPTURE flag set. + * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. + * \returns 0 on success or -1 if not supported; call SDL_GetError() for more + * information. * - * \return 0 on success, or -1 if not supported. + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetGlobalMouseState */ extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); /** - * \brief Query whether relative mouse mode is enabled. + * Query whether relative mouse mode is enabled. + * + * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. * - * \sa SDL_SetRelativeMouseMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRelativeMouseMode */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** - * \brief Create a cursor, using the specified bitmap data and - * mask (in MSB format). - * - * The cursor width must be a multiple of 8 bits. - * - * The cursor is created in black and white according to the following: - * <table> - * <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> - * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> - * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> - * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black - * if not. </td></tr> - * </table> - * - * \sa SDL_FreeCursor() + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeCursor + * \sa SDL_SetCursor + * \sa SDL_ShowCursor */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, @@ -223,60 +313,123 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 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, int hot_x, 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_GetCursor + * \sa SDL_ShowCursor */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetCursor */ 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); /** - * \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() - * \sa SDL_CreateColorCursor() - * \sa SDL_CreateSystemCursor() + * \param cursor the cursor to free + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor */ 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 - * state. + * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, + * `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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_SetCursor */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /** - * Used as a mask when testing buttons in buttonstate. - * - Button 1: Left mouse button - * - Button 2: Middle mouse button - * - Button 3: Right mouse button + * Used as a mask when testing buttons in buttonstate. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 @@ -290,7 +443,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/include/SDL_mutex.h b/libs/SDL2/include/SDL_mutex.h index 970e78713959c2096284f7976fdd36fd0009fd48..173468f6ace65a70969f60d0c74d34336b0ac547 100644 --- a/libs/SDL2/include/SDL_mutex.h +++ b/libs/SDL2/include/SDL_mutex.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,38 +59,105 @@ struct 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ 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. + * + * 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"). * - * \return 0, or -1 on error. + * \param mutex the mutex to lock + * \return 0, or -1 on error. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexP(m) SDL_LockMutex(m) 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. * - * \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex); /** - * Unlock the mutex. + * Unlock the mutex. + * + * 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"). * - * \return 0, or -1 on error. + * It is an error to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. * - * \warning It is an error to unlock a mutex that has not been locked by - * the current 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. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexV(m) SDL_UnlockMutex(m) 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); @@ -107,50 +174,151 @@ struct SDL_semaphore; 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * This function suspends the calling thread until the semaphore pointed - * to by \c sem has a positive count. It then atomically decreases the - * semaphore count. + * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would - * block, and -1 on error. + * \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); /** - * Variant of SDL_SemWait() with a timeout in milliseconds. + * Wait until a semaphore has a positive value and then decrements it. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not - * succeed in the allotted time, and -1 on error. + * 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. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore */ extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); @@ -167,72 +335,124 @@ struct SDL_cond; typedef struct SDL_cond SDL_cond; /** - * Create a condition variable. - * - * Typical use of condition variables: + * Create a condition variable. * - * Thread A: - * SDL_LockMutex(lock); - * while ( ! condition ) { - * SDL_CondWait(cond, lock); - * } - * SDL_UnlockMutex(lock); + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. * - * Thread B: - * SDL_LockMutex(lock); - * ... - * condition = true; - * ... - * SDL_CondSignal(cond); - * SDL_UnlockMutex(lock); + * \since This function is available since SDL 2.0.0. * - * 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. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_DestroyCond */ extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); /** - * Destroy a condition variable. + * Destroy a condition variable. + * + * \param cond the condition variable to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond */ 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. * - * \return 0 or -1 on error. + * \param cond the condition variable to signal + * \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_CondBroadcast + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * Waits for at most \c ms milliseconds, and returns 0 if the condition - * variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not - * signaled in the allotted time, and -1 on error. + * Wait until a condition variable is signaled or a certain time has passed. + * + * 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. + * + * \since This function is available since SDL 2.0.0. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, SDL_mutex * mutex, Uint32 ms); diff --git a/libs/SDL2/include/SDL_name.h b/libs/SDL2/include/SDL_name.h index 690a8199b8a5628d411c91dbb5051786d6bb8297..6ff35b46efe0d2fc27e05dc5b0b834940f13f2f8 100644 --- a/libs/SDL2/include/SDL_name.h +++ b/libs/SDL2/include/SDL_name.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_opengl.h b/libs/SDL2/include/SDL_opengl.h index 6685be73ece189fa3055599150a91b3bd7a2bd11..9aed5035a9dd35bc7a6aa8ef9bd0f929065473cf 100644 --- a/libs/SDL2/include/SDL_opengl.h +++ b/libs/SDL2/include/SDL_opengl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_opengl_glext.h b/libs/SDL2/include/SDL_opengl_glext.h index cd3869fe7f1e56ea948f010d72b7b37bbd1d2abf..6a402b15a2235e11267e883a05fb61c899f46cb9 100644 --- a/libs/SDL2/include/SDL_opengl_glext.h +++ b/libs/SDL2/include/SDL_opengl_glext.h @@ -40,6 +40,9 @@ extern "C" { #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif diff --git a/libs/SDL2/include/SDL_opengles.h b/libs/SDL2/include/SDL_opengles.h index 1e0660c3db7cab20d05e3a170c1f0fecb74ed07d..8511b9607f1185a81b606d9eb3fc6915fd4d6393 100644 --- a/libs/SDL2/include/SDL_opengles.h +++ b/libs/SDL2/include/SDL_opengles.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_opengles2.h b/libs/SDL2/include/SDL_opengles2.h index df29d3840bee39ce62fc98cd8b83af5c0b7ddd46..172fcb3f4476a251d3dc9a339592b2ce6b21955a 100644 --- a/libs/SDL2/include/SDL_opengles2.h +++ b/libs/SDL2/include/SDL_opengles2.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -26,7 +26,7 @@ */ #include "SDL_config.h" -#ifndef _MSC_VER +#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #ifdef __IPHONEOS__ #include <OpenGLES/ES2/gl.h> diff --git a/libs/SDL2/include/SDL_pixels.h b/libs/SDL2/include/SDL_pixels.h index dcb7a980d8fd3061b0deeec9c13465143a94a4ad..5d2c0c898217ba77d422e309ab45616c5f9db904 100644 --- a/libs/SDL2/include/SDL_pixels.h +++ b/libs/SDL2/include/SDL_pixels.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { /* @} */ /** Pixel type. */ -enum +typedef enum { SDL_PIXELTYPE_UNKNOWN, SDL_PIXELTYPE_INDEX1, @@ -62,18 +62,18 @@ enum SDL_PIXELTYPE_ARRAYU32, SDL_PIXELTYPE_ARRAYF16, SDL_PIXELTYPE_ARRAYF32 -}; +} SDL_PixelType; /** Bitmap pixel order, high bit -> low bit. */ -enum +typedef enum { SDL_BITMAPORDER_NONE, SDL_BITMAPORDER_4321, SDL_BITMAPORDER_1234 -}; +} SDL_BitmapOrder; /** Packed component order, high bit -> low bit. */ -enum +typedef enum { SDL_PACKEDORDER_NONE, SDL_PACKEDORDER_XRGB, @@ -84,12 +84,12 @@ enum SDL_PACKEDORDER_BGRX, SDL_PACKEDORDER_ABGR, SDL_PACKEDORDER_BGRA -}; +} SDL_PackedOrder; /** Array component order, low byte -> high byte. */ /* !!! FIXME: in 2.1, make these not overlap differently with !!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */ -enum +typedef enum { SDL_ARRAYORDER_NONE, SDL_ARRAYORDER_RGB, @@ -98,10 +98,10 @@ enum SDL_ARRAYORDER_BGR, SDL_ARRAYORDER_BGRA, SDL_ARRAYORDER_ABGR -}; +} SDL_ArrayOrder; /** Packed component layout. */ -enum +typedef enum { SDL_PACKEDLAYOUT_NONE, SDL_PACKEDLAYOUT_332, @@ -112,7 +112,7 @@ enum SDL_PACKEDLAYOUT_8888, SDL_PACKEDLAYOUT_2101010, SDL_PACKEDLAYOUT_1010102 -}; +} SDL_PackedLayout; #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) @@ -188,15 +188,22 @@ typedef enum SDL_PIXELFORMAT_RGB332 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), - SDL_PIXELFORMAT_RGB444 = + SDL_PIXELFORMAT_XRGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, 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_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_PACKEDLAYOUT_1555, 15, 2), + SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555, SDL_PIXELFORMAT_ARGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), @@ -233,15 +240,17 @@ typedef enum SDL_PIXELFORMAT_BGR24 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), - SDL_PIXELFORMAT_RGB888 = + SDL_PIXELFORMAT_XRGB8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_RGBX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), - SDL_PIXELFORMAT_BGR888 = + SDL_PIXELFORMAT_XBGR8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888, SDL_PIXELFORMAT_BGRX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), @@ -292,6 +301,11 @@ typedef enum SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') } SDL_PixelFormatEnum; +/** + * The bits of this structure can be directly reinterpreted as an integer-packed + * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 + * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + */ typedef struct SDL_Color { Uint8 r; @@ -336,16 +350,31 @@ typedef struct 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); /** - * \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. + * + * \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. * - * \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_MasksToPixelFormatEnum() + * \sa SDL_MasksToPixelFormatEnum */ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, int *bpp, @@ -355,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, 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. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. * - * \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion - * wasn't possible. + * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PixelFormatEnumToMasks */ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, Uint32 Rmask, @@ -369,84 +407,213 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeFormat */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat */ extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); /** - * \brief Create a palette structure with the specified number of color - * entries. + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. * - * \return A new palette, or NULL if there wasn't enough memory. + * \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. * - * \note The palette entries are initialized to white. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_FreePalette() + * \sa SDL_FreePalette */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_FreePalette */ extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, 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 colors An array of colors to copy into the palette. - * \param firstcolor The index of the first palette entry to modify. - * \param ncolors The number of entries to modify. + * \param palette the SDL_Palette structure to modify + * \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 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_CreateRGBSurface */ extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, const SDL_Color * colors, 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette */ 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. + * + * 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). * - * \sa SDL_MapRGBA + * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGBA */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGB */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormat * format, @@ -454,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp); diff --git a/libs/SDL2/include/SDL_platform.h b/libs/SDL2/include/SDL_platform.h index c2cbc6b4e0f1d08aba17dcc5e6713c80ca3558ba..79b8b6f45d51cb832a658e9c0ddcf215cb558fab 100644 --- a/libs/SDL2/include/SDL_platform.h +++ b/libs/SDL2/include/SDL_platform.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -70,6 +70,27 @@ /* lets us know what version of Mac OS X we're compiling on */ #include "AvailabilityMacros.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 #undef __TVOS__ #define __TVOS__ 1 @@ -175,6 +196,9 @@ #define __SDL_NOGETPROCADDR__ #endif +#if defined(__vita__) +#define __VITA__ 1 +#endif #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -183,7 +207,20 @@ extern "C" { #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". + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void); diff --git a/libs/SDL2/include/SDL_power.h b/libs/SDL2/include/SDL_power.h index 4831cb77ed5bf33f00a708ac818c968ae38808ae..ecb3f4b023439623531d011421b493f47e8dd018 100644 --- a/libs/SDL2/include/SDL_power.h +++ b/libs/SDL2/include/SDL_power.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,7 +37,7 @@ extern "C" { #endif /** - * \brief The basic state for the system's power supply. + * The basic state for the system's power supply. */ typedef enum { @@ -50,17 +50,30 @@ 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 don't care. Will return -1 if we can't determine a - * value, or we're not running on a battery. + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * 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 - * 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. + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct); diff --git a/libs/SDL2/include/SDL_quit.h b/libs/SDL2/include/SDL_quit.h index c979983cb021fa08e64764db684813c351e473ac..4090f7f19ba249403f14dfb8416ac63bb7ac86aa 100644 --- a/libs/SDL2/include/SDL_quit.h +++ b/libs/SDL2/include/SDL_quit.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_rect.h b/libs/SDL2/include/SDL_rect.h index 71a4115173ad77cd407cada3a5d8960a1451edd7..6616ba6a281790ad7a97bb24b1bcf6b132e59e4b 100644 --- a/libs/SDL2/include/SDL_rect.h +++ b/libs/SDL2/include/SDL_rect.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -40,10 +40,10 @@ extern "C" { #endif /** - * \brief The structure that defines a point (integer) + * The structure that defines a point (integer) * - * \sa SDL_EnclosePoints - * \sa SDL_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_Point { @@ -52,10 +52,10 @@ typedef struct 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_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_FPoint { @@ -65,14 +65,14 @@ typedef struct SDL_FPoint /** - * \brief A rectangle, with the origin at the upper left (integer). - * - * \sa SDL_RectEmpty - * \sa SDL_RectEquals - * \sa SDL_HasIntersection - * \sa SDL_IntersectRect - * \sa SDL_UnionRect - * \sa SDL_EnclosePoints + * A rectangle, with the origin at the upper left (integer). + * + * \sa SDL_RectEmpty + * \sa SDL_RectEquals + * \sa SDL_HasIntersection + * \sa SDL_IntersectRect + * \sa SDL_UnionRect + * \sa SDL_EnclosePoints */ 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 { @@ -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) { @@ -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) { @@ -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) { @@ -120,33 +120,70 @@ 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. + * + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_IntersectRect */ extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_HasIntersection */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, 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` + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result); /** - * \brief Calculate a minimal rectangle enclosing a set of points + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. * - * \return SDL_TRUE if any points were within the clipping rect + * \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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, int count, @@ -154,9 +191,22 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, diff --git a/libs/SDL2/include/SDL_render.h b/libs/SDL2/include/SDL_render.h index 096b4a577107025e437a175b7109bdc51fd37efc..a7e4908a6121f06dafb14646727bc6e114133bbf 100644 --- a/libs/SDL2/include/SDL_render.h +++ b/libs/SDL2/include/SDL_render.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,7 +59,7 @@ extern "C" { #endif /** - * \brief Flags used when creating a rendering context + * Flags used when creating a rendering context */ typedef enum { @@ -73,7 +73,7 @@ typedef enum } SDL_RendererFlags; /** - * \brief Information on the capabilities of a render driver or context. + * Information on the capabilities of a render driver or context. */ typedef struct SDL_RendererInfo { @@ -86,7 +86,27 @@ typedef struct SDL_RendererInfo } SDL_RendererInfo; /** - * \brief The access pattern allowed for a texture. + * Vertex structure + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_Color color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The scaling mode for a texture. + */ +typedef enum +{ + SDL_ScaleModeNearest, /**< nearest pixel sampling */ + SDL_ScaleModeLinear, /**< linear filtering */ + SDL_ScaleModeBest /**< anisotropic filtering */ +} SDL_ScaleMode; + +/** + * The access pattern allowed for a texture. */ typedef enum { @@ -96,7 +116,7 @@ typedef enum } SDL_TextureAccess; /** - * \brief The texture channel modulation used in SDL_RenderCopy(). + * The texture channel modulation used in SDL_RenderCopy(). */ typedef enum { @@ -106,7 +126,7 @@ typedef enum } SDL_TextureModulate; /** - * \brief Flip constants for SDL_RenderCopyEx + * Flip constants for SDL_RenderCopyEx */ typedef enum { @@ -116,58 +136,71 @@ typedef enum } SDL_RendererFlip; /** - * \brief A structure representing rendering state + * A structure representing rendering state */ struct SDL_Renderer; typedef struct SDL_Renderer SDL_Renderer; /** - * \brief An efficient driver-specific representation of pixel data + * An efficient driver-specific representation of pixel data */ struct SDL_Texture; typedef struct SDL_Texture SDL_Texture; - /* Function prototypes */ /** - * \brief Get the number of 2D rendering drivers available for the current - * display. + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. * - * A render driver is a set of code that handles rendering and texture - * management on a particular display. Normally there is only one, but - * some drivers may have several available with different capabilities. + * There may be none if SDL was compiled without render support. * - * \sa SDL_GetRenderDriverInfo() - * \sa SDL_CreateRenderer() + * \returns a number >= 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_CreateRenderer + * \sa SDL_GetRenderDriverInfo */ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); /** - * \brief Get information about a specific 2D rendering driver for the current - * display. + * Get info about a specific 2D rendering driver for the current display. * - * \param index The index of the driver to query information about. - * \param info A pointer to an SDL_RendererInfo struct to be filled with - * information on the rendering driver. + * \param index the index of the driver to query information about + * \param info an SDL_RendererInfo structure to be filled with information on + * the rendering driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, -1 if the index was out of range. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateRenderer() + * \sa SDL_CreateRenderer + * \sa SDL_GetNumRenderDrivers */ extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info); /** - * \brief Create a window and default renderer + * Create a window and default renderer. + * + * \param width the width of the window + * \param height the height of the window + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()) + * \param window a pointer filled with the window, or NULL on error + * \param renderer a pointer filled with the renderer, or NULL on error + * \returns 0 on success, or -1 on error; call SDL_GetError() for more + * information. * - * \param width The width of the window - * \param height The height of the window - * \param window_flags The flags used to create the window - * \param window A pointer filled with the window, or NULL on error - * \param renderer A pointer filled with the renderer, or NULL on error + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow */ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( int width, int height, Uint32 window_flags, @@ -175,69 +208,116 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( /** - * \brief Create a 2D rendering context for a window. + * Create a 2D rendering context for a window. * - * \param window The window where rendering is displayed. - * \param index The index of the rendering driver to initialize, or -1 to - * initialize the first one supporting the requested flags. - * \param flags ::SDL_RendererFlags. + * \param window the window where rendering is displayed + * \param index the index of the rendering driver to initialize, or -1 to + * initialize the first one supporting the requested flags + * \param flags 0, or one or more SDL_RendererFlags OR'd together + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \return A valid rendering context or NULL if there was an error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateSoftwareRenderer() - * \sa SDL_GetRendererInfo() - * \sa SDL_DestroyRenderer() + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRendererInfo */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags); /** - * \brief Create a 2D software rendering context for a surface. + * Create a 2D software rendering context for a surface. * - * \param surface The surface where rendering is done. + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. * - * \return A valid rendering context or NULL if there was an error. + * \param surface the SDL_Surface structure representing the surface where + * rendering is done + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \sa SDL_CreateRenderer() - * \sa SDL_DestroyRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindowRenderer + * \sa SDL_DestroyRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); /** - * \brief Get the renderer associated with a window. + * Get the renderer associated with a window. + * + * \param window the window to query + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); /** - * \brief Get information about a rendering context. + * Get information about a rendering context. + * + * \param renderer the rendering context + * \param info an SDL_RendererInfo structure filled with information about the + * current renderer + * \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_CreateRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info); /** - * \brief Get the output size in pixels of a rendering context. + * Get the output size in pixels of a rendering context. + * + * Due to high-dpi displays, you might end up with a rendering context that + * has more pixels than the window that contains it, so use this instead of + * SDL_GetWindowSize() to decide how much drawing area you have. + * + * \param renderer the rendering context + * \param w an int filled with the width + * \param h an int filled with the height + * \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_GetRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Create a texture for a rendering context. + * Create a texture for a rendering context. * - * \param renderer The renderer. - * \param format The format of the texture. - * \param access One of the enumerated values in ::SDL_TextureAccess. - * \param w The width of the texture in pixels. - * \param h The height of the texture in pixels. + * You can set the texture scaling method by setting + * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. * - * \return The created texture is returned, or NULL if no rendering context was - * active, the format was unsupported, or the width or height were out - * of range. + * \param renderer the rendering context + * \param format one of the enumerated values in SDL_PixelFormatEnum + * \param access one of the enumerated values in SDL_TextureAccess + * \param w the width of the texture in pixels + * \param h the height of the texture in pixels + * \returns a pointer to the created texture or NULL if no rendering context + * was active, the format was unsupported, or the width or height + * were out of range; call SDL_GetError() for more information. * - * \note The contents of the texture are not defined at creation. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_QueryTexture() - * \sa SDL_UpdateTexture() - * \sa SDL_DestroyTexture() + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture + * \sa SDL_UpdateTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, @@ -245,165 +325,290 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, int h); /** - * \brief Create a texture from an existing surface. + * Create a texture from an existing surface. * - * \param renderer The renderer. - * \param surface The surface containing pixel data used to fill the texture. + * The surface is not modified or freed by this function. * - * \return The created texture is returned, or NULL on error. + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. * - * \note The surface is not modified or freed by this function. + * The pixel format of the created texture may be different from the pixel + * format of the surface. Use SDL_QueryTexture() to query the pixel format of + * the texture. * - * \sa SDL_QueryTexture() - * \sa SDL_DestroyTexture() + * \param renderer the rendering context + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface); /** - * \brief Query the attributes of a texture + * Query the attributes of a texture. + * + * \param texture the texture to query + * \param format a pointer filled in with the raw format of the texture; the + * actual format may differ, but pixel transfers will use this + * format (one of the SDL_PixelFormatEnum values) + * \param access a pointer filled in with the actual access to the texture + * (one of the SDL_TextureAccess values) + * \param w a pointer filled in with the width of the texture in pixels + * \param h a pointer filled in with the height of the texture in pixels + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param texture A texture to be queried. - * \param format A pointer filled in with the raw format of the texture. The - * actual format may differ, but pixel transfers will use this - * format. - * \param access A pointer filled in with the actual access to the texture. - * \param w A pointer filled in with the width of the texture in pixels. - * \param h A pointer filled in with the height of the texture in pixels. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the texture is not valid. + * \sa SDL_CreateTexture */ extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access, int *w, int *h); /** - * \brief Set an additional color value used in render copy operations. + * Set an additional color value multiplied into render copy operations. * - * \param texture The texture to update. - * \param r The red color value multiplied into copy operations. - * \param g The green color value multiplied into copy operations. - * \param b The blue color value multiplied into copy operations. + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: * - * \return 0 on success, or -1 if the texture is not valid or color modulation - * is not supported. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetTextureColorMod() + * Color modulation is not always supported by the renderer; it will return -1 + * if color modulation is not supported. + * + * \param texture the texture to update + * \param r the red color value multiplied into copy operations + * \param g the green color value multiplied into copy operations + * \param b the blue color value multiplied into copy operations + * \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_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b); /** - * \brief Get the additional color value used in render copy operations. + * Get the additional color value multiplied into render copy operations. * - * \param texture The texture to query. - * \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 b A pointer filled in with the current blue color value. + * \param texture the texture to query + * \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 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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureColorMod() + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g, Uint8 * b); /** - * \brief Set an additional alpha value used in render copy operations. + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` * - * \param texture The texture to update. - * \param alpha The alpha value multiplied into copy operations. + * Alpha modulation is not always supported by the renderer; it will return -1 + * if alpha modulation is not supported. * - * \return 0 on success, or -1 if the texture is not valid or alpha modulation - * is not supported. + * \param texture the texture to update + * \param alpha the source alpha value multiplied into copy operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetTextureAlphaMod() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha); /** - * \brief Get the additional alpha value used in render copy operations. + * Get the additional alpha value multiplied into render copy operations. * - * \param texture The texture to query. - * \param alpha A pointer filled in with the current alpha value. + * \param texture the texture 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. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureAlphaMod() + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha); /** - * \brief Set the blend mode used for texture copy operations. + * Set the blend mode for a texture, used by SDL_RenderCopy(). * - * \param texture The texture to update. - * \param blendMode ::SDL_BlendMode to use for texture blending. + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns -1. * - * \return 0 on success, or -1 if the texture is not valid or the blend mode is - * not supported. + * \param texture the texture to update + * \param blendMode the SDL_BlendMode to use for texture blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetTextureBlendMode() + * \sa SDL_GetTextureBlendMode + * \sa SDL_RenderCopy */ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for texture copy operations. + * Get the blend mode used for texture copy operations. * - * \param texture The texture to query. - * \param blendMode A pointer filled in with the current blend mode. + * \param texture the texture to query + * \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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureBlendMode() + * \sa SDL_SetTextureBlendMode */ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode); /** - * \brief Update the given texture rectangle with new pixel data. + * Set the scale mode used for texture scale operations. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param pixels The raw pixel data in the format of the texture. - * \param pitch The number of bytes in a row of pixel data, including padding between lines. + * If the scale mode is not supported, the closest supported mode is chosen. * - * The pixel data must be in the format of the texture. The pixel format can be - * queried with SDL_QueryTexture. + * \param texture The texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns 0 on success, or -1 if the texture is not valid. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.12. * - * \note This is a fairly slow function. + * \sa SDL_GetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \return 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_SetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode *scaleMode); + +/** + * Associate a user-specified pointer with a texture. + * + * \param texture the texture to update. + * \param userdata the pointer to associate with the texture. + * \returns 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetTextureUserData + */ +extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture, + void *userdata); + +/** + * Get the user-specified pointer associated with a texture + * + * \param texture the texture to query. + * \return the pointer associated with the texture, or NULL if the texture is + * not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetTextureUserData + */ +extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture. Use + * SDL_QueryTexture() to query the pixel format of the texture. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture + * \param pixels the raw pixel data in the format of the texture + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines + * \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_CreateTexture + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); /** - * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data. + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param Yplane The raw pixel data for the Y plane. - * \param Ypitch The number of bytes between rows of pixel data for the Y plane. - * \param Uplane The raw pixel data for the U plane. - * \param Upitch The number of bytes between rows of pixel data for the U plane. - * \param Vplane The raw pixel data for the V plane. - * \param Vpitch The number of bytes between rows of pixel data for the V plane. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture + * \param Yplane the raw pixel data for the Y plane + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane + * \param Uplane the raw pixel data for the U plane + * \param Upitch the number of bytes between rows of pixel data for the U + * plane + * \param Vplane the raw pixel data for the V plane + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane + * \returns 0 on success or -1 if the texture is not valid; call + * SDL_GetError() for more information. * - * \note You can use SDL_UpdateTexture() as long as your pixel data is - * a contiguous block of Y and U/V planes in the proper order, but - * this function is available if your pixel data is not contiguous. + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_UpdateTexture */ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect, @@ -412,400 +617,771 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const Uint8 *Vplane, int Vpitch); /** - * \brief Lock a portion of the texture for write-only pixel access. + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. * - * \param texture The texture to lock for access, which was created with - * ::SDL_TEXTUREACCESS_STREAMING. - * \param rect A pointer to the rectangle to lock for access. If the rect - * is NULL, the entire texture will be locked. - * \param pixels This is filled in with a pointer to the locked pixels, - * appropriately offset by the locked area. - * \param pitch This is filled in with the pitch of the locked pixels. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \return 0 on success, or -1 if the texture is not valid. * - * \sa SDL_UnlockTexture() + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes + * \returns 0 on success or a negative error code if the texture is not valid + * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); /** - * \brief Unlock a texture, uploading the changes to video memory, if needed. + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked + * \param surface this is filled in with an SDL surface representing the + * locked area + * \returns 0 on success, or -1 if the texture is not valid or was not created + * with `SDL_TEXTUREACCESS_STREAMING` * - * \sa SDL_LockTexture() + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, + const SDL_Rect *rect, + SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockTexture */ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); /** - * \brief Determines whether a window supports the use of render targets + * Determine whether a renderer supports the use of render targets. + * + * \param renderer the renderer that will be checked + * \returns SDL_TRUE if supported or SDL_FALSE if not. * - * \param renderer The renderer that will be checked + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if supported, SDL_FALSE if not. + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer); /** - * \brief Set a texture as the current rendering target. + * Set a texture as the current rendering target. * - * \param renderer The renderer. - * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target + * Before using this function, you should check the + * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if + * render targets are supported. * - * \return 0 on success, or -1 on error + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * \param renderer the rendering context + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \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_GetRenderTarget() + * \sa SDL_GetRenderTarget */ extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); /** - * \brief Get the current render target or NULL for the default render target. + * Get the current render target. * - * \return The current render target + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. * - * \sa SDL_SetRenderTarget() + * \param renderer the rendering context + * \returns the current render target or NULL for the default render target. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); /** - * \brief Set device independent resolution for rendering + * Set a device independent resolution for rendering. + * + * This function uses the viewport and scaling functionality to allow a fixed + * logical resolution for rendering, regardless of the actual output + * resolution. If the actual output resolution doesn't have the same aspect + * ratio the output rendering will be centered within the output display. * - * \param renderer The renderer for which resolution should be set. - * \param w The width of the logical resolution - * \param h The height of the logical resolution + * If the output display is a window, mouse and touch events in the window + * will be filtered and scaled so they seem to arrive within the logical + * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether + * relative motion events are also scaled. * - * This function uses the viewport and scaling functionality to allow a fixed logical - * resolution for rendering, regardless of the actual output resolution. If the actual - * output resolution doesn't have the same aspect ratio the output rendering will be - * centered within the output display. + * If this function results in scaling or subpixel drawing by the rendering + * backend, it will be handled using the appropriate quality hints. * - * If the output display is a window, mouse events in the window will be filtered - * and scaled so they seem to arrive within the logical resolution. + * \param renderer the renderer for which resolution should be set + * \param w the width of the logical resolution + * \param h the height of the logical resolution + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this function results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetLogicalSize() - * \sa SDL_RenderSetScale() - * \sa SDL_RenderSetViewport() + * \sa SDL_RenderGetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h); /** - * \brief Get device independent resolution for rendering + * Get device independent resolution for rendering. * - * \param renderer The renderer from which resolution should be queried. - * \param w A pointer filled with the width of the logical resolution - * \param h A pointer filled with the height of the logical resolution + * This may return 0 for `w` and `h` if the SDL_Renderer has never had its + * logical size set by SDL_RenderSetLogicalSize() and never had a render + * target set. * - * \sa SDL_RenderSetLogicalSize() + * \param renderer a rendering context + * \param w an int to be filled with the width + * \param h an int to be filled with the height + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Set whether to force integer scales for resolution-independent rendering + * Set whether to force integer scales for resolution-independent rendering. + * + * This function restricts the logical viewport to integer values - that is, + * when a resolution is between two multiples of a logical size, the viewport + * size is rounded down to the lower multiple. * - * \param renderer The renderer for which integer scaling should be set. - * \param enable Enable or disable integer scaling + * \param renderer the renderer for which integer scaling should be set + * \param enable enable or disable the integer scaling for rendering + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function restricts the logical viewport to integer values - that is, when - * a resolution is between two multiples of a logical size, the viewport size is - * rounded down to the lower multiple. + * \since This function is available since SDL 2.0.5. * - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetIntegerScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable); /** - * \brief Get whether integer scales are forced for resolution-independent rendering + * Get whether integer scales are forced for resolution-independent rendering. * - * \param renderer The renderer from which integer scaling should be queried. + * \param renderer the renderer from which integer scaling should be queried + * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on + * failure; call SDL_GetError() for more information. * - * \sa SDL_RenderSetIntegerScale() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RenderSetIntegerScale */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer); /** - * \brief Set the drawing area for rendering on the current target. - * - * \param renderer The renderer for which the drawing area should be set. - * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target. + * Set the drawing area for rendering on the current target. * - * The x,y of the viewport rect represents the origin for rendering. + * When the window is resized, the viewport is reset to fill the entire new + * window size. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the window associated with the renderer is resized, the viewport is automatically reset. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetViewport() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetViewport */ extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the drawing area for the current target. + * Get the drawing area for the current target. * - * \sa SDL_RenderSetViewport() + * \param renderer the rendering context + * \param rect an SDL_Rect structure filled in with the current drawing area + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetViewport */ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Set the clip rectangle for the current target. + * Set the clip rectangle for rendering on the specified target. * - * \param renderer The renderer for which clip rectangle should be set. - * \param rect A pointer to the rectangle to set as the clip rectangle, or - * NULL to disable clipping. + * \param renderer the rendering context for which clip rectangle should be + * set + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping + * \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 + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetClipRect() + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderIsClipEnabled */ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the clip rectangle for the current target. + * Get the clip rectangle for the current target. + * + * \param renderer the rendering context from which clip rectangle should be + * queried + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled * - * \param renderer The renderer from which clip rectangle should be queried. - * \param rect A pointer filled in with the current clip rectangle, or - * an empty rectangle if clipping is disabled. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetClipRect() + * \sa SDL_RenderIsClipEnabled + * \sa SDL_RenderSetClipRect */ extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Get whether clipping is enabled on the given renderer. + * Get whether clipping is enabled on the given renderer. * - * \param renderer The renderer from which clip state should be queried. + * \param renderer the renderer from which clip state should be queried + * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call + * SDL_GetError() for more information. * - * \sa SDL_RenderGetClipRect() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderSetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer); /** - * \brief Set the drawing scale for rendering on the current target. + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. * - * \param renderer The renderer for which the drawing scale should be set. - * \param scaleX The horizontal scaling factor - * \param scaleY The vertical scaling factor + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. * - * The drawing coordinates are scaled by the x/y scaling factors - * before they are used by the renderer. This allows resolution - * independent drawing with a single coordinate system. + * \param renderer a rendering context + * \param scaleX the horizontal scaling factor + * \param scaleY the vertical scaling factor + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. For best results use integer scaling factors. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetScale() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY); /** - * \brief Get the drawing scale for the current target. + * Get the drawing scale for the current target. + * + * \param renderer the renderer from which drawing scale should be queried + * \param scaleX a pointer filled in with the horizontal scaling factor + * \param scaleY a pointer filled in with the vertical scaling factor * - * \param renderer The renderer from which drawing scale should be queried. - * \param scaleX A pointer filled in with the horizontal scaling factor - * \param scaleY A pointer filled in with the vertical scaling factor + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetScale() + * \sa SDL_RenderSetScale */ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY); /** - * \brief Set the color used for drawing operations (Rect, Line and Clear). - * - * \param renderer The renderer for which drawing color should be set. - * \param r The red value used to draw on the rendering target. - * \param g The green value used to draw on the rendering target. - * \param b The blue value used to draw on the rendering target. - * \param a The alpha value used to draw on the rendering target, usually - * ::SDL_ALPHA_OPAQUE (255). - * - * \return 0 on success, or -1 on error + * Get logical coordinates of point in renderer when given real coordinates of + * point in window. + * + * Logical coordinates will differ from real coordinates when render is scaled + * and logical renderer size set + * + * \param renderer the renderer from which the logical coordinates should be + * calcualted + * \param windowX the real X coordinate in the window + * \param windowY the real Y coordinate in the window + * \param logicalX the pointer filled with the logical x coordinate + * \param logicalY the pointer filled with the logical y coordinate + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, + int windowX, int windowY, + float *logicalX, float *logicalY); + + /** + * Get real coordinates of point in window when given logical coordinates of point in renderer. + * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set + * + * \param renderer the renderer from which the window coordinates should be calculated + * \param logicalX the logical x coordinate + * \param logicalY the logical y coordinate + * \param windowX the pointer filled with the real X coordinate in the window + * \param windowY the pointer filled with the real Y coordinate in the window + + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, + float logicalX, float logicalY, + int *windowX, int *windowY); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context + * \param r the red value used to draw on the rendering target + * \param g the green value used to draw on the rendering target + * \param b the blue value used to draw on the rendering target + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used + * \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_GetRenderDrawColor + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** - * \brief Get the color used for drawing operations (Rect, Line and Clear). + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context + * \param r a pointer filled in with the red value used to draw on the + * rendering target + * \param g a pointer filled in with the green value used to draw on the + * rendering target + * \param b a pointer filled in with the blue value used to draw on the + * rendering target + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer from which drawing color should be queried. - * \param r A pointer to the red value used to draw on the rendering target. - * \param g A pointer to the green value used to draw on the rendering target. - * \param b A pointer to the blue value used to draw on the rendering target. - * \param a A pointer to the alpha value used to draw on the rendering target, - * usually ::SDL_ALPHA_OPAQUE (255). + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /** - * \brief Set the blend mode used for drawing operations (Fill and Line). + * Set the blend mode used for drawing operations (Fill and Line). * - * \param renderer The renderer for which blend mode should be set. - * \param blendMode ::SDL_BlendMode to use for blending. + * If the blend mode is not supported, the closest supported mode is chosen. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param blendMode the SDL_BlendMode to use for blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRenderDrawBlendMode() + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for drawing operations. + * Get the blend mode used for drawing operations. * - * \param renderer The renderer from which blend mode should be queried. - * \param blendMode A pointer filled in with the current blend mode. + * \param renderer the rendering context + * \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 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetRenderDrawBlendMode() + * \sa SDL_SetRenderDrawBlendMode */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode); /** - * \brief Clear the current rendering target with the drawing color + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. + * + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function clears the entire rendering target, ignoring the viewport and - * the clip rectangle. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, + * use SDL_RenderDrawPoints() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x the x coordinate of the point + * \param y the y coordinate of the point + * \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_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures that represent the points to + * draw + * \param count the number of points to draw + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * SDL_RenderDrawLine() draws the line to include both end points. If you want + * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x1 the x coordinate of the start point + * \param y1 the y coordinate of the start point + * \param x2 the x coordinate of the end point + * \param y2 the y coordinate of the end point + * \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_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures representing points along + * the lines + * \param count the number of points, drawing count-1 lines + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the rectangle to draw, or + * NULL to outline the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be drawn + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color. + * + * The current drawing color is set by SDL_SetRenderDrawColor(), and the + * color's alpha value is ignored unless blending is enabled with the + * appropriate call to SDL_SetRenderDrawBlendMode(). * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL for the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be filled + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderPresent */ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \return 0 on success, or -1 on error + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). + * + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target; the texture will be stretched to fill the + * given rectangle + * \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_RenderCopyEx + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, @@ -813,19 +1389,43 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, const SDL_Rect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center + * Copy a portion of the texture to the current rendering, with optional + * rotation and flipping. + * + * Copy a portion of the texture to the current rendering target, optionally + * rotating it by angle around the given center and also flipping it + * top-bottom and/or left-right. + * + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). * - * \return 0 on success, or -1 on error + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around `dstrect.w / 2`, `dstrect.h / 2`) + * \param flip a SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \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_RenderCopy + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, @@ -837,117 +1437,132 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * \param renderer The renderer which should draw a point. + * \param x The x coordinate of the point. + * \param y The y coordinate of the point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \param renderer The renderer which should draw multiple points. + * \param points The points to draw + * \param count The number of points to draw + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, const SDL_FPoint * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * \param renderer The renderer which should draw a line. + * \param x1 The x coordinate of the start point. + * \param y1 The y coordinate of the start point. + * \param x2 The x coordinate of the end point. + * \param y2 The y coordinate of the end point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target at + * subpixel precision. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \param renderer The renderer which should draw multiple lines. + * \param points The points along the lines + * \param count The number of points, drawing count-1 lines + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, - const SDL_FPoint * points, - int count); + const SDL_FPoint * points, + int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer The renderer which should draw a rectangle. + * \param rect A pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, - const SDL_FRect * rect); + const SDL_FRect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should draw multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer The renderer which should fill a rectangle. + * \param rect A pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should fill multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -955,19 +1570,25 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, const SDL_FRect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center - * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle An angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center A pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip An SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -978,19 +1599,85 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, const SDL_RendererFlip flip); /** - * \brief Read pixels from the current rendering target. - * - * \param renderer The renderer from which pixels should be read. - * \param rect A pointer to the rectangle to read, or NULL for the entire - * render target. - * \param format The desired format of the pixel data, or 0 to use the format - * of the rendering target - * \param pixels A pointer to be filled in with the pixel data - * \param pitch The pitch of the pixels parameter. - * - * \return 0 on success, or -1 if pixel reading is not supported. - * - * \warning This is a very slow operation, and should not be used frequently. + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param vertices Vertices. + * \param num_vertices Number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices Number of indices. + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometryRaw + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param xy Vertex positions + * \param xy_stride Byte size to move from one element to the next element + * \param color Vertex colors (as SDL_Color) + * \param color_stride Byte size to move from one element to the next element + * \param uv Vertex normalized texture coordinates + * \param uv_stride Byte size to move from one element to the next element + * \param num_vertices Number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices Number of indices. + * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometry + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_Color *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target to an array of pixels. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. + * + * `pitch` specifies the number of bytes between rows in the destination + * `pixels` data. This allows you to write to a subrectangle or have padded + * rows in the destination. Generally, `pitch` should equal the number of + * pixels per row in the `pixels` data times the number of bytes per pixel, + * but it might contain additional padding (for example, 24bit RGB Windows + * Bitmap data pads all rows to multiples of 4 bytes). + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the area to read, or NULL + * for the entire render target + * \param format an SDL_PixelFormatEnum value of the desired format of the + * pixel data, or 0 to use the format of the rendering target + * \param pixels a pointer to the pixel data to copy into + * \param pitch the pitch of the `pixels` parameter + * \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. */ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, @@ -998,95 +1685,200 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, void *pixels, int pitch); /** - * \brief Update the screen with rendering performed. + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderDrawLine() does not directly put a + * line on the screen, but rather updates the backbuffer. As such, you compose + * your entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * \param renderer the rendering context + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); /** - * \brief Destroy the specified texture. + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". * - * \sa SDL_CreateTexture() - * \sa SDL_CreateTextureFromSurface() + * \param texture the texture to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface */ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); /** - * \brief Destroy the rendering context for a window and free associated - * textures. + * Destroy the rendering context for a window and free associated textures. + * + * \param renderer the rendering context * - * \sa SDL_CreateRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); /** - * \brief Force the rendering context to flush any pending commands to the - * underlying rendering API. + * Force the rendering context to flush any pending commands to the underlying + * rendering API. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, you + * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set + * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever + * calls in addition to SDL render API calls. If all of this applies, you + * should call SDL_RenderFlush() between calls to SDL's render API and the + * low-level API you're using in cooperation. * - * You do not need to (and in fact, shouldn't) call this function unless - * you are planning to call into OpenGL/Direct3D/Metal/whatever directly - * in addition to using an SDL_Renderer. + * In all other cases, you can ignore this function. This is only here to get + * maximum performance out of a specific situation. In all other cases, SDL + * will do the right thing, perhaps at a performance loss. * - * This is for a very-specific case: if you are using SDL's render API, - * you asked for a specific renderer backend (OpenGL, Direct3D, etc), - * you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make - * OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of - * this applies, you should call SDL_RenderFlush() between calls to SDL's - * render API and the low-level API you're using in cooperation. + * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 + * and earlier, as earlier versions did not queue rendering commands at all, + * instead flushing them to the OS immediately. * - * In all other cases, you can ignore this function. This is only here to - * get maximum performance out of a specific situation. In all other cases, - * SDL will do the right thing, perhaps at a performance loss. + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function is first available in SDL 2.0.10, and is not needed in - * 2.0.9 and earlier, as earlier versions did not queue rendering commands - * at all, instead flushing them to the OS immediately. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); /** - * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with - * OpenGL instructions. + * Bind an OpenGL/ES/ES2 texture to the current context. + * + * This is for use with OpenGL instructions when rendering OpenGL primitives + * directly. + * + * If not NULL, `texw` and `texh` will be filled with the width and height + * values suitable for the provided texture. In most cases, both will be 1.0, + * however, on systems that support the GL_ARB_texture_rectangle extension, + * these values will actually be the pixel width and height used to create the + * texture, so this factor needs to be taken into account when providing + * texture coordinates to OpenGL. + * + * You need a renderer to create an SDL_Texture, therefore you can only use + * this function with an implicit OpenGL context from SDL_CreateRenderer(), + * not with your own OpenGL context. If you need control over your OpenGL + * context, you need to write your own texture-loading methods. + * + * Also note that SDL may upload RGB textures as BGR (or vice-versa), and + * re-order the color channels in the shaders phase, so the uploaded texture + * may have swapped color channels. + * + * \param texture the texture to bind to the current OpenGL/ES/ES2 context + * \param texw a pointer to a float value which will be filled with the + * texture width or NULL if you don't need that value + * \param texh a pointer to a float value which will be filled with the + * texture height or NULL if you don't need that value + * \returns 0 on success, or -1 if the operation is not supported; call + * SDL_GetError() for more information. * - * \param texture The SDL texture to bind - * \param texw A pointer to a float that will be filled with the texture width - * \param texh A pointer to a float that will be filled with the texture height + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the operation is not supported + * \sa SDL_GL_MakeCurrent + * \sa SDL_GL_UnbindTexture */ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); /** - * \brief Unbind a texture from the current OpenGL/ES/ES2 context. + * Unbind an OpenGL/ES/ES2 texture from the current context. * - * \param texture The SDL texture to unbind + * See SDL_GL_BindTexture() for examples on how to use these functions * - * \return 0 on success, or -1 if the operation is not supported + * \param texture the texture to unbind from the current OpenGL/ES/ES2 context + * \returns 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_BindTexture + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); /** - * \brief Get the CAMetalLayer associated with the given Metal renderer + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer * - * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalCommandEncoder() + * \sa SDL_RenderGetMetalCommandEncoder */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); /** - * \brief Get the Metal command encoder for the current frame + * Get the Metal command encoder for the current frame + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. + * + * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give + * SDL a drawable to render to, which might happen if the window is + * hidden/minimized/offscreen. This doesn't apply to command encoders for + * render targets, just the window's backbacker. Check your return values! * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. * - * \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalLayer() + * \sa SDL_RenderGetMetalLayer */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer); +/** + * Toggle VSync of the given renderer. + * + * \param renderer The renderer to toggle + * \param vsync 1 for on, 0 for off. All other values are reserved + * \returns a 0 int on success, or non-zero on failure + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/include/SDL_revision.h b/libs/SDL2/include/SDL_revision.h index 3b3fc85ea84e81bda4e3b2667e4beb051a31777e..3253d6df0813f245f8196486ff8212823deac45f 100644 --- a/libs/SDL2/include/SDL_revision.h +++ b/libs/SDL2/include/SDL_revision.h @@ -1,2 +1,2 @@ -#define SDL_REVISION "hg-12952:bc90ce38f1e2" -#define SDL_REVISION_NUMBER 12952 +#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6" +#define SDL_REVISION_NUMBER 0 diff --git a/libs/SDL2/include/SDL_rwops.h b/libs/SDL2/include/SDL_rwops.h index f66119fb02249545129460f174bfbdd57dfa9e1c..71e5c8db825a451964c811a78e3c4c13e35015b9 100644 --- a/libs/SDL2/include/SDL_rwops.h +++ b/libs/SDL2/include/SDL_rwops.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,6 +45,9 @@ extern "C" { #define SDL_RWOPS_JNIFILE 3U /**< Android asset */ #define SDL_RWOPS_MEMORY 4U /**< 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. @@ -96,15 +99,7 @@ typedef struct SDL_RWops #if defined(__ANDROID__) struct { - void *fileNameRef; - void *inputStreamRef; - void *readableByteChannelRef; - void *readMethod; - void *assetFileDescriptorRef; - long position; - long size; - long offset; - int fd; + void *asset; } androidio; #elif defined(__WIN32__) struct @@ -118,6 +113,17 @@ typedef struct SDL_RWops size_t left; } buffer; } windowsio; +#elif defined(__VITA__) + struct + { + int h; + struct + { + void *data; + size_t size; + size_t left; + } buffer; + } vitaio; #endif #ifdef HAVE_STDIO_H @@ -150,25 +156,228 @@ typedef struct SDL_RWops */ /* @{ */ +/** + * Use this function to create a new SDL_RWops structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * As a fallback, SDL_RWFromFile() will transparently open a matching filename + * in an Android app's `assets`. + * + * Closing the SDL_RWops will close the file handle SDL is holding internally. + * + * \param file a UTF-8 string representing the filename to open + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file, const char *mode); #ifdef HAVE_STDIO_H -extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, - SDL_bool autoclose); + +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose); + #else + +/** + * Use this function to create an SDL_RWops structure from a standard I/O file + * pointer (stdio.h's `FILE*`). + * + * This function is not available on Windows, since files opened in an + * application on that platform cannot be used by a dynamically linked + * library. + * + * On some platforms, the first parameter is a `void*`, on others, it's a + * `FILE*`, depending on what system headers are available to SDL. It is + * always intended to be the `FILE*` type from the C runtime's stdio.h. + * + * \param fp the `FILE*` that feeds the SDL_RWops stream + * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + * SDL_FALSE to leave the `FILE*` open when the RWops is + * closed + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp, SDL_bool autoclose); #endif +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to make sure the RWops never writes to the memory buffer, you + * should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + * + * \param mem a pointer to a buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size); + +/** + * Use this function to prepare a read-only memory buffer for use with RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this RWops stream will report an error without + * writing to the memory buffer. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_RWFromMem() + * with a writable buffer of memory instead. + * + * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem, int size); /* @} *//* RWFrom functions */ +/** + * Use this function to allocate an empty, unpopulated SDL_RWops structure. + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + * + * You must free the returned pointer with SDL_FreeRW(). Depending on your + * operating system and compiler, there may be a difference between the + * malloc() and free() your program uses and the versions SDL calls + * internally. Trying to mix the two can cause crashing such as segmentation + * faults. Since all SDL_RWops must free themselves when their **close** + * method is called, all SDL_RWops must be allocated through this function, so + * they can all be freed correctly with SDL_FreeRW(). + * + * \returns a pointer to the allocated memory on success, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeRW + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); + +/** + * Use this function to free an SDL_RWops structure allocated by + * SDL_AllocRW(). + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + * call the **close** method on those SDL_RWops pointers when you are done + * with them. + * + * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + * invalid as soon as this function returns. Any extra memory allocated during + * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + * be responsible for managing that memory in their **close** method. + * + * \param area the SDL_RWops structure to be freed + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocRW + */ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #define RW_SEEK_SET 0 /**< Seek from the beginning of data */ @@ -176,77 +385,218 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #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 function to get the size of the data stream in an SDL_RWops. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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 2.0.10. */ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); /** - * Seek to \c offset relative to \c whence, one of stdio's whence values: - * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + * Seek within an SDL_RWops data stream. + * + * 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. * - * \return the final offset in the data stream, or -1 on error. + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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, 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Read up to \c maxnum objects each of size \c size from the data - * stream to the area pointed at by \c ptr. + * Read from a data source. + * + * 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. * - * \return the number of objects read, or 0 at error or end of file. + * \since This function is available since SDL 2.0.10. + * + * \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, - 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 - * pointed at by \c ptr to data stream. + * Write to an SDL_RWops 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. * - * \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, - 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context SDL_RWops structure to close + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Load all the data from an SDL data stream. - * - * The data is allocated with a zero byte at the end (null terminated) + * Load all the data from an SDL data stream. * - * If \c datasize is not NULL, it is filled with the size of the data 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`. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * The data should be freed with SDL_free(). * - * The data should be freed with SDL_free(). + * \param src the SDL_RWops to read all available data from + * \param datasize if not NULL, will store the number of bytes read + * \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. + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize, - int freesrc); +extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src, + 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) + * 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. + * Prior to SDL 2.0.10, this function was a macro wrapping around + * SDL_LoadFile_RW. * - * The data should be freed with SDL_free(). + * \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. * - * \return the data, or NULL if there was an error. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); @@ -256,12 +606,114 @@ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); * Read an item of the specified endianness and return in native format. */ /* @{ */ + +/** + * Use this function to read a byte from an SDL_RWops. + * + * \param src the SDL_RWops to read from + * \returns the read byte on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteU8 + */ extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src); + +/** + * Use this function to read 16 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src); + +/** + * Use this function to read 32 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src); + +/** + * Use this function to read 64 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); /* @} *//* Read endian functions */ @@ -271,12 +723,124 @@ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); * Write an item of native format to the specified endianness. */ /* @{ */ + +/** + * Use this function to write a byte to an SDL_RWops. + * + * \param dst the SDL_RWops to write to + * \param value the byte value to write + * \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_ReadU8 + */ extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value); /* @} *//* Write endian functions */ diff --git a/libs/SDL2/include/SDL_scancode.h b/libs/SDL2/include/SDL_scancode.h index a50305f55096d3bbaeb4418b34fff9a426f2ddbc..5b2c67c8fc0fce2f10c3d489e39ea00b07b566d2 100644 --- a/libs/SDL2/include/SDL_scancode.h +++ b/libs/SDL2/include/SDL_scancode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_sensor.h b/libs/SDL2/include/SDL_sensor.h index 966adbf2137e7bcf0ef2b980622b99ef7e1485a6..a2f30e0f8f6f1760c3260c87aead8e8cee79015c 100644 --- a/libs/SDL2/include/SDL_sensor.h +++ b/libs/SDL2/include/SDL_sensor.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -78,14 +78,16 @@ typedef enum * Accelerometer sensor * * The accelerometer returns the current acceleration in SI meters per - * second squared. This includes gravity, so a device at rest will have - * an acceleration of SDL_STANDARD_GRAVITY straight down. + * second squared. This measurement includes the force of gravity, so + * 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[1]: Acceleration on the y 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 * -Y ... +Y : bottom ... top * -Z ... +Z : farther ... closer @@ -105,16 +107,17 @@ typedef enum * see positive rotation on that axis when it appeared to be rotating * counter-clockwise. * - * values[0]: Angular speed around the x axis - * values[1]: Angular speed around the y axis - * values[2]: Angular speed around the z axis + * values[0]: Angular speed around the x axis (pitch) + * values[1]: Angular speed around the y axis (yaw) + * 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 * -Y ... +Y : bottom ... top * -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() */ @@ -122,118 +125,165 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ 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. - * - * \return The sensor name, or NULL if device_index is out of range. + * \param device_index The sensor to obtain name from + * \returns the sensor name, or NULL if `device_index` is out of range. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \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. * - * \return The sensor type, or SDL_SENSOR_INVALID if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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 + * of range. * - * \return The sensor platform dependent type, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to get instance id from + * \returns the sensor instance ID, or -1 if `device_index` is out of range. * - * \return The sensor instance ID, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to open + * \returns an SDL_Sensor sensor object, or NULL if an error occurred. * - * \return A sensor identifier, or NULL if an error occurred. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); /** * Return the SDL_Sensor associated with an instance id. + * + * \param instance_id The sensor from instance id + * \returns an SDL_Sensor object. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. * - * \return The sensor type, or SDL_SENSOR_INVALID if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the sensor instance ID, or -1 if `sensor` is NULL. * - * \return The sensor instance ID, or -1 if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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 data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * \param sensor The SDL_Sensor object to query + * \param data A pointer filled with the current sensor state + * \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. + * \since This function is available since SDL 2.0.9. */ 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 + * + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_SensorUpdate(void); diff --git a/libs/SDL2/include/SDL_shape.h b/libs/SDL2/include/SDL_shape.h index 2ab43fcdc681cdb08c64e54e2da4d61550ad5cf4..1bca9270e5cfe7718f3bdca81a4e22f61f1767ea 100644 --- a/libs/SDL2/include/SDL_shape.h +++ b/libs/SDL2/include/SDL_shape.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -44,33 +44,38 @@ extern "C" { #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 x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width 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: - * ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE, - * ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED, - * ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset. + * \param title The title of the window, in UTF-8 encoding. + * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param w The width 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: ::SDL_WINDOW_OPENGL, + * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN, + * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, + * ::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. + * \since This function is available since SDL 2.0.0. * - * \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); /** - * \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. + * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if + * the window is unshaped or NULL. * - * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL. + * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateShapedWindow */ @@ -106,29 +111,35 @@ typedef struct 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 shape A surface encoding the desired shape for the window. * \param shape_mode The parameters to set for the shaped window. + * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape + * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does + * not reference a valid shaped window. * - * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW - * if the SDL_Window given does not reference a valid shaped window. + * \since This function is available since SDL 2.0.0. * * \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); /** - * \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 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 data, + * 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. * - * \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode - * data, 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. + * \since This function is available since SDL 2.0.0. * * \sa SDL_WindowShapeMode * \sa SDL_SetWindowShape diff --git a/libs/SDL2/include/SDL_stdinc.h b/libs/SDL2/include/SDL_stdinc.h index 28bb7b9619d3c96cd4c415d0b038b35344ac5179..c0d194c4ae2155aff44b2929ef291de252bdfe3c 100644 --- a/libs/SDL2/include/SDL_stdinc.h +++ b/libs/SDL2/include/SDL_stdinc.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,12 @@ #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 #include <sys/types.h> #endif @@ -109,6 +115,17 @@ char *alloca(); # endif #endif +/** + * Check if the compiler supports a given builtin. + * Supported by virtually all clang versions and recent gcc. Use this + * instead of checking the clang version if possible. + */ +#ifdef __has_builtin +#define _SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define _SDL_HAS_BUILTIN(x) 0 +#endif + /** * The number of elements in an array. */ @@ -217,7 +234,7 @@ typedef uint64_t Uint64; /* @} *//* 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. * (for example win32) */ #ifndef SDL_PRIs64 @@ -264,6 +281,34 @@ typedef uint64_t Uint64; #define SDL_PRIX64 "llX" #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 */ #ifdef SDL_DISABLE_ANALYZE_MACROS @@ -332,7 +377,7 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); /** \cond */ #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 */ typedef enum { @@ -369,7 +414,9 @@ typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); 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 + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, SDL_calloc_func *calloc_func, @@ -377,12 +424,9 @@ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_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. + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_calloc_func calloc_func, @@ -390,7 +434,9 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_free_func free_func); /** - * \brief Get the number of outstanding (unfreed) allocations + * Get the number of outstanding (unfreed) allocations + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); @@ -401,25 +447,40 @@ extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, in extern DECLSPEC int SDLCALL SDL_abs(int x); -/* !!! FIXME: these have side effects. You probably shouldn't use them. */ -/* !!! FIXME: Maybe we do forceinline functions of SDL_mini, SDL_minf, etc? */ +/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */ #define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) +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_isxdigit(int x); +extern DECLSPEC int SDLCALL SDL_ispunct(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_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); #define SDL_zero(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. */ 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; __asm__ __volatile__ ( "cld \n\t" @@ -432,14 +493,14 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords) size_t _n = (dwords + 3) / 4; Uint32 *_p = SDL_static_cast(Uint32 *, dst); Uint32 _val = (val); - if (dwords == 0) + if (dwords == 0) { return; - switch (dwords % 4) - { - case 0: do { *_p++ = _val; /* fallthrough */ - case 3: *_p++ = _val; /* fallthrough */ - case 2: *_p++ = _val; /* fallthrough */ - case 1: *_p++ = _val; /* fallthrough */ + } + switch (dwords % 4) { + case 0: do { *_p++ = _val; SDL_FALLTHROUGH; + case 3: *_p++ = _val; SDL_FALLTHROUGH; + case 2: *_p++ = _val; SDL_FALLTHROUGH; + case 1: *_p++ = _val; } while ( --_n ); } #endif @@ -450,11 +511,16 @@ 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 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_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 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_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_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); @@ -467,6 +533,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str); extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); 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 char *SDLCALL SDL_itoa(int value, char *str, int radix); @@ -493,6 +560,8 @@ extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap); extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3); extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap); +extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); +extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap); #ifndef HAVE_M_PI #ifndef M_PI @@ -500,14 +569,28 @@ extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size #endif #endif +/** + * Use this function to compute arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * \param x floating point value, in radians. + * \returns arc cosine of `x`. + * + * \since This function is available since SDL 2.0.2. + */ extern DECLSPEC double SDLCALL SDL_acos(double x); extern DECLSPEC float SDLCALL SDL_acosf(float x); extern DECLSPEC double SDLCALL SDL_asin(double x); extern DECLSPEC float SDLCALL SDL_asinf(float x); extern DECLSPEC double SDLCALL SDL_atan(double x); extern DECLSPEC float SDLCALL SDL_atanf(float x); -extern DECLSPEC double SDLCALL SDL_atan2(double x, double y); -extern DECLSPEC float SDLCALL SDL_atan2f(float x, float y); +extern DECLSPEC double SDLCALL SDL_atan2(double y, double x); +extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x); extern DECLSPEC double SDLCALL SDL_ceil(double x); extern DECLSPEC float SDLCALL SDL_ceilf(float x); extern DECLSPEC double SDLCALL SDL_copysign(double x, double y); @@ -520,6 +603,8 @@ extern DECLSPEC double SDLCALL SDL_fabs(double x); extern DECLSPEC float SDLCALL SDL_fabsf(float x); extern DECLSPEC double SDLCALL SDL_floor(double 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 float SDLCALL SDL_fmodf(float x, float y); extern DECLSPEC double SDLCALL SDL_log(double x); @@ -528,6 +613,10 @@ extern DECLSPEC double SDLCALL SDL_log10(double x); extern DECLSPEC float SDLCALL SDL_log10f(float x); extern DECLSPEC double SDLCALL SDL_pow(double x, double 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 float SDLCALL SDL_scalbnf(float x, int n); extern DECLSPEC double SDLCALL SDL_sin(double x); @@ -551,9 +640,12 @@ extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t * inbytesleft, char **outbuf, size_t * outbytesleft); + /** - * This function converts a string between encodings in one pass, returning a - * string that must be freed with SDL_free() or NULL on error. + * This function converts a string between encodings in one pass, returning a + * string that must be freed with SDL_free() or NULL on error. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, @@ -562,10 +654,22 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) /* force builds using Clang's static analysis tools to use literal C runtime here, since there are possibly tests that are ineffective otherwise. */ #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_calloc calloc #define SDL_realloc realloc @@ -574,15 +678,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_memcpy memcpy #define SDL_memmove memmove #define SDL_memcmp memcmp -#define SDL_strlen strlen #define SDL_strlcpy strlcpy #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_wcsdup wcsdup #define SDL_strchr strchr #define SDL_strrchr strrchr #define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtokr strtok_r #define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp #define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp #define SDL_strcasecmp strcasecmp #define SDL_strncasecmp strncasecmp #define SDL_sscanf sscanf diff --git a/libs/SDL2/include/SDL_surface.h b/libs/SDL2/include/SDL_surface.h index 51a1283003ec08c354288af4717c396eedd8a23d..441237617cc95ba3dbd93e43035a1df1002c2a1d 100644 --- a/libs/SDL2/include/SDL_surface.h +++ b/libs/SDL2/include/SDL_surface.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -80,7 +80,9 @@ typedef struct SDL_Surface /** information needed for surfaces requiring locks */ 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 */ SDL_Rect clip_rect; /**< Read-only */ @@ -110,31 +112,108 @@ typedef enum } 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. * - * If the depth is 4 or 8 bits, an empty palette is allocated for the surface. - * If the depth is greater than 8 bits, the pixel format is set using the - * flags '[RGB]mask'. + * By default surfaces with an alpha mask are set up for blending as with: * - * If the function runs out of memory, it will return NULL. + * ```c++ + * SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + * ``` * - * \param flags The \c flags are obsolete and should be set to 0. - * \param width The width in pixels of the surface to create. - * \param height The height in pixels of the surface to create. - * \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. + * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + * different `blendMode`. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface (Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + /* !!! 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, @@ -144,74 +223,154 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, Uint32 Gmask, Uint32 Bmask, 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_LoadBMP + * \sa SDL_LoadBMP_RW + */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, 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. + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `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 - * to 0, then you can read and write to the surface at any time, and the - * pixel format of the surface will not change. + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. * - * No operating system or library calls should be made between lock/unlock - * pairs, as critical system locks may be held during this time. + * \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. * - * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_UnlockSurface() + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockSurface + */ 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. + * + * The new surface should be freed with SDL_FreeSurface(). Not doing so will + * result in a memory leak. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + * from a file, convert it to an SDL_Surface and then close the file. * - * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeSurface + * \sa SDL_RWFromFile + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_RW */ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, 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) /** - * 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 - * 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 - * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are - * not supported. + * 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 + * 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 + * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadBMP_RW + * \sa SDL_SaveBMP */ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface * surface, SDL_RWops * dst, int freedst); @@ -225,183 +384,335 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW 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, - * but the surface must be locked before directly accessing the pixels. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface */ extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, 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 surface to update - * \param flag Non-zero to enable colorkey and 0 to disable colorkey - * \param key The transparent pixel in the native surface format + * \param surface the SDL_Surface structure to query + * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. * - * \return 0 on success, or -1 if the surface is not valid + * \since This function is available since SDL 2.0.14. * - * You can pass SDL_RLEACCEL to enable RLE accelerated blits. + * \sa SDL_SetSurfaceRLE + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetColorKey */ extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure to query + * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. * - * \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_SetColorKey + * \sa SDL_GetColorKey */ 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(). + * + * If the surface doesn't have color key enabled this function returns -1. + * + * \param surface the SDL_Surface structure to query + * \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. * - * \param surface The surface to update - * \param key A pointer filled in with the transparent pixel in the native - * surface format + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the surface is not valid or colorkey is not - * enabled. + * \sa SDL_BlitSurface + * \sa SDL_SetColorKey */ extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, Uint32 * key); /** - * \brief Set an additional color value used in blit operations. + * Set an additional color value multiplied into blit operations. * - * \param surface The surface 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. + * 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: * - * \return 0 on success, or -1 if the surface is not valid. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetSurfaceColorMod() + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, 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 r A pointer filled in with the current red 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 surface the SDL_Surface structure to query + * \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 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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceColorMod() + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, Uint8 * r, Uint8 * g, 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. - * \param alpha The alpha value multiplied into blit operations. + * `srcA = srcA * (alpha / 255)` * - * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, 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. + * \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. * - * \return 0 on success, or -1 if the surface is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceAlphaMod() + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, Uint8 * alpha); /** - * \brief Set the blend mode used for blit operations. + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. * - * \param surface The surface to update. - * \param blendMode ::SDL_BlendMode to use for blit blending. + * \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. * - * \return 0 on success, or -1 if the parameters are not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetSurfaceBlendMode() + * \sa SDL_GetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, 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 blendMode A pointer filled in with the current blend mode. + * \param surface the SDL_Surface structure to query + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceBlendMode() + * \sa SDL_SetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, SDL_BlendMode *blendMode); /** - * Sets the clipping rectangle for the destination surface in a blit. + * Set the clipping rectangle for a surface. * - * If the clip rectangle is NULL, clipping will be disabled. + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. * - * If the clip rectangle doesn't intersect the surface, the function will - * return SDL_FALSE and blits will be completely clipped. Otherwise the - * function returns SDL_TRUE and blits to the surface will be clipped to - * the intersection of the surface area and the clipping rectangle. + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. * - * Note that blits are automatically clipped to the edges of the source - * and destination surfaces. + * \param surface the SDL_Surface structure to be clipped + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping + * \returns SDL_TRUE if the rectangle intersects the surface, otherwise + * SDL_FALSE and blits will be completely clipped. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface * - * \c rect must be a pointer to a valid rectangle which will be filled - * with the correct values. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_SetClipRect */ extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, 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); /** - * Creates a new surface of the specified format, and then copies and maps - * 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. + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. * - * The \c flags parameter is passed to SDL_CreateRGBSurface() and has those - * semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and - * SDL will try to RLE accelerate colorkey and alpha blits in the resulting - * surface. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurfaceFormat + * \sa SDL_CreateRGBSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurface + * \sa SDL_CreateRGBSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat (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 source pixels, 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, Uint32 src_format, @@ -410,20 +721,84 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, void * dst, int dst_pitch); /** - * Performs a fast fill of the given rectangle with \c color. + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. * - * If \c rect is NULL, the whole surface will be filled with \c color. + * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. * - * The color should be a pixel of the format used by the surface, and - * can be generated by the SDL_MapRGB() function. + * \param width the width of the block to convert, in pixels + * \param height the height of the block to convert, 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 source pixels, in bytes + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + * \param dst a pointer to be filled in with premultiplied 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. * - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, + Uint32 src_format, + const void * src, int src_pitch, + Uint32 dst_format, + void * dst, int dst_pitch); + +/** + * 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 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRects */ extern DECLSPEC int SDLCALL SDL_FillRect (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRect + */ extern DECLSPEC int SDLCALL SDL_FillRects (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. * @@ -432,7 +807,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects * 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. * - * \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. * @@ -484,62 +859,128 @@ extern DECLSPEC int SDLCALL SDL_FillRects #define SDL_BlitSurface SDL_UpperBlit /** - * This is the public blit function, SDL_BlitSurface(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlit() + * Perform a fast blit from the source surface to the destination surface. + * + * SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + * macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_UpperBlit (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_LowerBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); + /** - * \brief Perform a fast, low quality, stretch blit between two surfaces of the - * same pixel format. + * Perform a fast, low quality, stretch blit between two surfaces of the same + * format. * - * \note This function uses a static buffer, and is not thread-safe. + * Please use SDL_BlitScaled() instead. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, const SDL_Rect * dstrect); +/** + * Perform bilinear scaling between two surfaces of the same format, 32BPP. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src, + const SDL_Rect * srcrect, + SDL_Surface * dst, + const SDL_Rect * dstrect); + + #define SDL_BlitScaled SDL_UpperBlitScaled /** - * This is the public scaled blit function, SDL_BlitScaled(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlitScaled() + * Perform a scaled surface copy to a destination surface. + * + * SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + * merely a macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_UpperBlitScaled (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * scaled blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_LowerBlitScaled (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * \brief Set the YUV conversion mode + * Set the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode); /** - * \brief Get the YUV conversion mode + * Get the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ 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 + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height); diff --git a/libs/SDL2/include/SDL_system.h b/libs/SDL2/include/SDL_system.h index 3b084076920d8931fa5432f825727a365895beed..e2fa7b5fe393c5c23948e45e8c75a7a6b833f5cf 100644 --- a/libs/SDL2/include/SDL_system.h +++ b/libs/SDL2/include/SDL_system.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -43,33 +43,82 @@ extern "C" { /* Platform specific functions for Windows */ #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); -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` + * + * \since This function is available since SDL 2.0.4. + */ +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 ); 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); +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. + * + * \since This function is available since SDL 2.0.16. + */ +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 ); @@ -80,63 +129,202 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a #ifdef __LINUX__ /** - \brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available. - - \return 0 on success, or -1 on error. + * Sets the UNIX nice value for a thread. + * + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID The Unix thread ID to change priority of. + * \param sdlPriority The new SDL_ThreadPriority value. + * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...) + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); #endif /* __LINUX__ */ /* Platform specific functions for iOS */ -#if defined(__IPHONEOS__) && __IPHONEOS__ +#ifdef __IPHONEOS__ #define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void* callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_iPhoneSetAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * [README-ios.md](https://hg.libsdl.org/SDL/file/default/docs/README-ios.md) + * + * This functions is also accessible using the macro + * SDL_iOSSetAnimationCallback() since SDL 2.0.4. + * + * \param window the window for which the animation callback should be set + * \param interval the number of frames after which **callback** will be + * called + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \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_iPhoneSetEventPump + */ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); #define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * This functions is also accessible using the macro SDL_iOSSetEventPump() + * since SDL 2.0.4. + * + * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_iPhoneSetAnimationCallback + */ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled); #endif /* __IPHONEOS__ */ /* Platform specific functions for Android */ -#if defined(__ANDROID__) && __ANDROID__ +#ifdef __ANDROID__ /** - \brief Get the JNI environment for the current thread - - This returns JNIEnv*, but the prototype is void* so we don't need jni.h + * Get the Android Java Native Interface Environment of the current thread. + * + * 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); /** - \brief Get the SDL Activity object for the application - - This returns jobject, but the prototype is void* so we don't need jni.h - The jobject returned by SDL_AndroidGetActivity is a local reference. - It is the caller's responsibility to properly release it - (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef) + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * 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); /** - \brief Return true if the application is running on Android TV + * Query Android API level of the current device. + * + * - API level 31: Android 12 + * - 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.8. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); /** - \brief Trigger the Android system back button behavior. + * Trigger the Android system back button behavior. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); @@ -148,34 +336,99 @@ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 /** - \brief Get the path used for internal storage for this application. - - This path is unique to your application and cannot be written to - by other applications. + * Get the path used for internal storage for this application. + * + * This path is unique to your application and cannot be written to by other + * 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); /** - \brief Get 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. -*/ + * Get the current state of external storage. + * + * 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. + * + * \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); /** - \brief Get the path used for external storage for this application. - - This path is unique to your application, but is public and can be - written to by other applications. + * Get the path used for external storage for this application. + * + * This path is unique to your application, but is public and can be written + * 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); +/** + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset); + #endif /* __ANDROID__ */ /* Platform specific functions for WinRT */ -#if defined(__WINRT__) && __WINRT__ +#ifdef __WINRT__ /** * \brief WinRT / Windows Phone path types @@ -221,53 +474,84 @@ typedef enum /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \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. + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); #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. + * + * \since This function is available since SDL 2.0.9. */ 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++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/include/SDL_syswm.h b/libs/SDL2/include/SDL_syswm.h index 7aa8c6869bf1fedf31a2b164e6bc6b6d476f52ad..f7cd670cdefc4c2b138b0598ab984352a4a4884a 100644 --- a/libs/SDL2/include/SDL_syswm.h +++ b/libs/SDL2/include/SDL_syswm.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -49,6 +49,9 @@ struct SDL_SysWMinfo; #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif @@ -95,6 +98,10 @@ typedef struct _UIViewController UIViewController; typedef Uint32 GLuint; #endif +#if defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL) +#define SDL_METALVIEW_TAG 255 +#endif + #if defined(SDL_VIDEO_DRIVER_ANDROID) typedef struct ANativeWindow ANativeWindow; typedef void *EGLSurface; @@ -103,8 +110,17 @@ typedef void *EGLSurface; #if defined(SDL_VIDEO_DRIVER_VIVANTE) #include "SDL_egl.h" #endif + +#if defined(SDL_VIDEO_DRIVER_OS2) +#define INCL_WIN +#include <os2.h> +#endif #endif /* SDL_PROTOTYPES_ONLY */ +#if defined(SDL_VIDEO_DRIVER_KMSDRM) +struct gbm_device; +#endif + #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -129,7 +145,10 @@ typedef enum SDL_SYSWM_WINRT, SDL_SYSWM_ANDROID, SDL_SYSWM_VIVANTE, - SDL_SYSWM_OS2 + SDL_SYSWM_OS2, + SDL_SYSWM_HAIKU, + SDL_SYSWM_KMSDRM, + SDL_SYSWM_RISCOS } SDL_SYSWM_TYPE; /** @@ -182,6 +201,16 @@ struct SDL_SysWMmsg int dummy; /* No Vivante window events yet */ } 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 /* Can't have an empty union */ int dummy; @@ -232,8 +261,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_COCOA) 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 */ + #else + NSWindow *window; /**< The Cocoa window */ + #endif #else NSWindow *window; /**< The Cocoa window */ #endif @@ -242,8 +275,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_UIKIT) 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 */ + #else + UIWindow *window; /**< The UIKit window */ + #endif #else UIWindow *window; /**< The UIKit window */ #endif @@ -255,9 +292,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_WAYLAND) struct { - struct wl_display *display; /**< Wayland display */ - struct wl_surface *surface; /**< Wayland surface */ - struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */ + struct wl_display *display; /**< Wayland display */ + struct wl_surface *surface; /**< Wayland surface */ + 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) */ + struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */ } wl; #endif #if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */ @@ -276,6 +316,14 @@ struct SDL_SysWMinfo } android; #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) struct { @@ -284,6 +332,15 @@ struct SDL_SysWMinfo } vivante; #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). */ /* Be careful not to overflow this if you add a new target! */ Uint8 dummy[64]; @@ -294,23 +351,23 @@ struct 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 - * \param info This structure must be initialized with the SDL version, and is - * then filled in with information about the given window. + * The caller must initialize the `info` structure's version by using + * `SDL_VERSION(&info.version)`, and then this function will fill in the rest + * of the structure with information about the given window. * - * \return SDL_TRUE if the function is implemented and the version member of - * the \c info struct is valid, SDL_FALSE otherwise. + * \param window the window about which information is being requested + * \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: - * \code - * SDL_SysWMinfo info; - * SDL_VERSION(&info.version); - * if ( SDL_GetWindowWMInfo(window, &info) ) { ... } - * \endcode + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window, SDL_SysWMinfo * info); diff --git a/libs/SDL2/include/SDL_test.h b/libs/SDL2/include/SDL_test.h index 17a33dc2cf99e08eb82cc5ebb0e6b76bd7cc3ce4..8cc9d616a321642d1aaf5e9ab4824f943819963a 100644 --- a/libs/SDL2/include/SDL_test.h +++ b/libs/SDL2/include/SDL_test.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_assert.h b/libs/SDL2/include/SDL_test_assert.h index b3ebb62fbd2fe600902db3b434708bcfa8b18960..734230529e0f978ce24fd15d469eca729559f6d8 100644 --- a/libs/SDL2/include/SDL_test_assert.h +++ b/libs/SDL2/include/SDL_test_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 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); diff --git a/libs/SDL2/include/SDL_test_common.h b/libs/SDL2/include/SDL_test_common.h index c34d0d103071e537836c95b0e0635139b22270ac..0f50967895014f12bd1dc9002f7a2e4b582efd72 100644 --- a/libs/SDL2/include/SDL_test_common.h +++ b/libs/SDL2/include/SDL_test_common.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,6 +37,9 @@ #if defined(__PSP__) #define DEFAULT_WINDOW_WIDTH 480 #define DEFAULT_WINDOW_HEIGHT 272 +#elif defined(__VITA__) +#define DEFAULT_WINDOW_WIDTH 960 +#define DEFAULT_WINDOW_HEIGHT 544 #else #define DEFAULT_WINDOW_WIDTH 640 #define DEFAULT_WINDOW_HEIGHT 480 @@ -61,6 +64,7 @@ typedef struct const char *window_title; const char *window_icon; Uint32 window_flags; + SDL_bool flash_on_focus_loss; int window_x; int window_y; int window_w; @@ -110,6 +114,10 @@ typedef struct int gl_minor_version; int gl_debug; int gl_profile_mask; + + /* Additional fields added in 2.0.18 */ + SDL_Rect confine; + } SDLTest_CommonState; #include "begin_code.h" @@ -126,7 +134,7 @@ extern "C" { * \param argv Array of command line parameters * \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); @@ -136,7 +144,7 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); * \param state The common state describing the test window to create. * \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); @@ -155,12 +163,25 @@ int SDLTest_CommonArg(SDLTest_CommonState * state, int index); */ 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. * * \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); @@ -171,7 +192,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); * \param argc argc, 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); @@ -193,6 +214,15 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do */ 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. + * \param usedHeight Returns the height used, so the caller can draw more below. + * + */ +void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int * usedHeight); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/include/SDL_test_compare.h b/libs/SDL2/include/SDL_test_compare.h index 1f751c8b9c47059d936904070b3eabb550ae7852..8a7a07008f1cd1dcd3f67f855c95601c3fde5ddd 100644 --- a/libs/SDL2/include/SDL_test_compare.h +++ b/libs/SDL2/include/SDL_test_compare.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_crc32.h b/libs/SDL2/include/SDL_test_crc32.h index e615d8929cc87306b3e0ba2e628d83b764e9a7ca..049da74061c12ded25e2235b1d6c695c44657a68 100644 --- a/libs/SDL2/include/SDL_test_crc32.h +++ b/libs/SDL2/include/SDL_test_crc32.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_font.h b/libs/SDL2/include/SDL_test_font.h index 8fa078440aa9e617e93a1aaea0fcffb2d3517be8..c5cbbbbd34146e9c4d9cb0621479a096900cf5aa 100644 --- a/libs/SDL2/include/SDL_test_font.h +++ b/libs/SDL2/include/SDL_test_font.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { * \param y The Y coordinate of the upper left corner of the character. * \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); @@ -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 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); diff --git a/libs/SDL2/include/SDL_test_fuzzer.h b/libs/SDL2/include/SDL_test_fuzzer.h index 7259685a9d4df47c1aebbe9fcaf9c82c5fff6801..bbe8eb874991409fdaef00598dcc18c9fa0caf74 100644 --- a/libs/SDL2/include/SDL_test_fuzzer.h +++ b/libs/SDL2/include/SDL_test_fuzzer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -66,14 +66,14 @@ void SDLTest_FuzzerInit(Uint64 execKey); /** * Returns a random Uint8 * - * \returns Generated integer + * \returns a generated integer */ Uint8 SDLTest_RandomUint8(void); /** * Returns a random Sint8 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint8 SDLTest_RandomSint8(void); @@ -81,14 +81,14 @@ Sint8 SDLTest_RandomSint8(void); /** * Returns a random Uint16 * - * \returns Generated integer + * \returns a generated integer */ Uint16 SDLTest_RandomUint16(void); /** * Returns a random Sint16 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint16 SDLTest_RandomSint16(void); @@ -96,7 +96,7 @@ Sint16 SDLTest_RandomSint16(void); /** * Returns a random integer * - * \returns Generated integer + * \returns a generated integer */ Sint32 SDLTest_RandomSint32(void); @@ -104,14 +104,14 @@ Sint32 SDLTest_RandomSint32(void); /** * Returns a random positive integer * - * \returns Generated integer + * \returns a generated integer */ Uint32 SDLTest_RandomUint32(void); /** * Returns random Uint64. * - * \returns Generated integer + * \returns a generated integer */ Uint64 SDLTest_RandomUint64(void); @@ -119,28 +119,28 @@ Uint64 SDLTest_RandomUint64(void); /** * Returns random Sint64. * - * \returns Generated signed integer + * \returns a generated signed integer */ 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); /** - * \returns random double in range [0.0 - 1.0[ + * \returns a random double in range [0.0 - 1.0] */ double SDLTest_RandomUnitDouble(void); /** - * \returns random float. + * \returns a random float. * */ float SDLTest_RandomFloat(void); /** - * \returns random double. + * \returns a random double. * */ double SDLTest_RandomDouble(void); @@ -162,7 +162,7 @@ double SDLTest_RandomDouble(void); * \param boundary2 Upper boundary limit * \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); @@ -183,7 +183,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -204,7 +204,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -225,7 +225,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -246,7 +246,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -268,7 +268,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -289,7 +289,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -310,7 +310,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -324,7 +324,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL * \param min Minimum 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); @@ -336,7 +336,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); * * 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); @@ -350,7 +350,7 @@ char * SDLTest_RandomAsciiString(void); * * \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); @@ -364,12 +364,14 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); * * \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); /** - * 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); diff --git a/libs/SDL2/include/SDL_test_harness.h b/libs/SDL2/include/SDL_test_harness.h index f5ae92ceb73b39685e48a61c9b50e3eea874a54c..1fd4236beed9b725dd5c2d349b4b78a27e4edd5e 100644 --- a/libs/SDL2/include/SDL_test_harness.h +++ b/libs/SDL2/include/SDL_test_harness.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,9 +76,9 @@ typedef struct SDLTest_TestCaseReference { /* !< Func2Stress */ SDLTest_TestCaseFp testCase; /* !< Short name (or function name) "Func2Stress" */ - char *name; + const char *name; /* !< Long name or full description "This test pushes func2() to the limit." */ - char *description; + const char *description; /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ int enabled; } SDLTest_TestCaseReference; @@ -88,7 +88,7 @@ typedef struct SDLTest_TestCaseReference { */ typedef struct SDLTest_TestSuiteReference { /* !< "PlatformSuite" */ - char *name; + const char *name; /* !< The function that is run before each test. NULL skips. */ SDLTest_TestCaseSetUpFp testSetUp; /* !< The test cases that are run as part of the suite. Last item should be NULL. */ @@ -105,7 +105,7 @@ typedef struct SDLTest_TestSuiteReference { * * \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); @@ -118,7 +118,7 @@ char *SDLTest_GenerateRunSeed(const int length); * \param filter Filter specification. NULL disables. Case sensitive. * \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); diff --git a/libs/SDL2/include/SDL_test_images.h b/libs/SDL2/include/SDL_test_images.h index b8934812f940ff3b02eb6e57e3a843a4c5bc8631..e2bfc3600e201be447a4f322cf05bbc6ab33bc41 100644 --- a/libs/SDL2/include/SDL_test_images.h +++ b/libs/SDL2/include/SDL_test_images.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_log.h b/libs/SDL2/include/SDL_test_log.h index 01d0fedac15eb53982e08fb27753b60cf506357e..e3d39ad27931111fc0683cdb6603a24b88469fdb 100644 --- a/libs/SDL2/include/SDL_test_log.h +++ b/libs/SDL2/include/SDL_test_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_md5.h b/libs/SDL2/include/SDL_test_md5.h index 2bfd7dff970856ac1f97e1659f3986ed0414a1a0..17b1d2be71e998af511389e685f7b22b6345e8db 100644 --- a/libs/SDL2/include/SDL_test_md5.h +++ b/libs/SDL2/include/SDL_test_md5.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_memory.h b/libs/SDL2/include/SDL_test_memory.h index 5d4d39ea5d97d6ec6d153d5c8736fe6cf6f9a01b..cc2edc1b9bd426ef7719b10154bf79f2d69863f5 100644 --- a/libs/SDL2/include/SDL_test_memory.h +++ b/libs/SDL2/include/SDL_test_memory.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_test_random.h b/libs/SDL2/include/SDL_test_random.h index 71e9c70b6acccd9478a1c420f93cda28e1051c29..b1d6060cb2449d23be7b8f5768bd94caeb569ffb 100644 --- a/libs/SDL2/include/SDL_test_random.h +++ b/libs/SDL2/include/SDL_test_random.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -98,7 +98,7 @@ extern "C" { * * \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); diff --git a/libs/SDL2/include/SDL_thread.h b/libs/SDL2/include/SDL_thread.h index f78b1145d0051b5a518fc4692f7b478d7631e506..35e680ddf4345509122b8ca17cc6522c7a0dfe8d 100644 --- a/libs/SDL2/include/SDL_thread.h +++ b/libs/SDL2/include/SDL_thread.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -35,6 +35,17 @@ #include "SDL_atomic.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" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus @@ -54,6 +65,11 @@ typedef unsigned int SDL_TLSID; /** * 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. */ typedef enum { @@ -64,12 +80,15 @@ typedef enum { } SDL_ThreadPriority; /** - * The function passed to SDL_CreateThread(). - * It is passed a void* user context parameter and returns an int. + * The function passed to SDL_CreateThread(). + * + * \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); -#if defined(__WIN32__) && !defined(HAVE_LIBC) + +#if defined(__WIN32__) /** * \file SDL_thread.h * @@ -91,16 +110,19 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data); * library! */ #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 * /*arg*/, unsigned, unsigned * /* threadID */); typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code); -/** - * Create a thread. - */ +#ifndef SDL_beginthread +#define SDL_beginthread _beginthreadex +#endif +#ifndef SDL_endthread +#define SDL_endthread _endthreadex +#endif + extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -113,17 +135,14 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), pfnSDL_CurrentEndThread pfnEndThread); -/** - * Create a thread. - */ #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(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)_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)SDL_endthread) #endif #elif defined(__OS2__) @@ -132,13 +151,17 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), * into a dll with Watcom's runtime statically linked. */ #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 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 SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -147,52 +170,85 @@ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread); + #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) -#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, 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)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) #endif #else /** - * Create a thread with a default stack size. + * Create a new thread with a default stack size. + * + * This is equivalent to calling: * - * This is equivalent to calling: - * SDL_CreateThreadWithStackSize(fn, name, 0, data); + * ```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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThreadWithStackSize + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); /** - * Create a thread. - * - * 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: - * - * http://stackoverflow.com/questions/149932/naming-conventions-for-threads - * - * If a system imposes requirements, SDL will try to munge the string for - * it (truncate, etc), but the original string contents will be available - * from SDL_GetThreadName(). - * - * 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). - * - * In SDL 2.1, stacksize will be folded into the original SDL_CreateThread - * function. + * 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 + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * 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). + * + * In SDL 2.1, stack size will be folded into the original SDL_CreateThread + * function, but for backwards compatibility, this is currently a separate + * function. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param stacksize the size, in bytes, to allocate for the new thread stack. + * \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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data); @@ -200,137 +256,202 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz #endif /** - * 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 - * memory, not to be free()'d by the caller, and remains valid until the - * specified thread is cleaned up by SDL_WaitThread(). + * Get the thread name as it was specified in SDL_CreateThread(). + * + * This is internal memory, not to be freed by the caller, and remains valid + * until the 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetThreadID */ extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); /** - * Get the thread identifier for the specified thread. + * Get the thread identifier for the specified thread. * - * Equivalent to SDL_ThreadID() if the specified thread is NULL. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ThreadID */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); /** - * Wait for a thread to finish. Threads that haven't been detached will - * remain (as a "zombie") until this function cleans them up. Not doing so - * is a resource leak. + * Wait for a thread to finish. + * + * 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. + * + * The return code for the thread function is placed in the area pointed to by + * `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. * - * 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. + * It is safe to pass a NULL thread to this function; it is a no-op. * - * The return code for the thread function is placed in the area - * pointed to by \c status, if \c status is not NULL. + * Note that the thread pointer is freed by this function and is not valid + * afterward. * - * You may not wait on a thread that has been used in a call to - * SDL_DetachThread(). Use either that function or this one, but not - * both, or behavior is undefined. + * \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. * - * It is safe to pass NULL to this function; it is a no-op. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread */ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); /** - * A thread may be "detached" to signify that it should not remain until - * another thread has called SDL_WaitThread() on it. Detaching a thread - * is 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(). - * - * 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 - * the detached thread's exit, instead of remaining until someone has called - * 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. - * 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 - * undefined. - * - * It is safe to pass NULL to this function; it is a no-op. + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * 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(). + * + * 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 the + * detached thread's exit, instead of remaining until someone has called + * 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. 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 undefined. + * + * 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); /** - * \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific. - * - * \return The newly created thread local storage identifier, or 0 on error - * - * \code - * static SDL_SpinLock tls_lock; - * static SDL_TLSID thread_local_storage; - * - * void SetMyThreadData(void *value) - * { - * if (!thread_local_storage) { - * 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() + * Create a piece of thread-local storage. + * + * This creates an identifier that is globally visible to all threads but + * refers to data that is thread-specific. + * + * \returns the newly created thread local storage identifier or 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSGet + * \sa SDL_TLSSet */ 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_TLSSet() + * \sa SDL_TLSCreate + * \sa SDL_TLSSet */ 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 - * \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. + * ```c + * void destructor(void *value) + * ``` * - * \return 0 on success, -1 on error + * where its parameter `value` is what was passed as `value` to SDL_TLSSet(). * - * \sa SDL_TLSCreate() - * \sa SDL_TLSGet() + * \param id the thread local storage ID + * \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*)); +/** + * Cleanup all TLS data for this thread. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC void SDLCALL SDL_TLSCleanup(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/include/SDL_timer.h b/libs/SDL2/include/SDL_timer.h index 2a47b043aad40d58e476936b57d9f6c1e0e12436..62f81d42db442392edb921bc232750ff4e923cd6 100644 --- a/libs/SDL2/include/SDL_timer.h +++ b/libs/SDL2/include/SDL_timer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,45 +38,121 @@ extern "C" { #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. + * + * This function is not recommended as of SDL 2.0.18; use SDL_GetTicks64() + * instead, where the value doesn't wrap every ~49 days. There are places in + * SDL where we provide a 32-bit timestamp that can not change without + * breaking binary compatibility, though, so this function isn't officially + * deprecated. + * + * \returns an unsigned 32-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TICKS_PASSED */ extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); /** - * \brief Compare SDL ticks values, and return true if A has passed B + * Get the number of milliseconds since SDL library initialization. + * + * Note that you should not use the SDL_TICKS_PASSED macro with values + * returned by this function, as that macro does clever math to compensate for + * the 32-bit overflow every ~49 days that SDL_GetTicks() suffers from. 64-bit + * values from this function can be safely compared directly. * - * e.g. if you want to wait 100 ms, you could do this: - * Uint32 timeout = SDL_GetTicks() + 100; - * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { - * ... do work until timeout has elapsed - * } + * For example, if you want to wait 100 ms, you could do this: + * + * ```c + * const Uint64 timeout = SDL_GetTicks64() + 100; + * while (SDL_GetTicks64() < timeout) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); + +/** + * Compare 32-bit SDL ticks values, and return true if `A` has passed `B`. + * + * This should be used with results from SDL_GetTicks(), as this macro + * attempts to deal with the 32-bit counter wrapping back to zero every ~49 + * days, but should _not_ be used with SDL_GetTicks64(), which does not have + * that problem. + * + * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could + * do this: + * + * ```c + * const Uint32 timeout = SDL_GetTicks() + 100; + * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * Note that this does not handle tick differences greater + * than 2^31 so take care when using the above kind of code + * with large timeout delays (tens of days). */ #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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetPerformanceFrequency */ 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. */ 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 next timer interval. If the returned value is the same as the one - * passed in, the periodic alarm continues, otherwise a new alarm is - * scheduled. If the callback returns 0, the periodic alarm is cancelled. + * 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 + * passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is cancelled. */ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); @@ -86,20 +162,51 @@ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); typedef int SDL_TimerID; /** - * \brief Add a new timer to the pool of timers already running. + * Call a callback function at a future time. * - * \return A timer ID, or 0 when an error occurs. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RemoveTimer */ extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param); /** - * \brief Remove a timer knowing its ID. + * Remove a timer created with SDL_AddTimer(). + * + * \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. * - * \return A boolean value indicating success or failure. + * \since This function is available since SDL 2.0.0. * - * \warning It is not safe to remove a timer multiple times. + * \sa SDL_AddTimer */ extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); diff --git a/libs/SDL2/include/SDL_touch.h b/libs/SDL2/include/SDL_touch.h index 99dbcb8c3fa34bbbfc8b344809279bbc521197be..9b00716b2a9ca1ac227a1d93f18efacd171e8f50 100644 --- a/libs/SDL2/include/SDL_touch.h +++ b/libs/SDL2/include/SDL_touch.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -64,30 +64,70 @@ typedef struct SDL_Finger #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); /** - * \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); /** - * \brief Get the type of the given touch device. + * Get the type of the given touch device. + * + * \since This function is available since SDL 2.0.10. */ 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); /** - * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RecordGesture */ extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index); diff --git a/libs/SDL2/include/SDL_types.h b/libs/SDL2/include/SDL_types.h index 9c3e9896f06cecfc8a5367c4e0d703ae4a005006..355fb501a8dd6a2d6958b85686d34ba27a7cb80c 100644 --- a/libs/SDL2/include/SDL_types.h +++ b/libs/SDL2/include/SDL_types.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/include/SDL_version.h b/libs/SDL2/include/SDL_version.h index 6c7499d320a8d31c89cfa350182551b7f4c249ef..2716eba7b967618b6fb80b15a246d7a8024025dc 100644 --- a/libs/SDL2/include/SDL_version.h +++ b/libs/SDL2/include/SDL_version.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,16 +37,16 @@ extern "C" { #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 - * (increments with massive changes, additions, and enhancements), - * minor revision (increments with backwards-compatible changes to the - * major revision), and patchlevel (increments with fixes to the minor - * revision). + * Represents the library's version as three levels: major revision + * (increments with massive changes, additions, and enhancements), + * minor revision (increments with backwards-compatible changes to the + * major revision), and patchlevel (increments with fixes to the minor + * revision). * - * \sa SDL_VERSION - * \sa SDL_GetVersion + * \sa SDL_VERSION + * \sa SDL_GetVersion */ typedef struct SDL_version { @@ -59,22 +59,22 @@ typedef struct SDL_version */ #define SDL_MAJOR_VERSION 2 #define SDL_MINOR_VERSION 0 -#define SDL_PATCHLEVEL 10 +#define SDL_PATCHLEVEL 20 /** - * \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 - * library you compiled against. This is determined by what header the - * 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 - * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), - * is not a macro. + * This macro fills in a SDL_version structure with the version of the + * library you compiled against. This is determined by what header the + * 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 + * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), + * 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_GetVersion + * \sa SDL_version + * \sa SDL_GetVersion */ #define SDL_VERSION(x) \ { \ @@ -107,48 +107,74 @@ typedef struct SDL_version (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 - * current version will be different than the version you compiled against. - * This function returns the current version, while SDL_VERSION() is a - * macro that tells you what version you compiled with. + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION() is a macro that + * tells you what version you compiled with. * - * \code - * SDL_version compiled; - * SDL_version linked; + * This function may be called safely at any time, even before SDL_Init(). * - * SDL_VERSION(&compiled); - * 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 + * \param ver the SDL_version structure that contains the version information * - * This function may be called safely at any time, even before SDL_Init(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VERSION + * \sa SDL_GetRevision */ 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. * - * Returns an 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. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetVersion */ 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. + * + * When SDL was hosted in a Mercurial repository, and was built carefully, + * this would return the revision number that the build was created from. 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. + * + * Before SDL 2.0.16, this might have returned an unreliable, but non-zero + * number. + * + * \deprecated Use SDL_GetRevision() instead; if SDL was carefully built, it + * will return a git hash. + * + * \returns zero, always, in modern SDL releases. + * + * \since This function is available since SDL 2.0.0. * - * Returns a number uniquely identifying the exact revision of the SDL - * library in use. It is an incrementing number based on commits to - * hg.libsdl.org. + * \sa SDL_GetRevision */ -extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); +extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/include/SDL_video.h b/libs/SDL2/include/SDL_video.h index 352afd436d897c164119dfe49dcb24d71640fd96..e43cb27ecde519ea222f642f2333177e6bb2a508 100644 --- a/libs/SDL2/include/SDL_video.h +++ b/libs/SDL2/include/SDL_video.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -65,9 +65,12 @@ typedef struct * \sa SDL_CreateWindow() * \sa SDL_CreateWindowFrom() * \sa SDL_DestroyWindow() + * \sa SDL_FlashWindow() * \sa SDL_GetWindowData() * \sa SDL_GetWindowFlags() * \sa SDL_GetWindowGrab() + * \sa SDL_GetWindowKeyboardGrab() + * \sa SDL_GetWindowMouseGrab() * \sa SDL_GetWindowPosition() * \sa SDL_GetWindowSize() * \sa SDL_GetWindowTitle() @@ -79,6 +82,8 @@ typedef struct * \sa SDL_SetWindowData() * \sa SDL_SetWindowFullscreen() * \sa SDL_SetWindowGrab() + * \sa SDL_SetWindowKeyboardGrab() + * \sa SDL_SetWindowMouseGrab() * \sa SDL_SetWindowIcon() * \sa SDL_SetWindowPosition() * \sa SDL_SetWindowSize() @@ -96,7 +101,6 @@ typedef struct SDL_Window SDL_Window; */ typedef enum { - /* !!! FIXME: change this to name = (1<<x). */ SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */ @@ -105,7 +109,7 @@ typedef enum SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */ SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */ SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */ - SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */ + SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */ SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */ SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ), @@ -113,13 +117,17 @@ typedef enum SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported. On macOS NSHighResolutionCapable must be set true in the application's Info.plist for this to have any effect. */ - SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */ - SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ - SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ - SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ - SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ - SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ - SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */ + SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ + SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ + SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ + SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ + SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ + SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ + SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */ + SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */ + SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */ + + SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */ } SDL_WindowFlags; /** @@ -166,7 +174,9 @@ typedef enum SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ - SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */ + SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */ } SDL_WindowEventID; /** @@ -175,9 +185,14 @@ typedef enum typedef enum { SDL_DISPLAYEVENT_NONE, /**< Never used */ - SDL_DISPLAYEVENT_ORIENTATION /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */ + SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */ } SDL_DisplayEventID; +/** + * \brief Display orientation + */ typedef enum { SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ @@ -187,6 +202,16 @@ typedef enum SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ } SDL_DisplayOrientation; +/** + * \brief Window flash operation + */ +typedef enum +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + /** * \brief An opaque handle to an OpenGL context. */ @@ -256,736 +281,1299 @@ typedef enum /* Function prototypes */ /** - * \brief Get the number of video drivers compiled into SDL + * Get the number of video drivers compiled into SDL. + * + * \returns a number >= 1 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_GetVideoDriver() + * \sa SDL_GetVideoDriver */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); /** - * \brief Get the name of a built in video driver. + * Get the name of a built in video driver. * - * \note The video drivers are presented in the order in which they are - * normally checked during initialization. + * The video drivers are presented in the order in which they are normally + * checked during initialization. * - * \sa SDL_GetNumVideoDrivers() + * \param index the index of a video driver + * \returns the name of the video driver with the given **index**. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers */ extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); /** - * \brief Initialize the video subsystem, optionally specifying a video driver. + * Initialize the video subsystem, optionally specifying a video driver. + * + * This function initializes the video subsystem, setting up a connection to + * the window manager, etc, and determines the available display modes and + * pixel formats, but does not initialize a window or graphics mode. + * + * If you use this function and you haven't used the SDL_INIT_VIDEO flag with + * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit() + * before calling SDL_Quit(). * - * \param driver_name Initialize a specific driver by name, or NULL for the - * default video driver. + * It is safe to call this function multiple times. SDL_VideoInit() will call + * SDL_VideoQuit() itself if the video subsystem has already been initialized. * - * \return 0 on success, -1 on error + * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a + * specific `driver_name`. * - * This function initializes the video subsystem; setting up a connection - * to the window manager, etc, and determines the available display modes - * and pixel formats, but does not initialize a window or graphics mode. + * \param driver_name the name of a video driver to initialize, or NULL for + * the default driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_VideoQuit() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + * \sa SDL_InitSubSystem + * \sa SDL_VideoQuit */ extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name); /** - * \brief Shuts down the video subsystem. + * Shut down the video subsystem, if initialized with SDL_VideoInit(). + * + * This function closes all windows, and restores the original video mode. * - * This function closes all windows, and restores the original video mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VideoInit() + * \sa SDL_VideoInit */ extern DECLSPEC void SDLCALL SDL_VideoQuit(void); /** - * \brief Returns the name of the currently initialized video driver. + * Get the name of the currently initialized video driver. * - * \return The name of the current video driver or NULL if no driver - * has been initialized + * \returns the name of the current video driver or NULL if no driver has been + * initialized. * - * \sa SDL_GetNumVideoDrivers() - * \sa SDL_GetVideoDriver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); /** - * \brief Returns the number of available video displays. + * Get the number of available video displays. + * + * \returns a number >= 1 or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetDisplayBounds() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); /** - * \brief Get the name of a display in UTF-8 encoding + * Get the name of a display in UTF-8 encoding. + * + * \param displayIndex the index of display from which the name should be + * queried + * \returns the name of a display or NULL for an invalid display index or + * failure; call SDL_GetError() for more information. * - * \return The name of a display, or NULL for an invalid display index. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex); /** - * \brief Get the desktop area represented by a display, with the primary - * display located at 0,0 + * Get the desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * \return 0 on success, or -1 if the index is out of range. + * \param displayIndex the index of the display to query + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the usable desktop area represented by a display, with the - * primary display located at 0,0 + * Get the usable desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * This is the same area as SDL_GetDisplayBounds() reports, but with portions - * reserved by the system removed. For example, on Mac OS X, this subtracts - * the area occupied by the menu bar and dock. + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. * - * Setting a window to be fullscreen generally bypasses these unusable areas, - * so these are good guidelines for the maximum space available to a - * non-fullscreen window. + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. * - * \return 0 on success, or -1 if the index is out of range. + * The parameter `rect` is ignored if it is NULL. * - * \sa SDL_GetDisplayBounds() - * \sa SDL_GetNumVideoDisplays() + * This function also returns -1 if the parameter `displayIndex` is out of + * range. + * + * \param displayIndex the index of the display to query the usable bounds + * from + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the dots/pixels-per-inch for a display + * Get the dots/pixels-per-inch for a display. + * + * Diagonal, horizontal and vertical DPI can all be optionally returned if the + * appropriate parameter is non-NULL. * - * \note Diagonal, horizontal and vertical DPI can all be optionally - * returned if the parameter is non-NULL. + * A failure of this function usually means that either no DPI information is + * available or the `displayIndex` is out of range. * - * \return 0 on success, or -1 if no DPI information is available or the index is out of range. + * \param displayIndex the index of the display from which DPI information + * should be queried + * \param ddpi a pointer filled in with the diagonal DPI of the display; may + * be NULL + * \param hdpi a pointer filled in with the horizontal DPI of the display; may + * be NULL + * \param vdpi a pointer filled in with the vertical DPI of the display; may + * be NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi); /** - * \brief Get the orientation of a display + * Get the orientation of a display. + * + * \param displayIndex the index of the display to query + * \returns The SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * - * \return The orientation of the display, or SDL_ORIENTATION_UNKNOWN if it isn't available. + * \since This function is available since SDL 2.0.9. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex); /** - * \brief Returns the number of available display modes. + * Get the number of available display modes. * - * \sa SDL_GetDisplayMode() + * The `displayIndex` needs to be in the range from 0 to + * SDL_GetNumVideoDisplays() - 1. + * + * \param displayIndex the index of the display to query + * \returns a number >= 1 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_GetDisplayMode + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex); /** - * \brief Fill in information about a specific display mode. + * Get information about a specific display mode. * - * \note The display modes are sorted in this priority: - * \li bits per pixel -> more colors to fewer colors - * \li width -> largest to smallest - * \li height -> largest to smallest - * \li refresh rate -> highest to lowest + * The display modes are sorted in this priority: * - * \sa SDL_GetNumDisplayModes() + * - width -> largest to smallest + * - height -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * + * \param displayIndex the index of the display to query + * \param modeIndex the index of the display mode to query + * \param mode an SDL_DisplayMode structure filled in with the mode at + * `modeIndex` + * \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_GetNumDisplayModes */ extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the desktop display mode. + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetCurrentDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the current display mode. + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetDesktopDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumVideoDisplays + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Get the closest match to the requested display mode. + * Get the closest match to the requested display mode. * - * \param displayIndex The index of display from which mode should be queried. - * \param mode The desired display mode - * \param closest A pointer to a display mode to be filled in with the closest - * match of the available display modes. + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then NULL is returned. * - * \return The passed in value \c closest, or NULL if no matching video mode - * was available. + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure containing the desired display + * mode + * \param closest an SDL_DisplayMode structure filled in with the closest + * match of the available display modes + * \returns the passed in value `closest` or NULL if no matching video mode + * was available; call SDL_GetError() for more information. * - * The available display modes are scanned, and \c closest is filled in with the - * closest mode matching the requested mode and returned. The mode format and - * refresh_rate default to the desktop mode if they are 0. The modes are - * scanned with size being first priority, format being second priority, and - * finally checking the refresh_rate. If all the available modes are too - * small, then NULL is returned. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumDisplayModes() - * \sa SDL_GetDisplayMode() + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumDisplayModes */ extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); /** - * \brief Get the display index associated with a window. + * Get the index of the display associated with a window. + * + * \param window the window to query + * \returns the index of the display containing the center of the window on + * success or a negative error code on failure; call SDL_GetError() + * for more information. * - * \return the display index of the display containing the center of the - * window, or -1 on error. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window); /** - * \brief Set the display mode used when a fullscreen window is visible. + * Set the display mode to use when a window is visible at fullscreen. * - * By default the window's dimensions and the desktop format and refresh rate - * are used. + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). * - * \param window The window for which the display mode should be set. - * \param mode The mode to use, or NULL for the default mode. + * \param window the window to affect + * \param mode the SDL_DisplayMode structure representing the mode to use, or + * NULL to use the window's dimensions and the desktop's format + * and refresh rate + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the display mode failed. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \sa SDL_GetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window, - const SDL_DisplayMode - * mode); + const SDL_DisplayMode * mode); /** - * \brief Fill in information about the display mode used when a fullscreen - * window is visible. + * Query the display mode to use when a window is visible at fullscreen. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \param window the window to query + * \param mode an SDL_DisplayMode structure filled in with the fullscreen + * display mode + * \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_SetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window, SDL_DisplayMode * mode); /** - * \brief Get the pixel format associated with the window. - */ -extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); - -/** - * \brief Create a window with the specified position, dimensions, and flags. - * - * \param title The title of the window, in UTF-8 encoding. - * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width of the window, in screen coordinates. - * \param h The height of the window, in screen coordinates. - * \param flags The flags for the window, a mask of any of the following: - * ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS, - * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, - * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN. - * - * \return The created window, or NULL if window creation failed. + * Get the raw ICC profile data for the screen the window is currently on. * - * If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size - * in pixels may differ from its size in screen coordinates on platforms with - * high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query - * the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(), - * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the - * drawable size in pixels. + * Data returned should be freed with SDL_free. * - * If the window is created with any of the SDL_WINDOW_OPENGL or - * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function - * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the - * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * \param window the window to query + * \param size the size of the ICC profile + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. * - * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, - * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size); + +/** + * Get the pixel format associated with the window. * - * \note On non-Apple devices, SDL requires you to either not link to the - * Vulkan loader or link to a dynamic library version. This limitation - * may be removed in a future version of SDL. + * \param window the window to query + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. * - * \sa SDL_DestroyWindow() - * \sa SDL_GL_LoadLibrary() - * \sa SDL_Vulkan_LoadLibrary() + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); + +/** + * Create a window with the specified position, dimensions, and flags. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window + * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus + * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if + * supported (>= SDL 2.0.1) + * + * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is + * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be + * queried later using SDL_GetWindowFlags(). + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size + * in pixels may differ from its size in screen coordinates on platforms with + * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the + * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to query the drawable size in pixels. + * + * If the window is set fullscreen, the width and height parameters `w` and + * `h` will not be used. However, invalid size parameters (e.g. too large) may + * still fail. Window size is actually limited to 16384 x 16384 for all + * platforms at window creation. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding + * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param w the width of the window, in screen coordinates + * \param h the height of the window, in screen coordinates + * \param flags 0, or one or more SDL_WindowFlags OR'd together + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindowFrom + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags); /** - * \brief Create an SDL window from an existing native window. + * Create an SDL window from an existing native window. * - * \param data A pointer to driver-dependent window creation data + * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows) + * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured + * before using SDL_CreateWindowFrom(). * - * \return The created window, or NULL if window creation failed. + * \param data a pointer to driver-dependent window creation data, typically + * your native window cast to a void* + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. * - * \sa SDL_DestroyWindow() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data); /** - * \brief Get the numeric ID of a window, for logging purposes. + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFromID */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window); /** - * \brief Get a window from a stored ID, or NULL if it doesn't exist. + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowID */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id); /** - * \brief Get the window flags. + * Get the window flags. + * + * \param window the window to query + * \returns a mask of the SDL_WindowFlags associated with `window` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowGrab + * \sa SDL_ShowWindow */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window); /** - * \brief Set the title of a window, in UTF-8 format. + * Set the title of a window. * - * \sa SDL_GetWindowTitle() + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change + * \param title the desired window title in UTF-8 format + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowTitle */ extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window, const char *title); /** - * \brief Get the title of a window, in UTF-8 format. + * Get the title of a window. * - * \sa SDL_SetWindowTitle() + * \param window the window to query + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowTitle */ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window); /** - * \brief Set the icon for a window. + * Set the icon for a window. * - * \param window The window for which the icon should be set. - * \param icon The icon for the window. + * \param window the window to change + * \param icon an SDL_Surface structure containing the icon for the window + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window, SDL_Surface * icon); /** - * \brief Associate an arbitrary named pointer with a window. + * Associate an arbitrary named pointer with a window. * - * \param window The window to associate with the pointer. - * \param name The name of the pointer. - * \param userdata The associated pointer. + * `name` is case-sensitive. * - * \return The previous value associated with 'name' + * \param window the window to associate with the pointer + * \param name the name of the pointer + * \param userdata the associated pointer + * \returns the previous value associated with `name`. * - * \note The name is case-sensitive. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowData() + * \sa SDL_GetWindowData */ extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window, const char *name, void *userdata); /** - * \brief Retrieve the data pointer associated with a window. + * Retrieve the data pointer associated with a window. * - * \param window The window to query. - * \param name The name of the pointer. + * \param window the window to query + * \param name the name of the pointer + * \returns the value associated with `name`. * - * \return The value associated with 'name' + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowData() + * \sa SDL_SetWindowData */ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window, const char *name); /** - * \brief Set the position of a window. + * Set the position of a window. * - * \param window The window to reposition. - * \param x The x coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. + * The window coordinate origin is the upper left of the display. * - * \note The window coordinate origin is the upper left of the display. + * \param window the window to reposition + * \param x the x coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * \param y the y coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` * - * \sa SDL_GetWindowPosition() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowPosition */ extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window, int x, int y); /** - * \brief Get the position of a window. + * Get the position of a window. * - * \param window The window to query. - * \param x Pointer to variable for storing the x position, in screen - * coordinates. May be NULL. - * \param y Pointer to variable for storing the y position, in screen - * coordinates. May be NULL. + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. * - * \sa SDL_SetWindowPosition() + * \param window the window to query + * \param x a pointer filled in with the x position of the window, in screen + * coordinates, may be NULL + * \param y a pointer filled in with the y position of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowPosition */ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window, int *x, int *y); /** - * \brief Set the size of a window's client area. + * Set the size of a window's client area. * - * \param window The window to resize. - * \param w The width of the window, in screen coordinates. Must be >0. - * \param h The height of the window, in screen coordinates. Must be >0. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to get the real client area size in pixels. * - * \note Fullscreen windows automatically match the size of the display mode, - * and you should use SDL_SetWindowDisplayMode() to change their size. + * Fullscreen windows automatically match the size of the display mode, and + * you should use SDL_SetWindowDisplayMode() to change their size. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * \param window the window to change + * \param w the width of the window in pixels, in screen coordinates, must be + * > 0 + * \param h the height of the window in pixels, in screen coordinates, must be + * > 0 * - * \sa SDL_GetWindowSize() - * \sa SDL_SetWindowDisplayMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w, int h); /** - * \brief Get the size of a window's client area. + * Get the size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the width, in screen - * coordinates. May be NULL. - * \param h Pointer to variable for storing the height, in screen - * coordinates. May be NULL. + * NULL can safely be passed as the `w` or `h` parameter if the width or + * height value is not desired. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(), + * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the + * real client area size in pixels. * - * \sa SDL_SetWindowSize() + * \param window the window to query the width and height from + * \param w a pointer filled in with the width of the window, in screen + * coordinates, may be NULL + * \param h a pointer filled in with the height of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetDrawableSize + * \sa SDL_Vulkan_GetDrawableSize + * \sa SDL_SetWindowSize */ extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w, int *h); /** - * \brief Get the size of a window's borders (decorations) around the client area. + * Get the size of a window's borders (decorations) around the client area. * - * \param window The window to query. - * \param top Pointer to variable for storing the size of the top border. NULL is permitted. - * \param left Pointer to variable for storing the size of the left border. NULL is permitted. - * \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted. - * \param right Pointer to variable for storing the size of the right border. NULL is permitted. + * Note: If this function fails (returns -1), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. * - * \return 0 on success, or -1 if getting this information is not supported. + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. * - * \note if this function fails (returns -1), the size values will be - * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as - * if the window in question was borderless. + * This function also returns -1 if getting the information is not supported. + * + * \param window the window to query the size values of the border + * (decorations) from + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowSize */ extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window, int *top, int *left, int *bottom, int *right); /** - * \brief Set the minimum size of a window's client area. + * Set the minimum size of a window's client area. * - * \param window The window to set a new minimum size. - * \param min_w The minimum width of the window, must be >0 - * \param min_h The minimum height of the window, must be >0 + * \param window the window to change + * \param min_w the minimum width of the window in pixels + * \param min_h the minimum height of the window in pixels * - * \note You can't change the minimum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window, int min_w, int min_h); /** - * \brief Get the minimum size of a window's client area. + * Get the minimum size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the minimum width, may be NULL - * \param h Pointer to variable for storing the minimum height, may be NULL + * \param window the window to query + * \param w a pointer filled in with the minimum width of the window, may be + * NULL + * \param h a pointer filled in with the minimum height of the window, may be + * NULL * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the maximum size of a window's client area. + * Set the maximum size of a window's client area. * - * \param window The window to set a new maximum size. - * \param max_w The maximum width of the window, must be >0 - * \param max_h The maximum height of the window, must be >0 + * \param window the window to change + * \param max_w the maximum width of the window in pixels + * \param max_h the maximum height of the window in pixels * - * \note You can't change the maximum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window, int max_w, int max_h); /** - * \brief Get the maximum size of a window's client area. + * Get the maximum size of a window's client area. + * + * \param window the window to query + * \param w a pointer filled in with the maximum width of the window, may be + * NULL + * \param h a pointer filled in with the maximum height of the window, may be + * NULL * - * \param window The window to query. - * \param w Pointer to variable for storing the maximum width, may be NULL - * \param h Pointer to variable for storing the maximum height, may be NULL + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the border state of a window. + * Set the border state of a window. * - * This will add or remove the window's SDL_WINDOW_BORDERLESS flag and - * add or remove the border from the actual window. This is a no-op if the - * window's border already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. * - * \param window The window of which to change the border state. - * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border. + * You can't change the border state of a fullscreen window. * - * \note You can't change the border state of a fullscreen window. + * \param window the window of which to change the border state + * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window, SDL_bool bordered); /** - * \brief Set the user-resizable state of a window. + * Set the user-resizable state of a window. * - * This will add or remove the window's SDL_WINDOW_RESIZABLE flag and - * allow/disallow user resizing of the window. This is a no-op if the - * window's resizable state already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. * - * \param window The window of which to change the resizable state. - * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow. + * You can't change the resizable state of a fullscreen window. * - * \note You can't change the resizable state of a fullscreen window. + * \param window the window of which to change the resizable state + * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window, SDL_bool resizable); /** - * \brief Show a window. + * Set the window to always be above the others. * - * \sa SDL_HideWindow() + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window The window of which to change the always on top state + * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to + * disable + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window, + SDL_bool on_top); + +/** + * Show a window. + * + * \param window the window to show + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow */ extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window); /** - * \brief Hide a window. + * Hide a window. * - * \sa SDL_ShowWindow() + * \param window the window to hide + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowWindow */ extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window); /** - * \brief Raise a window above other windows and set the input focus. + * Raise a window above other windows and set the input focus. + * + * \param window the window to raise + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window); /** - * \brief Make a window as large as possible. + * Make a window as large as possible. * - * \sa SDL_RestoreWindow() + * \param window the window to maximize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window); /** - * \brief Minimize a window to an iconic representation. + * Minimize a window to an iconic representation. * - * \sa SDL_RestoreWindow() + * \param window the window to minimize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window); /** - * \brief Restore the size and position of a minimized or maximized window. + * Restore the size and position of a minimized or maximized window. * - * \sa SDL_MaximizeWindow() - * \sa SDL_MinimizeWindow() + * \param window the window to restore + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow */ extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window); /** - * \brief Set a window's fullscreen state. + * Set a window's fullscreen state. * - * \return 0 on success, or -1 if setting the display mode failed. + * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a + * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen + * that takes the size of the desktop; and 0 for windowed mode. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_GetWindowDisplayMode() + * \param window the window to change + * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0 + * \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_GetWindowDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window, Uint32 flags); /** - * \brief Get the SDL surface associated with the window. + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. * - * \return The window's framebuffer surface, or NULL on error. + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. * - * A new surface will be created with the optimal format for the window, - * if necessary. This surface will be freed when the window is destroyed. + * You may not combine this with 3D or the rendering API on this window. * - * \note You may not combine this with 3D or the rendering API on this window. + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. * - * \sa SDL_UpdateWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \param window the window to query + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window); /** - * \brief Copy the window surface to the screen. + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). * - * \return 0 on success, or -1 on error. + * \param window the window to update + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window); /** - * \brief Copy a number of rectangles on the window surface to the screen. + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * \param window the window to update + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy + * \param numrects the number of rectangles + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurface() + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window, const SDL_Rect * rects, int numrects); /** - * \brief Set a window's input grab mode. + * Set a window's input grab mode. * - * \param window The window for which the input grab mode should be set. - * \param grabbed This is SDL_TRUE to grab input, and SDL_FALSE to release input. + * When input is grabbed, the mouse is confined to the window. This function + * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the + * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab(). * - * If the caller enables a grab while another window is currently grabbed, - * the other window loses its grab in favor of the caller's window. + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. * - * \sa SDL_GetWindowGrab() + * \param window the window for which the input grab mode should be set + * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGrabbedWindow + * \sa SDL_GetWindowGrab */ extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window, SDL_bool grabbed); /** - * \brief Get a window's input grab mode. + * Set a window's keyboard grab mode. * - * \return This returns SDL_TRUE if input is grabbed, and SDL_FALSE otherwise. + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). * - * \sa SDL_SetWindowGrab() + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window The window for which the keyboard grab mode should be set. + * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window The window for which the mouse grab mode should be set. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Get a window's input grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window); /** - * \brief Get the window that currently has an input grab enabled. + * Get a window's keyboard grab mode. * - * \return This returns the window if input is grabbed, and NULL otherwise. + * \param window the window to query + * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. * - * \sa SDL_SetWindowGrab() + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetWindowGrab + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); /** - * \brief Set the brightness (gamma correction) for a window. + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window The window that will be associated with the barrier. + * \param rect A rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + */ +extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect); + +/** + * Get the mouse confinement rectangle of a window. * - * \return 0 on success, or -1 if setting the brightness isn't supported. + * \param window The window to query + * \returns A pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. * - * \sa SDL_GetWindowBrightness() - * \sa SDL_SetWindowGammaRamp() + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetWindowMouseRect + */ +extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window); + +/** + * Set the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method sets the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The + * brightness set will not follow the window if it is moved to another + * display. + * + * Many platforms will refuse to set the display brightness in modern times. + * You are better off using a shader to adjust gamma during rendering, or + * something similar. + * + * \param window the window used to select the display whose brightness will + * be changed + * \param brightness the brightness (gamma multiplier) value to set where 0.0 + * is completely dark and 1.0 is normal brightness + * \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_GetWindowBrightness + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness); /** - * \brief Get the brightness (gamma correction) for a window. + * Get the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method retrieves the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \return The last brightness value passed to SDL_SetWindowBrightness() + * \param window the window used to select the display whose brightness will + * be queried + * \returns the brightness for the display where 0.0 is completely dark and + * 1.0 is normal brightness. * - * \sa SDL_SetWindowBrightness() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowBrightness */ extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window); /** - * \brief Set the opacity for a window + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). * - * \param window The window which will be made transparent or opaque - * \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be - * clamped internally between 0.0f and 1.0f. + * This function also returns -1 if setting the opacity isn't supported. * - * \return 0 on success, or -1 if setting the opacity isn't supported. + * \param window the window which will be made transparent or opaque + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowOpacity() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity); /** - * \brief Get the opacity of a window. + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be reported + * as 1.0f without error. + * + * The parameter `opacity` is ignored if it is NULL. * - * If transparency isn't supported on this platform, opacity will be reported - * as 1.0f without error. + * This function also returns -1 if an invalid window was provided. * - * \param window The window in question. - * \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque) + * \param window the window to get the current opacity value from + * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque) + * \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 (invalid window, etc). + * \since This function is available since SDL 2.0.5. * - * \sa SDL_SetWindowOpacity() + * \sa SDL_SetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity); /** - * \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name) + * Set the window as a modal for another window. * - * \param modal_window The window that should be modal - * \param parent_window The parent window + * \param modal_window the window that should be set modal + * \param parent_window the parent window for the modal window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. + * \since This function is available since SDL 2.0.5. */ extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window); /** - * \brief Explicitly sets input focus to the window. + * Explicitly set input focus to the window. * - * You almost certainly want SDL_RaiseWindow() instead of this function. Use - * this with caution, as you might give focus to a window that's completely - * obscured by other windows. + * You almost certainly want SDL_RaiseWindow() instead of this function. Use + * this with caution, as you might give focus to a window that is completely + * obscured by other windows. * - * \param window The window that should get the input focus + * \param window the window that should get the input focus + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. - * \sa SDL_RaiseWindow() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RaiseWindow */ extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); /** - * \brief Set the gamma ramp for a window. + * Set the gamma ramp for the display that owns a given window. * - * \param window The window for which the gamma ramp should be set. - * \param red The translation table for the red channel, or NULL. - * \param green The translation table for the green channel, or NULL. - * \param blue The translation table for the blue channel, or NULL. + * Set the gamma translation table for the red, green, and blue channels of + * the video hardware. Each table is an array of 256 16-bit quantities, + * representing a mapping between the input and output for that channel. The + * input is the index into the array, and the output is the 16-bit gamma value + * at that index, scaled to the output color precision. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * Despite the name and signature, this method sets the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma + * ramp set will not follow the window if it is moved to another display. * - * Set the gamma translation table for the red, green, and blue channels - * of the video hardware. Each table is an array of 256 16-bit quantities, - * representing a mapping between the input and output for that channel. - * The input is the index into the array, and the output is the 16-bit - * gamma value at that index, scaled to the output color precision. + * \param window the window used to select the display whose gamma ramp will + * be changed + * \param red a 256 element array of 16-bit quantities representing the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities representing the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities representing the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowGammaRamp() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * red, @@ -993,19 +1581,27 @@ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * blue); /** - * \brief Get the gamma ramp for a window. + * Get the gamma ramp for a given window's display. + * + * Despite the name and signature, this method retrieves the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \param window The window from which the gamma ramp should be queried. - * \param red A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the red channel, or NULL. - * \param green A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the green channel, or NULL. - * \param blue A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the blue channel, or NULL. + * \param window the window used to select the display whose gamma ramp will + * be queried + * \param red a 256 element array of 16-bit quantities filled in with the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities filled in with the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities filled in with the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowGammaRamp() + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * red, @@ -1013,9 +1609,9 @@ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * blue); /** - * \brief Possible return values from the SDL_HitTest callback. + * Possible return values from the SDL_HitTest callback. * - * \sa SDL_HitTest + * \sa SDL_HitTest */ typedef enum { @@ -1032,82 +1628,129 @@ typedef enum } SDL_HitTestResult; /** - * \brief Callback used for hit-testing. + * Callback used for hit-testing. * - * \sa SDL_SetWindowHitTest + * \param win the SDL_Window where hit-testing was set on + * \param area an SDL_Point which should be hit-tested + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest() + * \return an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest */ typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, const SDL_Point *area, void *data); /** - * \brief Provide a callback that decides if a window region has special properties. + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. * - * Normally windows are dragged and resized by decorations provided by the - * system window manager (a title bar, borders, etc), but for some apps, it - * makes sense to drag them from somewhere else inside the window itself; for - * example, one might have a borderless window that wants to be draggable - * from any part, or simulate its own title bar, etc. + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." * - * This function lets the app provide a callback that designates pieces of - * a given window as special. This callback is run during event processing - * if we need to tell the OS to treat a region of the window specially; the - * use of this callback is known as "hit testing." + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. * - * Mouse input may not be delivered to your application if it is within - * a special area; the OS will often apply that input to moving the window or - * resizing the window and not deliver it to the application. + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. * - * Specifying NULL for a callback disables hit-testing. Hit-testing is - * disabled by default. + * Platforms that don't support this functionality will return -1 + * unconditionally, even if you're attempting to disable hit-testing. * - * Platforms that don't support this functionality will return -1 - * unconditionally, even if you're attempting to disable hit-testing. + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. * - * Your callback may fire at any time, and its firing does not indicate any - * specific behavior (for example, on Windows, this certainly might fire - * when the OS is deciding whether to drag your window, but it fires for lots - * of other reasons, too, some unrelated to anything you probably care about - * _and when the mouse isn't actually at the location it is testing_). - * Since this can fire at any time, you should try to keep your callback - * efficient, devoid of allocations, etc. + * \param window the window to set hit-testing on + * \param callback the function to call when doing a hit-test + * \param callback_data an app-defined void pointer passed to **callback** + * \returns 0 on success or -1 on error (including unsupported); call + * SDL_GetError() for more information. * - * \param window The window to set hit-testing on. - * \param callback The callback to call when doing a hit-test. - * \param callback_data An app-defined void pointer passed to the callback. - * \return 0 on success, -1 on error (including unsupported). + * \since This function is available since SDL 2.0.4. */ extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window, SDL_HitTest callback, void *callback_data); /** - * \brief Destroy a window. + * Request a window to demand attention from the user. + * + * \param window the window to be flashed + * \param operation the flash operation + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * If `window` is NULL, this function will return immediately after setting + * the SDL error message to "Invalid window". See SDL_GetError(). + * + * \param window the window to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowFrom */ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window); /** - * \brief Returns whether the screensaver is currently enabled (default off). + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 + * the screensaver was enabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is + * disabled. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_EnableScreenSaver() - * \sa SDL_DisableScreenSaver() + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver */ extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void); /** - * \brief Allow the screen to be blanked by a screensaver + * Allow the screen to be blanked by a screen saver. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_DisableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void); /** - * \brief Prevent the screen from being blanked by a screensaver + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_EnableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); @@ -1118,147 +1761,316 @@ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); /* @{ */ /** - * \brief Dynamically load an OpenGL library. + * Dynamically load an OpenGL library. * - * \param path The platform dependent OpenGL library name, or NULL to open the - * default OpenGL library. + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. * - * \return 0 on success, or -1 if the library couldn't be loaded. + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). * - * This should be done after initializing the video driver, but before - * creating any OpenGL windows. If no OpenGL library is loaded, the default - * library will be loaded upon creation of the first OpenGL window. + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If you do this, you need to retrieve all of the GL functions used in - * your program from the dynamic library using SDL_GL_GetProcAddress(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetProcAddress() - * \sa SDL_GL_UnloadLibrary() + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /** - * \brief Get the address of an OpenGL function. + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc); /** - * \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_LoadLibrary() + * \sa SDL_GL_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); /** - * \brief Return true if an OpenGL extension is supported for the current - * context. + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check + * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); /** - * \brief Reset all previously set OpenGL context attributes to their default values + * Reset all previously set OpenGL context attributes to their default values. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute */ extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); /** - * \brief Set an OpenGL window attribute before window creation. + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set + * \param value the desired value for the attribute + * \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 attribute could not be set. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes */ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** - * \brief Get the actual value for an attribute from the current context. + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get + * \param value a pointer filled in with the current value of `attr` + * \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. * - * \return 0 on success, or -1 if the attribute could not be retrieved. - * The integer at \c value will be modified in either case. + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute */ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); /** - * \brief Create an OpenGL context for use with an OpenGL window, and make it - * current. + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is an alias for `void *`. It's opaque to the application. * - * \sa SDL_GL_DeleteContext() + * \param window the window to associate with the context + * \returns the OpenGL context associated with `window` or NULL on error; call + * SDL_GetError() for more details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_DeleteContext + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window * window); /** - * \brief Set up an OpenGL context for rendering into an OpenGL window. + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context + * \param context the OpenGL context to associate with the window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note The context must have been created with a compatible window. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_CreateContext */ extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window, SDL_GLContext context); /** - * \brief Get the currently active OpenGL window. + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void); /** - * \brief Get the currently active OpenGL context. + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); /** - * \brief Get the size of a window's underlying drawable in pixels (for use - * with glViewport). + * Get the size of a window's underlying drawable in pixels. * - * \param window 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 returns info useful for calling glViewport(). * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \param window the window from which the drawable size should be queried + * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param h a pointer to variable for storing the height in pixels, may be + * NULL + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize */ extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the swap interval for the current OpenGL context. + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return -1. In such a case, you should probably + * retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt + * + * and for some Windows drivers with WGL_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync * - * \param interval 0 for immediate updates, 1 for updates synchronized with the - * vertical retrace. If the system supports it, you may - * specify -1 to allow late swaps to happen immediately - * instead of waiting for the next retrace. + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync + * \returns 0 on success or -1 if setting the swap interval is not supported; + * call SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the swap interval is not supported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetSwapInterval() + * \sa SDL_GL_GetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); /** - * \brief Get the swap interval for the current OpenGL context. + * Get the swap interval for the current OpenGL context. * - * \return 0 if there is no vertical retrace synchronization, 1 if the buffer + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will return 0 as a safe default. + * + * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer * swap is synchronized with the vertical retrace, and -1 if late - * swaps happen immediately instead of waiting for the next retrace. - * If the system can't determine the swap interval, or there isn't a - * valid current context, this will return 0 as a safe default. + * swaps happen immediately instead of waiting for the next retrace; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_SetSwapInterval() + * \sa SDL_GL_SetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void); /** - * \brief Swap the OpenGL buffers for a window, if double-buffering is - * supported. + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window); /** - * \brief Delete an OpenGL context. + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_CreateContext() + * \sa SDL_GL_CreateContext */ extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context); diff --git a/libs/SDL2/include/SDL_vulkan.h b/libs/SDL2/include/SDL_vulkan.h index d69a436b3eae783af21c74efc3c9d051b6870852..ab86a0b8656a1a183b40d194b9f5bf41260f586f 100644 --- a/libs/SDL2/include/SDL_vulkan.h +++ b/libs/SDL2/include/SDL_vulkan.h @@ -66,203 +66,140 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */ /* @{ */ /** - * \brief Dynamically load a Vulkan loader library. - * - * \param [in] path The platform dependent Vulkan loader library name, or - * \c NULL. - * - * \return \c 0 on success, or \c -1 if the library couldn't be loaded. - * - * If \a path is NULL SDL will use the value of the environment variable - * \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan - * loader library. - * - * This should be called after initializing the video driver, but before - * creating any Vulkan windows. If no Vulkan loader library is loaded, the - * default library will be loaded upon creation of the first Vulkan window. - * - * \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 - * SDL provided the application links to a dynamic library and both it - * and SDL use the same search path. - * - * \note If you specify a non-NULL \c path, an application should retrieve all - * of the Vulkan functions it uses from the dynamic library using - * \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee - * \c path points to the same vulkan loader library the application - * linked to. - * - * \note On Apple devices, if \a path is NULL, SDL will attempt to find - * the vkGetInstanceProcAddr address within all the mach-o images of - * the current process. This is because it is fairly common for Vulkan - * applications to link with libvulkan (and historically MoltenVK was - * 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, - * followed by \c libvulkan.dylib, in that order. - * On iOS SDL will attempt to load \c libvulkan.dylib only. Applications - * using a dynamic framework or .dylib must ensure it is included in its - * application bundle. - * - * \note On non-Apple devices, application linking with a static libvulkan is - * not supported. Either do not link to the Vulkan loader or link to a - * dynamic library version. - * - * \note This function will fail if there are no working Vulkan drivers - * installed. - * - * \sa SDL_Vulkan_GetVkGetInstanceProcAddr() - * \sa SDL_Vulkan_UnloadLibrary() + * Dynamically load the Vulkan loader library. + * + * This should be called after initializing the video driver, but before + * creating any Vulkan windows. If no Vulkan loader library is loaded, the + * default library will be loaded upon creation of the first Vulkan window. + * + * It is fairly common for Vulkan applications to link with libvulkan instead + * of explicitly loading it at run time. This will work with SDL provided the + * application links to a dynamic library and both it and SDL use the same + * search path. + * + * If you specify a non-NULL `path`, an application should retrieve all of the + * Vulkan functions it uses from the dynamic library using + * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points + * to the same vulkan loader library the application linked to. + * + * On Apple devices, if `path` is NULL, SDL will attempt to find the + * `vkGetInstanceProcAddr` address within all the Mach-O images of the current + * process. This is because it is fairly common for Vulkan applications to + * link with libvulkan (and historically MoltenVK was provided as a static + * library). If it is not found, on macOS, SDL will attempt to load + * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, + * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On + * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a + * dynamic framework or .dylib must ensure it is included in its application + * bundle. + * + * On non-Apple devices, application linking with a static libvulkan is not + * supported. Either do not link to the Vulkan loader or link to a dynamic + * library version. + * + * \param path The platform dependent Vulkan loader library name or NULL + * \returns 0 on success or -1 if the library couldn't be loaded; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_GetVkInstanceProcAddr + * \sa SDL_Vulkan_UnloadLibrary */ 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. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * - * \note This should be called after either calling SDL_Vulkan_LoadLibrary - * or creating an SDL_Window with the SDL_WINDOW_VULKAN flag. + * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); /** - * \brief Unload the Vulkan loader library previously loaded by - * \c SDL_Vulkan_LoadLibrary(). + * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary() + * + * \since This function is available since SDL 2.0.6. * - * \sa SDL_Vulkan_LoadLibrary() + * \sa SDL_Vulkan_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); /** - * \brief Get the names of the Vulkan instance extensions needed to create - * a surface with \c SDL_Vulkan_CreateSurface(). - * - * \param [in] \c NULL or window Window for which the required Vulkan instance - * extensions should be retrieved - * \param [in,out] pCount pointer to an \c unsigned related to the number of - * required Vulkan instance extensions - * \param [out] pNames \c NULL or a pointer to an array to be filled with the - * required Vulkan instance extensions - * - * \return \c SDL_TRUE on success, \c SDL_FALSE on error. - * - * If \a pNames is \c NULL, then the number of required Vulkan instance - * extensions is returned in pCount. Otherwise, \a pCount must point to a - * 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 - * written to \a pNames. If \a pCount is less than the number of required - * extensions, at most \a pCount structures will be written. If \a pCount - * is smaller than the number of required extensions, \c SDL_FALSE will be - * returned instead of \c SDL_TRUE, to indicate that not all the required - * extensions were returned. - * - * \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 - * will be removed in a future major release. - * - * \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() + * Get the names of the Vulkan instance extensions needed to create a surface + * with SDL_Vulkan_CreateSurface. + * + * If `pNames` is NULL, then the number of required Vulkan instance extensions + * is returned in `pCount`. Otherwise, `pCount` must point to a variable set + * to the number of elements in the `pNames` array, and on return the variable + * is overwritten with the number of names actually written to `pNames`. If + * `pCount` is less than the number of required extensions, at most `pCount` + * structures will be written. If `pCount` is smaller than the number of + * required extensions, SDL_FALSE will be returned instead of SDL_TRUE, to + * indicate that not all the required extensions were returned. + * + * The `window` parameter is currently needed to be valid as of SDL 2.0.8, + * however, this parameter will likely be removed in future releases + * + * \param window A window for which the required Vulkan instance extensions + * should be retrieved (will be deprecated in a future release) + * \param pCount A pointer to an unsigned int corresponding to the number of + * extensions to be returned + * \param pNames NULL or a pointer to an array to be filled with required + * Vulkan instance extensions + * \returns SDL_TRUE on success, SDL_FALSE on error. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_CreateSurface */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions( - SDL_Window *window, - unsigned int *pCount, - const char **pNames); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window, + unsigned int *pCount, + const char **pNames); /** - * \brief 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. + * Create a Vulkan rendering surface for a window. * - * \code - * VkInstance instance; - * SDL_Window *window; + * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and + * `instance` must have been created with extensions returned by + * 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 - * VkSurfaceKHR surface; - * if(!SDL_Vulkan_CreateSurface(window, instance, &surface)) - * handle_error(); - * \endcode + * \since This function is available since SDL 2.0.6. * - * \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag. - * - * \note \a instance should have been created with the extensions returned - * by \c SDL_Vulkan_CreateSurface() enabled. - * - * \sa SDL_Vulkan_GetInstanceExtensions() + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_GetDrawableSize */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface( - SDL_Window *window, - VkInstance instance, - VkSurfaceKHR* surface); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, + VkInstance instance, + VkSurfaceKHR* surface); /** - * \brief 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 - * \param h Pointer to variable for storing the height in pixels, - * may be NULL + * Get the size of the window's underlying drawable dimensions in pixels. * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 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 - * setting NSHighResolutionCapable to true in its Info.plist. + * \since This function is available since SDL 2.0.6. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \sa SDL_GetWindowSize + * \sa SDL_CreateWindow + * \sa SDL_Vulkan_CreateSurface */ extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window, int *w, int *h); diff --git a/libs/SDL2/include/begin_code.h b/libs/SDL2/include/begin_code.h index 22c997c4165399c4c830a7ce75a47b9b98e68e6b..63f064b6f8c82a67e4f0cca26dc89842fcc2d0f9 100644 --- a/libs/SDL2/include/begin_code.h +++ b/libs/SDL2/include/begin_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,15 +51,11 @@ /* Some compilers use a special export keyword */ #ifndef DECLSPEC -# if defined(__WIN32__) || defined(__WINRT__) -# ifdef __BORLANDC__ -# ifdef BUILD_SDL -# define DECLSPEC -# else -# define DECLSPEC __declspec(dllimport) -# endif -# else +# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) +# ifdef DLL_EXPORT # define DECLSPEC __declspec(dllexport) +# else +# define DECLSPEC # endif # elif defined(__OS2__) # ifdef BUILD_SDL @@ -168,3 +164,24 @@ #endif #endif /* NULL */ #endif /* ! Mac OS X - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) +#define _HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define _HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if _HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* _HAS_FALLTHROUGH */ +#undef _HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ diff --git a/libs/SDL2/include/close_code.h b/libs/SDL2/include/close_code.h index 8e4cac3daffeb2106225720e8ca13eee3558ee4e..dc73432f622866db5c1fff64dc2676e3f50f75d2 100644 --- a/libs/SDL2/include/close_code.h +++ b/libs/SDL2/include/close_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/lib/ARM/SDL2.dll b/libs/SDL2/lib/ARM/SDL2.dll deleted file mode 100644 index 3eec027efc22c81abbdab83bdb4ed42a593a41ba..0000000000000000000000000000000000000000 Binary files a/libs/SDL2/lib/ARM/SDL2.dll and /dev/null differ diff --git a/libs/SDL2/lib/ARM/SDL2.lib b/libs/SDL2/lib/ARM/SDL2.lib deleted file mode 100644 index b027b89560c573875f6b1f5855b0b66344547d45..0000000000000000000000000000000000000000 Binary files a/libs/SDL2/lib/ARM/SDL2.lib and /dev/null differ diff --git a/libs/SDL2/lib/ARM64/SDL2.dll b/libs/SDL2/lib/ARM64/SDL2.dll deleted file mode 100644 index 9e2d2c78540bcd67b767a93453af330fc4c90f3a..0000000000000000000000000000000000000000 Binary files a/libs/SDL2/lib/ARM64/SDL2.dll and /dev/null differ diff --git a/libs/SDL2/lib/ARM64/SDL2.lib b/libs/SDL2/lib/ARM64/SDL2.lib deleted file mode 100644 index 3e8cf8d46b6a70eaaf206fba33ac33f31a67041e..0000000000000000000000000000000000000000 Binary files a/libs/SDL2/lib/ARM64/SDL2.lib and /dev/null differ diff --git a/libs/SDL2/lib/x64/SDL2.dll b/libs/SDL2/lib/x64/SDL2.dll index 0edb386ee53cea568b80bf02306c9b256455ba0d..2a4ba89d82a326f80555f434dd7ba2cad1d5cccb 100644 Binary files a/libs/SDL2/lib/x64/SDL2.dll and b/libs/SDL2/lib/x64/SDL2.dll differ diff --git a/libs/SDL2/lib/x64/SDL2.lib b/libs/SDL2/lib/x64/SDL2.lib index 89f7d37fcc07c69aa0ff58679a6aa19e5cc0f7b8..539324dc221ecc96603b40830b22c99552e81eba 100644 Binary files a/libs/SDL2/lib/x64/SDL2.lib and b/libs/SDL2/lib/x64/SDL2.lib differ diff --git a/libs/SDL2/lib/x64/SDL2main.lib b/libs/SDL2/lib/x64/SDL2main.lib index 4d07170c40fe904bdcf869425b0ff64c66c765df..0d4b671c36a04ffe1263bb7f1bbe671a7ccfed52 100644 Binary files a/libs/SDL2/lib/x64/SDL2main.lib and b/libs/SDL2/lib/x64/SDL2main.lib differ diff --git a/libs/SDL2/lib/x64/SDL2test.lib b/libs/SDL2/lib/x64/SDL2test.lib index f3ad021f719a010a43a3c9857c9fb7d0a4f82b3a..4c2fdd808ee65e3725a8ff4cf5b9d90100b755ff 100644 Binary files a/libs/SDL2/lib/x64/SDL2test.lib and b/libs/SDL2/lib/x64/SDL2test.lib differ diff --git a/libs/SDL2/lib/x86/SDL2.dll b/libs/SDL2/lib/x86/SDL2.dll index 3673be1aba7d2e2ce36eddb13c6fdd525bceb5ac..343dd68c60dfe899605d43f11121b1d492b81818 100644 Binary files a/libs/SDL2/lib/x86/SDL2.dll and b/libs/SDL2/lib/x86/SDL2.dll differ diff --git a/libs/SDL2/lib/x86/SDL2.lib b/libs/SDL2/lib/x86/SDL2.lib index da3b4432bc8947dc7686a0e44a0271714b814dba..3bdbc5e79acfaab36412b77331cc6d58af0a27c3 100644 Binary files a/libs/SDL2/lib/x86/SDL2.lib and b/libs/SDL2/lib/x86/SDL2.lib differ diff --git a/libs/SDL2/lib/x86/SDL2main.lib b/libs/SDL2/lib/x86/SDL2main.lib index 27b48de2ac9e8483d78a8ef7d36ad0512df1c801..e0a02e329ed3c327a13d0a149c853e15deddc7a3 100644 Binary files a/libs/SDL2/lib/x86/SDL2main.lib and b/libs/SDL2/lib/x86/SDL2main.lib differ diff --git a/libs/SDL2/lib/x86/SDL2test.lib b/libs/SDL2/lib/x86/SDL2test.lib index 1f195015b0b6cd265cb83e170156287b7059eb75..a0b45707f621edd3ae96370256c41815b0a8ea08 100644 Binary files a/libs/SDL2/lib/x86/SDL2test.lib and b/libs/SDL2/lib/x86/SDL2test.lib differ diff --git a/libs/SDL2/test/CMakeLists.txt b/libs/SDL2/test/CMakeLists.txt index 3c25c5c7c98790944cc22c408cec58152544b0e6..665d2d721a16284bec7e5bba8583b154c4314c75 100644 --- a/libs/SDL2/test/CMakeLists.txt +++ b/libs/SDL2/test/CMakeLists.txt @@ -1,21 +1,56 @@ -cmake_minimum_required(VERSION 2.8.11) +cmake_minimum_required(VERSION 3.0.0) project(SDL2 C) # Global settings for all of the test targets # FIXME: is this wrong? remove_definitions(-DUSING_GENERATED_CONFIG_H) -link_libraries(SDL2_test SDL2-static) -# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, -# but we need them for VS as well. +if(PSP) + link_libraries( + SDL2main + SDL2_test + SDL2-static + GL + pspvram + pspvfpu + pspdisplay + pspgu + pspge + pspaudio + pspctrl + psphprm + psppower + ) +else() + link_libraries(SDL2_test SDL2-static) +endif() + if(WINDOWS) + # mingw32 must come before SDL2main to link successfully + if(MINGW OR CYGWIN) + link_libraries(mingw32) + endif() + + # FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, + # but we need them for VS as well. link_libraries(SDL2main) add_definitions(-Dmain=SDL_main) endif() +# CMake incorrectly detects opengl32.lib being present on MSVC ARM64 +if(NOT MSVC OR NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM64") + find_package(OpenGL) +endif() + +if (OPENGL_FOUND) +add_definitions(-DHAVE_OPENGL) +endif() + add_executable(checkkeys checkkeys.c) +add_executable(checkkeysthreads checkkeysthreads.c) add_executable(loopwave loopwave.c) add_executable(loopwavequeue loopwavequeue.c) +add_executable(testsurround testsurround.c) add_executable(testresample testresample.c) add_executable(testaudioinfo testaudioinfo.c) @@ -35,6 +70,7 @@ add_executable(testdropfile testdropfile.c) add_executable(testerror testerror.c) add_executable(testfile testfile.c) add_executable(testgamecontroller testgamecontroller.c) +add_executable(testgeometry testgeometry.c) add_executable(testgesture testgesture.c) add_executable(testgl2 testgl2.c) add_executable(testgles testgles.c) @@ -49,6 +85,7 @@ add_executable(testjoystick testjoystick.c) add_executable(testkeys testkeys.c) add_executable(testloadso testloadso.c) add_executable(testlock testlock.c) +add_executable(testmouse testmouse.c) if(APPLE) add_executable(testnative testnative.c @@ -86,37 +123,179 @@ add_executable(testbounds testbounds.c) add_executable(testcustomcursor testcustomcursor.c) add_executable(controllermap controllermap.c) add_executable(testvulkan testvulkan.c) +add_executable(testoffscreen testoffscreen.c) -# HACK: Dummy target to cause the resource files to be copied to the build directory. -# Need to make it an executable so we can use the TARGET_FILE_DIR generator expression. -# This is needed so they get copied to the correct Debug/Release subdirectory in Xcode. -file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n") -add_executable(SDL2_test_resoureces ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c) - -file(GLOB RESOURCE_FILES *.bmp *.wav) -foreach(RESOURCE_FILE ${RESOURCE_FILES}) - add_custom_command(TARGET SDL2_test_resoureces POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resoureces>) -endforeach(RESOURCE_FILE) +if(OPENGL_FOUND) +add_dependencies(testshader OpenGL::GL) +add_dependencies(testgl2 OpenGL::GL) +target_link_libraries(testshader OpenGL::GL) +target_link_libraries(testgl2 OpenGL::GL) +endif() +file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt) file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) +if(PSP) + set(NEEDS_RESOURCES + testscale + testrendercopyex + controllermap + testyuv + testgamecontroller + testshape + testshader + testspriteminimal + testautomation + testrendertarget + testsprite2 + loopwave + loopwavequeue + testresample + testaudiohotplug + testmultiaudio + testiconv + testoverlay2 + teststreaming + testviewport + ) +else() + set(NEEDS_RESOURCES + testscale + testrendercopyex + controllermap + testyuv + testgamecontroller + testshape + testshader + testspriteminimal + testautomation + testcustomcursor + testrendertarget + testsprite2 + loopwave + loopwavequeue + testresample + testaudiohotplug + testmultiaudio + testime + testnative + testiconv + testoverlay2 + teststreaming + testviewport + ) +endif() + +if(PSP) + # Build EBOOT files if building for PSP + set(BUILD_EBOOT + ${NEEDS_RESOURCES} + testbounds + testgl2 + testsem + testdisplayinfo + teststreaming + testgeometry + testfile + testdraw2 + testviewport + testhittesting + testoverlay2 + testver + testdrawchessboard + testsurround + testintersections + testmessage + testaudiocapture + testerror + testatomic + testjoystick + testiconv + testfilesystem + testplatform + testthread + testloadso + testqsort + testaudioinfo + testlock + testtimer + testpower + testwm2 + torturethread + ) + foreach(APP IN LISTS BUILD_EBOOT) + create_pbp_file( + TARGET ${APP} + TITLE SDL-${APP} + ICON_PATH NULL + BACKGROUND_PATH NULL + PREVIEW_PATH NULL + ) + add_custom_command( + TARGET ${APP} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E make_directory + $<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP} + ) + add_custom_command( + TARGET ${APP} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E rename + $<TARGET_FILE_DIR:${ARG_TARGET}>/EBOOT.PBP + $<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/EBOOT.PBP + ) + if(${BUILD_PRX}) + add_custom_command( + TARGET ${APP} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy + $<TARGET_FILE_DIR:${ARG_TARGET}>/${APP} + $<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP} + ) + add_custom_command( + TARGET ${APP} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E rename + $<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}.prx + $<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}.prx + ) + endif() + add_custom_command( + TARGET ${APP} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E remove + $<TARGET_FILE_DIR:${ARG_TARGET}>/PARAM.SFO + ) + endforeach() +endif() -# TODO: Might be easier to make all targets depend on the resources...? -add_dependencies(testscale SDL2_test_resoureces) -add_dependencies(testrendercopyex SDL2_test_resoureces) -add_dependencies(controllermap SDL2_test_resoureces) -add_dependencies(testyuv SDL2_test_resoureces) -add_dependencies(testgamecontroller SDL2_test_resoureces) -add_dependencies(testshape SDL2_test_resoureces) -add_dependencies(testshader SDL2_test_resoureces) -add_dependencies(testnative SDL2_test_resoureces) -add_dependencies(testspriteminimal SDL2_test_resoureces) -add_dependencies(testautomation SDL2_test_resoureces) -add_dependencies(testcustomcursor SDL2_test_resoureces) -add_dependencies(testrendertarget SDL2_test_resoureces) -add_dependencies(testsprite2 SDL2_test_resoureces) - -add_dependencies(loopwave SDL2_test_resoureces) -add_dependencies(loopwavequeue SDL2_test_resoureces) -add_dependencies(testresample SDL2_test_resoureces) -add_dependencies(testaudiohotplug SDL2_test_resoureces) -add_dependencies(testmultiaudio SDL2_test_resoureces) +foreach(APP IN LISTS NEEDS_RESOURCES) + foreach(RESOURCE_FILE ${RESOURCE_FILES}) + if(PSP) + add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>/sdl-${APP}) + else() + add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>) + endif() + endforeach(RESOURCE_FILE) + if(APPLE) + # Make sure resource files get installed into macOS/iOS .app bundles. + target_sources(${APP} PRIVATE "${RESOURCE_FILES}") + set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}") + endif() +endforeach() + +# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple +# platforms (iOS, for example). +if(APPLE) + if(${CMAKE_VERSION} VERSION_LESS "3.7.0") + # CMake's 'BUILDSYSTEM_TARGETS' property is only available in + # CMake 3.7 and above. + message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).") + else() + get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS) + foreach(CURRENT_TARGET IN LISTS TARGETS) + get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE) + if(TARGET_TYPE STREQUAL "EXECUTABLE") + set_target_properties("${CURRENT_TARGET}" PROPERTIES + MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}" + MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}" + MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}" + ) + endif() + endforeach() + endif() +endif() diff --git a/libs/SDL2/test/Makefile.in b/libs/SDL2/test/Makefile.in index 9a62156ecd34939e892d2ea6e3b064b1b9c635ee..d29dc6ecf7d5d6b120924175bb718cef821b4a41 100644 --- a/libs/SDL2/test/Makefile.in +++ b/libs/SDL2/test/Makefile.in @@ -9,6 +9,7 @@ LIBS = @LIBS@ TARGETS = \ checkkeys$(EXE) \ + checkkeysthreads$(EXE) \ controllermap$(EXE) \ loopwave$(EXE) \ loopwavequeue$(EXE) \ @@ -24,9 +25,11 @@ TARGETS = \ testdrawchessboard$(EXE) \ testdropfile$(EXE) \ testerror$(EXE) \ + testevdev$(EXE) \ testfile$(EXE) \ testfilesystem$(EXE) \ testgamecontroller$(EXE) \ + testgeometry$(EXE) \ testgesture$(EXE) \ testhaptic$(EXE) \ testhittesting$(EXE) \ @@ -37,8 +40,10 @@ TARGETS = \ testjoystick$(EXE) \ testkeys$(EXE) \ testloadso$(EXE) \ + testlocale$(EXE) \ testlock$(EXE) \ testmessage$(EXE) \ + testmouse$(EXE) \ testmultiaudio$(EXE) \ testnative$(EXE) \ testoverlay2$(EXE) \ @@ -57,8 +62,10 @@ TARGETS = \ testsprite2$(EXE) \ testspriteminimal$(EXE) \ teststreaming$(EXE) \ + testsurround$(EXE) \ testthread$(EXE) \ testtimer$(EXE) \ + testurl$(EXE) \ testver$(EXE) \ testviewport$(EXE) \ testvulkan$(EXE) \ @@ -66,7 +73,7 @@ TARGETS = \ testyuv$(EXE) \ torturethread$(EXE) \ - + @OPENGL_TARGETS@ += testgl2$(EXE) testshader$(EXE) @OPENGLES1_TARGETS@ += testgles$(EXE) @OPENGLES2_TARGETS@ += testgles2$(EXE) @@ -80,12 +87,18 @@ Makefile: $(srcdir)/Makefile.in checkkeys$(EXE): $(srcdir)/checkkeys.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +checkkeysthreads$(EXE): $(srcdir)/checkkeysthreads.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + loopwave$(EXE): $(srcdir)/loopwave.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) loopwavequeue$(EXE): $(srcdir)/loopwavequeue.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +testsurround$(EXE): $(srcdir)/testsurround.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + testresample$(EXE): $(srcdir)/testresample.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @@ -146,12 +159,18 @@ testdropfile$(EXE): $(srcdir)/testdropfile.c testerror$(EXE): $(srcdir)/testerror.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +testevdev$(EXE): $(srcdir)/testevdev.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + testfile$(EXE): $(srcdir)/testfile.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) - + +testgeometry$(EXE): $(srcdir)/testgeometry.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + testgesture$(EXE): $(srcdir)/testgesture.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ @@ -164,6 +183,9 @@ testgles$(EXE): $(srcdir)/testgles.c testgles2$(EXE): $(srcdir)/testgles2.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ +testgles2_sdf$(EXE): $(srcdir)/testgles2_sdf.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ + testhaptic$(EXE): $(srcdir)/testhaptic.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @@ -213,14 +235,22 @@ testnative$(EXE): $(srcdir)/testnative.c \ $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @XLIB@ endif +ifeq (@ISOS2@,true) +testnative$(EXE): $(srcdir)/testnative.c \ + $(srcdir)/testnativeos2.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +endif + #there's probably a better way of doing this ifeq (@ISMACOSX@,false) ifeq (@ISWINDOWS@,false) ifeq (@ISUNIX@,false) +ifeq (@ISOS2@,false) testnative$(EXE): ; endif endif endif +endif testoverlay2$(EXE): $(srcdir)/testoverlay2.c $(srcdir)/testyuv_cvt.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @@ -264,6 +294,9 @@ teststreaming$(EXE): $(srcdir)/teststreaming.c testtimer$(EXE): $(srcdir)/testtimer.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +testurl$(EXE): $(srcdir)/testurl.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + testver$(EXE): $(srcdir)/testver.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @@ -303,6 +336,12 @@ controllermap$(EXE): $(srcdir)/controllermap.c testvulkan$(EXE): $(srcdir)/testvulkan.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) +testlocale$(EXE): $(srcdir)/testlocale.c + $(CC) -o $@ $? $(CFLAGS) $(LIBS) + +testmouse$(EXE): $(srcdir)/testmouse.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + clean: rm -f $(TARGETS) @@ -312,25 +351,25 @@ distclean: clean rm -f config.status config.cache config.log rm -rf $(srcdir)/autom4te* - -%.bmp: $(srcdir)/%.bmp - cp $< $@ - -%.wav: $(srcdir)/%.wav - cp $< $@ - -%.dat: $(srcdir)/%.dat +DATA = \ + axis.bmp \ + button.bmp \ + controllermap.bmp \ + controllermap_back.bmp \ + icon.bmp \ + moose.dat \ + sample.bmp \ + sample.wav \ + testgles2_sdf_img_normal.bmp \ + testgles2_sdf_img_sdf.bmp \ + testyuv.bmp \ + unifont-13.0.06.hex \ + $(NULL) + +ifneq ($(srcdir), .) +$(DATA) : %: $(srcdir)/% Makefile cp $< $@ +endif -copydatafiles: copybmpfiles copywavfiles copydatfiles +copydatafiles: $(DATA) .PHONY : copydatafiles - -copybmpfiles: $(foreach bmp,$(wildcard $(srcdir)/*.bmp),$(notdir $(bmp))) -.PHONY : copybmpfiles - -copywavfiles: $(foreach wav,$(wildcard $(srcdir)/*.wav),$(notdir $(wav))) -.PHONY : copywavfiles - -copydatfiles: $(foreach dat,$(wildcard $(srcdir)/*.dat),$(notdir $(dat))) -.PHONY : copydatfiles - diff --git a/libs/SDL2/test/Makefile.os2 b/libs/SDL2/test/Makefile.os2 index 59866a05691b59e4caab4951dde92cd1fbdcb7cf..e238af4be2df8aa30a6816273973a1cc2a0c7c39 100644 --- a/libs/SDL2/test/Makefile.os2 +++ b/libs/SDL2/test/Makefile.os2 @@ -1,9 +1,21 @@ -BINPATH = . +# Open Watcom makefile to build SDL2 tests for OS/2 +# wmake -f Makefile.os2 + +INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h" -I"../include" + +CFLAGS = $(INCPATH) -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei +CFLAGS+= -wx -wcd=303 + +LIBPATH = .. +LIBS = SDL2.lib SDL2test.lib + +#CFLAGS+= -DHAVE_SDL_TTF +#TTFLIBS = SDL2ttf.lib TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe & testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe & - testfilesystem.exe testgamecontroller.exe testgesture.exe & - testhittesting.exe testhotplug.exe testiconv.exe testime.exe & + testfilesystem.exe testgamecontroller.exe testgeometry.exe testgesture.exe & + testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe & testintersections.exe testjoystick.exe testkeys.exe testloadso.exe & testlock.exe testmessage.exe testoverlay2.exe testplatform.exe & testpower.exe testsensor.exe testrelative.exe testrendercopyex.exe & @@ -11,21 +23,13 @@ TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe & testshader.exe testshape.exe testsprite2.exe testspriteminimal.exe & teststreaming.exe testthread.exe testtimer.exe testver.exe & testviewport.exe testwm2.exe torturethread.exe checkkeys.exe & + checkkeysthreads.exe testmouse.exe & controllermap.exe testhaptic.exe testqsort.exe testresample.exe & testaudioinfo.exe testaudiocapture.exe loopwave.exe loopwavequeue.exe & - testyuv.exe testgl2.exe testvulkan.exe testautomation.exe - -# SDL2test.lib sources (../src/test) - -CSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c & - SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c & - SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c & - SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c & - SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c -TESTLIB = SDL2test.lib + testsurround.exe testyuv.exe testgl2.exe testvulkan.exe testnative.exe & + testautomation.exe # testautomation sources - TASRCS = testautomation.c testautomation_audio.c testautomation_clipboard.c & testautomation_events.c testautomation_hints.c & testautomation_keyboard.c testautomation_main.c & @@ -42,50 +46,32 @@ TAOBJS = $(TASRCS:.c=.obj) all: $(TARGETS) -INCPATH = -I$(%WATCOM)/h/os2 -I$(%WATCOM)/h -I../include - -CFLAGS = $(INCPATH) -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei - -LIBPATH = .. -LIBS = SDL2.lib $(TESTLIB) - -#CFLAGS+= -DHAVE_SDL_TTF -#LIBS_TTF = SDL2ttf.lib - .c: ../src/test -$(TESTLIB): $(COBJS) - wlib -q -b -n $@ $(COBJS) - .obj.exe: - @%make $(TESTLIB) wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@ .c.obj: - wcc386 $(CFLAGS) -wcd=107 -fo=$^@ $< + wcc386 $(CFLAGS) -fo=$^@ $< # specials testautomation.exe: $(TAOBJS) - @%make $(TESTLIB) + wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@ + +testnative.exe: testnative.obj testnativeos2.obj wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@ testoverlay2.exe: testoverlay2.obj testyuv_cvt.obj - @%make $(TESTLIB) wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@ testyuv.exe: testyuv.obj testyuv_cvt.obj - @%make $(TESTLIB) wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@ testime.exe: testime.obj - @%make $(TESTLIB) - wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS) $(LIBS_TTF)} op q op el file {$<} name $@ + wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS) $(TTFLIBS)} op q op el file {$<} name $@ clean: .SYMBOLIC - @echo * Clean tests in $(BINPATH) @if exist *.obj rm *.obj @if exist *.err rm *.err - distclean: .SYMBOLIC clean @if exist *.exe rm *.exe - @if exist $(TESTLIB) rm $(TESTLIB) diff --git a/libs/SDL2/test/README b/libs/SDL2/test/README index f6282be34df357141e41b2d5374c604f14e47437..b1ee0892e8332b0d836c90288069523cfd82b6af 100644 --- a/libs/SDL2/test/README +++ b/libs/SDL2/test/README @@ -4,6 +4,7 @@ These are test programs for the SDL library: checkkeys Watch the key events to check the keyboard loopwave Audio test -- loop playing a WAV file loopwavequeue Audio test -- loop playing a WAV file with SDL_QueueAudio + testsurround Audio test -- play test tone on each audio channel testaudioinfo Lists audio device capabilities testerror Tests multi-threaded error handling testfile Tests RWops layer @@ -12,7 +13,9 @@ These are test programs for the SDL library: testjoystick List joysticks and watch joystick events testkeys List the available keyboard keys testloadso Tests the loadable library layer + testlocale Test Locale API testlock Hacked up test of multi-threading and locking + testmouse Tests mouse coordinates testmultiaudio Tests using several audio devices testoverlay2 Tests the overlay flickering/scaling during playback. testplatform Tests types, endianness and cpu capabilities diff --git a/libs/SDL2/test/acinclude.m4 b/libs/SDL2/test/acinclude.m4 index ead69e5149c144ca7e82d803093eee50285832b1..0fdf353ea29a56e196bfd3340ebb6a9ab1491259 100644 --- a/libs/SDL2/test/acinclude.m4 +++ b/libs/SDL2/test/acinclude.m4 @@ -5,13 +5,13 @@ # stolen from Manish Singh # Shamelessly stolen from Owen Taylor -# serial 1 +# serial 2 -dnl AM_PATH_SDL([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) +dnl AM_PATH_SDL2([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS dnl AC_DEFUN([AM_PATH_SDL2], -[dnl +[dnl dnl Get the cflags and libraries from the sdl2-config script dnl AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)], @@ -21,7 +21,7 @@ AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program], , enable_sdltest=yes) - min_sdl_version=ifelse([$1], ,0.9.0,$1) + min_sdl_version=ifelse([$1], ,2.0.0,$1) if test "x$sdl_prefix$sdl_exec_prefix" = x ; then PKG_CHECK_MODULES([SDL], [sdl2 >= $min_sdl_version], @@ -31,42 +31,42 @@ AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run sdl_pc=no if test x$sdl_exec_prefix != x ; then sdl_config_args="$sdl_config_args --exec-prefix=$sdl_exec_prefix" - if test x${SDL_CONFIG+set} != xset ; then - SDL_CONFIG=$sdl_exec_prefix/bin/sdl2-config + if test x${SDL2_CONFIG+set} != xset ; then + SDL2_CONFIG=$sdl_exec_prefix/bin/sdl2-config fi fi if test x$sdl_prefix != x ; then sdl_config_args="$sdl_config_args --prefix=$sdl_prefix" - if test x${SDL_CONFIG+set} != xset ; then - SDL_CONFIG=$sdl_prefix/bin/sdl2-config + if test x${SDL2_CONFIG+set} != xset ; then + SDL2_CONFIG=$sdl_prefix/bin/sdl2-config fi fi fi if test "x$sdl_pc" = xyes ; then no_sdl="" - SDL_CONFIG="pkg-config sdl2" + SDL2_CONFIG="pkg-config sdl2" else as_save_PATH="$PATH" if test "x$prefix" != xNONE && test "$cross_compiling" != yes; then PATH="$prefix/bin:$prefix/usr/bin:$PATH" fi - AC_PATH_PROG(SDL_CONFIG, sdl2-config, no, [$PATH]) + AC_PATH_PROG(SDL2_CONFIG, sdl2-config, no, [$PATH]) PATH="$as_save_PATH" AC_MSG_CHECKING(for SDL - version >= $min_sdl_version) no_sdl="" - if test "$SDL_CONFIG" = "no" ; then + if test "$SDL2_CONFIG" = "no" ; then no_sdl=yes else - SDL_CFLAGS=`$SDL_CONFIG $sdl_config_args --cflags` - SDL_LIBS=`$SDL_CONFIG $sdl_config_args --libs` + SDL_CFLAGS=`$SDL2_CONFIG $sdl_config_args --cflags` + SDL_LIBS=`$SDL2_CONFIG $sdl_config_args --libs` - sdl_major_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_major_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'` - sdl_minor_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_minor_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'` - sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_micro_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'` if test "x$enable_sdltest" = "xyes" ; then ac_save_CFLAGS="$CFLAGS" @@ -80,41 +80,19 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity dnl checks the results of sdl2-config to some extent dnl rm -f conf.sdltest - AC_TRY_RUN([ + AC_RUN_IFELSE([AC_LANG_SOURCE([[ #include <stdio.h> #include <stdlib.h> -#include <string.h> #include "SDL.h" -char* -my_strdup (char *str) -{ - char *new_str; - - if (str) - { - new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); - strcpy (new_str, str); - } - else - new_str = NULL; - - return new_str; -} - int main (int argc, char *argv[]) { int major, minor, micro; - char *tmp_version; + FILE *fp = fopen("conf.sdltest", "w"); - /* This hangs on some systems (?) - system ("touch conf.sdltest"); - */ - { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + if (fp) fclose(fp); - /* HP/UX 9 (%@#!) writes to sscanf strings */ - tmp_version = my_strdup("$min_sdl_version"); - if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + if (sscanf("$min_sdl_version", "%d.%d.%d", &major, &minor, µ) != 3) { printf("%s, bad version string\n", "$min_sdl_version"); exit(1); } @@ -130,14 +108,14 @@ int main (int argc, char *argv[]) printf("\n*** 'sdl2-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version); printf("*** of SDL required is %d.%d.%d. If sdl2-config is correct, then it is\n", major, minor, micro); printf("*** best to upgrade to the required version.\n"); - printf("*** If sdl2-config was wrong, set the environment variable SDL_CONFIG\n"); + printf("*** If sdl2-config was wrong, set the environment variable SDL2_CONFIG\n"); printf("*** to point to the correct copy of sdl2-config, and remove the file\n"); printf("*** config.cache before re-running configure\n"); return 1; } } -],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"]) +]])], [], [no_sdl=yes], [echo $ac_n "cross compiling; assumed OK... $ac_c"]) CFLAGS="$ac_save_CFLAGS" CXXFLAGS="$ac_save_CXXFLAGS" LIBS="$ac_save_LIBS" @@ -152,10 +130,10 @@ int main (int argc, char *argv[]) if test "x$no_sdl" = x ; then ifelse([$2], , :, [$2]) else - if test "$SDL_CONFIG" = "no" ; then + if test "$SDL2_CONFIG" = "no" ; then echo "*** The sdl2-config script installed by SDL could not be found" echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in" - echo "*** your path, or set the SDL_CONFIG environment variable to the" + echo "*** your path, or set the SDL2_CONFIG environment variable to the" echo "*** full path to sdl2-config." else if test -f conf.sdltest ; then @@ -165,7 +143,7 @@ int main (int argc, char *argv[]) CFLAGS="$CFLAGS $SDL_CFLAGS" CXXFLAGS="$CXXFLAGS $SDL_CFLAGS" LIBS="$LIBS $SDL_LIBS" - AC_TRY_LINK([ + AC_LINK_IFELSE([AC_LANG_PROGRAM([[ #include <stdio.h> #include "SDL.h" @@ -173,7 +151,7 @@ int main(int argc, char *argv[]) { return 0; } #undef main #define main K_and_R_C_main -], [ return 0; ], +]], [[ return 0; ]])], [ echo "*** The test program compiled, but did not run. This usually means" echo "*** that the run-time linker is not finding SDL or finding the wrong" echo "*** version of SDL. If it is not finding SDL, you'll need to set your" @@ -186,7 +164,7 @@ int main(int argc, char *argv[]) [ echo "*** The test program failed to compile or link. See the file config.log for the" echo "*** exact error that occured. This usually means SDL was incorrectly installed" echo "*** or that you have moved SDL since it was installed. In the latter case, you" - echo "*** may want to edit the sdl2-config script: $SDL_CONFIG" ]) + echo "*** may want to edit the sdl2-config script: $SDL2_CONFIG" ]) CFLAGS="$ac_save_CFLAGS" CXXFLAGS="$ac_save_CXXFLAGS" LIBS="$ac_save_LIBS" @@ -228,7 +206,7 @@ int main(int argc, char *argv[]) # ---------------------------------- AC_DEFUN([PKG_PROG_PKG_CONFIG], [m4_pattern_forbid([^_?PKG_[A-Z_]+$]) -m4_pattern_allow([^PKG_CONFIG(_PATH)?$]) +m4_pattern_allow([^PKG_CONFIG(_PATH|_LIBDIR)?$]) AC_ARG_VAR([PKG_CONFIG], [path to pkg-config utility]) AC_ARG_VAR([PKG_CONFIG_PATH], [directories to add to pkg-config's search path]) AC_ARG_VAR([PKG_CONFIG_LIBDIR], [path overriding pkg-config's built-in search path]) @@ -309,7 +287,7 @@ AC_ARG_VAR([$1][_CFLAGS], [C compiler flags for $1, overriding pkg-config])dnl AC_ARG_VAR([$1][_LIBS], [linker flags for $1, overriding pkg-config])dnl pkg_failed=no -AC_MSG_CHECKING([for $1]) +AC_MSG_CHECKING([for $2]) _PKG_CONFIG([$1][_CFLAGS], [cflags], [$2]) _PKG_CONFIG([$1][_LIBS], [libs], [$2]) @@ -337,7 +315,7 @@ $$1_PKG_ERRORS Consider adjusting the PKG_CONFIG_PATH environment variable if you installed software in a non-standard prefix. -_PKG_TEXT])dnl +_PKG_TEXT])[]dnl ]) elif test $pkg_failed = untried; then AC_MSG_RESULT([no]) @@ -348,7 +326,7 @@ path to pkg-config. _PKG_TEXT -To get pkg-config, see <http://pkg-config.freedesktop.org/>.])dnl +To get pkg-config, see <http://pkg-config.freedesktop.org/>.])[]dnl ]) else $1[]_CFLAGS=$pkg_cv_[]$1[]_CFLAGS diff --git a/libs/SDL2/test/autogen.sh b/libs/SDL2/test/autogen.sh index 939f34c0f39196966e047b3ab84b6a4460b8c748..988d41760d995f23f1ea05981f478b2cf274ded9 100755 --- a/libs/SDL2/test/autogen.sh +++ b/libs/SDL2/test/autogen.sh @@ -1,12 +1,11 @@ #!/bin/sh -# -# Regenerate configuration files + cp acinclude.m4 aclocal.m4 -found=false -for autoconf in autoconf autoconf259 autoconf-2.59 -do if which $autoconf >/dev/null 2>&1; then $autoconf && found=true; break; fi -done -if test x$found = xfalse; then - echo "Couldn't find autoconf, aborting" - exit 1 + +if test "$AUTOCONF"x = x; then + AUTOCONF=autoconf fi + +$AUTOCONF || exit 1 +rm aclocal.m4 +rm -rf autom4te.cache diff --git a/libs/SDL2/test/checkkeys.c b/libs/SDL2/test/checkkeys.c index 421f8f923dfc0c7a8ccbc4a864bbf5d47418962e..caec4b955bdc8c962f5d003b794c6ef2bc84d455 100644 --- a/libs/SDL2/test/checkkeys.c +++ b/libs/SDL2/test/checkkeys.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -86,6 +86,8 @@ print_modifiers(char **text, size_t *maxlen) print_string(text, maxlen, " CAPS"); if (mod & KMOD_MODE) print_string(text, maxlen, " MODE"); + if (mod & KMOD_SCROLL) + print_string(text, maxlen, " SCROLL"); } static void @@ -135,9 +137,10 @@ PrintKey(SDL_Keysym * sym, SDL_bool pressed, SDL_bool repeat) } static void -PrintText(char *eventtype, char *text) +PrintText(const char *eventtype, const char *text) { - char *spot, expanded[1024]; + const char *spot; + char expanded[1024]; expanded[0] = '\0'; for ( spot = text; *spot; ++spot ) @@ -199,6 +202,7 @@ int main(int argc, char *argv[]) { SDL_Window *window; + SDL_Renderer *renderer; /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); @@ -219,6 +223,12 @@ main(int argc, char *argv[]) quit(2); } + /* On wayland, no window will actually show until something has + actually been displayed. + */ + renderer = SDL_CreateRenderer(window, -1, 0); + SDL_RenderPresent(renderer); + #if __IPHONEOS__ /* Creating the context creates the view, which we need to show keyboard */ SDL_GL_CreateContext(window); diff --git a/libs/SDL2/test/checkkeysthreads.c b/libs/SDL2/test/checkkeysthreads.c new file mode 100644 index 0000000000000000000000000000000000000000..62d522609aa65f70e34473fed479ef6d739fc8c1 --- /dev/null +++ b/libs/SDL2/test/checkkeysthreads.c @@ -0,0 +1,285 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +/* Simple program: Loop, watching keystrokes + Note that you need to call SDL_PollEvent() or SDL_WaitEvent() to + pump the event loop and catch keystrokes. +*/ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> +#endif + +#include "SDL.h" + +int done; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + SDL_Quit(); + exit(rc); +} + +static void +print_string(char **text, size_t *maxlen, const char *fmt, ...) +{ + int len; + va_list ap; + + va_start(ap, fmt); + len = SDL_vsnprintf(*text, *maxlen, fmt, ap); + if (len > 0) { + *text += len; + if ( ((size_t) len) < *maxlen ) { + *maxlen -= (size_t) len; + } else { + *maxlen = 0; + } + } + va_end(ap); +} + +static void +print_modifiers(char **text, size_t *maxlen) +{ + int mod; + print_string(text, maxlen, " modifiers:"); + mod = SDL_GetModState(); + if (!mod) { + print_string(text, maxlen, " (none)"); + return; + } + if (mod & KMOD_LSHIFT) + print_string(text, maxlen, " LSHIFT"); + if (mod & KMOD_RSHIFT) + print_string(text, maxlen, " RSHIFT"); + if (mod & KMOD_LCTRL) + print_string(text, maxlen, " LCTRL"); + if (mod & KMOD_RCTRL) + print_string(text, maxlen, " RCTRL"); + if (mod & KMOD_LALT) + print_string(text, maxlen, " LALT"); + if (mod & KMOD_RALT) + print_string(text, maxlen, " RALT"); + if (mod & KMOD_LGUI) + print_string(text, maxlen, " LGUI"); + if (mod & KMOD_RGUI) + print_string(text, maxlen, " RGUI"); + if (mod & KMOD_NUM) + print_string(text, maxlen, " NUM"); + if (mod & KMOD_CAPS) + print_string(text, maxlen, " CAPS"); + if (mod & KMOD_MODE) + print_string(text, maxlen, " MODE"); + if (mod & KMOD_SCROLL) + print_string(text, maxlen, " SCROLL"); +} + +static void +PrintModifierState() +{ + char message[512]; + char *spot; + size_t left; + + spot = message; + left = sizeof(message); + + print_modifiers(&spot, &left); + SDL_Log("Initial state:%s\n", message); +} + +static void +PrintKey(SDL_Keysym * sym, SDL_bool pressed, SDL_bool repeat) +{ + char message[512]; + char *spot; + size_t left; + + spot = message; + left = sizeof(message); + + /* Print the keycode, name and state */ + if (sym->sym) { + print_string(&spot, &left, + "Key %s: scancode %d = %s, keycode 0x%08X = %s ", + pressed ? "pressed " : "released", + sym->scancode, + SDL_GetScancodeName(sym->scancode), + sym->sym, SDL_GetKeyName(sym->sym)); + } else { + print_string(&spot, &left, + "Unknown Key (scancode %d = %s) %s ", + sym->scancode, + SDL_GetScancodeName(sym->scancode), + pressed ? "pressed " : "released"); + } + print_modifiers(&spot, &left); + if (repeat) { + print_string(&spot, &left, " (repeat)"); + } + SDL_Log("%s\n", message); + fflush(stderr); +} + +static void +PrintText(const char *eventtype, const char *text) +{ + const char *spot; + char expanded[1024]; + + expanded[0] = '\0'; + for ( spot = text; *spot; ++spot ) + { + size_t length = SDL_strlen(expanded); + SDL_snprintf(expanded + length, sizeof(expanded) - length, "\\x%.2x", (unsigned char)*spot); + } + SDL_Log("%s Text (%s): \"%s%s\"\n", eventtype, expanded, *text == '"' ? "\\" : "", text); +} + +void +loop() +{ + SDL_Event event; + /* Check for events */ + /*SDL_WaitEvent(&event); emscripten does not like waiting*/ + + fprintf(stderr, "starting loop\n"); fflush(stderr); + // while (SDL_PollEvent(&event)) { + while (!done && SDL_WaitEvent(&event)) { + fprintf(stderr, "got event type: %d\n", event.type); fflush(stderr); + switch (event.type) { + case SDL_KEYDOWN: + case SDL_KEYUP: + PrintKey(&event.key.keysym, (event.key.state == SDL_PRESSED) ? SDL_TRUE : SDL_FALSE, (event.key.repeat) ? SDL_TRUE : SDL_FALSE); + break; + case SDL_TEXTEDITING: + PrintText("EDIT", event.text.text); + break; + case SDL_TEXTINPUT: + PrintText("INPUT", event.text.text); + break; + case SDL_MOUSEBUTTONDOWN: + /* Left button quits the app, other buttons toggles text input */ + fprintf(stderr, "mouse button down button: %d (LEFT=%d)\n", event.button.button, SDL_BUTTON_LEFT); fflush(stderr); + if (event.button.button == SDL_BUTTON_LEFT) { + done = 1; + } else { + if (SDL_IsTextInputActive()) { + SDL_Log("Stopping text input\n"); + SDL_StopTextInput(); + } else { + SDL_Log("Starting text input\n"); + SDL_StartTextInput(); + } + } + break; + case SDL_QUIT: + done = 1; + break; + default: + break; + } + fprintf(stderr, "waiting new event\n"); fflush(stderr); + } + fprintf(stderr, "exiting event loop\n"); fflush(stderr); +#ifdef __EMSCRIPTEN__ + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +/* Very simple thread - counts 0 to 9 delaying 50ms between increments */ +static int SDLCALL ping_thread(void *ptr) +{ + int cnt; + SDL_Event sdlevent; + SDL_memset(&sdlevent, 0 , sizeof(SDL_Event)); + for (cnt = 0; cnt < 10; ++cnt) { + fprintf(stderr, "sending event (%d/%d) from thread.\n", cnt + 1, 10); fflush(stderr); + sdlevent.type = SDL_KEYDOWN; + sdlevent.key.keysym.sym = SDLK_1; + SDL_PushEvent(&sdlevent); + SDL_Delay(1000 + rand() % 1000); + } + return cnt; +} + +int +main(int argc, char *argv[]) +{ + SDL_Window *window; + SDL_Renderer *renderer; + SDL_Thread *thread; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Initialize SDL */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return (1); + } + + /* Set 640x480 video mode */ + window = SDL_CreateWindow("CheckKeys Test", + SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + 640, 480, 0); + if (!window) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create 640x480 window: %s\n", + SDL_GetError()); + quit(2); + } + + /* On wayland, no window will actually show until something has + actually been displayed. + */ + renderer = SDL_CreateRenderer(window, -1, 0); + SDL_RenderPresent(renderer); + +#if __IPHONEOS__ + /* Creating the context creates the view, which we need to show keyboard */ + SDL_GL_CreateContext(window); +#endif + + SDL_StartTextInput(); + + /* Print initial modifier state */ + SDL_PumpEvents(); + PrintModifierState(); + + /* Watch keystrokes */ + done = 0; + + thread = SDL_CreateThread(ping_thread, "PingThread", (void *)NULL); + +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + loop(); + } +#endif + + SDL_WaitThread(thread, NULL); + SDL_Quit(); + return (0); +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/configure b/libs/SDL2/test/configure index 909a485ac604bb0083fdff04c78f3c84b17c0cbc..60344e3ecde8271e176e7d791ca65471821727c1 100755 --- a/libs/SDL2/test/configure +++ b/libs/SDL2/test/configure @@ -581,9 +581,11 @@ PACKAGE_STRING= PACKAGE_BUGREPORT= PACKAGE_URL= -ac_unique_file="README" +ac_unique_file="loopwave.c" ac_subst_vars='LTLIBOBJS LIBOBJS +LIBUNWIND_LIBS +LIBUNWIND_CFLAGS SDL_TTF_LIB XLIB GLES2LIB @@ -594,12 +596,13 @@ OPENGLES2_TARGETS OPENGLES1_TARGETS CPP XMKMF -SDL_CONFIG +SDL2_CONFIG SDL_LIBS SDL_CFLAGS PKG_CONFIG_LIBDIR PKG_CONFIG_PATH PKG_CONFIG +ISOS2 ISUNIX ISWINDOWS ISMACOSX @@ -681,7 +684,9 @@ PKG_CONFIG_LIBDIR SDL_CFLAGS SDL_LIBS XMKMF -CPP' +CPP +LIBUNWIND_CFLAGS +LIBUNWIND_LIBS' # Initialize some variables set by options. @@ -1323,6 +1328,10 @@ Some influential environment variables: SDL_LIBS linker flags for SDL, overriding pkg-config XMKMF Path to xmkmf, Makefile generator for X Window System CPP C preprocessor + LIBUNWIND_CFLAGS + C compiler flags for LIBUNWIND, overriding pkg-config + LIBUNWIND_LIBS + linker flags for LIBUNWIND, overriding pkg-config Use these variables to override the choices made by `configure' or to help it to find libraries and programs with nonstandard names/locations. @@ -1442,48 +1451,6 @@ fi } # ac_fn_c_try_compile -# ac_fn_c_try_run LINENO -# ---------------------- -# Try to link conftest.$ac_ext, and return whether this succeeded. Assumes -# that executables *can* be run. -ac_fn_c_try_run () -{ - as_lineno=${as_lineno-"$1"} as_lineno_stack=as_lineno_stack=$as_lineno_stack - if { { ac_try="$ac_link" -case "(($ac_try" in - *\"* | *\`* | *\\*) ac_try_echo=\$ac_try;; - *) ac_try_echo=$ac_try;; -esac -eval ac_try_echo="\"\$as_me:${as_lineno-$LINENO}: $ac_try_echo\"" -$as_echo "$ac_try_echo"; } >&5 - (eval "$ac_link") 2>&5 - ac_status=$? - $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 - test $ac_status = 0; } && { ac_try='./conftest$ac_exeext' - { { case "(($ac_try" in - *\"* | *\`* | *\\*) ac_try_echo=\$ac_try;; - *) ac_try_echo=$ac_try;; -esac -eval ac_try_echo="\"\$as_me:${as_lineno-$LINENO}: $ac_try_echo\"" -$as_echo "$ac_try_echo"; } >&5 - (eval "$ac_try") 2>&5 - ac_status=$? - $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 - test $ac_status = 0; }; }; then : - ac_retval=0 -else - $as_echo "$as_me: program exited with status $ac_status" >&5 - $as_echo "$as_me: failed program was:" >&5 -sed 's/^/| /' conftest.$ac_ext >&5 - - ac_retval=$ac_status -fi - rm -rf conftest.dSYM conftest_ipa8_conftest.oo - eval $as_lineno_stack; ${as_lineno_stack:+:} unset as_lineno - as_fn_set_status $ac_retval - -} # ac_fn_c_try_run - # ac_fn_c_try_link LINENO # ----------------------- # Try to link conftest.$ac_ext, and return whether this succeeded. @@ -1530,6 +1497,48 @@ fi } # ac_fn_c_try_link +# ac_fn_c_try_run LINENO +# ---------------------- +# Try to link conftest.$ac_ext, and return whether this succeeded. Assumes +# that executables *can* be run. +ac_fn_c_try_run () +{ + as_lineno=${as_lineno-"$1"} as_lineno_stack=as_lineno_stack=$as_lineno_stack + if { { ac_try="$ac_link" +case "(($ac_try" in + *\"* | *\`* | *\\*) ac_try_echo=\$ac_try;; + *) ac_try_echo=$ac_try;; +esac +eval ac_try_echo="\"\$as_me:${as_lineno-$LINENO}: $ac_try_echo\"" +$as_echo "$ac_try_echo"; } >&5 + (eval "$ac_link") 2>&5 + ac_status=$? + $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; } && { ac_try='./conftest$ac_exeext' + { { case "(($ac_try" in + *\"* | *\`* | *\\*) ac_try_echo=\$ac_try;; + *) ac_try_echo=$ac_try;; +esac +eval ac_try_echo="\"\$as_me:${as_lineno-$LINENO}: $ac_try_echo\"" +$as_echo "$ac_try_echo"; } >&5 + (eval "$ac_try") 2>&5 + ac_status=$? + $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; }; }; then : + ac_retval=0 +else + $as_echo "$as_me: program exited with status $ac_status" >&5 + $as_echo "$as_me: failed program was:" >&5 +sed 's/^/| /' conftest.$ac_ext >&5 + + ac_retval=$ac_status +fi + rm -rf conftest.dSYM conftest_ipa8_conftest.oo + eval $as_lineno_stack; ${as_lineno_stack:+:} unset as_lineno + as_fn_set_status $ac_retval + +} # ac_fn_c_try_run + # ac_fn_c_try_cpp LINENO # ---------------------- # Try to preprocess conftest.$ac_ext, and return whether this succeeded. @@ -1919,8 +1928,9 @@ ac_compiler_gnu=$ac_cv_c_compiler_gnu + ac_aux_dir= -for ac_dir in $srcdir/../build-scripts; do +for ac_dir in ../build-scripts "$srcdir"/../build-scripts; do if test -f "$ac_dir/install-sh"; then ac_aux_dir=$ac_dir ac_install_sh="$ac_aux_dir/install-sh -c" @@ -1936,7 +1946,7 @@ for ac_dir in $srcdir/../build-scripts; do fi done if test -z "$ac_aux_dir"; then - as_fn_error $? "cannot find install-sh, install.sh, or shtool in $srcdir/../build-scripts" "$LINENO" 5 + as_fn_error $? "cannot find install-sh, install.sh, or shtool in ../build-scripts \"$srcdir\"/../build-scripts" "$LINENO" 5 fi # These three variables are undocumented and unsupported, @@ -2020,7 +2030,6 @@ case $host_os in *\ *) host_os=`echo "$host_os" | sed 's/ /-/g'`;; esac - ac_ext=c ac_cpp='$CPP $CPPFLAGS' ac_compile='$CC -c $CFLAGS $CPPFLAGS conftest.$ac_ext >&5' @@ -2812,7 +2821,6 @@ ac_compiler_gnu=$ac_cv_c_compiler_gnu - { $as_echo "$as_me:${as_lineno-$LINENO}: checking for an ANSI C-conforming const" >&5 $as_echo_n "checking for an ANSI C-conforming const... " >&6; } if ${ac_cv_c_const+:} false; then : @@ -2898,9 +2906,10 @@ fi ISUNIX="false" ISWINDOWS="false" ISMACOSX="false" +ISOS2="false" case "$host" in - *-*-cygwin* | *-*-mingw32*) + *-*-cygwin* | *-*-mingw*) ISWINDOWS="true" EXE=".exe" MATHLIB="" @@ -2911,7 +2920,7 @@ case "$host" in MATHLIB="" SYS_GL_LIBS="-lGL" ;; - *-*-darwin* ) + *-*-darwin*) ISMACOSX="true" EXE="" MATHLIB="" @@ -2983,16 +2992,68 @@ fi MATHLIB="" SYS_GL_LIBS="-lGLES_CM" ;; - *-*-emscripten* ) + *-*-emscripten*) EXE=".bc" MATHLIB="" SYS_GL_LIBS="" ;; + *-*-riscos*) + EXE=",e1f" + MATHLIB="" + SYS_GL_LIBS="" + ;; + *-*-os2*) + ISOS2="true" + EXE=".exe" + MATHLIB="" + SYS_GL_LIBS="" + ;; *) ISUNIX="true" EXE="" MATHLIB="-lm" - SYS_GL_LIBS="-lGL" + { $as_echo "$as_me:${as_lineno-$LINENO}: checking for glBegin in -lOpenGL" >&5 +$as_echo_n "checking for glBegin in -lOpenGL... " >&6; } +if ${ac_cv_lib_OpenGL_glBegin+:} false; then : + $as_echo_n "(cached) " >&6 +else + ac_check_lib_save_LIBS=$LIBS +LIBS="-lOpenGL $LIBS" +cat confdefs.h - <<_ACEOF >conftest.$ac_ext +/* end confdefs.h. */ + +/* Override any GCC internal prototype to avoid an error. + Use char because int might match the return type of a GCC + builtin and then its argument prototype would still apply. */ +#ifdef __cplusplus +extern "C" +#endif +char glBegin (); +int +main () +{ +return glBegin (); + ; + return 0; +} +_ACEOF +if ac_fn_c_try_link "$LINENO"; then : + ac_cv_lib_OpenGL_glBegin=yes +else + ac_cv_lib_OpenGL_glBegin=no +fi +rm -f core conftest.err conftest.$ac_objext \ + conftest$ac_exeext conftest.$ac_ext +LIBS=$ac_check_lib_save_LIBS +fi +{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_cv_lib_OpenGL_glBegin" >&5 +$as_echo "$ac_cv_lib_OpenGL_glBegin" >&6; } +if test "x$ac_cv_lib_OpenGL_glBegin" = xyes; then : + SYS_GL_LIBS="-lOpenGL" +else + SYS_GL_LIBS="-lGL" +fi + ;; esac @@ -3001,7 +3062,8 @@ esac -SDL_VERSION=2.0.0 + +SDL_VERSION=2.0.18 @@ -3150,8 +3212,8 @@ fi if test "x$sdl_prefix$sdl_exec_prefix" = x ; then pkg_failed=no -{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for SDL" >&5 -$as_echo_n "checking for SDL... " >&6; } +{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for sdl2 >= $min_sdl_version" >&5 +$as_echo_n "checking for sdl2 >= $min_sdl_version... " >&6; } if test -n "$SDL_CFLAGS"; then pkg_cv_SDL_CFLAGS="$SDL_CFLAGS" @@ -3221,21 +3283,21 @@ fi sdl_pc=no if test x$sdl_exec_prefix != x ; then sdl_config_args="$sdl_config_args --exec-prefix=$sdl_exec_prefix" - if test x${SDL_CONFIG+set} != xset ; then - SDL_CONFIG=$sdl_exec_prefix/bin/sdl2-config + if test x${SDL2_CONFIG+set} != xset ; then + SDL2_CONFIG=$sdl_exec_prefix/bin/sdl2-config fi fi if test x$sdl_prefix != x ; then sdl_config_args="$sdl_config_args --prefix=$sdl_prefix" - if test x${SDL_CONFIG+set} != xset ; then - SDL_CONFIG=$sdl_prefix/bin/sdl2-config + if test x${SDL2_CONFIG+set} != xset ; then + SDL2_CONFIG=$sdl_prefix/bin/sdl2-config fi fi fi if test "x$sdl_pc" = xyes ; then no_sdl="" - SDL_CONFIG="pkg-config sdl2" + SDL2_CONFIG="pkg-config sdl2" else as_save_PATH="$PATH" if test "x$prefix" != xNONE && test "$cross_compiling" != yes; then @@ -3245,12 +3307,12 @@ fi set dummy sdl2-config; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } -if ${ac_cv_path_SDL_CONFIG+:} false; then : +if ${ac_cv_path_SDL2_CONFIG+:} false; then : $as_echo_n "(cached) " >&6 else - case $SDL_CONFIG in + case $SDL2_CONFIG in [\\/]* | ?:[\\/]*) - ac_cv_path_SDL_CONFIG="$SDL_CONFIG" # Let the user override the test with a path. + ac_cv_path_SDL2_CONFIG="$SDL2_CONFIG" # Let the user override the test with a path. ;; *) as_save_IFS=$IFS; IFS=$PATH_SEPARATOR @@ -3260,7 +3322,7 @@ do test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then - ac_cv_path_SDL_CONFIG="$as_dir/$ac_word$ac_exec_ext" + ac_cv_path_SDL2_CONFIG="$as_dir/$ac_word$ac_exec_ext" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi @@ -3268,14 +3330,14 @@ done done IFS=$as_save_IFS - test -z "$ac_cv_path_SDL_CONFIG" && ac_cv_path_SDL_CONFIG="no" + test -z "$ac_cv_path_SDL2_CONFIG" && ac_cv_path_SDL2_CONFIG="no" ;; esac fi -SDL_CONFIG=$ac_cv_path_SDL_CONFIG -if test -n "$SDL_CONFIG"; then - { $as_echo "$as_me:${as_lineno-$LINENO}: result: $SDL_CONFIG" >&5 -$as_echo "$SDL_CONFIG" >&6; } +SDL2_CONFIG=$ac_cv_path_SDL2_CONFIG +if test -n "$SDL2_CONFIG"; then + { $as_echo "$as_me:${as_lineno-$LINENO}: result: $SDL2_CONFIG" >&5 +$as_echo "$SDL2_CONFIG" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } @@ -3287,17 +3349,17 @@ fi $as_echo_n "checking for SDL - version >= $min_sdl_version... " >&6; } no_sdl="" - if test "$SDL_CONFIG" = "no" ; then + if test "$SDL2_CONFIG" = "no" ; then no_sdl=yes else - SDL_CFLAGS=`$SDL_CONFIG $sdl_config_args --cflags` - SDL_LIBS=`$SDL_CONFIG $sdl_config_args --libs` + SDL_CFLAGS=`$SDL2_CONFIG $sdl_config_args --cflags` + SDL_LIBS=`$SDL2_CONFIG $sdl_config_args --libs` - sdl_major_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_major_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\1/'` - sdl_minor_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_minor_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\2/'` - sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \ + sdl_micro_version=`$SDL2_CONFIG $sdl_config_args --version | \ sed 's/\([0-9]*\).\([0-9]*\).\([0-9]*\)/\3/'` if test "x$enable_sdltest" = "xyes" ; then ac_save_CFLAGS="$CFLAGS" @@ -3315,38 +3377,16 @@ else #include <stdio.h> #include <stdlib.h> -#include <string.h> #include "SDL.h" -char* -my_strdup (char *str) -{ - char *new_str; - - if (str) - { - new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); - strcpy (new_str, str); - } - else - new_str = NULL; - - return new_str; -} - int main (int argc, char *argv[]) { int major, minor, micro; - char *tmp_version; + FILE *fp = fopen("conf.sdltest", "w"); - /* This hangs on some systems (?) - system ("touch conf.sdltest"); - */ - { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + if (fp) fclose(fp); - /* HP/UX 9 (%@#!) writes to sscanf strings */ - tmp_version = my_strdup("$min_sdl_version"); - if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + if (sscanf("$min_sdl_version", "%d.%d.%d", &major, &minor, µ) != 3) { printf("%s, bad version string\n", "$min_sdl_version"); exit(1); } @@ -3362,7 +3402,7 @@ int main (int argc, char *argv[]) printf("\n*** 'sdl2-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version); printf("*** of SDL required is %d.%d.%d. If sdl2-config is correct, then it is\n", major, minor, micro); printf("*** best to upgrade to the required version.\n"); - printf("*** If sdl2-config was wrong, set the environment variable SDL_CONFIG\n"); + printf("*** If sdl2-config was wrong, set the environment variable SDL2_CONFIG\n"); printf("*** to point to the correct copy of sdl2-config, and remove the file\n"); printf("*** config.cache before re-running configure\n"); return 1; @@ -3396,10 +3436,10 @@ $as_echo "no" >&6; } if test "x$no_sdl" = x ; then : else - if test "$SDL_CONFIG" = "no" ; then + if test "$SDL2_CONFIG" = "no" ; then echo "*** The sdl2-config script installed by SDL could not be found" echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in" - echo "*** your path, or set the SDL_CONFIG environment variable to the" + echo "*** your path, or set the SDL2_CONFIG environment variable to the" echo "*** full path to sdl2-config." else if test -f conf.sdltest ; then @@ -3442,7 +3482,7 @@ else echo "*** The test program failed to compile or link. See the file config.log for the" echo "*** exact error that occured. This usually means SDL was incorrectly installed" echo "*** or that you have moved SDL since it was installed. In the latter case, you" - echo "*** may want to edit the sdl2-config script: $SDL_CONFIG" + echo "*** may want to edit the sdl2-config script: $SDL2_CONFIG" fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext @@ -3621,8 +3661,34 @@ else $as_echo_n "(cached) " >&6 else # One or both of the vars are not set, and there is no cached value. -ac_x_includes=no ac_x_libraries=no -rm -f -r conftest.dir +ac_x_includes=no +ac_x_libraries=no +# Do we need to do anything special at all? +ac_save_LIBS=$LIBS +LIBS="-lX11 $LIBS" +cat confdefs.h - <<_ACEOF >conftest.$ac_ext +/* end confdefs.h. */ +#include <X11/Xlib.h> +int +main () +{ +XrmInitialize () + ; + return 0; +} +_ACEOF +if ac_fn_c_try_link "$LINENO"; then : + # We can compile and link X programs with no special options. + ac_x_includes= + ac_x_libraries= +fi +rm -f core conftest.err conftest.$ac_objext \ + conftest$ac_exeext conftest.$ac_ext +LIBS="$ac_save_LIBS" +# If that didn't work, only try xmkmf and filesystem searches +# for native compilation. +if test x"$ac_x_includes" = xno && test "$cross_compiling" = no; then : + rm -f -r conftest.dir if mkdir conftest.dir; then cd conftest.dir cat >Imakefile <<'_ACEOF' @@ -3661,7 +3727,7 @@ _ACEOF rm -f -r conftest.dir fi -# Standard set of common directories for X headers. + # Standard set of common directories for X headers. # Check X11 before X11Rn because it is often a symlink to the current release. ac_x_header_dirs=' /usr/X11/include @@ -3688,6 +3754,8 @@ ac_x_header_dirs=' /usr/local/include/X11R5 /usr/local/include/X11R4 +/opt/X11/include + /usr/X386/include /usr/x386/include /usr/XFree86/include/X11 @@ -3761,15 +3829,17 @@ rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext fi # $ac_x_libraries = no +fi +# Record the results. case $ac_x_includes,$ac_x_libraries in #( - no,* | *,no | *\'*) + no,* | *,no | *\'*) : # Didn't find X, or a directory has "'" in its name. - ac_cv_have_x="have_x=no";; #( - *) + ac_cv_have_x="have_x=no" ;; #( + *) : # Record where we found X for the cache. ac_cv_have_x="have_x=yes\ ac_x_includes='$ac_x_includes'\ - ac_x_libraries='$ac_x_libraries'" + ac_x_libraries='$ac_x_libraries'" ;; esac fi ;; #( @@ -3820,20 +3890,20 @@ cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ #include "SDL_opengl.h" + #ifndef SDL_VIDEO_OPENGL + #error SDL_VIDEO_OPENGL + #endif int main () { - ; return 0; } _ACEOF if ac_fn_c_try_compile "$LINENO"; then : - -have_opengl=yes - + have_opengl=yes fi rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext { $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengl" >&5 @@ -3845,25 +3915,21 @@ have_opengles=no cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ - #if defined (__IPHONEOS__) - #include <OpenGLES/ES1/gl.h> - #else - #include <GLES/gl.h> - #endif /* __QNXNTO__ */ + #include "SDL_opengles.h" + #ifndef SDL_VIDEO_OPENGL_ES + #error SDL_VIDEO_OPENGL_ES + #endif int main () { - ; return 0; } _ACEOF if ac_fn_c_try_compile "$LINENO"; then : - -have_opengles=yes - + have_opengles=yes fi rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext { $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5 @@ -3875,27 +3941,21 @@ have_opengles2=no cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ - #if defined (__IPHONEOS__) - #include <OpenGLES/ES2/gl.h> - #include <OpenGLES/ES2/glext.h> - #else - #include <GLES2/gl2.h> - #include <GLES2/gl2ext.h> + #include "SDL_opengles2.h" + #ifndef SDL_VIDEO_OPENGL_ES2 + #error SDL_VIDEO_OPENGL_ES2 #endif int main () { - ; return 0; } _ACEOF if ac_fn_c_try_compile "$LINENO"; then : - -have_opengles2=yes - + have_opengles2=yes fi rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext { $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5 @@ -3977,6 +4037,79 @@ if test x$have_SDL_ttf = xyes; then fi + +pkg_failed=no +{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for libunwind" >&5 +$as_echo_n "checking for libunwind... " >&6; } + +if test -n "$LIBUNWIND_CFLAGS"; then + pkg_cv_LIBUNWIND_CFLAGS="$LIBUNWIND_CFLAGS" + elif test -n "$PKG_CONFIG"; then + if test -n "$PKG_CONFIG" && \ + { { $as_echo "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"libunwind\""; } >&5 + ($PKG_CONFIG --exists --print-errors "libunwind") 2>&5 + ac_status=$? + $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; }; then + pkg_cv_LIBUNWIND_CFLAGS=`$PKG_CONFIG --cflags "libunwind" 2>/dev/null` +else + pkg_failed=yes +fi + else + pkg_failed=untried +fi +if test -n "$LIBUNWIND_LIBS"; then + pkg_cv_LIBUNWIND_LIBS="$LIBUNWIND_LIBS" + elif test -n "$PKG_CONFIG"; then + if test -n "$PKG_CONFIG" && \ + { { $as_echo "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"libunwind\""; } >&5 + ($PKG_CONFIG --exists --print-errors "libunwind") 2>&5 + ac_status=$? + $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; }; then + pkg_cv_LIBUNWIND_LIBS=`$PKG_CONFIG --libs "libunwind" 2>/dev/null` +else + pkg_failed=yes +fi + else + pkg_failed=untried +fi + + + +if test $pkg_failed = yes; then + { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 +$as_echo "no" >&6; } + +if $PKG_CONFIG --atleast-pkgconfig-version 0.20; then + _pkg_short_errors_supported=yes +else + _pkg_short_errors_supported=no +fi + if test $_pkg_short_errors_supported = yes; then + LIBUNWIND_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors "libunwind" 2>&1` + else + LIBUNWIND_PKG_ERRORS=`$PKG_CONFIG --print-errors "libunwind" 2>&1` + fi + # Put the nasty error message in config.log where it belongs + echo "$LIBUNWIND_PKG_ERRORS" >&5 + + have_libunwind=no +elif test $pkg_failed = untried; then + { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 +$as_echo "no" >&6; } + have_libunwind=no +else + LIBUNWIND_CFLAGS=$pkg_cv_LIBUNWIND_CFLAGS + LIBUNWIND_LIBS=$pkg_cv_LIBUNWIND_LIBS + { $as_echo "$as_me:${as_lineno-$LINENO}: result: yes" >&5 +$as_echo "yes" >&6; } + have_libunwind=yes +fi +if test x$have_libunwind = xyes ; then + LIBS="$LIBS $LIBUNWIND_LIBS" +fi + ac_config_files="$ac_config_files Makefile" cat >confcache <<\_ACEOF diff --git a/libs/SDL2/test/configure.ac b/libs/SDL2/test/configure.ac index 2e237262eaf1ef5cadbe11db12e7980447b1a777..694551c61357aa7faef022087b6ea65c6199af60 100644 --- a/libs/SDL2/test/configure.ac +++ b/libs/SDL2/test/configure.ac @@ -1,16 +1,15 @@ dnl Process this file with autoconf to produce a configure script. -AC_INIT(README) +AC_INIT +AC_CONFIG_SRCDIR([loopwave.c]) dnl Detect the canonical build and host environments -AC_CONFIG_AUX_DIRS($srcdir/../build-scripts) +AC_CONFIG_AUX_DIR([../build-scripts]) AC_CANONICAL_HOST dnl Check for tools - AC_PROG_CC dnl Check for compiler environment - AC_C_CONST dnl We only care about this for building testnative at the moment, so these @@ -19,10 +18,11 @@ dnl (Haiku, for example, sets none of these.) ISUNIX="false" ISWINDOWS="false" ISMACOSX="false" +ISOS2="false" dnl Figure out which math library to use case "$host" in - *-*-cygwin* | *-*-mingw32*) + *-*-cygwin* | *-*-mingw*) ISWINDOWS="true" EXE=".exe" MATHLIB="" @@ -33,7 +33,7 @@ case "$host" in MATHLIB="" SYS_GL_LIBS="-lGL" ;; - *-*-darwin* ) + *-*-darwin*) ISMACOSX="true" EXE="" MATHLIB="" @@ -42,7 +42,7 @@ case "$host" in *-*-aix*) ISUNIX="true" EXE="" - if test x$ac_cv_prog_gcc = xyes; then + if test x$ac_cv_c_compiler_gnu = xyes; then CFLAGS="-mthreads" fi SYS_GL_LIBS="" @@ -65,18 +65,31 @@ case "$host" in MATHLIB="" SYS_GL_LIBS="-lGLES_CM" ;; - *-*-emscripten* ) + *-*-emscripten*) dnl This should really be .js, but we need to specify extra flags when compiling to js EXE=".bc" MATHLIB="" SYS_GL_LIBS="" ;; + *-*-riscos*) + EXE=",e1f" + MATHLIB="" + SYS_GL_LIBS="" + ;; + *-*-os2*) + ISOS2="true" + EXE=".exe" + MATHLIB="" + SYS_GL_LIBS="" + ;; *) dnl Oh well, call it Unix... ISUNIX="true" EXE="" MATHLIB="-lm" - SYS_GL_LIBS="-lGL" + dnl Use the new libOpenGL if present. + AC_CHECK_LIB(OpenGL, glBegin, + [SYS_GL_LIBS="-lOpenGL"],[SYS_GL_LIBS="-lGL"]) ;; esac AC_SUBST(EXE) @@ -84,9 +97,10 @@ AC_SUBST(MATHLIB) AC_SUBST(ISMACOSX) AC_SUBST(ISWINDOWS) AC_SUBST(ISUNIX) +AC_SUBST(ISOS2) dnl Check for SDL -SDL_VERSION=2.0.0 +SDL_VERSION=2.0.18 AM_PATH_SDL2($SDL_VERSION, :, AC_MSG_ERROR([*** SDL version $SDL_VERSION not found!]) @@ -118,44 +132,34 @@ fi dnl Check for OpenGL AC_MSG_CHECKING(for OpenGL support) have_opengl=no -AC_TRY_COMPILE([ +AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[ #include "SDL_opengl.h" -],[ -],[ -have_opengl=yes -]) + #ifndef SDL_VIDEO_OPENGL + #error SDL_VIDEO_OPENGL + #endif +]],[])], [have_opengl=yes],[]) AC_MSG_RESULT($have_opengl) dnl Check for OpenGL ES AC_MSG_CHECKING(for OpenGL ES support) have_opengles=no -AC_TRY_COMPILE([ - #if defined (__IPHONEOS__) - #include <OpenGLES/ES1/gl.h> - #else - #include <GLES/gl.h> - #endif /* __QNXNTO__ */ -],[ -],[ -have_opengles=yes -]) +AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[ + #include "SDL_opengles.h" + #ifndef SDL_VIDEO_OPENGL_ES + #error SDL_VIDEO_OPENGL_ES + #endif +]],[])] ,[have_opengles=yes],[]) AC_MSG_RESULT($have_opengles) dnl Check for OpenGL ES2 AC_MSG_CHECKING(for OpenGL ES2 support) have_opengles2=no -AC_TRY_COMPILE([ - #if defined (__IPHONEOS__) - #include <OpenGLES/ES2/gl.h> - #include <OpenGLES/ES2/glext.h> - #else - #include <GLES2/gl2.h> - #include <GLES2/gl2ext.h> +AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[ + #include "SDL_opengles2.h" + #ifndef SDL_VIDEO_OPENGL_ES2 + #error SDL_VIDEO_OPENGL_ES2 #endif -],[ -],[ -have_opengles2=yes -]) +]],[])], [have_opengles2=yes],[]) AC_MSG_RESULT($have_opengles2) GLLIB="" @@ -196,5 +200,16 @@ if test x$have_SDL_ttf = xyes; then fi AC_SUBST(SDL_TTF_LIB) +dnl Really, SDL2_test should be linking against libunwind (if it found +dnl libunwind.h when configured), but SDL2_test is a static library, so +dnl there's no way for it to link against it. We could make SDL2 depend on +dnl it, but we don't want all SDL2 build to suddenly gain an extra dependency, +dnl so just assume that if it's here now, SDL2_test was probably built with it. +PKG_CHECK_MODULES(LIBUNWIND, libunwind, have_libunwind=yes, have_libunwind=no) +if test x$have_libunwind = xyes ; then + LIBS="$LIBS $LIBUNWIND_LIBS" +fi + dnl Finally create all the generated files -AC_OUTPUT([Makefile]) +AC_CONFIG_FILES([Makefile]) +AC_OUTPUT diff --git a/libs/SDL2/test/controllermap.bmp b/libs/SDL2/test/controllermap.bmp index df167f677804eec5746a33f048b564d19db9ab8f..ee9629c2b85cb88bd44f7f7c2ac99b7b1ae6dd44 100644 Binary files a/libs/SDL2/test/controllermap.bmp and b/libs/SDL2/test/controllermap.bmp differ diff --git a/libs/SDL2/test/controllermap.c b/libs/SDL2/test/controllermap.c index b52baebfc73926f9ca81ea5543c9a1afb851350a..308ddf51a88691aac4ce5d4ee89444ff28f14e15 100644 --- a/libs/SDL2/test/controllermap.c +++ b/libs/SDL2/test/controllermap.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -21,13 +21,11 @@ #ifndef SDL_JOYSTICK_DISABLED -#ifdef __IPHONEOS__ -#define SCREEN_WIDTH 320 -#define SCREEN_HEIGHT 480 -#else +/* Define this for verbose output while mapping controllers */ +#define DEBUG_CONTROLLERMAP + #define SCREEN_WIDTH 512 #define SCREEN_HEIGHT 320 -#endif #define MARKER_BUTTON 1 #define MARKER_AXIS 2 @@ -55,13 +53,13 @@ static struct double angle; int marker; -} s_arrBindingDisplay[BINDING_COUNT] = { +} s_arrBindingDisplay[] = { { 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */ { 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */ { 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */ { 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */ { 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */ - { 233, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */ + { 232, 128, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */ { 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */ { 75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */ { 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */ @@ -71,6 +69,12 @@ static struct { 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */ { 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */ { 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */ + { 232, 174, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_MISC1 */ + { 132, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE1 */ + { 330, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE2 */ + { 132, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE3 */ + { 330, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE4 */ + { 0, 0, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_TOUCHPAD */ { 74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */ { 74, 153, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */ { 74, 153, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */ @@ -82,8 +86,9 @@ static struct { 91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */ { 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */ }; +SDL_COMPILE_TIME_ASSERT(s_arrBindingDisplay, SDL_arraysize(s_arrBindingDisplay) == BINDING_COUNT); -static int s_arrBindingOrder[BINDING_COUNT] = { +static int s_arrBindingOrder[] = { SDL_CONTROLLER_BUTTON_A, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_Y, @@ -109,7 +114,14 @@ static int s_arrBindingOrder[BINDING_COUNT] = { SDL_CONTROLLER_BUTTON_BACK, SDL_CONTROLLER_BUTTON_GUIDE, SDL_CONTROLLER_BUTTON_START, + SDL_CONTROLLER_BUTTON_MISC1, + SDL_CONTROLLER_BUTTON_PADDLE1, + SDL_CONTROLLER_BUTTON_PADDLE2, + SDL_CONTROLLER_BUTTON_PADDLE3, + SDL_CONTROLLER_BUTTON_PADDLE4, + SDL_CONTROLLER_BUTTON_TOUCHPAD, }; +SDL_COMPILE_TIME_ASSERT(s_arrBindingOrder, SDL_arraysize(s_arrBindingOrder) == BINDING_COUNT); typedef struct { @@ -140,6 +152,7 @@ static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT]; typedef struct { SDL_bool m_bMoving; + int m_nLastValue; int m_nStartingValue; int m_nFarthestValue; } AxisState; @@ -151,6 +164,11 @@ static int s_iCurrentBinding; static Uint32 s_unPendingAdvanceTime; static SDL_bool s_bBindingComplete; +static SDL_Window *window; +static SDL_Renderer *screen; +static SDL_bool done = SDL_FALSE; +static SDL_bool bind_touchpad = SDL_FALSE; + SDL_Texture * LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) { @@ -211,6 +229,19 @@ SetCurrentBinding(int iBinding) return; } + if (s_arrBindingOrder[iBinding] == -1) + { + SetCurrentBinding(iBinding + 1); + return; + } + + if (s_arrBindingOrder[iBinding] == SDL_CONTROLLER_BUTTON_TOUCHPAD && + !bind_touchpad) + { + SetCurrentBinding(iBinding + 1); + return; + } + s_iCurrentBinding = iBinding; pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]]; @@ -353,35 +384,16 @@ BMergeAxisBindings(int iIndex) static void WatchJoystick(SDL_Joystick * joystick) { - SDL_Window *window = NULL; - SDL_Renderer *screen = NULL; - SDL_Texture *background, *button, *axis, *marker; + SDL_Texture *background_front, *background_back, *button, *axis, *marker; const char *name = NULL; - SDL_bool done = SDL_FALSE; SDL_Event event; SDL_Rect dst; Uint8 alpha=200, alpha_step = -1; Uint32 alpha_ticks = 0; SDL_JoystickID nJoystickID; - int iIndex; - - /* Create a window to display joystick axis position */ - window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, - SCREEN_HEIGHT, 0); - if (window == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); - return; - } - screen = SDL_CreateRenderer(window, -1, 0); - if (screen == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); - SDL_DestroyWindow(window); - return; - } - - background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); + background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); + background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE); button = LoadTexture(screen, "button.bmp", SDL_TRUE); axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); SDL_RaiseWindow(window); @@ -410,12 +422,10 @@ WatchJoystick(SDL_Joystick * joystick) s_nNumAxes = SDL_JoystickNumAxes(joystick); s_arrAxisState = (AxisState *)SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState)); - for (iIndex = 0; iIndex < s_nNumAxes; ++iIndex) { - AxisState *pAxisState = &s_arrAxisState[iIndex]; - Sint16 nInitialValue; - pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, iIndex, &nInitialValue); - pAxisState->m_nStartingValue = nInitialValue; - pAxisState->m_nFarthestValue = nInitialValue; + + /* Skip any spurious events at start */ + while (SDL_PollEvent(&event) > 0) { + continue; } /* Loop, getting joystick events! */ @@ -450,7 +460,12 @@ WatchJoystick(SDL_Joystick * joystick) SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); SDL_RenderClear(screen); - SDL_RenderCopy(screen, background, NULL, NULL); + if (s_arrBindingOrder[s_iCurrentBinding] >= SDL_CONTROLLER_BUTTON_PADDLE1 && + s_arrBindingOrder[s_iCurrentBinding] <= SDL_CONTROLLER_BUTTON_PADDLE4) { + SDL_RenderCopy(screen, background_back, NULL, NULL); + } else { + SDL_RenderCopy(screen, background_front, NULL, NULL); + } SDL_SetTextureAlphaMod(marker, alpha); SDL_SetTextureColorMod(marker, 10, 255, 21); SDL_RenderCopyEx(screen, marker, NULL, &dst, s_arrBindingDisplay[iElement].angle, NULL, SDL_FLIP_NONE); @@ -465,13 +480,20 @@ WatchJoystick(SDL_Joystick * joystick) break; case SDL_JOYAXISMOTION: if (event.jaxis.which == nJoystickID) { + const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */ AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis]; int nValue = event.jaxis.value; int nCurrentDistance, nFarthestDistance; if (!pAxisState->m_bMoving) { - pAxisState->m_bMoving = SDL_TRUE; - pAxisState->m_nStartingValue = nValue; - pAxisState->m_nFarthestValue = nValue; + Sint16 nInitialValue; + pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, event.jaxis.axis, &nInitialValue); + pAxisState->m_nLastValue = nValue; + pAxisState->m_nStartingValue = nInitialValue; + pAxisState->m_nFarthestValue = nInitialValue; + } else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) { + break; + } else { + pAxisState->m_nLastValue = nValue; } nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue); nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue); @@ -548,7 +570,7 @@ WatchJoystick(SDL_Joystick * joystick) if ((event.key.keysym.sym != SDLK_ESCAPE)) { break; } - /* Fall through to signal quit */ + SDL_FALLTHROUGH; case SDL_QUIT: done = SDL_TRUE; break; @@ -697,7 +719,6 @@ WatchJoystick(SDL_Joystick * joystick) s_arrAxisState = NULL; SDL_DestroyRenderer(screen); - SDL_DestroyWindow(window); } int @@ -707,6 +728,8 @@ main(int argc, char *argv[]) int i; SDL_Joystick *joystick; + SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); + /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); @@ -716,6 +739,45 @@ main(int argc, char *argv[]) exit(1); } + if (argv[1] && SDL_strcmp(argv[1], "--bind-touchpad") == 0) { + bind_touchpad = SDL_TRUE; + } + + /* Create a window to display joystick axis position */ + window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, + SCREEN_HEIGHT, 0); + if (window == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); + return 2; + } + + screen = SDL_CreateRenderer(window, -1, 0); + if (screen == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); + return 2; + } + + while (!done && SDL_NumJoysticks() == 0) { + SDL_Event event; + + while (SDL_PollEvent(&event) > 0) { + switch (event.type) { + case SDL_KEYDOWN: + if ((event.key.keysym.sym != SDLK_ESCAPE)) { + break; + } + SDL_FALLTHROUGH; + case SDL_QUIT: + done = SDL_TRUE; + break; + default: + break; + } + } + SDL_RenderPresent(screen); + } + /* Print information about the joysticks */ SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks()); for (i = 0; i < SDL_NumJoysticks(); ++i) { @@ -740,28 +802,16 @@ main(int argc, char *argv[]) } } -#ifdef __ANDROID__ - if (SDL_NumJoysticks() > 0) { -#else - if (argv[1]) { -#endif - int device; -#ifdef __ANDROID__ - device = 0; -#else - device = atoi(argv[1]); -#endif - joystick = SDL_JoystickOpen(device); - if (joystick == NULL) { - SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError()); - } else { - WatchJoystick(joystick); - SDL_JoystickClose(joystick); - } - } - else { - SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt"); + joystick = SDL_JoystickOpen(0); + if (joystick == NULL) { + SDL_Log("Couldn't open joystick 0: %s\n", SDL_GetError()); + } else { + WatchJoystick(joystick); + SDL_JoystickClose(joystick); } + + SDL_DestroyWindow(window); + SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK); return 0; @@ -773,7 +823,7 @@ int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); - exit(1); + return 1; } #endif diff --git a/libs/SDL2/test/controllermap_back.bmp b/libs/SDL2/test/controllermap_back.bmp new file mode 100644 index 0000000000000000000000000000000000000000..bfaed6f026621ed2c0d921462aca5eb08e4654c8 Binary files /dev/null and b/libs/SDL2/test/controllermap_back.bmp differ diff --git a/libs/SDL2/test/loopwave.c b/libs/SDL2/test/loopwave.c index 09fb2a385fede8beffe7548b53847b0a74913b8d..14ac4dbafcad664951f165c528a8fdc337da9d70 100644 --- a/libs/SDL2/test/loopwave.c +++ b/libs/SDL2/test/loopwave.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/loopwavequeue.c b/libs/SDL2/test/loopwavequeue.c index e1accb40aa477852b55a7803f3e28c3a8424e897..a5d0ea3cc802aa58c0862312e849da33fc1052d9 100644 --- a/libs/SDL2/test/loopwavequeue.c +++ b/libs/SDL2/test/loopwavequeue.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testatomic.c b/libs/SDL2/test/testatomic.c index 0a7d0842407526bbc599248044e8e42263913a43..16678db5d1326ae9f977b585ad3eb90550fd644e 100644 --- a/libs/SDL2/test/testatomic.c +++ b/libs/SDL2/test/testatomic.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,13 +19,13 @@ */ static -char * -tf(SDL_bool tf) +const char * +tf(SDL_bool _tf) { - static char *t = "TRUE"; - static char *f = "FALSE"; + static const char *t = "TRUE"; + static const char *f = "FALSE"; - if (tf) + if (_tf) { return t; } @@ -353,7 +353,7 @@ static SDL_bool EnqueueEvent_LockFree(SDL_EventQueue *queue, const SDL_Event *ev } #ifdef TEST_SPINLOCK_FIFO - SDL_AtomicDecRef(&queue->rwcount); + (void) SDL_AtomicDecRef(&queue->rwcount); #endif return status; } @@ -400,7 +400,7 @@ static SDL_bool DequeueEvent_LockFree(SDL_EventQueue *queue, SDL_Event *event) } #ifdef TEST_SPINLOCK_FIFO - SDL_AtomicDecRef(&queue->rwcount); + (void) SDL_AtomicDecRef(&queue->rwcount); #endif return status; } @@ -473,8 +473,6 @@ static SDL_bool DequeueEvent_Mutex(SDL_EventQueue *queue, SDL_Event *event) static SDL_sem *writersDone; static SDL_sem *readersDone; -static SDL_atomic_t writersRunning; -static SDL_atomic_t readersRunning; typedef struct { @@ -525,7 +523,6 @@ static int SDLCALL FIFO_Writer(void* _data) } } } - SDL_AtomicAdd(&writersRunning, -1); SDL_SemPost(writersDone); return 0; } @@ -563,7 +560,6 @@ static int SDLCALL FIFO_Reader(void* _data) } } } - SDL_AtomicAdd(&readersRunning, -1); SDL_SemPost(readersDone); return 0; } @@ -581,7 +577,7 @@ static int SDLCALL FIFO_Watcher(void* _data) SDL_Delay(0); } /* Do queue manipulation here... */ - SDL_AtomicDecRef(&queue->watcher); + (void) SDL_AtomicDecRef(&queue->watcher); SDL_AtomicUnlock(&queue->lock); /* Wait a bit... */ @@ -626,8 +622,7 @@ static void RunFIFOTest(SDL_bool lock_free) /* Start the readers first */ SDL_Log("Starting %d readers\n", NUM_READERS); - SDL_zero(readerData); - SDL_AtomicSet(&readersRunning, NUM_READERS); + SDL_zeroa(readerData); for (i = 0; i < NUM_READERS; ++i) { char name[64]; SDL_snprintf(name, sizeof (name), "FIFOReader%d", i); @@ -638,8 +633,7 @@ static void RunFIFOTest(SDL_bool lock_free) /* Start up the writers */ SDL_Log("Starting %d writers\n", NUM_WRITERS); - SDL_zero(writerData); - SDL_AtomicSet(&writersRunning, NUM_WRITERS); + SDL_zeroa(writerData); for (i = 0; i < NUM_WRITERS; ++i) { char name[64]; SDL_snprintf(name, sizeof (name), "FIFOWriter%d", i); @@ -650,7 +644,7 @@ static void RunFIFOTest(SDL_bool lock_free) } /* Wait for the writers */ - while (SDL_AtomicGet(&writersRunning) > 0) { + for (i = 0; i < NUM_WRITERS; ++i) { SDL_SemWait(writersDone); } @@ -658,7 +652,7 @@ static void RunFIFOTest(SDL_bool lock_free) SDL_AtomicSet(&queue.active, 0); /* Wait for the readers */ - while (SDL_AtomicGet(&readersRunning) > 0) { + for (i = 0; i < NUM_READERS; ++i) { SDL_SemWait(readersDone); } diff --git a/libs/SDL2/test/testaudiocapture.c b/libs/SDL2/test/testaudiocapture.c index 1a94b0af2f1b8e6dc661b783757b25edd414b5ed..03d373273a8239c7b1d8b94439fc0f4d15bc84f2 100644 --- a/libs/SDL2/test/testaudiocapture.c +++ b/libs/SDL2/test/testaudiocapture.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testaudiohotplug.c b/libs/SDL2/test/testaudiohotplug.c index 998d319f19289d13b5472caea9701462c1a6e271..536cc4c3b483ac9b8d6af4b527097cae8ba67e92 100644 --- a/libs/SDL2/test/testaudiohotplug.c +++ b/libs/SDL2/test/testaudiohotplug.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testaudioinfo.c b/libs/SDL2/test/testaudioinfo.c index 3ee1bfb65332c9b3e260d15ef522d1c108ae494d..d22aed2702850696e8d9d0e0c8ac467e9c51d5a7 100644 --- a/libs/SDL2/test/testaudioinfo.c +++ b/libs/SDL2/test/testaudioinfo.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testautomation.c b/libs/SDL2/test/testautomation.c index 1a0ecbd12b4c81e03b5ef08951476ca012b0e556..0dc37f4a0a7df03c90c43c1bbe58591b732c9d7d 100644 --- a/libs/SDL2/test/testautomation.c +++ b/libs/SDL2/test/testautomation.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -62,7 +62,7 @@ main(int argc, char *argv[]) } else if (SDL_strcasecmp(argv[i], "--execKey") == 0) { if (argv[i + 1]) { - SDL_sscanf(argv[i + 1], "%"SDL_PRIu64, (long long unsigned int *)&userExecKey); + SDL_sscanf(argv[i + 1], "%"SDL_PRIu64, &userExecKey); consumed = 2; } } diff --git a/libs/SDL2/test/testautomation_audio.c b/libs/SDL2/test/testautomation_audio.c index be0f15e3dd2e98e2a417cef725ed66b58b09ec33..96c174f5c23503817461ef109939f7659a289de0 100644 --- a/libs/SDL2/test/testautomation_audio.c +++ b/libs/SDL2/test/testautomation_audio.c @@ -498,7 +498,7 @@ const int _numAudioFormats = 18; SDL_AudioFormat _audioFormats[] = { AUDIO_S8, AUDIO_U8, AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_S16SYS, AUDIO_S16, AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_U16SYS, AUDIO_U16, AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_S32SYS, AUDIO_S32, AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_F32SYS, AUDIO_F32 }; -char *_audioFormatsVerbose[] = { "AUDIO_S8", "AUDIO_U8", "AUDIO_S16LSB", "AUDIO_S16MSB", "AUDIO_S16SYS", "AUDIO_S16", "AUDIO_U16LSB", +const char *_audioFormatsVerbose[] = { "AUDIO_S8", "AUDIO_U8", "AUDIO_S16LSB", "AUDIO_S16MSB", "AUDIO_S16SYS", "AUDIO_S16", "AUDIO_U16LSB", "AUDIO_U16MSB", "AUDIO_U16SYS", "AUDIO_U16", "AUDIO_S32LSB", "AUDIO_S32MSB", "AUDIO_S32SYS", "AUDIO_S32", "AUDIO_F32LSB", "AUDIO_F32MSB", "AUDIO_F32SYS", "AUDIO_F32" }; const int _numAudioChannels = 4; @@ -697,7 +697,7 @@ int audio_openCloseAndGetAudioStatus() SDL_AudioStatus result; int i; int count; - char *device; + const char *device; SDL_AudioDeviceID id; SDL_AudioSpec desired, obtained; @@ -707,7 +707,7 @@ int audio_openCloseAndGetAudioStatus() if (count > 0) { for (i = 0; i < count; i++) { /* Get device name */ - device = (char *)SDL_GetAudioDeviceName(i, 0); + device = SDL_GetAudioDeviceName(i, 0); SDLTest_AssertPass("SDL_GetAudioDeviceName(%i,0)", i); SDLTest_AssertCheck(device != NULL, "Validate device name is not NULL; got: %s", (device != NULL) ? device : "NULL"); if (device == NULL) return TEST_ABORTED; @@ -721,7 +721,7 @@ int audio_openCloseAndGetAudioStatus() desired.userdata=NULL; /* Open device */ - id = SDL_OpenAudioDevice((const char *)device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + id = SDL_OpenAudioDevice(device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); SDLTest_AssertPass("SDL_OpenAudioDevice('%s',...)", device); SDLTest_AssertCheck(id > 1, "Validate device ID; expected: >=2, got: %i", id); if (id > 1) { @@ -755,7 +755,7 @@ int audio_lockUnlockOpenAudioDevice() { int i; int count; - char *device; + const char *device; SDL_AudioDeviceID id; SDL_AudioSpec desired, obtained; @@ -765,7 +765,7 @@ int audio_lockUnlockOpenAudioDevice() if (count > 0) { for (i = 0; i < count; i++) { /* Get device name */ - device = (char *)SDL_GetAudioDeviceName(i, 0); + device = SDL_GetAudioDeviceName(i, 0); SDLTest_AssertPass("SDL_GetAudioDeviceName(%i,0)", i); SDLTest_AssertCheck(device != NULL, "Validate device name is not NULL; got: %s", (device != NULL) ? device : "NULL"); if (device == NULL) return TEST_ABORTED; @@ -779,7 +779,7 @@ int audio_lockUnlockOpenAudioDevice() desired.userdata=NULL; /* Open device */ - id = SDL_OpenAudioDevice((const char *)device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + id = SDL_OpenAudioDevice(device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); SDLTest_AssertPass("SDL_OpenAudioDevice('%s',...)", device); SDLTest_AssertCheck(id > 1, "Validate device ID; expected: >=2, got: %i", id); if (id > 1) { @@ -917,7 +917,7 @@ int audio_openCloseAudioDeviceConnected() int result = -1; int i; int count; - char *device; + const char *device; SDL_AudioDeviceID id; SDL_AudioSpec desired, obtained; @@ -927,7 +927,7 @@ int audio_openCloseAudioDeviceConnected() if (count > 0) { for (i = 0; i < count; i++) { /* Get device name */ - device = (char *)SDL_GetAudioDeviceName(i, 0); + device = SDL_GetAudioDeviceName(i, 0); SDLTest_AssertPass("SDL_GetAudioDeviceName(%i,0)", i); SDLTest_AssertCheck(device != NULL, "Validate device name is not NULL; got: %s", (device != NULL) ? device : "NULL"); if (device == NULL) return TEST_ABORTED; @@ -941,7 +941,7 @@ int audio_openCloseAudioDeviceConnected() desired.userdata=NULL; /* Open device */ - id = SDL_OpenAudioDevice((const char *)device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + id = SDL_OpenAudioDevice(device, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); SDLTest_AssertPass("SDL_OpenAudioDevice('%s',...)", device); SDLTest_AssertCheck(id > 1, "Validate device ID; expected: >1, got: %i", id); if (id > 1) { diff --git a/libs/SDL2/test/testautomation_clipboard.c b/libs/SDL2/test/testautomation_clipboard.c index 417d9574654ada25f825efd91feaf3ac6646485b..113c7dc89bf592bd7f63376ea168a531201e7d20 100644 --- a/libs/SDL2/test/testautomation_clipboard.c +++ b/libs/SDL2/test/testautomation_clipboard.c @@ -16,13 +16,12 @@ * \brief Check call to SDL_HasClipboardText * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasClipboardText + * http://wiki.libsdl.org/SDL_HasClipboardText */ int clipboard_testHasClipboardText(void *arg) { - SDL_bool result; - result = SDL_HasClipboardText(); + SDL_HasClipboardText(); SDLTest_AssertPass("Call to SDL_HasClipboardText succeeded"); return TEST_COMPLETED; @@ -32,7 +31,7 @@ clipboard_testHasClipboardText(void *arg) * \brief Check call to SDL_GetClipboardText * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetClipboardText + * http://wiki.libsdl.org/SDL_GetClipboardText */ int clipboard_testGetClipboardText(void *arg) @@ -49,7 +48,7 @@ clipboard_testGetClipboardText(void *arg) /** * \brief Check call to SDL_SetClipboardText * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetClipboardText + * http://wiki.libsdl.org/SDL_SetClipboardText */ int clipboard_testSetClipboardText(void *arg) @@ -78,9 +77,9 @@ clipboard_testSetClipboardText(void *arg) /** * \brief End-to-end test of SDL_xyzClipboardText functions * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasClipboardText - * http://wiki.libsdl.org/moin.cgi/SDL_GetClipboardText - * http://wiki.libsdl.org/moin.cgi/SDL_SetClipboardText + * http://wiki.libsdl.org/SDL_HasClipboardText + * http://wiki.libsdl.org/SDL_GetClipboardText + * http://wiki.libsdl.org/SDL_SetClipboardText */ int clipboard_testClipboardTextFunctions(void *arg) diff --git a/libs/SDL2/test/testautomation_events.c b/libs/SDL2/test/testautomation_events.c index 09004da52a36df04324c04c18ff984e694d37aa8..20f2ea5e4ee78beb309e2f963900071de514a45a 100644 --- a/libs/SDL2/test/testautomation_events.c +++ b/libs/SDL2/test/testautomation_events.c @@ -42,8 +42,8 @@ int SDLCALL _events_sampleNullEventFilter(void *userdata, SDL_Event *event) /** * @brief Test pumping and peeking events. * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_PumpEvents - * @sa http://wiki.libsdl.org/moin.cgi/SDL_PollEvent + * @sa http://wiki.libsdl.org/SDL_PumpEvents + * @sa http://wiki.libsdl.org/SDL_PollEvent */ int events_pushPumpAndPollUserevent(void *arg) @@ -76,8 +76,8 @@ events_pushPumpAndPollUserevent(void *arg) /** * @brief Adds and deletes an event watch function with NULL userdata * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_AddEventWatch - * @sa http://wiki.libsdl.org/moin.cgi/SDL_DelEventWatch + * @sa http://wiki.libsdl.org/SDL_AddEventWatch + * @sa http://wiki.libsdl.org/SDL_DelEventWatch * */ int @@ -126,8 +126,8 @@ events_addDelEventWatch(void *arg) /** * @brief Adds and deletes an event watch function with userdata * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_AddEventWatch - * @sa http://wiki.libsdl.org/moin.cgi/SDL_DelEventWatch + * @sa http://wiki.libsdl.org/SDL_AddEventWatch + * @sa http://wiki.libsdl.org/SDL_DelEventWatch * */ int diff --git a/libs/SDL2/test/testautomation_hints.c b/libs/SDL2/test/testautomation_hints.c index a6beb88d76436f167ed5c1267934d3a5f18f3803..0d1b7b6f540004910a7cfd1e6904475d6bce1256 100644 --- a/libs/SDL2/test/testautomation_hints.c +++ b/libs/SDL2/test/testautomation_hints.c @@ -9,7 +9,7 @@ const int _numHintsEnum = 25; -char* _HintsEnum[] = +const char* _HintsEnum[] = { SDL_HINT_ACCELEROMETER_AS_JOYSTICK, SDL_HINT_FRAMEBUFFER_ACCELERATION, @@ -37,33 +37,33 @@ char* _HintsEnum[] = SDL_HINT_VIDEO_X11_XVIDMODE, SDL_HINT_XINPUT_ENABLED, }; -char* _HintsVerbose[] = +const char* _HintsVerbose[] = { - "SDL_HINT_ACCELEROMETER_AS_JOYSTICK", - "SDL_HINT_FRAMEBUFFER_ACCELERATION", - "SDL_HINT_GAMECONTROLLERCONFIG", - "SDL_HINT_GRAB_KEYBOARD", - "SDL_HINT_IDLE_TIMER_DISABLED", - "SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS", - "SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK", - "SDL_HINT_MOUSE_RELATIVE_MODE_WARP", - "SDL_HINT_ORIENTATIONS", - "SDL_HINT_RENDER_DIRECT3D_THREADSAFE", - "SDL_HINT_RENDER_DRIVER", - "SDL_HINT_RENDER_OPENGL_SHADERS", - "SDL_HINT_RENDER_SCALE_QUALITY", - "SDL_HINT_RENDER_VSYNC", - "SDL_HINT_TIMER_RESOLUTION", - "SDL_HINT_VIDEO_ALLOW_SCREENSAVER", - "SDL_HINT_VIDEO_HIGHDPI_DISABLED", - "SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES", - "SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS", - "SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT", - "SDL_HINT_VIDEO_WIN_D3DCOMPILER", - "SDL_HINT_VIDEO_X11_XINERAMA", - "SDL_HINT_VIDEO_X11_XRANDR", - "SDL_HINT_VIDEO_X11_XVIDMODE", - "SDL_HINT_XINPUT_ENABLED" + "SDL_ACCELEROMETER_AS_JOYSTICK", + "SDL_FRAMEBUFFER_ACCELERATION", + "SDL_GAMECONTROLLERCONFIG", + "SDL_GRAB_KEYBOARD", + "SDL_IDLE_TIMER_DISABLED", + "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS", + "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK", + "SDL_MOUSE_RELATIVE_MODE_WARP", + "SDL_ORIENTATIONS", + "SDL_RENDER_DIRECT3D_THREADSAFE", + "SDL_RENDER_DRIVER", + "SDL_RENDER_OPENGL_SHADERS", + "SDL_RENDER_SCALE_QUALITY", + "SDL_RENDER_VSYNC", + "SDL_TIMER_RESOLUTION", + "SDL_VIDEO_ALLOW_SCREENSAVER", + "SDL_VIDEO_HIGHDPI_DISABLED", + "SDL_VIDEO_MAC_FULLSCREEN_SPACES", + "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", + "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT", + "SDL_VIDEO_WIN_D3DCOMPILER", + "SDL_VIDEO_X11_XINERAMA", + "SDL_VIDEO_X11_XRANDR", + "SDL_VIDEO_X11_XVIDMODE", + "SDL_XINPUT_ENABLED" }; @@ -75,14 +75,14 @@ char* _HintsVerbose[] = int hints_getHint(void *arg) { - char *result1; - char *result2; + const char *result1; + const char *result2; int i; - + for (i=0; i<_numHintsEnum; i++) { - result1 = (char *)SDL_GetHint((char*)_HintsEnum[i]); + result1 = SDL_GetHint(_HintsEnum[i]); SDLTest_AssertPass("Call to SDL_GetHint(%s) - using define definition", (char*)_HintsEnum[i]); - result2 = (char *)SDL_GetHint((char *)_HintsVerbose[i]); + result2 = SDL_GetHint(_HintsVerbose[i]); SDLTest_AssertPass("Call to SDL_GetHint(%s) - using string definition", (char*)_HintsVerbose[i]); SDLTest_AssertCheck( (result1 == NULL && result2 == NULL) || (SDL_strcmp(result1, result2) == 0), @@ -90,7 +90,7 @@ hints_getHint(void *arg) (result1 == NULL) ? "null" : result1, (result2 == NULL) ? "null" : result2); } - + return TEST_COMPLETED; } @@ -100,48 +100,52 @@ hints_getHint(void *arg) int hints_setHint(void *arg) { - char *originalValue; - char *value; - char *testValue; + const char *originalValue; + const char *value; + const char *testValue; SDL_bool result; int i, j; - /* Create random values to set */ + /* Create random values to set */ value = SDLTest_RandomAsciiStringOfSize(10); - + for (i=0; i<_numHintsEnum; i++) { /* Capture current value */ - originalValue = (char *)SDL_GetHint((char*)_HintsEnum[i]); - SDLTest_AssertPass("Call to SDL_GetHint(%s)", (char*)_HintsEnum[i]); - + originalValue = SDL_GetHint(_HintsEnum[i]); + SDLTest_AssertPass("Call to SDL_GetHint(%s)", _HintsEnum[i]); + + /* Copy the original value, since it will be freed when we set it again */ + originalValue = originalValue ? SDL_strdup(originalValue) : NULL; + /* Set value (twice) */ for (j=1; j<=2; j++) { - result = SDL_SetHint((char*)_HintsEnum[i], value); - SDLTest_AssertPass("Call to SDL_SetHint(%s, %s) (iteration %i)", (char*)_HintsEnum[i], value, j); + result = SDL_SetHint(_HintsEnum[i], value); + SDLTest_AssertPass("Call to SDL_SetHint(%s, %s) (iteration %i)", _HintsEnum[i], value, j); SDLTest_AssertCheck( result == SDL_TRUE || result == SDL_FALSE, "Verify valid result was returned, got: %i", (int)result); - testValue = (char *)SDL_GetHint((char*)_HintsEnum[i]); - SDLTest_AssertPass("Call to SDL_GetHint(%s) - using string definition", (char*)_HintsVerbose[i]); + testValue = SDL_GetHint(_HintsEnum[i]); + SDLTest_AssertPass("Call to SDL_GetHint(%s) - using string definition", _HintsVerbose[i]); SDLTest_AssertCheck( (SDL_strcmp(value, testValue) == 0), "Verify returned value equals set value; got: testValue='%s' value='%s", (testValue == NULL) ? "null" : testValue, value); } - + /* Reset original value */ - result = SDL_SetHint((char*)_HintsEnum[i], originalValue); - SDLTest_AssertPass("Call to SDL_SetHint(%s, originalValue)", (char*)_HintsEnum[i]); + result = SDL_SetHint(_HintsEnum[i], originalValue); + SDLTest_AssertPass("Call to SDL_SetHint(%s, originalValue)", _HintsEnum[i]); SDLTest_AssertCheck( result == SDL_TRUE || result == SDL_FALSE, "Verify valid result was returned, got: %i", (int)result); + SDL_free((void *)originalValue); } - - SDL_free(value); - + + SDL_free((void *)value); + return TEST_COMPLETED; } diff --git a/libs/SDL2/test/testautomation_keyboard.c b/libs/SDL2/test/testautomation_keyboard.c index 6f25bb76cb6a654d173700a2c6c31623472e0765..84a763589dfbb597b62c1db0d586ae71ba2f6dcb 100644 --- a/libs/SDL2/test/testautomation_keyboard.c +++ b/libs/SDL2/test/testautomation_keyboard.c @@ -16,7 +16,7 @@ /** * @brief Check call to SDL_GetKeyboardState with and without numkeys reference. * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyboardState + * @sa http://wiki.libsdl.org/SDL_GetKeyboardState */ int keyboard_getKeyboardState(void *arg) @@ -42,15 +42,13 @@ keyboard_getKeyboardState(void *arg) /** * @brief Check call to SDL_GetKeyboardFocus * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyboardFocus + * @sa http://wiki.libsdl.org/SDL_GetKeyboardFocus */ int keyboard_getKeyboardFocus(void *arg) { - SDL_Window* window; - /* Call, but ignore return value */ - window = SDL_GetKeyboardFocus(); + SDL_GetKeyboardFocus(); SDLTest_AssertPass("Call to SDL_GetKeyboardFocus()"); return TEST_COMPLETED; @@ -59,7 +57,7 @@ keyboard_getKeyboardFocus(void *arg) /** * @brief Check call to SDL_GetKeyFromName for known, unknown and invalid name. * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyFromName + * @sa http://wiki.libsdl.org/SDL_GetKeyFromName */ int keyboard_getKeyFromName(void *arg) @@ -126,7 +124,7 @@ _checkInvalidScancodeError() /** * @brief Check call to SDL_GetKeyFromScancode * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyFromScancode + * @sa http://wiki.libsdl.org/SDL_GetKeyFromScancode */ int keyboard_getKeyFromScancode(void *arg) @@ -165,13 +163,13 @@ keyboard_getKeyFromScancode(void *arg) /** * @brief Check call to SDL_GetKeyName * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyName + * @sa http://wiki.libsdl.org/SDL_GetKeyName */ int keyboard_getKeyName(void *arg) { - char *result; - char *expected; + const char *result; + const char *expected; /* Case where key has a 1 character name */ expected = "3"; @@ -221,14 +219,14 @@ keyboard_getKeyName(void *arg) /** * @brief SDL_GetScancodeName negative cases * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetScancodeName + * @sa http://wiki.libsdl.org/SDL_GetScancodeName */ int keyboard_getScancodeNameNegative(void *arg) { SDL_Scancode scancode; - char *result; - char *expected = ""; + const char *result; + const char *expected = ""; /* Clear error message */ SDL_ClearError(); @@ -248,14 +246,14 @@ keyboard_getScancodeNameNegative(void *arg) /** * @brief SDL_GetKeyName negative cases * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetKeyName + * @sa http://wiki.libsdl.org/SDL_GetKeyName */ int keyboard_getKeyNameNegative(void *arg) { SDL_Keycode keycode; - char *result; - char *expected = ""; + const char *result; + const char *expected = ""; /* Unknown keycode */ keycode = SDLK_UNKNOWN; @@ -285,8 +283,8 @@ keyboard_getKeyNameNegative(void *arg) /** * @brief Check call to SDL_GetModState and SDL_SetModState * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetModState - * @sa http://wiki.libsdl.org/moin.cgi/SDL_SetModState + * @sa http://wiki.libsdl.org/SDL_GetModState + * @sa http://wiki.libsdl.org/SDL_SetModState */ int keyboard_getSetModState(void *arg) @@ -307,7 +305,7 @@ keyboard_getSetModState(void *arg) KMOD_NUM | KMOD_CAPS | KMOD_MODE | - KMOD_RESERVED; + KMOD_SCROLL; /* Get state, cache for later reset */ result = SDL_GetModState(); @@ -346,8 +344,8 @@ keyboard_getSetModState(void *arg) /** * @brief Check call to SDL_StartTextInput and SDL_StopTextInput * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_StartTextInput - * @sa http://wiki.libsdl.org/moin.cgi/SDL_StopTextInput + * @sa http://wiki.libsdl.org/SDL_StartTextInput + * @sa http://wiki.libsdl.org/SDL_StopTextInput */ int keyboard_startStopTextInput(void *arg) @@ -393,7 +391,7 @@ void _testSetTextInputRect(SDL_Rect refRect) /** * @brief Check call to SDL_SetTextInputRect * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_SetTextInputRect + * @sa http://wiki.libsdl.org/SDL_SetTextInputRect */ int keyboard_setTextInputRect(void *arg) @@ -473,7 +471,7 @@ keyboard_setTextInputRect(void *arg) /** * @brief Check call to SDL_SetTextInputRect with invalid data * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_SetTextInputRect + * @sa http://wiki.libsdl.org/SDL_SetTextInputRect */ int keyboard_setTextInputRectNegative(void *arg) @@ -511,8 +509,8 @@ keyboard_setTextInputRectNegative(void *arg) /** * @brief Check call to SDL_GetScancodeFromKey * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetScancodeFromKey - * @sa http://wiki.libsdl.org/moin.cgi/SDL_Keycode + * @sa http://wiki.libsdl.org/SDL_GetScancodeFromKey + * @sa http://wiki.libsdl.org/SDL_Keycode */ int keyboard_getScancodeFromKey(void *arg) @@ -535,8 +533,8 @@ keyboard_getScancodeFromKey(void *arg) /** * @brief Check call to SDL_GetScancodeFromName * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetScancodeFromName - * @sa http://wiki.libsdl.org/moin.cgi/SDL_Keycode + * @sa http://wiki.libsdl.org/SDL_GetScancodeFromName + * @sa http://wiki.libsdl.org/SDL_Keycode */ int keyboard_getScancodeFromName(void *arg) @@ -608,13 +606,13 @@ _checkInvalidNameError() /** * @brief Check call to SDL_GetScancodeFromName with invalid data * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetScancodeFromName - * @sa http://wiki.libsdl.org/moin.cgi/SDL_Keycode + * @sa http://wiki.libsdl.org/SDL_GetScancodeFromName + * @sa http://wiki.libsdl.org/SDL_Keycode */ int keyboard_getScancodeFromNameNegative(void *arg) { - char *name; + const char *name; SDL_Scancode scancode; /* Clear error message */ @@ -627,9 +625,9 @@ keyboard_getScancodeFromNameNegative(void *arg) if (name == NULL) { return TEST_ABORTED; } - scancode = SDL_GetScancodeFromName((const char *)name); + scancode = SDL_GetScancodeFromName(name); SDLTest_AssertPass("Call to SDL_GetScancodeFromName('%s')", name); - SDL_free(name); + SDL_free((void *)name); SDLTest_AssertCheck(scancode == SDL_SCANCODE_UNKNOWN, "Validate return value from SDL_GetScancodeFromName, expected: %i, got: %i", SDL_SCANCODE_UNKNOWN, scancode); _checkInvalidNameError(); diff --git a/libs/SDL2/test/testautomation_main.c b/libs/SDL2/test/testautomation_main.c index ae060cdd1a45d9da6323e4ffa17f05522b859603..229f2bc552a9d9bcebfecc44f40db66b37e5d422 100644 --- a/libs/SDL2/test/testautomation_main.c +++ b/libs/SDL2/test/testautomation_main.c @@ -13,8 +13,8 @@ /* ! * \brief Tests SDL_Init() and SDL_Quit() of Joystick and Haptic subsystems * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_Init - * http://wiki.libsdl.org/moin.cgi/SDL_Quit + * http://wiki.libsdl.org/SDL_Init + * http://wiki.libsdl.org/SDL_Quit */ static int main_testInitQuitJoystickHaptic (void *arg) { @@ -41,8 +41,8 @@ static int main_testInitQuitJoystickHaptic (void *arg) /* ! * \brief Tests SDL_InitSubSystem() and SDL_QuitSubSystem() * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_Init - * http://wiki.libsdl.org/moin.cgi/SDL_Quit + * http://wiki.libsdl.org/SDL_Init + * http://wiki.libsdl.org/SDL_Quit */ static int main_testInitQuitSubSystem (void *arg) { diff --git a/libs/SDL2/test/testautomation_mouse.c b/libs/SDL2/test/testautomation_mouse.c index ed30f2604bb9e33a74a614f95201046770e3bfb4..b99afc1ce25476c3ac0915f817d0b4d250359087 100644 --- a/libs/SDL2/test/testautomation_mouse.c +++ b/libs/SDL2/test/testautomation_mouse.c @@ -192,8 +192,8 @@ static SDL_Cursor *_initArrowCursor(const char *image[]) /** * @brief Check call to SDL_CreateCursor and SDL_FreeCursor * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_CreateCursor - * @sa http://wiki.libsdl.org/moin.cgi/SDL_FreeCursor + * @sa http://wiki.libsdl.org/SDL_CreateCursor + * @sa http://wiki.libsdl.org/SDL_FreeCursor */ int mouse_createFreeCursor(void *arg) @@ -218,8 +218,8 @@ mouse_createFreeCursor(void *arg) /** * @brief Check call to SDL_CreateColorCursor and SDL_FreeCursor * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_CreateColorCursor - * @sa http://wiki.libsdl.org/moin.cgi/SDL_FreeCursor + * @sa http://wiki.libsdl.org/SDL_CreateColorCursor + * @sa http://wiki.libsdl.org/SDL_FreeCursor */ int mouse_createFreeColorCursor(void *arg) @@ -275,7 +275,7 @@ void _changeCursorVisibility(int state) /** * @brief Check call to SDL_ShowCursor * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_ShowCursor + * @sa http://wiki.libsdl.org/SDL_ShowCursor */ int mouse_showCursor(void *arg) @@ -305,7 +305,7 @@ mouse_showCursor(void *arg) /** * @brief Check call to SDL_SetCursor * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_SetCursor + * @sa http://wiki.libsdl.org/SDL_SetCursor */ int mouse_setCursor(void *arg) @@ -338,7 +338,7 @@ mouse_setCursor(void *arg) /** * @brief Check call to SDL_GetCursor * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetCursor + * @sa http://wiki.libsdl.org/SDL_GetCursor */ int mouse_getCursor(void *arg) @@ -356,8 +356,8 @@ mouse_getCursor(void *arg) /** * @brief Check call to SDL_GetRelativeMouseMode and SDL_SetRelativeMouseMode * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetRelativeMouseMode - * @sa http://wiki.libsdl.org/moin.cgi/SDL_SetRelativeMouseMode + * @sa http://wiki.libsdl.org/SDL_GetRelativeMouseMode + * @sa http://wiki.libsdl.org/SDL_SetRelativeMouseMode */ int mouse_getSetRelativeMouseMode(void *arg) @@ -440,7 +440,7 @@ void _destroyMouseSuiteTestWindow(SDL_Window *window) /** * @brief Check call to SDL_WarpMouseInWindow * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_WarpMouseInWindow + * @sa http://wiki.libsdl.org/SDL_WarpMouseInWindow */ int mouse_warpMouseInWindow(void *arg) @@ -502,7 +502,7 @@ mouse_warpMouseInWindow(void *arg) /** * @brief Check call to SDL_GetMouseFocus * - * @sa http://wiki.libsdl.org/moin.cgi/SDL_GetMouseFocus + * @sa http://wiki.libsdl.org/SDL_GetMouseFocus */ int mouse_getMouseFocus(void *arg) @@ -527,6 +527,7 @@ mouse_getMouseFocus(void *arg) SDLTest_AssertPass("SDL_WarpMouseInWindow(...,%i,%i)", x, y); /* Pump events to update focus state */ + SDL_Delay(100); SDL_PumpEvents(); SDLTest_AssertPass("SDL_PumpEvents()"); diff --git a/libs/SDL2/test/testautomation_pixels.c b/libs/SDL2/test/testautomation_pixels.c index 7b88caaa9da6be915ad0245f4f7f250588bd3288..0f6870c9a5970c67590c8882f3c3b92cacfefd89 100644 --- a/libs/SDL2/test/testautomation_pixels.c +++ b/libs/SDL2/test/testautomation_pixels.c @@ -10,7 +10,7 @@ /* Test case functions */ /* Definition of all RGB formats used to test pixel conversions */ -const int _numRGBPixelFormats = 30; +const int _numRGBPixelFormats = 31; Uint32 _RGBPixelFormats[] = { SDL_PIXELFORMAT_INDEX1LSB, @@ -20,6 +20,7 @@ Uint32 _RGBPixelFormats[] = SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_RGB332, SDL_PIXELFORMAT_RGB444, + SDL_PIXELFORMAT_BGR444, SDL_PIXELFORMAT_RGB555, SDL_PIXELFORMAT_BGR555, SDL_PIXELFORMAT_ARGB4444, @@ -44,7 +45,7 @@ Uint32 _RGBPixelFormats[] = SDL_PIXELFORMAT_BGRA8888, SDL_PIXELFORMAT_ARGB2101010 }; -char* _RGBPixelFormatsVerbose[] = +const char* _RGBPixelFormatsVerbose[] = { "SDL_PIXELFORMAT_INDEX1LSB", "SDL_PIXELFORMAT_INDEX1MSB", @@ -53,6 +54,7 @@ char* _RGBPixelFormatsVerbose[] = "SDL_PIXELFORMAT_INDEX8", "SDL_PIXELFORMAT_RGB332", "SDL_PIXELFORMAT_RGB444", + "SDL_PIXELFORMAT_BGR444", "SDL_PIXELFORMAT_RGB555", "SDL_PIXELFORMAT_BGR555", "SDL_PIXELFORMAT_ARGB4444", @@ -90,7 +92,7 @@ Uint32 _nonRGBPixelFormats[] = SDL_PIXELFORMAT_NV12, SDL_PIXELFORMAT_NV21 }; -char* _nonRGBPixelFormatsVerbose[] = +const char* _nonRGBPixelFormatsVerbose[] = { "SDL_PIXELFORMAT_YV12", "SDL_PIXELFORMAT_IYUV", @@ -108,7 +110,7 @@ Uint32 _invalidPixelFormats[] = 0xfffffffe, 0xffffffff }; -char* _invalidPixelFormatsVerbose[] = +const char* _invalidPixelFormatsVerbose[] = { "SDL_PIXELFORMAT_UNKNOWN", "SDL_PIXELFORMAT_UNKNOWN" @@ -119,8 +121,8 @@ char* _invalidPixelFormatsVerbose[] = /** * @brief Call to SDL_AllocFormat and SDL_FreeFormat * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_AllocFormat - * @sa http://wiki.libsdl.org/moin.fcg/SDL_FreeFormat + * @sa http://wiki.libsdl.org/SDL_AllocFormat + * @sa http://wiki.libsdl.org/SDL_FreeFormat */ int pixels_allocFreeFormat(void *arg) @@ -226,7 +228,7 @@ pixels_allocFreeFormat(void *arg) /** * @brief Call to SDL_GetPixelFormatName * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetPixelFormatName + * @sa http://wiki.libsdl.org/SDL_GetPixelFormatName */ int pixels_getPixelFormatName(void *arg) @@ -235,14 +237,14 @@ pixels_getPixelFormatName(void *arg) const char *error; int i; Uint32 format; - char* result; + const char *result; /* Blank/undefined format */ format = 0; SDLTest_Log("RGB Format: %s (%u)", unknownFormat, format); /* Get name of format */ - result = (char *)SDL_GetPixelFormatName(format); + result = SDL_GetPixelFormatName(format); SDLTest_AssertPass("Call to SDL_GetPixelFormatName()"); SDLTest_AssertCheck(result != NULL, "Verify result is not NULL"); if (result != NULL) { @@ -257,7 +259,7 @@ pixels_getPixelFormatName(void *arg) SDLTest_Log("RGB Format: %s (%u)", _RGBPixelFormatsVerbose[i], format); /* Get name of format */ - result = (char *)SDL_GetPixelFormatName(format); + result = SDL_GetPixelFormatName(format); SDLTest_AssertPass("Call to SDL_GetPixelFormatName()"); SDLTest_AssertCheck(result != NULL, "Verify result is not NULL"); if (result != NULL) { @@ -273,7 +275,7 @@ pixels_getPixelFormatName(void *arg) SDLTest_Log("non-RGB Format: %s (%u)", _nonRGBPixelFormatsVerbose[i], format); /* Get name of format */ - result = (char *)SDL_GetPixelFormatName(format); + result = SDL_GetPixelFormatName(format); SDLTest_AssertPass("Call to SDL_GetPixelFormatName()"); SDLTest_AssertCheck(result != NULL, "Verify result is not NULL"); if (result != NULL) { @@ -290,7 +292,7 @@ pixels_getPixelFormatName(void *arg) SDLTest_AssertPass("Call to SDL_ClearError()"); for (i = 0; i < _numInvalidPixelFormats; i++) { format = _invalidPixelFormats[i]; - result = (char *)SDL_GetPixelFormatName(format); + result = SDL_GetPixelFormatName(format); SDLTest_AssertPass("Call to SDL_GetPixelFormatName(%u)", format); SDLTest_AssertCheck(result != NULL, "Verify result is not NULL"); if (result != NULL) { @@ -310,8 +312,8 @@ pixels_getPixelFormatName(void *arg) /** * @brief Call to SDL_AllocPalette and SDL_FreePalette * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_AllocPalette - * @sa http://wiki.libsdl.org/moin.fcg/SDL_FreePalette + * @sa http://wiki.libsdl.org/SDL_AllocPalette + * @sa http://wiki.libsdl.org/SDL_FreePalette */ int pixels_allocFreePalette(void *arg) @@ -400,7 +402,7 @@ pixels_allocFreePalette(void *arg) /** * @brief Call to SDL_CalculateGammaRamp * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_CalculateGammaRamp + * @sa http://wiki.libsdl.org/SDL_CalculateGammaRamp */ int pixels_calcGammaRamp(void *arg) diff --git a/libs/SDL2/test/testautomation_platform.c b/libs/SDL2/test/testautomation_platform.c index 7cc732a7bd10b400ec95c91c984d51577fbe8b74..4e28ba166fcdd28a78f622f2382d5eb91e4399f3 100644 --- a/libs/SDL2/test/testautomation_platform.c +++ b/libs/SDL2/test/testautomation_platform.c @@ -101,11 +101,11 @@ int platform_testEndianessAndSwap(void *arg) /* ! * \brief Tests SDL_GetXYZ() functions * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetPlatform - * http://wiki.libsdl.org/moin.cgi/SDL_GetCPUCount - * http://wiki.libsdl.org/moin.cgi/SDL_GetCPUCacheLineSize - * http://wiki.libsdl.org/moin.cgi/SDL_GetRevision - * http://wiki.libsdl.org/moin.cgi/SDL_GetRevisionNumber + * http://wiki.libsdl.org/SDL_GetPlatform + * http://wiki.libsdl.org/SDL_GetCPUCount + * http://wiki.libsdl.org/SDL_GetCPUCacheLineSize + * http://wiki.libsdl.org/SDL_GetRevision + * http://wiki.libsdl.org/SDL_GetRevisionNumber */ int platform_testGetFunctions (void *arg) { @@ -141,60 +141,55 @@ int platform_testGetFunctions (void *arg) SDLTest_AssertPass("SDL_GetRevision()"); SDLTest_AssertCheck(revision != NULL, "SDL_GetRevision() != NULL"); - ret = SDL_GetRevisionNumber(); - SDLTest_AssertPass("SDL_GetRevisionNumber()"); - return TEST_COMPLETED; } /* ! * \brief Tests SDL_HasXYZ() functions * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_Has3DNow - * http://wiki.libsdl.org/moin.cgi/SDL_HasAltiVec - * http://wiki.libsdl.org/moin.cgi/SDL_HasMMX - * http://wiki.libsdl.org/moin.cgi/SDL_HasRDTSC - * http://wiki.libsdl.org/moin.cgi/SDL_HasSSE - * http://wiki.libsdl.org/moin.cgi/SDL_HasSSE2 - * http://wiki.libsdl.org/moin.cgi/SDL_HasSSE3 - * http://wiki.libsdl.org/moin.cgi/SDL_HasSSE41 - * http://wiki.libsdl.org/moin.cgi/SDL_HasSSE42 - * http://wiki.libsdl.org/moin.cgi/SDL_HasAVX + * http://wiki.libsdl.org/SDL_Has3DNow + * http://wiki.libsdl.org/SDL_HasAltiVec + * http://wiki.libsdl.org/SDL_HasMMX + * http://wiki.libsdl.org/SDL_HasRDTSC + * http://wiki.libsdl.org/SDL_HasSSE + * http://wiki.libsdl.org/SDL_HasSSE2 + * http://wiki.libsdl.org/SDL_HasSSE3 + * http://wiki.libsdl.org/SDL_HasSSE41 + * http://wiki.libsdl.org/SDL_HasSSE42 + * http://wiki.libsdl.org/SDL_HasAVX */ int platform_testHasFunctions (void *arg) { - int ret; - /* TODO: independently determine and compare values as well */ - ret = SDL_HasRDTSC(); + SDL_HasRDTSC(); SDLTest_AssertPass("SDL_HasRDTSC()"); - ret = SDL_HasAltiVec(); + SDL_HasAltiVec(); SDLTest_AssertPass("SDL_HasAltiVec()"); - ret = SDL_HasMMX(); + SDL_HasMMX(); SDLTest_AssertPass("SDL_HasMMX()"); - ret = SDL_Has3DNow(); + SDL_Has3DNow(); SDLTest_AssertPass("SDL_Has3DNow()"); - ret = SDL_HasSSE(); + SDL_HasSSE(); SDLTest_AssertPass("SDL_HasSSE()"); - ret = SDL_HasSSE2(); + SDL_HasSSE2(); SDLTest_AssertPass("SDL_HasSSE2()"); - ret = SDL_HasSSE3(); + SDL_HasSSE3(); SDLTest_AssertPass("SDL_HasSSE3()"); - ret = SDL_HasSSE41(); + SDL_HasSSE41(); SDLTest_AssertPass("SDL_HasSSE41()"); - ret = SDL_HasSSE42(); + SDL_HasSSE42(); SDLTest_AssertPass("SDL_HasSSE42()"); - ret = SDL_HasAVX(); + SDL_HasAVX(); SDLTest_AssertPass("SDL_HasAVX()"); return TEST_COMPLETED; @@ -203,7 +198,7 @@ int platform_testHasFunctions (void *arg) /* ! * \brief Tests SDL_GetVersion * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetVersion + * http://wiki.libsdl.org/SDL_GetVersion */ int platform_testGetVersion(void *arg) { @@ -273,9 +268,9 @@ int platform_testDefaultInit(void *arg) /* ! * \brief Tests SDL_Get/Set/ClearError * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetError - * http://wiki.libsdl.org/moin.cgi/SDL_SetError - * http://wiki.libsdl.org/moin.cgi/SDL_ClearError + * http://wiki.libsdl.org/SDL_GetError + * http://wiki.libsdl.org/SDL_SetError + * http://wiki.libsdl.org/SDL_ClearError */ int platform_testGetSetClearError(void *arg) { @@ -327,7 +322,7 @@ int platform_testGetSetClearError(void *arg) /* ! * \brief Tests SDL_SetError with empty input * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetError + * http://wiki.libsdl.org/SDL_SetError */ int platform_testSetErrorEmptyInput(void *arg) { @@ -365,7 +360,7 @@ int platform_testSetErrorEmptyInput(void *arg) /* ! * \brief Tests SDL_SetError with invalid input * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetError + * http://wiki.libsdl.org/SDL_SetError */ int platform_testSetErrorInvalidInput(void *arg) { @@ -389,7 +384,7 @@ int platform_testSetErrorInvalidInput(void *arg) if (lastError != NULL) { len = SDL_strlen(lastError); - SDLTest_AssertCheck(len == 0, + SDLTest_AssertCheck(len == 0 || SDL_strcmp(lastError, "(null)") == 0, "SDL_GetError(): expected message len 0, was len: %i", (int) len); } @@ -409,7 +404,7 @@ int platform_testSetErrorInvalidInput(void *arg) if (lastError != NULL) { len = SDL_strlen(lastError); - SDLTest_AssertCheck(len == 0, + SDLTest_AssertCheck(len == 0 || SDL_strcmp( lastError, "(null)" ) == 0, "SDL_GetError(): expected message len 0, was len: %i", (int) len); } @@ -448,7 +443,7 @@ int platform_testSetErrorInvalidInput(void *arg) /* ! * \brief Tests SDL_GetPowerInfo * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetPowerInfo + * http://wiki.libsdl.org/SDL_GetPowerInfo */ int platform_testGetPowerInfo(void *arg) { diff --git a/libs/SDL2/test/testautomation_rect.c b/libs/SDL2/test/testautomation_rect.c index abf19f593df11c0905ced17e3c32ec37c3b2c563..26f03e9bb484579df1c9a3424776901788c15753 100644 --- a/libs/SDL2/test/testautomation_rect.c +++ b/libs/SDL2/test/testautomation_rect.c @@ -43,7 +43,7 @@ void _validateIntersectRectAndLineResults( * \brief Tests SDL_IntersectRectAndLine() clipping cases * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRectAndLine + * http://wiki.libsdl.org/SDL_IntersectRectAndLine */ int rect_testIntersectRectAndLine (void *arg) @@ -114,7 +114,7 @@ rect_testIntersectRectAndLine (void *arg) * \brief Tests SDL_IntersectRectAndLine() non-clipping case line inside * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRectAndLine + * http://wiki.libsdl.org/SDL_IntersectRectAndLine */ int rect_testIntersectRectAndLineInside (void *arg) @@ -181,7 +181,7 @@ rect_testIntersectRectAndLineInside (void *arg) * \brief Tests SDL_IntersectRectAndLine() non-clipping cases outside * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRectAndLine + * http://wiki.libsdl.org/SDL_IntersectRectAndLine */ int rect_testIntersectRectAndLineOutside (void *arg) @@ -236,7 +236,7 @@ rect_testIntersectRectAndLineOutside (void *arg) * \brief Tests SDL_IntersectRectAndLine() with empty rectangle * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRectAndLine + * http://wiki.libsdl.org/SDL_IntersectRectAndLine */ int rect_testIntersectRectAndLineEmpty (void *arg) @@ -271,7 +271,7 @@ rect_testIntersectRectAndLineEmpty (void *arg) * \brief Negative tests against SDL_IntersectRectAndLine() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRectAndLine + * http://wiki.libsdl.org/SDL_IntersectRectAndLine */ int rect_testIntersectRectAndLineParam (void *arg) @@ -412,7 +412,7 @@ void _validateRectEqualsResults( * \brief Tests SDL_IntersectRect() with B fully inside A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectInside (void *arg) { @@ -440,7 +440,7 @@ int rect_testIntersectRectInside (void *arg) * \brief Tests SDL_IntersectRect() with B fully outside A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectOutside (void *arg) { @@ -468,7 +468,7 @@ int rect_testIntersectRectOutside (void *arg) * \brief Tests SDL_IntersectRect() with B partially intersecting A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectPartial (void *arg) { @@ -557,7 +557,7 @@ int rect_testIntersectRectPartial (void *arg) * \brief Tests SDL_IntersectRect() with 1x1 pixel sized rectangles * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectPoint (void *arg) { @@ -604,7 +604,7 @@ int rect_testIntersectRectPoint (void *arg) * \brief Tests SDL_IntersectRect() with empty rectangles * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectEmpty (void *arg) { @@ -676,7 +676,7 @@ int rect_testIntersectRectEmpty (void *arg) * \brief Negative tests against SDL_IntersectRect() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_IntersectRect + * http://wiki.libsdl.org/SDL_IntersectRect */ int rect_testIntersectRectParam(void *arg) { @@ -706,7 +706,7 @@ int rect_testIntersectRectParam(void *arg) * \brief Tests SDL_HasIntersection() with B fully inside A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionInside (void *arg) { @@ -733,7 +733,7 @@ int rect_testHasIntersectionInside (void *arg) * \brief Tests SDL_HasIntersection() with B fully outside A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionOutside (void *arg) { @@ -760,7 +760,7 @@ int rect_testHasIntersectionOutside (void *arg) * \brief Tests SDL_HasIntersection() with B partially intersecting A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionPartial (void *arg) { @@ -827,7 +827,7 @@ int rect_testHasIntersectionPartial (void *arg) * \brief Tests SDL_HasIntersection() with 1x1 pixel sized rectangles * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionPoint (void *arg) { @@ -873,7 +873,7 @@ int rect_testHasIntersectionPoint (void *arg) * \brief Tests SDL_HasIntersection() with empty rectangles * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionEmpty (void *arg) { @@ -931,7 +931,7 @@ int rect_testHasIntersectionEmpty (void *arg) * \brief Negative tests against SDL_HasIntersection() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_HasIntersection + * http://wiki.libsdl.org/SDL_HasIntersection */ int rect_testHasIntersectionParam(void *arg) { @@ -954,7 +954,7 @@ int rect_testHasIntersectionParam(void *arg) * \brief Test SDL_EnclosePoints() without clipping * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_EnclosePoints + * http://wiki.libsdl.org/SDL_EnclosePoints */ int rect_testEnclosePoints(void *arg) { @@ -1024,7 +1024,7 @@ int rect_testEnclosePoints(void *arg) * \brief Test SDL_EnclosePoints() with repeated input points * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_EnclosePoints + * http://wiki.libsdl.org/SDL_EnclosePoints */ int rect_testEnclosePointsRepeatedInput(void *arg) { @@ -1100,7 +1100,7 @@ int rect_testEnclosePointsRepeatedInput(void *arg) * \brief Test SDL_EnclosePoints() with clipping * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_EnclosePoints + * http://wiki.libsdl.org/SDL_EnclosePoints */ int rect_testEnclosePointsWithClipping(void *arg) { @@ -1199,7 +1199,7 @@ int rect_testEnclosePointsWithClipping(void *arg) * \brief Negative tests against SDL_EnclosePoints() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_EnclosePoints + * http://wiki.libsdl.org/SDL_EnclosePoints */ int rect_testEnclosePointsParam(void *arg) { @@ -1227,7 +1227,7 @@ int rect_testEnclosePointsParam(void *arg) * \brief Tests SDL_UnionRect() where rect B is outside rect A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_UnionRect + * http://wiki.libsdl.org/SDL_UnionRect */ int rect_testUnionRectOutside(void *arg) { @@ -1298,7 +1298,7 @@ int rect_testUnionRectOutside(void *arg) * \brief Tests SDL_UnionRect() where rect A or rect B are empty * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_UnionRect + * http://wiki.libsdl.org/SDL_UnionRect */ int rect_testUnionRectEmpty(void *arg) { @@ -1363,7 +1363,7 @@ int rect_testUnionRectEmpty(void *arg) * \brief Tests SDL_UnionRect() where rect B is inside rect A * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_UnionRect + * http://wiki.libsdl.org/SDL_UnionRect */ int rect_testUnionRectInside(void *arg) { @@ -1427,7 +1427,7 @@ int rect_testUnionRectInside(void *arg) * \brief Negative tests against SDL_UnionRect() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_UnionRect + * http://wiki.libsdl.org/SDL_UnionRect */ int rect_testUnionRectParam(void *arg) { @@ -1455,7 +1455,7 @@ int rect_testUnionRectParam(void *arg) * \brief Tests SDL_RectEmpty() with various inputs * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RectEmpty + * http://wiki.libsdl.org/SDL_RectEmpty */ int rect_testRectEmpty(void *arg) { @@ -1498,7 +1498,7 @@ int rect_testRectEmpty(void *arg) * \brief Negative tests against SDL_RectEmpty() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RectEmpty + * http://wiki.libsdl.org/SDL_RectEmpty */ int rect_testRectEmptyParam(void *arg) { @@ -1515,7 +1515,7 @@ int rect_testRectEmptyParam(void *arg) * \brief Tests SDL_RectEquals() with various inputs * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RectEquals + * http://wiki.libsdl.org/SDL_RectEquals */ int rect_testRectEquals(void *arg) { @@ -1545,7 +1545,7 @@ int rect_testRectEquals(void *arg) * \brief Negative tests against SDL_RectEquals() with invalid parameters * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RectEquals + * http://wiki.libsdl.org/SDL_RectEquals */ int rect_testRectEqualsParam(void *arg) { @@ -1678,7 +1678,7 @@ static const SDLTest_TestCaseReference rectTest29 = * \brief Sequence of Rect test cases; functions that handle simple rectangles including overlaps and merges. * * \sa - * http://wiki.libsdl.org/moin.cgi/CategoryRect + * http://wiki.libsdl.org/CategoryRect */ static const SDLTest_TestCaseReference *rectTests[] = { &rectTest1, &rectTest2, &rectTest3, &rectTest4, &rectTest5, &rectTest6, &rectTest7, &rectTest8, &rectTest9, &rectTest10, &rectTest11, &rectTest12, &rectTest13, &rectTest14, diff --git a/libs/SDL2/test/testautomation_render.c b/libs/SDL2/test/testautomation_render.c index 5a1bc9b8c5c25d159967f125032f3f9b911a6b26..42fc54deea817cb4ebcc1fdaae1caec27877d7dc 100644 --- a/libs/SDL2/test/testautomation_render.c +++ b/libs/SDL2/test/testautomation_render.c @@ -83,7 +83,7 @@ void CleanupDestroyRenderer(void *arg) * @brief Tests call to SDL_GetNumRenderDrivers * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_GetNumRenderDrivers + * http://wiki.libsdl.org/SDL_GetNumRenderDrivers */ int render_testGetNumRenderDrivers(void *arg) @@ -99,9 +99,9 @@ render_testGetNumRenderDrivers(void *arg) * @brief Tests the SDL primitives for rendering. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawColor - * http://wiki.libsdl.org/moin.cgi/SDL_RenderFillRect - * http://wiki.libsdl.org/moin.cgi/SDL_RenderDrawLine + * http://wiki.libsdl.org/SDL_SetRenderDrawColor + * http://wiki.libsdl.org/SDL_RenderFillRect + * http://wiki.libsdl.org/SDL_RenderDrawLine * */ int render_testPrimitives (void *arg) @@ -206,9 +206,9 @@ int render_testPrimitives (void *arg) * @brief Tests the SDL primitives with alpha for rendering. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawColor - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawBlendMode - * http://wiki.libsdl.org/moin.cgi/SDL_RenderFillRect + * http://wiki.libsdl.org/SDL_SetRenderDrawColor + * http://wiki.libsdl.org/SDL_SetRenderDrawBlendMode + * http://wiki.libsdl.org/SDL_RenderFillRect */ int render_testPrimitivesBlend (void *arg) { @@ -355,8 +355,8 @@ int render_testPrimitivesBlend (void *arg) * @brief Tests some blitting routines. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RenderCopy - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_RenderCopy + * http://wiki.libsdl.org/SDL_DestroyTexture */ int render_testBlit(void *arg) @@ -424,9 +424,9 @@ render_testBlit(void *arg) * @brief Blits doing color tests. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureColorMod - * http://wiki.libsdl.org/moin.cgi/SDL_RenderCopy - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_SetTextureColorMod + * http://wiki.libsdl.org/SDL_RenderCopy + * http://wiki.libsdl.org/SDL_DestroyTexture */ int render_testBlitColor (void *arg) @@ -498,9 +498,9 @@ render_testBlitColor (void *arg) * @brief Tests blitting with alpha. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureAlphaMod - * http://wiki.libsdl.org/moin.cgi/SDL_RenderCopy - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_SetTextureAlphaMod + * http://wiki.libsdl.org/SDL_RenderCopy + * http://wiki.libsdl.org/SDL_DestroyTexture */ int render_testBlitAlpha (void *arg) @@ -576,8 +576,8 @@ render_testBlitAlpha (void *arg) * @brief Tests a blend mode. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureBlendMode - * http://wiki.libsdl.org/moin.cgi/SDL_RenderCopy + * http://wiki.libsdl.org/SDL_SetTextureBlendMode + * http://wiki.libsdl.org/SDL_RenderCopy */ static void _testBlitBlendMode( SDL_Texture * tface, int mode ) @@ -626,10 +626,10 @@ _testBlitBlendMode( SDL_Texture * tface, int mode ) * @brief Tests some more blitting routines. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureColorMod - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureAlphaMod - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureBlendMode - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_SetTextureColorMod + * http://wiki.libsdl.org/SDL_SetTextureAlphaMod + * http://wiki.libsdl.org/SDL_SetTextureBlendMode + * http://wiki.libsdl.org/SDL_DestroyTexture */ int render_testBlitBlend (void *arg) @@ -779,8 +779,8 @@ _isSupported( int code ) * @brief Test to see if we can vary the draw color. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawColor - * http://wiki.libsdl.org/moin.cgi/SDL_GetRenderDrawColor + * http://wiki.libsdl.org/SDL_SetRenderDrawColor + * http://wiki.libsdl.org/SDL_GetRenderDrawColor */ static int _hasDrawColor (void) @@ -817,8 +817,8 @@ _hasDrawColor (void) * @brief Test to see if we can vary the blend mode. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawBlendMode - * http://wiki.libsdl.org/moin.cgi/SDL_GetRenderDrawBlendMode + * http://wiki.libsdl.org/SDL_SetRenderDrawBlendMode + * http://wiki.libsdl.org/SDL_GetRenderDrawBlendMode */ static int _hasBlendModes (void) @@ -874,7 +874,7 @@ _hasBlendModes (void) * @brief Loads the test image 'Face' as texture. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_CreateTextureFromSurface + * http://wiki.libsdl.org/SDL_CreateTextureFromSurface */ static SDL_Texture * _loadTestFace(void) @@ -902,9 +902,9 @@ _loadTestFace(void) * @brief Test to see if can set texture color mode. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureColorMod - * http://wiki.libsdl.org/moin.cgi/SDL_GetTextureColorMod - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_SetTextureColorMod + * http://wiki.libsdl.org/SDL_GetTextureColorMod + * http://wiki.libsdl.org/SDL_DestroyTexture */ static int _hasTexColor (void) @@ -942,9 +942,9 @@ _hasTexColor (void) * @brief Test to see if we can vary the alpha of the texture. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetTextureAlphaMod - * http://wiki.libsdl.org/moin.cgi/SDL_GetTextureAlphaMod - * http://wiki.libsdl.org/moin.cgi/SDL_DestroyTexture + * http://wiki.libsdl.org/SDL_SetTextureAlphaMod + * http://wiki.libsdl.org/SDL_GetTextureAlphaMod + * http://wiki.libsdl.org/SDL_DestroyTexture */ static int _hasTexAlpha(void) @@ -984,9 +984,9 @@ _hasTexAlpha(void) * @param s Image to compare against. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RenderReadPixels - * http://wiki.libsdl.org/moin.cgi/SDL_CreateRGBSurfaceFrom - * http://wiki.libsdl.org/moin.cgi/SDL_FreeSurface + * http://wiki.libsdl.org/SDL_RenderReadPixels + * http://wiki.libsdl.org/SDL_CreateRGBSurfaceFrom + * http://wiki.libsdl.org/SDL_FreeSurface */ static void _compare(SDL_Surface *referenceSurface, int allowable_error) @@ -1027,10 +1027,10 @@ _compare(SDL_Surface *referenceSurface, int allowable_error) * @brief Clears the screen. Helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawColor - * http://wiki.libsdl.org/moin.cgi/SDL_RenderClear - * http://wiki.libsdl.org/moin.cgi/SDL_RenderPresent - * http://wiki.libsdl.org/moin.cgi/SDL_SetRenderDrawBlendMode + * http://wiki.libsdl.org/SDL_SetRenderDrawColor + * http://wiki.libsdl.org/SDL_RenderClear + * http://wiki.libsdl.org/SDL_RenderPresent + * http://wiki.libsdl.org/SDL_SetRenderDrawBlendMode */ static int _clearScreen(void) diff --git a/libs/SDL2/test/testautomation_rwops.c b/libs/SDL2/test/testautomation_rwops.c index 9a1a29a72081b457df99e329b837e3f20493198d..a7d3c32725ad2f8d89015f4800f7957eb0e4f78f 100644 --- a/libs/SDL2/test/testautomation_rwops.c +++ b/libs/SDL2/test/testautomation_rwops.c @@ -88,8 +88,8 @@ RWopsTearDown(void *arg) * @brief Makes sure parameters work properly. Local helper function. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWseek - * http://wiki.libsdl.org/moin.cgi/SDL_RWread + * http://wiki.libsdl.org/SDL_RWseek + * http://wiki.libsdl.org/SDL_RWread */ void _testGenericRWopsValidations(SDL_RWops *rw, int write) @@ -100,7 +100,7 @@ _testGenericRWopsValidations(SDL_RWops *rw, int write) int seekPos = SDLTest_RandomIntegerInRange(4, 8); /* Clear buffer */ - SDL_zero(buf); + SDL_zeroa(buf); /* Set to start. */ i = SDL_RWseek(rw, 0, RW_SEEK_SET ); @@ -168,7 +168,7 @@ _testGenericRWopsValidations(SDL_RWops *rw, int write) /* ! * Negative test for SDL_RWFromFile parameters * - * \sa http://wiki.libsdl.org/moin.cgi/SDL_RWFromFile + * \sa http://wiki.libsdl.org/SDL_RWFromFile * */ int @@ -215,8 +215,8 @@ rwops_testParamNegative (void) /** * @brief Tests opening from memory. * - * \sa http://wiki.libsdl.org/moin.cgi/SDL_RWFromMem - * \sa http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * \sa http://wiki.libsdl.org/SDL_RWFromMem + * \sa http://wiki.libsdl.org/SDL_RWClose */ int rwops_testMem (void) @@ -226,7 +226,7 @@ rwops_testMem (void) int result; /* Clear buffer */ - SDL_zero(mem); + SDL_zeroa(mem); /* Open */ rw = SDL_RWFromMem(mem, sizeof(RWopsHelloWorldTestString)-1); @@ -255,8 +255,8 @@ rwops_testMem (void) * @brief Tests opening from memory. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromConstMem - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * http://wiki.libsdl.org/SDL_RWFromConstMem + * http://wiki.libsdl.org/SDL_RWClose */ int rwops_testConstMem (void) @@ -291,8 +291,8 @@ rwops_testConstMem (void) * @brief Tests reading from file. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromFile - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * http://wiki.libsdl.org/SDL_RWFromFile + * http://wiki.libsdl.org/SDL_RWClose */ int rwops_testFileRead(void) @@ -338,8 +338,8 @@ rwops_testFileRead(void) * @brief Tests writing from file. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromFile - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * http://wiki.libsdl.org/SDL_RWFromFile + * http://wiki.libsdl.org/SDL_RWClose */ int rwops_testFileWrite(void) @@ -386,8 +386,8 @@ rwops_testFileWrite(void) * @brief Tests reading from file handle * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromFP - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * http://wiki.libsdl.org/SDL_RWFromFP + * http://wiki.libsdl.org/SDL_RWClose * */ int @@ -436,8 +436,8 @@ rwops_testFPRead(void) * @brief Tests writing to file handle * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromFP - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose + * http://wiki.libsdl.org/SDL_RWFromFP + * http://wiki.libsdl.org/SDL_RWClose * */ int @@ -484,8 +484,8 @@ rwops_testFPWrite(void) /** * @brief Tests alloc and free RW context. * - * \sa http://wiki.libsdl.org/moin.cgi/SDL_AllocRW - * \sa http://wiki.libsdl.org/moin.cgi/SDL_FreeRW + * \sa http://wiki.libsdl.org/SDL_AllocRW + * \sa http://wiki.libsdl.org/SDL_FreeRW */ int rwops_testAllocFree (void) @@ -511,8 +511,8 @@ rwops_testAllocFree (void) /** * @brief Compare memory and file reads * - * \sa http://wiki.libsdl.org/moin.cgi/SDL_RWFromMem - * \sa http://wiki.libsdl.org/moin.cgi/SDL_RWFromFile + * \sa http://wiki.libsdl.org/SDL_RWFromMem + * \sa http://wiki.libsdl.org/SDL_RWFromFile */ int rwops_testCompareRWFromMemWithRWFromFile(void) @@ -578,10 +578,10 @@ rwops_testCompareRWFromMemWithRWFromFile(void) * @brief Tests writing and reading from file using endian aware functions. * * \sa - * http://wiki.libsdl.org/moin.cgi/SDL_RWFromFile - * http://wiki.libsdl.org/moin.cgi/SDL_RWClose - * http://wiki.libsdl.org/moin.cgi/SDL_ReadBE16 - * http://wiki.libsdl.org/moin.cgi/SDL_WriteBE16 + * http://wiki.libsdl.org/SDL_RWFromFile + * http://wiki.libsdl.org/SDL_RWClose + * http://wiki.libsdl.org/SDL_ReadBE16 + * http://wiki.libsdl.org/SDL_WriteBE16 */ int rwops_testFileWriteReadEndian(void) diff --git a/libs/SDL2/test/testautomation_sdltest.c b/libs/SDL2/test/testautomation_sdltest.c index 979756adc711b9295939a21ad5aa5039747d33c0..809664dc34430573c1fecd379a53b427a7c74e93 100644 --- a/libs/SDL2/test/testautomation_sdltest.c +++ b/libs/SDL2/test/testautomation_sdltest.c @@ -89,7 +89,6 @@ int sdltest_randomNumber(void *arg) { Sint64 result; - Uint64 uresult; double dresult; Uint64 umax; Sint64 min, max; @@ -127,7 +126,7 @@ sdltest_randomNumber(void *arg) SDLTest_AssertPass("Call to SDLTest_RandomSint32"); SDLTest_AssertCheck(result >= min && result <= max, "Verify result value, expected: [%"SDL_PRIs64",%"SDL_PRIs64"], got: %"SDL_PRIs64, min, max, result); - uresult = SDLTest_RandomUint64(); + SDLTest_RandomUint64(); SDLTest_AssertPass("Call to SDLTest_RandomUint64"); result = SDLTest_RandomSint64(); @@ -1132,7 +1131,7 @@ sdltest_randomAsciiString(void *arg) SDLTest_AssertCheck(len >= 1 && len <= 255, "Validate that result length; expected: len=[1,255], got: %d", (int) len); nonAsciiCharacters = 0; for (i=0; i<len; i++) { - if (iscntrl(result[i])) { + if (SDL_iscntrl(result[i])) { nonAsciiCharacters++; } } @@ -1163,14 +1162,14 @@ sdltest_randomAsciiStringWithMaximumLength(void *arg) targetLen = 16 + SDLTest_RandomUint8(); result = SDLTest_RandomAsciiStringWithMaximumLength((int) targetLen); - SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringWithMaximumLength(%d)", targetLen); + SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringWithMaximumLength(%d)", (int) targetLen); SDLTest_AssertCheck(result != NULL, "Validate that result is not NULL"); if (result != NULL) { len = SDL_strlen(result); SDLTest_AssertCheck(len >= 1 && len <= targetLen, "Validate that result length; expected: len=[1,%d], got: %d", (int) targetLen, (int) len); nonAsciiCharacters = 0; for (i=0; i<len; i++) { - if (iscntrl(result[i])) { + if (SDL_iscntrl(result[i])) { nonAsciiCharacters++; } } @@ -1184,7 +1183,7 @@ sdltest_randomAsciiStringWithMaximumLength(void *arg) /* Negative test */ targetLen = 0; result = SDLTest_RandomAsciiStringWithMaximumLength((int) targetLen); - SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringWithMaximumLength(%d)", targetLen); + SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringWithMaximumLength(%d)", (int) targetLen); SDLTest_AssertCheck(result == NULL, "Validate that result is NULL"); lastError = (char *)SDL_GetError(); SDLTest_AssertPass("SDL_GetError()"); @@ -1217,14 +1216,14 @@ sdltest_randomAsciiStringOfSize(void *arg) /* Positive test */ targetLen = 16 + SDLTest_RandomUint8(); result = SDLTest_RandomAsciiStringOfSize((int) targetLen); - SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringOfSize(%d)", targetLen); + SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringOfSize(%d)", (int) targetLen); SDLTest_AssertCheck(result != NULL, "Validate that result is not NULL"); if (result != NULL) { len = SDL_strlen(result); SDLTest_AssertCheck(len == targetLen, "Validate that result length; expected: len=%d, got: %d", (int) targetLen, (int) len); nonAsciiCharacters = 0; for (i=0; i<len; i++) { - if (iscntrl(result[i])) { + if (SDL_iscntrl(result[i])) { nonAsciiCharacters++; } } @@ -1238,7 +1237,7 @@ sdltest_randomAsciiStringOfSize(void *arg) /* Negative test */ targetLen = 0; result = SDLTest_RandomAsciiStringOfSize((int) targetLen); - SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringOfSize(%d)", targetLen); + SDLTest_AssertPass("Call to SDLTest_RandomAsciiStringOfSize(%d)", (int) targetLen); SDLTest_AssertCheck(result == NULL, "Validate that result is NULL"); lastError = (char *)SDL_GetError(); SDLTest_AssertPass("SDL_GetError()"); diff --git a/libs/SDL2/test/testautomation_stdlib.c b/libs/SDL2/test/testautomation_stdlib.c index e741d547e97f39589bc91cc68a247010994b9d81..bfc8ad373dd13deb30847cd7e8a347549d753830 100644 --- a/libs/SDL2/test/testautomation_stdlib.c +++ b/libs/SDL2/test/testautomation_stdlib.c @@ -44,6 +44,7 @@ int stdlib_snprintf(void *arg) { int result; + int predicted; char text[1024]; const char *expected; @@ -60,55 +61,86 @@ stdlib_snprintf(void *arg) SDLTest_AssertCheck(result == 3, "Check result value, expected: 3, got: %d", result); result = SDL_snprintf(NULL, 0, "%s", "foo"); + SDLTest_AssertPass("Call to SDL_snprintf(NULL, 0, \"%%s\", \"foo\")"); SDLTest_AssertCheck(result == 3, "Check result value, expected: 3, got: %d", result); + result = SDL_snprintf(text, 2, "%s\n", "foo"); + expected = "f"; + SDLTest_AssertPass("Call to SDL_snprintf(\"%%s\\n\", \"foo\") with buffer size 2"); + SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); + SDLTest_AssertCheck(result == 4, "Check result value, expected: 4, got: %d", result); + + result = SDL_snprintf(text, sizeof(text), "%f", 0.0); + predicted = SDL_snprintf(NULL, 0, "%f", 0.0); + expected = "0.000000"; + SDLTest_AssertPass("Call to SDL_snprintf(\"%%f\", 0.0)"); + SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); + SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); + result = SDL_snprintf(text, sizeof(text), "%f", 1.0); + predicted = SDL_snprintf(NULL, 0, "%f", 1.0); expected = "1.000000"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%f\", 1.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%.f", 1.0); + predicted = SDL_snprintf(NULL, 0, "%.f", 1.0); expected = "1"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%.f\", 1.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%#.f", 1.0); + predicted = SDL_snprintf(NULL, 0, "%#.f", 1.0); expected = "1."; SDLTest_AssertPass("Call to SDL_snprintf(\"%%#.f\", 1.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%f", 1.0 + 1.0 / 3.0); + predicted = SDL_snprintf(NULL, 0, "%f", 1.0 + 1.0 / 3.0); expected = "1.333333"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%f\", 1.0 + 1.0 / 3.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%+f", 1.0 + 1.0 / 3.0); + predicted = SDL_snprintf(NULL, 0, "%+f", 1.0 + 1.0 / 3.0); expected = "+1.333333"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%+f\", 1.0 + 1.0 / 3.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%.2f", 1.0 + 1.0 / 3.0); + predicted = SDL_snprintf(NULL, 0, "%.2f", 1.0 + 1.0 / 3.0); expected = "1.33"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%.2f\", 1.0 + 1.0 / 3.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: %s, got: %s", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%6.2f", 1.0 + 1.0 / 3.0); + predicted = SDL_snprintf(NULL, 0, "%6.2f", 1.0 + 1.0 / 3.0); expected = " 1.33"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%6.2f\", 1.0 + 1.0 / 3.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: '%s', got: '%s'", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, sizeof(text), "%06.2f", 1.0 + 1.0 / 3.0); + predicted = SDL_snprintf(NULL, 0, "%06.2f", 1.0 + 1.0 / 3.0); expected = "001.33"; SDLTest_AssertPass("Call to SDL_snprintf(\"%%06.2f\", 1.0 + 1.0 / 3.0)"); SDLTest_AssertCheck(SDL_strcmp(text, expected) == 0, "Check text, expected: '%s', got: '%s'", expected, text); SDLTest_AssertCheck(result == SDL_strlen(text), "Check result value, expected: %d, got: %d", (int) SDL_strlen(text), result); + SDLTest_AssertCheck(predicted == result, "Check predicted value, expected: %d, got: %d", result, predicted); result = SDL_snprintf(text, 5, "%06.2f", 1.0 + 1.0 / 3.0); expected = "001."; diff --git a/libs/SDL2/test/testautomation_surface.c b/libs/SDL2/test/testautomation_surface.c index ca41d4a0cd599734ebfb426323c8d65fc60304cf..fcfaad6610c04d632e21c3ddece0241d445526e2 100644 --- a/libs/SDL2/test/testautomation_surface.c +++ b/libs/SDL2/test/testautomation_surface.c @@ -310,6 +310,7 @@ surface_testCompleteSurfaceConversion(void *arg) SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_RGB332, SDL_PIXELFORMAT_RGB444, + SDL_PIXELFORMAT_BGR444, SDL_PIXELFORMAT_RGB555, SDL_PIXELFORMAT_BGR555, SDL_PIXELFORMAT_ARGB4444, @@ -332,7 +333,7 @@ surface_testCompleteSurfaceConversion(void *arg) SDL_PIXELFORMAT_RGBA8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGRA8888, - SDL_PIXELFORMAT_ARGB2101010, + /*SDL_PIXELFORMAT_ARGB2101010,*/ /* SDL_PIXELFORMAT_ARGB2101010 isn't fully supported yet */ }; SDL_Surface *face = NULL, *cvt1, *cvt2, *final; SDL_PixelFormat *fmt1, *fmt2; diff --git a/libs/SDL2/test/testautomation_video.c b/libs/SDL2/test/testautomation_video.c index 7b86cfba908f35c6943a2b3d5ff625bac0388d58..342848ac03e6e3ee8468db7b47159e12059b12ce 100644 --- a/libs/SDL2/test/testautomation_video.c +++ b/libs/SDL2/test/testautomation_video.c @@ -265,7 +265,7 @@ video_createWindowVariousFlags(void *arg) w = SDLTest_RandomIntegerInRange(320, 1024); h = SDLTest_RandomIntegerInRange(320, 768); - for (fVariation = 0; fVariation < 13; fVariation++) { + for (fVariation = 0; fVariation < 14; fVariation++) { switch(fVariation) { case 0: flags = SDL_WINDOW_FULLSCREEN; @@ -299,7 +299,7 @@ video_createWindowVariousFlags(void *arg) flags = SDL_WINDOW_MAXIMIZED; break; case 9: - flags = SDL_WINDOW_INPUT_GRABBED; + flags = SDL_WINDOW_MOUSE_GRABBED; break; case 10: flags = SDL_WINDOW_INPUT_FOCUS; @@ -310,6 +310,9 @@ video_createWindowVariousFlags(void *arg) case 12: flags = SDL_WINDOW_FOREIGN; break; + case 13: + flags = SDL_WINDOW_KEYBOARD_GRABBED; + break; } window = SDL_CreateWindow(title, x, y, w, h, flags); @@ -474,7 +477,6 @@ video_getClosestDisplayModeRandomResolution(void *arg) { SDL_DisplayMode target; SDL_DisplayMode closest; - SDL_DisplayMode* dResult; int displayNum; int i; int variation; @@ -497,7 +499,7 @@ video_getClosestDisplayModeRandomResolution(void *arg) target.driverdata = 0; /* Make call; may or may not find anything, so don't validate any further */ - dResult = SDL_GetClosestDisplayMode(i, &target, &closest); + SDL_GetClosestDisplayMode(i, &target, &closest); SDLTest_AssertPass("Call to SDL_GetClosestDisplayMode(target=random/variation%d)", variation); } } @@ -508,7 +510,7 @@ video_getClosestDisplayModeRandomResolution(void *arg) /** * @brief Tests call to SDL_GetWindowBrightness * -* @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowBrightness +* @sa http://wiki.libsdl.org/SDL_GetWindowBrightness */ int video_getWindowBrightness(void *arg) @@ -534,7 +536,7 @@ video_getWindowBrightness(void *arg) /** * @brief Tests call to SDL_GetWindowBrightness with invalid input * -* @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowBrightness +* @sa http://wiki.libsdl.org/SDL_GetWindowBrightness */ int video_getWindowBrightnessNegative(void *arg) @@ -563,7 +565,7 @@ video_getWindowBrightnessNegative(void *arg) /** * @brief Tests call to SDL_GetWindowDisplayMode * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowDisplayMode + * @sa http://wiki.libsdl.org/SDL_GetWindowDisplayMode */ int video_getWindowDisplayMode(void *arg) @@ -617,7 +619,7 @@ void _checkInvalidWindowError() /** * @brief Tests call to SDL_GetWindowDisplayMode with invalid input * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowDisplayMode + * @sa http://wiki.libsdl.org/SDL_GetWindowDisplayMode */ int video_getWindowDisplayModeNegative(void *arg) @@ -661,7 +663,7 @@ video_getWindowDisplayModeNegative(void *arg) /** * @brief Tests call to SDL_GetWindowGammaRamp * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowGammaRamp + * @sa http://wiki.libsdl.org/SDL_GetWindowGammaRamp */ int video_getWindowGammaRamp(void *arg) @@ -722,7 +724,7 @@ video_getWindowGammaRamp(void *arg) /** * @brief Tests call to SDL_GetWindowGammaRamp with invalid input * -* @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowGammaRamp +* @sa http://wiki.libsdl.org/SDL_GetWindowGammaRamp */ int video_getWindowGammaRampNegative(void *arg) @@ -744,87 +746,213 @@ video_getWindowGammaRampNegative(void *arg) return TEST_COMPLETED; } -/* Helper for setting and checking the window grab state */ +/* Helper for setting and checking the window mouse grab state */ void -_setAndCheckWindowGrabState(SDL_Window* window, SDL_bool desiredState) +_setAndCheckWindowMouseGrabState(SDL_Window* window, SDL_bool desiredState) { SDL_bool currentState; /* Set state */ - SDL_SetWindowGrab(window, desiredState); - SDLTest_AssertPass("Call to SDL_SetWindowGrab(%s)", (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); + SDL_SetWindowMouseGrab(window, desiredState); + SDLTest_AssertPass("Call to SDL_SetWindowMouseGrab(%s)", (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); /* Get and check state */ - currentState = SDL_GetWindowGrab(window); - SDLTest_AssertPass("Call to SDL_GetWindowGrab()"); + currentState = SDL_GetWindowMouseGrab(window); + SDLTest_AssertPass("Call to SDL_GetWindowMouseGrab()"); SDLTest_AssertCheck( currentState == desiredState, "Validate returned state; expected: %s, got: %s", (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE", (currentState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); + + if (desiredState) { + SDLTest_AssertCheck( + SDL_GetGrabbedWindow() == window, + "Grabbed window should be to our window"); + SDLTest_AssertCheck( + SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + SDLTest_AssertCheck( + SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_GRABBED, + "SDL_WINDOW_MOUSE_GRABBED should be set"); + } else { + SDLTest_AssertCheck( + !(SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_GRABBED), + "SDL_WINDOW_MOUSE_GRABBED should be unset"); + } +} + +/* Helper for setting and checking the window keyboard grab state */ +void +_setAndCheckWindowKeyboardGrabState(SDL_Window* window, SDL_bool desiredState) +{ + SDL_bool currentState; + + /* Set state */ + SDL_SetWindowKeyboardGrab(window, desiredState); + SDLTest_AssertPass("Call to SDL_SetWindowKeyboardGrab(%s)", (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); + + /* Get and check state */ + currentState = SDL_GetWindowKeyboardGrab(window); + SDLTest_AssertPass("Call to SDL_GetWindowKeyboardGrab()"); + SDLTest_AssertCheck( + currentState == desiredState, + "Validate returned state; expected: %s, got: %s", + (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE", + (currentState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); + + if (desiredState) { + SDLTest_AssertCheck( + SDL_GetGrabbedWindow() == window, + "Grabbed window should be set to our window"); + SDLTest_AssertCheck( + SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + SDLTest_AssertCheck( + SDL_GetWindowFlags(window) & SDL_WINDOW_KEYBOARD_GRABBED, + "SDL_WINDOW_KEYBOARD_GRABBED should be set"); + } else { + SDLTest_AssertCheck( + !(SDL_GetWindowFlags(window) & SDL_WINDOW_KEYBOARD_GRABBED), + "SDL_WINDOW_KEYBOARD_GRABBED should be unset"); + } } /** - * @brief Tests call to SDL_GetWindowGrab and SDL_SetWindowGrab + * @brief Tests keyboard and mouse grab support * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowGrab - * @sa http://wiki.libsdl.org/moin.fcg/SDL_SetWindowGrab + * @sa http://wiki.libsdl.org/SDL_GetWindowGrab + * @sa http://wiki.libsdl.org/SDL_SetWindowGrab */ int video_getSetWindowGrab(void *arg) { const char* title = "video_getSetWindowGrab Test Window"; SDL_Window* window; - SDL_bool originalState, dummyState, currentState, desiredState; + SDL_bool originalMouseState, originalKeyboardState; /* Call against new test window */ window = _createVideoSuiteTestWindow(title); if (window == NULL) return TEST_ABORTED; /* Get state */ - originalState = SDL_GetWindowGrab(window); - SDLTest_AssertPass("Call to SDL_GetWindowGrab()"); + originalMouseState = SDL_GetWindowMouseGrab(window); + SDLTest_AssertPass("Call to SDL_GetWindowMouseGrab()"); + originalKeyboardState = SDL_GetWindowKeyboardGrab(window); + SDLTest_AssertPass("Call to SDL_GetWindowKeyboardGrab()"); /* F */ - _setAndCheckWindowGrabState(window, SDL_FALSE); + _setAndCheckWindowKeyboardGrabState(window, SDL_FALSE); + _setAndCheckWindowMouseGrabState(window, SDL_FALSE); + SDLTest_AssertCheck(!SDL_GetWindowGrab(window), + "SDL_GetWindowGrab should return SDL_FALSE"); + SDLTest_AssertCheck(SDL_GetGrabbedWindow() == NULL, + "Expected NULL grabbed window"); /* F --> F */ - _setAndCheckWindowGrabState(window, SDL_FALSE); + _setAndCheckWindowMouseGrabState(window, SDL_FALSE); + _setAndCheckWindowKeyboardGrabState(window, SDL_FALSE); + SDLTest_AssertCheck(SDL_GetGrabbedWindow() == NULL, + "Expected NULL grabbed window"); /* F --> T */ - _setAndCheckWindowGrabState(window, SDL_TRUE); + _setAndCheckWindowMouseGrabState(window, SDL_TRUE); + _setAndCheckWindowKeyboardGrabState(window, SDL_TRUE); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); /* T --> T */ - _setAndCheckWindowGrabState(window, SDL_TRUE); - - /* T --> F */ - _setAndCheckWindowGrabState(window, SDL_FALSE); + _setAndCheckWindowKeyboardGrabState(window, SDL_TRUE); + _setAndCheckWindowMouseGrabState(window, SDL_TRUE); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + + /* M: T --> F */ + /* K: T --> T */ + _setAndCheckWindowKeyboardGrabState(window, SDL_TRUE); + _setAndCheckWindowMouseGrabState(window, SDL_FALSE); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + + /* M: F --> T */ + /* K: T --> F */ + _setAndCheckWindowMouseGrabState(window, SDL_TRUE); + _setAndCheckWindowKeyboardGrabState(window, SDL_FALSE); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + + /* M: T --> F */ + /* K: F --> F */ + _setAndCheckWindowMouseGrabState(window, SDL_FALSE); + _setAndCheckWindowKeyboardGrabState(window, SDL_FALSE); + SDLTest_AssertCheck(!SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_FALSE"); + SDLTest_AssertCheck(SDL_GetGrabbedWindow() == NULL, + "Expected NULL grabbed window"); + + /* Using the older SDL_SetWindowGrab API should only grab mouse by default */ + SDL_SetWindowGrab(window, SDL_TRUE); + SDLTest_AssertPass("Call to SDL_SetWindowGrab(SDL_TRUE)"); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + SDLTest_AssertCheck(SDL_GetWindowMouseGrab(window), + "SDL_GetWindowMouseGrab() should return SDL_TRUE"); + SDLTest_AssertCheck(!SDL_GetWindowKeyboardGrab(window), + "SDL_GetWindowKeyboardGrab() should return SDL_FALSE"); + SDL_SetWindowGrab(window, SDL_FALSE); + SDLTest_AssertCheck(!SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_FALSE"); + SDLTest_AssertCheck(!SDL_GetWindowMouseGrab(window), + "SDL_GetWindowMouseGrab() should return SDL_FALSE"); + SDLTest_AssertCheck(!SDL_GetWindowKeyboardGrab(window), + "SDL_GetWindowKeyboardGrab() should return SDL_FALSE"); + + /* Now test with SDL_HINT_GRAB_KEYBOARD set. We should get keyboard grab now. */ + SDL_SetHint(SDL_HINT_GRAB_KEYBOARD, "1"); + SDL_SetWindowGrab(window, SDL_TRUE); + SDLTest_AssertPass("Call to SDL_SetWindowGrab(SDL_TRUE)"); + SDLTest_AssertCheck(SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_TRUE"); + SDLTest_AssertCheck(SDL_GetWindowMouseGrab(window), + "SDL_GetWindowMouseGrab() should return SDL_TRUE"); + SDLTest_AssertCheck(SDL_GetWindowKeyboardGrab(window), + "SDL_GetWindowKeyboardGrab() should return SDL_TRUE"); + SDL_SetWindowGrab(window, SDL_FALSE); + SDLTest_AssertCheck(!SDL_GetWindowGrab(window), + "SDL_GetWindowGrab() should return SDL_FALSE"); + SDLTest_AssertCheck(!SDL_GetWindowMouseGrab(window), + "SDL_GetWindowMouseGrab() should return SDL_FALSE"); + SDLTest_AssertCheck(!SDL_GetWindowKeyboardGrab(window), + "SDL_GetWindowKeyboardGrab() should return SDL_FALSE"); /* Negative tests */ - dummyState = SDL_GetWindowGrab(NULL); + SDL_GetWindowGrab(NULL); SDLTest_AssertPass("Call to SDL_GetWindowGrab(window=NULL)"); _checkInvalidWindowError(); + SDL_GetWindowKeyboardGrab(NULL); + SDLTest_AssertPass("Call to SDL_GetWindowKeyboardGrab(window=NULL)"); + _checkInvalidWindowError(); + SDL_SetWindowGrab(NULL, SDL_FALSE); SDLTest_AssertPass("Call to SDL_SetWindowGrab(window=NULL,SDL_FALSE)"); _checkInvalidWindowError(); + SDL_SetWindowKeyboardGrab(NULL, SDL_FALSE); + SDLTest_AssertPass("Call to SDL_SetWindowKeyboardGrab(window=NULL,SDL_FALSE)"); + _checkInvalidWindowError(); + SDL_SetWindowGrab(NULL, SDL_TRUE); - SDLTest_AssertPass("Call to SDL_SetWindowGrab(window=NULL,SDL_FALSE)"); + SDLTest_AssertPass("Call to SDL_SetWindowGrab(window=NULL,SDL_TRUE)"); _checkInvalidWindowError(); - /* State should still be F */ - desiredState = SDL_FALSE; - currentState = SDL_GetWindowGrab(window); - SDLTest_AssertPass("Call to SDL_GetWindowGrab()"); - SDLTest_AssertCheck( - currentState == desiredState, - "Validate returned state; expected: %s, got: %s", - (desiredState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE", - (currentState == SDL_FALSE) ? "SDL_FALSE" : "SDL_TRUE"); + SDL_SetWindowKeyboardGrab(NULL, SDL_TRUE); + SDLTest_AssertPass("Call to SDL_SetWindowKeyboardGrab(window=NULL,SDL_TRUE)"); + _checkInvalidWindowError(); /* Restore state */ - _setAndCheckWindowGrabState(window, originalState); + _setAndCheckWindowMouseGrabState(window, originalMouseState); + _setAndCheckWindowKeyboardGrabState(window, originalKeyboardState); /* Clean up */ _destroyVideoSuiteTestWindow(window); @@ -836,8 +964,8 @@ video_getSetWindowGrab(void *arg) /** * @brief Tests call to SDL_GetWindowID and SDL_GetWindowFromID * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowID - * @sa http://wiki.libsdl.org/moin.fcg/SDL_SetWindowFromID + * @sa http://wiki.libsdl.org/SDL_GetWindowID + * @sa http://wiki.libsdl.org/SDL_SetWindowFromID */ int video_getWindowId(void *arg) @@ -892,7 +1020,7 @@ video_getWindowId(void *arg) /** * @brief Tests call to SDL_GetWindowPixelFormat * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowPixelFormat + * @sa http://wiki.libsdl.org/SDL_GetWindowPixelFormat */ int video_getWindowPixelFormat(void *arg) @@ -926,8 +1054,8 @@ video_getWindowPixelFormat(void *arg) /** * @brief Tests call to SDL_GetWindowPosition and SDL_SetWindowPosition * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowPosition - * @sa http://wiki.libsdl.org/moin.fcg/SDL_SetWindowPosition + * @sa http://wiki.libsdl.org/SDL_GetWindowPosition + * @sa http://wiki.libsdl.org/SDL_SetWindowPosition */ int video_getSetWindowPosition(void *arg) @@ -1069,8 +1197,8 @@ void _checkInvalidParameterError() /** * @brief Tests call to SDL_GetWindowSize and SDL_SetWindowSize * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowSize - * @sa http://wiki.libsdl.org/moin.fcg/SDL_SetWindowSize + * @sa http://wiki.libsdl.org/SDL_GetWindowSize + * @sa http://wiki.libsdl.org/SDL_SetWindowSize */ int video_getSetWindowSize(void *arg) @@ -1508,8 +1636,8 @@ video_getSetWindowMaximumSize(void *arg) /** * @brief Tests call to SDL_SetWindowData and SDL_GetWindowData * - * @sa http://wiki.libsdl.org/moin.fcg/SDL_SetWindowData - * @sa http://wiki.libsdl.org/moin.fcg/SDL_GetWindowData + * @sa http://wiki.libsdl.org/SDL_SetWindowData + * @sa http://wiki.libsdl.org/SDL_GetWindowData */ int video_getSetWindowData(void *arg) diff --git a/libs/SDL2/test/testbounds.c b/libs/SDL2/test/testbounds.c index 7b8876c3c698faaedaa358e6e41ddb00f9002830..23f9817774d206556703cceb6e8e0fa7aec148f6 100644 --- a/libs/SDL2/test/testbounds.c +++ b/libs/SDL2/test/testbounds.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testcustomcursor.c b/libs/SDL2/test/testcustomcursor.c index b0b7fa79b239db9ca93f1dd2bad635de638d8b6c..2feee81a21c1ccc5ef57a6573d1594e064c361eb 100644 --- a/libs/SDL2/test/testcustomcursor.c +++ b/libs/SDL2/test/testcustomcursor.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -128,7 +128,7 @@ init_system_cursor(const char *image[]) } } } - sscanf(image[4+row], "%d,%d", &hot_x, &hot_y); + SDL_sscanf(image[4+row], "%d,%d", &hot_x, &hot_y); return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y); } diff --git a/libs/SDL2/test/testdisplayinfo.c b/libs/SDL2/test/testdisplayinfo.c index 90919baf7303a0af38d1f2e0c09aa83e3a8aacf4..297632c04d38a9d2c7385b0e90831579a911ebd5 100644 --- a/libs/SDL2/test/testdisplayinfo.c +++ b/libs/SDL2/test/testdisplayinfo.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testdraw2.c b/libs/SDL2/test/testdraw2.c index 77a0f11eb2458f839d0ff4df34e339581dd3e2cb..0df5ba3ed587f303e1b95262517d5842fa3ba48b 100644 --- a/libs/SDL2/test/testdraw2.c +++ b/libs/SDL2/test/testdraw2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,6 +32,8 @@ static int cycle_direction = 1; static int current_alpha = 255; static int current_color = 255; static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; +static Uint32 next_fps_check, frames; +static const Uint32 fps_check_delay = 5000; int done; @@ -178,6 +180,7 @@ DrawRects(SDL_Renderer * renderer) void loop() { + Uint32 now; int i; SDL_Event event; @@ -203,13 +206,23 @@ loop() emscripten_cancel_main_loop(); } #endif + frames++; + now = SDL_GetTicks(); + if (SDL_TICKS_PASSED(now, next_fps_check)) { + /* Print out some timing information */ + const Uint32 then = next_fps_check - fps_check_delay; + const double fps = ((double) frames * 1000) / (now - then); + SDL_Log("%2.2f frames per second\n", fps); + next_fps_check = now + fps_check_delay; + frames = 0; + } + } int main(int argc, char *argv[]) { int i; - Uint32 then, now, frames; /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); @@ -256,7 +269,12 @@ main(int argc, char *argv[]) } } if (consumed < 0) { - static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", NULL }; + static const char *options[] = { + "[--blend none|blend|add|mod]", + "[--cyclecolor]", + "[--cyclealpha]", + "[num_objects]", + NULL }; SDLTest_CommonLogUsage(state, argv[0], options); return 1; } @@ -278,27 +296,20 @@ main(int argc, char *argv[]) /* Main render loop */ frames = 0; - then = SDL_GetTicks(); + next_fps_check = SDL_GetTicks() + fps_check_delay; done = 0; #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(loop, 0, 1); #else while (!done) { - ++frames; loop(); - } + } #endif SDLTest_CommonQuit(state); - /* Print out some timing information */ - now = SDL_GetTicks(); - if (now > then) { - double fps = ((double) frames * 1000) / (now - then); - SDL_Log("%2.2f frames per second\n", fps); - } return 0; } diff --git a/libs/SDL2/test/testdrawchessboard.c b/libs/SDL2/test/testdrawchessboard.c index 78e89d2a5053a69c16ba0e2e8e44661cceafbb15..f3636f38928e75781eba0644940b87457a67aa94 100644 --- a/libs/SDL2/test/testdrawchessboard.c +++ b/libs/SDL2/test/testdrawchessboard.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -29,7 +29,7 @@ SDL_Surface *surface; int done; void -DrawChessBoard(SDL_Renderer * renderer) +DrawChessBoard() { int row = 0,column = 0,x = 0; SDL_Rect rect, darea; @@ -90,7 +90,7 @@ loop() } } - DrawChessBoard(renderer); + DrawChessBoard(); /* Got everything on rendering surface, now Update the drawing image on window screen */ diff --git a/libs/SDL2/test/testdropfile.c b/libs/SDL2/test/testdropfile.c index 97ab872a25e11c374536892de198757698240c44..95212472a5e9fd3ed07726159103a43444324894 100644 --- a/libs/SDL2/test/testdropfile.c +++ b/libs/SDL2/test/testdropfile.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testerror.c b/libs/SDL2/test/testerror.c index 1f42a4fe27f348346424657090687e4497d5888d..e847c282465ebb1c78fa17a81078e81606d51319 100644 --- a/libs/SDL2/test/testerror.c +++ b/libs/SDL2/test/testerror.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testevdev.c b/libs/SDL2/test/testevdev.c new file mode 100644 index 0000000000000000000000000000000000000000..572c60a05ad60d136302a6a5e7246a3e0b70db8d --- /dev/null +++ b/libs/SDL2/test/testevdev.c @@ -0,0 +1,1031 @@ +/* + Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 2020 Collabora Ltd. + + 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. +*/ + +#include "../src/SDL_internal.h" + +#include <stdio.h> +#include <string.h> + +static int run_test(void); + +#if HAVE_LIBUDEV_H || defined(SDL_JOYSTICK_LINUX) + +#include <stdint.h> + +#include "SDL_stdinc.h" +#include "SDL_endian.h" +#include "../src/core/linux/SDL_evdev_capabilities.h" +#include "../src/core/linux/SDL_evdev_capabilities.c" + +static const struct +{ + int code; + const char *name; +} device_classes[] = +{ +#define CLS(x) \ + { SDL_UDEV_DEVICE_ ## x, #x } + CLS(MOUSE), + CLS(KEYBOARD), + CLS(JOYSTICK), + CLS(SOUND), + CLS(TOUCHSCREEN), + CLS(ACCELEROMETER), +#undef CLS + { 0, NULL } +}; + +typedef struct +{ + const char *name; + uint16_t bus_type; + uint16_t vendor_id; + uint16_t product_id; + uint16_t version; + uint8_t ev[(EV_MAX + 1) / 8]; + uint8_t keys[(KEY_MAX + 1) / 8]; + uint8_t abs[(ABS_MAX + 1) / 8]; + uint8_t rel[(REL_MAX + 1) / 8]; + uint8_t ff[(FF_MAX + 1) / 8]; + uint8_t props[INPUT_PROP_MAX / 8]; + int expected; +} GuessTest; + +/* + * Test-cases for guessing a device type from its capabilities. + * + * The bytes in ev, etc. are in little-endian byte order + * Trailing zeroes can be omitted. + * + * The evemu-describe tool is a convenient way to add a test-case for + * a physically available device. + */ +#define ZEROx4 0, 0, 0, 0 +#define ZEROx8 ZEROx4, ZEROx4 +#define FFx4 0xff, 0xff, 0xff, 0xff +#define FFx8 FFx4, FFx4 + +/* Test-cases derived from real devices or from Linux kernel source */ +static const GuessTest guess_tests[] = +{ + { + .name = "Xbox 360 wired USB controller", + .bus_type = 0x0003, + .vendor_id = 0x045e, + .product_id = 0x028e, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS, FF */ + .ev = { 0x0b, 0x00, 0x20 }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, SELECT, START, MODE, THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7c, + }, + }, + { + .name = "X-Box One Elite", + .bus_type = 0x0003, + .vendor_id = 0x045e, + .product_id = 0x02e3, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, SELECT, START, MODE, THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7c, + }, + }, + { + .name = "X-Box One S via Bluetooth", + .bus_type = 0x0005, + .vendor_id = 0x045e, + .product_id = 0x02e0, + .version = 0x1130, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, SELECT, START, MODE, THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7c, + }, + }, + { + .name = "X-Box One S wired", + .bus_type = 0x0003, + .vendor_id = 0x045e, + .product_id = 0x02ea, + .version = 0x0301, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, SELECT, START, MODE, THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7c, + }, + }, + { + .name = "DualShock 4 - gamepad", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x09cc, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS, MSC, FF */ + /* Some versions only have 0x0b, SYN, KEY, ABS, like the + * Bluetooth example below */ + .ev = { 0x1b, 0x00, 0x20 }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7f, + }, + }, + { + .name = "DualShock 4 - gamepad via Bluetooth", + .bus_type = 0x0005, + .vendor_id = 0x054c, + .product_id = 0x09cc, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7f, + }, + }, + { + .name = "DualShock 4 - touchpad", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x09cc, + /* TODO: Should this be MOUSE? That's what it most closely + * resembles */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, multitouch */ + .abs = { 0x03, 0x00, 0x00, 0x00, 0x00, 0x80, 0x60, 0x02 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* Left mouse button */ + /* 0x100 */ 0x00, 0x00, 0x01, 0x00, ZEROx4, + /* BTN_TOOL_FINGER and some multitouch stuff */ + /* 0x140 */ 0x20, 0x24, 0x00, 0x00 + }, + /* POINTER, BUTTONPAD */ + .props = { 0x05 }, + }, + { + .name = "DualShock 4 - accelerometer", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x09cc, + .expected = SDL_UDEV_DEVICE_ACCELEROMETER, + /* SYN, ABS, MSC */ + .ev = { 0x19 }, + /* X, Y, Z, RX, RY, RZ */ + .abs = { 0x3f }, + /* ACCELEROMETER */ + .props = { 0x40 }, + }, + { + .name = "DualShock 4 via USB dongle", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x0ba0, + .version = 0x8111, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, ABS, KEY */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, HAT0X, HAT0Y */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7f, + }, + }, + { + .name = "DualShock 3 - gamepad", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x0268, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS, MSC, FF */ + .ev = { 0x1b, 0x00, 0x20 }, + /* X, Y, Z, RX, RY, RZ */ + .abs = { 0x3f }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7f, + /* 0x140 */ ZEROx8, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* Digital dpad */ + /* 0x200 */ ZEROx4, 0x0f, 0x00, 0x00, 0x00, + }, + }, + { + .name = "DualShock 3 - accelerometer", + .bus_type = 0x0003, + .vendor_id = 0x054c, + .product_id = 0x0268, + .expected = SDL_UDEV_DEVICE_ACCELEROMETER, + /* SYN, ABS */ + .ev = { 0x09 }, + /* X, Y, Z */ + .abs = { 0x07 }, + /* ACCELEROMETER */ + .props = { 0x40 }, + }, + { + .name = "Steam Controller - gamepad", + .bus_type = 0x0003, + .vendor_id = 0x28de, + .product_id = 0x1142, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, RX, RY, HAT0X, HAT0Y, HAT2X, HAT2Y */ + .abs = { 0x1b, 0x00, 0x33 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR, joystick THUMB, joystick THUMB2 */ + /* 0x100 */ ZEROx4, 0x06, 0x00, 0xdb, 0x7f, + /* GEAR_DOWN, GEAR_UP */ + /* 0x140 */ 0x00, 0x00, 0x03, 0x00, ZEROx4, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* Digital dpad */ + /* 0x200 */ ZEROx4, 0x0f, 0x00, 0x00, 0x00, + }, + }, + { + /* Present to support lizard mode, even if no Steam Controller + * is connected */ + .name = "Steam Controller - dongle", + .bus_type = 0x0003, + .vendor_id = 0x28de, + .product_id = 0x1142, + .expected = (SDL_UDEV_DEVICE_KEYBOARD + | SDL_UDEV_DEVICE_MOUSE), + /* SYN, KEY, REL, MSC, LED, REP */ + .ev = { 0x17, 0x00, 0x12 }, + /* X, Y, mouse wheel, high-res mouse wheel */ + .rel = { 0x03, 0x09 }, + .keys = { + /* 0x00 */ 0xfe, 0xff, 0xff, 0xff, FFx4, + /* 0x40 */ 0xff, 0xff, 0xcf, 0x01, 0xdf, 0xff, 0x80, 0xe0, + /* 0x80 */ ZEROx8, + /* 0xc0 */ ZEROx8, + /* 0x100 */ 0x00, 0x00, 0x1f, 0x00, ZEROx4, + }, + }, + { + .name = "Guitar Hero for PS3", + .bus_type = 0x0003, + .vendor_id = 0x12ba, + .product_id = 0x0100, + .version = 0x0110, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RZ, HAT0X, HAT0Y */ + .abs = { 0x27, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* ABC, XYZ, TL, TR, TL2, TR2, SELECT, START, MODE */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xff, 0x1f, + }, + }, + { + .name = "G27 Racing Wheel, 0003:046d:c29b v0111", + .bus_type = 0x0003, + .vendor_id = 0x046d, + .product_id = 0xc29b, + .version = 0x0111, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RZ, HAT0X, HAT0Y */ + .abs = { 0x27, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 16 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6, unregistered event codes 0x12c-0x12e, DEAD */ + /* 0x100 */ ZEROx4, 0xff, 0xff, 0x00, 0x00, + /* 0x140 */ ZEROx8, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* 0x200 */ ZEROx8, + /* 0x240 */ ZEROx8, + /* 0x280 */ ZEROx8, + /* TRIGGER_HAPPY1..TRIGGER_HAPPY7 */ + /* 0x2c0 */ 0x7f, + }, + }, + { + .name = "Logitech Driving Force, 0003:046d:c294 v0100", + .bus_type = 0x0003, + .vendor_id = 0x046d, + .product_id = 0xc294, + .version = 0x0100, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, RZ, HAT0X, HAT0Y */ + .abs = { 0x23, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 12 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6 */ + /* 0x100 */ ZEROx4, 0xff, 0x0f, 0x00, 0x00, + }, + }, + { + .name = "Logitech Dual Action", + .bus_type = 0x0003, + .vendor_id = 0x046d, + .product_id = 0xc216, + .version = 0x0110, + /* Logitech RumblePad 2 USB, 0003:046d:c218 v0110, is the same + * except for having force feedback, which we don't use in our + * heuristic */ + /* Jess Tech GGE909 PC Recoil Pad, 0003:0f30:010b v0110, is the same */ + /* 8BitDo SNES30, 0003:2dc8:ab20 v0110, is the same */ + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RZ, HAT0X, HAT0Y */ + .abs = { 0x27, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 12 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6 */ + /* 0x100 */ ZEROx4, 0xff, 0x0f, 0x00, 0x00, + }, + }, + { + .name = "Saitek ST290 Pro flight stick", + .bus_type = 0x0003, + .vendor_id = 0x06a3, + .product_id = 0x0160, /* 0x0460 seems to be the same */ + .version = 0x0100, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS, MSC */ + .ev = { 0x1b }, + /* X, Y, Z, RZ, HAT0X, HAT0Y */ + .abs = { 0x27, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE */ + /* 0x100 */ ZEROx4, 0x3f, 0x00, 0x00, 0x00, + }, + }, + { + .name = "Saitek X52 Pro Flight Control System", + .bus_type = 0x0003, + .vendor_id = 0x06a3, + .product_id = 0x0762, + .version = 0x0111, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + .ev = { 0x0b }, + /* XYZ, RXYZ, throttle, hat0, MISC, unregistered event code 0x29 */ + .abs = { 0x7f, 0x00, 0x03, 0x00, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 16 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6, unregistered event codes 0x12c-0x12e, DEAD */ + /* 0x100 */ ZEROx4, 0xff, 0xff, 0x00, 0x00, + /* 0x140 */ ZEROx8, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* 0x200 */ ZEROx8, + /* 0x240 */ ZEROx8, + /* 0x280 */ ZEROx8, + /* TRIGGER_HAPPY1..TRIGGER_HAPPY23 */ + /* 0x2c0 */ 0xff, 0xff, 0x7f, + }, + }, + { + .name = "Logitech Extreme 3D", + .bus_type = 0x0003, + .vendor_id = 0x046d, + .product_id = 0xc215, + .version = 0x0110, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS, MSC */ + .ev = { 0x0b }, + /* X, Y, RZ, throttle, hat 0 */ + .abs = { 0x63, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 12 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6 */ + /* 0x100 */ ZEROx4, 0xff, 0x0f, 0x00, 0x00, + }, + }, + { + .name = "Hori Real Arcade Pro VX-SA", + .bus_type = 0x0003, + .vendor_id = 0x24c6, + .product_id = 0x5501, + .version = 0x0533, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RX, RY, RZ, hat 0 */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, SELECT, START, MODE, THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7c, + }, + }, + { + .name = "Switch Pro Controller via Bluetooth", + .bus_type = 0x0005, + .vendor_id = 0x057e, + .product_id = 0x2009, + .version = 0x0001, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, RX, RY, hat 0 */ + .abs = { 0x1b, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* 16 buttons: TRIGGER, THUMB, THUMB2, TOP, TOP2, PINKIE, BASE, + * BASE2..BASE6, unregistered event codes 0x12c-0x12e, DEAD */ + /* 0x100 */ ZEROx4, 0xff, 0xff, 0x00, 0x00, + /* 0x140 */ ZEROx8, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* 0x200 */ ZEROx8, + /* 0x240 */ ZEROx8, + /* 0x280 */ ZEROx8, + /* TRIGGER_HAPPY1..TRIGGER_HAPPY2 */ + /* 0x2c0 */ 0x03, + }, + }, + { + .name = "Switch Pro Controller via USB", + .bus_type = 0x0003, + .vendor_id = 0x057e, + .product_id = 0x2009, + .version = 0x0111, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, Z, RZ, HAT0X, HAT0Y */ + .abs = { 0x27, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + }, + }, + { + .name = "Thrustmaster Racing Wheel FFB", + /* Mad Catz FightStick TE S+ PS4, 0003:0738:8384:0111 v0111 + * (aka Street Fighter V Arcade FightStick TES+) + * is functionally the same */ + .bus_type = 0x0003, + .vendor_id = 0x044f, + .product_id = 0xb66d, + .version = 0x0110, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + .ev = { 0x0b }, + /* XYZ, RXYZ, hat 0 */ + .abs = { 0x3f, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* ABC, XYZ, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xff, 0x3f, + }, + }, + { + .name = "Thrustmaster T.Flight Hotas X", + .bus_type = 0x0003, + .vendor_id = 0x044f, + .product_id = 0xb108, + .version = 0x0100, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + .ev = { 0x0b }, + /* XYZ, RZ, throttle, hat 0 */ + .abs = { 0x67, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* trigger, thumb, thumb2, top, top2, pinkie, base, + * base2..base6 */ + /* 0x100 */ ZEROx4, 0xff, 0x0f + }, + }, + { + .name = "8BitDo N30 Pro 2", + .bus_type = 0x0003, + .vendor_id = 0x2dc8, + .product_id = 0x9015, + .version = 0x0111, + /* 8BitDo NES30 Pro, 0003:2dc8:9001 v0111, is the same */ + .expected = SDL_UDEV_DEVICE_JOYSTICK, + .ev = { 0x0b }, + /* XYZ, RZ, gas, brake, hat0 */ + .abs = { 0x27, 0x06, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* ABC, XYZ, TL, TR, TL2, TR2, select, start, mode, thumbl, + * thumbr */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xff, 0x7f, + }, + }, + { + .name = "Retro Power SNES-style controller, 0003:0079:0011 v0110", + .bus_type = 0x0003, + .vendor_id = 0x0079, + .product_id = 0x0011, + .version = 0x0110, + .expected = SDL_UDEV_DEVICE_JOYSTICK, + .ev = { 0x0b }, + /* X, Y */ + .abs = { 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* trigger, thumb, thumb2, top, top2, pinkie, base, + * base2..base4 */ + /* 0x100 */ ZEROx4, 0xff, 0x03, 0x00, 0x00, + }, + }, + { + .name = "Wiimote - buttons", + .bus_type = 0x0005, + .vendor_id = 0x057e, + .product_id = 0x0306, + .version = 0x8600, + /* This one is a bit weird because some of the buttons are mapped + * to the arrow, page up and page down keys, so it's a joystick + * with a subset of a keyboard attached. */ + /* TODO: Should this be JOYSTICK, or even JOYSTICK|KEYBOARD? */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY */ + .ev = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* left, right, up down */ + /* 0x40 */ ZEROx4, 0x80, 0x16, 0x00, 0x00, + /* 0x80 */ ZEROx8, + /* 0xc0 */ ZEROx8, + /* BTN_1, BTN_2, BTN_A, BTN_B, BTN_MODE */ + /* 0x100 */ 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x10, + /* 0x140 */ ZEROx8, + /* next, previous */ + /* 0x180 */ 0x00, 0x00, 0x80, 0x10, ZEROx4, + }, + }, + { + .name = "Wiimote - Motion Plus or accelerometer", + .bus_type = 0x0005, + .vendor_id = 0x057e, + .product_id = 0x0306, + .version = 0x8600, + .expected = SDL_UDEV_DEVICE_ACCELEROMETER, + /* SYN, ABS */ + .ev = { 0x09 }, + /* RX, RY, RZ */ + .abs = { 0x38 }, + }, + { + .name = "Wiimote - IR positioning", + .bus_type = 0x0005, + .vendor_id = 0x057e, + .product_id = 0x0306, + .version = 0x8600, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, ABS */ + .ev = { 0x09 }, + /* HAT0 to HAT3 */ + .abs = { 0x00, 0x1f }, + }, + { + .name = "Wiimote - Nunchuck", + .bus_type = 0x0005, + .vendor_id = 0x057e, + .product_id = 0x0306, + .version = 0x8600, + /* TODO: Should this be JOYSTICK? It has one stick and two buttons */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* RX, RY, RZ, hat 0 */ + .abs = { 0x38, 0x00, 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* C and Z buttons */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0x24, 0x00, + }, + }, + { + /* Flags guessed from kernel source code */ + .name = "Wiimote - Classic Controller", + /* TODO: Should this be JOYSTICK, or maybe JOYSTICK|KEYBOARD? + * It's unusual in the same ways as the Wiimote */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* Hat 1-3 */ + .abs = { 0x00, 0x1c }, + .keys = { + /* 0x00 */ ZEROx8, + /* left, right, up down */ + /* 0x40 */ ZEROx4, 0x80, 0x16, 0x00, 0x00, + /* 0x80 */ ZEROx8, + /* 0xc0 */ ZEROx8, + /* A, B, X, Y, MODE, TL, TL2, TR, TR2 */ + /* 0x100 */ ZEROx4, 0x00, 0x13, 0xdb, 0x10, + /* 0x140 */ ZEROx8, + /* next, previous */ + /* 0x180 */ 0x00, 0x00, 0x80, 0x10, ZEROx4, + }, + }, + { + /* Flags guessed from kernel source code */ + .name = "Wiimote - Balance Board", + /* TODO: Should this be JOYSTICK? */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* Hat 0-1 */ + .abs = { 0x00, 0x0f }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0x01, 0x00, + }, + }, + { + /* Flags guessed from kernel source code */ + .name = "Wiimote - Wii U Pro Controller", + .expected = SDL_UDEV_DEVICE_JOYSTICK, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, RX, RY */ + .abs = { 0x1b }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* A, B, X, Y, TL, TR, TL2, TR2, SELECT, START, MODE, + * THUMBL, THUMBR */ + /* 0x100 */ ZEROx4, 0x00, 0x00, 0xdb, 0x7f, + /* 0x140 */ ZEROx8, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ ZEROx8, + /* Digital dpad */ + /* 0x200 */ ZEROx4, 0x0f, 0x00, 0x00, 0x00, + }, + }, + { + .name = "Synaptics TM3381-002 (Thinkpad X280 trackpad)", + .bus_type = 0x001d, /* BUS_RMI */ + .vendor_id = 0x06cb, + .product_id = 0x0000, + .version = 0x0000, + /* TODO: Should this be MOUSE? That's what it most closely + * resembles */ + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, ABS */ + .ev = { 0x0b }, + /* X, Y, pressure, multitouch */ + .abs = { 0x03, 0x00, 0x00, 0x01, 0x00, 0x80, 0xf3, 0x06 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* Left mouse button */ + /* 0x100 */ 0x00, 0x00, 0x01, 0x00, ZEROx4, + /* BTN_TOOL_FINGER and some multitouch gestures */ + /* 0x140 */ 0x20, 0xe5 + }, + /* POINTER, BUTTONPAD */ + .props = { 0x05 }, + }, + { + .name = "TPPS/2 Elan TrackPoint (Thinkpad X280)", + .bus_type = 0x0011, /* BUS_I8042 */ + .vendor_id = 0x0002, + .product_id = 0x000a, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_MOUSE, + /* SYN, KEY, REL */ + .ev = { 0x07 }, + /* X, Y */ + .rel = { 0x03 }, + .keys = { + /* 0x00-0xff */ ZEROx8, ZEROx8, ZEROx8, ZEROx8, + /* Left, middle, right mouse buttons */ + /* 0x100 */ 0x00, 0x00, 0x07, + }, + /* POINTER, POINTING_STICK */ + .props = { 0x21 }, + }, + { + .name = "Thinkpad ACPI buttons", + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY, MSC, SW */ + .ev = { 0x33 }, + .keys = { + /* 0x00 */ ZEROx8, + /* 0x40 */ ZEROx4, 0x00, 0x00, 0x0e, 0x01, + /* 0x80 */ 0x00, 0x50, 0x11, 0x51, 0x00, 0x28, 0x00, 0xc0, + /* 0xc0 */ 0x04, 0x20, 0x10, 0x02, 0x1b, 0x70, 0x01, 0x00, + /* 0x100 */ ZEROx8, + /* 0x140 */ ZEROx4, 0x00, 0x00, 0x50, 0x00, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ 0x00, 0x00, 0x04, 0x18, ZEROx4, + /* 0x200 */ ZEROx8, + /* 0x240 */ 0x40, 0x00, 0x01, 0x00, ZEROx4, + }, + }, + { + .name = "PC speaker", + .bus_type = 0x0010, /* BUS_ISA */ + .vendor_id = 0x001f, + .product_id = 0x0001, + .version = 0x0100, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, SND */ + .ev = { 0x01, 0x00, 0x04 }, + }, + { + .name = "ALSA headphone detection, etc.", + .bus_type = 0x0000, + .vendor_id = 0x0000, + .product_id = 0x0000, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, SW */ + .ev = { 0x21 }, + }, + { + /* Assumed to be a reasonably typical i8042 (PC AT) keyboard */ + .name = "Thinkpad T520 and X280 keyboards", + .bus_type = 0x0011, /* BUS_I8042 */ + .vendor_id = 0x0001, + .product_id = 0x0001, + .version = 0xab54, + .expected = SDL_UDEV_DEVICE_KEYBOARD, + /* SYN, KEY, MSC, LED, REP */ + .ev = { 0x13, 0x00, 0x12 }, + .keys = { + /* 0x00 */ 0xfe, 0xff, 0xff, 0xff, FFx4, + /* 0x40 */ 0xff, 0xff, 0xef, 0xff, 0xdf, 0xff, 0xff, 0xfe, + /* 0x80 */ 0x01, 0xd0, 0x00, 0xf8, 0x78, 0x30, 0x80, 0x03, + /* 0xc0 */ 0x00, 0x00, 0x00, 0x02, 0x04, 0x00, 0x00, 0x00, + }, + }, + { + .name = "Thinkpad X280 sleep button", + .bus_type = 0x0019, /* BUS_HOST */ + .vendor_id = 0x0000, + .product_id = 0x0003, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY */ + .ev = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* 0x40 */ ZEROx8, + /* KEY_SLEEP */ + /* 0x80 */ 0x00, 0x40, + }, + }, + { + .name = "Thinkpad X280 lid switch", + .bus_type = 0x0019, /* BUS_HOST */ + .vendor_id = 0x0000, + .product_id = 0x0005, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, SW */ + .ev = { 0x21 }, + }, + { + .name = "Thinkpad X280 power button", + .bus_type = 0x0019, /* BUS_HOST */ + .vendor_id = 0x0000, + .product_id = 0x0001, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY */ + .ev = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* KEY_POWER */ + /* 0x40 */ ZEROx4, 0x00, 0x00, 0x10, 0x00, + }, + }, + { + .name = "Thinkpad X280 video bus", + .bus_type = 0x0019, /* BUS_HOST */ + .vendor_id = 0x0000, + .product_id = 0x0006, + .version = 0x0000, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY */ + .ev = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* 0x40 */ ZEROx8, + /* 0x80 */ ZEROx8, + /* brightness control, video mode, display off */ + /* 0xc0 */ ZEROx4, 0x0b, 0x00, 0x3e, 0x00, + }, + }, + { + .name = "Thinkpad X280 extra buttons", + .bus_type = 0x0019, /* BUS_HOST */ + .vendor_id = 0x17aa, + .product_id = 0x5054, + .version = 0x4101, + .expected = SDL_UDEV_DEVICE_UNKNOWN, + /* SYN, KEY */ + .ev = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* 0x40 */ ZEROx4, 0x00, 0x00, 0x0e, 0x01, + /* 0x80 */ 0x00, 0x50, 0x11, 0x51, 0x00, 0x28, 0x00, 0xc0, + /* 0xc0 */ 0x04, 0x20, 0x10, 0x02, 0x1b, 0x70, 0x01, 0x00, + /* 0x100 */ ZEROx8, + /* 0x140 */ ZEROx4, 0x00, 0x00, 0x50, 0x00, + /* 0x180 */ ZEROx8, + /* 0x1c0 */ 0x00, 0x00, 0x04, 0x18, ZEROx4, + /* 0x200 */ ZEROx8, + /* 0x240 */ 0x40, 0x00, 0x01, 0x00, ZEROx4, + }, + }, + { + .name = "Thinkpad USB keyboard with Trackpoint - keyboard", + .bus_type = 0x0003, + .vendor_id = 0x17ef, + .product_id = 0x6009, + .expected = SDL_UDEV_DEVICE_KEYBOARD, + /* SYN, KEY, MSC, LED, REP */ + .ev = { 0x13, 0x00, 0x12 }, + .keys = { + /* 0x00 */ 0xfe, 0xff, 0xff, 0xff, FFx4, + /* 0x40 */ 0xff, 0xff, 0xef, 0xff, 0xdf, 0xff, 0xbe, 0xfe, + /* 0x80 */ 0xff, 0x57, 0x40, 0xc1, 0x7a, 0x20, 0x9f, 0xff, + /* 0xc0 */ 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, + }, + }, + { + .name = "Thinkpad USB keyboard with Trackpoint - Trackpoint", + .bus_type = 0x0003, + .vendor_id = 0x17ef, + .product_id = 0x6009, + /* For some reason the special keys like mute and wlan toggle + * show up here instead of, or in addition to, as part of + * the keyboard - so udev reports this as having keys too. + * SDL currently doesn't. */ + .expected = SDL_UDEV_DEVICE_MOUSE, + /* SYN, KEY, REL, MSC, LED */ + .ev = { 0x17, 0x00, 0x02 }, + /* X, Y */ + .rel = { 0x03 }, + .keys = { + /* 0x00 */ ZEROx8, + /* 0x40 */ ZEROx4, 0x00, 0x00, 0x1e, 0x00, + /* 0x80 */ 0x00, 0xcc, 0x11, 0x01, 0x78, 0x40, 0x00, 0xc0, + /* 0xc0 */ 0x00, 0x20, 0x10, 0x00, 0x0b, 0x50, 0x00, 0x00, + /* Mouse buttons: left, right, middle, "task" */ + /* 0x100 */ 0x00, 0x00, 0x87, 0x68, ZEROx4, + /* 0x140 */ ZEROx4, 0x00, 0x00, 0x10, 0x00, + /* 0x180 */ ZEROx4, 0x00, 0x00, 0x40, 0x00, + }, + }, + { + .name = "No information", + .expected = SDL_UDEV_DEVICE_UNKNOWN, + } +}; + +#if ULONG_MAX == 0xFFFFFFFFUL +# define SwapLongLE(X) SDL_SwapLE32(X) +#else + /* assume 64-bit */ +# define SwapLongLE(X) SDL_SwapLE64(X) +#endif + +static int +run_test(void) +{ + int success = 1; + size_t i; + + for (i = 0; i < SDL_arraysize(guess_tests); i++) { + const GuessTest *t = &guess_tests[i]; + size_t j; + int actual; + struct { + unsigned long ev[NBITS(EV_MAX)]; + unsigned long abs[NBITS(ABS_MAX)]; + unsigned long keys[NBITS(KEY_MAX)]; + unsigned long rel[NBITS(REL_MAX)]; + } caps = {}; + + printf("%s...\n", t->name); + + memset(&caps, '\0', sizeof(caps)); + memcpy(caps.ev, t->ev, sizeof(t->ev)); + memcpy(caps.keys, t->keys, sizeof(t->keys)); + memcpy(caps.abs, t->abs, sizeof(t->abs)); + memcpy(caps.rel, t->rel, sizeof(t->rel)); + + for (j = 0; j < SDL_arraysize(caps.ev); j++) { + caps.ev[j] = SwapLongLE(caps.ev[j]); + } + + for (j = 0; j < SDL_arraysize(caps.keys); j++) { + caps.keys[j] = SwapLongLE(caps.keys[j]); + } + + for (j = 0; j < SDL_arraysize(caps.abs); j++) { + caps.abs[j] = SwapLongLE(caps.abs[j]); + } + + for (j = 0; j < SDL_arraysize(caps.rel); j++) { + caps.rel[j] = SwapLongLE(caps.rel[j]); + } + + actual = SDL_EVDEV_GuessDeviceClass(caps.ev, caps.abs, caps.keys, + caps.rel); + + if (actual == t->expected) { + printf("\tOK\n"); + } + else { + printf("\tExpected 0x%08x\n", t->expected); + + for (j = 0; device_classes[j].code != 0; j++) { + if (t->expected & device_classes[j].code) { + printf("\t\t%s\n", device_classes[j].name); + } + } + + printf("\tGot 0x%08x\n", actual); + + for (j = 0; device_classes[j].code != 0; j++) { + if (actual & device_classes[j].code) { + printf("\t\t%s\n", device_classes[j].name); + } + } + + success = 0; + } + } + + return success; +} + +#else /* !(HAVE_LIBUDEV_H || defined(SDL_JOYSTICK_LINUX)) */ + +static int +run_test(void) +{ + printf("SDL compiled without evdev capability check.\n"); + return 0; +} + +#endif + +int +main(int argc, char *argv[]) +{ + return run_test() ? 0 : 1; +} diff --git a/libs/SDL2/test/testfile.c b/libs/SDL2/test/testfile.c index 85ff8091cd5b5204d356a99dfd9c70a014bab9da..25a3092016c1819557481e347517a6f0b1c6a8ed 100644 --- a/libs/SDL2/test/testfile.c +++ b/libs/SDL2/test/testfile.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testfilesystem.c b/libs/SDL2/test/testfilesystem.c index cc26f34d1893ad1c38c5b08105b17b45d326611c..9862608d50e5a43fc77defe0d0022ba04bd35f56 100644 --- a/libs/SDL2/test/testfilesystem.c +++ b/libs/SDL2/test/testfilesystem.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,28 +32,28 @@ main(int argc, char *argv[]) if(base_path == NULL){ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find base path: %s\n", SDL_GetError()); - return 1; + } else { + SDL_Log("base path: '%s'\n", base_path); + SDL_free(base_path); } - SDL_Log("base path: '%s'\n", base_path); - SDL_free(base_path); pref_path = SDL_GetPrefPath("libsdl", "testfilesystem"); if(pref_path == NULL){ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find pref path: %s\n", SDL_GetError()); - return 1; + } else { + SDL_Log("pref path: '%s'\n", pref_path); + SDL_free(pref_path); } - SDL_Log("pref path: '%s'\n", pref_path); - SDL_free(pref_path); pref_path = SDL_GetPrefPath(NULL, "testfilesystem"); if(pref_path == NULL){ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find pref path without organization: %s\n", SDL_GetError()); - return 1; + } else { + SDL_Log("pref path: '%s'\n", pref_path); + SDL_free(pref_path); } - SDL_Log("pref path: '%s'\n", pref_path); - SDL_free(pref_path); SDL_Quit(); return 0; diff --git a/libs/SDL2/test/testgamecontroller.c b/libs/SDL2/test/testgamecontroller.c index 4d3c93937ea739695e24e493bfaf17b708a8e7ca..077a6abd33bb0b533890c92b0c2187ecd67379a1 100644 --- a/libs/SDL2/test/testgamecontroller.c +++ b/libs/SDL2/test/testgamecontroller.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -24,47 +24,197 @@ #ifndef SDL_JOYSTICK_DISABLED -#ifdef __IPHONEOS__ -#define SCREEN_WIDTH 480 -#define SCREEN_HEIGHT 320 -#else #define SCREEN_WIDTH 512 #define SCREEN_HEIGHT 320 -#endif /* This is indexed by SDL_GameControllerButton. */ static const struct { int x; int y; } button_positions[] = { - {387, 167}, /* A */ - {431, 132}, /* B */ - {342, 132}, /* X */ - {389, 101}, /* Y */ - {174, 132}, /* BACK */ - {233, 132}, /* GUIDE */ - {289, 132}, /* START */ - {75, 154}, /* LEFTSTICK */ - {305, 230}, /* RIGHTSTICK */ - {77, 40}, /* LEFTSHOULDER */ - {396, 36}, /* RIGHTSHOULDER */ - {154, 188}, /* DPAD_UP */ - {154, 249}, /* DPAD_DOWN */ - {116, 217}, /* DPAD_LEFT */ - {186, 217}, /* DPAD_RIGHT */ + {387, 167}, /* SDL_CONTROLLER_BUTTON_A */ + {431, 132}, /* SDL_CONTROLLER_BUTTON_B */ + {342, 132}, /* SDL_CONTROLLER_BUTTON_X */ + {389, 101}, /* SDL_CONTROLLER_BUTTON_Y */ + {174, 132}, /* SDL_CONTROLLER_BUTTON_BACK */ + {232, 128}, /* SDL_CONTROLLER_BUTTON_GUIDE */ + {289, 132}, /* SDL_CONTROLLER_BUTTON_START */ + {75, 154}, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */ + {305, 230}, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */ + {77, 40}, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */ + {396, 36}, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */ + {154, 188}, /* SDL_CONTROLLER_BUTTON_DPAD_UP */ + {154, 249}, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */ + {116, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */ + {186, 217}, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */ + {232, 174}, /* SDL_CONTROLLER_BUTTON_MISC1 */ + {132, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE1 */ + {330, 135}, /* SDL_CONTROLLER_BUTTON_PADDLE2 */ + {132, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE3 */ + {330, 175}, /* SDL_CONTROLLER_BUTTON_PADDLE4 */ }; /* This is indexed by SDL_GameControllerAxis. */ static const struct { int x; int y; double angle; } axis_positions[] = { {74, 153, 270.0}, /* LEFTX */ - {74, 153, 0.0}, /* LEFTY */ + {74, 153, 0.0}, /* LEFTY */ {306, 231, 270.0}, /* RIGHTX */ - {306, 231, 0.0}, /* RIGHTY */ - {91, -20, 0.0}, /* TRIGGERLEFT */ - {375, -20, 0.0}, /* TRIGGERRIGHT */ + {306, 231, 0.0}, /* RIGHTY */ + {91, -20, 0.0}, /* TRIGGERLEFT */ + {375, -20, 0.0}, /* TRIGGERRIGHT */ }; -SDL_Renderer *screen = NULL; -SDL_bool retval = SDL_FALSE; -SDL_bool done = SDL_FALSE; -SDL_Texture *background, *button, *axis; +static SDL_Window *window = NULL; +static SDL_Renderer *screen = NULL; +static SDL_bool retval = SDL_FALSE; +static SDL_bool done = SDL_FALSE; +static SDL_bool set_LED = SDL_FALSE; +static int trigger_effect = 0; +static SDL_Texture *background_front, *background_back, *button, *axis; +static SDL_GameController *gamecontroller; +static SDL_GameController **gamecontrollers; +static int num_controllers = 0; + +static void UpdateWindowTitle() +{ + if (!window) { + return; + } + + if (gamecontroller) { + const char *name = SDL_GameControllerName(gamecontroller); + const char *serial = SDL_GameControllerGetSerial(gamecontroller); + const char *basetitle = "Game Controller Test: "; + const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + (serial ? 3 + SDL_strlen(serial) : 0) + 1; + char *title = (char *)SDL_malloc(titlelen); + + retval = SDL_FALSE; + done = SDL_FALSE; + + if (title) { + SDL_snprintf(title, titlelen, "%s%s", basetitle, name); + if (serial) { + SDL_strlcat(title, " (", titlelen); + SDL_strlcat(title, serial, titlelen); + SDL_strlcat(title, ")", titlelen); + } + SDL_SetWindowTitle(window, title); + SDL_free(title); + } + } else { + SDL_SetWindowTitle(window, "Waiting for controller..."); + } +} + +static int FindController(SDL_JoystickID controller_id) +{ + int i; + + for (i = 0; i < num_controllers; ++i) { + if (controller_id == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) { + return i; + } + } + return -1; +} + +static void AddController(int device_index, SDL_bool verbose) +{ + SDL_JoystickID controller_id = SDL_JoystickGetDeviceInstanceID(device_index); + SDL_GameController *controller; + SDL_GameController **controllers; + + controller_id = SDL_JoystickGetDeviceInstanceID(device_index); + if (controller_id < 0) { + SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError()); + return; + } + + if (FindController(controller_id) >= 0) { + /* We already have this controller */ + return; + } + + controller = SDL_GameControllerOpen(device_index); + if (!controller) { + SDL_Log("Couldn't open controller: %s\n", SDL_GetError()); + return; + } + + controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers)); + if (!controllers) { + SDL_GameControllerClose(controller); + return; + } + + controllers[num_controllers++] = controller; + gamecontrollers = controllers; + gamecontroller = controller; + trigger_effect = 0; + + if (verbose) { + const char *name = SDL_GameControllerName(gamecontroller); + SDL_Log("Opened game controller %s\n", name); + } + + if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) { + if (verbose) { + SDL_Log("Enabling accelerometer at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL)); + } + SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE); + } + + if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) { + if (verbose) { + SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO)); + } + SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE); + } + + if (SDL_GameControllerHasRumble(gamecontroller)) { + SDL_Log("Rumble supported"); + } + + if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) { + SDL_Log("Trigger rumble supported"); + } + + UpdateWindowTitle(); +} + +static void SetController(SDL_JoystickID controller) +{ + int i = FindController(controller); + + if (i < 0) { + return; + } + + if (gamecontroller != gamecontrollers[i]) { + gamecontroller = gamecontrollers[i]; + UpdateWindowTitle(); + } +} + +static void DelController(SDL_JoystickID controller) +{ + int i = FindController(controller); + + if (i < 0) { + return; + } + + SDL_GameControllerClose(gamecontrollers[i]); + + --num_controllers; + if (i < num_controllers) { + SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i+1], (num_controllers - i) * sizeof(*gamecontrollers)); + } + + if (num_controllers > 0) { + gamecontroller = gamecontrollers[0]; + } else { + gamecontroller = NULL; + } + UpdateWindowTitle(); +} static SDL_Texture * LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) @@ -94,37 +244,157 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) return texture; } +static Uint16 ConvertAxisToRumble(Sint16 axisval) +{ + /* Only start rumbling if the axis is past the halfway point */ + const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f); + if (axisval > half_axis) { + return (Uint16)(axisval - half_axis) * 4; + } else { + return 0; + } +} + +/* PS5 trigger effect documentation: + https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes +*/ +typedef struct +{ + Uint8 ucEnableBits1; /* 0 */ + Uint8 ucEnableBits2; /* 1 */ + Uint8 ucRumbleRight; /* 2 */ + Uint8 ucRumbleLeft; /* 3 */ + Uint8 ucHeadphoneVolume; /* 4 */ + Uint8 ucSpeakerVolume; /* 5 */ + Uint8 ucMicrophoneVolume; /* 6 */ + Uint8 ucAudioEnableBits; /* 7 */ + Uint8 ucMicLightMode; /* 8 */ + Uint8 ucAudioMuteBits; /* 9 */ + Uint8 rgucRightTriggerEffect[11]; /* 10 */ + Uint8 rgucLeftTriggerEffect[11]; /* 21 */ + Uint8 rgucUnknown1[6]; /* 32 */ + Uint8 ucLedFlags; /* 38 */ + Uint8 rgucUnknown2[2]; /* 39 */ + Uint8 ucLedAnim; /* 41 */ + Uint8 ucLedBrightness; /* 42 */ + Uint8 ucPadLights; /* 43 */ + Uint8 ucLedRed; /* 44 */ + Uint8 ucLedGreen; /* 45 */ + Uint8 ucLedBlue; /* 46 */ +} DS5EffectsState_t; + +static void CyclePS5TriggerEffect() +{ + DS5EffectsState_t state; + + Uint8 effects[3][11] = + { + /* Clear trigger effect */ + { 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, + /* Constant resistance across entire trigger pull */ + { 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 }, + /* Resistance and vibration when trigger is pulled */ + { 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 }, + }; + + trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects); + + SDL_zero(state); + state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */ + SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect])); + SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect])); + SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state)); +} + void loop(void *arg) { SDL_Event event; int i; - SDL_GameController *gamecontroller = (SDL_GameController *)arg; + SDL_bool showing_front = SDL_TRUE; - /* blank screen, set up for drawing this frame. */ - SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); - SDL_RenderClear(screen); - SDL_RenderCopy(screen, background, NULL, NULL); + /* Update to get the current event state */ + SDL_PumpEvents(); - while (SDL_PollEvent(&event)) { + /* Process all currently pending events */ + while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) { switch (event.type) { + case SDL_CONTROLLERDEVICEADDED: + SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which)); + AddController(event.cdevice.which, SDL_TRUE); + break; + + case SDL_CONTROLLERDEVICEREMOVED: + SDL_Log("Game controller device %d removed.\n", (int) event.cdevice.which); + DelController(event.cdevice.which); + break; + + case SDL_CONTROLLERTOUCHPADDOWN: + case SDL_CONTROLLERTOUCHPADMOTION: + case SDL_CONTROLLERTOUCHPADUP: + SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n", + event.ctouchpad.which, + event.ctouchpad.touchpad, + event.ctouchpad.finger, + (event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" : + (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" : + "moved to")), + event.ctouchpad.x, + event.ctouchpad.y, + event.ctouchpad.pressure); + break; + +#define VERBOSE_SENSORS +#ifdef VERBOSE_SENSORS + case SDL_CONTROLLERSENSORUPDATE: + SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n", + event.csensor.which, + event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" : + event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown", + event.csensor.data[0], + event.csensor.data[1], + event.csensor.data[2]); + break; +#endif /* VERBOSE_SENSORS */ + +#define VERBOSE_AXES +#ifdef VERBOSE_AXES case SDL_CONTROLLERAXISMOTION: - SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); + if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) { + SetController(event.caxis.which); + } + SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value); break; +#endif /* VERBOSE_AXES */ + case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: - SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released"); - /* First button triggers a 0.5 second full strength rumble */ + if (event.type == SDL_CONTROLLERBUTTONDOWN) { + SetController(event.cbutton.which); + } + SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released"); + + /* Cycle PS5 trigger effects when the microphone button is pressed */ if (event.type == SDL_CONTROLLERBUTTONDOWN && - event.cbutton.button == SDL_CONTROLLER_BUTTON_A) { - SDL_GameControllerRumble(gamecontroller, 0xFFFF, 0xFFFF, 500); + event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 && + SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) { + CyclePS5TriggerEffect(); } break; + case SDL_KEYDOWN: + if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) { + if (gamecontroller) { + int player_index = (event.key.keysym.sym - SDLK_0); + + SDL_GameControllerSetPlayerIndex(gamecontroller, player_index); + } + break; + } if (event.key.keysym.sym != SDLK_ESCAPE) { break; } - /* Fall through to signal quit */ + SDL_FALLTHROUGH; case SDL_QUIT: done = SDL_TRUE; break; @@ -133,128 +403,134 @@ loop(void *arg) } } - /* Update visual controller state */ - for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) { - if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { - const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 }; - SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE); + if (gamecontroller) { + /* Show the back of the controller if the paddles are being held */ + for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) { + if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { + showing_front = SDL_FALSE; + break; + } } } - for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) { - const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */ - const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i)); - if (value < -deadzone) { - const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; - const double angle = axis_positions[i].angle; - SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); - } else if (value > deadzone) { - const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 }; - const double angle = axis_positions[i].angle + 180.0; - SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); + /* blank screen, set up for drawing this frame. */ + SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE); + SDL_RenderClear(screen); + SDL_RenderCopy(screen, showing_front ? background_front : background_back, NULL, NULL); + + if (gamecontroller) { + /* Update visual controller state */ + for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) { + if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) { + SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4); + if (on_front == showing_front) { + SDL_Rect dst; + dst.x = button_positions[i].x; + dst.y = button_positions[i].y; + dst.w = 50; + dst.h = 50; + SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE); + } + } } - } - SDL_RenderPresent(screen); + if (showing_front) { + for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) { + const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */ + const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i)); + if (value < -deadzone) { + const double angle = axis_positions[i].angle; + SDL_Rect dst; + dst.x = axis_positions[i].x; + dst.y = axis_positions[i].y; + dst.w = 50; + dst.h = 50; + SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); + } else if (value > deadzone) { + const double angle = axis_positions[i].angle + 180.0; + SDL_Rect dst; + dst.x = axis_positions[i].x; + dst.y = axis_positions[i].y; + dst.w = 50; + dst.h = 50; + SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE); + } + } + } - if (!SDL_GameControllerGetAttached(gamecontroller)) { - done = SDL_TRUE; - retval = SDL_TRUE; /* keep going, wait for reattach. */ - } + /* Update LED based on left thumbstick position */ + { + Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX); + Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY); -#ifdef __EMSCRIPTEN__ - if (done) { - emscripten_cancel_main_loop(); - } -#endif -} + if (!set_LED) { + set_LED = (x < -8000 || x > 8000 || y > 8000); + } + if (set_LED) { + Uint8 r, g, b; -SDL_bool -WatchGameController(SDL_GameController * gamecontroller) -{ - const char *name = SDL_GameControllerName(gamecontroller); - const char *basetitle = "Game Controller Test: "; - const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1; - char *title = (char *)SDL_malloc(titlelen); - SDL_Window *window = NULL; + if (x < 0) { + r = (Uint8)(((int)(~x) * 255) / 32767); + b = 0; + } else { + r = 0; + b = (Uint8)(((int)(x) * 255) / 32767); + } + if (y > 0) { + g = (Uint8)(((int)(y) * 255) / 32767); + } else { + g = 0; + } - retval = SDL_FALSE; - done = SDL_FALSE; + SDL_GameControllerSetLED(gamecontroller, r, g, b); + } + } - if (title) { - SDL_snprintf(title, titlelen, "%s%s", basetitle, name); - } + if (trigger_effect == 0) { + /* Update rumble based on trigger state */ + { + Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT); + Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT); + Uint16 low_frequency_rumble = ConvertAxisToRumble(left); + Uint16 high_frequency_rumble = ConvertAxisToRumble(right); + SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250); + } - /* Create a window to display controller state */ - window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, - SCREEN_HEIGHT, 0); - SDL_free(title); - title = NULL; - if (window == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); - return SDL_FALSE; - } + /* Update trigger rumble based on thumbstick state */ + { + Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY); + Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY); + Uint16 left_rumble = ConvertAxisToRumble(~left); + Uint16 right_rumble = ConvertAxisToRumble(~right); - screen = SDL_CreateRenderer(window, -1, 0); - if (screen == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); - SDL_DestroyWindow(window); - return SDL_FALSE; + SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250); + } + } } - SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); - SDL_RenderClear(screen); SDL_RenderPresent(screen); - SDL_RaiseWindow(window); - - /* scale for platforms that don't give you the window size you asked for. */ - SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT); - - background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); - button = LoadTexture(screen, "button.bmp", SDL_TRUE); - axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); - - if (!background || !button || !axis) { - SDL_DestroyRenderer(screen); - SDL_DestroyWindow(window); - return SDL_FALSE; - } - SDL_SetTextureColorMod(button, 10, 255, 21); - SDL_SetTextureColorMod(axis, 10, 255, 21); - - /* !!! FIXME: */ - /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/ - - /* Print info about the controller we are watching */ - SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller"); - /* Loop, getting controller events! */ #ifdef __EMSCRIPTEN__ - emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1); -#else - while (!done) { - loop(gamecontroller); + if (done) { + emscripten_cancel_main_loop(); } #endif - - SDL_DestroyRenderer(screen); - screen = NULL; - background = NULL; - button = NULL; - axis = NULL; - SDL_DestroyWindow(window); - return retval; } int main(int argc, char *argv[]) { int i; - int nController = 0; - int retcode = 0; + int controller_count = 0; + int controller_index = 0; char guid[64]; - SDL_GameController *gamecontroller; + + SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); + SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1"); + SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); + SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1"); + SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); + SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1"); /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); @@ -264,11 +540,11 @@ main(int argc, char *argv[]) SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } - + SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); /* Print information about the mappings */ - if (!argv[1]) { + if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) { SDL_Log("Supported mappings:\n"); for (i = 0; i < SDL_GameControllerNumMappings(); ++i) { char *mapping = SDL_GameControllerMappingForIndex(i); @@ -288,77 +564,121 @@ main(int argc, char *argv[]) SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i), guid, sizeof (guid)); - if ( SDL_IsGameController(i) ) - { - nController++; + if (SDL_IsGameController(i)) { + controller_count++; name = SDL_GameControllerNameForIndex(i); - description = "Controller"; + switch (SDL_GameControllerTypeForIndex(i)) { + case SDL_CONTROLLER_TYPE_AMAZON_LUNA: + description = "Amazon Luna Controller"; + break; + case SDL_CONTROLLER_TYPE_GOOGLE_STADIA: + description = "Google Stadia Controller"; + break; + case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO: + description = "Nintendo Switch Pro Controller"; + break; + case SDL_CONTROLLER_TYPE_PS3: + description = "PS3 Controller"; + break; + case SDL_CONTROLLER_TYPE_PS4: + description = "PS4 Controller"; + break; + case SDL_CONTROLLER_TYPE_PS5: + description = "PS5 Controller"; + break; + case SDL_CONTROLLER_TYPE_XBOX360: + description = "XBox 360 Controller"; + break; + case SDL_CONTROLLER_TYPE_XBOXONE: + description = "XBox One Controller"; + break; + case SDL_CONTROLLER_TYPE_VIRTUAL: + description = "Virtual Game Controller"; + break; + default: + description = "Game Controller"; + break; + } + AddController(i, SDL_FALSE); } else { name = SDL_JoystickNameForIndex(i); description = "Joystick"; } - SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x)\n", + SDL_Log("%s %d: %s (guid %s, VID 0x%.4x, PID 0x%.4x, player index = %d)\n", description, i, name ? name : "Unknown", guid, - SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i)); - } - SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks()); - - if (argv[1]) { - SDL_bool reportederror = SDL_FALSE; - SDL_bool keepGoing = SDL_TRUE; - SDL_Event event; - int device = atoi(argv[1]); - if (device >= SDL_NumJoysticks()) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device); - retcode = 1; - } else { - SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(device), - guid, sizeof (guid)); - SDL_Log("Attempting to open device %i, guid %s\n", device, guid); - gamecontroller = SDL_GameControllerOpen(device); + SDL_JoystickGetDeviceVendor(i), SDL_JoystickGetDeviceProduct(i), SDL_JoystickGetDevicePlayerIndex(i)); + } + SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_NumJoysticks()); - if (gamecontroller != NULL) { - SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller); - } + /* Create a window to display controller state */ + window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, + SCREEN_HEIGHT, 0); + if (window == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); + return 2; + } - while (keepGoing) { - if (gamecontroller == NULL) { - if (!reportederror) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError()); - retcode = 1; - keepGoing = SDL_FALSE; - reportederror = SDL_TRUE; - } - } else { - reportederror = SDL_FALSE; - keepGoing = WatchGameController(gamecontroller); - SDL_GameControllerClose(gamecontroller); - } + screen = SDL_CreateRenderer(window, -1, 0); + if (screen == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); + SDL_DestroyWindow(window); + return 2; + } - gamecontroller = NULL; - if (keepGoing) { - SDL_Log("Waiting for attach\n"); - } - while (keepGoing) { - SDL_WaitEvent(&event); - if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN) - || (event.type == SDL_MOUSEBUTTONDOWN)) { - keepGoing = SDL_FALSE; - } else if (event.type == SDL_CONTROLLERDEVICEADDED) { - gamecontroller = SDL_GameControllerOpen(event.cdevice.which); - if (gamecontroller != NULL) { - SDL_assert(SDL_GameControllerFromInstanceID(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamecontroller))) == gamecontroller); - } - break; - } - } - } - } + SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); + SDL_RenderClear(screen); + SDL_RenderPresent(screen); + + /* scale for platforms that don't give you the window size you asked for. */ + SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT); + + background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); + background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE); + button = LoadTexture(screen, "button.bmp", SDL_TRUE); + axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); + + if (!background_front || !background_back || !button || !axis) { + SDL_DestroyRenderer(screen); + SDL_DestroyWindow(window); + return 2; } + SDL_SetTextureColorMod(button, 10, 255, 21); + SDL_SetTextureColorMod(axis, 10, 255, 21); + /* !!! FIXME: */ + /*SDL_RenderSetLogicalSize(screen, background->w, background->h);*/ + + if (argv[1] && *argv[1] != '-') { + controller_index = SDL_atoi(argv[1]); + } + if (controller_index < num_controllers) { + gamecontroller = gamecontrollers[controller_index]; + } else { + gamecontroller = NULL; + } + UpdateWindowTitle(); + + /* Loop, getting controller events! */ +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop_arg(loop, NULL, 0, 1); +#else + while (!done) { + loop(NULL); + } +#endif + + /* Reset trigger state */ + if (trigger_effect != 0) { + trigger_effect = -1; + CyclePS5TriggerEffect(); + } + + SDL_DestroyRenderer(screen); + SDL_DestroyWindow(window); SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); - return retcode; + return 0; } #else @@ -367,7 +687,7 @@ int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); - exit(1); + return 1; } #endif diff --git a/libs/SDL2/test/testgeometry.c b/libs/SDL2/test/testgeometry.c new file mode 100644 index 0000000000000000000000000000000000000000..3a87e3d2e49a3c6fc9ab571b9b671ff3ab096c2c --- /dev/null +++ b/libs/SDL2/test/testgeometry.c @@ -0,0 +1,303 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +/* Simple program: draw a RGB triangle, with texture */ + +#include <stdlib.h> +#include <stdio.h> +#include <time.h> + +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> +#endif + +#include "SDL_test_common.h" + +static SDLTest_CommonState *state; +static SDL_bool use_texture = SDL_FALSE; +static SDL_Texture **sprites; +static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; +static double angle = 0.0; +static int sprite_w, sprite_h; + +int done; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + SDL_free(sprites); + SDLTest_CommonQuit(state); + exit(rc); +} + +int +LoadSprite(const char *file) +{ + int i; + SDL_Surface *temp; + + /* Load the sprite image */ + temp = SDL_LoadBMP(file); + if (temp == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); + return (-1); + } + sprite_w = temp->w; + sprite_h = temp->h; + + /* Set transparent pixel as the pixel at (0,0) */ + if (temp->format->palette) { + SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); + } else { + switch (temp->format->BitsPerPixel) { + case 15: + SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); + break; + case 16: + SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); + break; + case 24: + SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); + break; + case 32: + SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); + break; + } + } + + /* Create textures from the image */ + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); + if (!sprites[i]) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + return (-1); + } + if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + SDL_DestroyTexture(sprites[i]); + return (-1); + } + } + SDL_FreeSurface(temp); + + /* We're ready to roll. :) */ + return (0); +} + + +void +loop() +{ + int i; + SDL_Event event; + + /* Check for events */ + while (SDL_PollEvent(&event)) { + + if (event.type == SDL_MOUSEMOTION) { + if (event.motion.state) { + int xrel, yrel; + int window_w, window_h; + SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID); + SDL_GetWindowSize(window, &window_w, &window_h); + xrel = event.motion.xrel; + yrel = event.motion.yrel; + if (event.motion.y < window_h / 2) { + angle += xrel; + } else { + angle -= xrel; + } + if (event.motion.x < window_w / 2) { + angle -= yrel; + } else { + angle += yrel; + } + } + } else { + SDLTest_CommonEvent(state, &event, &done); + } + } + + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + if (state->windows[i] == NULL) + continue; + SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); + SDL_RenderClear(renderer); + + { + SDL_Rect viewport; + SDL_Vertex verts[3]; + double a; + double d; + int cx, cy; + + /* Query the sizes */ + SDL_RenderGetViewport(renderer, &viewport); + SDL_zeroa(verts); + cx = viewport.x + viewport.w / 2; + cy = viewport.y + viewport.h / 2; + d = (viewport.w + viewport.h) / 5; + + a = (angle * 3.1415) / 180.0; + verts[0].position.x = cx + d * SDL_cos(a); + verts[0].position.y = cy + d * SDL_sin(a); + verts[0].color.r = 0xFF; + verts[0].color.g = 0; + verts[0].color.b = 0; + verts[0].color.a = 0xFF; + + a = ((angle + 120) * 3.1415) / 180.0; + verts[1].position.x = cx + d * SDL_cos(a); + verts[1].position.y = cy + d * SDL_sin(a); + verts[1].color.r = 0; + verts[1].color.g = 0xFF; + verts[1].color.b = 0; + verts[1].color.a = 0xFF; + + a = ((angle + 240) * 3.1415) / 180.0; + verts[2].position.x = cx + d * SDL_cos(a); + verts[2].position.y = cy + d * SDL_sin(a); + verts[2].color.r = 0; + verts[2].color.g = 0; + verts[2].color.b = 0xFF; + verts[2].color.a = 0xFF; + + if (use_texture) { + verts[0].tex_coord.x = 0.5; + verts[0].tex_coord.y = 0.0; + verts[1].tex_coord.x = 1.0; + verts[1].tex_coord.y = 1.0; + verts[2].tex_coord.x = 0.0; + verts[2].tex_coord.y = 1.0; + } + + SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0); + } + + SDL_RenderPresent(renderer); + } +#ifdef __EMSCRIPTEN__ + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + int i; + const char *icon = "icon.bmp"; + Uint32 then, now, frames; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + consumed = -1; + if (SDL_strcasecmp(argv[i], "--blend") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "none") == 0) { + blendMode = SDL_BLENDMODE_NONE; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { + blendMode = SDL_BLENDMODE_BLEND; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { + blendMode = SDL_BLENDMODE_ADD; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { + blendMode = SDL_BLENDMODE_MOD; + consumed = 2; + } + } + } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) { + use_texture = SDL_TRUE; + consumed = 1; + } + } + if (consumed < 0) { + static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + return 1; + } + i += consumed; + } + if (!SDLTest_CommonInit(state)) { + return 2; + } + + /* Create the windows, initialize the renderers, and load the textures */ + sprites = + (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); + if (!sprites) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); + quit(2); + } + /* Create the windows and initialize the renderers */ + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + SDL_SetRenderDrawBlendMode(renderer, blendMode); + SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); + SDL_RenderClear(renderer); + sprites[i] = NULL; + } + if (use_texture) { + if (LoadSprite(icon) < 0) { + quit(2); + } + } + + + srand((unsigned int)time(NULL)); + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + ++frames; + loop(); + } +#endif + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + double fps = ((double) frames * 1000) / (now - then); + SDL_Log("%2.2f frames per second\n", fps); + } + + quit(0); + + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testgesture.c b/libs/SDL2/test/testgesture.c index a41604a6f431eded4fcea41306c2f8f28156db80..b4bce69654c349dedfcbafe281b8b03538492fb5 100644 --- a/libs/SDL2/test/testgesture.c +++ b/libs/SDL2/test/testgesture.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -90,6 +90,7 @@ setpix(SDL_Surface *screen, float _x, float _y, unsigned int col) *pixmem32 = colour; } +#if 0 /* unused */ static void drawLine(SDL_Surface *screen, float x0, float y0, float x1, float y1, unsigned int col) { @@ -98,6 +99,7 @@ drawLine(SDL_Surface *screen, float x0, float y0, float x1, float y1, unsigned i setpix(screen, x1 + t * (x0 - x1), y1 + t * (y0 - y1), col); } } +#endif static void drawCircle(SDL_Surface *screen, float x, float y, float r, unsigned int c) @@ -213,7 +215,7 @@ loop(void) #if VERBOSE case SDL_FINGERMOTION: - SDL_Log("Finger: %"SDL_PRIs64",x: %f, y: %f",event.tfinger.fingerId, + SDL_Log("Finger: %"SDL_PRIs64", x: %f, y: %f",event.tfinger.fingerId, event.tfinger.x,event.tfinger.y); break; diff --git a/libs/SDL2/test/testgl2.c b/libs/SDL2/test/testgl2.c index a8bc181a391884a14d642e63cddc9780d4b04845..6eb439cb1e5e4a750f3c29f5bd1fd44585fad691 100644 --- a/libs/SDL2/test/testgl2.c +++ b/libs/SDL2/test/testgl2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -238,10 +238,10 @@ main(int argc, char *argv[]) consumed = SDLTest_CommonArg(state, i); if (consumed == 0) { if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) { - fsaa = atoi(argv[i+1]); + fsaa = SDL_atoi(argv[i+1]); consumed = 2; } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) { - accel = atoi(argv[i+1]); + accel = SDL_atoi(argv[i+1]); consumed = 2; } else { consumed = -1; diff --git a/libs/SDL2/test/testgles.c b/libs/SDL2/test/testgles.c index c4ea45f54fd83a6b3b5b0103398128fea3e87534..cb989f44f45de2fa41d40ebd420723cb6436a592 100644 --- a/libs/SDL2/test/testgles.c +++ b/libs/SDL2/test/testgles.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testgles2.c b/libs/SDL2/test/testgles2.c index 641a8975c411f614250c86377a4e16ced4b2dfad..b6180aeaaaa8a95a2ac4459a59dde8ebf69162ee 100644 --- a/libs/SDL2/test/testgles2.c +++ b/libs/SDL2/test/testgles2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -22,8 +22,10 @@ #if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \ || defined(__WINDOWS__) || defined(__LINUX__) +#ifndef HAVE_OPENGLES2 #define HAVE_OPENGLES2 #endif +#endif #ifdef HAVE_OPENGLES2 diff --git a/libs/SDL2/test/testgles2_sdf.c b/libs/SDL2/test/testgles2_sdf.c new file mode 100644 index 0000000000000000000000000000000000000000..a7f8016ea5e31a753a79e466b21bfb8e347be120 --- /dev/null +++ b/libs/SDL2/test/testgles2_sdf.c @@ -0,0 +1,805 @@ +/* + Copyright (C) 1997-2022 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. +*/ +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <math.h> + +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> +#endif + +#include "SDL_test_common.h" + +#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \ + || defined(__WINDOWS__) || defined(__LINUX__) +#define HAVE_OPENGLES2 +#endif + +#ifdef HAVE_OPENGLES2 + +#include "SDL_opengles2.h" + +typedef struct GLES2_Context +{ +#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; +#include "../src/render/opengles2/SDL_gles2funcs.h" +#undef SDL_PROC +} GLES2_Context; + + +static SDL_Surface *g_surf_sdf = NULL; +GLenum g_texture; +GLenum g_texture_type = GL_TEXTURE_2D; +GLfloat g_verts[24]; +typedef enum +{ + GLES2_ATTRIBUTE_POSITION = 0, + GLES2_ATTRIBUTE_TEXCOORD = 1, + GLES2_ATTRIBUTE_ANGLE = 2, + GLES2_ATTRIBUTE_CENTER = 3, +} GLES2_Attribute; + +typedef enum +{ + GLES2_UNIFORM_PROJECTION, + GLES2_UNIFORM_TEXTURE, + GLES2_UNIFORM_COLOR, +} GLES2_Uniform; + + +GLuint g_uniform_locations[16]; + + + +static SDLTest_CommonState *state; +static SDL_GLContext *context = NULL; +static int depth = 16; +static GLES2_Context ctx; + +static int LoadContext(GLES2_Context * data) +{ +#if SDL_VIDEO_DRIVER_UIKIT +#define __SDL_NOGETPROCADDR__ +#elif SDL_VIDEO_DRIVER_ANDROID +#define __SDL_NOGETPROCADDR__ +#elif SDL_VIDEO_DRIVER_PANDORA +#define __SDL_NOGETPROCADDR__ +#endif + +#if defined __SDL_NOGETPROCADDR__ +#define SDL_PROC(ret,func,params) data->func=func; +#else +#define SDL_PROC(ret,func,params) \ + do { \ + data->func = SDL_GL_GetProcAddress(#func); \ + if ( ! data->func ) { \ + return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ + } \ + } while ( 0 ); +#endif /* __SDL_NOGETPROCADDR__ */ + +#include "../src/render/opengles2/SDL_gles2funcs.h" +#undef SDL_PROC + return 0; +} + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + int i; + + if (context != NULL) { + for (i = 0; i < state->num_windows; i++) { + if (context[i]) { + SDL_GL_DeleteContext(context[i]); + } + } + + SDL_free(context); + } + + SDLTest_CommonQuit(state); + exit(rc); +} + +#define GL_CHECK(x) \ + x; \ + { \ + GLenum glError = ctx.glGetError(); \ + if(glError != GL_NO_ERROR) { \ + SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \ + quit(1); \ + } \ + } + + +/* + * Create shader, load in source, compile, dump debug as necessary. + * + * shader: Pointer to return created shader ID. + * source: Passed-in shader source code. + * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. + */ +void +process_shader(GLuint *shader, const char * source, GLint shader_type) +{ + GLint status = GL_FALSE; + const char *shaders[1] = { NULL }; + char buffer[1024]; + GLsizei length; + + /* Create shader and load into GL. */ + *shader = GL_CHECK(ctx.glCreateShader(shader_type)); + + shaders[0] = source; + + GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); + + /* Clean up shader source. */ + shaders[0] = NULL; + + /* Try compiling the shader. */ + GL_CHECK(ctx.glCompileShader(*shader)); + GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); + + /* Dump debug info (source and log) if compilation failed. */ + if(status != GL_TRUE) { + ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); + buffer[length] = '\0'; + SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr); + quit(-1); + } +} + +/* Notes on a_angle: + * It is a vector containing sine and cosine for rotation matrix + * To get correct rotation for most cases when a_angle is disabled cosine + * value is decremented by 1.0 to get proper output with 0.0 which is default value + */ +static const Uint8 GLES2_VertexSrc_Default_[] = " \ + uniform mat4 u_projection; \ + attribute vec2 a_position; \ + attribute vec2 a_texCoord; \ + attribute vec2 a_angle; \ + attribute vec2 a_center; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + float s = a_angle[0]; \ + float c = a_angle[1] + 1.0; \ + mat2 rotationMatrix = mat2(c, -s, s, c); \ + vec2 position = rotationMatrix * (a_position - a_center) + a_center; \ + v_texCoord = a_texCoord; \ + gl_Position = u_projection * vec4(position, 0.0, 1.0);\ + gl_PointSize = 1.0; \ + } \ +"; + +static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + gl_FragColor = texture2D(u_texture, v_texCoord); \ + gl_FragColor *= u_color; \ + } \ +"; + +/* RGB to ABGR conversion */ +static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \ + #extension GL_OES_standard_derivatives : enable\n\ + \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + vec4 abgr = texture2D(u_texture, v_texCoord); \ +\ + float sigDist = abgr.a; \ + \ + float w = fwidth( sigDist );\ + float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \ +\ + gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \ + gl_FragColor.rgb *= gl_FragColor.a; \ + gl_FragColor *= u_color; \ + } \ +"; + +/* RGB to ABGR conversion DEBUG */ +static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \ + #extension GL_OES_standard_derivatives : enable\n\ + \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + vec4 abgr = texture2D(u_texture, v_texCoord); \ +\ + float a = abgr.a; \ + gl_FragColor = vec4(a, a, a, 1.0); \ + } \ +"; + + +static float g_val = 1.0f; +static int g_use_SDF = 1; +static int g_use_SDF_debug = 0; +static float g_angle = 0.0f; +static float matrix_mvp[4][4]; + + + + +typedef struct shader_data +{ + GLuint shader_program, shader_frag, shader_vert; + + GLint attr_position; + GLint attr_color, attr_mvp; + +} shader_data; + +static void +Render(unsigned int width, unsigned int height, shader_data* data) +{ + float *verts = g_verts; + ctx.glViewport(0, 0, 640, 480); + + GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT)); + + GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp)); + GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f)); + + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16))); + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8))); + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts)); + + GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); +} + + +void renderCopy_angle(float degree_angle) +{ + const float radian_angle = (float)(3.141592 * degree_angle) / 180.0; + const GLfloat s = (GLfloat) SDL_sin(radian_angle); + const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f; + GLfloat *verts = g_verts + 16; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; +} + + +void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect) +{ + GLfloat minx, miny, maxx, maxy; + GLfloat minu, maxu, minv, maxv; + GLfloat *verts = g_verts; + + minx = dstrect->x; + miny = dstrect->y; + maxx = dstrect->x + dstrect->w; + maxy = dstrect->y + dstrect->h; + + minu = (GLfloat) srcrect->x / g_surf_sdf->w; + maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w; + minv = (GLfloat) srcrect->y / g_surf_sdf->h; + maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h; + + *(verts++) = minx; + *(verts++) = miny; + *(verts++) = maxx; + *(verts++) = miny; + *(verts++) = minx; + *(verts++) = maxy; + *(verts++) = maxx; + *(verts++) = maxy; + + *(verts++) = minu; + *(verts++) = minv; + *(verts++) = maxu; + *(verts++) = minv; + *(verts++) = minu; + *(verts++) = maxv; + *(verts++) = maxu; + *(verts++) = maxv; +} + +int done; +Uint32 frames; +shader_data *datas; + +void loop() +{ + SDL_Event event; + int i; + int status; + + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event) && !done) { + switch (event.type) { + case SDL_KEYDOWN: + { + const int sym = event.key.keysym.sym; + + if (sym == SDLK_TAB) { + SDL_Log("Tab"); + + + } + + + if (sym == SDLK_LEFT) g_val -= 0.05; + if (sym == SDLK_RIGHT) g_val += 0.05; + if (sym == SDLK_UP) g_angle -= 1; + if (sym == SDLK_DOWN) g_angle += 1; + + + break; + } + + case SDL_WINDOWEVENT: + switch (event.window.event) { + case SDL_WINDOWEVENT_RESIZED: + for (i = 0; i < state->num_windows; ++i) { + if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { + int w, h; + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + break; + } + /* Change view port to the new window dimensions */ + SDL_GL_GetDrawableSize(state->windows[i], &w, &h); + ctx.glViewport(0, 0, w, h); + state->window_w = event.window.data1; + state->window_h = event.window.data2; + /* Update window content */ + Render(event.window.data1, event.window.data2, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + break; + } + } + break; + } + } + SDLTest_CommonEvent(state, &event, &done); + } + + + matrix_mvp[3][0] = -1.0f; + matrix_mvp[3][3] = 1.0f; + + matrix_mvp[0][0] = 2.0f / 640.0; + matrix_mvp[1][1] = -2.0f / 480.0; + matrix_mvp[3][1] = 1.0f; + + if (0) + { + float *f = (float *) matrix_mvp; + SDL_Log("-----------------------------------"); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("-----------------------------------"); + } + + renderCopy_angle(g_angle); + + { + int w, h; + SDL_Rect rs, rd; + + SDL_GL_GetDrawableSize(state->windows[0], &w, &h); + + rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h; + rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val; + rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2; + renderCopy_position(&rs, &rd); + } + + + if (!done) { + for (i = 0; i < state->num_windows; ++i) { + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + + /* Continue for next window */ + continue; + } + Render(state->window_w, state->window_h, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + } + } +#ifdef __EMSCRIPTEN__ + else { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + int fsaa, accel; + int value; + int i; + SDL_DisplayMode mode; + Uint32 then, now; + int status; + shader_data *data; + + /* Initialize parameters */ + fsaa = 0; + accel = 0; + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { + ++fsaa; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { + ++accel; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { + i++; + if (!argv[i]) { + consumed = -1; + } else { + depth = SDL_atoi(argv[i]); + consumed = 1; + } + } else { + consumed = -1; + } + } + if (consumed < 0) { + static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + quit(1); + } + i += consumed; + } + + /* Set OpenGL parameters */ + state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; + state->gl_red_size = 5; + state->gl_green_size = 5; + state->gl_blue_size = 5; + state->gl_depth_size = depth; + state->gl_major_version = 2; + state->gl_minor_version = 0; + state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; + + if (fsaa) { + state->gl_multisamplebuffers=1; + state->gl_multisamplesamples=fsaa; + } + if (accel) { + state->gl_accelerated=1; + } + if (!SDLTest_CommonInit(state)) { + quit(2); + return 0; + } + + context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context)); + if (context == NULL) { + SDL_Log("Out of memory!\n"); + quit(2); + } + + /* Create OpenGL ES contexts */ + for (i = 0; i < state->num_windows; i++) { + context[i] = SDL_GL_CreateContext(state->windows[i]); + if (!context[i]) { + SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError()); + quit(2); + } + } + + /* Important: call this *after* creating the context */ + if (LoadContext(&ctx) < 0) { + SDL_Log("Could not load GLES2 functions\n"); + quit(2); + return 0; + } + + SDL_memset(matrix_mvp, 0, sizeof (matrix_mvp)); + + { + SDL_Surface *tmp; + char *f; + g_use_SDF = 1; + g_use_SDF_debug = 0; + + if (g_use_SDF) { + f = "testgles2_sdf_img_sdf.bmp"; + } else { + f = "testgles2_sdf_img_normal.bmp"; + } + + SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled"); + + /* Load SDF BMP image */ +#if 1 + tmp = SDL_LoadBMP(f); + if (tmp == NULL) { + SDL_Log("missing image file: %s", f); + exit(-1); + } else { + SDL_Log("Load image file: %s", f); + } + +#else + /* Generate SDF image using SDL_ttf */ + + #include "SDL_ttf.h" + char *font_file = "./font/DroidSansFallback.ttf"; + char *str = "Abcde"; + SDL_Color color = { 0, 0,0, 255}; + + TTF_Init(); + TTF_Font *font = TTF_OpenFont(font_file, 72); + + if (font == NULL) { + SDL_Log("Cannot open font %s", font_file); + } + + TTF_SetFontSDF(font, g_use_SDF); + SDL_Surface *tmp = TTF_RenderUTF8_Blended(font, str, color); + + SDL_Log("err: %s", SDL_GetError()); + if (tmp == NULL) { + SDL_Log("can't render text"); + return -1; + } + + SDL_SaveBMP(tmp, f); + + TTF_CloseFont(font); + TTF_Quit(); +#endif + g_surf_sdf = SDL_ConvertSurfaceFormat(tmp, SDL_PIXELFORMAT_ABGR8888, 0); + + SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND); + } + + + if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { + SDL_GL_SetSwapInterval(1); + } else { + SDL_GL_SetSwapInterval(0); + } + + SDL_GetCurrentDisplayMode(0, &mode); + SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); + SDL_Log("\n"); + SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR)); + SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER)); + SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION)); + SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS)); + SDL_Log("\n"); + + status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); + if (!status) { + SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); + } else { + SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); + if (!status) { + SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); + } else { + SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); + if (!status) { + SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); + } else { + SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); + if (!status) { + SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); + } else { + SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n", + SDL_GetError()); + } + if (fsaa) { + status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); + if (!status) { + SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); + } else { + SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); + if (!status) { + SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, + value); + } else { + SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", + SDL_GetError()); + } + } + if (accel) { + status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); + if (!status) { + SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); + } else { + SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", + SDL_GetError()); + } + } + + datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data)); + + /* Set rendering settings for each context */ + for (i = 0; i < state->num_windows; ++i) { + + int w, h; + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + + /* Continue for next window */ + continue; + } + + { + int format = GL_RGBA; + int type = GL_UNSIGNED_BYTE; + + GL_CHECK(ctx.glGenTextures(1, &g_texture)); + + ctx.glActiveTexture(GL_TEXTURE0); + ctx.glPixelStorei(GL_PACK_ALIGNMENT, 1); + ctx.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + ctx.glBindTexture(g_texture_type, g_texture); + + ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + GL_CHECK(ctx.glTexImage2D(g_texture_type, 0, format, g_surf_sdf->w, g_surf_sdf->h, 0, format, type, NULL)); + GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels)); + } + + + SDL_GL_GetDrawableSize(state->windows[i], &w, &h); + ctx.glViewport(0, 0, w, h); + + data = &datas[i]; + + /* Shader Initialization */ + process_shader(&data->shader_vert, GLES2_VertexSrc_Default_, GL_VERTEX_SHADER); + + if (g_use_SDF) { + if (g_use_SDF_debug == 0) { + process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF, GL_FRAGMENT_SHADER); + } else { + process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg, GL_FRAGMENT_SHADER); + } + } else { + process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_, GL_FRAGMENT_SHADER); + } + + /* Create shader_program (ready to attach shaders) */ + data->shader_program = GL_CHECK(ctx.glCreateProgram()); + + /* Attach shaders and link shader_program */ + GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert)); + GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag)); + GL_CHECK(ctx.glLinkProgram(data->shader_program)); + + ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_POSITION, "a_position"); + ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); + ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_ANGLE, "a_angle"); + ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_CENTER, "a_center"); + + /* Predetermine locations of uniform variables */ + g_uniform_locations[GLES2_UNIFORM_PROJECTION] = ctx.glGetUniformLocation(data->shader_program, "u_projection"); + g_uniform_locations[GLES2_UNIFORM_TEXTURE] = ctx.glGetUniformLocation(data->shader_program, "u_texture"); + g_uniform_locations[GLES2_UNIFORM_COLOR] = ctx.glGetUniformLocation(data->shader_program, "u_color"); + + GL_CHECK(ctx.glUseProgram(data->shader_program)); + + ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE); + ctx.glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER); + ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); + ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD); + + + ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ + ctx.glActiveTexture(GL_TEXTURE0); + ctx.glBindTexture(g_texture_type, g_texture); + GL_CHECK(ctx.glClearColor(1, 1, 1, 1)); + + // SDL_BLENDMODE_BLEND + GL_CHECK(ctx.glEnable(GL_BLEND)); + ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); + + + } + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + loop(); + } +#endif + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + SDL_Log("%2.2f frames per second\n", + ((double) frames * 1000) / (now - then)); + } +#if !defined(__ANDROID__) && !defined(__NACL__) + quit(0); +#endif + return 0; +} + +#else /* HAVE_OPENGLES2 */ + +int +main(int argc, char *argv[]) +{ + SDL_Log("No OpenGL ES support on this system\n"); + return 1; +} + +#endif /* HAVE_OPENGLES2 */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testgles2_sdf_img_normal.bmp b/libs/SDL2/test/testgles2_sdf_img_normal.bmp new file mode 100644 index 0000000000000000000000000000000000000000..1209e1b1df7105dad9e3e401b9dd9a0d255e4162 Binary files /dev/null and b/libs/SDL2/test/testgles2_sdf_img_normal.bmp differ diff --git a/libs/SDL2/test/testgles2_sdf_img_sdf.bmp b/libs/SDL2/test/testgles2_sdf_img_sdf.bmp new file mode 100644 index 0000000000000000000000000000000000000000..5f983d2d211509e9e91e4e65e173d78c1a9d64cb Binary files /dev/null and b/libs/SDL2/test/testgles2_sdf_img_sdf.bmp differ diff --git a/libs/SDL2/test/testhaptic.c b/libs/SDL2/test/testhaptic.c index bffe4467de40d6da02134fba66d864de9fb58f4c..9b73ce2939977596af89e12cacb228edf763fc2d 100644 --- a/libs/SDL2/test/testhaptic.c +++ b/libs/SDL2/test/testhaptic.c @@ -14,10 +14,6 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND /* * includes */ -#include <stdlib.h> -#include <string.h> /* strstr */ -#include <ctype.h> /* isdigit */ - #include "SDL.h" #ifndef SDL_HAPTIC_DISABLED @@ -29,7 +25,7 @@ static SDL_Haptic *haptic; * prototypes */ static void abort_execution(void); -static void HapticPrintSupported(SDL_Haptic * haptic); +static void HapticPrintSupported(SDL_Haptic *); /** @@ -55,7 +51,7 @@ main(int argc, char **argv) index = -1; if (argc > 1) { name = argv[1]; - if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) { + if ((SDL_strcmp(name, "--help") == 0) || (SDL_strcmp(name, "-h") == 0)) { SDL_Log("USAGE: %s [device]\n" "If device is a two-digit number it'll use it as an index, otherwise\n" "it'll use it as if it were part of the device's name.\n", @@ -63,9 +59,9 @@ main(int argc, char **argv) return 0; } - i = strlen(name); - if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) { - index = atoi(name); + i = SDL_strlen(name); + if ((i < 3) && SDL_isdigit(name[0]) && ((i == 1) || SDL_isdigit(name[1]))) { + index = SDL_atoi(name); name = NULL; } } @@ -82,7 +78,7 @@ main(int argc, char **argv) /* Try to find matching device */ else { for (i = 0; i < SDL_NumHaptics(); i++) { - if (strstr(SDL_HapticName(i), name) != NULL) + if (SDL_strstr(SDL_HapticName(i), name) != NULL) break; } @@ -110,7 +106,7 @@ main(int argc, char **argv) SDL_ClearError(); /* Create effects. */ - memset(&efx, 0, sizeof(efx)); + SDL_memset(&efx, 0, sizeof(efx)); nefx = 0; supported = SDL_HapticQuery(haptic); @@ -314,13 +310,13 @@ abort_execution(void) * Displays information about the haptic device. */ static void -HapticPrintSupported(SDL_Haptic * haptic) +HapticPrintSupported(SDL_Haptic * ptr) { unsigned int supported; - supported = SDL_HapticQuery(haptic); + supported = SDL_HapticQuery(ptr); SDL_Log(" Supported effects [%d effects, %d playing]:\n", - SDL_HapticNumEffects(haptic), SDL_HapticNumEffectsPlaying(haptic)); + SDL_HapticNumEffects(ptr), SDL_HapticNumEffectsPlaying(ptr)); if (supported & SDL_HAPTIC_CONSTANT) SDL_Log(" constant\n"); if (supported & SDL_HAPTIC_SINE) @@ -363,7 +359,7 @@ int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Haptic support.\n"); - exit(1); + return 1; } #endif diff --git a/libs/SDL2/test/testhotplug.c b/libs/SDL2/test/testhotplug.c index 4a6a954f796d47a8b050b14347d90425c527d371..465fb56802204d0365bdaeaa4c379ff902243b49 100644 --- a/libs/SDL2/test/testhotplug.c +++ b/libs/SDL2/test/testhotplug.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testiconv.c b/libs/SDL2/test/testiconv.c index 4729b58fafcf665f3e4e898c6d42d3ea941d1a94..bf9ad3b92a9eb5a5378fba07215981ef8dbfdbf0 100644 --- a/libs/SDL2/test/testiconv.c +++ b/libs/SDL2/test/testiconv.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -42,6 +42,8 @@ main(int argc, char *argv[]) "UCS4", "UCS-4", }; + + const char * fname; char buffer[BUFSIZ]; char *ucs4; char *test[2]; @@ -52,12 +54,10 @@ main(int argc, char *argv[]) /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - if (!argv[1]) { - argv[1] = "utf8.txt"; - } - file = fopen(argv[1], "rb"); + fname = (argc < 2) ? "utf8.txt" : argv[1]; + file = fopen(fname, "rb"); if (!file) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to open %s\n", argv[1]); + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to open %s\n", fname); return (1); } diff --git a/libs/SDL2/test/testime.c b/libs/SDL2/test/testime.c index 45bcdb5596a2ce1a8d623be73a568317c1b1168c..5541d484f48bbb287756b31124a4ece3b1fc7365 100644 --- a/libs/SDL2/test/testime.c +++ b/libs/SDL2/test/testime.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -35,7 +35,7 @@ #define DEFAULT_FONT "NoDefaultFont.ttf" #endif #else -#define DEFAULT_FONT "unifont-9.0.02.hex" +#define DEFAULT_FONT "unifont-13.0.06.hex" #endif #define MAX_TEXT_LENGTH 256 @@ -648,12 +648,12 @@ int main(int argc, char *argv[]) } for (argc--, argv++; argc > 0; argc--, argv++) { - if (strcmp(argv[0], "--help") == 0) { + if (SDL_strcmp(argv[0], "--help") == 0) { usage(); return 0; } - else if (strcmp(argv[0], "--font") == 0) + else if (SDL_strcmp(argv[0], "--font") == 0) { argc--; argv++; diff --git a/libs/SDL2/test/testintersections.c b/libs/SDL2/test/testintersections.c index 0c824cb9571ddaf936e9cee875657527490bb4bc..ff629f5263ee1eadfc5a0013c263e34dfdaa0360 100644 --- a/libs/SDL2/test/testintersections.c +++ b/libs/SDL2/test/testintersections.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testjoystick.c b/libs/SDL2/test/testjoystick.c index 16877a152fda236f8f3bb6bf6bd4bf534defa96e..db9a3a15664b5d88855ad97ec199e125ae37cc4c 100644 --- a/libs/SDL2/test/testjoystick.c +++ b/libs/SDL2/test/testjoystick.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,14 +32,74 @@ #define SCREEN_HEIGHT 480 #endif -SDL_Renderer *screen = NULL; -SDL_bool retval = SDL_FALSE; -SDL_bool done = SDL_FALSE; +static SDL_Window *window = NULL; +static SDL_Renderer *screen = NULL; +static SDL_Joystick *joystick = NULL; +static SDL_bool done = SDL_FALSE; + +static void +PrintJoystick(SDL_Joystick *joy) +{ + const char *type; + char guid[64]; + + SDL_assert(SDL_JoystickFromInstanceID(SDL_JoystickInstanceID(joy)) == joy); + SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), guid, sizeof (guid)); + switch (SDL_JoystickGetType(joy)) { + case SDL_JOYSTICK_TYPE_GAMECONTROLLER: + type = "Game Controller"; + break; + case SDL_JOYSTICK_TYPE_WHEEL: + type = "Wheel"; + break; + case SDL_JOYSTICK_TYPE_ARCADE_STICK: + type = "Arcade Stick"; + break; + case SDL_JOYSTICK_TYPE_FLIGHT_STICK: + type = "Flight Stick"; + break; + case SDL_JOYSTICK_TYPE_DANCE_PAD: + type = "Dance Pad"; + break; + case SDL_JOYSTICK_TYPE_GUITAR: + type = "Guitar"; + break; + case SDL_JOYSTICK_TYPE_DRUM_KIT: + type = "Drum Kit"; + break; + case SDL_JOYSTICK_TYPE_ARCADE_PAD: + type = "Arcade Pad"; + break; + case SDL_JOYSTICK_TYPE_THROTTLE: + type = "Throttle"; + break; + default: + type = "Unknown"; + break; + } + SDL_Log("Joystick\n"); + SDL_Log(" name: %s\n", SDL_JoystickName(joy)); + SDL_Log(" type: %s\n", type); + SDL_Log(" LED: %s\n", SDL_JoystickHasLED(joy) ? "yes" : "no"); + SDL_Log(" rumble: %s\n", SDL_JoystickHasRumble(joy) ? "yes" : "no"); + SDL_Log("trigger rumble: %s\n", SDL_JoystickHasRumbleTriggers(joy) ? "yes" : "no"); + SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joy)); + SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joy)); + SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joy)); + SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joy)); + SDL_Log(" instance id: %d\n", SDL_JoystickInstanceID(joy)); + SDL_Log(" guid: %s\n", guid); + SDL_Log(" VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joy), SDL_JoystickGetProduct(joy)); +} static void DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h) { - const SDL_Rect area = { x, y, w, h }; + SDL_Rect area; + area.x = x; + area.y = y; + area.w = w; + area.h = h; SDL_RenderFillRect(r, &area); } @@ -48,72 +108,97 @@ loop(void *arg) { SDL_Event event; int i; - SDL_Joystick *joystick = (SDL_Joystick *)arg; - /* blank screen, set up for drawing this frame. */ + /* blank screen, set up for drawing this frame. */ SDL_SetRenderDrawColor(screen, 0x0, 0x0, 0x0, SDL_ALPHA_OPAQUE); - SDL_RenderClear(screen); + SDL_RenderClear(screen); - while (SDL_PollEvent(&event)) { - switch (event.type) { + while (SDL_PollEvent(&event)) { + switch (event.type) { + + case SDL_JOYDEVICEADDED: + SDL_Log("Joystick device %d added.\n", (int) event.jdevice.which); + if (!joystick) { + joystick = SDL_JoystickOpen(event.jdevice.which); + if (joystick) { + PrintJoystick(joystick); + } else { + SDL_Log("Couldn't open joystick: %s\n", SDL_GetError()); + } + } + break; - case SDL_JOYDEVICEREMOVED: - SDL_Log("Joystick device %d removed.\n", (int) event.jdevice.which); - SDL_Log("Our instance ID is %d\n", (int) SDL_JoystickInstanceID(joystick)); + case SDL_JOYDEVICEREMOVED: + SDL_Log("Joystick device %d removed.\n", (int) event.jdevice.which); + if (event.jdevice.which == SDL_JoystickInstanceID(joystick)) { + SDL_JoystickClose(joystick); + joystick = SDL_JoystickOpen(0); + } + break; + + case SDL_JOYAXISMOTION: + SDL_Log("Joystick %d axis %d value: %d\n", + event.jaxis.which, + event.jaxis.axis, event.jaxis.value); + break; + case SDL_JOYHATMOTION: + SDL_Log("Joystick %d hat %d value:", + event.jhat.which, event.jhat.hat); + if (event.jhat.value == SDL_HAT_CENTERED) + SDL_Log(" centered"); + if (event.jhat.value & SDL_HAT_UP) + SDL_Log(" up"); + if (event.jhat.value & SDL_HAT_RIGHT) + SDL_Log(" right"); + if (event.jhat.value & SDL_HAT_DOWN) + SDL_Log(" down"); + if (event.jhat.value & SDL_HAT_LEFT) + SDL_Log(" left"); + SDL_Log("\n"); + break; + case SDL_JOYBALLMOTION: + SDL_Log("Joystick %d ball %d delta: (%d,%d)\n", + event.jball.which, + event.jball.ball, event.jball.xrel, event.jball.yrel); + break; + case SDL_JOYBUTTONDOWN: + SDL_Log("Joystick %d button %d down\n", + event.jbutton.which, event.jbutton.button); + /* First button triggers a 0.5 second full strength rumble */ + if (event.jbutton.button == 0) { + SDL_JoystickRumble(joystick, 0xFFFF, 0xFFFF, 500); + } + break; + case SDL_JOYBUTTONUP: + SDL_Log("Joystick %d button %d up\n", + event.jbutton.which, event.jbutton.button); + break; + case SDL_KEYDOWN: + /* Press the L key to lag for 3 seconds, to see what happens + when SDL doesn't service the event loop quickly. */ + if (event.key.keysym.sym == SDLK_l) { + SDL_Log("Lagging for 3 seconds...\n"); + SDL_Delay(3000); break; + } - case SDL_JOYAXISMOTION: - SDL_Log("Joystick %d axis %d value: %d\n", - event.jaxis.which, - event.jaxis.axis, event.jaxis.value); - break; - case SDL_JOYHATMOTION: - SDL_Log("Joystick %d hat %d value:", - event.jhat.which, event.jhat.hat); - if (event.jhat.value == SDL_HAT_CENTERED) - SDL_Log(" centered"); - if (event.jhat.value & SDL_HAT_UP) - SDL_Log(" up"); - if (event.jhat.value & SDL_HAT_RIGHT) - SDL_Log(" right"); - if (event.jhat.value & SDL_HAT_DOWN) - SDL_Log(" down"); - if (event.jhat.value & SDL_HAT_LEFT) - SDL_Log(" left"); - SDL_Log("\n"); - break; - case SDL_JOYBALLMOTION: - SDL_Log("Joystick %d ball %d delta: (%d,%d)\n", - event.jball.which, - event.jball.ball, event.jball.xrel, event.jball.yrel); - break; - case SDL_JOYBUTTONDOWN: - SDL_Log("Joystick %d button %d down\n", - event.jbutton.which, event.jbutton.button); - /* First button triggers a 0.5 second full strength rumble */ - if (event.jbutton.button == 0) { - SDL_JoystickRumble(joystick, 0xFFFF, 0xFFFF, 500); - } - break; - case SDL_JOYBUTTONUP: - SDL_Log("Joystick %d button %d up\n", - event.jbutton.which, event.jbutton.button); - break; - case SDL_KEYDOWN: - if ((event.key.keysym.sym != SDLK_ESCAPE) && - (event.key.keysym.sym != SDLK_AC_BACK)) { - break; - } - /* Fall through to signal quit */ - case SDL_FINGERDOWN: - case SDL_MOUSEBUTTONDOWN: - case SDL_QUIT: - done = SDL_TRUE; - break; - default: + if ((event.key.keysym.sym != SDLK_ESCAPE) && + (event.key.keysym.sym != SDLK_AC_BACK)) { break; } + SDL_FALLTHROUGH; + case SDL_FINGERDOWN: + case SDL_MOUSEBUTTONDOWN: + case SDL_QUIT: + done = SDL_TRUE; + break; + default: + break; } + } + + if (joystick) { + /* Update visual joystick state */ SDL_SetRenderDrawColor(screen, 0x00, 0xFF, 0x00, SDL_ALPHA_OPAQUE); for (i = 0; i < SDL_JoystickNumButtons(joystick); ++i) { @@ -172,13 +257,9 @@ loop(void *arg) DrawRect(screen, x, y, 8, 8); } + } - SDL_RenderPresent(screen); - - if (SDL_JoystickGetAttached( joystick ) == 0) { - done = SDL_TRUE; - retval = SDL_TRUE; /* keep going, wait for reattach. */ - } + SDL_RenderPresent(screen); #ifdef __EMSCRIPTEN__ if (done) { @@ -187,14 +268,19 @@ loop(void *arg) #endif } -static SDL_bool -WatchJoystick(SDL_Joystick * joystick) +int +main(int argc, char *argv[]) { - SDL_Window *window = NULL; - const char *name = NULL; + SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - retval = SDL_FALSE; - done = SDL_FALSE; + /* Initialize SDL (Note: video is required to start event loop) */ + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + exit(1); + } /* Create a window to display joystick axis position */ window = SDL_CreateWindow("Joystick Test", SDL_WINDOWPOS_CENTERED, @@ -215,159 +301,19 @@ WatchJoystick(SDL_Joystick * joystick) SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); SDL_RenderClear(screen); SDL_RenderPresent(screen); - SDL_RaiseWindow(window); - - /* Print info about the joystick we are watching */ - name = SDL_JoystickName(joystick); - SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick), - name ? name : "Unknown Joystick"); - SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n", - SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick), - SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick)); /* Loop, getting joystick events! */ #ifdef __EMSCRIPTEN__ - emscripten_set_main_loop_arg(loop, joystick, 0, 1); + emscripten_set_main_loop_arg(loop, NULL, 0, 1); #else while (!done) { - loop(joystick); + loop(NULL); } #endif SDL_DestroyRenderer(screen); - screen = NULL; SDL_DestroyWindow(window); - return retval; -} - -int -main(int argc, char *argv[]) -{ - const char *name, *type; - int i; - SDL_Joystick *joystick; - - SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); - - /* Enable standard application logging */ - SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - - /* Initialize SDL (Note: video is required to start event loop) */ - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); - exit(1); - } - - /* Print information about the joysticks */ - SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks()); - for (i = 0; i < SDL_NumJoysticks(); ++i) { - name = SDL_JoystickNameForIndex(i); - SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick"); - joystick = SDL_JoystickOpen(i); - if (joystick == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i, - SDL_GetError()); - } else { - char guid[64]; - SDL_assert(SDL_JoystickFromInstanceID(SDL_JoystickInstanceID(joystick)) == joystick); - SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), - guid, sizeof (guid)); - switch (SDL_JoystickGetType(joystick)) { - case SDL_JOYSTICK_TYPE_GAMECONTROLLER: - type = "Game Controller"; - break; - case SDL_JOYSTICK_TYPE_WHEEL: - type = "Wheel"; - break; - case SDL_JOYSTICK_TYPE_ARCADE_STICK: - type = "Arcade Stick"; - break; - case SDL_JOYSTICK_TYPE_FLIGHT_STICK: - type = "Flight Stick"; - break; - case SDL_JOYSTICK_TYPE_DANCE_PAD: - type = "Dance Pad"; - break; - case SDL_JOYSTICK_TYPE_GUITAR: - type = "Guitar"; - break; - case SDL_JOYSTICK_TYPE_DRUM_KIT: - type = "Drum Kit"; - break; - case SDL_JOYSTICK_TYPE_ARCADE_PAD: - type = "Arcade Pad"; - break; - case SDL_JOYSTICK_TYPE_THROTTLE: - type = "Throttle"; - break; - default: - type = "Unknown"; - break; - } - SDL_Log(" type: %s\n", type); - SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick)); - SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick)); - SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick)); - SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick)); - SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick)); - SDL_Log(" guid: %s\n", guid); - SDL_Log(" VID/PID: 0x%.4x/0x%.4x\n", SDL_JoystickGetVendor(joystick), SDL_JoystickGetProduct(joystick)); - SDL_JoystickClose(joystick); - } - } - -#if defined(__ANDROID__) || defined(__IPHONEOS__) - if (SDL_NumJoysticks() > 0) { -#else - if (argv[1]) { -#endif - SDL_bool reportederror = SDL_FALSE; - SDL_bool keepGoing = SDL_TRUE; - SDL_Event event; - int device; -#if defined(__ANDROID__) || defined(__IPHONEOS__) - device = 0; -#else - device = atoi(argv[1]); -#endif - joystick = SDL_JoystickOpen(device); - if (joystick != NULL) { - SDL_assert(SDL_JoystickFromInstanceID(SDL_JoystickInstanceID(joystick)) == joystick); - } - - while ( keepGoing ) { - if (joystick == NULL) { - if ( !reportederror ) { - SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError()); - keepGoing = SDL_FALSE; - reportederror = SDL_TRUE; - } - } else { - reportederror = SDL_FALSE; - keepGoing = WatchJoystick(joystick); - SDL_JoystickClose(joystick); - } - joystick = NULL; - if (keepGoing) { - SDL_Log("Waiting for attach\n"); - } - while (keepGoing) { - SDL_WaitEvent(&event); - if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN) - || (event.type == SDL_MOUSEBUTTONDOWN)) { - keepGoing = SDL_FALSE; - } else if (event.type == SDL_JOYDEVICEADDED) { - device = event.jdevice.which; - joystick = SDL_JoystickOpen(device); - if (joystick != NULL) { - SDL_assert(SDL_JoystickFromInstanceID(SDL_JoystickInstanceID(joystick)) == joystick); - } - break; - } - } - } - } SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK); return 0; @@ -379,7 +325,7 @@ int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n"); - exit(1); + return 1; } #endif diff --git a/libs/SDL2/test/testkeys.c b/libs/SDL2/test/testkeys.c index fc770d3e2163cadb3b7f44d7c09b98e6759d37ca..7561eb041bb4035f825295d7fff7987feec11dae 100644 --- a/libs/SDL2/test/testkeys.c +++ b/libs/SDL2/test/testkeys.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testloadso.c b/libs/SDL2/test/testloadso.c index e5273815fa08d2ada73548636c5d895d45143c84..8303525581f6329ab760dc2bb1decd4051d5b089 100644 --- a/libs/SDL2/test/testloadso.c +++ b/libs/SDL2/test/testloadso.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -44,7 +44,7 @@ main(int argc, char *argv[]) return 2; } - if (strcmp(argv[1], "--hello") == 0) { + if (SDL_strcmp(argv[1], "--hello") == 0) { hello = 1; libname = argv[2]; symname = "puts"; diff --git a/libs/SDL2/test/testlocale.c b/libs/SDL2/test/testlocale.c new file mode 100644 index 0000000000000000000000000000000000000000..3a4a6f0411fccaf1c3825030cc56ae1326795054 --- /dev/null +++ b/libs/SDL2/test/testlocale.c @@ -0,0 +1,67 @@ +/* + Copyright (C) 1997-2022 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. +*/ +#include <stdio.h> +#include "SDL.h" + +/* !!! FIXME: move this to the test framework */ + +static void log_locales(void) +{ + SDL_Locale *locales = SDL_GetPreferredLocales(); + if (locales == NULL) { + SDL_Log("Couldn't determine locales: %s", SDL_GetError()); + } else { + SDL_Locale *l; + unsigned int total = 0; + SDL_Log("Locales, in order of preference:"); + for (l = locales; l->language; l++) { + const char *c = l->country; + SDL_Log(" - %s%s%s", l->language, c ? "_" : "", c ? c : ""); + total++; + } + SDL_Log("%u locales seen.", total); + SDL_free(locales); + } +} + +int main(int argc, char **argv) +{ + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Print locales and languages */ + if (SDL_Init(SDL_INIT_VIDEO) != -1) { + log_locales(); + + if ((argc == 2) && (SDL_strcmp(argv[1], "--listen") == 0)) { + SDL_bool keep_going = SDL_TRUE; + while (keep_going) { + SDL_Event e; + while (SDL_PollEvent(&e)) { + if (e.type == SDL_QUIT) { + keep_going = SDL_FALSE; + } else if (e.type == SDL_LOCALECHANGED) { + SDL_Log("Saw SDL_LOCALECHANGED event!"); + log_locales(); + } + } + SDL_Delay(10); + } + } + + SDL_Quit(); + } + + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testlock.c b/libs/SDL2/test/testlock.c index b6e2935acea1ab20a450771eb236dbae0312033e..121059608810ed0acff73704fcdcf59ad0f7fa50 100644 --- a/libs/SDL2/test/testlock.c +++ b/libs/SDL2/test/testlock.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testmessage.c b/libs/SDL2/test/testmessage.c index 4ce8a13c81b037756526cfc0d4860252828b5eda..5dd0155f75e0ad1a121d42bec00152b0b197bad8 100644 --- a/libs/SDL2/test/testmessage.c +++ b/libs/SDL2/test/testmessage.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -61,9 +61,9 @@ button_messagebox(void *eventNumber) if (success == -1) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error Presenting MessageBox: %s\n", SDL_GetError()); if (eventNumber) { - SDL_UserEvent event; + SDL_Event event; event.type = (intptr_t)eventNumber; - SDL_PushEvent((SDL_Event*)&event); + SDL_PushEvent(&event); return 1; } else { quit(2); @@ -72,9 +72,9 @@ button_messagebox(void *eventNumber) SDL_Log("Pressed button: %d, %s\n", button, button == -1 ? "[closed]" : button == 1 ? "Cancel" : "OK"); if (eventNumber) { - SDL_UserEvent event; + SDL_Event event; event.type = (intptr_t)eventNumber; - SDL_PushEvent((SDL_Event*)&event); + SDL_PushEvent(&event); } return 0; @@ -106,6 +106,24 @@ main(int argc, char *argv[]) quit(1); } + success = SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, + NULL, + "NULL Title", + NULL); + if (success == -1) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error Presenting MessageBox: %s\n", SDL_GetError()); + quit(1); + } + + success = SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, + "NULL Message", + NULL, + NULL); + if (success == -1) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error Presenting MessageBox: %s\n", SDL_GetError()); + quit(1); + } + /* Google says this is Traditional Chinese for "beef with broccoli" */ success = SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "UTF-8 Simple MessageBox", @@ -171,9 +189,15 @@ main(int argc, char *argv[]) SDL_Event event; SDL_Window *window = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0); + /* On wayland, no window will actually show until something has + actually been displayed. + */ + SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0); + SDL_RenderPresent(renderer); + success = SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Simple MessageBox", - "This is a simple error MessageBox with a parent window", + "This is a simple error MessageBox with a parent window. Press a key or close the window after dismissing this messagebox.", window); if (success == -1) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error Presenting MessageBox: %s\n", SDL_GetError()); diff --git a/libs/SDL2/test/testmouse.c b/libs/SDL2/test/testmouse.c new file mode 100644 index 0000000000000000000000000000000000000000..0c9f7ee104521ecbbf636d52783043ceffc61b26 --- /dev/null +++ b/libs/SDL2/test/testmouse.c @@ -0,0 +1,193 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +#include "SDL.h" + +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> +#endif + +#include <stdlib.h> /* exit() */ + +#ifdef __IPHONEOS__ +#define SCREEN_WIDTH 320 +#define SCREEN_HEIGHT 480 +#else +#define SCREEN_WIDTH 640 +#define SCREEN_HEIGHT 480 +#endif + +static SDL_Window *window; + +typedef struct _Line { + struct _Line *next; + + int x1, y1, x2, y2; + Uint8 r, g, b; +} Line; + +static Line *active = NULL; +static Line *lines = NULL; +static int buttons = 0; + +static SDL_bool done = SDL_FALSE; + +void +DrawLine(SDL_Renderer * renderer, Line * line) +{ + SDL_SetRenderDrawColor(renderer, line->r, line->g, line->b, 255); + SDL_RenderDrawLine(renderer, line->x1, line->y1, line->x2, line->y2); +} + +void +DrawLines(SDL_Renderer * renderer) +{ + Line *next = lines; + while (next != NULL) { + DrawLine(renderer, next); + next = next->next; + } +} + +void +AppendLine(Line *line) +{ + if (lines) { + Line *next = lines; + while (next->next != NULL) { + next = next->next; + } + next->next = line; + } else { + lines = line; + } +} + +void +loop(void *arg) +{ + SDL_Renderer *renderer = (SDL_Renderer *)arg; + SDL_Event event; + + /* Check for events */ + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_MOUSEMOTION: + if (!active) + break; + + active->x2 = event.motion.x; + active->y2 = event.motion.y; + break; + + case SDL_MOUSEBUTTONDOWN: + if (!active) { + active = SDL_calloc(1, sizeof(*active)); + active->x1 = active->x2 = event.button.x; + active->y1 = active->y2 = event.button.y; + } + + switch (event.button.button) { + case SDL_BUTTON_LEFT: active->r = 255; buttons |= SDL_BUTTON_LMASK; break; + case SDL_BUTTON_MIDDLE: active->g = 255; buttons |= SDL_BUTTON_MMASK; break; + case SDL_BUTTON_RIGHT: active->b = 255; buttons |= SDL_BUTTON_RMASK; break; + } + break; + case SDL_MOUSEBUTTONUP: + if (!active) + break; + + switch (event.button.button) { + case SDL_BUTTON_LEFT: buttons &= ~SDL_BUTTON_LMASK; break; + case SDL_BUTTON_MIDDLE: buttons &= ~SDL_BUTTON_MMASK; break; + case SDL_BUTTON_RIGHT: buttons &= ~SDL_BUTTON_RMASK; break; + } + + if (buttons == 0) { + AppendLine(active); + active = NULL; + } + break; + + case SDL_QUIT: + done = SDL_TRUE; + break; + + default: + break; + } + } + + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); + SDL_RenderClear(renderer); + + DrawLines(renderer); + if (active) + DrawLine(renderer, active); + + SDL_RenderPresent(renderer); + +#ifdef __EMSCRIPTEN__ + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + SDL_Renderer *renderer; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Initialize SDL (Note: video is required to start event loop) */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + exit(1); + } + + /* Create a window to display joystick axis position */ + window = SDL_CreateWindow("Mouse Test", SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, + SCREEN_HEIGHT, 0); + if (window == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); + return SDL_FALSE; + } + + renderer = SDL_CreateRenderer(window, -1, 0); + if (renderer == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); + SDL_DestroyWindow(window); + return SDL_FALSE; + } + + /* Main render loop */ +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop_arg(loop, renderer, 0, 1); +#else + while (!done) { + loop(renderer); + } +#endif + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + + SDL_Quit(); + + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testmultiaudio.c b/libs/SDL2/test/testmultiaudio.c index e702b39e906955e84d110385207a49181a81d3d7..51a7ff03cc611fe2c35d76379f09f8be4e2de3d6 100644 --- a/libs/SDL2/test/testmultiaudio.c +++ b/libs/SDL2/test/testmultiaudio.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -33,20 +33,20 @@ callback_data cbd[64]; void SDLCALL play_through_once(void *arg, Uint8 * stream, int len) { - callback_data *cbd = (callback_data *) arg; - Uint8 *waveptr = sound + cbd->soundpos; - int waveleft = soundlen - cbd->soundpos; + callback_data *cbdata = (callback_data *) arg; + Uint8 *waveptr = sound + cbdata->soundpos; + int waveleft = soundlen - cbdata->soundpos; int cpy = len; if (cpy > waveleft) cpy = waveleft; SDL_memcpy(stream, waveptr, cpy); len -= cpy; - cbd->soundpos += cpy; + cbdata->soundpos += cpy; if (len > 0) { stream += cpy; SDL_memset(stream, spec.silence, len); - SDL_AtomicSet(&cbd->done, 1); + SDL_AtomicSet(&cbdata->done, 1); } } @@ -180,13 +180,11 @@ main(int argc, char **argv) if (devcount < 1) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Don't see any specific audio devices!\n"); } else { - if (argv[1] == NULL) { - argv[1] = "sample.wav"; - } + const char *file = (argc < 2) ? "sample.wav" : argv[1]; /* Load the wave file into memory */ - if (SDL_LoadWAV(argv[1], &spec, &sound, &soundlen) == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", argv[1], + if (SDL_LoadWAV(file, &spec, &sound, &soundlen) == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); } else { test_multi_audio(devcount); diff --git a/libs/SDL2/test/testnative.c b/libs/SDL2/test/testnative.c index c1facd398526fbe6dfb3fa719dde090efbdd6d02..48f6f0ea5f25656b129920e0222ada70ca011e67 100644 --- a/libs/SDL2/test/testnative.c +++ b/libs/SDL2/test/testnative.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -31,6 +31,9 @@ static NativeWindowFactory *factories[] = { #endif #ifdef TEST_NATIVE_COCOA &CocoaWindowFactory, +#endif +#ifdef TEST_NATIVE_OS2 + &OS2WindowFactory, #endif NULL }; @@ -50,7 +53,7 @@ quit(int rc) } SDL_Texture * -LoadSprite(SDL_Renderer *renderer, char *file) +LoadSprite(SDL_Renderer *renderer, const char *file) { SDL_Surface *temp; SDL_Texture *sprite; diff --git a/libs/SDL2/test/testnative.h b/libs/SDL2/test/testnative.h index 1f92753116f7da4cb34fba502658c385d1489551..694f46ec8d4c48d69f5824b16e7d7e19f23a6850 100644 --- a/libs/SDL2/test/testnative.h +++ b/libs/SDL2/test/testnative.h @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -44,3 +44,8 @@ extern NativeWindowFactory X11WindowFactory; #define TEST_NATIVE_COCOA extern NativeWindowFactory CocoaWindowFactory; #endif + +#ifdef SDL_VIDEO_DRIVER_OS2 +#define TEST_NATIVE_OS2 +extern NativeWindowFactory OS2WindowFactory; +#endif diff --git a/libs/SDL2/test/testnativeos2.c b/libs/SDL2/test/testnativeos2.c new file mode 100644 index 0000000000000000000000000000000000000000..6998fa614d9604aadff01870f12d1cfc6dd47912 --- /dev/null +++ b/libs/SDL2/test/testnativeos2.c @@ -0,0 +1,57 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +#include "testnative.h" + +#ifdef TEST_NATIVE_OS2 + +#define WIN_CLIENT_CLASS "SDL Test" + +static void *CreateWindowNative(int w, int h); +static void DestroyWindowNative(void *window); + +NativeWindowFactory OS2WindowFactory = { + "DIVE", + CreateWindowNative, + DestroyWindowNative +}; + +static void *CreateWindowNative(int w, int h) +{ + HWND hwnd, hwndFrame; + ULONG ulFrameFlags = FCF_TASKLIST | FCF_DLGBORDER | FCF_TITLEBAR | + FCF_SYSMENU | FCF_SHELLPOSITION | + FCF_SIZEBORDER | FCF_MINBUTTON | FCF_MAXBUTTON; + + WinRegisterClass(0, WIN_CLIENT_CLASS, WinDefWindowProc, + CS_SIZEREDRAW | CS_MOVENOTIFY, + sizeof(ULONG)); /* We should have minimum 4 bytes. */ + + hwndFrame = WinCreateStdWindow(HWND_DESKTOP, 0, &ulFrameFlags, + WIN_CLIENT_CLASS, "SDL Test", 0, 0, 1, &hwnd); + if (hwndFrame == NULLHANDLE) { + return NULL; + } + + WinSetWindowPos(hwndFrame, HWND_TOP, 0, 0, w, h, + SWP_ZORDER | SWP_ACTIVATE | SWP_SIZE | SWP_SHOW); + + return (void *)hwndFrame; /* We may return client or frame window + handle for SDL_CreateWindowFrom(). */ +} + +static void DestroyWindowNative(void *window) +{ + WinDestroyWindow((HWND) window); +} + +#endif /* TEST_NATIVE_OS2 */ diff --git a/libs/SDL2/test/testnativew32.c b/libs/SDL2/test/testnativew32.c index 544c413cd5cc49e3d921236e577ae55fb95f073d..a9bf2c779bc6dc126b38adc2ca67e72319c6f03b 100644 --- a/libs/SDL2/test/testnativew32.c +++ b/libs/SDL2/test/testnativew32.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testnativex11.c b/libs/SDL2/test/testnativex11.c index a8303c714c0a4ab0f74ac87d600be566a90602a8..f6bd0c0e43d4aeef24a368c856308f1009853f53 100644 --- a/libs/SDL2/test/testnativex11.c +++ b/libs/SDL2/test/testnativex11.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testoffscreen.c b/libs/SDL2/test/testoffscreen.c new file mode 100644 index 0000000000000000000000000000000000000000..3738e9603638de634395aeafbaad7794dd689f4b --- /dev/null +++ b/libs/SDL2/test/testoffscreen.c @@ -0,0 +1,170 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +/* Simple program: picks the offscreen backend and renders each frame to a bmp */ + +#include <stdlib.h> +#include <stdio.h> +#include <time.h> + +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> +#endif + +#include "SDL.h" +#include "SDL_stdinc.h" +#include "SDL_opengl.h" + +static SDL_Renderer *renderer = NULL; +static SDL_Window *window = NULL; +static int done = SDL_FALSE; +static int frame_number = 0; +static int width = 640; +static int height = 480; +static int max_frames = 200; + +void +draw() +{ + SDL_Rect Rect; + + SDL_SetRenderDrawColor(renderer, 0x10, 0x9A, 0xCE, 0xFF); + SDL_RenderClear(renderer); + + /* Grow based on the frame just to show a difference per frame of the region */ + Rect.x = 0; + Rect.y = 0; + Rect.w = (frame_number * 2) % width; + Rect.h = (frame_number * 2) % height; + SDL_SetRenderDrawColor(renderer, 0xFF, 0x10, 0x21, 0xFF); + SDL_RenderFillRect(renderer, &Rect); + + SDL_RenderPresent(renderer); +} + +void +save_surface_to_bmp() +{ + SDL_Surface* surface; + Uint32 r_mask, g_mask, b_mask, a_mask; + Uint32 pixel_format; + char file[128]; + int bbp; + + pixel_format = SDL_GetWindowPixelFormat(window); + SDL_PixelFormatEnumToMasks(pixel_format, &bbp, &r_mask, &g_mask, &b_mask, &a_mask); + + surface = SDL_CreateRGBSurface(0, width, height, bbp, r_mask, g_mask, b_mask, a_mask); + SDL_RenderReadPixels(renderer, NULL, pixel_format, (void*)surface->pixels, surface->pitch); + + SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp", + SDL_GetWindowID(window), ++frame_number); + + SDL_SaveBMP(surface, file); + SDL_FreeSurface(surface); +} + +void +loop() +{ + SDL_Event event; + + /* Check for events */ + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_QUIT: + done = SDL_TRUE; + break; + } + } + + draw(); + save_surface_to_bmp(); + +#ifdef __EMSCRIPTEN__ + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + Uint32 then, now, frames; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Force the offscreen renderer, if it cannot be created then fail out */ + if (SDL_VideoInit("offscreen") < 0) { + SDL_Log("Couldn't initialize the offscreen video driver: %s\n", + SDL_GetError()); + return SDL_FALSE; + } + + /* If OPENGL fails to init it will fallback to using a framebuffer for rendering */ + window = SDL_CreateWindow("Offscreen Test", + SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, + width, height, 0); + + if (!window) { + SDL_Log("Couldn't create window: %s\n", + SDL_GetError()); + return SDL_FALSE; + } + + renderer = SDL_CreateRenderer(window, -1, 0); + + if (!renderer) { + SDL_Log("Couldn't create renderer: %s\n", + SDL_GetError()); + return SDL_FALSE; + } + + SDL_RenderClear(renderer); + + srand((unsigned int)time(NULL)); + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + + SDL_Log("Rendering %i frames offscreen\n", max_frames); + +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done && frames < max_frames) { + ++frames; + loop(); + + /* Print out some timing information, along with remaining frames */ + if (frames % (max_frames / 10) == 0) { + now = SDL_GetTicks(); + if (now > then) { + double fps = ((double) frames * 1000) / (now - then); + SDL_Log("Frames remaining: %i rendering at %2.2f frames per second\n", max_frames - frames, fps); + } + } + } +#endif + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testoverlay2.c b/libs/SDL2/test/testoverlay2.c index 6da1f960c744acc76198b22526cb37c7ce662c64..8bb59a9fa2d98ff53f2b4c3a9f4e205065b5141e 100644 --- a/libs/SDL2/test/testoverlay2.c +++ b/libs/SDL2/test/testoverlay2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -16,6 +16,8 @@ * * ********************************************************************************/ +#include <stdlib.h> + #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> #endif @@ -142,7 +144,6 @@ SDL_Texture *MooseTexture; SDL_Rect displayrect; int window_w; int window_h; -SDL_Window *window; SDL_Renderer *renderer; int paused = 0; int i; diff --git a/libs/SDL2/test/testplatform.c b/libs/SDL2/test/testplatform.c index 44128111b578b7f05d60e00091c6eb61c2115066..107c277b62d7afd474e31141d833653c95d24b8e 100644 --- a/libs/SDL2/test/testplatform.c +++ b/libs/SDL2/test/testplatform.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -381,6 +381,7 @@ TestCPUInfo(SDL_bool verbose) SDL_Log("AVX %s\n", SDL_HasAVX()? "detected" : "not detected"); SDL_Log("AVX2 %s\n", SDL_HasAVX2()? "detected" : "not detected"); SDL_Log("AVX-512F %s\n", SDL_HasAVX512F()? "detected" : "not detected"); + SDL_Log("ARM SIMD %s\n", SDL_HasARMSIMD()? "detected" : "not detected"); SDL_Log("NEON %s\n", SDL_HasNEON()? "detected" : "not detected"); SDL_Log("System RAM %d MB\n", SDL_GetSystemRAM()); } diff --git a/libs/SDL2/test/testpower.c b/libs/SDL2/test/testpower.c index 985607788043fd3d050ec03e27a19847de47cebf..27b05ee214a0cae414fd5b05ec9de9a020eb0cb7 100644 --- a/libs/SDL2/test/testpower.c +++ b/libs/SDL2/test/testpower.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,7 +19,7 @@ report_power(void) { int seconds, percent; const SDL_PowerState state = SDL_GetPowerInfo(&seconds, &percent); - char *statestr = NULL; + const char *statestr = NULL; SDL_Log("SDL-reported power info...\n"); switch (state) { @@ -55,7 +55,7 @@ report_power(void) SDL_Log("Time left: unknown\n"); } else { SDL_Log("Time left: %d minutes, %d seconds\n", (int) (seconds / 60), - (int) (seconds % 60)); + (int) (seconds % 60)); } } diff --git a/libs/SDL2/test/testqsort.c b/libs/SDL2/test/testqsort.c index 8286832c3abfb234ade893e6e31ff7fd897126c7..d28daebd41ac5720fb17507de964bbf872a7cc49 100644 --- a/libs/SDL2/test/testqsort.c +++ b/libs/SDL2/test/testqsort.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -54,16 +54,14 @@ main(int argc, char *argv[]) int success; Uint64 seed = 0; if (argv[1][0] == '0' && argv[1][1] == 'x') - success = SDL_sscanf(argv[1] + 2, "%llx", &seed); + success = SDL_sscanf(argv[1] + 2, "%"SDL_PRIx64, &seed); else - success = SDL_sscanf(argv[1], "%llu", &seed); - if (!success) - { + success = SDL_sscanf(argv[1], "%"SDL_PRIu64, &seed); + if (!success) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid seed. Use a decimal or hexadecimal number.\n"); return 1; } - if (seed <= 0xffffffff) - { + if (seed <= ((Uint64)0xffffffff)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Seed must be equal or greater than 0x100000000.\n"); return 1; } diff --git a/libs/SDL2/test/testrelative.c b/libs/SDL2/test/testrelative.c index 3b61be4facc58a33db9beadd7ddc485d3caa2bc5..59a563eea1c2561d5ef6bdef26766f1e929b2cc3 100644 --- a/libs/SDL2/test/testrelative.c +++ b/libs/SDL2/test/testrelative.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -28,10 +28,10 @@ SDL_Rect rect; SDL_Event event; static void -DrawRects(SDL_Renderer * renderer, SDL_Rect * rect) +DrawRects(SDL_Renderer * renderer) { SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); - SDL_RenderFillRect(renderer, rect); + SDL_RenderFillRect(renderer, &rect); } static void @@ -63,7 +63,7 @@ loop(){ if (rect.x > viewport.x + viewport.w) rect.x -= viewport.w; if (rect.y > viewport.y + viewport.h) rect.y -= viewport.h; - DrawRects(renderer, &rect); + DrawRects(renderer); SDL_RenderPresent(renderer); } diff --git a/libs/SDL2/test/testrendercopyex.c b/libs/SDL2/test/testrendercopyex.c index fc01b654ed6b37a186e26b3955795fe1824728b9..47d3ae96fb473905e0304a4a431698dafa0bddd2 100644 --- a/libs/SDL2/test/testrendercopyex.c +++ b/libs/SDL2/test/testrendercopyex.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testrendertarget.c b/libs/SDL2/test/testrendertarget.c index bc50007ffc91a137a090fac53b0683d0c260ab20..3fb61127048e34826512174e7384e37605348bf3 100644 --- a/libs/SDL2/test/testrendertarget.c +++ b/libs/SDL2/test/testrendertarget.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -46,7 +46,7 @@ quit(int rc) } SDL_Texture * -LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) +LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) { SDL_Surface *temp; SDL_Texture *texture; diff --git a/libs/SDL2/test/testresample.c b/libs/SDL2/test/testresample.c index ded2ae3d3b90e687e1a546502c9583262d1e62a2..6f03aabd49a8a707736d62c249a36a1cae259d75 100644 --- a/libs/SDL2/test/testresample.c +++ b/libs/SDL2/test/testresample.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testrumble.c b/libs/SDL2/test/testrumble.c index c8473f56adfc1874fff71c76a3925bd449af6ac2..07fc89c58b77700d3c2078082e6ee374663eb25c 100644 --- a/libs/SDL2/test/testrumble.c +++ b/libs/SDL2/test/testrumble.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -25,10 +25,6 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND /* * includes */ -#include <stdlib.h> -#include <string.h> /* strstr */ -#include <ctype.h> /* isdigit */ - #include "SDL.h" #ifndef SDL_HAPTIC_DISABLED @@ -56,7 +52,7 @@ main(int argc, char **argv) if (argc > 1) { size_t l; name = argv[1]; - if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) { + if ((SDL_strcmp(name, "--help") == 0) || (SDL_strcmp(name, "-h") == 0)) { SDL_Log("USAGE: %s [device]\n" "If device is a two-digit number it'll use it as an index, otherwise\n" "it'll use it as if it were part of the device's name.\n", @@ -83,7 +79,7 @@ main(int argc, char **argv) /* Try to find matching device */ else { for (i = 0; i < SDL_NumHaptics(); i++) { - if (strstr(SDL_HapticName(i), name) != NULL) + if (SDL_strstr(SDL_HapticName(i), name) != NULL) break; } @@ -147,7 +143,7 @@ int main(int argc, char *argv[]) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Haptic support.\n"); - exit(1); + return 1; } #endif diff --git a/libs/SDL2/test/testscale.c b/libs/SDL2/test/testscale.c index 363927721e921d5949784a2f18e1c11345b8dd18..1235c811d9acf6eba81c4d86dddbdbe72b22b700 100644 --- a/libs/SDL2/test/testscale.c +++ b/libs/SDL2/test/testscale.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -47,7 +47,7 @@ quit(int rc) } SDL_Texture * -LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) +LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent) { SDL_Surface *temp; SDL_Texture *texture; diff --git a/libs/SDL2/test/testsem.c b/libs/SDL2/test/testsem.c index 8043440206ce2f2d3ad86576b83da2b7541ab436..eaa28642a184a1d8c7840a46de1b92fd504c9504 100644 --- a/libs/SDL2/test/testsem.c +++ b/libs/SDL2/test/testsem.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,32 +19,80 @@ #include "SDL.h" #define NUM_THREADS 10 +/* This value should be smaller than the maximum count of the */ +/* semaphore implementation: */ +#define NUM_OVERHEAD_OPS 10000 +#define NUM_OVERHEAD_OPS_MULT 10 static SDL_sem *sem; -int alive = 1; +int alive; -int SDLCALL -ThreadFunc(void *data) +typedef struct Thread_State { + SDL_Thread * thread; + int number; + SDL_bool flag; + int loop_count; + int content_count; +} Thread_State; + +static void +killed(int sig) +{ + alive = 0; +} + +static int SDLCALL +ThreadFuncRealWorld(void *data) { - int threadnum = (int) (uintptr_t) data; + Thread_State *state = (Thread_State *) data; while (alive) { SDL_SemWait(sem); SDL_Log("Thread number %d has got the semaphore (value = %d)!\n", - threadnum, SDL_SemValue(sem)); + state->number, SDL_SemValue(sem)); SDL_Delay(200); SDL_SemPost(sem); SDL_Log("Thread number %d has released the semaphore (value = %d)!\n", - threadnum, SDL_SemValue(sem)); + state->number, SDL_SemValue(sem)); + ++state->loop_count; SDL_Delay(1); /* For the scheduler */ } - SDL_Log("Thread number %d exiting.\n", threadnum); + SDL_Log("Thread number %d exiting.\n", state->number); return 0; } static void -killed(int sig) -{ +TestRealWorld(int init_sem) { + Thread_State thread_states[NUM_THREADS] = { {0} }; + int i; + int loop_count; + + sem = SDL_CreateSemaphore(init_sem); + + SDL_Log("Running %d threads, semaphore value = %d\n", NUM_THREADS, + init_sem); + alive = 1; + /* Create all the threads */ + for (i = 0; i < NUM_THREADS; ++i) { + char name[64]; + SDL_snprintf(name, sizeof (name), "Thread%u", (unsigned int) i); + thread_states[i].number = i; + thread_states[i].thread = SDL_CreateThread(ThreadFuncRealWorld, name, (void *) &thread_states[i]); + } + + /* Wait 10 seconds */ + SDL_Delay(10 * 1000); + + /* Wait for all threads to finish */ + SDL_Log("Waiting for threads to finish\n"); alive = 0; + loop_count = 0; + for (i = 0; i < NUM_THREADS; ++i) { + SDL_WaitThread(thread_states[i].thread, NULL); + loop_count += thread_states[i].loop_count; + } + SDL_Log("Finished waiting for threads, ran %d loops in total\n\n", loop_count); + + SDL_DestroySemaphore(sem); } static void @@ -65,21 +113,137 @@ TestWaitTimeout(void) duration = end_ticks - start_ticks; /* Accept a little offset in the effective wait */ - if (duration > 1900 && duration < 2050) - SDL_Log("Wait done.\n"); - else - SDL_Log("Wait took %d milliseconds\n", duration); + SDL_assert(duration > 1900 && duration < 2050); + SDL_Log("Wait took %d milliseconds\n\n", duration); /* Check to make sure the return value indicates timed out */ if (retval != SDL_MUTEX_TIMEDOUT) - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_SemWaitTimeout returned: %d; expected: %d\n", retval, SDL_MUTEX_TIMEDOUT); + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_SemWaitTimeout returned: %d; expected: %d\n\n", retval, SDL_MUTEX_TIMEDOUT); + + SDL_DestroySemaphore(sem); +} + +static void +TestOverheadUncontended(void) +{ + Uint32 start_ticks; + Uint32 end_ticks; + Uint32 duration; + int i, j; + + sem = SDL_CreateSemaphore(0); + SDL_Log("Doing %d uncontended Post/Wait operations on semaphore\n", NUM_OVERHEAD_OPS * NUM_OVERHEAD_OPS_MULT); + + start_ticks = SDL_GetTicks(); + for (i = 0; i < NUM_OVERHEAD_OPS_MULT; i++){ + for (j = 0; j < NUM_OVERHEAD_OPS; j++) { + SDL_SemPost(sem); + } + for (j = 0; j < NUM_OVERHEAD_OPS; j++) { + SDL_SemWait(sem); + } + } + end_ticks = SDL_GetTicks(); + + duration = end_ticks - start_ticks; + SDL_Log("Took %d milliseconds\n\n", duration); + + SDL_DestroySemaphore(sem); +} + +static int SDLCALL +ThreadFuncOverheadContended(void *data) +{ + Thread_State *state = (Thread_State *) data; + + if (state->flag) { + while(alive) { + if (SDL_SemTryWait(sem) == SDL_MUTEX_TIMEDOUT) { + ++state->content_count; + } + ++state->loop_count; + } + } else { + while(alive) { + /* Timeout needed to allow check on alive flag */ + if (SDL_SemWaitTimeout(sem, 50) == SDL_MUTEX_TIMEDOUT) { + ++state->content_count; + } + ++state->loop_count; + } + } + return 0; +} + +static void +TestOverheadContended(SDL_bool try_wait) +{ + Uint32 start_ticks; + Uint32 end_ticks; + Uint32 duration; + Thread_State thread_states[NUM_THREADS] = { {0} }; + char textBuffer[1024]; + int loop_count; + int content_count; + int i, j; + size_t len; + + sem = SDL_CreateSemaphore(0); + SDL_Log("Doing %d contended %s operations on semaphore using %d threads\n", + NUM_OVERHEAD_OPS * NUM_OVERHEAD_OPS_MULT, try_wait ? "Post/TryWait" : "Post/WaitTimeout", NUM_THREADS); + alive = 1; + /* Create multiple threads to starve the semaphore and cause contention */ + for (i = 0; i < NUM_THREADS; ++i) { + char name[64]; + SDL_snprintf(name, sizeof (name), "Thread%u", (unsigned int) i); + thread_states[i].flag = try_wait; + thread_states[i].thread = SDL_CreateThread(ThreadFuncOverheadContended, name, (void *) &thread_states[i]); + } + + start_ticks = SDL_GetTicks(); + for (i = 0; i < NUM_OVERHEAD_OPS_MULT; i++) { + for (j = 0; j < NUM_OVERHEAD_OPS; j++) { + SDL_SemPost(sem); + } + /* Make sure threads consumed everything */ + while (SDL_SemValue(sem)) { } + } + end_ticks = SDL_GetTicks(); + + alive = 0; + loop_count = 0; + content_count = 0; + for (i = 0; i < NUM_THREADS; ++i) { + SDL_WaitThread(thread_states[i].thread, NULL); + loop_count += thread_states[i].loop_count; + content_count += thread_states[i].content_count; + } + SDL_assert_release((loop_count - content_count) == NUM_OVERHEAD_OPS * NUM_OVERHEAD_OPS_MULT); + + duration = end_ticks - start_ticks; + SDL_Log("Took %d milliseconds, threads %s %d out of %d times in total (%.2f%%)\n", + duration, try_wait ? "where contended" : "timed out", content_count, + loop_count, ((float)content_count * 100) / loop_count); + /* Print how many semaphores where consumed per thread */ + SDL_snprintf(textBuffer, sizeof(textBuffer), "{ "); + for (i = 0; i < NUM_THREADS; ++i) { + if (i > 0) { + len = SDL_strlen(textBuffer); + SDL_snprintf(textBuffer + len, sizeof(textBuffer) - len, ", "); + } + len = SDL_strlen(textBuffer); + SDL_snprintf(textBuffer + len, sizeof(textBuffer) - len, "%d", thread_states[i].loop_count - thread_states[i].content_count); + } + len = SDL_strlen(textBuffer); + SDL_snprintf(textBuffer + len, sizeof(textBuffer) - len, " }\n"); + SDL_Log("%s\n", textBuffer); + + SDL_DestroySemaphore(sem); } int main(int argc, char **argv) { - SDL_Thread *threads[NUM_THREADS]; - uintptr_t i; int init_sem; /* Enable standard application logging */ @@ -98,32 +262,18 @@ main(int argc, char **argv) signal(SIGTERM, killed); signal(SIGINT, killed); - init_sem = atoi(argv[1]); - sem = SDL_CreateSemaphore(init_sem); - - SDL_Log("Running %d threads, semaphore value = %d\n", NUM_THREADS, - init_sem); - /* Create all the threads */ - for (i = 0; i < NUM_THREADS; ++i) { - char name[64]; - SDL_snprintf(name, sizeof (name), "Thread%u", (unsigned int) i); - threads[i] = SDL_CreateThread(ThreadFunc, name, (void *) i); + init_sem = SDL_atoi(argv[1]); + if (init_sem > 0) { + TestRealWorld(init_sem); } - /* Wait 10 seconds */ - SDL_Delay(10 * 1000); + TestWaitTimeout(); - /* Wait for all threads to finish */ - SDL_Log("Waiting for threads to finish\n"); - alive = 0; - for (i = 0; i < NUM_THREADS; ++i) { - SDL_WaitThread(threads[i], NULL); - } - SDL_Log("Finished waiting for threads\n"); + TestOverheadUncontended(); - SDL_DestroySemaphore(sem); + TestOverheadContended(SDL_FALSE); - TestWaitTimeout(); + TestOverheadContended(SDL_TRUE); SDL_Quit(); return (0); diff --git a/libs/SDL2/test/testsensor.c b/libs/SDL2/test/testsensor.c index 0896c3067a38efae00064007722f660be8733fe1..658a65be89e713da74b83f59377f4eb846aec4fc 100644 --- a/libs/SDL2/test/testsensor.c +++ b/libs/SDL2/test/testsensor.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -95,7 +95,11 @@ main(int argc, char **argv) SDL_CreateWindow("Sensor Test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP); while (!done) { - while (SDL_PollEvent(&event) > 0) { + /* Update to get the current event state */ + SDL_PumpEvents(); + + /* Process all currently pending events */ + while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) { switch (event.type) { case SDL_SENSORUPDATE: HandleSensorEvent(&event.sensor); diff --git a/libs/SDL2/test/testshader.c b/libs/SDL2/test/testshader.c index c791cd5b934f69c590ec1dde27591136f238bf9f..2cee7d9b31dfdbdf3fd11c85f23dd2a374ad6230 100644 --- a/libs/SDL2/test/testshader.c +++ b/libs/SDL2/test/testshader.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testshape.c b/libs/SDL2/test/testshape.c index dab3a87479507fbe106bb4a149c9dae1c35fe735..1497528a976ab40a1a36da5eac5f904211258efb 100644 --- a/libs/SDL2/test/testshape.c +++ b/libs/SDL2/test/testshape.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testsprite2.c b/libs/SDL2/test/testsprite2.c index 76ac7ebd110b15544bef97dd2a701dce32174376..88419ffcfdf1c7e1f262a38f2f4ca35009eb1a78 100644 --- a/libs/SDL2/test/testsprite2.c +++ b/libs/SDL2/test/testsprite2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -39,6 +39,7 @@ static int sprite_w, sprite_h; static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; static Uint32 next_fps_check, frames; static const Uint32 fps_check_delay = 5000; +static int use_rendergeometry = 0; /* Number of iterations to move sprites - used for visual tests. */ /* -1: infinite random moves (default); >=0: enables N deterministic moves */ @@ -175,7 +176,38 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderFillRect(renderer, &temp); + if (use_rendergeometry == 0) { + SDL_RenderFillRect(renderer, &temp); + } else { + /* Draw two triangles, filled, uniform */ + SDL_Color color; + SDL_Vertex verts[3]; + SDL_zeroa(verts); + color.r = 0xFF; + color.g = 0xFF; + color.b = 0xFF; + color.a = 0xFF; + + verts[0].position.x = (float)temp.x; + verts[0].position.y = (float)temp.y; + verts[0].color = color; + + verts[1].position.x = (float)temp.x + temp.w; + verts[1].position.y = (float)temp.y; + verts[1].color = color; + + verts[2].position.x = (float)temp.x + temp.w; + verts[2].position.y = (float)temp.y + temp.h; + verts[2].color = color; + + SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); + + verts[1].position.x = (float)temp.x; + verts[1].position.y = (float)temp.y + temp.h; + verts[1].color = color; + + SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); + } SDL_RenderCopy(renderer, sprite, NULL, &temp); temp.x = viewport.w-sprite_w-1; temp.y = 1; @@ -220,7 +252,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) } } - + /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */ if (iterations > 0) { iterations--; @@ -232,11 +264,160 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) } /* Draw sprites */ - for (i = 0; i < num_sprites; ++i) { - position = &positions[i]; + if (use_rendergeometry == 0) { + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; - /* Blit the sprite onto the screen */ - SDL_RenderCopy(renderer, sprite, NULL, position); + /* Blit the sprite onto the screen */ + SDL_RenderCopy(renderer, sprite, NULL, position); + } + } else if (use_rendergeometry == 1) { + /* + * 0--1 + * | /| + * |/ | + * 3--2 + * + * Draw sprite2 as triangles that can be recombined as rect by software renderer + */ + SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6); + SDL_Vertex *verts2 = verts; + if (verts) { + SDL_Color color; + SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b); + SDL_GetTextureAlphaMod(sprite, &color.a); + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; + /* 0 */ + verts->position.x = (float)position->x; + verts->position.y = (float)position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 1 */ + verts->position.x = (float)position->x + position->w; + verts->position.y = (float)position->y; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = (float)position->x + position->w; + verts->position.y = (float)position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 0 */ + verts->position.x = (float)position->x; + verts->position.y = (float)position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = (float)position->x + position->w; + verts->position.y = (float)position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 3 */ + verts->position.x = (float)position->x; + verts->position.y = (float)position->y + position->h; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 1.0f; + verts++; + } + + /* Blit sprites as triangles onto the screen */ + SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0); + SDL_free(verts2); + } + } else if (use_rendergeometry == 2) { + /* 0-----1 + * |\ A /| + * | \ / | + * |D 2 B| + * | / \ | + * |/ C \| + * 3-----4 + * + * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer + * Use an 'indices' array + */ + SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5); + SDL_Vertex *verts2 = verts; + int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3); + int *indices2 = indices; + if (verts && indices) { + int pos = 0; + SDL_Color color; + SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b); + SDL_GetTextureAlphaMod(sprite, &color.a); + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; + /* 0 */ + verts->position.x = (float)position->x; + verts->position.y = (float)position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 1 */ + verts->position.x = (float)position->x + position->w; + verts->position.y = (float)position->y; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = (float)position->x + position->w / 2.0f; + verts->position.y = (float)position->y + position->h / 2.0f; + verts->color = color; + verts->tex_coord.x = 0.5f; + verts->tex_coord.y = 0.5f; + verts++; + /* 3 */ + verts->position.x = (float)position->x; + verts->position.y = (float)position->y + position->h; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 4 */ + verts->position.x = (float)position->x + position->w; + verts->position.y = (float)position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* A */ + *indices++ = pos + 0; + *indices++ = pos + 1; + *indices++ = pos + 2; + /* B */ + *indices++ = pos + 1; + *indices++ = pos + 2; + *indices++ = pos + 4; + /* C */ + *indices++ = pos + 3; + *indices++ = pos + 2; + *indices++ = pos + 4; + /* D */ + *indices++ = pos + 3; + *indices++ = pos + 2; + *indices++ = pos + 0; + pos += 5; + } + } + + /* Blit sprites as triangles onto the screen */ + SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3); + SDL_free(verts2); + SDL_free(indices2); } /* Update the screen! */ @@ -331,6 +512,20 @@ main(int argc, char *argv[]) } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { cycle_alpha = SDL_TRUE; consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) { + /* Draw sprite2 as triangles that can be recombined as rect by software renderer */ + use_rendergeometry = 1; + } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) { + /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer + * Use an 'indices' array */ + use_rendergeometry = 2; + } else { + return -1; + } + } + consumed = 2; } else if (SDL_isdigit(*argv[i])) { num_sprites = SDL_atoi(argv[i]); consumed = 1; @@ -340,7 +535,15 @@ main(int argc, char *argv[]) } } if (consumed < 0) { - static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL }; + static const char *options[] = { + "[--blend none|blend|add|mod]", + "[--cyclecolor]", + "[--cyclealpha]", + "[--iterations N]", + "[--use-rendergeometry mode1|mode2]", + "[num_sprites]", + "[icon.bmp]", + NULL }; SDLTest_CommonLogUsage(state, argv[0], options); quit(1); } @@ -374,7 +577,7 @@ main(int argc, char *argv[]) quit(2); } - /* Position sprites and set their velocities using the fuzzer */ + /* Position sprites and set their velocities using the fuzzer */ if (iterations >= 0) { /* Deterministic seed - used for visual tests */ seed = (Uint64)iterations; diff --git a/libs/SDL2/test/testspriteminimal.c b/libs/SDL2/test/testspriteminimal.c index 3eebdf8cfda5fd2661f6a088f70cf5d45a84a89d..b9762cab3d3010236cd677be9cfca49e7531e075 100644 --- a/libs/SDL2/test/testspriteminimal.c +++ b/libs/SDL2/test/testspriteminimal.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,11 +38,12 @@ int done; static void quit(int rc) { + SDL_Quit(); exit(rc); } int -LoadSprite(char *file, SDL_Renderer *renderer) +LoadSprite(const char *file) { SDL_Surface *temp; @@ -91,7 +92,7 @@ LoadSprite(char *file, SDL_Renderer *renderer) } void -MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) +MoveSprites() { int i; int window_w = WINDOW_WIDTH; @@ -135,7 +136,7 @@ void loop() done = 1; } } - MoveSprites(renderer, sprite); + MoveSprites(); #ifdef __EMSCRIPTEN__ if (done) { emscripten_cancel_main_loop(); @@ -157,7 +158,7 @@ main(int argc, char *argv[]) quit(2); } - if (LoadSprite("icon.bmp", renderer) < 0) { + if (LoadSprite("icon.bmp") < 0) { quit(2); } diff --git a/libs/SDL2/test/teststreaming.c b/libs/SDL2/test/teststreaming.c index ade436bf2b450353041571a0e8d9349c16ad91d7..72444f80ec409b4afc984537a5a9d1282db53642 100644 --- a/libs/SDL2/test/teststreaming.c +++ b/libs/SDL2/test/teststreaming.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -67,7 +67,7 @@ void quit(int rc) exit(rc); } -void UpdateTexture(SDL_Texture *texture, int frame) +void UpdateTexture(SDL_Texture *texture) { SDL_Color *color; Uint8 *src; @@ -110,7 +110,7 @@ loop() } frame = (frame + 1) % MOOSEFRAMES_COUNT; - UpdateTexture(MooseTexture, frame); + UpdateTexture(MooseTexture); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, MooseTexture, NULL, NULL); diff --git a/libs/SDL2/test/testsurround.c b/libs/SDL2/test/testsurround.c new file mode 100644 index 0000000000000000000000000000000000000000..168415acab3f293aed1e4c7d238f673278de0537 --- /dev/null +++ b/libs/SDL2/test/testsurround.c @@ -0,0 +1,200 @@ +/* + Copyright (C) 1997-2022 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. +*/ + +/* Program to test surround sound audio channels */ +#include "SDL_config.h" + +#include "SDL.h" + +static int total_channels; +static int active_channel; + +#define SAMPLE_RATE_HZ 48000 +#define CHANNEL_TEST_TIME_SEC 5 +#define MAX_AMPLITUDE SDL_MAX_SINT16 + +#define SINE_FREQ_HZ 500 +#define LFE_SINE_FREQ_HZ 50 + +/* The channel layout is defined in SDL_audio.h */ +const char* +get_channel_name(int channel_index, int channel_count) +{ + switch (channel_index) { + case 0: + return "Front Left"; + case 1: + return "Front Right"; + case 2: + switch (channel_count) { + case 3: + return "Low Frequency Effects"; + case 4: + return "Back Left"; + default: + return "Front Center"; + } + case 3: + switch (channel_count) { + case 4: + return "Back Right"; + case 5: + return "Back Left"; + default: + return "Low Frequency Effects"; + } + case 4: + switch (channel_count) { + case 5: + return "Back Right"; + case 7: + return "Back Center"; + case 6: + case 8: + return "Back Left"; + } + case 5: + switch (channel_count) { + case 7: + return "Back Left"; + case 6: + case 8: + return "Back Right"; + } + case 6: + switch (channel_count) { + case 7: + return "Back Right"; + case 8: + return "Side Left"; + } + case 7: + return "Side Right"; + } + + return NULL; +} + +SDL_bool +is_lfe_channel(int channel_index, int channel_count) +{ + return (channel_count == 3 && channel_index == 2) || (channel_count >= 6 && channel_index == 3); +} + +void SDLCALL +fill_buffer(void* unused, Uint8* stream, int len) +{ + Sint16* buffer = (Sint16*)stream; + int samples = len / sizeof(Sint16); + static int total_samples = 0; + int i; + + SDL_memset(stream, 0, len); + + /* This can happen for a short time when switching devices */ + if (active_channel == total_channels) { + return; + } + + /* Play a sine wave on the active channel only */ + for (i = active_channel; i < samples; i += total_channels) { + float time = (float)total_samples++ / SAMPLE_RATE_HZ; + int sine_freq = is_lfe_channel(active_channel, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ; + int amplitude; + + /* Gradually ramp up and down to avoid audible pops when switching between channels */ + if (total_samples < SAMPLE_RATE_HZ) { + amplitude = total_samples * MAX_AMPLITUDE / SAMPLE_RATE_HZ; + } else if (total_samples > (CHANNEL_TEST_TIME_SEC - 1) * SAMPLE_RATE_HZ) { + amplitude = (CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ - total_samples) * MAX_AMPLITUDE / SAMPLE_RATE_HZ; + } else { + amplitude = MAX_AMPLITUDE; + } + + buffer[i] = (Sint16)(SDL_sin(6.283185f * sine_freq * time) * amplitude); + + /* Reset our state for next callback if this channel test is finished */ + if (total_samples == CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ) { + total_samples = 0; + active_channel++; + break; + } + } +} + +int +main(int argc, char *argv[]) +{ + int i; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + if (SDL_Init(SDL_INIT_AUDIO) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return 1; + } + + /* Show the list of available drivers */ + SDL_Log("Available audio drivers:"); + for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) { + SDL_Log("%i: %s", i, SDL_GetAudioDriver(i)); + } + + SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); + + for (i = 0; i < SDL_GetNumAudioDevices(0); i++) { + const char *devname = SDL_GetAudioDeviceName(i, 0); + int j; + SDL_AudioSpec spec; + SDL_AudioDeviceID dev; + + if (SDL_GetAudioDeviceSpec(i, 0, &spec) != 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetAudioSpec() failed: %s\n", SDL_GetError()); + continue; + } + + spec.freq = SAMPLE_RATE_HZ; + spec.format = AUDIO_S16SYS; + spec.samples = 4096; + spec.callback = fill_buffer; + + dev = SDL_OpenAudioDevice(devname, 0, &spec, NULL, 0); + if (dev == 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_OpenAudioDevice() failed: %s\n", SDL_GetError()); + continue; + } + + SDL_Log("Testing audio device: %s (%d channels)\n", devname, spec.channels); + + /* These are used by the fill_buffer callback */ + total_channels = spec.channels; + active_channel = 0; + + SDL_PauseAudioDevice(dev, 0); + + for (j = 0; j < total_channels; j++) { + int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ; + + SDL_Log("Playing %d Hz test tone on channel: %s\n", sine_freq, get_channel_name(j, total_channels)); + + /* fill_buffer() will increment the active channel */ + SDL_Delay(CHANNEL_TEST_TIME_SEC * 1000); + } + + SDL_CloseAudioDevice(dev); + } + + SDL_Quit(); + return 0; +} + diff --git a/libs/SDL2/test/testthread.c b/libs/SDL2/test/testthread.c index 34c5d88219ff14d83283fc3ac14760fcd2878afd..bf201e8e404950f1d65a0ec50c84941388f0f27e 100644 --- a/libs/SDL2/test/testthread.c +++ b/libs/SDL2/test/testthread.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testtimer.c b/libs/SDL2/test/testtimer.c index e3fa93acf0c940c801f541794daa17caacc03494..d696097c890e7bd03b8f01ef7d0bd8e9299769a3 100644 --- a/libs/SDL2/test/testtimer.c +++ b/libs/SDL2/test/testtimer.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -42,6 +42,7 @@ main(int argc, char *argv[]) { int i, desired; SDL_TimerID t1, t2, t3; + Uint64 start64, now64; Uint32 start32, now32; Uint64 start, now; @@ -53,10 +54,25 @@ main(int argc, char *argv[]) return (1); } + /* Verify SDL_GetTicks* acts monotonically increasing, and not erratic. */ + SDL_Log("Sanity-checking GetTicks\n"); + for (i = 0; i < 1000; ++i) { + start64 = SDL_GetTicks64(); + start32 = SDL_GetTicks(); + SDL_Delay(1); + now64 = SDL_GetTicks64() - start64; + now32 = SDL_GetTicks() - start32; + if (now32 > 100 || now64 > 100) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "testtimer.c: Delta time erratic at iter %d. Delay 1ms = %d ms in ticks, %d ms in ticks64\n", i, (int)now32, (int)now64); + SDL_Quit(); + return 1; + } + } + /* Start the timer */ desired = 0; if (argv[1]) { - desired = atoi(argv[1]); + desired = SDL_atoi(argv[1]); } if (desired == 0) { desired = DEFAULT_RESOLUTION; @@ -107,13 +123,15 @@ main(int argc, char *argv[]) now = SDL_GetPerformanceCounter(); SDL_Log("1 million iterations of ticktock took %f ms\n", (double)((now - start)*1000) / SDL_GetPerformanceFrequency()); - SDL_Log("Performance counter frequency: %"SDL_PRIu64"\n", (unsigned long long) SDL_GetPerformanceFrequency()); + SDL_Log("Performance counter frequency: %"SDL_PRIu64"\n", SDL_GetPerformanceFrequency()); + start64 = SDL_GetTicks64(); start32 = SDL_GetTicks(); start = SDL_GetPerformanceCounter(); SDL_Delay(1000); now = SDL_GetPerformanceCounter(); + now64 = SDL_GetTicks64(); now32 = SDL_GetTicks(); - SDL_Log("Delay 1 second = %d ms in ticks, %f ms according to performance counter\n", (now32-start32), (double)((now - start)*1000) / SDL_GetPerformanceFrequency()); + SDL_Log("Delay 1 second = %d ms in ticks, %d ms in ticks64, %f ms according to performance counter\n", (int) (now32-start32), (int) (now64-start64), (double)((now - start)*1000) / SDL_GetPerformanceFrequency()); SDL_Quit(); return (0); diff --git a/libs/SDL2/test/testurl.c b/libs/SDL2/test/testurl.c new file mode 100644 index 0000000000000000000000000000000000000000..4b5a4ed29701062567de96268a41f5363da0ba31 --- /dev/null +++ b/libs/SDL2/test/testurl.c @@ -0,0 +1,36 @@ +/* + Copyright (C) 1997-2022 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. +*/ +#include "SDL.h" + +int main(int argc, char **argv) +{ + int i; + if (SDL_Init(SDL_INIT_VIDEO) == -1) { + SDL_Log("SDL_Init failed: %s\n", SDL_GetError()); + return 1; + } + + for (i = 1; i < argc; i++) { + const char *url = argv[i]; + SDL_Log("Opening '%s' ...", url); + if (SDL_OpenURL(url) == 0) { + SDL_Log(" success!"); + } else { + SDL_Log(" failed! %s", SDL_GetError()); + } + } + + SDL_Quit(); + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/test/testver.c b/libs/SDL2/test/testver.c index 2c39c637c97d1aa7250ae0a91ae9314b8253f5e8..cbbba7ec6d34031db40b3a7794d0003b1b7cff61 100644 --- a/libs/SDL2/test/testver.c +++ b/libs/SDL2/test/testver.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -35,13 +35,13 @@ main(int argc, char *argv[]) SDL_Log("Compiled with SDL older than 2.0\n"); #endif SDL_VERSION(&compiled); - SDL_Log("Compiled version: %d.%d.%d.%d (%s)\n", + SDL_Log("Compiled version: %d.%d.%d (%s)\n", compiled.major, compiled.minor, compiled.patch, - SDL_REVISION_NUMBER, SDL_REVISION); + SDL_REVISION); SDL_GetVersion(&linked); - SDL_Log("Linked version: %d.%d.%d.%d (%s)\n", + SDL_Log("Linked version: %d.%d.%d (%s)\n", linked.major, linked.minor, linked.patch, - SDL_GetRevisionNumber(), SDL_GetRevision()); + SDL_GetRevision()); SDL_Quit(); return (0); } diff --git a/libs/SDL2/test/testviewport.c b/libs/SDL2/test/testviewport.c index 2706ab2fff709955b229a596b7ede63e74434b4a..0e39d852d9c73160bc590b4b1f1c72ed83c73285 100644 --- a/libs/SDL2/test/testviewport.c +++ b/libs/SDL2/test/testviewport.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -25,12 +25,14 @@ static SDLTest_CommonState *state; -SDL_Rect viewport; -int done, j; -SDL_bool use_target = SDL_FALSE; +static SDL_Rect viewport; +static int done, j; +static SDL_bool use_target = SDL_FALSE; #ifdef __EMSCRIPTEN__ -Uint32 wait_start; +static Uint32 wait_start; #endif +static SDL_Texture *sprite; +static int sprite_w, sprite_h; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void @@ -40,8 +42,57 @@ quit(int rc) exit(rc); } +int +LoadSprite(const char *file, SDL_Renderer *renderer) +{ + SDL_Surface *temp; + + /* Load the sprite image */ + temp = SDL_LoadBMP(file); + if (temp == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); + return (-1); + } + sprite_w = temp->w; + sprite_h = temp->h; + + /* Set transparent pixel as the pixel at (0,0) */ + if (temp->format->palette) { + SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); + } else { + switch (temp->format->BitsPerPixel) { + case 15: + SDL_SetColorKey(temp, SDL_TRUE, + (*(Uint16 *) temp->pixels) & 0x00007FFF); + break; + case 16: + SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); + break; + case 24: + SDL_SetColorKey(temp, SDL_TRUE, + (*(Uint32 *) temp->pixels) & 0x00FFFFFF); + break; + case 32: + SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); + break; + } + } + + /* Create textures from the image */ + sprite = SDL_CreateTextureFromSurface(renderer, temp); + if (!sprite) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + return (-1); + } + SDL_FreeSurface(temp); + + /* We're ready to roll. :) */ + return (0); +} + void -DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport) +DrawOnViewport(SDL_Renderer * renderer) { SDL_Rect rect; @@ -53,11 +104,11 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport) SDL_RenderClear(renderer); /* Test inside points */ - SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF); - SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2); - SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2); - SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10); - SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10); + SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); + SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2); + SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2); + SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20); + SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20); /* Test horizontal and vertical lines */ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); @@ -68,17 +119,15 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport) /* Test diagonal lines */ SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); - SDL_RenderDrawLine(renderer, 0, 0, - viewport.w-1, viewport.h-1); - SDL_RenderDrawLine(renderer, viewport.w-1, 0, - 0, viewport.h-1); + SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1); + SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1); /* Test outside points */ - SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF); + SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2); SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2); - SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w); - SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w); + SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w); + SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w); /* Add a box at the top */ rect.w = 8; @@ -86,6 +135,14 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport) rect.x = (viewport.w - rect.w) / 2; rect.y = 0; SDL_RenderFillRect(renderer, &rect); + + /* Add a clip rect and fill it with the sprite */ + SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h); + rect.x = (viewport.w - rect.w) / 2; + rect.y = (viewport.h - rect.h) / 2; + SDL_RenderSetClipRect(renderer, &rect); + SDL_RenderCopy(renderer, sprite, NULL, &rect); + SDL_RenderSetClipRect(renderer, NULL); } void @@ -117,7 +174,7 @@ loop() continue; /* Draw using viewport */ - DrawOnViewport(state->renderers[i], viewport); + DrawOnViewport(state->renderers[i]); /* Update the screen! */ if (use_target) { @@ -149,6 +206,7 @@ main(int argc, char *argv[]) return 1; } + for (i = 1; i < argc;) { int consumed; @@ -171,6 +229,10 @@ main(int argc, char *argv[]) quit(2); } + if (LoadSprite("icon.bmp", state->renderers[0]) < 0) { + quit(2); + } + if (use_target) { int w, h; diff --git a/libs/SDL2/test/testvulkan.c b/libs/SDL2/test/testvulkan.c index a0c1113a14db7d7c7db748dafe9f88f12d3c9dfb..3fe047f3f46225a134c6559f22077c539a0c6cb4 100644 --- a/libs/SDL2/test/testvulkan.c +++ b/libs/SDL2/test/testvulkan.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -110,71 +110,44 @@ enum { static const char *getVulkanResultString(VkResult result) { - switch((int)result) + switch((int) result) { - case VK_SUCCESS: - return "VK_SUCCESS"; - case VK_NOT_READY: - return "VK_NOT_READY"; - case VK_TIMEOUT: - return "VK_TIMEOUT"; - case VK_EVENT_SET: - return "VK_EVENT_SET"; - case VK_EVENT_RESET: - return "VK_EVENT_RESET"; - case VK_INCOMPLETE: - return "VK_INCOMPLETE"; - case VK_ERROR_OUT_OF_HOST_MEMORY: - return "VK_ERROR_OUT_OF_HOST_MEMORY"; - case VK_ERROR_OUT_OF_DEVICE_MEMORY: - return "VK_ERROR_OUT_OF_DEVICE_MEMORY"; - case VK_ERROR_INITIALIZATION_FAILED: - return "VK_ERROR_INITIALIZATION_FAILED"; - case VK_ERROR_DEVICE_LOST: - return "VK_ERROR_DEVICE_LOST"; - case VK_ERROR_MEMORY_MAP_FAILED: - return "VK_ERROR_MEMORY_MAP_FAILED"; - case VK_ERROR_LAYER_NOT_PRESENT: - return "VK_ERROR_LAYER_NOT_PRESENT"; - case VK_ERROR_EXTENSION_NOT_PRESENT: - return "VK_ERROR_EXTENSION_NOT_PRESENT"; - case VK_ERROR_FEATURE_NOT_PRESENT: - return "VK_ERROR_FEATURE_NOT_PRESENT"; - case VK_ERROR_INCOMPATIBLE_DRIVER: - return "VK_ERROR_INCOMPATIBLE_DRIVER"; - case VK_ERROR_TOO_MANY_OBJECTS: - return "VK_ERROR_TOO_MANY_OBJECTS"; - case VK_ERROR_FORMAT_NOT_SUPPORTED: - return "VK_ERROR_FORMAT_NOT_SUPPORTED"; - case VK_ERROR_FRAGMENTED_POOL: - return "VK_ERROR_FRAGMENTED_POOL"; - case VK_ERROR_SURFACE_LOST_KHR: - return "VK_ERROR_SURFACE_LOST_KHR"; - case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR: - return "VK_ERROR_NATIVE_WINDOW_IN_USE_KHR"; - case VK_SUBOPTIMAL_KHR: - return "VK_SUBOPTIMAL_KHR"; - case VK_ERROR_OUT_OF_DATE_KHR: - return "VK_ERROR_OUT_OF_DATE_KHR"; - case VK_ERROR_INCOMPATIBLE_DISPLAY_KHR: - return "VK_ERROR_INCOMPATIBLE_DISPLAY_KHR"; - case VK_ERROR_VALIDATION_FAILED_EXT: - return "VK_ERROR_VALIDATION_FAILED_EXT"; - case VK_ERROR_OUT_OF_POOL_MEMORY_KHR: - return "VK_ERROR_OUT_OF_POOL_MEMORY_KHR"; - case VK_ERROR_INVALID_SHADER_NV: - return "VK_ERROR_INVALID_SHADER_NV"; - case VK_RESULT_MAX_ENUM: - case VK_RESULT_RANGE_SIZE: - break; + #define RESULT_CASE(x) case x: return #x + RESULT_CASE(VK_SUCCESS); + RESULT_CASE(VK_NOT_READY); + RESULT_CASE(VK_TIMEOUT); + RESULT_CASE(VK_EVENT_SET); + RESULT_CASE(VK_EVENT_RESET); + RESULT_CASE(VK_INCOMPLETE); + RESULT_CASE(VK_ERROR_OUT_OF_HOST_MEMORY); + RESULT_CASE(VK_ERROR_OUT_OF_DEVICE_MEMORY); + RESULT_CASE(VK_ERROR_INITIALIZATION_FAILED); + RESULT_CASE(VK_ERROR_DEVICE_LOST); + RESULT_CASE(VK_ERROR_MEMORY_MAP_FAILED); + RESULT_CASE(VK_ERROR_LAYER_NOT_PRESENT); + RESULT_CASE(VK_ERROR_EXTENSION_NOT_PRESENT); + RESULT_CASE(VK_ERROR_FEATURE_NOT_PRESENT); + RESULT_CASE(VK_ERROR_INCOMPATIBLE_DRIVER); + RESULT_CASE(VK_ERROR_TOO_MANY_OBJECTS); + RESULT_CASE(VK_ERROR_FORMAT_NOT_SUPPORTED); + RESULT_CASE(VK_ERROR_FRAGMENTED_POOL); + RESULT_CASE(VK_ERROR_SURFACE_LOST_KHR); + RESULT_CASE(VK_ERROR_NATIVE_WINDOW_IN_USE_KHR); + RESULT_CASE(VK_SUBOPTIMAL_KHR); + RESULT_CASE(VK_ERROR_OUT_OF_DATE_KHR); + RESULT_CASE(VK_ERROR_INCOMPATIBLE_DISPLAY_KHR); + RESULT_CASE(VK_ERROR_VALIDATION_FAILED_EXT); + RESULT_CASE(VK_ERROR_OUT_OF_POOL_MEMORY_KHR); + RESULT_CASE(VK_ERROR_INVALID_SHADER_NV); + #undef RESULT_CASE + default: break; } - if(result < 0) - return "VK_ERROR_<Unknown>"; - return "VK_<Unknown>"; + return (result < 0) ? "VK_ERROR_<Unknown>" : "VK_<Unknown>"; } typedef struct VulkanContext { + SDL_Window *window; VkInstance instance; VkDevice device; VkSurfaceKHR surface; @@ -203,14 +176,15 @@ typedef struct VulkanContext } VulkanContext; static SDLTest_CommonState *state; -static VulkanContext vulkanContext = {0}; +static VulkanContext *vulkanContexts = NULL; // an array of state->num_windows items +static VulkanContext *vulkanContext = NULL; // for the currently-rendering window -static void shutdownVulkan(void); +static void shutdownVulkan(SDL_bool doDestroySwapchain); /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { - shutdownVulkan(); + shutdownVulkan(SDL_TRUE); SDLTest_CommonQuit(state); exit(rc); } @@ -218,8 +192,7 @@ static void quit(int rc) static void loadGlobalFunctions(void) { vkGetInstanceProcAddr = SDL_Vulkan_GetVkGetInstanceProcAddr(); - if(!vkGetInstanceProcAddr) - { + if (!vkGetInstanceProcAddr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Vulkan_GetVkGetInstanceProcAddr(): %s\n", SDL_GetError()); @@ -229,8 +202,7 @@ static void loadGlobalFunctions(void) #define VULKAN_DEVICE_FUNCTION(name) #define VULKAN_GLOBAL_FUNCTION(name) \ name = (PFN_##name)vkGetInstanceProcAddr(VK_NULL_HANDLE, #name); \ - if(!name) \ - { \ + if (!name) { \ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, \ "vkGetInstanceProcAddr(VK_NULL_HANDLE, \"" #name "\") failed\n"); \ quit(2); \ @@ -248,28 +220,24 @@ static void createInstance(void) VkInstanceCreateInfo instanceCreateInfo = {0}; const char **extensions = NULL; unsigned extensionCount = 0; - VkResult result; - + VkResult result; - appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; + appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; appInfo.apiVersion = VK_API_VERSION_1_0; instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; instanceCreateInfo.pApplicationInfo = &appInfo; - if(!SDL_Vulkan_GetInstanceExtensions(NULL, &extensionCount, NULL)) - { + if (!SDL_Vulkan_GetInstanceExtensions(NULL, &extensionCount, NULL)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Vulkan_GetInstanceExtensions(): %s\n", SDL_GetError()); quit(2); } - extensions = SDL_malloc(sizeof(const char *) * extensionCount); - if(!extensions) - { + extensions = (const char **) SDL_malloc(sizeof(const char *) * extensionCount); + if (!extensions) { SDL_OutOfMemory(); quit(2); } - if(!SDL_Vulkan_GetInstanceExtensions(NULL, &extensionCount, extensions)) - { + if (!SDL_Vulkan_GetInstanceExtensions(NULL, &extensionCount, extensions)) { SDL_free((void*)extensions); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Vulkan_GetInstanceExtensions(): %s\n", @@ -278,11 +246,10 @@ static void createInstance(void) } instanceCreateInfo.enabledExtensionCount = extensionCount; instanceCreateInfo.ppEnabledExtensionNames = extensions; - result = vkCreateInstance(&instanceCreateInfo, NULL, &vulkanContext.instance); + result = vkCreateInstance(&instanceCreateInfo, NULL, &vulkanContext->instance); SDL_free((void*)extensions); - if(result != VK_SUCCESS) - { - vulkanContext.instance = VK_NULL_HANDLE; + if (result != VK_SUCCESS) { + vulkanContext->instance = VK_NULL_HANDLE; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateInstance(): %s\n", getVulkanResultString(result)); @@ -295,9 +262,8 @@ static void loadInstanceFunctions(void) #define VULKAN_DEVICE_FUNCTION(name) #define VULKAN_GLOBAL_FUNCTION(name) #define VULKAN_INSTANCE_FUNCTION(name) \ - name = (PFN_##name)vkGetInstanceProcAddr(vulkanContext.instance, #name); \ - if(!name) \ - { \ + name = (PFN_##name)vkGetInstanceProcAddr(vulkanContext->instance, #name); \ + if (!name) { \ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, \ "vkGetInstanceProcAddr(instance, \"" #name "\") failed\n"); \ quit(2); \ @@ -310,13 +276,11 @@ static void loadInstanceFunctions(void) static void createSurface(void) { - if(!SDL_Vulkan_CreateSurface(state->windows[0], - vulkanContext.instance, - &vulkanContext.surface)) - { - vulkanContext.surface = VK_NULL_HANDLE; - SDL_LogError( - SDL_LOG_CATEGORY_APPLICATION, "SDL_Vulkan_CreateSurface(): %s\n", SDL_GetError()); + if (!SDL_Vulkan_CreateSurface(vulkanContext->window, + vulkanContext->instance, + &vulkanContext->surface)) { + vulkanContext->surface = VK_NULL_HANDLE; + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Vulkan_CreateSurface(): %s\n", SDL_GetError()); quit(2); } } @@ -324,94 +288,84 @@ static void createSurface(void) static void findPhysicalDevice(void) { uint32_t physicalDeviceCount = 0; - VkPhysicalDevice *physicalDevices; - VkQueueFamilyProperties *queueFamiliesProperties = NULL; + VkPhysicalDevice *physicalDevices; + VkQueueFamilyProperties *queueFamiliesProperties = NULL; uint32_t queueFamiliesPropertiesAllocatedSize = 0; VkExtensionProperties *deviceExtensions = NULL; uint32_t deviceExtensionsAllocatedSize = 0; - uint32_t physicalDeviceIndex; + uint32_t physicalDeviceIndex; + VkResult result; - VkResult result = - vkEnumeratePhysicalDevices(vulkanContext.instance, &physicalDeviceCount, NULL); - if(result != VK_SUCCESS) - { + result = vkEnumeratePhysicalDevices(vulkanContext->instance, &physicalDeviceCount, NULL); + if (result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkEnumeratePhysicalDevices(): %s\n", getVulkanResultString(result)); quit(2); } - if(physicalDeviceCount == 0) - { + if (physicalDeviceCount == 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkEnumeratePhysicalDevices(): no physical devices\n"); quit(2); } - physicalDevices = SDL_malloc(sizeof(VkPhysicalDevice) * physicalDeviceCount); - if(!physicalDevices) - { + physicalDevices = (VkPhysicalDevice *) SDL_malloc(sizeof(VkPhysicalDevice) * physicalDeviceCount); + if (!physicalDevices) { SDL_OutOfMemory(); quit(2); } - result = - vkEnumeratePhysicalDevices(vulkanContext.instance, &physicalDeviceCount, physicalDevices); - if(result != VK_SUCCESS) - { + result = vkEnumeratePhysicalDevices(vulkanContext->instance, &physicalDeviceCount, physicalDevices); + if (result != VK_SUCCESS) { SDL_free(physicalDevices); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkEnumeratePhysicalDevices(): %s\n", getVulkanResultString(result)); quit(2); } - vulkanContext.physicalDevice = NULL; - for(physicalDeviceIndex = 0; physicalDeviceIndex < physicalDeviceCount; - physicalDeviceIndex++) - { + vulkanContext->physicalDevice = NULL; + for (physicalDeviceIndex = 0; physicalDeviceIndex < physicalDeviceCount; physicalDeviceIndex++) { uint32_t queueFamiliesCount = 0; - uint32_t queueFamilyIndex; + uint32_t queueFamilyIndex; uint32_t deviceExtensionCount = 0; - SDL_bool hasSwapchainExtension = SDL_FALSE; - uint32_t i; + SDL_bool hasSwapchainExtension = SDL_FALSE; + uint32_t i; - - VkPhysicalDevice physicalDevice = physicalDevices[physicalDeviceIndex]; - vkGetPhysicalDeviceProperties(physicalDevice, &vulkanContext.physicalDeviceProperties); - if(VK_VERSION_MAJOR(vulkanContext.physicalDeviceProperties.apiVersion) < 1) + VkPhysicalDevice physicalDevice = physicalDevices[physicalDeviceIndex]; + vkGetPhysicalDeviceProperties(physicalDevice, &vulkanContext->physicalDeviceProperties); + if(VK_VERSION_MAJOR(vulkanContext->physicalDeviceProperties.apiVersion) < 1) { continue; - vkGetPhysicalDeviceFeatures(physicalDevice, &vulkanContext.physicalDeviceFeatures); + } + vkGetPhysicalDeviceFeatures(physicalDevice, &vulkanContext->physicalDeviceFeatures); vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamiliesCount, NULL); - if(queueFamiliesCount == 0) + if (queueFamiliesCount == 0) { continue; - if(queueFamiliesPropertiesAllocatedSize < queueFamiliesCount) - { + } + if (queueFamiliesPropertiesAllocatedSize < queueFamiliesCount) { SDL_free(queueFamiliesProperties); queueFamiliesPropertiesAllocatedSize = queueFamiliesCount; - queueFamiliesProperties = - SDL_malloc(sizeof(VkQueueFamilyProperties) * queueFamiliesPropertiesAllocatedSize); - if(!queueFamiliesProperties) - { + queueFamiliesProperties = (VkQueueFamilyProperties *) SDL_malloc(sizeof(VkQueueFamilyProperties) * queueFamiliesPropertiesAllocatedSize); + if (!queueFamiliesProperties) { SDL_free(physicalDevices); SDL_free(deviceExtensions); SDL_OutOfMemory(); quit(2); } } - vkGetPhysicalDeviceQueueFamilyProperties( - physicalDevice, &queueFamiliesCount, queueFamiliesProperties); - vulkanContext.graphicsQueueFamilyIndex = queueFamiliesCount; - vulkanContext.presentQueueFamilyIndex = queueFamiliesCount; - for(queueFamilyIndex = 0; queueFamilyIndex < queueFamiliesCount; - queueFamilyIndex++) - { + vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamiliesCount, queueFamiliesProperties); + vulkanContext->graphicsQueueFamilyIndex = queueFamiliesCount; + vulkanContext->presentQueueFamilyIndex = queueFamiliesCount; + for (queueFamilyIndex = 0; queueFamilyIndex < queueFamiliesCount; queueFamilyIndex++) { VkBool32 supported = 0; - if(queueFamiliesProperties[queueFamilyIndex].queueCount == 0) + if (queueFamiliesProperties[queueFamilyIndex].queueCount == 0) { continue; - if(queueFamiliesProperties[queueFamilyIndex].queueFlags & VK_QUEUE_GRAPHICS_BIT) - vulkanContext.graphicsQueueFamilyIndex = queueFamilyIndex; - result = vkGetPhysicalDeviceSurfaceSupportKHR( - physicalDevice, queueFamilyIndex, vulkanContext.surface, &supported); - if(result != VK_SUCCESS) - { + } + + if (queueFamiliesProperties[queueFamilyIndex].queueFlags & VK_QUEUE_GRAPHICS_BIT) { + vulkanContext->graphicsQueueFamilyIndex = queueFamilyIndex; + } + + result = vkGetPhysicalDeviceSurfaceSupportKHR(physicalDevice, queueFamilyIndex, vulkanContext->surface, &supported); + if (result != VK_SUCCESS) { SDL_free(physicalDevices); SDL_free(queueFamiliesProperties); SDL_free(deviceExtensions); @@ -420,20 +374,22 @@ static void findPhysicalDevice(void) getVulkanResultString(result)); quit(2); } - if(supported) - { - vulkanContext.presentQueueFamilyIndex = queueFamilyIndex; - if(queueFamiliesProperties[queueFamilyIndex].queueFlags & VK_QUEUE_GRAPHICS_BIT) + if (supported) { + vulkanContext->presentQueueFamilyIndex = queueFamilyIndex; + if (queueFamiliesProperties[queueFamilyIndex].queueFlags & VK_QUEUE_GRAPHICS_BIT) { break; // use this queue because it can present and do graphics + } } } - if(vulkanContext.graphicsQueueFamilyIndex == queueFamiliesCount) // no good queues found + + if (vulkanContext->graphicsQueueFamilyIndex == queueFamiliesCount) { // no good queues found continue; - if(vulkanContext.presentQueueFamilyIndex == queueFamiliesCount) // no good queues found + } + if (vulkanContext->presentQueueFamilyIndex == queueFamiliesCount) { // no good queues found continue; - result = - vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionCount, NULL); - if(result != VK_SUCCESS) + } + result = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionCount, NULL); + if (result != VK_SUCCESS) { SDL_free(physicalDevices); SDL_free(queueFamiliesProperties); @@ -443,26 +399,22 @@ static void findPhysicalDevice(void) getVulkanResultString(result)); quit(2); } - if(deviceExtensionCount == 0) + if (deviceExtensionCount == 0) { continue; - if(deviceExtensionsAllocatedSize < deviceExtensionCount) - { + } + if (deviceExtensionsAllocatedSize < deviceExtensionCount) { SDL_free(deviceExtensions); deviceExtensionsAllocatedSize = deviceExtensionCount; - deviceExtensions = - SDL_malloc(sizeof(VkExtensionProperties) * deviceExtensionsAllocatedSize); - if(!deviceExtensions) - { + deviceExtensions = SDL_malloc(sizeof(VkExtensionProperties) * deviceExtensionsAllocatedSize); + if (!deviceExtensions) { SDL_free(physicalDevices); SDL_free(queueFamiliesProperties); SDL_OutOfMemory(); quit(2); } } - result = vkEnumerateDeviceExtensionProperties( - physicalDevice, NULL, &deviceExtensionCount, deviceExtensions); - if(result != VK_SUCCESS) - { + result = vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &deviceExtensionCount, deviceExtensions); + if (result != VK_SUCCESS) { SDL_free(physicalDevices); SDL_free(queueFamiliesProperties); SDL_free(deviceExtensions); @@ -471,24 +423,22 @@ static void findPhysicalDevice(void) getVulkanResultString(result)); quit(2); } - for(i = 0; i < deviceExtensionCount; i++) - { - if(0 == SDL_strcmp(deviceExtensions[i].extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME)) - { + for (i = 0; i < deviceExtensionCount; i++) { + if(SDL_strcmp(deviceExtensions[i].extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME) == 0) { hasSwapchainExtension = SDL_TRUE; break; } } - if(!hasSwapchainExtension) + if (!hasSwapchainExtension) { continue; - vulkanContext.physicalDevice = physicalDevice; + } + vulkanContext->physicalDevice = physicalDevice; break; } SDL_free(physicalDevices); SDL_free(queueFamiliesProperties); SDL_free(deviceExtensions); - if(!vulkanContext.physicalDevice) - { + if (!vulkanContext->physicalDevice) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Vulkan: no viable physical devices found"); quit(2); } @@ -496,16 +446,16 @@ static void findPhysicalDevice(void) static void createDevice(void) { - VkDeviceQueueCreateInfo deviceQueueCreateInfo[1] = {0}; + VkDeviceQueueCreateInfo deviceQueueCreateInfo[1] = { {0} }; static const float queuePriority[] = {1.0f}; VkDeviceCreateInfo deviceCreateInfo = {0}; static const char *const deviceExtensionNames[] = { VK_KHR_SWAPCHAIN_EXTENSION_NAME, }; - VkResult result; + VkResult result; - deviceQueueCreateInfo->sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; - deviceQueueCreateInfo->queueFamilyIndex = vulkanContext.graphicsQueueFamilyIndex; + deviceQueueCreateInfo->sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + deviceQueueCreateInfo->queueFamilyIndex = vulkanContext->graphicsQueueFamilyIndex; deviceQueueCreateInfo->queueCount = 1; deviceQueueCreateInfo->pQueuePriorities = &queuePriority[0]; @@ -515,13 +465,10 @@ static void createDevice(void) deviceCreateInfo.pEnabledFeatures = NULL; deviceCreateInfo.enabledExtensionCount = SDL_arraysize(deviceExtensionNames); deviceCreateInfo.ppEnabledExtensionNames = deviceExtensionNames; - result = vkCreateDevice( - vulkanContext.physicalDevice, &deviceCreateInfo, NULL, &vulkanContext.device); - if(result != VK_SUCCESS) - { - vulkanContext.device = VK_NULL_HANDLE; - SDL_LogError( - SDL_LOG_CATEGORY_APPLICATION, "vkCreateDevice(): %s\n", getVulkanResultString(result)); + result = vkCreateDevice(vulkanContext->physicalDevice, &deviceCreateInfo, NULL, &vulkanContext->device); + if (result != VK_SUCCESS) { + vulkanContext->device = VK_NULL_HANDLE; + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateDevice(): %s\n", getVulkanResultString(result)); quit(2); } } @@ -529,9 +476,8 @@ static void createDevice(void) static void loadDeviceFunctions(void) { #define VULKAN_DEVICE_FUNCTION(name) \ - name = (PFN_##name)vkGetDeviceProcAddr(vulkanContext.device, #name); \ - if(!name) \ - { \ + name = (PFN_##name)vkGetDeviceProcAddr(vulkanContext->device, #name); \ + if (!name) { \ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, \ "vkGetDeviceProcAddr(device, \"" #name "\") failed\n"); \ quit(2); \ @@ -548,28 +494,28 @@ static void loadDeviceFunctions(void) static void getQueues(void) { - vkGetDeviceQueue(vulkanContext.device, - vulkanContext.graphicsQueueFamilyIndex, + vkGetDeviceQueue(vulkanContext->device, + vulkanContext->graphicsQueueFamilyIndex, 0, - &vulkanContext.graphicsQueue); - if(vulkanContext.graphicsQueueFamilyIndex != vulkanContext.presentQueueFamilyIndex) - vkGetDeviceQueue(vulkanContext.device, - vulkanContext.presentQueueFamilyIndex, + &vulkanContext->graphicsQueue); + if (vulkanContext->graphicsQueueFamilyIndex != vulkanContext->presentQueueFamilyIndex) { + vkGetDeviceQueue(vulkanContext->device, + vulkanContext->presentQueueFamilyIndex, 0, - &vulkanContext.presentQueue); - else - vulkanContext.presentQueue = vulkanContext.graphicsQueue; + &vulkanContext->presentQueue); + } else { + vulkanContext->presentQueue = vulkanContext->graphicsQueue; + } } static void createSemaphore(VkSemaphore *semaphore) { - VkResult result; + VkResult result; VkSemaphoreCreateInfo createInfo = {0}; createInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; - result = vkCreateSemaphore(vulkanContext.device, &createInfo, NULL, semaphore); - if(result != VK_SUCCESS) - { + result = vkCreateSemaphore(vulkanContext->device, &createInfo, NULL, semaphore); + if (result != VK_SUCCESS) { *semaphore = VK_NULL_HANDLE; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateSemaphore(): %s\n", @@ -580,16 +526,14 @@ static void createSemaphore(VkSemaphore *semaphore) static void createSemaphores(void) { - createSemaphore(&vulkanContext.imageAvailableSemaphore); - createSemaphore(&vulkanContext.renderingFinishedSemaphore); + createSemaphore(&vulkanContext->imageAvailableSemaphore); + createSemaphore(&vulkanContext->renderingFinishedSemaphore); } static void getSurfaceCaps(void) { - VkResult result = vkGetPhysicalDeviceSurfaceCapabilitiesKHR( - vulkanContext.physicalDevice, vulkanContext.surface, &vulkanContext.surfaceCapabilities); - if(result != VK_SUCCESS) - { + VkResult result = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(vulkanContext->physicalDevice, vulkanContext->surface, &vulkanContext->surfaceCapabilities); + if (result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR(): %s\n", getVulkanResultString(result)); @@ -597,8 +541,7 @@ static void getSurfaceCaps(void) } // check surface usage - if(!(vulkanContext.surfaceCapabilities.supportedUsageFlags & VK_IMAGE_USAGE_TRANSFER_DST_BIT)) - { + if (!(vulkanContext->surfaceCapabilities.supportedUsageFlags & VK_IMAGE_USAGE_TRANSFER_DST_BIT)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Vulkan surface doesn't support VK_IMAGE_USAGE_TRANSFER_DST_BIT\n"); quit(2); @@ -607,38 +550,33 @@ static void getSurfaceCaps(void) static void getSurfaceFormats(void) { - VkResult result = vkGetPhysicalDeviceSurfaceFormatsKHR(vulkanContext.physicalDevice, - vulkanContext.surface, - &vulkanContext.surfaceFormatsCount, + VkResult result = vkGetPhysicalDeviceSurfaceFormatsKHR(vulkanContext->physicalDevice, + vulkanContext->surface, + &vulkanContext->surfaceFormatsCount, NULL); - if(result != VK_SUCCESS) - { - vulkanContext.surfaceFormatsCount = 0; + if (result != VK_SUCCESS) { + vulkanContext->surfaceFormatsCount = 0; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkGetPhysicalDeviceSurfaceFormatsKHR(): %s\n", getVulkanResultString(result)); quit(2); } - if(vulkanContext.surfaceFormatsCount > vulkanContext.surfaceFormatsAllocatedCount) - { - vulkanContext.surfaceFormatsAllocatedCount = vulkanContext.surfaceFormatsCount; - SDL_free(vulkanContext.surfaceFormats); - vulkanContext.surfaceFormats = - SDL_malloc(sizeof(VkSurfaceFormatKHR) * vulkanContext.surfaceFormatsAllocatedCount); - if(!vulkanContext.surfaceFormats) - { - vulkanContext.surfaceFormatsCount = 0; + if (vulkanContext->surfaceFormatsCount > vulkanContext->surfaceFormatsAllocatedCount) { + vulkanContext->surfaceFormatsAllocatedCount = vulkanContext->surfaceFormatsCount; + SDL_free(vulkanContext->surfaceFormats); + vulkanContext->surfaceFormats = (VkSurfaceFormatKHR *) SDL_malloc(sizeof(VkSurfaceFormatKHR) * vulkanContext->surfaceFormatsAllocatedCount); + if (!vulkanContext->surfaceFormats) { + vulkanContext->surfaceFormatsCount = 0; SDL_OutOfMemory(); quit(2); } } - result = vkGetPhysicalDeviceSurfaceFormatsKHR(vulkanContext.physicalDevice, - vulkanContext.surface, - &vulkanContext.surfaceFormatsCount, - vulkanContext.surfaceFormats); - if(result != VK_SUCCESS) - { - vulkanContext.surfaceFormatsCount = 0; + result = vkGetPhysicalDeviceSurfaceFormatsKHR(vulkanContext->physicalDevice, + vulkanContext->surface, + &vulkanContext->surfaceFormatsCount, + vulkanContext->surfaceFormats); + if (result != VK_SUCCESS) { + vulkanContext->surfaceFormatsCount = 0; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkGetPhysicalDeviceSurfaceFormatsKHR(): %s\n", getVulkanResultString(result)); @@ -648,35 +586,31 @@ static void getSurfaceFormats(void) static void getSwapchainImages(void) { - VkResult result; + VkResult result; - SDL_free(vulkanContext.swapchainImages); - vulkanContext.swapchainImages = NULL; - result = vkGetSwapchainImagesKHR( - vulkanContext.device, vulkanContext.swapchain, &vulkanContext.swapchainImageCount, NULL); - if(result != VK_SUCCESS) - { - vulkanContext.swapchainImageCount = 0; + SDL_free(vulkanContext->swapchainImages); + vulkanContext->swapchainImages = NULL; + result = vkGetSwapchainImagesKHR(vulkanContext->device, vulkanContext->swapchain, &vulkanContext->swapchainImageCount, NULL); + if (result != VK_SUCCESS) { + vulkanContext->swapchainImageCount = 0; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkGetSwapchainImagesKHR(): %s\n", getVulkanResultString(result)); quit(2); } - vulkanContext.swapchainImages = SDL_malloc(sizeof(VkImage) * vulkanContext.swapchainImageCount); - if(!vulkanContext.swapchainImages) - { + vulkanContext->swapchainImages = SDL_malloc(sizeof(VkImage) * vulkanContext->swapchainImageCount); + if (!vulkanContext->swapchainImages) { SDL_OutOfMemory(); quit(2); } - result = vkGetSwapchainImagesKHR(vulkanContext.device, - vulkanContext.swapchain, - &vulkanContext.swapchainImageCount, - vulkanContext.swapchainImages); - if(result != VK_SUCCESS) - { - SDL_free(vulkanContext.swapchainImages); - vulkanContext.swapchainImages = NULL; - vulkanContext.swapchainImageCount = 0; + result = vkGetSwapchainImagesKHR(vulkanContext->device, + vulkanContext->swapchain, + &vulkanContext->swapchainImageCount, + vulkanContext->swapchainImages); + if (result != VK_SUCCESS) { + SDL_free(vulkanContext->swapchainImages); + vulkanContext->swapchainImages = NULL; + vulkanContext->swapchainImageCount = 0; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkGetSwapchainImagesKHR(): %s\n", getVulkanResultString(result)); @@ -686,116 +620,125 @@ static void getSwapchainImages(void) static SDL_bool createSwapchain(void) { - uint32_t i; - int w, h; - VkSwapchainCreateInfoKHR createInfo = {0}; - VkResult result; + uint32_t i; + int w, h; + VkSwapchainCreateInfoKHR createInfo = {0}; + VkResult result; // pick an image count - vulkanContext.swapchainDesiredImageCount = vulkanContext.surfaceCapabilities.minImageCount + 1; - if(vulkanContext.swapchainDesiredImageCount > vulkanContext.surfaceCapabilities.maxImageCount - && vulkanContext.surfaceCapabilities.maxImageCount > 0) - vulkanContext.swapchainDesiredImageCount = vulkanContext.surfaceCapabilities.maxImageCount; + vulkanContext->swapchainDesiredImageCount = vulkanContext->surfaceCapabilities.minImageCount + 1; + if ( (vulkanContext->swapchainDesiredImageCount > vulkanContext->surfaceCapabilities.maxImageCount) && + (vulkanContext->surfaceCapabilities.maxImageCount > 0) ) { + vulkanContext->swapchainDesiredImageCount = vulkanContext->surfaceCapabilities.maxImageCount; + } // pick a format - if(vulkanContext.surfaceFormatsCount == 1 - && vulkanContext.surfaceFormats[0].format == VK_FORMAT_UNDEFINED) - { + if ( (vulkanContext->surfaceFormatsCount == 1) && + (vulkanContext->surfaceFormats[0].format == VK_FORMAT_UNDEFINED) ) { // aren't any preferred formats, so we pick - vulkanContext.surfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; - vulkanContext.surfaceFormat.format = VK_FORMAT_R8G8B8A8_UNORM; - } - else - { - vulkanContext.surfaceFormat = vulkanContext.surfaceFormats[0]; - for(i = 0; i < vulkanContext.surfaceFormatsCount; i++) - { - if(vulkanContext.surfaceFormats[i].format == VK_FORMAT_R8G8B8A8_UNORM) - { - vulkanContext.surfaceFormat = vulkanContext.surfaceFormats[i]; + vulkanContext->surfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + vulkanContext->surfaceFormat.format = VK_FORMAT_R8G8B8A8_UNORM; + } else { + vulkanContext->surfaceFormat = vulkanContext->surfaceFormats[0]; + for (i = 0; i < vulkanContext->surfaceFormatsCount; i++) { + if(vulkanContext->surfaceFormats[i].format == VK_FORMAT_R8G8B8A8_UNORM) { + vulkanContext->surfaceFormat = vulkanContext->surfaceFormats[i]; break; } } } // get size - SDL_Vulkan_GetDrawableSize(state->windows[0], &w, &h); - vulkanContext.swapchainSize.width = w; - vulkanContext.swapchainSize.height = h; - if(w == 0 || h == 0) + SDL_Vulkan_GetDrawableSize(vulkanContext->window, &w, &h); + + // Clamp the size to the allowable image extent. + // SDL_Vulkan_GetDrawableSize()'s result it not always in this range (bug #3287) + vulkanContext->swapchainSize.width = SDL_clamp((uint32_t) w, + vulkanContext->surfaceCapabilities.minImageExtent.width, + vulkanContext->surfaceCapabilities.maxImageExtent.width); + + vulkanContext->swapchainSize.height = SDL_clamp((uint32_t) h, + vulkanContext->surfaceCapabilities.minImageExtent.height, + vulkanContext->surfaceCapabilities.maxImageExtent.height); + + if (w == 0 || h == 0) { return SDL_FALSE; + } + + getSurfaceCaps(); createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; - createInfo.surface = vulkanContext.surface; - createInfo.minImageCount = vulkanContext.swapchainDesiredImageCount; - createInfo.imageFormat = vulkanContext.surfaceFormat.format; - createInfo.imageColorSpace = vulkanContext.surfaceFormat.colorSpace; - createInfo.imageExtent = vulkanContext.swapchainSize; + createInfo.surface = vulkanContext->surface; + createInfo.minImageCount = vulkanContext->swapchainDesiredImageCount; + createInfo.imageFormat = vulkanContext->surfaceFormat.format; + createInfo.imageColorSpace = vulkanContext->surfaceFormat.colorSpace; + createInfo.imageExtent = vulkanContext->swapchainSize; createInfo.imageArrayLayers = 1; createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; - createInfo.preTransform = vulkanContext.surfaceCapabilities.currentTransform; + createInfo.preTransform = vulkanContext->surfaceCapabilities.currentTransform; createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; createInfo.presentMode = VK_PRESENT_MODE_FIFO_KHR; createInfo.clipped = VK_TRUE; - createInfo.oldSwapchain = vulkanContext.swapchain; - result = - vkCreateSwapchainKHR(vulkanContext.device, &createInfo, NULL, &vulkanContext.swapchain); - if(createInfo.oldSwapchain) - vkDestroySwapchainKHR(vulkanContext.device, createInfo.oldSwapchain, NULL); - if(result != VK_SUCCESS) - { - vulkanContext.swapchain = VK_NULL_HANDLE; + createInfo.oldSwapchain = vulkanContext->swapchain; + result = vkCreateSwapchainKHR(vulkanContext->device, &createInfo, NULL, &vulkanContext->swapchain); + + if (createInfo.oldSwapchain) { + vkDestroySwapchainKHR(vulkanContext->device, createInfo.oldSwapchain, NULL); + } + + if(result != VK_SUCCESS) { + vulkanContext->swapchain = VK_NULL_HANDLE; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateSwapchainKHR(): %s\n", getVulkanResultString(result)); quit(2); } + getSwapchainImages(); return SDL_TRUE; } static void destroySwapchain(void) { - if(vulkanContext.swapchain) - vkDestroySwapchainKHR(vulkanContext.device, vulkanContext.swapchain, NULL); - vulkanContext.swapchain = VK_NULL_HANDLE; - SDL_free(vulkanContext.swapchainImages); - vulkanContext.swapchainImages = NULL; + if (vulkanContext->swapchain) { + vkDestroySwapchainKHR(vulkanContext->device, vulkanContext->swapchain, NULL); + vulkanContext->swapchain = VK_NULL_HANDLE; + } + SDL_free(vulkanContext->swapchainImages); + vulkanContext->swapchainImages = NULL; } static void destroyCommandBuffers(void) { - if(vulkanContext.commandBuffers) - vkFreeCommandBuffers(vulkanContext.device, - vulkanContext.commandPool, - vulkanContext.swapchainImageCount, - vulkanContext.commandBuffers); - SDL_free(vulkanContext.commandBuffers); - vulkanContext.commandBuffers = NULL; + if (vulkanContext->commandBuffers) { + vkFreeCommandBuffers(vulkanContext->device, + vulkanContext->commandPool, + vulkanContext->swapchainImageCount, + vulkanContext->commandBuffers); + SDL_free(vulkanContext->commandBuffers); + vulkanContext->commandBuffers = NULL; + } } static void destroyCommandPool(void) { - if(vulkanContext.commandPool) - vkDestroyCommandPool(vulkanContext.device, vulkanContext.commandPool, NULL); - vulkanContext.commandPool = VK_NULL_HANDLE; + if (vulkanContext->commandPool) { + vkDestroyCommandPool(vulkanContext->device, vulkanContext->commandPool, NULL); + } + vulkanContext->commandPool = VK_NULL_HANDLE; } static void createCommandPool(void) { - VkResult result; - + VkResult result; VkCommandPoolCreateInfo createInfo = {0}; createInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; - createInfo.flags = - VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT | VK_COMMAND_POOL_CREATE_TRANSIENT_BIT; - createInfo.queueFamilyIndex = vulkanContext.graphicsQueueFamilyIndex; - result = - vkCreateCommandPool(vulkanContext.device, &createInfo, NULL, &vulkanContext.commandPool); - if(result != VK_SUCCESS) - { - vulkanContext.commandPool = VK_NULL_HANDLE; + createInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT | VK_COMMAND_POOL_CREATE_TRANSIENT_BIT; + createInfo.queueFamilyIndex = vulkanContext->graphicsQueueFamilyIndex; + result = vkCreateCommandPool(vulkanContext->device, &createInfo, NULL, &vulkanContext->commandPool); + if (result != VK_SUCCESS) { + vulkanContext->commandPool = VK_NULL_HANDLE; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateCommandPool(): %s\n", getVulkanResultString(result)); @@ -805,21 +748,17 @@ static void createCommandPool(void) static void createCommandBuffers(void) { - VkResult result; - + VkResult result; VkCommandBufferAllocateInfo allocateInfo = {0}; allocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; - allocateInfo.commandPool = vulkanContext.commandPool; + allocateInfo.commandPool = vulkanContext->commandPool; allocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; - allocateInfo.commandBufferCount = vulkanContext.swapchainImageCount; - vulkanContext.commandBuffers = - SDL_malloc(sizeof(VkCommandBuffer) * vulkanContext.swapchainImageCount); - result = - vkAllocateCommandBuffers(vulkanContext.device, &allocateInfo, vulkanContext.commandBuffers); - if(result != VK_SUCCESS) - { - SDL_free(vulkanContext.commandBuffers); - vulkanContext.commandBuffers = NULL; + allocateInfo.commandBufferCount = vulkanContext->swapchainImageCount; + vulkanContext->commandBuffers = (VkCommandBuffer *) SDL_malloc(sizeof(VkCommandBuffer) * vulkanContext->swapchainImageCount); + result = vkAllocateCommandBuffers(vulkanContext->device, &allocateInfo, vulkanContext->commandBuffers); + if(result != VK_SUCCESS) { + SDL_free(vulkanContext->commandBuffers); + vulkanContext->commandBuffers = NULL; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkAllocateCommandBuffers(): %s\n", getVulkanResultString(result)); @@ -829,31 +768,25 @@ static void createCommandBuffers(void) static void createFences(void) { - uint32_t i; + uint32_t i; - vulkanContext.fences = SDL_malloc(sizeof(VkFence) * vulkanContext.swapchainImageCount); - if(!vulkanContext.fences) - { + vulkanContext->fences = SDL_malloc(sizeof(VkFence) * vulkanContext->swapchainImageCount); + if (!vulkanContext->fences) { SDL_OutOfMemory(); quit(2); } - for(i = 0; i < vulkanContext.swapchainImageCount; i++) - { - VkResult result; - + for (i = 0; i < vulkanContext->swapchainImageCount; i++) { + VkResult result; VkFenceCreateInfo createInfo = {0}; createInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; createInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT; - result = - vkCreateFence(vulkanContext.device, &createInfo, NULL, &vulkanContext.fences[i]); - if(result != VK_SUCCESS) - { - for(; i > 0; i--) - { - vkDestroyFence(vulkanContext.device, vulkanContext.fences[i - 1], NULL); + result = vkCreateFence(vulkanContext->device, &createInfo, NULL, &vulkanContext->fences[i]); + if(result != VK_SUCCESS) { + for(; i > 0; i--) { + vkDestroyFence(vulkanContext->device, vulkanContext->fences[i - 1], NULL); } - SDL_free(vulkanContext.fences); - vulkanContext.fences = NULL; + SDL_free(vulkanContext->fences); + vulkanContext->fences = NULL; SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkCreateFence(): %s\n", getVulkanResultString(result)); @@ -864,16 +797,17 @@ static void createFences(void) static void destroyFences(void) { - uint32_t i; + uint32_t i; - if(!vulkanContext.fences) + if (!vulkanContext->fences) { return; - for(i = 0; i < vulkanContext.swapchainImageCount; i++) - { - vkDestroyFence(vulkanContext.device, vulkanContext.fences[i], NULL); } - SDL_free(vulkanContext.fences); - vulkanContext.fences = NULL; + + for (i = 0; i < vulkanContext->swapchainImageCount; i++) { + vkDestroyFence(vulkanContext->device, vulkanContext->fences[i], NULL); + } + SDL_free(vulkanContext->fences); + vulkanContext->fences = NULL; } static void recordPipelineImageBarrier(VkCommandBuffer commandBuffer, @@ -911,14 +845,13 @@ static void recordPipelineImageBarrier(VkCommandBuffer commandBuffer, static void rerecordCommandBuffer(uint32_t frameIndex, const VkClearColorValue *clearColor) { - VkCommandBuffer commandBuffer = vulkanContext.commandBuffers[frameIndex]; - VkImage image = vulkanContext.swapchainImages[frameIndex]; - VkCommandBufferBeginInfo beginInfo = {0}; + VkCommandBuffer commandBuffer = vulkanContext->commandBuffers[frameIndex]; + VkImage image = vulkanContext->swapchainImages[frameIndex]; + VkCommandBufferBeginInfo beginInfo = {0}; VkImageSubresourceRange clearRange = {0}; VkResult result = vkResetCommandBuffer(commandBuffer, 0); - if(result != VK_SUCCESS) - { + if(result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkResetCommandBuffer(): %s\n", getVulkanResultString(result)); @@ -927,8 +860,7 @@ static void rerecordCommandBuffer(uint32_t frameIndex, const VkClearColorValue * beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; beginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT; result = vkBeginCommandBuffer(commandBuffer, &beginInfo); - if(result != VK_SUCCESS) - { + if (result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkBeginCommandBuffer(): %s\n", getVulkanResultString(result)); @@ -945,8 +877,7 @@ static void rerecordCommandBuffer(uint32_t frameIndex, const VkClearColorValue * clearRange.levelCount = 1; clearRange.baseArrayLayer = 0; clearRange.layerCount = 1; - vkCmdClearColorImage( - commandBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, clearColor, 1, &clearRange); + vkCmdClearColorImage(commandBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, clearColor, 1, &clearRange); recordPipelineImageBarrier(commandBuffer, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_MEMORY_READ_BIT, @@ -954,8 +885,7 @@ static void rerecordCommandBuffer(uint32_t frameIndex, const VkClearColorValue * VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, image); result = vkEndCommandBuffer(commandBuffer); - if(result != VK_SUCCESS) - { + if (result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkEndCommandBuffer(): %s\n", getVulkanResultString(result)); @@ -965,11 +895,13 @@ static void rerecordCommandBuffer(uint32_t frameIndex, const VkClearColorValue * static void destroySwapchainAndSwapchainSpecificStuff(SDL_bool doDestroySwapchain) { + vkDeviceWaitIdle(vulkanContext->device); destroyFences(); destroyCommandBuffers(); destroyCommandPool(); - if(doDestroySwapchain) + if (doDestroySwapchain) { destroySwapchain(); + } } static SDL_bool createNewSwapchainAndSwapchainSpecificStuff(void) @@ -977,8 +909,9 @@ static SDL_bool createNewSwapchainAndSwapchainSpecificStuff(void) destroySwapchainAndSwapchainSpecificStuff(SDL_FALSE); getSurfaceCaps(); getSurfaceFormats(); - if(!createSwapchain()) + if(!createSwapchain()) { return SDL_FALSE; + } createCommandPool(); createCommandBuffers(); createFences(); @@ -987,36 +920,70 @@ static SDL_bool createNewSwapchainAndSwapchainSpecificStuff(void) static void initVulkan(void) { + int i; + SDL_Vulkan_LoadLibrary(NULL); - SDL_memset(&vulkanContext, 0, sizeof(VulkanContext)); - loadGlobalFunctions(); - createInstance(); - loadInstanceFunctions(); - createSurface(); - findPhysicalDevice(); - createDevice(); - loadDeviceFunctions(); - getQueues(); - createSemaphores(); - createNewSwapchainAndSwapchainSpecificStuff(); + + vulkanContexts = (VulkanContext *) SDL_calloc(state->num_windows, sizeof (VulkanContext)); + if (!vulkanContexts) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); + quit(2); + } + + for (i = 0; i < state->num_windows; ++i) { + vulkanContext = &vulkanContexts[i]; + vulkanContext->window = state->windows[i]; + loadGlobalFunctions(); + createInstance(); + loadInstanceFunctions(); + createSurface(); + findPhysicalDevice(); + createDevice(); + loadDeviceFunctions(); + getQueues(); + createSemaphores(); + createNewSwapchainAndSwapchainSpecificStuff(); + } } -static void shutdownVulkan(void) +static void shutdownVulkan(SDL_bool doDestroySwapchain) { - if(vulkanContext.device && vkDeviceWaitIdle) - vkDeviceWaitIdle(vulkanContext.device); - destroySwapchainAndSwapchainSpecificStuff(SDL_TRUE); - if(vulkanContext.imageAvailableSemaphore && vkDestroySemaphore) - vkDestroySemaphore(vulkanContext.device, vulkanContext.imageAvailableSemaphore, NULL); - if(vulkanContext.renderingFinishedSemaphore && vkDestroySemaphore) - vkDestroySemaphore(vulkanContext.device, vulkanContext.renderingFinishedSemaphore, NULL); - if(vulkanContext.device && vkDestroyDevice) - vkDestroyDevice(vulkanContext.device, NULL); - if(vulkanContext.surface && vkDestroySurfaceKHR) - vkDestroySurfaceKHR(vulkanContext.instance, vulkanContext.surface, NULL); - if(vulkanContext.instance && vkDestroyInstance) - vkDestroyInstance(vulkanContext.instance, NULL); - SDL_free(vulkanContext.surfaceFormats); + if (vulkanContexts) { + int i; + for (i = 0; i < state->num_windows; ++i) { + vulkanContext = &vulkanContexts[i]; + if (vulkanContext->device && vkDeviceWaitIdle) { + vkDeviceWaitIdle(vulkanContext->device); + } + + destroySwapchainAndSwapchainSpecificStuff(doDestroySwapchain); + + if (vulkanContext->imageAvailableSemaphore && vkDestroySemaphore) { + vkDestroySemaphore(vulkanContext->device, vulkanContext->imageAvailableSemaphore, NULL); + } + + if (vulkanContext->renderingFinishedSemaphore && vkDestroySemaphore) { + vkDestroySemaphore(vulkanContext->device, vulkanContext->renderingFinishedSemaphore, NULL); + } + + if (vulkanContext->device && vkDestroyDevice) { + vkDestroyDevice(vulkanContext->device, NULL); + } + + if (vulkanContext->surface && vkDestroySurfaceKHR) { + vkDestroySurfaceKHR(vulkanContext->instance, vulkanContext->surface, NULL); + } + + if (vulkanContext->instance && vkDestroyInstance) { + vkDestroyInstance(vulkanContext->instance, NULL); + } + + SDL_free(vulkanContext->surfaceFormats); + } + SDL_free(vulkanContexts); + vulkanContexts = NULL; + } + SDL_Vulkan_UnloadLibrary(); } @@ -1025,47 +992,42 @@ static SDL_bool render(void) uint32_t frameIndex; VkResult result; double currentTime; - VkClearColorValue clearColor = {0}; + VkClearColorValue clearColor = { {0} }; VkPipelineStageFlags waitDestStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; VkSubmitInfo submitInfo = {0}; VkPresentInfoKHR presentInfo = {0}; int w, h; - if(!vulkanContext.swapchain) - { + if (!vulkanContext->swapchain) { SDL_bool retval = createNewSwapchainAndSwapchainSpecificStuff(); if(!retval) SDL_Delay(100); return retval; } - result = vkAcquireNextImageKHR(vulkanContext.device, - vulkanContext.swapchain, + result = vkAcquireNextImageKHR(vulkanContext->device, + vulkanContext->swapchain, UINT64_MAX, - vulkanContext.imageAvailableSemaphore, + vulkanContext->imageAvailableSemaphore, VK_NULL_HANDLE, &frameIndex); - if(result == VK_ERROR_OUT_OF_DATE_KHR) + if (result == VK_ERROR_OUT_OF_DATE_KHR) { return createNewSwapchainAndSwapchainSpecificStuff(); - if(result != VK_SUBOPTIMAL_KHR && result != VK_SUCCESS) - { + } + + if ((result != VK_SUBOPTIMAL_KHR) && (result != VK_SUCCESS)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkAcquireNextImageKHR(): %s\n", getVulkanResultString(result)); quit(2); } - result = vkWaitForFences( - vulkanContext.device, 1, &vulkanContext.fences[frameIndex], VK_FALSE, UINT64_MAX); - if(result != VK_SUCCESS) - { - SDL_LogError( - SDL_LOG_CATEGORY_APPLICATION, "vkWaitForFences(): %s\n", getVulkanResultString(result)); + result = vkWaitForFences(vulkanContext->device, 1, &vulkanContext->fences[frameIndex], VK_FALSE, UINT64_MAX); + if (result != VK_SUCCESS) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkWaitForFences(): %s\n", getVulkanResultString(result)); quit(2); } - result = vkResetFences(vulkanContext.device, 1, &vulkanContext.fences[frameIndex]); - if(result != VK_SUCCESS) - { - SDL_LogError( - SDL_LOG_CATEGORY_APPLICATION, "vkResetFences(): %s\n", getVulkanResultString(result)); + result = vkResetFences(vulkanContext->device, 1, &vulkanContext->fences[frameIndex]); + if (result != VK_SUCCESS) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkResetFences(): %s\n", getVulkanResultString(result)); quit(2); } currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency(); @@ -1076,49 +1038,44 @@ static SDL_bool render(void) rerecordCommandBuffer(frameIndex, &clearColor); submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submitInfo.waitSemaphoreCount = 1; - submitInfo.pWaitSemaphores = &vulkanContext.imageAvailableSemaphore; + submitInfo.pWaitSemaphores = &vulkanContext->imageAvailableSemaphore; submitInfo.pWaitDstStageMask = &waitDestStageMask; submitInfo.commandBufferCount = 1; - submitInfo.pCommandBuffers = &vulkanContext.commandBuffers[frameIndex]; + submitInfo.pCommandBuffers = &vulkanContext->commandBuffers[frameIndex]; submitInfo.signalSemaphoreCount = 1; - submitInfo.pSignalSemaphores = &vulkanContext.renderingFinishedSemaphore; - result = vkQueueSubmit( - vulkanContext.graphicsQueue, 1, &submitInfo, vulkanContext.fences[frameIndex]); - if(result != VK_SUCCESS) - { - SDL_LogError( - SDL_LOG_CATEGORY_APPLICATION, "vkQueueSubmit(): %s\n", getVulkanResultString(result)); + submitInfo.pSignalSemaphores = &vulkanContext->renderingFinishedSemaphore; + result = vkQueueSubmit(vulkanContext->graphicsQueue, 1, &submitInfo, vulkanContext->fences[frameIndex]); + + if (result != VK_SUCCESS) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkQueueSubmit(): %s\n", getVulkanResultString(result)); quit(2); } presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; - presentInfo.pWaitSemaphores = &vulkanContext.renderingFinishedSemaphore; + presentInfo.pWaitSemaphores = &vulkanContext->renderingFinishedSemaphore; presentInfo.swapchainCount = 1; - presentInfo.pSwapchains = &vulkanContext.swapchain; + presentInfo.pSwapchains = &vulkanContext->swapchain; presentInfo.pImageIndices = &frameIndex; - result = vkQueuePresentKHR(vulkanContext.presentQueue, &presentInfo); - if(result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR) - { + result = vkQueuePresentKHR(vulkanContext->presentQueue, &presentInfo); + if ((result == VK_ERROR_OUT_OF_DATE_KHR) || (result == VK_SUBOPTIMAL_KHR)) { return createNewSwapchainAndSwapchainSpecificStuff(); } - if(result != VK_SUCCESS) - { + + if (result != VK_SUCCESS) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "vkQueuePresentKHR(): %s\n", getVulkanResultString(result)); quit(2); } - SDL_Vulkan_GetDrawableSize(state->windows[0], &w, &h); - if(w != (int)vulkanContext.swapchainSize.width || h != (int)vulkanContext.swapchainSize.height) - { + SDL_Vulkan_GetDrawableSize(vulkanContext->window, &w, &h); + if(w != (int)vulkanContext->swapchainSize.width || h != (int)vulkanContext->swapchainSize.height) { return createNewSwapchainAndSwapchainSpecificStuff(); } return SDL_TRUE; } -int main(int argc, char *argv[]) +int main(int argc, char **argv) { - int fsaa, accel; int done; SDL_DisplayMode mode; SDL_Event event; @@ -1128,20 +1085,14 @@ int main(int argc, char *argv[]) /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - /* Initialize parameters */ - fsaa = 0; - accel = -1; - /* Initialize test framework */ state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); - if(!state) - { + if(!state) { return 1; } /* Set Vulkan parameters */ state->window_flags |= SDL_WINDOW_VULKAN; - state->num_windows = 1; state->skip_renderer = 1; if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) { @@ -1163,26 +1114,38 @@ int main(int argc, char *argv[]) frames = 0; then = SDL_GetTicks(); done = 0; - while(!done) - { + while (!done) { /* Check for events */ - ++frames; - while(SDL_PollEvent(&event)) - { + frames++; + while(SDL_PollEvent(&event)) { + /* Need to destroy the swapchain before the window created + * by SDL. + */ + if (event.type == SDL_WINDOWEVENT_CLOSE) { + destroySwapchainAndSwapchainSpecificStuff(SDL_TRUE); + } SDLTest_CommonEvent(state, &event, &done); } - if(!done) - render(); + if (!done) { + int i; + for (i = 0; i < state->num_windows; ++i) { + if (state->windows[i]) { + vulkanContext = &vulkanContexts[i]; + render(); + } + } + } } /* Print out some timing information */ now = SDL_GetTicks(); - if(now > then) - { + if (now > then) { SDL_Log("%2.2f frames per second\n", ((double)frames * 1000) / (now - then)); } - quit(0); + + shutdownVulkan(SDL_TRUE); + SDLTest_CommonQuit(state); return 0; } diff --git a/libs/SDL2/test/testwm2.c b/libs/SDL2/test/testwm2.c index 9ec867b04116371e1da1e29ad8260d799537040a..93bedf47b14c98c8725f890a67292cf1bd7d872d 100644 --- a/libs/SDL2/test/testwm2.c +++ b/libs/SDL2/test/testwm2.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -18,6 +18,7 @@ #endif #include "SDL_test_common.h" +#include "SDL_test_font.h" static SDLTest_CommonState *state; int done; @@ -38,6 +39,8 @@ static const char *cursorNames[] = { }; int system_cursor = -1; SDL_Cursor *cursor = NULL; +SDL_bool relative_mode = SDL_FALSE; +int highlighted_mode = -1; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void @@ -47,6 +50,99 @@ quit(int rc) exit(rc); } +/* Draws the modes menu, and stores the mode index under the mouse in highlighted_mode */ +static void +draw_modes_menu(SDL_Window *window, SDL_Renderer *renderer, SDL_Rect viewport) +{ + SDL_DisplayMode mode; + char text[1024]; + const int lineHeight = 10; + const int display_index = SDL_GetWindowDisplayIndex(window); + const int num_modes = SDL_GetNumDisplayModes(display_index); + int i; + int column_chars = 0; + int text_length; + int x, y; + int table_top; + SDL_Point mouse_pos = { -1, -1 }; + + /* Get mouse position */ + if (SDL_GetMouseFocus() == window) { + int window_x, window_y; + float logical_x, logical_y; + + SDL_GetMouseState(&window_x, &window_y); + SDL_RenderWindowToLogical(renderer, window_x, window_y, &logical_x, &logical_y); + + mouse_pos.x = (int)logical_x; + mouse_pos.y = (int)logical_y; + } + + x = 0; + y = viewport.y; + + y += lineHeight; + + SDL_snprintf(text, sizeof(text), "Click on a mode to set it with SDL_SetWindowDisplayMode"); + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDLTest_DrawString(renderer, x, y, text); + y += lineHeight; + + SDL_snprintf(text, sizeof(text), "Press Ctrl+Enter to toggle SDL_WINDOW_FULLSCREEN"); + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDLTest_DrawString(renderer, x, y, text); + y += lineHeight; + + table_top = y; + + /* Clear the cached mode under the mouse */ + if (window == SDL_GetMouseFocus()) { + highlighted_mode = -1; + } + + for (i = 0; i < num_modes; ++i) { + SDL_Rect cell_rect; + + if (0 != SDL_GetDisplayMode(display_index, i, &mode)) { + return; + } + + SDL_snprintf(text, sizeof(text), "%d: %dx%d@%dHz", + i, mode.w, mode.h, mode.refresh_rate); + + /* Update column width */ + text_length = (int)SDL_strlen(text); + column_chars = SDL_max(column_chars, text_length); + + /* Check if under mouse */ + cell_rect.x = x; + cell_rect.y = y; + cell_rect.w = text_length * FONT_CHARACTER_SIZE; + cell_rect.h = lineHeight; + + if (SDL_PointInRect(&mouse_pos, &cell_rect)) { + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + + /* Update cached mode under the mouse */ + if (window == SDL_GetMouseFocus()) { + highlighted_mode = i; + } + } else { + SDL_SetRenderDrawColor(renderer, 170, 170, 170, 255); + } + + SDLTest_DrawString(renderer, x, y, text); + y += lineHeight; + + if (y + lineHeight > (viewport.y + viewport.h)) { + /* Advance to next column */ + x += (column_chars + 1) * FONT_CHARACTER_SIZE; + y = table_top; + column_chars = 0; + } + } +} + void loop() { @@ -76,6 +172,17 @@ loop() SDL_GetDisplayName(SDL_GetWindowDisplayIndex(window))); } } + if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) { + relative_mode = SDL_GetRelativeMouseMode(); + if (relative_mode) { + SDL_SetRelativeMouseMode(SDL_FALSE); + } + } + if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) { + if (relative_mode) { + SDL_SetRelativeMouseMode(SDL_TRUE); + } + } } if (event.type == SDL_KEYUP) { SDL_bool updateCursor = SDL_FALSE; @@ -100,12 +207,43 @@ loop() SDL_SetCursor(cursor); } } + if (event.type == SDL_MOUSEBUTTONUP) { + SDL_Window* window = SDL_GetMouseFocus(); + if (highlighted_mode != -1 && window != NULL) { + const int display_index = SDL_GetWindowDisplayIndex(window); + SDL_DisplayMode mode; + if (0 != SDL_GetDisplayMode(display_index, highlighted_mode, &mode)) { + SDL_Log("Couldn't get display mode"); + } else { + SDL_SetWindowDisplayMode(window, &mode); + } + } + } } for (i = 0; i < state->num_windows; ++i) { + SDL_Window* window = state->windows[i]; SDL_Renderer *renderer = state->renderers[i]; - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); + if (window != NULL && renderer != NULL) { + int y = 0; + SDL_Rect viewport, menurect; + + SDL_RenderGetViewport(renderer, &viewport); + + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); + SDL_RenderClear(renderer); + + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDLTest_CommonDrawWindowInfo(renderer, state->windows[i], &y); + + menurect.x = 0; + menurect.y = y; + menurect.w = viewport.w; + menurect.h = viewport.h - y; + draw_modes_menu(window, renderer, menurect); + + SDL_RenderPresent(renderer); + } } #ifdef __EMSCRIPTEN__ if (done) { diff --git a/libs/SDL2/test/testyuv.c b/libs/SDL2/test/testyuv.c index 1b05f0ab42aaa6d276e8324cf81894a596e6f2d7..9c89c3140ad15422a7ea0220807b9981cd769290 100644 --- a/libs/SDL2/test/testyuv.c +++ b/libs/SDL2/test/testyuv.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/testyuv_cvt.c b/libs/SDL2/test/testyuv_cvt.c index 91e5071e53163b973bf179893dc84c3fffc383ff..ed354d8aca657590e06864aa12ee370fd85b41fc 100644 --- a/libs/SDL2/test/testyuv_cvt.c +++ b/libs/SDL2/test/testyuv_cvt.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -31,9 +31,9 @@ static void RGBtoYUV(Uint8 * rgb, int *yuv, SDL_YUV_CONVERSION_MODE mode, int mo // This formula is from Microsoft's documentation: // https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx // L = Kr * R + Kb * B + (1 - Kr - Kb) * G - // Y = floor(2^(M-8) * (219*(L-Z)/S + 16) + 0.5); - // U = clip3(0, (2^M)-1, floor(2^(M-8) * (112*(B-L) / ((1-Kb)*S) + 128) + 0.5)); - // V = clip3(0, (2^M)-1, floor(2^(M-8) * (112*(R-L) / ((1-Kr)*S) + 128) + 0.5)); + // Y = SDL_floor(2^(M-8) * (219*(L-Z)/S + 16) + 0.5); + // U = clip3(0, (2^M)-1, SDL_floor(2^(M-8) * (112*(B-L) / ((1-Kb)*S) + 128) + 0.5)); + // V = clip3(0, (2^M)-1, SDL_floor(2^(M-8) * (112*(R-L) / ((1-Kr)*S) + 128) + 0.5)); float S, Z, R, G, B, L, Kr, Kb, Y, U, V; if (mode == SDL_YUV_CONVERSION_BT709) { diff --git a/libs/SDL2/test/testyuv_cvt.h b/libs/SDL2/test/testyuv_cvt.h index 15ac9326008a8958b079d3d0f1b72eb9e1cfabdd..57ddb76485ede39f01741a40b6d77ad6ff5de7cf 100644 --- a/libs/SDL2/test/testyuv_cvt.h +++ b/libs/SDL2/test/testyuv_cvt.h @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/torturethread.c b/libs/SDL2/test/torturethread.c index e41280d7abf2c35e0c2c8bdae3e8fc8b321903eb..d76f07755f0afc0f5cec7472d7224036fa631f33 100644 --- a/libs/SDL2/test/torturethread.c +++ b/libs/SDL2/test/torturethread.c @@ -1,5 +1,5 @@ /* - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/test/unifont-13.0.06-license.txt b/libs/SDL2/test/unifont-13.0.06-license.txt new file mode 100644 index 0000000000000000000000000000000000000000..94339e0f429ab551b4a52b3209e1788429e4fa7c --- /dev/null +++ b/libs/SDL2/test/unifont-13.0.06-license.txt @@ -0,0 +1,90 @@ +The SIL Open Font License version 1.1 is copied below, and is also +available with a FAQ at http://scripts.sil.org/OFL. + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/libs/SDL2/test/unifont-13.0.06.hex b/libs/SDL2/test/unifont-13.0.06.hex new file mode 100644 index 0000000000000000000000000000000000000000..320686a0c222b55266a561fbede7888e252e5761 --- /dev/null +++ b/libs/SDL2/test/unifont-13.0.06.hex @@ -0,0 +1,57086 @@ +0000:AAAA00018000000180004A51EA505A51C99E0001800000018000000180005555 +0001:AAAA00018000000180003993C252325F8A527193800000018000000180005555 +0002:AAAA00018000000180003BA5C124311989247125800000018000000180005555 +0003:AAAA00018000000180007BA5C1247919C1247925800000018000000180005555 +0004:AAAA000180000001800079BFC2487A49C2487989800000018000000180005555 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+FFFC:5555800000018000000180001185A9442985A94411998000000180000001AAAA +FFFD:0000007E665A5A7A76767E76767E0000 diff --git a/libs/SDL2/x86_64-w64-mingw32/bin/SDL2.dll b/libs/SDL2/x86_64-w64-mingw32/bin/SDL2.dll index 0edb386ee53cea568b80bf02306c9b256455ba0d..2a4ba89d82a326f80555f434dd7ba2cad1d5cccb 100755 Binary files a/libs/SDL2/x86_64-w64-mingw32/bin/SDL2.dll and b/libs/SDL2/x86_64-w64-mingw32/bin/SDL2.dll differ diff --git a/libs/SDL2/x86_64-w64-mingw32/bin/sdl2-config b/libs/SDL2/x86_64-w64-mingw32/bin/sdl2-config index 0b03712c7db2b140d46b7e13f818257dac62edd0..42e8724900c5ba49e8122cb72556b3aece182d79 100755 --- a/libs/SDL2/x86_64-w64-mingw32/bin/sdl2-config +++ b/libs/SDL2/x86_64-w64-mingw32/bin/sdl2-config @@ -39,7 +39,7 @@ while test $# -gt 0; do echo $exec_prefix ;; --version) - echo 2.0.10 + echo 2.0.20 ;; --cflags) echo -I${prefix}/include/SDL2 -Dmain=SDL_main @@ -49,7 +49,7 @@ while test $# -gt 0; do ;; --static-libs) # --libs|--static-libs) - echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -Wl,--dynamicbase -Wl,--nxcompat -Wl,--high-entropy-va -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid -static-libgcc + echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -Wl,--high-entropy-va -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid ;; *) echo "${usage}" 1>&2 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL.h index 88dce0c03e263ffa83292a20bb9bc462c05f5222..7cdd3243d64035b45ac27cb874da839218b9efce 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -42,11 +42,13 @@ #include "SDL_filesystem.h" #include "SDL_gamecontroller.h" #include "SDL_haptic.h" +#include "SDL_hidapi.h" #include "SDL_hints.h" #include "SDL_joystick.h" #include "SDL_loadso.h" #include "SDL_log.h" #include "SDL_messagebox.h" +#include "SDL_metal.h" #include "SDL_mutex.h" #include "SDL_power.h" #include "SDL_render.h" @@ -58,6 +60,8 @@ #include "SDL_timer.h" #include "SDL_version.h" #include "SDL_video.h" +#include "SDL_locale.h" +#include "SDL_misc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -90,37 +94,130 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit */ 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. * - * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** - * This function returns a mask of the specified subsystems which have - * previously been initialized. + * Get a mask of the specified subsystems which are currently 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. + * + * The return value does not include SDL_INIT_NOPARACHUTE. * - * If \c flags is 0, it returns a mask of all initialized subsystems. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** - * This function cleans up all initialized subsystems. You should - * call it upon all exit conditions. + * Clean up all initialized subsystems. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem */ extern DECLSPEC void SDLCALL SDL_Quit(void); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_assert.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_assert.h index 8baecb63e1c9e18a9087b0b5d0a4b8f1fce8c88a..defadf13717ce75a1ab70d205ac43742fe1b8d8d 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_assert.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -53,6 +53,10 @@ assert can have unique static variables associated with it. #define SDL_TriggerBreakpoint() __debugbreak() #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) ) #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__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) @@ -185,92 +189,121 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, #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)( 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 - * response to an assertion failure. If the app doesn't provide this, SDL - * will try to do the right thing, popping up a system-specific GUI dialog, - * and probably minimizing any fullscreen windows. + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * 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 - * it will only fire from one thread at a time. + * 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. * - * 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. + * \since This function is available since SDL 2.0.0. * - * \param handler Callback function, called when an assertion fails. - * \param userdata A pointer passed to the callback as-is. + * \sa SDL_GetAssertionHandler */ extern DECLSPEC void SDLCALL SDL_SetAssertionHandler( SDL_AssertionHandler handler, 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 + * 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. * - * \return The default SDL_AssertionHandler that is called when an assert triggers. + * \returns 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); /** - * \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(). * - * 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. * - * \param puserdata 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. - * \return The SDL_AssertionHandler that is called when an assert triggers. + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler() + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_SetAssertionHandler */ 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(), - * or the start of the program. + * The proper way to examine this data looks something like this: * - * 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> - * 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 + * memory should not be modified or freed by the application. * - * \return List of all assertions. - * \sa SDL_ResetAssertionReport + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ResetAssertionReport */ extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); /** - * \brief Reset the list of all assertion failures. + * Clear the list of all assertion failures. + * + * 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. * - * Reset list of all assertions triggered. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetAssertionReport + * \sa SDL_GetAssertionReport */ extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_atomic.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_atomic.h index deee35f916cba69edc6539ee1479948608277ed4..b29ceeac2af70941556d898f115db48d40024853 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_atomic.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_atomic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -89,25 +89,51 @@ extern "C" { 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AtomicLock + * \sa SDL_AtomicUnlock */ 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 a pointer to a lock variable + * + * \since This function is available since SDL 2.0.0. * - * \param lock Points to the lock. + * \sa SDL_AtomicTryLock + * \sa SDL_AtomicUnlock */ 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); @@ -126,7 +152,7 @@ void _ReadWriteBarrier(void); /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ #define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") #elif defined(__WATCOMC__) -extern _inline void SDL_CompilerBarrier (void); +extern __inline void SDL_CompilerBarrier(void); #pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; #else #define SDL_CompilerBarrier() \ @@ -137,20 +163,22 @@ extern _inline void SDL_CompilerBarrier (void); * 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. * - * A typical pattern would be for thread A to write some data and a flag, - * and for thread B to read the flag and get the data. In this case you - * would insert a release barrier between writing the data and the flag, + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, * guaranteeing that the data write completes no later than the flag is - * written, and you would insert an acquire barrier between reading the - * flag and reading the data, to ensure that all the reads associated - * with the flag have completed. + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. * - * In this pattern you should always see a release barrier paired with - * an acquire barrier and you should gate the data reads/writes with a - * single flag variable. + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. * * For more information on these semantics, take a look at the blog post: * http://preshing.com/20120913/acquire-and-release-semantics + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); @@ -216,32 +244,73 @@ typedef void (*SDL_KernelMemoryBarrierFunc)(); 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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the atomic variable. + * \sa SDL_AtomicGet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicSet */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef */ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); @@ -263,23 +332,54 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); #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); /** - * \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. + * + * \since This function is available since SDL 2.0.2. * - * \return The previous value of the pointer. + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicGetPtr */ 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. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_AtomicCASPtr + * \sa SDL_AtomicSetPtr */ extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_audio.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_audio.h index 305c01a9d943a5b8c3b2141013051bb2afb8922d..181f66c578387ccbd062bab20a5323ccf65ddb6a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_audio.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_audio.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -19,6 +19,8 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* !!! FIXME: several functions in here need Doxygen comments. */ + /** * \file SDL_audio.h * @@ -212,9 +214,12 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, * set both its (buf) field to a pointer that is aligned to 16 bytes, and its * (len) field to something that's a multiple of 16, if possible. */ -#ifdef __GNUC__ +#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__) /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't pad it out to 88 bytes to guarantee ABI compatibility between compilers. + This is not a concern on CHERI architectures, where pointers must be stored + at aligned locations otherwise they will become invalid, and thus structs + containing pointers cannot be packed without giving a warning or error. vvv The next time we rev the ABI, make sure to size the ints and add padding. */ @@ -248,7 +253,48 @@ typedef struct SDL_AudioCVT * order that they are normally initialized by default. */ /* @{ */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDriver + */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "xaudio2". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1 + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDrivers + */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); /* @} */ @@ -260,60 +306,103 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); * use. You should normally use SDL_Init() or SDL_InitSubSystem(). */ /* @{ */ + +/** + * Use this function to initialize a particular audio driver. + * + * This function is used internally, and should not be used unless you have a + * specific need to designate the audio driver you want to use. You should + * normally use SDL_Init() or SDL_InitSubSystem(). + * + * \param driver_name the name of the desired audio driver + * \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_AudioQuit + */ extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); + +/** + * Use this function to shut down audio if you initialized it with + * SDL_AudioInit(). + * + * This function is used internally, and should not be used unless you have a + * specific need to specify the audio driver you want to use. You should + * normally use SDL_Quit() or SDL_QuitSubSystem(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit + */ extern DECLSPEC void SDLCALL SDL_AudioQuit(void); /* @} */ /** - * This function returns the name of the current audio driver, or NULL - * if no driver has been initialized. + * Get the name of the current audio driver. + * + * The returned string points to internal static memory and thus never becomes + * invalid, even if you quit the audio subsystem and initialize a new driver + * (although such a case would return a different static string from another + * call to this function, of course). As such, you should not modify or free + * the returned string. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AudioInit */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); /** - * This function opens the audio device with the desired parameters, and - * returns 0 if successful, placing the actual hardware parameters in the - * structure pointed to by \c obtained. If \c obtained is NULL, the audio - * data passed to the callback function will be guaranteed to be in the - * requested format, and will be automatically converted to the hardware - * audio format if necessary. This function returns -1 if it failed - * to open the audio device, or couldn't set up the audio thread. - * - * When filling in the desired audio spec structure, - * - \c desired->freq should be the desired audio frequency in samples-per- - * second. - * - \c desired->format should be the desired audio format. - * - \c desired->samples is the desired size of the audio buffer, in - * samples. This number should be a power of two, and may be adjusted by - * the audio driver to a value more suitable for the hardware. Good values - * seem to range between 512 and 8096 inclusive, depending on the - * application and CPU speed. Smaller values yield faster response time, - * but can lead to underflow if the application is doing heavy processing - * and cannot fill the audio buffer in time. A stereo sample consists of - * both right and left channels in LR ordering. - * Note that the number of samples is directly related to time by the - * following formula: \code ms = (samples*1000)/freq \endcode - * - \c desired->size is the size in bytes of the audio buffer, and is - * calculated by SDL_OpenAudio(). - * - \c desired->silence is the value used to set the buffer to silence, - * and is calculated by SDL_OpenAudio(). - * - \c desired->callback should be set to a function that will be called - * when the audio device is ready for more data. It is passed a pointer - * to the audio buffer, and the length in bytes of the audio buffer. - * This function usually runs in a separate thread, and so you should - * protect data structures that it accesses by calling SDL_LockAudio() - * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL - * pointer here, and call SDL_QueueAudio() with some frequency, to queue - * more audio samples to be played (or for capture devices, call - * SDL_DequeueAudio() with some frequency, to obtain audio samples). - * - \c desired->userdata is passed as the first parameter to your callback - * function. If you passed a NULL callback, this value is ignored. - * - * The audio device starts out playing silence when it's opened, and should - * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready - * for your audio callback function to be called. Since the audio driver - * may modify the requested size of the audio buffer, you should allocate - * any local mixing buffers after you open the audio device. + * This function is a legacy means of opening the audio device. + * + * This function remains for compatibility with SDL 1.2, but also because it's + * slightly easier to use than the new functions in SDL 2.0. The new, more + * powerful, and preferred way to do this is SDL_OpenAudioDevice(). + * + * This function is roughly equivalent to: + * + * ```c + * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); + * ``` + * + * With two notable exceptions: + * + * - If `obtained` is NULL, we use `desired` (and allow no changes), which + * means desired will be modified to have the correct values for silence, + * etc, and SDL will convert any differences between your app's specific + * request and the hardware behind the scenes. + * - The return value is always success or failure, and not a device ID, which + * means you can only have one device open at a time with this function. + * + * \param desired an SDL_AudioSpec structure representing the desired output + * format. Please refer to the SDL_OpenAudioDevice + * documentation for details on how to prepare this structure. + * \param obtained an SDL_AudioSpec structure filled in with the actual + * parameters, or NULL. + * \returns 0 if successful, placing the actual hardware parameters in the + * structure pointed to by `obtained`. + * + * If `obtained` is NULL, the audio data passed to the callback + * function will be guaranteed to be in the requested format, and + * will be automatically converted to the actual hardware audio + * format if necessary. If `obtained` is NULL, `desired` will have + * fields modified. + * + * This function returns a negative error code on failure to open the + * audio device or failure to set up the audio thread; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudio + * \sa SDL_LockAudio + * \sa SDL_PauseAudio + * \sa SDL_UnlockAudio */ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained); @@ -330,59 +419,223 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, typedef Uint32 SDL_AudioDeviceID; /** - * Get the number of available devices exposed by the current driver. - * Only valid after a successfully initializing the audio subsystem. - * Returns -1 if an explicit list of devices can't be determined; this is - * not an error. For example, if SDL is set up to talk to a remote audio - * server, it can't list every one available on the Internet, but it will - * still allow a specific host to be specified to SDL_OpenAudioDevice(). + * Get the number of built-in audio devices. + * + * This function is only valid after successfully initializing the audio + * subsystem. + * + * Note that audio capture support is not implemented as of SDL 2.0.4, so the + * `iscapture` parameter is for future expansion and should always be zero for + * now. + * + * This function will return -1 if an explicit list of devices can't be + * determined. Returning -1 is not an error. For example, if SDL is set up to + * talk to a remote audio server, it can't list every one available on the + * Internet, but it will still allow a specific host to be specified in + * SDL_OpenAudioDevice(). + * + * In many common cases, when this function returns a value <= 0, it can still + * successfully open the default device (NULL for first argument of + * SDL_OpenAudioDevice()). + * + * This function may trigger a complete redetect of available hardware. It + * should not be called for each iteration of a loop, but rather once at the + * start of a loop: + * + * ```c + * // Don't do this: + * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) + * + * // do this instead: + * const int count = SDL_GetNumAudioDevices(0); + * for (int i = 0; i < count; ++i) { do_something_here(); } + * ``` + * + * \param iscapture zero to request playback devices, non-zero to request + * recording devices + * \returns the number of available devices exposed by the current driver or + * -1 if an explicit list of devices can't be determined. A return + * value of -1 does not necessarily mean an error condition. + * + * \since This function is available since SDL 2.0.0. * - * In many common cases, when this function returns a value <= 0, it can still - * successfully open the default device (NULL for first argument of - * SDL_OpenAudioDevice()). + * \sa SDL_GetAudioDeviceName + * \sa SDL_OpenAudioDevice */ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); /** - * Get the human-readable name of a specific audio device. - * Must be a value between 0 and (number of audio devices-1). - * Only valid after a successfully initializing the audio subsystem. - * The values returned by this function reflect the latest call to - * SDL_GetNumAudioDevices(); recall that function to redetect available - * hardware. + * Get the human-readable name of a specific audio device. * - * The string returned by this function is UTF-8 encoded, read-only, and - * managed internally. You are not to free it. If you need to keep the - * string for any length of time, you should make your own copy of it, as it - * will be invalid next time any of several other SDL functions is called. + * This function is only valid after successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. + * + * The string returned by this function is UTF-8 encoded, read-only, and + * managed internally. You are not to free it. If you need to keep the string + * for any length of time, you should make your own copy of it, as it will be + * invalid next time any of several other SDL functions are called. + * + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \returns the name of the audio device at the requested index, or NULL on + * error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumAudioDevices */ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, int iscapture); - /** - * Open a specific audio device. Passing in a device name of NULL requests - * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). + * Get the preferred audio format of a specific audio device. + * + * This function is only valid after a successfully initializing the audio + * subsystem. The values returned by this function reflect the latest call to + * SDL_GetNumAudioDevices(); re-call that function to redetect available + * hardware. * - * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but - * some drivers allow arbitrary and driver-specific strings, such as a - * hostname/IP address for a remote audio server, or a filename in the - * diskaudio driver. + * `spec` will be filled with the sample rate, sample format, and channel + * count. All other values in the structure are filled with 0. When the + * supported struct members are 0, SDL was unable to get the property from the + * backend. * - * \return 0 on error, a valid device ID that is >= 2 on success. + * \param index the index of the audio device; valid values range from 0 to + * SDL_GetNumAudioDevices() - 1 + * \param iscapture non-zero to query the list of recording devices, zero to + * query the list of output devices. + * \param spec The SDL_AudioSpec to be initialized by this function. + * \returns 0 on success, nonzero on error * - * SDL_OpenAudio(), unlike this function, always acts on device ID 1. + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetNumAudioDevices + */ +extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, + int iscapture, + SDL_AudioSpec *spec); + + +/** + * Open a specific audio device. + * + * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, + * this function will never return a 1 so as not to conflict with the legacy + * function. + * + * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, + * this function would fail if `iscapture` was not zero. Starting with SDL + * 2.0.5, recording is implemented and this value can be non-zero. + * + * Passing in a `device` name of NULL requests the most reasonable default + * (and is equivalent to what SDL_OpenAudio() does to choose a device). The + * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but + * some drivers allow arbitrary and driver-specific strings, such as a + * hostname/IP address for a remote audio server, or a filename in the + * diskaudio driver. + * + * An opened audio device starts out paused, and should be enabled for playing + * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio + * callback function to be called. Since the audio driver may modify the + * requested size of the audio buffer, you should allocate any local mixing + * buffers after you open the audio device. + * + * The audio callback runs in a separate thread in most cases; you can prevent + * race conditions between your callback and other threads without fully + * pausing playback with SDL_LockAudioDevice(). For more information about the + * callback, see SDL_AudioSpec. + * + * Managing the audio spec via 'desired' and 'obtained': + * + * When filling in the desired audio spec structure: + * + * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). + * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). + * - `desired->samples` is the desired size of the audio buffer, in _sample + * frames_ (with stereo output, two samples--left and right--would make a + * single sample frame). This number should be a power of two, and may be + * adjusted by the audio driver to a value more suitable for the hardware. + * Good values seem to range between 512 and 8096 inclusive, depending on + * the application and CPU speed. Smaller values reduce latency, but can + * lead to underflow if the application is doing heavy processing and cannot + * fill the audio buffer in time. Note that the number of sample frames is + * directly related to time by the following formula: `ms = + * (sampleframes*1000)/freq` + * - `desired->size` is the size in _bytes_ of the audio buffer, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->silence` is the value used to set the buffer to silence, and is + * calculated by SDL_OpenAudioDevice(). You don't initialize this. + * - `desired->callback` should be set to a function that will be called when + * the audio device is ready for more data. It is passed a pointer to the + * audio buffer, and the length in bytes of the audio buffer. This function + * usually runs in a separate thread, and so you should protect data + * structures that it accesses by calling SDL_LockAudioDevice() and + * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL + * pointer here, and call SDL_QueueAudio() with some frequency, to queue + * more audio samples to be played (or for capture devices, call + * SDL_DequeueAudio() with some frequency, to obtain audio samples). + * - `desired->userdata` is passed as the first parameter to your callback + * function. If you passed a NULL callback, this value is ignored. + * + * `allowed_changes` can have the following flags OR'd together: + * + * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` + * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` + * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` + * - `SDL_AUDIO_ALLOW_ANY_CHANGE` + * + * These flags specify how SDL should behave when a device cannot offer a + * specific feature. If the application requests a feature that the hardware + * doesn't offer, SDL will always try to get the closest equivalent. + * + * For example, if you ask for float32 audio format, but the sound card only + * supports int16, SDL will set the hardware to int16. If you had set + * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` + * structure. If that flag was *not* set, SDL will prepare to convert your + * callback's float32 audio to int16 before feeding it to the hardware and + * will keep the originally requested format in the `obtained` structure. + * + * The resulting audio specs, varying depending on hardware and on what + * changes were allowed, will then be written back to `obtained`. + * + * If your application can only handle one specific data format, pass a zero + * for `allowed_changes` and let SDL transparently handle any differences. + * + * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a + * driver-specific name as appropriate. NULL requests the most + * reasonable default device. + * \param iscapture non-zero to specify a device should be opened for + * recording, not playback + * \param desired an SDL_AudioSpec structure representing the desired output + * format; see SDL_OpenAudio() for more information + * \param obtained an SDL_AudioSpec structure filled in with the actual output + * format; see SDL_OpenAudio() for more information + * \param allowed_changes 0, or one or more flags OR'd together + * \returns a valid device ID that is > 0 on success or 0 on failure; call + * SDL_GetError() for more information. + * + * For compatibility with SDL 1.2, this will never return 1, since + * SDL reserves that ID for the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceName + * \sa SDL_LockAudioDevice + * \sa SDL_OpenAudio + * \sa SDL_PauseAudioDevice + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char - *device, - int iscapture, - const - SDL_AudioSpec * - desired, - SDL_AudioSpec * - obtained, - int - allowed_changes); +extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( + const char *device, + int iscapture, + const SDL_AudioSpec *desired, + SDL_AudioSpec *obtained, + int allowed_changes); @@ -398,10 +651,39 @@ typedef enum SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED } SDL_AudioStatus; + +/** + * This function is a legacy means of querying the audio device. + * + * New programs might want to use SDL_GetAudioDeviceStatus() instead. This + * function is equivalent to calling... + * + * ```c + * SDL_GetAudioDeviceStatus(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetAudioDeviceStatus + */ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); -extern DECLSPEC SDL_AudioStatus SDLCALL -SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); +/** + * Use this function to get the current audio state of an audio device. + * + * \param dev the ID of an audio device previously opened with + * SDL_OpenAudioDevice() + * \returns the SDL_AudioStatus of the specified audio device. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); /* @} *//* Audio State */ /** @@ -414,62 +696,140 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); * Silence will be written to the audio device during the pause. */ /* @{ */ -extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); -extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, - int pause_on); -/* @} *//* Pause audio functions */ /** - * \brief Load the audio data of a WAVE file into memory + * This function is a legacy means of pausing the audio device. * - * Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len - * to be valid pointers. The entire data portion of the file is then loaded - * into memory and decoded if necessary. + * New programs might want to use SDL_PauseAudioDevice() instead. This + * function is equivalent to calling... * - * If \c freesrc is non-zero, the data source gets automatically closed and - * freed before the function returns. + * ```c + * SDL_PauseAudioDevice(1, pause_on); + * ``` * - * Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), - * IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and - * µ-law (8 bits). Other formats are currently unsupported and cause an error. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * If this function succeeds, the pointer returned by it is equal to \c spec - * and the pointer to the audio data allocated by the function is written to - * \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec - * members \c freq, \c channels, and \c format are set to the values of the - * audio data in the buffer. The \c samples member is set to a sane default and - * all others are set to zero. + * \param pause_on non-zero to pause, 0 to unpause * - * It's necessary to use SDL_FreeWAV() to free the audio data returned in - * \c audio_buf when it is no longer used. + * \since This function is available since SDL 2.0.0. * - * Because of the underspecification of the Waveform format, there are many - * problematic files in the wild that cause issues with strict decoders. To - * provide compatibility with these files, this decoder is lenient in regards - * to the truncation of the file, the fact chunk, and the size of the RIFF - * chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION, - * and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the - * loading process. + * \sa SDL_GetAudioStatus + * \sa SDL_PauseAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); + +/** + * Use this function to pause and unpause audio playback on a specified + * device. + * + * This function pauses and unpauses the audio callback processing for a given + * device. Newly-opened audio devices start in the paused state, so you must + * call this function with **pause_on**=0 after opening the specified audio + * device to start playing sound. This allows you to safely initialize data + * for your callback function after opening the audio device. Silence will be + * written to the audio device while paused, and the audio callback is + * guaranteed to not be called. Pausing one device does not prevent other + * unpaused devices from running their callbacks. + * + * Pausing state does not stack; even if you pause a device several times, a + * single unpause will start the device playing again, and vice versa. This is + * different from how SDL_LockAudioDevice() works. * - * Any file that is invalid (due to truncation, corruption, or wrong values in - * the headers), too big, or unsupported causes an error. Additionally, any - * critical I/O error from the data source will terminate the loading process - * with an error. The function returns NULL on error and in all cases (with the - * exception of \c src being NULL), an appropriate error message will be set. + * If you just need to protect a few variables from race conditions vs your + * callback, you shouldn't pause the audio device, as it will lead to dropouts + * in the audio playback. Instead, you should use SDL_LockAudioDevice(). * - * It is required that the data source supports seeking. + * \param dev a device opened by SDL_OpenAudioDevice() + * \param pause_on non-zero to pause, 0 to unpause * - * Example: - * \code - * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); - * \endcode + * \since This function is available since SDL 2.0.0. * - * \param src The data source with the WAVE data - * \param freesrc A integer value that makes the function close the data source if non-zero - * \param spec A pointer filled with the audio format of the audio data - * \param audio_buf A pointer filled with the audio data allocated by the function - * \param audio_len A pointer filled with the length of the audio data buffer in bytes - * \return NULL on error, or non-NULL on success. + * \sa SDL_LockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, + int pause_on); +/* @} *//* Pause audio functions */ + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * If `freesrc` is non-zero, the data source gets automatically closed and + * freed before the function returns. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the pointer returned by it is equal to `spec` + * and the pointer to the audio data allocated by the function is written to + * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec + * members `freq`, `channels`, and `format` are set to the values of the audio + * data in the buffer. The `samples` member is set to a sane default and all + * others are set to zero. + * + * It's necessary to use SDL_FreeWAV() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV macro does this same thing for you, but in a less + * messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src The data source for the WAVE data + * \param freesrc If non-zero, SDL will _always_ free the data source + * \param spec An SDL_AudioSpec that will be filled in with the wave file's + * format details + * \param audio_buf A pointer filled with the audio data, allocated by the + * function. + * \param audio_len A pointer filled with the length of the audio data buffer + * in bytes + * \returns This function, if successfully called, returns `spec`, which will + * be filled with the audio data format of the wave source data. + * `audio_buf` will be filled with a pointer to an allocated buffer + * containing the audio data, and `audio_len` is filled with the + * length of that audio buffer in bytes. + * + * This function returns NULL if the .WAV file cannot be opened, uses + * an unknown data format, or is corrupt; call SDL_GetError() for + * more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_FreeWAV() to dispose of it. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeWAV + * \sa SDL_LoadWAV */ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc, @@ -485,18 +845,53 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) /** - * This function frees data previously allocated with SDL_LoadWAV_RW() + * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). + * + * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() + * its data can eventually be freed with SDL_FreeWAV(). It is safe to call + * this function with a NULL pointer. + * + * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or + * SDL_LoadWAV_RW() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadWAV + * \sa SDL_LoadWAV_RW */ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); /** - * This function takes a source format and rate and a destination format - * and rate, and initializes the \c cvt structure with information needed - * by SDL_ConvertAudio() to convert a buffer of audio data from one format - * to the other. An unsupported format causes an error and -1 will be returned. - * - * \return 0 if no conversion is needed, 1 if the audio filter is set up, - * or -1 on error. + * Initialize an SDL_AudioCVT structure for conversion. + * + * Before an SDL_AudioCVT structure can be used to convert audio data it must + * be initialized with source and destination information. + * + * This function will zero out every field of the SDL_AudioCVT, so it must be + * called before the application fills in the final buffer information. + * + * Once this function has returned successfully, and reported that a + * conversion is necessary, the application fills in the rest of the fields in + * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, + * and then can call SDL_ConvertAudio() to complete the conversion. + * + * \param cvt an SDL_AudioCVT structure filled in with audio conversion + * information + * \param src_format the source format of the audio data; for more info see + * SDL_AudioFormat + * \param src_channels the number of channels in the source + * \param src_rate the frequency (sample-frames-per-second) of the source + * \param dst_format the destination format of the audio data; for more info + * see SDL_AudioFormat + * \param dst_channels the number of channels in the destination + * \param dst_rate the frequency (sample-frames-per-second) of the destination + * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, + * 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_ConvertAudio */ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, SDL_AudioFormat src_format, @@ -507,16 +902,42 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, int dst_rate); /** - * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), - * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of - * audio data in the source format, this function will convert it in-place - * to the desired format. - * - * The data conversion may expand the size of the audio data, so the buffer - * \c cvt->buf should be allocated after the \c cvt structure is initialized by - * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. - * - * \return 0 on success or -1 if \c cvt->buf is NULL. + * Convert audio data to a desired audio format. + * + * This function does the actual audio data conversion, after the application + * has called SDL_BuildAudioCVT() to prepare the conversion information and + * then filled in the buffer details. + * + * Once the application has initialized the `cvt` structure using + * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio + * data in the source format, this function will convert the buffer, in-place, + * to the desired format. + * + * The data conversion may go through several passes; any given pass may + * possibly temporarily increase the size of the data. For example, SDL might + * expand 16-bit data to 32 bits before resampling to a lower frequency, + * shrinking the data size after having grown it briefly. Since the supplied + * buffer will be both the source and destination, converting as necessary + * in-place, the application must allocate a buffer that will fully contain + * the data during its largest conversion pass. After SDL_BuildAudioCVT() + * returns, the application should set the `cvt->len` field to the size, in + * bytes, of the source data, and allocate a buffer that is `cvt->len * + * cvt->len_mult` bytes long for the `buf` field. + * + * The source data should be copied into this buffer before the call to + * SDL_ConvertAudio(). Upon successful return, this buffer will contain the + * converted audio, and `cvt->len_cvt` will be the size of the converted data, + * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once + * this function returns. + * + * \param cvt an SDL_AudioCVT structure that was previously set up by + * SDL_BuildAudioCVT(). + * \returns 0 if the conversion was completed successfully 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_BuildAudioCVT */ extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); @@ -532,22 +953,24 @@ struct _SDL_AudioStream; typedef struct _SDL_AudioStream SDL_AudioStream; /** - * Create a new audio stream - * - * \param src_format The format of the source audio - * \param src_channels The number of channels of the source audio - * \param src_rate The sampling rate of the source audio - * \param dst_format The format of the desired audio output - * \param dst_channels The number of channels of the desired audio output - * \param dst_rate The sampling rate of the desired audio output - * \return 0 on success, or -1 on error. - * - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * Create a new audio stream. + * + * \param src_format The format of the source audio + * \param src_channels The number of channels of the source audio + * \param src_rate The sampling rate of the source audio + * \param dst_format The format of the desired audio output + * \param dst_channels The number of channels of the desired audio output + * \param dst_rate The sampling rate of the desired audio output + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, const Uint8 src_channels, @@ -557,110 +980,164 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm const int dst_rate); /** - * Add data to be converted/resampled to the stream + * Add data to be converted/resampled to the stream. + * + * \param stream The stream the audio data is being added to + * \param buf A pointer to the audio data to add + * \param len The number of bytes to write to the stream + * \returns 0 on success, or -1 on error. * - * \param stream The stream the audio data is being added to - * \param buf A pointer to the audio data to add - * \param len The number of bytes to write to the stream - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); /** - * Get converted/resampled data from the stream + * Get converted/resampled data from the stream * - * \param stream The stream the audio is being requested from - * \param buf A buffer to fill with audio data - * \param len The maximum number of bytes to fill - * \return The number of bytes read from the stream, or -1 on error + * \param stream The stream the audio is being requested from + * \param buf A buffer to fill with audio data + * \param len The maximum number of bytes to fill + * \returns the number of bytes read from the stream, or -1 on error * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); /** - * Get the number of converted/resampled bytes available. The stream may be - * buffering data behind the scenes until it has enough to resample - * correctly, so this number might be lower than what you expect, or even - * be zero. Add more data or flush the stream if you need the data now. + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); /** * Tell the stream that you're done sending data, and anything being buffered - * should be converted/resampled and made available immediately. + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there will be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. * - * It is legal to add more data to a stream after flushing, but there will - * be audio gaps in the output. Generally this is intended to signal the - * end of input, so the complete output becomes available. + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamClear - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamClear + * \sa SDL_FreeAudioStream */ extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); /** - * Clear any pending data in the stream without converting it + * Clear any pending data in the stream without converting it + * + * \since This function is available since SDL 2.0.7. * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_FreeAudioStream + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_FreeAudioStream */ extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); /** * Free an audio stream * - * \sa SDL_NewAudioStream - * \sa SDL_AudioStreamPut - * \sa SDL_AudioStreamGet - * \sa SDL_AudioStreamAvailable - * \sa SDL_AudioStreamFlush - * \sa SDL_AudioStreamClear + * \since This function is available since SDL 2.0.7. + * + * \sa SDL_NewAudioStream + * \sa SDL_AudioStreamPut + * \sa SDL_AudioStreamGet + * \sa SDL_AudioStreamAvailable + * \sa SDL_AudioStreamFlush + * \sa SDL_AudioStreamClear */ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); #define SDL_MIX_MAXVOLUME 128 + /** - * This takes two audio buffers of the playing audio format and mixes - * them, performing addition, volume adjustment, and overflow clipping. - * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME - * for full audio volume. Note this does not change hardware volume. - * This is provided for convenience -- you can mix your own audio data. + * This function is a legacy means of mixing audio. + * + * This function is equivalent to calling... + * + * ```c + * SDL_MixAudioFormat(dst, src, format, len, volume); + * ``` + * + * ...where `format` is the obtained format of the audio device from the + * legacy SDL_OpenAudio() function. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MixAudioFormat */ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, Uint32 len, int volume); /** - * This works like SDL_MixAudio(), but you specify the audio format instead of - * using the format of audio device 1. Thus it can be used when no audio - * device is open at all. + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudioFormat() is really only needed when you're mixing a single + * audio stream with a volume adjustment. + * + * \param dst the destination for the mixed audio + * \param src the source audio buffer to be mixed + * \param format the SDL_AudioFormat structure representing the desired audio + * format + * \param len the length of the audio buffer in bytes + * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME + * for full audio volume + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, const Uint8 * src, @@ -668,184 +1145,312 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, Uint32 len, int volume); /** - * Queue more audio on non-callback devices. + * Queue more audio on non-callback devices. + * + * If you are looking to retrieve queued audio from a non-callback capture + * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return + * -1 to signify an error if you use it with capture devices. + * + * SDL offers two ways to feed audio to the device: you can either supply a + * callback that SDL triggers with some frequency to obtain more audio (pull + * method), or you can supply no callback, and then SDL will expect you to + * supply data at regular intervals (push method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Queued data will drain to the device as + * necessary without further intervention from you. If the device needs audio + * but there is not enough queued, it will play silence to make up the + * difference. This means you will have skips in your audio playback if you + * aren't routinely queueing sufficient data. + * + * This function copies the supplied data, so you are safe to free it when the + * function returns. This function is thread-safe, but queueing to the same + * device from two threads at once does not promise which buffer will be + * queued first. + * + * You may not queue audio on a device that is using an application-supplied + * callback; doing so returns an error. You have to use the audio callback or + * queue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before queueing; SDL + * handles locking internally for this function. + * + * Note that SDL2 does not support planar audio. You will need to resample + * from planar audio formats into a non-planar one (see SDL_AudioFormat) + * before queuing audio. + * + * \param dev the device ID to which we will queue audio + * \param data the data to queue to the device for later playback + * \param len the number of bytes (not samples!) to which `data` points + * \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_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); + +/** + * Dequeue more audio on non-callback devices. + * + * If you are looking to queue audio for output on a non-callback playback + * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always + * return 0 if you use it with playback devices. + * + * SDL offers two ways to retrieve audio from a capture device: you can either + * supply a callback that SDL triggers with some frequency as the device + * records more audio data, (push method), or you can supply no callback, and + * then SDL will expect you to retrieve data at regular intervals (pull + * method) with this function. + * + * There are no limits on the amount of data you can queue, short of + * exhaustion of address space. Data from the device will keep queuing as + * necessary without further intervention from you. This means you will + * eventually run out of memory if you aren't routinely dequeueing data. + * + * Capture devices will not queue data when paused; if you are expecting to + * not need captured audio for some length of time, use SDL_PauseAudioDevice() + * to stop the capture device from queueing more data. This can be useful + * during, say, level loading times. When unpaused, capture devices will start + * queueing data from that point, having flushed any capturable data available + * while paused. + * + * This function is thread-safe, but dequeueing from the same device from two + * threads at once does not promise which thread will dequeue data first. + * + * You may not dequeue audio from a device that is using an + * application-supplied callback; doing so returns an error. You have to use + * the audio callback, or dequeue audio with this function, but not both. + * + * You should not call SDL_LockAudio() on the device before dequeueing; SDL + * handles locking internally for this function. + * + * \param dev the device ID from which we will dequeue audio + * \param data a pointer into where audio data should be copied + * \param len the number of bytes (not samples!) to which (data) points + * \returns the number of bytes dequeued, which could be less than requested; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_ClearQueuedAudio + * \sa SDL_GetQueuedAudioSize + */ +extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); + +/** + * Get the number of bytes of still-queued audio. * - * (If you are looking to retrieve queued audio from a non-callback capture - * device, you want SDL_DequeueAudio() instead. This will return -1 to - * signify an error if you use it with capture devices.) + * For playback devices: this is the number of bytes that have been queued for + * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. * - * SDL offers two ways to feed audio to the device: you can either supply a - * callback that SDL triggers with some frequency to obtain more audio - * (pull method), or you can supply no callback, and then SDL will expect - * you to supply data at regular intervals (push method) with this function. + * Once we've sent it to the hardware, this function can not decide the exact + * byte boundary of what has been played. It's possible that we just gave the + * hardware several kilobytes right before you called this function, but it + * hasn't played any of it yet, or maybe half of it, etc. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Queued data will drain to the device as - * necessary without further intervention from you. If the device needs - * audio but there is not enough queued, it will play silence to make up - * the difference. This means you will have skips in your audio playback - * if you aren't routinely queueing sufficient data. + * For capture devices, this is the number of bytes that have been captured by + * the device and are waiting for you to dequeue. This number may grow at any + * time, so this only informs of the lower-bound of available data. * - * This function copies the supplied data, so you are safe to free it when - * the function returns. This function is thread-safe, but queueing to the - * same device from two threads at once does not promise which buffer will - * be queued first. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * You may not queue audio on a device that is using an application-supplied - * callback; doing so returns an error. You have to use the audio callback - * or queue audio with this function, but not both. + * You should not call SDL_LockAudio() on the device before querying; SDL + * handles locking internally for this function. * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \param dev the device ID of which we will query queued audio size + * \returns the number of bytes (not samples!) of queued audio. * - * \param dev The device ID to which we will queue audio. - * \param data The data to queue to the device for later playback. - * \param len The number of bytes (not samples!) to which (data) points. - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.4. * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * \sa SDL_ClearQueuedAudio + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio */ -extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); +extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); /** - * Dequeue more audio on non-callback devices. + * Drop any queued audio data waiting to be sent to the hardware. * - * (If you are looking to queue audio for output on a non-callback playback - * device, you want SDL_QueueAudio() instead. This will always return 0 - * if you use it with playback devices.) + * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For + * output devices, the hardware will start playing silence if more audio isn't + * queued. For capture devices, the hardware will start filling the empty + * queue with new data if the capture device isn't paused. * - * SDL offers two ways to retrieve audio from a capture device: you can - * either supply a callback that SDL triggers with some frequency as the - * device records more audio data, (push method), or you can supply no - * callback, and then SDL will expect you to retrieve data at regular - * intervals (pull method) with this function. + * This will not prevent playback of queued audio that's already been sent to + * the hardware, as we can not undo that, so expect there to be some fraction + * of a second of audio that might still be heard. This can be useful if you + * want to, say, drop any pending music or any unprocessed microphone input + * during a level change in your game. * - * There are no limits on the amount of data you can queue, short of - * exhaustion of address space. Data from the device will keep queuing as - * necessary without further intervention from you. This means you will - * eventually run out of memory if you aren't routinely dequeueing data. + * You may not queue or dequeue audio on a device that is using an + * application-supplied callback; calling this function on such a device + * always returns 0. You have to use the audio callback or queue audio, but + * not both. * - * Capture devices will not queue data when paused; if you are expecting - * to not need captured audio for some length of time, use - * SDL_PauseAudioDevice() to stop the capture device from queueing more - * data. This can be useful during, say, level loading times. When - * unpaused, capture devices will start queueing data from that point, - * having flushed any capturable data available while paused. + * You should not call SDL_LockAudio() on the device before clearing the + * queue; SDL handles locking internally for this function. * - * This function is thread-safe, but dequeueing from the same device from - * two threads at once does not promise which thread will dequeued data - * first. + * This function always succeeds and thus returns void. * - * You may not dequeue audio from a device that is using an - * application-supplied callback; doing so returns an error. You have to use - * the audio callback, or dequeue audio with this function, but not both. + * \param dev the device ID of which to clear the audio queue * - * You should not call SDL_LockAudio() on the device before queueing; SDL - * handles locking internally for this function. + * \since This function is available since SDL 2.0.4. * - * \param dev The device ID from which we will dequeue audio. - * \param data A pointer into where audio data should be copied. - * \param len The number of bytes (not samples!) to which (data) points. - * \return number of bytes dequeued, which could be less than requested. + * \sa SDL_GetQueuedAudioSize + * \sa SDL_QueueAudio + * \sa SDL_DequeueAudio + */ +extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); + + +/** + * \name Audio lock functions * - * \sa SDL_GetQueuedAudioSize - * \sa SDL_ClearQueuedAudio + * The lock manipulated by these functions protects the callback function. + * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that + * the callback function is not running. Do not call these from the callback + * function or you will cause deadlock. */ -extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); +/* @{ */ /** - * Get the number of bytes of still-queued audio. + * This function is a legacy means of locking the audio device. + * + * New programs might want to use SDL_LockAudioDevice() instead. This function + * is equivalent to calling... * - * For playback device: + * ```c + * SDL_LockAudioDevice(1); + * ``` * - * This is the number of bytes that have been queued for playback with - * SDL_QueueAudio(), but have not yet been sent to the hardware. This - * number may shrink at any time, so this only informs of pending data. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * Once we've sent it to the hardware, this function can not decide the - * exact byte boundary of what has been played. It's possible that we just - * gave the hardware several kilobytes right before you called this - * function, but it hasn't played any of it yet, or maybe half of it, etc. + * \since This function is available since SDL 2.0.0. * - * For capture devices: + * \sa SDL_LockAudioDevice + * \sa SDL_UnlockAudio + * \sa SDL_UnlockAudioDevice + */ +extern DECLSPEC void SDLCALL SDL_LockAudio(void); + +/** + * Use this function to lock out the audio callback function for a specified + * device. * - * This is the number of bytes that have been captured by the device and - * are waiting for you to dequeue. This number may grow at any time, so - * this only informs of the lower-bound of available data. + * The lock manipulated by these functions protects the audio callback + * function specified in SDL_OpenAudioDevice(). During a + * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed + * that the callback function for that device is not running, even if the + * device is not paused. While a device is locked, any other unpaused, + * unlocked devices may still run their callbacks. * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device always returns 0. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * Calling this function from inside your audio callback is unnecessary. SDL + * obtains this lock before calling your function, and releases it when the + * function returns. * - * You should not call SDL_LockAudio() on the device before querying; SDL - * handles locking internally for this function. + * You should not hold the lock longer than absolutely necessary. If you hold + * it too long, you'll experience dropouts in your audio playback. Ideally, + * your application locks the device, sets a few variables and unlocks again. + * Do not do heavy work while holding the lock for a device. * - * \param dev The device ID of which we will query queued audio size. - * \return Number of bytes (not samples!) of queued audio. + * It is safe to lock the audio device multiple times, as long as you unlock + * it an equivalent number of times. The callback will not run until the + * device has been unlocked completely in this way. If your application fails + * to unlock the device appropriately, your callback will never run, you might + * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably + * deadlock. * - * \sa SDL_QueueAudio - * \sa SDL_ClearQueuedAudio + * Internally, the audio device lock is a mutex; if you lock from two threads + * at once, not only will you block the audio callback, you'll block the other + * thread. + * + * \param dev the ID of the device to be locked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); +extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); /** - * Drop any queued audio data. For playback devices, this is any queued data - * still waiting to be submitted to the hardware. For capture devices, this - * is any data that was queued by the device that hasn't yet been dequeued by - * the application. + * This function is a legacy means of unlocking the audio device. * - * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For - * playback devices, the hardware will start playing silence if more audio - * isn't queued. Unpaused capture devices will start filling the queue again - * as soon as they have more data available (which, depending on the state - * of the hardware and the thread, could be before this function call - * returns!). + * New programs might want to use SDL_UnlockAudioDevice() instead. This + * function is equivalent to calling... * - * This will not prevent playback of queued audio that's already been sent - * to the hardware, as we can not undo that, so expect there to be some - * fraction of a second of audio that might still be heard. This can be - * useful if you want to, say, drop any pending music during a level change - * in your game. + * ```c + * SDL_UnlockAudioDevice(1); + * ``` * - * You may not queue audio on a device that is using an application-supplied - * callback; calling this function on such a device is always a no-op. - * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use - * the audio callback, but not both. + * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * You should not call SDL_LockAudio() on the device before clearing the - * queue; SDL handles locking internally for this function. + * \since This function is available since SDL 2.0.0. * - * This function always succeeds and thus returns void. - * - * \param dev The device ID of which to clear the audio queue. - * - * \sa SDL_QueueAudio - * \sa SDL_GetQueuedAudioSize + * \sa SDL_LockAudio + * \sa SDL_UnlockAudioDevice */ -extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); - +extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); /** - * \name Audio lock functions + * Use this function to unlock the audio callback function for a specified + * device. * - * The lock manipulated by these functions protects the callback function. - * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that - * the callback function is not running. Do not call these from the callback - * function or you will cause deadlock. + * This function should be paired with a previous SDL_LockAudioDevice() call. + * + * \param dev the ID of the device to be unlocked + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockAudioDevice */ -/* @{ */ -extern DECLSPEC void SDLCALL SDL_LockAudio(void); -extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); -extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); /* @} *//* Audio lock functions */ /** - * This function shuts down audio processing and closes the audio device. + * This function is a legacy means of closing the audio device. + * + * This function is equivalent to calling... + * + * ```c + * SDL_CloseAudioDevice(1); + * ``` + * + * ...and is only useful if you used the legacy SDL_OpenAudio() function. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudio */ extern DECLSPEC void SDLCALL SDL_CloseAudio(void); + +/** + * Use this function to shut down audio processing and close the audio device. + * + * The application should close open audio devices once they are no longer + * needed. Calling this function will wait until the device's audio callback + * is not running, release the audio hardware and then clean up internal + * state. No further audio will play from this device once this function + * returns. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied. + * + * The device ID is invalid as soon as the device is closed, and is eligible + * for reuse in a new SDL_OpenAudioDevice() call immediately. + * + * \param dev an audio device previously opened with SDL_OpenAudioDevice() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_OpenAudioDevice + */ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_bits.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_bits.h index b116cc8d01e99ee3bfbd6446896531b6d17239e8..22cb853140ddf45249fec2e541faaae608ac2f15 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_bits.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_bits.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,13 +45,12 @@ extern "C" { * with 0. This operation can also be stated as "count leading zeroes" and * "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__) -extern _inline int _SDL_clz_watcom (Uint32); -#pragma aux _SDL_clz_watcom = \ +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ "bsr eax, eax" \ - "xor eax, 31" \ parm [eax] nomemory \ value [eax] \ modify exact [eax] nomemory; @@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x) if (x == 0) { 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 /* Based off of Bit Twiddling Hacks by Sean Eron Anderson * <seander@cs.stanford.edu>, released in the public domain. diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_blendmode.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_blendmode.h index 6f0a22b99f5c0aecef608454070dac09adba0be1..b6d140dbbba5b83d4d31ad5a8d0f7729636c5a67 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_blendmode.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_blendmode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,6 +50,9 @@ typedef enum SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate dstRGB = srcRGB * dstRGB dstA = dstA */ + SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply + dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) + dstA = (srcA * dstA) + (dstA * (1-srcA)) */ SDL_BLENDMODE_INVALID = 0x7FFFFFFF /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */ @@ -88,19 +91,96 @@ typedef enum } SDL_BlendFactor; /** - * \brief Create a custom blend mode, which may or may not be supported by a given renderer - * - * \param srcColorFactor source color factor - * \param dstColorFactor destination color factor - * \param colorOperation color operation - * \param srcAlphaFactor source alpha factor - * \param dstAlphaFactor destination alpha factor - * \param alphaOperation alpha operation - * - * The result of the blend mode operation will be: - * dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor - * and - * dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```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 since 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, SDL_BlendFactor dstColorFactor, diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_clipboard.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_clipboard.h index c4f8766ce7e88b94a54c1f62c3e83d0e76d2acaa..935136305a8de09f396f4ea1f36714bcbdfd71e9 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_clipboard.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_clipboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -39,23 +39,46 @@ extern "C" { /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText */ 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 empty string if there was not enough memory left for + * a copy of the clipboard's content. + * + * \returns the clipboard text on success or an empty string on failure; call + * SDL_GetError() for more information. Caller must call SDL_free() + * on the returned pointer when done with it (even if there was an + * error). * - * \sa SDL_SetClipboardText() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText */ 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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_config.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_config.h index 395ad7c266cc2f5901fcda4fc4071707e28de2d4..c9ed1cfeaad663afe88fab1d937a1eaea17b21b7 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_config.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_config.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -25,10 +25,23 @@ #include "SDL_platform.h" +/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK, + * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence. + * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */ +#if !defined(HAVE_WINSDKVER_H) && defined(__has_include) +#if __has_include(<winsdkver.h>) +#define HAVE_WINSDKVER_H 1 +#endif +#endif + +#ifdef HAVE_WINSDKVER_H +#include <winsdkver.h> +#endif + /* This is a set of defines to configure the SDL features */ #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__) || defined(__BORLANDC__) || defined(__CODEGEARC__) #define HAVE_STDINT_H 1 #elif defined(_MSC_VER) typedef signed __int8 int8_t; @@ -82,9 +95,23 @@ typedef unsigned int uintptr_t; #define HAVE_DSOUND_H 1 #define HAVE_DXGI_H 1 #define HAVE_XINPUT_H 1 +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */ +#define HAVE_WINDOWS_GAMING_INPUT_H 1 +#endif +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */ +#define HAVE_D3D11_H 1 +#endif #define HAVE_MMDEVICEAPI_H 1 #define HAVE_AUDIOCLIENT_H 1 -#define HAVE_ENDPOINTVOLUME_H 1 +#define HAVE_TPCSHRD_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 */ #ifdef HAVE_LIBC @@ -118,6 +145,7 @@ typedef unsigned int uintptr_t; #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ /* These functions have security warnings, so we won't use them */ /* #undef HAVE__LTOA */ /* #undef HAVE__ULTOA */ @@ -130,6 +158,9 @@ typedef unsigned int uintptr_t; #define HAVE_STRNCMP 1 #define HAVE__STRICMP 1 #define HAVE__STRNICMP 1 +#define HAVE__WCSICMP 1 +#define HAVE__WCSNICMP 1 +#define HAVE__WCSDUP 1 #define HAVE_ACOS 1 #define HAVE_ACOSF 1 #define HAVE_ASIN 1 @@ -139,7 +170,7 @@ typedef unsigned int uintptr_t; #define HAVE_ATAN2 1 #define HAVE_ATAN2F 1 #define HAVE_CEILF 1 -#define HAVE__COPYSIGN 1 +#define HAVE__COPYSIGN 1 #define HAVE_COS 1 #define HAVE_COSF 1 #define HAVE_EXP 1 @@ -166,9 +197,16 @@ typedef unsigned int uintptr_t; /* These functions were added with the VC++ 2013 C runtime library */ #if _MSC_VER >= 1800 #define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 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_SCALBNF 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 #endif /* This function is available with at least the VC++ 2008 C runtime library */ #if _MSC_VER >= 1400 @@ -192,18 +230,26 @@ typedef unsigned int uintptr_t; /* Enable various input drivers */ #define SDL_JOYSTICK_DINPUT 1 -#define SDL_JOYSTICK_XINPUT 1 #define SDL_JOYSTICK_HIDAPI 1 +#ifndef __WINRT__ +#define SDL_JOYSTICK_RAWINPUT 1 +#endif +#define SDL_JOYSTICK_VIRTUAL 1 +#ifdef HAVE_WINDOWS_GAMING_INPUT_H +#define SDL_JOYSTICK_WGI 1 +#endif +#define SDL_JOYSTICK_XINPUT 1 #define SDL_HAPTIC_DINPUT 1 #define SDL_HAPTIC_XINPUT 1 -/* Enable the dummy sensor driver */ -#define SDL_SENSOR_DUMMY 1 +/* Enable the sensor driver */ +#define SDL_SENSOR_WINDOWS 1 /* Enable various shared object loading systems */ #define SDL_LOADSO_WINDOWS 1 /* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 #define SDL_THREAD_WINDOWS 1 /* Enable various timer systems */ @@ -216,8 +262,8 @@ typedef unsigned int uintptr_t; #ifndef SDL_VIDEO_RENDER_D3D #define SDL_VIDEO_RENDER_D3D 1 #endif -#ifndef SDL_VIDEO_RENDER_D3D11 -#define SDL_VIDEO_RENDER_D3D11 0 +#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H) +#define SDL_VIDEO_RENDER_D3D11 1 #endif /* Enable OpenGL support */ @@ -255,3 +301,5 @@ typedef unsigned int uintptr_t; #endif #endif /* SDL_config_windows_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_cpuinfo.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_cpuinfo.h index 296df01aacd67b937224746b91ae59601d03e292..1fc40991d342d69fc65b154dd9b6e6b8ede67365 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_cpuinfo.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_cpuinfo.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -34,11 +34,20 @@ /* 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)) #ifdef __clang__ -/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */ -#undef __MMX__ -#undef __SSE__ -#undef __SSE2__ -#else +/* 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. */ + +#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> #ifndef _WIN64 #ifndef __MMX__ @@ -54,9 +63,14 @@ #ifndef __SSE2__ #define __SSE2__ #endif -#endif /* __clang__ */ +#ifndef __SSE3__ +#define __SSE3__ +#endif #elif defined(__MINGW64_VERSION_MAJOR) #include <intrin.h> +#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON) +# include <arm_neon.h> +#endif #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. */ #if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H) @@ -73,12 +87,14 @@ # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # if defined (_M_ARM64) -# include <armintr.h> -# include <arm_neon.h> +# include <arm64intr.h> +# include <arm64_neon.h> # define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ # endif # endif #endif +#endif /* compiler version */ + #if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H) #include <mm3dnow.h> #endif @@ -98,7 +114,6 @@ #include <pmmintrin.h> #endif #endif /* HAVE_IMMINTRIN_H */ -#endif /* compiler version */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -114,151 +129,425 @@ extern "C" { #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); /** - * 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 or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_HasAVX */ 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.6. */ 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); /** - * \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 - * aligned to be compatible with SIMD instructions on the current machine. - * For example, if the machine supports SSE only, it will return 16, but if - * it 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 - * 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. - * Plan accordingly. + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * 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 + * 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. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \since This function is available since SDL 2.0.10. */ 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 - * instructions. Specifically, it will be properly aligned and padded for - * the system's supported vector instructions. + * instructions. Specifically, it will be properly aligned and padded for the + * system's supported vector instructions. * - * The memory returned will be padded such that it is safe to read or write - * an incomplete vector at the end of the memory block. This can be useful - * so you don't have to drop back to a scalar fallback at the end of your - * SIMD processing loop to deal with the final elements without overflowing - * the allocated buffer. + * The memory returned will be padded such that it is safe to read or write an + * incomplete vector at the end of the memory block. This can be useful so you + * don't have to drop back to a scalar fallback at the end of your SIMD + * processing loop to deal with the final elements without overflowing the + * allocated buffer. * - * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() - * or delete[], etc. + * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or + * delete[], etc. * - * Note that SDL will only deal with SIMD instruction sets it is aware of; - * for example, SDL 2.0.8 knows that SSE wants 16-byte vectors - * (SDL_HasSSE()), and AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't - * know that AVX-512 wants 64. To be clear: if you can't decide to use an - * instruction set with an SDL_Has*() function, don't use that instruction - * set with memory allocated through here. + * Note that SDL will only deal with SIMD instruction sets it is aware of; for + * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and + * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants + * 64. To be clear: if you can't decide to use an instruction set with an + * SDL_Has*() function, don't use that instruction set with memory allocated + * through here. * * 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 allocate. The actual + * allocated block might be larger due to padding, etc. + * \returns a pointer to the newly-allocated block, NULL if out of memory. * - * \param len The length, in bytes, of the block to allocated. The actual - * allocated block might be larger due to padding, etc. - * \return Pointer to newly-allocated block, NULL if out of memory. + * \since This function is available since SDL 2.0.10. * * \sa SDL_SIMDAlignment + * \sa SDL_SIMDRealloc * \sa SDL_SIMDFree */ 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 + * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc, + * 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. + * + * \since This function is available since SDL 2.0.14. + * + * \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(). It can't be used on pointers from malloc, realloc, - * SDL_malloc, memalign, new[], etc. + * 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. * + * 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. + * + * \since This function is available since SDL 2.0.10. + * * \sa SDL_SIMDAlloc + * \sa SDL_SIMDRealloc */ extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr); -/* vi: set ts=4 sw=4 expandtab: */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_egl.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_egl.h index f50fa5c9b8be9c84958eea13f1e5803eac51060a..f90e27b26606902df24e55a0700ae5ab065ee47e 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_egl.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_egl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -24,7 +24,11 @@ * * This is a simple file to encapsulate the EGL API headers. */ -#if !defined(_MSC_VER) && !defined(__ANDROID__) +#if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#if defined(__vita__) || defined(__psp2__) +#include <psp2/types.h> +#endif #include <EGL/egl.h> #include <EGL/eglext.h> @@ -37,7 +41,7 @@ #define __khrplatform_h_ /* -** Copyright (c) 2008-2009 The Khronos Group Inc. +** Copyright (c) 2008-2018 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the @@ -60,104 +64,112 @@ */ /* Khronos platform-specific types and definitions. -* -* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $ -* -* Adopters may modify this file to suit their platform. Adopters are -* encouraged to submit platform specific modifications to the Khronos -* group so that they can be included in future versions of this file. -* Please submit changes by sending them to the public Khronos Bugzilla -* (http://khronos.org/bugzilla) by filing a bug against product -* "Khronos (general)" component "Registry". -* -* A predefined template which fills in some of the bug fields can be -* reached using http://tinyurl.com/khrplatform-h-bugreport, but you -* must create a Bugzilla login first. -* -* -* See the Implementer's Guidelines for information about where this file -* should be located on your system and for more details of its use: -* http://www.khronos.org/registry/implementers_guide.pdf -* -* This file should be included as -* #include <KHR/khrplatform.h> -* by Khronos client API header files that use its types and defines. -* -* The types in khrplatform.h should only be used to define API-specific types. -* -* Types defined in khrplatform.h: -* khronos_int8_t signed 8 bit -* khronos_uint8_t unsigned 8 bit -* khronos_int16_t signed 16 bit -* khronos_uint16_t unsigned 16 bit -* khronos_int32_t signed 32 bit -* khronos_uint32_t unsigned 32 bit -* khronos_int64_t signed 64 bit -* khronos_uint64_t unsigned 64 bit -* khronos_intptr_t signed same number of bits as a pointer -* khronos_uintptr_t unsigned same number of bits as a pointer -* khronos_ssize_t signed size -* khronos_usize_t unsigned size -* khronos_float_t signed 32 bit floating point -* khronos_time_ns_t unsigned 64 bit time in nanoseconds -* khronos_utime_nanoseconds_t unsigned time interval or absolute time in -* nanoseconds -* khronos_stime_nanoseconds_t signed time interval in nanoseconds -* khronos_boolean_enum_t enumerated boolean type. This should -* only be used as a base type when a client API's boolean type is -* an enum. Client APIs which use an integer or other type for -* booleans cannot use this as the base type for their boolean. -* -* Tokens defined in khrplatform.h: -* -* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. -* -* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. -* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. -* -* Calling convention macros defined in this file: -* KHRONOS_APICALL -* KHRONOS_APIENTRY -* KHRONOS_APIATTRIBUTES -* -* These may be used in function prototypes as: -* -* KHRONOS_APICALL void KHRONOS_APIENTRY funcname( -* int arg1, -* int arg2) KHRONOS_APIATTRIBUTES; -*/ + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include <KHR/khrplatform.h> + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APICALL -*------------------------------------------------------------------------- -* This precedes the return type of the function in the function prototype. -*/ -#if defined(_WIN32) && !defined(__SCITECH_SNAP__) && !defined(SDL_VIDEO_STATIC_ANGLE) + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIENTRY -*------------------------------------------------------------------------- -* This follows the return type of the function and precedes the function -* name in the function prototype. -*/ + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) -/* Win32 but not WinCE */ + /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- -* Definition of KHRONOS_APIATTRIBUTES -*------------------------------------------------------------------------- -* This follows the closing parenthesis of the function prototype arguments. -*/ + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else @@ -165,14 +177,14 @@ #endif /*------------------------------------------------------------------------- -* basic type definitions -*-----------------------------------------------------------------------*/ + * basic type definitions + *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* -* Using <stdint.h> -*/ + * Using <stdint.h> + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -184,8 +196,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(__VMS ) || defined(__sgi) /* -* Using <inttypes.h> -*/ + * Using <inttypes.h> + */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -197,8 +209,8 @@ typedef uint64_t khronos_uint64_t; #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* -* Win32 -*/ + * Win32 + */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; @@ -209,8 +221,8 @@ typedef unsigned __int64 khronos_uint64_t; #elif defined(__sun__) || defined(__digital__) /* -* Sun or Digital -*/ + * Sun or Digital + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) @@ -226,8 +238,8 @@ typedef unsigned long long int khronos_uint64_t; #elif 0 /* -* Hypothetical platform with no float or int64 support -*/ + * Hypothetical platform with no float or int64 support + */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 @@ -236,8 +248,8 @@ typedef unsigned int khronos_uint32_t; #else /* -* Generic fallback -*/ + * Generic fallback + */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; @@ -250,18 +262,18 @@ typedef uint64_t khronos_uint64_t; /* -* Types that are (so far) the same on all platforms -*/ + * Types that are (so far) the same on all platforms + */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; /* -* Types that differ between LLP64 and LP64 architectures - in LLP64, -* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears -* to be the only LLP64 architecture in current use. -*/ + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ #ifdef _WIN64 typedef signed long long int khronos_intptr_t; typedef unsigned long long int khronos_uintptr_t; @@ -276,41 +288,41 @@ typedef unsigned long int khronos_usize_t; #if KHRONOS_SUPPORT_FLOAT /* -* Float type -*/ + * Float type + */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types -* -* These types can be used to represent a time interval in nanoseconds or -* an absolute Unadjusted System Time. Unadjusted System Time is the number -* of nanoseconds since some arbitrary system event (e.g. since the last -* time the system booted). The Unadjusted System Time is an unsigned -* 64 bit value that wraps back to 0 every 584 years. Time intervals -* may be either signed or unsigned. -*/ + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* -* Dummy value used to pad enum types to 32 bits. -*/ + * Dummy value used to pad enum types to 32 bits. + */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* -* Enumerated boolean type -* -* Values other than zero should be considered to be true. Therefore -* comparisons should not be made against KHRONOS_TRUE. -*/ + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ typedef enum { KHRONOS_FALSE = 0, - KHRONOS_TRUE = 1, + KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; @@ -321,49 +333,30 @@ typedef enum { #define __eglplatform_h_ /* -** Copyright (c) 2007-2009 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +** Copyright 2007-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 */ /* Platform-specific types and definitions for egl.h -* $Revision: 12306 $ on $Date: 2010-08-25 09:51:28 -0700 (Wed, 25 Aug 2010) $ -* -* Adopters may modify khrplatform.h and this file to suit their platform. -* You are encouraged to submit all modifications to the Khronos group so that -* they can be included in future versions of this file. Please submit changes -* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla) -* by filing a bug against product "EGL" component "Registry". -*/ + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * You are encouraged to submit all modifications to the Khronos group so that + * they can be included in future versions of this file. Please submit changes + * by filing an issue or pull request on the public Khronos EGL Registry, at + * https://www.github.com/KhronosGroup/EGL-Registry/ + */ /*#include <KHR/khrplatform.h>*/ /* Macros used in EGL function prototype declarations. -* -* EGL functions should be prototyped as: -* -* EGLAPI return-type EGLAPIENTRY eglFunction(arguments); -* typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); -* -* KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h -*/ + * + * EGL functions should be prototyped as: + * + * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); + * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); + * + * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h + */ #ifndef EGLAPI #define EGLAPI KHRONOS_APICALL @@ -375,39 +368,44 @@ typedef enum { #define EGLAPIENTRYP EGLAPIENTRY* /* The types NativeDisplayType, NativeWindowType, and NativePixmapType -* are aliases of window-system-dependent types, such as X Display * or -* Windows Device Context. They must be defined in platform-specific -* code below. The EGL-prefixed versions of Native*Type are the same -* types, renamed in EGL 1.3 so all types in the API start with "EGL". -* -* Khronos STRONGLY RECOMMENDS that you use the default definitions -* provided below, since these changes affect both binary and source -* portability of applications using EGL running on different EGL -* implementations. -*/ + * are aliases of window-system-dependent types, such as X Display * or + * Windows Device Context. They must be defined in platform-specific + * code below. The EGL-prefixed versions of Native*Type are the same + * types, renamed in EGL 1.3 so all types in the API start with "EGL". + * + * Khronos STRONGLY RECOMMENDS that you use the default definitions + * provided below, since these changes affect both binary and source + * portability of applications using EGL running on different EGL + * implementations. + */ + +#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) + +typedef void *EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; -#if defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ +#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> -#if __WINRT__ -#include <Unknwn.h> -typedef IUnknown * EGLNativeWindowType; -typedef IUnknown * EGLNativePixmapType; -typedef IUnknown * EGLNativeDisplayType; -#else typedef HDC EGLNativeDisplayType; typedef HBITMAP EGLNativePixmapType; typedef HWND EGLNativeWindowType; -#endif + +#elif defined(__EMSCRIPTEN__) + +typedef int EGLNativeDisplayType; +typedef int EGLNativePixmapType; +typedef int EGLNativeWindowType; #elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ typedef int EGLNativeDisplayType; -typedef void *EGLNativeWindowType; typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; #elif defined(WL_EGL_PLATFORM) @@ -421,31 +419,22 @@ typedef struct gbm_device *EGLNativeDisplayType; typedef struct gbm_bo *EGLNativePixmapType; typedef void *EGLNativeWindowType; -#elif defined(__ANDROID__) /* Android */ +#elif defined(__ANDROID__) || defined(ANDROID) struct ANativeWindow; struct egl_native_pixmap_t; -typedef struct ANativeWindow *EGLNativeWindowType; -typedef struct egl_native_pixmap_t *EGLNativePixmapType; -typedef void *EGLNativeDisplayType; - -#elif defined(MIR_EGL_PLATFORM) +typedef void* EGLNativeDisplayType; +typedef struct egl_native_pixmap_t* EGLNativePixmapType; +typedef struct ANativeWindow* EGLNativeWindowType; -#include <mir_toolkit/mir_client_library.h> -typedef MirEGLNativeDisplayType EGLNativeDisplayType; -typedef void *EGLNativePixmapType; -typedef MirEGLNativeWindowType EGLNativeWindowType; +#elif defined(USE_OZONE) -#elif defined(__unix__) - -#ifdef MESA_EGL_NO_X11_HEADERS - -typedef void *EGLNativeDisplayType; -typedef khronos_uintptr_t EGLNativePixmapType; -typedef khronos_uintptr_t EGLNativeWindowType; +typedef intptr_t EGLNativeDisplayType; +typedef intptr_t EGLNativePixmapType; +typedef intptr_t EGLNativeWindowType; -#else +#elif defined(USE_X11) /* X11 (tentative) */ #include <X11/Xlib.h> @@ -455,7 +444,31 @@ typedef Display *EGLNativeDisplayType; typedef Pixmap EGLNativePixmapType; typedef Window EGLNativeWindowType; -#endif /* MESA_EGL_NO_X11_HEADERS */ +#elif defined(__unix__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__APPLE__) + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__HAIKU__) + +#include <kernel/image.h> + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__Fuchsia__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; #else #error "Platform not recognized" @@ -468,16 +481,25 @@ typedef EGLNativeWindowType NativeWindowType; /* Define EGLint. This must be a signed integral type large enough to contain -* all legal attribute names and values passed into and out of EGL, whether -* their type is boolean, bitmask, enumerant (symbolic constant), integer, -* handle, or other. While in general a 32-bit integer will suffice, if -* handles are 64 bit types, then EGLint should be defined as a signed 64-bit -* integer type. -*/ + * all legal attribute names and values passed into and out of EGL, whether + * their type is boolean, bitmask, enumerant (symbolic constant), integer, + * handle, or other. While in general a 32-bit integer will suffice, if + * handles are 64 bit types, then EGLint should be defined as a signed 64-bit + * integer type. + */ typedef khronos_int32_t EGLint; + +/* C++ / C typecast macros for special EGL handle values */ +#if defined(__cplusplus) +#define EGL_CAST(type, value) (static_cast<type>(value)) +#else +#define EGL_CAST(type, value) ((type) (value)) +#endif + #endif /* __eglplatform_h */ + #ifndef __egl_h_ #define __egl_h_ 1 @@ -486,39 +508,24 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -/* Generated on date 20150623 */ +#ifndef EGL_EGL_PROTOTYPES +#define EGL_EGL_PROTOTYPES 1 +#endif + +/* Generated on date 20210901 */ /* Generated C header for: * API: egl @@ -533,6 +540,8 @@ extern "C" { #define EGL_VERSION_1_0 1 typedef unsigned int EGLBoolean; typedef void *EGLDisplay; +/*#include <KHR/khrplatform.h>*/ +/*#include <EGL/eglplatform.h>*/ typedef void *EGLConfig; typedef void *EGLSurface; typedef void *EGLContext; @@ -556,7 +565,7 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_CONFIG_ID 0x3028 #define EGL_CORE_NATIVE_ENGINE 0x305B #define EGL_DEPTH_SIZE 0x3025 -#define EGL_DONT_CARE ((EGLint)-1) +#define EGL_DONT_CARE EGL_CAST(EGLint,-1) #define EGL_DRAW 0x3059 #define EGL_EXTENSIONS 0x3055 #define EGL_FALSE 0 @@ -573,9 +582,9 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_NONE 0x3038 #define EGL_NON_CONFORMANT_CONFIG 0x3051 #define EGL_NOT_INITIALIZED 0x3001 -#define EGL_NO_CONTEXT ((EGLContext)0) -#define EGL_NO_DISPLAY ((EGLDisplay)0) -#define EGL_NO_SURFACE ((EGLSurface)0) +#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) +#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) +#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) #define EGL_PBUFFER_BIT 0x0001 #define EGL_PIXMAP_BIT 0x0002 #define EGL_READ 0x305A @@ -596,6 +605,31 @@ typedef void (*__eglMustCastToProperFunctionPointerType)(void); #define EGL_VERSION 0x3054 #define EGL_WIDTH 0x3057 #define EGL_WINDOW_BIT 0x0004 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); +typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); @@ -620,6 +654,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); +#endif #endif /* EGL_VERSION_1_0 */ #ifndef EGL_VERSION_1_1 @@ -638,10 +673,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); #define EGL_TEXTURE_RGB 0x305D #define EGL_TEXTURE_RGBA 0x305E #define EGL_TEXTURE_TARGET 0x3081 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); +#endif #endif /* EGL_VERSION_1_1 */ #ifndef EGL_VERSION_1_2 @@ -675,13 +716,20 @@ typedef void *EGLClientBuffer; #define EGL_RGB_BUFFER 0x308E #define EGL_SINGLE_BUFFER 0x3085 #define EGL_SWAP_BEHAVIOR 0x3093 -#define EGL_UNKNOWN ((EGLint)-1) +#define EGL_UNKNOWN EGL_CAST(EGLint,-1) #define EGL_VERTICAL_RESOLUTION 0x3091 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); +#endif #endif /* EGL_VERSION_1_2 */ #ifndef EGL_VERSION_1_3 @@ -702,7 +750,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #ifndef EGL_VERSION_1_4 #define EGL_VERSION_1_4 1 -#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) +#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) #define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 #define EGL_MULTISAMPLE_RESOLVE 0x3099 #define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A @@ -710,7 +758,10 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); #define EGL_OPENGL_API 0x30A2 #define EGL_OPENGL_BIT 0x0008 #define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); +#if EGL_EGL_PROTOTYPES EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); +#endif #endif /* EGL_VERSION_1_4 */ #ifndef EGL_VERSION_1_5 @@ -744,7 +795,7 @@ typedef void *EGLImage; #define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull #define EGL_TIMEOUT_EXPIRED 0x30F5 #define EGL_CONDITION_SATISFIED 0x30F6 -#define EGL_NO_SYNC ((EGLSync)0) +#define EGL_NO_SYNC EGL_CAST(EGLSync,0) #define EGL_SYNC_FENCE 0x30F9 #define EGL_GL_COLORSPACE 0x309D #define EGL_GL_COLORSPACE_SRGB 0x3089 @@ -761,7 +812,18 @@ typedef void *EGLImage; #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 #define EGL_IMAGE_PRESERVED 0x30D2 -#define EGL_NO_IMAGE ((EGLImage)0) +#define EGL_NO_IMAGE EGL_CAST(EGLImage,0) +typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); +#if EGL_EGL_PROTOTYPES EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); @@ -772,6 +834,7 @@ EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *nat EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); +#endif #endif /* EGL_VERSION_1_5 */ #ifdef __cplusplus @@ -781,7 +844,6 @@ EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint #endif /* __egl_h_ */ - #ifndef __eglext_h_ #define __eglext_h_ 1 @@ -790,39 +852,20 @@ extern "C" { #endif /* -** Copyright (c) 2013-2015 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 ** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ -/* -** This header is generated from the Khronos OpenGL / OpenGL ES XML -** API Registry. The current version of the Registry, generator scripts +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts ** used to make the header, and the header can be found at -** http://www.opengl.org/registry/ +** http://www.khronos.org/registry/egl ** -** Khronos $Revision: 31566 $ on $Date: 2015-06-23 08:48:48 -0700 (Tue, 23 Jun 2015) $ +** Khronos $Git commit SHA1: b35e89ca9a $ on $Git commit date: 2021-09-01 09:34:00 +0530 $ */ /*#include <EGL/eglplatform.h>*/ -#define EGL_EGLEXT_VERSION 20150623 +#define EGL_EGLEXT_VERSION 20210901 /* Generated C header for: * API: egl @@ -861,6 +904,13 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 #endif /* EGL_KHR_config_attribs */ +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#endif /* EGL_KHR_context_flush_control */ + #ifndef EGL_KHR_create_context #define EGL_KHR_create_context 1 #define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 @@ -883,6 +933,42 @@ EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, #define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 #endif /* EGL_KHR_create_context_no_error */ +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); +typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); +EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#endif +#endif /* EGL_KHR_debug */ + +#ifndef EGL_KHR_display_reference +#define EGL_KHR_display_reference 1 +#define EGL_TRACK_REFERENCES_KHR 0x3352 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#endif +#endif /* EGL_KHR_display_reference */ + #ifndef EGL_KHR_fence_sync #define EGL_KHR_fence_sync 1 typedef khronos_utime_nanoseconds_t EGLTimeKHR; @@ -945,7 +1031,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sy #define EGL_KHR_image 1 typedef void *EGLImageKHR; #define EGL_NATIVE_PIXMAP_KHR 0x30B0 -#define EGL_NO_IMAGE_KHR ((EGLImageKHR)0) +#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1007,6 +1093,16 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface s #endif #endif /* EGL_KHR_lock_surface3 */ +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 +#endif /* EGL_KHR_mutable_render_buffer */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 +#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) +#endif /* EGL_KHR_no_config_context */ + #ifndef EGL_KHR_partial_update #define EGL_KHR_partial_update 1 #define EGL_BUFFER_AGE_KHR 0x313D @@ -1049,7 +1145,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface #define EGL_SYNC_REUSABLE_KHR 0x30FA #define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 #define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull -#define EGL_NO_SYNC_KHR ((EGLSyncKHR)0) +#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); @@ -1062,7 +1158,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, typedef void *EGLStreamKHR; typedef khronos_uint64_t EGLuint64KHR; #ifdef KHRONOS_SUPPORT_INT64 -#define EGL_NO_STREAM_KHR ((EGLStreamKHR)0) +#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) #define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 #define EGL_PRODUCER_FRAME_KHR 0x3212 #define EGL_CONSUMER_FRAME_KHR 0x3213 @@ -1090,6 +1186,24 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_KHR_stream */ +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream_attrib */ + #ifndef EGL_KHR_stream_consumer_gltexture #define EGL_KHR_stream_consumer_gltexture 1 #ifdef EGL_KHR_stream @@ -1109,7 +1223,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLSt #define EGL_KHR_stream_cross_process_fd 1 typedef int EGLNativeFileDescriptorKHR; #ifdef EGL_KHR_stream -#define EGL_NO_FILE_DESCRIPTOR_KHR ((EGLNativeFileDescriptorKHR)(-1)) +#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1156,9 +1270,9 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, #ifndef EGL_KHR_swap_buffers_with_damage #define EGL_KHR_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_KHR_swap_buffers_with_damage */ @@ -1175,6 +1289,10 @@ EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLin #endif #endif /* EGL_KHR_wait_sync */ +#ifndef EGL_ANDROID_GLES_layers +#define EGL_ANDROID_GLES_layers 1 +#endif /* EGL_ANDROID_GLES_layers */ + #ifndef EGL_ANDROID_blob_cache #define EGL_ANDROID_blob_cache 1 typedef khronos_ssize_t EGLsizeiANDROID; @@ -1186,11 +1304,69 @@ EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobF #endif #endif /* EGL_ANDROID_blob_cache */ +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); +#endif +#endif /* EGL_ANDROID_create_native_client_buffer */ + #ifndef EGL_ANDROID_framebuffer_target #define EGL_ANDROID_framebuffer_target 1 #define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 #endif /* EGL_ANDROID_framebuffer_target */ +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +#ifndef EGL_ANDROID_get_frame_timestamps +#define EGL_ANDROID_get_frame_timestamps 1 +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; +#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) +#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) +#define EGL_TIMESTAMPS_ANDROID 0x3430 +#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 +#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 +#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 +#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 +#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 +#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 +#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 +#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 +#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 +#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A +#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B +#define EGL_READS_DONE_TIME_ANDROID 0x343C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#endif +#endif /* EGL_ANDROID_get_frame_timestamps */ + +#ifndef EGL_ANDROID_get_native_client_buffer +#define EGL_ANDROID_get_native_client_buffer 1 +struct AHardwareBuffer; +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); +#endif +#endif /* EGL_ANDROID_get_native_client_buffer */ + #ifndef EGL_ANDROID_image_native_buffer #define EGL_ANDROID_image_native_buffer 1 #define EGL_NATIVE_BUFFER_ANDROID 0x3140 @@ -1208,6 +1384,14 @@ EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR #endif #endif /* EGL_ANDROID_native_fence_sync */ +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#endif +#endif /* EGL_ANDROID_presentation_time */ + #ifndef EGL_ANDROID_recordable #define EGL_ANDROID_recordable 1 #define EGL_RECORDABLE_ANDROID 0x3142 @@ -1236,16 +1420,40 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 #endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ +#ifndef EGL_ANGLE_sync_control_rate +#define EGL_ANGLE_sync_control_rate 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#endif +#endif /* EGL_ANGLE_sync_control_rate */ + #ifndef EGL_ANGLE_window_fixed_size #define EGL_ANGLE_window_fixed_size 1 #define EGL_FIXED_SIZE_ANGLE 0x3201 #endif /* EGL_ANGLE_window_fixed_size */ +#ifndef EGL_ARM_image_format +#define EGL_ARM_image_format 1 +#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 +#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 +#endif /* EGL_ARM_image_format */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A +#endif /* EGL_ARM_implicit_external_sync */ + #ifndef EGL_ARM_pixmap_multisample_discard #define EGL_ARM_pixmap_multisample_discard 1 #define EGL_DISCARD_SAMPLES_ARM 0x3286 #endif /* EGL_ARM_pixmap_multisample_discard */ +#ifndef EGL_EXT_bind_to_front +#define EGL_EXT_bind_to_front 1 +#define EGL_FRONT_BUFFER_EXT 0x3464 +#endif /* EGL_EXT_bind_to_front */ + #ifndef EGL_EXT_buffer_age #define EGL_EXT_buffer_age 1 #define EGL_BUFFER_AGE_EXT 0x313D @@ -1255,6 +1463,45 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #define EGL_EXT_client_extensions 1 #endif /* EGL_EXT_client_extensions */ +#ifndef EGL_EXT_client_sync +#define EGL_EXT_client_sync 1 +#define EGL_SYNC_CLIENT_EXT 0x3364 +#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_client_sync */ + +#ifndef EGL_EXT_compositor +#define EGL_EXT_compositor 1 +#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 +#define EGL_EXTERNAL_REF_ID_EXT 0x3461 +#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 +#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); +#endif +#endif /* EGL_EXT_compositor */ + +#ifndef EGL_EXT_config_select_group +#define EGL_EXT_config_select_group 1 +#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 +#endif /* EGL_EXT_config_select_group */ + #ifndef EGL_EXT_create_context_robustness #define EGL_EXT_create_context_robustness 1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF @@ -1266,7 +1513,7 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu #ifndef EGL_EXT_device_base #define EGL_EXT_device_base 1 typedef void *EGLDeviceEXT; -#define EGL_NO_DEVICE_EXT ((EGLDeviceEXT)(0)) +#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) #define EGL_BAD_DEVICE_EXT 0x322B #define EGL_DEVICE_EXT 0x322C typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); @@ -1284,8 +1531,14 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_drm #define EGL_EXT_device_drm 1 #define EGL_DRM_DEVICE_FILE_EXT 0x3233 +#define EGL_DRM_MASTER_FD_EXT 0x333C #endif /* EGL_EXT_device_drm */ +#ifndef EGL_EXT_device_drm_render_node +#define EGL_EXT_device_drm_render_node 1 +#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 +#endif /* EGL_EXT_device_drm_render_node */ + #ifndef EGL_EXT_device_enumeration #define EGL_EXT_device_enumeration 1 #endif /* EGL_EXT_device_enumeration */ @@ -1293,12 +1546,64 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #ifndef EGL_EXT_device_openwf #define EGL_EXT_device_openwf 1 #define EGL_OPENWF_DEVICE_ID_EXT 0x3237 +#define EGL_OPENWF_DEVICE_EXT 0x333D #endif /* EGL_EXT_device_openwf */ +#ifndef EGL_EXT_device_persistent_id +#define EGL_EXT_device_persistent_id 1 +#define EGL_DEVICE_UUID_EXT 0x335C +#define EGL_DRIVER_UUID_EXT 0x335D +#define EGL_DRIVER_NAME_EXT 0x335E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#endif +#endif /* EGL_EXT_device_persistent_id */ + #ifndef EGL_EXT_device_query #define EGL_EXT_device_query 1 #endif /* EGL_EXT_device_query */ +#ifndef EGL_EXT_device_query_name +#define EGL_EXT_device_query_name 1 +#define EGL_RENDERER_EXT 0x335F +#endif /* EGL_EXT_device_query_name */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +#ifndef EGL_EXT_gl_colorspace_display_p3 +#define EGL_EXT_gl_colorspace_display_p3 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 +#endif /* EGL_EXT_gl_colorspace_display_p3 */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_linear +#define EGL_EXT_gl_colorspace_display_p3_linear 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 +#endif /* EGL_EXT_gl_colorspace_display_p3_linear */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough +#define EGL_EXT_gl_colorspace_display_p3_passthrough 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 +#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ + +#ifndef EGL_EXT_gl_colorspace_scrgb +#define EGL_EXT_gl_colorspace_scrgb 1 +#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 +#endif /* EGL_EXT_gl_colorspace_scrgb */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + #ifndef EGL_EXT_image_dma_buf_import #define EGL_EXT_image_dma_buf_import 1 #define EGL_LINUX_DMA_BUF_EXT 0x3270 @@ -1325,6 +1630,39 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 #endif /* EGL_EXT_image_dma_buf_import */ +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#endif +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifndef EGL_EXT_image_gl_colorspace +#define EGL_EXT_image_gl_colorspace 1 +#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D +#endif /* EGL_EXT_image_gl_colorspace */ + +#ifndef EGL_EXT_image_implicit_sync_control +#define EGL_EXT_image_implicit_sync_control 1 +#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 +#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 +#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 +#endif /* EGL_EXT_image_implicit_sync_control */ + #ifndef EGL_EXT_multiview_window #define EGL_EXT_multiview_window 1 #define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 @@ -1334,8 +1672,8 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint a #define EGL_EXT_output_base 1 typedef void *EGLOutputLayerEXT; typedef void *EGLOutputPortEXT; -#define EGL_NO_OUTPUT_LAYER_EXT ((EGLOutputLayerEXT)0) -#define EGL_NO_OUTPUT_PORT_EXT ((EGLOutputPortEXT)0) +#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) +#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) #define EGL_BAD_OUTPUT_LAYER_EXT 0x322D #define EGL_BAD_OUTPUT_PORT_EXT 0x322E #define EGL_SWAP_INTERVAL_EXT 0x322F @@ -1372,6 +1710,13 @@ EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLO #define EGL_OPENWF_PORT_ID_EXT 0x3239 #endif /* EGL_EXT_output_openwf */ +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B +#endif /* EGL_EXT_pixel_format_float */ + #ifndef EGL_EXT_platform_base #define EGL_EXT_platform_base 1 typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); @@ -1400,9 +1745,24 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, #define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 #endif /* EGL_EXT_platform_x11 */ +#ifndef EGL_EXT_platform_xcb +#define EGL_EXT_platform_xcb 1 +#define EGL_PLATFORM_XCB_EXT 0x31DC +#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE +#endif /* EGL_EXT_platform_xcb */ + +#ifndef EGL_EXT_present_opaque +#define EGL_EXT_present_opaque 1 +#define EGL_PRESENT_OPAQUE_EXT 0x31DF +#endif /* EGL_EXT_present_opaque */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 +#endif /* EGL_EXT_protected_content */ + #ifndef EGL_EXT_protected_surface #define EGL_EXT_protected_surface 1 -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 #endif /* EGL_EXT_protected_surface */ #ifndef EGL_EXT_stream_consumer_egloutput @@ -1413,14 +1773,43 @@ EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStr #endif #endif /* EGL_EXT_stream_consumer_egloutput */ +#ifndef EGL_EXT_surface_CTA861_3_metadata +#define EGL_EXT_surface_CTA861_3_metadata 1 +#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 +#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 +#endif /* EGL_EXT_surface_CTA861_3_metadata */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A +#define EGL_METADATA_SCALING_EXT 50000 +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + #ifndef EGL_EXT_swap_buffers_with_damage #define EGL_EXT_swap_buffers_with_damage 1 -typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #ifdef EGL_EGLEXT_PROTOTYPES -EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); #endif #endif /* EGL_EXT_swap_buffers_with_damage */ +#ifndef EGL_EXT_sync_reuse +#define EGL_EXT_sync_reuse 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_sync_reuse */ + #ifndef EGL_EXT_yuv_surface #define EGL_EXT_yuv_surface 1 #define EGL_YUV_ORDER_EXT 0x3301 @@ -1481,6 +1870,12 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif /* EGL_IMG_context_priority */ +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 +#endif /* EGL_IMG_image_plane_attribs */ + #ifndef EGL_MESA_drm_image #define EGL_MESA_drm_image 1 #define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 @@ -1490,6 +1885,7 @@ EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfi #define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 #define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 #define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #ifdef EGL_EGLEXT_PROTOTYPES @@ -1513,6 +1909,21 @@ EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImage #define EGL_PLATFORM_GBM_MESA 0x31D7 #endif /* EGL_MESA_platform_gbm */ +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD +#endif /* EGL_MESA_platform_surfaceless */ + +#ifndef EGL_MESA_query_driver +#define EGL_MESA_query_driver 1 +typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); +typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); +EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); +#endif +#endif /* EGL_MESA_query_driver */ + #ifndef EGL_NOK_swap_region #define EGL_NOK_swap_region 1 typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); @@ -1539,6 +1950,11 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurfa #define EGL_AUTO_STEREO_NV 0x3136 #endif /* EGL_NV_3dvision_surface */ +#ifndef EGL_NV_context_priority_realtime +#define EGL_NV_context_priority_realtime 1 +#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 +#endif /* EGL_NV_context_priority_realtime */ + #ifndef EGL_NV_coverage_sample #define EGL_NV_coverage_sample 1 #define EGL_COVERAGE_BUFFERS_NV 0x30E0 @@ -1596,6 +2012,181 @@ EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface sur #endif #endif /* EGL_NV_post_sub_buffer */ +#ifndef EGL_NV_quadruple_buffer +#define EGL_NV_quadruple_buffer 1 +#define EGL_QUADRUPLE_BUFFER_NV 0x3231 +#endif /* EGL_NV_quadruple_buffer */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#endif /* EGL_NV_robustness_video_memory_purge */ + +#ifndef EGL_NV_stream_consumer_eglimage +#define EGL_NV_stream_consumer_eglimage 1 +#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 +#define EGL_STREAM_IMAGE_ADD_NV 0x3374 +#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 +#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, EGLuint64KHR *modifiers, EGLAttrib *attrib_list); +EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#endif +#endif /* EGL_NV_stream_consumer_eglimage */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E +#endif /* EGL_NV_stream_cross_display */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D +#endif /* EGL_NV_stream_cross_object */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F +#endif /* EGL_NV_stream_cross_partition */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 +#endif /* EGL_NV_stream_cross_process */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F +#endif /* EGL_NV_stream_cross_system */ + +#ifndef EGL_NV_stream_dma +#define EGL_NV_stream_dma 1 +#define EGL_STREAM_DMA_NV 0x3371 +#define EGL_STREAM_DMA_SERVER_NV 0x3372 +#endif /* EGL_NV_stream_dma */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A +#endif /* EGL_NV_stream_fifo_next */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 +#endif /* EGL_NV_stream_fifo_synchronous */ + +#ifndef EGL_NV_stream_flush +#define EGL_NV_stream_flush 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_flush */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 +#endif /* EGL_NV_stream_frame_limits */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_PENDING_METADATA_NV 0x3328 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#endif +#endif /* EGL_NV_stream_metadata */ + +#ifndef EGL_NV_stream_origin +#define EGL_NV_stream_origin 1 +#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 +#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 +#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 +#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 +#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A +#define EGL_LEFT_NV 0x336B +#define EGL_RIGHT_NV 0x336C +#define EGL_TOP_NV 0x336D +#define EGL_BOTTOM_NV 0x336E +#define EGL_X_AXIS_NV 0x336F +#define EGL_Y_AXIS_NV 0x3370 +#endif /* EGL_NV_stream_origin */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#endif /* EGL_NV_stream_remote */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_reset */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D +#endif /* EGL_NV_stream_socket */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 +#define EGL_SOCKET_TYPE_INET_NV 0x324F +#endif /* EGL_NV_stream_socket_inet */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E +#endif /* EGL_NV_stream_socket_unix */ + #ifndef EGL_NV_stream_sync #define EGL_NV_stream_sync 1 #define EGL_SYNC_NEW_FRAME_NV 0x321F @@ -1622,7 +2213,7 @@ typedef khronos_utime_nanoseconds_t EGLTimeNV; #define EGL_SYNC_TYPE_NV 0x30ED #define EGL_SYNC_CONDITION_NV 0x30EE #define EGL_SYNC_FENCE_NV 0x30EF -#define EGL_NO_SYNC_NV ((EGLSyncNV)0) +#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); @@ -1653,6 +2244,11 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #endif /* KHRONOS_SUPPORT_INT64 */ #endif /* EGL_NV_system_time */ +#ifndef EGL_NV_triple_buffer +#define EGL_NV_triple_buffer 1 +#define EGL_TRIPLE_BUFFER_NV 0x3230 +#endif /* EGL_NV_triple_buffer */ + #ifndef EGL_TIZEN_image_native_buffer #define EGL_TIZEN_image_native_buffer 1 #define EGL_NATIVE_BUFFER_TIZEN 0x32A0 @@ -1663,11 +2259,44 @@ EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); #define EGL_NATIVE_SURFACE_TIZEN 0x32A1 #endif /* EGL_TIZEN_image_native_surface */ +#ifndef EGL_WL_bind_wayland_display +#define EGL_WL_bind_wayland_display 1 +#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC +#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC +#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC +struct wl_display; +struct wl_resource; +#define EGL_WAYLAND_BUFFER_WL 0x31D5 +#define EGL_WAYLAND_PLANE_WL 0x31D6 +#define EGL_TEXTURE_Y_U_V_WL 0x31D7 +#define EGL_TEXTURE_Y_UV_WL 0x31D8 +#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 +#define EGL_TEXTURE_EXTERNAL_WL 0x31DA +#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#endif +#endif /* EGL_WL_bind_wayland_display */ + +#ifndef EGL_WL_create_wayland_buffer_from_image +#define EGL_WL_create_wayland_buffer_from_image 1 +#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC +struct wl_buffer; +typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_WL_create_wayland_buffer_from_image */ + #ifdef __cplusplus } #endif #endif /* __eglext_h_ */ - #endif /* _MSC_VER */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_endian.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_endian.h index 54d5d486d75e1edb14add43ef43d056edb2e4bed..46c29625362166e610e711c5cfc61d0644d84868 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_endian.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_endian.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,23 @@ #include "SDL_stdinc.h" +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* 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 */ @@ -42,10 +59,16 @@ #ifdef __linux__ #include <endian.h> #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__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ - (defined(__MIPS__) && defined(__MISPEB__)) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \ defined(__sparc__) #define SDL_BYTEORDER SDL_BIG_ENDIAN @@ -65,22 +88,45 @@ extern "C" { /** * \file SDL_endian.h */ -#if defined(__GNUC__) && defined(__i386__) && \ - !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */) + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ushort) +#define SDL_Swap16(x) _byteswap_ushort(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -89,7 +135,7 @@ SDL_Swap16(Uint16 x) __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); return (Uint16)result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -97,7 +143,7 @@ SDL_Swap16(Uint16 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint16 SDL_Swap16(Uint16); +extern __inline Uint16 SDL_Swap16(Uint16); #pragma aux SDL_Swap16 = \ "xchg al, ah" \ parm [ax] \ @@ -110,32 +156,37 @@ SDL_Swap16(Uint16 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_ulong) +#define SDL_Swap32(x) _byteswap_ulong(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswap %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { __asm__("bswapl %0": "=r"(x):"0"(x)); return x; } -#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#elif (defined(__powerpc__) || defined(__ppc__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { Uint32 result; - __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,%2,24,0,7": "=&r"(result):"0"(result), "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,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); return result; } -#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__) +#elif (defined(__m68k__) && !defined(__mcoldfire__)) SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { @@ -143,20 +194,11 @@ SDL_Swap32(Uint32 x) return x; } #elif defined(__WATCOMC__) && defined(__386__) -extern _inline Uint32 SDL_Swap32(Uint32); -#ifndef __SW_3 /* 486+ */ +extern __inline Uint32 SDL_Swap32(Uint32); #pragma aux SDL_Swap32 = \ "bswap eax" \ parm [eax] \ modify [eax]; -#else /* 386-only */ -#pragma aux SDL_Swap32 = \ - "xchg al, ah" \ - "ror eax, 16" \ - "xchg al, ah" \ - parm [eax] \ - modify [eax]; -#endif #else SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) @@ -166,31 +208,42 @@ SDL_Swap32(Uint32 x) } #endif -#if defined(__GNUC__) && defined(__i386__) +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#elif defined(_MSC_VER) && (_MSC_VER >= 1400) +#pragma intrinsic(_byteswap_uint64) +#define SDL_Swap64(x) _byteswap_uint64(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { - union - { - struct - { + union { + struct { Uint32 a, b; } s; Uint64 u; } v; v.u = x; - __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a), - "1"(v.s. - b)); + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); return v.u; } -#elif defined(__GNUC__) && defined(__x86_64__) +#elif defined(__x86_64__) SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { __asm__("bswapq %0": "=r"(x):"0"(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]; #else SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) @@ -212,8 +265,7 @@ SDL_Swap64(Uint64 x) SDL_FORCE_INLINE float SDL_SwapFloat(float x) { - union - { + union { float f; Uint32 ui32; } swapper; @@ -222,6 +274,11 @@ SDL_SwapFloat(float x) return swapper.f; } +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 /** * \name Swap to native @@ -229,22 +286,22 @@ SDL_SwapFloat(float x) */ /* @{ */ #if SDL_BYTEORDER == SDL_LIL_ENDIAN -#define SDL_SwapLE16(X) (X) -#define SDL_SwapLE32(X) (X) -#define SDL_SwapLE64(X) (X) +#define SDL_SwapLE16(X) (X) +#define SDL_SwapLE32(X) (X) +#define SDL_SwapLE64(X) (X) #define SDL_SwapFloatLE(X) (X) -#define SDL_SwapBE16(X) SDL_Swap16(X) -#define SDL_SwapBE32(X) SDL_Swap32(X) -#define SDL_SwapBE64(X) SDL_Swap64(X) +#define SDL_SwapBE16(X) SDL_Swap16(X) +#define SDL_SwapBE32(X) SDL_Swap32(X) +#define SDL_SwapBE64(X) SDL_Swap64(X) #define SDL_SwapFloatBE(X) SDL_SwapFloat(X) #else -#define SDL_SwapLE16(X) SDL_Swap16(X) -#define SDL_SwapLE32(X) SDL_Swap32(X) -#define SDL_SwapLE64(X) SDL_Swap64(X) +#define SDL_SwapLE16(X) SDL_Swap16(X) +#define SDL_SwapLE32(X) SDL_Swap32(X) +#define SDL_SwapLE64(X) SDL_Swap64(X) #define SDL_SwapFloatLE(X) SDL_SwapFloat(X) -#define SDL_SwapBE16(X) (X) -#define SDL_SwapBE32(X) (X) -#define SDL_SwapBE64(X) (X) +#define SDL_SwapBE16(X) (X) +#define SDL_SwapBE32(X) (X) +#define SDL_SwapBE64(X) (X) #define SDL_SwapFloatBE(X) (X) #endif /* @} *//* Swap to native */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_error.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_error.h index 24416e693545423e54990eebfb19a825bb4197a0..5c961e4284ef46afb1eb62bd39d9520c2e058119 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_error.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_error.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,9 +37,96 @@ extern "C" { #endif /* 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + */ 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(). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ 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. + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GetError + */ +extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen); + +/** + * Clear any previous error message for this thread. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ extern DECLSPEC void SDLCALL SDL_ClearError(void); /** diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_events.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_events.h index 282b9fb766d855da2be34246f13b702b5ab7abe2..3722a6311a8f35be8ce8798754dba8450b0e5703 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_events.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_events.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -50,7 +50,7 @@ extern "C" { #define SDL_PRESSED 1 /** - * \brief The types of events that can be delivered. + * The types of events that can be delivered. */ typedef enum { @@ -85,6 +85,8 @@ typedef enum Called on Android in onResume() */ + SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ + /* Display events */ 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_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ 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 */ SDL_FINGERDOWN = 0x700, @@ -154,6 +160,9 @@ typedef enum SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + /* Internal events */ + SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, * and should be allocated with SDL_RegisterEvents() */ @@ -292,6 +301,8 @@ typedef struct SDL_MouseWheelEvent Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */ + float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */ } SDL_MouseWheelEvent; /** @@ -413,6 +424,33 @@ typedef struct SDL_ControllerDeviceEvent Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ } 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.*) */ @@ -442,6 +480,7 @@ typedef struct SDL_TouchFingerEvent float dx; /**< Normalized in the range -1...1 */ float dy; /**< Normalized in the range -1...1 */ float pressure; /**< Normalized in the range 0...1 */ + Uint32 windowID; /**< The window underneath the finger, if any */ } SDL_TouchFingerEvent; @@ -556,56 +595,79 @@ typedef struct SDL_SysWMEvent */ typedef union SDL_Event { - Uint32 type; /**< Event type, shared with all events */ - SDL_CommonEvent common; /**< Common event data */ - SDL_DisplayEvent display; /**< Window event data */ - SDL_WindowEvent window; /**< Window event data */ - SDL_KeyboardEvent key; /**< Keyboard event data */ - SDL_TextEditingEvent edit; /**< Text editing event data */ - SDL_TextInputEvent text; /**< Text input event data */ - SDL_MouseMotionEvent motion; /**< Mouse motion event data */ - SDL_MouseButtonEvent button; /**< Mouse button event data */ - SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ - SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ - SDL_JoyBallEvent jball; /**< Joystick ball event data */ - SDL_JoyHatEvent jhat; /**< Joystick hat event data */ - SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ - SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ - SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ - SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ - SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ - SDL_AudioDeviceEvent adevice; /**< Audio device event data */ - SDL_SensorEvent sensor; /**< Sensor event data */ - SDL_QuitEvent quit; /**< Quit request event data */ - SDL_UserEvent user; /**< Custom event data */ - SDL_SysWMEvent syswm; /**< System dependent window event data */ - SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ - SDL_MultiGestureEvent mgesture; /**< Gesture event data */ - SDL_DollarGestureEvent dgesture; /**< Gesture event data */ - SDL_DropEvent drop; /**< Drag and drop event data */ - - /* This is necessary for ABI compatibility between Visual C++ and GCC - 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 - within the union, which is 8 bytes. + Uint32 type; /**< Event type, shared with all events */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ + SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ + SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ + SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ + SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_SysWMEvent syswm; /**< System dependent window event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_MultiGestureEvent mgesture; /**< Gesture event data */ + SDL_DollarGestureEvent dgesture; /**< Gesture event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + 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. + + 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; /* 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 */ /** - * 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. + * + * **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. * - * This function updates the event queue and internal input device state. + * 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. * - * This should only be run in the thread that sets the video mode. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent */ extern DECLSPEC void SDLCALL SDL_PumpEvents(void); @@ -618,22 +680,42 @@ typedef enum } 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: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * 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_ADDEVENT, up to \c numevents events will be added to - * the back of the event queue. + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). * - * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will not be removed from the queue. + * This function is thread-safe. * - * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front - * of the event queue, within the specified minimum and maximum type, - * will be returned and will be removed from the queue. + * \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. * - * \return The number of events actually stored, or -1 if there was an error. + * \since This function is available since SDL 2.0.0. * - * 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, SDL_eventaction action, @@ -641,113 +723,354 @@ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasEvents + */ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); /** - * This function clears events 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() - * on the main thread immediately before the flush call. + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvents */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FlushEvent + */ 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 may implicitly call 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. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: * - * \return 1 if there are any pending events, or 0 if there are none available. + * ```c + * 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. + * } * - * \param event If not NULL, the next event is removed from the queue and - * stored in that area. + * // 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \brief Waits indefinitely for the next available event. + * Wait indefinitely for the next available 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 may implicitly call 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 - * stored in that area. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEventTimeout */ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); /** - * \brief Waits until the specified timeout (in milliseconds) for the next - * available event. + * Wait until the specified timeout (in milliseconds) for the next available + * 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 may implicitly call 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 - * stored in that area. - * \param timeout The timeout (in milliseconds) to wait for next event. + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_WaitEvent */ extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, 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. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. * - * \return 1 on success, 0 if the event was filtered, or -1 if the event queue - * was full or there was some other error. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents */ 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); /** - * Sets up a filter to process all events before they change internal state and - * are posted to the internal event queue. + * Set up a filter to process all events before they change internal state and + * are posted to the internal event queue. + * + * If the filter function returns 1 when called, then the event will be added + * to the internal queue. If it returns 0, then the event will be dropped from + * the queue, but the internal state will still be updated. This allows + * selective filtering of dynamically arriving events. * - * The filter is prototyped as: - * \code - * int SDL_EventFilter(void *userdata, SDL_Event * event); - * \endcode + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! * - * If the filter returns 1, then the event will be added to the internal queue. - * If it returns 0, then the event will be dropped from the queue, but the - * internal state will still be updated. This allows selective filtering of - * dynamically arriving events. + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. * - * \warning Be very careful of what you do in the event filter function, as - * it may run in a different thread! + * 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 + * application window. If the event filter returns 1, then the window will be + * closed, otherwise the window will remain open if possible. * - * 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 - * application window. If the event filter returns 1, then the window will - * be closed, otherwise the window will remain open if possible. + * Note: Disabled events never make it to the event filter function; see + * SDL_EventState(). * - * If the quit event is generated by an interrupt signal, it will bypass the - * internal queue and be delivered to the application at the next event poll. + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_EventState + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent */ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); /** - * Return the current event filter - can be used to "chain" filters. - * If there is no event filter set, this function returns SDL_FALSE. + * Query the current event filter. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetEventFilter */ extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelEventWatch + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddEventWatch */ extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata); /** - * Run the filter function on the current event queue, removing any - * events for which the filter returns 0. + * Run a specific filter function on the current event queue, removing any + * 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter */ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); @@ -759,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, #define SDL_ENABLE 1 /** - * This function allows you to set the state of processing certain events. - * - If \c state is set to ::SDL_IGNORE, that event will be automatically - * dropped from the event queue and will not be filtered. - * - If \c state is set to ::SDL_ENABLE, that event will be processed - * normally. - * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the - * current processing state of the specified event. + * Set the state of processing events by type. + * + * `state` may be any of the following: + * + * - `SDL_QUERY`: returns the current processing state of the specified event + * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetEventState */ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); /* @} */ #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) /** - * This function allocates a set of user-defined events, and returns - * the beginning event number for that set of events. + * Allocate a set of user-defined events, and return the beginning event + * 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 - * returns (Uint32)-1 + * \sa SDL_PushEvent */ extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_filesystem.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_filesystem.h index 6d97e589637b5224a1349c24b90c86a843d6c2cc..16f02e287dd7fc4cbb7f5c2d9c106603b10146af 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_filesystem.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_filesystem.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,88 +38,97 @@ extern "C" { #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 - * from, which is probably the installation directory, and may or may not - * be the process's current working directory. + * This is not necessarily a fast call, so you should call this once near + * startup and save the string if you need it. * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). + * **Mac OS X and iOS Specific Functionality**: If the application is in a + * ".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 - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): * - * Some platforms can't determine the application's path, and on other - * platforms, this might be meaningless. In such cases, this function will - * return NULL. + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For 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 */ 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 - * files (preferences and save games, etc) that are specific to your - * application. This directory is unique per user, per application. + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. * - * This function will decide the appropriate location in the native filesystem, - * create the directory if necessary, and return a string of the absolute - * path to the directory in UTF-8 encoding. + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. * * On Windows, the string might look like: - * "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\" * - * On Linux, the string might look like: - * "/home/bob/.local/share/My Program Name/" + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\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: - * "/Users/bob/Library/Application Support/My Program Name/" - * - * (etc.) - * - * You specify the name of your organization (if it's not a real organization, - * your name or an Internet domain you own might do) and the name of your - * application. These should be untranslated proper names. - * - * Both the org and app strings may become part of a directory name, so - * please follow these rules: - * - * - Try to use the same org string (including case-sensitivity) for - * all your applications that use this function. - * - Always use a unique app string for each one, and make sure it never - * changes for an app once you've decided on it. - * - Unicode characters are legal, as long as it's UTF-8 encoded, but... - * - ...only use letters, numbers, and spaces. Avoid punctuation like - * "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. - * - * This returns an absolute path in UTF-8 encoding, and is guaranteed to - * end with a path separator ('\\' on Windows, '/' most other places). - * - * The pointer returned by this function is owned by you. Please call - * SDL_free() on the pointer when you are done with it, or it will be a - * 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. - * - * You should assume the path returned by this function is the only safe - * place to write files (and that SDL_GetBasePath(), while it might be - * writable, or even the parent of the returned path, aren't where you - * should be writing things). - * - * 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). + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as it's UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * 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. + * + * \param org the name of your organization + * \param app the name of your application + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). + * + * \since This function is available since SDL 2.0.1. * * \sa SDL_GetBasePath */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gamecontroller.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gamecontroller.h index ebde387156518843140f75c933f55d26d71ccb84..bdd9b899389c2eb76d081da8f8ad5da4f1b903d9 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gamecontroller.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gamecontroller.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -31,6 +31,7 @@ #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_rwops.h" +#include "SDL_sensor.h" #include "SDL_joystick.h" #include "begin_code.h" @@ -57,6 +58,19 @@ extern "C" { struct _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 { @@ -87,6 +101,8 @@ typedef struct SDL_GameControllerButtonBind /** * To count the number of game controllers in the system for the following: + * + * ```c * int nJoysticks = SDL_NumJoysticks(); * int nGameControllers = 0; * for (int i = 0; i < nJoysticks; i++) { @@ -94,6 +110,7 @@ typedef struct SDL_GameControllerButtonBind * 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: * guid,name,mappings @@ -107,17 +124,39 @@ typedef struct SDL_GameControllerButtonBind * Buttons can be used as a controller axis and vice versa. * * 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() - * A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt + * Load a set of Game Controller mappings from a seekable SDL data stream. + * + * 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). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. * - * If \c freerw is non-zero, the stream will be closed after being read. - * - * \return number of mappings added, -1 on error + * \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); @@ -129,133 +168,372 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, #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: + * + * ```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. + * + * \since This function is available since SDL 2.0.0. * - * \return 1 if mapping is added, 0 if updated, -1 on error + * \sa SDL_GameControllerMapping + * \sa SDL_GameControllerMappingForGUID */ 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. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void); /** - * Get the mapping at a particular index. + * Get the mapping at a particular index. + * + * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if + * the index is out of range. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if the index is out of range. + * \since This function is available since SDL 2.0.6. */ 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(). + * + * \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. * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID */ 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(). + * + * Details about mappings are discussed with SDL_GameControllerAddMapping(). * - * \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available + * \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); /** - * Get the implementation dependent name of a game controller. - * This can be called before any controllers are opened. - * If no name can be found, this function returns NULL. + * Get the implementation dependent name for the game controller. + * + * 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); /** - * Get the mapping of a game controller. - * This can be called before any controllers are opened. + * Get the type of a game controller. + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index); /** - * 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 - * controller events. The joystick's instance id (::SDL_JoystickID) will be - * used there instead. + * Open a game controller for use. + * + * `joystick_index` is the same as the `device_index` passed to + * SDL_JoystickOpen(). + * + * 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); /** - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.12. + * + * \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); /** - * Get the player index of an opened game controller, or -1 if it's not available + * Get the type of this currently opened controller + * + * 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller); /** - * Get the USB vendor ID of an opened controller, if available. - * If the vendor ID isn't available this function returns 0. + * Set the player index of an opened game controller. + * + * \param gamecontroller the game controller object to adjust. + * \param player_index Player index to assign to this controller. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index); + +/** + * Get the USB vendor ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller); + +/** + * Get the USB product ID of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller); /** - * Get the USB product ID of an opened controller, if available. - * If the product ID isn't available this function returns 0. + * Get the product version of an opened controller, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller); +extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller); /** - * Get the product version of an opened controller, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller); +extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller); /** - * Returns SDL_TRUE if the controller has been opened and currently connected, - * or SDL_FALSE if it has not. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerClose + * \sa SDL_GameControllerOpen */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, + * and 1 will have any effect. Other numbers will just be returned. + * + * \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. * - * If controller events are disabled, you must call SDL_GameControllerUpdate() - * yourself and check the state of the controller when you want controller - * information. + * \since This function is available since SDL 2.0.0. * - * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. + * \sa SDL_JoystickEventState */ 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 - * events are enabled. + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); @@ -282,33 +560,94 @@ typedef enum } 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetAxisFromString */ 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 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** - * Get the current state of an axis control on a game controller. + * Query whether a game controller has a given axis. + * + * This merely reports whether the controller's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + */ +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). * - * The state is a value ranging from -32768 to 32767 (except for the triggers, - * which range from 0 to 32767). + * \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. * - * The axis indices start at index 0. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerGetButton */ extern DECLSPEC Sint16 SDLCALL -SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, - SDL_GameControllerAxis axis); +SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** * The list of buttons available from a controller @@ -331,53 +670,325 @@ typedef enum SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 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_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. + * + * \since This function is available since SDL 2.0.0. */ -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); /** - * 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 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, 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. + * + * \since This function is available since SDL 2.0.14. + */ +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, SDL_GameControllerButton button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * Get the number of touchpads on a game controller. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * controller. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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 query + * \param type The type of sensor to query + * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +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. + * + * \since This function is available since SDL 2.0.14. + */ +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. * - * \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 + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \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 + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_GameControllerHasRumble */ 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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_GameControllerHasRumbleTriggers + */ +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 + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble + * support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller); + +/** + * Query whether a game controller has rumble support on triggers. + * + * \param gamecontroller The controller to query + * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger + * rumble support + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerOpen */ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller); +/** + * Return the sfSymbolsName for a given button on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param button a button on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button); + +/** + * Return the sfSymbolsName for a given axis on a game controller on Apple + * platforms. + * + * \param gamecontroller the controller to query + * \param axis an axis on the game controller + * \returns the sfSymbolsName or NULL if the name can't be found + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton + */ +extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gesture.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gesture.h index 9d25e9c1da5851964693fe5ec59bc62a227ef1b4..e2caea2a9256398390103757892e3b95b1d05fa8 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gesture.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gesture.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID; /* 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); /** - * \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); /** - * \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); /** - * \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); - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_haptic.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_haptic.h index 0756276856851d34a9dc26cf914a2061564d1e3a..f240ae927211e66abba5d3389dd81736ea135d18 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_haptic.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_haptic.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,7 +76,7 @@ * } * * // Create the effect - * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default + * SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default * effect.type = SDL_HAPTIC_SINE; * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates * effect.periodic.direction.dir[0] = 18000; // Force comes from south @@ -336,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic; */ #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 */ /* @} *//* Haptic features */ @@ -444,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic; * \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS * \sa SDL_HapticEffect * \sa SDL_HapticNumAxes */ @@ -811,419 +820,513 @@ typedef union SDL_HapticEffect /* Function prototypes */ + /** - * \brief Count the number of haptic devices attached to the system. + * Count the number of haptic devices attached to 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. * - * \return Number of haptic devices detected on the system. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticName */ 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. - * If no name can be found, this function returns NULL. + * \param device_index index of the device to query. + * \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. - * \return Name of the device or NULL on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_NumHaptics + * \sa SDL_NumHaptics */ 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 - * system. + * The index passed as an argument refers to the N'th haptic device on this + * system. * - * When opening a haptic device, its gain will be set to maximum and - * autocenter will be disabled. To modify these values use - * SDL_HapticSetGain() and SDL_HapticSetAutocenter(). + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_HapticSetGain() + * and SDL_HapticSetAutocenter(). * - * \param device_index Index of the device to open. - * \return Device identifier or NULL on error. + * \param device_index index of the device to open + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. * - * \sa SDL_HapticIndex - * \sa SDL_HapticOpenFromMouse - * \sa SDL_HapticOpenFromJoystick - * \sa SDL_HapticClose - * \sa SDL_HapticSetGain - * \sa SDL_HapticSetAutocenter - * \sa SDL_HapticPause - * \sa SDL_HapticStopAll + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticIndex + * \sa SDL_HapticOpenFromJoystick + * \sa SDL_HapticOpenFromMouse + * \sa SDL_HapticPause + * \sa SDL_HapticSetAutocenter + * \sa SDL_HapticSetGain + * \sa SDL_HapticStopAll */ 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. - * \return 1 if it has been opened or 0 if it hasn't. + * \param device_index the index of the device to query + * \returns 1 if it has been opened, 0 if it hasn't or on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticIndex + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticIndex + * \sa SDL_HapticOpen */ 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. - * \return The index of the haptic device or -1 on error. + * \param haptic the SDL_Haptic device to query + * \returns the index of the specified haptic device or a negative error code + * on failure; call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticOpened + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticOpened */ 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); /** - * \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 - * \sa SDL_HapticOpen + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_MouseIsHaptic */ 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. - * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't - * or -1 if an error occurred. + * \param joystick the SDL_Joystick to test for haptic capabilities + * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a + * 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); /** - * \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 - * with the joystick. + * You must still close the haptic device separately. It will not be closed + * with the joystick. * - * When opening from a joystick you should first close the haptic device before - * 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 - * on that device. + * When opened from a joystick you should first close the haptic device before + * 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 + * on that device. * - * \param joystick Joystick to create a haptic device from. - * \return A valid haptic device identifier on success or NULL on error. + * \param joystick the SDL_Joystick to create a haptic device from + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticClose + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticClose + * \sa SDL_HapticOpen + * \sa SDL_JoystickIsHaptic */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * joystick); /** - * \brief Closes a haptic device previously opened with SDL_HapticOpen(). + * Close a haptic device previously opened with SDL_HapticOpen(). + * + * \param haptic the SDL_Haptic device to close * - * \param haptic Haptic device to close. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen */ 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 - * approximation. Always check to see if your created effect was actually - * created and do not rely solely on SDL_HapticNumEffects(). + * \param haptic the SDL_Haptic device to query + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query effect max. - * \return The number of effects the haptic device can store or - * -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffectsPlaying - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffectsPlaying + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); /** - * \brief Returns the number of effects a haptic device can play at the same - * time. + * Get the number of effects a haptic device can play at the same 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. - * Added here for the sake of completeness. + * \param haptic the SDL_Haptic device to query maximum playing effects + * \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. - * \return The number of effects the haptic device can play at the same time - * or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticQuery + * \sa SDL_HapticNumEffects + * \sa SDL_HapticQuery */ 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: - * \code - * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { - * printf("We have constant haptic effect!\n"); - * } - * \endcode + * \param haptic the SDL_Haptic device to query + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. * - * \param haptic The haptic device to query. - * \return Haptic features in bitwise manner (OR'd). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticNumEffects - * \sa SDL_HapticEffectSupported + * \sa SDL_HapticEffectSupported + * \sa SDL_HapticNumEffects */ 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. + * + * \since This function is available since SDL 2.0.0. */ 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery - * \sa SDL_HapticNewEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * 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 effect Properties of the effect to create. - * \return The identifier of the effect on success or -1 on error. + * \param haptic an SDL_Haptic device to create the effect on + * \param effect an SDL_HapticEffect structure containing the properties of + * 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_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticUpdateEffect */ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, 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 - * direction may be strange. Specifically the effect may reupload itself - * and start playing from the start. You cannot change the type either when - * running SDL_HapticUpdateEffect(). + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_HapticUpdateEffect(). * - * \param haptic Haptic device that has the effect. - * \param effect Identifier of the effect to update. - * \param data New effect properties to use. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device that has the effect + * \param effect the identifier of the effect to update + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticNewEffect - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticNewEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect, 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 - * repeating the envelope (attack and fade) every time. If you only want the - * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length - * parameter. + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. * - * \param haptic Haptic device to run the effect on. - * \param effect Identifier of the haptic effect to run. - * \param iterations Number of iterations to run the effect. Use - * ::SDL_HAPTIC_INFINITY for infinity. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to run the effect on + * \param effect the ID of the haptic effect to run + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticStopEffect - * \sa SDL_HapticDestroyEffect - * \sa SDL_HapticGetEffectStatus + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticGetEffectStatus + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations); /** - * \brief Stops the haptic effect on its associated haptic device. + * Stop the haptic effect on its associated haptic device. * - * \param haptic Haptic device to stop the effect on. - * \param effect Identifier of the effect to stop. - * \return 0 on success or -1 on error. + * * * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticDestroyEffect + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticDestroyEffect + * \sa SDL_HapticRunEffect */ extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, 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 + * destroyed when the device is closed. * - * \param haptic Device to destroy the effect on. - * \param effect Identifier of the effect to destroy. + * \param haptic the SDL_Haptic device to destroy the effect on + * \param effect the ID of the haptic effect to destroy * - * \sa SDL_HapticNewEffect + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticNewEffect */ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, 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. - * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRunEffect - * \sa SDL_HapticStopEffect + * \sa SDL_HapticRunEffect + * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, 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 - * 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. + * \param haptic the SDL_Haptic device to set the gain on + * \param gain value to set the gain to, should be between 0 and 100 (0 - 100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to set the gain on. - * \param gain Value to set the gain to, should be between 0 and 100. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticQuery + * \sa SDL_HapticQuery */ 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 - * autocentering. + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * 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 autocenter Value to set autocenter to, 0 disables autocentering. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to set autocentering on + * \param autocenter value to set autocenter to (0-100) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticQuery + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter); /** - * \brief Pauses a haptic device. + * Pause a haptic device. * - * Device must support the ::SDL_HAPTIC_PAUSE feature. Call - * SDL_HapticUnpause() to resume playback. + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call + * SDL_HapticUnpause() to resume playback. * - * Do not modify the effects nor add new ones while the device is paused. - * That can cause all sorts of weird errors. + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. * - * \param haptic Haptic device to pause. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to pause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticUnpause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticUnpause */ 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. - * \return 0 on success or -1 on error. + * \param haptic the SDL_Haptic device to unpause + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticPause + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticPause */ 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 the SDL_Haptic device 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. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. */ 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. - * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. + * \param haptic haptic device to check for rumble support + * \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_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop */ 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. - * \return 0 on success or -1 on error. + * \param haptic the haptic device to initialize for simple rumble playback + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_HapticOpen - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumblePlay - * \sa SDL_HapticRumbleStop + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HapticOpen + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to play the rumble effect on + * \param strength strength of the rumble to play as a 0-1 float value + * \param length length of the rumble to play in milliseconds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic device to play rumble effect on. - * \param strength Strength of the rumble to play as a 0-1 float value. - * \param length Length of the rumble to play in milliseconds. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumbleStop + * \sa SDL_HapticRumbleSupported */ 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 the haptic device to stop the rumble effect on + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param haptic Haptic to stop the rumble on. - * \return 0 on success or -1 on error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_HapticRumbleSupported - * \sa SDL_HapticRumbleInit - * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleInit + * \sa SDL_HapticRumblePlay + * \sa SDL_HapticRumbleSupported */ extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hidapi.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hidapi.h new file mode 100644 index 0000000000000000000000000000000000000000..354af5c52dbaba5332de3929ac0509890ad775d7 --- /dev/null +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hidapi.h @@ -0,0 +1,451 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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_hidapi.h + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, + * and includes source code licensed under the following BSD license: + * + Copyright (c) 2010, Alan Ott, Signal 11 Software + All rights reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of Signal 11 Software nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example + * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include "SDL_stdinc.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief A handle representing an open HID device + */ +struct SDL_hid_device_; +typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */ + +/** hidapi info structure */ +/** + * \brief Information about a connected HID device + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac only). */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac only).*/ + unsigned short usage; + /** The USB interface which this logical device + represents. + + * Valid on both Linux implementations in all cases. + * Valid on the Windows implementation only if the device + contains more than one interface. */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_exit + */ +extern DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_init + */ +extern DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_enumerate + */ +extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * \param vendor_id The Vendor ID (VID) of the types of device to open. + * \param product_id The Product ID (PID) of the types of device to open. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_hid_device_change_count + */ +extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration Linked List + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs Pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id The Vendor ID (VID) of the device to open. + * \param product_id The Product ID (PID) of the device to open. + * \param serial_number The Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path The path name of the device to open + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read within the timeout period, this function + * returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into. + * \param length The number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on error. If no packet was + * available to be read and the handle is in non-blocking mode, this + * function returns 0. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data The data to send, including the report number as the first + * byte. + * \param length The length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param data A buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length The number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev A device handle returned from SDL_hid_open(). + * \param string_index The index of the string to get. + * \param string A wide string buffer to put the data into. + * \param maxlen The length of the buffer in multiples of wchar_t. + * \returns 0 on success and -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers + * + * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_hidapi_h_ */ + +/* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hints.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hints.h index 8fa0dd660555f4b9d4ab1e60efee7c382a5f316e..1185f42229b3e74825db584267c7655835d6c996 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hints.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hints.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,439 +48,534 @@ extern "C" { #endif /** - * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. - * - * SDL can try to accelerate the SDL screen surface by using streaming - * textures with a 3D rendering engine. This variable controls whether and - * how this is done. + * \brief A variable controlling whether the Android / iOS built-in + * accelerometer should be listed as a joystick device. * * This variable can be set to the following values: - * "0" - Disable 3D acceleration - * "1" - Enable 3D acceleration, using the default renderer. - * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) - * - * By default SDL tries to make a best guess for each platform whether - * to use acceleration or not. + * "0" - The accelerometer is not listed as a joystick + * "1" - The accelerometer is available as a 3 axis joystick (the default). */ -#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" +#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" /** - * \brief A variable specifying which render driver to use. - * - * If the application doesn't pick a specific renderer to use, this variable - * specifies the name of the preferred renderer. If the preferred renderer - * can't be initialized, the normal default renderer is used. + * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. * - * This variable is case insensitive and can be set to the following values: - * "direct3d" - * "opengl" - * "opengles2" - * "opengles" - * "metal" - * "software" + * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed + * and your window is full-screen. This prevents the user from getting stuck in + * your application if you've enabled keyboard grab. * - * The default varies by platform, but it's the first one in the list that - * is available on the current platform. - */ -#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + * The variable can be set to the following values: + * "0" - SDL will not handle Alt+Tab. Your application is responsible + for handling Alt+Tab while the keyboard is grabbed. + * "1" - SDL will minimize your window when Alt+Tab is pressed (default) +*/ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" /** - * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. + * This is a debugging aid for developers and not expected to be used by end users. The default is "1" * * This variable can be set to the following values: - * "0" - Disable shaders - * "1" - Enable shaders - * - * By default shaders are used if OpenGL supports them. + * "0" - don't allow topmost + * "1" - allow topmost */ -#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" +#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" /** - * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. * - * This variable can be set to the following values: - * "0" - Thread-safety is not enabled (faster) - * "1" - Thread-safety is enabled + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. * - * By default the Direct3D device is created with thread-safety disabled. + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. + * + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" - +#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" + /** - * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. * - * This variable does not have any effect on the Direct3D 9 based renderer. + * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. * - * This variable can be set to the following values: - * "0" - Disable Debug Layer use - * "1" - Enable Debug Layer use + * If both hints were set then SDL_RWFromFile() will look into expansion files + * after a given relative path was not found in the internal storage and assets. * - * By default, SDL does not use Direct3D Debug Layer. + * By default this hint is not set and the APK expansion files are not searched. */ -#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" +#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" /** - * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * \brief A variable to control whether the event loop will block itself when the app is paused. * - * This variable can be set to the following values: - * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen - * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * The variable can be set to the following values: + * "0" - Non blocking. + * "1" - Blocking. (default) * - * By default letterbox is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** - * \brief A variable controlling the scaling quality + * \brief A variable to control whether SDL will pause audio in background + * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") * - * This variable can be set to the following values: - * "0" or "nearest" - Nearest pixel sampling - * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) - * "2" or "best" - Currently this is the same as "linear" + * The variable can be set to the following values: + * "0" - Non paused. + * "1" - Paused. (default) * - * By default nearest pixel sampling is used + * The value should be set before SDL is initialized. */ -#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" /** - * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * \brief A variable to control whether we trap the Android back button to handle it manually. + * This is necessary for the right mouse button to work on some Android devices, or + * to be able to trap the back button for use in your code reliably. If set to true, + * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of + * SDL_SCANCODE_AC_BACK. * - * This variable can be set to the following values: - * "0" - Disable vsync - * "1" - Enable vsync + * The variable can be set to the following values: + * "0" - Back button will be handled as usual for system. (default) + * "1" - Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems + * where the right mouse button functions as back.) * - * By default SDL does not sync screen surface updates with vertical refresh. + * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" /** - * \brief A variable controlling whether the screensaver is enabled. + * \brief Specify an application name. + * + * This hint lets you specify the application name sent to the OS when + * required. For example, this will often appear in volume control applets for + * audio streams, and in lists of applications which are inhibiting the + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") * - * This variable can be set to the following values: - * "0" - Disable screensaver - * "1" - Enable screensaver + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: probably the application's name or "SDL Application" if SDL + * doesn't have any better information. * - * By default SDL will disable the screensaver. + * Note that, for audio streams, this can be overridden with + * SDL_HINT_AUDIO_DEVICE_APP_NAME. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" +#define SDL_HINT_APP_NAME "SDL_APP_NAME" /** - * \brief A variable controlling whether the X11 VidMode extension should be used. + * \brief A variable controlling whether controllers used with the Apple TV + * generate UI events. * - * This variable can be set to the following values: - * "0" - Disable XVidMode - * "1" - Enable XVidMode + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when the + * pause or B buttons on gamepads are pressed. * - * By default SDL will use XVidMode if it is available. + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * This variable can be set to the following values: + * "0" - Controller input does not generate UI events (the default). + * "1" - Controller input generates UI events. */ -#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" /** - * \brief A variable controlling whether the X11 Xinerama extension should be used. + * \brief A variable controlling whether the Apple TV remote's joystick axes + * will automatically match the rotation of the remote. * * This variable can be set to the following values: - * "0" - Disable Xinerama - * "1" - Enable Xinerama - * - * By default SDL will use Xinerama if it is available. + * "0" - Remote orientation does not affect joystick axes (the default). + * "1" - Joystick axes are based on the orientation of the remote. */ -#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" /** - * \brief A variable controlling whether the X11 XRandR extension should be used. + * \brief A variable controlling the audio category on iOS and Mac OS X * * This variable can be set to the following values: - * "0" - Disable XRandR - * "1" - Enable XRandR * - * By default SDL will not use XRandR because of window manager issues. + * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) + * "playback" - Use the AVAudioSessionCategoryPlayback category + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html */ -#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** - * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. + * \brief Specify an application name for an audio device. * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_PING - * "1" - Enable _NET_WM_PING + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. * - * By default SDL will use _NET_WM_PING, but for applications that know they - * will not always be able to respond to ping requests in a timely manner they can - * turn it off to avoid the window manager thinking the app is hung. - * The hint is checked in CreateWindow. + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your program ("My Game 2: The Revenge") + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is + * set. Otherwise, it'll probably the application's name or "SDL Application" + * if SDL doesn't have any better information. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" +#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" /** - * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. - * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_BYPASS_COMPOSITOR - * "1" - Enable _NET_WM_BYPASS_COMPOSITOR - * - * By default SDL will use _NET_WM_BYPASS_COMPOSITOR - * + * \brief Specify an application name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" /** - * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden + * \brief Specify an application role for an audio device. * - * This variable can be set to the following values: - * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) - * "1" - The window frame is interactive when the cursor is hidden + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in + * a system control panel or software for displaying and manipulating media + * playback/capture graphs. * - * By default SDL will allow interaction with the window frame when the cursor is hidden + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * On targets where this is not supported, this hint does nothing. */ -#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" /** - * \brief A variable to specify custom icon resource id from RC file on Windows platform + * \brief A variable controlling speed/quality tradeoff of audio resampling. + * + * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) + * to handle audio resampling. There are different resampling modes available + * that produce different levels of quality, using more CPU. + * + * If this hint isn't specified to a valid setting, or libsamplerate isn't + * available, SDL will use the default, internal resampling algorithm. + * + * Note that this is currently only applicable to resampling audio that is + * being written to a device for playback or audio being read from a device + * for capture. SDL_AudioCVT always uses the default resampler (although this + * might change for SDL 2.1). + * + * This hint is currently only checked at audio subsystem initialization. + * + * This variable can be set to the following values: + * + * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) + * "1" or "fast" - Use fast, slightly higher quality resampling, if available + * "2" or "medium" - Use medium quality resampling, if available + * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" -#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" +#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" /** - * \brief A variable controlling whether the windows message loop is processed by SDL + * \brief A variable controlling whether SDL updates joystick state when getting input events * * This variable can be set to the following values: - * "0" - The window message loop is not run - * "1" - The window message loop is processed in SDL_PumpEvents() * - * By default SDL will process the windows message loop + * "0" - You'll call SDL_JoystickUpdate() manually + * "1" - SDL will automatically call SDL_JoystickUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" /** - * \brief A variable controlling whether grabbing input grabs the keyboard + * \brief A variable controlling whether SDL updates sensor state when getting input events * * This variable can be set to the following values: - * "0" - Grab will affect only the mouse - * "1" - Grab will affect mouse and keyboard * - * By default SDL will not grab the keyboard so system shortcuts still work. + * "0" - You'll call SDL_SensorUpdate() manually + * "1" - SDL will automatically call SDL_SensorUpdate() (default) + * + * This hint can be toggled on and off at runtime. */ -#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" /** - * \brief A variable setting the double click time, in milliseconds. + * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support and + * SDL will use it when required. Should this not be desired, this hint can + * force the use of the 40 byte header version which is supported everywhere. + * + * The variable can be set to the following values: + * "0" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file with an alpha mask. SDL will use the bitmap + * header version 4 and set the alpha mask accordingly. + * "1" - Surfaces with a colorkey or an alpha channel are saved to a + * 32-bit BMP file without an alpha mask. The alpha channel data + * will be in the file, but applications are going to ignore it. + * + * The default value is "0". */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" /** - * \brief A variable setting the double click radius, in pixels. + * \brief Override for SDL_GetDisplayUsableBounds() + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first + * is the bounds x, then y, width and height, in that order. */ -#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" /** - * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode - */ -#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" - -/** - * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + * \brief Disable giving back control to the browser automatically + * when running with asyncify + * + * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations + * such as refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform + * + * The variable can be set to the following values: + * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) + * "1" - Enable emscripten_sleep calls (the default) */ -#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" /** - * \brief A variable controlling whether relative mouse mode is implemented using mouse warping + * \brief override the binding element for keyboard inputs for Emscripten builds * - * This variable can be set to the following values: - * "0" - Relative mouse mode uses raw input - * "1" - Relative mouse mode uses mouse warping + * This hint only applies to the emscripten platform * - * By default SDL will use raw input for relative mouse mode + * The variable can be one of + * "#window" - The javascript window object (this is the default) + * "#document" - The javascript document object + * "#screen" - the javascript window.screen object + * "#canvas" - the WebGL canvas element + * any other string without a leading # sign applies to the element on the page with that ID. */ -#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" /** - * \brief Allow mouse click events when clicking to focus an SDL window + * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs * - * This variable can be set to the following values: - * "0" - Ignore mouse clicks that activate a window - * "1" - Generate events for mouse clicks that activate a window + * The variable can be set to the following values: + * "0" - Do not scan for Steam Controllers + * "1" - Scan for Steam Controllers (the default) * - * By default SDL will ignore mouse clicks that activate a window + * The default value is "1". This hint must be set before initializing the joystick subsystem. */ -#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" +#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" /** - * \brief A variable controlling whether touch events should generate synthetic mouse events + * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. * * This variable can be set to the following values: - * "0" - Touch events will not generate mouse events - * "1" - Touch events will generate mouse events * - * By default SDL will generate mouse events for touch events + * "0" - Don't log any events (default) + * "1" - Log all events except mouse and finger motion, which are pretty spammy. + * "2" - Log all events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. + * + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. */ -#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" /** - * \brief A variable controlling whether mouse events should generate synthetic touch events + * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and + * how this is done. * * This variable can be set to the following values: - * "0" - Mouse events will not generate touch events (default for desktop platforms) - * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) - */ - -#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" - -/** - * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. + * "0" - Disable 3D acceleration + * "1" - Enable 3D acceleration, using the default renderer. + * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) * + * By default SDL tries to make a best guess for each platform whether + * to use acceleration or not. */ -#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" /** - * \brief A variable controlling whether the idle timer is disabled on iOS. - * - * When an iOS app does not receive touches for some time, the screen is - * dimmed automatically. For games where the accelerometer is the only input - * this is problematic. This functionality can be disabled by setting this - * hint. + * \brief A variable that lets you manually hint extra gamecontroller db entries. * - * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() - * accomplish the same thing on iOS. They should be preferred over this hint. + * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h * - * This variable can be set to the following values: - * "0" - Enable idle timer - * "1" - Disable idle timer + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" /** - * \brief A variable controlling which orientations are allowed on iOS/Android. + * \brief A variable that lets you provide a file with extra gamecontroller db entries. * - * In some circumstances it is necessary to be able to explicitly control - * which UI orientations are allowed. + * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h * - * This variable is a space delimited list of the following values: - * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ -#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** - * \brief A variable controlling whether controllers used with the Apple TV - * generate UI events. + * \brief A variable that overrides the automatic controller type detection * - * When UI events are generated by controller input, the app will be - * backgrounded when the Apple TV remote's menu button is pressed, and when the - * pause or B buttons on gamepads are pressed. + * The variable should be comma separated entries, in the form: VID/PID=type * - * More information about properly making use of controllers for the Apple TV - * can be found here: - * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * - * This variable can be set to the following values: - * "0" - Controller input does not generate UI events (the default). - * "1" - Controller input generates UI events. - */ -#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" - -/** - * \brief A variable controlling whether the Apple TV remote's joystick axes - * will automatically match the rotation of the remote. + * The type should be one of: + * Xbox360 + * XboxOne + * PS3 + * PS4 + * PS5 + * SwitchPro * - * This variable can be set to the following values: - * "0" - Remote orientation does not affect joystick axes (the default). - * "1" - Joystick axes are based on the orientation of the remote. + * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) */ -#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" /** - * \brief A variable controlling whether the home indicator bar on iPhone X - * should be hidden. + * \brief A variable containing a list of devices to skip when scanning for game controllers. * - * This variable can be set to the following values: - * "0" - The indicator bar is not hidden (default for windowed applications) - * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) - * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) - */ -#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" - -/** - * \brief A variable controlling whether the Android / iOS built-in - * accelerometer should be listed as a joystick device. + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. * - * This variable can be set to the following values: - * "0" - The accelerometer is not listed as a joystick - * "1" - The accelerometer is available as a 3 axis joystick (the default). + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" /** - * \brief A variable controlling whether the Android / tvOS remotes - * should be listed as joystick devices, instead of sending keyboard events. + * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. * - * This variable can be set to the following values: - * "0" - Remotes send enter/escape/arrow key events - * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + * The format of the string is a comma separated list of USB VID/PID pairs + * in hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named + * file will be loaded and interpreted as the value of the variable. */ -#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" /** - * \brief A variable that lets you disable the detection and use of Xinput gamepad devices + * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. + * + * For example, on Nintendo Switch controllers, normally you'd get: + * + * (Y) + * (X) (B) + * (A) + * + * but if this hint is set, you'll get: + * + * (X) + * (Y) (A) + * (B) * * The variable can be set to the following values: - * "0" - Disable XInput detection (only uses direct input) - * "1" - Enable XInput detection (the default) + * "0" - Report the face buttons by position, as though they were on an Xbox controller. + * "1" - Report the face buttons by label instead of position + * + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" +#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" /** - * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. + * \brief A variable controlling whether grabbing input grabs the keyboard * - * This hint is for backwards compatibility only and will be removed in SDL 2.1 + * This variable can be set to the following values: + * "0" - Grab will affect only the mouse + * "1" - Grab will affect mouse and keyboard * - * The default value is "0". This hint must be set before SDL_Init() + * By default SDL will not grab the keyboard so system shortcuts still work. */ -#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" +#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" /** - * \brief A variable that lets you manually hint extra gamecontroller db entries. + * \brief A variable controlling whether the idle timer is disabled on iOS. * - * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h + * When an iOS app does not receive touches for some time, the screen is + * dimmed automatically. For games where the accelerometer is the only input + * this is problematic. This functionality can be disabled by setting this + * hint. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver() + * accomplish the same thing on iOS. They should be preferred over this hint. + * + * This variable can be set to the following values: + * "0" - Enable idle timer + * "1" - Disable idle timer */ -#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" +#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" /** - * \brief A variable that lets you provide a file with extra gamecontroller db entries. - * - * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * The variable can be set to the following values: + * "0" - SDL_TEXTEDITING events are sent, and it is the application's + * responsibility to render the text from these events and + * differentiate it somehow from committed text. (default) + * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, + * and text that is being composed will be rendered in its own UI. */ -#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" +#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** - * \brief A variable containing a list of devices to skip when scanning for game controllers. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD - * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can be set to the following values: + * "0" - Native UI components are not display. (default) + * "1" - Native UI components are displayed. */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" +#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" /** - * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. - * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. - * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * \brief A variable controlling whether the home indicator bar on iPhone X + * should be hidden. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * This variable can be set to the following values: + * "0" - The indicator bar is not hidden (default for windowed applications) + * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) + * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) */ -#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" /** * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. @@ -506,6 +601,39 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + + /** + * \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - basic Joy-Con support with no analog input (the default) + * "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors + * + * This does not combine Joy-Cons into a single controller. That's up to the user. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" + + /** + * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" + /** * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. * @@ -529,11 +657,55 @@ extern "C" { * * Once extended reports are enabled, they can not be disabled without * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value will also + * control the state of extended reports on PS5 controllers when the + * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" /** - * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. + * + * This variable can be set to the following values: + * "0" - player LEDs are not enabled + * "1" - player LEDs are enabled (the default) + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. + * + * This variable can be set to the following values: + * "0" - extended reports are not enabled (the default) + * "1" - extended reports + * + * Extended input reports allow rumble on Bluetooth PS5 controllers, but + * break DirectInput handling for applications that don't use SDL. + * + * Once extended reports are enabled, they can not be disabled without + * power cycling the controller. + * + * For compatibility with applications written for versions of SDL prior + * to the introduction of PS5 controller support, this value defaults to + * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" + +/** + * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. * * This variable can be set to the following values: * "0" - HIDAPI driver is not used @@ -541,6 +713,18 @@ extern "C" { * * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ +#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used. + * + * This variable can be set to the following values: + * "0" - HIDAPI driver is not used + * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access + * and may prompt the user for permission on iOS and Android. + * + * The default is "0" + */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" /** @@ -554,6 +738,17 @@ extern "C" { */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" +/** + * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened + * + * This variable can be set to the following values: + * "0" - home button LED is turned off + * "1" - home button LED is turned on + * + * By default the Home button LED state is not changed. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" + /** * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. * @@ -561,48 +756,256 @@ extern "C" { * "0" - HIDAPI driver is not used * "1" - HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + /** + * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. + * + * This variable can be set to the following values: + * "0" - RAWINPUT drivers are not used + * "1" - RAWINPUT drivers are used (the default) + * + */ +#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" + + /** + * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. + * + * This variable can be set to the following values: + * "0" - RAWINPUT driver will only use data from raw input APIs + * "1" - RAWINPUT driver will also pull data from XInput, providing + * better trigger axes, guide button presses, and rumble support + * for Xbox controllers + * + * The default is "1". This hint applies to any joysticks opened after setting the hint. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" + + /** + * \brief A variable controlling whether a separate thread should be used + * for handling joystick detection and raw input messages on Windows + * + * This variable can be set to the following values: + * "0" - A separate thread is not used (the default) + * "1" - A separate thread is used for handling raw input messages + * + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + /** - * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs + * \brief Determines whether SDL enforces that DRM master is required in order + * to initialize the KMSDRM video backend. * - * The variable can be set to the following values: - * "0" - Do not scan for Steam Controllers - * "1" - Scan for Steam Controllers (the default) + * The DRM subsystem has a concept of a "DRM master" which is a DRM client that + * has the ability to set planes, set cursor, etc. When SDL is DRM master, it + * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL + * is still able to process input and query attributes of attached displays, + * but it cannot change display state or draw to the screen directly. * - * The default value is "1". This hint must be set before initializing the joystick subsystem. + * In some cases, it can be useful to have the KMSDRM backend even if it cannot + * be used for rendering. An app may want to use SDL for input processing while + * using another rendering API (such as an MMAL overlay on Raspberry Pi) or + * using its own code to render to DRM overlays that SDL doesn't support. + * + * This hint must be set before initializing the video subsystem. + * + * This variable can be set to the following values: + * "0" - SDL will allow usage of the KMSDRM backend without DRM master + * "1" - SDL Will require DRM master to use the KMSDRM backend (default) */ -#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" +#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" + + /** + * \brief A comma separated list of devices to open as joysticks + * + * This variable is currently only used by the Linux joystick driver. + */ +#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + /** + * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux + * + * This variable can be set to the following values: + * "0" - Use /dev/input/event* + * "1" - Use /dev/input/js* + * + * By default the /dev/input/event* interfaces are used + */ +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" + + /** + * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. + * + * This variable can be set to the following values: + * "0" - Return unfiltered joystick axis values (the default) + * "1" - Return axis values with deadzones taken into account + */ +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" /** - * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. - * This is a debugging aid for developers and not expected to be used by end users. The default is "1" +* \brief When set don't force the SDL app to become a foreground process +* +* This hint only applies to Mac OS X. +* +*/ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * + * If present, holding ctrl while left clicking will generate a right click + * event when on Mac. + */ +#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" + +/** + * \brief A variable setting the double click radius, in pixels. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * \brief A variable setting the double click time, in milliseconds. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * \brief Allow mouse click events when clicking to focus an SDL window * * This variable can be set to the following values: - * "0" - don't allow topmost - * "1" - allow topmost + * "0" - Ignore mouse clicks that activate a window + * "1" - Generate events for mouse clicks that activate a window + * + * By default SDL will ignore mouse clicks that activate a window */ -#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" /** - * \brief A variable that controls the timer resolution, in milliseconds. + * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * \brief A variable controlling whether relative mouse mode is implemented using mouse warping * - * The higher resolution the timer, the more frequently the CPU services - * timer interrupts, and the more precise delays are, but this takes up - * power and CPU time. This hint is only used on Windows 7 and earlier. + * This variable can be set to the following values: + * "0" - Relative mouse mode uses raw input + * "1" - Relative mouse mode uses mouse warping * - * See this blog post for more information: - * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * By default SDL will use raw input for relative mouse mode + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" + +/** + * \brief A variable controlling whether relative mouse motion is affected by renderer scaling * - * If this variable is set to "0", the system timer resolution is not set. + * This variable can be set to the following values: + * "0" - Relative motion is unaffected by DPI or renderer's logical size + * "1" - Relative motion is scaled according to DPI scaling and logical size * - * The default value is "1". This hint may be set at any time. + * By default relative mouse deltas are affected by DPI and renderer scaling */ -#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" +#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" + +/** + * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" +/** + * \brief A variable controlling whether mouse events should generate synthetic touch events + * + * This variable can be set to the following values: + * "0" - Mouse events will not generate touch events (default for desktop platforms) + * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * + * This hint only applies to Unix-like platforms, and should set before + * any calls to SDL_Init() + * + * The variable can be set to the following values: + * "0" - SDL will install a SIGINT and SIGTERM handler, and when it + * catches a signal, convert it into an SDL_QUIT event. + * "1" - SDL will not install a signal handler at all. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * \brief A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an + * OpenGL ES library. + * + * Circumstances where this is useful include + * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, + * or emulator, e.g. those from ARM, Imagination or Qualcomm. + * - Resolving OpenGL ES function addresses at link time by linking with + * the OpenGL ES library instead of querying them at run time with + * SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function + * addresses at run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native + * or not supported. + * + * This variable can be set to the following values: + * "0" - Use ES profile of OpenGL, if available. (Default when not set.) + * "1" - Load OpenGL ES library using the default library names. + * + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * \brief A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + */ +#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" + +/** + * \brief A variable controlling the use of a sentinel event when polling the event queue + * + * This variable can be set to the following values: + * "0" - Disable poll sentinels + * "1" - Enable poll sentinels + * + * When polling for events, SDL_PumpEvents is used to gather new events from devices. + * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will + * become stuck until the new events stop. + * This is most noticable when moving a high frequency mouse. + * + * By default, poll sentinels are enabled. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * \brief Override for SDL_GetPreferredLocales() + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate + * a SDL_LOCALECHANGED event (but if you can change the hint, you can push + * your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" /** * \brief A variable describing the content orientation on QtWayland-based platforms. @@ -633,165 +1036,318 @@ extern "C" { #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" /** -* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size -* -* Use this hint in case you need to set SDL's threads stack size to other than the default. -* This is specially useful if you build SDL against a non glibc libc library (such as musl) which -* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). -* Support for this hint is currently available only in the pthread, Windows, and PSP backend. -* -* Instead of this hint, in 2.0.9 and later, you can use -* SDL_CreateThreadWithStackSize(). This hint only works with the classic -* SDL_CreateThread(). -*/ -#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" + * \brief A variable controlling whether the 2D render API is compatible or efficient. + * + * This variable can be set to the following values: + * + * "0" - Don't use batching to make rendering more efficient. + * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can + * be used to explicitly request batching in this instance. It is a contract + * that you will either never use the underlying graphics API directly, or + * if you do, you will call SDL_RenderFlush() before you do so any current + * batch goes to the GPU before your work begins. Not following this contract + * will result in undefined behavior. + */ +#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" /** - * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + * \brief A variable controlling how the 2D render API renders lines + * + * This variable can be set to the following values: + * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) + * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) + * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) + * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This variable should be set when the renderer is created. */ -#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" /** - * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. * - * If present, holding ctrl while left clicking will generate a right click - * event when on Mac. + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * This variable can be set to the following values: + * "0" - Disable Debug Layer use + * "1" - Enable Debug Layer use + * + * By default, SDL does not use Direct3D Debug Layer. */ -#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" /** -* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries -* -* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It -* can use two different sets of binaries, those compiled by the user from source -* or those provided by the Chrome browser. In the later case, these binaries require -* that SDL loads a DLL providing the shader compiler. + * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * + * This variable can be set to the following values: + * "0" - Thread-safety is not enabled (faster) + * "1" - Thread-safety is enabled + * + * By default the Direct3D device is created with thread-safety disabled. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * \brief A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, the normal default renderer is used. + * + * This variable is case insensitive and can be set to the following values: + * "direct3d" + * "opengl" + * "opengles2" + * "opengles" + * "metal" + * "software" + * + * The default varies by platform, but it's the first one in the list that + * is available on the current platform. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * + * This variable can be set to the following values: + * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen + * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * + * By default letterbox is used + */ +#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" + +/** + * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * + * This variable can be set to the following values: + * "0" - Disable shaders + * "1" - Enable shaders + * + * By default shaders are used if OpenGL supports them. + */ +#define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" + +/** + * \brief A variable controlling the scaling quality + * + * This variable can be set to the following values: + * "0" or "nearest" - Nearest pixel sampling + * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) + * "2" or "best" - Currently this is the same as "linear" + * + * By default nearest pixel sampling is used + */ +#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" + +/** + * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * + * This variable can be set to the following values: + * "0" - Disable vsync + * "1" - Enable vsync + * + * By default SDL does not sync screen surface updates with vertical refresh. + */ +#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" + + /** + * \brief A variable to control whether the return key on the soft keyboard + * should hide the soft keyboard on Android and iOS. + * + * The variable can be set to the following values: + * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) + * "1" - The return key will hide the keyboard. + * + * The value of this hint is used at runtime, so it can be changed at any time. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * \brief Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * disabled. You should use a string that describes what your program is doing + * (and, therefore, why the screensaver is disabled). For example, "Playing a + * game" or "Watching a video". + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Playing a game" or something similar. + * + * On targets where this is not supported, this hint does nothing. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to restrictions + * that require special handling by the application. This hint exists to let SDL know that + * the app is prepared to handle said restrictions. + * + * On Linux, SDL will apply the following configuration to any thread that becomes realtime: + * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, + * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * * Exceeding this limit will result in the kernel sending SIGKILL to the app, + * * Refer to the man pages for more information. + * + * This variable can be set to the following values: + * "0" - default platform specific behaviour + * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** +* \brief A string specifying additional information to use with SDL_SetThreadPriority. * -* This variable can be set to the following values: -* "d3dcompiler_46.dll" - default, best for Vista or later. -* "d3dcompiler_43.dll" - for XP support. -* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* By default SDL_SetThreadPriority will make appropriate system changes in order to +* apply a thread priority. For example on systems using pthreads the scheduler policy +* is changed automatically to a policy that works well with a given priority. +* Code which has specific requirements can override SDL's default behavior with this hint. +* +* pthread hint values are "current", "other", "fifo" and "rr". +* Currently no other platform hint values are defined but may be in the future. * +* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro +* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME +* after calling SDL_SetThreadPriority(). */ -#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" /** -* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). -* -* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has -* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly -* created SDL_Window: -* -* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is -* needed for example when sharing an OpenGL context across multiple windows. +* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size * -* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for -* OpenGL rendering. +* Use this hint in case you need to set SDL's threads stack size to other than the default. +* This is specially useful if you build SDL against a non glibc libc library (such as musl) which +* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses). +* Support for this hint is currently available only in the pthread, Windows, and PSP backend. * -* This variable can be set to the following values: -* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should -* share a pixel format with. +* Instead of this hint, in 2.0.9 and later, you can use +* SDL_CreateThreadWithStackSize(). This hint only works with the classic +* SDL_CreateThread(). */ -#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" +#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" /** - * \brief A URL to a WinRT app's privacy policy - * - * All network-enabled WinRT apps must make a privacy policy available to its - * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be - * be available in the Windows Settings charm, as accessed from within the app. - * SDL provides code to add a URL-based link there, which can point to the app's - * privacy policy. + * \brief A variable that controls the timer resolution, in milliseconds. * - * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL - * before calling any SDL_Init() functions. The contents of the hint should - * be a valid URL. For example, "http://www.example.com". + * The higher resolution the timer, the more frequently the CPU services + * timer interrupts, and the more precise delays are, but this takes up + * power and CPU time. This hint is only used on Windows. * - * The default value is "", which will prevent SDL from adding a privacy policy - * link to the Settings charm. This hint should only be set during app init. + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * - * The label text of an app's "Privacy Policy" link may be customized via another - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * If this variable is set to "0", the system timer resolution is not set. * - * Please note that on Windows Phone, Microsoft does not provide standard UI - * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL - * will not get used on that platform. Network-enabled phone apps should display - * their privacy policy through some other, in-app means. + * The default value is "1". This hint may be set at any time. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" -/** \brief Label text for a WinRT app's privacy policy link +/** + * \brief A variable controlling whether touch events should generate synthetic mouse events * - * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, - * Microsoft mandates that this policy be available via the Windows Settings charm. - * SDL provides code to add a link there, with its label text being set via the - * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * This variable can be set to the following values: + * "0" - Touch events will not generate mouse events + * "1" - Touch events will generate mouse events * - * Please note that a privacy policy's contents are not set via this hint. A separate - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the - * policy. + * By default SDL will generate mouse events for touch events + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * \brief A variable controlling whether the Android / tvOS remotes + * should be listed as joystick devices, instead of sending keyboard events. * - * The contents of this hint should be encoded as a UTF8 string. + * This variable can be set to the following values: + * "0" - Remotes send enter/escape/arrow key events + * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * \brief A variable controlling whether the screensaver is enabled. * - * The default value is "Privacy Policy". This hint should only be set during app - * initialization, preferably before any calls to SDL_Init(). + * This variable can be set to the following values: + * "0" - Disable screensaver + * "1" - Enable screensaver * - * For additional information on linking to a privacy policy, see the documentation for - * SDL_HINT_WINRT_PRIVACY_POLICY_URL. + * By default SDL will disable the screensaver. */ -#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" -/** \brief Allows back-button-press events on Windows Phone to be marked as handled - * - * Windows Phone devices typically feature a Back button. When pressed, - * the OS will emit back-button-press events, which apps are expected to - * handle in an appropriate manner. If apps do not explicitly mark these - * events as 'Handled', then the OS will invoke its default behavior for - * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to - * terminate the app (and attempt to switch to the previous app, or to the - * device's home screen). +/** + * \brief Tell the video driver that we only want a double buffer. * - * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL - * to mark back-button-press events as Handled, if and when one is sent to - * the app. + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * We do so by waiting for vsync immediately after issuing a flip, usually just + * after eglSwapBuffers call in the backend's *_SwapWindow function. * - * Internally, Windows Phone sends back button events as parameters to - * special back-button-press callback functions. Apps that need to respond - * to back-button-press events are expected to register one or more - * callback functions for such, shortly after being launched (during the - * app's initialization phase). After the back button is pressed, the OS - * will invoke these callbacks. If the app's callback(s) do not explicitly - * mark the event as handled by the time they return, or if the app never - * registers one of these callback, the OS will consider the event - * un-handled, and it will apply its default back button behavior (terminate - * the app). + * Since it's driver-specific, it's only supported where possible and + * implemented. Currently supported the following drivers: * - * SDL registers its own back-button-press callback with the Windows Phone - * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN - * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which - * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. - * If the hint's value is set to "1", the back button event's Handled - * property will get set to 'true'. If the hint's value is set to something - * else, or if it is unset, SDL will leave the event's Handled property - * alone. (By default, the OS sets this property to 'false', to note.) + * - KMSDRM (kmsdrm) + * - Raspberry Pi (raspberrypi) + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * \brief A variable controlling whether the EGL window is allowed to be + * composited as transparent, rather than opaque. * - * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a - * back button is pressed, or can set it in direct-response to a back button - * being pressed. + * Most window systems will always render windows opaque, even if the surface + * format has an alpha channel. This is not always true, however, so by default + * SDL will try to enforce opaque composition. To override this behavior, you + * can set this hint to "1". + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" + +/** + * \brief A variable controlling whether the graphics context is externally managed. * - * In order to get notified when a back button is pressed, SDL apps should - * register a callback function with SDL_AddEventWatch(), and have it listen - * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. - * (Alternatively, SDL_KEYUP events can be listened-for. Listening for - * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON - * set by such a callback, will be applied to the OS' current - * back-button-press event. + * This variable can be set to the following values: + * "0" - SDL will manage graphics contexts that are attached to windows. + * "1" - Disable graphics context management on windows. * - * More details on back button behavior in Windows Phone apps can be found - * at the following page, on Microsoft's developer site: - * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx + * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the + * context will be automatically saved and restored when pausing the application. Additionally, some + * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics context, such as + * an externally managed OpenGL context or attaching a Vulkan surface to the window. */ -#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" +#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" + +/** + * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + */ +#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" /** * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. @@ -810,145 +1366,201 @@ extern "C" { * the OS isn't at least Mac OS X Lion (10.7). This hint must be set before * any windows are created. */ -#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" + +/** + * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. + * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're + * seeing if "true" causes more problems than it solves in modern times. + * + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. + * + * This variable can be set to the following values: + * "0" - libdecor use is disabled. + * "1" - libdecor use is enabled (default). + * + * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" /** -* \brief When set don't force the SDL app to become a foreground process +* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). +* +* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has +* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly +* created SDL_Window: * -* This hint only applies to Mac OS X. +* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is +* needed for example when sharing an OpenGL context across multiple windows. +* +* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for +* OpenGL rendering. * +* This variable can be set to the following values: +* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should +* share a pixel format with. */ -#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" +#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" /** - * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. +* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries +* +* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It +* can use two different sets of binaries, those compiled by the user from source +* or those provided by the Chrome browser. In the later case, these binaries require +* that SDL loads a DLL providing the shader compiler. +* +* This variable can be set to the following values: +* "d3dcompiler_46.dll" - default, best for Vista or later. +* "d3dcompiler_43.dll" - for XP support. +* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. +* +*/ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * \brief A variable controlling whether X11 should use GLX or EGL by default * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. + * This variable can be set to the following values: + * "0" - Use GLX + * "1" - Use EGL * - * By default this hint is not set and the APK expansion files are not searched. + * By default SDL will use GLX when both are present. */ -#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" - +#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" + /** - * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. - * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. - * - * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. - * - * By default this hint is not set and the APK expansion files are not searched. + * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. + * + * This variable can be set to the following values: + * "0" - Disable _NET_WM_BYPASS_COMPOSITOR + * "1" - Enable _NET_WM_BYPASS_COMPOSITOR + * + * By default SDL will use _NET_WM_BYPASS_COMPOSITOR + * */ -#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" /** - * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. + * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. * - * The variable can be set to the following values: - * "0" - SDL_TEXTEDITING events are sent, and it is the application's - * responsibility to render the text from these events and - * differentiate it somehow from committed text. (default) - * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, - * and text that is being composed will be rendered in its own UI. + * This variable can be set to the following values: + * "0" - Disable _NET_WM_PING + * "1" - Enable _NET_WM_PING + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they can + * turn it off to avoid the window manager thinking the app is hung. + * The hint is checked in CreateWindow. */ -#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" /** - * \brief A variable to control whether we trap the Android back button to handle it manually. - * This is necessary for the right mouse button to work on some Android devices, or - * to be able to trap the back button for use in your code reliably. If set to true, - * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of - * SDL_SCANCODE_AC_BACK. - * - * The variable can be set to the following values: - * "0" - Back button will be handled as usual for system. (default) - * "1" - Back button will be trapped, allowing you to handle the key press - * manually. (This will also let right mouse click work on systems - * where the right mouse button functions as back.) + * \brief A variable forcing the visual ID chosen for new X11 windows * - * The value of this hint is used at runtime, so it can be changed at any time. */ -#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" /** - * \brief A variable to control whether the event loop will block itself when the app is paused. + * \brief A variable controlling whether the X11 Xinerama extension should be used. * - * The variable can be set to the following values: - * "0" - Non blocking. - * "1" - Blocking. (default) + * This variable can be set to the following values: + * "0" - Disable Xinerama + * "1" - Enable Xinerama * - * The value should be set before SDL is initialized. + * By default SDL will use Xinerama if it is available. */ -#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" +#define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" - /** - * \brief A variable to control whether the return key on the soft keyboard - * should hide the soft keyboard on Android and iOS. +/** + * \brief A variable controlling whether the X11 XRandR extension should be used. * - * The variable can be set to the following values: - * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) - * "1" - The return key will hide the keyboard. + * This variable can be set to the following values: + * "0" - Disable XRandR + * "1" - Enable XRandR * - * The value of this hint is used at runtime, so it can be changed at any time. + * By default SDL will not use XRandR because of window manager issues. */ -#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** - * \brief override the binding element for keyboard inputs for Emscripten builds + * \brief A variable controlling whether the X11 VidMode extension should be used. * - * This hint only applies to the emscripten platform + * This variable can be set to the following values: + * "0" - Disable XVidMode + * "1" - Enable XVidMode * - * The variable can be one of - * "#window" - The javascript window object (this is the default) - * "#document" - The javascript document object - * "#screen" - the javascript window.screen object - * "#canvas" - the WebGL canvas element - * any other string without a leading # sign applies to the element on the page with that ID. + * By default SDL will use XVidMode if it is available. */ -#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" +#define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" /** - * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * \brief Controls how the fact chunk affects the loading of a WAVE file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they produce + * multiple sample frames per block and truncating the block is not allowed. + * The fact chunk can exactly specify how many sample frames there should be + * in this case. * - * This hint only applies to Unix-like platforms. + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. * - * The variable can be set to the following values: - * "0" - SDL will install a SIGINT and SIGTERM handler, and when it - * catches a signal, convert it into an SDL_QUIT event. - * "1" - SDL will not install a signal handler at all. + * This variable can be set to the following values: + * + * "truncate" - Use the number of samples to truncate the wave data if + * the fact chunk is present and valid + * "strict" - Like "truncate", but raise an error if the fact chunk + * is invalid, not present for non-PCM formats, or if the + * data chunk doesn't have that many samples + * "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero + * "ignore" - Ignore fact chunk entirely (default) */ -#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" /** - * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. + * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. * - * The variable can be set to the following values: - * "0" - SDL will generate a window-close event when it sees Alt+F4. - * "1" - SDL will only do normal key handling for Alt+F4. + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable boundary. + * By default, SDL stops after 10000 chunks to prevent wasting time. Use the + * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * + * This variable can be set to the following values: + * + * "force" - Always use the RIFF chunk size as a boundary for the chunk search + * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) + * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB + * "maximum" - Search for chunks until the end of file (not recommended) */ -#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" /** - * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * \brief Controls how a truncated WAVE file is handled. * - * The bitmap header version 4 is required for proper alpha channel support and - * SDL will use it when required. Should this not be desired, this hint can - * force the use of the 40 byte header version which is supported everywhere. + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. * - * The variable can be set to the following values: - * "0" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file with an alpha mask. SDL will use the bitmap - * header version 4 and set the alpha mask accordingly. - * "1" - Surfaces with a colorkey or an alpha channel are saved to a - * 32-bit BMP file without an alpha mask. The alpha channel data - * will be in the file, but applications are going to ignore it. + * This variable can be set to the following values: * - * The default value is "0". + * "verystrict" - Raise an error if the file is truncated + * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored + * "dropframe" - Decode until the first incomplete sample frame + * "dropblock" - Decode until the first incomplete block (default) */ -#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" /** * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. @@ -967,212 +1579,251 @@ extern "C" { #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" /** - * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI - * - * Also known as Z-order. The variable can take a negative or positive value. - * The default is 10000. - */ -#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" - -/** - * \brief Tell the video driver that we only want a double buffer. - * - * By default, most lowlevel 2D APIs will use a triple buffer scheme that - * wastes no CPU time on waiting for vsync after issuing a flip, but - * introduces a frame of latency. On the other hand, using a double buffer - * scheme instead is recommended for cases where low latency is an important - * factor because we save a whole frame of latency. - * We do so by waiting for vsync immediately after issuing a flip, usually just - * after eglSwapBuffers call in the backend's *_SwapWindow function. - * - * Since it's driver-specific, it's only supported where possible and - * implemented. Currently supported the following drivers: - * - KMSDRM (kmsdrm) - * - Raspberry Pi (raspberrypi) - */ -#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" - -/** - * \brief A variable controlling what driver to use for OpenGL ES contexts. - * - * On some platforms, currently Windows and X11, OpenGL drivers may support - * creating contexts with an OpenGL ES profile. By default SDL uses these - * profiles, when available, otherwise it attempts to load an OpenGL ES - * library, e.g. that provided by the ANGLE project. This variable controls - * whether SDL follows this default behaviour or will always load an - * OpenGL ES library. - * - * Circumstances where this is useful include - * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, - * or emulator, e.g. those from ARM, Imagination or Qualcomm. - * - Resolving OpenGL ES function addresses at link time by linking with - * the OpenGL ES library instead of querying them at run time with - * SDL_GL_GetProcAddress(). + * \brief A variable controlling whether the windows message loop is processed by SDL * - * Caution: for an application to work with the default behaviour across - * different OpenGL drivers it must query the OpenGL ES function - * addresses at run time using SDL_GL_GetProcAddress(). + * This variable can be set to the following values: + * "0" - The window message loop is not run + * "1" - The window message loop is processed in SDL_PumpEvents() * - * This variable is ignored on most platforms because OpenGL ES is native - * or not supported. + * By default SDL will process the windows message loop + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * \brief Force SDL to use Critical Sections for mutexes on Windows. + * On Windows 7 and newer, Slim Reader/Writer Locks are available. + * They offer better performance, allocate no kernel ressources and + * use less memory. SDL will fall back to Critical Sections on older + * OS versions or if forced to by this hint. * * This variable can be set to the following values: - * "0" - Use ES profile of OpenGL, if available. (Default when not set.) - * "1" - Load OpenGL ES library using the default library names. + * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) + * "1" - Force the use of Critical Sections in all cases. * */ -#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" +#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" /** - * \brief A variable controlling speed/quality tradeoff of audio resampling. + * \brief Force SDL to use Kernel Semaphores on Windows. + * Kernel Semaphores are inter-process and require a context + * switch on every interaction. On Windows 8 and newer, the + * WaitOnAddress API is available. Using that and atomics to + * implement semaphores increases performance. + * SDL will fall back to Kernel Objects on older OS versions + * or if forced to by this hint. * - * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) - * to handle audio resampling. There are different resampling modes available - * that produce different levels of quality, using more CPU. + * This variable can be set to the following values: + * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) + * "1" - Force the use of Kernel Objects in all cases. * - * If this hint isn't specified to a valid setting, or libsamplerate isn't - * available, SDL will use the default, internal resampling algorithm. + */ +#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" + +/** + * \brief A variable to specify custom icon resource id from RC file on Windows platform + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. * - * Note that this is currently only applicable to resampling audio that is - * being written to a device for playback or audio being read from a device - * for capture. SDL_AudioCVT always uses the default resampler (although this - * might change for SDL 2.1). + * The variable can be set to the following values: + * "0" - SDL will generate a window-close event when it sees Alt+F4. + * "1" - SDL will only do normal key handling for Alt+F4. + */ +#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" + +/** + * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require + * some changes to your application to cope with the new behavior, so this + * is disabled by default. * - * This hint is currently only checked at audio subsystem initialization. + * This hint must be set before initializing the video subsystem. + * + * For more information on Direct3D 9Ex, see: + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * * This variable can be set to the following values: + * "0" - Use the original Direct3D 9 API (default) + * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) * - * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) - * "1" or "fast" - Use fast, slightly higher quality resampling, if available - * "2" or "medium" - Use medium quality resampling, if available - * "3" or "best" - Use high quality resampling, if available */ -#define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" /** - * \brief A variable controlling the audio category on iOS and Mac OS X + * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden * * This variable can be set to the following values: + * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) + * "1" - The window frame is interactive when the cursor is hidden * - * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) - * "playback" - Use the AVAudioSessionCategoryPlayback category - * - * For more information, see Apple's documentation: - * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * By default SDL will allow interaction with the window frame when the cursor is hidden */ -#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" +#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" /** - * \brief A variable controlling whether the 2D render API is compatible or efficient. +* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called +* +* This variable can be set to the following values: +* "0" - The window is activated when the SDL_ShowWindow function is called +* "1" - The window is not activated when the SDL_ShowWindow function is called +* +* By default SDL will activate the window when the SDL_ShowWindow function is called +*/ +#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" + +/** \brief Allows back-button-press events on Windows Phone to be marked as handled * - * This variable can be set to the following values: + * Windows Phone devices typically feature a Back button. When pressed, + * the OS will emit back-button-press events, which apps are expected to + * handle in an appropriate manner. If apps do not explicitly mark these + * events as 'Handled', then the OS will invoke its default behavior for + * unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to + * terminate the app (and attempt to switch to the previous app, or to the + * device's home screen). * - * "0" - Don't use batching to make rendering more efficient. - * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL + * to mark back-button-press events as Handled, if and when one is sent to + * the app. * - * Up to SDL 2.0.9, the render API would draw immediately when requested. Now - * it batches up draw requests and sends them all to the GPU only when forced - * to (during SDL_RenderPresent, when changing render targets, by updating a - * texture that the batch needs, etc). This is significantly more efficient, - * but it can cause problems for apps that expect to render on top of the - * render API's output. As such, SDL will disable batching if a specific - * render backend is requested (since this might indicate that the app is - * planning to use the underlying graphics API directly). This hint can - * be used to explicitly request batching in this instance. It is a contract - * that you will either never use the underlying graphics API directly, or - * if you do, you will call SDL_RenderFlush() before you do so any current - * batch goes to the GPU before your work begins. Not following this contract - * will result in undefined behavior. + * Internally, Windows Phone sends back button events as parameters to + * special back-button-press callback functions. Apps that need to respond + * to back-button-press events are expected to register one or more + * callback functions for such, shortly after being launched (during the + * app's initialization phase). After the back button is pressed, the OS + * will invoke these callbacks. If the app's callback(s) do not explicitly + * mark the event as handled by the time they return, or if the app never + * registers one of these callback, the OS will consider the event + * un-handled, and it will apply its default back button behavior (terminate + * the app). + * + * SDL registers its own back-button-press callback with the Windows Phone + * OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN + * and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which + * it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON. + * If the hint's value is set to "1", the back button event's Handled + * property will get set to 'true'. If the hint's value is set to something + * else, or if it is unset, SDL will leave the event's Handled property + * alone. (By default, the OS sets this property to 'false', to note.) + * + * SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a + * back button is pressed, or can set it in direct-response to a back button + * being pressed. + * + * In order to get notified when a back button is pressed, SDL apps should + * register a callback function with SDL_AddEventWatch(), and have it listen + * for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK. + * (Alternatively, SDL_KEYUP events can be listened-for. Listening for + * either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON + * set by such a callback, will be applied to the OS' current + * back-button-press event. + * + * More details on back button behavior in Windows Phone apps can be found + * at the following page, on Microsoft's developer site: + * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx */ -#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" - +#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" -/** - * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. +/** \brief Label text for a WinRT app's privacy policy link * - * This variable can be set to the following values: + * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, + * Microsoft mandates that this policy be available via the Windows Settings charm. + * SDL provides code to add a link there, with its label text being set via the + * optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * - * "0" - Don't log any events (default) - * "1" - Log all events except mouse and finger motion, which are pretty spammy. - * "2" - Log all events. + * Please note that a privacy policy's contents are not set via this hint. A separate + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the + * policy. * - * This is generally meant to be used to debug SDL itself, but can be useful - * for application developers that need better visibility into what is going - * on in the event queue. Logged events are sent through SDL_Log(), which - * means by default they appear on stdout on most platforms or maybe - * OutputDebugString() on Windows, and can be funneled by the app with - * SDL_LogSetOutputFunction(), etc. + * The contents of this hint should be encoded as a UTF8 string. * - * This hint can be toggled on and off at runtime, if you only need to log - * events for a small subset of program execution. + * The default value is "Privacy Policy". This hint should only be set during app + * initialization, preferably before any calls to SDL_Init(). + * + * For additional information on linking to a privacy policy, see the documentation for + * SDL_HINT_WINRT_PRIVACY_POLICY_URL. */ -#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" - - +#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" /** - * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * \brief A URL to a WinRT app's privacy policy * - * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE - * file) is not always reliable. In case the size is wrong, it's possible to - * just ignore it and step through the chunks until a fixed limit is reached. + * All network-enabled WinRT apps must make a privacy policy available to its + * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be + * be available in the Windows Settings charm, as accessed from within the app. + * SDL provides code to add a URL-based link there, which can point to the app's + * privacy policy. * - * Note that files that have trailing data unrelated to the WAVE file or - * corrupt files may slow down the loading process without a reliable boundary. - * By default, SDL stops after 10000 chunks to prevent wasting time. Use the - * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL + * before calling any SDL_Init() functions. The contents of the hint should + * be a valid URL. For example, "http://www.example.com". * - * This variable can be set to the following values: + * The default value is "", which will prevent SDL from adding a privacy policy + * link to the Settings charm. This hint should only be set during app init. * - * "force" - Always use the RIFF chunk size as a boundary for the chunk search - * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) - * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB - * "maximum" - Search for chunks until the end of file (not recommended) + * The label text of an app's "Privacy Policy" link may be customized via another + * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * + * Please note that on Windows Phone, Microsoft does not provide standard UI + * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL + * will not get used on that platform. Network-enabled phone apps should display + * their privacy policy through some other, in-app means. */ -#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" +#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" /** - * \brief Controls how a truncated WAVE file is handled. + * \brief Mark X11 windows as override-redirect. * - * A WAVE file is considered truncated if any of the chunks are incomplete or - * the data chunk size is not a multiple of the block size. By default, SDL - * decodes until the first incomplete block, as most applications seem to do. + * If set, this _might_ increase framerate at the expense of the desktop + * not working as expected. Override-redirect windows aren't noticed by the + * window manager at all. * - * This variable can be set to the following values: + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * \brief A variable that lets you disable the detection and use of Xinput gamepad devices * - * "verystrict" - Raise an error if the file is truncated - * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored - * "dropframe" - Decode until the first incomplete sample frame - * "dropblock" - Decode until the first incomplete block (default) + * The variable can be set to the following values: + * "0" - Disable XInput detection (only uses direct input) + * "1" - Enable XInput detection (the default) */ -#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" +#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" /** - * \brief Controls how the fact chunk affects the loading of a WAVE file. + * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. * - * The fact chunk stores information about the number of samples of a WAVE - * file. The Standards Update from Microsoft notes that this value can be used - * to 'determine the length of the data in seconds'. This is especially useful - * for compressed formats (for which this is a mandatory chunk) if they produce - * multiple sample frames per block and truncating the block is not allowed. - * The fact chunk can exactly specify how many sample frames there should be - * in this case. + * This hint is for backwards compatibility only and will be removed in SDL 2.1 * - * Unfortunately, most application seem to ignore the fact chunk and so SDL - * ignores it by default as well. + * The default value is "0". This hint must be set before SDL_Init() + */ +#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" + +/** + * \brief A variable that causes SDL to not ignore audio "monitors" * - * This variable can be set to the following values: + * This is currently only used for PulseAudio and ignored elsewhere. * - * "truncate" - Use the number of samples to truncate the wave data if - * the fact chunk is present and valid - * "strict" - Like "truncate", but raise an error if the fact chunk - * is invalid, not present for non-PCM formats, or if the - * data chunk doesn't have that many samples - * "ignorezero" - Like "truncate", but ignore fact chunk if the number of - * samples is zero - * "ignore" - Ignore fact chunk entirely (default) + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The default value is "0". This hint must be set before SDL_Init(). + * + * This hint is available since SDL 2.0.16. Before then, virtual devices are + * always ignored. */ -#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + /** * \brief An enumeration of hint priorities @@ -1186,71 +1837,121 @@ typedef enum /** - * \brief Set a hint with a specific priority + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. * - * The priority controls the behavior when setting a hint that already - * has a value. Hints will replace existing hints of their priority and - * lower. Environment variables are considered to have override priority. + * \param name the hint to set + * \param value the value of the hint variable + * \param priority the SDL_HintPriority level for the hint + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); /** - * \brief Set a hint with normal priority + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. * - * \return SDL_TRUE if the hint was set, SDL_FALSE otherwise + * \param name the hint to set + * \param value the value of the hint variable + * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, const char *value); /** - * \brief Get a hint + * Get the value of a hint. + * + * \param name the hint to query + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \since This function is available since SDL 2.0.0. * - * \return The string value of a hint variable. + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority */ extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); /** - * \brief Get a hint + * Get the boolean value of a hint variable. * - * \return The boolean value of a hint variable. + * \param name the name of the hint to get the boolean value from + * \param default_value the value to return if the hint does not exist + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetHint + * \sa SDL_SetHint */ extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value); /** - * \brief type definition of the hint callback function. + * Type definition of the hint callback function. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback() + * \param name what was passed as `name` to SDL_AddHintCallback() + * \param oldValue the previous hint value + * \param newValue the new value hint is to be set to */ typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); /** - * \brief Add a function to watch a particular hint + * Add a function to watch a particular hint. + * + * \param name the hint to watch + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer to pass to the callback function * - * \param name The hint to watch - * \param callback The function to call when the hint value changes - * \param userdata A pointer to pass to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DelHintCallback */ extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Remove a function watching a particular hint + * Remove a function watching a particular hint. + * + * \param name the hint being watched + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes + * \param userdata a pointer being passed to the callback function * - * \param name The hint being watched - * \param callback The function being called when the hint value changes - * \param userdata A pointer being passed to the callback function + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AddHintCallback */ extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name, SDL_HintCallback callback, void *userdata); /** - * \brief Clear all hints + * Clear all hints. + * + * This function is automatically called during SDL_Quit(). * - * This function is called during SDL_Quit() to free stored hints. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_ClearHints(void); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_joystick.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_joystick.h index 3a4c5d177f6046ca202f3325723998a407e53546..e80c0057f52538253e6701dbca24244eb9c846ad 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_joystick.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_joystick.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 * 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 device (a X360 wired controller for example). This identifier is platform dependent. - * - * */ #ifndef SDL_joystick_h_ @@ -105,6 +107,12 @@ typedef enum SDL_JOYSTICK_POWER_MAX } 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 */ /** @@ -116,210 +124,605 @@ typedef enum * 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. + * + * \since This function is available since SDL 2.0.7. */ 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. + * + * \since This function is available since SDL 2.0.7. + */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); /** - * 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. + * Get the implementation dependent name of a joystick. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickName + * \sa SDL_JoystickOpen */ extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index); /** - * Get the player index of a joystick, or -1 if it's not available - * This can be called before any joysticks are opened. + * Get the player index of a joystick, or -1 if it's not available This can be + * called before any joysticks are opened. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); /** - * Return the GUID for the joystick at this index - * This can be called before any joysticks are opened. + * Get the implementation-dependent GUID for the joystick at a given device + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDString */ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index); /** - * Get the type of a joystick, if available. - * This can be called before any joysticks are opened. + * Get the type of a joystick, if available. + * + * 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` + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index); /** - * 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. + * 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. + * + * \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 + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index); /** - * 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 - * joystick events. The joystick's instance id (::SDL_JoystickID) will be used - * there instead. + * Open a joystick for use. + * + * The `device_index` argument refers to the N'th joystick presently + * recognized by SDL on the system. It is **NOT** the same as the instance ID + * 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. * - * \return A joystick identifier, or NULL if an error occurred. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickClose + * \sa SDL_JoystickInstanceID */ 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 joyid); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id); /** - * Return the name for this currently opened joystick. - * If no name can be found, this function returns NULL. + * 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. + * + * \since This function is available since SDL 2.0.12. */ -extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick); +extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index); /** - * Get the player index of an opened joystick, or -1 if it's not available + * Attach a new virtual joystick. * - * For XInput controllers this returns the XInput user index. + * \returns the joystick's device index, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, + int naxes, + int nbuttons, + int nhats); /** - * Return the GUID for this opened joystick + * Detach a virtual joystick. + * + * \param device_index a value previously returned from + * SDL_JoystickAttachVirtual() + * \returns 0 on success, or -1 if an error occurred. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** - * Get the USB vendor ID of an opened joystick, if available. - * If the vendor ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick); +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** - * Get the USB product ID of an opened joystick, if available. - * If the product ID isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); /** - * Get the product version of an opened joystick, if available. - * If the product version isn't available this function returns 0. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value); /** - * Get the type of an opened joystick. + * 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. + * + * \since This function is available since SDL 2.0.14. */ -extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick); +extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); /** - * Return a string representation for this guid. pszGUID must point to at least 33 bytes - * (32 for the string plus a NULL terminator). + * 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. + * + * \since This function is available since SDL 2.0.9. + */ +extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick); + +/** + * Set the player index of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param player_index the player index to set. + * + * \since This function is available since SDL 2.0.12. + */ +extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUIDString + */ +extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick); + +/** + * Get the serial number of an opened joystick, if available. + * + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *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. + * + * \since This function is available since SDL 2.0.6. + */ +extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick); + +/** + * Get an ASCII string representation for a given SDL_JoystickGUID. + * + * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetDeviceGUID + * \sa SDL_JoystickGetGUID + * \sa SDL_JoystickGetGUIDFromString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickGetGUIDString */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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 - * with them and their state cannot be polled. + * \param joystick an SDL_Joystick structure containing joystick information + * \returns the number of trackballs 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_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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \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. + * + * \since This function is available since SDL 2.0.0. * - * This is called automatically by the event loop if any joystick - * events are enabled. + * \sa SDL_JoystickEventState */ 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() - * yourself and check the state of the joystick when you want joystick - * information. + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \returns 1 if enabled, 0 if disabled, or a negative error code on failure; + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GameControllerEventState */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); #define SDL_JOYSTICK_AXIS_MAX 32767 #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. + * + * \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 state is a value ranging from -32768 to 32767. + * \since This function is available since SDL 2.0.0. * - * 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); /** - * 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. + * + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick, +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); /** @@ -338,64 +741,199 @@ 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` + * + * \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. * - * The hat indices start at index 0. + * \since This function is available since SDL 2.0.0. * - * \return The return value is 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 + * \sa SDL_JoystickNumHats */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, int hat); /** - * Get the ball axis change since the last poll. + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`. + * + * 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. * - * \return 0, or -1 if you passed it invalid parameters. + * \since This function is available since SDL 2.0.0. * - * The ball indices start at index 0. + * \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); /** - * Get the current state of a button on a joystick. + * Get the current state of a button on a joystick. * - * The button indices start at index 0. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_JoystickNumButtons */ -extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick, +extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, int button); /** - * Trigger a rumble effect - * Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling. + * 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 + * \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 * - * \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 + * \since This function is available since SDL 2.0.9. * - * \return 0, or -1 if rumble isn't supported on this joystick + * \sa SDL_JoystickHasRumble */ -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 + * + * \since This function is available since SDL 2.0.14. + * + * \sa SDL_JoystickHasRumbleTriggers */ -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. + * + * \since This function is available since SDL 2.0.14. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumble + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick); + +/** + * Query whether a joystick has rumble support on triggers. + * + * \param joystick The joystick to query + * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_JoystickRumbleTriggers + */ +extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(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 + * + * \since This function is available since SDL 2.0.14. + */ +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 + * + * \since This function is available since SDL 2.0.16. + */ +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 + * + * \since This function is available since SDL 2.0.0. + * + * \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++ */ #ifdef __cplusplus diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keyboard.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keyboard.h index 4b2a055d84699d9e624c43c931ab380636328c0e..a53dde68eb0d3dc0762775e990fedb13c77fc04c 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keyboard.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keyboard.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -55,154 +55,253 @@ typedef struct SDL_Keysym /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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. + * + * Use SDL_PumpEvents() to update the state array. * - * \param numkeys if non-NULL, receives the length of the returned array. + * 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. * - * \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values. + * Note: This function doesn't take into account whether shift has been + * pressed or not. * - * \b Example: - * \code - * const Uint8 *state = SDL_GetKeyboardState(NULL); - * if ( state[SDL_SCANCODE_RETURN] ) { - * printf("<RETURN> is pressed.\n"); - * } - * \endcode + * \param numkeys if non-NULL, receives the length of the returned array + * \returns a pointer to an array of key states. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PumpEvents */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState */ 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. + * + * \param modstate the desired SDL_Keymod for the keyboard * - * \note This does not change the keyboard state, only the key modifier flags. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetModState */ extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); /** - * \brief Get the key code corresponding to the given scancode according - * to the current keyboard layout. + * Get the key code corresponding to the given scancode according to the + * 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); /** - * \brief Get the scancode corresponding to the given key code according to the - * current keyboard layout. + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * See SDL_Scancode for details. * - * See ::SDL_Scancode for details. + * \param key the desired SDL_Keycode to query + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * - * \sa SDL_GetScancodeName() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName */ 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. + * + * \param scancode the desired SDL_Scancode to query + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). * - * \return A pointer to the name for the scancode. - * If the scancode doesn't have a name, this function returns - * an empty string (""). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Scancode + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName */ 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. * - * \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized + * \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. * - * \sa SDL_Scancode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName */ 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 - * call to this function. If you need it around any longer, you must - * copy it. If the key doesn't have a name, this function returns an - * empty string (""). + * \param key the desired SDL_Keycode to query + * \returns a pointer to a UTF-8 string that stays valid at least until the + * next call to this function. If you need it around any longer, you + * must copy it. If the key doesn't have a name, this function + * returns an empty string (""). * - * \sa SDL_Keycode + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey */ 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. + * + * \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. * - * \return key code, or SDLK_UNKNOWN if the name wasn't recognized + * \since This function is available since SDL 2.0.0. * - * \sa SDL_Keycode + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName */ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); /** - * \brief Start accepting Unicode text input events. - * This function will show the on-screen keyboard if supported. + * Start accepting Unicode text input events. * - * \sa SDL_StopTextInput() - * \sa SDL_SetTextInputRect() - * \sa SDL_HasScreenKeyboardSupport() + * This function will start accepting Unicode text input events in the focused + * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and + * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in + * pair with SDL_StopTextInput(). + * + * On some platforms using this function activates the screen keyboard. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextInputRect + * \sa SDL_StopTextInput */ 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() - * \sa SDL_StopTextInput() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput */ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); /** - * \brief Stop receiving any text input events. - * This function will hide the on-screen keyboard if supported. + * Stop receiving any text input events. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() - * \sa SDL_HasScreenKeyboardSupport() + * \sa SDL_StartTextInput */ extern DECLSPEC void SDLCALL SDL_StopTextInput(void); /** - * \brief Set the rectangle used to type Unicode text inputs. - * This is used as a hint for IME and on-screen keyboard placement. + * Set the rectangle used to type Unicode text inputs. + * + * \param rect the SDL_Rect structure representing the rectangle to receive + * text (ignored if NULL) + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_StartTextInput() + * \sa SDL_StartTextInput */ 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); /** - * \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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keycode.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keycode.h index 3bceb418adb2fae64fd98d7de0dade933516a95e..35602541a581f3057b1ef24a5ac7915aba186397 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keycode.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keycode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) -enum +typedef enum { SDLK_UNKNOWN = 0, SDLK_RETURN = '\r', - SDLK_ESCAPE = '\033', + SDLK_ESCAPE = '\x1B', SDLK_BACKSPACE = '\b', SDLK_TAB = '\t', SDLK_SPACE = ' ', @@ -88,9 +88,11 @@ enum SDLK_GREATER = '>', SDLK_QUESTION = '?', SDLK_AT = '@', + /* Skip uppercase letters */ + SDLK_LEFTBRACKET = '[', SDLK_BACKSLASH = '\\', SDLK_RIGHTBRACKET = ']', @@ -145,7 +147,7 @@ enum SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), 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_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), @@ -317,7 +319,7 @@ enum SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND), SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD) -}; +} SDL_KeyCode; /** * \brief Enumeration of valid key mods (possibly OR'd together). @@ -336,13 +338,15 @@ typedef enum KMOD_NUM = 0x1000, KMOD_CAPS = 0x2000, KMOD_MODE = 0x4000, - KMOD_RESERVED = 0x8000 -} SDL_Keymod; + KMOD_SCROLL = 0x8000, + + KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL, + KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT, + KMOD_ALT = KMOD_LALT | KMOD_RALT, + KMOD_GUI = KMOD_LGUI | KMOD_RGUI, -#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL) -#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT) -#define KMOD_ALT (KMOD_LALT|KMOD_RALT) -#define KMOD_GUI (KMOD_LGUI|KMOD_RGUI) + KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */ +} SDL_Keymod; #endif /* SDL_keycode_h_ */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_loadso.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_loadso.h index 793ba53586099a826728a1beb47e6c8dd9ee8ab9..61857c813764ac1e4f8f6bb0c5294f27c9f5b9ac 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_loadso.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_loadso.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,22 +51,56 @@ extern "C" { #endif /** - * This function dynamically loads a shared object and returns a pointer - * to the object handle (or NULL if there was an error). - * The 'sofile' parameter is a system dependent name of the object file. + * Dynamically load a shared object. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); /** - * Given an object handle, this function looks up the address of the - * named function in the shared object and returns it. This address - * is no longer valid after calling SDL_UnloadObject(). + * Look up the address of the named function in a shared object. + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadObject + * \sa SDL_UnloadObject */ extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, 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() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadFunction + * \sa SDL_LoadObject */ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_locale.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_locale.h new file mode 100644 index 0000000000000000000000000000000000000000..751577994752918566eb19dda4c417c173a7071e --- /dev/null +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_locale.h @@ -0,0 +1,103 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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. + * + * \since This function is available since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_log.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_log.h index 40f768d57c75cc68f72a5ce138367ff38e5300ef..dbbcb1e6ff2528c09b1039c5836f276839316cb8 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_log.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -61,7 +61,7 @@ extern "C" { * at the VERBOSE level and all other categories are enabled at the * CRITICAL level. */ -enum +typedef enum { SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_ERROR, @@ -94,7 +94,7 @@ enum }; */ SDL_LOG_CATEGORY_CUSTOM -}; +} SDL_LogCategory; /** * \brief The predefined log priorities @@ -112,90 +112,283 @@ typedef enum /** - * \brief Set the priority of all log categories + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetPriority + * \sa SDL_LogSetAllPriority */ extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetPriority */ extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category); /** - * \brief Reset all priorities to default. + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \since This function is available since SDL 2.0.0. * - * \note This is called in SDL_Quit(). + * \sa SDL_LogSetAllPriority + * \sa SDL_LogSetPriority */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogWarn */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * \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 + * + * \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_LogMessageV + * \sa SDL_LogVerbose + * \sa SDL_LogWarn */ extern DECLSPEC void SDLCALL SDL_LogMessage(int category, SDL_LogPriority priority, 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, SDL_LogPriority priority, 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); /** - * \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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogSetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata); /** - * \brief This function allows you to replace the default log output - * function with one of your own. + * Replace the default log output 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` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LogGetOutputFunction */ extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_main.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_main.h index 623f2d005bf29e34c7d8ed45d5062e7bad99fb3a..b3fec15feb0a31e6531978c4a876b2e8a3206387 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_main.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_main.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -83,6 +83,15 @@ */ #define SDL_MAIN_NEEDED +#elif defined(__PSP__) +/* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ +#define SDL_MAIN_AVAILABLE + #endif #endif /* SDL_MAIN_HANDLED */ @@ -122,20 +131,62 @@ 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 - * library know that initialization was done properly. + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * 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. * - * Calling this yourself without knowing what you're doing can cause - * crashes and hard to diagnose problems with your application. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_Init */ extern DECLSPEC void SDLCALL SDL_SetMainReady(void); #ifdef __WIN32__ /** - * This can be called to set the application class at startup + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns 0 on success, -1 on error. SDL_GetError() may have details. + * + * \since This function is available since SDL 2.0.2. + */ +extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 2.0.2. */ -extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #endif /* __WIN32__ */ @@ -144,12 +195,14 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #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(). - * \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. + * \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. + * + * \since This function is available since SDL 2.0.3. */ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); @@ -158,12 +211,14 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r #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 argv The argv parameter from the application's main() function + * \param mainFunction The SDL app's C-style main(), an SDL_main_func + * \return the return value from mainFunction * - * \param argc The argc 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(). - * \return the return value from mainFunction + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_messagebox.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_messagebox.h index e34b5547750340b0a76060c66891f7ec40a6cc6d..d763534d216e9afbc82c93c4a7a71eb8ccadc323 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_messagebox.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_messagebox.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -32,17 +32,19 @@ extern "C" { #endif /** - * \brief SDL_MessageBox flags. If supported will display warning icon, etc. + * SDL_MessageBox flags. If supported will display warning icon, etc. */ typedef enum { - SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ - SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ - SDL_MESSAGEBOX_INFORMATION = 0x00000040 /**< informational dialog */ + SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ + SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning 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; /** - * \brief Flags for SDL_MessageBoxButtonData. + * Flags for SDL_MessageBoxButtonData. */ typedef enum { @@ -51,7 +53,7 @@ typedef enum } SDL_MessageBoxButtonFlags; /** - * \brief Individual button data. + * Individual button data. */ typedef struct { @@ -61,7 +63,7 @@ typedef struct } SDL_MessageBoxButtonData; /** - * \brief RGB value used in a message box color scheme + * RGB value used in a message box color scheme */ typedef struct { @@ -79,7 +81,7 @@ typedef enum } 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 { @@ -87,7 +89,7 @@ typedef struct } SDL_MessageBoxColorScheme; /** - * \brief MessageBox structure containing title, text, window, etc. + * MessageBox structure containing title, text, window, etc. */ typedef struct { @@ -103,32 +105,79 @@ typedef struct } SDL_MessageBoxData; /** - * \brief Create a modal message box. + * Create a modal message box. * - * \param messageboxdata The SDL_MessageBoxData structure with title, text, etc. - * \param buttonid The pointer to which user id of hit button should be copied. + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. * - * \return -1 on error, otherwise 0 and buttonid contains user id of button - * hit or -1 if dialog was closed. + * 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. * - * \note 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. + * + * 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); /** - * \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. + * + * 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 flags ::SDL_MessageBoxFlags - * \param title UTF-8 title text - * \param message UTF-8 message text - * \param window The parent window, or NULL for no parent + * \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. * - * \return 0 on success, -1 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_ShowMessageBox + * \sa SDL_ShowMessageBox */ extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_metal.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_metal.h new file mode 100644 index 0000000000000000000000000000000000000000..9ecaa8151d836f30221713641abb7aaf6efe2408 --- /dev/null +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_metal.h @@ -0,0 +1,112 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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(). + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.12. + * + * \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. + * + * \since This function is available since SDL 2.0.14. + * + * \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 + * + * \since This function is available since SDL 2.0.14. + * + * \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_ */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_misc.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_misc.h new file mode 100644 index 0000000000000000000000000000000000000000..261b6b8713e0190a514c6ab37a680123bfd7a354 --- /dev/null +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_misc.h @@ -0,0 +1,79 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2022 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 since SDL 2.0.14. + */ +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: */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mouse.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mouse.h index 277559d23ae29697469947f5de6d90db0feb9658..1d4a2db0d23c0beafaff77c82bde64362d3d0098 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mouse.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mouse.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -72,150 +72,240 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.0. */ 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 - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse cursor position relative to the focus window for the currently - * selected mouse. You can pass NULL for either x or y. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + * \sa SDL_PumpEvents */ extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); /** - * \brief Get the current state of the mouse, in relation to the desktop - * - * This works just like SDL_GetMouseState(), but the coordinates will be - * reported relative to the top-left of the desktop. This can be useful if - * you need to track the mouse outside of a specific window and - * SDL_CaptureMouse() doesn't fit your needs. For example, it could be - * useful if you need to track the mouse while dragging a window, where - * coordinates relative to a window might not be in sync at all times. - * - * \note SDL_GetMouseState() returns the mouse position as SDL understands - * it from the last pump of the event queue. This function, however, - * queries the OS for the current mouse position, and as such, might - * be a slightly less efficient function. Unless you know what you're - * doing and have a good reason to use this function, you probably want - * SDL_GetMouseState() instead. - * - * \param x Returns the current X coord, relative to the desktop. Can be NULL. - * \param y Returns the current Y coord, relative to the desktop. Can be NULL. - * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. - * - * \sa SDL_GetMouseState + * Get the current state of the mouse in relation to the desktop. + * + * 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 you + * need to track the mouse outside of a specific window and SDL_CaptureMouse() + * doesn't fit your needs. For example, it could be useful if you need to + * track the mouse while dragging a window, where coordinates relative to a + * window might not be in sync at all times. + * + * Note: SDL_GetMouseState() returns the mouse position as SDL understands it + * from the last pump of the event queue. This function, however, queries the + * OS for the current mouse position, and as such, might be a slightly less + * efficient function. Unless you know what you're doing and have a good + * reason to use this function, you probably want SDL_GetMouseState() instead. + * + * \param x filled in with the current X coord relative to the desktop; can be + * NULL + * \param y filled in with the current Y coord relative to the desktop; can be + * NULL + * \returns the current button state as a bitmask which can be tested using + * 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); /** - * \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`. + * + * \param x a pointer filled with the last recorded x coordinate of the mouse + * \param y a pointer filled with the last recorded y coordinate of the mouse + * \returns a 32-bit button bitmask of the relative button state. * - * The current button state is returned as a button bitmask, which can - * be tested using the SDL_BUTTON(X) macros, and x and y are set to the - * mouse deltas since the last call to SDL_GetRelativeMouseState(). + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetMouseState */ 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 x The x coordinate within the window - * \param y The y coordinate within the window + * \param window the window to move the mouse into, or NULL for the current + * mouse focus + * \param x the x coordinate within the window + * \param y the y coordinate within the window * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WarpMouseGlobal */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 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. + * + * 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 - * \return 0 on success, -1 on error (usually: unsupported by a platform). + * \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. * - * \note This function generates a mouse motion event + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_WarpMouseInWindow */ 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. + * + * 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. * - * \param enabled Whether or not to enable relative mode + * This function will flush any pending mouse motion. * - * \return 0 on success, or -1 if relative mode is not supported. + * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * 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. + * If relative mode is not supported, this returns -1. * - * \note This function will flush any pending mouse motion. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRelativeMouseMode() + * \sa SDL_GetRelativeMouseMode */ 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. * - * \param enabled Whether or not to enable capturing + * 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. * - * 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. + * 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. * - * 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. + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. * - * While captured, mouse events still report coordinates relative to the - * current (foreground) window, but those coordinates may be outside the - * bounds of the window (including negative values). Capturing is only - * 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 + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. * - * While capturing is enabled, the current window will have the - * SDL_WINDOW_MOUSE_CAPTURE flag set. + * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. + * \returns 0 on success or -1 if not supported; call SDL_GetError() for more + * information. * - * \return 0 on success, or -1 if not supported. + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetGlobalMouseState */ extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); /** - * \brief Query whether relative mouse mode is enabled. + * Query whether relative mouse mode is enabled. + * + * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. * - * \sa SDL_SetRelativeMouseMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRelativeMouseMode */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** - * \brief Create a cursor, using the specified bitmap data and - * mask (in MSB format). - * - * The cursor width must be a multiple of 8 bits. - * - * The cursor is created in black and white according to the following: - * <table> - * <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> - * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> - * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> - * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black - * if not. </td></tr> - * </table> - * - * \sa SDL_FreeCursor() + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeCursor + * \sa SDL_SetCursor + * \sa SDL_ShowCursor */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, @@ -223,60 +313,123 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 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, int hot_x, 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_GetCursor + * \sa SDL_ShowCursor */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetCursor */ 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); /** - * \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() - * \sa SDL_CreateColorCursor() - * \sa SDL_CreateSystemCursor() + * \param cursor the cursor to free + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor */ 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 - * state. + * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, + * `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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateCursor + * \sa SDL_SetCursor */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /** - * Used as a mask when testing buttons in buttonstate. - * - Button 1: Left mouse button - * - Button 2: Middle mouse button - * - Button 3: Right mouse button + * Used as a mask when testing buttons in buttonstate. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 @@ -290,7 +443,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) - /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mutex.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mutex.h index 970e78713959c2096284f7976fdd36fd0009fd48..173468f6ace65a70969f60d0c74d34336b0ac547 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mutex.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mutex.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,38 +59,105 @@ struct 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ 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. + * + * 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"). * - * \return 0, or -1 on error. + * \param mutex the mutex to lock + * \return 0, or -1 on error. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexP(m) SDL_LockMutex(m) 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. * - * \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex); /** - * Unlock the mutex. + * Unlock the mutex. + * + * 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"). * - * \return 0, or -1 on error. + * It is an error to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. * - * \warning It is an error to unlock a mutex that has not been locked by - * the current 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. + * + * \since This function is available since SDL 2.0.0. */ -#define SDL_mutexV(m) SDL_UnlockMutex(m) 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex */ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex); @@ -107,50 +174,151 @@ struct SDL_semaphore; 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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 + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * This function suspends the calling thread until the semaphore pointed - * to by \c sem has a positive count. It then atomically decreases the - * semaphore count. + * 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * 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. + * + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would - * block, and -1 on error. + * \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); /** - * Variant of SDL_SemWait() with a timeout in milliseconds. + * Wait until a semaphore has a positive value and then decrements it. * - * \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not - * succeed in the allotted time, and -1 on error. + * 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. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \param sem the semaphore to wait on + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore + * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateSemaphore */ extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem); @@ -167,72 +335,124 @@ struct SDL_cond; typedef struct SDL_cond SDL_cond; /** - * Create a condition variable. - * - * Typical use of condition variables: + * Create a condition variable. * - * Thread A: - * SDL_LockMutex(lock); - * while ( ! condition ) { - * SDL_CondWait(cond, lock); - * } - * SDL_UnlockMutex(lock); + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. * - * Thread B: - * SDL_LockMutex(lock); - * ... - * condition = true; - * ... - * SDL_CondSignal(cond); - * SDL_UnlockMutex(lock); + * \since This function is available since SDL 2.0.0. * - * 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. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_DestroyCond */ extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); /** - * Destroy a condition variable. + * Destroy a condition variable. + * + * \param cond the condition variable to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond */ 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. * - * \return 0 or -1 on error. + * \param cond the condition variable to signal + * \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_CondBroadcast + * \sa SDL_CondWait + * \sa SDL_CondWaitTimeout + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ 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. + * + * \since This function is available since SDL 2.0.0. * - * \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); /** - * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \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); /** - * Waits for at most \c ms milliseconds, and returns 0 if the condition - * variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not - * signaled in the allotted time, and -1 on error. + * Wait until a condition variable is signaled or a certain time has passed. + * + * 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. + * + * \since This function is available since SDL 2.0.0. * - * \warning On some platforms this function is implemented by looping with a - * delay of 1 ms, and so should be avoided if possible. + * \sa SDL_CondBroadcast + * \sa SDL_CondSignal + * \sa SDL_CondWait + * \sa SDL_CreateCond + * \sa SDL_DestroyCond */ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond, SDL_mutex * mutex, Uint32 ms); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_name.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_name.h index 690a8199b8a5628d411c91dbb5051786d6bb8297..6ff35b46efe0d2fc27e05dc5b0b834940f13f2f8 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_name.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_name.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl.h index 6685be73ece189fa3055599150a91b3bd7a2bd11..9aed5035a9dd35bc7a6aa8ef9bd0f929065473cf 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl_glext.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl_glext.h index cd3869fe7f1e56ea948f010d72b7b37bbd1d2abf..6a402b15a2235e11267e883a05fb61c899f46cb9 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl_glext.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl_glext.h @@ -40,6 +40,9 @@ extern "C" { #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles.h index 1e0660c3db7cab20d05e3a170c1f0fecb74ed07d..8511b9607f1185a81b606d9eb3fc6915fd4d6393 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles2.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles2.h index df29d3840bee39ce62fc98cd8b83af5c0b7ddd46..172fcb3f4476a251d3dc9a339592b2ce6b21955a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles2.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles2.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -26,7 +26,7 @@ */ #include "SDL_config.h" -#ifndef _MSC_VER +#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #ifdef __IPHONEOS__ #include <OpenGLES/ES2/gl.h> diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_pixels.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_pixels.h index dcb7a980d8fd3061b0deeec9c13465143a94a4ad..5d2c0c898217ba77d422e309ab45616c5f9db904 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_pixels.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_pixels.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { /* @} */ /** Pixel type. */ -enum +typedef enum { SDL_PIXELTYPE_UNKNOWN, SDL_PIXELTYPE_INDEX1, @@ -62,18 +62,18 @@ enum SDL_PIXELTYPE_ARRAYU32, SDL_PIXELTYPE_ARRAYF16, SDL_PIXELTYPE_ARRAYF32 -}; +} SDL_PixelType; /** Bitmap pixel order, high bit -> low bit. */ -enum +typedef enum { SDL_BITMAPORDER_NONE, SDL_BITMAPORDER_4321, SDL_BITMAPORDER_1234 -}; +} SDL_BitmapOrder; /** Packed component order, high bit -> low bit. */ -enum +typedef enum { SDL_PACKEDORDER_NONE, SDL_PACKEDORDER_XRGB, @@ -84,12 +84,12 @@ enum SDL_PACKEDORDER_BGRX, SDL_PACKEDORDER_ABGR, SDL_PACKEDORDER_BGRA -}; +} SDL_PackedOrder; /** Array component order, low byte -> high byte. */ /* !!! FIXME: in 2.1, make these not overlap differently with !!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */ -enum +typedef enum { SDL_ARRAYORDER_NONE, SDL_ARRAYORDER_RGB, @@ -98,10 +98,10 @@ enum SDL_ARRAYORDER_BGR, SDL_ARRAYORDER_BGRA, SDL_ARRAYORDER_ABGR -}; +} SDL_ArrayOrder; /** Packed component layout. */ -enum +typedef enum { SDL_PACKEDLAYOUT_NONE, SDL_PACKEDLAYOUT_332, @@ -112,7 +112,7 @@ enum SDL_PACKEDLAYOUT_8888, SDL_PACKEDLAYOUT_2101010, SDL_PACKEDLAYOUT_1010102 -}; +} SDL_PackedLayout; #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) @@ -188,15 +188,22 @@ typedef enum SDL_PIXELFORMAT_RGB332 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), - SDL_PIXELFORMAT_RGB444 = + SDL_PIXELFORMAT_XRGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, 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_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_PACKEDLAYOUT_1555, 15, 2), + SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555, SDL_PIXELFORMAT_ARGB4444 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), @@ -233,15 +240,17 @@ typedef enum SDL_PIXELFORMAT_BGR24 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), - SDL_PIXELFORMAT_RGB888 = + SDL_PIXELFORMAT_XRGB8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_RGBX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), - SDL_PIXELFORMAT_BGR888 = + SDL_PIXELFORMAT_XBGR8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), + SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888, SDL_PIXELFORMAT_BGRX8888 = SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), @@ -292,6 +301,11 @@ typedef enum SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') } SDL_PixelFormatEnum; +/** + * The bits of this structure can be directly reinterpreted as an integer-packed + * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 + * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + */ typedef struct SDL_Color { Uint8 r; @@ -336,16 +350,31 @@ typedef struct 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); /** - * \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. + * + * \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. * - * \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_MasksToPixelFormatEnum() + * \sa SDL_MasksToPixelFormatEnum */ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, int *bpp, @@ -355,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, 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. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. * - * \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion - * wasn't possible. + * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PixelFormatEnumToMasks */ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, Uint32 Rmask, @@ -369,84 +407,213 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeFormat */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat */ extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); /** - * \brief Create a palette structure with the specified number of color - * entries. + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. * - * \return A new palette, or NULL if there wasn't enough memory. + * \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. * - * \note The palette entries are initialized to white. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_FreePalette() + * \sa SDL_FreePalette */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_FreePalette */ extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, 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 colors An array of colors to copy into the palette. - * \param firstcolor The index of the first palette entry to modify. - * \param ncolors The number of entries to modify. + * \param palette the SDL_Palette structure to modify + * \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 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette + * \sa SDL_CreateRGBSurface */ extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, const SDL_Color * colors, 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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocPalette */ 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. + * + * 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). * - * \sa SDL_MapRGBA + * \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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGBA */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGB */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormat * format, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA */ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormat * format, @@ -454,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_platform.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_platform.h index c2cbc6b4e0f1d08aba17dcc5e6713c80ca3558ba..79b8b6f45d51cb832a658e9c0ddcf215cb558fab 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_platform.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_platform.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -70,6 +70,27 @@ /* lets us know what version of Mac OS X we're compiling on */ #include "AvailabilityMacros.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 #undef __TVOS__ #define __TVOS__ 1 @@ -175,6 +196,9 @@ #define __SDL_NOGETPROCADDR__ #endif +#if defined(__vita__) +#define __VITA__ 1 +#endif #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -183,7 +207,20 @@ extern "C" { #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". + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_power.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_power.h index 4831cb77ed5bf33f00a708ac818c968ae38808ae..ecb3f4b023439623531d011421b493f47e8dd018 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_power.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_power.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,7 +37,7 @@ extern "C" { #endif /** - * \brief The basic state for the system's power supply. + * The basic state for the system's power supply. */ typedef enum { @@ -50,17 +50,30 @@ 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 don't care. Will return -1 if we can't determine a - * value, or we're not running on a battery. + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * 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 - * 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. + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_quit.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_quit.h index c979983cb021fa08e64764db684813c351e473ac..4090f7f19ba249403f14dfb8416ac63bb7ac86aa 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_quit.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_quit.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rect.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rect.h index 71a4115173ad77cd407cada3a5d8960a1451edd7..6616ba6a281790ad7a97bb24b1bcf6b132e59e4b 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rect.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rect.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -40,10 +40,10 @@ extern "C" { #endif /** - * \brief The structure that defines a point (integer) + * The structure that defines a point (integer) * - * \sa SDL_EnclosePoints - * \sa SDL_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_Point { @@ -52,10 +52,10 @@ typedef struct 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_PointInRect + * \sa SDL_EnclosePoints + * \sa SDL_PointInRect */ typedef struct SDL_FPoint { @@ -65,14 +65,14 @@ typedef struct SDL_FPoint /** - * \brief A rectangle, with the origin at the upper left (integer). - * - * \sa SDL_RectEmpty - * \sa SDL_RectEquals - * \sa SDL_HasIntersection - * \sa SDL_IntersectRect - * \sa SDL_UnionRect - * \sa SDL_EnclosePoints + * A rectangle, with the origin at the upper left (integer). + * + * \sa SDL_RectEmpty + * \sa SDL_RectEquals + * \sa SDL_HasIntersection + * \sa SDL_IntersectRect + * \sa SDL_UnionRect + * \sa SDL_EnclosePoints */ 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 { @@ -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) { @@ -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) { @@ -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) { @@ -120,33 +120,70 @@ 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. + * + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_IntersectRect */ extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \sa SDL_HasIntersection */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, 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` + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result); /** - * \brief Calculate a minimal rectangle enclosing a set of points + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. * - * \return SDL_TRUE if any points were within the clipping rect + * \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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, int count, @@ -154,9 +191,22 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, 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. + * + * \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. * - * \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_render.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_render.h index 096b4a577107025e437a175b7109bdc51fd37efc..a7e4908a6121f06dafb14646727bc6e114133bbf 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_render.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_render.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -59,7 +59,7 @@ extern "C" { #endif /** - * \brief Flags used when creating a rendering context + * Flags used when creating a rendering context */ typedef enum { @@ -73,7 +73,7 @@ typedef enum } SDL_RendererFlags; /** - * \brief Information on the capabilities of a render driver or context. + * Information on the capabilities of a render driver or context. */ typedef struct SDL_RendererInfo { @@ -86,7 +86,27 @@ typedef struct SDL_RendererInfo } SDL_RendererInfo; /** - * \brief The access pattern allowed for a texture. + * Vertex structure + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_Color color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The scaling mode for a texture. + */ +typedef enum +{ + SDL_ScaleModeNearest, /**< nearest pixel sampling */ + SDL_ScaleModeLinear, /**< linear filtering */ + SDL_ScaleModeBest /**< anisotropic filtering */ +} SDL_ScaleMode; + +/** + * The access pattern allowed for a texture. */ typedef enum { @@ -96,7 +116,7 @@ typedef enum } SDL_TextureAccess; /** - * \brief The texture channel modulation used in SDL_RenderCopy(). + * The texture channel modulation used in SDL_RenderCopy(). */ typedef enum { @@ -106,7 +126,7 @@ typedef enum } SDL_TextureModulate; /** - * \brief Flip constants for SDL_RenderCopyEx + * Flip constants for SDL_RenderCopyEx */ typedef enum { @@ -116,58 +136,71 @@ typedef enum } SDL_RendererFlip; /** - * \brief A structure representing rendering state + * A structure representing rendering state */ struct SDL_Renderer; typedef struct SDL_Renderer SDL_Renderer; /** - * \brief An efficient driver-specific representation of pixel data + * An efficient driver-specific representation of pixel data */ struct SDL_Texture; typedef struct SDL_Texture SDL_Texture; - /* Function prototypes */ /** - * \brief Get the number of 2D rendering drivers available for the current - * display. + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. * - * A render driver is a set of code that handles rendering and texture - * management on a particular display. Normally there is only one, but - * some drivers may have several available with different capabilities. + * There may be none if SDL was compiled without render support. * - * \sa SDL_GetRenderDriverInfo() - * \sa SDL_CreateRenderer() + * \returns a number >= 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_CreateRenderer + * \sa SDL_GetRenderDriverInfo */ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); /** - * \brief Get information about a specific 2D rendering driver for the current - * display. + * Get info about a specific 2D rendering driver for the current display. * - * \param index The index of the driver to query information about. - * \param info A pointer to an SDL_RendererInfo struct to be filled with - * information on the rendering driver. + * \param index the index of the driver to query information about + * \param info an SDL_RendererInfo structure to be filled with information on + * the rendering driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, -1 if the index was out of range. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateRenderer() + * \sa SDL_CreateRenderer + * \sa SDL_GetNumRenderDrivers */ extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info); /** - * \brief Create a window and default renderer + * Create a window and default renderer. + * + * \param width the width of the window + * \param height the height of the window + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()) + * \param window a pointer filled with the window, or NULL on error + * \param renderer a pointer filled with the renderer, or NULL on error + * \returns 0 on success, or -1 on error; call SDL_GetError() for more + * information. * - * \param width The width of the window - * \param height The height of the window - * \param window_flags The flags used to create the window - * \param window A pointer filled with the window, or NULL on error - * \param renderer A pointer filled with the renderer, or NULL on error + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow */ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( int width, int height, Uint32 window_flags, @@ -175,69 +208,116 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( /** - * \brief Create a 2D rendering context for a window. + * Create a 2D rendering context for a window. * - * \param window The window where rendering is displayed. - * \param index The index of the rendering driver to initialize, or -1 to - * initialize the first one supporting the requested flags. - * \param flags ::SDL_RendererFlags. + * \param window the window where rendering is displayed + * \param index the index of the rendering driver to initialize, or -1 to + * initialize the first one supporting the requested flags + * \param flags 0, or one or more SDL_RendererFlags OR'd together + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \return A valid rendering context or NULL if there was an error. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_CreateSoftwareRenderer() - * \sa SDL_GetRendererInfo() - * \sa SDL_DestroyRenderer() + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRendererInfo */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags); /** - * \brief Create a 2D software rendering context for a surface. + * Create a 2D software rendering context for a surface. * - * \param surface The surface where rendering is done. + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. * - * \return A valid rendering context or NULL if there was an error. + * \param surface the SDL_Surface structure representing the surface where + * rendering is done + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. * - * \sa SDL_CreateRenderer() - * \sa SDL_DestroyRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindowRenderer + * \sa SDL_DestroyRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); /** - * \brief Get the renderer associated with a window. + * Get the renderer associated with a window. + * + * \param window the window to query + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); /** - * \brief Get information about a rendering context. + * Get information about a rendering context. + * + * \param renderer the rendering context + * \param info an SDL_RendererInfo structure filled with information about the + * current renderer + * \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_CreateRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info); /** - * \brief Get the output size in pixels of a rendering context. + * Get the output size in pixels of a rendering context. + * + * Due to high-dpi displays, you might end up with a rendering context that + * has more pixels than the window that contains it, so use this instead of + * SDL_GetWindowSize() to decide how much drawing area you have. + * + * \param renderer the rendering context + * \param w an int filled with the width + * \param h an int filled with the height + * \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_GetRenderer */ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Create a texture for a rendering context. + * Create a texture for a rendering context. * - * \param renderer The renderer. - * \param format The format of the texture. - * \param access One of the enumerated values in ::SDL_TextureAccess. - * \param w The width of the texture in pixels. - * \param h The height of the texture in pixels. + * You can set the texture scaling method by setting + * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. * - * \return The created texture is returned, or NULL if no rendering context was - * active, the format was unsupported, or the width or height were out - * of range. + * \param renderer the rendering context + * \param format one of the enumerated values in SDL_PixelFormatEnum + * \param access one of the enumerated values in SDL_TextureAccess + * \param w the width of the texture in pixels + * \param h the height of the texture in pixels + * \returns a pointer to the created texture or NULL if no rendering context + * was active, the format was unsupported, or the width or height + * were out of range; call SDL_GetError() for more information. * - * \note The contents of the texture are not defined at creation. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_QueryTexture() - * \sa SDL_UpdateTexture() - * \sa SDL_DestroyTexture() + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture + * \sa SDL_UpdateTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, @@ -245,165 +325,290 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, int h); /** - * \brief Create a texture from an existing surface. + * Create a texture from an existing surface. * - * \param renderer The renderer. - * \param surface The surface containing pixel data used to fill the texture. + * The surface is not modified or freed by this function. * - * \return The created texture is returned, or NULL on error. + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. * - * \note The surface is not modified or freed by this function. + * The pixel format of the created texture may be different from the pixel + * format of the surface. Use SDL_QueryTexture() to query the pixel format of + * the texture. * - * \sa SDL_QueryTexture() - * \sa SDL_DestroyTexture() + * \param renderer the rendering context + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_DestroyTexture + * \sa SDL_QueryTexture */ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface); /** - * \brief Query the attributes of a texture + * Query the attributes of a texture. + * + * \param texture the texture to query + * \param format a pointer filled in with the raw format of the texture; the + * actual format may differ, but pixel transfers will use this + * format (one of the SDL_PixelFormatEnum values) + * \param access a pointer filled in with the actual access to the texture + * (one of the SDL_TextureAccess values) + * \param w a pointer filled in with the width of the texture in pixels + * \param h a pointer filled in with the height of the texture in pixels + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param texture A texture to be queried. - * \param format A pointer filled in with the raw format of the texture. The - * actual format may differ, but pixel transfers will use this - * format. - * \param access A pointer filled in with the actual access to the texture. - * \param w A pointer filled in with the width of the texture in pixels. - * \param h A pointer filled in with the height of the texture in pixels. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the texture is not valid. + * \sa SDL_CreateTexture */ extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access, int *w, int *h); /** - * \brief Set an additional color value used in render copy operations. + * Set an additional color value multiplied into render copy operations. * - * \param texture The texture to update. - * \param r The red color value multiplied into copy operations. - * \param g The green color value multiplied into copy operations. - * \param b The blue color value multiplied into copy operations. + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: * - * \return 0 on success, or -1 if the texture is not valid or color modulation - * is not supported. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetTextureColorMod() + * Color modulation is not always supported by the renderer; it will return -1 + * if color modulation is not supported. + * + * \param texture the texture to update + * \param r the red color value multiplied into copy operations + * \param g the green color value multiplied into copy operations + * \param b the blue color value multiplied into copy operations + * \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_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b); /** - * \brief Get the additional color value used in render copy operations. + * Get the additional color value multiplied into render copy operations. * - * \param texture The texture to query. - * \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 b A pointer filled in with the current blue color value. + * \param texture the texture to query + * \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 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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureColorMod() + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g, Uint8 * b); /** - * \brief Set an additional alpha value used in render copy operations. + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` * - * \param texture The texture to update. - * \param alpha The alpha value multiplied into copy operations. + * Alpha modulation is not always supported by the renderer; it will return -1 + * if alpha modulation is not supported. * - * \return 0 on success, or -1 if the texture is not valid or alpha modulation - * is not supported. + * \param texture the texture to update + * \param alpha the source alpha value multiplied into copy operations + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetTextureAlphaMod() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha); /** - * \brief Get the additional alpha value used in render copy operations. + * Get the additional alpha value multiplied into render copy operations. * - * \param texture The texture to query. - * \param alpha A pointer filled in with the current alpha value. + * \param texture the texture 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. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureAlphaMod() + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha); /** - * \brief Set the blend mode used for texture copy operations. + * Set the blend mode for a texture, used by SDL_RenderCopy(). * - * \param texture The texture to update. - * \param blendMode ::SDL_BlendMode to use for texture blending. + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns -1. * - * \return 0 on success, or -1 if the texture is not valid or the blend mode is - * not supported. + * \param texture the texture to update + * \param blendMode the SDL_BlendMode to use for texture blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetTextureBlendMode() + * \sa SDL_GetTextureBlendMode + * \sa SDL_RenderCopy */ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for texture copy operations. + * Get the blend mode used for texture copy operations. * - * \param texture The texture to query. - * \param blendMode A pointer filled in with the current blend mode. + * \param texture the texture to query + * \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 texture is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetTextureBlendMode() + * \sa SDL_SetTextureBlendMode */ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode); /** - * \brief Update the given texture rectangle with new pixel data. + * Set the scale mode used for texture scale operations. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param pixels The raw pixel data in the format of the texture. - * \param pitch The number of bytes in a row of pixel data, including padding between lines. + * If the scale mode is not supported, the closest supported mode is chosen. * - * The pixel data must be in the format of the texture. The pixel format can be - * queried with SDL_QueryTexture. + * \param texture The texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns 0 on success, or -1 if the texture is not valid. * - * \return 0 on success, or -1 if the texture is not valid. + * \since This function is available since SDL 2.0.12. * - * \note This is a fairly slow function. + * \sa SDL_GetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \return 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_SetTextureScaleMode + */ +extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture, + SDL_ScaleMode *scaleMode); + +/** + * Associate a user-specified pointer with a texture. + * + * \param texture the texture to update. + * \param userdata the pointer to associate with the texture. + * \returns 0 on success, or -1 if the texture is not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetTextureUserData + */ +extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture, + void *userdata); + +/** + * Get the user-specified pointer associated with a texture + * + * \param texture the texture to query. + * \return the pointer associated with the texture, or NULL if the texture is + * not valid. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetTextureUserData + */ +extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture. Use + * SDL_QueryTexture() to query the pixel format of the texture. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture + * \param pixels the raw pixel data in the format of the texture + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines + * \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_CreateTexture + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); /** - * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data. + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. * - * \param texture The texture to update - * \param rect A pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param Yplane The raw pixel data for the Y plane. - * \param Ypitch The number of bytes between rows of pixel data for the Y plane. - * \param Uplane The raw pixel data for the U plane. - * \param Upitch The number of bytes between rows of pixel data for the U plane. - * \param Vplane The raw pixel data for the V plane. - * \param Vpitch The number of bytes between rows of pixel data for the V plane. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture + * \param Yplane the raw pixel data for the Y plane + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane + * \param Uplane the raw pixel data for the U plane + * \param Upitch the number of bytes between rows of pixel data for the U + * plane + * \param Vplane the raw pixel data for the V plane + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane + * \returns 0 on success or -1 if the texture is not valid; call + * SDL_GetError() for more information. * - * \note You can use SDL_UpdateTexture() as long as your pixel data is - * a contiguous block of Y and U/V planes in the proper order, but - * this function is available if your pixel data is not contiguous. + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_UpdateTexture */ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect, @@ -412,400 +617,771 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, const Uint8 *Vplane, int Vpitch); /** - * \brief Lock a portion of the texture for write-only pixel access. + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. * - * \param texture The texture to lock for access, which was created with - * ::SDL_TEXTUREACCESS_STREAMING. - * \param rect A pointer to the rectangle to lock for access. If the rect - * is NULL, the entire texture will be locked. - * \param pixels This is filled in with a pointer to the locked pixels, - * appropriately offset by the locked area. - * \param pitch This is filled in with the pitch of the locked pixels. + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. * - * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING. + * \param texture the texture to update + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \return 0 on success, or -1 if the texture is not valid. * - * \sa SDL_UnlockTexture() + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes + * \returns 0 on success or a negative error code if the texture is not valid + * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UnlockTexture */ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); /** - * \brief Unlock a texture, uploading the changes to video memory, if needed. + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING` + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked + * \param surface this is filled in with an SDL surface representing the + * locked area + * \returns 0 on success, or -1 if the texture is not valid or was not created + * with `SDL_TEXTUREACCESS_STREAMING` * - * \sa SDL_LockTexture() + * \since This function is available since SDL 2.0.12. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, + const SDL_Rect *rect, + SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture() + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockTexture */ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); /** - * \brief Determines whether a window supports the use of render targets + * Determine whether a renderer supports the use of render targets. + * + * \param renderer the renderer that will be checked + * \returns SDL_TRUE if supported or SDL_FALSE if not. * - * \param renderer The renderer that will be checked + * \since This function is available since SDL 2.0.0. * - * \return SDL_TRUE if supported, SDL_FALSE if not. + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer); /** - * \brief Set a texture as the current rendering target. + * Set a texture as the current rendering target. * - * \param renderer The renderer. - * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target + * Before using this function, you should check the + * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if + * render targets are supported. * - * \return 0 on success, or -1 on error + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * \param renderer the rendering context + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \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_GetRenderTarget() + * \sa SDL_GetRenderTarget */ extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); /** - * \brief Get the current render target or NULL for the default render target. + * Get the current render target. * - * \return The current render target + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. * - * \sa SDL_SetRenderTarget() + * \param renderer the rendering context + * \returns the current render target or NULL for the default render target. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetRenderTarget */ extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); /** - * \brief Set device independent resolution for rendering + * Set a device independent resolution for rendering. + * + * This function uses the viewport and scaling functionality to allow a fixed + * logical resolution for rendering, regardless of the actual output + * resolution. If the actual output resolution doesn't have the same aspect + * ratio the output rendering will be centered within the output display. * - * \param renderer The renderer for which resolution should be set. - * \param w The width of the logical resolution - * \param h The height of the logical resolution + * If the output display is a window, mouse and touch events in the window + * will be filtered and scaled so they seem to arrive within the logical + * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether + * relative motion events are also scaled. * - * This function uses the viewport and scaling functionality to allow a fixed logical - * resolution for rendering, regardless of the actual output resolution. If the actual - * output resolution doesn't have the same aspect ratio the output rendering will be - * centered within the output display. + * If this function results in scaling or subpixel drawing by the rendering + * backend, it will be handled using the appropriate quality hints. * - * If the output display is a window, mouse events in the window will be filtered - * and scaled so they seem to arrive within the logical resolution. + * \param renderer the renderer for which resolution should be set + * \param w the width of the logical resolution + * \param h the height of the logical resolution + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this function results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetLogicalSize() - * \sa SDL_RenderSetScale() - * \sa SDL_RenderSetViewport() + * \sa SDL_RenderGetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h); /** - * \brief Get device independent resolution for rendering + * Get device independent resolution for rendering. * - * \param renderer The renderer from which resolution should be queried. - * \param w A pointer filled with the width of the logical resolution - * \param h A pointer filled with the height of the logical resolution + * This may return 0 for `w` and `h` if the SDL_Renderer has never had its + * logical size set by SDL_RenderSetLogicalSize() and never had a render + * target set. * - * \sa SDL_RenderSetLogicalSize() + * \param renderer a rendering context + * \param w an int to be filled with the width + * \param h an int to be filled with the height + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h); /** - * \brief Set whether to force integer scales for resolution-independent rendering + * Set whether to force integer scales for resolution-independent rendering. + * + * This function restricts the logical viewport to integer values - that is, + * when a resolution is between two multiples of a logical size, the viewport + * size is rounded down to the lower multiple. * - * \param renderer The renderer for which integer scaling should be set. - * \param enable Enable or disable integer scaling + * \param renderer the renderer for which integer scaling should be set + * \param enable enable or disable the integer scaling for rendering + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function restricts the logical viewport to integer values - that is, when - * a resolution is between two multiples of a logical size, the viewport size is - * rounded down to the lower multiple. + * \since This function is available since SDL 2.0.5. * - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetIntegerScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable); /** - * \brief Get whether integer scales are forced for resolution-independent rendering + * Get whether integer scales are forced for resolution-independent rendering. * - * \param renderer The renderer from which integer scaling should be queried. + * \param renderer the renderer from which integer scaling should be queried + * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on + * failure; call SDL_GetError() for more information. * - * \sa SDL_RenderSetIntegerScale() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RenderSetIntegerScale */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer); /** - * \brief Set the drawing area for rendering on the current target. - * - * \param renderer The renderer for which the drawing area should be set. - * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target. + * Set the drawing area for rendering on the current target. * - * The x,y of the viewport rect represents the origin for rendering. + * When the window is resized, the viewport is reset to fill the entire new + * window size. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the window associated with the renderer is resized, the viewport is automatically reset. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetViewport() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetViewport */ extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the drawing area for the current target. + * Get the drawing area for the current target. * - * \sa SDL_RenderSetViewport() + * \param renderer the rendering context + * \param rect an SDL_Rect structure filled in with the current drawing area + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderSetViewport */ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Set the clip rectangle for the current target. + * Set the clip rectangle for rendering on the specified target. * - * \param renderer The renderer for which clip rectangle should be set. - * \param rect A pointer to the rectangle to set as the clip rectangle, or - * NULL to disable clipping. + * \param renderer the rendering context for which clip rectangle should be + * set + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping + * \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 + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetClipRect() + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderIsClipEnabled */ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Get the clip rectangle for the current target. + * Get the clip rectangle for the current target. + * + * \param renderer the rendering context from which clip rectangle should be + * queried + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled * - * \param renderer The renderer from which clip rectangle should be queried. - * \param rect A pointer filled in with the current clip rectangle, or - * an empty rectangle if clipping is disabled. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetClipRect() + * \sa SDL_RenderIsClipEnabled + * \sa SDL_RenderSetClipRect */ extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect); /** - * \brief Get whether clipping is enabled on the given renderer. + * Get whether clipping is enabled on the given renderer. * - * \param renderer The renderer from which clip state should be queried. + * \param renderer the renderer from which clip state should be queried + * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call + * SDL_GetError() for more information. * - * \sa SDL_RenderGetClipRect() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_RenderGetClipRect + * \sa SDL_RenderSetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer); /** - * \brief Set the drawing scale for rendering on the current target. + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. * - * \param renderer The renderer for which the drawing scale should be set. - * \param scaleX The horizontal scaling factor - * \param scaleY The vertical scaling factor + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. * - * The drawing coordinates are scaled by the x/y scaling factors - * before they are used by the renderer. This allows resolution - * independent drawing with a single coordinate system. + * \param renderer a rendering context + * \param scaleX the horizontal scaling factor + * \param scaleY the vertical scaling factor + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If this results in scaling or subpixel drawing by the - * rendering backend, it will be handled using the appropriate - * quality hints. For best results use integer scaling factors. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderGetScale() - * \sa SDL_RenderSetLogicalSize() + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetLogicalSize */ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY); /** - * \brief Get the drawing scale for the current target. + * Get the drawing scale for the current target. + * + * \param renderer the renderer from which drawing scale should be queried + * \param scaleX a pointer filled in with the horizontal scaling factor + * \param scaleY a pointer filled in with the vertical scaling factor * - * \param renderer The renderer from which drawing scale should be queried. - * \param scaleX A pointer filled in with the horizontal scaling factor - * \param scaleY A pointer filled in with the vertical scaling factor + * \since This function is available since SDL 2.0.0. * - * \sa SDL_RenderSetScale() + * \sa SDL_RenderSetScale */ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY); /** - * \brief Set the color used for drawing operations (Rect, Line and Clear). - * - * \param renderer The renderer for which drawing color should be set. - * \param r The red value used to draw on the rendering target. - * \param g The green value used to draw on the rendering target. - * \param b The blue value used to draw on the rendering target. - * \param a The alpha value used to draw on the rendering target, usually - * ::SDL_ALPHA_OPAQUE (255). - * - * \return 0 on success, or -1 on error + * Get logical coordinates of point in renderer when given real coordinates of + * point in window. + * + * Logical coordinates will differ from real coordinates when render is scaled + * and logical renderer size set + * + * \param renderer the renderer from which the logical coordinates should be + * calcualted + * \param windowX the real X coordinate in the window + * \param windowY the real Y coordinate in the window + * \param logicalX the pointer filled with the logical x coordinate + * \param logicalY the pointer filled with the logical y coordinate + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, + int windowX, int windowY, + float *logicalX, float *logicalY); + + /** + * Get real coordinates of point in window when given logical coordinates of point in renderer. + * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set + * + * \param renderer the renderer from which the window coordinates should be calculated + * \param logicalX the logical x coordinate + * \param logicalY the logical y coordinate + * \param windowX the pointer filled with the real X coordinate in the window + * \param windowY the pointer filled with the real Y coordinate in the window + + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGetScale + * \sa SDL_RenderSetScale + * \sa SDL_RenderGetLogicalSize + * \sa SDL_RenderSetLogicalSize + */ +extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, + float logicalX, float logicalY, + int *windowX, int *windowY); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context + * \param r the red value used to draw on the rendering target + * \param g the green value used to draw on the rendering target + * \param b the blue value used to draw on the rendering target + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used + * \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_GetRenderDrawColor + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** - * \brief Get the color used for drawing operations (Rect, Line and Clear). + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context + * \param r a pointer filled in with the red value used to draw on the + * rendering target + * \param g a pointer filled in with the green value used to draw on the + * rendering target + * \param b a pointer filled in with the blue value used to draw on the + * rendering target + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer from which drawing color should be queried. - * \param r A pointer to the red value used to draw on the rendering target. - * \param g A pointer to the green value used to draw on the rendering target. - * \param b A pointer to the blue value used to draw on the rendering target. - * \param a A pointer to the alpha value used to draw on the rendering target, - * usually ::SDL_ALPHA_OPAQUE (255). + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /** - * \brief Set the blend mode used for drawing operations (Fill and Line). + * Set the blend mode used for drawing operations (Fill and Line). * - * \param renderer The renderer for which blend mode should be set. - * \param blendMode ::SDL_BlendMode to use for blending. + * If the blend mode is not supported, the closest supported mode is chosen. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param blendMode the SDL_BlendMode to use for blending + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If the blend mode is not supported, the closest supported mode is - * chosen. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetRenderDrawBlendMode() + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); /** - * \brief Get the blend mode used for drawing operations. + * Get the blend mode used for drawing operations. * - * \param renderer The renderer from which blend mode should be queried. - * \param blendMode A pointer filled in with the current blend mode. + * \param renderer the rendering context + * \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 on error + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetRenderDrawBlendMode() + * \sa SDL_SetRenderDrawBlendMode */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode); /** - * \brief Clear the current rendering target with the drawing color + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. + * + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function clears the entire rendering target, ignoring the viewport and - * the clip rectangle. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, + * use SDL_RenderDrawPoints() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x the x coordinate of the point + * \param y the y coordinate of the point + * \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_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures that represent the points to + * draw + * \param count the number of points to draw + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * SDL_RenderDrawLine() draws the line to include both end points. If you want + * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. * - * \return 0 on success, or -1 on error + * \param renderer the rendering context + * \param x1 the x coordinate of the start point + * \param y1 the y coordinate of the start point + * \param x2 the x coordinate of the end point + * \param y2 the y coordinate of the end point + * \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_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target. + * + * \param renderer the rendering context + * \param points an array of SDL_Point structures representing points along + * the lines + * \param count the number of points, drawing count-1 lines + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the rectangle to draw, or + * NULL to outline the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be drawn + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color. + * + * The current drawing color is set by SDL_SetRenderDrawColor(), and the + * color's alpha value is ignored unless blending is enabled with the + * appropriate call to SDL_SetRenderDrawBlendMode(). * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer the rendering context + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL for the entire rendering target + * \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 + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRects + * \sa SDL_RenderPresent + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color. + * + * \param renderer the rendering context + * \param rects an array of SDL_Rect structures representing the rectangles to + * be filled + * \param count the number of rectangles + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 on error + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderPresent */ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \return 0 on success, or -1 on error + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). + * + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target; the texture will be stretched to fill the + * given rectangle + * \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_RenderCopyEx + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, @@ -813,19 +1389,43 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, const SDL_Rect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center + * Copy a portion of the texture to the current rendering, with optional + * rotation and flipping. + * + * Copy a portion of the texture to the current rendering target, optionally + * rotating it by angle around the given center and also flipping it + * top-bottom and/or left-right. + * + * The texture is blended with the destination based on its blend mode set + * with SDL_SetTextureBlendMode(). * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * The texture color is affected based on its color modulation set by + * SDL_SetTextureColorMod(). * - * \return 0 on success, or -1 on error + * The texture alpha is affected based on its alpha modulation set by + * SDL_SetTextureAlphaMod(). + * + * \param renderer the rendering context + * \param texture the source texture + * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param dstrect the destination SDL_Rect structure or NULL for the entire + * rendering target + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around `dstrect.w / 2`, `dstrect.h / 2`) + * \param flip a SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \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_RenderCopy + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureBlendMode + * \sa SDL_SetTextureColorMod */ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, @@ -837,117 +1437,132 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, /** - * \brief Draw a point on the current rendering target. + * Draw a point on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a point. - * \param x The x coordinate of the point. - * \param y The y coordinate of the point. + * \param renderer The renderer which should draw a point. + * \param x The x coordinate of the point. + * \param y The y coordinate of the point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y); /** - * \brief Draw multiple points on the current rendering target. + * Draw multiple points on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw + * \param renderer The renderer which should draw multiple points. + * \param points The points to draw + * \param count The number of points to draw + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, const SDL_FPoint * points, int count); /** - * \brief Draw a line on the current rendering target. + * Draw a line on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a line. - * \param x1 The x coordinate of the start point. - * \param y1 The y coordinate of the start point. - * \param x2 The x coordinate of the end point. - * \param y2 The y coordinate of the end point. + * \param renderer The renderer which should draw a line. + * \param x1 The x coordinate of the start point. + * \param y1 The y coordinate of the start point. + * \param x2 The x coordinate of the end point. + * \param y2 The y coordinate of the end point. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2); /** - * \brief Draw a series of connected lines on the current rendering target. + * Draw a series of connected lines on the current rendering target at + * subpixel precision. * - * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines + * \param renderer The renderer which should draw multiple lines. + * \param points The points along the lines + * \param count The number of points, drawing count-1 lines + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, - const SDL_FPoint * points, - int count); + const SDL_FPoint * points, + int count); /** - * \brief Draw a rectangle on the current rendering target. + * Draw a rectangle on the current rendering target at subpixel precision. * - * \param renderer The renderer which should draw a rectangle. - * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. + * \param renderer The renderer which should draw a rectangle. + * \param rect A pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, - const SDL_FRect * rect); + const SDL_FRect * rect); /** - * \brief Draw some number of rectangles on the current rendering target. + * Draw some number of rectangles on the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should draw multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should draw multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Fill a rectangle on the current rendering target with the drawing color. + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. * - * \param renderer The renderer which should fill a rectangle. - * \param rect A pointer to the destination rectangle, or NULL for the entire - * rendering target. + * \param renderer The renderer which should fill a rectangle. + * \param rect A pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect); /** - * \brief Fill some number of rectangles on the current rendering target with the drawing color. + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. * - * \param renderer The renderer which should fill multiple rectangles. - * \param rects A pointer to an array of destination rectangles. - * \param count The number of rectangles. + * \param renderer The renderer which should fill multiple rectangles. + * \param rects A pointer to an array of destination rectangles. + * \param count The number of rectangles. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count); /** - * \brief Copy a portion of the texture to the current rendering target. + * Copy a portion of the texture to the current rendering target at subpixel + * precision. * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -955,19 +1570,25 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, const SDL_FRect * dstrect); /** - * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center - * - * \param renderer The renderer which should copy parts of a texture. - * \param texture The source texture. - * \param srcrect A pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect A pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction - * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2). - * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer The renderer which should copy parts of a texture. + * \param texture The source texture. + * \param srcrect A pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect A pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle An angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction + * \param center A pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip An SDL_RendererFlip value stating which flipping actions should + * be performed on the texture + * \return 0 on success, or -1 on error * - * \return 0 on success, or -1 on error + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture, @@ -978,19 +1599,85 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, const SDL_RendererFlip flip); /** - * \brief Read pixels from the current rendering target. - * - * \param renderer The renderer from which pixels should be read. - * \param rect A pointer to the rectangle to read, or NULL for the entire - * render target. - * \param format The desired format of the pixel data, or 0 to use the format - * of the rendering target - * \param pixels A pointer to be filled in with the pixel data - * \param pitch The pitch of the pixels parameter. - * - * \return 0 on success, or -1 if pixel reading is not supported. - * - * \warning This is a very slow operation, and should not be used frequently. + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param vertices Vertices. + * \param num_vertices Number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices Number of indices. + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometryRaw + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param texture (optional) The SDL texture to use. + * \param xy Vertex positions + * \param xy_stride Byte size to move from one element to the next element + * \param color Vertex colors (as SDL_Color) + * \param color_stride Byte size to move from one element to the next element + * \param uv Vertex normalized texture coordinates + * \param uv_stride Byte size to move from one element to the next element + * \param num_vertices Number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices Number of indices. + * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) + * \return 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_RenderGeometry + * \sa SDL_Vertex + */ +extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_Color *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target to an array of pixels. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. + * + * `pitch` specifies the number of bytes between rows in the destination + * `pixels` data. This allows you to write to a subrectangle or have padded + * rows in the destination. Generally, `pitch` should equal the number of + * pixels per row in the `pixels` data times the number of bytes per pixel, + * but it might contain additional padding (for example, 24bit RGB Windows + * Bitmap data pads all rows to multiples of 4 bytes). + * + * \param renderer the rendering context + * \param rect an SDL_Rect structure representing the area to read, or NULL + * for the entire render target + * \param format an SDL_PixelFormatEnum value of the desired format of the + * pixel data, or 0 to use the format of the rendering target + * \param pixels a pointer to the pixel data to copy into + * \param pitch the pitch of the `pixels` parameter + * \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. */ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, @@ -998,95 +1685,200 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, void *pixels, int pitch); /** - * \brief Update the screen with rendering performed. + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderDrawLine() does not directly put a + * line on the screen, but rather updates the backbuffer. As such, you compose + * your entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * \param renderer the rendering context + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RenderClear + * \sa SDL_RenderDrawLine + * \sa SDL_RenderDrawLines + * \sa SDL_RenderDrawPoint + * \sa SDL_RenderDrawPoints + * \sa SDL_RenderDrawRect + * \sa SDL_RenderDrawRects + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor */ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); /** - * \brief Destroy the specified texture. + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". * - * \sa SDL_CreateTexture() - * \sa SDL_CreateTextureFromSurface() + * \param texture the texture to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface */ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); /** - * \brief Destroy the rendering context for a window and free associated - * textures. + * Destroy the rendering context for a window and free associated textures. + * + * \param renderer the rendering context * - * \sa SDL_CreateRenderer() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRenderer */ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); /** - * \brief Force the rendering context to flush any pending commands to the - * underlying rendering API. + * Force the rendering context to flush any pending commands to the underlying + * rendering API. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, you + * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set + * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever + * calls in addition to SDL render API calls. If all of this applies, you + * should call SDL_RenderFlush() between calls to SDL's render API and the + * low-level API you're using in cooperation. * - * You do not need to (and in fact, shouldn't) call this function unless - * you are planning to call into OpenGL/Direct3D/Metal/whatever directly - * in addition to using an SDL_Renderer. + * In all other cases, you can ignore this function. This is only here to get + * maximum performance out of a specific situation. In all other cases, SDL + * will do the right thing, perhaps at a performance loss. * - * This is for a very-specific case: if you are using SDL's render API, - * you asked for a specific renderer backend (OpenGL, Direct3D, etc), - * you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make - * OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of - * this applies, you should call SDL_RenderFlush() between calls to SDL's - * render API and the low-level API you're using in cooperation. + * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 + * and earlier, as earlier versions did not queue rendering commands at all, + * instead flushing them to the OS immediately. * - * In all other cases, you can ignore this function. This is only here to - * get maximum performance out of a specific situation. In all other cases, - * SDL will do the right thing, perhaps at a performance loss. + * \param renderer the rendering context + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * This function is first available in SDL 2.0.10, and is not needed in - * 2.0.9 and earlier, as earlier versions did not queue rendering commands - * at all, instead flushing them to the OS immediately. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); /** - * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with - * OpenGL instructions. + * Bind an OpenGL/ES/ES2 texture to the current context. + * + * This is for use with OpenGL instructions when rendering OpenGL primitives + * directly. + * + * If not NULL, `texw` and `texh` will be filled with the width and height + * values suitable for the provided texture. In most cases, both will be 1.0, + * however, on systems that support the GL_ARB_texture_rectangle extension, + * these values will actually be the pixel width and height used to create the + * texture, so this factor needs to be taken into account when providing + * texture coordinates to OpenGL. + * + * You need a renderer to create an SDL_Texture, therefore you can only use + * this function with an implicit OpenGL context from SDL_CreateRenderer(), + * not with your own OpenGL context. If you need control over your OpenGL + * context, you need to write your own texture-loading methods. + * + * Also note that SDL may upload RGB textures as BGR (or vice-versa), and + * re-order the color channels in the shaders phase, so the uploaded texture + * may have swapped color channels. + * + * \param texture the texture to bind to the current OpenGL/ES/ES2 context + * \param texw a pointer to a float value which will be filled with the + * texture width or NULL if you don't need that value + * \param texh a pointer to a float value which will be filled with the + * texture height or NULL if you don't need that value + * \returns 0 on success, or -1 if the operation is not supported; call + * SDL_GetError() for more information. * - * \param texture The SDL texture to bind - * \param texw A pointer to a float that will be filled with the texture width - * \param texh A pointer to a float that will be filled with the texture height + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the operation is not supported + * \sa SDL_GL_MakeCurrent + * \sa SDL_GL_UnbindTexture */ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); /** - * \brief Unbind a texture from the current OpenGL/ES/ES2 context. + * Unbind an OpenGL/ES/ES2 texture from the current context. * - * \param texture The SDL texture to unbind + * See SDL_GL_BindTexture() for examples on how to use these functions * - * \return 0 on success, or -1 if the operation is not supported + * \param texture the texture to unbind from the current OpenGL/ES/ES2 context + * \returns 0 on success, or -1 if the operation is not supported + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_BindTexture + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); /** - * \brief Get the CAMetalLayer associated with the given Metal renderer + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer * - * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalCommandEncoder() + * \sa SDL_RenderGetMetalCommandEncoder */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); /** - * \brief Get the Metal command encoder for the current frame + * Get the Metal command encoder for the current frame + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. + * + * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give + * SDL a drawable to render to, which might happen if the window is + * hidden/minimized/offscreen. This doesn't apply to command encoders for + * render targets, just the window's backbacker. Check your return values! * - * \param renderer The renderer to query + * \param renderer The renderer to query + * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. * - * \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer + * \since This function is available since SDL 2.0.8. * - * \sa SDL_RenderGetMetalLayer() + * \sa SDL_RenderGetMetalLayer */ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer); +/** + * Toggle VSync of the given renderer. + * + * \param renderer The renderer to toggle + * \param vsync 1 for on, 0 for off. All other values are reserved + * \returns a 0 int on success, or non-zero on failure + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_revision.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_revision.h index 3b3fc85ea84e81bda4e3b2667e4beb051a31777e..3253d6df0813f245f8196486ff8212823deac45f 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_revision.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_revision.h @@ -1,2 +1,2 @@ -#define SDL_REVISION "hg-12952:bc90ce38f1e2" -#define SDL_REVISION_NUMBER 12952 +#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6" +#define SDL_REVISION_NUMBER 0 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rwops.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rwops.h index f66119fb02249545129460f174bfbdd57dfa9e1c..71e5c8db825a451964c811a78e3c4c13e35015b9 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rwops.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rwops.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -45,6 +45,9 @@ extern "C" { #define SDL_RWOPS_JNIFILE 3U /**< Android asset */ #define SDL_RWOPS_MEMORY 4U /**< 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. @@ -96,15 +99,7 @@ typedef struct SDL_RWops #if defined(__ANDROID__) struct { - void *fileNameRef; - void *inputStreamRef; - void *readableByteChannelRef; - void *readMethod; - void *assetFileDescriptorRef; - long position; - long size; - long offset; - int fd; + void *asset; } androidio; #elif defined(__WIN32__) struct @@ -118,6 +113,17 @@ typedef struct SDL_RWops size_t left; } buffer; } windowsio; +#elif defined(__VITA__) + struct + { + int h; + struct + { + void *data; + size_t size; + size_t left; + } buffer; + } vitaio; #endif #ifdef HAVE_STDIO_H @@ -150,25 +156,228 @@ typedef struct SDL_RWops */ /* @{ */ +/** + * Use this function to create a new SDL_RWops structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * As a fallback, SDL_RWFromFile() will transparently open a matching filename + * in an Android app's `assets`. + * + * Closing the SDL_RWops will close the file handle SDL is holding internally. + * + * \param file a UTF-8 string representing the filename to open + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file, const char *mode); #ifdef HAVE_STDIO_H -extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, - SDL_bool autoclose); + +extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose); + #else + +/** + * Use this function to create an SDL_RWops structure from a standard I/O file + * pointer (stdio.h's `FILE*`). + * + * This function is not available on Windows, since files opened in an + * application on that platform cannot be used by a dynamically linked + * library. + * + * On some platforms, the first parameter is a `void*`, on others, it's a + * `FILE*`, depending on what system headers are available to SDL. It is + * always intended to be the `FILE*` type from the C runtime's stdio.h. + * + * \param fp the `FILE*` that feeds the SDL_RWops stream + * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + * SDL_FALSE to leave the `FILE*` open when the RWops is + * closed + * \returns a pointer to the SDL_RWops structure that is created, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp, SDL_bool autoclose); #endif +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to make sure the RWops never writes to the memory buffer, you + * should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + * + * \param mem a pointer to a buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + * \sa SDL_RWwrite + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size); + +/** + * Use this function to prepare a read-only memory buffer for use with RWops. + * + * This function sets up an SDL_RWops struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this RWops stream will report an error without + * writing to the memory buffer. + * + * This memory buffer is not copied by the RWops; the pointer you provide must + * remain valid until you close the stream. Closing the stream will not free + * the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_RWFromMem() + * with a writable buffer of memory instead. + * + * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + * \param size the buffer size, in bytes + * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RWclose + * \sa SDL_RWFromConstMem + * \sa SDL_RWFromFile + * \sa SDL_RWFromFP + * \sa SDL_RWFromMem + * \sa SDL_RWread + * \sa SDL_RWseek + * \sa SDL_RWtell + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem, int size); /* @} *//* RWFrom functions */ +/** + * Use this function to allocate an empty, unpopulated SDL_RWops structure. + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + * + * You must free the returned pointer with SDL_FreeRW(). Depending on your + * operating system and compiler, there may be a difference between the + * malloc() and free() your program uses and the versions SDL calls + * internally. Trying to mix the two can cause crashing such as segmentation + * faults. Since all SDL_RWops must free themselves when their **close** + * method is called, all SDL_RWops must be allocated through this function, so + * they can all be freed correctly with SDL_FreeRW(). + * + * \returns a pointer to the allocated memory on success, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeRW + */ extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); + +/** + * Use this function to free an SDL_RWops structure allocated by + * SDL_AllocRW(). + * + * Applications do not need to use this function unless they are providing + * their own SDL_RWops implementation. If you just need a SDL_RWops to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + * call the **close** method on those SDL_RWops pointers when you are done + * with them. + * + * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + * invalid as soon as this function returns. Any extra memory allocated during + * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + * be responsible for managing that memory in their **close** method. + * + * \param area the SDL_RWops structure to be freed + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocRW + */ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #define RW_SEEK_SET 0 /**< Seek from the beginning of data */ @@ -176,77 +385,218 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); #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 function to get the size of the data stream in an SDL_RWops. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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 2.0.10. */ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); /** - * Seek to \c offset relative to \c whence, one of stdio's whence values: - * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + * Seek within an SDL_RWops data stream. + * + * 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. * - * \return the final offset in the data stream, or -1 on error. + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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, 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Read up to \c maxnum objects each of size \c size from the data - * stream to the area pointed at by \c ptr. + * Read from a data source. + * + * 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. * - * \return the number of objects read, or 0 at error or end of file. + * \since This function is available since SDL 2.0.10. + * + * \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, - 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 - * pointed at by \c ptr to data stream. + * Write to an SDL_RWops 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \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. + * + * \since This function is available since SDL 2.0.10. * - * \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, - 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. + * + * Prior to SDL 2.0.10, this function was a macro. + * + * \param context SDL_RWops structure to close + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.10. + * + * \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); /** - * Load all the data from an SDL data stream. - * - * The data is allocated with a zero byte at the end (null terminated) + * Load all the data from an SDL data stream. * - * If \c datasize is not NULL, it is filled with the size of the data 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`. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * The data should be freed with SDL_free(). * - * The data should be freed with SDL_free(). + * \param src the SDL_RWops to read all available data from + * \param datasize if not NULL, will store the number of bytes read + * \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. + * \since This function is available since SDL 2.0.6. */ -extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize, - int freesrc); +extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src, + 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) + * 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. + * Prior to SDL 2.0.10, this function was a macro wrapping around + * SDL_LoadFile_RW. * - * The data should be freed with SDL_free(). + * \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. * - * \return the data, or NULL if there was an error. + * \since This function is available since SDL 2.0.10. */ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); @@ -256,12 +606,114 @@ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); * Read an item of the specified endianness and return in native format. */ /* @{ */ + +/** + * Use this function to read a byte from an SDL_RWops. + * + * \param src the SDL_RWops to read from + * \returns the read byte on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteU8 + */ extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src); + +/** + * Use this function to read 16 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 16 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE16 + */ extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src); + +/** + * Use this function to read 32 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 32 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE32 + */ extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src); + +/** + * Use this function to read 64 bits of little-endian data from an SDL_RWops + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadBE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_RWops and + * return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * \param src the stream from which to read data + * \returns 64 bits of data in the native byte order of the platform. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ReadLE64 + */ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); /* @} *//* Read endian functions */ @@ -271,12 +723,124 @@ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); * Write an item of native format to the specified endianness. */ /* @{ */ + +/** + * Use this function to write a byte to an SDL_RWops. + * + * \param dst the SDL_RWops to write to + * \param value the byte value to write + * \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_ReadU8 + */ extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE16 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE32 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteBE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to a SDL_RWops as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written + * \param value the data to be written, in native format + * \returns 1 on successful write, 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_WriteLE64 + */ extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value); /* @} *//* Write endian functions */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_scancode.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_scancode.h index a50305f55096d3bbaeb4418b34fff9a426f2ddbc..5b2c67c8fc0fce2f10c3d489e39ea00b07b566d2 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_scancode.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_scancode.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_sensor.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_sensor.h index 966adbf2137e7bcf0ef2b980622b99ef7e1485a6..a2f30e0f8f6f1760c3260c87aead8e8cee79015c 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_sensor.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_sensor.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -78,14 +78,16 @@ typedef enum * Accelerometer sensor * * The accelerometer returns the current acceleration in SI meters per - * second squared. This includes gravity, so a device at rest will have - * an acceleration of SDL_STANDARD_GRAVITY straight down. + * second squared. This measurement includes the force of gravity, so + * 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[1]: Acceleration on the y 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 * -Y ... +Y : bottom ... top * -Z ... +Z : farther ... closer @@ -105,16 +107,17 @@ typedef enum * see positive rotation on that axis when it appeared to be rotating * counter-clockwise. * - * values[0]: Angular speed around the x axis - * values[1]: Angular speed around the y axis - * values[2]: Angular speed around the z axis + * values[0]: Angular speed around the x axis (pitch) + * values[1]: Angular speed around the y axis (yaw) + * 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 * -Y ... +Y : bottom ... top * -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() */ @@ -122,118 +125,165 @@ typedef enum /* 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.9. */ 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. - * - * \return The sensor name, or NULL if device_index is out of range. + * \param device_index The sensor to obtain name from + * \returns the sensor name, or NULL if `device_index` is out of range. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \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. * - * \return The sensor type, or SDL_SENSOR_INVALID if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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 + * of range. * - * \return The sensor platform dependent type, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to get instance id from + * \returns the sensor instance ID, or -1 if `device_index` is out of range. * - * \return The sensor instance ID, or -1 if device_index is out of range. + * \since This function is available since SDL 2.0.9. */ 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. + * \param device_index The sensor to open + * \returns an SDL_Sensor sensor object, or NULL if an error occurred. * - * \return A sensor identifier, or NULL if an error occurred. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); /** * Return the SDL_Sensor associated with an instance id. + * + * \param instance_id The sensor from instance id + * \returns an SDL_Sensor object. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. * - * \return The sensor type, or SDL_SENSOR_INVALID if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ 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. + * \param sensor The SDL_Sensor object to inspect + * \returns the sensor instance ID, or -1 if `sensor` is NULL. * - * \return The sensor instance ID, or -1 if the sensor is NULL. + * \since This function is available since SDL 2.0.9. */ 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 data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * \param sensor The SDL_Sensor object to query + * \param data A pointer filled with the current sensor state + * \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. + * \since This function is available since SDL 2.0.9. */ 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 + * + * \since This function is available since SDL 2.0.9. */ 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. + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_SensorUpdate(void); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_shape.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_shape.h index 2ab43fcdc681cdb08c64e54e2da4d61550ad5cf4..1bca9270e5cfe7718f3bdca81a4e22f61f1767ea 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_shape.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_shape.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -44,33 +44,38 @@ extern "C" { #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 x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width 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: - * ::SDL_WINDOW_OPENGL, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_RESIZABLE, - * ::SDL_WINDOW_MAXIMIZED, ::SDL_WINDOW_MINIMIZED, - * ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset. + * \param title The title of the window, in UTF-8 encoding. + * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or + * ::SDL_WINDOWPOS_UNDEFINED. + * \param w The width 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: ::SDL_WINDOW_OPENGL, + * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN, + * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, + * ::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. + * \since This function is available since SDL 2.0.0. * - * \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); /** - * \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. + * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if + * the window is unshaped or NULL. * - * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL. + * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateShapedWindow */ @@ -106,29 +111,35 @@ typedef struct 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 shape A surface encoding the desired shape for the window. * \param shape_mode The parameters to set for the shaped window. + * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape + * argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does + * not reference a valid shaped window. * - * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW - * if the SDL_Window given does not reference a valid shaped window. + * \since This function is available since SDL 2.0.0. * * \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); /** - * \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 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 data, + * 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. * - * \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode - * data, 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. + * \since This function is available since SDL 2.0.0. * * \sa SDL_WindowShapeMode * \sa SDL_SetWindowShape diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_stdinc.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_stdinc.h index 28bb7b9619d3c96cd4c415d0b038b35344ac5179..c0d194c4ae2155aff44b2929ef291de252bdfe3c 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_stdinc.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_stdinc.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -30,6 +30,12 @@ #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 #include <sys/types.h> #endif @@ -109,6 +115,17 @@ char *alloca(); # endif #endif +/** + * Check if the compiler supports a given builtin. + * Supported by virtually all clang versions and recent gcc. Use this + * instead of checking the clang version if possible. + */ +#ifdef __has_builtin +#define _SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define _SDL_HAS_BUILTIN(x) 0 +#endif + /** * The number of elements in an array. */ @@ -217,7 +234,7 @@ typedef uint64_t Uint64; /* @} *//* 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. * (for example win32) */ #ifndef SDL_PRIs64 @@ -264,6 +281,34 @@ typedef uint64_t Uint64; #define SDL_PRIX64 "llX" #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 */ #ifdef SDL_DISABLE_ANALYZE_MACROS @@ -332,7 +377,7 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); /** \cond */ #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 */ typedef enum { @@ -369,7 +414,9 @@ typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); 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 + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, SDL_calloc_func *calloc_func, @@ -377,12 +424,9 @@ extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_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. + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_calloc_func calloc_func, @@ -390,7 +434,9 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, SDL_free_func free_func); /** - * \brief Get the number of outstanding (unfreed) allocations + * Get the number of outstanding (unfreed) allocations + * + * \since This function is available since SDL 2.0.7. */ extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); @@ -401,25 +447,40 @@ extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, in extern DECLSPEC int SDLCALL SDL_abs(int x); -/* !!! FIXME: these have side effects. You probably shouldn't use them. */ -/* !!! FIXME: Maybe we do forceinline functions of SDL_mini, SDL_minf, etc? */ +/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */ #define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) +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_isxdigit(int x); +extern DECLSPEC int SDLCALL SDL_ispunct(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_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); #define SDL_zero(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. */ 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; __asm__ __volatile__ ( "cld \n\t" @@ -432,14 +493,14 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords) size_t _n = (dwords + 3) / 4; Uint32 *_p = SDL_static_cast(Uint32 *, dst); Uint32 _val = (val); - if (dwords == 0) + if (dwords == 0) { return; - switch (dwords % 4) - { - case 0: do { *_p++ = _val; /* fallthrough */ - case 3: *_p++ = _val; /* fallthrough */ - case 2: *_p++ = _val; /* fallthrough */ - case 1: *_p++ = _val; /* fallthrough */ + } + switch (dwords % 4) { + case 0: do { *_p++ = _val; SDL_FALLTHROUGH; + case 3: *_p++ = _val; SDL_FALLTHROUGH; + case 2: *_p++ = _val; SDL_FALLTHROUGH; + case 1: *_p++ = _val; } while ( --_n ); } #endif @@ -450,11 +511,16 @@ 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 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_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 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_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_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); @@ -467,6 +533,7 @@ extern DECLSPEC char *SDLCALL SDL_strlwr(char *str); extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c); extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c); 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 char *SDLCALL SDL_itoa(int value, char *str, int radix); @@ -493,6 +560,8 @@ extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap); extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3); extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap); +extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); +extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap); #ifndef HAVE_M_PI #ifndef M_PI @@ -500,14 +569,28 @@ extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size #endif #endif +/** + * Use this function to compute arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * \param x floating point value, in radians. + * \returns arc cosine of `x`. + * + * \since This function is available since SDL 2.0.2. + */ extern DECLSPEC double SDLCALL SDL_acos(double x); extern DECLSPEC float SDLCALL SDL_acosf(float x); extern DECLSPEC double SDLCALL SDL_asin(double x); extern DECLSPEC float SDLCALL SDL_asinf(float x); extern DECLSPEC double SDLCALL SDL_atan(double x); extern DECLSPEC float SDLCALL SDL_atanf(float x); -extern DECLSPEC double SDLCALL SDL_atan2(double x, double y); -extern DECLSPEC float SDLCALL SDL_atan2f(float x, float y); +extern DECLSPEC double SDLCALL SDL_atan2(double y, double x); +extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x); extern DECLSPEC double SDLCALL SDL_ceil(double x); extern DECLSPEC float SDLCALL SDL_ceilf(float x); extern DECLSPEC double SDLCALL SDL_copysign(double x, double y); @@ -520,6 +603,8 @@ extern DECLSPEC double SDLCALL SDL_fabs(double x); extern DECLSPEC float SDLCALL SDL_fabsf(float x); extern DECLSPEC double SDLCALL SDL_floor(double 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 float SDLCALL SDL_fmodf(float x, float y); extern DECLSPEC double SDLCALL SDL_log(double x); @@ -528,6 +613,10 @@ extern DECLSPEC double SDLCALL SDL_log10(double x); extern DECLSPEC float SDLCALL SDL_log10f(float x); extern DECLSPEC double SDLCALL SDL_pow(double x, double 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 float SDLCALL SDL_scalbnf(float x, int n); extern DECLSPEC double SDLCALL SDL_sin(double x); @@ -551,9 +640,12 @@ extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t * inbytesleft, char **outbuf, size_t * outbytesleft); + /** - * This function converts a string between encodings in one pass, returning a - * string that must be freed with SDL_free() or NULL on error. + * This function converts a string between encodings in one pass, returning a + * string that must be freed with SDL_free() or NULL on error. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, @@ -562,10 +654,22 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1) +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) /* force builds using Clang's static analysis tools to use literal C runtime here, since there are possibly tests that are ineffective otherwise. */ #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_calloc calloc #define SDL_realloc realloc @@ -574,15 +678,23 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, #define SDL_memcpy memcpy #define SDL_memmove memmove #define SDL_memcmp memcmp -#define SDL_strlen strlen #define SDL_strlcpy strlcpy #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_wcsdup wcsdup #define SDL_strchr strchr #define SDL_strrchr strrchr #define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtokr strtok_r #define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp #define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp #define SDL_strcasecmp strcasecmp #define SDL_strncasecmp strncasecmp #define SDL_sscanf sscanf diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_surface.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_surface.h index 51a1283003ec08c354288af4717c396eedd8a23d..441237617cc95ba3dbd93e43035a1df1002c2a1d 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_surface.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_surface.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -80,7 +80,9 @@ typedef struct SDL_Surface /** information needed for surfaces requiring locks */ 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 */ SDL_Rect clip_rect; /**< Read-only */ @@ -110,31 +112,108 @@ typedef enum } 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. * - * If the depth is 4 or 8 bits, an empty palette is allocated for the surface. - * If the depth is greater than 8 bits, the pixel format is set using the - * flags '[RGB]mask'. + * By default surfaces with an alpha mask are set up for blending as with: * - * If the function runs out of memory, it will return NULL. + * ```c++ + * SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + * ``` * - * \param flags The \c flags are obsolete and should be set to 0. - * \param width The width in pixels of the surface to create. - * \param height The height in pixels of the surface to create. - * \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. + * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + * different `blendMode`. + * + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface (Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + /* !!! 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, @@ -144,74 +223,154 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, Uint32 Gmask, Uint32 Bmask, 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. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_FreeSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateRGBSurface + * \sa SDL_CreateRGBSurfaceFrom + * \sa SDL_LoadBMP + * \sa SDL_LoadBMP_RW + */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, 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. + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `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 - * to 0, then you can read and write to the surface at any time, and the - * pixel format of the surface will not change. + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. * - * No operating system or library calls should be made between lock/unlock - * pairs, as critical system locks may be held during this time. + * \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. * - * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_UnlockSurface() + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface */ 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 + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LockSurface + */ 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. + * + * The new surface should be freed with SDL_FreeSurface(). Not doing so will + * result in a memory leak. * - * If \c freesrc is non-zero, the stream will be closed after being read. + * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + * from a file, convert it to an SDL_Surface and then close the file. * - * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FreeSurface + * \sa SDL_RWFromFile + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_RW */ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, 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) /** - * 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 - * 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 - * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are - * not supported. + * 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 + * 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 + * 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. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_LoadBMP_RW + * \sa SDL_SaveBMP */ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface * surface, SDL_RWops * dst, int freedst); @@ -225,183 +384,335 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW 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, - * but the surface must be locked before directly accessing the pixels. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface */ extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, 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 surface to update - * \param flag Non-zero to enable colorkey and 0 to disable colorkey - * \param key The transparent pixel in the native surface format + * \param surface the SDL_Surface structure to query + * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. * - * \return 0 on success, or -1 if the surface is not valid + * \since This function is available since SDL 2.0.14. * - * You can pass SDL_RLEACCEL to enable RLE accelerated blits. + * \sa SDL_SetSurfaceRLE + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetColorKey */ extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure to query + * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. * - * \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_SetColorKey + * \sa SDL_GetColorKey */ 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(). + * + * If the surface doesn't have color key enabled this function returns -1. + * + * \param surface the SDL_Surface structure to query + * \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. * - * \param surface The surface to update - * \param key A pointer filled in with the transparent pixel in the native - * surface format + * \since This function is available since SDL 2.0.0. * - * \return 0 on success, or -1 if the surface is not valid or colorkey is not - * enabled. + * \sa SDL_BlitSurface + * \sa SDL_SetColorKey */ extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, Uint32 * key); /** - * \brief Set an additional color value used in blit operations. + * Set an additional color value multiplied into blit operations. * - * \param surface The surface 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. + * 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: * - * \return 0 on success, or -1 if the surface is not valid. + * `srcC = srcC * (color / 255)` * - * \sa SDL_GetSurfaceColorMod() + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, 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 r A pointer filled in with the current red 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 surface the SDL_Surface structure to query + * \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 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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceColorMod() + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, Uint8 * r, Uint8 * g, 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. - * \param alpha The alpha value multiplied into blit operations. + * `srcA = srcA * (alpha / 255)` * - * \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() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod */ extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, 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. + * \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. * - * \return 0 on success, or -1 if the surface is not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceAlphaMod() + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod */ extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, Uint8 * alpha); /** - * \brief Set the blend mode used for blit operations. + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. * - * \param surface The surface to update. - * \param blendMode ::SDL_BlendMode to use for blit blending. + * \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. * - * \return 0 on success, or -1 if the parameters are not valid. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetSurfaceBlendMode() + * \sa SDL_GetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, 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 blendMode A pointer filled in with the current blend mode. + * \param surface the SDL_Surface structure to query + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetSurfaceBlendMode() + * \sa SDL_SetSurfaceBlendMode */ extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, SDL_BlendMode *blendMode); /** - * Sets the clipping rectangle for the destination surface in a blit. + * Set the clipping rectangle for a surface. * - * If the clip rectangle is NULL, clipping will be disabled. + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. * - * If the clip rectangle doesn't intersect the surface, the function will - * return SDL_FALSE and blits will be completely clipped. Otherwise the - * function returns SDL_TRUE and blits to the surface will be clipped to - * the intersection of the surface area and the clipping rectangle. + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. * - * Note that blits are automatically clipped to the edges of the source - * and destination surfaces. + * \param surface the SDL_Surface structure to be clipped + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping + * \returns SDL_TRUE if the rectangle intersects the surface, otherwise + * SDL_FALSE and blits will be completely clipped. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_GetClipRect */ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, 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. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface * - * \c rect must be a pointer to a valid rectangle which will be filled - * with the correct values. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface + * \sa SDL_SetClipRect */ extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, 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); /** - * Creates a new surface of the specified format, and then copies and maps - * 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. + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. * - * The \c flags parameter is passed to SDL_CreateRGBSurface() and has those - * semantics. You can also pass ::SDL_RLEACCEL in the flags parameter and - * SDL will try to RLE accelerate colorkey and alpha blits in the resulting - * surface. + * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurfaceFormat + * \sa SDL_CreateRGBSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_AllocFormat + * \sa SDL_ConvertSurface + * \sa SDL_CreateRGBSurface + */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat (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 source pixels, 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, Uint32 src_format, @@ -410,20 +721,84 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, void * dst, int dst_pitch); /** - * Performs a fast fill of the given rectangle with \c color. + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. * - * If \c rect is NULL, the whole surface will be filled with \c color. + * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. * - * The color should be a pixel of the format used by the surface, and - * can be generated by the SDL_MapRGB() function. + * \param width the width of the block to convert, in pixels + * \param height the height of the block to convert, 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 source pixels, in bytes + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + * \param dst a pointer to be filled in with premultiplied 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. * - * \return 0 on success, or -1 on error. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, + Uint32 src_format, + const void * src, int src_pitch, + Uint32 dst_format, + void * dst, int dst_pitch); + +/** + * 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 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 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRects */ extern DECLSPEC int SDLCALL SDL_FillRect (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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_FillRect + */ extern DECLSPEC int SDLCALL SDL_FillRects (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. * @@ -432,7 +807,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects * 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. * - * \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. * @@ -484,62 +859,128 @@ extern DECLSPEC int SDLCALL SDL_FillRects #define SDL_BlitSurface SDL_UpperBlit /** - * This is the public blit function, SDL_BlitSurface(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlit() + * Perform a fast blit from the source surface to the destination surface. + * + * SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + * macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_UpperBlit (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitSurface */ extern DECLSPEC int SDLCALL SDL_LowerBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); + /** - * \brief Perform a fast, low quality, stretch blit between two surfaces of the - * same pixel format. + * Perform a fast, low quality, stretch blit between two surfaces of the same + * format. * - * \note This function uses a static buffer, and is not thread-safe. + * Please use SDL_BlitScaled() instead. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, const SDL_Rect * dstrect); +/** + * Perform bilinear scaling between two surfaces of the same format, 32BPP. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src, + const SDL_Rect * srcrect, + SDL_Surface * dst, + const SDL_Rect * dstrect); + + #define SDL_BlitScaled SDL_UpperBlitScaled /** - * This is the public scaled blit function, SDL_BlitScaled(), and it performs - * rectangle validation and clipping before passing it to SDL_LowerBlitScaled() + * Perform a scaled surface copy to a destination surface. + * + * SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + * merely a macro for this function with a less confusing name. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_UpperBlitScaled (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * This is a semi-private blit function and it performs low-level surface - * scaled blitting only. + * Perform low-level surface 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_BlitScaled */ extern DECLSPEC int SDLCALL SDL_LowerBlitScaled (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** - * \brief Set the YUV conversion mode + * Set the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode); /** - * \brief Get the YUV conversion mode + * Get the YUV conversion mode + * + * \since This function is available since SDL 2.0.8. */ 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 + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_system.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_system.h index 3b084076920d8931fa5432f825727a365895beed..e2fa7b5fe393c5c23948e45e8c75a7a6b833f5cf 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_system.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_system.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -43,33 +43,82 @@ extern "C" { /* Platform specific functions for Windows */ #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); -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` + * + * \since This function is available since SDL 2.0.4. + */ +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 ); 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); +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. + * + * \since This function is available since SDL 2.0.16. + */ +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 ); @@ -80,63 +129,202 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a #ifdef __LINUX__ /** - \brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available. - - \return 0 on success, or -1 on error. + * Sets the UNIX nice value for a thread. + * + * 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID The Unix thread ID to change priority of. + * \param sdlPriority The new SDL_ThreadPriority value. + * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...) + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); #endif /* __LINUX__ */ /* Platform specific functions for iOS */ -#if defined(__IPHONEOS__) && __IPHONEOS__ +#ifdef __IPHONEOS__ #define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void* callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_iPhoneSetAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * [README-ios.md](https://hg.libsdl.org/SDL/file/default/docs/README-ios.md) + * + * This functions is also accessible using the macro + * SDL_iOSSetAnimationCallback() since SDL 2.0.4. + * + * \param window the window for which the animation callback should be set + * \param interval the number of frames after which **callback** will be + * called + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \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_iPhoneSetEventPump + */ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); #define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * This functions is also accessible using the macro SDL_iOSSetEventPump() + * since SDL 2.0.4. + * + * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_iPhoneSetAnimationCallback + */ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled); #endif /* __IPHONEOS__ */ /* Platform specific functions for Android */ -#if defined(__ANDROID__) && __ANDROID__ +#ifdef __ANDROID__ /** - \brief Get the JNI environment for the current thread - - This returns JNIEnv*, but the prototype is void* so we don't need jni.h + * Get the Android Java Native Interface Environment of the current thread. + * + * 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); /** - \brief Get the SDL Activity object for the application - - This returns jobject, but the prototype is void* so we don't need jni.h - The jobject returned by SDL_AndroidGetActivity is a local reference. - It is the caller's responsibility to properly release it - (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef) + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * 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); /** - \brief Return true if the application is running on Android TV + * Query Android API level of the current device. + * + * - API level 31: Android 12 + * - 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. + * + * \since This function is available since SDL 2.0.12. + */ +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. + * + * \since This function is available since SDL 2.0.8. */ 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. + * + * \since This function is available since SDL 2.0.9. */ 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. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); /** - \brief Trigger the Android system back button behavior. + * Trigger the Android system back button behavior. + * + * \since This function is available since SDL 2.0.9. */ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); @@ -148,34 +336,99 @@ extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 /** - \brief Get the path used for internal storage for this application. - - This path is unique to your application and cannot be written to - by other applications. + * Get the path used for internal storage for this application. + * + * This path is unique to your application and cannot be written to by other + * 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); /** - \brief Get 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. -*/ + * Get the current state of external storage. + * + * 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. + * + * \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); /** - \brief Get the path used for external storage for this application. - - This path is unique to your application, but is public and can be - written to by other applications. + * Get the path used for external storage for this application. + * + * This path is unique to your application, but is public and can be written + * 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); +/** + * 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. + * + * \since This function is available since SDL 2.0.14. + */ +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. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset); + #endif /* __ANDROID__ */ /* Platform specific functions for WinRT */ -#if defined(__WINRT__) && __WINRT__ +#ifdef __WINRT__ /** * \brief WinRT / Windows Phone path types @@ -221,53 +474,84 @@ typedef enum /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \brief Retrieves a WinRT defined path on the local file system - * - * \note Documentation on most app-specific path types on WinRT - * can be found on MSDN, at the URL: - * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx - * - * \param pathType The type of path to retrieve. - * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL - * if the path is not available for any reason. Not all paths are - * available on all versions of Windows. This is especially true on - * Windows Phone. Check the documentation for the given - * SDL_WinRT_Path for more information on which path types are - * supported where. + * Retrieve a WinRT defined path on the local file system. + * + * Not all paths are available on all versions of Windows. This is especially + * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path + * for more information on which path types are supported where. + * + * Documentation on most app-specific path types on WinRT can be found on + * MSDN, at the URL: + * + * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx + * + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \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); /** - * \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. + * + * \since This function is available since SDL 2.0.8. */ extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily(); #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. + * + * \since This function is available since SDL 2.0.9. */ 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++ */ #ifdef __cplusplus } diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_syswm.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_syswm.h index 7aa8c6869bf1fedf31a2b164e6bc6b6d476f52ad..f7cd670cdefc4c2b138b0598ab984352a4a4884a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_syswm.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_syswm.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -49,6 +49,9 @@ struct SDL_SysWMinfo; #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif #include <windows.h> #endif @@ -95,6 +98,10 @@ typedef struct _UIViewController UIViewController; typedef Uint32 GLuint; #endif +#if defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL) +#define SDL_METALVIEW_TAG 255 +#endif + #if defined(SDL_VIDEO_DRIVER_ANDROID) typedef struct ANativeWindow ANativeWindow; typedef void *EGLSurface; @@ -103,8 +110,17 @@ typedef void *EGLSurface; #if defined(SDL_VIDEO_DRIVER_VIVANTE) #include "SDL_egl.h" #endif + +#if defined(SDL_VIDEO_DRIVER_OS2) +#define INCL_WIN +#include <os2.h> +#endif #endif /* SDL_PROTOTYPES_ONLY */ +#if defined(SDL_VIDEO_DRIVER_KMSDRM) +struct gbm_device; +#endif + #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ @@ -129,7 +145,10 @@ typedef enum SDL_SYSWM_WINRT, SDL_SYSWM_ANDROID, SDL_SYSWM_VIVANTE, - SDL_SYSWM_OS2 + SDL_SYSWM_OS2, + SDL_SYSWM_HAIKU, + SDL_SYSWM_KMSDRM, + SDL_SYSWM_RISCOS } SDL_SYSWM_TYPE; /** @@ -182,6 +201,16 @@ struct SDL_SysWMmsg int dummy; /* No Vivante window events yet */ } 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 /* Can't have an empty union */ int dummy; @@ -232,8 +261,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_COCOA) 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 */ + #else + NSWindow *window; /**< The Cocoa window */ + #endif #else NSWindow *window; /**< The Cocoa window */ #endif @@ -242,8 +275,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_UIKIT) 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 */ + #else + UIWindow *window; /**< The UIKit window */ + #endif #else UIWindow *window; /**< The UIKit window */ #endif @@ -255,9 +292,12 @@ struct SDL_SysWMinfo #if defined(SDL_VIDEO_DRIVER_WAYLAND) struct { - struct wl_display *display; /**< Wayland display */ - struct wl_surface *surface; /**< Wayland surface */ - struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */ + struct wl_display *display; /**< Wayland display */ + struct wl_surface *surface; /**< Wayland surface */ + 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) */ + struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */ } wl; #endif #if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */ @@ -276,6 +316,14 @@ struct SDL_SysWMinfo } android; #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) struct { @@ -284,6 +332,15 @@ struct SDL_SysWMinfo } vivante; #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). */ /* Be careful not to overflow this if you add a new target! */ Uint8 dummy[64]; @@ -294,23 +351,23 @@ struct 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 - * \param info This structure must be initialized with the SDL version, and is - * then filled in with information about the given window. + * The caller must initialize the `info` structure's version by using + * `SDL_VERSION(&info.version)`, and then this function will fill in the rest + * of the structure with information about the given window. * - * \return SDL_TRUE if the function is implemented and the version member of - * the \c info struct is valid, SDL_FALSE otherwise. + * \param window the window about which information is being requested + * \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: - * \code - * SDL_SysWMinfo info; - * SDL_VERSION(&info.version); - * if ( SDL_GetWindowWMInfo(window, &info) ) { ... } - * \endcode + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window, SDL_SysWMinfo * info); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test.h index 17a33dc2cf99e08eb82cc5ebb0e6b76bd7cc3ce4..8cc9d616a321642d1aaf5e9ab4824f943819963a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_assert.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_assert.h index b3ebb62fbd2fe600902db3b434708bcfa8b18960..734230529e0f978ce24fd15d469eca729559f6d8 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_assert.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_assert.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -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 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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_common.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_common.h index c34d0d103071e537836c95b0e0635139b22270ac..0f50967895014f12bd1dc9002f7a2e4b582efd72 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_common.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_common.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,6 +37,9 @@ #if defined(__PSP__) #define DEFAULT_WINDOW_WIDTH 480 #define DEFAULT_WINDOW_HEIGHT 272 +#elif defined(__VITA__) +#define DEFAULT_WINDOW_WIDTH 960 +#define DEFAULT_WINDOW_HEIGHT 544 #else #define DEFAULT_WINDOW_WIDTH 640 #define DEFAULT_WINDOW_HEIGHT 480 @@ -61,6 +64,7 @@ typedef struct const char *window_title; const char *window_icon; Uint32 window_flags; + SDL_bool flash_on_focus_loss; int window_x; int window_y; int window_w; @@ -110,6 +114,10 @@ typedef struct int gl_minor_version; int gl_debug; int gl_profile_mask; + + /* Additional fields added in 2.0.18 */ + SDL_Rect confine; + } SDLTest_CommonState; #include "begin_code.h" @@ -126,7 +134,7 @@ extern "C" { * \param argv Array of command line parameters * \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); @@ -136,7 +144,7 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); * \param state The common state describing the test window to create. * \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); @@ -155,12 +163,25 @@ int SDLTest_CommonArg(SDLTest_CommonState * state, int index); */ 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. * * \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); @@ -171,7 +192,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); * \param argc argc, 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); @@ -193,6 +214,15 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do */ 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. + * \param usedHeight Returns the height used, so the caller can draw more below. + * + */ +void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int * usedHeight); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_compare.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_compare.h index 1f751c8b9c47059d936904070b3eabb550ae7852..8a7a07008f1cd1dcd3f67f855c95601c3fde5ddd 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_compare.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_compare.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_crc32.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_crc32.h index e615d8929cc87306b3e0ba2e628d83b764e9a7ca..049da74061c12ded25e2235b1d6c695c44657a68 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_crc32.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_crc32.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_font.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_font.h index 8fa078440aa9e617e93a1aaea0fcffb2d3517be8..c5cbbbbd34146e9c4d9cb0621479a096900cf5aa 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_font.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_font.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -48,7 +48,7 @@ extern "C" { * \param y The Y coordinate of the upper left corner of the character. * \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); @@ -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 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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_fuzzer.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_fuzzer.h index 7259685a9d4df47c1aebbe9fcaf9c82c5fff6801..bbe8eb874991409fdaef00598dcc18c9fa0caf74 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_fuzzer.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_fuzzer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -66,14 +66,14 @@ void SDLTest_FuzzerInit(Uint64 execKey); /** * Returns a random Uint8 * - * \returns Generated integer + * \returns a generated integer */ Uint8 SDLTest_RandomUint8(void); /** * Returns a random Sint8 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint8 SDLTest_RandomSint8(void); @@ -81,14 +81,14 @@ Sint8 SDLTest_RandomSint8(void); /** * Returns a random Uint16 * - * \returns Generated integer + * \returns a generated integer */ Uint16 SDLTest_RandomUint16(void); /** * Returns a random Sint16 * - * \returns Generated signed integer + * \returns a generated signed integer */ Sint16 SDLTest_RandomSint16(void); @@ -96,7 +96,7 @@ Sint16 SDLTest_RandomSint16(void); /** * Returns a random integer * - * \returns Generated integer + * \returns a generated integer */ Sint32 SDLTest_RandomSint32(void); @@ -104,14 +104,14 @@ Sint32 SDLTest_RandomSint32(void); /** * Returns a random positive integer * - * \returns Generated integer + * \returns a generated integer */ Uint32 SDLTest_RandomUint32(void); /** * Returns random Uint64. * - * \returns Generated integer + * \returns a generated integer */ Uint64 SDLTest_RandomUint64(void); @@ -119,28 +119,28 @@ Uint64 SDLTest_RandomUint64(void); /** * Returns random Sint64. * - * \returns Generated signed integer + * \returns a generated signed integer */ 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); /** - * \returns random double in range [0.0 - 1.0[ + * \returns a random double in range [0.0 - 1.0] */ double SDLTest_RandomUnitDouble(void); /** - * \returns random float. + * \returns a random float. * */ float SDLTest_RandomFloat(void); /** - * \returns random double. + * \returns a random double. * */ double SDLTest_RandomDouble(void); @@ -162,7 +162,7 @@ double SDLTest_RandomDouble(void); * \param boundary2 Upper boundary limit * \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); @@ -183,7 +183,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -204,7 +204,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -225,7 +225,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -246,7 +246,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -268,7 +268,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo * \param boundary2 Upper boundary limit * \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); @@ -289,7 +289,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -310,7 +310,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL * \param boundary2 Upper boundary limit * \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); @@ -324,7 +324,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL * \param min Minimum 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); @@ -336,7 +336,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); * * 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); @@ -350,7 +350,7 @@ char * SDLTest_RandomAsciiString(void); * * \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); @@ -364,12 +364,14 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); * * \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); /** - * 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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_harness.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_harness.h index f5ae92ceb73b39685e48a61c9b50e3eea874a54c..1fd4236beed9b725dd5c2d349b4b78a27e4edd5e 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_harness.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_harness.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -76,9 +76,9 @@ typedef struct SDLTest_TestCaseReference { /* !< Func2Stress */ SDLTest_TestCaseFp testCase; /* !< Short name (or function name) "Func2Stress" */ - char *name; + const char *name; /* !< Long name or full description "This test pushes func2() to the limit." */ - char *description; + const char *description; /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ int enabled; } SDLTest_TestCaseReference; @@ -88,7 +88,7 @@ typedef struct SDLTest_TestCaseReference { */ typedef struct SDLTest_TestSuiteReference { /* !< "PlatformSuite" */ - char *name; + const char *name; /* !< The function that is run before each test. NULL skips. */ SDLTest_TestCaseSetUpFp testSetUp; /* !< The test cases that are run as part of the suite. Last item should be NULL. */ @@ -105,7 +105,7 @@ typedef struct SDLTest_TestSuiteReference { * * \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); @@ -118,7 +118,7 @@ char *SDLTest_GenerateRunSeed(const int length); * \param filter Filter specification. NULL disables. Case sensitive. * \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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_images.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_images.h index b8934812f940ff3b02eb6e57e3a843a4c5bc8631..e2bfc3600e201be447a4f322cf05bbc6ab33bc41 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_images.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_images.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_log.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_log.h index 01d0fedac15eb53982e08fb27753b60cf506357e..e3d39ad27931111fc0683cdb6603a24b88469fdb 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_log.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_log.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_md5.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_md5.h index 2bfd7dff970856ac1f97e1659f3986ed0414a1a0..17b1d2be71e998af511389e685f7b22b6345e8db 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_md5.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_md5.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_memory.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_memory.h index 5d4d39ea5d97d6ec6d153d5c8736fe6cf6f9a01b..cc2edc1b9bd426ef7719b10154bf79f2d69863f5 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_memory.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_memory.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_random.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_random.h index 71e9c70b6acccd9478a1c420f93cda28e1051c29..b1d6060cb2449d23be7b8f5768bd94caeb569ffb 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_random.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_random.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -98,7 +98,7 @@ extern "C" { * * \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); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_thread.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_thread.h index f78b1145d0051b5a518fc4692f7b478d7631e506..35e680ddf4345509122b8ca17cc6522c7a0dfe8d 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_thread.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_thread.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -35,6 +35,17 @@ #include "SDL_atomic.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" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus @@ -54,6 +65,11 @@ typedef unsigned int SDL_TLSID; /** * 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. */ typedef enum { @@ -64,12 +80,15 @@ typedef enum { } SDL_ThreadPriority; /** - * The function passed to SDL_CreateThread(). - * It is passed a void* user context parameter and returns an int. + * The function passed to SDL_CreateThread(). + * + * \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); -#if defined(__WIN32__) && !defined(HAVE_LIBC) + +#if defined(__WIN32__) /** * \file SDL_thread.h * @@ -91,16 +110,19 @@ typedef int (SDLCALL * SDL_ThreadFunction) (void *data); * library! */ #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 * /*arg*/, unsigned, unsigned * /* threadID */); typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code); -/** - * Create a thread. - */ +#ifndef SDL_beginthread +#define SDL_beginthread _beginthreadex +#endif +#ifndef SDL_endthread +#define SDL_endthread _endthreadex +#endif + extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -113,17 +135,14 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), pfnSDL_CurrentEndThread pfnEndThread); -/** - * Create a thread. - */ #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(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)_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)SDL_endthread) #endif #elif defined(__OS2__) @@ -132,13 +151,17 @@ SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *), * into a dll with Watcom's runtime statically linked. */ #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 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 SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, @@ -147,52 +170,85 @@ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread); + #if defined(SDL_CreateThread) && SDL_DYNAMIC_API #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 -#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 -#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread) -#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, 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)SDL_beginthread, (pfnSDL_CurrentEndThread)SDL_endthread) #endif #else /** - * Create a thread with a default stack size. + * Create a new thread with a default stack size. + * + * This is equivalent to calling: * - * This is equivalent to calling: - * SDL_CreateThreadWithStackSize(fn, name, 0, data); + * ```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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThreadWithStackSize + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); /** - * Create a thread. - * - * 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: - * - * http://stackoverflow.com/questions/149932/naming-conventions-for-threads - * - * If a system imposes requirements, SDL will try to munge the string for - * it (truncate, etc), but the original string contents will be available - * from SDL_GetThreadName(). - * - * 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). - * - * In SDL 2.1, stacksize will be folded into the original SDL_CreateThread - * function. + * 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 + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * 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). + * + * In SDL 2.1, stack size will be folded into the original SDL_CreateThread + * function, but for backwards compatibility, this is currently a separate + * function. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param stacksize the size, in bytes, to allocate for the new thread stack. + * \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. + * + * \since This function is available since SDL 2.0.9. + * + * \sa SDL_WaitThread */ extern DECLSPEC SDL_Thread *SDLCALL SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data); @@ -200,137 +256,202 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz #endif /** - * 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 - * memory, not to be free()'d by the caller, and remains valid until the - * specified thread is cleaned up by SDL_WaitThread(). + * Get the thread name as it was specified in SDL_CreateThread(). + * + * This is internal memory, not to be freed by the caller, and remains valid + * until the 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread */ 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetThreadID */ extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); /** - * Get the thread identifier for the specified thread. + * Get the thread identifier for the specified thread. * - * Equivalent to SDL_ThreadID() if the specified thread is NULL. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ThreadID */ 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. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); /** - * Wait for a thread to finish. Threads that haven't been detached will - * remain (as a "zombie") until this function cleans them up. Not doing so - * is a resource leak. + * Wait for a thread to finish. + * + * 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. + * + * The return code for the thread function is placed in the area pointed to by + * `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. * - * 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. + * It is safe to pass a NULL thread to this function; it is a no-op. * - * The return code for the thread function is placed in the area - * pointed to by \c status, if \c status is not NULL. + * Note that the thread pointer is freed by this function and is not valid + * afterward. * - * You may not wait on a thread that has been used in a call to - * SDL_DetachThread(). Use either that function or this one, but not - * both, or behavior is undefined. + * \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. * - * It is safe to pass NULL to this function; it is a no-op. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread */ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); /** - * A thread may be "detached" to signify that it should not remain until - * another thread has called SDL_WaitThread() on it. Detaching a thread - * is 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(). - * - * 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 - * the detached thread's exit, instead of remaining until someone has called - * 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. - * 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 - * undefined. - * - * It is safe to pass NULL to this function; it is a no-op. + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * 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(). + * + * 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 the + * detached thread's exit, instead of remaining until someone has called + * 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. 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 undefined. + * + * 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); /** - * \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific. - * - * \return The newly created thread local storage identifier, or 0 on error - * - * \code - * static SDL_SpinLock tls_lock; - * static SDL_TLSID thread_local_storage; - * - * void SetMyThreadData(void *value) - * { - * if (!thread_local_storage) { - * 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() + * Create a piece of thread-local storage. + * + * This creates an identifier that is globally visible to all threads but + * refers to data that is thread-specific. + * + * \returns the newly created thread local storage identifier or 0 on error. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TLSGet + * \sa SDL_TLSSet */ 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_TLSSet() + * \sa SDL_TLSCreate + * \sa SDL_TLSSet */ 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 - * \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. + * ```c + * void destructor(void *value) + * ``` * - * \return 0 on success, -1 on error + * where its parameter `value` is what was passed as `value` to SDL_TLSSet(). * - * \sa SDL_TLSCreate() - * \sa SDL_TLSGet() + * \param id the thread local storage ID + * \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*)); +/** + * Cleanup all TLS data for this thread. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC void SDLCALL SDL_TLSCleanup(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_timer.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_timer.h index 2a47b043aad40d58e476936b57d9f6c1e0e12436..62f81d42db442392edb921bc232750ff4e923cd6 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_timer.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_timer.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -38,45 +38,121 @@ extern "C" { #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. + * + * This function is not recommended as of SDL 2.0.18; use SDL_GetTicks64() + * instead, where the value doesn't wrap every ~49 days. There are places in + * SDL where we provide a 32-bit timestamp that can not change without + * breaking binary compatibility, though, so this function isn't officially + * deprecated. + * + * \returns an unsigned 32-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_TICKS_PASSED */ extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); /** - * \brief Compare SDL ticks values, and return true if A has passed B + * Get the number of milliseconds since SDL library initialization. + * + * Note that you should not use the SDL_TICKS_PASSED macro with values + * returned by this function, as that macro does clever math to compensate for + * the 32-bit overflow every ~49 days that SDL_GetTicks() suffers from. 64-bit + * values from this function can be safely compared directly. * - * e.g. if you want to wait 100 ms, you could do this: - * Uint32 timeout = SDL_GetTicks() + 100; - * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { - * ... do work until timeout has elapsed - * } + * For example, if you want to wait 100 ms, you could do this: + * + * ```c + * const Uint64 timeout = SDL_GetTicks64() + 100; + * while (SDL_GetTicks64() < timeout) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); + +/** + * Compare 32-bit SDL ticks values, and return true if `A` has passed `B`. + * + * This should be used with results from SDL_GetTicks(), as this macro + * attempts to deal with the 32-bit counter wrapping back to zero every ~49 + * days, but should _not_ be used with SDL_GetTicks64(), which does not have + * that problem. + * + * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could + * do this: + * + * ```c + * const Uint32 timeout = SDL_GetTicks() + 100; + * while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) { + * // ... do work until timeout has elapsed + * } + * ``` + * + * Note that this does not handle tick differences greater + * than 2^31 so take care when using the above kind of code + * with large timeout delays (tens of days). */ #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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetPerformanceFrequency */ 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); /** - * \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 + * + * \since This function is available since SDL 2.0.0. */ 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 next timer interval. If the returned value is the same as the one - * passed in, the periodic alarm continues, otherwise a new alarm is - * scheduled. If the callback returns 0, the periodic alarm is cancelled. + * 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 + * passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is cancelled. */ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); @@ -86,20 +162,51 @@ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); typedef int SDL_TimerID; /** - * \brief Add a new timer to the pool of timers already running. + * Call a callback function at a future time. * - * \return A timer ID, or 0 when an error occurs. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RemoveTimer */ extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *param); /** - * \brief Remove a timer knowing its ID. + * Remove a timer created with SDL_AddTimer(). + * + * \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. * - * \return A boolean value indicating success or failure. + * \since This function is available since SDL 2.0.0. * - * \warning It is not safe to remove a timer multiple times. + * \sa SDL_AddTimer */ extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_touch.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_touch.h index 99dbcb8c3fa34bbbfc8b344809279bbc521197be..9b00716b2a9ca1ac227a1d93f18efacd171e8f50 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_touch.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_touch.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -64,30 +64,70 @@ typedef struct SDL_Finger #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); /** - * \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); /** - * \brief Get the type of the given touch device. + * Get the type of the given touch device. + * + * \since This function is available since SDL 2.0.10. */ 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); /** - * \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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_RecordGesture */ extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_types.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_types.h index 9c3e9896f06cecfc8a5367c4e0d703ae4a005006..355fb501a8dd6a2d6958b85686d34ba27a7cb80c 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_types.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_types.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_version.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_version.h index 6c7499d320a8d31c89cfa350182551b7f4c249ef..2716eba7b967618b6fb80b15a246d7a8024025dc 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_version.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_version.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -37,16 +37,16 @@ extern "C" { #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 - * (increments with massive changes, additions, and enhancements), - * minor revision (increments with backwards-compatible changes to the - * major revision), and patchlevel (increments with fixes to the minor - * revision). + * Represents the library's version as three levels: major revision + * (increments with massive changes, additions, and enhancements), + * minor revision (increments with backwards-compatible changes to the + * major revision), and patchlevel (increments with fixes to the minor + * revision). * - * \sa SDL_VERSION - * \sa SDL_GetVersion + * \sa SDL_VERSION + * \sa SDL_GetVersion */ typedef struct SDL_version { @@ -59,22 +59,22 @@ typedef struct SDL_version */ #define SDL_MAJOR_VERSION 2 #define SDL_MINOR_VERSION 0 -#define SDL_PATCHLEVEL 10 +#define SDL_PATCHLEVEL 20 /** - * \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 - * library you compiled against. This is determined by what header the - * 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 - * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), - * is not a macro. + * This macro fills in a SDL_version structure with the version of the + * library you compiled against. This is determined by what header the + * 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 + * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), + * 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_GetVersion + * \sa SDL_version + * \sa SDL_GetVersion */ #define SDL_VERSION(x) \ { \ @@ -107,48 +107,74 @@ typedef struct SDL_version (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 - * current version will be different than the version you compiled against. - * This function returns the current version, while SDL_VERSION() is a - * macro that tells you what version you compiled with. + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION() is a macro that + * tells you what version you compiled with. * - * \code - * SDL_version compiled; - * SDL_version linked; + * This function may be called safely at any time, even before SDL_Init(). * - * SDL_VERSION(&compiled); - * 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 + * \param ver the SDL_version structure that contains the version information * - * This function may be called safely at any time, even before SDL_Init(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VERSION + * \sa SDL_GetRevision */ 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. * - * Returns an 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. + * 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. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetVersion */ 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. + * + * When SDL was hosted in a Mercurial repository, and was built carefully, + * this would return the revision number that the build was created from. 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. + * + * Before SDL 2.0.16, this might have returned an unreliable, but non-zero + * number. + * + * \deprecated Use SDL_GetRevision() instead; if SDL was carefully built, it + * will return a git hash. + * + * \returns zero, always, in modern SDL releases. + * + * \since This function is available since SDL 2.0.0. * - * Returns a number uniquely identifying the exact revision of the SDL - * library in use. It is an incrementing number based on commits to - * hg.libsdl.org. + * \sa SDL_GetRevision */ -extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); +extern SDL_DEPRECATED DECLSPEC int SDLCALL SDL_GetRevisionNumber(void); /* Ends C function definitions when using C++ */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_video.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_video.h index 352afd436d897c164119dfe49dcb24d71640fd96..e43cb27ecde519ea222f642f2333177e6bb2a508 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_video.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_video.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -65,9 +65,12 @@ typedef struct * \sa SDL_CreateWindow() * \sa SDL_CreateWindowFrom() * \sa SDL_DestroyWindow() + * \sa SDL_FlashWindow() * \sa SDL_GetWindowData() * \sa SDL_GetWindowFlags() * \sa SDL_GetWindowGrab() + * \sa SDL_GetWindowKeyboardGrab() + * \sa SDL_GetWindowMouseGrab() * \sa SDL_GetWindowPosition() * \sa SDL_GetWindowSize() * \sa SDL_GetWindowTitle() @@ -79,6 +82,8 @@ typedef struct * \sa SDL_SetWindowData() * \sa SDL_SetWindowFullscreen() * \sa SDL_SetWindowGrab() + * \sa SDL_SetWindowKeyboardGrab() + * \sa SDL_SetWindowMouseGrab() * \sa SDL_SetWindowIcon() * \sa SDL_SetWindowPosition() * \sa SDL_SetWindowSize() @@ -96,7 +101,6 @@ typedef struct SDL_Window SDL_Window; */ typedef enum { - /* !!! FIXME: change this to name = (1<<x). */ SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */ @@ -105,7 +109,7 @@ typedef enum SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */ SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */ SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */ - SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */ + SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */ SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */ SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ), @@ -113,13 +117,17 @@ typedef enum SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported. On macOS NSHighResolutionCapable must be set true in the application's Info.plist for this to have any effect. */ - SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */ - SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ - SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ - SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ - SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ - SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ - SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */ + SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ + SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ + SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ + SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ + SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ + SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ + SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */ + SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */ + SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */ + + SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */ } SDL_WindowFlags; /** @@ -166,7 +174,9 @@ typedef enum SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ - SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */ + SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */ + SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */ } SDL_WindowEventID; /** @@ -175,9 +185,14 @@ typedef enum typedef enum { SDL_DISPLAYEVENT_NONE, /**< Never used */ - SDL_DISPLAYEVENT_ORIENTATION /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */ + SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */ + SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */ } SDL_DisplayEventID; +/** + * \brief Display orientation + */ typedef enum { SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ @@ -187,6 +202,16 @@ typedef enum SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ } SDL_DisplayOrientation; +/** + * \brief Window flash operation + */ +typedef enum +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + /** * \brief An opaque handle to an OpenGL context. */ @@ -256,736 +281,1299 @@ typedef enum /* Function prototypes */ /** - * \brief Get the number of video drivers compiled into SDL + * Get the number of video drivers compiled into SDL. + * + * \returns a number >= 1 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_GetVideoDriver() + * \sa SDL_GetVideoDriver */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); /** - * \brief Get the name of a built in video driver. + * Get the name of a built in video driver. * - * \note The video drivers are presented in the order in which they are - * normally checked during initialization. + * The video drivers are presented in the order in which they are normally + * checked during initialization. * - * \sa SDL_GetNumVideoDrivers() + * \param index the index of a video driver + * \returns the name of the video driver with the given **index**. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers */ extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); /** - * \brief Initialize the video subsystem, optionally specifying a video driver. + * Initialize the video subsystem, optionally specifying a video driver. + * + * This function initializes the video subsystem, setting up a connection to + * the window manager, etc, and determines the available display modes and + * pixel formats, but does not initialize a window or graphics mode. + * + * If you use this function and you haven't used the SDL_INIT_VIDEO flag with + * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit() + * before calling SDL_Quit(). * - * \param driver_name Initialize a specific driver by name, or NULL for the - * default video driver. + * It is safe to call this function multiple times. SDL_VideoInit() will call + * SDL_VideoQuit() itself if the video subsystem has already been initialized. * - * \return 0 on success, -1 on error + * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a + * specific `driver_name`. * - * This function initializes the video subsystem; setting up a connection - * to the window manager, etc, and determines the available display modes - * and pixel formats, but does not initialize a window or graphics mode. + * \param driver_name the name of a video driver to initialize, or NULL for + * the default driver + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_VideoQuit() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + * \sa SDL_InitSubSystem + * \sa SDL_VideoQuit */ extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name); /** - * \brief Shuts down the video subsystem. + * Shut down the video subsystem, if initialized with SDL_VideoInit(). + * + * This function closes all windows, and restores the original video mode. * - * This function closes all windows, and restores the original video mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_VideoInit() + * \sa SDL_VideoInit */ extern DECLSPEC void SDLCALL SDL_VideoQuit(void); /** - * \brief Returns the name of the currently initialized video driver. + * Get the name of the currently initialized video driver. * - * \return The name of the current video driver or NULL if no driver - * has been initialized + * \returns the name of the current video driver or NULL if no driver has been + * initialized. * - * \sa SDL_GetNumVideoDrivers() - * \sa SDL_GetVideoDriver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); /** - * \brief Returns the number of available video displays. + * Get the number of available video displays. + * + * \returns a number >= 1 or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetDisplayBounds() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); /** - * \brief Get the name of a display in UTF-8 encoding + * Get the name of a display in UTF-8 encoding. + * + * \param displayIndex the index of display from which the name should be + * queried + * \returns the name of a display or NULL for an invalid display index or + * failure; call SDL_GetError() for more information. * - * \return The name of a display, or NULL for an invalid display index. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex); /** - * \brief Get the desktop area represented by a display, with the primary - * display located at 0,0 + * Get the desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * \return 0 on success, or -1 if the index is out of range. + * \param displayIndex the index of the display to query + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the usable desktop area represented by a display, with the - * primary display located at 0,0 + * Get the usable desktop area represented by a display. + * + * The primary display (`displayIndex` zero) is always located at 0,0. * - * This is the same area as SDL_GetDisplayBounds() reports, but with portions - * reserved by the system removed. For example, on Mac OS X, this subtracts - * the area occupied by the menu bar and dock. + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. * - * Setting a window to be fullscreen generally bypasses these unusable areas, - * so these are good guidelines for the maximum space available to a - * non-fullscreen window. + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. * - * \return 0 on success, or -1 if the index is out of range. + * The parameter `rect` is ignored if it is NULL. * - * \sa SDL_GetDisplayBounds() - * \sa SDL_GetNumVideoDisplays() + * This function also returns -1 if the parameter `displayIndex` is out of + * range. + * + * \param displayIndex the index of the display to query the usable bounds + * from + * \param rect the SDL_Rect structure filled in with the display bounds + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect); /** - * \brief Get the dots/pixels-per-inch for a display + * Get the dots/pixels-per-inch for a display. + * + * Diagonal, horizontal and vertical DPI can all be optionally returned if the + * appropriate parameter is non-NULL. * - * \note Diagonal, horizontal and vertical DPI can all be optionally - * returned if the parameter is non-NULL. + * A failure of this function usually means that either no DPI information is + * available or the `displayIndex` is out of range. * - * \return 0 on success, or -1 if no DPI information is available or the index is out of range. + * \param displayIndex the index of the display from which DPI information + * should be queried + * \param ddpi a pointer filled in with the diagonal DPI of the display; may + * be NULL + * \param hdpi a pointer filled in with the horizontal DPI of the display; may + * be NULL + * \param vdpi a pointer filled in with the vertical DPI of the display; may + * be NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetNumVideoDisplays() + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi); /** - * \brief Get the orientation of a display + * Get the orientation of a display. + * + * \param displayIndex the index of the display to query + * \returns The SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * - * \return The orientation of the display, or SDL_ORIENTATION_UNKNOWN if it isn't available. + * \since This function is available since SDL 2.0.9. * - * \sa SDL_GetNumVideoDisplays() + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex); /** - * \brief Returns the number of available display modes. + * Get the number of available display modes. * - * \sa SDL_GetDisplayMode() + * The `displayIndex` needs to be in the range from 0 to + * SDL_GetNumVideoDisplays() - 1. + * + * \param displayIndex the index of the display to query + * \returns a number >= 1 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_GetDisplayMode + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex); /** - * \brief Fill in information about a specific display mode. + * Get information about a specific display mode. * - * \note The display modes are sorted in this priority: - * \li bits per pixel -> more colors to fewer colors - * \li width -> largest to smallest - * \li height -> largest to smallest - * \li refresh rate -> highest to lowest + * The display modes are sorted in this priority: * - * \sa SDL_GetNumDisplayModes() + * - width -> largest to smallest + * - height -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * + * \param displayIndex the index of the display to query + * \param modeIndex the index of the display mode to query + * \param mode an SDL_DisplayMode structure filled in with the mode at + * `modeIndex` + * \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_GetNumDisplayModes */ extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the desktop display mode. + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetCurrentDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Fill in information about the current display mode. + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure filled in with the current display + * mode + * \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_GetDesktopDisplayMode + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumVideoDisplays + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode); /** - * \brief Get the closest match to the requested display mode. + * Get the closest match to the requested display mode. * - * \param displayIndex The index of display from which mode should be queried. - * \param mode The desired display mode - * \param closest A pointer to a display mode to be filled in with the closest - * match of the available display modes. + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then NULL is returned. * - * \return The passed in value \c closest, or NULL if no matching video mode - * was available. + * \param displayIndex the index of the display to query + * \param mode an SDL_DisplayMode structure containing the desired display + * mode + * \param closest an SDL_DisplayMode structure filled in with the closest + * match of the available display modes + * \returns the passed in value `closest` or NULL if no matching video mode + * was available; call SDL_GetError() for more information. * - * The available display modes are scanned, and \c closest is filled in with the - * closest mode matching the requested mode and returned. The mode format and - * refresh_rate default to the desktop mode if they are 0. The modes are - * scanned with size being first priority, format being second priority, and - * finally checking the refresh_rate. If all the available modes are too - * small, then NULL is returned. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetNumDisplayModes() - * \sa SDL_GetDisplayMode() + * \sa SDL_GetDisplayMode + * \sa SDL_GetNumDisplayModes */ extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); /** - * \brief Get the display index associated with a window. + * Get the index of the display associated with a window. + * + * \param window the window to query + * \returns the index of the display containing the center of the window on + * success or a negative error code on failure; call SDL_GetError() + * for more information. * - * \return the display index of the display containing the center of the - * window, or -1 on error. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetNumVideoDisplays */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window); /** - * \brief Set the display mode used when a fullscreen window is visible. + * Set the display mode to use when a window is visible at fullscreen. * - * By default the window's dimensions and the desktop format and refresh rate - * are used. + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). * - * \param window The window for which the display mode should be set. - * \param mode The mode to use, or NULL for the default mode. + * \param window the window to affect + * \param mode the SDL_DisplayMode structure representing the mode to use, or + * NULL to use the window's dimensions and the desktop's format + * and refresh rate + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the display mode failed. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \sa SDL_GetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window, - const SDL_DisplayMode - * mode); + const SDL_DisplayMode * mode); /** - * \brief Fill in information about the display mode used when a fullscreen - * window is visible. + * Query the display mode to use when a window is visible at fullscreen. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_SetWindowFullscreen() + * \param window the window to query + * \param mode an SDL_DisplayMode structure filled in with the fullscreen + * display mode + * \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_SetWindowDisplayMode + * \sa SDL_SetWindowFullscreen */ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window, SDL_DisplayMode * mode); /** - * \brief Get the pixel format associated with the window. - */ -extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); - -/** - * \brief Create a window with the specified position, dimensions, and flags. - * - * \param title The title of the window, in UTF-8 encoding. - * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param w The width of the window, in screen coordinates. - * \param h The height of the window, in screen coordinates. - * \param flags The flags for the window, a mask of any of the following: - * ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL, - * ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS, - * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, - * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED, - * ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN. - * - * \return The created window, or NULL if window creation failed. + * Get the raw ICC profile data for the screen the window is currently on. * - * If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size - * in pixels may differ from its size in screen coordinates on platforms with - * high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query - * the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(), - * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the - * drawable size in pixels. + * Data returned should be freed with SDL_free. * - * If the window is created with any of the SDL_WINDOW_OPENGL or - * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function - * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the - * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * \param window the window to query + * \param size the size of the ICC profile + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. * - * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, - * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * \since This function is available since SDL 2.0.18. + */ +extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size); + +/** + * Get the pixel format associated with the window. * - * \note On non-Apple devices, SDL requires you to either not link to the - * Vulkan loader or link to a dynamic library version. This limitation - * may be removed in a future version of SDL. + * \param window the window to query + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. * - * \sa SDL_DestroyWindow() - * \sa SDL_GL_LoadLibrary() - * \sa SDL_Vulkan_LoadLibrary() + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); + +/** + * Create a window with the specified position, dimensions, and flags. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window + * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus + * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if + * supported (>= SDL 2.0.1) + * + * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is + * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be + * queried later using SDL_GetWindowFlags(). + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size + * in pixels may differ from its size in screen coordinates on platforms with + * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the + * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to query the drawable size in pixels. + * + * If the window is set fullscreen, the width and height parameters `w` and + * `h` will not be used. However, invalid size parameters (e.g. too large) may + * still fail. Window size is actually limited to 16384 x 16384 for all + * platforms at window creation. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding + * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or + * `SDL_WINDOWPOS_UNDEFINED` + * \param w the width of the window, in screen coordinates + * \param h the height of the window, in screen coordinates + * \param flags 0, or one or more SDL_WindowFlags OR'd together + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindowFrom + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags); /** - * \brief Create an SDL window from an existing native window. + * Create an SDL window from an existing native window. * - * \param data A pointer to driver-dependent window creation data + * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows) + * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured + * before using SDL_CreateWindowFrom(). * - * \return The created window, or NULL if window creation failed. + * \param data a pointer to driver-dependent window creation data, typically + * your native window cast to a void* + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. * - * \sa SDL_DestroyWindow() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow */ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data); /** - * \brief Get the numeric ID of a window, for logging purposes. + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFromID */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window); /** - * \brief Get a window from a stored ID, or NULL if it doesn't exist. + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowID */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id); /** - * \brief Get the window flags. + * Get the window flags. + * + * \param window the window to query + * \returns a mask of the SDL_WindowFlags associated with `window` + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowGrab + * \sa SDL_ShowWindow */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window); /** - * \brief Set the title of a window, in UTF-8 format. + * Set the title of a window. * - * \sa SDL_GetWindowTitle() + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change + * \param title the desired window title in UTF-8 format + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowTitle */ extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window, const char *title); /** - * \brief Get the title of a window, in UTF-8 format. + * Get the title of a window. * - * \sa SDL_SetWindowTitle() + * \param window the window to query + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowTitle */ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window); /** - * \brief Set the icon for a window. + * Set the icon for a window. * - * \param window The window for which the icon should be set. - * \param icon The icon for the window. + * \param window the window to change + * \param icon an SDL_Surface structure containing the icon for the window + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window, SDL_Surface * icon); /** - * \brief Associate an arbitrary named pointer with a window. + * Associate an arbitrary named pointer with a window. * - * \param window The window to associate with the pointer. - * \param name The name of the pointer. - * \param userdata The associated pointer. + * `name` is case-sensitive. * - * \return The previous value associated with 'name' + * \param window the window to associate with the pointer + * \param name the name of the pointer + * \param userdata the associated pointer + * \returns the previous value associated with `name`. * - * \note The name is case-sensitive. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowData() + * \sa SDL_GetWindowData */ extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window, const char *name, void *userdata); /** - * \brief Retrieve the data pointer associated with a window. + * Retrieve the data pointer associated with a window. * - * \param window The window to query. - * \param name The name of the pointer. + * \param window the window to query + * \param name the name of the pointer + * \returns the value associated with `name`. * - * \return The value associated with 'name' + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowData() + * \sa SDL_SetWindowData */ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window, const char *name); /** - * \brief Set the position of a window. + * Set the position of a window. * - * \param window The window to reposition. - * \param x The x coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y coordinate of the window in screen coordinates, or - * ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED. + * The window coordinate origin is the upper left of the display. * - * \note The window coordinate origin is the upper left of the display. + * \param window the window to reposition + * \param x the x coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * \param y the y coordinate of the window in screen coordinates, or + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` * - * \sa SDL_GetWindowPosition() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowPosition */ extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window, int x, int y); /** - * \brief Get the position of a window. + * Get the position of a window. * - * \param window The window to query. - * \param x Pointer to variable for storing the x position, in screen - * coordinates. May be NULL. - * \param y Pointer to variable for storing the y position, in screen - * coordinates. May be NULL. + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. * - * \sa SDL_SetWindowPosition() + * \param window the window to query + * \param x a pointer filled in with the x position of the window, in screen + * coordinates, may be NULL + * \param y a pointer filled in with the y position of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowPosition */ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window, int *x, int *y); /** - * \brief Set the size of a window's client area. + * Set the size of a window's client area. * - * \param window The window to resize. - * \param w The width of the window, in screen coordinates. Must be >0. - * \param h The height of the window, in screen coordinates. Must be >0. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or + * SDL_GetRendererOutputSize() to get the real client area size in pixels. * - * \note Fullscreen windows automatically match the size of the display mode, - * and you should use SDL_SetWindowDisplayMode() to change their size. + * Fullscreen windows automatically match the size of the display mode, and + * you should use SDL_SetWindowDisplayMode() to change their size. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * \param window the window to change + * \param w the width of the window in pixels, in screen coordinates, must be + * > 0 + * \param h the height of the window in pixels, in screen coordinates, must be + * > 0 * - * \sa SDL_GetWindowSize() - * \sa SDL_SetWindowDisplayMode() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w, int h); /** - * \brief Get the size of a window's client area. + * Get the size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the width, in screen - * coordinates. May be NULL. - * \param h Pointer to variable for storing the height, in screen - * coordinates. May be NULL. + * NULL can safely be passed as the `w` or `h` parameter if the width or + * height value is not desired. * - * The window size in screen coordinates may differ from the size in pixels, if - * the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with - * high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or - * SDL_GetRendererOutputSize() to get the real client area size in pixels. + * The window size in screen coordinates may differ from the size in pixels, + * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform + * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(), + * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the + * real client area size in pixels. * - * \sa SDL_SetWindowSize() + * \param window the window to query the width and height from + * \param w a pointer filled in with the width of the window, in screen + * coordinates, may be NULL + * \param h a pointer filled in with the height of the window, in screen + * coordinates, may be NULL + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetDrawableSize + * \sa SDL_Vulkan_GetDrawableSize + * \sa SDL_SetWindowSize */ extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w, int *h); /** - * \brief Get the size of a window's borders (decorations) around the client area. + * Get the size of a window's borders (decorations) around the client area. * - * \param window The window to query. - * \param top Pointer to variable for storing the size of the top border. NULL is permitted. - * \param left Pointer to variable for storing the size of the left border. NULL is permitted. - * \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted. - * \param right Pointer to variable for storing the size of the right border. NULL is permitted. + * Note: If this function fails (returns -1), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. * - * \return 0 on success, or -1 if getting this information is not supported. + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. * - * \note if this function fails (returns -1), the size values will be - * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as - * if the window in question was borderless. + * This function also returns -1 if getting the information is not supported. + * + * \param window the window to query the size values of the border + * (decorations) from + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowSize */ extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window, int *top, int *left, int *bottom, int *right); /** - * \brief Set the minimum size of a window's client area. + * Set the minimum size of a window's client area. * - * \param window The window to set a new minimum size. - * \param min_w The minimum width of the window, must be >0 - * \param min_h The minimum height of the window, must be >0 + * \param window the window to change + * \param min_w the minimum width of the window in pixels + * \param min_h the minimum height of the window in pixels * - * \note You can't change the minimum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window, int min_w, int min_h); /** - * \brief Get the minimum size of a window's client area. + * Get the minimum size of a window's client area. * - * \param window The window to query. - * \param w Pointer to variable for storing the minimum width, may be NULL - * \param h Pointer to variable for storing the minimum height, may be NULL + * \param window the window to query + * \param w a pointer filled in with the minimum width of the window, may be + * NULL + * \param h a pointer filled in with the minimum height of the window, may be + * NULL * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the maximum size of a window's client area. + * Set the maximum size of a window's client area. * - * \param window The window to set a new maximum size. - * \param max_w The maximum width of the window, must be >0 - * \param max_h The maximum height of the window, must be >0 + * \param window the window to change + * \param max_w the maximum width of the window in pixels + * \param max_h the maximum height of the window in pixels * - * \note You can't change the maximum size of a fullscreen window, it - * automatically matches the size of the display mode. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMaximumSize() - * \sa SDL_SetWindowMinimumSize() + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize */ extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window, int max_w, int max_h); /** - * \brief Get the maximum size of a window's client area. + * Get the maximum size of a window's client area. + * + * \param window the window to query + * \param w a pointer filled in with the maximum width of the window, may be + * NULL + * \param h a pointer filled in with the maximum height of the window, may be + * NULL * - * \param window The window to query. - * \param w Pointer to variable for storing the maximum width, may be NULL - * \param h Pointer to variable for storing the maximum height, may be NULL + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowMinimumSize() - * \sa SDL_SetWindowMaximumSize() + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize */ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the border state of a window. + * Set the border state of a window. * - * This will add or remove the window's SDL_WINDOW_BORDERLESS flag and - * add or remove the border from the actual window. This is a no-op if the - * window's border already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. * - * \param window The window of which to change the border state. - * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border. + * You can't change the border state of a fullscreen window. * - * \note You can't change the border state of a fullscreen window. + * \param window the window of which to change the border state + * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window, SDL_bool bordered); /** - * \brief Set the user-resizable state of a window. + * Set the user-resizable state of a window. * - * This will add or remove the window's SDL_WINDOW_RESIZABLE flag and - * allow/disallow user resizing of the window. This is a no-op if the - * window's resizable state already matches the requested state. + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. * - * \param window The window of which to change the resizable state. - * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow. + * You can't change the resizable state of a fullscreen window. * - * \note You can't change the resizable state of a fullscreen window. + * \param window the window of which to change the resizable state + * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow * - * \sa SDL_GetWindowFlags() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowFlags */ extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window, SDL_bool resizable); /** - * \brief Show a window. + * Set the window to always be above the others. * - * \sa SDL_HideWindow() + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window The window of which to change the always on top state + * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to + * disable + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowFlags + */ +extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window, + SDL_bool on_top); + +/** + * Show a window. + * + * \param window the window to show + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow */ extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window); /** - * \brief Hide a window. + * Hide a window. * - * \sa SDL_ShowWindow() + * \param window the window to hide + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_ShowWindow */ extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window); /** - * \brief Raise a window above other windows and set the input focus. + * Raise a window above other windows and set the input focus. + * + * \param window the window to raise + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window); /** - * \brief Make a window as large as possible. + * Make a window as large as possible. * - * \sa SDL_RestoreWindow() + * \param window the window to maximize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window); /** - * \brief Minimize a window to an iconic representation. + * Minimize a window to an iconic representation. * - * \sa SDL_RestoreWindow() + * \param window the window to minimize + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow */ extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window); /** - * \brief Restore the size and position of a minimized or maximized window. + * Restore the size and position of a minimized or maximized window. * - * \sa SDL_MaximizeWindow() - * \sa SDL_MinimizeWindow() + * \param window the window to restore + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow */ extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window); /** - * \brief Set a window's fullscreen state. + * Set a window's fullscreen state. * - * \return 0 on success, or -1 if setting the display mode failed. + * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a + * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen + * that takes the size of the desktop; and 0 for windowed mode. * - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_GetWindowDisplayMode() + * \param window the window to change + * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0 + * \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_GetWindowDisplayMode + * \sa SDL_SetWindowDisplayMode */ extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window, Uint32 flags); /** - * \brief Get the SDL surface associated with the window. + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. * - * \return The window's framebuffer surface, or NULL on error. + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. * - * A new surface will be created with the optimal format for the window, - * if necessary. This surface will be freed when the window is destroyed. + * You may not combine this with 3D or the rendering API on this window. * - * \note You may not combine this with 3D or the rendering API on this window. + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. * - * \sa SDL_UpdateWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \param window the window to query + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window); /** - * \brief Copy the window surface to the screen. + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). * - * \return 0 on success, or -1 on error. + * \param window the window to update + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurfaceRects() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window); /** - * \brief Copy a number of rectangles on the window surface to the screen. + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * \param window the window to update + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy + * \param numrects the number of rectangles + * \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. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GetWindowSurface() - * \sa SDL_UpdateWindowSurface() + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface */ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window, const SDL_Rect * rects, int numrects); /** - * \brief Set a window's input grab mode. + * Set a window's input grab mode. * - * \param window The window for which the input grab mode should be set. - * \param grabbed This is SDL_TRUE to grab input, and SDL_FALSE to release input. + * When input is grabbed, the mouse is confined to the window. This function + * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the + * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab(). * - * If the caller enables a grab while another window is currently grabbed, - * the other window loses its grab in favor of the caller's window. + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. * - * \sa SDL_GetWindowGrab() + * \param window the window for which the input grab mode should be set + * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetGrabbedWindow + * \sa SDL_GetWindowGrab */ extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window, SDL_bool grabbed); /** - * \brief Get a window's input grab mode. + * Set a window's keyboard grab mode. * - * \return This returns SDL_TRUE if input is grabbed, and SDL_FALSE otherwise. + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). * - * \sa SDL_SetWindowGrab() + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window The window for which the keyboard grab mode should be set. + * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window The window for which the mouse grab mode should be set. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_SetWindowGrab + */ +extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window, + SDL_bool grabbed); + +/** + * Get a window's input grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window); /** - * \brief Get the window that currently has an input grab enabled. + * Get a window's keyboard grab mode. * - * \return This returns the window if input is grabbed, and NULL otherwise. + * \param window the window to query + * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. * - * \sa SDL_SetWindowGrab() + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query + * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.16. + * + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_GetWindowGrab + */ +extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \since This function is available since SDL 2.0.4. + * + * \sa SDL_GetWindowGrab + * \sa SDL_SetWindowGrab */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); /** - * \brief Set the brightness (gamma correction) for a window. + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window The window that will be associated with the barrier. + * \param rect A rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + */ +extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect); + +/** + * Get the mouse confinement rectangle of a window. * - * \return 0 on success, or -1 if setting the brightness isn't supported. + * \param window The window to query + * \returns A pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. * - * \sa SDL_GetWindowBrightness() - * \sa SDL_SetWindowGammaRamp() + * \since This function is available since SDL 2.0.18. + * + * \sa SDL_SetWindowMouseRect + */ +extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window); + +/** + * Set the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method sets the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The + * brightness set will not follow the window if it is moved to another + * display. + * + * Many platforms will refuse to set the display brightness in modern times. + * You are better off using a shader to adjust gamma during rendering, or + * something similar. + * + * \param window the window used to select the display whose brightness will + * be changed + * \param brightness the brightness (gamma multiplier) value to set where 0.0 + * is completely dark and 1.0 is normal brightness + * \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_GetWindowBrightness + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness); /** - * \brief Get the brightness (gamma correction) for a window. + * Get the brightness (gamma multiplier) for a given window's display. + * + * Despite the name and signature, this method retrieves the brightness of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \return The last brightness value passed to SDL_SetWindowBrightness() + * \param window the window used to select the display whose brightness will + * be queried + * \returns the brightness for the display where 0.0 is completely dark and + * 1.0 is normal brightness. * - * \sa SDL_SetWindowBrightness() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetWindowBrightness */ extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window); /** - * \brief Set the opacity for a window + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). * - * \param window The window which will be made transparent or opaque - * \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be - * clamped internally between 0.0f and 1.0f. + * This function also returns -1 if setting the opacity isn't supported. * - * \return 0 on success, or -1 if setting the opacity isn't supported. + * \param window the window which will be made transparent or opaque + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque) + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowOpacity() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_GetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity); /** - * \brief Get the opacity of a window. + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be reported + * as 1.0f without error. + * + * The parameter `opacity` is ignored if it is NULL. * - * If transparency isn't supported on this platform, opacity will be reported - * as 1.0f without error. + * This function also returns -1 if an invalid window was provided. * - * \param window The window in question. - * \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque) + * \param window the window to get the current opacity value from + * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque) + * \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 (invalid window, etc). + * \since This function is available since SDL 2.0.5. * - * \sa SDL_SetWindowOpacity() + * \sa SDL_SetWindowOpacity */ extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity); /** - * \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name) + * Set the window as a modal for another window. * - * \param modal_window The window that should be modal - * \param parent_window The parent window + * \param modal_window the window that should be set modal + * \param parent_window the parent window for the modal window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. + * \since This function is available since SDL 2.0.5. */ extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window); /** - * \brief Explicitly sets input focus to the window. + * Explicitly set input focus to the window. * - * You almost certainly want SDL_RaiseWindow() instead of this function. Use - * this with caution, as you might give focus to a window that's completely - * obscured by other windows. + * You almost certainly want SDL_RaiseWindow() instead of this function. Use + * this with caution, as you might give focus to a window that is completely + * obscured by other windows. * - * \param window The window that should get the input focus + * \param window the window that should get the input focus + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 otherwise. - * \sa SDL_RaiseWindow() + * \since This function is available since SDL 2.0.5. + * + * \sa SDL_RaiseWindow */ extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); /** - * \brief Set the gamma ramp for a window. + * Set the gamma ramp for the display that owns a given window. * - * \param window The window for which the gamma ramp should be set. - * \param red The translation table for the red channel, or NULL. - * \param green The translation table for the green channel, or NULL. - * \param blue The translation table for the blue channel, or NULL. + * Set the gamma translation table for the red, green, and blue channels of + * the video hardware. Each table is an array of 256 16-bit quantities, + * representing a mapping between the input and output for that channel. The + * input is the index into the array, and the output is the 16-bit gamma value + * at that index, scaled to the output color precision. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * Despite the name and signature, this method sets the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma + * ramp set will not follow the window if it is moved to another display. * - * Set the gamma translation table for the red, green, and blue channels - * of the video hardware. Each table is an array of 256 16-bit quantities, - * representing a mapping between the input and output for that channel. - * The input is the index into the array, and the output is the 16-bit - * gamma value at that index, scaled to the output color precision. + * \param window the window used to select the display whose gamma ramp will + * be changed + * \param red a 256 element array of 16-bit quantities representing the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities representing the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities representing the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \sa SDL_GetWindowGammaRamp() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * red, @@ -993,19 +1581,27 @@ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, const Uint16 * blue); /** - * \brief Get the gamma ramp for a window. + * Get the gamma ramp for a given window's display. + * + * Despite the name and signature, this method retrieves the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) * - * \param window The window from which the gamma ramp should be queried. - * \param red A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the red channel, or NULL. - * \param green A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the green channel, or NULL. - * \param blue A pointer to a 256 element array of 16-bit quantities to hold - * the translation table for the blue channel, or NULL. + * \param window the window used to select the display whose gamma ramp will + * be queried + * \param red a 256 element array of 16-bit quantities filled in with the + * translation table for the red channel, or NULL + * \param green a 256 element array of 16-bit quantities filled in with the + * translation table for the green channel, or NULL + * \param blue a 256 element array of 16-bit quantities filled in with the + * translation table for the blue channel, or NULL + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \return 0 on success, or -1 if gamma ramps are unsupported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_SetWindowGammaRamp() + * \sa SDL_SetWindowGammaRamp */ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * red, @@ -1013,9 +1609,9 @@ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, Uint16 * blue); /** - * \brief Possible return values from the SDL_HitTest callback. + * Possible return values from the SDL_HitTest callback. * - * \sa SDL_HitTest + * \sa SDL_HitTest */ typedef enum { @@ -1032,82 +1628,129 @@ typedef enum } SDL_HitTestResult; /** - * \brief Callback used for hit-testing. + * Callback used for hit-testing. * - * \sa SDL_SetWindowHitTest + * \param win the SDL_Window where hit-testing was set on + * \param area an SDL_Point which should be hit-tested + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest() + * \return an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest */ typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, const SDL_Point *area, void *data); /** - * \brief Provide a callback that decides if a window region has special properties. + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. * - * Normally windows are dragged and resized by decorations provided by the - * system window manager (a title bar, borders, etc), but for some apps, it - * makes sense to drag them from somewhere else inside the window itself; for - * example, one might have a borderless window that wants to be draggable - * from any part, or simulate its own title bar, etc. + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." * - * This function lets the app provide a callback that designates pieces of - * a given window as special. This callback is run during event processing - * if we need to tell the OS to treat a region of the window specially; the - * use of this callback is known as "hit testing." + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. * - * Mouse input may not be delivered to your application if it is within - * a special area; the OS will often apply that input to moving the window or - * resizing the window and not deliver it to the application. + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. * - * Specifying NULL for a callback disables hit-testing. Hit-testing is - * disabled by default. + * Platforms that don't support this functionality will return -1 + * unconditionally, even if you're attempting to disable hit-testing. * - * Platforms that don't support this functionality will return -1 - * unconditionally, even if you're attempting to disable hit-testing. + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. * - * Your callback may fire at any time, and its firing does not indicate any - * specific behavior (for example, on Windows, this certainly might fire - * when the OS is deciding whether to drag your window, but it fires for lots - * of other reasons, too, some unrelated to anything you probably care about - * _and when the mouse isn't actually at the location it is testing_). - * Since this can fire at any time, you should try to keep your callback - * efficient, devoid of allocations, etc. + * \param window the window to set hit-testing on + * \param callback the function to call when doing a hit-test + * \param callback_data an app-defined void pointer passed to **callback** + * \returns 0 on success or -1 on error (including unsupported); call + * SDL_GetError() for more information. * - * \param window The window to set hit-testing on. - * \param callback The callback to call when doing a hit-test. - * \param callback_data An app-defined void pointer passed to the callback. - * \return 0 on success, -1 on error (including unsupported). + * \since This function is available since SDL 2.0.4. */ extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window, SDL_HitTest callback, void *callback_data); /** - * \brief Destroy a window. + * Request a window to demand attention from the user. + * + * \param window the window to be flashed + * \param operation the flash operation + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.16. + */ +extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * If `window` is NULL, this function will return immediately after setting + * the SDL error message to "Invalid window". See SDL_GetError(). + * + * \param window the window to destroy + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowFrom */ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window); /** - * \brief Returns whether the screensaver is currently enabled (default off). + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 + * the screensaver was enabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is + * disabled. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_EnableScreenSaver() - * \sa SDL_DisableScreenSaver() + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver */ extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void); /** - * \brief Allow the screen to be blanked by a screensaver + * Allow the screen to be blanked by a screen saver. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_DisableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void); /** - * \brief Prevent the screen from being blanked by a screensaver + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. * - * \sa SDL_IsScreenSaverEnabled() - * \sa SDL_EnableScreenSaver() + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_IsScreenSaverEnabled */ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); @@ -1118,147 +1761,316 @@ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); /* @{ */ /** - * \brief Dynamically load an OpenGL library. + * Dynamically load an OpenGL library. * - * \param path The platform dependent OpenGL library name, or NULL to open the - * default OpenGL library. + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. * - * \return 0 on success, or -1 if the library couldn't be loaded. + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). * - * This should be done after initializing the video driver, but before - * creating any OpenGL windows. If no OpenGL library is loaded, the default - * library will be loaded upon creation of the first OpenGL window. + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note If you do this, you need to retrieve all of the GL functions used in - * your program from the dynamic library using SDL_GL_GetProcAddress(). + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetProcAddress() - * \sa SDL_GL_UnloadLibrary() + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /** - * \brief Get the address of an OpenGL function. + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary */ extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc); /** - * \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_LoadLibrary() + * \sa SDL_GL_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); /** - * \brief Return true if an OpenGL extension is supported for the current - * context. + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check + * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); /** - * \brief Reset all previously set OpenGL context attributes to their default values + * Reset all previously set OpenGL context attributes to their default values. + * + * \since This function is available since SDL 2.0.2. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute */ extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); /** - * \brief Set an OpenGL window attribute before window creation. + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set + * \param value the desired value for the attribute + * \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 attribute could not be set. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes */ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** - * \brief Get the actual value for an attribute from the current context. + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get + * \param value a pointer filled in with the current value of `attr` + * \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. * - * \return 0 on success, or -1 if the attribute could not be retrieved. - * The integer at \c value will be modified in either case. + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute */ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); /** - * \brief Create an OpenGL context for use with an OpenGL window, and make it - * current. + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is an alias for `void *`. It's opaque to the application. * - * \sa SDL_GL_DeleteContext() + * \param window the window to associate with the context + * \returns the OpenGL context associated with `window` or NULL on error; call + * SDL_GetError() for more details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_DeleteContext + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window * window); /** - * \brief Set up an OpenGL context for rendering into an OpenGL window. + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context + * \param context the OpenGL context to associate with the window + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. * - * \note The context must have been created with a compatible window. + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_CreateContext */ extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window, SDL_GLContext context); /** - * \brief Get the currently active OpenGL window. + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void); /** - * \brief Get the currently active OpenGL context. + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GL_MakeCurrent */ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); /** - * \brief Get the size of a window's underlying drawable in pixels (for use - * with glViewport). + * Get the size of a window's underlying drawable in pixels. * - * \param window 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 returns info useful for calling glViewport(). * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \param window the window from which the drawable size should be queried + * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param h a pointer to variable for storing the height in pixels, may be + * NULL + * + * \since This function is available since SDL 2.0.1. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize */ extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w, int *h); /** - * \brief Set the swap interval for the current OpenGL context. + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return -1. In such a case, you should probably + * retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt + * + * and for some Windows drivers with WGL_EXT_swap_control_tear: + * + * https://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync * - * \param interval 0 for immediate updates, 1 for updates synchronized with the - * vertical retrace. If the system supports it, you may - * specify -1 to allow late swaps to happen immediately - * instead of waiting for the next retrace. + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync + * \returns 0 on success or -1 if setting the swap interval is not supported; + * call SDL_GetError() for more information. * - * \return 0 on success, or -1 if setting the swap interval is not supported. + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_GetSwapInterval() + * \sa SDL_GL_GetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); /** - * \brief Get the swap interval for the current OpenGL context. + * Get the swap interval for the current OpenGL context. * - * \return 0 if there is no vertical retrace synchronization, 1 if the buffer + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will return 0 as a safe default. + * + * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer * swap is synchronized with the vertical retrace, and -1 if late - * swaps happen immediately instead of waiting for the next retrace. - * If the system can't determine the swap interval, or there isn't a - * valid current context, this will return 0 as a safe default. + * swaps happen immediately instead of waiting for the next retrace; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_SetSwapInterval() + * \sa SDL_GL_SetSwapInterval */ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void); /** - * \brief Swap the OpenGL buffers for a window, if double-buffering is - * supported. + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change + * + * \since This function is available since SDL 2.0.0. */ extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window); /** - * \brief Delete an OpenGL context. + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted + * + * \since This function is available since SDL 2.0.0. * - * \sa SDL_GL_CreateContext() + * \sa SDL_GL_CreateContext */ extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_vulkan.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_vulkan.h index d69a436b3eae783af21c74efc3c9d051b6870852..ab86a0b8656a1a183b40d194b9f5bf41260f586f 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_vulkan.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_vulkan.h @@ -66,203 +66,140 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */ /* @{ */ /** - * \brief Dynamically load a Vulkan loader library. - * - * \param [in] path The platform dependent Vulkan loader library name, or - * \c NULL. - * - * \return \c 0 on success, or \c -1 if the library couldn't be loaded. - * - * If \a path is NULL SDL will use the value of the environment variable - * \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan - * loader library. - * - * This should be called after initializing the video driver, but before - * creating any Vulkan windows. If no Vulkan loader library is loaded, the - * default library will be loaded upon creation of the first Vulkan window. - * - * \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 - * SDL provided the application links to a dynamic library and both it - * and SDL use the same search path. - * - * \note If you specify a non-NULL \c path, an application should retrieve all - * of the Vulkan functions it uses from the dynamic library using - * \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee - * \c path points to the same vulkan loader library the application - * linked to. - * - * \note On Apple devices, if \a path is NULL, SDL will attempt to find - * the vkGetInstanceProcAddr address within all the mach-o images of - * the current process. This is because it is fairly common for Vulkan - * applications to link with libvulkan (and historically MoltenVK was - * 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, - * followed by \c libvulkan.dylib, in that order. - * On iOS SDL will attempt to load \c libvulkan.dylib only. Applications - * using a dynamic framework or .dylib must ensure it is included in its - * application bundle. - * - * \note On non-Apple devices, application linking with a static libvulkan is - * not supported. Either do not link to the Vulkan loader or link to a - * dynamic library version. - * - * \note This function will fail if there are no working Vulkan drivers - * installed. - * - * \sa SDL_Vulkan_GetVkGetInstanceProcAddr() - * \sa SDL_Vulkan_UnloadLibrary() + * Dynamically load the Vulkan loader library. + * + * This should be called after initializing the video driver, but before + * creating any Vulkan windows. If no Vulkan loader library is loaded, the + * default library will be loaded upon creation of the first Vulkan window. + * + * It is fairly common for Vulkan applications to link with libvulkan instead + * of explicitly loading it at run time. This will work with SDL provided the + * application links to a dynamic library and both it and SDL use the same + * search path. + * + * If you specify a non-NULL `path`, an application should retrieve all of the + * Vulkan functions it uses from the dynamic library using + * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points + * to the same vulkan loader library the application linked to. + * + * On Apple devices, if `path` is NULL, SDL will attempt to find the + * `vkGetInstanceProcAddr` address within all the Mach-O images of the current + * process. This is because it is fairly common for Vulkan applications to + * link with libvulkan (and historically MoltenVK was provided as a static + * library). If it is not found, on macOS, SDL will attempt to load + * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, + * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On + * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a + * dynamic framework or .dylib must ensure it is included in its application + * bundle. + * + * On non-Apple devices, application linking with a static libvulkan is not + * supported. Either do not link to the Vulkan loader or link to a dynamic + * library version. + * + * \param path The platform dependent Vulkan loader library name or NULL + * \returns 0 on success or -1 if the library couldn't be loaded; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_GetVkInstanceProcAddr + * \sa SDL_Vulkan_UnloadLibrary */ 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. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * - * \note This should be called after either calling SDL_Vulkan_LoadLibrary - * or creating an SDL_Window with the SDL_WINDOW_VULKAN flag. + * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error. + * + * \since This function is available since SDL 2.0.6. */ extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); /** - * \brief Unload the Vulkan loader library previously loaded by - * \c SDL_Vulkan_LoadLibrary(). + * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary() + * + * \since This function is available since SDL 2.0.6. * - * \sa SDL_Vulkan_LoadLibrary() + * \sa SDL_Vulkan_LoadLibrary */ extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); /** - * \brief Get the names of the Vulkan instance extensions needed to create - * a surface with \c SDL_Vulkan_CreateSurface(). - * - * \param [in] \c NULL or window Window for which the required Vulkan instance - * extensions should be retrieved - * \param [in,out] pCount pointer to an \c unsigned related to the number of - * required Vulkan instance extensions - * \param [out] pNames \c NULL or a pointer to an array to be filled with the - * required Vulkan instance extensions - * - * \return \c SDL_TRUE on success, \c SDL_FALSE on error. - * - * If \a pNames is \c NULL, then the number of required Vulkan instance - * extensions is returned in pCount. Otherwise, \a pCount must point to a - * 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 - * written to \a pNames. If \a pCount is less than the number of required - * extensions, at most \a pCount structures will be written. If \a pCount - * is smaller than the number of required extensions, \c SDL_FALSE will be - * returned instead of \c SDL_TRUE, to indicate that not all the required - * extensions were returned. - * - * \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 - * will be removed in a future major release. - * - * \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() + * Get the names of the Vulkan instance extensions needed to create a surface + * with SDL_Vulkan_CreateSurface. + * + * If `pNames` is NULL, then the number of required Vulkan instance extensions + * is returned in `pCount`. Otherwise, `pCount` must point to a variable set + * to the number of elements in the `pNames` array, and on return the variable + * is overwritten with the number of names actually written to `pNames`. If + * `pCount` is less than the number of required extensions, at most `pCount` + * structures will be written. If `pCount` is smaller than the number of + * required extensions, SDL_FALSE will be returned instead of SDL_TRUE, to + * indicate that not all the required extensions were returned. + * + * The `window` parameter is currently needed to be valid as of SDL 2.0.8, + * however, this parameter will likely be removed in future releases + * + * \param window A window for which the required Vulkan instance extensions + * should be retrieved (will be deprecated in a future release) + * \param pCount A pointer to an unsigned int corresponding to the number of + * extensions to be returned + * \param pNames NULL or a pointer to an array to be filled with required + * Vulkan instance extensions + * \returns SDL_TRUE on success, SDL_FALSE on error. + * + * \since This function is available since SDL 2.0.6. + * + * \sa SDL_Vulkan_CreateSurface */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions( - SDL_Window *window, - unsigned int *pCount, - const char **pNames); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *window, + unsigned int *pCount, + const char **pNames); /** - * \brief 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. + * Create a Vulkan rendering surface for a window. * - * \code - * VkInstance instance; - * SDL_Window *window; + * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and + * `instance` must have been created with extensions returned by + * 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 - * VkSurfaceKHR surface; - * if(!SDL_Vulkan_CreateSurface(window, instance, &surface)) - * handle_error(); - * \endcode + * \since This function is available since SDL 2.0.6. * - * \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag. - * - * \note \a instance should have been created with the extensions returned - * by \c SDL_Vulkan_CreateSurface() enabled. - * - * \sa SDL_Vulkan_GetInstanceExtensions() + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_GetDrawableSize */ -extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface( - SDL_Window *window, - VkInstance instance, - VkSurfaceKHR* surface); +extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, + VkInstance instance, + VkSurfaceKHR* surface); /** - * \brief 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 - * \param h Pointer to variable for storing the height in pixels, - * may be NULL + * Get the size of the window's underlying drawable dimensions in pixels. * * 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 - * platform with high-DPI support (Apple calls this "Retina"), and not disabled - * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint. + * 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 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 - * setting NSHighResolutionCapable to true in its Info.plist. + * \since This function is available since SDL 2.0.6. * - * \sa SDL_GetWindowSize() - * \sa SDL_CreateWindow() + * \sa SDL_GetWindowSize + * \sa SDL_CreateWindow + * \sa SDL_Vulkan_CreateSurface */ extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window, int *w, int *h); diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/begin_code.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/begin_code.h index 22c997c4165399c4c830a7ce75a47b9b98e68e6b..63f064b6f8c82a67e4f0cca26dc89842fcc2d0f9 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/begin_code.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/begin_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 @@ -51,15 +51,11 @@ /* Some compilers use a special export keyword */ #ifndef DECLSPEC -# if defined(__WIN32__) || defined(__WINRT__) -# ifdef __BORLANDC__ -# ifdef BUILD_SDL -# define DECLSPEC -# else -# define DECLSPEC __declspec(dllimport) -# endif -# else +# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) +# ifdef DLL_EXPORT # define DECLSPEC __declspec(dllexport) +# else +# define DECLSPEC # endif # elif defined(__OS2__) # ifdef BUILD_SDL @@ -168,3 +164,24 @@ #endif #endif /* NULL */ #endif /* ! Mac OS X - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) +#define _HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define _HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if _HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* _HAS_FALLTHROUGH */ +#undef _HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ diff --git a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/close_code.h b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/close_code.h index 8e4cac3daffeb2106225720e8ca13eee3558ee4e..dc73432f622866db5c1fff64dc2676e3f50f75d2 100644 --- a/libs/SDL2/x86_64-w64-mingw32/include/SDL2/close_code.h +++ b/libs/SDL2/x86_64-w64-mingw32/include/SDL2/close_code.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2022 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 diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake b/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake new file mode 100644 index 0000000000000000000000000000000000000000..56af5b766f81a75d18cd09605afc4b47f97b3ef3 --- /dev/null +++ b/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config-version.cmake @@ -0,0 +1,11 @@ +set(PACKAGE_VERSION "2.0.20") + +if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION) + set(PACKAGE_VERSION_COMPATIBLE FALSE) +else() + set(PACKAGE_VERSION_COMPATIBLE TRUE) + if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION) + set(PACKAGE_VERSION_EXACT TRUE) + endif() +endif() + diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake b/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake index 455d8ed55aa4860f8c85b7be139afe131a36c4fd..8ef6ad4508bdedcb0a6148139d2e63c3af818766 100644 --- a/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake +++ b/libs/SDL2/x86_64-w64-mingw32/lib/cmake/SDL2/sdl2-config.cmake @@ -3,9 +3,79 @@ set(prefix "/opt/local/x86_64-w64-mingw32") set(exec_prefix "${prefix}") set(libdir "${exec_prefix}/lib") -set(SDL2_PREFIX "/opt/local/x86_64-w64-mingw32") -set(SDL2_EXEC_PREFIX "/opt/local/x86_64-w64-mingw32") -set(SDL2_LIBDIR "${exec_prefix}/lib") -set(SDL2_INCLUDE_DIRS "${prefix}/include/SDL2") +set(includedir "${prefix}/include") +set(SDL2_PREFIX "${prefix}") +set(SDL2_EXEC_PREFIX "${exec_prefix}") +set(SDL2_LIBDIR "${libdir}") +set(SDL2_INCLUDE_DIRS "${includedir}/SDL2") set(SDL2_LIBRARIES "-L${SDL2_LIBDIR} -lmingw32 -lSDL2main -lSDL2 -mwindows") string(STRIP "${SDL2_LIBRARIES}" SDL2_LIBRARIES) + +if(NOT TARGET SDL2::SDL2) + # provide SDL2::SDL2, SDL2::SDL2main and SDL2::SDL2-static targets, like SDL2Config.cmake does, for compatibility + + # Remove -lSDL2 as that is handled by CMake, note the space at the end so it does not replace e.g. -lSDL2main + # This may require "libdir" beeing set (from above) + string(REPLACE "-lSDL2 " "" SDL2_EXTRA_LINK_FLAGS " -lmingw32 -lSDL2main -lSDL2 -mwindows ") + # also get rid of -lSDL2main, if you want to link against that use both SDL2::SDL2main and SDL2::SDL2 (in that order) + # (SDL2Config.cmake has the same behavior) + string(REPLACE "-lSDL2main" "" SDL2_EXTRA_LINK_FLAGS ${SDL2_EXTRA_LINK_FLAGS}) + string(STRIP "${SDL2_EXTRA_LINK_FLAGS}" SDL2_EXTRA_LINK_FLAGS) + string(REPLACE "-lSDL2 " "" SDL2_EXTRA_LINK_FLAGS_STATIC " -Wl,--dynamicbase -Wl,--nxcompat -Wl,--high-entropy-va -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid ") + string(STRIP "${SDL2_EXTRA_LINK_FLAGS_STATIC}" SDL2_EXTRA_LINK_FLAGS_STATIC) + +if(WIN32 AND NOT MSVC) + # MINGW needs very special handling, because the link order must be exactly -lmingw32 -lSDL2main -lSDL2 + # for it to work at all (and -mwindows somewhere); a normal SHARED IMPORTED or STATIC IMPORTED library always puts itself first + # so handle this like a header-only lib and put everything in INTERFACE_LINK_LIBRARIES + + add_library(SDL2::SDL2 INTERFACE IMPORTED) + set_target_properties(SDL2::SDL2 PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + INTERFACE_LINK_LIBRARIES "-L${SDL2_LIBDIR} -lSDL2") + + add_library(SDL2::SDL2main INTERFACE IMPORTED) + set_target_properties(SDL2::SDL2main PROPERTIES + INTERFACE_LINK_LIBRARIES "-L${SDL2_LIBDIR} -lmingw32 -lSDL2main -mwindows") + +else() # (not WIN32) or MSVC + + add_library(SDL2::SDL2 SHARED IMPORTED) + set_target_properties(SDL2::SDL2 PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_SHARED_LIBRARY_PREFIX}SDL2${CMAKE_SHARED_LIBRARY_SUFFIX}") + + if(MSVC) + # This file is generated when building SDL2 with autotools and MinGW, and MinGW/dlltool + # isn't able to generate .lib files that are usable by recent MSVC versions + # (something about "module unsafe for SAFESEH"; SAFESEH is enabled by default in MSVC). + # The .lib file for SDL2.dll *could* be generated with `gendef SDL2.dll` and then + # `lib.exe /machine:x86 /def:SDL2.def /out:SDL2.lib` (or /machine:amd64) + # but that requires lib.exe from a Visual Studio installation - and that still doesn't + # give you a static SDL2main.lib with SAFESEH support that you'll need (unless you don't use SDL2main) + # Note that when building SDL2 with CMake and MSVC, the result works with both MinGW and MSVC. + + message(FATAL_ERROR, "This build of libSDL2 only supports MinGW, not MSVC (Visual C++), because it lacks .lib files!") + # MSVC needs SDL2.lib set as IMPORTED_IMPLIB to link against (comment out message() call above if you added SDL2.lib yourself) + set_target_properties(SDL2::SDL2 PROPERTIES IMPORTED_IMPLIB "${SDL2_LIBDIR}/SDL2.lib") + else() + # this mustn't be set for MSVC, so do it here in an extra call here + set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES "${SDL2_EXTRA_LINK_FLAGS}") + endif() + + add_library(SDL2::SDL2main STATIC IMPORTED) + set_target_properties(SDL2::SDL2main PROPERTIES + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_STATIC_LIBRARY_PREFIX}SDL2main${CMAKE_STATIC_LIBRARY_SUFFIX}") + +endif() # (not WIN32) or MSVC + + add_library(SDL2::SDL2-static STATIC IMPORTED) + set_target_properties(SDL2::SDL2-static PROPERTIES + INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}" + IMPORTED_LINK_INTERFACE_LANGUAGES "C" + IMPORTED_LOCATION "${SDL2_LIBDIR}/${CMAKE_STATIC_LIBRARY_PREFIX}SDL2${CMAKE_STATIC_LIBRARY_SUFFIX}" + INTERFACE_LINK_LIBRARIES "${SDL2_EXTRA_LINK_FLAGS_STATIC}") + +endif() # NOT TARGET SDL2::SDL2 diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.a b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.a index 1a0479ba2fc1ee2927744e8e8231f75030073eb6..2731f5bf5780b66ae915cdb9bf6ecace2aaf557e 100644 Binary files a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.a and b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.a differ diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.dll.a b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.dll.a index f5d4d2bbba1fc8ae6e3a286b474c2c2a8f268bf2..08610cadfd892fb6fc190ddddfbfd2ec5a65e900 100755 Binary files a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.dll.a and b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.dll.a differ diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.la b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.la index f6f05ab4ce1b391ed7b865160a4a2f0edc622002..9d5af777f36361be33296e22e678b51a388a728e 100644 --- a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.la +++ b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.la @@ -1,5 +1,5 @@ # libSDL2.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='libSDL2.dll.a' # The name of the static archive. old_library='libSDL2.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -23,9 +23,9 @@ dependency_libs=' -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 - weak_library_names='' # Version information for libSDL2. -current=10 -age=10 -revision=0 +current=18 +age=18 +revision=2 # Is this an already installed library? installed=yes @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/x86_64-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/x86_64-w64-mingw32/lib' diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.a b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.a index 7ac4da6282bb1d65db9c4b8dd5a8ce139b87fcc8..31eca4188ba6d57feb4370d594aeabb3850bf36c 100644 Binary files a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.a and b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.a differ diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.la b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.la index e7a7872eadd9c434a2492e49daf3099316c7e2ad..4e291911568fe2a4379e563d32e2592f7fa3bc6a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.la +++ b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.la @@ -1,5 +1,5 @@ # libSDL2_test.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='' # The name of the static archive. old_library='libSDL2_test.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/x86_64-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/x86_64-w64-mingw32/lib' diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a index ea1086e4905f84bbb5343b3b79abc0c127107477..9a0a52bed40a8a38bd3348d8e7f2bd607ed0ccef 100644 Binary files a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a and b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a differ diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.la b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.la index 583786205cce733bf4264614df7c17ca5bae9bc0..9c6c7009489e3c7b1338f59728e7eec92e72e13a 100644 --- a/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.la +++ b/libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.la @@ -1,5 +1,5 @@ # libSDL2main.la - a libtool library file -# Generated by libtool (GNU libtool) 2.4.2 +# Generated by libtool (GNU libtool) 2.4.6 # # Please DO NOT delete this file! # It is necessary for linking the library. @@ -13,7 +13,7 @@ library_names='' # The name of the static archive. old_library='libSDL2main.a' -# Linker flags that can not go in dependency_libs. +# Linker flags that cannot go in dependency_libs. inherited_linker_flags='' # Libraries that this one depends upon. @@ -38,4 +38,4 @@ dlopen='' dlpreopen='' # Directory that this library needs to be installed in: -libdir='/Users/valve/release/SDL/SDL2-2.0.10/x86_64-w64-mingw32/lib' +libdir='/Users/valve/release/SDL/SDL2-2.0.20/x86_64-w64-mingw32/lib' diff --git a/libs/SDL2/x86_64-w64-mingw32/lib/pkgconfig/sdl2.pc b/libs/SDL2/x86_64-w64-mingw32/lib/pkgconfig/sdl2.pc index ceb157f25bec20b1b5a2e4d9a8140db95044d87d..78725b07e30fe2a1f2afd97aba3bae3a78a702aa 100644 --- a/libs/SDL2/x86_64-w64-mingw32/lib/pkgconfig/sdl2.pc +++ b/libs/SDL2/x86_64-w64-mingw32/lib/pkgconfig/sdl2.pc @@ -7,9 +7,9 @@ includedir=${prefix}/include Name: sdl2 Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. -Version: 2.0.10 +Version: 2.0.20 Requires: Conflicts: -Libs: -L${libdir} -lmingw32 -lSDL2main -lSDL2 -mwindows -Libs.private: -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--no-undefined -Wl,--dynamicbase -Wl,--nxcompat -Wl,--high-entropy-va -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid -static-libgcc +Libs: -L${libdir} -lmingw32 -lSDL2main -lSDL2 -mwindows +Libs.private: -Wl,--dynamicbase -Wl,--nxcompat -Wl,--high-entropy-va -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid Cflags: -I${includedir}/SDL2 -Dmain=SDL_main diff --git a/libs/SDL2/x86_64-w64-mingw32/share/aclocal/sdl2.m4 b/libs/SDL2/x86_64-w64-mingw32/share/aclocal/sdl2.m4 index 0a73bc7d476a367011a3026f80afddc230c0ffb1..710c2516e7c87f244e779b98b2f6c1542a16c595 100644 --- a/libs/SDL2/x86_64-w64-mingw32/share/aclocal/sdl2.m4 +++ b/libs/SDL2/x86_64-w64-mingw32/share/aclocal/sdl2.m4 @@ -7,14 +7,16 @@ # # Changelog: # * also look for SDL2.framework under Mac OS X +# * removed HP/UX 9 support. +# * updated for newer autoconf. -# serial 1 +# serial 2 dnl AM_PATH_SDL2([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS dnl AC_DEFUN([AM_PATH_SDL2], -[dnl +[dnl dnl Get the cflags and libraries from the sdl2-config script dnl AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)], @@ -109,41 +111,19 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity dnl checks the results of sdl2-config to some extent dnl rm -f conf.sdltest - AC_TRY_RUN([ + AC_RUN_IFELSE([AC_LANG_SOURCE([[ #include <stdio.h> #include <stdlib.h> -#include <string.h> #include "SDL.h" -char* -my_strdup (char *str) -{ - char *new_str; - - if (str) - { - new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char)); - strcpy (new_str, str); - } - else - new_str = NULL; - - return new_str; -} - int main (int argc, char *argv[]) { int major, minor, micro; - char *tmp_version; + FILE *fp = fopen("conf.sdltest", "w"); - /* This hangs on some systems (?) - system ("touch conf.sdltest"); - */ - { FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); } + if (fp) fclose(fp); - /* HP/UX 9 (%@#!) writes to sscanf strings */ - tmp_version = my_strdup("$min_sdl_version"); - if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, µ) != 3) { + if (sscanf("$min_sdl_version", "%d.%d.%d", &major, &minor, µ) != 3) { printf("%s, bad version string\n", "$min_sdl_version"); exit(1); } @@ -166,7 +146,7 @@ int main (int argc, char *argv[]) } } -],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"]) +]])], [], [no_sdl=yes], [echo $ac_n "cross compiling; assumed OK... $ac_c"]) CFLAGS="$ac_save_CFLAGS" CXXFLAGS="$ac_save_CXXFLAGS" LIBS="$ac_save_LIBS" @@ -197,7 +177,7 @@ int main (int argc, char *argv[]) CFLAGS="$CFLAGS $SDL_CFLAGS" CXXFLAGS="$CXXFLAGS $SDL_CFLAGS" LIBS="$LIBS $SDL_LIBS" - AC_TRY_LINK([ + AC_LINK_IFELSE([AC_LANG_PROGRAM([[ #include <stdio.h> #include "SDL.h" @@ -205,7 +185,7 @@ int main(int argc, char *argv[]) { return 0; } #undef main #define main K_and_R_C_main -], [ return 0; ], +]], [[ return 0; ]])], [ echo "*** The test program compiled, but did not run. This usually means" echo "*** that the run-time linker is not finding SDL or finding the wrong" echo "*** version of SDL. If it is not finding SDL, you'll need to set your" diff --git a/libs/libpng-src/projects/visualc10/libpng.vcxproj b/libs/libpng-src/projects/visualc10/libpng.vcxproj index eaa3d4ffb9d169a4127d882bc69e053e9fd81349..351b4317d93e435da0aba9da68a470b866317b2c 100644 --- a/libs/libpng-src/projects/visualc10/libpng.vcxproj +++ b/libs/libpng-src/projects/visualc10/libpng.vcxproj @@ -37,51 +37,51 @@ <PropertyGroup Label="Globals"> <ProjectGuid>{72B01ACA-7A1A-4F7B-ACEF-2607299CF052}</ProjectGuid> <RootNamespace>libpng</RootNamespace> - <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> + <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> @@ -278,7 +278,7 @@ <Optimization>Disabled</Optimization> <AdditionalIncludeDirectories>..\..;..\..\..\zlib;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>WIN32;_DEBUG;DEBUG;PNG_DEBUG=1;PNG_USE_PNGVCRD;PNG_LIBPNG_SPECIALBUILD;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> - <MinimalRebuild>true</MinimalRebuild> + <MinimalRebuild>false</MinimalRebuild> <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <AssemblerListingLocation>$(ProjectDir)$(Platform)\$(Configuration)\</AssemblerListingLocation> @@ -288,7 +288,7 @@ <SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>EditAndContinue</DebugInformationFormat> <CompileAs>CompileAsC</CompileAs> - <MultiProcessorCompilation>false</MultiProcessorCompilation> + <MultiProcessorCompilation>true</MultiProcessorCompilation> </ClCompile> <ResourceCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> diff --git a/libs/zlib/projects/visualc10/zlib.vcxproj b/libs/zlib/projects/visualc10/zlib.vcxproj index de7b2aaab38b3dd9be4224e43cc2a695e3a1dc36..5c00ea4a94dc37c7d3c71b0e909aab5dbc599dd2 100644 --- a/libs/zlib/projects/visualc10/zlib.vcxproj +++ b/libs/zlib/projects/visualc10/zlib.vcxproj @@ -37,51 +37,51 @@ <PropertyGroup Label="Globals"> <ProjectGuid>{73A5729C-7323-41D4-AB48-8A03C9F81603}</ProjectGuid> <RootNamespace>zlib</RootNamespace> - <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> + <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> @@ -144,7 +144,7 @@ <ClCompile> <Optimization>Disabled</Optimization> <PreprocessorDefinitions>WIN32;_DEBUG;_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> - <MinimalRebuild>true</MinimalRebuild> + <MinimalRebuild>false</MinimalRebuild> <BasicRuntimeChecks>Default</BasicRuntimeChecks> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <AssemblerListingLocation>$(ProjectDir)$(Platform)\$(Configuration)\</AssemblerListingLocation> @@ -154,7 +154,7 @@ <SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>EditAndContinue</DebugInformationFormat> <CompileAs>CompileAsC</CompileAs> - <MultiProcessorCompilation>false</MultiProcessorCompilation> + <MultiProcessorCompilation>true</MultiProcessorCompilation> </ClCompile> <ResourceCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> diff --git a/srb2-vc9.sln b/srb2-vc9.sln deleted file mode 100644 index bbfcf0e77b50a233a384682a697db4e73b71d307..0000000000000000000000000000000000000000 --- a/srb2-vc9.sln +++ /dev/null @@ -1,89 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 10.00 -# Visual C++ Express 2008 -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Srb2win", "src\win32\Srb2win-vc9.vcproj", "{0F554F1D-ED49-4D65-A9A7-F63C57F277BE}" - ProjectSection(ProjectDependencies) = postProject - {73A5729C-7323-41D4-AB48-8A03C9F81603} = {73A5729C-7323-41D4-AB48-8A03C9F81603} - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052} = {72B01ACA-7A1A-4F7B-ACEF-2607299CF052} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libpng", "libs\libpng-src\projects\visualc9\libpng.vcproj", "{72B01ACA-7A1A-4F7B-ACEF-2607299CF052}" - ProjectSection(ProjectDependencies) = postProject - {73A5729C-7323-41D4-AB48-8A03C9F81603} = {73A5729C-7323-41D4-AB48-8A03C9F81603} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "r_opengl", "src\hardware\r_opengl\r_opengl-vc9.vcproj", "{51137D5C-4E81-4955-AACF-EA3092006051}" - ProjectSection(ProjectDependencies) = postProject - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE} = {0F554F1D-ED49-4D65-A9A7-F63C57F277BE} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "libs\zlib\projects\visualc9\zlib.vcproj", "{73A5729C-7323-41D4-AB48-8A03C9F81603}" -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "s_openal", "src\hardware\s_openal\s_openal-vc9.vcproj", "{E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}" - ProjectSection(ProjectDependencies) = postProject - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE} = {0F554F1D-ED49-4D65-A9A7-F63C57F277BE} - EndProjectSection -EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Srb2SDL", "src\sdl\Srb2SDL-vc9.vcproj", "{61BA7D3C-F77D-4D31-B718-1177FE482CF2}" - ProjectSection(ProjectDependencies) = postProject - {73A5729C-7323-41D4-AB48-8A03C9F81603} = {73A5729C-7323-41D4-AB48-8A03C9F81603} - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052} = {72B01ACA-7A1A-4F7B-ACEF-2607299CF052} - EndProjectSection -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Win32 = Debug|Win32 - Debug|x64 = Debug|x64 - Release|Win32 = Release|Win32 - Release|x64 = Release|x64 - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Debug|Win32.ActiveCfg = Debug|Win32 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Debug|Win32.Build.0 = Debug|Win32 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Debug|x64.ActiveCfg = Debug|x64 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Debug|x64.Build.0 = Debug|x64 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Release|Win32.ActiveCfg = Release|Win32 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Release|Win32.Build.0 = Release|Win32 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Release|x64.ActiveCfg = Release|x64 - {0F554F1D-ED49-4D65-A9A7-F63C57F277BE}.Release|x64.Build.0 = Release|x64 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Debug|Win32.ActiveCfg = Debug|Win32 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Debug|Win32.Build.0 = Debug|Win32 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Debug|x64.ActiveCfg = Debug|x64 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Debug|x64.Build.0 = Debug|x64 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Release|Win32.ActiveCfg = Release|Win32 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Release|Win32.Build.0 = Release|Win32 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Release|x64.ActiveCfg = Release|x64 - {72B01ACA-7A1A-4F7B-ACEF-2607299CF052}.Release|x64.Build.0 = Release|x64 - {51137D5C-4E81-4955-AACF-EA3092006051}.Debug|Win32.ActiveCfg = Debug|Win32 - {51137D5C-4E81-4955-AACF-EA3092006051}.Debug|Win32.Build.0 = Debug|Win32 - {51137D5C-4E81-4955-AACF-EA3092006051}.Debug|x64.ActiveCfg = Debug|x64 - {51137D5C-4E81-4955-AACF-EA3092006051}.Debug|x64.Build.0 = Debug|x64 - {51137D5C-4E81-4955-AACF-EA3092006051}.Release|Win32.ActiveCfg = Release|Win32 - {51137D5C-4E81-4955-AACF-EA3092006051}.Release|Win32.Build.0 = Release|Win32 - {51137D5C-4E81-4955-AACF-EA3092006051}.Release|x64.ActiveCfg = Release|x64 - {51137D5C-4E81-4955-AACF-EA3092006051}.Release|x64.Build.0 = Release|x64 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Debug|Win32.ActiveCfg = Debug|Win32 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Debug|Win32.Build.0 = Debug|Win32 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Debug|x64.ActiveCfg = Debug|x64 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Debug|x64.Build.0 = Debug|x64 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Release|Win32.ActiveCfg = Release|Win32 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Release|Win32.Build.0 = Release|Win32 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Release|x64.ActiveCfg = Release|x64 - {73A5729C-7323-41D4-AB48-8A03C9F81603}.Release|x64.Build.0 = Release|x64 - {E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}.Debug|Win32.ActiveCfg = Debug|Win32 - {E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}.Debug|x64.ActiveCfg = Debug|x64 - {E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}.Release|Win32.ActiveCfg = Release|Win32 - {E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}.Release|x64.ActiveCfg = Release|x64 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Debug|Win32.ActiveCfg = Debug|Win32 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Debug|Win32.Build.0 = Debug|Win32 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Debug|x64.ActiveCfg = Debug|x64 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Debug|x64.Build.0 = Debug|x64 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Release|Win32.ActiveCfg = Release|Win32 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Release|Win32.Build.0 = Release|Win32 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Release|x64.ActiveCfg = Release|x64 - {61BA7D3C-F77D-4D31-B718-1177FE482CF2}.Release|x64.Build.0 = Release|x64 - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index ae93aac370b8fb93f22f4bbdce9aa48ac6aed94a..6fe260fb4633fa4909100cf78149e6bbf2100fbb 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -1,7 +1,10 @@ -# SRB2 Core - add_executable(SRB2SDL2 MACOSX_BUNDLE WIN32) +if("${CMAKE_COMPILER_IS_GNUCC}" AND "${CMAKE_SYSTEM_NAME}" MATCHES "Windows" AND NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}" AND NOT "${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}") + # On MinGW with internal libraries, link the standard library statically + target_link_options(SRB2SDL2 PRIVATE "-static") +endif() + # Core sources target_sourcefile(c) target_sources(SRB2SDL2 PRIVATE comptime.c md5.c config.h.in) @@ -11,191 +14,69 @@ set(SRB2_ASM_SOURCES vid_copy.s) set(SRB2_NASM_SOURCES tmap_mmx.nas tmap.nas) ### Configuration -set(SRB2_CONFIG_HAVE_PNG ON CACHE BOOL - "Enable PNG support. Depends on zlib, so will be disabled if you don't enable that too.") -set(SRB2_CONFIG_HAVE_ZLIB ON CACHE BOOL - "Enable zlib support.") -set(SRB2_CONFIG_HAVE_GME ON CACHE BOOL - "Enable GME support.") -set(SRB2_CONFIG_HAVE_OPENMPT ON CACHE BOOL - "Enable OpenMPT support.") -set(SRB2_CONFIG_HAVE_CURL ON CACHE BOOL - "Enable curl support.") -set(SRB2_CONFIG_HAVE_THREADS ON CACHE BOOL - "Enable multithreading support.") -if(${CMAKE_SYSTEM} MATCHES Windows) - set(SRB2_CONFIG_HAVE_MIXERX ON CACHE BOOL - "Enable SDL Mixer X support.") -else() - set(SRB2_CONFIG_HAVE_MIXERX OFF) -endif() -set(SRB2_CONFIG_HWRENDER ON CACHE BOOL - "Enable hardware rendering through OpenGL.") set(SRB2_CONFIG_USEASM OFF CACHE BOOL "Enable NASM tmap implementation for software mode speedup.") set(SRB2_CONFIG_YASM OFF CACHE BOOL "Use YASM in place of NASM.") -set(SRB2_CONFIG_STATIC_OPENGL OFF CACHE BOOL - "Use statically linked OpenGL. NOT RECOMMENDED.") - -### use internal libraries? -if(${CMAKE_SYSTEM} MATCHES "Windows") ###set on Windows only - set(SRB2_CONFIG_USE_INTERNAL_LIBRARIES OFF CACHE BOOL - "Use SRB2's internal copies of required dependencies (SDL2, PNG, zlib, GME, OpenMPT).") -endif() +set(SRB2_CONFIG_DEV_BUILD OFF CACHE BOOL + "Compile a development build of SRB2.") add_subdirectory(blua) -if(${SRB2_CONFIG_HAVE_GME}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(GME_FOUND ON) - set(GME_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/gme/include) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(GME_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/gme/win64 -lgme") - else() # 32-bit - set(GME_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/gme/win32 -lgme") - endif() - else() - find_package(GME) - endif() - if(${GME_FOUND}) - set(SRB2_HAVE_GME ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_GME) - else() - message(WARNING "You have specified that GME is available but it was not found.") - endif() +# OS macros +if (UNIX) + target_compile_definitions(SRB2SDL2 PRIVATE -DUNIXCOMMON) endif() -if(${SRB2_CONFIG_HAVE_OPENMPT}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(OPENMPT_FOUND ON) - set(OPENMPT_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/libopenmpt/inc) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(OPENMPT_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/libopenmpt/lib/x86_64/mingw -lopenmpt") - else() # 32-bit - set(OPENMPT_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/libopenmpt/lib/x86/mingw -lopenmpt") - endif() - else() - find_package(OPENMPT) - endif() - if(${OPENMPT_FOUND}) - set(SRB2_HAVE_OPENMPT ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_OPENMPT) - else() - message(WARNING "You have specified that OpenMPT is available but it was not found.") - endif() +if(CMAKE_COMPILER_IS_GNUCC) + find_program(OBJCOPY objcopy) endif() -if(${SRB2_CONFIG_HAVE_MIXERX}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(MIXERX_FOUND ON) - set(MIXERX_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/SDLMixerX/i686-w64-mingw32/include/SDL2) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(MIXERX_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDLMixerX/x86_64-w64-mingw32/lib -lSDL2_mixer_ext") - else() # 32-bit - set(MIXERX_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDLMixerX/i686-w64-mingw32/lib -lSDL2_mixer_ext") - endif() - else() - # No support for non-Windows (yet?) - #find_package(MIXERX) - message(WARNING "SDL Mixer X is not supported as an external library.") - set(MIXERX_FOUND OFF) - endif() - if(${MIXERX_FOUND}) - set(SRB2_HAVE_MIXERX ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_MIXERX) - else() - message(WARNING "You have specified that SDL Mixer X is available but it was not found.") +if("${CMAKE_SYSTEM_NAME}" MATCHES "Linux") + target_compile_definitions(SRB2SDL2 PRIVATE -DLINUX) + if(${SRB2_SYSTEM_BITS} EQUAL 64) + target_compile_definitions(SRB2SDL2 PRIVATE -DLINUX64) endif() endif() -if(${SRB2_CONFIG_HAVE_ZLIB}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(ZLIB_FOUND ON) - set(ZLIB_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/zlib) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(ZLIB_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/zlib/win32 -lz64") - else() # 32-bit - set(ZLIB_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/zlib/win32 -lz32") - endif() - else() - find_package(ZLIB) - endif() - if(${ZLIB_FOUND}) - set(SRB2_HAVE_ZLIB ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_ZLIB) - else() - message(WARNING "You have specified that ZLIB is available but it was not found. SRB2 may not compile correctly.") - endif() +if("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin") + target_compile_definitions(SRB2SDL2 PRIVATE -DMACOSX) endif() -if(${SRB2_CONFIG_HAVE_PNG} AND ${SRB2_CONFIG_HAVE_ZLIB}) - if (${ZLIB_FOUND}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(PNG_FOUND ON) - set(PNG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/libpng-src) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(PNG_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/libpng-src/projects -lpng64") - else() # 32-bit - set(PNG_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/libpng-src/projects -lpng32") - endif() - else() - find_package(PNG) - endif() - if(${PNG_FOUND}) - set(SRB2_HAVE_PNG ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_PNG) - target_compile_definitions(SRB2SDL2 PRIVATE -D_LARGEFILE64_SOURCE) - target_sources(SRB2SDL2 PRIVATE apng.c) - else() - message(WARNING "You have specified that PNG is available but it was not found. SRB2 may not compile correctly.") - endif() - endif() +target_link_libraries(SRB2SDL2 PRIVATE gme) +target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_GME) +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + # this sucks but gme doesn't use modern cmake to delineate public headers + target_include_directories(SRB2SDL2 PRIVATE "${libgme_SOURCE_DIR}") endif() -if(${SRB2_CONFIG_HAVE_CURL}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(CURL_FOUND ON) - set(CURL_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/curl/include) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(CURL_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/curl/lib64 -lcurl") - else() # 32-bit - set(CURL_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/curl/lib32 -lcurl") - endif() - else() - find_package(CURL) - endif() - if(${CURL_FOUND}) - set(SRB2_HAVE_CURL ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_CURL) - else() - message(WARNING "You have specified that CURL is available but it was not found. SRB2 may not compile correctly.") - endif() -endif() +target_link_libraries(SRB2SDL2 PRIVATE openmpt) +target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_OPENMPT) -if(${SRB2_CONFIG_HAVE_THREADS}) - set(SRB2_HAVE_THREADS ON) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_THREADS) -endif() +target_link_libraries(SRB2SDL2 PRIVATE ZLIB::ZLIB PNG::PNG CURL::libcurl) +target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_ZLIB -DHAVE_PNG -DHAVE_CURL -D_LARGEFILE64_SOURCE) +target_sources(SRB2SDL2 PRIVATE apng.c) + +set(SRB2_HAVE_THREADS ON) +target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_THREADS) -if(${SRB2_CONFIG_HWRENDER}) +if("${SRB2_CONFIG_HWRENDER}") target_compile_definitions(SRB2SDL2 PRIVATE -DHWRENDER) add_subdirectory(hardware) -endif() -if(${SRB2_CONFIG_HWRENDER} AND ${SRB2_CONFIG_STATIC_OPENGL}) - find_package(OpenGL) - if(${OPENGL_FOUND}) - target_compile_definitions(SRB2SDL2 PRIVATE -DHWRENDER) - target_compile_definitions(SRB2SDL2 PRIVATE -DSTATIC_OPENGL) - else() - message(WARNING "You have specified static opengl but opengl was not found. Not setting HWRENDER.") + if("${SRB2_CONFIG_STATIC_OPENGL}") + find_package(OpenGL) + if(${OPENGL_FOUND}) + target_compile_definitions(SRB2SDL2 PRIVATE -DSTATIC_OPENGL) + else() + message(WARNING "You have specified static opengl but opengl was not found. Not setting HWRENDER.") + endif() endif() endif() if(${SRB2_CONFIG_USEASM}) #SRB2_ASM_FLAGS can be used to pass flags to either nasm or yasm. - if(${CMAKE_SYSTEM} MATCHES "Linux") + if("${CMAKE_SYSTEM_NAME}" MATCHES "Linux") set(SRB2_ASM_FLAGS "-DLINUX ${SRB2_ASM_FLAGS}") endif() @@ -211,7 +92,7 @@ if(${SRB2_CONFIG_USEASM}) set(SRB2_USEASM ON) target_compile_definitions(SRB2SDL2 PRIVATE -DUSEASM) - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -msse3 -mfpmath=sse") + target_compile_options(SRB2SDL2 PRIVATE -msse3 -mfpmath=sse) target_sources(SRB2SDL2 PRIVATE ${SRB2_ASM_SOURCES} ${SRB2_NASM_SOURCES}) @@ -224,7 +105,7 @@ endif() # If using CCACHE, then force it. # https://github.com/Cockatrice/Cockatrice/pull/3052/files -if (${CMAKE_SYSTEM} MATCHES "Darwin") +if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin") get_property(RULE_LAUNCH_COMPILE GLOBAL PROPERTY RULE_LAUNCH_COMPILE) if(RULE_LAUNCH_COMPILE) MESSAGE(STATUS "Force enabling CCache usage under macOS") @@ -246,30 +127,203 @@ endif() # Compatibility flag with later versions of GCC # We should really fix our code to not need this if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU") - set(CMAKE_C_FLAGS ${CMAKE_C_FLAGS} -mno-ms-bitfields) + target_compile_options(SRB2SDL2 PRIVATE -mno-ms-bitfields) endif() -if (CMAKE_CXX_COMPILER_ID MATCHES "Clang") - set(CMAKE_C_FLAGS ${CMAKE_C_FLAGS} -Wno-absolute-value) +# Compiler warnings configuration +target_compile_options(SRB2SDL2 PRIVATE + # Using generator expressions to handle per-language compile options + + # C, GNU + # This is a direct translation from versions.mk + $<$<AND:$<COMPILE_LANGUAGE:C>,$<C_COMPILER_ID:GNU>>: + -Wall + -Wno-trigraphs + -W # Was controlled by RELAXWARNINGS + -Wfloat-equal + -Wundef + -Wpointer-arith + -Wbad-function-cast + -Wcast-qual + -Wcast-align # Was controlled by NOCASTALIGNWARN + -Wwrite-strings + -Wsign-compare + -Waggregate-return + -Wmissing-prototypes + -Wmissing-declarations + -Wmissing-noreturn + -Wnested-externs + -Winline + -Wformat-y2k + -Wformat-security + + $<$<VERSION_LESS:$<C_COMPILER_VERSION>,2.9.5>: + -Wno-div-by-zero + -Wendif-labels + -Wdisabled-optimization + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,4.0.0>: + -Wold-style-definition + -Wmissing-field-initializers + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,4.1.0>: + -Wshadow + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,4.3.0>: + -funit-at-a-time + -Wlogical-op + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,4.5.0>: + -Wlogical-op + -Wno-error=array-bounds + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,4.6.0>: + -Wno-suggest-attribute=noreturn + -Wno-error=suggest-attribute=noreturn + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,5.4.0>: + -Wno-logical-op + -Wno-error=logical-op + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,6.1.0>: + -Wno-tautological-compare + -Wno-error=tautological-compare + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,7.1.0>: + -Wno-error=format-overflow=2 + -Wimplicit-fallthrough=4 + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,8.1.0>: + -Wno-error=format-overflow + -Wno-error=stringop-truncation + -Wno-error=stringop-overflow + -Wno-format-overflow + -Wno-stringop-truncation + -Wno-stringop-overflow + -Wno-error=multistatement-macros + > + + $<$<VERSION_GREATER_EQUAL:$<C_COMPILER_VERSION>,9.1.0>: + -Wno-error=address-of-packed-member + > + > + + # C, Clang and Apple Clang + $<$<AND:$<COMPILE_LANGUAGE:C>,$<OR:$<C_COMPILER_ID:AppleClang>,$<C_COMPILER_ID:Clang>>>: + -Wall + -Wno-absolute-value + -Wno-trigraphs + -Wno-error=non-literal-null-conversion + -Wno-error=constant-conversion + -Wno-error=unused-but-set-variable + > + + # C, MSVC + $<$<AND:$<COMPILE_LANGUAGE:C>,$<C_COMPILER_ID:MSVC>>: + # All warnings at and before Visual Studio 2019 RTM + # https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warnings-by-compiler-version?view=msvc-170 + /Wv:19.20.27004.0 + > + + # C++, GNU, Clang and Apple Clang + $<$<AND:$<COMPILE_LANGUAGE:CXX>,$<OR:$<C_COMPILER_ID:GNU>,$<C_COMPILER_ID:AppleClang>,$<C_COMPILER_ID:Clang>>>: + -Wall + > + + # C++, MSVC + $<$<AND:$<COMPILE_LANGUAGE:C>,$<C_COMPILER_ID:MSVC>>: + /Wv:19.20.27004.0 + > +) +if(SRB2_CONFIG_ERRORMODE) + target_compile_options(SRB2SDL2 PRIVATE + $<$<OR:$<C_COMPILER_ID:GNU>,$<C_COMPILER_ID:AppleClang>,$<C_COMPILER_ID:Clang>>: + -Werror + > + + $<$<C_COMPILER_ID:MSVC>: + /WX + > + ) endif() -set(CMAKE_C_FLAGS ${CMAKE_C_FLAGS} -Wno-trigraphs) +# Link warnings configuration +target_link_options(SRB2SDL2 PRIVATE + $<$<C_COMPILER_ID:GNU>: + # -Wl,--as-needed - Was controlled by NOLDWARNING + > +) +if(${SRB2_CONFIG_DEV_BUILD}) + target_compile_definitions(SRB2SDL2 PRIVATE -DDEVELOP) +endif() target_compile_definitions(SRB2SDL2 PRIVATE -DCMAKECONFIG) -#add_library(SRB2Core STATIC -# ${SRB2_CORE_SOURCES} -# ${SRB2_CORE_HEADERS} -# ${SRB2_CORE_RENDER_SOURCES} -# ${SRB2_CORE_GAME_SOURCES} -# ${SRB2_LUA_SOURCES} -# ${SRB2_LUA_HEADERS} -# ${SRB2_BLUA_SOURCES} -# ${SRB2_BLUA_HEADERS} -#) +# Misc. build options from Makefiles +if(SRB2_CONFIG_DEBUGMODE) + target_compile_definitions(SRB2SDL2 PRIVATE -DZDEBUG -DPARANOIA -DRANGECHECK -DPACKETDROP) +endif() +if(SRB2_CONFIG_MOBJCONSISTANCY) + target_compile_definitions(SRB2SDL2 PRIVATE -DMOBJCONSISTANCY) +endif() +if(SRB2_CONFIG_PACKETDROP) + target_compile_definitions(SRB2SDL2 PRIVATE -DPACKETDROP) +endif() +if(SRB2_CONFIG_ZDEBUG) + target_compile_definitions(SRB2SDL2 PRIVATE -DZDEBUG) +endif() +if(SRB2_CONFIG_PROFILEMODE AND "${CMAKE_C_COMPILER_ID}" STREQUAL "GNU") + target_compile_options(SRB2SDL2 PRIVATE -pg) + target_link_options(SRB2SDL2 PRIVATE -pg) +endif() add_subdirectory(sdl) -if(NOT ${SRB2_SDL2_AVAILABLE}) - message(FATAL_ERROR "There are no targets available to build an SRB2 executable. :(") +# strip debug symbols into separate file when using gcc. +# to be consistent with Makefile, don't generate for OS X. +if((CMAKE_COMPILER_IS_GNUCC) AND NOT ("${CMAKE_SYSTEM_NAME}" MATCHES Darwin)) + if((${CMAKE_BUILD_TYPE} MATCHES Debug) OR (${CMAKE_BUILD_TYPE} MATCHES RelWithDebInfo)) + if(${CMAKE_BUILD_TYPE} MATCHES Debug) + set(OBJCOPY_ONLY_KEEP_DEBUG "--only-keep-debug") + endif() + message(STATUS "Will make separate debug symbols in *.debug") + add_custom_command(TARGET SRB2SDL2 POST_BUILD + COMMAND ${OBJCOPY} ${OBJCOPY_ONLY_KEEP_DEBUG} $<TARGET_FILE:SRB2SDL2> $<TARGET_FILE:SRB2SDL2>.debug + COMMAND ${OBJCOPY} --strip-debug $<TARGET_FILE:SRB2SDL2> + COMMAND ${OBJCOPY} --add-gnu-debuglink=$<TARGET_FILE:SRB2SDL2>.debug $<TARGET_FILE:SRB2SDL2> + ) + endif() +endif() + +# copy DLLs to bin/ directory if building internal shared on windows +if("${CMAKE_SYSTEM_NAME}" STREQUAL Windows AND NOT "${SRB2_CONFIG_INTERNAL_LIBRARIES}" AND "${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}") + set(ADDITIONAL_DLLS "") + if("${CMAKE_C_COMPILER_ID}" STREQUAL GNU) + # also copy implicitly linked system libraries + get_filename_component(MINGW_BIN_PATH ${CMAKE_CXX_COMPILER} PATH) + list(APPEND ADDITIONAL_DLLS + "libgcc_s_dw2-1.dll" + "libstdc++-6.dll" + "libwinpthread-1.dll" + ) + list(TRANSFORM ADDITIONAL_DLLS PREPEND "${MINGW_BIN_PATH}/") + endif() + add_custom_command(TARGET SRB2SDL2 POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy_if_different + $<TARGET_RUNTIME_DLLS:SRB2SDL2> + ${ADDITIONAL_DLLS} + + $<TARGET_FILE_DIR:SRB2SDL2> + COMMAND_EXPAND_LISTS + COMMENT "Copying runtime DLLs" + ) endif() diff --git a/src/Makefile b/src/Makefile index 9cab3e487afb64a913e2eed791cd3fd3754422aa..7571c808933d254613c401fdfc5d75522b750933 100644 --- a/src/Makefile +++ b/src/Makefile @@ -357,9 +357,9 @@ $(dbg).txt : $(dbg) # this really updates comptime.h comptime.c :: ifdef WINDOWSHELL - $(.)..\comptime.bat . + -$(.)..\comptime.bat . else - $(.)../comptime.sh . + -$(.)../comptime.sh . endif # I wish I could make dependencies out of rc files :( diff --git a/src/Makefile.d/versions.mk b/src/Makefile.d/versions.mk index f0b59658ee741e7d709b4d4037b1745a1e3bfefb..d2877b374346115621773c822af00a92dd4de72c 100644 --- a/src/Makefile.d/versions.mk +++ b/src/Makefile.d/versions.mk @@ -156,7 +156,7 @@ ifdef DEBUGMODE ifdef GCC48 opts+=-Og else -opts+=O0 +opts+=-O0 endif endif diff --git a/src/Sourcefile b/src/Sourcefile index 983dadaf0cbea42079ce68f032323c6c03a4a595..9de90eee48b51c0bebac1d3b4eba88a648246b50 100644 --- a/src/Sourcefile +++ b/src/Sourcefile @@ -18,6 +18,7 @@ am_map.c command.c console.c hu_stuff.c +i_time.c y_inter.c st_stuff.c m_aatree.c @@ -50,11 +51,13 @@ p_spec.c p_telept.c p_tick.c p_user.c +p_haptic.c p_slopes.c tables.c r_bsp.c r_data.c r_draw.c +r_fps.c r_main.c r_plane.c r_segs.c @@ -95,4 +98,5 @@ lua_taglib.c lua_polyobjlib.c lua_blockmaplib.c lua_hudlib.c +lua_hudlib_drawlist.c lua_inputlib.c diff --git a/src/android/i_system.c b/src/android/i_system.c index 752e9f6c6bb4138caaf17004cbcc0fcaa6b66cee..f0edcc17efb6445c32cfc7c68452714b55cd8909 100644 --- a/src/android/i_system.c +++ b/src/android/i_system.c @@ -82,13 +82,17 @@ INT64 current_time_in_ps() { return (t.tv_sec * (INT64)1000000) + t.tv_usec; } -tic_t I_GetTime(void) +void I_Sleep(UINT32 ms){} + +precise_t I_GetPreciseTime(void) { - INT64 since_start = current_time_in_ps() - start_time; - return (since_start*TICRATE)/1000000; + return 0; } -void I_Sleep(void){} +UINT64 I_GetPrecisePrecision(void) +{ + return 1000000; +} void I_GetEvent(void){} diff --git a/src/b_bot.c b/src/b_bot.c index 775a13e294cf31e8070a9f6fc51894f91317496c..2774337ccef7660209ad506b4f4f93898bfee92c 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -30,7 +30,7 @@ void B_UpdateBotleader(player_t *player) { if (players[i].bot || players[i].playerstate != PST_LIVE || players[i].spectator || !players[i].mo) continue; - + if (!player->botleader) { player->botleader = &players[i]; // set default @@ -85,7 +85,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) boolean stalled = (bmom < scale >> 1) && dist > followthres; // Helps to see if the AI is having trouble catching up boolean samepos = (sonic->x == tails->x && sonic->y == tails->y); boolean blocked = bot->blocked; - + if (!samepos) ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y); @@ -188,6 +188,7 @@ static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd) && !(pcmd->forwardmove || pcmd->sidemove || player->dashspeed) && P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails) && !(player->pflags & PF_STASIS) + && !(player->exiting) && bot->charability == CA_FLY) mem->thinkstate = AI_THINKFLY; else if (mem->thinkstate == AI_THINKFLY) @@ -448,10 +449,10 @@ void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16; if (backward) cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16; - if (left) + if (left) cmd->angleturn += 1280; if (right) - cmd->angleturn -= 1280; + cmd->angleturn -= 1280; if (strafeleft) cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16; if (straferight) @@ -486,7 +487,7 @@ boolean B_CheckRespawn(player_t *player) //We don't have a main player to spawn to! if (!player->botleader) return false; - + sonic = player->botleader->mo; // We can't follow Sonic if he's not around! if (!sonic || sonic->health <= 0) @@ -579,7 +580,7 @@ void B_RespawnBot(INT32 playernum) player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol]; player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR); - P_TeleportMove(tails, x, y, z); + P_SetOrigin(tails, x, y, z); if (player->charability == CA_FLY) { P_SetPlayerMobjState(tails, S_PLAY_FLY); diff --git a/src/blua/liolib.c b/src/blua/liolib.c index 5eec97fb4b7b4e5e4f47637b34b0444c1750a334..e029650c0ced525f3bfc56fc9863d9816f6ebb63 100644 --- a/src/blua/liolib.c +++ b/src/blua/liolib.c @@ -641,4 +641,3 @@ LUALIB_API int luaopen_io (lua_State *L) { lua_pop(L, 1); /* pop environment for default files */ return 1; } - diff --git a/src/blua/lua.h b/src/blua/lua.h index 4e26c2a79fa5ff2370f2fd87a8b547f6eb7305dd..50e52069024b56604d820a70bc91f7f359eaaf26 100644 --- a/src/blua/lua.h +++ b/src/blua/lua.h @@ -12,6 +12,10 @@ #include <stdarg.h> #include <stddef.h> +#ifdef _MSC_VER +#include <stdint.h> +#endif + #include "luaconf.h" diff --git a/src/blua/luaconf.h b/src/blua/luaconf.h index 9e2948f414bf771202b2d1b25e4d7378b086bda3..223a85703983f873caa539bf3e85ae1d74ec488b 100644 --- a/src/blua/luaconf.h +++ b/src/blua/luaconf.h @@ -11,9 +11,7 @@ #include <limits.h> #include <stddef.h> -#ifdef _MSC_VER -#define INT32 __int32 -#else +#ifndef _MSC_VER #include <stdint.h> #define INT32 int32_t #endif @@ -147,7 +145,7 @@ ** CHANGE that if ptrdiff_t is not adequate on your machine. (On most ** machines, ptrdiff_t gives a good choice between int or long.) */ -#define LUA_INTEGER INT32 +#define LUA_INTEGER int32_t /* @@ -509,13 +507,13 @@ */ //#define LUA_NUMBER_DOUBLE -#define LUA_NUMBER INT32 +#define LUA_NUMBER int32_t /* @@ LUAI_UACNUMBER is the result of an 'usual argument conversion' @* over a number. */ -#define LUAI_UACNUMBER INT32 +#define LUAI_UACNUMBER int32_t /* @@ -778,6 +776,4 @@ union luai_Cast { double l_d; long l_l; }; ** without modifying the main part of the file. */ - - #endif diff --git a/src/byteptr.h b/src/byteptr.h index 33c2c8a4b69fb0e986ad928981995c1ea58f7a95..3aa2aa508828a40976b272a2163f03def3c798c4 100644 --- a/src/byteptr.h +++ b/src/byteptr.h @@ -150,7 +150,7 @@ FUNCINLINE static ATTRINLINE UINT32 readulong(void *ptr) #undef DEALIGNED -#define WRITESTRINGN(p, s, n) ({ \ +#define WRITESTRINGN(p, s, n) { \ size_t tmp_i; \ \ for (tmp_i = 0; tmp_i < n && s[tmp_i] != '\0'; tmp_i++) \ @@ -158,70 +158,70 @@ FUNCINLINE static ATTRINLINE UINT32 readulong(void *ptr) \ if (tmp_i < n) \ WRITECHAR(p, '\0'); \ -}) +} -#define WRITESTRINGL(p, s, n) ({ \ +#define WRITESTRINGL(p, s, n) { \ size_t tmp_i; \ \ for (tmp_i = 0; tmp_i < n - 1 && s[tmp_i] != '\0'; tmp_i++) \ WRITECHAR(p, s[tmp_i]); \ \ WRITECHAR(p, '\0'); \ -}) +} -#define WRITESTRING(p, s) ({ \ +#define WRITESTRING(p, s) { \ size_t tmp_i; \ \ for (tmp_i = 0; s[tmp_i] != '\0'; tmp_i++) \ WRITECHAR(p, s[tmp_i]); \ \ WRITECHAR(p, '\0'); \ -}) +} -#define WRITEMEM(p, s, n) ({ \ +#define WRITEMEM(p, s, n) { \ memcpy(p, s, n); \ p += n; \ -}) +} #define SKIPSTRING(p) while (READCHAR(p) != '\0') -#define SKIPSTRINGN(p, n) ({ \ +#define SKIPSTRINGN(p, n) { \ size_t tmp_i = 0; \ \ while (tmp_i < n && READCHAR(p) != '\0') \ tmp_i++; \ -}) +} #define SKIPSTRINGL(p, n) SKIPSTRINGN(p, n) -#define READSTRINGN(p, s, n) ({ \ +#define READSTRINGN(p, s, n) { \ size_t tmp_i = 0; \ \ while (tmp_i < n && (s[tmp_i] = READCHAR(p)) != '\0') \ tmp_i++; \ \ s[tmp_i] = '\0'; \ -}) +} -#define READSTRINGL(p, s, n) ({ \ +#define READSTRINGL(p, s, n) { \ size_t tmp_i = 0; \ \ while (tmp_i < n - 1 && (s[tmp_i] = READCHAR(p)) != '\0') \ tmp_i++; \ \ s[tmp_i] = '\0'; \ -}) +} -#define READSTRING(p, s) ({ \ +#define READSTRING(p, s) { \ size_t tmp_i = 0; \ \ while ((s[tmp_i] = READCHAR(p)) != '\0') \ tmp_i++; \ \ s[tmp_i] = '\0'; \ -}) +} -#define READMEM(p, s, n) ({ \ +#define READMEM(p, s, n) { \ memcpy(s, p, n); \ p += n; \ -}) +} diff --git a/src/command.c b/src/command.c index dae4dc7b160e1399ccba0ae6f4874cf120e0524c..d1db9f9c99d59c38c0f95e8b9eec61d84fb97776 100644 --- a/src/command.c +++ b/src/command.c @@ -77,7 +77,6 @@ CV_PossibleValue_t CV_Natural[] = {{1, "MIN"}, {999999999, "MAX"}, {0, NULL}}; // Filter consvars by EXECVERSION // First implementation is 26 (2.1.21), so earlier configs default at 25 (2.1.20) -// Also set CV_HIDEN during runtime, after config is loaded static boolean execversion_enabled = false; consvar_t cv_execversion = CVAR_INIT ("execversion","25",CV_CALL,CV_Unsigned, CV_EnforceExecVersion); @@ -1725,9 +1724,13 @@ void CV_SaveVars(UINT8 **p, boolean in_demo) if ((cvar->flags & CV_NETVAR) && !CV_IsSetToDefault(cvar)) { if (in_demo) + { WRITESTRING(*p, cvar->name); + } else + { WRITEUINT16(*p, cvar->netid); + } WRITESTRING(*p, cvar->string); WRITEUINT8(*p, false); ++count; @@ -2076,9 +2079,10 @@ void CV_AddValue(consvar_t *var, INT32 increment) { increment = 0; currentindice = max; + break; // The value we definitely want, stop here. } else if (var->PossibleValue[max].value == var->value) - currentindice = max; + currentindice = max; // The value we maybe want. } if (increment) @@ -2177,131 +2181,48 @@ static void CV_EnforceExecVersion(void) CV_StealthSetValue(&cv_execversion, EXECVERSION); } -static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr) -{ - // If ALL axis settings are previous defaults, set them to the new defaults - // EXECVERSION < 26 (2.1.21) +#ifndef OLD_GAMEPAD_AXES +static boolean CV_ConvertOldJoyAxisVars(consvar_t *v, const char *valstr) +{ + static struct { + const char *old; + const char *new; + } axis_names[] = { + {"X-Axis", "Left Stick X"}, + {"Y-Axis", "Left Stick Y"}, + {"X-Axis-", "Left Stick X-"}, + {"Y-Axis-", "Left Stick Y-"}, + {"X-Rudder", "Right Stick X"}, + {"Y-Rudder", "Right Stick Y"}, + {"X-Rudder-", "Right Stick X-"}, + {"Y-Rudder-", "Right Stick Y-"}, + {"Z-Axis", "Left Trigger"}, + {"Z-Rudder", "Right Trigger"}, + {"Z-Axis-", "Left Trigger"}, + {"Z-Rudder-", "Right Trigger"}, + {NULL, NULL} + }; + + if (v->PossibleValue != joyaxis_cons_t) + return true; - if (joyaxis_default) + for (unsigned i = 0;; i++) { - if (!stricmp(v->name, "joyaxis_turn")) - { - if (joyaxis_count > 6) return false; - // we're currently setting the new defaults, don't interfere - else if (joyaxis_count == 6) return true; - - if (!stricmp(valstr, "X-Axis")) joyaxis_count++; - else joyaxis_default = false; - } - if (!stricmp(v->name, "joyaxis_move")) - { - if (joyaxis_count > 6) return false; - else if (joyaxis_count == 6) return true; - - if (!stricmp(valstr, "Y-Axis")) joyaxis_count++; - else joyaxis_default = false; - } - if (!stricmp(v->name, "joyaxis_side")) + if (axis_names[i].old == NULL) { - if (joyaxis_count > 6) return false; - else if (joyaxis_count == 6) return true; - - if (!stricmp(valstr, "Z-Axis")) joyaxis_count++; - else joyaxis_default = false; - } - if (!stricmp(v->name, "joyaxis_look")) - { - if (joyaxis_count > 6) return false; - else if (joyaxis_count == 6) return true; - - if (!stricmp(valstr, "None")) joyaxis_count++; - else joyaxis_default = false; - } - if (!stricmp(v->name, "joyaxis_fire") - || !stricmp(v->name, "joyaxis_firenormal")) - { - if (joyaxis_count > 6) return false; - else if (joyaxis_count == 6) return true; - - if (!stricmp(valstr, "None")) joyaxis_count++; - else joyaxis_default = false; - } - // reset all axis settings to defaults - if (joyaxis_count == 6) - { - COM_BufInsertText(va("%s \"%s\"\n", cv_turnaxis.name, cv_turnaxis.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_moveaxis.name, cv_moveaxis.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_sideaxis.name, cv_sideaxis.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_lookaxis.name, cv_lookaxis.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_fireaxis.name, cv_fireaxis.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_firenaxis.name, cv_firenaxis.defaultvalue)); - joyaxis_count++; + CV_SetCVar(v, "None", false); return false; } - } - - if (joyaxis2_default) - { - if (!stricmp(v->name, "joyaxis2_turn")) + else if (!stricmp(valstr, axis_names[i].old)) { - if (joyaxis2_count > 6) return false; - // we're currently setting the new defaults, don't interfere - else if (joyaxis2_count == 6) return true; - - if (!stricmp(valstr, "X-Axis")) joyaxis2_count++; - else joyaxis2_default = false; - } - if (!stricmp(v->name, "joyaxis2_move")) - { - if (joyaxis2_count > 6) return false; - else if (joyaxis2_count == 6) return true; - - if (!stricmp(valstr, "Y-Axis")) joyaxis2_count++; - else joyaxis2_default = false; - } - if (!stricmp(v->name, "joyaxis2_side")) - { - if (joyaxis2_count > 6) return false; - else if (joyaxis2_count == 6) return true; - - if (!stricmp(valstr, "Z-Axis")) joyaxis2_count++; - else joyaxis2_default = false; - } - if (!stricmp(v->name, "joyaxis2_look")) - { - if (joyaxis2_count > 6) return false; - else if (joyaxis2_count == 6) return true; - - if (!stricmp(valstr, "None")) joyaxis2_count++; - else joyaxis2_default = false; - } - if (!stricmp(v->name, "joyaxis2_fire") - || !stricmp(v->name, "joyaxis2_firenormal")) - { - if (joyaxis2_count > 6) return false; - else if (joyaxis2_count == 6) return true; - - if (!stricmp(valstr, "None")) joyaxis2_count++; - else joyaxis2_default = false; - } - - // reset all axis settings to defaults - if (joyaxis2_count == 6) - { - COM_BufInsertText(va("%s \"%s\"\n", cv_turnaxis2.name, cv_turnaxis2.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_moveaxis2.name, cv_moveaxis2.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_sideaxis2.name, cv_sideaxis2.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_lookaxis2.name, cv_lookaxis2.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_fireaxis2.name, cv_fireaxis2.defaultvalue)); - COM_BufInsertText(va("%s \"%s\"\n", cv_firenaxis2.name, cv_firenaxis2.defaultvalue)); - joyaxis2_count++; + CV_SetCVar(v, axis_names[i].new, false); return false; } } - // we haven't reached our counts yet, or we're not default return true; } +#endif static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr) { @@ -2312,39 +2233,14 @@ static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr) if (!(v->flags & CV_SAVE)) return true; - if (GETMAJOREXECVERSION(cv_execversion.value) < 26) // 26 = 2.1.21 +#ifndef OLD_GAMEPAD_AXES + if (GETMAJOREXECVERSION(cv_execversion.value) <= 51 && GETMINOREXECVERSION(cv_execversion.value) < 1) { - // MOUSE SETTINGS - // alwaysfreelook split between first and third person (chasefreelook) - // mousemove was on by default, which invalidates the current approach - if (!stricmp(v->name, "alwaysmlook") - || !stricmp(v->name, "alwaysmlook2") - || !stricmp(v->name, "mousemove") - || !stricmp(v->name, "mousemove2")) - return false; - - // mousesens was changed from 35 to 20 due to oversensitivity - if ((!stricmp(v->name, "mousesens") - || !stricmp(v->name, "mousesens2") - || !stricmp(v->name, "mouseysens") - || !stricmp(v->name, "mouseysens2")) - && atoi(valstr) == 35) - return false; - - // JOYSTICK DEFAULTS - // use_joystick was changed from 0 to 1 to automatically use a joystick if available -#if defined(HAVE_SDL) || defined(_WINDOWS) - if ((!stricmp(v->name, "use_joystick") - || !stricmp(v->name, "use_joystick2")) - && atoi(valstr) == 0) + if (!CV_ConvertOldJoyAxisVars(v, valstr)) return false; + } #endif - // axis defaults were changed to be friendly to 360 controllers - // if ALL axis settings are defaults, then change them to new values - if (!CV_FilterJoyAxisVars(v, valstr)) - return false; - } return true; } diff --git a/src/config.h.in b/src/config.h.in index 587a881c73bfb7fa7b55e38920501c0a49e7643c..928705b30f048334688ce78a1c3a127a80a1d170 100644 --- a/src/config.h.in +++ b/src/config.h.in @@ -11,19 +11,10 @@ #ifdef CMAKECONFIG -#define ASSET_HASH_SRB2_PK3 "${SRB2_ASSET_srb2.pk3_HASH}" -#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}" -#define ASSET_HASH_ZONES_PK3 "${SRB2_ASSET_zones.pk3_HASH}" -#ifdef USE_PATCH_DTA -#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}" -#endif - #define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}" #define SRB2_COMP_BRANCH "${SRB2_COMP_BRANCH}" -#define CMAKE_ASSETS_DIR "${CMAKE_SOURCE_DIR}/assets" - -#else +#endif /* Manually defined asset hashes for non-CMake builds * Last updated 2020 / 02 / 15 - v2.2.1 - main assets @@ -45,4 +36,3 @@ #endif #endif -#endif diff --git a/src/console.c b/src/console.c index ae17e2bf0402338d32af7710a0624aa39d7151a1..79a58f26d22e2859f5ff1a914ddfe20ebb3aaded 100644 --- a/src/console.c +++ b/src/console.c @@ -918,7 +918,8 @@ boolean CON_Responder(event_t *ev) static INT32 alias_skips; const char *cmd = NULL; - INT32 key; + INT32 key = ev->key; + boolean key_is_console = (key == gamecontrol[GC_CONSOLE][0] || key == gamecontrol[GC_CONSOLE][1]); if (chat_on) return false; @@ -926,20 +927,18 @@ boolean CON_Responder(event_t *ev) // let go keyup events, don't eat them if (ev->type != ev_keydown && ev->type != ev_console) { - if (ev->key == gamecontrol[GC_CONSOLE][0] || ev->key == gamecontrol[GC_CONSOLE][1]) + if (key_is_console) consdown = false; return false; } - key = ev->key; - // check for console toggle key if (ev->type != ev_console) { if (modeattacking || metalrecording || marathonmode) return false; - if (key == gamecontrol[GC_CONSOLE][0] || key == gamecontrol[GC_CONSOLE][1]) + if (key_is_console) { if (consdown) // ignore repeat return true; diff --git a/src/d_clisrv.c b/src/d_clisrv.c old mode 100644 new mode 100755 index ac8bba608288063b7b34dff533f9d2ef0e9c84e2..3091f33440053c445dae6f2688f22d15e6adbe21 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -15,6 +15,7 @@ #include <unistd.h> //for unlink #endif +#include "i_time.h" #include "i_net.h" #include "i_system.h" #include "i_video.h" @@ -24,7 +25,8 @@ #include "st_stuff.h" #include "hu_stuff.h" #include "keys.h" -#include "g_input.h" // JOY1 +#include "g_input.h" +#include "i_gamepad.h" #include "m_menu.h" #include "console.h" #include "d_netfil.h" @@ -32,6 +34,7 @@ #include "p_saveg.h" #include "z_zone.h" #include "p_local.h" +#include "p_haptic.h" #include "m_misc.h" #include "am_map.h" #include "m_random.h" @@ -47,6 +50,9 @@ #include "md5.h" #include "m_perfstats.h" +// aaaaaa +#include "i_gamepad.h" + #ifndef NONET // cl loading screen #include "v_video.h" @@ -113,6 +119,9 @@ static INT16 consistancy[BACKUPTICS]; static UINT8 player_joining = false; UINT8 hu_redownloadinggamestate = 0; +// true when a player is connecting or disconnecting so that the gameplay has stopped in its tracks +boolean hu_stopped = false; + UINT8 adminpassmd5[16]; boolean adminpasswordset = false; @@ -672,16 +681,17 @@ static void Snake_Handle(void) UINT8 x, y; UINT8 oldx, oldy; UINT16 i; + UINT16 joystate = 0; // Handle retry - if (snake->gameover && (PLAYER1INPUTDOWN(GC_JUMP) || gamekeydown[KEY_ENTER])) + if (snake->gameover && (G_PlayerInputDown(0, GC_JUMP) || gamekeydown[KEY_ENTER])) { Snake_Initialise(); snake->pausepressed = true; // Avoid accidental pause on respawn } // Handle pause - if (PLAYER1INPUTDOWN(GC_PAUSE) || gamekeydown[KEY_ENTER]) + if (G_PlayerInputDown(0, GC_PAUSE) || gamekeydown[KEY_ENTER]) { if (!snake->pausepressed) snake->paused = !snake->paused; @@ -701,22 +711,22 @@ static void Snake_Handle(void) oldy = snake->snakey[1]; // Update direction - if (gamekeydown[KEY_LEFTARROW]) + if (G_PlayerInputDown(0, GC_STRAFELEFT) || gamekeydown[KEY_LEFTARROW] || joystate == 3) { if (snake->snakelength < 2 || x <= oldx) snake->snakedir[0] = 1; } - else if (gamekeydown[KEY_RIGHTARROW]) + else if (G_PlayerInputDown(0, GC_STRAFERIGHT) || gamekeydown[KEY_RIGHTARROW] || joystate == 4) { if (snake->snakelength < 2 || x >= oldx) snake->snakedir[0] = 2; } - else if (gamekeydown[KEY_UPARROW]) + else if (G_PlayerInputDown(0, GC_FORWARD) || gamekeydown[KEY_UPARROW] || joystate == 1) { if (snake->snakelength < 2 || y <= oldy) snake->snakedir[0] = 3; } - else if (gamekeydown[KEY_DOWNARROW]) + else if (G_PlayerInputDown(0, GC_BACKWARD) || gamekeydown[KEY_DOWNARROW] || joystate == 2) { if (snake->snakelength < 2 || y >= oldy) snake->snakedir[0] = 4; @@ -1642,6 +1652,8 @@ static void CL_LoadReceivedSavegame(boolean reloading) titledemo = false; automapactive = false; + P_StopRumble(NULL); + // load a base level if (P_LoadNetGame(reloading)) { @@ -1928,9 +1940,10 @@ void CL_UpdateServerList(boolean internetsearch, INT32 room) static void M_ConfirmConnect(event_t *ev) { #ifndef NONET - if (ev->type == ev_keydown) + + if (ev->type == ev_keydown || ev->type == ev_gamepad_down) { - if (ev->key == ' ' || ev->key == 'y' || ev->key == KEY_ENTER) + if ((ev->type == ev_keydown && (ev->key == ' ' || ev->key == 'y' || ev->key == KEY_ENTER)) || (ev->type == ev_gamepad_down && ev->which == 0 && ev->key == GAMEPAD_BUTTON_A)) { if (totalfilesrequestednum > 0) { @@ -1945,7 +1958,7 @@ static void M_ConfirmConnect(event_t *ev) M_ClearMenus(true); } - else if (ev->key == 'n' || ev->key == KEY_ESCAPE) + else if ((ev->type == ev_keydown && (ev->key == 'n' || ev->key == KEY_ESCAPE)) || (ev->type == ev_gamepad_down && ev->which == 0 && ev->key == GAMEPAD_BUTTON_B)) { cl_mode = CL_ABORTED; M_ClearMenus(true); @@ -1960,6 +1973,7 @@ static boolean CL_FinishedFileList(void) { INT32 i; char *downloadsize = NULL; + //CONS_Printf(M_GetText("Checking files...\n")); i = CL_CheckFiles(); if (i == 4) // still checking ... @@ -2375,11 +2389,14 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic D_ProcessEvents(); //needed for menu system to receive inputs else { + // my hand has been forced and I am dearly sorry for this awful hack :vomit: for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1)) + { G_MapEventsToControls(&events[eventtail]); + } } - if (gamekeydown[KEY_ESCAPE] || gamekeydown[KEY_JOY1+1] || cl_mode == CL_ABORTED) + if (gamekeydown[KEY_ESCAPE] || gamepads[0].buttons[GAMEPAD_BUTTON_B] || cl_mode == CL_ABORTED) { CONS_Printf(M_GetText("Network game synchronization aborted.\n")); M_StartMessage(M_GetText("Network game synchronization aborted.\n\nPress ESC\n"), NULL, MM_NOTHING); @@ -2441,7 +2458,10 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic #endif } else - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } return true; } @@ -3449,7 +3469,7 @@ consvar_t cv_resynchattempts = CVAR_INIT ("resynchattempts", "10", CV_SAVE|CV_NE consvar_t cv_blamecfail = CVAR_INIT ("blamecfail", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); // max file size to send to a player (in kilobytes) -static CV_PossibleValue_t maxsend_cons_t[] = {{0, "MIN"}, {51200, "MAX"}, {0, NULL}}; +static CV_PossibleValue_t maxsend_cons_t[] = {{0, "MIN"}, {204800, "MAX"}, {0, NULL}}; consvar_t cv_maxsend = CVAR_INIT ("maxsend", "4096", CV_SAVE|CV_NETVAR, maxsend_cons_t, NULL); consvar_t cv_noticedownload = CVAR_INIT ("noticedownload", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); @@ -5159,7 +5179,7 @@ static void Local_Maketic(INT32 realtics) // game responder calls HU_Responder, AM_Responder, // and G_MapEventsToControls if (!dedicated) rendergametic = gametic; - // translate inputs (keyboard/mouse/joystick) into game controls + // translate inputs (keyboard/mouse/gamepad) into game controls G_BuildTiccmd(&localcmds, realtics, 1); if (splitscreen || botingame) G_BuildTiccmd(&localcmds2, realtics, 2); @@ -5206,8 +5226,10 @@ static void SV_Maketic(void) maketic++; } -void TryRunTics(tic_t realtics) +boolean TryRunTics(tic_t realtics) { + boolean ticking; + // the machine has lagged but it is not so bad if (realtics > TICRATE/7) // FIXME: consistency failure!! { @@ -5231,7 +5253,7 @@ void TryRunTics(tic_t realtics) if (demoplayback) { - neededtic = gametic + (realtics * cv_playbackspeed.value); + neededtic = gametic + realtics; // start a game after a demo maketic += realtics; firstticstosend = maketic; @@ -5251,10 +5273,22 @@ void TryRunTics(tic_t realtics) } #endif + ticking = neededtic > gametic; + + if (ticking) + { + if (realtics) + hu_stopped = false; + } + if (player_joining) - return; + { + if (realtics) + hu_stopped = true; + return false; + } - if (neededtic > gametic) + if (ticking) { if (advancedemo) { @@ -5290,6 +5324,13 @@ void TryRunTics(tic_t realtics) break; } } + else + { + if (realtics) + hu_stopped = true; + } + + return ticking; } /* diff --git a/src/d_clisrv.h b/src/d_clisrv.h index bf3f0b64f5126eca92510a07686e10afbd07cba7..e07864122455bf0960e2299ba5ef7c3d9b2ac39f 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -430,7 +430,7 @@ boolean Playing(void); void D_QuitNetGame(void); //? How many ticks to run? -void TryRunTics(tic_t realtic); +boolean TryRunTics(tic_t realtic); // extra data for lmps // these functions scare me. they contain magic. @@ -458,4 +458,7 @@ extern UINT8 hu_redownloadinggamestate; extern UINT8 adminpassmd5[16]; extern boolean adminpasswordset; + +extern boolean hu_stopped; + #endif diff --git a/src/d_event.h b/src/d_event.h index c0b9cef773b0453b3acc67d1eeafc6b8982bc7ad..9448b9c5a05efc7234ae7b782277d1ebe3bdfa98 100644 --- a/src/d_event.h +++ b/src/d_event.h @@ -24,19 +24,21 @@ typedef enum ev_keyup, ev_console, ev_mouse, - ev_joystick, ev_mouse2, - ev_joystick2, + ev_gamepad_up, + ev_gamepad_down, + ev_gamepad_axis } evtype_t; // Event structure. typedef struct { evtype_t type; - INT32 key; // keys/mouse/joystick buttons - INT32 x; // mouse/joystick x move - INT32 y; // mouse/joystick y move - boolean repeated; // key repeat + INT32 key; // key, mouse button, or gamepad button/axis type + INT32 x; // mouse x move, or gamepad axis value + INT32 y; // mouse y move + UINT8 which; // which gamepad or mouse ID + boolean repeated; // is the event repeated? } event_t; // diff --git a/src/d_main.c b/src/d_main.c index fa9e21337ced42286e27b75a7bd2987ee62538e5..1af8d090c1952a2c56385aec3de742542f1dcda1 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -40,8 +40,10 @@ #include "hu_stuff.h" #include "i_sound.h" #include "i_system.h" +#include "i_time.h" #include "i_threads.h" #include "i_video.h" +#include "i_gamepad.h" #include "m_argv.h" #include "m_menu.h" #include "m_misc.h" @@ -64,6 +66,7 @@ #include "deh_tables.h" // Dehacked list test #include "m_cond.h" // condition initialization #include "fastcmp.h" +#include "r_fps.h" // Frame interpolation/uncapped #include "keys.h" #include "filesrch.h" // refreshdirmenu #include "g_input.h" // tutorial mode control scheming @@ -476,6 +479,7 @@ static void D_Display(void) if (!automapactive && !dedicated && cv_renderview.value) { + R_ApplyLevelInterpolators(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT); PS_START_TIMING(ps_rendercalltime); if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD) { @@ -524,6 +528,7 @@ static void D_Display(void) V_DoPostProcessor(1, postimgtype2, postimgparam2); } PS_STOP_TIMING(ps_rendercalltime); + R_RestoreLevelInterpolators(); } if (lastdraw) @@ -692,9 +697,14 @@ tic_t rendergametic; void D_SRB2Loop(void) { - tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS; + tic_t entertic = 0, oldentertics = 0, realtics = 0, rendertimeout = INFTICS; + double deltatics = 0.0; + double deltasecs = 0.0; static lumpnum_t gstartuplumpnum; + boolean interp = false; + boolean doDisplay = false; + if (dedicated) server = true; @@ -705,6 +715,7 @@ void D_SRB2Loop(void) I_DoStartupMouse(); #endif + I_UpdateTime(cv_timescale.value); oldentertics = I_GetTime(); // end of loading screen: CONS_Printf() will no more call FinishUpdate() @@ -745,6 +756,19 @@ void D_SRB2Loop(void) for (;;) { + // capbudget is the minimum precise_t duration of a single loop iteration + precise_t capbudget; + precise_t enterprecise = I_GetPreciseTime(); + precise_t finishprecise = enterprecise; + + { + // Casting the return value of a function is bad practice (apparently) + double budget = round((1.0 / R_GetFramerateCap()) * I_GetPrecisePrecision()); + capbudget = (precise_t) budget; + } + + I_UpdateTime(cv_timescale.value); + if (lastwipetic) { oldentertics = lastwipetic; @@ -756,7 +780,11 @@ void D_SRB2Loop(void) realtics = entertic - oldentertics; oldentertics = entertic; - refreshdirmenu = 0; // not sure where to put this, here as good as any? + if (demoplayback && gamestate == GS_LEVEL) + { + // Nicer place to put this. + realtics = realtics * cv_playbackspeed.value; + } #ifdef DEBUGFILE if (!realtics) @@ -764,64 +792,123 @@ void D_SRB2Loop(void) debugload--; #endif - if (!realtics && !singletics) - { - I_Sleep(); - continue; - } + interp = R_UsingFrameInterpolation() && !dedicated; + doDisplay = false; #ifdef HW3SOUND HW3S_BeginFrameUpdate(); #endif - // don't skip more than 10 frames at a time - // (fadein / fadeout cause massive frame skip!) - if (realtics > 8) - realtics = 1; - - // process tics (but maybe not if realtic == 0) - TryRunTics(realtics); + refreshdirmenu = 0; // not sure where to put this, here as good as any? - if (lastdraw || singletics || gametic > rendergametic) + if (realtics > 0 || singletics) { - rendergametic = gametic; - rendertimeout = entertic+TICRATE/17; + // don't skip more than 10 frames at a time + // (fadein / fadeout cause massive frame skip!) + if (realtics > 8) + realtics = 1; - // Update display, next frame, with current state. - D_Display(); + // process tics (but maybe not if realtic == 0) + TryRunTics(realtics); + + if (lastdraw || singletics || gametic > rendergametic) + { + rendergametic = gametic; + rendertimeout = entertic + TICRATE/17; - if (moviemode) - M_SaveFrame(); - if (takescreenshot) // Only take screenshots after drawing. - M_DoScreenShot(); + doDisplay = true; + } + else if (rendertimeout < entertic) // in case the server hang or netsplit + { + // Lagless camera! Yay! + if (gamestate == GS_LEVEL && netgame) + { + // Evaluate the chase cam once for every local realtic + // This might actually be better suited inside G_Ticker or TryRunTics + for (tic_t chasecamtics = 0; chasecamtics < realtics; chasecamtics++) + { + if (splitscreen && camera2.chase) + P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); + if (camera.chase) + P_MoveChaseCamera(&players[displayplayer], &camera, false); + } + R_UpdateViewInterpolation(); + } + + doDisplay = true; + } + + renderisnewtic = true; + } + else + { + renderisnewtic = false; } - else if (rendertimeout < entertic) // in case the server hang or netsplit + + if (interp) { - // Lagless camera! Yay! - if (gamestate == GS_LEVEL && netgame) + // I looked at the possibility of putting in a float drawer for + // perfstats and it's very complicated, so we'll just do this instead... + ps_interp_frac.value.p = (precise_t)((FIXED_TO_FLOAT(g_time.timefrac)) * 1000.0f); + ps_interp_lag.value.p = (precise_t)((deltasecs) * 1000.0f); + + renderdeltatics = FLOAT_TO_FIXED(deltatics); + + if (!(paused || P_AutoPause()) && deltatics < 1.0 && !hu_stopped) { - if (splitscreen && camera2.chase) - P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); - if (camera.chase) - P_MoveChaseCamera(&players[displayplayer], &camera, false); + rendertimefrac = g_time.timefrac; } - D_Display(); + else + { + rendertimefrac = FRACUNIT; + } + } + else + { + renderdeltatics = realtics * FRACUNIT; + rendertimefrac = FRACUNIT; + } - if (moviemode) - M_SaveFrame(); - if (takescreenshot) // Only take screenshots after drawing. - M_DoScreenShot(); + if (interp || doDisplay) + { + D_Display(); } - // consoleplayer -> displayplayer (hear sounds from viewpoint) + // Only take screenshots after drawing. + if (moviemode) + M_SaveFrame(); + if (takescreenshot) + M_DoScreenShot(); + + // consoleplayer -> displayplayers (hear sounds from viewpoint) S_UpdateSounds(); // move positional sounds - S_UpdateClosedCaptions(); + if (realtics > 0 || singletics) + S_UpdateClosedCaptions(); #ifdef HW3SOUND HW3S_EndFrameUpdate(); #endif LUA_Step(); + + // Fully completed frame made. + finishprecise = I_GetPreciseTime(); + if (!singletics) + { + INT64 elapsed = (INT64)(finishprecise - enterprecise); + + // in the case of "match refresh rate" + vsync, don't sleep at all + const boolean vsync_with_match_refresh = cv_vidwait.value && cv_fpscap.value == 0; + + if (elapsed > 0 && (INT64)capbudget > elapsed && !vsync_with_match_refresh) + { + I_SleepDuration(capbudget - (finishprecise - enterprecise)); + } + } + // Capture the time once more to get the real delta time. + finishprecise = I_GetPreciseTime(); + deltasecs = (double)((INT64)(finishprecise - enterprecise)) / I_GetPrecisePrecision(); + deltatics = deltasecs * NEWTICRATE; } } @@ -900,6 +987,7 @@ void D_StartTitle(void) G_SetGametype(GT_COOP); paused = false; advancedemo = false; + P_StopRumble(NULL); F_InitMenuPresValues(); F_StartTitleScreen(); @@ -1307,8 +1395,11 @@ void D_SRB2Main(void) //---------------------------------------------------- READY TIME // we need to check for dedicated before initialization of some subsystems - CONS_Printf("I_StartupTimer()...\n"); - I_StartupTimer(); + CONS_Printf("I_InitializeTime()...\n"); + I_InitializeTime(); + + // Initializes the game logic side of gamepads + G_InitGamepads(); // Make backups of some SOCcable tables. P_BackupTables(); @@ -1365,6 +1456,9 @@ void D_SRB2Main(void) D_RegisterServerCommands(); D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame + + I_InitGamepads(); + R_RegisterEngineStuff(); S_RegisterSoundStuff(); @@ -1583,6 +1677,8 @@ void D_SRB2Main(void) // as having been modified for the first game. M_PushSpecialParameters(); // push all "+" parameter at the command buffer + COM_BufExecute(); // ensure the command buffer gets executed before the map starts (+skin) + if (M_CheckParm("-gametype") && M_IsNextParm()) { // from Command_Map_f diff --git a/src/d_net.c b/src/d_net.c index 5e5c10889c2a3f2a0383f005107d0ce277e7082c..a7e1eb16d6d4fc53f118da9e45d8f8baf4f94590 100644 --- a/src/d_net.c +++ b/src/d_net.c @@ -18,6 +18,7 @@ #include "doomdef.h" #include "g_game.h" +#include "i_time.h" #include "i_net.h" #include "i_system.h" #include "m_argv.h" @@ -614,7 +615,10 @@ void Net_WaitAllAckReceived(UINT32 timeout) while (timeout > I_GetTime() && !Net_AllAcksReceived()) { while (tictac == I_GetTime()) - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } tictac = I_GetTime(); HGetPacket(); Net_AckTicker(); diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 1733d33240753f269a7eabd1e86de449d3e81597..f721aa75ae4c2510ffb50fa558193e3562aec9de 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -16,10 +16,12 @@ #include "console.h" #include "command.h" +#include "i_time.h" #include "i_system.h" #include "g_game.h" #include "hu_stuff.h" #include "g_input.h" +#include "i_gamepad.h" #include "m_menu.h" #include "r_local.h" #include "r_skins.h" @@ -48,6 +50,7 @@ #include "m_anigif.h" #include "md5.h" #include "m_perfstats.h" +#include "hardware/u_list.h" // TODO: this should be a standard utility class #ifdef NETGAME_DEVMODE #define CV_RESTRICT CV_NETVAR @@ -180,18 +183,10 @@ static CV_PossibleValue_t mouse2port_cons_t[] = {{1, "COM1"}, {2, "COM2"}, {3, " {0, NULL}}; #endif -#ifdef LJOYSTICK -static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"}, {3, "/dev/js2"}, - {4, "/dev/js3"}, {0, NULL}}; -#else -// accept whatever value - it is in fact the joystick device number -#define usejoystick_cons_t NULL -#endif - static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}}; static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}}; -static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}}; +static CV_PossibleValue_t sleeping_cons_t[] = {{0, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}}; static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, //{2, "Teleport"}, {3, "None"}, {0, NULL}}; @@ -246,19 +241,61 @@ INT32 cv_debug; consvar_t cv_usemouse = CVAR_INIT ("use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse); consvar_t cv_usemouse2 = CVAR_INIT ("use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2); -consvar_t cv_usejoystick = CVAR_INIT ("use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick); -consvar_t cv_usejoystick2 = CVAR_INIT ("use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2); -#if (defined (LJOYSTICK) || defined (HAVE_SDL)) -#ifdef LJOYSTICK -consvar_t cv_joyport = CVAR_INIT ("padport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL); -consvar_t cv_joyport2 = CVAR_INIT ("padport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL); //Alam: for later -#endif -consvar_t cv_joyscale = CVAR_INIT ("padscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale); -consvar_t cv_joyscale2 = CVAR_INIT ("padscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2); -#else -consvar_t cv_joyscale = CVAR_INIT ("padscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL); //Alam: Dummy for save -consvar_t cv_joyscale2 = CVAR_INIT ("padscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL); //Alam: Dummy for save -#endif +// We use cv_usegamepad.string as the USER-SET var +// and cv_usegamepad.value as the INTERNAL var +// +// In practice, if cv_usegamepad.string == 0, this overrides +// cv_usegamepad.value and always disables + +static void UseGamepad_OnChange(void) +{ + I_ChangeGamepad(0); +} + +static void UseGamepad2_OnChange(void) +{ + I_ChangeGamepad(1); +} + +consvar_t cv_usegamepad[2] = { + CVAR_INIT ("use_gamepad", "1", CV_SAVE|CV_CALL, NULL, UseGamepad_OnChange), + CVAR_INIT ("use_gamepad2", "2", CV_SAVE|CV_CALL, NULL, UseGamepad2_OnChange) +}; + +static void PadScale_OnChange(void) +{ + I_SetGamepadDigital(0, cv_gamepad_scale[0].value == 0); +} + +static void PadScale2_OnChange(void) +{ + I_SetGamepadDigital(1, cv_gamepad_scale[1].value == 0); +} + +consvar_t cv_gamepad_scale[2] = { + CVAR_INIT ("padscale", "1", CV_SAVE|CV_CALL, NULL, PadScale_OnChange), + CVAR_INIT ("padscale2", "1", CV_SAVE|CV_CALL, NULL, PadScale2_OnChange) +}; + +static void PadRumble_OnChange(void) +{ + if (!cv_gamepad_rumble[0].value) + I_StopGamepadRumble(0); +} + +static void PadRumble2_OnChange(void) +{ + if (!cv_gamepad_rumble[1].value) + I_StopGamepadRumble(1); +} + +consvar_t cv_gamepad_rumble[2] = { + CVAR_INIT ("padrumble", "Off", CV_SAVE|CV_CALL, CV_OnOff, PadRumble_OnChange), + CVAR_INIT ("padrumble2", "Off", CV_SAVE|CV_CALL, CV_OnOff, PadRumble2_OnChange) +}; + +consvar_t cv_gamepad_autopause = CVAR_INIT ("pauseongamepaddisconnect", "On", CV_SAVE, CV_OnOff, NULL); + #if defined (__unix__) || defined (__APPLE__) || defined (UNIXCOMMON) consvar_t cv_mouse2port = CVAR_INIT ("mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL); consvar_t cv_mouse2opt = CVAR_INIT ("mouse2opt", "0", CV_SAVE, NULL, NULL); @@ -770,26 +807,18 @@ void D_RegisterClientCommands(void) CV_RegisterVar(&cv_pauseifunfocused); // g_input.c - CV_RegisterVar(&cv_sideaxis); - CV_RegisterVar(&cv_sideaxis2); - CV_RegisterVar(&cv_turnaxis); - CV_RegisterVar(&cv_turnaxis2); - CV_RegisterVar(&cv_moveaxis); - CV_RegisterVar(&cv_moveaxis2); - CV_RegisterVar(&cv_lookaxis); - CV_RegisterVar(&cv_lookaxis2); - CV_RegisterVar(&cv_jumpaxis); - CV_RegisterVar(&cv_jumpaxis2); - CV_RegisterVar(&cv_spinaxis); - CV_RegisterVar(&cv_spinaxis2); - CV_RegisterVar(&cv_fireaxis); - CV_RegisterVar(&cv_fireaxis2); - CV_RegisterVar(&cv_firenaxis); - CV_RegisterVar(&cv_firenaxis2); - CV_RegisterVar(&cv_deadzone); - CV_RegisterVar(&cv_deadzone2); - CV_RegisterVar(&cv_digitaldeadzone); - CV_RegisterVar(&cv_digitaldeadzone2); + CV_RegisterVar(&cv_sideaxis[0]); + CV_RegisterVar(&cv_sideaxis[1]); + CV_RegisterVar(&cv_turnaxis[0]); + CV_RegisterVar(&cv_turnaxis[1]); + CV_RegisterVar(&cv_moveaxis[0]); + CV_RegisterVar(&cv_moveaxis[1]); + CV_RegisterVar(&cv_lookaxis[0]); + CV_RegisterVar(&cv_lookaxis[1]); + CV_RegisterVar(&cv_deadzone[0]); + CV_RegisterVar(&cv_deadzone[1]); + CV_RegisterVar(&cv_digitaldeadzone[0]); + CV_RegisterVar(&cv_digitaldeadzone[1]); // filesrch.c CV_RegisterVar(&cv_addons_option); @@ -805,7 +834,6 @@ void D_RegisterClientCommands(void) #if defined (__unix__) || defined (__APPLE__) || defined (UNIXCOMMON) CV_RegisterVar(&cv_mouse2opt); #endif - CV_RegisterVar(&cv_controlperkey); CV_RegisterVar(&cv_usemouse); CV_RegisterVar(&cv_usemouse2); @@ -818,14 +846,14 @@ void D_RegisterClientCommands(void) CV_RegisterVar(&cv_mousemove); CV_RegisterVar(&cv_mousemove2); - CV_RegisterVar(&cv_usejoystick); - CV_RegisterVar(&cv_usejoystick2); -#ifdef LJOYSTICK - CV_RegisterVar(&cv_joyport); - CV_RegisterVar(&cv_joyport2); -#endif - CV_RegisterVar(&cv_joyscale); - CV_RegisterVar(&cv_joyscale2); + for (i = 0; i < 2; i++) + { + CV_RegisterVar(&cv_usegamepad[i]); + CV_RegisterVar(&cv_gamepad_scale[i]); + CV_RegisterVar(&cv_gamepad_rumble[i]); + } + + CV_RegisterVar(&cv_gamepad_autopause); // Analog Control CV_RegisterVar(&cv_analog[0]); @@ -2214,9 +2242,14 @@ static void Got_Pause(UINT8 **cp, INT32 playernum) { if (!menuactive || netgame) S_PauseAudio(); + + P_PauseRumble(NULL); } else + { S_ResumeAudio(); + P_UnpauseRumble(NULL); + } } I_UpdateMouseGrab(); @@ -3271,6 +3304,69 @@ static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum) G_SetGameModified(true); } +// C++ would make this SO much simpler! +typedef struct addedfile_s +{ + struct addedfile_s *next; + struct addedfile_s *prev; + char *value; +} addedfile_t; + +static boolean AddedFileContains(addedfile_t *list, const char *value) +{ + addedfile_t *node; + for (node = list; node; node = node->next) + { + if (!strcmp(value, node->value)) + return true; + } + + return false; +} + +static void AddedFilesAdd(addedfile_t **list, const char *value) +{ + addedfile_t *item = Z_Calloc(sizeof(addedfile_t), PU_STATIC, NULL); + item->value = Z_StrDup(value); + ListAdd(item, (listitem_t**)list); +} + +static void AddedFilesRemove(void *pItem, addedfile_t **itemHead) +{ + addedfile_t *item = (addedfile_t *)pItem; + + if (item == *itemHead) // Start of list + { + *itemHead = item->next; + + if (*itemHead) + (*itemHead)->prev = NULL; + } + else if (item->next == NULL) // end of list + { + item->prev->next = NULL; + } + else // Somewhere in between + { + item->prev->next = item->next; + item->next->prev = item->prev; + } + + Z_Free(item->value); + Z_Free(item); +} + +static void AddedFilesClearList(addedfile_t **itemHead) +{ + addedfile_t *item; + addedfile_t *next; + for (item = *itemHead; item; item = next) + { + next = item->next; + AddedFilesRemove(item, itemHead); + } +} + /** Adds a pwad at runtime. * Searches for sounds, maps, music, new images. */ @@ -3279,8 +3375,7 @@ static void Command_Addfile(void) size_t argc = COM_Argc(); // amount of arguments total size_t curarg; // current argument index - const char *addedfiles[argc]; // list of filenames already processed - size_t numfilesadded = 0; // the amount of filenames processed + addedfile_t *addedfiles = NULL; // list of filenames already processed if (argc < 2) { @@ -3295,25 +3390,14 @@ static void Command_Addfile(void) char buf[256]; char *buf_p = buf; INT32 i; - size_t ii; int musiconly; // W_VerifyNMUSlumps isn't boolean boolean fileadded = false; fn = COM_Argv(curarg); // For the amount of filenames previously processed... - for (ii = 0; ii < numfilesadded; ii++) - { - // If this is one of them, don't try to add it. - if (!strcmp(fn, addedfiles[ii])) - { - fileadded = true; - break; - } - } - - // If we've added this one, skip to the next one. - if (fileadded) + fileadded = AddedFileContains(addedfiles, fn); + if (fileadded) // If this is one of them, don't try to add it. { CONS_Alert(CONS_WARNING, M_GetText("Already processed %s, skipping\n"), fn); continue; @@ -3322,13 +3406,16 @@ static void Command_Addfile(void) // Disallow non-printing characters and semicolons. for (i = 0; fn[i] != '\0'; i++) if (!isprint(fn[i]) || fn[i] == ';') + { + AddedFilesClearList(&addedfiles); return; + } musiconly = W_VerifyNMUSlumps(fn, false); if (musiconly == -1) { - addedfiles[numfilesadded++] = fn; + AddedFilesAdd(&addedfiles, fn); continue; } @@ -3347,7 +3434,7 @@ static void Command_Addfile(void) if (!(netgame || multiplayer) || musiconly) { P_AddWadFile(fn); - addedfiles[numfilesadded++] = fn; + AddedFilesAdd(&addedfiles, fn); continue; } @@ -3362,6 +3449,7 @@ static void Command_Addfile(void) if (numwadfiles >= MAX_WADFILES) { CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn); + AddedFilesClearList(&addedfiles); return; } @@ -3401,13 +3489,15 @@ static void Command_Addfile(void) WRITEMEM(buf_p, md5sum, 16); } - addedfiles[numfilesadded++] = fn; + AddedFilesAdd(&addedfiles, fn); if (IsPlayerAdmin(consoleplayer) && (!server)) // Request to add file SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf); else SendNetXCmd(XD_ADDFILE, buf, buf_p - buf); } + + AddedFilesClearList(&addedfiles); } static void Command_Addfolder(void) @@ -3415,8 +3505,7 @@ static void Command_Addfolder(void) size_t argc = COM_Argc(); // amount of arguments total size_t curarg; // current argument index - const char *addedfolders[argc]; // list of filenames already processed - size_t numfoldersadded = 0; // the amount of filenames processed + addedfile_t *addedfolders = NULL; // list of filenames already processed if (argc < 2) { @@ -3432,24 +3521,13 @@ static void Command_Addfolder(void) char buf[256]; char *buf_p = buf; INT32 i, stat; - size_t ii; boolean folderadded = false; fn = COM_Argv(curarg); // For the amount of filenames previously processed... - for (ii = 0; ii < numfoldersadded; ii++) - { - // If this is one of them, don't try to add it. - if (!strcmp(fn, addedfolders[ii])) - { - folderadded = true; - break; - } - } - - // If we've added this one, skip to the next one. - if (folderadded) + folderadded = AddedFileContains(addedfolders, fn); + if (folderadded) // If we've added this one, skip to the next one. { CONS_Alert(CONS_WARNING, M_GetText("Already processed %s, skipping\n"), fn); continue; @@ -3458,13 +3536,16 @@ static void Command_Addfolder(void) // Disallow non-printing characters and semicolons. for (i = 0; fn[i] != '\0'; i++) if (!isprint(fn[i]) || fn[i] == ';') + { + AddedFilesClearList(&addedfolders); return; + } // Add file on your client directly if you aren't in a netgame. if (!(netgame || multiplayer)) { P_AddFolder(fn); - addedfolders[numfoldersadded++] = fn; + AddedFilesAdd(&addedfolders, fn); continue; } @@ -3486,6 +3567,7 @@ static void Command_Addfolder(void) if (numwadfiles >= MAX_WADFILES) { CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn); + AddedFilesClearList(&addedfolders); return; } @@ -3531,7 +3613,7 @@ static void Command_Addfolder(void) Z_Free(fullpath); - addedfolders[numfoldersadded++] = fn; + AddedFilesAdd(&addedfolders, fn); WRITESTRINGN(buf_p,p,240); @@ -4562,6 +4644,8 @@ void Command_ExitGame_f(void) emeralds = 0; memset(&luabanks, 0, sizeof(luabanks)); + P_StopRumble(NULL); + if (dirmenu) closefilemenu(true); diff --git a/src/d_netcmd.h b/src/d_netcmd.h index 0beeae15491ba555122e0ae0b5760f346d5b8791..47f68a17e9d8f3f73a7196062ba533791689a3cd 100644 --- a/src/d_netcmd.h +++ b/src/d_netcmd.h @@ -33,14 +33,10 @@ extern consvar_t cv_defaultskin2; extern consvar_t cv_seenames, cv_allowseenames; extern consvar_t cv_usemouse; -extern consvar_t cv_usejoystick; -extern consvar_t cv_usejoystick2; -#ifdef LJOYSTICK -extern consvar_t cv_joyport; -extern consvar_t cv_joyport2; -#endif -extern consvar_t cv_joyscale; -extern consvar_t cv_joyscale2; +extern consvar_t cv_usegamepad[2]; +extern consvar_t cv_gamepad_scale[2]; +extern consvar_t cv_gamepad_rumble[2]; +extern consvar_t cv_gamepad_autopause; // splitscreen with second mouse extern consvar_t cv_mouse2port; diff --git a/src/d_netfil.c b/src/d_netfil.c index 37fb7265f8abe714d90dab7c0882f55d73bc1cb0..edbef30bbf92ba6156da44f3d30fb32d8ab0cccb 100644 --- a/src/d_netfil.c +++ b/src/d_netfil.c @@ -35,6 +35,7 @@ #include "doomstat.h" #include "d_main.h" #include "g_game.h" +#include "i_time.h" #include "i_net.h" #include "i_system.h" #include "m_argv.h" diff --git a/src/d_player.h b/src/d_player.h index 6df6689c5fcf4f1085511218d7f19047cd8a7c0f..42e9c3a82f2b656bbe9d304159f1ab5c0c7f8a69 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -345,7 +345,7 @@ typedef struct botmem_s { boolean lastForward; boolean lastBlocked; - boolean blocked; + boolean blocked; UINT8 catchup_tics; UINT8 thinkstate; } botmem_t; @@ -383,6 +383,8 @@ typedef struct player_s // fun thing for player sprite angle_t drawangle; + angle_t old_drawangle; + angle_t old_drawangle2; // player's ring count INT16 rings; @@ -566,7 +568,7 @@ typedef struct player_s UINT16 lastbuttons; botmem_t botmem; boolean blocked; - + tic_t jointime; // Timer when player joins game to change skin/color tic_t quittime; // Time elapsed since user disconnected, zero if connected #ifdef HWRENDER diff --git a/src/deh_soc.c b/src/deh_soc.c index 583776ee7db0522714862adc7e7728eb9404b388..cbc7940f76d50c426cc340f46cc8c53af325b26f 100644 --- a/src/deh_soc.c +++ b/src/deh_soc.c @@ -693,7 +693,8 @@ void readskincolor(MYFILE *f, INT32 num) if (fastcmp(word, "NAME")) { size_t namesize = sizeof(skincolors[num].name); - char truncword[namesize]; + char *truncword = malloc(namesize); // Follow C standard - SSNTails + UINT16 dupecheck; deh_strlcpy(truncword, word2, namesize, va("Skincolor %d: name", num)); // truncate here to check for dupes @@ -701,7 +702,7 @@ void readskincolor(MYFILE *f, INT32 num) if (truncword[0] != '\0' && (!stricmp(truncword, skincolors[SKINCOLOR_NONE].name) || (dupecheck && dupecheck != num))) { size_t lastchar = strlen(truncword); - char oldword[lastchar+1]; + char *oldword = malloc(lastchar + 1); // Follow C standard - SSNTails char dupenum = '1'; strlcpy(oldword, truncword, lastchar+1); @@ -726,9 +727,12 @@ void readskincolor(MYFILE *f, INT32 num) } deh_warning("Skincolor %d: name %s is a duplicate of another skincolor's name - renamed to %s", num, oldword, truncword); + free(oldword); } strlcpy(skincolors[num].name, truncword, namesize); // already truncated + + free(truncword); } else if (fastcmp(word, "RAMP")) { @@ -2759,13 +2763,13 @@ void readframe(MYFILE *f, INT32 num) { size_t z; boolean found = false; - char actiontocompare[32]; + size_t actionlen = strlen(word2) + 1; + char *actiontocompare = calloc(actionlen, 1); - memset(actiontocompare, 0x00, sizeof(actiontocompare)); - strlcpy(actiontocompare, word2, sizeof (actiontocompare)); + strcpy(actiontocompare, word2); strupr(actiontocompare); - for (z = 0; z < 32; z++) + for (z = 0; z < actionlen; z++) { if (actiontocompare[z] == '\n' || actiontocompare[z] == '\r') { @@ -2798,6 +2802,8 @@ void readframe(MYFILE *f, INT32 num) if (!found) deh_warning("Unknown action %s", actiontocompare); + + free(actiontocompare); } else deh_warning("Frame %d: unknown word '%s'", num, word1); diff --git a/src/deh_tables.c b/src/deh_tables.c index 11d8b1a0147aebf3e1dfb3cb5251324ebd76d6e9..90c3047a8dc388dd85d9ccd0adb7be262e969f90 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -22,9 +22,9 @@ #include "v_video.h" // video flags (for lua) #include "i_sound.h" // musictype_t (for lua) #include "g_state.h" // gamestate_t (for lua) -#include "g_game.h" // Joystick axes (for lua) -#include "i_joy.h" +#include "g_game.h" // Gamepad axes (for lua) #include "g_input.h" // Game controls (for lua) +#include "i_gamepad.h" #include "deh_tables.h" @@ -4841,7 +4841,7 @@ const char *const MENUTYPES_LIST[] = { "OP_CHANGECONTROLS", // OP_ChangeControlsDef shared with P2 "OP_P1MOUSE", "OP_P1JOYSTICK", - "OP_JOYSTICKSET", // OP_JoystickSetDef shared with P2 + "OP_JOYSTICKSET", // OP_GamepadSetDef shared with P2 "OP_P1CAMERA", "OP_P2CONTROLS", @@ -5642,18 +5642,13 @@ struct int_const_s const INT_CONST[] = { {"GS_DEDICATEDSERVER",GS_DEDICATEDSERVER}, {"GS_WAITINGPLAYERS",GS_WAITINGPLAYERS}, - // Joystick axes + // Gamepad axes {"JA_NONE",JA_NONE}, {"JA_TURN",JA_TURN}, {"JA_MOVE",JA_MOVE}, {"JA_LOOK",JA_LOOK}, {"JA_STRAFE",JA_STRAFE}, - {"JA_DIGITAL",JA_DIGITAL}, - {"JA_JUMP",JA_JUMP}, - {"JA_SPIN",JA_SPIN}, - {"JA_FIRE",JA_FIRE}, - {"JA_FIRENORMAL",JA_FIRENORMAL}, - {"JOYAXISRANGE",JOYAXISRANGE}, + {"JOYAXISRANGE",OLDJOYAXISRANGE}, // Game controls {"GC_NULL",GC_NULL}, @@ -5694,7 +5689,9 @@ struct int_const_s const INT_CONST[] = { {"GC_SYSTEMMENU",GC_SYSTEMMENU}, {"GC_SCREENSHOT",GC_SCREENSHOT}, {"GC_RECORDGIF",GC_RECORDGIF}, - {"GC_VIEWPOINT",GC_VIEWPOINT}, + {"GC_VIEWPOINTNEXT",GC_VIEWPOINTNEXT}, + {"GC_VIEWPOINT",GC_VIEWPOINTNEXT}, // Alias for retrocompatibility. Remove for the next major version + {"GC_VIEWPOINTPREV",GC_VIEWPOINTPREV}, {"GC_CUSTOM1",GC_CUSTOM1}, {"GC_CUSTOM2",GC_CUSTOM2}, {"GC_CUSTOM3",GC_CUSTOM3}, diff --git a/src/doomdef.h b/src/doomdef.h index 2b62bcd6e9aa2718c352d018e4453ad6de7270c8..24b4fa9807e3e6fffaaec1609b3f7cd5d5693035 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -209,7 +209,7 @@ extern char logfilename[1024]; // to an increment in MODVERSION. This might never happen in practice. // If MODVERSION increases, set MINOREXECVERSION to 0. #define MAJOREXECVERSION MODVERSION -#define MINOREXECVERSION 0 +#define MINOREXECVERSION 1 // (It would have been nice to use VERSION and SUBVERSION but those are zero'd out for DEVELOP builds) // Macros @@ -556,9 +556,6 @@ UINT32 quickncasehash (const char *p, size_t n) #define max(x, y) (((x) > (y)) ? (x) : (y)) #endif -// Max gamepad/joysticks that can be detected/used. -#define MAX_JOYSTICKS 4 - #ifndef M_PIl #define M_PIl 3.1415926535897932384626433832795029L #endif diff --git a/src/doomtype.h b/src/doomtype.h index b8f602c64b926ac2b7e5cdf5d195aa2518023853..456f56380add03001a01f4138769a533f4ed3019 100644 --- a/src/doomtype.h +++ b/src/doomtype.h @@ -31,18 +31,8 @@ #include <stdint.h> #endif -#define UINT8 unsigned __int8 #define SINT8 signed __int8 -#define UINT16 unsigned __int16 -#define INT16 __int16 - -#define INT32 __int32 -#define UINT32 unsigned __int32 - -#define INT64 __int64 -#define UINT64 unsigned __int64 - typedef long ssize_t; /* Older Visual C++ headers don't have the Win64-compatible typedefs... */ diff --git a/src/dummy/i_system.c b/src/dummy/i_system.c index a1d7572048d2f65144150530f6aa3dc52d9ae7ea..997115ad0c8da17a2aa66e727ab166b500a6dee4 100644 --- a/src/dummy/i_system.c +++ b/src/dummy/i_system.c @@ -14,24 +14,16 @@ UINT32 I_GetFreeMem(UINT32 *total) return 0; } -tic_t I_GetTime(void) -{ - return 0; -} +void I_Sleep(UINT32 ms){} -precise_t I_GetPreciseTime(void) -{ +precise_t I_GetPreciseTime(void) { return 0; } -int I_PreciseToMicros(precise_t d) -{ - (void)d; - return 0; +UINT64 I_GetPrecisePrecision(void) { + return 1000000; } -void I_Sleep(void){} - void I_GetEvent(void){} void I_OsPolling(void){} diff --git a/src/f_finale.c b/src/f_finale.c index b5715b863f8dcde6ee8d9f5cc621ab9ea7f72ccb..307e00aaa2d26118672b1d173be0b6ffa7011256 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -20,6 +20,7 @@ #include "hu_stuff.h" #include "r_local.h" #include "s_sound.h" +#include "i_time.h" #include "i_video.h" #include "v_video.h" #include "w_wad.h" @@ -36,6 +37,7 @@ #include "m_cond.h" #include "p_local.h" #include "p_setup.h" +#include "p_haptic.h" #include "st_stuff.h" // hud hiding #include "fastcmp.h" #include "console.h" @@ -62,8 +64,6 @@ static tic_t stoptimer; static boolean keypressed = false; // (no longer) De-Demo'd Title Screen -static tic_t xscrolltimer; -static tic_t yscrolltimer; static INT32 menuanimtimer; // Title screen: background animation timing mobj_t *titlemapcameraref = NULL; @@ -229,6 +229,8 @@ static tic_t cutscene_lasttextwrite = 0; // STJR Intro char stjrintro[9] = "STJRI000"; +static huddrawlist_h luahuddrawlist_title; + // // This alters the text string cutscene_disptext. // Use the typical string drawing functions to display it. @@ -509,6 +511,7 @@ void F_StartIntro(void) gameaction = ga_nothing; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); F_NewCutscene(introtext[0]); intro_scenenum = 0; @@ -517,9 +520,9 @@ void F_StartIntro(void) } // -// F_IntroDrawScene +// F_IntroDrawer // -static void F_IntroDrawScene(void) +void F_IntroDrawer(void) { boolean highres = true; INT32 cx = 8, cy = 128; @@ -625,24 +628,22 @@ static void F_IntroDrawScene(void) if (intro_curtime > 1 && intro_curtime < (INT32)introscenetime[intro_scenenum]) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); + if (intro_curtime < TICRATE-5) // Make the text shine! + { sprintf(stjrintro, "STJRI%03u", intro_curtime-1); + } else if (intro_curtime >= TICRATE-6 && intro_curtime < 2*TICRATE-20) // Pause on black screen for just a second + { return; + } else if (intro_curtime == 2*TICRATE-19) { // Fade in the text // The text fade out is automatically handled when switching to a new intro scene strncpy(stjrintro, "STJRI029", 9); - S_ChangeMusicInternal("_stjr", false); - background = W_CachePatchName(stjrintro, PU_PATCH_LOWPRIORITY); - wipestyleflags = WSF_FADEIN; - F_WipeStartScreen(); - F_TryColormapFade(31); V_DrawSmallScaledPatch(bgxoffs, 84, 0, background); - F_WipeEndScreen(); - F_RunWipe(0,true); } if (!WipeInAction) // Draw the patch if not in a wipe @@ -841,17 +842,27 @@ static void F_IntroDrawScene(void) V_DrawRightAlignedString(BASEVIDWIDTH-4, BASEVIDHEIGHT-12, V_ALLOWLOWERCASE|(trans<<V_ALPHASHIFT), "\x86""Press ""\x82""ENTER""\x86"" to skip..."); } - if (animtimer) - animtimer--; - V_DrawString(cx, cy, V_ALLOWLOWERCASE, cutscene_disptext); } // -// F_IntroDrawer +// F_IntroTicker // -void F_IntroDrawer(void) +void F_IntroTicker(void) { + // advance animation + finalecount++; + + timetonext--; + + F_WriteText(); + + // check for skipping + if (keypressed) + keypressed = false; + + wipestyleflags = WSF_CROSSFADE; + if (timetonext <= 0) { if (intro_scenenum == 0) @@ -861,6 +872,9 @@ void F_IntroDrawer(void) wipestyleflags = WSF_FADEOUT; F_WipeStartScreen(); F_TryColormapFade(31); + + F_IntroDrawer(); + F_WipeEndScreen(); F_RunWipe(99,true); } @@ -874,6 +888,9 @@ void F_IntroDrawer(void) wipestyleflags = (WSF_FADEOUT|WSF_TOWHITE); F_WipeStartScreen(); F_TryColormapFade(0); + + F_IntroDrawer(); + F_WipeEndScreen(); F_RunWipe(99,true); } @@ -885,6 +902,9 @@ void F_IntroDrawer(void) wipestyleflags = WSF_FADEOUT; F_WipeStartScreen(); F_TryColormapFade(31); + + F_IntroDrawer(); + F_WipeEndScreen(); F_RunWipe(99,true); } @@ -897,7 +917,10 @@ void F_IntroDrawer(void) while (quittime > nowtime) { while (!((nowtime = I_GetTime()) - lasttime)) - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } lasttime = nowtime; I_OsPolling(); @@ -920,12 +943,12 @@ void F_IntroDrawer(void) wipegamestate = GS_INTRO; return; } + F_NewCutscene(introtext[++intro_scenenum]); timetonext = introscenetime[intro_scenenum]; F_WipeStartScreen(); wipegamestate = -1; - wipestyleflags = WSF_CROSSFADE; animtimer = stoptimer = 0; } @@ -933,78 +956,36 @@ void F_IntroDrawer(void) if (rendermode != render_none) { - if (intro_scenenum == 5 && intro_curtime == 5*TICRATE) + if (intro_scenenum == 0 && intro_curtime == 2*TICRATE-19) { - patch_t *radar = W_CachePatchName("RADAR", PU_PATCH_LOWPRIORITY); + S_ChangeMusicInternal("_stjr", false); + wipestyleflags = WSF_FADEIN; F_WipeStartScreen(); - F_WipeColorFill(31); - V_DrawSmallScaledPatch(0, 0, 0, radar); - W_UnlockCachedPatch(radar); - V_DrawString(8, 128, V_ALLOWLOWERCASE, cutscene_disptext); + F_TryColormapFade(31); - F_WipeEndScreen(); - F_RunWipe(99,true); - } - else if (intro_scenenum == 7 && intro_curtime == 6*TICRATE) // Force a wipe here - { - patch_t *grass = W_CachePatchName("SGRASS2", PU_PATCH_LOWPRIORITY); - - F_WipeStartScreen(); - F_WipeColorFill(31); - V_DrawSmallScaledPatch(0, 0, 0, grass); - W_UnlockCachedPatch(grass); - V_DrawString(8, 128, V_ALLOWLOWERCASE, cutscene_disptext); + F_IntroDrawer(); F_WipeEndScreen(); F_RunWipe(99,true); } - /*else if (intro_scenenum == 11 && intro_curtime == 7*TICRATE) + else if ((intro_scenenum == 5 && intro_curtime == 5*TICRATE) + || (intro_scenenum == 7 && intro_curtime == 6*TICRATE) + //|| (intro_scenenum == 11 && intro_curtime == 7*TICRATE) + || (intro_scenenum == 15 && intro_curtime == 7*TICRATE)) { - patch_t *confront = W_CachePatchName("CONFRONT", PU_PATCH_LOWPRIORITY); - F_WipeStartScreen(); F_WipeColorFill(31); - V_DrawSmallScaledPatch(0, 0, 0, confront); - W_UnlockCachedPatch(confront); - V_DrawString(8, 128, V_ALLOWLOWERCASE, cutscene_disptext); - F_WipeEndScreen(); - F_RunWipe(99,true); - }*/ - if (intro_scenenum == 15 && intro_curtime == 7*TICRATE) - { - patch_t *sdo = W_CachePatchName("SONICDO2", PU_PATCH_LOWPRIORITY); - - F_WipeStartScreen(); - F_WipeColorFill(31); - V_DrawSmallScaledPatch(0, 0, 0, sdo); - W_UnlockCachedPatch(sdo); - V_DrawString(224, 8, V_ALLOWLOWERCASE, cutscene_disptext); + F_IntroDrawer(); F_WipeEndScreen(); F_RunWipe(99,true); } } - F_IntroDrawScene(); -} - -// -// F_IntroTicker -// -void F_IntroTicker(void) -{ - // advance animation - finalecount++; - - timetonext--; - - F_WriteText(); - - // check for skipping - if (keypressed) - keypressed = false; + if (animtimer) + animtimer--; } // @@ -1012,9 +993,10 @@ void F_IntroTicker(void) // boolean F_IntroResponder(event_t *event) { - INT32 key = event->key; + INT32 type = event->type; + INT32 key = G_RemapGamepadEvent(event, &type); - // remap virtual keys (mouse & joystick buttons) + // remap virtual keys (mouse & gamepad buttons) switch (key) { case KEY_MOUSE1: @@ -1023,34 +1005,30 @@ boolean F_IntroResponder(event_t *event) case KEY_MOUSE1 + 1: key = KEY_BACKSPACE; break; - case KEY_JOY1: - case KEY_JOY1 + 2: + case GAMEPAD_KEY(START): + case GAMEPAD_KEY(A): + case GAMEPAD_KEY(X): + case GAMEPAD_KEY(B): key = KEY_ENTER; break; - case KEY_JOY1 + 3: - key = 'n'; - break; - case KEY_JOY1 + 1: - key = KEY_BACKSPACE; - break; - case KEY_HAT1: + case GAMEPAD_KEY(DPAD_UP): key = KEY_UPARROW; break; - case KEY_HAT1 + 1: + case GAMEPAD_KEY(DPAD_DOWN): key = KEY_DOWNARROW; break; - case KEY_HAT1 + 2: + case GAMEPAD_KEY(DPAD_LEFT): key = KEY_LEFTARROW; break; - case KEY_HAT1 + 3: + case GAMEPAD_KEY(DPAD_RIGHT): key = KEY_RIGHTARROW; break; } - if (event->type != ev_keydown && key != 301) + if (type != ev_keydown) return false; - if (key != 27 && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) + if (key != KEY_ESCAPE && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) return false; if (keypressed) @@ -1073,6 +1051,7 @@ static const char *credits[] = { "Johnny \"Sonikku\" Wallbank", "", "\1Programming", + "\"altaluna\"", "Alam \"GBC\" Arias", "Logan \"GBA\" Arias", "Zolton \"Zippy_Zolton\" Auburn", @@ -1110,7 +1089,6 @@ static const char *credits[] = { "Jonas \"MascaraSnake\" Sauer", "Wessel \"sphere\" Smit", "\"SSNTails\"", - "\"Varren\"", "\"VelocitOni\"", // Wrote the original dashmode script "Ikaro \"Tatsuru\" Vinhas", "Ben \"Cue\" Woodford", @@ -1182,7 +1160,6 @@ static const char *credits[] = { "Ben \"Mystic\" Geyer", "Nathan \"Jazz\" Giroux", "Vivian \"toaster\" Grannell", - "Dan \"Blitzzo\" Hagerstrand", "James \"SeventhSentinel\" Hall", "Kepa \"Nev3r\" Iceta", "Thomas \"Shadow Hog\" Igoe", @@ -1286,6 +1263,7 @@ void F_StartCredits(void) gameaction = ga_nothing; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); S_StopMusic(); S_StopSounds(); @@ -1398,9 +1376,10 @@ void F_CreditTicker(void) boolean F_CreditResponder(event_t *event) { - INT32 key = event->key; + INT32 type = event->type; + INT32 key = G_RemapGamepadEvent(event, &type); - // remap virtual keys (mouse & joystick buttons) + // remap virtual keys (mouse & gamepad buttons) switch (key) { case KEY_MOUSE1: @@ -1409,26 +1388,22 @@ boolean F_CreditResponder(event_t *event) case KEY_MOUSE1 + 1: key = KEY_BACKSPACE; break; - case KEY_JOY1: - case KEY_JOY1 + 2: + case GAMEPAD_KEY(START): + case GAMEPAD_KEY(A): + case GAMEPAD_KEY(X): + case GAMEPAD_KEY(B): key = KEY_ENTER; break; - case KEY_JOY1 + 3: - key = 'n'; - break; - case KEY_JOY1 + 1: - key = KEY_BACKSPACE; - break; - case KEY_HAT1: + case GAMEPAD_KEY(DPAD_UP): key = KEY_UPARROW; break; - case KEY_HAT1 + 1: + case GAMEPAD_KEY(DPAD_DOWN): key = KEY_DOWNARROW; break; - case KEY_HAT1 + 2: + case GAMEPAD_KEY(DPAD_LEFT): key = KEY_LEFTARROW; break; - case KEY_HAT1 + 3: + case GAMEPAD_KEY(DPAD_RIGHT): key = KEY_RIGHTARROW; break; } @@ -1436,7 +1411,7 @@ boolean F_CreditResponder(event_t *event) if (!(timesBeaten) && !(netgame || multiplayer) && !cv_debug) return false; - if (event->type != ev_keydown) + if (type != ev_keydown) return false; if (key != KEY_ESCAPE && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) @@ -1477,6 +1452,7 @@ void F_StartGameEvaluation(void) gameaction = ga_nothing; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); finalecount = -1; sparklloop = 0; @@ -1802,6 +1778,7 @@ void F_StartEnding(void) gameaction = ga_nothing; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); S_StopMusic(); // todo: placeholder S_StopSounds(); @@ -2247,6 +2224,7 @@ void F_StartGameEnd(void) paused = false; CON_ToggleOff(); S_StopSounds(); + P_StopRumble(NULL); // In case menus are still up?!! M_ClearMenus(true); @@ -2305,6 +2283,9 @@ void F_InitMenuPresValues(void) M_SetMenuCurBackground((gamestate == GS_TIMEATTACK) ? "RECATTBG" : "TITLESKY"); M_SetMenuCurFadeValue(16); M_SetMenuCurTitlePics(); + + LUA_HUD_DestroyDrawList(luahuddrawlist_title); + luahuddrawlist_title = LUA_HUD_CreateDrawList(); } // @@ -2320,6 +2301,7 @@ void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, const char *patchname) INT32 pw, ph; // scaled by dupz patch_t *pat; INT32 i, j; + fixed_t fracmenuanimtimer, xscrolltimer, yscrolltimer; if (rendermode == render_none) return; @@ -2346,12 +2328,13 @@ void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, const char *patchname) tilex = max(FixedCeil(FixedDiv(vid.width, pw)) >> FRACBITS, 1)+2; // one tile on both sides of center tiley = max(FixedCeil(FixedDiv(vid.height, ph)) >> FRACBITS, 1)+2; - xscrolltimer = ((menuanimtimer*scrollxspeed)/16 + patwidth*xneg) % (patwidth); - yscrolltimer = ((menuanimtimer*scrollyspeed)/16 + patheight*yneg) % (patheight); + fracmenuanimtimer = (menuanimtimer * FRACUNIT) - (FRACUNIT - rendertimefrac); + xscrolltimer = ((fracmenuanimtimer*scrollxspeed)/16 + patwidth*xneg*FRACUNIT) % (patwidth * FRACUNIT); + yscrolltimer = ((fracmenuanimtimer*scrollyspeed)/16 + patheight*yneg*FRACUNIT) % (patheight * FRACUNIT); // coordinate offsets - xscrolled = xscrolltimer * dupz; - yscrolled = yscrolltimer * dupz; + xscrolled = FixedInt(xscrolltimer * dupz); + yscrolled = FixedInt(yscrolltimer * dupz); for (x = (xispos) ? -pw*(tilex-1)+pw : 0, i = 0; i < tilex; @@ -3422,7 +3405,21 @@ void F_TitleScreenDrawer(void) } luahook: - LUA_HUDHOOK(title); + // The title drawer is sometimes called without first being started + // In order to avoid use-before-initialization crashes, let's check and + // create the drawlist if it doesn't exist. + if (!LUA_HUD_IsDrawListValid(luahuddrawlist_title)) + { + LUA_HUD_DestroyDrawList(luahuddrawlist_title); + luahuddrawlist_title = LUA_HUD_CreateDrawList(); + } + + if (renderisnewtic) + { + LUA_HUD_ClearDrawList(luahuddrawlist_title); + LUA_HUDHOOK(title, luahuddrawlist_title); + } + LUA_HUD_DrawList(luahuddrawlist_title); } // separate animation timer for backgrounds, since we also count @@ -3570,6 +3567,7 @@ void F_StartContinue(void) keypressed = false; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); // In case menus are still up?!! M_ClearMenus(true); @@ -3822,24 +3820,26 @@ void F_ContinueTicker(void) boolean F_ContinueResponder(event_t *event) { - INT32 key = event->key; - if (keypressed) return true; + INT32 type = event->type; + INT32 key = G_RemapGamepadEvent(event, &type); + if (timetonext >= 21*TICRATE/2) return false; if (event->type != ev_keydown) return false; - // remap virtual keys (mouse & joystick buttons) + // remap virtual keys (mouse & gamepad buttons) switch (key) { case KEY_ENTER: case KEY_SPACE: case KEY_MOUSE1: - case KEY_JOY1: - case KEY_JOY1 + 2: + case GAMEPAD_KEY(START): + case GAMEPAD_KEY(A): + case GAMEPAD_KEY(X): break; default: return false; @@ -3859,11 +3859,27 @@ boolean F_ContinueResponder(event_t *event) static INT32 scenenum, cutnum; static INT32 picxpos, picypos, picnum, pictime, picmode, numpics, pictoloop; static INT32 textxpos, textypos; -static boolean dofadenow = false, cutsceneover = false; +static boolean cutsceneover = false; static boolean runningprecutscene = false, precutresetplayer = false; static void F_AdvanceToNextScene(void) { + if (rendermode != render_none) + { + F_WipeStartScreen(); + + // Fade to any palette color you want. + if (cutscenes[cutnum]->scene[scenenum].fadecolor) + { + V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor); + + F_WipeEndScreen(); + F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true); + + F_WipeStartScreen(); + } + } + // Don't increment until after endcutscene check // (possible overflow / bad patch names from the one tic drawn before the fade) if (scenenum+1 >= cutscenes[cutnum]->numscenes) @@ -3871,6 +3887,7 @@ static void F_AdvanceToNextScene(void) F_EndCutScene(); return; } + ++scenenum; timetonext = 0; @@ -3886,7 +3903,6 @@ static void F_AdvanceToNextScene(void) cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0); // Fade to the next - dofadenow = true; F_NewCutscene(cutscenes[cutnum]->scene[scenenum].text); picnum = 0; @@ -3896,6 +3912,14 @@ static void F_AdvanceToNextScene(void) textypos = cutscenes[cutnum]->scene[scenenum].textypos; animtimer = pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum]; + + if (rendermode != render_none) + { + F_CutsceneDrawer(); + + F_WipeEndScreen(); + F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true); + } } // See also G_AfterIntermission, the only other place which handles intra-map/ending transitions @@ -3933,6 +3957,7 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset gameaction = ga_nothing; paused = false; CON_ToggleOff(); + P_StopRumble(NULL); F_NewCutscene(cutscenes[cutscenenum]->scene[0].text); @@ -3970,21 +3995,6 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset // void F_CutsceneDrawer(void) { - if (dofadenow && rendermode != render_none) - { - F_WipeStartScreen(); - - // Fade to any palette color you want. - if (cutscenes[cutnum]->scene[scenenum].fadecolor) - { - V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor); - - F_WipeEndScreen(); - F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true); - - F_WipeStartScreen(); - } - } V_DrawFill(0,0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); if (cutscenes[cutnum]->scene[scenenum].picname[picnum][0] != '\0') @@ -3997,12 +4007,6 @@ void F_CutsceneDrawer(void) W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_PATCH_LOWPRIORITY)); } - if (dofadenow && rendermode != render_none) - { - F_WipeEndScreen(); - F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true); - } - V_DrawString(textxpos, textypos, V_ALLOWLOWERCASE, cutscene_disptext); } @@ -4019,8 +4023,6 @@ void F_CutsceneTicker(void) finalecount++; cutscene_boostspeed = 0; - dofadenow = false; - for (i = 0; i < MAXPLAYERS; i++) { if (netgame && i != serverplayer && !IsPlayerAdmin(i)) diff --git a/src/f_wipe.c b/src/f_wipe.c index 43b7180b754408faf39387ef259d54aae590bf9f..ab869ca605b4afaf7dac023fd45f0aaf4145184b 100644 --- a/src/f_wipe.c +++ b/src/f_wipe.c @@ -24,6 +24,7 @@ #include "w_wad.h" #include "z_zone.h" +#include "i_time.h" #include "i_system.h" #include "i_threads.h" #include "m_menu.h" @@ -555,7 +556,10 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu) // wait loop while (!((nowtime = I_GetTime()) - lastwipetic)) - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } lastwipetic = nowtime; // Wipe styles diff --git a/src/filesrch.c b/src/filesrch.c index 3f901b6958711aaf13723bba4b1e7e7771bc7902..23b8e7f409b5c450f0d507b2075bebb611efa508 100644 --- a/src/filesrch.c +++ b/src/filesrch.c @@ -797,6 +797,7 @@ lumpinfo_t *getdirectoryfiles(const char *path, UINT16 *nlmp, UINT16 *nfolders) // The complete name of the file, with its extension, // excluding the path of the directory where it resides. lump_p->fullname = Z_StrDup(fullname); + lump_p->hash = quickncasehash(lump_p->name, 8); lump_p++; i++; diff --git a/src/g_demo.c b/src/g_demo.c index 77c9ab10b2f0ee4295d09c7d81e5e25b5cabc0fa..9099adc712635170d14f0ea61bc77aa9808a635c 100644 --- a/src/g_demo.c +++ b/src/g_demo.c @@ -17,6 +17,7 @@ #include "d_player.h" #include "d_clisrv.h" #include "p_setup.h" +#include "i_time.h" #include "i_system.h" #include "m_random.h" #include "p_local.h" @@ -31,7 +32,7 @@ #include "z_zone.h" #include "i_video.h" #include "byteptr.h" -#include "i_joy.h" +#include "i_gamepad.h" #include "r_local.h" #include "r_skins.h" #include "y_inter.h" @@ -1008,7 +1009,7 @@ void G_ReadMetalTic(mobj_t *metal) oldmetal.x = READFIXED(metal_p); oldmetal.y = READFIXED(metal_p); oldmetal.z = READFIXED(metal_p); - P_TeleportMove(metal, oldmetal.x, oldmetal.y, oldmetal.z); + P_MoveOrigin(metal, oldmetal.x, oldmetal.y, oldmetal.z); oldmetal.x = metal->x; oldmetal.y = metal->y; oldmetal.z = metal->z; @@ -1526,9 +1527,9 @@ void G_BeginRecording(void) buf |= 0x08; pflags |= PF_AUTOBRAKE; } - if (cv_usejoystick.value) + if (cv_usegamepad[0].value) buf |= 0x10; - CV_SetValue(&cv_showinputjoy, !!(cv_usejoystick.value)); + CV_SetValue(&cv_showinputjoy, !!(cv_usegamepad[0].value)); WRITEUINT8(demo_p,buf); player->pflags = pflags; diff --git a/src/g_game.c b/src/g_game.c index 39d0030565c468823819c0a35d2653d2a773db01..dc12c2bab727752feb4ddf3a211062610c02f02d 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -19,10 +19,12 @@ #include "f_finale.h" #include "p_setup.h" #include "p_saveg.h" +#include "i_time.h" #include "i_system.h" #include "am_map.h" #include "m_random.h" #include "p_local.h" +#include "p_haptic.h" #include "r_draw.h" #include "r_main.h" #include "s_sound.h" @@ -37,7 +39,7 @@ #include "z_zone.h" #include "i_video.h" #include "byteptr.h" -#include "i_joy.h" +#include "i_gamepad.h" #include "r_local.h" #include "r_skins.h" #include "y_inter.h" @@ -46,6 +48,7 @@ #include "b_bot.h" #include "m_cond.h" // condition sets #include "lua_script.h" +#include "r_fps.h" // frame interpolation/uncapped #include "lua_hud.h" @@ -57,9 +60,6 @@ boolean botingame; UINT8 botskin; UINT16 botcolor; -JoyType_t Joystick; -JoyType_t Joystick2; - // 1024 bytes is plenty for a savegame #define SAVEGAMESIZE (1024) @@ -254,12 +254,6 @@ UINT32 timesBeaten; UINT32 timesBeatenWithEmeralds; UINT32 timesBeatenUltimate; -typedef struct joystickvector2_s -{ - INT32 xaxis; - INT32 yaxis; -} joystickvector2_t; - boolean precache = true; // if true, load all graphics at start INT16 prevmap, nextmap; @@ -278,21 +272,38 @@ static void AutoBrake2_OnChange(void); void SendWeaponPref(void); void SendWeaponPref2(void); -static CV_PossibleValue_t crosshair_cons_t[] = {{0, "Off"}, {1, "Cross"}, {2, "Angle"}, {3, "Point"}, {0, NULL}}; -static CV_PossibleValue_t joyaxis_cons_t[] = {{0, "None"}, -{1, "X-Axis"}, {2, "Y-Axis"}, {-1, "X-Axis-"}, {-2, "Y-Axis-"}, -#if JOYAXISSET > 1 -{3, "Z-Axis"}, {4, "X-Rudder"}, {-3, "Z-Axis-"}, {-4, "X-Rudder-"}, -#endif -#if JOYAXISSET > 2 -{5, "Y-Rudder"}, {6, "Z-Rudder"}, {-5, "Y-Rudder-"}, {-6, "Z-Rudder-"}, -#endif -#if JOYAXISSET > 3 -{7, "U-Axis"}, {8, "V-Axis"}, {-7, "U-Axis-"}, {-8, "V-Axis-"}, +CV_PossibleValue_t joyaxis_cons_t[] = {{0, "None"}, +#ifndef OLD_GAMEPAD_AXES + {1, "Left Stick X"}, {2, "Left Stick Y"}, + {3, "Right Stick X"},{4, "Right Stick Y"}, + {-1, "Left Stick X-"}, {-2, "Left Stick Y-"}, + {-3, "Right Stick X-"}, {-4, "Right Stick Y-"}, + {5, "Left Trigger"}, {6, "Right Trigger"}, +#else + {1, "X-Axis"}, {2, "Y-Axis"}, {-1, "X-Axis-"}, {-2, "Y-Axis-"}, + #if JOYAXISSET > 1 + {3, "Z-Axis"}, {4, "X-Rudder"}, {-3, "Z-Axis-"}, {-4, "X-Rudder-"}, + #endif + #if JOYAXISSET > 2 + {5, "Y-Rudder"}, {6, "Z-Rudder"}, {-5, "Y-Rudder-"}, {-6, "Z-Rudder-"}, + #endif + #if JOYAXISSET > 3 + {7, "U-Axis"}, {8, "V-Axis"}, {-7, "U-Axis-"}, {-8, "V-Axis-"}, + #endif #endif - {0, NULL}}; -#if JOYAXISSET > 4 -"More Axis Sets" + {0, NULL} +}; + +#ifndef OLD_GAMEPAD_AXES +#define MOVEAXIS_DEFAULT "Left Stick Y" +#define SIDEAXIS_DEFAULT "Left Stick X" +#define LOOKAXIS_DEFAULT "Right Stick Y" +#define TURNAXIS_DEFAULT "Right Stick X" +#else +#define MOVEAXIS_DEFAULT "Y-Axis" +#define SIDEAXIS_DEFAULT "X-Axis" +#define LOOKAXIS_DEFAULT "Y-Rudder-" +#define TURNAXIS_DEFAULT "X-Rudder" #endif // don't mind me putting these here, I was lazy to figure out where else I could put those without blowing up the compiler. @@ -328,6 +339,7 @@ consvar_t cv_consolechat = CVAR_INIT ("chatmode", "Window", CV_SAVE, consolechat // Pause game upon window losing focus consvar_t cv_pauseifunfocused = CVAR_INIT ("pauseifunfocused", "Yes", CV_SAVE, CV_YesNo, NULL); +static CV_PossibleValue_t crosshair_cons_t[] = {{0, "Off"}, {1, "Cross"}, {2, "Angle"}, {3, "Point"}, {0, NULL}}; consvar_t cv_crosshair = CVAR_INIT ("crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL); consvar_t cv_crosshair2 = CVAR_INIT ("crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL); consvar_t cv_invertmouse = CVAR_INIT ("invertmouse", "Off", CV_SAVE, CV_OnOff, NULL); @@ -407,27 +419,30 @@ consvar_t cv_cam_lockonboss[2] = { CVAR_INIT ("cam2_lockaimassist", "Full", CV_SAVE, lockedassist_cons_t, NULL), }; -consvar_t cv_moveaxis = CVAR_INIT ("joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_sideaxis = CVAR_INIT ("joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_lookaxis = CVAR_INIT ("joyaxis_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_jumpaxis = CVAR_INIT ("joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_spinaxis = CVAR_INIT ("joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_firenaxis = CVAR_INIT ("joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_deadzone = CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); -consvar_t cv_digitaldeadzone = CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); - -consvar_t cv_moveaxis2 = CVAR_INIT ("joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_sideaxis2 = CVAR_INIT ("joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_lookaxis2 = CVAR_INIT ("joyaxis2_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_jumpaxis2 = CVAR_INIT ("joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_spinaxis2 = CVAR_INIT ("joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL); -consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); -consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL); +consvar_t cv_moveaxis[2] = { + CVAR_INIT ("joyaxis_move", MOVEAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL), + CVAR_INIT ("joyaxis2_move", MOVEAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL) +}; +consvar_t cv_sideaxis[2] = { + CVAR_INIT ("joyaxis_side", SIDEAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL), + CVAR_INIT ("joyaxis2_side", SIDEAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL) +}; +consvar_t cv_lookaxis[2] = { + CVAR_INIT ("joyaxis_look", LOOKAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL), + CVAR_INIT ("joyaxis2_look", LOOKAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL) +}; +consvar_t cv_turnaxis[2] = { + CVAR_INIT ("joyaxis_turn", TURNAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL), + CVAR_INIT ("joyaxis2_turn", TURNAXIS_DEFAULT, CV_SAVE, joyaxis_cons_t, NULL) +}; +consvar_t cv_deadzone[2] = { + CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL), + CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL) +}; +consvar_t cv_digitaldeadzone[2] = { + CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL), + CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL) +}; player_t *seenplayer; // player we're aiming at right now @@ -826,194 +841,167 @@ INT16 G_SoftwareClipAimingPitch(INT32 *aiming) return (INT16)((*aiming)>>16); } -INT32 JoyAxis(joyaxis_e axissel) +#ifdef OLD_GAMEPAD_AXES +static gamepad_axis_e ConvertXboxControllerAxes(int type) { - INT32 retaxis; - INT32 axisval; - boolean flp = false; - - //find what axis to get - switch (axissel) + switch (type) { - case JA_TURN: - axisval = cv_turnaxis.value; - break; - case JA_MOVE: - axisval = cv_moveaxis.value; - break; - case JA_LOOK: - axisval = cv_lookaxis.value; - break; - case JA_STRAFE: - axisval = cv_sideaxis.value; - break; - case JA_JUMP: - axisval = cv_jumpaxis.value; - break; - case JA_SPIN: - axisval = cv_spinaxis.value; - break; - case JA_FIRE: - axisval = cv_fireaxis.value; - break; - case JA_FIRENORMAL: - axisval = cv_firenaxis.value; - break; - default: - return 0; + // Left stick + case 1: // X-Axis + return GAMEPAD_AXIS_LEFTX; + case 2: // Y-Axis + return GAMEPAD_AXIS_LEFTY; + + // Right stick + case 4: // X-Rudder + return GAMEPAD_AXIS_RIGHTX; + case 5: // Y-Rudder + return GAMEPAD_AXIS_RIGHTY; + + // Triggers + case 3: // Z-Axis + return GAMEPAD_AXIS_TRIGGERLEFT; + case 6: // Z-Rudder + return GAMEPAD_AXIS_TRIGGERRIGHT; + + default: // All the other ones + return NUM_GAMEPAD_AXES; } +} +#endif + +static INT16 GetJoystickAxisValue(INT32 axisval) +{ + boolean flp = false; - if (axisval < 0) //odd -axises + if (axisval < 0) // odd -axes { axisval = -axisval; flp = true; } - if (axisval > JOYAXISSET*2 || axisval == 0) //not there in array or None + else if (axisval == 0) return 0; - if (axisval%2) - { + if (axisval > JOYAXISSET*2) + return 0; + + gamepad_axis_e gp_axis; + +#ifdef OLD_GAMEPAD_AXES + gp_axis = ConvertXboxControllerAxes(axisval); +#else + gp_axis = axisval - 1; +#endif + + if (gp_axis >= NUM_GAMEPAD_AXES) + return 0; + + if (axisval % 2) axisval /= 2; - retaxis = joyxmove[axisval]; - } else { axisval--; axisval /= 2; - retaxis = joyymove[axisval]; } - if (retaxis < (-JOYAXISRANGE)) - retaxis = -JOYAXISRANGE; - if (retaxis > (+JOYAXISRANGE)) - retaxis = +JOYAXISRANGE; - - if (!Joystick.bGamepadStyle && axissel >= JA_DIGITAL) + INT16 retaxis = G_GetGamepadAxisValue(0, gp_axis); + + // flip it around + if (flp) { - const INT32 jdeadzone = ((JOYAXISRANGE-1) * cv_digitaldeadzone.value) >> FRACBITS; - if (-jdeadzone < retaxis && retaxis < jdeadzone) - return 0; + if (retaxis == -32768) + retaxis = 32767; + else + retaxis = -retaxis; } - if (flp) retaxis = -retaxis; //flip it around return retaxis; } -INT32 Joy2Axis(joyaxis_e axissel) +INT16 G_JoyAxis(UINT8 which, joyaxis_e axissel) { - INT32 retaxis; INT32 axisval; - boolean flp = false; + INT32 value; - //find what axis to get + // find what axis to get switch (axissel) { case JA_TURN: - axisval = cv_turnaxis2.value; + axisval = cv_turnaxis[which].value; break; case JA_MOVE: - axisval = cv_moveaxis2.value; + axisval = cv_moveaxis[which].value; break; case JA_LOOK: - axisval = cv_lookaxis2.value; + axisval = cv_lookaxis[which].value; break; case JA_STRAFE: - axisval = cv_sideaxis2.value; - break; - case JA_JUMP: - axisval = cv_jumpaxis2.value; - break; - case JA_SPIN: - axisval = cv_spinaxis2.value; - break; - case JA_FIRE: - axisval = cv_fireaxis2.value; - break; - case JA_FIRENORMAL: - axisval = cv_firenaxis2.value; + axisval = cv_sideaxis[which].value; break; default: return 0; } - - if (axisval < 0) //odd -axises + value = GetJoystickAxisValue(axisval); + if (axissel == JA_LOOK) { - axisval = -axisval; - flp = true; + // Look is inverted because +Y goes _down_ in gamepads. + if (value == -32768) + value = 32767; + else + value = -value; } + return value; +} - if (axisval > JOYAXISSET*2 || axisval == 0) //not there in array or None - return 0; - - if (axisval%2) - { - axisval /= 2; - retaxis = joy2xmove[axisval]; - } - else +static INT16 GetAnalogInput(UINT8 which, gamecontrols_e gc) +{ + for (UINT8 i = 0; i < 2; i++) { - axisval--; - axisval /= 2; - retaxis = joy2ymove[axisval]; - } - - if (retaxis < (-JOYAXISRANGE)) - retaxis = -JOYAXISRANGE; - if (retaxis > (+JOYAXISRANGE)) - retaxis = +JOYAXISRANGE; + SINT8 isAnalog = G_PlayerInputIsAnalog(which, gc, i); + if (!isAnalog) + continue; - if (!Joystick2.bGamepadStyle && axissel >= JA_DIGITAL) - { - const INT32 jdeadzone = ((JOYAXISRANGE-1) * cv_digitaldeadzone2.value) >> FRACBITS; - if (-jdeadzone < retaxis && retaxis < jdeadzone) - return 0; + INT16 value = G_GetAnalogPlayerInput(which, gc, i); + if (value > 0 && isAnalog == 1) + return value; + else if (value < 0 && isAnalog == -1) + return max(min(-value, INT16_MAX), INT16_MIN); } - if (flp) retaxis = -retaxis; //flip it around - return retaxis; + return 0; } - -#define PlayerJoyAxis(p, ax) ((p) == 1 ? JoyAxis(ax) : Joy2Axis(ax)) - -// Take a magnitude of two axes, and adjust it to take out the deadzone -// Will return a value between 0 and JOYAXISRANGE -static INT32 G_BasicDeadZoneCalculation(INT32 magnitude, fixed_t deadZone) +static boolean CheckAxesUsable(UINT8 which, gamecontrols_e gc1, gamecontrols_e gc2) { - const INT32 jdeadzone = (JOYAXISRANGE * deadZone) / FRACUNIT; - INT32 deadzoneAppliedValue = 0; - INT32 adjustedMagnitude = abs(magnitude); + INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis; - if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%... - return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0 - else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone - { - adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE); +#define CHECK_RANGE(x, y, z) \ + (controls[x][y] >= KEY_AXES && controls[x][y] < KEY_AXES + NUM_GAMEPAD_AXES \ + && controls[x][z] >= KEY_INV_AXES && controls[x][z] < KEY_INV_AXES + NUM_GAMEPAD_AXES) - adjustedMagnitude -= jdeadzone; + if (CHECK_RANGE(gc1, 0, 1) || CHECK_RANGE(gc2, 0, 1)) + return false; + if (CHECK_RANGE(gc1, 1, 0) || CHECK_RANGE(gc2, 1, 0)) + return false; - deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone); - } +#undef CHECK_RANGE - return deadzoneAppliedValue; + return true; } -// Get the actual sensible radial value for a joystick axis when accounting for a deadzone -static void G_HandleAxisDeadZone(UINT8 splitnum, joystickvector2_t *joystickvector) +typedef struct { - INT32 gamepadStyle = Joystick.bGamepadStyle; - fixed_t deadZone = cv_deadzone.value; + INT32 xaxis, yaxis; +} joystickvector2_t; - if (splitnum == 1) +// Get the actual sensible radial value for a joystick axis when accounting for a deadzone +static void G_HandleAxisDeadZone(UINT8 playernum, joystickvector2_t *joystickvector) +{ + if (!gamepads[playernum].digital) { - gamepadStyle = Joystick2.bGamepadStyle; - deadZone = cv_deadzone2.value; - } + const UINT16 deadZone = G_GetGamepadDeadZone(playernum); - // When gamepadstyle is "true" the values are just -1, 0, or 1. This is done in the interface code. - if (!gamepadStyle) - { // Get the total magnitude of the 2 axes INT32 magnitude = (joystickvector->xaxis * joystickvector->xaxis) + (joystickvector->yaxis * joystickvector->yaxis); INT32 normalisedXAxis; @@ -1027,18 +1015,18 @@ static void G_HandleAxisDeadZone(UINT8 splitnum, joystickvector2_t *joystickvect normalisedYAxis = (joystickvector->yaxis * magnitude) / JOYAXISRANGE; // Apply the deadzone to the magnitude to give a correct value between 0 and JOYAXISRANGE - normalisedMagnitude = G_BasicDeadZoneCalculation(magnitude, deadZone); + normalisedMagnitude = G_BasicDeadZoneCalculation(abs(magnitude), deadZone); // Apply the deadzone to the xy axes joystickvector->xaxis = (normalisedXAxis * normalisedMagnitude) / JOYAXISRANGE; joystickvector->yaxis = (normalisedYAxis * normalisedMagnitude) / JOYAXISRANGE; - - // Cap the values so they don't go above the correct maximum - joystickvector->xaxis = min(joystickvector->xaxis, JOYAXISRANGE); - joystickvector->xaxis = max(joystickvector->xaxis, -JOYAXISRANGE); - joystickvector->yaxis = min(joystickvector->yaxis, JOYAXISRANGE); - joystickvector->yaxis = max(joystickvector->yaxis, -JOYAXISRANGE); } + + // Cap the values so they don't go above the correct maximum + joystickvector->xaxis = min(joystickvector->xaxis, JOYAXISRANGE); + joystickvector->xaxis = max(joystickvector->xaxis, -JOYAXISRANGE - 1); + joystickvector->yaxis = min(joystickvector->yaxis, JOYAXISRANGE); + joystickvector->yaxis = max(joystickvector->yaxis, -JOYAXISRANGE - 1); } // @@ -1061,23 +1049,27 @@ boolean ticcmd_centerviewdown[2]; // For simple controls, lock the camera behind mobj_t *ticcmd_ztargetfocus[2]; // Locking onto an object? void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) { + UINT8 forplayer = ssplayer - 1; + boolean forcestrafe = false; boolean forcefullinput = false; - INT32 tspeed, forward, side, axis, strafeaxis, moveaxis, turnaxis, lookaxis, i; + INT32 tspeed, forward, side, strafeaxis, moveaxis, turnaxis, lookaxis, i; joystickvector2_t movejoystickvector, lookjoystickvector; const INT32 speed = 1; // these ones used for multiple conditions - boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming; + boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming; + boolean analogaxismove, digitalaxismove, thisjoyaiming; boolean strafeisturn; // Simple controls only player_t *player = &players[ssplayer == 2 ? secondarydisplayplayer : consoleplayer]; camera_t *thiscam = ((ssplayer == 1 || player->bot == BOT_2PHUMAN) ? &camera : &camera2); angle_t *myangle = (ssplayer == 1 ? &localangle : &localangle2); INT32 *myaiming = (ssplayer == 1 ? &localaiming : &localaiming2); + gamepad_t *gamepad = &gamepads[forplayer]; angle_t drawangleoffset = (player->powers[pw_carry] == CR_ROLLOUT) ? ANGLE_180 : 0; - INT32 chasecam, chasefreelook, alwaysfreelook, usejoystick, invertmouse, turnmultiplier, mousemove; + INT32 chasecam, chasefreelook, alwaysfreelook, usegamepad, invertmouse, turnmultiplier, mousemove; controlstyle_e controlstyle = G_ControlStyle(ssplayer); INT32 mdx, mdy, mldy; @@ -1091,14 +1083,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) static fixed_t tta_factor[2] = {FRACUNIT, FRACUNIT}; // disables turn-to-angle when manually turning camera until movement happens boolean centerviewdown = false; - UINT8 forplayer = ssplayer-1; - if (ssplayer == 1) { chasecam = cv_chasecam.value; chasefreelook = cv_chasefreelook.value; alwaysfreelook = cv_alwaysfreelook.value; - usejoystick = cv_usejoystick.value; invertmouse = cv_invertmouse.value; turnmultiplier = cv_cam_turnmultiplier.value; mousemove = cv_mousemove.value; @@ -1112,7 +1101,6 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) chasecam = cv_chasecam2.value; chasefreelook = cv_chasefreelook2.value; alwaysfreelook = cv_alwaysfreelook2.value; - usejoystick = cv_usejoystick2.value; invertmouse = cv_invertmouse2.value; turnmultiplier = cv_cam2_turnmultiplier.value; mousemove = cv_mousemove2.value; @@ -1122,6 +1110,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1); // empty, or external driver } + usegamepad = cv_usegamepad[forplayer].value; + if (menuactive || CON_Ready() || chat_on) mdx = mdy = mldy = 0; @@ -1140,13 +1130,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) return; } - turnright = PLAYERINPUTDOWN(ssplayer, GC_TURNRIGHT); - turnleft = PLAYERINPUTDOWN(ssplayer, GC_TURNLEFT); + // Axes for turning or strafing are ignored here + turnright = G_CheckDigitalPlayerInput(forplayer, GC_TURNRIGHT); + turnleft = G_CheckDigitalPlayerInput(forplayer, GC_TURNLEFT); - straferkey = PLAYERINPUTDOWN(ssplayer, GC_STRAFERIGHT); - strafelkey = PLAYERINPUTDOWN(ssplayer, GC_STRAFELEFT); - movefkey = PLAYERINPUTDOWN(ssplayer, GC_FORWARD); - movebkey = PLAYERINPUTDOWN(ssplayer, GC_BACKWARD); + straferkey = G_CheckDigitalPlayerInput(forplayer, GC_STRAFERIGHT); + strafelkey = G_CheckDigitalPlayerInput(forplayer, GC_STRAFELEFT); + movefkey = G_CheckDigitalPlayerInput(forplayer, GC_FORWARD); + movebkey = G_CheckDigitalPlayerInput(forplayer, GC_BACKWARD); if (strafeisturn) { @@ -1155,10 +1146,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) straferkey = strafelkey = false; } - mouseaiming = (PLAYERINPUTDOWN(ssplayer, GC_MOUSEAIMING)) ^ + mouseaiming = (G_PlayerInputDown(forplayer, GC_MOUSEAIMING)) ^ ((chasecam && !player->spectator) ? chasefreelook : alwaysfreelook); - analogjoystickmove = usejoystick && !Joystick.bGamepadStyle; - gamepadjoystickmove = usejoystick && Joystick.bGamepadStyle; + analogaxismove = usegamepad && !gamepad->digital; + digitalaxismove = usegamepad && gamepad->digital; thisjoyaiming = (chasecam && !player->spectator) ? chasefreelook : alwaysfreelook; @@ -1167,19 +1158,38 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) *myaiming = 0; joyaiming[forplayer] = thisjoyaiming; - turnaxis = PlayerJoyAxis(ssplayer, JA_TURN); + turnaxis = G_JoyAxis(forplayer, JA_TURN); if (strafeisturn) - turnaxis += PlayerJoyAxis(ssplayer, JA_STRAFE); - lookaxis = PlayerJoyAxis(ssplayer, JA_LOOK); + turnaxis += G_JoyAxis(forplayer, JA_STRAFE); + lookaxis = G_JoyAxis(forplayer, JA_LOOK); + + if (usegamepad) + { + turnaxis -= GetAnalogInput(forplayer, GC_TURNLEFT); + turnaxis += GetAnalogInput(forplayer, GC_TURNRIGHT); + + if (strafeisturn) + { + turnaxis -= GetAnalogInput(forplayer, GC_STRAFELEFT); + turnaxis += GetAnalogInput(forplayer, GC_STRAFERIGHT); + } + + lookaxis += GetAnalogInput(forplayer, GC_LOOKUP); + lookaxis -= GetAnalogInput(forplayer, GC_LOOKDOWN); + } + + // Handle deadzones lookjoystickvector.xaxis = turnaxis; lookjoystickvector.yaxis = lookaxis; G_HandleAxisDeadZone(forplayer, &lookjoystickvector); - if (gamepadjoystickmove && lookjoystickvector.xaxis != 0) + // Do digital axis turning + if (digitalaxismove && lookjoystickvector.xaxis != 0) { turnright = turnright || (lookjoystickvector.xaxis > 0); turnleft = turnleft || (lookjoystickvector.xaxis < 0); } + forward = side = 0; // use two stage accelerative turning @@ -1218,10 +1228,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (turnleft) side -= sidemove[speed]; - if (analogjoystickmove && lookjoystickvector.xaxis != 0) + if (analogaxismove && lookjoystickvector.xaxis != 0) { - // JOYAXISRANGE is supposed to be 1023 (divide by 1024) - side += ((lookjoystickvector.xaxis * sidemove[1]) >> 10); + // JOYAXISRANGE is supposed to be 32767 (divide by 32768) + side += ((lookjoystickvector.xaxis * sidemove[1]) >> 15); } } else if (controlstyle == CS_LMAOGALOG) // Analog @@ -1239,47 +1249,69 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) else if (turnleft) cmd->angleturn = (INT16)(cmd->angleturn + ((angleturn[tspeed] * turnmultiplier)>>FRACBITS)); - if (analogjoystickmove && lookjoystickvector.xaxis != 0) + if (analogaxismove && lookjoystickvector.xaxis != 0) { - // JOYAXISRANGE should be 1023 (divide by 1024) - cmd->angleturn = (INT16)(cmd->angleturn - ((((lookjoystickvector.xaxis * angleturn[1]) >> 10) * turnmultiplier)>>FRACBITS)); // ANALOG! + // JOYAXISRANGE should be 32767 (divide by 32768) + cmd->angleturn = (INT16)(cmd->angleturn - ((((lookjoystickvector.xaxis * angleturn[1]) >> 15) * turnmultiplier)>>FRACBITS)); // ANALOG! } if (turnright || turnleft || abs(cmd->angleturn) > angleturn[2]) tta_factor[forplayer] = 0; // suspend turn to angle } - strafeaxis = strafeisturn ? 0 : PlayerJoyAxis(ssplayer, JA_STRAFE); - moveaxis = PlayerJoyAxis(ssplayer, JA_MOVE); + // Strafing axes (moving left and right) + if (strafeisturn) + strafeaxis = 0; + else + { + strafeaxis = G_JoyAxis(forplayer, JA_STRAFE); + + if (usegamepad && CheckAxesUsable(forplayer, GC_STRAFELEFT, GC_STRAFERIGHT)) + { + strafeaxis -= GetAnalogInput(forplayer, GC_STRAFELEFT); + strafeaxis += GetAnalogInput(forplayer, GC_STRAFERIGHT); + } + } + + // Moving axes (moving forwards and backwards) + moveaxis = G_JoyAxis(forplayer, JA_MOVE); + if (usegamepad && CheckAxesUsable(forplayer, GC_FORWARD, GC_BACKWARD)) + { + moveaxis -= GetAnalogInput(forplayer, GC_FORWARD); + moveaxis += GetAnalogInput(forplayer, GC_BACKWARD); + } + movejoystickvector.xaxis = strafeaxis; movejoystickvector.yaxis = moveaxis; G_HandleAxisDeadZone(forplayer, &movejoystickvector); - if (gamepadjoystickmove && movejoystickvector.xaxis != 0) + if (digitalaxismove && movejoystickvector.xaxis != 0) { + // Do digital axis movement if (movejoystickvector.xaxis > 0) side += sidemove[speed]; else if (movejoystickvector.xaxis < 0) side -= sidemove[speed]; } - else if (analogjoystickmove && movejoystickvector.xaxis != 0) + else if (analogaxismove && movejoystickvector.xaxis != 0) { - // JOYAXISRANGE is supposed to be 1023 (divide by 1024) - side += ((movejoystickvector.xaxis * sidemove[1]) >> 10); + // JOYAXISRANGE is supposed to be 32767 (divide by 32768) + side += ((movejoystickvector.xaxis * sidemove[1]) >> 15); } // forward with key or button - if (movefkey || (gamepadjoystickmove && movejoystickvector.yaxis < 0) + // also handles digital axis movement + if (movefkey || (digitalaxismove && movejoystickvector.yaxis < 0) || ((player->powers[pw_carry] == CR_NIGHTSMODE) - && (PLAYERINPUTDOWN(ssplayer, GC_LOOKUP) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0)))) + && (G_CheckDigitalPlayerInput(forplayer, GC_LOOKUP) || (digitalaxismove && lookjoystickvector.yaxis > 0)))) forward = forwardmove[speed]; - if (movebkey || (gamepadjoystickmove && movejoystickvector.yaxis > 0) + if (movebkey || (digitalaxismove && movejoystickvector.yaxis > 0) || ((player->powers[pw_carry] == CR_NIGHTSMODE) - && (PLAYERINPUTDOWN(ssplayer, GC_LOOKDOWN) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0)))) + && (G_CheckDigitalPlayerInput(forplayer, GC_LOOKDOWN) || (digitalaxismove && lookjoystickvector.yaxis < 0)))) forward -= forwardmove[speed]; - if (analogjoystickmove && movejoystickvector.yaxis != 0) - forward -= ((movejoystickvector.yaxis * forwardmove[1]) >> 10); // ANALOG! + if (analogaxismove && movejoystickvector.yaxis != 0) + forward -= ((movejoystickvector.yaxis * forwardmove[1]) >> 15); // ANALOG! // some people strafe left & right with mouse buttons // those people are weird @@ -1288,53 +1320,51 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (strafelkey) side -= sidemove[speed]; - if (PLAYERINPUTDOWN(ssplayer, GC_WEAPONNEXT)) + if (G_PlayerInputDown(forplayer, GC_WEAPONNEXT)) cmd->buttons |= BT_WEAPONNEXT; // Next Weapon - if (PLAYERINPUTDOWN(ssplayer, GC_WEAPONPREV)) + if (G_PlayerInputDown(forplayer, GC_WEAPONPREV)) cmd->buttons |= BT_WEAPONPREV; // Previous Weapon #if NUM_WEAPONS > 10 -"Add extra inputs to g_input.h/gamecontrols_e" +#error "Add extra inputs to g_input.h/gamecontrols_e" #endif + //use the four avaliable bits to determine the weapon. cmd->buttons &= ~BT_WEAPONMASK; for (i = 0; i < NUM_WEAPONS; ++i) - if (PLAYERINPUTDOWN(ssplayer, GC_WEPSLOT1 + i)) + if (G_PlayerInputDown(forplayer, GC_WEPSLOT1 + i)) { cmd->buttons |= (UINT16)(i + 1); break; } // fire with any button/key - axis = PlayerJoyAxis(ssplayer, JA_FIRE); - if (PLAYERINPUTDOWN(ssplayer, GC_FIRE) || (usejoystick && axis > 0)) + if (G_PlayerInputDown(forplayer, GC_FIRE)) cmd->buttons |= BT_ATTACK; // fire normal with any button/key - axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL); - if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0)) + if (G_PlayerInputDown(forplayer, GC_FIRENORMAL)) cmd->buttons |= BT_FIRENORMAL; - if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG)) + if (G_PlayerInputDown(forplayer, GC_TOSSFLAG)) cmd->buttons |= BT_TOSSFLAG; // Lua scriptable buttons - if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM1)) + if (G_PlayerInputDown(forplayer, GC_CUSTOM1)) cmd->buttons |= BT_CUSTOM1; - if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM2)) + if (G_PlayerInputDown(forplayer, GC_CUSTOM2)) cmd->buttons |= BT_CUSTOM2; - if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM3)) + if (G_PlayerInputDown(forplayer, GC_CUSTOM3)) cmd->buttons |= BT_CUSTOM3; - // use with any button/key - axis = PlayerJoyAxis(ssplayer, JA_SPIN); - if (PLAYERINPUTDOWN(ssplayer, GC_SPIN) || (usejoystick && axis > 0)) + // spin with any button/key + if (G_PlayerInputDown(forplayer, GC_SPIN)) cmd->buttons |= BT_SPIN; // Centerview can be a toggle in simple mode! { static boolean last_centerviewdown[2], centerviewhold[2]; // detect taps for toggle behavior - boolean down = PLAYERINPUTDOWN(ssplayer, GC_CENTERVIEW); + boolean down = G_PlayerInputDown(forplayer, GC_CENTERVIEW); if (!(controlstyle == CS_SIMPLE && cv_cam_centertoggle[forplayer].value)) centerviewdown = down; @@ -1433,7 +1463,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) if (ticcmd_centerviewdown[forplayer] && controlstyle == CS_SIMPLE) controlstyle = CS_LEGACY; - if (PLAYERINPUTDOWN(ssplayer, GC_CAMRESET)) + if (G_PlayerInputDown(forplayer, GC_CAMRESET)) { if (thiscam->chase && !resetdown[forplayer]) P_ResetCamera(&players[ssplayer == 1 ? displayplayer : secondarydisplayplayer], thiscam); @@ -1443,10 +1473,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) else resetdown[forplayer] = false; - // jump button - axis = PlayerJoyAxis(ssplayer, JA_JUMP); - if (PLAYERINPUTDOWN(ssplayer, GC_JUMP) || (usejoystick && axis > 0)) + if (G_PlayerInputDown(forplayer, GC_JUMP)) cmd->buttons |= BT_JUMP; // player aiming shit, ahhhh... @@ -1456,7 +1484,6 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) (player->mo && (player->mo->eflags & MFE_VERTICALFLIP) && (!thiscam->chase || player->pflags & PF_FLIPCAM)) //because chasecam's not inverted ? -1 : 1; // set to -1 or 1 to multiply - INT32 configlookaxis = ssplayer == 1 ? cv_lookaxis.value : cv_lookaxis2.value; // mouse look stuff (mouse look is not the same as mouse aim) if (mouseaiming) @@ -1467,21 +1494,21 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) *myaiming += (mldy<<19)*player_invert*screen_invert; } - if (analogjoystickmove && joyaiming[forplayer] && lookjoystickvector.yaxis != 0 && configlookaxis != 0) - *myaiming += (lookjoystickvector.yaxis<<16) * screen_invert; + if (joyaiming[forplayer] && lookjoystickvector.yaxis != 0) + *myaiming += (lookjoystickvector.yaxis<<11) * screen_invert; // spring back if not using keyboard neither mouselookin' - if (!keyboard_look[forplayer] && configlookaxis == 0 && !joyaiming[forplayer] && !mouseaiming) + if (!keyboard_look[forplayer] && !joyaiming[forplayer] && !mouseaiming) *myaiming = 0; if (!(player->powers[pw_carry] == CR_NIGHTSMODE)) { - if (PLAYERINPUTDOWN(ssplayer, GC_LOOKUP) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0)) + if (G_CheckDigitalPlayerInput(forplayer, GC_LOOKUP) || (digitalaxismove && lookjoystickvector.yaxis < 0)) { *myaiming += KB_LOOKSPEED * screen_invert; keyboard_look[forplayer] = true; } - else if (PLAYERINPUTDOWN(ssplayer, GC_LOOKDOWN) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0)) + else if (G_CheckDigitalPlayerInput(forplayer, GC_LOOKDOWN) || (digitalaxismove && lookjoystickvector.yaxis > 0)) { *myaiming -= KB_LOOKSPEED * screen_invert; keyboard_look[forplayer] = true; @@ -1714,6 +1741,64 @@ ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n) return dest; } +static player_t *G_GetInputPlayer(UINT8 which) +{ + if (which == 0) + return &players[displayplayer]; + else if (which == 1) + { + if (splitscreen) + return &players[secondarydisplayplayer]; + else if (playeringame[1] && players[1].bot == BOT_2PHUMAN) + return &players[1]; + } + + return NULL; +} + +// Returns a player's gamepad index, even if it's disabled +// Gamepad indexes correspond to the local player index. +INT16 G_GetGamepadForPlayer(player_t *player) +{ + for (UINT8 i = 0; i < 2; i++) + { + if (player == G_GetInputPlayer(i)) + return i; + } + + return -1; +} + +// Gets the user-set gamepad device for a specific player +INT32 G_GetGamepadDeviceIndex(INT32 player) +{ +#ifdef GAMEPAD_HOTPLUG + if (atoi(cv_usegamepad[player].string) > I_NumGamepads()) + return atoi(cv_usegamepad[player].string); + else +#endif + return cv_usegamepad[player].value; +} + +void G_OnGamepadConnect(UINT8 which) +{ + LUA_HookGamepadEvent(which, HOOK(GamepadAdded)); +} + +void G_OnGamepadDisconnect(UINT8 which) +{ + LUA_HookGamepadEvent(which, HOOK(GamepadRemoved)); + + if (!cv_gamepad_autopause.value) + return; + + if (gamestate != GS_LEVEL || paused || netgame || splitscreen) + return; + + if (which == 0 || (which == 1 && playeringame[1] && players[1].bot == BOT_2PHUMAN)) + COM_ImmedExecute("pause"); +} + // User has designated that they want // analog ON, so tell the game to stop // fudging with it. @@ -1785,6 +1870,25 @@ static void AutoBrake2_OnChange(void) SendWeaponPref2(); } +static void G_ResetInputs(void) +{ + memset(gamekeydown, 0, sizeof (gamekeydown)); + + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + for (UINT8 j = 0; j < NUM_GAMEPAD_BUTTONS; j++) + gamepads[i].buttons[j] = 0; + + for (UINT8 j = 0; j < NUM_GAMEPAD_AXES; j++) + gamepads[i].axes[j] = 0; + } + + G_SetMouseDeltas(0, 0, 1); + G_SetMouseDeltas(0, 0, 2); + + P_StopRumble(NULL); +} + // // G_DoLoadLevel // @@ -1853,14 +1957,7 @@ void G_DoLoadLevel(boolean resetplayer) P_ResetCamera(&players[secondarydisplayplayer], &camera2); // clear cmd building stuff - memset(gamekeydown, 0, sizeof (gamekeydown)); - for (i = 0;i < JOYAXISSET; i++) - { - joyxmove[i] = joyymove[i] = 0; - joy2xmove[i] = joy2ymove[i] = 0; - } - G_SetMouseDeltas(0, 0, 1); - G_SetMouseDeltas(0, 0, 2); + G_ResetInputs(); // clear hud messages remains (usually from game startup) CON_ClearHUD(); @@ -1903,7 +2000,10 @@ void G_PreLevelTitleCard(void) { // draw loop while (!((nowtime = I_GetTime()) - lasttime)) - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } lasttime = nowtime; ST_runTitleCard(); @@ -1954,17 +2054,99 @@ INT32 pausedelay = 0; boolean pausebreakkey = false; static INT32 camtoggledelay, camtoggledelay2 = 0; +static boolean ViewpointSwitchResponder(event_t *ev) +{ + // ViewpointSwitch Lua hook. + UINT8 canSwitchView = 0; + + INT32 direction = 0; + if (ev->key == KEY_F12 || ev->key == gamecontrol[GC_VIEWPOINTNEXT][0] || ev->key == gamecontrol[GC_VIEWPOINTNEXT][1]) + direction = 1; + if (ev->key == gamecontrol[GC_VIEWPOINTPREV][0] || ev->key == gamecontrol[GC_VIEWPOINTPREV][1]) + direction = -1; + // This enabled reverse-iterating with shift+F12, sadly I had to + // disable this in case your shift key is bound to a control =(( + //if (shiftdown) + // direction = -direction; + + // allow spy mode changes even during the demo + if (!(gamestate == GS_LEVEL && ev->type == ev_keydown && direction != 0)) + return false; + + if (splitscreen || !netgame) + { + displayplayer = consoleplayer; + return false; + } + + // spy mode + do + { + // Wrap in both directions + displayplayer += direction; + displayplayer = (displayplayer + MAXPLAYERS) % MAXPLAYERS; + + if (!playeringame[displayplayer]) + continue; + + // Call ViewpointSwitch hooks here. + canSwitchView = LUA_HookViewpointSwitch(&players[consoleplayer], &players[displayplayer], false); + if (canSwitchView == 1) // Set viewpoint to this player + break; + else if (canSwitchView == 2) // Skip this player + continue; + + if (players[displayplayer].spectator) + continue; + + if (G_GametypeHasTeams()) + { + if (players[consoleplayer].ctfteam + && players[displayplayer].ctfteam != players[consoleplayer].ctfteam) + continue; + } + else if (gametyperules & GTR_HIDEFROZEN) + { + if (players[consoleplayer].pflags & PF_TAGIT) + continue; + } + // Other Tag-based gametypes? + else if (G_TagGametype()) + { + if (!players[consoleplayer].spectator + && (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT)) + continue; + } + else if (G_GametypeHasSpectators() && G_RingSlingerGametype()) + { + if (!players[consoleplayer].spectator) + continue; + } + + break; + } while (displayplayer != consoleplayer); + + // change statusbar also if playing back demo + if (singledemo) + ST_changeDemoView(); + + return true; +} + // // G_Responder // Get info needed to make ticcmd_ts for the players. // boolean G_Responder(event_t *ev) { + INT32 evtype = ev->type; + INT32 key = G_RemapGamepadEvent(ev, &evtype); + // any other key pops up menu if in demos if (gameaction == ga_nothing && !singledemo && ((demoplayback && !modeattacking && !titledemo) || gamestate == GS_TITLESCREEN)) { - if (ev->type == ev_keydown && ev->key != 301 && !(gamestate == GS_TITLESCREEN && finalecount < TICRATE)) + if (evtype == ev_keydown && !(gamestate == GS_TITLESCREEN && finalecount < TICRATE)) { M_StartControlPanel(); return true; @@ -1989,7 +2171,7 @@ boolean G_Responder(event_t *ev) return true; // chat ate the event if (AM_Responder(ev)) return true; // automap ate it - // map the event (key/mouse/joy) to a gamecontrol + // map the event (key/mouse/gamepad) to a gamecontrol } // Intro else if (gamestate == GS_INTRO) @@ -2038,88 +2220,22 @@ boolean G_Responder(event_t *ev) if (HU_Responder(ev)) return true; // chat ate the event - // allow spy mode changes even during the demo - if (gamestate == GS_LEVEL && ev->type == ev_keydown - && (ev->key == KEY_F12 || ev->key == gamecontrol[GC_VIEWPOINT][0] || ev->key == gamecontrol[GC_VIEWPOINT][1])) - { - // ViewpointSwitch Lua hook. - UINT8 canSwitchView = 0; - - if (splitscreen || !netgame) - displayplayer = consoleplayer; - else - { - // spy mode - do - { - displayplayer++; - if (displayplayer == MAXPLAYERS) - displayplayer = 0; - - if (!playeringame[displayplayer]) - continue; - - // Call ViewpointSwitch hooks here. - canSwitchView = LUA_HookViewpointSwitch(&players[consoleplayer], &players[displayplayer], false); - if (canSwitchView == 1) // Set viewpoint to this player - break; - else if (canSwitchView == 2) // Skip this player - continue; - - if (players[displayplayer].spectator) - continue; - - if (G_GametypeHasTeams()) - { - if (players[consoleplayer].ctfteam - && players[displayplayer].ctfteam != players[consoleplayer].ctfteam) - continue; - } - else if (gametyperules & GTR_HIDEFROZEN) - { - if (players[consoleplayer].pflags & PF_TAGIT) - continue; - } - // Other Tag-based gametypes? - else if (G_TagGametype()) - { - if (!players[consoleplayer].spectator - && (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT)) - continue; - } - else if (G_GametypeHasSpectators() && G_RingSlingerGametype()) - { - if (!players[consoleplayer].spectator) - continue; - } - - break; - } while (displayplayer != consoleplayer); - - // change statusbar also if playing back demo - if (singledemo) - ST_changeDemoView(); - - // tell who's the view - CONS_Printf(M_GetText("Viewpoint: %s\n"), player_names[displayplayer]); - - return true; - } - } + if (ViewpointSwitchResponder(ev)) + return true; // update keys current state G_MapEventsToControls(ev); - switch (ev->type) + switch (evtype) { case ev_keydown: - if (ev->key == gamecontrol[GC_PAUSE][0] - || ev->key == gamecontrol[GC_PAUSE][1] - || ev->key == KEY_PAUSE) + if (key == gamecontrol[GC_PAUSE][0] + || key == gamecontrol[GC_PAUSE][1] + || key == KEY_PAUSE) { if (modeattacking && !demoplayback && (gamestate == GS_LEVEL)) { - pausebreakkey = (ev->key == KEY_PAUSE); + pausebreakkey = (key == KEY_PAUSE); if (menuactive || pausedelay < 0 || leveltime < 2) return true; @@ -2144,8 +2260,8 @@ boolean G_Responder(event_t *ev) } } } - if (ev->key == gamecontrol[GC_CAMTOGGLE][0] - || ev->key == gamecontrol[GC_CAMTOGGLE][1]) + if (key == gamecontrol[GC_CAMTOGGLE][0] + || key == gamecontrol[GC_CAMTOGGLE][1]) { if (!camtoggledelay) { @@ -2153,8 +2269,8 @@ boolean G_Responder(event_t *ev) CV_SetValue(&cv_chasecam, cv_chasecam.value ? 0 : 1); } } - if (ev->key == gamecontrolbis[GC_CAMTOGGLE][0] - || ev->key == gamecontrolbis[GC_CAMTOGGLE][1]) + if (key == gamecontrolbis[GC_CAMTOGGLE][0] + || key == gamecontrolbis[GC_CAMTOGGLE][1]) { if (!camtoggledelay2) { @@ -2167,15 +2283,9 @@ boolean G_Responder(event_t *ev) case ev_keyup: return false; // always let key up events filter down - case ev_mouse: - return true; // eat events - - case ev_joystick: - return true; // eat events - - case ev_joystick2: - return true; // eat events - + case ev_mouse: // eat events + case ev_gamepad_axis: + return true; default: break; @@ -2202,6 +2312,10 @@ boolean G_LuaResponder(event_t *ev) cancelled = LUA_HookKey(ev, HOOK(KeyUp)); LUA_InvalidateUserdata(ev); } + else if (ev->type == ev_gamepad_down) + cancelled = LUA_HookGamepadButton(ev, HOOK(GamepadButtonDown)); + else if (ev->type == ev_gamepad_up) + cancelled = LUA_HookGamepadButton(ev, HOOK(GamepadButtonUp)); return cancelled; } @@ -2362,6 +2476,7 @@ void G_Ticker(boolean run) F_TextPromptTicker(); AM_Ticker(); HU_Ticker(); + break; case GS_INTERMISSION: @@ -2414,7 +2529,9 @@ void G_Ticker(boolean run) break; case GS_TITLESCREEN: - if (titlemapinaction) P_Ticker(run); // then intentionally fall through + if (titlemapinaction) + P_Ticker(run); + // then intentionally fall through /* FALLTHRU */ case GS_WAITINGPLAYERS: F_MenuPresTicker(run); @@ -2801,6 +2918,13 @@ void G_MovePlayerToSpawnOrStarpost(INT32 playernum) P_MovePlayerToStarpost(playernum); else P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum)); + + R_ResetMobjInterpolationState(players[playernum].mo); + + if (playernum == consoleplayer) + P_ResetCamera(&players[playernum], &camera); + else if (playernum == secondarydisplayplayer) + P_ResetCamera(&players[playernum], &camera2); } mapthing_t *G_FindCTFStart(INT32 playernum) @@ -3159,14 +3283,7 @@ void G_DoReborn(INT32 playernum) P_ResetCamera(&players[secondarydisplayplayer], &camera2); // clear cmd building stuff - memset(gamekeydown, 0, sizeof (gamekeydown)); - for (i = 0; i < JOYAXISSET; i++) - { - joyxmove[i] = joyymove[i] = 0; - joy2xmove[i] = joy2ymove[i] = 0; - } - G_SetMouseDeltas(0, 0, 1); - G_SetMouseDeltas(0, 0, 2); + G_ResetInputs(); // clear hud messages remains (usually from game startup) CON_ClearHUD(); @@ -4574,11 +4691,7 @@ void G_LoadGame(UINT32 slot, INT16 mapoverride) } save_p += VERSIONSIZE; -// if (demoplayback) // reset game engine -// G_StopDemo(); - -// paused = false; -// automapactive = false; + P_StopRumble(NULL); // dearchive all the modifications if (!P_LoadGame(mapoverride)) @@ -4841,6 +4954,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean { INT32 i; + P_StopRumble(NULL); Y_CleanupScreenBuffer(); if (paused) diff --git a/src/g_game.h b/src/g_game.h index dca043f2e0fae899ec86ac55255f2613dfdde0eb..8d6e84b128aa2e8bdff57fc61a92ff7dc2950ba2 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -68,10 +68,13 @@ typedef enum { #define P_ControlStyle(player) ((((player)->pflags & PF_ANALOGMODE) ? CS_LMAOGALOG : 0) | (((player)->pflags & PF_DIRECTIONCHAR) ? CS_STANDARD : 0)) extern consvar_t cv_autobrake, cv_autobrake2; -extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_jumpaxis,cv_spinaxis,cv_fireaxis,cv_firenaxis,cv_deadzone,cv_digitaldeadzone; -extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_jumpaxis2,cv_spinaxis2,cv_fireaxis2,cv_firenaxis2,cv_deadzone2,cv_digitaldeadzone2; extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest; +extern consvar_t cv_sideaxis[2], cv_turnaxis[2], cv_moveaxis[2], cv_lookaxis[2], + cv_deadzone[2], cv_digitaldeadzone[2]; + +extern CV_PossibleValue_t joyaxis_cons_t[]; + // hi here's some new controls extern consvar_t cv_cam_shiftfacing[2], cv_cam_turnfacing[2], cv_cam_turnfacingability[2], cv_cam_turnfacingspindash[2], cv_cam_turnfacinginput[2], @@ -84,25 +87,19 @@ typedef enum LOCK_INTERESTS = 1<<2, } lockassist_e; +// Legacy axis stuff +#define JOYAXISSET 4 // 4 Sets of 2 axes typedef enum { - JA_NONE = 0, + JA_NONE, JA_TURN, JA_MOVE, JA_LOOK, JA_STRAFE, - - JA_DIGITAL, // axes henceforth use digital deadzone - - JA_JUMP = JA_DIGITAL, - JA_SPIN, - JA_FIRE, - JA_FIRENORMAL, } joyaxis_e; -INT32 JoyAxis(joyaxis_e axissel); -INT32 Joy2Axis(joyaxis_e axissel); +INT16 G_JoyAxis(UINT8 which, joyaxis_e axissel); // mouseaiming (looking up/down with the mouse or keyboard) #define KB_LOOKSPEED (1<<25) @@ -122,6 +119,18 @@ ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // copy ticcmd_t to and fro network packets ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); +// gets the user-set gamepad device for a specific player +INT32 G_GetGamepadDeviceIndex(INT32 player); + +// returns a player's gamepad index +INT16 G_GetGamepadForPlayer(player_t *player); + +// called when a player's gamepad is connected +void G_OnGamepadConnect(UINT8 which); + +// called when a player's gamepad is disconnected +void G_OnGamepadDisconnect(UINT8 which); + // clip the console player aiming to the view INT16 G_ClipAimingPitch(INT32 *aiming); INT16 G_SoftwareClipAimingPitch(INT32 *aiming); diff --git a/src/g_input.c b/src/g_input.c index 7bb2e799da1379b2ea06238aa273a0d6e1937608..87f4d5173be20a9d97d302374e3fcfbf8609366b 100644 --- a/src/g_input.c +++ b/src/g_input.c @@ -8,12 +8,14 @@ // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_input.c -/// \brief handle mouse/keyboard/joystick inputs, +/// \brief handle mouse/keyboard/gamepad inputs, /// maps inputs to game controls (forward, spin, jump...) #include "doomdef.h" #include "doomstat.h" +#include "g_game.h" #include "g_input.h" +#include "i_gamepad.h" #include "keys.h" #include "hu_stuff.h" // need HUFONT start & end #include "d_net.h" @@ -22,20 +24,17 @@ #define MAXMOUSESENSITIVITY 100 // sensitivity steps static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}}; -static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}}; // mouse values are used once consvar_t cv_mousesens = CVAR_INIT ("mousesens", "20", CV_SAVE, mousesens_cons_t, NULL); consvar_t cv_mousesens2 = CVAR_INIT ("mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL); consvar_t cv_mouseysens = CVAR_INIT ("mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL); consvar_t cv_mouseysens2 = CVAR_INIT ("mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL); -consvar_t cv_controlperkey = CVAR_INIT ("controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL); mouse_t mouse; mouse_t mouse2; -// joystick values are repeated -INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET]; +gamepad_t gamepads[NUM_GAMEPADS]; // current state of the keys: true if pushed UINT8 gamekeydown[NUMINPUTS]; @@ -86,26 +85,114 @@ const INT32 gcl_jump_spin[num_gcl_jump_spin] = { GC_JUMP, GC_SPIN }; +static boolean CheckInputDown(UINT8 which, gamecontrols_e gc, boolean checkaxes) +{ + INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis; + + for (unsigned i = 0; i < 2; i++) + { + INT32 key = controls[gc][i]; + + if (key >= KEY_GAMEPAD && key < KEY_AXES) + { + if (gamepads[which].buttons[key - KEY_GAMEPAD]) + return true; + } + else if (checkaxes && (key >= KEY_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES)) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(which); + const INT16 value = G_GetGamepadAxisValue(which, (key - KEY_AXES) % NUM_GAMEPAD_AXES); + + if (abs(value) > jdeadzone) + return true; + } + else if (gamekeydown[key]) + return true; + } + + return false; +} + +boolean G_PlayerInputDown(UINT8 which, gamecontrols_e gc) +{ + return CheckInputDown(which, gc, true); +} + +boolean G_CheckDigitalPlayerInput(UINT8 which, gamecontrols_e gc) +{ + return CheckInputDown(which, gc, false); +} + +SINT8 G_PlayerInputIsAnalog(UINT8 which, gamecontrols_e gc, UINT8 settings) +{ + INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis; + INT32 key = controls[gc][settings]; + + if (key >= KEY_AXES && key < KEY_AXES + NUM_GAMEPAD_AXES) + return 1; + else if (key >= KEY_INV_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES) + return -1; + + return 0; +} + +INT16 G_GetAnalogPlayerInput(UINT8 which, gamecontrols_e gc, UINT8 settings) +{ + INT32 (*controls)[2] = which == 0 ? gamecontrol : gamecontrolbis; + INT32 key = controls[gc][settings]; + + if (key >= KEY_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES) + return G_GetGamepadAxisValue(which, (key - KEY_AXES) % NUM_GAMEPAD_AXES); + + return 0; +} + typedef struct { UINT8 time; UINT8 state; UINT8 clicks; } dclick_t; + static dclick_t mousedclicks[MOUSEBUTTONS]; -static dclick_t joydclicks[JOYBUTTONS + JOYHATS*4]; static dclick_t mouse2dclicks[MOUSEBUTTONS]; -static dclick_t joy2dclicks[JOYBUTTONS + JOYHATS*4]; -// protos -static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt); +// +// General double-click detection routine for any kind of input. +// +static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt) +{ + if (state != dt->state && dt->time > 1) + { + dt->state = state; + if (state) + dt->clicks++; + if (dt->clicks == 2) + { + dt->clicks = 0; + return true; + } + else + dt->time = 0; + } + else + { + dt->time++; + if (dt->time > 20) + { + dt->clicks = 0; + dt->state = 0; + } + } + return false; +} // // Remaps the inputs to game controls. // // A game control can be triggered by one or more keys/buttons. // -// Each key/mousebutton/joybutton triggers ONLY ONE game control. +// Each key/mouse button/gamepad button triggers ONLY ONE game control. // void G_MapEventsToControls(event_t *ev) { @@ -119,9 +206,7 @@ void G_MapEventsToControls(event_t *ev) gamekeydown[ev->key] = 1; #ifdef PARANOIA else - { CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->key); - } #endif break; @@ -131,36 +216,31 @@ void G_MapEventsToControls(event_t *ev) gamekeydown[ev->key] = 0; #ifdef PARANOIA else - { CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->key); - } #endif break; - case ev_mouse: // buttons are virtual keys - mouse.rdx = ev->x; - mouse.rdy = ev->y; + case ev_gamepad_down: + case ev_gamepad_up: +#ifdef PARANOIA + if (ev->which < NUM_GAMEPADS) +#endif + gamepads[ev->which].buttons[ev->key] = ev->type == ev_gamepad_down ? 1 : 0; break; - case ev_joystick: // buttons are virtual keys - i = ev->key; - if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on) - break; - if (ev->x != INT32_MAX) joyxmove[i] = ev->x; - if (ev->y != INT32_MAX) joyymove[i] = ev->y; + case ev_gamepad_axis: +#ifdef PARANOIA + if (ev->which < NUM_GAMEPADS) +#endif + gamepads[ev->which].axes[ev->key] = ev->x; break; - case ev_joystick2: // buttons are virtual keys - i = ev->key; - if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on) - break; - if (ev->x != INT32_MAX) joy2xmove[i] = ev->x; - if (ev->y != INT32_MAX) joy2ymove[i] = ev->y; + case ev_mouse: + mouse.rdx = ev->x; + mouse.rdy = ev->y; break; - case ev_mouse2: // buttons are virtual keys - if (menuactive || CON_Ready() || chat_on) - break; + case ev_mouse2: mouse2.rdx = ev->x; mouse2.rdy = ev->y; break; @@ -169,62 +249,579 @@ void G_MapEventsToControls(event_t *ev) break; } - // ALWAYS check for mouse & joystick double-clicks even if no mouse event + // ALWAYS check for mouse double-clicks even if there were no such events for (i = 0; i < MOUSEBUTTONS; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]); gamekeydown[KEY_DBLMOUSE1+i] = flag; } - for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++) - { - flag = G_CheckDoubleClick(gamekeydown[KEY_JOY1+i], &joydclicks[i]); - gamekeydown[KEY_DBLJOY1+i] = flag; - } - for (i = 0; i < MOUSEBUTTONS; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]); gamekeydown[KEY_DBL2MOUSE1+i] = flag; } +} - for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++) +const char *const gamepad_button_names[NUM_GAMEPAD_BUTTONS + 1] = { + "a", + "b", + "x", + "y", + "back", + "guide", + "start", + "left-stick", + "right-stick", + "left-shoulder", + "right-shoulder", + "dpad-up", + "dpad-down", + "dpad-left", + "dpad-right", + "misc1", + "paddle1", + "paddle2", + "paddle3", + "paddle4", + "touchpad", + NULL}; + +const char *const gamepad_axis_names[NUM_GAMEPAD_AXES + 1] = { + "left-x", + "left-y", + "right-x", + "right-y", + "trigger-left", + "trigger-right", + NULL}; + +boolean G_GamepadTypeIsXbox(gamepadtype_e type) +{ + switch (type) { - flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]); - gamekeydown[KEY_DBL2JOY1+i] = flag; + case GAMEPAD_TYPE_XBOX360: + case GAMEPAD_TYPE_XBOXONE: + case GAMEPAD_TYPE_XBOX_SERIES_XS: + case GAMEPAD_TYPE_XBOX_ELITE: + return true; + default: + return false; } } -// -// General double-click detection routine for any kind of input. -// -static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt) +boolean G_GamepadTypeIsPlayStation(gamepadtype_e type) { - if (state != dt->state && dt->time > 1) + switch (type) { - dt->state = state; - if (state) - dt->clicks++; - if (dt->clicks == 2) - { - dt->clicks = 0; - return true; - } + case GAMEPAD_TYPE_PS3: + case GAMEPAD_TYPE_PS4: + case GAMEPAD_TYPE_PS5: + return true; + default: + return false; + } +} + +boolean G_GamepadTypeIsNintendoSwitch(gamepadtype_e type) +{ + switch (type) + { + case GAMEPAD_TYPE_NINTENDO_SWITCH_PRO: + case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_GRIP: + return true; + default: + return G_GamepadTypeIsJoyCon(type); + } +} + +boolean G_GamepadTypeIsJoyCon(gamepadtype_e type) +{ + switch (type) + { + case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_LEFT: + case GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_RIGHT: + return true; + default: + return false; + } +} + +boolean G_RumbleSupported(UINT8 which) +{ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return 0; + + return I_GetGamepadRumbleSupported(which); +} + +boolean G_RumbleGamepad(UINT8 which, fixed_t large_magnitude, fixed_t small_magnitude, tic_t duration) +{ + haptic_t effect; + + if (!G_RumbleSupported(which)) + return false; + + effect.large_magnitude = large_magnitude; + effect.small_magnitude = small_magnitude; + effect.duration = duration; + + return I_RumbleGamepad(which, &effect); +} + +void G_StopGamepadRumble(UINT8 which) +{ + if (G_RumbleSupported(which)) + I_StopGamepadRumble(which); +} + +fixed_t G_GetLargeMotorFreq(UINT8 which) +{ + if (!G_RumbleSupported(which) || which >= NUM_GAMEPADS) + return 0; + + gamepad_t *gamepad = &gamepads[which]; + return gamepad->rumble.data.large_magnitude; +} + +fixed_t G_GetSmallMotorFreq(UINT8 which) +{ + if (!G_RumbleSupported(which) || which >= NUM_GAMEPADS) + return 0; + + gamepad_t *gamepad = &gamepads[which]; + return gamepad->rumble.data.small_magnitude; +} + +boolean G_GetGamepadRumblePaused(UINT8 which) +{ + return I_GetGamepadRumblePaused(which); +} + +boolean G_SetLargeMotorFreq(UINT8 which, fixed_t freq) +{ + return I_SetGamepadLargeMotorFreq(which, freq); +} + +boolean G_SetSmallMotorFreq(UINT8 which, fixed_t freq) +{ + return I_SetGamepadSmallMotorFreq(which, freq); +} + +void G_SetGamepadRumblePaused(UINT8 which, boolean pause) +{ + if (G_RumbleSupported(which)) + I_SetGamepadRumblePaused(which, pause); +} + +// Obtains the value of an axis, and makes it digital if needed +INT16 G_GamepadAxisEventValue(UINT8 which, INT16 value) +{ + gamepad_t *gamepad = &gamepads[which]; + + if (gamepad->digital) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(which); + + if (value < -jdeadzone) + value = -JOYAXISRANGE - 1; + else if (value > jdeadzone) + value = JOYAXISRANGE; else - dt->time = 0; + value = 0; } - else + + return value; +} + +INT16 G_GetGamepadAxisValue(UINT8 which, gamepad_axis_e axis) +{ + gamepad_t *gamepad = &gamepads[which]; + + if (axis >= NUM_GAMEPAD_AXES) + return 0; + + return G_GamepadAxisEventValue(which, gamepad->axes[axis]); +} + +fixed_t G_GetAdjustedGamepadAxis(UINT8 which, gamepad_axis_e axis, boolean applyDeadzone) +{ + gamepad_t *gamepad = &gamepads[which]; + + if (axis >= NUM_GAMEPAD_AXES) + return 0; + + INT32 value = gamepad->axes[axis]; + + if (applyDeadzone && gamepad->digital) { - dt->time++; - if (dt->time > 20) - { - dt->clicks = 0; - dt->state = 0; - } + INT16 deadzone = G_GetGamepadDigitalDeadZone(which); + + if (value < -deadzone) + value = -JOYAXISRANGE; + else if (value > deadzone) + value = JOYAXISRANGE; + else + value = 0; } - return false; + else if (applyDeadzone) + { + INT32 sign = value < 0 ? -1 : 1; + INT16 deadzone = G_GetGamepadDeadZone(which); + INT32 magnitude = value * value; + INT32 nAxis = magnitude / JOYAXISRANGE; + INT32 nMagnitude = G_BasicDeadZoneCalculation(magnitude, deadzone); + + value = (nAxis * nMagnitude) / JOYAXISRANGE; + value = min(value * sign, JOYAXISRANGE); + value = max(value, -JOYAXISRANGE); + } + + return (value / 32767.0) * FRACUNIT; +} + +static UINT16 CalcGamepadDeadZone(fixed_t deadzone) +{ + INT32 value = (JOYAXISRANGE * deadzone) / FRACUNIT; + + if (value < 0) + value = 0; + else if (value > JOYAXISRANGE) + value = JOYAXISRANGE; + + return value; +} + +UINT16 G_GetGamepadDeadZone(UINT8 which) +{ + return CalcGamepadDeadZone(cv_deadzone[which].value); +} + +UINT16 G_GetGamepadDigitalDeadZone(UINT8 which) +{ + return CalcGamepadDeadZone(cv_digitaldeadzone[which].value); +} + +// Take a magnitude of two axes, and adjust it to take out the deadzone +// Will return a value between 0 and JOYAXISRANGE +INT32 G_BasicDeadZoneCalculation(INT32 magnitude, const UINT16 jdeadzone) +{ + INT32 deadzoneAppliedValue = 0; + INT32 adjustedMagnitude = abs(magnitude); + + if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%... + return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0 + else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone + { + adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE); + + adjustedMagnitude -= jdeadzone; + + deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone); + } + + return deadzoneAppliedValue; +} + +INT32 G_RemapGamepadEvent(event_t *event, INT32 *type) +{ + if (event->type == ev_gamepad_down) + { + *type = ev_keydown; + return KEY_GAMEPAD + event->key; + } + else if (event->type == ev_gamepad_up) + { + *type = ev_keyup; + return KEY_GAMEPAD + event->key; + } + else if (event->type == ev_gamepad_axis) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(event->which); + const INT16 value = G_GetGamepadAxisValue(event->which, event->key); + + if (value < -jdeadzone || value > jdeadzone) + *type = ev_keydown; + else + *type = ev_keyup; + + if (value < -jdeadzone) + return KEY_INV_AXES + event->key; + else + return KEY_AXES + event->key; + } + + return event->key; } +typedef struct +{ + const char *name; + const char *menu1; + const char *menu2; +} button_strings_t; + +#define DEF_NAME_BUTTON(str) {.name = str, .menu1 = str " Button", .menu2 = "the " str " Button"} +#define DEF_NAME_SIMPLE(str) {.name = str, .menu1 = NULL, .menu2 = "the " str} +#define DEF_NAME_DPAD(a, b) {.name = "D-Pad " a, .menu1 = "D-Pad " b, .menu2 = a} + +#define PARTIAL_DEF_START [GAMEPAD_BUTTON_A] = { NULL } +#define PARTIAL_DEF_END [NUM_GAMEPAD_BUTTONS - 1] = { NULL } + +static const char *GetStringFromButtonList(const button_strings_t *names, gamepad_button_e button, gamepad_string_e type) +{ + switch (type) + { + case GAMEPAD_STRING_DEFAULT: + return names[button].name; + case GAMEPAD_STRING_MENU1: + if (names[button].menu1) + return names[button].menu1; + else + return names[button].name; + case GAMEPAD_STRING_MENU2: + if (names[button].menu2) + return names[button].menu2; + else + return names[button].name; + } + + return NULL; +} + +const char *G_GetGamepadButtonString(gamepadtype_e type, gamepad_button_e button, gamepad_string_e strtype) +{ + static const button_strings_t base_names[] = { + [GAMEPAD_BUTTON_A] = DEF_NAME_BUTTON("A"), + [GAMEPAD_BUTTON_B] = DEF_NAME_BUTTON("B"), + [GAMEPAD_BUTTON_X] = DEF_NAME_BUTTON("X"), + [GAMEPAD_BUTTON_Y] = DEF_NAME_BUTTON("Y"), + [GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("Back"), + [GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("Guide"), + [GAMEPAD_BUTTON_START] = DEF_NAME_BUTTON("Start"), + [GAMEPAD_BUTTON_LEFTSTICK] = DEF_NAME_SIMPLE("Left Stick"), + [GAMEPAD_BUTTON_RIGHTSTICK] = DEF_NAME_SIMPLE("Right Stick"), + [GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_SIMPLE("Left Shoulder"), + [GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_SIMPLE("Right Shoulder"), + [GAMEPAD_BUTTON_DPAD_UP] = DEF_NAME_DPAD("Up", "\x1A"), + [GAMEPAD_BUTTON_DPAD_DOWN] = DEF_NAME_DPAD("Down", "\x1B"), + [GAMEPAD_BUTTON_DPAD_LEFT] = DEF_NAME_DPAD("Left", "\x1C"), + [GAMEPAD_BUTTON_DPAD_RIGHT] = DEF_NAME_DPAD("Right", "\x1D"), + [GAMEPAD_BUTTON_PADDLE1] = DEF_NAME_SIMPLE("Paddle 1"), + [GAMEPAD_BUTTON_PADDLE2] = DEF_NAME_SIMPLE("Paddle 2"), + [GAMEPAD_BUTTON_PADDLE3] = DEF_NAME_SIMPLE("Paddle 3"), + [GAMEPAD_BUTTON_PADDLE4] = DEF_NAME_SIMPLE("Paddle 4"), + [GAMEPAD_BUTTON_TOUCHPAD] = DEF_NAME_SIMPLE("Touchpad"), + + // This one's a bit weird + // Suffix the numbers in the event SDL adds more misc buttons + [GAMEPAD_BUTTON_MISC1] = { + .name = "Misc. Button", + .menu1 = "Gamepad Misc.", + .menu2 = "the Misc. Button" + }, + }; + + button_strings_t const *names = NULL; + + if (G_GamepadTypeIsXbox(type)) + { + #define BASE_XBOX_NAMES \ + [GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_SIMPLE("Left Bumper"), \ + [GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_SIMPLE("Right Bumper") + + static const button_strings_t xbox_names[] = { PARTIAL_DEF_START, + BASE_XBOX_NAMES, + PARTIAL_DEF_END }; + + static const button_strings_t series_xs_names[] = { PARTIAL_DEF_START, + BASE_XBOX_NAMES, + [GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Share"), + PARTIAL_DEF_END }; + + static const button_strings_t elite_names[] = { PARTIAL_DEF_START, + BASE_XBOX_NAMES, + [GAMEPAD_BUTTON_PADDLE1] = DEF_NAME_SIMPLE("P1 Paddle"), + [GAMEPAD_BUTTON_PADDLE2] = DEF_NAME_SIMPLE("P2 Paddle"), + [GAMEPAD_BUTTON_PADDLE3] = DEF_NAME_SIMPLE("P3 Paddle"), + [GAMEPAD_BUTTON_PADDLE4] = DEF_NAME_SIMPLE("P4 Paddle"), + PARTIAL_DEF_END }; + + if (type == GAMEPAD_TYPE_XBOX_SERIES_XS) // X|S controllers have a Share button + names = series_xs_names; + else if (type == GAMEPAD_TYPE_XBOX_ELITE) // Elite controller has paddles + names = elite_names; + else + names = xbox_names; + + #undef BASE_XBOX_NAMES + } + else if (G_GamepadTypeIsPlayStation(type)) + { + #define BASE_PS_NAMES \ + [GAMEPAD_BUTTON_A] = DEF_NAME_BUTTON("Cross"), \ + [GAMEPAD_BUTTON_B] = DEF_NAME_BUTTON("Circle"), \ + [GAMEPAD_BUTTON_X] = DEF_NAME_BUTTON("Square"), \ + [GAMEPAD_BUTTON_Y] = DEF_NAME_BUTTON("Triangle"), \ + [GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("Select"), \ + [GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("PS"), \ + [GAMEPAD_BUTTON_LEFTSTICK] = DEF_NAME_BUTTON("L3"), \ + [GAMEPAD_BUTTON_RIGHTSTICK] = DEF_NAME_BUTTON("R3"), \ + [GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_BUTTON("L1"), \ + [GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_BUTTON("R1") + + static const button_strings_t ps_names[] = { + BASE_PS_NAMES, + PARTIAL_DEF_END }; + + static const button_strings_t ps5_names[] = { + BASE_PS_NAMES, + [GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Microphone"), + PARTIAL_DEF_END }; + + names = type == GAMEPAD_TYPE_PS5 ? ps5_names : ps_names; + #undef BASE_PS_NAMES + } + else if (G_GamepadTypeIsNintendoSwitch(type)) + { + static const button_strings_t switch_names[] = { PARTIAL_DEF_START, + [GAMEPAD_BUTTON_BACK] = DEF_NAME_BUTTON("-"), + [GAMEPAD_BUTTON_GUIDE] = DEF_NAME_BUTTON("HOME"), + [GAMEPAD_BUTTON_START] = DEF_NAME_BUTTON("+"), + [GAMEPAD_BUTTON_LEFTSHOULDER] = DEF_NAME_BUTTON("L"), + [GAMEPAD_BUTTON_RIGHTSHOULDER] = DEF_NAME_BUTTON("R"), + [GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Capture"), + PARTIAL_DEF_END }; + + names = switch_names; + } + else if (type == GAMEPAD_TYPE_AMAZON_LUNA) + { + static const button_strings_t luna_names[] = { PARTIAL_DEF_START, + [GAMEPAD_BUTTON_MISC1] = DEF_NAME_BUTTON("Microphone"), + PARTIAL_DEF_END }; + + names = luna_names; + } + + const char *str = NULL; + + if (names) + str = GetStringFromButtonList(names, button, strtype); + if (str == NULL) + str = GetStringFromButtonList(base_names, button, strtype); + if (str) + return str; + + return "Unknown"; +} + +#undef DEF_NAME_BUTTON +#undef DEF_NAME_SIMPLE +#undef DEF_NAME_DPAD + +#undef PARTIAL_DEF_START +#undef PARTIAL_DEF_END + +typedef struct +{ + const char *name; + const char *menu1; + const char *menu2; + const char *name_inv; + const char *menu1_inv; + const char *menu2_inv; +} axis_strings_t; + +#define DEF_NAME_AXIS(str, a, inv_a, b, inv_b) {\ + str " " a, str " " b, "the " str " " b, \ + str " " inv_a, str " " inv_b, "the " str " " inv_b} +#define DEF_NAME_TRIGGER(str) {str, NULL, "the " str, NULL, NULL, NULL} +#define DEF_NAME_BUTTON(str) {str, str " Button", "the " str " Button", NULL, NULL, NULL} + +#define PARTIAL_DEF_START [GAMEPAD_AXIS_LEFTX] = { NULL } + +static const char *GetStringFromAxisList(const axis_strings_t *names, gamepad_axis_e axis, gamepad_string_e type, boolean inv) +{ + switch (type) + { + case GAMEPAD_STRING_DEFAULT: + if (inv && names[axis].name_inv) + return names[axis].name_inv; + else + return names[axis].name; + break; + case GAMEPAD_STRING_MENU1: + if (inv && names[axis].menu1_inv) + return names[axis].menu1_inv; + if (names[axis].menu1) + return names[axis].menu1; + else + return names[axis].name; + break; + case GAMEPAD_STRING_MENU2: + if (inv && names[axis].menu2_inv) + return names[axis].menu2_inv; + if (names[axis].menu2) + return names[axis].menu2; + else + return names[axis].name; + break; + } + + return NULL; +} + +const char *G_GetGamepadAxisString(gamepadtype_e type, gamepad_axis_e axis, gamepad_string_e strtype, boolean inv) +{ + static const axis_strings_t base_names[] = { + [GAMEPAD_AXIS_LEFTX] = DEF_NAME_AXIS("Left Stick", "X", "X-", "\x1D", "\x1C"), + [GAMEPAD_AXIS_LEFTY] = DEF_NAME_AXIS("Left Stick", "Y", "Y-", "\x1B", "\x1A"), + [GAMEPAD_AXIS_RIGHTX] = DEF_NAME_AXIS("Right Stick", "X", "X-", "\x1D", "\x1C"), + [GAMEPAD_AXIS_RIGHTY] = DEF_NAME_AXIS("Right Stick", "Y", "Y-", "\x1B", "\x1A"), + [GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_TRIGGER("Left Trigger"), + [GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_TRIGGER("Right Trigger") + }; + + axis_strings_t const *names = NULL; + + if (G_GamepadTypeIsPlayStation(type)) + { + static const axis_strings_t ps_names[] = { PARTIAL_DEF_START, + [GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_BUTTON("L2"), + [GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_BUTTON("R2"), + }; + + names = ps_names; + } + else if (G_GamepadTypeIsNintendoSwitch(type)) + { + static const axis_strings_t switch_names[] = { PARTIAL_DEF_START, + [GAMEPAD_AXIS_TRIGGERLEFT] = DEF_NAME_BUTTON("ZL"), + [GAMEPAD_AXIS_TRIGGERRIGHT] = DEF_NAME_BUTTON("ZR"), + }; + + names = switch_names; + } + + const char *str = NULL; + + if (names) + str = GetStringFromAxisList(names, axis, strtype, inv); + if (str == NULL) + str = GetStringFromAxisList(base_names, axis, strtype, inv); + if (str) + return str; + + return "Unknown"; +} + +#undef DEF_NAME_AXIS +#undef DEF_NAME_TRIGGER +#undef DEF_NAME_BUTTON + +#undef PARTIAL_DEF_START + typedef struct { INT32 keynum; @@ -243,20 +840,17 @@ static keyname_t keynames[] = {KEY_NUMLOCK, "numlock"}, {KEY_SCROLLLOCK, "scrolllock"}, - // bill gates keys + // satya nadella keys {KEY_LEFTWIN, "leftwin"}, {KEY_RIGHTWIN, "rightwin"}, {KEY_MENU, "menu"}, {KEY_LSHIFT, "lshift"}, {KEY_RSHIFT, "rshift"}, - {KEY_LSHIFT, "shift"}, {KEY_LCTRL, "lctrl"}, {KEY_RCTRL, "rctrl"}, - {KEY_LCTRL, "ctrl"}, {KEY_LALT, "lalt"}, {KEY_RALT, "ralt"}, - {KEY_LALT, "alt"}, // keypad keys {KEY_KPADSLASH, "keypad /"}, @@ -304,7 +898,7 @@ static keyname_t keynames[] = {'`', "TILDE"}, {KEY_PAUSE, "pause/break"}, - // virtual keys for mouse buttons and joystick buttons + // virtual keys for mouse buttons and gamepad buttons {KEY_MOUSE1+0,"mouse1"}, {KEY_MOUSE1+1,"mouse2"}, {KEY_MOUSE1+2,"mouse3"}, @@ -313,8 +907,8 @@ static keyname_t keynames[] = {KEY_MOUSE1+5,"mouse6"}, {KEY_MOUSE1+6,"mouse7"}, {KEY_MOUSE1+7,"mouse8"}, - {KEY_2MOUSE1+0,"sec_mouse2"}, // BP: sorry my mouse handler swap button 1 and 2 - {KEY_2MOUSE1+1,"sec_mouse1"}, + {KEY_2MOUSE1+0,"sec_mouse1"}, + {KEY_2MOUSE1+1,"sec_mouse2"}, {KEY_2MOUSE1+2,"sec_mouse3"}, {KEY_2MOUSE1+3,"sec_mouse4"}, {KEY_2MOUSE1+4,"sec_mouse5"}, @@ -326,58 +920,45 @@ static keyname_t keynames[] = {KEY_2MOUSEWHEELUP, "wheel 2 up"}, {KEY_2MOUSEWHEELDOWN, "wheel 2 down"}, - {KEY_JOY1+0, "joy1"}, - {KEY_JOY1+1, "joy2"}, - {KEY_JOY1+2, "joy3"}, - {KEY_JOY1+3, "joy4"}, - {KEY_JOY1+4, "joy5"}, - {KEY_JOY1+5, "joy6"}, - {KEY_JOY1+6, "joy7"}, - {KEY_JOY1+7, "joy8"}, - {KEY_JOY1+8, "joy9"}, -#if !defined (NOMOREJOYBTN_1S) - // we use up to 32 buttons in DirectInput - {KEY_JOY1+9, "joy10"}, - {KEY_JOY1+10, "joy11"}, - {KEY_JOY1+11, "joy12"}, - {KEY_JOY1+12, "joy13"}, - {KEY_JOY1+13, "joy14"}, - {KEY_JOY1+14, "joy15"}, - {KEY_JOY1+15, "joy16"}, - {KEY_JOY1+16, "joy17"}, - {KEY_JOY1+17, "joy18"}, - {KEY_JOY1+18, "joy19"}, - {KEY_JOY1+19, "joy20"}, - {KEY_JOY1+20, "joy21"}, - {KEY_JOY1+21, "joy22"}, - {KEY_JOY1+22, "joy23"}, - {KEY_JOY1+23, "joy24"}, - {KEY_JOY1+24, "joy25"}, - {KEY_JOY1+25, "joy26"}, - {KEY_JOY1+26, "joy27"}, - {KEY_JOY1+27, "joy28"}, - {KEY_JOY1+28, "joy29"}, - {KEY_JOY1+29, "joy30"}, - {KEY_JOY1+30, "joy31"}, - {KEY_JOY1+31, "joy32"}, -#endif - // the DOS version uses Allegro's joystick support - {KEY_HAT1+0, "hatup"}, - {KEY_HAT1+1, "hatdown"}, - {KEY_HAT1+2, "hatleft"}, - {KEY_HAT1+3, "hatright"}, - {KEY_HAT1+4, "hatup2"}, - {KEY_HAT1+5, "hatdown2"}, - {KEY_HAT1+6, "hatleft2"}, - {KEY_HAT1+7, "hatright2"}, - {KEY_HAT1+8, "hatup3"}, - {KEY_HAT1+9, "hatdown3"}, - {KEY_HAT1+10, "hatleft3"}, - {KEY_HAT1+11, "hatright3"}, - {KEY_HAT1+12, "hatup4"}, - {KEY_HAT1+13, "hatdown4"}, - {KEY_HAT1+14, "hatleft4"}, - {KEY_HAT1+15, "hatright4"}, +#define DEF_GAMEPAD_NAME(btn, name) {KEY_GAMEPAD+GAMEPAD_BUTTON_##btn, name} +#define DEF_GAMEPAD_AXIS(ax, name) \ + {KEY_AXES+GAMEPAD_AXIS_##ax, name}, \ + {KEY_INV_AXES+GAMEPAD_AXIS_##ax, name "-"} + + DEF_GAMEPAD_NAME(A, "a button"), + DEF_GAMEPAD_NAME(B, "b button"), + DEF_GAMEPAD_NAME(X, "x button"), + DEF_GAMEPAD_NAME(Y, "y button"), + + DEF_GAMEPAD_NAME(BACK, "back button"), + DEF_GAMEPAD_NAME(GUIDE, "guide button"), + DEF_GAMEPAD_NAME(START, "start button"), + DEF_GAMEPAD_NAME(LEFTSTICK, "left stick"), + DEF_GAMEPAD_NAME(RIGHTSTICK, "right stick"), + + DEF_GAMEPAD_NAME(LEFTSHOULDER, "left shoulder"), + DEF_GAMEPAD_NAME(RIGHTSHOULDER, "right shoulder"), + + DEF_GAMEPAD_NAME(DPAD_UP, "d-pad up"), + DEF_GAMEPAD_NAME(DPAD_DOWN, "d-pad down"), + DEF_GAMEPAD_NAME(DPAD_LEFT, "d-pad left"), + DEF_GAMEPAD_NAME(DPAD_RIGHT, "d-pad right"), + + DEF_GAMEPAD_NAME(MISC1, "gamepad misc 1"), + DEF_GAMEPAD_NAME(PADDLE1, "paddle 1"), + DEF_GAMEPAD_NAME(PADDLE2, "paddle 2"), + DEF_GAMEPAD_NAME(PADDLE3, "paddle 3"), + DEF_GAMEPAD_NAME(PADDLE4, "paddle 4"), + DEF_GAMEPAD_NAME(TOUCHPAD, "touchpad"), + + DEF_GAMEPAD_AXIS(LEFTX, "left stick x"), + DEF_GAMEPAD_AXIS(LEFTY, "left stick y"), + + DEF_GAMEPAD_AXIS(RIGHTX, "right stick x"), + DEF_GAMEPAD_AXIS(RIGHTY, "right stick y"), + + DEF_GAMEPAD_AXIS(TRIGGERLEFT, "left trigger"), + DEF_GAMEPAD_AXIS(TRIGGERRIGHT, "right trigger"), {KEY_DBLMOUSE1+0, "dblmouse1"}, {KEY_DBLMOUSE1+1, "dblmouse2"}, @@ -387,172 +968,197 @@ static keyname_t keynames[] = {KEY_DBLMOUSE1+5, "dblmouse6"}, {KEY_DBLMOUSE1+6, "dblmouse7"}, {KEY_DBLMOUSE1+7, "dblmouse8"}, - {KEY_DBL2MOUSE1+0, "dblsec_mouse2"}, // BP: sorry my mouse handler swap button 1 and 2 - {KEY_DBL2MOUSE1+1, "dblsec_mouse1"}, + {KEY_DBL2MOUSE1+0, "dblsec_mouse1"}, + {KEY_DBL2MOUSE1+1, "dblsec_mouse2"}, {KEY_DBL2MOUSE1+2, "dblsec_mouse3"}, {KEY_DBL2MOUSE1+3, "dblsec_mouse4"}, {KEY_DBL2MOUSE1+4, "dblsec_mouse5"}, {KEY_DBL2MOUSE1+5, "dblsec_mouse6"}, {KEY_DBL2MOUSE1+6, "dblsec_mouse7"}, - {KEY_DBL2MOUSE1+7, "dblsec_mouse8"}, - - {KEY_DBLJOY1+0, "dbljoy1"}, - {KEY_DBLJOY1+1, "dbljoy2"}, - {KEY_DBLJOY1+2, "dbljoy3"}, - {KEY_DBLJOY1+3, "dbljoy4"}, - {KEY_DBLJOY1+4, "dbljoy5"}, - {KEY_DBLJOY1+5, "dbljoy6"}, - {KEY_DBLJOY1+6, "dbljoy7"}, - {KEY_DBLJOY1+7, "dbljoy8"}, -#if !defined (NOMOREJOYBTN_1DBL) - {KEY_DBLJOY1+8, "dbljoy9"}, - {KEY_DBLJOY1+9, "dbljoy10"}, - {KEY_DBLJOY1+10, "dbljoy11"}, - {KEY_DBLJOY1+11, "dbljoy12"}, - {KEY_DBLJOY1+12, "dbljoy13"}, - {KEY_DBLJOY1+13, "dbljoy14"}, - {KEY_DBLJOY1+14, "dbljoy15"}, - {KEY_DBLJOY1+15, "dbljoy16"}, - {KEY_DBLJOY1+16, "dbljoy17"}, - {KEY_DBLJOY1+17, "dbljoy18"}, - {KEY_DBLJOY1+18, "dbljoy19"}, - {KEY_DBLJOY1+19, "dbljoy20"}, - {KEY_DBLJOY1+20, "dbljoy21"}, - {KEY_DBLJOY1+21, "dbljoy22"}, - {KEY_DBLJOY1+22, "dbljoy23"}, - {KEY_DBLJOY1+23, "dbljoy24"}, - {KEY_DBLJOY1+24, "dbljoy25"}, - {KEY_DBLJOY1+25, "dbljoy26"}, - {KEY_DBLJOY1+26, "dbljoy27"}, - {KEY_DBLJOY1+27, "dbljoy28"}, - {KEY_DBLJOY1+28, "dbljoy29"}, - {KEY_DBLJOY1+29, "dbljoy30"}, - {KEY_DBLJOY1+30, "dbljoy31"}, - {KEY_DBLJOY1+31, "dbljoy32"}, -#endif - {KEY_DBLHAT1+0, "dblhatup"}, - {KEY_DBLHAT1+1, "dblhatdown"}, - {KEY_DBLHAT1+2, "dblhatleft"}, - {KEY_DBLHAT1+3, "dblhatright"}, - {KEY_DBLHAT1+4, "dblhatup2"}, - {KEY_DBLHAT1+5, "dblhatdown2"}, - {KEY_DBLHAT1+6, "dblhatleft2"}, - {KEY_DBLHAT1+7, "dblhatright2"}, - {KEY_DBLHAT1+8, "dblhatup3"}, - {KEY_DBLHAT1+9, "dblhatdown3"}, - {KEY_DBLHAT1+10, "dblhatleft3"}, - {KEY_DBLHAT1+11, "dblhatright3"}, - {KEY_DBLHAT1+12, "dblhatup4"}, - {KEY_DBLHAT1+13, "dblhatdown4"}, - {KEY_DBLHAT1+14, "dblhatleft4"}, - {KEY_DBLHAT1+15, "dblhatright4"}, - - {KEY_2JOY1+0, "sec_joy1"}, - {KEY_2JOY1+1, "sec_joy2"}, - {KEY_2JOY1+2, "sec_joy3"}, - {KEY_2JOY1+3, "sec_joy4"}, - {KEY_2JOY1+4, "sec_joy5"}, - {KEY_2JOY1+5, "sec_joy6"}, - {KEY_2JOY1+6, "sec_joy7"}, - {KEY_2JOY1+7, "sec_joy8"}, -#if !defined (NOMOREJOYBTN_2S) - // we use up to 32 buttons in DirectInput - {KEY_2JOY1+8, "sec_joy9"}, - {KEY_2JOY1+9, "sec_joy10"}, - {KEY_2JOY1+10, "sec_joy11"}, - {KEY_2JOY1+11, "sec_joy12"}, - {KEY_2JOY1+12, "sec_joy13"}, - {KEY_2JOY1+13, "sec_joy14"}, - {KEY_2JOY1+14, "sec_joy15"}, - {KEY_2JOY1+15, "sec_joy16"}, - {KEY_2JOY1+16, "sec_joy17"}, - {KEY_2JOY1+17, "sec_joy18"}, - {KEY_2JOY1+18, "sec_joy19"}, - {KEY_2JOY1+19, "sec_joy20"}, - {KEY_2JOY1+20, "sec_joy21"}, - {KEY_2JOY1+21, "sec_joy22"}, - {KEY_2JOY1+22, "sec_joy23"}, - {KEY_2JOY1+23, "sec_joy24"}, - {KEY_2JOY1+24, "sec_joy25"}, - {KEY_2JOY1+25, "sec_joy26"}, - {KEY_2JOY1+26, "sec_joy27"}, - {KEY_2JOY1+27, "sec_joy28"}, - {KEY_2JOY1+28, "sec_joy29"}, - {KEY_2JOY1+29, "sec_joy30"}, - {KEY_2JOY1+30, "sec_joy31"}, - {KEY_2JOY1+31, "sec_joy32"}, -#endif - // the DOS version uses Allegro's joystick support - {KEY_2HAT1+0, "sec_hatup"}, - {KEY_2HAT1+1, "sec_hatdown"}, - {KEY_2HAT1+2, "sec_hatleft"}, - {KEY_2HAT1+3, "sec_hatright"}, - {KEY_2HAT1+4, "sec_hatup2"}, - {KEY_2HAT1+5, "sec_hatdown2"}, - {KEY_2HAT1+6, "sec_hatleft2"}, - {KEY_2HAT1+7, "sec_hatright2"}, - {KEY_2HAT1+8, "sec_hatup3"}, - {KEY_2HAT1+9, "sec_hatdown3"}, - {KEY_2HAT1+10, "sec_hatleft3"}, - {KEY_2HAT1+11, "sec_hatright3"}, - {KEY_2HAT1+12, "sec_hatup4"}, - {KEY_2HAT1+13, "sec_hatdown4"}, - {KEY_2HAT1+14, "sec_hatleft4"}, - {KEY_2HAT1+15, "sec_hatright4"}, - - {KEY_DBL2JOY1+0, "dblsec_joy1"}, - {KEY_DBL2JOY1+1, "dblsec_joy2"}, - {KEY_DBL2JOY1+2, "dblsec_joy3"}, - {KEY_DBL2JOY1+3, "dblsec_joy4"}, - {KEY_DBL2JOY1+4, "dblsec_joy5"}, - {KEY_DBL2JOY1+5, "dblsec_joy6"}, - {KEY_DBL2JOY1+6, "dblsec_joy7"}, - {KEY_DBL2JOY1+7, "dblsec_joy8"}, -#if !defined (NOMOREJOYBTN_2DBL) - {KEY_DBL2JOY1+8, "dblsec_joy9"}, - {KEY_DBL2JOY1+9, "dblsec_joy10"}, - {KEY_DBL2JOY1+10, "dblsec_joy11"}, - {KEY_DBL2JOY1+11, "dblsec_joy12"}, - {KEY_DBL2JOY1+12, "dblsec_joy13"}, - {KEY_DBL2JOY1+13, "dblsec_joy14"}, - {KEY_DBL2JOY1+14, "dblsec_joy15"}, - {KEY_DBL2JOY1+15, "dblsec_joy16"}, - {KEY_DBL2JOY1+16, "dblsec_joy17"}, - {KEY_DBL2JOY1+17, "dblsec_joy18"}, - {KEY_DBL2JOY1+18, "dblsec_joy19"}, - {KEY_DBL2JOY1+19, "dblsec_joy20"}, - {KEY_DBL2JOY1+20, "dblsec_joy21"}, - {KEY_DBL2JOY1+21, "dblsec_joy22"}, - {KEY_DBL2JOY1+22, "dblsec_joy23"}, - {KEY_DBL2JOY1+23, "dblsec_joy24"}, - {KEY_DBL2JOY1+24, "dblsec_joy25"}, - {KEY_DBL2JOY1+25, "dblsec_joy26"}, - {KEY_DBL2JOY1+26, "dblsec_joy27"}, - {KEY_DBL2JOY1+27, "dblsec_joy28"}, - {KEY_DBL2JOY1+28, "dblsec_joy29"}, - {KEY_DBL2JOY1+29, "dblsec_joy30"}, - {KEY_DBL2JOY1+30, "dblsec_joy31"}, - {KEY_DBL2JOY1+31, "dblsec_joy32"}, + {KEY_DBL2MOUSE1+7, "dblsec_mouse8"} +}; + +static keyname_t oldjoynames[] = +{ + DEF_GAMEPAD_NAME(A, "joy1"), + DEF_GAMEPAD_NAME(B, "joy2"), + DEF_GAMEPAD_NAME(X, "joy3"), + DEF_GAMEPAD_NAME(Y, "joy4"), + + DEF_GAMEPAD_NAME(BACK, "joy7"), + DEF_GAMEPAD_NAME(START, "joy8"), + DEF_GAMEPAD_NAME(LEFTSTICK, "joy9"), + DEF_GAMEPAD_NAME(RIGHTSTICK, "joy10"), + + DEF_GAMEPAD_NAME(LEFTSHOULDER, "joy5"), + DEF_GAMEPAD_NAME(RIGHTSHOULDER, "joy6"), + + DEF_GAMEPAD_NAME(DPAD_UP, "hatup"), + DEF_GAMEPAD_NAME(DPAD_DOWN, "hatdown"), + DEF_GAMEPAD_NAME(DPAD_LEFT, "hatleft"), + DEF_GAMEPAD_NAME(DPAD_RIGHT, "hatright"), + + DEF_GAMEPAD_NAME(A, "sec_joy1"), + DEF_GAMEPAD_NAME(B, "sec_joy2"), + DEF_GAMEPAD_NAME(X, "sec_joy3"), + DEF_GAMEPAD_NAME(Y, "sec_joy4"), + + DEF_GAMEPAD_NAME(BACK, "sec_joy7"), + DEF_GAMEPAD_NAME(START, "sec_joy8"), + DEF_GAMEPAD_NAME(LEFTSTICK, "sec_joy9"), + DEF_GAMEPAD_NAME(RIGHTSTICK, "sec_joy10"), + + DEF_GAMEPAD_NAME(LEFTSHOULDER, "sec_joy5"), + DEF_GAMEPAD_NAME(RIGHTSHOULDER, "sec_joy6"), + + DEF_GAMEPAD_NAME(DPAD_UP, "sec_hatup"), + DEF_GAMEPAD_NAME(DPAD_DOWN, "sec_hatdown"), + DEF_GAMEPAD_NAME(DPAD_LEFT, "sec_hatleft"), + DEF_GAMEPAD_NAME(DPAD_RIGHT, "sec_hatright"), +}; + +#undef DEF_GAMEPAD_NAME +#undef DEF_GAMEPAD_AXIS + +#define NUMKEYNAMES (sizeof(keynames) / sizeof(keyname_t)) +#define NUMOLDJOYNAMES (sizeof(oldjoynames) / sizeof(keyname_t)) + +static keyname_t displaykeynames[] = +{ + {KEY_SPACE, "Space Bar"}, + {KEY_CAPSLOCK, "Caps Lock"}, + {KEY_ENTER, "Enter"}, + {KEY_TAB, "Tab"}, + {KEY_ESCAPE, "Escape"}, + {KEY_BACKSPACE, "Backspace"}, + + {KEY_NUMLOCK, "Num Lock"}, + {KEY_SCROLLLOCK, "Scroll Lock"}, + +#ifdef _WIN32 + {KEY_LEFTWIN, "Left Windows"}, + {KEY_RIGHTWIN, "Right Windows"}, +#else + {KEY_LEFTWIN, "Left Super"}, + {KEY_RIGHTWIN, "Right Super"}, #endif - {KEY_DBL2HAT1+0, "dblsec_hatup"}, - {KEY_DBL2HAT1+1, "dblsec_hatdown"}, - {KEY_DBL2HAT1+2, "dblsec_hatleft"}, - {KEY_DBL2HAT1+3, "dblsec_hatright"}, - {KEY_DBL2HAT1+4, "dblsec_hatup2"}, - {KEY_DBL2HAT1+5, "dblsec_hatdown2"}, - {KEY_DBL2HAT1+6, "dblsec_hatleft2"}, - {KEY_DBL2HAT1+7, "dblsec_hatright2"}, - {KEY_DBL2HAT1+8, "dblsec_hatup3"}, - {KEY_DBL2HAT1+9, "dblsec_hatdown3"}, - {KEY_DBL2HAT1+10, "dblsec_hatleft3"}, - {KEY_DBL2HAT1+11, "dblsec_hatright3"}, - {KEY_DBL2HAT1+12, "dblsec_hatup4"}, - {KEY_DBL2HAT1+13, "dblsec_hatdown4"}, - {KEY_DBL2HAT1+14, "dblsec_hatleft4"}, - {KEY_DBL2HAT1+15, "dblsec_hatright4"}, + {KEY_MENU, "Menu"}, + + {KEY_LSHIFT, "Left Shift"}, + {KEY_RSHIFT, "Right Shift"}, + {KEY_LCTRL, "Left Ctrl"}, + {KEY_RCTRL, "Right Ctrl"}, + {KEY_LALT, "Left Alt"}, + {KEY_RALT, "Right Alt"}, + + {KEY_KEYPAD0, "Keypad 0"}, + {KEY_KEYPAD1, "Keypad 1"}, + {KEY_KEYPAD2, "Keypad 2"}, + {KEY_KEYPAD3, "Keypad 3"}, + {KEY_KEYPAD4, "Keypad 4"}, + {KEY_KEYPAD5, "Keypad 5"}, + {KEY_KEYPAD6, "Keypad 6"}, + {KEY_KEYPAD7, "Keypad 7"}, + {KEY_KEYPAD8, "Keypad 8"}, + {KEY_KEYPAD9, "Keypad 9"}, + {KEY_PLUSPAD, "Keypad +"}, + {KEY_MINUSPAD, "Keypad -"}, + {KEY_KPADSLASH, "Keypad /"}, + {KEY_KPADDEL, "Keypad ."}, + + {KEY_UPARROW, "Up Arrow"}, + {KEY_DOWNARROW, "Down Arrow"}, + {KEY_LEFTARROW, "Left Arrow"}, + {KEY_RIGHTARROW, "Right Arrow"}, + + {KEY_HOME, "Home"}, + {KEY_END, "End"}, + {KEY_PGUP, "Page Up"}, + {KEY_PGDN, "Page Down"}, + {KEY_INS, "Insert"}, + {KEY_DEL, "Delete"}, + + {KEY_F1, "F1"}, + {KEY_F2, "F2"}, + {KEY_F3, "F3"}, + {KEY_F4, "F4"}, + {KEY_F5, "F5"}, + {KEY_F6, "F6"}, + {KEY_F7, "F7"}, + {KEY_F8, "F8"}, + {KEY_F9, "F9"}, + {KEY_F10, "F10"}, + {KEY_F11, "F11"}, + {KEY_F12, "F12"}, + + {'`', "Tilde"}, + {KEY_PAUSE, "Pause/Break"}, + + {KEY_MOUSE1+0, "Left Mouse Button"}, + {KEY_MOUSE1+1, "Right Mouse Button"}, + {KEY_MOUSE1+2, "Middle Mouse Button"}, + {KEY_MOUSE1+3, "X1 Mouse Button"}, + {KEY_MOUSE1+4, "X2 Mouse Button"}, + + {KEY_2MOUSE1+0, "Sec. Mouse Left Button"}, + {KEY_2MOUSE1+1, "Sec. Mouse Right Button"}, + {KEY_2MOUSE1+2, "Sec. Mouse Middle Button"}, + {KEY_2MOUSE1+3, "Sec. Mouse X1 Button"}, + {KEY_2MOUSE1+4, "Sec. Mouse X2 Button"}, + + {KEY_MOUSEWHEELUP, "Mouse Wheel Up"}, + {KEY_MOUSEWHEELDOWN, "Mouse Wheel Down"}, + {KEY_2MOUSEWHEELUP, "Sec. Mouse Wheel Up"}, + {KEY_2MOUSEWHEELDOWN, "Sec. Mouse Wheel Down"}, + +#define DEF_GAMEPAD_NAME(btn, name) {KEY_GAMEPAD+GAMEPAD_BUTTON_##btn, name} +#define DEF_GAMEPAD_AXIS(ax, name) {KEY_AXES+GAMEPAD_AXIS_##ax, name} + + DEF_GAMEPAD_NAME(A, "A Button"), + DEF_GAMEPAD_NAME(B, "B Button"), + DEF_GAMEPAD_NAME(X, "X Button"), + DEF_GAMEPAD_NAME(Y, "Y Button"), + + DEF_GAMEPAD_NAME(BACK, "Back Button"), + DEF_GAMEPAD_NAME(GUIDE, "Guide Button"), + DEF_GAMEPAD_NAME(START, "Start Button"), + DEF_GAMEPAD_NAME(LEFTSTICK, "Left Stick Button"), + DEF_GAMEPAD_NAME(RIGHTSTICK, "Right Stick Button"), + + DEF_GAMEPAD_NAME(LEFTSHOULDER, "Left Shoulder"), + DEF_GAMEPAD_NAME(RIGHTSHOULDER, "Right Shoulder"), + + DEF_GAMEPAD_NAME(DPAD_UP, "D-Pad Up"), + DEF_GAMEPAD_NAME(DPAD_DOWN, "D-Pad Down"), + DEF_GAMEPAD_NAME(DPAD_LEFT, "D-Pad Left"), + DEF_GAMEPAD_NAME(DPAD_RIGHT, "D-Pad Right"), + + DEF_GAMEPAD_NAME(MISC1, "Gamepad Misc. 1"), + DEF_GAMEPAD_NAME(PADDLE1, "Paddle 1"), + DEF_GAMEPAD_NAME(PADDLE2, "Paddle 2"), + DEF_GAMEPAD_NAME(PADDLE3, "Paddle 3"), + DEF_GAMEPAD_NAME(PADDLE4, "Paddle 4"), + DEF_GAMEPAD_NAME(TOUCHPAD, "Touchpad"), + + {KEY_INV_AXES + GAMEPAD_AXIS_LEFTX, "Left Stick \x1C"}, + {KEY_AXES + GAMEPAD_AXIS_LEFTX, "Left Stick \x1D"}, + {KEY_INV_AXES + GAMEPAD_AXIS_LEFTY, "Left Stick \x1A"}, + {KEY_AXES + GAMEPAD_AXIS_LEFTY, "Left Stick \x1B"}, + {KEY_INV_AXES + GAMEPAD_AXIS_RIGHTX, "Right Stick \x1C"}, + {KEY_AXES + GAMEPAD_AXIS_RIGHTX, "Right Stick \x1D"}, + {KEY_INV_AXES + GAMEPAD_AXIS_RIGHTY, "Right Stick \x1A"}, + {KEY_AXES + GAMEPAD_AXIS_RIGHTY, "Right Stick \x1B"}, + + DEF_GAMEPAD_AXIS(TRIGGERLEFT, "Left Trigger"), + DEF_GAMEPAD_AXIS(TRIGGERRIGHT, "Right Trigger"), + +#undef DEF_GAMEPAD_NAME +#undef DEF_GAMEPAD_AXIS }; +#define NUMDISPLAYKEYNAMES (sizeof(displaykeynames) / sizeof(keyname_t)) + static const char *gamecontrolname[NUM_GAMECONTROLS] = { "nothing", // a key/button mapped to GC_NULL has no effect @@ -593,14 +1199,13 @@ static const char *gamecontrolname[NUM_GAMECONTROLS] = "systemmenu", "screenshot", "recordgif", - "viewpoint", + "viewpoint", // Rename this to "viewpointnext" for the next major version + "viewpointprev", "custom1", "custom2", "custom3", }; -#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t)) - // // Detach any keys associated to the given game control // - pass the pointer to the gamecontrol table for the player being edited @@ -621,7 +1226,7 @@ void G_ClearAllControlKeys(void) } // -// Returns the name of a key (or virtual key for mouse and joy) +// Returns the name of a key (or virtual key for mouse and gamepad) // the input value being an keynum // const char *G_KeyNumToName(INT32 keynum) @@ -644,7 +1249,44 @@ const char *G_KeyNumToName(INT32 keynum) return keynames[j].name; // create a name for unknown keys - sprintf(keynamestr, "KEY%d", keynum); + snprintf(keynamestr, sizeof keynamestr, "KEY%d", keynum); + return keynamestr; +} + +const char *G_GetDisplayNameForKey(INT32 keynum) +{ + static char keynamestr[32]; + + UINT32 j; + + // find a description for special keys + for (j = 0; j < NUMDISPLAYKEYNAMES; j++) + if (displaykeynames[j].keynum == keynum) + return displaykeynames[j].name; + + // return a string with the ascii char if displayable + if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE) + { + snprintf(keynamestr, sizeof keynamestr, "%c Key", toupper((char)keynum)); + return keynamestr; + } + + // unnamed mouse buttons + if (keynum >= KEY_MOUSE1 && keynum <= KEY_MOUSE1+7) + { + j = (keynum - KEY_MOUSE1) + 1; + snprintf(keynamestr, sizeof keynamestr, "Mouse Button #%d", j); + return keynamestr; + } + else if (keynum >= KEY_2MOUSE1 && keynum <= KEY_2MOUSE1+7) + { + j = (keynum - KEY_2MOUSE1) + 1; + snprintf(keynamestr, sizeof keynamestr, "Sec. Mouse Button #%d", j); + return keynamestr; + } + + // create a name for unknown keys + snprintf(keynamestr, sizeof keynamestr, "Unknown Key %d", keynum); return keynamestr; } @@ -668,9 +1310,43 @@ INT32 G_KeyNameToNum(const char *keystr) if (!stricmp(keynames[j].name, keystr)) return keynames[j].keynum; + for (j = 0; j < NUMOLDJOYNAMES; j++) + if (!stricmp(oldjoynames[j].name, keystr)) + return oldjoynames[j].keynum; + return 0; } +const char *G_GamepadTypeToString(gamepadtype_e type) +{ + static const char *names[] = { + "xbox-360", + "xbox-one", + "xbox-series-xs", + "xbox-elite", + "ps3", + "ps4", + "ps5", + "switch-pro", + "switch-joy-con-grip", + "switch-joy-con-left", + "switch-joy-con-right", + "stadia", + "amazon-luna", + "steam-controller", + "virtual", + "unknown" + }; + + return names[type]; +} + +void G_InitGamepads(void) +{ + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + gamepads[i].num = i; +} + void G_DefineDefaultControls(void) { INT32 i; @@ -713,61 +1389,65 @@ void G_DefineDefaultControls(void) for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0) { - gamecontroldefault[i][GC_WEAPONNEXT ][0] = KEY_MOUSEWHEELUP+0; - gamecontroldefault[i][GC_WEAPONPREV ][0] = KEY_MOUSEWHEELDOWN+0; - gamecontroldefault[i][GC_WEPSLOT1 ][0] = '1'; - gamecontroldefault[i][GC_WEPSLOT2 ][0] = '2'; - gamecontroldefault[i][GC_WEPSLOT3 ][0] = '3'; - gamecontroldefault[i][GC_WEPSLOT4 ][0] = '4'; - gamecontroldefault[i][GC_WEPSLOT5 ][0] = '5'; - gamecontroldefault[i][GC_WEPSLOT6 ][0] = '6'; - gamecontroldefault[i][GC_WEPSLOT7 ][0] = '7'; - gamecontroldefault[i][GC_WEPSLOT8 ][0] = '8'; - gamecontroldefault[i][GC_WEPSLOT9 ][0] = '9'; - gamecontroldefault[i][GC_WEPSLOT10 ][0] = '0'; - gamecontroldefault[i][GC_TOSSFLAG ][0] = '\''; - gamecontroldefault[i][GC_CAMTOGGLE ][0] = 'v'; - gamecontroldefault[i][GC_CAMRESET ][0] = 'r'; - gamecontroldefault[i][GC_TALKKEY ][0] = 't'; - gamecontroldefault[i][GC_TEAMKEY ][0] = 'y'; - gamecontroldefault[i][GC_SCORES ][0] = KEY_TAB; - gamecontroldefault[i][GC_CONSOLE ][0] = KEY_CONSOLE; - gamecontroldefault[i][GC_PAUSE ][0] = 'p'; - gamecontroldefault[i][GC_SCREENSHOT ][0] = KEY_F8; - gamecontroldefault[i][GC_RECORDGIF ][0] = KEY_F9; - gamecontroldefault[i][GC_VIEWPOINT ][0] = KEY_F12; + gamecontroldefault[i][GC_WEAPONNEXT ][0] = KEY_MOUSEWHEELUP+0; + gamecontroldefault[i][GC_WEAPONPREV ][0] = KEY_MOUSEWHEELDOWN+0; + gamecontroldefault[i][GC_WEPSLOT1 ][0] = '1'; + gamecontroldefault[i][GC_WEPSLOT2 ][0] = '2'; + gamecontroldefault[i][GC_WEPSLOT3 ][0] = '3'; + gamecontroldefault[i][GC_WEPSLOT4 ][0] = '4'; + gamecontroldefault[i][GC_WEPSLOT5 ][0] = '5'; + gamecontroldefault[i][GC_WEPSLOT6 ][0] = '6'; + gamecontroldefault[i][GC_WEPSLOT7 ][0] = '7'; + gamecontroldefault[i][GC_WEPSLOT8 ][0] = '8'; + gamecontroldefault[i][GC_WEPSLOT9 ][0] = '9'; + gamecontroldefault[i][GC_WEPSLOT10 ][0] = '0'; + gamecontroldefault[i][GC_TOSSFLAG ][0] = '\''; + gamecontroldefault[i][GC_CAMTOGGLE ][0] = 'v'; + gamecontroldefault[i][GC_CAMRESET ][0] = 'r'; + gamecontroldefault[i][GC_TALKKEY ][0] = 't'; + gamecontroldefault[i][GC_TEAMKEY ][0] = 'y'; + gamecontroldefault[i][GC_SCORES ][0] = KEY_TAB; + gamecontroldefault[i][GC_CONSOLE ][0] = KEY_CONSOLE; + gamecontroldefault[i][GC_PAUSE ][0] = 'p'; + gamecontroldefault[i][GC_SCREENSHOT ][0] = KEY_F8; + gamecontroldefault[i][GC_RECORDGIF ][0] = KEY_F9; + gamecontroldefault[i][GC_VIEWPOINTNEXT][0] = KEY_F12; // Gamepad controls -- same for both schemes - gamecontroldefault[i][GC_JUMP ][1] = KEY_JOY1+0; // A - gamecontroldefault[i][GC_SPIN ][1] = KEY_JOY1+2; // X - gamecontroldefault[i][GC_CUSTOM1 ][1] = KEY_JOY1+1; // B - gamecontroldefault[i][GC_CUSTOM2 ][1] = KEY_JOY1+3; // Y - gamecontroldefault[i][GC_CUSTOM3 ][1] = KEY_JOY1+8; // Left Stick - gamecontroldefault[i][GC_CENTERVIEW ][1] = KEY_JOY1+9; // Right Stick - gamecontroldefault[i][GC_WEAPONPREV ][1] = KEY_JOY1+4; // LB - gamecontroldefault[i][GC_WEAPONNEXT ][1] = KEY_JOY1+5; // RB - gamecontroldefault[i][GC_SCREENSHOT ][1] = KEY_JOY1+6; // Back - gamecontroldefault[i][GC_SYSTEMMENU ][0] = KEY_JOY1+7; // Start - gamecontroldefault[i][GC_CAMTOGGLE ][1] = KEY_HAT1+0; // D-Pad Up - gamecontroldefault[i][GC_VIEWPOINT ][1] = KEY_HAT1+1; // D-Pad Down - gamecontroldefault[i][GC_TOSSFLAG ][1] = KEY_HAT1+2; // D-Pad Left - gamecontroldefault[i][GC_SCORES ][1] = KEY_HAT1+3; // D-Pad Right - - // Second player controls only have joypad defaults - gamecontrolbisdefault[i][GC_JUMP ][1] = KEY_2JOY1+0; // A - gamecontrolbisdefault[i][GC_SPIN ][1] = KEY_2JOY1+2; // X - gamecontrolbisdefault[i][GC_CUSTOM1 ][1] = KEY_2JOY1+1; // B - gamecontrolbisdefault[i][GC_CUSTOM2 ][1] = KEY_2JOY1+3; // Y - gamecontrolbisdefault[i][GC_CUSTOM3 ][1] = KEY_2JOY1+8; // Left Stick - gamecontrolbisdefault[i][GC_CENTERVIEW ][1] = KEY_2JOY1+9; // Right Stick - gamecontrolbisdefault[i][GC_WEAPONPREV ][1] = KEY_2JOY1+4; // LB - gamecontrolbisdefault[i][GC_WEAPONNEXT ][1] = KEY_2JOY1+5; // RB - gamecontrolbisdefault[i][GC_SCREENSHOT ][1] = KEY_2JOY1+6; // Back - //gamecontrolbisdefault[i][GC_SYSTEMMENU ][0] = KEY_2JOY1+7; // Start - gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = KEY_2HAT1+0; // D-Pad Up - gamecontrolbisdefault[i][GC_VIEWPOINT ][1] = KEY_2HAT1+1; // D-Pad Down - gamecontrolbisdefault[i][GC_TOSSFLAG ][1] = KEY_2HAT1+2; // D-Pad Left - //gamecontrolbisdefault[i][GC_SCORES ][1] = KEY_2HAT1+3; // D-Pad Right + gamecontroldefault[i][GC_JUMP ][1] = GAMEPAD_KEY(A); // A + gamecontroldefault[i][GC_SPIN ][1] = GAMEPAD_KEY(X); // X + gamecontroldefault[i][GC_CUSTOM1 ][1] = GAMEPAD_KEY(B); // B + gamecontroldefault[i][GC_CUSTOM2 ][1] = GAMEPAD_KEY(Y); // Y + gamecontroldefault[i][GC_CUSTOM3 ][1] = GAMEPAD_KEY(LEFTSTICK); // Left Stick + gamecontroldefault[i][GC_CENTERVIEW ][1] = GAMEPAD_KEY(RIGHTSHOULDER); // R1 + gamecontroldefault[i][GC_CAMTOGGLE ][1] = GAMEPAD_KEY(LEFTSHOULDER); // L1 + gamecontroldefault[i][GC_SCREENSHOT ][1] = GAMEPAD_KEY(BACK); // Back + gamecontroldefault[i][GC_SYSTEMMENU ][0] = GAMEPAD_KEY(START); // Start + gamecontroldefault[i][GC_TOSSFLAG ][1] = GAMEPAD_KEY(DPAD_UP); // D-Pad Up + gamecontroldefault[i][GC_WEAPONPREV ][1] = GAMEPAD_KEY(DPAD_LEFT); // D-Pad Left + gamecontroldefault[i][GC_WEAPONNEXT ][1] = GAMEPAD_KEY(DPAD_RIGHT); // D-Pad Right + gamecontroldefault[i][GC_SCORES ][1] = GAMEPAD_KEY(DPAD_DOWN); // D-Pad Down + gamecontroldefault[i][GC_VIEWPOINTNEXT][1] = GAMEPAD_KEY(RIGHTSTICK); // Right Stick + gamecontroldefault[i][GC_FIRE ][1] = GAMEPAD_AXIS(TRIGGERRIGHT); // R2 + gamecontroldefault[i][GC_FIRENORMAL ][1] = GAMEPAD_AXIS(TRIGGERLEFT); // L2 + + // Second player only has gamepad defaults + gamecontrolbisdefault[i][GC_JUMP ][1] = GAMEPAD_KEY(A); // A + gamecontrolbisdefault[i][GC_SPIN ][1] = GAMEPAD_KEY(X); // X + gamecontrolbisdefault[i][GC_CUSTOM1 ][1] = GAMEPAD_KEY(B); // B + gamecontrolbisdefault[i][GC_CUSTOM2 ][1] = GAMEPAD_KEY(Y); // Y + gamecontrolbisdefault[i][GC_CUSTOM3 ][1] = GAMEPAD_KEY(LEFTSTICK); // Left Stick + gamecontrolbisdefault[i][GC_CENTERVIEW ][1] = GAMEPAD_KEY(RIGHTSHOULDER); // R1 + gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = GAMEPAD_KEY(LEFTSHOULDER); // L1 + gamecontrolbisdefault[i][GC_SCREENSHOT ][1] = GAMEPAD_KEY(BACK); // Back + //gamecontrolbisdefault[i][GC_SYSTEMMENU ][0] = GAMEPAD_KEY(START); // Start + gamecontrolbisdefault[i][GC_TOSSFLAG ][1] = GAMEPAD_KEY(DPAD_UP); // D-Pad Up + gamecontrolbisdefault[i][GC_WEAPONPREV ][1] = GAMEPAD_KEY(DPAD_LEFT); // D-Pad Left + gamecontrolbisdefault[i][GC_WEAPONNEXT ][1] = GAMEPAD_KEY(DPAD_RIGHT); // D-Pad Right + //gamecontrolbisdefault[i][GC_SCORES ][1] = GAMEPAD_KEY(DPAD_DOWN); // D-Pad Down + gamecontrolbisdefault[i][GC_VIEWPOINTNEXT][1] = GAMEPAD_KEY(RIGHTSTICK); // Right Stick + gamecontrolbisdefault[i][GC_FIRE ][1] = GAMEPAD_AXIS(TRIGGERRIGHT); // R2 + gamecontrolbisdefault[i][GC_FIRENORMAL ][1] = GAMEPAD_AXIS(TRIGGERLEFT); // L2 } } @@ -837,42 +1517,40 @@ void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis } } -INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify) +INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify, UINT8 player) { INT32 result = GC_NULL; - if (cv_controlperkey.value == 1) + INT32 i; + for (i = 0; i < NUM_GAMECONTROLS; i++) { - INT32 i; - for (i = 0; i < NUM_GAMECONTROLS; i++) + if (gamecontrol[i][0] == keynum && player != 2) { - if (gamecontrol[i][0] == keynum) - { - result = i; - if (modify) gamecontrol[i][0] = KEY_NULL; - } - if (gamecontrol[i][1] == keynum) - { - result = i; - if (modify) gamecontrol[i][1] = KEY_NULL; - } - if (gamecontrolbis[i][0] == keynum) - { - result = i; - if (modify) gamecontrolbis[i][0] = KEY_NULL; - } - if (gamecontrolbis[i][1] == keynum) - { - result = i; - if (modify) gamecontrolbis[i][1] = KEY_NULL; - } - if (result && !modify) - return result; + result = i; + if (modify) gamecontrol[i][0] = KEY_NULL; } + if (gamecontrol[i][1] == keynum && player != 2) + { + result = i; + if (modify) gamecontrol[i][1] = KEY_NULL; + } + if (gamecontrolbis[i][0] == keynum && player != 1) + { + result = i; + if (modify) gamecontrolbis[i][0] = KEY_NULL; + } + if (gamecontrolbis[i][1] == keynum && player != 1) + { + result = i; + if (modify) gamecontrolbis[i][1] = KEY_NULL; + } + if (result && !modify) + return result; } + return result; } -static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride) +static INT32 G_FilterSpecialKeys(INT32 keyidx, INT32 *keynum1, INT32 *keynum2) { // Special case: ignore KEY_PAUSE because it's hardcoded if (keyidx == 0 && *keynum1 == KEY_PAUSE) @@ -888,99 +1566,6 @@ static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT else if (keyidx == 1 && *keynum2 == KEY_PAUSE) return -1; // skip setting control - if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22 - numctrl == GC_WEAPONNEXT || numctrl == GC_WEAPONPREV || numctrl == GC_TOSSFLAG || - numctrl == GC_SPIN || numctrl == GC_CAMRESET || numctrl == GC_JUMP || - numctrl == GC_PAUSE || numctrl == GC_SYSTEMMENU || numctrl == GC_CAMTOGGLE || - numctrl == GC_SCREENSHOT || numctrl == GC_TALKKEY || numctrl == GC_SCORES || - numctrl == GC_CENTERVIEW - )) - { - INT32 keynum = 0, existingctrl = 0; - INT32 defaultkey; - boolean defaultoverride = false; - - // get the default gamecontrol - if (player == 0 && numctrl == GC_SYSTEMMENU) - defaultkey = gamecontrol[numctrl][0]; - else - defaultkey = (player == 1 ? gamecontrolbis[numctrl][0] : gamecontrol[numctrl][1]); - - // Assign joypad button defaults if there is an open slot. - // At this point, gamecontrol/bis should have the default controls - // (unless LOADCONFIG is being run) - // - // If the player runs SETCONTROL in-game, this block should not be reached - // because EXECVERSION is locked onto the latest version. - if (keyidx == 0 && !*keynum1) - { - if (*keynum2) // push keynum2 down; this is an edge case - { - *keynum1 = *keynum2; - *keynum2 = 0; - keynum = *keynum1; - } - else - { - keynum = defaultkey; - defaultoverride = true; - } - } - else if (keyidx == 1 && (!*keynum2 || (!*keynum1 && *keynum2))) // last one is the same edge case as above - { - keynum = defaultkey; - defaultoverride = true; - } - else // default to the specified keynum - keynum = (keyidx == 1 ? *keynum2 : *keynum1); - - // Did our last call override keynum2? - if (*nestedoverride) - { - defaultoverride = true; - *nestedoverride = false; - } - - // Fill keynum2 with the default control - if (keyidx == 0 && !*keynum2) - { - *keynum2 = defaultkey; - // Tell the next call that this is an override - *nestedoverride = true; - - // if keynum2 already matches keynum1, we probably recursed - // so unset it - if (*keynum1 == *keynum2) - { - *keynum2 = 0; - *nestedoverride = false; - } - } - - // check if the key is being used somewhere else before passing it - // pass it through if it's the same numctrl. This is an edge case -- when using - // LOADCONFIG, gamecontrol is not reset with default. - // - // Also, only check if we're actually overriding, to preserve behavior where - // config'd keys overwrite default keys. - if (defaultoverride) - existingctrl = G_CheckDoubleUsage(keynum, false); - - if (keynum && (!existingctrl || existingctrl == numctrl)) - return keynum; - else if (keyidx == 0 && *keynum2) - { - // try it again and push down keynum2 - *keynum1 = *keynum2; - *keynum2 = 0; - return G_FilterKeyByVersion(numctrl, keyidx, player, keynum1, keynum2, nestedoverride); - // recursion *should* be safe because we only assign keynum2 to a joy default - // and then clear it if we find that keynum1 already has the joy default. - } - else - return 0; - } - // All's good, so pass the keynum as-is if (keyidx == 1) return *keynum2; @@ -994,7 +1579,6 @@ static void setcontrol(INT32 (*gc)[2]) const char *namectrl; INT32 keynum, keynum1, keynum2; INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0); - boolean nestedoverride = false; // Update me for 2.3 namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin"; @@ -1009,20 +1593,20 @@ static void setcontrol(INT32 (*gc)[2]) } keynum1 = G_KeyNameToNum(COM_Argv(2)); keynum2 = G_KeyNameToNum(COM_Argv(3)); - keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride); + keynum = G_FilterSpecialKeys(0, &keynum1, &keynum2); if (keynum >= 0) { - (void)G_CheckDoubleUsage(keynum, true); + (void)G_CheckDoubleUsage(keynum, true, player+1); // if keynum was rejected, try it again with keynum2 if (!keynum && keynum2) { keynum1 = keynum2; // push down keynum2 keynum2 = 0; - keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride); + keynum = G_FilterSpecialKeys(0, &keynum1, &keynum2); if (keynum >= 0) - (void)G_CheckDoubleUsage(keynum, true); + (void)G_CheckDoubleUsage(keynum, true, player+1); } } @@ -1031,7 +1615,7 @@ static void setcontrol(INT32 (*gc)[2]) if (keynum2) { - keynum = G_FilterKeyByVersion(numctrl, 1, player, &keynum1, &keynum2, &nestedoverride); + keynum = G_FilterSpecialKeys(1, &keynum1, &keynum2); if (keynum >= 0) { if (keynum != gc[numctrl][0]) diff --git a/src/g_input.h b/src/g_input.h index bf6ad39b3d24e8c941f95330a7d0c07a6cf06d09..bb50d35162872334715c82f828e7eb722799bf1a 100644 --- a/src/g_input.h +++ b/src/g_input.h @@ -8,7 +8,7 @@ // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_input.h -/// \brief handle mouse/keyboard/joystick inputs, +/// \brief handle mouse/keyboard/gamepad inputs, /// maps inputs to game controls (forward, spin, jump...) #ifndef __G_INPUT__ @@ -17,45 +17,179 @@ #include "d_event.h" #include "keys.h" #include "command.h" +#include "m_fixed.h" // number of total 'button' inputs, include keyboard keys, plus virtual // keys (mousebuttons and joybuttons becomes keys) #define NUMKEYS 256 +// Max gamepads that can be used by every player +#define NUM_GAMEPADS 2 + +// Max gamepads that can be detected +#define MAX_CONNECTED_GAMEPADS 4 + +// Max mouse buttons #define MOUSEBUTTONS 8 -#define JOYBUTTONS 32 // 32 buttons -#define JOYHATS 4 // 4 hats -#define JOYAXISSET 4 // 4 Sets of 2 axises + +typedef enum +{ + GAMEPAD_TYPE_UNKNOWN, + + GAMEPAD_TYPE_XBOX360, + GAMEPAD_TYPE_XBOXONE, + GAMEPAD_TYPE_XBOX_SERIES_XS, + GAMEPAD_TYPE_XBOX_ELITE, + + GAMEPAD_TYPE_PS3, + GAMEPAD_TYPE_PS4, + GAMEPAD_TYPE_PS5, + + GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, + GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_GRIP, + GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_LEFT, + GAMEPAD_TYPE_NINTENDO_SWITCH_JOY_CON_RIGHT, + + GAMEPAD_TYPE_GOOGLE_STADIA, + GAMEPAD_TYPE_AMAZON_LUNA, + GAMEPAD_TYPE_STEAM_CONTROLLER, + + GAMEPAD_TYPE_VIRTUAL +} gamepadtype_e; + +boolean G_GamepadTypeIsXbox(gamepadtype_e type); +boolean G_GamepadTypeIsPlayStation(gamepadtype_e type); +boolean G_GamepadTypeIsNintendoSwitch(gamepadtype_e type); +boolean G_GamepadTypeIsJoyCon(gamepadtype_e type); + +const char *G_GamepadTypeToString(gamepadtype_e type); + +typedef enum +{ + GAMEPAD_BUTTON_A, + GAMEPAD_BUTTON_B, + GAMEPAD_BUTTON_X, + GAMEPAD_BUTTON_Y, + GAMEPAD_BUTTON_BACK, + GAMEPAD_BUTTON_GUIDE, + GAMEPAD_BUTTON_START, + GAMEPAD_BUTTON_LEFTSTICK, + GAMEPAD_BUTTON_RIGHTSTICK, + GAMEPAD_BUTTON_LEFTSHOULDER, + GAMEPAD_BUTTON_RIGHTSHOULDER, + GAMEPAD_BUTTON_DPAD_UP, + GAMEPAD_BUTTON_DPAD_DOWN, + GAMEPAD_BUTTON_DPAD_LEFT, + GAMEPAD_BUTTON_DPAD_RIGHT, + + // According to SDL, this button can be: + // the Xbox Series X|S share button + // the PS5 microphone button + // the Nintendo Switch (Pro or Joy-Con) capture button + // the Amazon Luna microphone button + GAMEPAD_BUTTON_MISC1, + + // Xbox Elite paddles + GAMEPAD_BUTTON_PADDLE1, + GAMEPAD_BUTTON_PADDLE2, + GAMEPAD_BUTTON_PADDLE3, + GAMEPAD_BUTTON_PADDLE4, + + // PS4/PS5 touchpad button + GAMEPAD_BUTTON_TOUCHPAD, + + NUM_GAMEPAD_BUTTONS +} gamepad_button_e; + +typedef enum +{ + GAMEPAD_AXIS_LEFTX, + GAMEPAD_AXIS_LEFTY, + GAMEPAD_AXIS_RIGHTX, + GAMEPAD_AXIS_RIGHTY, + GAMEPAD_AXIS_TRIGGERLEFT, + GAMEPAD_AXIS_TRIGGERRIGHT, + + NUM_GAMEPAD_AXES +} gamepad_axis_e; + +extern const char *const gamepad_button_names[NUM_GAMEPAD_BUTTONS + 1]; +extern const char *const gamepad_axis_names[NUM_GAMEPAD_AXES + 1]; + +// Haptic effects +typedef struct +{ + fixed_t large_magnitude; // Magnitude of the large motor + fixed_t small_magnitude; // Magnitude of the small motor + tic_t duration; // The total duration of the effect, in tics +} haptic_t; + +// Gamepad info for each player on the system +typedef struct +{ + // Gamepad index + UINT8 num; + + // Gamepad is connected and being used by a player + boolean connected; + + // What kind of controller this is (Xbox 360, DualShock, Joy-Con, etc.) + gamepadtype_e type; + + // Treat this gamepad's axes as if it they were buttons + boolean digital; + + struct { + boolean supported; // Gamepad can rumble + boolean active; // Rumble is active + boolean paused; // Rumble is paused + haptic_t data; // Current haptic effect status + } rumble; + + UINT8 buttons[NUM_GAMEPAD_BUTTONS]; // Current state of all buttons + INT16 axes[NUM_GAMEPAD_AXES]; // Current state of all axes +} gamepad_t; + +void G_InitGamepads(void); + +typedef enum +{ + GAMEPAD_STRING_DEFAULT, // A + GAMEPAD_STRING_MENU1, // A Button + GAMEPAD_STRING_MENU2 // the A Button +} gamepad_string_e; + +const char *G_GetGamepadButtonString(gamepadtype_e type, gamepad_button_e button, gamepad_string_e strtype); +const char *G_GetGamepadAxisString(gamepadtype_e type, gamepad_axis_e button, gamepad_string_e strtype, boolean inv); + +extern gamepad_t gamepads[NUM_GAMEPADS]; // -// mouse and joystick buttons are handled as 'virtual' keys +// mouse and gamepad buttons are handled as 'virtual' keys // typedef enum { KEY_MOUSE1 = NUMKEYS, - KEY_JOY1 = KEY_MOUSE1 + MOUSEBUTTONS, - KEY_HAT1 = KEY_JOY1 + JOYBUTTONS, + KEY_GAMEPAD = KEY_MOUSE1 + MOUSEBUTTONS, + KEY_AXES = KEY_GAMEPAD + NUM_GAMEPAD_BUTTONS, // Sure, why not. + KEY_INV_AXES = KEY_AXES + NUM_GAMEPAD_AXES, - KEY_DBLMOUSE1 =KEY_HAT1 + JOYHATS*4, // double clicks - KEY_DBLJOY1 = KEY_DBLMOUSE1 + MOUSEBUTTONS, - KEY_DBLHAT1 = KEY_DBLJOY1 + JOYBUTTONS, + KEY_DBLMOUSE1 = KEY_INV_AXES + NUM_GAMEPAD_AXES, // double clicks - KEY_2MOUSE1 = KEY_DBLHAT1 + JOYHATS*4, - KEY_2JOY1 = KEY_2MOUSE1 + MOUSEBUTTONS, - KEY_2HAT1 = KEY_2JOY1 + JOYBUTTONS, + KEY_2MOUSE1 = KEY_DBLMOUSE1 + MOUSEBUTTONS, + KEY_DBL2MOUSE1 = KEY_2MOUSE1 + MOUSEBUTTONS, - KEY_DBL2MOUSE1 = KEY_2HAT1 + JOYHATS*4, - KEY_DBL2JOY1 = KEY_DBL2MOUSE1 + MOUSEBUTTONS, - KEY_DBL2HAT1 = KEY_DBL2JOY1 + JOYBUTTONS, + KEY_MOUSEWHEELUP = KEY_DBL2MOUSE1 + MOUSEBUTTONS, + KEY_MOUSEWHEELDOWN, + KEY_2MOUSEWHEELUP, + KEY_2MOUSEWHEELDOWN, - KEY_MOUSEWHEELUP = KEY_DBL2HAT1 + JOYHATS*4, - KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1, - KEY_2MOUSEWHEELUP = KEY_MOUSEWHEELDOWN + 1, - KEY_2MOUSEWHEELDOWN = KEY_2MOUSEWHEELUP + 1, - - NUMINPUTS = KEY_2MOUSEWHEELDOWN + 1, + NUMINPUTS } key_input_e; +#define GAMEPAD_KEY(key) (KEY_GAMEPAD + GAMEPAD_BUTTON_##key) +#define GAMEPAD_AXIS(key) (KEY_AXES + GAMEPAD_AXIS_##key) + typedef enum { GC_NULL = 0, // a key/button mapped to GC_NULL has no effect @@ -96,7 +230,8 @@ typedef enum GC_SYSTEMMENU, GC_SCREENSHOT, GC_RECORDGIF, - GC_VIEWPOINT, + GC_VIEWPOINTNEXT, + GC_VIEWPOINTPREV, GC_CUSTOM1, // Lua scriptable GC_CUSTOM2, // Lua scriptable GC_CUSTOM3, // Lua scriptable @@ -114,7 +249,6 @@ typedef enum // mouse values are used once extern consvar_t cv_mousesens, cv_mouseysens; extern consvar_t cv_mousesens2, cv_mouseysens2; -extern consvar_t cv_controlperkey; typedef struct { @@ -140,19 +274,22 @@ typedef struct extern mouse_t mouse; extern mouse_t mouse2; -extern INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET]; - // current state of the keys: true if pushed extern UINT8 gamekeydown[NUMINPUTS]; // two key codes (or virtual key) per game control extern INT32 gamecontrol[NUM_GAMECONTROLS][2]; extern INT32 gamecontrolbis[NUM_GAMECONTROLS][2]; // secondary splitscreen player -extern INT32 gamecontroldefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2]; // default control storage, use 0 (gcs_custom) for memory retention + +// default control storage, use 0 (gcs_custom) for memory retention +extern INT32 gamecontroldefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2]; extern INT32 gamecontrolbisdefault[num_gamecontrolschemes][NUM_GAMECONTROLS][2]; -#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]]) -#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]]) -#define PLAYERINPUTDOWN(p, gc) ((p) == 2 ? PLAYER2INPUTDOWN(gc) : PLAYER1INPUTDOWN(gc)) + +boolean G_PlayerInputDown(UINT8 which, gamecontrols_e gc); +boolean G_CheckDigitalPlayerInput(UINT8 which, gamecontrols_e gc); + +SINT8 G_PlayerInputIsAnalog(UINT8 which, gamecontrols_e gc, UINT8 settings); +INT16 G_GetAnalogPlayerInput(UINT8 which, gamecontrols_e gc, UINT8 settings); #define num_gcl_tutorial_check 6 #define num_gcl_tutorial_used 8 @@ -180,20 +317,44 @@ extern const INT32 gcl_jump_spin[num_gcl_jump_spin]; // remaps the input event to a game control. void G_MapEventsToControls(event_t *ev); +boolean G_RumbleSupported(UINT8 which); +boolean G_RumbleGamepad(UINT8 which, fixed_t large_magnitude, fixed_t small_magnitude, tic_t duration); +void G_StopGamepadRumble(UINT8 which); + +fixed_t G_GetLargeMotorFreq(UINT8 which); +fixed_t G_GetSmallMotorFreq(UINT8 which); +boolean G_GetGamepadRumblePaused(UINT8 which); +boolean G_SetLargeMotorFreq(UINT8 which, fixed_t freq); +boolean G_SetSmallMotorFreq(UINT8 which, fixed_t freq); +void G_SetGamepadRumblePaused(UINT8 which, boolean pause); + +INT16 G_GamepadAxisEventValue(UINT8 which, INT16 value); +INT16 G_GetGamepadAxisValue(UINT8 which, gamepad_axis_e axis); +fixed_t G_GetAdjustedGamepadAxis(UINT8 which, gamepad_axis_e axis, boolean applyDeadzone); + +UINT16 G_GetGamepadDeadZone(UINT8 which); +UINT16 G_GetGamepadDigitalDeadZone(UINT8 which); +INT32 G_BasicDeadZoneCalculation(INT32 magnitude, const UINT16 jdeadzone); + +INT32 G_RemapGamepadEvent(event_t *event, INT32 *type); + // returns the name of a key const char *G_KeyNumToName(INT32 keynum); INT32 G_KeyNameToNum(const char *keystr); +const char *G_GetDisplayNameForKey(INT32 keynum); + // detach any keys associated to the given game control void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control); void G_ClearAllControlKeys(void); + void Command_Setcontrol_f(void); void Command_Setcontrol2_f(void); void G_DefineDefaultControls(void); INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen); void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen); void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2]); -INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify); +INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify, UINT8 player); // sets the members of a mouse_t given position deltas void G_SetMouseDeltas(INT32 dx, INT32 dy, UINT8 ssplayer); diff --git a/src/hardware/hw_cache.c b/src/hardware/hw_cache.c index fe0b65c5021c0a8ef7db1ae189ad37709f76d33d..3e207025c15179bac7429987305e7ac895c9280a 100644 --- a/src/hardware/hw_cache.c +++ b/src/hardware/hw_cache.c @@ -804,45 +804,18 @@ GLMapTexture_t *HWR_GetTexture(INT32 tex) static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum) { - size_t size, pflatsize; + size_t size = W_LumpLength(flatlumpnum); + UINT16 pflatsize = R_GetFlatSize(size); // setup the texture info grMipmap->format = GL_TEXFMT_P_8; grMipmap->flags = TF_WRAPXY|TF_CHROMAKEYED; - size = W_LumpLength(flatlumpnum); - - switch (size) - { - case 4194304: // 2048x2048 lump - pflatsize = 2048; - break; - case 1048576: // 1024x1024 lump - pflatsize = 1024; - break; - case 262144:// 512x512 lump - pflatsize = 512; - break; - case 65536: // 256x256 lump - pflatsize = 256; - break; - case 16384: // 128x128 lump - pflatsize = 128; - break; - case 1024: // 32x32 lump - pflatsize = 32; - break; - default: // 64x64 lump - pflatsize = 64; - break; - } - - grMipmap->width = (UINT16)pflatsize; - grMipmap->height = (UINT16)pflatsize; + grMipmap->width = pflatsize; + grMipmap->height = pflatsize; // the flat raw data needn't be converted with palettized textures - W_ReadLump(flatlumpnum, Z_Malloc(W_LumpLength(flatlumpnum), - PU_HWRCACHE, &grMipmap->data)); + W_ReadLump(flatlumpnum, Z_Malloc(size, PU_HWRCACHE, &grMipmap->data)); } static void HWR_CacheTextureAsFlat(GLMipmap_t *grMipmap, INT32 texturenum) diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 691e3cd3f0c70d76b0a015f3f3ee36196361a436..ada2a6bf8dab732367b30557e4828fbcbf464e93 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -705,42 +705,10 @@ void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum) // -------------------------------------------------------------------------- void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum) { - FOutVector v[4]; - double dflatsize; - INT32 flatflag; + FOutVector v[4]; const size_t len = W_LumpLength(flatlumpnum); - - switch (len) - { - case 4194304: // 2048x2048 lump - dflatsize = 2048.0f; - flatflag = 2047; - break; - case 1048576: // 1024x1024 lump - dflatsize = 1024.0f; - flatflag = 1023; - break; - case 262144:// 512x512 lump - dflatsize = 512.0f; - flatflag = 511; - break; - case 65536: // 256x256 lump - dflatsize = 256.0f; - flatflag = 255; - break; - case 16384: // 128x128 lump - dflatsize = 128.0f; - flatflag = 127; - break; - case 1024: // 32x32 lump - dflatsize = 32.0f; - flatflag = 31; - break; - default: // 64x64 lump - dflatsize = 64.0f; - flatflag = 63; - break; - } + UINT16 flatflag = R_GetFlatSize(len) - 1; + double dflatsize = (double)(flatflag + 1); // 3--2 // | /| @@ -754,7 +722,6 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - // flat is 64x64 lod and texture offsets are [0.0, 1.0] v[0].s = v[3].s = (float)((x & flatflag)/dflatsize); v[2].s = v[1].s = (float)(v[0].s + w/dflatsize); v[0].t = v[1].t = (float)((y & flatflag)/dflatsize); diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index 718774773c1dead0dd452617fbb8a5065433fbe7..3b9b8681c26eec0baf19cecafd1cc50fad6d3072 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -51,7 +51,7 @@ EXPORT void HWRAPI(ClearMipMapCache) (void); EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value); //Hurdler: added for new development -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface); +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, float duration, float tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface); EXPORT void HWRAPI(CreateModelVBOs) (model_t *model); EXPORT void HWRAPI(SetTransform) (FTransform *ptransform); EXPORT INT32 HWRAPI(GetTextureUsed) (void); diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 2cfb43a96bdf301c1fc86a3fd9e36f7ba0fc71e3..1ec9101c3b39c68826f086e15c5d823f176c9d0b 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -84,6 +84,8 @@ typedef struct gl_vissprite_s boolean rotated; UINT8 translucency; //alpha level 0-255 + angle_t angle; // for splats + //Hurdler: 25/04/2000: now support colormap in hardware mode UINT8 *colormap; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 9793a5f690aef4c9f84a2417aadb3581062e9f19..3a6baab71c3b9a0225ce4471adff28077136d62a 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -24,6 +24,7 @@ #include "../v_video.h" #include "../p_local.h" #include "../p_setup.h" +#include "../r_fps.h" #include "../r_local.h" #include "../r_patch.h" #include "../r_picformats.h" @@ -38,6 +39,7 @@ #include "../m_cheat.h" #include "../f_finale.h" #include "../r_things.h" // R_GetShadowZ +#include "../d_main.h" #include "../p_slopes.h" #include "hw_md2.h" @@ -358,30 +360,39 @@ static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta) // -----------------+ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap) { - polyvertex_t * pv; - float height; //constant y for all points on the convex flat polygon - FOutVector *v3d; - INT32 nrPlaneVerts; //verts original define of convex flat polygon - INT32 i; - float flatxref,flatyref; + FSurfaceInfo Surf; + FOutVector *v3d; + polyvertex_t *pv; + pslope_t *slope = NULL; + INT32 shader = SHADER_DEFAULT; + + size_t nrPlaneVerts; + INT32 i; + + float height; // constant y for all points on the convex flat polygon + float flatxref, flatyref, anglef = 0.0f; float fflatwidth = 64.0f, fflatheight = 64.0f; - INT32 flatflag = 63; + UINT16 flatflag = 63; + boolean texflat = false; - float scrollx = 0.0f, scrolly = 0.0f, anglef = 0.0f; - angle_t angle = 0; - FSurfaceInfo Surf; + float tempxsow, tempytow; - pslope_t *slope = NULL; + float scrollx = 0.0f, scrolly = 0.0f; + angle_t angle = 0; static FOutVector *planeVerts = NULL; static UINT16 numAllocedPlaneVerts = 0; - INT32 shader = SHADER_DEFAULT; - // no convex poly were generated for this subsector if (!xsub->planepoly) return; + pv = xsub->planepoly->pts; + nrPlaneVerts = xsub->planepoly->numpts; + + if (nrPlaneVerts < 3) // not even a triangle? + return; + // Get the slope pointer to simplify future code if (FOFsector) { @@ -404,12 +415,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool height = FIXED_TO_FLOAT(fixedheight); - pv = xsub->planepoly->pts; - nrPlaneVerts = xsub->planepoly->numpts; - - if (nrPlaneVerts < 3) //not even a triangle ? - return; - // Allocate plane-vertex buffer if we need to if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts) { @@ -424,31 +429,8 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool if (levelflat->type == LEVELFLAT_FLAT) { size_t len = W_LumpLength(levelflat->u.flat.lumpnum); - switch (len) - { - case 4194304: // 2048x2048 lump - fflatwidth = fflatheight = 2048.0f; - break; - case 1048576: // 1024x1024 lump - fflatwidth = fflatheight = 1024.0f; - break; - case 262144:// 512x512 lump - fflatwidth = fflatheight = 512.0f; - break; - case 65536: // 256x256 lump - fflatwidth = fflatheight = 256.0f; - break; - case 16384: // 128x128 lump - fflatwidth = fflatheight = 128.0f; - break; - case 1024: // 32x32 lump - fflatwidth = fflatheight = 32.0f; - break; - default: // 64x64 lump - fflatwidth = fflatheight = 64.0f; - break; - } - flatflag = ((INT32)fflatwidth)-1; + flatflag = R_GetFlatSize(len) - 1; + fflatwidth = fflatheight = (float)(flatflag + 1); } else { @@ -548,7 +530,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool }\ } - for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++) + for (i = 0, v3d = planeVerts; i < (INT32)nrPlaneVerts; i++,v3d++,pv++) SETUP3DVERT(v3d, pv->x, pv->y); if (slope) @@ -838,15 +820,10 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) } #endif -// -// HWR_SplitWall -// +// SoM: split up and light walls according to the lightlist. +// This may also include leaving out parts of the wall that can't be seen static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags) { - /* SoM: split up and light walls according to the - lightlist. This may also include leaving out parts - of the wall that can't be seen */ - float realtop, realbot, top, bot; float pegt, pegb, pegmul; float height = 0.0f, bheight = 0.0f; @@ -855,38 +832,51 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, float endpegt, endpegb, endpegmul; float endheight = 0.0f, endbheight = 0.0f; - // compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly - // use this as a temp var to store P_GetSlopeZAt's return value each time - fixed_t temp; + float diff; - fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x); - fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo - fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x); - fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo + fixed_t v1x = FloatToFixed(wallVerts[0].x); + fixed_t v1y = FloatToFixed(wallVerts[0].z); + fixed_t v2x = FloatToFixed(wallVerts[1].x); + fixed_t v2y = FloatToFixed(wallVerts[1].z); - INT32 solid, i; - lightlist_t * list = sector->lightlist; const UINT8 alpha = Surf->PolyColor.s.alpha; FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y); extracolormap_t *colormap = NULL; realtop = top = wallVerts[3].y; realbot = bot = wallVerts[0].y; + diff = top - bot; + pegt = wallVerts[3].t; pegb = wallVerts[0].t; - pegmul = (pegb - pegt) / (top - bot); + + // Lactozilla: If both heights of a side lay on the same position, then this wall is a triangle. + // To avoid division by zero, which would result in a NaN, we check if the vertical difference + // between the two vertices is not zero. + if (fpclassify(diff) == FP_ZERO) + pegmul = 0.0; + else + pegmul = (pegb - pegt) / diff; endrealtop = endtop = wallVerts[2].y; endrealbot = endbot = wallVerts[1].y; + diff = endtop - endbot; + endpegt = wallVerts[2].t; endpegb = wallVerts[1].t; - endpegmul = (endpegb - endpegt) / (endtop - endbot); - for (i = 0; i < sector->numlights; i++) + if (fpclassify(diff) == FP_ZERO) + endpegmul = 0.0; + else + endpegmul = (endpegb - endpegt) / diff; + + for (INT32 i = 0; i < sector->numlights; i++) { if (endtop < endrealbot && top < realbot) return; + lightlist_t *list = sector->lightlist; + if (!(list[i].flags & FOF_NOSHADE)) { if (pfloor && (pfloor->fofflags & FOF_FOG)) @@ -901,7 +891,7 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, } } - solid = false; + boolean solid = false; if ((sector->lightlist[i].flags & FOF_CUTSOLIDS) && !(cutflag & FOF_EXTRA)) solid = true; @@ -918,16 +908,12 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, else solid = false; - temp = P_GetLightZAt(&list[i], v1x, v1y); - height = FIXED_TO_FLOAT(temp); - temp = P_GetLightZAt(&list[i], v2x, v2y); - endheight = FIXED_TO_FLOAT(temp); + height = FixedToFloat(P_GetLightZAt(&list[i], v1x, v1y)); + endheight = FixedToFloat(P_GetLightZAt(&list[i], v2x, v2y)); if (solid) { - temp = P_GetFFloorBottomZAt(list[i].caster, v1x, v1y); - bheight = FIXED_TO_FLOAT(temp); - temp = P_GetFFloorBottomZAt(list[i].caster, v2x, v2y); - endbheight = FIXED_TO_FLOAT(temp); + bheight = FixedToFloat(P_GetFFloorBottomZAt(list[i].caster, v1x, v1y)); + endbheight = FixedToFloat(P_GetFFloorBottomZAt(list[i].caster, v2x, v2y)); } if (endheight >= endtop && height >= top) @@ -940,10 +926,8 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, if (i + 1 < sector->numlights) { - temp = P_GetLightZAt(&list[i+1], v1x, v1y); - bheight = FIXED_TO_FLOAT(temp); - temp = P_GetLightZAt(&list[i+1], v2x, v2y); - endbheight = FIXED_TO_FLOAT(temp); + bheight = FixedToFloat(P_GetLightZAt(&list[i+1], v1x, v1y)); + endbheight = FixedToFloat(P_GetLightZAt(&list[i+1], v2x, v2y)); } else { @@ -951,19 +935,10 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, endbheight = endrealbot; } - if (endbheight >= endtop && bheight >= top) - continue; - - //Found a break; - bot = bheight; - - if (bot < realbot) - bot = realbot; - - endbot = endbheight; - - if (endbot < endrealbot) - endbot = endrealbot; + // Found a break + // The heights are clamped to ensure the polygon doesn't cross itself. + bot = min(max(bheight, realbot), top); + endbot = min(max(endbheight, endrealbot), endtop); Surf->PolyColor.s.alpha = alpha; @@ -1032,6 +1007,42 @@ static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf) // PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer } +// Returns true if the midtexture is visible, and false if... it isn't... +static boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf) +{ + FUINT blendmode = PF_Masked; + + pSurf->PolyColor.s.alpha = 0xFF; + + if (!gl_curline->polyseg) + { + if (gl_linedef->blendmode && gl_linedef->blendmode != AST_FOG) + { + if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) + blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), pSurf); + else + blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode); + } + else if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) + blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), pSurf); + } + else if (gl_curline->polyseg->translucency > 0) + { + // Polyobject translucency is done differently + if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn + return false; + else + blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, pSurf); + } + + if (blendmode != PF_Masked && pSurf->PolyColor.s.alpha == 0x00) + return false; + + pSurf->PolyFlags = blendmode; + + return true; +} + // // HWR_ProcessSeg // A portion or all of a wall segment will be drawn, from startfrac to endfrac, @@ -1050,16 +1061,9 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom fixed_t worldhighslope = 0, worldlowslope = 0; fixed_t v1x, v1y, v2x, v2y; - GLMapTexture_t *grTex = NULL; - float cliplow = 0.0f, cliphigh = 0.0f; - INT32 gl_midtexture; fixed_t h, l; // 3D sides and 2s middle textures fixed_t hS, lS; - FUINT lightnum = 0; // shut up compiler - extracolormap_t *colormap; - FSurfaceInfo Surf; - gl_sidedef = gl_curline->sidedef; gl_linedef = gl_curline->linedef; @@ -1093,22 +1097,25 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[2].z = wallVerts[1].z = ve.y; // x offset the texture - { - fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset; - cliplow = (float)texturehpeg; - cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT)); - } + fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset; + float cliplow = (float)texturehpeg; + float cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT)); - lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y); - colormap = gl_frontsector->extra_colormap; + FUINT lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y); + extracolormap_t *colormap = gl_frontsector->extra_colormap; - if (gl_frontsector) - Surf.PolyColor.s.alpha = 255; + FSurfaceInfo Surf; + Surf.PolyColor.s.alpha = 255; + + INT32 gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture); + GLMapTexture_t *grTex = NULL; + // two sided line if (gl_backsector) { INT32 gl_toptexture = 0, gl_bottomtexture = 0; - // two sided line + fixed_t texturevpeg; + boolean bothceilingssky = false; // turned on if both back and front ceilings are sky boolean bothfloorssky = false; // likewise, but for floors @@ -1138,51 +1145,47 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // check TOP TEXTURE if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture) { - { - fixed_t texturevpegtop; // top - - grTex = HWR_GetTexture(gl_toptexture); + // PEGGING + if (gl_linedef->flags & ML_DONTPEGTOP) + texturevpeg = 0; + else if (gl_linedef->flags & ML_SKEWTD) + texturevpeg = worldhigh + textureheight[gl_toptexture] - worldtop; + else + texturevpeg = gl_backsector->ceilingheight + textureheight[gl_toptexture] - gl_frontsector->ceilingheight; - // PEGGING - if (gl_linedef->flags & ML_DONTPEGTOP) - texturevpegtop = 0; - else if (gl_linedef->flags & ML_SKEWTD) - texturevpegtop = worldhigh + textureheight[gl_sidedef->toptexture] - worldtop; - else - texturevpegtop = gl_backsector->ceilingheight + textureheight[gl_sidedef->toptexture] - gl_frontsector->ceilingheight; + texturevpeg += gl_sidedef->rowoffset; - texturevpegtop += gl_sidedef->rowoffset; + // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway + texturevpeg %= textureheight[gl_toptexture]; - // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway - texturevpegtop %= (textures[gl_toptexture]->height)<<FRACBITS; + grTex = HWR_GetTexture(gl_toptexture); - wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * grTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; - // Adjust t value for sloped walls - if (!(gl_linedef->flags & ML_SKEWTD)) - { - // Unskewed - wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY; - wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * grTex->scaleY; - wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * grTex->scaleY; - wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * grTex->scaleY; - } - else if (gl_linedef->flags & ML_DONTPEGTOP) - { - // Skewed by top - wallVerts[0].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY; - wallVerts[1].t = (texturevpegtop + worldtopslope - worldhighslope) * grTex->scaleY; - } - else - { - // Skewed by bottom - wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY; - wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY; - } + // Adjust t value for sloped walls + if (!(gl_linedef->flags & ML_SKEWTD)) + { + // Unskewed + wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY; + wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * grTex->scaleY; + wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * grTex->scaleY; + wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * grTex->scaleY; + } + else if (gl_linedef->flags & ML_DONTPEGTOP) + { + // Skewed by top + wallVerts[0].t = (texturevpeg + worldtop - worldhigh) * grTex->scaleY; + wallVerts[1].t = (texturevpeg + worldtopslope - worldhighslope) * grTex->scaleY; + } + else + { + // Skewed by bottom + wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldtop - worldhigh) * grTex->scaleY; + wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY; } // set top/bottom coords @@ -1200,55 +1203,48 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } // check BOTTOM TEXTURE - if (( - worldlowslope > worldbottomslope || - worldlow > worldbottom) && gl_bottomtexture) //only if VISIBLE!!! + if ((worldlowslope > worldbottomslope || worldlow > worldbottom) && gl_bottomtexture) { - { - fixed_t texturevpegbottom = 0; // bottom - - grTex = HWR_GetTexture(gl_bottomtexture); + // PEGGING + if (!(gl_linedef->flags & ML_DONTPEGBOTTOM)) + texturevpeg = 0; + else if (gl_linedef->flags & ML_SKEWTD) + texturevpeg = worldbottom - worldlow; + else + texturevpeg = gl_frontsector->floorheight - gl_backsector->floorheight; - // PEGGING - if (!(gl_linedef->flags & ML_DONTPEGBOTTOM)) - texturevpegbottom = 0; - else if (gl_linedef->flags & ML_SKEWTD) - texturevpegbottom = worldbottom - worldlow; - else - texturevpegbottom = gl_frontsector->floorheight - gl_backsector->floorheight; + texturevpeg += gl_sidedef->rowoffset; - texturevpegbottom += gl_sidedef->rowoffset; + // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway + texturevpeg %= textureheight[gl_bottomtexture]; - // This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway - texturevpegbottom %= (textures[gl_bottomtexture]->height)<<FRACBITS; + grTex = HWR_GetTexture(gl_bottomtexture); - wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gl_backsector->floorheight - gl_frontsector->floorheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_backsector->floorheight - gl_frontsector->floorheight) * grTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; - // Adjust t value for sloped walls - if (!(gl_linedef->flags & ML_SKEWTD)) - { - // Unskewed - wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY; - wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * grTex->scaleY; - wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * grTex->scaleY; - wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * grTex->scaleY; - } - else if (gl_linedef->flags & ML_DONTPEGBOTTOM) - { - // Skewed by bottom - wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY; - //wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this - wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY; - } - else - { - // Skewed by top - wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY; - wallVerts[1].t = (texturevpegbottom + worldlowslope - worldbottomslope) * grTex->scaleY; - } + // Adjust t value for sloped walls + if (!(gl_linedef->flags & ML_SKEWTD)) + { + // Unskewed + wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY; + wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * grTex->scaleY; + wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * grTex->scaleY; + wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * grTex->scaleY; + } + else if (gl_linedef->flags & ML_DONTPEGBOTTOM) + { + // Skewed by bottom + wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldlow - worldbottom) * grTex->scaleY; + wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY; + } + else + { + // Skewed by top + wallVerts[0].t = (texturevpeg + worldlow - worldbottom) * grTex->scaleY; + wallVerts[1].t = (texturevpeg + worldlowslope - worldbottomslope) * grTex->scaleY; } // set top/bottom coords @@ -1265,13 +1261,10 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } - gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture); - if (gl_midtexture) + // Render midtexture if there's one. Determine if it's visible first, though + if (gl_midtexture && HWR_BlendMidtextureSurface(&Surf)) { - FBITFIELD blendmode; sector_t *front, *back; - fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut; - fixed_t texturevpeg = 0; INT32 repeats; if (gl_linedef->frontsector->heightsec != -1) @@ -1300,57 +1293,77 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom else low = back->floorheight; - repeats = (high - low)/textureheight[gl_sidedef->midtexture]; - if ((high-low)%textureheight[gl_sidedef->midtexture]) + repeats = (high - low) / textureheight[gl_midtexture]; + if ((high - low) % textureheight[gl_midtexture]) repeats++; // tile an extra time to fill the gap -- Monster Iestyn } else repeats = 1; - // SoM: a little note: This code re-arranging will - // fix the bug in Nimrod map02. popentop and popenbottom + // SoM: a little note: popentop and popenbottom // record the limits the texture can be displayed in. // polytop and polybottom, are the ideal (i.e. unclipped) // heights of the polygon, and h & l, are the final (clipped) // poly coords. + fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut; + fixed_t popentopslope, popenbottomslope, polytopslope, polybottomslope, lowcutslope, highcutslope; // NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to, // you must use the linedef's backsector to be correct // From CB if (gl_curline->polyseg) { - popentop = back->ceilingheight; - popenbottom = back->floorheight; + popentop = popentopslope = back->ceilingheight; + popenbottom = popenbottomslope = back->floorheight; } else { popentop = min(worldtop, worldhigh); popenbottom = max(worldbottom, worldlow); + popentopslope = min(worldtopslope, worldhighslope); + popenbottomslope = max(worldbottomslope, worldlowslope); } + // Find the wall's coordinates + fixed_t midtexheight = textureheight[gl_midtexture] * repeats; + + // Texture is not skewed if (gl_linedef->flags & ML_NOSKEW) { + // Peg it to the floor if (gl_linedef->flags & ML_MIDPEG) { polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset; - polytop = polybottom + textureheight[gl_midtexture]*repeats; + polytop = polybottom + midtexheight; } + // Peg it to the ceiling else { polytop = min(front->ceilingheight, back->ceilingheight) + gl_sidedef->rowoffset; - polybottom = polytop - textureheight[gl_midtexture]*repeats; + polybottom = polytop - midtexheight; } + + // The right side's coordinates are the the same as the left side + polytopslope = polytop; + polybottomslope = polybottom; } + // Skew the texture, but peg it to the floor else if (gl_linedef->flags & ML_MIDPEG) { polybottom = popenbottom + gl_sidedef->rowoffset; - polytop = polybottom + textureheight[gl_midtexture]*repeats; + polytop = polybottom + midtexheight; + polybottomslope = popenbottomslope + gl_sidedef->rowoffset; + polytopslope = polybottomslope + midtexheight; } + // Skew it according to the ceiling's slope else { polytop = popentop + gl_sidedef->rowoffset; - polybottom = polytop - textureheight[gl_midtexture]*repeats; + polybottom = polytop - midtexheight; + polytopslope = popentopslope + gl_sidedef->rowoffset; + polybottomslope = polytopslope - midtexheight; } + // CB // NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to, // you must use the linedef's backsector to be correct @@ -1358,105 +1371,59 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom { lowcut = polybottom; highcut = polytop; + lowcutslope = polybottomslope; + highcutslope = polytopslope; } else { // The cut-off values of a linedef can always be constant, since every line has an absoulute front and or back sector lowcut = popenbottom; highcut = popentop; + lowcutslope = popenbottomslope; + highcutslope = popentopslope; } h = min(highcut, polytop); l = max(polybottom, lowcut); + hS = min(highcutslope, polytopslope); + lS = max(polybottomslope, lowcutslope); - { - // PEGGING - if (gl_linedef->flags & ML_MIDPEG) - texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom; - else - texturevpeg = polytop - h; + // PEGGING + fixed_t texturevpegslope; - grTex = HWR_GetTexture(gl_midtexture); - - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + if (gl_linedef->flags & ML_MIDPEG) + { + texturevpeg = midtexheight - h + polybottom; + texturevpegslope = midtexheight - hS + polybottomslope; } - - // set top/bottom coords - // Take the texture peg into account, rather than changing the offsets past - // where the polygon might not be. - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h); - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l); - - // Correct to account for slopes + else { - fixed_t midtextureslant; - - if (gl_linedef->flags & ML_NOSKEW) - midtextureslant = 0; - else if (gl_linedef->flags & ML_MIDPEG) - midtextureslant = worldlow < worldbottom - ? worldbottomslope-worldbottom - : worldlowslope-worldlow; - else - midtextureslant = worldtop < worldhigh - ? worldtopslope-worldtop - : worldhighslope-worldhigh; + texturevpeg = polytop - h; + texturevpegslope = polytopslope - hS; + } - polytop += midtextureslant; - polybottom += midtextureslant; + grTex = HWR_GetTexture(gl_midtexture); - highcut += worldtop < worldhigh - ? worldtopslope-worldtop - : worldhighslope-worldhigh; - lowcut += worldlow < worldbottom - ? worldbottomslope-worldbottom - : worldlowslope-worldlow; + // Left side + wallVerts[3].t = texturevpeg * grTex->scaleY; + wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - // Texture stuff - h = min(highcut, polytop); - l = max(polybottom, lowcut); + // Right side + wallVerts[2].t = texturevpegslope * grTex->scaleY; + wallVerts[1].t = (hS - lS + texturevpegslope) * grTex->scaleY; + wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; - { - // PEGGING - if (gl_linedef->flags & ML_MIDPEG) - texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom; - else - texturevpeg = polytop - h; - wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY; - } - - wallVerts[2].y = FIXED_TO_FLOAT(h); - wallVerts[1].y = FIXED_TO_FLOAT(l); - } - - // set alpha for transparent walls - // ooops ! this do not work at all because render order we should render it in backtofront order - if (gl_linedef->blendmode && gl_linedef->blendmode != AST_FOG) - { - if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) - blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), &Surf); - else - blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode); - } - else if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) - blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), &Surf); - else - blendmode = PF_Masked; + // set top/bottom coords + // Take the texture peg into account, rather than changing the offsets past + // where the polygon might not be. + wallVerts[3].y = FIXED_TO_FLOAT(h); + wallVerts[0].y = FIXED_TO_FLOAT(l); + wallVerts[2].y = FIXED_TO_FLOAT(hS); + wallVerts[1].y = FIXED_TO_FLOAT(lS); - if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0) - { - if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn - { - Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode - blendmode = PF_Masked; - } - else - blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf); - } + // TODO: Actually use the surface's flags so that I don't have to do this + FUINT blendmode = Surf.PolyFlags; // Render midtextures on two-sided lines with a z-buffer offset. // This will cause the midtexture appear on top, if a FOF overlaps with it. @@ -1479,66 +1446,60 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // No longer so much a mess as before! if (!gl_curline->polyseg) // Don't do it for polyobjects { - if (gl_frontsector->ceilingpic == skyflatnum) + if (gl_frontsector->ceilingpic == skyflatnum + && gl_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky { - if (gl_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky - { - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); - HWR_DrawSkyWall(wallVerts, &Surf); - } + wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space + wallVerts[0].y = FIXED_TO_FLOAT(worldtop); + wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); + HWR_DrawSkyWall(wallVerts, &Surf); } - if (gl_frontsector->floorpic == skyflatnum) + if (gl_frontsector->floorpic == skyflatnum + && gl_backsector->floorpic != skyflatnum) // same thing here { - if (gl_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky - { - wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space - HWR_DrawSkyWall(wallVerts, &Surf); - } + wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); + wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); + wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space + HWR_DrawSkyWall(wallVerts, &Surf); } } } else { // Single sided line... Deal only with the middletexture (if one exists) - gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture); - if (gl_midtexture && gl_linedef->special != 41) // (Ignore horizon line for OGL) + if (gl_midtexture && gl_linedef->special != HORIZONSPECIAL) // (Ignore horizon line for OGL) { - { - fixed_t texturevpeg; - // PEGGING - if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_NOSKEW)) == (ML_DONTPEGBOTTOM|ML_NOSKEW)) - texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset; - else if (gl_linedef->flags & ML_DONTPEGBOTTOM) - texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset; - else - // top of texture at top - texturevpeg = gl_sidedef->rowoffset; - - grTex = HWR_GetTexture(gl_midtexture); - - wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; - wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * grTex->scaleY; - wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; - wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; - - // Texture correction for slopes - if (gl_linedef->flags & ML_NOSKEW) { - wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY; - wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY; - wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY; - wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * grTex->scaleY; - } else if (gl_linedef->flags & ML_DONTPEGBOTTOM) { - wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY; - wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY; - } else { - wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY; - wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY; - } + fixed_t texturevpeg; + + // PEGGING + if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_NOSKEW)) == (ML_DONTPEGBOTTOM|ML_NOSKEW)) + texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset; + else if (gl_linedef->flags & ML_DONTPEGBOTTOM) + texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset; + else + // top of texture at top + texturevpeg = gl_sidedef->rowoffset; + + grTex = HWR_GetTexture(gl_midtexture); + + wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY; + wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * grTex->scaleY; + wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX; + wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX; + + // Texture correction for slopes + if (gl_linedef->flags & ML_NOSKEW) { + wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY; + wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY; + wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY; + wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * grTex->scaleY; + } else if (gl_linedef->flags & ML_DONTPEGBOTTOM) { + wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY; + wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY; + } else { + wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY; + wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY; } //Set textures properly on single sided walls that are sloped @@ -1578,9 +1539,8 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } } - //Hurdler: 3d-floors test - if (gl_frontsector && gl_backsector && !Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags) && (gl_backsector->ffloors || gl_frontsector->ffloors)) + if (gl_backsector && !Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags) && (gl_backsector->ffloors || gl_frontsector->ffloors)) { ffloor_t * rover; fixed_t highcut = 0, lowcut = 0; @@ -1735,7 +1695,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom { FBITFIELD blendmode = PF_Masked; - if ((rover->fofflags & FOF_TRANSLUCENT && rover->alpha < 256) || rover->blend) + if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) { blendmode = rover->blend ? HWR_GetBlendModeFlag(rover->blend) : PF_Translucent; Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; @@ -1858,7 +1818,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom { FBITFIELD blendmode = PF_Masked; - if ((rover->fofflags & FOF_TRANSLUCENT && rover->alpha < 256) || rover->blend) + if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) { blendmode = rover->blend ? HWR_GetBlendModeFlag(rover->blend) : PF_Translucent; Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1; @@ -2691,13 +2651,13 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, float height = FIXED_TO_FLOAT(fixedheight); // constant y for all points on the convex flat polygon float flatxref, flatyref; float fflatwidth = 64.0f, fflatheight = 64.0f; - INT32 flatflag = 63; + UINT16 flatflag = 63; boolean texflat = false; float scrollx = 0.0f, scrolly = 0.0f; + float tempxsow, tempytow, anglef = 0.0f; angle_t angle = 0; - fixed_t tempxs, tempyt; static FOutVector *planeVerts = NULL; static UINT16 numAllocedPlaneVerts = 0; @@ -2724,31 +2684,8 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, if (levelflat->type == LEVELFLAT_FLAT) { size_t len = W_LumpLength(levelflat->u.flat.lumpnum); - switch (len) - { - case 4194304: // 2048x2048 lump - fflatwidth = fflatheight = 2048.0f; - break; - case 1048576: // 1024x1024 lump - fflatwidth = fflatheight = 1024.0f; - break; - case 262144:// 512x512 lump - fflatwidth = fflatheight = 512.0f; - break; - case 65536: // 256x256 lump - fflatwidth = fflatheight = 256.0f; - break; - case 16384: // 128x128 lump - fflatwidth = fflatheight = 128.0f; - break; - case 1024: // 32x32 lump - fflatwidth = fflatheight = 32.0f; - break; - default: // 64x64 lump - fflatwidth = fflatheight = 64.0f; - break; - } - flatflag = ((INT32)fflatwidth)-1; + flatflag = R_GetFlatSize(len) - 1; + fflatwidth = fflatheight = (float)(flatflag + 1); } else { @@ -2811,20 +2748,13 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, if (angle) // Only needs to be done if there's an altered angle { - angle = (InvAngle(angle))>>ANGLETOFINESHIFT; + tempxsow = flatxref; + tempytow = flatyref; - // This needs to be done so that it scrolls in a different direction after rotation like software - /*tempxs = FLOAT_TO_FIXED(scrollx); - tempyt = FLOAT_TO_FIXED(scrolly); - scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); - scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));*/ + anglef = ANG2RAD(InvAngle(angle)); - // This needs to be done so everything aligns after rotation - // It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does - tempxs = FLOAT_TO_FIXED(flatxref); - tempyt = FLOAT_TO_FIXED(flatyref); - flatxref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); - flatyref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle)))); + flatxref = (tempxsow * cos(anglef)) - (tempytow * sin(anglef)); + flatyref = (tempxsow * sin(anglef)) + (tempytow * cos(anglef)); } for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++) @@ -2845,10 +2775,11 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, // Need to rotate before translate if (angle) // Only needs to be done if there's an altered angle { - tempxs = FLOAT_TO_FIXED(v3d->s); - tempyt = FLOAT_TO_FIXED(v3d->t); - v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle)))); - v3d->t = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle)))); + tempxsow = v3d->s; + tempytow = v3d->t; + + v3d->s = (tempxsow * cos(anglef)) - (tempytow * sin(anglef)); + v3d->t = (tempxsow * sin(anglef)) + (tempytow * cos(anglef)); } v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x); @@ -2968,6 +2899,7 @@ static void HWR_Subsector(size_t num) INT32 light = 0; extracolormap_t *floorcolormap; extracolormap_t *ceilingcolormap; + ffloor_t *rover; #ifdef PARANOIA //no risk while developing, enough debugging nights! if (num >= addsubsector) @@ -3025,7 +2957,22 @@ static void HWR_Subsector(size_t num) if (gl_frontsector->ffloors) { - if (gl_frontsector->moved) + boolean anyMoved = gl_frontsector->moved; + + if (anyMoved == false) + { + for (rover = gl_frontsector->ffloors; rover; rover = rover->next) + { + sector_t *controlSec = §ors[rover->secnum]; + if (controlSec->moved == true) + { + anyMoved = true; + break; + } + } + } + + if (anyMoved == true) { gl_frontsector->numlights = sub->sector->numlights = 0; R_Prep3DFloors(gl_frontsector); @@ -3104,7 +3051,6 @@ static void HWR_Subsector(size_t num) if (gl_frontsector->ffloors) { /// \todo fix light, xoffs, yoffs, extracolormap ? - ffloor_t * rover; for (rover = gl_frontsector->ffloors; rover; rover = rover->next) { @@ -3139,7 +3085,7 @@ static void HWR_Subsector(size_t num) alpha, rover->master->frontsector, PF_Fog|PF_NoTexture, true, rover->master->frontsector->extra_colormap); } - else if ((rover->fofflags & FOF_TRANSLUCENT && rover->alpha < 256) || rover->blend) // SoM: Flags are more efficient + else if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) // SoM: Flags are more efficient { light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); @@ -3185,7 +3131,7 @@ static void HWR_Subsector(size_t num) alpha, rover->master->frontsector, PF_Fog|PF_NoTexture, true, rover->master->frontsector->extra_colormap); } - else if ((rover->fofflags & FOF_TRANSLUCENT && rover->alpha < 256) || rover->blend) + else if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) { light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false); @@ -3195,7 +3141,7 @@ static void HWR_Subsector(size_t num) *rover->topheight, *gl_frontsector->lightlist[light].lightlevel, rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, - HWR_RippleBlend(gl_frontsector, rover, false) | (rover->blend ? HWR_GetBlendModeFlag(rover->blend) : PF_Translucent), + HWR_RippleBlend(gl_frontsector, rover, false) | (rover->blend ? HWR_GetBlendModeFlag(rover->blend) : PF_Translucent), false, *gl_frontsector->lightlist[light].extra_colormap); } else @@ -3616,6 +3562,18 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) fixed_t slopez; pslope_t *groundslope; + // uncapped/interpolation + interpmobjstate_t interp = {0}; + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &interp); + } + groundz = R_GetShadowZ(thing, &groundslope); heightsec = thing->subsector->sector->heightsec; @@ -3636,7 +3594,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) return; } - floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz); + floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz); alpha = floordiff / (4*FRACUNIT) + 75; if (alpha >= 255) return; @@ -3650,8 +3608,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height); fscale = FIXED_TO_FLOAT(scalemul); - fx = FIXED_TO_FLOAT(thing->x); - fy = FIXED_TO_FLOAT(thing->y); + fx = FIXED_TO_FLOAT(interp.x); + fy = FIXED_TO_FLOAT(interp.y); // 3--2 // | /| @@ -3729,12 +3687,44 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts && spr && spr->mobj && !R_ThingIsPaperSprite(spr->mobj) && wallVerts) { - float basey = FIXED_TO_FLOAT(spr->mobj->z); - float lowy = wallVerts[0].y; - if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip + // uncapped/interpolation + interpmobjstate_t interp = {0}; + float basey, lowy; + + // do interpolation + if (R_UsingFrameInterpolation() && !paused) { - basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height); + if (precip) + { + R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp); + } } + else + { + if (precip) + { + R_InterpolatePrecipMobjState((precipmobj_t *)spr->mobj, FRACUNIT, &interp); + } + else + { + R_InterpolateMobjState(spr->mobj, FRACUNIT, &interp); + } + } + + if (P_MobjFlip(spr->mobj) == -1) + { + basey = FIXED_TO_FLOAT(interp.z + spr->mobj->height); + } + else + { + basey = FIXED_TO_FLOAT(interp.z); + } + lowy = wallVerts[0].y; + // Rotate sprites to fully billboard with the camera // X, Y, AND Z need to be manipulated for the polys to rotate around the // origin, because of how the origin setting works I believe that should @@ -4112,7 +4102,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) scale *= spr->shadowscale; if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD) - angle = spr->mobj->angle; + angle = spr->angle; else angle = viewangle; @@ -4167,8 +4157,8 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) // Translate for (i = 0; i < 4; i++) { - wallVerts[i].x = rotated[i].x + FIXED_TO_FLOAT(spr->mobj->x); - wallVerts[i].z = rotated[i].y + FIXED_TO_FLOAT(spr->mobj->y); + wallVerts[i].x = rotated[i].x + spr->x1; + wallVerts[i].z = rotated[i].y + spr->z1; } if (renderflags & (RF_SLOPESPLAT | RF_OBJECTSLOPESPLAT)) @@ -4195,7 +4185,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) else { for (i = 0; i < 4; i++) - wallVerts[i].y = FIXED_TO_FLOAT(spr->mobj->z) + zoffset; + wallVerts[i].y = FIXED_TO_FLOAT(spr->gz) + zoffset; } } else @@ -4641,7 +4631,7 @@ void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boo planeinfo[numplanes].isceiling = isceiling; planeinfo[numplanes].fixedheight = fixedheight; - planeinfo[numplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255; + planeinfo[numplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? 255 : lightlevel; planeinfo[numplanes].levelflat = levelflat; planeinfo[numplanes].xsub = xsub; planeinfo[numplanes].alpha = alpha; @@ -4672,7 +4662,7 @@ void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polyse polyplaneinfo[numpolyplanes].isceiling = isceiling; polyplaneinfo[numpolyplanes].fixedheight = fixedheight; - polyplaneinfo[numpolyplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255; + polyplaneinfo[numpolyplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? 255 : lightlevel; polyplaneinfo[numpolyplanes].levelflat = levelflat; polyplaneinfo[numpolyplanes].polysector = polysector; polyplaneinfo[numpolyplanes].alpha = alpha; @@ -5013,7 +5003,6 @@ static void HWR_ProjectSprite(mobj_t *thing) INT32 heightsec, phs; const boolean splat = R_ThingIsFloorSprite(thing); const boolean papersprite = (R_ThingIsPaperSprite(thing) && !splat); - angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle); float z1, z2; fixed_t spr_width, spr_height; @@ -5023,10 +5012,10 @@ static void HWR_ProjectSprite(mobj_t *thing) INT32 rollangle = 0; #endif - if (!thing) - return; + // uncapped/interpolation + interpmobjstate_t interp = {0}; - if (thing->spritexscale < 1 || thing->spriteyscale < 1) + if (!thing) return; INT32 blendmode; @@ -5044,13 +5033,26 @@ static void HWR_ProjectSprite(mobj_t *thing) dispoffset = thing->info->dispoffset; - this_scale = FIXED_TO_FLOAT(thing->scale); - spritexscale = FIXED_TO_FLOAT(thing->spritexscale); - spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale); + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &interp); + } + + if (interp.spritexscale < 1 || interp.spriteyscale < 1) + return; + + this_scale = FIXED_TO_FLOAT(interp.scale); + spritexscale = FIXED_TO_FLOAT(interp.spritexscale); + spriteyscale = FIXED_TO_FLOAT(interp.spriteyscale); // transform the origin point - tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx; - tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy; + tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx; + tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy; // rotation around vertical axis tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin); @@ -5073,8 +5075,8 @@ static void HWR_ProjectSprite(mobj_t *thing) } // The above can stay as it works for cutting sprites that are too close - tr_x = FIXED_TO_FLOAT(thing->x); - tr_y = FIXED_TO_FLOAT(thing->y); + tr_x = FIXED_TO_FLOAT(interp.x); + tr_y = FIXED_TO_FLOAT(interp.y); // decide which patch to use for sprite relative to player #ifdef RANGECHECK @@ -5122,9 +5124,16 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif - ang = R_PointToAngle (thing->x, thing->y) - mobjangle; - if (mirrored) - ang = InvAngle(ang); + if (splat) + { + ang = R_PointToAngle2(0, viewz, 0, interp.z); + } + else + { + ang = R_PointToAngle (interp.x, interp.y) - interp.angle; + if (mirrored) + ang = InvAngle(ang); + } if (sprframe->rotate == SRF_SINGLE) { @@ -5190,8 +5199,8 @@ static void HWR_ProjectSprite(mobj_t *thing) if (thing->renderflags & RF_ABSOLUTEOFFSETS) { - spr_offset = thing->spritexoffset; - spr_topoffset = thing->spriteyoffset; + spr_offset = interp.spritexoffset; + spr_topoffset = interp.spriteyoffset; } else { @@ -5200,14 +5209,14 @@ static void HWR_ProjectSprite(mobj_t *thing) if ((thing->renderflags & RF_FLIPOFFSETS) && flip) flipoffset = -1; - spr_offset += thing->spritexoffset * flipoffset; - spr_topoffset += thing->spriteyoffset * flipoffset; + spr_offset += interp.spritexoffset * flipoffset; + spr_topoffset += interp.spriteyoffset * flipoffset; } if (papersprite) { - rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT)); + rightsin = FIXED_TO_FLOAT(FINESINE(interp.angle >> ANGLETOFINESHIFT)); + rightcos = FIXED_TO_FLOAT(FINECOSINE(interp.angle >> ANGLETOFINESHIFT)); } else { @@ -5223,11 +5232,24 @@ static void HWR_ProjectSprite(mobj_t *thing) if (caster && !P_MobjWasRemoved(caster)) { - fixed_t groundz = R_GetShadowZ(thing, NULL); - fixed_t floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + caster->z - groundz); + interpmobjstate_t casterinterp = { 0 }; + fixed_t groundz; + fixed_t floordiff; + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(caster, rendertimefrac, &casterinterp); + } + else + { + R_InterpolateMobjState(caster, FRACUNIT, &casterinterp); + } + + groundz = R_GetShadowZ(thing, NULL); + floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz); shadowheight = FIXED_TO_FLOAT(floordiff); - shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, caster->scale)); + shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale)); if (splat) spritexscale *= shadowscale; @@ -5238,43 +5260,52 @@ static void HWR_ProjectSprite(mobj_t *thing) this_xscale = spritexscale * this_scale; this_yscale = spriteyscale * this_scale; - if (flip) + if (splat) { - x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale); - x2 = (FIXED_TO_FLOAT(spr_offset) * this_xscale); + z1 = z2 = tr_y; + x1 = x2 = tr_x; + gz = gzt = interp.z; } else { - x1 = (FIXED_TO_FLOAT(spr_offset) * this_xscale); - x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale); - } + if (flip) + { + x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale); + x2 = (FIXED_TO_FLOAT(spr_offset) * this_xscale); + } + else + { + x1 = (FIXED_TO_FLOAT(spr_offset) * this_xscale); + x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale); + } - // test if too close -/* - if (papersprite) - { - z1 = tz - x1 * angle_scalez; - z2 = tz + x2 * angle_scalez; + // test if too close + /* + if (papersprite) + { + z1 = tz - x1 * angle_scalez; + z2 = tz + x2 * angle_scalez; - if (max(z1, z2) < ZCLIP_PLANE) - return; - } -*/ + if (max(z1, z2) < ZCLIP_PLANE) + return; + } + */ - z1 = tr_y + x1 * rightsin; - z2 = tr_y - x2 * rightsin; - x1 = tr_x + x1 * rightcos; - x2 = tr_x - x2 * rightcos; + z1 = tr_y + x1 * rightsin; + z2 = tr_y - x2 * rightsin; + x1 = tr_x + x1 * rightcos; + x2 = tr_x - x2 * rightcos; - if (vflip) - { - gz = FIXED_TO_FLOAT(thing->z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); - gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale); - } - else - { - gzt = FIXED_TO_FLOAT(thing->z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); - gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale); + if (vflip) + { + gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); + gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale); + } + else + { + gzt = FIXED_TO_FLOAT(interp.z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); + gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale); + } } if (thing->subsector->sector->cullheight) @@ -5292,7 +5323,7 @@ static void HWR_ProjectSprite(mobj_t *thing) if (heightsec != -1 && phs != -1) // only clip things which are in special sectors { float top = gzt; - float bottom = FIXED_TO_FLOAT(thing->z); + float bottom = FIXED_TO_FLOAT(interp.z); if (R_ThingIsFloorSprite(thing)) top = bottom; @@ -5309,13 +5340,24 @@ static void HWR_ProjectSprite(mobj_t *thing) if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) { + interpmobjstate_t tracer_interp = { 0 }; + if (! R_ThingVisible(thing->tracer)) return; + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing->tracer, rendertimefrac, &tracer_interp); + } + else + { + R_InterpolateMobjState(thing->tracer, FRACUNIT, &tracer_interp); + } + // calculate tz for tracer, same way it is calculated for this sprite // transform the origin point - tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gl_viewx; - tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gl_viewy; + tr_x = FIXED_TO_FLOAT(tracer_interp.x) - gl_viewx; + tr_y = FIXED_TO_FLOAT(tracer_interp.y) - gl_viewy; // rotation around vertical axis tracertz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin); @@ -5420,6 +5462,8 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->vflip = vflip; vis->precip = false; + + vis->angle = interp.angle; } #ifdef HWPRECIP @@ -5438,6 +5482,9 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) unsigned rot = 0; UINT8 flip; + if (!thing) + return; + // Visibility check by the blend mode. if (thing->frame & FF_TRANSMASK) { @@ -5445,9 +5492,22 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) return; } + // uncapped/interpolation + interpmobjstate_t interp = {0}; + + // do interpolation + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp); + } + // transform the origin point - tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx; - tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy; + tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx; + tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy; // rotation around vertical axis tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin); @@ -5456,8 +5516,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) if (tz < ZCLIP_PLANE) return; - tr_x = FIXED_TO_FLOAT(thing->x); - tr_y = FIXED_TO_FLOAT(thing->y); + tr_x = FIXED_TO_FLOAT(interp.x); + tr_y = FIXED_TO_FLOAT(interp.y); // decide which patch to use for sprite relative to player if ((unsigned)thing->sprite >= numsprites) @@ -5520,7 +5580,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) vis->colormap = NULL; // set top/bottom coords - vis->gzt = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset); + vis->gzt = FIXED_TO_FLOAT(interp.z + spritecachedinfo[lumpoff].topoffset); vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height); vis->precip = true; @@ -6655,7 +6715,8 @@ void HWR_DoPostProcessor(player_t *player) { // 10 by 10 grid. 2 coordinates (xy) float v[SCREENVERTS][SCREENVERTS][2]; - static double disStart = 0; + float disStart = (leveltime-1) + FIXED_TO_FLOAT(rendertimefrac); + UINT8 x, y; INT32 WAVELENGTH; INT32 AMPLITUDE; @@ -6664,15 +6725,15 @@ void HWR_DoPostProcessor(player_t *player) // Modifies the wave. if (*type == postimg_water) { - WAVELENGTH = 20; // Lower is longer - AMPLITUDE = 20; // Lower is bigger - FREQUENCY = 16; // Lower is faster + WAVELENGTH = 5; + AMPLITUDE = 20; + FREQUENCY = 8; } else { - WAVELENGTH = 10; // Lower is longer - AMPLITUDE = 30; // Lower is bigger - FREQUENCY = 4; // Lower is faster + WAVELENGTH = 10; + AMPLITUDE = 60; + FREQUENCY = 4; } for (x = 0; x < SCREENVERTS; x++) @@ -6685,8 +6746,6 @@ void HWR_DoPostProcessor(player_t *player) } } HWD.pfnPostImgRedraw(v); - if (!(paused || P_AutoPause())) - disStart += 1; // Capture the screen again for screen waving on the intermission if(gamestate != GS_INTERMISSION) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index a003163dbe3b4dc375e6ba0af788d0530a337ad1..f33d67bbbf015e2fb7777c4ad84ec50736e4e7f4 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -30,6 +30,7 @@ #include "hw_md2.h" #include "../d_main.h" #include "../r_bsp.h" +#include "../r_fps.h" #include "../r_main.h" #include "../m_misc.h" #include "../w_wad.h" @@ -1338,8 +1339,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) { patch_t *gpatch, *blendgpatch; GLPatch_t *hwrPatch = NULL, *hwrBlendPatch = NULL; - INT32 durs = spr->mobj->state->tics; - INT32 tics = spr->mobj->tics; + float durs = (float)spr->mobj->state->tics; + float tics = (float)spr->mobj->tics; const boolean papersprite = (R_ThingIsPaperSprite(spr->mobj) && !R_ThingIsFloorSprite(spr->mobj)); const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(spr->mobj)); const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !R_ThingHorizontallyFlipped(spr->mobj)); @@ -1349,6 +1350,16 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) angle_t ang; INT32 mod; float finalscale; + interpmobjstate_t interp; + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(spr->mobj, FRACUNIT, &interp); + } // Apparently people don't like jump frames like that, so back it goes //if (tics > durs) @@ -1498,8 +1509,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) if (spr->mobj->frame & FF_ANIMATE) { // set duration and tics to be the correct values for FF_ANIMATE states - durs = spr->mobj->state->var2; - tics = spr->mobj->anim_duration; + durs = (float)spr->mobj->state->var2; + tics = (float)spr->mobj->anim_duration; } frame = (spr->mobj->frame & FF_FRAMEMASK); @@ -1523,7 +1534,11 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) } #ifdef USE_MODEL_NEXTFRAME -#define INTERPOLERATION_LIMIT TICRATE/4 + // Interpolate the model interpolation. (lol) + tics -= FixedToFloat(rendertimefrac); + +#define INTERPOLERATION_LIMIT (TICRATE * 0.25f) + if (cv_glmodelinterpolation.value && tics <= durs && tics <= INTERPOLERATION_LIMIT) { if (durs > INTERPOLERATION_LIMIT) @@ -1572,13 +1587,13 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) #endif //Hurdler: it seems there is still a small problem with mobj angle - p.x = FIXED_TO_FLOAT(spr->mobj->x); - p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset; + p.x = FIXED_TO_FLOAT(interp.x); + p.y = FIXED_TO_FLOAT(interp.y)+md2->offset; if (flip) - p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height); + p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height); else - p.z = FIXED_TO_FLOAT(spr->mobj->z); + p.z = FIXED_TO_FLOAT(interp.z); if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2]; @@ -1589,16 +1604,13 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) if (sprframe->rotate || papersprite) { - fixed_t anglef = AngleFixed(spr->mobj->angle); - - if (spr->mobj->player) - anglef = AngleFixed(spr->mobj->player->drawangle); + fixed_t anglef = AngleFixed(interp.angle); p.angley = FIXED_TO_FLOAT(anglef); } else { - const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180); + const fixed_t anglef = AngleFixed((R_PointToAngle(interp.x, interp.y))-ANGLE_180); p.angley = FIXED_TO_FLOAT(anglef); } @@ -1620,7 +1632,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis); // for NiGHTS specifically but should work everywhere else - ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle); + ang = R_PointToAngle (interp.x, interp.y) - interp.angle; if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right p.rollflip = 1; else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left diff --git a/src/hardware/r_opengl/r_opengl-vc10.vcxproj b/src/hardware/r_opengl/r_opengl-vc10.vcxproj index d1f856e968d376bda1aeb5a14a8cc407b2e86f9d..c93e47d505b35acc6c1903077bb0f8ee7e978d30 100644 --- a/src/hardware/r_opengl/r_opengl-vc10.vcxproj +++ b/src/hardware/r_opengl/r_opengl-vc10.vcxproj @@ -38,51 +38,51 @@ <ProjectName>r_opengl</ProjectName> <ProjectGuid>{51137D5C-4E81-4955-AACF-EA3092006051}</ProjectGuid> <RootNamespace>r_opengl</RootNamespace> - <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> + <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 7ec7ee2702f4bdaadbef776a0b281b7c3506f6a9..0b51fa05c293daf8e80a486a52d706714f855b52 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -21,6 +21,7 @@ #include <stdarg.h> #include <math.h> +#include "../../r_local.h" // For rendertimefrac, used for the leveltime shader uniform #include "r_opengl.h" #include "r_vbo.h" @@ -616,7 +617,7 @@ typedef struct gl_shaderstate_s static gl_shaderstate_t gl_shaderstate; // Shader info -static INT32 shader_leveltime = 0; +static float shader_leveltime = 0; // Lactozilla: Shader functions static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader); @@ -976,7 +977,7 @@ EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value) switch (info) { case HWD_SHADERINFO_LEVELTIME: - shader_leveltime = value; + shader_leveltime = (((float)(value-1)) + FIXED_TO_FLOAT(rendertimefrac)) / TICRATE; break; default: break; @@ -1129,7 +1130,7 @@ static void GLPerspective(GLfloat fovy, GLfloat aspect) const GLfloat zNear = NEAR_CLIPPING_PLANE; const GLfloat zFar = FAR_CLIPPING_PLANE; const GLfloat radians = (GLfloat)(fovy / 2.0f * M_PIl / 180.0f); - const GLfloat sine = sin(radians); + const GLfloat sine = (GLfloat)sin(radians); const GLfloat deltaZ = zFar - zNear; GLfloat cotangent; @@ -2041,12 +2042,12 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF if (Surface != NULL) { - UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f); - UNIFORM_1(shader->uniforms[gluniform_fade_start], Surface->LightInfo.fade_start, pglUniform1f); - UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_lighting], (GLfloat)Surface->LightInfo.light_level, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_fade_start], (GLfloat)Surface->LightInfo.fade_start, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_fade_end], (GLfloat)Surface->LightInfo.fade_end, pglUniform1f); } - UNIFORM_1(shader->uniforms[gluniform_leveltime], ((float)shader_leveltime) / TICRATE, pglUniform1f); + UNIFORM_1(shader->uniforms[gluniform_leveltime], shader_leveltime, pglUniform1f); #undef UNIFORM_1 #undef UNIFORM_2 @@ -2672,7 +2673,7 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model) #define BUFFER_OFFSET(i) ((void*)(i)) -static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface) +static void DrawModelEx(model_t *model, INT32 frameIndex, float duration, float tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface) { static GLRGBAFloat poly = {0,0,0,0}; static GLRGBAFloat tint = {0,0,0,0}; @@ -2701,11 +2702,11 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 scaley = scale; scalez = scale; - if (duration != 0 && duration != -1 && tics != -1) // don't interpolate if instantaneous or infinite in length + if (duration > 0.0 && tics >= 0.0) // don't interpolate if instantaneous or infinite in length { - UINT32 newtime = (duration - tics); // + 1; + float newtime = (duration - tics); // + 1; - pol = (newtime)/(float)duration; + pol = newtime / duration; if (pol > 1.0f) pol = 1.0f; @@ -2977,7 +2978,7 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 // -----------------+ // HWRAPI DrawModel : Draw a model // -----------------+ -EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface) +EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, float duration, float tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface) { DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, hflipped, Surface); } @@ -3037,7 +3038,7 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform) if (special_splitscreen) { - used_fov = atan(tan(used_fov*M_PI/360)*0.8)*360/M_PI; + used_fov = (float)(atan(tan(used_fov*M_PI/360)*0.8)*360/M_PI); GLPerspective(used_fov, 2*ASPECT_RATIO); } else diff --git a/src/hardware/s_openal/s_openal-vc10.vcxproj b/src/hardware/s_openal/s_openal-vc10.vcxproj index 5039cd006d6c65881a7b354ccd5c340c8f12f050..1480cd3d0c1889848ee03b4db93ae3fef849a310 100644 --- a/src/hardware/s_openal/s_openal-vc10.vcxproj +++ b/src/hardware/s_openal/s_openal-vc10.vcxproj @@ -38,52 +38,52 @@ <ProjectName>s_openal</ProjectName> <ProjectGuid>{E662D0B3-412D-4D55-A5EC-8CBD680DDCBE}</ProjectGuid> <RootNamespace>s_openal</RootNamespace> - <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> + <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseOfMfc>false</UseOfMfc> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <ImportGroup Label="ExtensionSettings"> diff --git a/src/http-mserv.c b/src/http-mserv.c index b0ef37fa169bf8857e70b4497fa769eafb652ddf..7b418c99ad127461099a68c0452980dff18c78b2 100644 --- a/src/http-mserv.c +++ b/src/http-mserv.c @@ -65,6 +65,8 @@ static I_mutex hms_api_mutex; static char *hms_server_token; +static char hms_useragent[512]; + struct HMS_buffer { CURL *curl; @@ -81,6 +83,27 @@ Contact_error (void) ); } +static void +get_user_agent(char *buf, size_t len) +{ +#if defined(__STDC__) && __STDC_VERSION__ >= 201112L + if (sprintf_s(buf, len, "%s/%s (%s; %s; %i; %i) SRB2BASE/%i", SRB2APPLICATION, VERSIONSTRING, compbranch, comprevision, MODID, MODVERSION, CODEBASE) < 1) + I_Error("http-mserv: get_user_agent failed"); +#else + if (sprintf(buf, "%s/%s (%s; %s; %i; %i) SRB2BASE/%i", SRB2APPLICATION, VERSIONSTRING, compbranch, comprevision, MODID, MODVERSION, CODEBASE) < 0) + I_Error("http-mserv: get_user_agent failed"); +#endif +} + +static void +init_user_agent_once(void) +{ + if (hms_useragent[0] != '\0') + return; + + get_user_agent(hms_useragent, 512); +} + static size_t HMS_on_read (char *s, size_t _1, size_t n, void *userdata) { @@ -156,6 +179,8 @@ HMS_connect (const char *format, ...) I_lock_mutex(&hms_api_mutex); #endif + init_user_agent_once(); + seek = strlen(hms_api) + 1;/* + '/' */ va_start (ap, format); @@ -202,6 +227,8 @@ HMS_connect (const char *format, ...) curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, HMS_on_read); curl_easy_setopt(curl, CURLOPT_WRITEDATA, buffer); + curl_easy_setopt(curl, CURLOPT_USERAGENT, hms_useragent); + curl_free(quack_token); free(url); diff --git a/src/hu_stuff.c b/src/hu_stuff.c index 2edf42cac6a15c7856f4102a089970fe2d4ef75d..dae7ffdd2f94af3ef1e3b5352722b01ff7716886 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -48,6 +48,7 @@ #endif #include "lua_hud.h" +#include "lua_hudlib_drawlist.h" #include "lua_hook.h" // coords are scaled @@ -165,10 +166,14 @@ static tic_t cechotimer = 0; static tic_t cechoduration = 5*TICRATE; static INT32 cechoflags = 0; +static huddrawlist_h luahuddrawlist_scores; + //====================================================================== // HEADS UP INIT //====================================================================== +static tic_t resynch_ticker = 0; + #ifndef NONET // just after static void Command_Say_f(void); @@ -295,6 +300,8 @@ void HU_Init(void) // set shift translation table shiftxform = english_shiftxform; + + luahuddrawlist_scores = LUA_HUD_CreateDrawList(); } static inline void HU_Stop(void) @@ -345,12 +352,12 @@ static INT16 addy = 0; // use this to make the messages scroll smoothly when one static void HU_removeChatText_Mini(void) { - // MPC: Don't create new arrays, just iterate through an existing one + // MPC: Don't create new arrays, just iterate through an existing one size_t i; - for(i=0;i<chat_nummsg_min-1;i++) { - strcpy(chat_mini[i], chat_mini[i+1]); - chat_timers[i] = chat_timers[i+1]; - } + for(i=0;i<chat_nummsg_min-1;i++) { + strcpy(chat_mini[i], chat_mini[i+1]); + chat_timers[i] = chat_timers[i+1]; + } chat_nummsg_min--; // lost 1 msg. // use addy and make shit slide smoothly af. @@ -363,10 +370,10 @@ static void HU_removeChatText_Log(void) { // MPC: Don't create new arrays, just iterate through an existing one size_t i; - for(i=0;i<chat_nummsg_log-1;i++) { - strcpy(chat_log[i], chat_log[i+1]); - } - chat_nummsg_log--; // lost 1 msg. + for(i=0;i<chat_nummsg_log-1;i++) { + strcpy(chat_log[i], chat_log[i+1]); + } + chat_nummsg_log--; // lost 1 msg. } #endif @@ -833,10 +840,45 @@ void HU_Ticker(void) hu_tick++; hu_tick &= 7; // currently only to blink chat input cursor - if (PLAYER1INPUTDOWN(GC_SCORES)) + if (G_PlayerInputDown(0, GC_SCORES)) hu_showscores = !chat_on; else hu_showscores = false; + +#ifndef NONET + if (chat_on) + { + // count down the scroll timer. + if (chat_scrolltime > 0) + chat_scrolltime--; + } + + if (netgame) + { + size_t i = 0; + + // handle spam while we're at it: + for(; (i<MAXPLAYERS); i++) + { + if (stop_spamming[i] > 0) + stop_spamming[i]--; + } + + // handle chat timers + for (i=0; (i<chat_nummsg_min); i++) + { + if (chat_timers[i] > 0) + chat_timers[i]--; + else + HU_removeChatText_Mini(); + } + } +#endif + + if (cechotimer > 0) --cechotimer; + + if (hu_redownloadinggamestate) + resynch_ticker++; } #ifndef NONET @@ -973,26 +1015,6 @@ boolean HU_Responder(event_t *ev) // only KeyDown events now... - /*// Shoot, to prevent P1 chatting from ruining the game for everyone else, it's either: - // A. completely disallow opening chat entirely in online splitscreen - // or B. iterate through all controls to make sure it's bound to player 1 before eating - // You can see which one I chose. - // (Unless if you're sharing a keyboard, since you probably establish when you start chatting that you have dibs on it...) - // (Ahhh, the good ol days when I was a kid who couldn't afford an extra USB controller...) - - if (ev->key >= KEY_MOUSE1) - { - INT32 i; - for (i = 0; i < NUM_GAMECONTROLS; i++) - { - if (gamecontrol[i][0] == ev->key || gamecontrol[i][1] == ev->key) - break; - } - - if (i == NUM_GAMECONTROLS) - return false; - }*/ //We don't actually care about that unless we get splitscreen netgames. :V - #ifndef NONET c = (INT32)ev->key; @@ -1065,7 +1087,7 @@ boolean HU_Responder(event_t *ev) if (chatlen+pastelen > HU_MAXMSGLEN) return true; // we can't paste this!! - memmove(&w_chat[c_input + pastelen], &w_chat[c_input], pastelen); + memmove(&w_chat[c_input + pastelen], &w_chat[c_input], (chatlen - c_input) + 1); // +1 for '\0' memcpy(&w_chat[c_input], paste, pastelen); // copy all of that. c_input += pastelen; return true; @@ -1817,8 +1839,6 @@ static void HU_DrawCEcho(void) echoptr = line; echoptr++; } - - --cechotimer; } static void HU_drawGametype(void) @@ -1880,9 +1900,6 @@ void HU_Drawer(void) // draw chat string plus cursor if (chat_on) { - // count down the scroll timer. - if (chat_scrolltime > 0) - chat_scrolltime--; if (!OLDCHAT) HU_DrawChat(); else @@ -1892,30 +1909,10 @@ void HU_Drawer(void) { typelines = 1; chat_scrolltime = 0; + if (!OLDCHAT && cv_consolechat.value < 2 && netgame) // Don't display minimized chat if you set the mode to Window (Hidden) HU_drawMiniChat(); // draw messages in a cool fashion. } - - if (netgame) // would handle that in hu_drawminichat, but it's actually kinda awkward when you're typing a lot of messages. (only handle that in netgames duh) - { - size_t i = 0; - - // handle spam while we're at it: - for(; (i<MAXPLAYERS); i++) - { - if (stop_spamming[i] > 0) - stop_spamming[i]--; - } - - // handle chat timers - for (i=0; (i<chat_nummsg_min); i++) - { - if (chat_timers[i] > 0) - chat_timers[i]--; - else - HU_removeChatText_Mini(); - } - } #endif if (cechotimer) @@ -1942,7 +1939,13 @@ void HU_Drawer(void) } else HU_DrawCoopOverlay(); - LUA_HUDHOOK(scores); + + if (renderisnewtic) + { + LUA_HUD_ClearDrawList(luahuddrawlist_scores); + LUA_HUDHOOK(scores, luahuddrawlist_scores); + } + LUA_HUD_DrawList(luahuddrawlist_scores); } if (gamestate != GS_LEVEL) @@ -1955,12 +1958,9 @@ void HU_Drawer(void) // draw desynch text if (hu_redownloadinggamestate) { - static UINT32 resynch_ticker = 0; char resynch_text[14]; UINT32 i; - // Animate the dots - resynch_ticker++; strcpy(resynch_text, "Resynching"); for (i = 0; i < (resynch_ticker / 16) % 4; i++) strcat(resynch_text, "."); diff --git a/src/i_gamepad.h b/src/i_gamepad.h new file mode 100644 index 0000000000000000000000000000000000000000..730109b54555bf2340c3fc96a8d93df090cb451a --- /dev/null +++ b/src/i_gamepad.h @@ -0,0 +1,58 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file i_gamepad.h +/// \brief Gamepads + +#ifndef __I_GAMEPAD_H__ +#define __I_GAMEPAD_H__ + +#include "g_input.h" +#include "p_haptic.h" + +// So m_menu knows whether to store cv_usegamepad value or string +#define GAMEPAD_HOTPLUG + +// Value range for axes +#define JOYAXISRANGE INT16_MAX +#define OLDJOYAXISRANGE 1023 + +// Starts all gamepads +void I_InitGamepads(void); + +// Returns the number of gamepads on the system +INT32 I_NumGamepads(void); + +// Changes a gamepad's device +void I_ChangeGamepad(UINT8 which); + +// Toggles a gamepad's digital axis setting +void I_SetGamepadDigital(UINT8 which, boolean enable); + +// Shuts down all gamepads +void I_ShutdownGamepads(void); + +// Returns the name of a gamepad from its index +const char *I_GetGamepadName(INT32 joyindex); + +// Gamepad rumble interface +boolean I_RumbleSupported(void); +boolean I_RumbleGamepad(UINT8 which, const haptic_t *effect); + +boolean I_GetGamepadRumblePaused(UINT8 which); + +boolean I_SetGamepadLargeMotorFreq(UINT8 which, fixed_t freq); +boolean I_SetGamepadSmallMotorFreq(UINT8 which, fixed_t freq); +void I_SetGamepadRumblePaused(UINT8 which, boolean pause); + +boolean I_GetGamepadRumbleSupported(UINT8 which); + +void I_StopGamepadRumble(UINT8 which); + +#endif // __I_GAMEPAD_H__ diff --git a/src/i_joy.h b/src/i_joy.h deleted file mode 100644 index 27584cea6ed818a8a01348e7a4d73e3510a64c91..0000000000000000000000000000000000000000 --- a/src/i_joy.h +++ /dev/null @@ -1,58 +0,0 @@ -// SONIC ROBO BLAST 2 -//----------------------------------------------------------------------------- -// Copyright (C) 1998-2000 by DooM Legacy Team. -// Copyright (C) 1999-2022 by Sonic Team Junior. -// -// This program is free software distributed under the -// terms of the GNU General Public License, version 2. -// See the 'LICENSE' file for more details. -//----------------------------------------------------------------------------- -/// \file i_joy.h -/// \brief share joystick information with game control code - -#ifndef __I_JOY_H__ -#define __I_JOY_H__ - -#include "g_input.h" - -/*! - \brief -JOYAXISRANGE to +JOYAXISRANGE for each axis - - (1024-1) so we can do a right shift instead of division - (doesnt matter anyway, just give enough precision) - a gamepad will return -1, 0, or 1 in the event data - an analog type joystick will return a value - from -JOYAXISRANGE to +JOYAXISRANGE for each axis -*/ - -#define JOYAXISRANGE 1023 - -// detect a bug if we increase JOYBUTTONS above DIJOYSTATE's number of buttons -#if (JOYBUTTONS > 64) -"JOYBUTTONS is greater than INT64 bits can hold" -#endif - -/** \brief The struct JoyType_s - - share some joystick information (maybe 2 for splitscreen), to the game input code, - actually, we need to know if it is a gamepad or analog controls -*/ - -struct JoyType_s -{ - /*! if true, we MUST Poll() to get new joystick data, - that is: we NEED the DIRECTINPUTDEVICE2 ! (watchout NT compatibility) */ - INT32 bJoyNeedPoll; - /*! this joystick is a gamepad, read: digital axes - if FALSE, interpret the joystick event data as JOYAXISRANGE (see above) */ - INT32 bGamepadStyle; - -}; -typedef struct JoyType_s JoyType_t; -/** \brief Joystick info - for palyer 1 and 2's joystick/gamepad -*/ - -extern JoyType_t Joystick, Joystick2; - -#endif // __I_JOY_H__ diff --git a/src/i_system.h b/src/i_system.h index 27fcdeb3f21d247e1001d12d7e8b1bee028e62a8..f3ca5aac5fb9fcb54b7fc1db83725037fdefcc52 100644 --- a/src/i_system.h +++ b/src/i_system.h @@ -42,23 +42,32 @@ extern UINT8 keyboard_started; */ UINT32 I_GetFreeMem(UINT32 *total); -/** \brief Called by D_SRB2Loop, returns current time in tics. -*/ -tic_t I_GetTime(void); - -/** \brief Returns precise time value for performance measurement. +/** \brief Returns precise time value for performance measurement. The precise + time should be a monotonically increasing counter, and will wrap. + precise_t is internally represented as an unsigned integer and + integer arithmetic may be used directly between values of precise_t. */ precise_t I_GetPreciseTime(void); -/** \brief Converts a precise_t to microseconds and casts it to a 32 bit integer. +/** \brief Get the precision of precise_t in units per second. Invocations of + this function for the program's duration MUST return the same value. */ -int I_PreciseToMicros(precise_t); +UINT64 I_GetPrecisePrecision(void); -/** \brief The I_Sleep function +/** \brief Get the current time in rendering tics, including fractions. +*/ +double I_GetFrameTime(void); + +/** \brief Sleeps for the given duration in milliseconds. Depending on the + operating system's scheduler, the calling thread may give up its + time slice for a longer duration. The implementation should give a + best effort to sleep for the given duration, without spin-locking. + Calling code should check the current precise time after sleeping + and not assume the thread has slept for the expected duration. \return void */ -void I_Sleep(void); +void I_Sleep(UINT32 ms); /** \brief Get events @@ -92,90 +101,6 @@ ticcmd_t *I_BaseTiccmd2(void); */ void I_Quit(void) FUNCNORETURN; -typedef enum -{ - EvilForce = -1, - //Constant - ConstantForce = 0, - //Ramp - RampForce, - //Periodics - SquareForce, - SineForce, - TriangleForce, - SawtoothUpForce, - SawtoothDownForce, - //MAX - NumberofForces, -} FFType; - -typedef struct JoyFF_s -{ - INT32 ForceX; ///< The X of the Force's Vel - INT32 ForceY; ///< The Y of the Force's Vel - //All - UINT32 Duration; ///< The total duration of the effect, in microseconds - INT32 Gain; //< /The gain to be applied to the effect, in the range from 0 through 10,000. - //All, CONSTANTFORCE -10,000 to 10,000 - INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000. - //RAMPFORCE - INT32 Start; ///< Magnitude at the start of the effect, in the range from -10,000 through 10,000. - INT32 End; ///< Magnitude at the end of the effect, in the range from -10,000 through 10,000. - //PERIODIC - INT32 Offset; ///< Offset of the effect. - UINT32 Phase; ///< Position in the cycle of the periodic effect at which playback begins, in the range from 0 through 35,999 - UINT32 Period; ///< Period of the effect, in microseconds. -} JoyFF_t; - -/** \brief Forcefeedback for the first joystick - - \param Type what kind of Effect - \param Effect Effect Info - - \return void -*/ - -void I_Tactile(FFType Type, const JoyFF_t *Effect); - -/** \brief Forcefeedback for the second joystick - - \param Type what kind of Effect - \param Effect Effect Info - - \return void -*/ -void I_Tactile2(FFType Type, const JoyFF_t *Effect); - -/** \brief to set up the first joystick scale -*/ -void I_JoyScale(void); - -/** \brief to set up the second joystick scale -*/ -void I_JoyScale2(void); - -// Called by D_SRB2Main. - -/** \brief to startup the first joystick -*/ -void I_InitJoystick(void); - -/** \brief to startup the second joystick -*/ -void I_InitJoystick2(void); - -/** \brief return the number of joystick on the system -*/ -INT32 I_NumJoys(void); - -/** \brief The *I_GetJoyName function - - \param joyindex which joystick - - \return joystick name -*/ -const char *I_GetJoyName(INT32 joyindex); - #ifndef NOMUMBLE #include "p_mobj.h" // mobj_t #include "s_sound.h" // listener_t @@ -284,15 +209,7 @@ const CPUInfoFlags *I_CPUInfo(void); */ const char *I_LocateWad(void); -/** \brief First Joystick's events -*/ -void I_GetJoystickEvents(void); - -/** \brief Second Joystick's events -*/ -void I_GetJoystick2Events(void); - -/** \brief Mouses events +/** \brief Mice events */ void I_GetMouseEvents(void); diff --git a/src/i_time.c b/src/i_time.c new file mode 100644 index 0000000000000000000000000000000000000000..c1cc9dfd44d1c20828c598b44826fdbb48fed919 --- /dev/null +++ b/src/i_time.c @@ -0,0 +1,123 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file i_time.c +/// \brief Timing for the system layer. + +#include "i_time.h" + +#include <math.h> + +#include "command.h" +#include "doomtype.h" +#include "d_netcmd.h" +#include "m_fixed.h" +#include "i_system.h" + +timestate_t g_time; + +static CV_PossibleValue_t timescale_cons_t[] = {{FRACUNIT/20, "MIN"}, {20*FRACUNIT, "MAX"}, {0, NULL}}; +consvar_t cv_timescale = CVAR_INIT ("timescale", "1.0", CV_NETVAR|CV_CHEAT|CV_FLOAT, timescale_cons_t, NULL); + +static precise_t enterprecise, oldenterprecise; +static fixed_t entertic, oldentertics; +static double tictimer; + +// A little more than the minimum sleep duration on Windows. +// May be incorrect for other platforms, but we don't currently have a way to +// query the scheduler granularity. SDL will do what's needed to make this as +// low as possible though. +#define MIN_SLEEP_DURATION_MS 2.1 + +tic_t I_GetTime(void) +{ + return g_time.time; +} + +void I_InitializeTime(void) +{ + g_time.time = 0; + g_time.timefrac = 0; + + enterprecise = 0; + oldenterprecise = 0; + tictimer = 0.0; + + CV_RegisterVar(&cv_timescale); + + // I_StartupTimer is preserved for potential subsystems that need to setup + // timing information for I_GetPreciseTime and sleeping + I_StartupTimer(); +} + +void I_UpdateTime(fixed_t timescale) +{ + double ticratescaled; + double elapsedseconds; + tic_t realtics; + + // get real tics + ticratescaled = (double)TICRATE * FIXED_TO_FLOAT(timescale); + + enterprecise = I_GetPreciseTime(); + elapsedseconds = (double)(enterprecise - oldenterprecise) / I_GetPrecisePrecision(); + tictimer += elapsedseconds; + while (tictimer > 1.0/ticratescaled) + { + entertic += 1; + tictimer -= 1.0/ticratescaled; + } + realtics = entertic - oldentertics; + oldentertics = entertic; + oldenterprecise = enterprecise; + + // Update global time state + g_time.time += realtics; + { + double fractional, integral; + fractional = modf(tictimer * ticratescaled, &integral); + g_time.timefrac = FLOAT_TO_FIXED(fractional); + } +} + +void I_SleepDuration(precise_t duration) +{ + UINT64 precision = I_GetPrecisePrecision(); + INT32 sleepvalue = cv_sleep.value; + UINT64 delaygranularity; + precise_t cur; + precise_t dest; + + { + double gran = round(((double)(precision / 1000) * sleepvalue * MIN_SLEEP_DURATION_MS)); + delaygranularity = (UINT64)gran; + } + + cur = I_GetPreciseTime(); + dest = cur + duration; + + // the reason this is not dest > cur is because the precise counter may wrap + // two's complement arithmetic is our friend here, though! + // e.g. cur 0xFFFFFFFFFFFFFFFE = -2, dest 0x0000000000000001 = 1 + // 0x0000000000000001 - 0xFFFFFFFFFFFFFFFE = 3 + while ((INT64)(dest - cur) > 0) + { + // If our cv_sleep value exceeds the remaining sleep duration, use the + // hard sleep function. + if (sleepvalue > 0 && (dest - cur) > delaygranularity) + { + I_Sleep(sleepvalue); + } + + // Otherwise, this is a spinloop. + + cur = I_GetPreciseTime(); + } +} diff --git a/src/i_time.h b/src/i_time.h new file mode 100644 index 0000000000000000000000000000000000000000..cab36133b6bf63ed43359f55f0c297d2a32b20c7 --- /dev/null +++ b/src/i_time.h @@ -0,0 +1,54 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file i_time.h +/// \brief Timing for the system layer. + +#ifndef __I_TIME_H__ +#define __I_TIME_H__ + +#include "command.h" +#include "doomtype.h" +#include "m_fixed.h" + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct timestate_s { + tic_t time; + fixed_t timefrac; +} timestate_t; + +extern timestate_t g_time; +extern consvar_t cv_timescale; + +/** \brief Called by D_SRB2Loop, returns current time in game tics. +*/ +tic_t I_GetTime(void); + +/** \brief Initializes timing system. +*/ +void I_InitializeTime(void); + +void I_UpdateTime(fixed_t timescale); + +/** \brief Block for at minimum the duration specified. This function makes a + best effort not to oversleep, and will spinloop if sleeping would + take too long. However, callers should still check the current time + after this returns. +*/ +void I_SleepDuration(precise_t duration); + +#ifdef __cplusplus +} // extern "C" +#endif + +#endif // __I_TIME_H__ diff --git a/src/i_video.h b/src/i_video.h index 638fcb6689f026722ffbb4e777111260ec54e97c..d66b2d95fcf8d91caf690ef2f76036fcf4e4b978 100644 --- a/src/i_video.h +++ b/src/i_video.h @@ -151,4 +151,6 @@ void I_BeginRead(void); */ void I_EndRead(void); +UINT32 I_GetRefreshRate(void); + #endif diff --git a/src/info.c b/src/info.c index 179370ca4c989965bee2bc9e65ac33fbc8b35c82..174eb5cc4434182adda83040cbc7a13140769902 100644 --- a/src/info.c +++ b/src/info.c @@ -770,9 +770,9 @@ state_t states[NUMSTATES] = // 1-Up box sprites (uses player sprite) {SPR_PLAY, SPR2_LIFE, 2, {NULL}, 0, 18, S_PLAY_BOX2}, // S_PLAY_BOX1 - {SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2 + {SPR_NULL, 0, 1, {NULL}, 0, 18, S_PLAY_BOX1}, // S_PLAY_BOX2 {SPR_PLAY, SPR2_LIFE, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1 - {SPR_NULL, 0, 12, {NULL}, 0, 0, S_PLAY_ICON3}, // S_PLAY_ICON2 + {SPR_NULL, 0, 12, {NULL}, 0, 4, S_PLAY_ICON3}, // S_PLAY_ICON2 {SPR_PLAY, SPR2_LIFE, 20, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3 // Level end sign (uses player sprite) @@ -1758,14 +1758,14 @@ state_t states[NUMSTATES] = // Metal Sonic {SPR_PLAY, SPR2_STND, -1, {NULL}, 0, 0, S_METALSONIC_RACE}, // S_METALSONIC_RACE - {SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT + {SPR_METL, 4, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_FLOAT {SPR_METL, 16|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR {SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN {SPR_METL, 17, 20, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE - {SPR_METL, 18, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER + {SPR_METL, 18, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_GATHER {SPR_METL, 6|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 1, 2, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH - {SPR_METL, 18|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 1, 2, S_NULL}, // S_METALSONIC_BOUNCE - {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE + {SPR_METL, 18|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 1, 2, S_METALSONIC_FLOAT}, // S_METALSONIC_BOUNCE + {SPR_METL, 14, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_BADBOUNCE {SPR_METL, 17, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT {SPR_METL, 15, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN {SPR_METL, 17, 2, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1 diff --git a/src/lua_baselib.c b/src/lua_baselib.c index da36142716c722701b59bb20479ec8e07a6512c4..c94e9e91ef245ff84236536e69736235addf0584 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -15,6 +15,7 @@ #include "p_local.h" #include "p_setup.h" // So we can have P_SetupLevelSky #include "p_slopes.h" // P_GetSlopeZAt +#include "p_haptic.h" #include "z_zone.h" #include "r_main.h" #include "r_draw.h" @@ -31,7 +32,7 @@ #include "m_misc.h" // M_MapNumber #include "b_bot.h" // B_UpdateBotleader #include "d_clisrv.h" // CL_RemovePlayer -#include "i_system.h" // I_GetPreciseTime, I_PreciseToMicros +#include "i_system.h" // I_GetPreciseTime, I_GetPrecisePrecision #include "lua_script.h" #include "lua_libs.h" @@ -220,6 +221,7 @@ static const struct { {META_LUABANKS, "luabanks[]"}, {META_KEYEVENT, "keyevent_t"}, + {META_GAMEPAD, "gamepad_t"}, {META_MOUSE, "mouse_t"}, {NULL, NULL} }; @@ -1301,6 +1303,17 @@ static int lib_pInQuicksand(lua_State *L) return 1; } +static int lib_pInJumpFlipSector(lua_State *L) +{ + mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + //HUDSAFE + INLEVEL + if (!mo) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushboolean(L, P_InJumpFlipSector(mo)); + return 1; +} + static int lib_pSetObjectMomZ(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); @@ -1721,6 +1734,78 @@ static int lib_pPlayerShouldUseSpinHeight(lua_State *L) return 1; } +// P_HAPTIC +/////////// +#define GET_OPTIONAL_PLAYER(arg) \ + player_t *player = NULL; \ + if (!lua_isnoneornil(L, arg)) { \ + player = *((player_t **)luaL_checkudata(L, arg, META_PLAYER)); \ + if (!player) \ + return LUA_ErrInvalid(L, "player_t"); \ + } + +static int lib_pDoRumble(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + fixed_t large_magnitude = luaL_checkfixed(L, 2); + fixed_t small_magnitude = luaL_optfixed(L, 3, large_magnitude); + tic_t duration = luaL_optinteger(L, 4, 0); + +#define CHECK_MAGNITUDE(which) \ + if (which##_magnitude < 0 || which##_magnitude > FRACUNIT) \ + return luaL_error(L, va(#which " motor frequency %f out of range (minimum is 0.0, maximum is 1.0)", \ + FixedToFloat(which##_magnitude))) + + CHECK_MAGNITUDE(large); + CHECK_MAGNITUDE(small); + +#undef CHECK_MAGNITUDE + + lua_pushboolean(L, P_DoRumble(player, large_magnitude, small_magnitude, duration)); + return 1; +} + +static int lib_pPauseRumble(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + P_PauseRumble(player); + return 0; +} + +static int lib_pUnpauseRumble(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + P_UnpauseRumble(player); + return 0; +} + +static int lib_pIsRumbleEnabled(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + if (player && P_IsLocalPlayer(player)) + lua_pushboolean(L, P_IsRumbleEnabled(player)); + else + lua_pushnil(L); + return 1; +} + +static int lib_pIsRumblePaused(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + if (player && P_IsLocalPlayer(player)) + lua_pushboolean(L, P_IsRumblePaused(player)); + else + lua_pushnil(L); + return 1; +} + +static int lib_pStopRumble(lua_State *L) +{ + GET_OPTIONAL_PLAYER(1); + P_StopRumble(player); + return 0; +} + // P_MAP /////////// @@ -1783,7 +1868,42 @@ static int lib_pTeleportMove(lua_State *L) INLEVEL if (!thing) return LUA_ErrInvalid(L, "mobj_t"); - lua_pushboolean(L, P_TeleportMove(thing, x, y, z)); + LUA_Deprecated(L, "P_TeleportMove", "P_SetOrigin\" or \"P_MoveOrigin"); + lua_pushboolean(L, P_MoveOrigin(thing, x, y, z)); + LUA_PushUserdata(L, tmthing, META_MOBJ); + P_SetTarget(&tmthing, ptmthing); + return 2; +} + +static int lib_pSetOrigin(lua_State *L) +{ + mobj_t *ptmthing = tmthing; + mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + fixed_t x = luaL_checkfixed(L, 2); + fixed_t y = luaL_checkfixed(L, 3); + fixed_t z = luaL_checkfixed(L, 4); + NOHUD + INLEVEL + if (!thing) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushboolean(L, P_SetOrigin(thing, x, y, z)); + LUA_PushUserdata(L, tmthing, META_MOBJ); + P_SetTarget(&tmthing, ptmthing); + return 2; +} + +static int lib_pMoveOrigin(lua_State *L) +{ + mobj_t *ptmthing = tmthing; + mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + fixed_t x = luaL_checkfixed(L, 2); + fixed_t y = luaL_checkfixed(L, 3); + fixed_t z = luaL_checkfixed(L, 4); + NOHUD + INLEVEL + if (!thing) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushboolean(L, P_MoveOrigin(thing, x, y, z)); LUA_PushUserdata(L, tmthing, META_MOBJ); P_SetTarget(&tmthing, ptmthing); return 2; @@ -3322,7 +3442,6 @@ static int lib_sResumeMusic(lua_State *L) // G_GAME //////////// -// Copypasted from lib_cvRegisterVar :] static int lib_gAddGametype(lua_State *L) { const char *k; @@ -3909,7 +4028,7 @@ static int lib_gTicsToMilliseconds(lua_State *L) static int lib_getTimeMicros(lua_State *L) { - lua_pushinteger(L, I_PreciseToMicros(I_GetPreciseTime())); + lua_pushinteger(L, I_GetPreciseTime() / (I_GetPrecisePrecision() / 1000000)); return 1; } @@ -4009,6 +4128,7 @@ static luaL_Reg lib[] = { {"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_InSpaceSector",lib_pInSpaceSector}, {"P_InQuicksand",lib_pInQuicksand}, + {"P_InJumpFlipSector",lib_pInJumpFlipSector}, {"P_SetObjectMomZ",lib_pSetObjectMomZ}, {"P_PlayJingle",lib_pPlayJingle}, {"P_PlayJingleMusic",lib_pPlayJingleMusic}, @@ -4043,11 +4163,21 @@ static luaL_Reg lib[] = { {"P_PlayerCanEnterSpinGaps",lib_pPlayerCanEnterSpinGaps}, {"P_PlayerShouldUseSpinHeight",lib_pPlayerShouldUseSpinHeight}, + // p_haptic + {"P_DoRumble",lib_pDoRumble}, + {"P_PauseRumble",lib_pPauseRumble}, + {"P_UnpauseRumble",lib_pUnpauseRumble}, + {"P_IsRumbleEnabled",lib_pIsRumbleEnabled}, + {"P_IsRumblePaused",lib_pIsRumblePaused}, + {"P_StopRumble",lib_pStopRumble}, + // p_map {"P_CheckPosition",lib_pCheckPosition}, {"P_TryMove",lib_pTryMove}, {"P_Move",lib_pMove}, {"P_TeleportMove",lib_pTeleportMove}, + {"P_SetOrigin",lib_pSetOrigin}, + {"P_MoveOrigin",lib_pMoveOrigin}, {"P_SlideMove",lib_pSlideMove}, {"P_BounceMove",lib_pBounceMove}, {"P_CheckSight", lib_pCheckSight}, diff --git a/src/lua_consolelib.c b/src/lua_consolelib.c index c8e914e6de3e9299725ad26a26064c2c7d7fc04b..81605119906ae3ad70fe887e7393965c81c288e7 100644 --- a/src/lua_consolelib.c +++ b/src/lua_consolelib.c @@ -313,36 +313,57 @@ static int lib_cvRegisterVar(lua_State *L) #define TYPEERROR(f, t) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t), luaL_typename(L, -1))) lua_pushnil(L); - while (lua_next(L, 1)) { + while (lua_next(L, 1)) + { // stack: cvar table, cvar userdata, key/index, value // 1 2 3 4 i = 0; k = NULL; if (lua_isnumber(L, 3)) + { i = lua_tointeger(L, 3); + } else if (lua_isstring(L, 3)) + { k = lua_tostring(L, 3); + } - if (i == 1 || (k && fasticmp(k, "name"))) { + if (i == 1 || (k && fasticmp(k, "name"))) + { if (!lua_isstring(L, 4)) + { TYPEERROR("name", LUA_TSTRING) + } cvar->name = Z_StrDup(lua_tostring(L, 4)); - } else if (i == 2 || (k && fasticmp(k, "defaultvalue"))) { + } + else if (i == 2 || (k && fasticmp(k, "defaultvalue"))) + { if (!lua_isstring(L, 4)) + { TYPEERROR("defaultvalue", LUA_TSTRING) + } cvar->defaultvalue = Z_StrDup(lua_tostring(L, 4)); - } else if (i == 3 || (k && fasticmp(k, "flags"))) { + } + else if (i == 3 || (k && fasticmp(k, "flags"))) + { if (!lua_isnumber(L, 4)) + { TYPEERROR("flags", LUA_TNUMBER) + } cvar->flags = (INT32)lua_tointeger(L, 4); - } else if (i == 4 || (k && fasticmp(k, "PossibleValue"))) { - if (lua_islightuserdata(L, 4)) { + } + else if (i == 4 || (k && fasticmp(k, "PossibleValue"))) + { + if (lua_islightuserdata(L, 4)) + { CV_PossibleValue_t *pv = lua_touserdata(L, 4); if (pv == CV_OnOff || pv == CV_YesNo || pv == CV_Unsigned || pv == CV_Natural) cvar->PossibleValue = pv; else FIELDERROR("PossibleValue", "CV_PossibleValue_t expected, got unrecognised pointer") - } else if (lua_istable(L, 4)) { + } + else if (lua_istable(L, 4)) + { // Accepts tables in the form of {MIN=0, MAX=9999} or {Red=0, Green=1, Blue=2} // and converts them to CV_PossibleValue_t {{0,"MIN"},{9999,"MAX"}} or {{0,"Red"},{1,"Green"},{2,"Blue"}} // @@ -353,7 +374,8 @@ static int lib_cvRegisterVar(lua_State *L) CV_PossibleValue_t *cvpv; lua_pushnil(L); - while (lua_next(L, 4)) { + while (lua_next(L, 4)) + { count++; lua_pop(L, 1); } @@ -367,7 +389,8 @@ static int lib_cvRegisterVar(lua_State *L) i = 0; lua_pushnil(L); - while (lua_next(L, 4)) { + while (lua_next(L, 4)) + { // stack: [...] PossibleValue table, index, value // 4 5 6 if (lua_type(L, 5) != LUA_TSTRING @@ -381,11 +404,18 @@ static int lib_cvRegisterVar(lua_State *L) cvpv[i].value = 0; cvpv[i].strvalue = NULL; cvar->PossibleValue = cvpv; - } else + } + else + { FIELDERROR("PossibleValue", va("%s or CV_PossibleValue_t expected, got %s", lua_typename(L, LUA_TTABLE), luaL_typename(L, -1))) - } else if (cvar->flags & CV_CALL && (i == 5 || (k && fasticmp(k, "func")))) { + } + } + else if (cvar->flags & CV_CALL && (i == 5 || (k && fasticmp(k, "func")))) + { if (!lua_isfunction(L, 4)) + { TYPEERROR("func", LUA_TFUNCTION) + } lua_getfield(L, LUA_REGISTRYINDEX, "CV_OnChange"); I_Assert(lua_istable(L, 5)); lua_pushlightuserdata(L, cvar); @@ -400,18 +430,34 @@ static int lib_cvRegisterVar(lua_State *L) #undef FIELDERROR #undef TYPEERROR - if (!cvar->name) - return luaL_error(L, M_GetText("Variable has no name!\n")); + if (!cvar->name || cvar->name[0] == '\0') + { + return luaL_error(L, M_GetText("Variable has no name!")); + } + + if (!cvar->defaultvalue) + { + return luaL_error(L, M_GetText("Variable has no defaultvalue!")); + } + if ((cvar->flags & CV_NOINIT) && !(cvar->flags & CV_CALL)) - return luaL_error(L, M_GetText("Variable %s has CV_NOINIT without CV_CALL\n"), cvar->name); + { + return luaL_error(L, M_GetText("Variable %s has CV_NOINIT without CV_CALL"), cvar->name); + } + if ((cvar->flags & CV_CALL) && !cvar->func) - return luaL_error(L, M_GetText("Variable %s has CV_CALL without a function\n"), cvar->name); + { + return luaL_error(L, M_GetText("Variable %s has CV_CALL without a function"), cvar->name); + } // actually time to register it to the console now! Finally! cvar->flags |= CV_MODIFIED; CV_RegisterVar(cvar); + if (cvar->flags & CV_MODIFIED) + { return luaL_error(L, "failed to register cvar (probable conflict with internal variable/command names)"); + } // return cvar userdata return 1; diff --git a/src/lua_hook.h b/src/lua_hook.h index fc6a5f4ee4e4c4aa92683126c8b939c5ee36d2c3..ff6470d76c538532379ea709d24cbeff95842f3c 100644 --- a/src/lua_hook.h +++ b/src/lua_hook.h @@ -14,6 +14,7 @@ #include "d_player.h" #include "s_sound.h" #include "d_event.h" +#include "lua_hudlib_drawlist.h" /* Do you know what an 'X Macro' is? Such a macro is called over each element of @@ -40,6 +41,7 @@ automatically. X (MobjMoveBlocked),/* P_XYMovement (when movement is blocked) */\ X (MapThingSpawn),/* P_SpawnMapThing */\ X (FollowMobj),/* P_PlayerAfterThink Smiles mobj-following */\ + X (HurtMsg),/* imhurttin */\ #define HOOK_LIST(X) \ X (NetVars),/* add to archive table (netsave) */\ @@ -55,7 +57,6 @@ automatically. X (JumpSpinSpecial),/* P_DoJumpStuff (Spin button effect (mid-air)) */\ X (BotTiccmd),/* B_BuildTiccmd */\ X (PlayerMsg),/* chat messages */\ - X (HurtMsg),/* imhurttin */\ X (PlayerSpawn),/* G_SpawnPlayer */\ X (ShieldSpawn),/* P_SpawnShieldOrb */\ X (ShieldSpecial),/* shield abilities */\ @@ -73,6 +74,10 @@ automatically. X (PlayerCanEnterSpinGaps),\ X (KeyDown),\ X (KeyUp),\ + X (GamepadButtonDown),\ + X (GamepadButtonUp),\ + X (GamepadAdded),\ + X (GamepadRemoved),\ #define STRING_HOOK_LIST(X) \ X (BotAI),/* B_BuildTailsTiccmd by skin name */\ @@ -110,12 +115,12 @@ ENUM (STRING_HOOK); /* dead simple, LUA_HOOK(GameQuit) */ #define LUA_HOOK(type) LUA_HookVoid(HOOK(type)) -#define LUA_HUDHOOK(type) LUA_HookHUD(HUD_HOOK(type)) +#define LUA_HUDHOOK(type,drawlist) LUA_HookHUD(HUD_HOOK(type),(drawlist)) extern boolean hook_cmd_running; void LUA_HookVoid(int hook); -void LUA_HookHUD(int hook); +void LUA_HookHUD(int hook, huddrawlist_h drawlist); int LUA_HookMobj(mobj_t *, int hook); int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook); @@ -124,6 +129,8 @@ void LUA_HookBool(boolean value, int hook); int LUA_HookPlayer(player_t *, int hook); int LUA_HookTiccmd(player_t *, ticcmd_t *, int hook); int LUA_HookKey(event_t *event, int hook); // Hooks for key events +int LUA_HookGamepadButton(event_t *event, int hook); +void LUA_HookGamepadEvent(UINT8 which, int hook); void LUA_HookThinkFrame(void); int LUA_HookMobjLineCollide(mobj_t *, line_t *); diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c index 48980f4a4c1f809b8bf296d48c0332ea682e5234..ef8426d7ac2c4a38d71cb4c0d08e8eda00401b85 100644 --- a/src/lua_hooklib.c +++ b/src/lua_hooklib.c @@ -14,6 +14,7 @@ #include "doomstat.h" #include "p_mobj.h" #include "g_game.h" +#include "g_input.h" #include "r_skins.h" #include "b_bot.h" #include "z_zone.h" @@ -72,7 +73,7 @@ static boolean mobj_hook_available(int hook_type, mobjtype_t mobj_type) return ( mobjHookIds [MT_NULL] [hook_type].numHooks > 0 || - mobjHookIds[mobj_type][hook_type].numHooks > 0 + (mobj_type < NUMMOBJTYPES && mobjHookIds[mobj_type][hook_type].numHooks > 0) ); } @@ -343,8 +344,11 @@ static boolean prepare_mobj_hook Hook_State * hook, int default_status, int hook_type, - mobjtype_t mobj_type + mobj_t * primary_mobj ){ + const mobjtype_t mobj_type = + primary_mobj ? primary_mobj->type : NUMMOBJTYPES; + #ifdef PARANOIA if (mobj_type == MT_NULL) I_Error("MT_NULL has been passed to a mobj hook\n"); @@ -505,7 +509,9 @@ static int call_hooks { /* call generic mobj hooks first */ calls += call_mobj_type_hooks(hook, MT_NULL); - calls += call_mobj_type_hooks(hook, hook->mobj_type); + + if (hook->mobj_type < NUMMOBJTYPES) + calls += call_mobj_type_hooks(hook, hook->mobj_type); ps_lua_mobjhooks.value.i += calls; } @@ -553,7 +559,7 @@ static void res_force(Hook_State *hook) int LUA_HookMobj(mobj_t *mobj, int hook_type) { Hook_State hook; - if (prepare_mobj_hook(&hook, false, hook_type, mobj->type)) + if (prepare_mobj_hook(&hook, false, hook_type, mobj)) { LUA_PushUserdata(gL, mobj, META_MOBJ); call_hooks(&hook, 1, res_true); @@ -564,7 +570,7 @@ int LUA_HookMobj(mobj_t *mobj, int hook_type) int LUA_Hook2Mobj(mobj_t *t1, mobj_t *t2, int hook_type) { Hook_State hook; - if (prepare_mobj_hook(&hook, 0, hook_type, t1->type)) + if (prepare_mobj_hook(&hook, 0, hook_type, t1)) { LUA_PushUserdata(gL, t1, META_MOBJ); LUA_PushUserdata(gL, t2, META_MOBJ); @@ -641,7 +647,29 @@ int LUA_HookKey(event_t *event, int hook_type) return hook.status; } -void LUA_HookHUD(int hook_type) +int LUA_HookGamepadButton(event_t *event, int hook_type) +{ + Hook_State hook; + if (prepare_hook(&hook, false, hook_type)) + { + LUA_PushUserdata(gL, &gamepads[event->which], META_GAMEPAD); + lua_pushstring(gL, gamepad_button_names[event->key]); + call_hooks(&hook, 1, res_true); + } + return hook.status; +} + +void LUA_HookGamepadEvent(UINT8 which, int hook_type) +{ + Hook_State hook; + if (prepare_hook(&hook, 0, hook_type)) + { + LUA_PushUserdata(gL, &gamepads[which], META_GAMEPAD); + call_hooks(&hook, 0, res_none); + } +} + +void LUA_HookHUD(int hook_type, huddrawlist_h list) { const hook_t * map = &hudHookIds[hook_type]; Hook_State hook; @@ -650,12 +678,15 @@ void LUA_HookHUD(int hook_type) start_hook_stack(); begin_hook_values(&hook); - LUA_SetHudHook(hook_type); + LUA_SetHudHook(hook_type, list); hud_running = true; // local hook init_hook_call(&hook, 0, res_none); call_mapped(&hook, map); hud_running = false; + + lua_pushnil(gL); + lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); } } @@ -709,7 +740,7 @@ void LUA_HookThinkFrame(void) int LUA_HookMobjLineCollide(mobj_t *mobj, line_t *line) { Hook_State hook; - if (prepare_mobj_hook(&hook, 0, MOBJ_HOOK(MobjLineCollide), mobj->type)) + if (prepare_mobj_hook(&hook, 0, MOBJ_HOOK(MobjLineCollide), mobj)) { LUA_PushUserdata(gL, mobj, META_MOBJ); LUA_PushUserdata(gL, line, META_LINE); @@ -721,7 +752,7 @@ int LUA_HookMobjLineCollide(mobj_t *mobj, line_t *line) int LUA_HookTouchSpecial(mobj_t *special, mobj_t *toucher) { Hook_State hook; - if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(TouchSpecial), special->type)) + if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(TouchSpecial), special)) { LUA_PushUserdata(gL, special, META_MOBJ); LUA_PushUserdata(gL, toucher, META_MOBJ); @@ -741,7 +772,7 @@ static int damage_hook Hook_Callback results_handler ){ Hook_State hook; - if (prepare_mobj_hook(&hook, 0, hook_type, target->type)) + if (prepare_mobj_hook(&hook, 0, hook_type, target)) { LUA_PushUserdata(gL, target, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ); @@ -775,7 +806,7 @@ int LUA_HookMobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 d int LUA_HookMobjMoveBlocked(mobj_t *t1, mobj_t *t2, line_t *line) { Hook_State hook; - if (prepare_mobj_hook(&hook, 0, MOBJ_HOOK(MobjMoveBlocked), t1->type)) + if (prepare_mobj_hook(&hook, 0, MOBJ_HOOK(MobjMoveBlocked), t1)) { LUA_PushUserdata(gL, t1, META_MOBJ); LUA_PushUserdata(gL, t2, META_MOBJ); @@ -902,7 +933,7 @@ int LUA_HookPlayerMsg(int source, int target, int flags, char *msg) int LUA_HookHurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { Hook_State hook; - if (prepare_hook(&hook, false, HOOK(HurtMsg))) + if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(HurtMsg), inflictor)) { LUA_PushUserdata(gL, player, META_PLAYER); LUA_PushUserdata(gL, inflictor, META_MOBJ); @@ -946,7 +977,7 @@ void LUA_HookNetArchive(lua_CFunction archFunc) int LUA_HookMapThingSpawn(mobj_t *mobj, mapthing_t *mthing) { Hook_State hook; - if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(MapThingSpawn), mobj->type)) + if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(MapThingSpawn), mobj)) { LUA_PushUserdata(gL, mobj, META_MOBJ); LUA_PushUserdata(gL, mthing, META_MAPTHING); @@ -958,7 +989,7 @@ int LUA_HookMapThingSpawn(mobj_t *mobj, mapthing_t *mthing) int LUA_HookFollowMobj(player_t *player, mobj_t *mobj) { Hook_State hook; - if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(FollowMobj), mobj->type)) + if (prepare_mobj_hook(&hook, false, MOBJ_HOOK(FollowMobj), mobj)) { LUA_PushUserdata(gL, player, META_PLAYER); LUA_PushUserdata(gL, mobj, META_MOBJ); diff --git a/src/lua_hud.h b/src/lua_hud.h index ad2b51d3ef7d58b4df71ace0c18a9560962e947e..0d629d233d0eeb10d7a0591e8cd95ab357e4aecb 100644 --- a/src/lua_hud.h +++ b/src/lua_hud.h @@ -10,6 +10,11 @@ /// \file lua_hud.h /// \brief HUD enable/disable flags for Lua scripting +#ifndef __LUA_HUD_H__ +#define __LUA_HUD_H__ + +#include "lua_hudlib_drawlist.h" + enum hud { hud_stagetitle = 0, hud_textspectator, @@ -47,4 +52,6 @@ extern boolean hud_running; boolean LUA_HudEnabled(enum hud option); -void LUA_SetHudHook(int hook); +void LUA_SetHudHook(int hook, huddrawlist_h list); + +#endif // __LUA_HUD_H__ diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index c7f2bbc28ec31d6266aa9eb435248663a4418232..785124fec1257ec3d403e4ee831c039d3d99a452 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -645,7 +645,8 @@ static int libd_draw(lua_State *L) { INT32 x, y, flags; patch_t *patch; - const UINT8 *colormap = NULL; + UINT8 *colormap = NULL; + huddrawlist_h list; HUDONLY x = luaL_checkinteger(L, 1); @@ -659,7 +660,14 @@ static int libd_draw(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, flags, patch, colormap); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDraw(list, x, y, patch, flags, colormap); + else + V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, flags, patch, colormap); return 0; } @@ -668,7 +676,8 @@ static int libd_drawScaled(lua_State *L) fixed_t x, y, scale; INT32 flags; patch_t *patch; - const UINT8 *colormap = NULL; + UINT8 *colormap = NULL; + huddrawlist_h list; HUDONLY x = luaL_checkinteger(L, 1); @@ -685,7 +694,14 @@ static int libd_drawScaled(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawFixedPatch(x, y, scale, flags, patch, colormap); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawScaled(list, x, y, scale, patch, flags, colormap); + else + V_DrawFixedPatch(x, y, scale, flags, patch, colormap); return 0; } @@ -694,7 +710,8 @@ static int libd_drawStretched(lua_State *L) fixed_t x, y, hscale, vscale; INT32 flags; patch_t *patch; - const UINT8 *colormap = NULL; + UINT8 *colormap = NULL; + huddrawlist_h list; HUDONLY x = luaL_checkinteger(L, 1); @@ -712,7 +729,14 @@ static int libd_drawStretched(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawStretchyFixedPatch(x, y, hscale, vscale, flags, patch, colormap); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawStretched(list, x, y, hscale, vscale, patch, flags, colormap); + else + V_DrawStretchyFixedPatch(x, y, hscale, vscale, flags, patch, colormap); return 0; } @@ -721,7 +745,8 @@ static int libd_drawCropped(lua_State *L) fixed_t x, y, hscale, vscale, sx, sy, w, h; INT32 flags; patch_t *patch; - const UINT8 *colormap = NULL; + UINT8 *colormap = NULL; + huddrawlist_h list; HUDONLY x = luaL_checkinteger(L, 1); @@ -751,13 +776,22 @@ static int libd_drawCropped(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawCroppedPatch(x, y, hscale, vscale, flags, patch, colormap, sx, sy, w, h); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawCropped(list, x, y, hscale, vscale, patch, flags, colormap, sx, sy, w, h); + else + V_DrawCroppedPatch(x, y, hscale, vscale, flags, patch, colormap, sx, sy, w, h); return 0; } static int libd_drawNum(lua_State *L) { INT32 x, y, flags, num; + huddrawlist_h list; + HUDONLY x = luaL_checkinteger(L, 1); y = luaL_checkinteger(L, 2); @@ -765,13 +799,22 @@ static int libd_drawNum(lua_State *L) flags = luaL_optinteger(L, 4, 0); flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawTallNum(x, y, flags, num); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawNum(list, x, y, num, flags); + else + V_DrawTallNum(x, y, flags, num); return 0; } static int libd_drawPaddedNum(lua_State *L) { INT32 x, y, flags, num, digits; + huddrawlist_h list; + HUDONLY x = luaL_checkinteger(L, 1); y = luaL_checkinteger(L, 2); @@ -780,12 +823,20 @@ static int libd_drawPaddedNum(lua_State *L) flags = luaL_optinteger(L, 5, 0); flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawPaddedTallNum(x, y, flags, num, digits); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawPaddedNum(list, x, y, num, digits, flags); + else + V_DrawPaddedTallNum(x, y, flags, num, digits); return 0; } static int libd_drawFill(lua_State *L) { + huddrawlist_h list; INT32 x = luaL_optinteger(L, 1, 0); INT32 y = luaL_optinteger(L, 2, 0); INT32 w = luaL_optinteger(L, 3, BASEVIDWIDTH); @@ -793,12 +844,21 @@ static int libd_drawFill(lua_State *L) INT32 c = luaL_optinteger(L, 5, 31); HUDONLY - V_DrawFill(x, y, w, h, c); + + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawFill(list, x, y, w, h, c); + else + V_DrawFill(x, y, w, h, c); return 0; } static int libd_drawString(lua_State *L) { + huddrawlist_h list; fixed_t x = luaL_checkinteger(L, 1); fixed_t y = luaL_checkinteger(L, 2); const char *str = luaL_checkstring(L, 3); @@ -808,6 +868,15 @@ static int libd_drawString(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. HUDONLY + + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + // okay, sorry, this is kind of ugly + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawString(list, x, y, str, flags, align); + else switch(align) { // hu_font @@ -899,6 +968,7 @@ static int libd_drawNameTag(lua_State *L) UINT16 outlinecolor; UINT8 *basecolormap = NULL; UINT8 *outlinecolormap = NULL; + huddrawlist_h list; HUDONLY @@ -914,7 +984,15 @@ static int libd_drawNameTag(lua_State *L) outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE); flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawNameTag(x, y, flags, FRACUNIT, basecolormap, outlinecolormap, str); + + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawNameTag(list, x, y, str, flags, basecolor, outlinecolor, basecolormap, outlinecolormap); + else + V_DrawNameTag(x, y, flags, FRACUNIT, basecolormap, outlinecolormap, str); return 0; } @@ -929,6 +1007,7 @@ static int libd_drawScaledNameTag(lua_State *L) UINT16 outlinecolor; UINT8 *basecolormap = NULL; UINT8 *outlinecolormap = NULL; + huddrawlist_h list; HUDONLY @@ -947,7 +1026,15 @@ static int libd_drawScaledNameTag(lua_State *L) outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE); flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawNameTag(FixedInt(x), FixedInt(y), flags, scale, basecolormap, outlinecolormap, str); + + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawScaledNameTag(list, x, y, str, flags, scale, basecolor, outlinecolor, basecolormap, outlinecolormap); + else + V_DrawNameTag(FixedInt(x), FixedInt(y), flags, scale, basecolormap, outlinecolormap, str); return 0; } @@ -957,6 +1044,7 @@ static int libd_drawLevelTitle(lua_State *L) INT32 y; const char *str; INT32 flags; + huddrawlist_h list; HUDONLY @@ -967,7 +1055,14 @@ static int libd_drawLevelTitle(lua_State *L) flags &= ~V_PARAMMASK; // Don't let crashes happen. - V_DrawLevelTitle(x, y, flags, str); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawLevelTitle(list, x, y, str, flags); + else + V_DrawLevelTitle(x, y, flags, str); return 0; } @@ -1060,6 +1155,7 @@ static int libd_getStringColormap(lua_State *L) static int libd_fadeScreen(lua_State *L) { + huddrawlist_h list; UINT16 color = luaL_checkinteger(L, 1); UINT8 strength = luaL_checkinteger(L, 2); const UINT8 maxstrength = ((color & 0xFF00) ? 32 : 10); @@ -1072,13 +1168,24 @@ static int libd_fadeScreen(lua_State *L) if (strength > maxstrength) return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength); + lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + list = (huddrawlist_h) lua_touserdata(L, -1); + lua_pop(L, 1); + if (strength == maxstrength) // Allow as a shortcut for drawfill... { - V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color)); + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddDrawFill(list, 0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color)); + else + V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ((color & 0xFF00) ? 31 : color)); return 0; } - V_DrawFadeScreen(color, strength); + if (LUA_HUD_IsDrawListValid(list)) + LUA_HUD_AddFadeScreen(list, color, strength); + else + V_DrawFadeScreen(color, strength); + return 0; } @@ -1356,10 +1463,13 @@ boolean LUA_HudEnabled(enum hud option) return false; } -void LUA_SetHudHook(int hook) +void LUA_SetHudHook(int hook, huddrawlist_h list) { lua_getref(gL, lib_draw_ref); + lua_pushlightuserdata(gL, list); + lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST"); + switch (hook) { case HUD_HOOK(game): { diff --git a/src/lua_hudlib_drawlist.c b/src/lua_hudlib_drawlist.c new file mode 100644 index 0000000000000000000000000000000000000000..bcf132ec69e7fd706f55cb19c30dd543616a1554 --- /dev/null +++ b/src/lua_hudlib_drawlist.c @@ -0,0 +1,572 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 2014-2016 by John "JTE" Muniz. +// Copyright (C) 2014-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file lua_hudlib_drawlist.c +/// \brief a data structure for managing cached drawlists for the Lua hud lib + +#include "lua_hudlib_drawlist.h" + +#include <string.h> + +#include "v_video.h" +#include "z_zone.h" + +enum drawitem_e { + DI_Draw = 0, + DI_DrawScaled, + DI_DrawStretched, + DI_DrawCropped, + DI_DrawNum, + DI_DrawPaddedNum, + DI_DrawFill, + DI_DrawString, + DI_DrawNameTag, + DI_DrawScaledNameTag, + DI_DrawLevelTitle, + DI_FadeScreen, + DI_MAX, +}; + +// A single draw item with all possible arguments needed for a draw call. +typedef struct drawitem_s { + enum drawitem_e type; + fixed_t x; + fixed_t y; + fixed_t w; + fixed_t h; + INT32 c; + fixed_t scale; + fixed_t hscale; + fixed_t vscale; + patch_t *patch; + INT32 flags; + UINT16 basecolor; + UINT16 outlinecolor; + UINT8 *colormap; + UINT8 *basecolormap; + UINT8 *outlinecolormap; + fixed_t sx; + fixed_t sy; + INT32 num; + INT32 digits; + const char *str; + UINT16 color; + UINT8 strength; + INT32 align; +} drawitem_t; + +// The internal structure of a drawlist. +struct huddrawlist_s { + drawitem_t *items; + size_t items_capacity; + size_t items_len; + char *strbuf; + size_t strbuf_capacity; + size_t strbuf_len; +}; + +// alignment types for v.drawString +enum align { + align_left = 0, + align_center, + align_right, + align_fixed, + align_fixedcenter, + align_fixedright, + align_small, + align_smallfixed, + align_smallfixedcenter, + align_smallfixedright, + align_smallcenter, + align_smallright, + align_smallthin, + align_smallthincenter, + align_smallthinright, + align_smallthinfixed, + align_smallthinfixedcenter, + align_smallthinfixedright, + align_thin, + align_thinfixed, + align_thinfixedcenter, + align_thinfixedright, + align_thincenter, + align_thinright +}; + +huddrawlist_h LUA_HUD_CreateDrawList(void) +{ + huddrawlist_h drawlist; + + drawlist = (huddrawlist_h) Z_CallocAlign(sizeof(struct huddrawlist_s), PU_STATIC, NULL, 64); + drawlist->items = NULL; + drawlist->items_capacity = 0; + drawlist->items_len = 0; + drawlist->strbuf = NULL; + drawlist->strbuf_capacity = 0; + drawlist->strbuf_len = 0; + + return drawlist; +} + +void LUA_HUD_ClearDrawList(huddrawlist_h list) +{ + // rather than deallocate, we'll just save the existing allocation and empty + // it out for reuse + + // this memset probably isn't necessary + if (list->items) + { + memset(list->items, 0, sizeof(drawitem_t) * list->items_capacity); + } + + list->items_len = 0; + + if (list->strbuf) + { + list->strbuf[0] = 0; + } + list->strbuf_len = 0; +} + +void LUA_HUD_DestroyDrawList(huddrawlist_h list) +{ + if (list == NULL) return; + + if (list->items) + { + Z_Free(list->items); + } + Z_Free(list); +} + +boolean LUA_HUD_IsDrawListValid(huddrawlist_h list) +{ + if (!list) return false; + + // that's all we can really do to check the validity of the handle right now + return true; +} + +static size_t AllocateDrawItem(huddrawlist_h list) +{ + if (!list) I_Error("can't allocate draw item: invalid list"); + if (list->items_capacity <= list->items_len + 1) + { + if (list->items_capacity == 0) list->items_capacity = 128; + else list->items_capacity *= 2; + list->items = (drawitem_t *) Z_ReallocAlign(list->items, sizeof(struct drawitem_s) * list->items_capacity, PU_STATIC, NULL, 64); + } + + return list->items_len++; +} + +// copy string to list's internal string buffer +// lua can deallocate the string before we get to use it, so it's important to +// keep our own copy +static const char *CopyString(huddrawlist_h list, const char* str) +{ + size_t lenstr; + + if (!list) I_Error("can't allocate string; invalid list"); + lenstr = strlen(str); + if (list->strbuf_capacity <= list->strbuf_len + lenstr + 1) + { + if (list->strbuf_capacity == 0) list->strbuf_capacity = 256; + else list->strbuf_capacity *= 2; + list->strbuf = (char*) Z_ReallocAlign(list->strbuf, sizeof(char) * list->strbuf_capacity, PU_STATIC, NULL, 8); + } + const char *result = (const char *) &list->strbuf[list->strbuf_len]; + strncpy(&list->strbuf[list->strbuf_len], str, lenstr + 1); + list->strbuf_len += lenstr + 1; + return result; +} + +void LUA_HUD_AddDraw( + huddrawlist_h list, + INT32 x, + INT32 y, + patch_t *patch, + INT32 flags, + UINT8 *colormap +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_Draw; + item->x = x; + item->y = y; + item->patch = patch; + item->flags = flags; + item->colormap = colormap; +} + +void LUA_HUD_AddDrawScaled( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t scale, + patch_t *patch, + INT32 flags, + UINT8 *colormap +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawScaled; + item->x = x; + item->y = y; + item->scale = scale; + item->patch = patch; + item->flags = flags; + item->colormap = colormap; +} + +void LUA_HUD_AddDrawStretched( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t hscale, + fixed_t vscale, + patch_t *patch, + INT32 flags, + UINT8 *colormap +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawStretched; + item->x = x; + item->y = y; + item->hscale = hscale; + item->vscale = vscale; + item->patch = patch; + item->flags = flags; + item->colormap = colormap; +} + +void LUA_HUD_AddDrawCropped( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t hscale, + fixed_t vscale, + patch_t *patch, + INT32 flags, + UINT8 *colormap, + fixed_t sx, + fixed_t sy, + fixed_t w, + fixed_t h +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawCropped; + item->x = x; + item->y = y; + item->hscale = hscale; + item->vscale = vscale; + item->patch = patch; + item->flags = flags; + item->colormap = colormap; + item->sx = sx; + item->sy = sy; + item->w = w; + item->h = h; +} + +void LUA_HUD_AddDrawNum( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 num, + INT32 flags +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawNum; + item->x = x; + item->y = y; + item->num = num; + item->flags = flags; +} + +void LUA_HUD_AddDrawPaddedNum( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 num, + INT32 digits, + INT32 flags +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawPaddedNum; + item->x = x; + item->y = y; + item->num = num; + item->digits = digits; + item->flags = flags; +} + +void LUA_HUD_AddDrawFill( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 w, + INT32 h, + INT32 c +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawFill; + item->x = x; + item->y = y; + item->w = w; + item->h = h; + item->c = c; +} + +void LUA_HUD_AddDrawString( + huddrawlist_h list, + fixed_t x, + fixed_t y, + const char *str, + INT32 flags, + INT32 align +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawString; + item->x = x; + item->y = y; + item->str = CopyString(list, str); + item->flags = flags; + item->align = align; +} + +void LUA_HUD_AddDrawNameTag( + huddrawlist_h list, + INT32 x, + INT32 y, + const char *str, + INT32 flags, + UINT16 basecolor, + UINT16 outlinecolor, + UINT8 *basecolormap, + UINT8 *outlinecolormap +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawNameTag; + item->x = x; + item->y = y; + item->str = CopyString(list, str); + item->flags = flags; + item->basecolor = basecolor; + item->outlinecolor = outlinecolor; + item->basecolormap = basecolormap; + item->outlinecolormap = outlinecolormap; +} + +void LUA_HUD_AddDrawScaledNameTag( + huddrawlist_h list, + fixed_t x, + fixed_t y, + const char *str, + INT32 flags, + fixed_t scale, + UINT16 basecolor, + UINT16 outlinecolor, + UINT8 *basecolormap, + UINT8 *outlinecolormap +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawScaledNameTag; + item->x = x; + item->y = y; + item->str = CopyString(list, str); + item->flags = flags; + item->scale = scale; + item->basecolor = basecolor; + item->outlinecolor = outlinecolor; + item->basecolormap = basecolormap; + item->outlinecolormap = outlinecolormap; +} + +void LUA_HUD_AddDrawLevelTitle( + huddrawlist_h list, + INT32 x, + INT32 y, + const char *str, + INT32 flags +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_DrawLevelTitle; + item->x = x; + item->y = y; + item->str = CopyString(list, str); + item->flags = flags; +} + +void LUA_HUD_AddFadeScreen( + huddrawlist_h list, + UINT16 color, + UINT8 strength +) +{ + size_t i = AllocateDrawItem(list); + drawitem_t *item = &list->items[i]; + item->type = DI_FadeScreen; + item->color = color; + item->strength = strength; +} + +void LUA_HUD_DrawList(huddrawlist_h list) +{ + size_t i; + + if (!list) I_Error("HUD drawlist invalid"); + if (list->items_len <= 0) return; + if (!list->items) I_Error("HUD drawlist->items invalid"); + + for (i = 0; i < list->items_len; i++) + { + drawitem_t *item = &list->items[i]; + + switch (item->type) + { + case DI_Draw: + V_DrawFixedPatch(item->x<<FRACBITS, item->y<<FRACBITS, FRACUNIT, item->flags, item->patch, item->colormap); + break; + case DI_DrawScaled: + V_DrawFixedPatch(item->x, item->y, item->scale, item->flags, item->patch, item->colormap); + break; + case DI_DrawStretched: + V_DrawStretchyFixedPatch(item->x, item->y, item->hscale, item->vscale, item->flags, item->patch, item->colormap); + break; + case DI_DrawCropped: + V_DrawCroppedPatch(item->x, item->y, item->hscale, item->vscale, item->flags, item->patch, item->colormap, item->sx, item->sy, item->w, item->h); + break; + case DI_DrawNum: + V_DrawTallNum(item->x, item->y, item->flags, item->num); + break; + case DI_DrawPaddedNum: + V_DrawPaddedTallNum(item->x, item->y, item->flags, item->num, item->digits); + break; + case DI_DrawFill: + V_DrawFill(item->x, item->y, item->w, item->h, item->c); + break; + case DI_DrawString: + switch(item->align) + { + // hu_font + case align_left: + V_DrawString(item->x, item->y, item->flags, item->str); + break; + case align_center: + V_DrawCenteredString(item->x, item->y, item->flags, item->str); + break; + case align_right: + V_DrawRightAlignedString(item->x, item->y, item->flags, item->str); + break; + case align_fixed: + V_DrawStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_fixedcenter: + V_DrawCenteredStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_fixedright: + V_DrawRightAlignedStringAtFixed(item->x, item->y, item->flags, item->str); + break; + // hu_font, 0.5x scale + case align_small: + V_DrawSmallString(item->x, item->y, item->flags, item->str); + break; + case align_smallfixed: + V_DrawSmallStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_smallfixedcenter: + V_DrawCenteredSmallStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_smallfixedright: + V_DrawRightAlignedSmallStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_smallcenter: + V_DrawCenteredSmallString(item->x, item->y, item->flags, item->str); + break; + case align_smallright: + V_DrawRightAlignedSmallString(item->x, item->y, item->flags, item->str); + break; + case align_smallthin: + V_DrawSmallThinString(item->x, item->y, item->flags, item->str); + break; + case align_smallthincenter: + V_DrawCenteredSmallThinString(item->x, item->y, item->flags, item->str); + break; + case align_smallthinright: + V_DrawRightAlignedSmallThinString(item->x, item->y, item->flags, item->str); + break; + case align_smallthinfixed: + V_DrawSmallThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_smallthinfixedcenter: + V_DrawCenteredSmallThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_smallthinfixedright: + V_DrawRightAlignedSmallThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + // tny_font + case align_thin: + V_DrawThinString(item->x, item->y, item->flags, item->str); + break; + case align_thincenter: + V_DrawCenteredThinString(item->x, item->y, item->flags, item->str); + break; + case align_thinright: + V_DrawRightAlignedThinString(item->x, item->y, item->flags, item->str); + break; + case align_thinfixed: + V_DrawThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_thinfixedcenter: + V_DrawCenteredThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + case align_thinfixedright: + V_DrawRightAlignedThinStringAtFixed(item->x, item->y, item->flags, item->str); + break; + } + break; + case DI_DrawNameTag: + V_DrawNameTag(item->x, item->y, item->flags, FRACUNIT, item->basecolormap, item->outlinecolormap, item->str); + break; + case DI_DrawScaledNameTag: + V_DrawNameTag(FixedInt(item->x), FixedInt(item->y), item->flags, item->scale, item->basecolormap, item->outlinecolormap, item->str); + break; + case DI_DrawLevelTitle: + V_DrawLevelTitle(item->x, item->y, item->flags, item->str); + break; + case DI_FadeScreen: + V_DrawFadeScreen(item->color, item->strength); + break; + default: + I_Error("can't draw draw list item: invalid draw list item type"); + continue; + } + } +} diff --git a/src/lua_hudlib_drawlist.h b/src/lua_hudlib_drawlist.h new file mode 100644 index 0000000000000000000000000000000000000000..57d3de3c355b24d4e0771fae5c3406166f470a4f --- /dev/null +++ b/src/lua_hudlib_drawlist.h @@ -0,0 +1,152 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 2022-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file lua_hudlib_drawlist.h +/// \brief a data structure for managing cached drawlists for the Lua hud lib + +// The idea behinds this module is to cache drawcall information into an ordered +// list to repeat the same draw operations in later frames. It's used to ensure +// that the HUD hooks from Lua are called at precisely 35hz to avoid problems +// with variable framerates in existing Lua addons. + +#ifndef __LUA_HUDLIB_DRAWLIST__ +#define __LUA_HUDLIB_DRAWLIST__ + +#include "doomtype.h" +#include "r_defs.h" + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct huddrawlist_s *huddrawlist_h; + +// Create a new drawlist. Returns a handle to it. +huddrawlist_h LUA_HUD_CreateDrawList(void); +// Clears the draw list. +void LUA_HUD_ClearDrawList(huddrawlist_h list); +// Destroys the drawlist, invalidating the given handle +void LUA_HUD_DestroyDrawList(huddrawlist_h list); +boolean LUA_HUD_IsDrawListValid(huddrawlist_h list); + +void LUA_HUD_AddDraw( + huddrawlist_h list, + INT32 x, + INT32 y, + patch_t *patch, + INT32 flags, + UINT8 *colormap +); +void LUA_HUD_AddDrawScaled( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t scale, + patch_t *patch, + INT32 flags, + UINT8 *colormap +); +void LUA_HUD_AddDrawStretched( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t hscale, + fixed_t vscale, + patch_t *patch, + INT32 flags, + UINT8 *colormap +); +void LUA_HUD_AddDrawCropped( + huddrawlist_h list, + fixed_t x, + fixed_t y, + fixed_t hscale, + fixed_t vscale, + patch_t *patch, + INT32 flags, + UINT8 *colormap, + fixed_t sx, + fixed_t sy, + fixed_t w, + fixed_t h +); +void LUA_HUD_AddDrawNum( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 num, + INT32 flags +); +void LUA_HUD_AddDrawPaddedNum( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 num, + INT32 digits, + INT32 flags +); +void LUA_HUD_AddDrawFill( + huddrawlist_h list, + INT32 x, + INT32 y, + INT32 w, + INT32 h, + INT32 c +); +void LUA_HUD_AddDrawString( + huddrawlist_h list, + fixed_t x, + fixed_t y, + const char *str, + INT32 flags, + INT32 align +); +void LUA_HUD_AddDrawNameTag( + huddrawlist_h list, + INT32 x, + INT32 y, + const char *str, + INT32 flags, + UINT16 basecolor, + UINT16 outlinecolor, + UINT8 *basecolormap, + UINT8 *outlinecolormap +); +void LUA_HUD_AddDrawScaledNameTag( + huddrawlist_h list, + fixed_t x, + fixed_t y, + const char *str, + INT32 flags, + fixed_t scale, + UINT16 basecolor, + UINT16 outlinecolor, + UINT8 *basecolormap, + UINT8 *outlinecolormap +); +void LUA_HUD_AddDrawLevelTitle( + huddrawlist_h list, + INT32 x, + INT32 y, + const char *str, + INT32 flags +); +void LUA_HUD_AddFadeScreen( + huddrawlist_h list, + UINT16 color, + UINT8 strength +); + +// Draws the given draw list +void LUA_HUD_DrawList(huddrawlist_h list); + +#ifdef __cplusplus +} // extern "C" +#endif + +#endif // __LUA_HUDLIB_DRAWLIST__ diff --git a/src/lua_inputlib.c b/src/lua_inputlib.c index 1710b035522755526a1450cf53e00649fc2622ef..e4962a0fb85c18fb4b4722e30d490cab8002315c 100644 --- a/src/lua_inputlib.c +++ b/src/lua_inputlib.c @@ -15,6 +15,7 @@ #include "g_game.h" #include "hu_stuff.h" #include "i_system.h" +#include "i_gamepad.h" #include "lua_script.h" #include "lua_libs.h" @@ -30,7 +31,7 @@ static int lib_gameControlDown(lua_State *L) int i = luaL_checkinteger(L, 1); if (i < 0 || i >= NUM_GAMECONTROLS) return luaL_error(L, "GC_* constant %d out of range (0 - %d)", i, NUM_GAMECONTROLS-1); - lua_pushinteger(L, PLAYER1INPUTDOWN(i)); + lua_pushinteger(L, G_PlayerInputDown(0, i)); return 1; } @@ -39,7 +40,7 @@ static int lib_gameControl2Down(lua_State *L) int i = luaL_checkinteger(L, 1); if (i < 0 || i >= NUM_GAMECONTROLS) return luaL_error(L, "GC_* constant %d out of range (0 - %d)", i, NUM_GAMECONTROLS-1); - lua_pushinteger(L, PLAYER2INPUTDOWN(i)); + lua_pushinteger(L, G_PlayerInputDown(1, i)); return 1; } @@ -66,14 +67,14 @@ static int lib_gameControl2ToKeyNum(lua_State *L) static int lib_joyAxis(lua_State *L) { int i = luaL_checkinteger(L, 1); - lua_pushinteger(L, JoyAxis(i)); + lua_pushinteger(L, G_JoyAxis(0, i) / 32); return 1; } static int lib_joy2Axis(lua_State *L) { int i = luaL_checkinteger(L, 1); - lua_pushinteger(L, Joy2Axis(i)); + lua_pushinteger(L, G_JoyAxis(1, i) / 32); return 1; } @@ -128,6 +129,21 @@ static int lib_getCursorPosition(lua_State *L) return 2; } +static int lib_getPlayerGamepad(lua_State *L) +{ + player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); + if (!player) + return LUA_ErrInvalid(L, "player_t"); + + INT16 which = G_GetGamepadForPlayer(player); + if (which >= 0) + LUA_PushUserdata(L, &gamepads[which], META_GAMEPAD); + else + lua_pushnil(L); + + return 1; +} + static luaL_Reg lib[] = { {"gameControlDown", lib_gameControlDown}, {"gameControl2Down", lib_gameControl2Down}, @@ -142,6 +158,7 @@ static luaL_Reg lib[] = { {"getMouseGrab", lib_getMouseGrab}, {"setMouseGrab", lib_setMouseGrab}, {"getCursorPosition", lib_getCursorPosition}, + {"getPlayerGamepad", lib_getPlayerGamepad}, {NULL, NULL} }; @@ -197,6 +214,341 @@ static int keyevent_get(lua_State *L) return 1; } +///////////// +// GAMEPAD // +///////////// + +enum gamepad_leftright_e { + gamepad_opt_left, + gamepad_opt_right +}; + +static const char *const gamepad_leftright_opt[] = { + "left", + "right", + NULL}; + +// Buttons +static int gamepad_isButtonDown(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + gamepad_button_e button = luaL_checkoption(L, 2, NULL, gamepad_button_names); + lua_pushboolean(L, gamepad->buttons[button] == 1); + return 1; +} + +// Axes +static int gamepad_getAxis(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + gamepad_axis_e axis = luaL_checkoption(L, 2, NULL, gamepad_axis_names); + boolean applyDeadzone = luaL_opt(L, luaL_checkboolean, 3, true); + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, axis, applyDeadzone)); + return 1; +} + +// Sticks +static int gamepad_getStick(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + enum gamepad_leftright_e stick = luaL_checkoption(L, 2, NULL, gamepad_leftright_opt); + boolean applyDeadzone = luaL_opt(L, luaL_checkboolean, 3, true); + + switch (stick) + { + case gamepad_opt_left: + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, GAMEPAD_AXIS_LEFTX, applyDeadzone)); + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, GAMEPAD_AXIS_LEFTY, applyDeadzone)); + break; + case gamepad_opt_right: + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, GAMEPAD_AXIS_RIGHTX, applyDeadzone)); + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, GAMEPAD_AXIS_RIGHTY, applyDeadzone)); + break; + } + + return 2; +} + +// Triggers +static int gamepad_getTrigger(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + enum gamepad_leftright_e stick = luaL_checkoption(L, 2, NULL, gamepad_leftright_opt); + boolean applyDeadzone = luaL_opt(L, luaL_checkboolean, 3, true); + gamepad_axis_e axis = 0; + + switch (stick) + { + case gamepad_opt_left: + axis = GAMEPAD_AXIS_TRIGGERLEFT; + break; + case gamepad_opt_right: + axis = GAMEPAD_AXIS_TRIGGERRIGHT; + break; + } + + lua_pushfixed(L, G_GetAdjustedGamepadAxis(gamepad->num, axis, applyDeadzone)); + return 1; +} + +// Button and axis names +static int gamepad_getButtonName(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + gamepad_button_e button = luaL_checkoption(L, 2, NULL, gamepad_button_names); + lua_pushstring(L, G_GetGamepadButtonString(gamepad->type, button, GAMEPAD_STRING_DEFAULT)); + return 1; +} + +static int gamepad_getAxisName(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + gamepad_axis_e axis = luaL_checkoption(L, 2, NULL, gamepad_axis_names); + lua_pushstring(L, G_GetGamepadAxisString(gamepad->type, axis, GAMEPAD_STRING_DEFAULT, false)); + return 1; +} + +static int gamepad_getTriggerName(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + enum gamepad_leftright_e stick = luaL_checkoption(L, 2, NULL, gamepad_leftright_opt); + gamepad_axis_e axis = 0; + + switch (stick) + { + case gamepad_opt_left: + axis = GAMEPAD_AXIS_TRIGGERLEFT; + break; + case gamepad_opt_right: + axis = GAMEPAD_AXIS_TRIGGERRIGHT; + break; + } + + lua_pushstring(L, G_GetGamepadAxisString(gamepad->type, axis, GAMEPAD_STRING_DEFAULT, false)); + return 1; +} + +// Rumble +static int gamepad_doRumble(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + fixed_t large_magnitude = luaL_checkfixed(L, 2); + fixed_t small_magnitude = luaL_optfixed(L, 3, large_magnitude); + tic_t duration = luaL_optinteger(L, 4, 0); + +#define CHECK_MAGNITUDE(which) \ + if (which##_magnitude < 0 || which##_magnitude > FRACUNIT) \ + return luaL_error(L, va(#which " motor frequency %f out of range (minimum is 0.0, maximum is 1.0)", \ + FixedToFloat(which##_magnitude))) + + CHECK_MAGNITUDE(large); + CHECK_MAGNITUDE(small); + +#undef CHECK_MAGNITUDE + + lua_pushboolean(L, G_RumbleGamepad(gamepad->num, large_magnitude, small_magnitude, duration)); + return 1; +} + +static int gamepad_stopRumble(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + G_StopGamepadRumble(gamepad->num); + return 0; +} + +// Accessing gamepad userdata +enum gamepad_opt_e { + gamepad_opt_connected, + gamepad_opt_type, + gamepad_opt_isXbox, + gamepad_opt_isPlayStation, + gamepad_opt_isNintendoSwitch, + gamepad_opt_isJoyCon, + gamepad_opt_hasRumble, + gamepad_opt_isRumbling, + gamepad_opt_isRumblePaused, + gamepad_opt_largeMotorFrequency, + gamepad_opt_smallMotorFrequency, + gamepad_opt_isButtonDown, + gamepad_opt_getAxis, + gamepad_opt_getStick, + gamepad_opt_getTrigger, + gamepad_opt_getButtonName, + gamepad_opt_getAxisName, + gamepad_opt_getTriggerName, + gamepad_opt_rumble, + gamepad_opt_stopRumble +}; + +static const char *const gamepad_opt[] = { + "connected", + "type", + "isXbox", + "isPlayStation", + "isNintendoSwitch", + "isJoyCon", + "hasRumble", + "isRumbling", + "isRumblePaused", + "largeMotorFrequency", + "smallMotorFrequency", + "isButtonDown", + "getAxis", + "getStick", + "getTrigger", + "getButtonName", + "getAxisName", + "getTriggerName", + "rumble", + "stopRumble", + NULL}; + +static int (*gamepad_fn_list[9])(lua_State *L) = { + gamepad_isButtonDown, + gamepad_getAxis, + gamepad_getStick, + gamepad_getTrigger, + gamepad_getButtonName, + gamepad_getAxisName, + gamepad_getTriggerName, + gamepad_doRumble, + gamepad_stopRumble +}; + +static int gamepad_get(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + enum gamepad_opt_e field = luaL_checkoption(L, 2, NULL, gamepad_opt); + + switch (field) + { + case gamepad_opt_connected: + lua_pushboolean(L, gamepad->connected); + break; + case gamepad_opt_type: + lua_pushstring(L, G_GamepadTypeToString(gamepad->type)); + break; + case gamepad_opt_isXbox: + lua_pushboolean(L, G_GamepadTypeIsXbox(gamepad->type)); + break; + case gamepad_opt_isPlayStation: + lua_pushboolean(L, G_GamepadTypeIsPlayStation(gamepad->type)); + break; + case gamepad_opt_isNintendoSwitch: + lua_pushboolean(L, G_GamepadTypeIsNintendoSwitch(gamepad->type)); + break; + case gamepad_opt_isJoyCon: + // No, this does not include the grip. + lua_pushboolean(L, G_GamepadTypeIsJoyCon(gamepad->type)); + break; + case gamepad_opt_hasRumble: + lua_pushboolean(L, G_RumbleSupported(gamepad->num)); + break; + case gamepad_opt_isRumbling: + lua_pushboolean(L, gamepad->rumble.active); + break; + case gamepad_opt_isRumblePaused: + lua_pushboolean(L, G_GetGamepadRumblePaused(gamepad->num)); + break; + case gamepad_opt_largeMotorFrequency: + lua_pushfixed(L, G_GetLargeMotorFreq(gamepad->num)); + break; + case gamepad_opt_smallMotorFrequency: + lua_pushfixed(L, G_GetSmallMotorFreq(gamepad->num)); + break; + case gamepad_opt_isButtonDown: + case gamepad_opt_getAxis: + case gamepad_opt_getStick: + case gamepad_opt_getTrigger: + case gamepad_opt_getButtonName: + case gamepad_opt_getAxisName: + case gamepad_opt_getTriggerName: + case gamepad_opt_rumble: + case gamepad_opt_stopRumble: + lua_pushcfunction(L, gamepad_fn_list[field - gamepad_opt_isButtonDown]); + break; + } + return 1; +} + +static int gamepad_set(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + enum gamepad_opt_e field = luaL_checkoption(L, 2, NULL, gamepad_opt); + + switch (field) + { + case gamepad_opt_isRumblePaused: + G_SetGamepadRumblePaused(gamepad->num, luaL_checkboolean(L, 3)); + break; + case gamepad_opt_largeMotorFrequency: + G_SetLargeMotorFreq(gamepad->num, luaL_checkfixed(L, 3)); + break; + case gamepad_opt_smallMotorFrequency: + G_SetSmallMotorFreq(gamepad->num, luaL_checkfixed(L, 3)); + break; + default: + return luaL_error(L, LUA_QL("gamepad") " field " LUA_QS " should not be set directly.", gamepad_opt[field]); + } + return 1; +} + +static int gamepad_num(lua_State *L) +{ + gamepad_t *gamepad = *((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)); + lua_pushinteger(L, gamepad->num + 1); + return 1; +} + +static int lib_iterateGamepads(lua_State *L) +{ + INT32 i = -1; + if (lua_gettop(L) < 2) + { + lua_pushcfunction(L, lib_iterateGamepads); + return 1; + } + lua_settop(L, 2); + lua_remove(L, 1); // State is unused + if (!lua_isnil(L, 1)) + i = (INT32)(*((gamepad_t **)luaL_checkudata(L, 1, META_GAMEPAD)) - gamepads); + for (i++; i < NUM_GAMEPADS; i++) + { + if (!gamepads[i].connected) + continue; + LUA_PushUserdata(L, &gamepads[i], META_GAMEPAD); + return 1; + } + return 0; +} + +static int lib_getGamepad(lua_State *L) +{ + if (lua_type(L, 2) == LUA_TNUMBER) + { + lua_Integer i = luaL_checkinteger(L, 2); + if (i < 1 || i > NUM_GAMEPADS) + return luaL_error(L, "gamepads[] index %d out of range (1 - %d)", i, NUM_GAMEPADS); + LUA_PushUserdata(L, &gamepads[i - 1], META_GAMEPAD); + return 1; + } + + if (fastcmp(luaL_checkstring(L, 2), "iterate")) + { + lua_pushcfunction(L, lib_iterateGamepads); + return 1; + } + + return 0; +} + +static int lib_lenGamepad(lua_State *L) +{ + lua_pushinteger(L, NUM_GAMEPADS); + return 1; +} + /////////// // MOUSE // /////////// @@ -257,6 +609,27 @@ int LUA_InputLib(lua_State *L) lua_setfield(L, -2, "__index"); lua_pop(L, 1); + luaL_newmetatable(L, META_GAMEPAD); + lua_pushcfunction(L, gamepad_get); + lua_setfield(L, -2, "__index"); + + lua_pushcfunction(L, gamepad_set); + lua_setfield(L, -2, "__newindex"); + + lua_pushcfunction(L, gamepad_num); + lua_setfield(L, -2, "__len"); + lua_pop(L, 1); + + lua_newuserdata(L, 0); + lua_createtable(L, 0, 2); + lua_pushcfunction(L, lib_getGamepad); + lua_setfield(L, -2, "__index"); + + lua_pushcfunction(L, lib_lenGamepad); + lua_setfield(L, -2, "__len"); + lua_setmetatable(L, -2); + lua_setglobal(L, "gamepads"); + luaL_newmetatable(L, META_MOUSE); lua_pushcfunction(L, mouse_get); lua_setfield(L, -2, "__index"); diff --git a/src/lua_libs.h b/src/lua_libs.h index b4a891edb83d68f77075e8671cc13c76b1df0de3..68e97623448584f413c4de30a0ecc541231a92c0 100644 --- a/src/lua_libs.h +++ b/src/lua_libs.h @@ -91,6 +91,7 @@ extern boolean mousegrabbedbylua; #define META_LUABANKS "LUABANKS[]*" #define META_KEYEVENT "KEYEVENT_T*" +#define META_GAMEPAD "GAMEPAD_T*" #define META_MOUSE "MOUSE_T*" boolean luaL_checkboolean(lua_State *L, int narg); diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index 953b390006c3419be9a63c2a925d112716568eb4..2aec48c907886a26dc8e22fe1ce58ee5f9df4a98 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -458,7 +458,7 @@ static int mobj_get(lua_State *L) } #define NOSET luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly.", mobj_opt[field]) -#define NOSETPOS luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_Move") ", " LUA_QL("P_TryMove") ", or " LUA_QL("P_TeleportMove") " instead.", mobj_opt[field]) +#define NOSETPOS luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " should not be set directly. Use " LUA_QL("P_Move") ", " LUA_QL("P_TryMove") ", or " LUA_QL("P_SetOrigin") ", or " LUA_QL("P_MoveOrigin") " instead.", mobj_opt[field]) static int mobj_set(lua_State *L) { mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); @@ -767,6 +767,7 @@ static int mobj_set(lua_State *L) scale = FRACUNIT/100; mo->destscale = scale; P_SetScale(mo, scale); + mo->old_scale = scale; break; } case mobj_destscale: diff --git a/src/lua_script.c b/src/lua_script.c index 4d407154505fc5a9bbfd4942b5e8147d840edc37..8d8fb295cda8cdf0df4e0bd42b31e6ae344d88cc 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -447,7 +447,7 @@ int LUA_CheckGlobals(lua_State *L, const char *word) if (strlen(str) < strlength) return luaL_error(L, "string must not contain embedded zeros!"); - strncpy(mapmusname, str, strlength); + strlcpy(mapmusname, str, sizeof mapmusname); } else if (fastcmp(word, "mapmusflags")) mapmusflags = (UINT16)luaL_checkinteger(L, 2); @@ -949,6 +949,7 @@ enum ARCH_MAPHEADER, ARCH_SKINCOLOR, ARCH_MOUSE, + ARCH_GAMEPAD, ARCH_TEND=0xFF, }; @@ -976,6 +977,7 @@ static const struct { {META_SLOPE, ARCH_SLOPE}, {META_MAPHEADER, ARCH_MAPHEADER}, {META_SKINCOLOR, ARCH_SKINCOLOR}, + {META_GAMEPAD, ARCH_GAMEPAD}, {META_MOUSE, ARCH_MOUSE}, {NULL, ARCH_NULL} }; @@ -1291,6 +1293,13 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex) WRITEUINT16(save_p, info - skincolors); break; } + case ARCH_GAMEPAD: + { + gamepad_t *gamepad = *((gamepad_t **)lua_touserdata(gL, myindex)); + WRITEUINT8(save_p, ARCH_GAMEPAD); + WRITEUINT8(save_p, gamepad->num); + break; + } case ARCH_MOUSE: { mouse_t *m = *((mouse_t **)lua_touserdata(gL, myindex)); @@ -1541,6 +1550,15 @@ static UINT8 UnArchiveValue(int TABLESINDEX) case ARCH_SKINCOLOR: LUA_PushUserdata(gL, &skincolors[READUINT16(save_p)], META_SKINCOLOR); break; + case ARCH_GAMEPAD: + { + UINT8 which = READUINT8(save_p); + if (which < NUM_GAMEPADS) + LUA_PushUserdata(gL, &gamepads[which], META_GAMEPAD); + else // Wait, what? + lua_pushnil(gL); + break; + } case ARCH_MOUSE: LUA_PushUserdata(gL, READUINT16(save_p) == 1 ? &mouse : &mouse2, META_MOUSE); break; diff --git a/src/lua_script.h b/src/lua_script.h index e586b04a886d292ec65669d8f831123d0d6b57d1..1c98a32f378ac0084e80d8f0267ae1d4fec8102a 100644 --- a/src/lua_script.h +++ b/src/lua_script.h @@ -30,11 +30,13 @@ // TODO add some distinction between fixed numbers and integer numbers // for at least the purpose of printing and maybe math. #define luaL_checkfixed(L, i) luaL_checkinteger(L, i) +#define luaL_optfixed(L, i, o) luaL_optinteger(L, i, o) #define lua_pushfixed(L, f) lua_pushinteger(L, f) // angle_t casting // TODO deal with signedness #define luaL_checkangle(L, i) ((angle_t)luaL_checkinteger(L, i)) +#define luaL_optangle(L, i, o) ((angle_t)luaL_optinteger(L, i, o)) #define lua_pushangle(L, a) lua_pushinteger(L, a) #ifdef _DEBUG diff --git a/src/m_anigif.c b/src/m_anigif.c index b3a1d0fe22304faea9f7b9656bd9dcd4e7a872a9..41765e6e1cc415e81c7a0ab9f9b8f893eb993df0 100644 --- a/src/m_anigif.c +++ b/src/m_anigif.c @@ -608,7 +608,7 @@ static void GIF_framewrite(void) { // golden's attempt at creating a "dynamic delay" UINT16 mingifdelay = 10; // minimum gif delay in milliseconds (keep at 10 because gifs can't get more precise). - gif_delayus += I_PreciseToMicros(I_GetPreciseTime() - gif_prevframetime); // increase delay by how much time was spent between last measurement + gif_delayus += (I_GetPreciseTime() - gif_prevframetime) / (I_GetPrecisePrecision() / 1000000); // increase delay by how much time was spent between last measurement if (gif_delayus/1000 >= mingifdelay) // delay is big enough to be able to effect gif frame delay? { @@ -621,7 +621,7 @@ static void GIF_framewrite(void) { float delayf = ceil(100.0f/NEWTICRATE); - delay = (UINT16)I_PreciseToMicros((I_GetPreciseTime() - gif_prevframetime))/10/1000; + delay = (UINT16)((I_GetPreciseTime() - gif_prevframetime)) / (I_GetPrecisePrecision() / 1000000) /10/1000; if (delay < (UINT16)(delayf)) delay = (UINT16)(delayf); diff --git a/src/m_cheat.c b/src/m_cheat.c index 40b9a1230eb439e5ef1afff546e0368e66514bbc..f943774504e336914c46c9436948bef125a79d2f 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -199,39 +199,41 @@ static UINT8 cht_CheckCheat(cheatseq_t *cht, char key) boolean cht_Responder(event_t *ev) { - UINT8 ret = 0, ch = 0; - if (ev->type != ev_keydown) - return false; + UINT8 ch = 0; - if (ev->key > 0xFF) + if (ev->type == ev_gamepad_down) { - // map some fake (joy) inputs into keys - // map joy inputs into keys switch (ev->key) { - case KEY_JOY1: - case KEY_JOY1 + 2: - ch = KEY_ENTER; - break; - case KEY_HAT1: + case GAMEPAD_BUTTON_DPAD_UP: ch = KEY_UPARROW; break; - case KEY_HAT1 + 1: + case GAMEPAD_BUTTON_DPAD_DOWN: ch = KEY_DOWNARROW; break; - case KEY_HAT1 + 2: + case GAMEPAD_BUTTON_DPAD_LEFT: ch = KEY_LEFTARROW; break; - case KEY_HAT1 + 3: + case GAMEPAD_BUTTON_DPAD_RIGHT: ch = KEY_RIGHTARROW; break; + case GAMEPAD_BUTTON_START: + ch = KEY_ENTER; + break; default: // no mapping return false; } } - else + else if (ev->type == ev_keydown) + { + if (ev->key > 0xFF) + return false; + ch = (UINT8)ev->key; + } + + UINT8 ret = 0; ret += cht_CheckCheat(&cheat_ultimate, (char)ch); ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch); @@ -475,7 +477,7 @@ void Command_RTeleport_f(void) CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z))); P_MapStart(); - if (!P_TeleportMove(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz)) + if (!P_SetOrigin(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz)) CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n")); else S_StartSound(p->mo, sfx_mixup); @@ -696,7 +698,7 @@ void Command_Teleport_f(void) } P_MapStart(); - if (!P_TeleportMove(p->mo, intx, inty, intz)) + if (!P_SetOrigin(p->mo, intx, inty, intz)) CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n")); else S_StartSound(p->mo, sfx_mixup); @@ -1315,13 +1317,13 @@ void OP_ObjectplaceMovement(player_t *player) if (cmd->forwardmove != 0) { P_Thrust(player->mo, player->mo->angle, (cmd->forwardmove*player->mo->scale/MAXPLMOVE)*cv_speed.value); - P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z); + P_MoveOrigin(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z); player->mo->momx = player->mo->momy = 0; } if (cmd->sidemove != 0) { P_Thrust(player->mo, player->mo->angle-ANGLE_90, (cmd->sidemove*player->mo->scale/MAXPLMOVE)*cv_speed.value); - P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z); + P_MoveOrigin(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z); player->mo->momx = player->mo->momy = 0; } diff --git a/src/m_menu.c b/src/m_menu.c index e1b0942d9b94486a66d17aef6fa4d51734fbdef5..2b36b41e306353662422686b25f7e7d011b077db 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -22,6 +22,7 @@ #include "d_main.h" #include "d_netcmd.h" #include "console.h" +#include "r_fps.h" #include "r_local.h" #include "hu_stuff.h" #include "g_game.h" @@ -31,6 +32,7 @@ // Data. #include "sounds.h" #include "s_sound.h" +#include "i_time.h" #include "i_system.h" #include "i_threads.h" @@ -39,6 +41,8 @@ #include "v_video.h" #include "i_video.h" +#include "i_gamepad.h" +#include "g_input.h" #include "keys.h" #include "z_zone.h" #include "w_wad.h" @@ -60,8 +64,6 @@ #include "i_sound.h" #include "fastcmp.h" -#include "i_joy.h" // for joystick menu controls - #include "p_saveg.h" // Only for NEWSKINSAVES // Condition Sets @@ -70,13 +72,6 @@ // And just some randomness for the exits. #include "m_random.h" -#if defined(HAVE_SDL) -#include "SDL.h" -#if SDL_VERSION_ATLEAST(2,0,0) -#include "sdl/sdlmain.h" // JOYSTICK_HOTPLUG -#endif -#endif - #if defined (__GNUC__) && (__GNUC__ >= 4) #define FIXUPO0 #endif @@ -146,7 +141,12 @@ typedef enum levellist_mode_t levellistmode = LLM_CREATESERVER; UINT8 maplistoption = 0; -static char joystickInfo[MAX_JOYSTICKS+1][29]; +static struct +{ + char name[29]; + INT32 index; +} gamepadInfo[MAX_CONNECTED_GAMEPADS + 1]; + #ifndef NONET static UINT32 serverlistpage; #endif @@ -161,6 +161,7 @@ static INT16 itemOn = 1; // menu item skull is on, Hack by Tails 09-18-2002 static INT16 skullAnimCounter = 10; // skull animation counter static boolean setupcontrols_secondaryplayer; +static consvar_t *setupcontrols_joycvar = NULL; static INT32 (*setupcontrols)[2]; // pointer to the gamecontrols of the player being edited // shhh... what am I doing... nooooo! @@ -171,10 +172,10 @@ static INT32 vidm_nummodes; static INT32 vidm_column_size; // new menus -static tic_t recatkdrawtimer = 0; -static tic_t ntsatkdrawtimer = 0; +static fixed_t recatkdrawtimer = 0; +static fixed_t ntsatkdrawtimer = 0; -static tic_t charseltimer = 0; +static fixed_t charseltimer = 0; static fixed_t char_scroll = 0; #define charscrollamt 128*FRACUNIT @@ -207,17 +208,17 @@ menu_t SPauseDef; static levelselect_t levelselect = {0, NULL}; static UINT8 levelselectselect[3]; static patch_t *levselp[2][3]; -static INT32 lsoffs[2]; +static fixed_t lsoffs[2]; #define lsrow levelselectselect[0] #define lscol levelselectselect[1] #define lshli levelselectselect[2] #define lshseperation 101 -#define lsbasevseperation (62*vid.height)/(BASEVIDHEIGHT*vid.dupy) //62 +#define lsbasevseperation ((62*vid.height)/(BASEVIDHEIGHT*vid.dupy)) //62 #define lsheadingheight 16 #define getheadingoffset(row) (levelselect.rows[row].header[0] ? lsheadingheight : 0) -#define lsvseperation(row) lsbasevseperation + getheadingoffset(row) +#define lsvseperation(row) (lsbasevseperation + getheadingoffset(row)) #define lswide(row) levelselect.rows[row].mapavailable[3] #define lsbasex 19 @@ -309,17 +310,17 @@ menu_t MP_MainDef; menu_t OP_ChangeControlsDef; menu_t OP_MPControlsDef, OP_MiscControlsDef; menu_t OP_P1ControlsDef, OP_P2ControlsDef, OP_MouseOptionsDef; -menu_t OP_Mouse2OptionsDef, OP_Joystick1Def, OP_Joystick2Def; +menu_t OP_Mouse2OptionsDef, OP_Gamepad1Def, OP_Gamepad2Def; menu_t OP_CameraOptionsDef, OP_Camera2OptionsDef; menu_t OP_PlaystyleDef; static void M_VideoModeMenu(INT32 choice); static void M_Setup1PControlsMenu(INT32 choice); static void M_Setup2PControlsMenu(INT32 choice); -static void M_Setup1PJoystickMenu(INT32 choice); -static void M_Setup2PJoystickMenu(INT32 choice); +static void M_Setup1PGamepadMenu(INT32 choice); +static void M_Setup2PGamepadMenu(INT32 choice); static void M_Setup1PPlaystyleMenu(INT32 choice); static void M_Setup2PPlaystyleMenu(INT32 choice); -static void M_AssignJoystick(INT32 choice); +static void M_AssignGamepad(INT32 choice); static void M_ChangeControl(INT32 choice); // Video & Sound @@ -373,7 +374,8 @@ static void M_DrawSetupChoosePlayerMenu(void); static void M_DrawControlsDefMenu(void); static void M_DrawCameraOptionsMenu(void); static void M_DrawPlaystyleMenu(void); -static void M_DrawControl(void); +static void M_DrawGamepadMenu(void); +static void M_DrawControlConfigMenu(void); static void M_DrawMainVideoMenu(void); static void M_DrawVideoMode(void); static void M_DrawColorMenu(void); @@ -384,7 +386,7 @@ static void M_DrawConnectMenu(void); static void M_DrawMPMainMenu(void); static void M_DrawRoomMenu(void); #endif -static void M_DrawJoystick(void); +static void M_DrawGamepadList(void); static void M_DrawSetupMultiPlayerMenu(void); // Handling functions @@ -1068,9 +1070,9 @@ static menuitem_t OP_MainMenu[] = { {IT_SUBMENU | IT_STRING, NULL, "Player 1 Controls...", &OP_P1ControlsDef, 10}, {IT_SUBMENU | IT_STRING, NULL, "Player 2 Controls...", &OP_P2ControlsDef, 20}, - {IT_CVAR | IT_STRING, NULL, "Controls per key", &cv_controlperkey, 30}, - {IT_CALL | IT_STRING, NULL, "Video Options...", M_VideoOptions, 50}, + {IT_CALL | IT_STRING, NULL, "Video Options...", M_VideoOptions, 40}, + {IT_SUBMENU | IT_STRING, NULL, "Sound Options...", &OP_SoundOptionsDef, 60}, {IT_CALL | IT_STRING, NULL, "Server Options...", M_ServerOptions, 80}, @@ -1078,11 +1080,21 @@ static menuitem_t OP_MainMenu[] = {IT_SUBMENU | IT_STRING, NULL, "Data Options...", &OP_DataOptionsDef, 100}, }; +enum +{ + opplayer1, + opplayer2, + opvideo, + opsound, + opserver, + opdata +}; + static menuitem_t OP_P1ControlsMenu[] = { {IT_CALL | IT_STRING, NULL, "Control Configuration...", M_Setup1PControlsMenu, 10}, {IT_SUBMENU | IT_STRING, NULL, "Mouse Options...", &OP_MouseOptionsDef, 20}, - {IT_SUBMENU | IT_STRING, NULL, "Gamepad Options...", &OP_Joystick1Def , 30}, + {IT_SUBMENU | IT_STRING, NULL, "Gamepad Options...", &OP_Gamepad1Def , 30}, {IT_SUBMENU | IT_STRING, NULL, "Camera Options...", &OP_CameraOptionsDef, 50}, @@ -1094,7 +1106,7 @@ static menuitem_t OP_P2ControlsMenu[] = { {IT_CALL | IT_STRING, NULL, "Control Configuration...", M_Setup2PControlsMenu, 10}, {IT_SUBMENU | IT_STRING, NULL, "Second Mouse Options...", &OP_Mouse2OptionsDef, 20}, - {IT_SUBMENU | IT_STRING, NULL, "Second Gamepad Options...", &OP_Joystick2Def , 30}, + {IT_SUBMENU | IT_STRING, NULL, "Second Gamepad Options...", &OP_Gamepad2Def , 30}, {IT_SUBMENU | IT_STRING, NULL, "Camera Options...", &OP_Camera2OptionsDef, 50}, @@ -1127,10 +1139,11 @@ static menuitem_t OP_ChangeControlsMenu[] = {IT_CALL | IT_STRING2, NULL, "Game Status", M_ChangeControl, GC_SCORES }, {IT_CALL | IT_STRING2, NULL, "Pause / Run Retry", M_ChangeControl, GC_PAUSE }, - {IT_CALL | IT_STRING2, NULL, "Screenshot", M_ChangeControl, GC_SCREENSHOT }, - {IT_CALL | IT_STRING2, NULL, "Toggle GIF Recording", M_ChangeControl, GC_RECORDGIF }, - {IT_CALL | IT_STRING2, NULL, "Open/Close Menu (ESC)", M_ChangeControl, GC_SYSTEMMENU }, - {IT_CALL | IT_STRING2, NULL, "Change Viewpoint", M_ChangeControl, GC_VIEWPOINT }, + {IT_CALL | IT_STRING2, NULL, "Screenshot", M_ChangeControl, GC_SCREENSHOT }, + {IT_CALL | IT_STRING2, NULL, "Toggle GIF Recording", M_ChangeControl, GC_RECORDGIF }, + {IT_CALL | IT_STRING2, NULL, "Open/Close Menu (ESC)", M_ChangeControl, GC_SYSTEMMENU }, + {IT_CALL | IT_STRING2, NULL, "Next Viewpoint", M_ChangeControl, GC_VIEWPOINTNEXT }, + {IT_CALL | IT_STRING2, NULL, "Prev Viewpoint", M_ChangeControl, GC_VIEWPOINTPREV }, {IT_CALL | IT_STRING2, NULL, "Console", M_ChangeControl, GC_CONSOLE }, {IT_HEADER, NULL, "Multiplayer", NULL, 0}, {IT_SPACE, NULL, NULL, NULL, 0}, // padding @@ -1157,43 +1170,35 @@ static menuitem_t OP_ChangeControlsMenu[] = {IT_CALL | IT_STRING2, NULL, "Custom Action 3", M_ChangeControl, GC_CUSTOM3 }, }; -static menuitem_t OP_Joystick1Menu[] = -{ - {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup1PJoystickMenu, 10}, - {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis , 30}, - {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis , 40}, - {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis , 50}, - {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis , 60}, - {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis , 70}, - {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis , 80}, - {IT_STRING | IT_CVAR, NULL, "Fire Axis" , &cv_fireaxis , 90}, - {IT_STRING | IT_CVAR, NULL, "Fire Normal Axis" , &cv_firenaxis ,100}, - - {IT_STRING | IT_CVAR, NULL, "First-Person Vert-Look", &cv_alwaysfreelook, 120}, - {IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook, 130}, - {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Analog Deadzone", &cv_deadzone, 140}, - {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Digital Deadzone", &cv_digitaldeadzone, 150}, +static menuitem_t OP_Gamepad1Menu[] = +{ + {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup1PGamepadMenu, 10}, + {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis[0] , 30}, + {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis[0] , 40}, + {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis[0] , 50}, + {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis[0] , 60}, + + {IT_STRING | IT_CVAR, NULL, "First-Person Vert-Look", &cv_alwaysfreelook, 80}, + {IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook, 90}, + {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Analog Deadzone", &cv_deadzone[0], 100}, + {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Digital Deadzone", &cv_digitaldeadzone[0], 110}, }; -static menuitem_t OP_Joystick2Menu[] = -{ - {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup2PJoystickMenu, 10}, - {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis2 , 30}, - {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis2 , 40}, - {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis2 , 50}, - {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis2 , 60}, - {IT_STRING | IT_CVAR, NULL, "Jump Axis" , &cv_jumpaxis2 , 70}, - {IT_STRING | IT_CVAR, NULL, "Spin Axis" , &cv_spinaxis2 , 80}, - {IT_STRING | IT_CVAR, NULL, "Fire Axis" , &cv_fireaxis2 , 90}, - {IT_STRING | IT_CVAR, NULL, "Fire Normal Axis" , &cv_firenaxis2 ,100}, - - {IT_STRING | IT_CVAR, NULL, "First-Person Vert-Look", &cv_alwaysfreelook2,120}, - {IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook2, 130}, - {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Analog Deadzone", &cv_deadzone2,140}, - {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Digital Deadzone", &cv_digitaldeadzone2,150}, +static menuitem_t OP_Gamepad2Menu[] = +{ + {IT_STRING | IT_CALL, NULL, "Select Gamepad...", M_Setup2PGamepadMenu, 10}, + {IT_STRING | IT_CVAR, NULL, "Move \x17 Axis" , &cv_moveaxis[1] , 30}, + {IT_STRING | IT_CVAR, NULL, "Move \x18 Axis" , &cv_sideaxis[1] , 40}, + {IT_STRING | IT_CVAR, NULL, "Camera \x17 Axis" , &cv_lookaxis[1] , 50}, + {IT_STRING | IT_CVAR, NULL, "Camera \x18 Axis" , &cv_turnaxis[1] , 60}, + + {IT_STRING | IT_CVAR, NULL, "First-Person Vert-Look", &cv_alwaysfreelook2,80}, + {IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook2, 90}, + {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Analog Deadzone", &cv_deadzone[1],100}, + {IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Digital Deadzone", &cv_digitaldeadzone[1],110}, }; -static menuitem_t OP_JoystickSetMenu[1+MAX_JOYSTICKS]; +static menuitem_t OP_GamepadSetMenu[MAX_CONNECTED_GAMEPADS + 1]; static menuitem_t OP_MouseOptionsMenu[] = { @@ -1386,6 +1391,7 @@ static menuitem_t OP_VideoOptionsMenu[] = #ifdef HWRENDER {IT_HEADER, NULL, "Renderer", NULL, 208}, {IT_CALL | IT_STRING, NULL, "OpenGL Options...", M_OpenGLOptionsMenu, 214}, + {IT_STRING | IT_CVAR, NULL, "FPS Cap", &cv_fpscap, 219}, #endif }; @@ -1537,6 +1543,13 @@ static menuitem_t OP_DataOptionsMenu[] = {IT_STRING | IT_SUBMENU, NULL, "\x85" "Erase Data...", &OP_EraseDataDef, 40}, }; +enum +{ + opdataaddon, + opdatascreenshot, + opdataerase +}; + static menuitem_t OP_ScreenshotOptionsMenu[] = { {IT_HEADER, NULL, "General", NULL, 0}, @@ -2089,21 +2102,21 @@ menu_t OP_Mouse2OptionsDef = DEFAULTMENUSTYLE( MTREE3(MN_OP_MAIN, MN_OP_P2CONTROLS, MN_OP_P2MOUSE), "M_CONTRO", OP_Mouse2OptionsMenu, &OP_P2ControlsDef, 35, 30); -menu_t OP_Joystick1Def = DEFAULTMENUSTYLE( +menu_t OP_Gamepad1Def = GAMEPADMENUSTYLE( MTREE3(MN_OP_MAIN, MN_OP_P1CONTROLS, MN_OP_P1JOYSTICK), - "M_CONTRO", OP_Joystick1Menu, &OP_P1ControlsDef, 50, 30); -menu_t OP_Joystick2Def = DEFAULTMENUSTYLE( + "M_CONTRO", OP_Gamepad1Menu, &OP_P1ControlsDef, 50, 30); +menu_t OP_Gamepad2Def = GAMEPADMENUSTYLE( MTREE3(MN_OP_MAIN, MN_OP_P2CONTROLS, MN_OP_P2JOYSTICK), - "M_CONTRO", OP_Joystick2Menu, &OP_P2ControlsDef, 50, 30); + "M_CONTRO", OP_Gamepad2Menu, &OP_P2ControlsDef, 50, 30); -menu_t OP_JoystickSetDef = +menu_t OP_GamepadSetDef = { MTREE4(MN_OP_MAIN, 0, 0, MN_OP_JOYSTICKSET), // second and third level set on runtime "M_CONTRO", - sizeof (OP_JoystickSetMenu)/sizeof (menuitem_t), - &OP_Joystick1Def, - OP_JoystickSetMenu, - M_DrawJoystick, + sizeof (OP_GamepadSetMenu)/sizeof (menuitem_t), + &OP_Gamepad1Def, + OP_GamepadSetMenu, + M_DrawGamepadList, 60, 40, 0, NULL @@ -3194,17 +3207,33 @@ static void Command_Manual_f(void) itemOn = 0; } +static INT32 RemapGamepadButton(event_t *ev) +{ + switch (ev->key) + { + case GAMEPAD_BUTTON_A: return KEY_ENTER; + case GAMEPAD_BUTTON_B: return KEY_ESCAPE; + case GAMEPAD_BUTTON_X: return KEY_BACKSPACE; + case GAMEPAD_BUTTON_DPAD_UP: return KEY_UPARROW; + case GAMEPAD_BUTTON_DPAD_DOWN: return KEY_DOWNARROW; + case GAMEPAD_BUTTON_DPAD_LEFT: return KEY_LEFTARROW; + case GAMEPAD_BUTTON_DPAD_RIGHT: return KEY_RIGHTARROW; + } + + return KEY_GAMEPAD + ev->key; +} + // // M_Responder // boolean M_Responder(event_t *ev) { INT32 ch = -1; -// INT32 i; static tic_t joywait = 0, mousewait = 0; static INT32 pjoyx = 0, pjoyy = 0; static INT32 pmousex = 0, pmousey = 0; static INT32 lastx = 0, lasty = 0; + boolean shouldswallowevent = false; void (*routine)(INT32 choice); // for some casting problem if (dedicated || (demoplayback && titledemo) @@ -3218,88 +3247,86 @@ boolean M_Responder(event_t *ev) if (CON_Ready() && gamestate != GS_WAITINGPLAYERS) return false; + boolean useEventHandler = false; + + if (menuactive && ev->type == ev_gamepad_axis && ev->which == 0) + { + // ALWAYS swallow gamepad axis events, to prevent trickling down to game input + // this applies even if the axis event does not get remapped + shouldswallowevent = true; + } + if (noFurtherInput) { // Ignore input after enter/escape/other buttons // (but still allow shift keyup so caps doesn't get stuck) - return false; + return shouldswallowevent; } else if (menuactive) { + if (currentMenu->menuitems[itemOn].status == IT_MSGHANDLER) + useEventHandler = currentMenu->menuitems[itemOn].alphaKey == MM_EVENTHANDLER; + if (ev->type == ev_keydown) { keydown++; ch = ev->key; - // added 5-2-98 remap virtual keys (mouse & joystick buttons) + // added 5-2-98 remap virtual keys (mouse buttons) switch (ch) { case KEY_MOUSE1: - case KEY_JOY1: ch = KEY_ENTER; break; - case KEY_JOY1 + 3: - ch = 'n'; - break; case KEY_MOUSE1 + 1: - case KEY_JOY1 + 1: ch = KEY_ESCAPE; break; - case KEY_JOY1 + 2: - ch = KEY_BACKSPACE; - break; - case KEY_HAT1: - ch = KEY_UPARROW; - break; - case KEY_HAT1 + 1: - ch = KEY_DOWNARROW; - break; - case KEY_HAT1 + 2: - ch = KEY_LEFTARROW; - break; - case KEY_HAT1 + 3: - ch = KEY_RIGHTARROW; - break; } } - else if (ev->type == ev_joystick && ev->key == 0 && joywait < I_GetTime()) + else if (ev->type == ev_gamepad_down) { - const INT32 jdeadzone = (JOYAXISRANGE * cv_digitaldeadzone.value) / FRACUNIT; - if (ev->y != INT32_MAX) + keydown++; + ch = RemapGamepadButton(ev); + } + else if (ev->type == ev_gamepad_axis && ev->which == 0 && joywait < I_GetTime()) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(0); + const INT16 value = G_GamepadAxisEventValue(0, ev->x); + + if (ev->key == GAMEPAD_AXIS_LEFTY) { - if (Joystick.bGamepadStyle || abs(ev->y) > jdeadzone) + if (abs(value) > jdeadzone) { - if (ev->y < 0 && pjoyy >= 0) + if (value < 0 && pjoyy >= 0) { ch = KEY_UPARROW; joywait = I_GetTime() + NEWTICRATE/7; } - else if (ev->y > 0 && pjoyy <= 0) + else if (value > 0 && pjoyy <= 0) { ch = KEY_DOWNARROW; joywait = I_GetTime() + NEWTICRATE/7; } - pjoyy = ev->y; + pjoyy = value; } else pjoyy = 0; } - - if (ev->x != INT32_MAX) + else if (ev->key == GAMEPAD_AXIS_LEFTX) { - if (Joystick.bGamepadStyle || abs(ev->x) > jdeadzone) + if (abs(value) > jdeadzone) { - if (ev->x < 0 && pjoyx >= 0) + if (value < 0 && pjoyx >= 0) { ch = KEY_LEFTARROW; joywait = I_GetTime() + NEWTICRATE/17; } - else if (ev->x > 0 && pjoyx <= 0) + else if (value > 0 && pjoyx <= 0) { ch = KEY_RIGHTARROW; joywait = I_GetTime() + NEWTICRATE/17; } - pjoyx = ev->x; + pjoyx = value; } else pjoyx = 0; @@ -3335,14 +3362,30 @@ boolean M_Responder(event_t *ev) pmousex = lastx += 30; } } - else if (ev->type == ev_keyup) // Preserve event for other responders + else if (ev->type == ev_keyup || ev->type == ev_gamepad_up) // Preserve event for other responders keydown = 0; } - else if (ev->type == ev_keydown) // Preserve event for other responders + // Preserve event for other responders + else if (ev->type == ev_keydown || ev->type == ev_gamepad_down) + { ch = ev->key; - if (ch == -1) - return false; + if (ev->type == ev_gamepad_down) + ch += KEY_GAMEPAD; + } + else if (ev->type == ev_gamepad_axis) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(0); + const INT16 value = G_GamepadAxisEventValue(0, ev->x); + + if (value > jdeadzone) + ch = KEY_AXES + ev->key; + else if (value < -jdeadzone) + ch = KEY_INV_AXES + ev->key; + } + + if (!useEventHandler && ch == -1) + return shouldswallowevent; else if (ch == gamecontrol[GC_SYSTEMMENU][0] || ch == gamecontrol[GC_SYSTEMMENU][1]) // allow remappable ESC key ch = KEY_ESCAPE; @@ -3429,27 +3472,25 @@ boolean M_Responder(event_t *ev) if (currentMenu->menuitems[itemOn].status == IT_MSGHANDLER) { - if (currentMenu->menuitems[itemOn].alphaKey != MM_EVENTHANDLER) + if (!useEventHandler) { - if (ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE || ch == KEY_ENTER || ch == KEY_DEL) + UINT16 type = currentMenu->menuitems[itemOn].alphaKey; + if (type == MM_YESNO && !(ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE || ch == KEY_ENTER || ch == KEY_DEL || ch == KEY_BACKSPACE)) + return true; + if (routine) + routine(ch); + if (type == MM_YESNO) { - if (routine) - routine(ch); if (stopstopmessage) stopstopmessage = false; else M_StopMessage(0); noFurtherInput = true; - return true; } return true; } else { - // dirty hack: for customising controls, I want only buttons/keys, not moves - if (ev->type == ev_mouse || ev->type == ev_mouse2 || ev->type == ev_joystick - || ev->type == ev_joystick2) - return true; if (routine) { void (*otherroutine)(event_t *sev) = currentMenu->menuitems[itemOn].itemaction; @@ -3577,7 +3618,7 @@ boolean M_Responder(event_t *ev) //currentMenu->lastOn = itemOn; //if (currentMenu->prevMenu) // M_SetupNextMenu(currentMenu->prevMenu); - return false; + return shouldswallowevent; default: CON_Responder(ev); @@ -3715,6 +3756,7 @@ void M_StartControlPanel(void) currentMenu = &SPauseDef; itemOn = spause_continue; + } else // multiplayer { @@ -3759,6 +3801,9 @@ void M_StartControlPanel(void) } CON_ToggleOff(); // move away console + + if (P_AutoPause()) + P_PauseRumble(NULL); } void M_EndModeAttackRun(void) @@ -3787,6 +3832,7 @@ void M_ClearMenus(boolean callexitmenufunc) hidetitlemap = false; I_UpdateMouseGrab(); + P_UnpauseRumble(NULL); } // @@ -3956,10 +4002,10 @@ void M_Init(void) at all if every item just calls the same function, and nothing more. Now just automate the definition. */ - for (i = 0; i <= MAX_JOYSTICKS; ++i) + for (i = 0; i < MAX_CONNECTED_GAMEPADS + 1; ++i) { - OP_JoystickSetMenu[i].status = ( IT_NOTHING|IT_CALL ); - OP_JoystickSetMenu[i].itemaction = M_AssignJoystick; + OP_GamepadSetMenu[i].status = ( IT_NOTHING|IT_CALL ); + OP_GamepadSetMenu[i].itemaction = M_AssignGamepad; } #ifndef NONET @@ -4189,26 +4235,6 @@ static void M_DrawStaticBox(fixed_t x, fixed_t y, INT32 flags, fixed_t w, fixed_ W_UnlockCachedPatch(patch); } -// -// Draw border for the savegame description -// -#if 0 // once used for joysticks and savegames, now no longer -static void M_DrawSaveLoadBorder(INT32 x,INT32 y) -{ - INT32 i; - - V_DrawScaledPatch (x-8,y+7,0,W_CachePatchName("M_LSLEFT",PU_PATCH)); - - for (i = 0;i < 24;i++) - { - V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSCNTR",PU_PATCH)); - x += 8; - } - - V_DrawScaledPatch (x,y+7,0,W_CachePatchName("M_LSRGHT",PU_PATCH)); -} -#endif - // horizontally centered text static void M_CentreText(INT32 y, const char *string) { @@ -4223,7 +4249,7 @@ static void M_CentreText(INT32 y, const char *string) // // used by pause & statistics to draw a row of emblems for a map // -static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y) +static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y, boolean norecordattack) { UINT8 lasttype = UINT8_MAX, curtype; emblem_t *emblem = M_GetLevelEmblems(mapnum); @@ -4242,6 +4268,12 @@ static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y) curtype = 0; break; } + if (norecordattack && (curtype == 1 || curtype == 2)) + { + emblem = M_GetLevelEmblems(-1); + continue; + } + // Shift over if emblem is of a different discipline if (lasttype != UINT8_MAX && lasttype != curtype) x -= 4; @@ -4254,7 +4286,7 @@ static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y) V_DrawSmallScaledPatch(x, y, 0, W_CachePatchName("NEEDIT", PU_PATCH)); emblem = M_GetLevelEmblems(-1); - x -= 12; + x -= 12+1; } } @@ -4689,7 +4721,7 @@ static void M_DrawPauseMenu(void) M_DrawTextBox(27, 16, 32, 6); // Draw any and all emblems at the top. - M_DrawMapEmblems(gamemap, 272, 28); + M_DrawMapEmblems(gamemap, 272, 28, true); if (mapheaderinfo[gamemap-1]->actnum != 0) V_DrawString(40, 28, V_YELLOWMAP, va("%s %d", mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->actnum)); @@ -5496,7 +5528,7 @@ static void M_HandleLevelPlatter(INT32 choice) { if (!lsoffs[0]) // prevent sound spam { - lsoffs[0] = -8; + lsoffs[0] = -8 * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); } return; @@ -5505,7 +5537,7 @@ static void M_HandleLevelPlatter(INT32 choice) } lsrow++; - lsoffs[0] = lsvseperation(lsrow); + lsoffs[0] = lsvseperation(lsrow) * FRACUNIT; if (levelselect.rows[lsrow].header[0]) lshli = lsrow; @@ -5524,7 +5556,7 @@ static void M_HandleLevelPlatter(INT32 choice) { if (!lsoffs[0]) // prevent sound spam { - lsoffs[0] = 8; + lsoffs[0] = 8 * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); } return; @@ -5533,7 +5565,7 @@ static void M_HandleLevelPlatter(INT32 choice) } lsrow--; - lsoffs[0] = -lsvseperation(iter); + lsoffs[0] = -lsvseperation(iter) * FRACUNIT; if (levelselect.rows[lsrow].header[0]) lshli = lsrow; @@ -5574,7 +5606,7 @@ static void M_HandleLevelPlatter(INT32 choice) } else if (!lsoffs[0]) // prevent sound spam { - lsoffs[0] = -8; + lsoffs[0] = -8 * FRACUNIT; S_StartSound(NULL,sfx_s3kb2); } break; @@ -5600,14 +5632,14 @@ static void M_HandleLevelPlatter(INT32 choice) { lscol++; - lsoffs[1] = (lswide(lsrow) ? 8 : -lshseperation); + lsoffs[1] = (lswide(lsrow) ? 8 : -lshseperation) * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); ifselectvalnextmap(lscol) else ifselectvalnextmap(0) } else if (!lsoffs[1]) // prevent sound spam { - lsoffs[1] = 8; + lsoffs[1] = 8 * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); } break; @@ -5632,14 +5664,14 @@ static void M_HandleLevelPlatter(INT32 choice) { lscol--; - lsoffs[1] = (lswide(lsrow) ? -8 : lshseperation); + lsoffs[1] = (lswide(lsrow) ? -8 : lshseperation) * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); ifselectvalnextmap(lscol) else ifselectvalnextmap(0) } else if (!lsoffs[1]) // prevent sound spam { - lsoffs[1] = -8; + lsoffs[1] = -8 * FRACUNIT; S_StartSound(NULL,sfx_s3kb7); } break; @@ -5802,7 +5834,7 @@ static void M_DrawRecordAttackForeground(void) for (i = -12; i < (BASEVIDHEIGHT/height) + 12; i++) { - INT32 y = ((i*height) - (height - ((recatkdrawtimer*2)%height))); + INT32 y = ((i*height) - (height - ((FixedInt(recatkdrawtimer*2))%height))); // don't draw above the screen { INT32 sy = FixedMul(y, dupz<<FRACBITS) >> FRACBITS; @@ -5819,17 +5851,18 @@ static void M_DrawRecordAttackForeground(void) } // draw clock - fa = (FixedAngle(((recatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK; + fa = (FixedAngle(((FixedInt(recatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK; V_DrawSciencePatch(160<<FRACBITS, (80<<FRACBITS) + (4*FINESINE(fa)), 0, clock, FRACUNIT); // Increment timer. - recatkdrawtimer++; + recatkdrawtimer += renderdeltatics; + if (recatkdrawtimer < 0) recatkdrawtimer = 0; } // NiGHTS Attack background. static void M_DrawNightsAttackMountains(void) { - static INT32 bgscrollx; + static fixed_t bgscrollx; INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); patch_t *background = W_CachePatchName(curbgname, PU_PATCH); INT16 w = background->width; @@ -5845,7 +5878,7 @@ static void M_DrawNightsAttackMountains(void) if (x < BASEVIDWIDTH) V_DrawScaledPatch(x, y, V_SNAPTOLEFT, background); - bgscrollx += (FRACUNIT/2); + bgscrollx += FixedMul(FRACUNIT/2, renderdeltatics); if (bgscrollx > w<<FRACBITS) bgscrollx &= 0xFFFF; } @@ -5876,7 +5909,7 @@ static void M_DrawNightsAttackBackground(void) M_DrawNightsAttackMountains(); // back top foreground patch - x = 0-(ntsatkdrawtimer%backtopwidth); + x = 0-(FixedInt(ntsatkdrawtimer)%backtopwidth); V_DrawScaledPatch(x, y, V_SNAPTOTOP|V_SNAPTOLEFT, backtopfg); for (i = 0; i < 3; i++) { @@ -5887,7 +5920,7 @@ static void M_DrawNightsAttackBackground(void) } // front top foreground patch - x = 0-((ntsatkdrawtimer*2)%fronttopwidth); + x = 0-(FixedInt(ntsatkdrawtimer*2)%fronttopwidth); V_DrawScaledPatch(x, y, V_SNAPTOTOP|V_SNAPTOLEFT, fronttopfg); for (i = 0; i < 3; i++) { @@ -5898,7 +5931,7 @@ static void M_DrawNightsAttackBackground(void) } // back bottom foreground patch - x = 0-(ntsatkdrawtimer%backbottomwidth); + x = 0-(FixedInt(ntsatkdrawtimer)%backbottomwidth); y = BASEVIDHEIGHT - backbottomheight; V_DrawScaledPatch(x, y, V_SNAPTOBOTTOM|V_SNAPTOLEFT, backbottomfg); for (i = 0; i < 3; i++) @@ -5910,7 +5943,7 @@ static void M_DrawNightsAttackBackground(void) } // front bottom foreground patch - x = 0-((ntsatkdrawtimer*2)%frontbottomwidth); + x = 0-(FixedInt(ntsatkdrawtimer*2)%frontbottomwidth); y = BASEVIDHEIGHT - frontbottomheight; V_DrawScaledPatch(x, y, V_SNAPTOBOTTOM|V_SNAPTOLEFT, frontbottomfg); for (i = 0; i < 3; i++) @@ -5922,7 +5955,8 @@ static void M_DrawNightsAttackBackground(void) } // Increment timer. - ntsatkdrawtimer++; + ntsatkdrawtimer += renderdeltatics; + if (ntsatkdrawtimer < 0) ntsatkdrawtimer = 0; } // NiGHTS Attack floating Super Sonic. @@ -5930,15 +5964,15 @@ static patch_t *ntssupersonic[2]; static void M_DrawNightsAttackSuperSonic(void) { const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE); - INT32 timer = (ntsatkdrawtimer/4) % 2; - angle_t fa = (FixedAngle(((ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK; + INT32 timer = FixedInt(ntsatkdrawtimer/4) % 2; + angle_t fa = (FixedAngle((FixedInt(ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK; V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap); } static void M_DrawLevelPlatterMenu(void) { UINT8 iter = lsrow, sizeselect = (lswide(lsrow) ? 1 : 0); - INT32 y = lsbasey + lsoffs[0] - getheadingoffset(lsrow); + INT32 y = lsbasey + FixedInt(lsoffs[0]) - getheadingoffset(lsrow); const INT32 cursorx = (sizeselect ? 0 : (lscol*lshseperation)); if (currentMenu->prevMenu == &SP_TimeAttackDef) @@ -6006,7 +6040,7 @@ static void M_DrawLevelPlatterMenu(void) // draw cursor box if (levellistmode != LLM_CREATESERVER || lsrow) - V_DrawSmallScaledPatch(lsbasex + cursorx + lsoffs[1], lsbasey+lsoffs[0], 0, (levselp[sizeselect][((skullAnimCounter/4) ? 1 : 0)])); + V_DrawSmallScaledPatch(lsbasex + cursorx + FixedInt(lsoffs[1]), lsbasey+FixedInt(lsoffs[0]), 0, (levselp[sizeselect][((skullAnimCounter/4) ? 1 : 0)])); #if 0 if (levelselect.rows[lsrow].maplist[lscol] > 0) @@ -6014,13 +6048,26 @@ static void M_DrawLevelPlatterMenu(void) #endif // handle movement of cursor box - if (lsoffs[0] > 1 || lsoffs[0] < -1) - lsoffs[0] = 2*lsoffs[0]/3; + fixed_t cursormovefrac = FixedDiv(2, 3); + if (lsoffs[0] > FRACUNIT || lsoffs[0] < -FRACUNIT) + { + fixed_t offs = lsoffs[0]; + fixed_t newoffs = FixedMul(offs, cursormovefrac); + fixed_t deltaoffs = newoffs - offs; + newoffs = offs + FixedMul(deltaoffs, renderdeltatics); + lsoffs[0] = newoffs; + } else lsoffs[0] = 0; - if (lsoffs[1] > 1 || lsoffs[1] < -1) - lsoffs[1] = 2*lsoffs[1]/3; + if (lsoffs[1] > FRACUNIT || lsoffs[1] < -FRACUNIT) + { + fixed_t offs = lsoffs[1]; + fixed_t newoffs = FixedMul(offs, cursormovefrac); + fixed_t deltaoffs = newoffs - offs; + newoffs = offs + FixedMul(deltaoffs, renderdeltatics); + lsoffs[1] = newoffs; + } else lsoffs[1] = 0; @@ -6126,7 +6173,10 @@ void M_StartMessage(const char *string, void *routine, MessageDef.menuitems[0].text = message; MessageDef.menuitems[0].alphaKey = (UINT8)itemtype; - if (!routine && itemtype != MM_NOTHING) itemtype = MM_NOTHING; + + if (routine == NULL && itemtype != MM_NOTHING) + itemtype = MM_NOTHING; + switch (itemtype) { case MM_NOTHING: @@ -6134,9 +6184,7 @@ void M_StartMessage(const char *string, void *routine, MessageDef.menuitems[0].itemaction = M_StopMessage; break; case MM_YESNO: - MessageDef.menuitems[0].status = IT_MSGHANDLER; - MessageDef.menuitems[0].itemaction = routine; - break; + case MM_KEYHANDLER: case MM_EVENTHANDLER: MessageDef.menuitems[0].status = IT_MSGHANDLER; MessageDef.menuitems[0].itemaction = routine; @@ -6168,7 +6216,6 @@ void M_StartMessage(const char *string, void *routine, MessageDef.lastOn = (INT16)((strlines<<8)+max); - //M_SetupNextMenu(); currentMenu = &MessageDef; itemOn = 0; } @@ -6664,7 +6711,7 @@ static void M_DrawAddons(void) } // draw down arrow that bobs down and up - if (b != sizedirmenu) + if (b != sizedirmenu - 1) V_DrawString(19, y-12 + (skullAnimCounter/5), highlightflags, "\x1B"); // draw search box @@ -6763,11 +6810,15 @@ static void M_HandleAddons(INT32 choice) case KEY_DOWNARROW: if (dir_on[menudepthleft] < sizedirmenu-1) dir_on[menudepthleft]++; + else if (dir_on[menudepthleft] == sizedirmenu-1) + dir_on[menudepthleft] = 0; S_StartSound(NULL, sfx_menu1); break; case KEY_UPARROW: if (dir_on[menudepthleft]) dir_on[menudepthleft]--; + else if (!dir_on[menudepthleft]) + dir_on[menudepthleft] = sizedirmenu-1; S_StartSound(NULL, sfx_menu1); break; case KEY_PGDN: @@ -6995,10 +7046,10 @@ static void M_Options(INT32 choice) (void)choice; // if the player is not admin or server, disable server options - OP_MainMenu[5].status = (Playing() && !(server || IsPlayerAdmin(consoleplayer))) ? (IT_GRAYEDOUT) : (IT_STRING|IT_CALL); + OP_MainMenu[opserver].status = (Playing() && !(server || IsPlayerAdmin(consoleplayer))) ? (IT_GRAYEDOUT) : (IT_STRING|IT_CALL); // if the player is playing _at all_, disable the erase data options - OP_DataOptionsMenu[2].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU); + OP_DataOptionsMenu[opdataerase].status = (Playing()) ? (IT_GRAYEDOUT) : (IT_STRING|IT_SUBMENU); OP_MainDef.prevMenu = currentMenu; M_SetupNextMenu(&OP_MainDef); @@ -7647,7 +7698,7 @@ static void M_HandleEmblemHints(INT32 choice) static musicdef_t *curplaying = NULL; static INT32 st_sel = 0, st_cc = 0; -static tic_t st_time = 0; +static fixed_t st_time = 0; static patch_t* st_radio[9]; static patch_t* st_launchpad[4]; @@ -7711,16 +7762,19 @@ static void M_DrawSoundTest(void) { if (cv_soundtest.value) { - frame[1] = (2-st_time); + frame[1] = (2 - (st_time >> FRACBITS)); frame[2] = ((cv_soundtest.value - 1) % 9); frame[3] += (((cv_soundtest.value - 1) / 9) % (FIRSTSUPERCOLOR - frame[3])); - if (st_time < 2) - st_time++; + if (st_time < (2 << FRACBITS)) + st_time += renderdeltatics; + if (st_time >= (2 << FRACBITS)) + st_time = 2 << FRACBITS; } } else { - if (curplaying->stoppingtics && st_time >= curplaying->stoppingtics) + fixed_t stoppingtics = (fixed_t)(curplaying->stoppingtics) << FRACBITS; + if (stoppingtics && st_time >= stoppingtics) { curplaying = NULL; st_time = 0; @@ -7731,11 +7785,11 @@ static void M_DrawSoundTest(void) angle_t ang; //bpm = FixedDiv((60*TICRATE)<<FRACBITS, bpm); -- bake this in on load - work = st_time<<FRACBITS; + work = st_time; work %= bpm; - if (st_time >= (FRACUNIT>>1)) // prevent overflow jump - takes about 15 minutes of loop on the same song to reach - st_time = (work>>FRACBITS); + if (st_time >= (FRACUNIT << (FRACBITS - 2))) // prevent overflow jump - takes about 15 minutes of loop on the same song to reach + st_time = work; work = FixedDiv(work*180, bpm); frame[0] = 8-(work/(20<<FRACBITS)); @@ -7746,7 +7800,7 @@ static void M_DrawSoundTest(void) hscale -= bounce/16; vscale += bounce/16; - st_time++; + st_time += renderdeltatics; } } } @@ -7786,7 +7840,7 @@ static void M_DrawSoundTest(void) V_DrawFill(y, 20, vid.width/vid.dupx, 24, 159); { - static fixed_t st_scroll = -1; + static fixed_t st_scroll = -FRACUNIT; const char* titl; x = 16; V_DrawString(x, 10, 0, "NOW PLAYING:"); @@ -7802,10 +7856,12 @@ static void M_DrawSoundTest(void) i = V_LevelNameWidth(titl); - if (++st_scroll >= i) - st_scroll %= i; + st_scroll += renderdeltatics; - x -= st_scroll; + while (st_scroll >= (i << FRACBITS)) + st_scroll -= i << FRACBITS; + + x -= st_scroll >> FRACBITS; while (x < BASEVIDWIDTH-y) x += i; @@ -8329,8 +8385,8 @@ static void M_StartTutorial(INT32 choice) // ============== static INT32 saveSlotSelected = 1; -static INT32 loadgamescroll = 0; -static UINT8 loadgameoffset = 0; +static fixed_t loadgamescroll = 0; +static fixed_t loadgameoffset = 0; static void M_CacheLoadGameData(void) { @@ -8355,14 +8411,14 @@ static void M_DrawLoadGameData(void) { prev_i = i; savetodraw = (saveSlotSelected + i + numsaves)%numsaves; - x = (BASEVIDWIDTH/2 - 42 + loadgamescroll) + (i*hsep); + x = (BASEVIDWIDTH/2 - 42 + FixedInt(loadgamescroll)) + (i*hsep); y = 33 + 9; { INT32 diff = x - (BASEVIDWIDTH/2 - 42); if (diff < 0) diff = -diff; - diff = (42 - diff)/3 - loadgameoffset; + diff = (42 - diff)/3 - FixedInt(loadgameoffset); if (diff < 0) diff = 0; y -= diff; @@ -8393,7 +8449,7 @@ static void M_DrawLoadGameData(void) savetodraw--; - if (savegameinfo[savetodraw].lives > 0) + if (savegameinfo[savetodraw].lives != 0) charskin = &skins[savegameinfo[savetodraw].skinnum]; // signpost background @@ -8647,14 +8703,23 @@ skiplife: static void M_DrawLoad(void) { M_DrawMenuTitle(); + fixed_t scrollfrac = FixedDiv(2, 3); - if (loadgamescroll > 1 || loadgamescroll < -1) - loadgamescroll = 2*loadgamescroll/3; + if (loadgamescroll > FRACUNIT || loadgamescroll < -FRACUNIT) + { + fixed_t newscroll = FixedMul(loadgamescroll, scrollfrac); + fixed_t deltascroll = FixedMul(newscroll - loadgamescroll, renderdeltatics); + loadgamescroll += deltascroll; + } else loadgamescroll = 0; - if (loadgameoffset > 1) - loadgameoffset = 2*loadgameoffset/3; + if (loadgameoffset > FRACUNIT) + { + fixed_t newoffs = FixedMul(loadgameoffset, scrollfrac); + fixed_t deltaoffs = FixedMul(newoffs - loadgameoffset, renderdeltatics); + loadgameoffset += deltaoffs; + } else loadgameoffset = 0; @@ -8863,7 +8928,7 @@ static void M_ReadSaveStrings(void) UINT8 lastseen = 0; loadgamescroll = 0; - loadgameoffset = 14; + loadgameoffset = 14 * FRACUNIT; for (i = 1; (i < MAXSAVEGAMES); i++) // slot 0 is no save { @@ -8954,7 +9019,7 @@ static void M_HandleLoadSave(INT32 choice) ++saveSlotSelected; if (saveSlotSelected >= numsaves) saveSlotSelected -= numsaves; - loadgamescroll = 90; + loadgamescroll = 90 * FRACUNIT; break; case KEY_LEFTARROW: @@ -8962,7 +9027,7 @@ static void M_HandleLoadSave(INT32 choice) --saveSlotSelected; if (saveSlotSelected < 0) saveSlotSelected += numsaves; - loadgamescroll = -90; + loadgamescroll = -90 * FRACUNIT; break; case KEY_ENTER: @@ -8987,7 +9052,7 @@ static void M_HandleLoadSave(INT32 choice) else if (!loadgameoffset) { S_StartSound(NULL, sfx_lose); - loadgameoffset = 14; + loadgameoffset = 14 * FRACUNIT; } break; @@ -9013,7 +9078,7 @@ static void M_HandleLoadSave(INT32 choice) } else S_StartSound(NULL, sfx_lose); - loadgameoffset = 14; + loadgameoffset = 14 * FRACUNIT; } break; } @@ -9059,7 +9124,7 @@ static void M_LoadGame(INT32 choice) if (tutorialmap && cv_tutorialprompt.value) { - M_StartMessage("Do you want to \x82play a brief Tutorial\x80?\n\nWe highly recommend this because \nthe controls are slightly different \nfrom other games.\n\nPress the\x82 Y\x80 key or the\x83 A button\x80 to go\nPress the\x82 N\x80 key or the\x83 Y button\x80 to skip\n", + M_StartMessage("Do you want to \x82play a brief Tutorial\x80?\n\nWe highly recommend this because \nthe controls are slightly different \nfrom other games.\n\nPress the\x82 Y\x80 key or the\x83 A button\x80 to go\nPress the\x82 N\x80 key or the\x83 X button\x80 to skip\n", M_FirstTimeResponse, MM_YESNO); return; } @@ -9073,13 +9138,13 @@ static void M_LoadGame(INT32 choice) // void M_ForceSaveSlotSelected(INT32 sslot) { - loadgameoffset = 14; + loadgameoffset = 14 * FRACUNIT; // Already there? Whatever, then! if (sslot == saveSlotSelected) return; - loadgamescroll = 90; + loadgamescroll = 90 * FRACUNIT; if (saveSlotSelected <= numsaves/2) loadgamescroll = -loadgamescroll; @@ -9323,8 +9388,8 @@ static void M_DrawSetupChoosePlayerMenu(void) INT32 x, y; INT32 w = (vid.width/vid.dupx); - if (abs(char_scroll) > FRACUNIT) - char_scroll -= (char_scroll>>2); + if (abs(char_scroll) > FRACUNIT/4) + char_scroll -= FixedMul((char_scroll>>2), renderdeltatics); else // close enough. char_scroll = 0; // just be exact now. @@ -9352,7 +9417,7 @@ static void M_DrawSetupChoosePlayerMenu(void) // Don't render the title map hidetitlemap = true; - charseltimer++; + charseltimer += renderdeltatics; // Background and borders V_DrawFill(0, 0, bgwidth, vid.height, V_SNAPTOTOP|colormap[101]); @@ -9364,7 +9429,7 @@ static void M_DrawSetupChoosePlayerMenu(void) V_DrawFill(0, 0, bw, vid.height, V_NOSCALESTART|col); } - y = (charseltimer%32); + y = (charseltimer / FRACUNIT) % 32; V_DrawMappedPatch(0, y-bgheight, V_SNAPTOTOP, charbg, colormap); V_DrawMappedPatch(0, y, V_SNAPTOTOP, charbg, colormap); V_DrawMappedPatch(0, y+bgheight, V_SNAPTOTOP, charbg, colormap); @@ -9622,7 +9687,7 @@ static void M_DrawStatsMaps(int location) } mnum = statsMapList[i]; - M_DrawMapEmblems(mnum+1, 292, y); + M_DrawMapEmblems(mnum+1, 292, y, false); if (mapheaderinfo[mnum]->actnum != 0) V_DrawString(20, y, V_YELLOWMAP|V_ALLOWLOWERCASE, va("%s %d", mapheaderinfo[mnum]->lvlttl, mapheaderinfo[mnum]->actnum)); @@ -9982,6 +10047,9 @@ void M_DrawTimeAttackMenu(void) em = M_GetLevelEmblems(-1); } + // Draw in-level emblems. + M_DrawMapEmblems(cv_nextmap.value, 288, 28, true); + if (!mainrecords[cv_nextmap.value-1] || !mainrecords[cv_nextmap.value-1]->score) sprintf(beststr, "(none)"); else @@ -10262,6 +10330,9 @@ void M_DrawNightsAttackMenu(void) skipThisOne: em = M_GetLevelEmblems(-1); } + + // Draw in-level emblems. + M_DrawMapEmblems(cv_nextmap.value, 288, 28, true); } } @@ -10631,7 +10702,7 @@ static void M_Marathon(INT32 choice) titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please M_SetupNextMenu(&SP_MarathonDef); itemOn = marathonstart; // "Start" is selected. - recatkdrawtimer = 50-8; + recatkdrawtimer = (50-8) * FRACUNIT; char_scroll = 0; } @@ -10712,13 +10783,16 @@ void M_DrawMarathon(void) x = (((BASEVIDWIDTH-82)/2)+11)<<FRACBITS; y = (((BASEVIDHEIGHT-82)/2)+12-10)<<FRACBITS; - cnt = (36*(recatkdrawtimer<<FRACBITS))/TICRATE; + cnt = (36 * recatkdrawtimer) / TICRATE; fa = (FixedAngle(cnt)>>ANGLETOFINESHIFT) & FINEMASK; y -= (10*FINECOSINE(fa)); - recatkdrawtimer++; + if (renderisnewtic) + { + recatkdrawtimer += FRACUNIT; + } - soffset = cnt = (recatkdrawtimer%50); + soffset = cnt = ((recatkdrawtimer >> FRACBITS) % 50); if (!useBlackRock) { if (cnt > 8) @@ -10757,7 +10831,7 @@ void M_DrawMarathon(void) } w = char_scroll + (((8-cnt)*(8-cnt))<<(FRACBITS-5)); - if (soffset == 50-1) + if (soffset == 50-1 && renderisnewtic) w += FRACUNIT/2; { @@ -10812,11 +10886,11 @@ void M_DrawMarathon(void) if (!soffset) { - char_scroll += (360<<FRACBITS)/42; // like a clock, ticking at 42bpm! + char_scroll += (360 * renderdeltatics)/42; // like a clock, ticking at 42bpm! if (char_scroll >= 360<<FRACBITS) char_scroll -= 360<<FRACBITS; - if (recatkdrawtimer > (10*TICRATE)) - recatkdrawtimer -= (10*TICRATE); + if (recatkdrawtimer > ((10 << FRACBITS) * TICRATE)) + recatkdrawtimer -= ((10 << FRACBITS) * TICRATE); } M_DrawMenuTitle(); @@ -11028,7 +11102,7 @@ static INT32 menuRoomIndex = 0; static void M_DrawRoomMenu(void) { - static int frame = -12; + static fixed_t frame = -(12 << FRACBITS); int dot_frame; char text[4]; @@ -11039,7 +11113,7 @@ static void M_DrawRoomMenu(void) if (m_waiting_mode) { - dot_frame = frame / 4; + dot_frame = (int)(frame >> FRACBITS) / 4; dots = dot_frame + 3; strcpy(text, " "); @@ -11052,8 +11126,9 @@ static void M_DrawRoomMenu(void) strncpy(&text[dot_frame], "...", min(dots, 3 - dot_frame)); } - if (++frame == 12) - frame = -12; + frame += renderdeltatics; + while (frame >= (12 << FRACBITS)) + frame -= 12 << FRACBITS; currentMenu->menuitems[0].text = text; } @@ -11351,7 +11426,7 @@ static void M_ConnectMenuModChecks(INT32 choice) if (modifiedgame) { - M_StartMessage(M_GetText("You have add-ons loaded.\nYou won't be able to join netgames!\n\nTo play online, restart the game\nand don't load any addons.\nSRB2 will automatically add\neverything you need when you join.\n\n(Press a key)\n"),M_ConnectMenu,MM_EVENTHANDLER); + M_StartMessage(M_GetText("You have add-ons loaded.\nYou won't be able to join netgames!\n\nTo play online, restart the game\nand don't load any addons.\nSRB2 will automatically add\neverything you need when you join.\n\n(Press a key)\n"),M_ConnectMenu,MM_KEYHANDLER); return; } @@ -11616,7 +11691,10 @@ static void M_StartServerMenu(INT32 choice) // CONNECT VIA IP // ============== -static char setupm_ip[28]; +#define CONNIP_LEN 128 +static char setupm_ip[CONNIP_LEN]; + +#define DOTS "... " // Draw the funky Connect IP menu. Tails 11-19-2002 // So much work for such a little thing! @@ -11624,6 +11702,11 @@ static void M_DrawMPMainMenu(void) { INT32 x = currentMenu->x; INT32 y = currentMenu->y; + const INT32 boxwidth = /*16*8 + 6*/ (BASEVIDWIDTH - 2*(x+5)); + const INT32 maxstrwidth = boxwidth - 5; + char *drawnstr = malloc(sizeof(setupm_ip)); + char *drawnstr_orig = drawnstr; + boolean drawthin, shorten = false; // use generic drawer for cursor, items and title M_DrawGenericMenu(); @@ -11639,17 +11722,55 @@ static void M_DrawMPMainMenu(void) y += 22; - V_DrawFill(x+5, y+4+5, /*16*8 + 6,*/ BASEVIDWIDTH - 2*(x+5), 8+6, 159); + V_DrawFill(x+5, y+4+5, boxwidth, 8+6, 159); + + strcpy(drawnstr, setupm_ip); + drawthin = V_StringWidth(drawnstr, V_ALLOWLOWERCASE) + V_StringWidth("_", V_ALLOWLOWERCASE) > maxstrwidth; // draw name string - V_DrawString(x+8,y+12, V_ALLOWLOWERCASE, setupm_ip); + if (drawthin) + { + INT32 dotswidth = V_ThinStringWidth(DOTS, V_ALLOWLOWERCASE); + //UINT32 color = 0; + while (V_ThinStringWidth(drawnstr, V_ALLOWLOWERCASE) + V_ThinStringWidth("_", V_ALLOWLOWERCASE) >= maxstrwidth) + { + shorten = true; + drawnstr++; + } + + if (shorten) + { + INT32 initiallen = V_ThinStringWidth(drawnstr, V_ALLOWLOWERCASE); + INT32 cutofflen = 0; + while ((cutofflen = initiallen - V_ThinStringWidth(drawnstr, V_ALLOWLOWERCASE)) < dotswidth) + drawnstr++; + + V_DrawThinString(x+8,y+13, V_ALLOWLOWERCASE|V_GRAYMAP, DOTS); + x += V_ThinStringWidth(DOTS, V_ALLOWLOWERCASE); + } + + V_DrawThinString(x+8,y+13, V_ALLOWLOWERCASE, drawnstr); + } + else + { + V_DrawString(x+8,y+12, V_ALLOWLOWERCASE, drawnstr); + } // draw text cursor for name if (itemOn == 2 //0 - && skullAnimCounter < 4) //blink cursor - V_DrawCharacter(x+8+V_StringWidth(setupm_ip, V_ALLOWLOWERCASE),y+12,'_',false); + && skullAnimCounter < 4) //blink cursor + { + if (drawthin) + V_DrawCharacter(x+8+V_ThinStringWidth(drawnstr, V_ALLOWLOWERCASE),y+12,'_',false); + else + V_DrawCharacter(x+8+V_StringWidth(drawnstr, V_ALLOWLOWERCASE),y+12,'_',false); + } + + free(drawnstr_orig); } +#undef DOTS + // Tails 11-19-2002 static void M_ConnectIP(INT32 choice) { @@ -11730,7 +11851,7 @@ static void M_HandleConnectIP(INT32 choice) const char *paste = I_ClipboardPaste(); if (paste != NULL) { - strncat(setupm_ip, paste, 28-1 - l); // Concat the ip field with clipboard + strncat(setupm_ip, paste, CONNIP_LEN-1 - l); // Concat the ip field with clipboard if (strlen(paste) != 0) // Don't play sound if nothing was pasted S_StartSound(NULL,sfx_menu1); // Tails } @@ -11764,7 +11885,7 @@ static void M_HandleConnectIP(INT32 choice) const char *paste = I_ClipboardPaste(); if (paste != NULL) { - strncat(setupm_ip, paste, 28-1 - l); // Concat the ip field with clipboard + strncat(setupm_ip, paste, CONNIP_LEN-1 - l); // Concat the ip field with clipboard if (strlen(paste) != 0) // Don't play sound if nothing was pasted S_StartSound(NULL,sfx_menu1); // Tails } @@ -11781,7 +11902,7 @@ static void M_HandleConnectIP(INT32 choice) } } - if (l >= 28-1) + if (l >= CONNIP_LEN-1) break; // Rudimentary number and period enforcing - also allows letters so hostnames can be used instead @@ -11819,7 +11940,7 @@ static void M_HandleConnectIP(INT32 choice) // ======================== // Tails 03-02-2002 -static UINT8 multi_tics; +static fixed_t multi_tics; static UINT8 multi_frame; static UINT8 multi_spr2; @@ -11887,10 +12008,11 @@ static void M_DrawSetupMultiPlayerMenu(void) y += 11; // anim the player in the box - if (--multi_tics <= 0) + multi_tics -= renderdeltatics; + while (multi_tics <= 0) { multi_frame++; - multi_tics = 4; + multi_tics += 4*FRACUNIT; } #define charw 74 @@ -12161,7 +12283,7 @@ static void M_SetupMultiPlayer(INT32 choice) (void)choice; multi_frame = 0; - multi_tics = 4; + multi_tics = 4*FRACUNIT; strcpy(setupm_name, cv_playername.string); // set for player 1 @@ -12205,7 +12327,7 @@ static void M_SetupMultiPlayer2(INT32 choice) (void)choice; multi_frame = 0; - multi_tics = 4; + multi_tics = 4*FRACUNIT; strcpy (setupm_name, cv_playername2.string); // set for splitscreen secondary player @@ -12497,183 +12619,147 @@ static void M_SetupScreenshotMenu(void) item->status = (IT_STRING | IT_CVAR); } -// ============= -// JOYSTICK MENU -// ============= +// ============ +// GAMEPAD MENU +// ============ // Start the controls menu, setting it up for either the console player, // or the secondary splitscreen player -static void M_DrawJoystick(void) +static void M_DrawGamepadList(void) { - INT32 i, compareval2, compareval; + INT32 i; + + INT32 compareval = G_GetGamepadDeviceIndex(0); + INT32 compareval2 = G_GetGamepadDeviceIndex(1); // draw title (or big pic) M_DrawMenuTitle(); - for (i = 0; i <= MAX_JOYSTICKS; i++) // See MAX_JOYSTICKS + for (i = 0; i < MAX_CONNECTED_GAMEPADS + 1; i++) { - M_DrawTextBox(OP_JoystickSetDef.x-8, OP_JoystickSetDef.y+LINEHEIGHT*i-12, 28, 1); - //M_DrawSaveLoadBorder(OP_JoystickSetDef.x+4, OP_JoystickSetDef.y+1+LINEHEIGHT*i); - -#ifdef JOYSTICK_HOTPLUG - if (atoi(cv_usejoystick2.string) > I_NumJoys()) - compareval2 = atoi(cv_usejoystick2.string); - else - compareval2 = cv_usejoystick2.value; - - if (atoi(cv_usejoystick.string) > I_NumJoys()) - compareval = atoi(cv_usejoystick.string); - else - compareval = cv_usejoystick.value; -#else - compareval2 = cv_usejoystick2.value; - compareval = cv_usejoystick.value; -#endif + M_DrawTextBox(OP_GamepadSetDef.x-8, OP_GamepadSetDef.y+LINEHEIGHT*i-12, 28, 1); if ((setupcontrols_secondaryplayer && (i == compareval2)) || (!setupcontrols_secondaryplayer && (i == compareval))) - V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,V_GREENMAP,joystickInfo[i]); + V_DrawString(OP_GamepadSetDef.x, OP_GamepadSetDef.y+LINEHEIGHT*i-4,V_GREENMAP,gamepadInfo[i].name); else - V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,0,joystickInfo[i]); + V_DrawString(OP_GamepadSetDef.x, OP_GamepadSetDef.y+LINEHEIGHT*i-4,0,gamepadInfo[i].name); if (i == itemOn) { - V_DrawScaledPatch(currentMenu->x - 24, OP_JoystickSetDef.y+LINEHEIGHT*i-4, 0, + V_DrawScaledPatch(currentMenu->x - 24, OP_GamepadSetDef.y+LINEHEIGHT*i-4, 0, W_CachePatchName("M_CURSOR", PU_PATCH)); } } } -void M_SetupJoystickMenu(INT32 choice) +boolean M_OnGamepadMenu(void) { - INT32 i = 0; - const char *joyNA = "Unavailable"; - INT32 n = I_NumJoys(); - (void)choice; + return currentMenu == &OP_GamepadSetDef; +} - strcpy(joystickInfo[i], "None"); +void M_UpdateGamepadMenu(void) +{ + INT32 i = 0, j = 1; + INT32 n = I_NumGamepads(); - for (i = 1; i <= MAX_JOYSTICKS; i++) + strcpy(gamepadInfo[i].name, "None"); + gamepadInfo[i].index = 0; + + for (i = 1; i < MAX_CONNECTED_GAMEPADS + 1; i++) { - if (i <= n && (I_GetJoyName(i)) != NULL) - strncpy(joystickInfo[i], I_GetJoyName(i), 28); + if (i <= n && (I_GetGamepadName(i)) != NULL) + strlcpy(gamepadInfo[j].name, I_GetGamepadName(i), sizeof gamepadInfo[j].name); else - strcpy(joystickInfo[i], joyNA); - -#ifdef JOYSTICK_HOTPLUG - // We use cv_usejoystick.string as the USER-SET var - // and cv_usejoystick.value as the INTERNAL var - // - // In practice, if cv_usejoystick.string == 0, this overrides - // cv_usejoystick.value and always disables - // - // Update cv_usejoystick.string here so that the user can + strlcpy(gamepadInfo[j].name, "Unavailable", sizeof gamepadInfo[j].name); + + gamepadInfo[j].index = j; + +#ifdef GAMEPAD_HOTPLUG + // Update cv_usegamepad.string here so that the user can // properly change this value. - if (i == cv_usejoystick.value) - CV_SetValue(&cv_usejoystick, i); - if (i == cv_usejoystick2.value) - CV_SetValue(&cv_usejoystick2, i); + for (INT32 jn = 0; jn < NUM_GAMEPADS; jn++) + { + if (i == cv_usegamepad[jn].value) + CV_SetValue(&cv_usegamepad[jn], i); + } #endif + + j++; } +} + +static void M_SetupGamepadMenu(void) +{ + M_UpdateGamepadMenu(); + M_SetupNextMenu(&OP_GamepadSetDef); - M_SetupNextMenu(&OP_JoystickSetDef); + if (setupcontrols_secondaryplayer) + itemOn = G_GetGamepadDeviceIndex(1); + else + itemOn = G_GetGamepadDeviceIndex(0); } -static void M_Setup1PJoystickMenu(INT32 choice) +static void M_Setup1PGamepadMenu(INT32 choice) { setupcontrols_secondaryplayer = false; - OP_JoystickSetDef.prevMenu = &OP_Joystick1Def; - OP_JoystickSetDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); - OP_JoystickSetDef.menuid &= ~(((1 << MENUBITS) - 1) << (MENUBITS*2)); - OP_JoystickSetDef.menuid |= MN_OP_P1CONTROLS << MENUBITS; - OP_JoystickSetDef.menuid |= MN_OP_P1JOYSTICK << (MENUBITS*2); - M_SetupJoystickMenu(choice); + setupcontrols_joycvar = &cv_usegamepad[0]; + OP_GamepadSetDef.prevMenu = &OP_Gamepad1Def; + OP_GamepadSetDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); + OP_GamepadSetDef.menuid &= ~(((1 << MENUBITS) - 1) << (MENUBITS*2)); + OP_GamepadSetDef.menuid |= MN_OP_P1CONTROLS << MENUBITS; + OP_GamepadSetDef.menuid |= MN_OP_P1JOYSTICK << (MENUBITS*2); + + M_SetupGamepadMenu(); + (void)choice; } -static void M_Setup2PJoystickMenu(INT32 choice) +static void M_Setup2PGamepadMenu(INT32 choice) { setupcontrols_secondaryplayer = true; - OP_JoystickSetDef.prevMenu = &OP_Joystick2Def; - OP_JoystickSetDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); - OP_JoystickSetDef.menuid &= ~(((1 << MENUBITS) - 1) << (MENUBITS*2)); - OP_JoystickSetDef.menuid |= MN_OP_P2CONTROLS << MENUBITS; - OP_JoystickSetDef.menuid |= MN_OP_P2JOYSTICK << (MENUBITS*2); - M_SetupJoystickMenu(choice); + setupcontrols_joycvar = &cv_usegamepad[1]; + OP_GamepadSetDef.prevMenu = &OP_Gamepad2Def; + OP_GamepadSetDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); + OP_GamepadSetDef.menuid &= ~(((1 << MENUBITS) - 1) << (MENUBITS*2)); + OP_GamepadSetDef.menuid |= MN_OP_P2CONTROLS << MENUBITS; + OP_GamepadSetDef.menuid |= MN_OP_P2JOYSTICK << (MENUBITS*2); + + M_SetupGamepadMenu(); + (void)choice; } -static void M_AssignJoystick(INT32 choice) +static void M_AssignGamepad(INT32 choice) { -#ifdef JOYSTICK_HOTPLUG - INT32 oldchoice, oldstringchoice; - INT32 numjoys = I_NumJoys(); +#ifdef GAMEPAD_HOTPLUG + INT32 this = gamepadInfo[choice].index; - if (setupcontrols_secondaryplayer) + // Detect if other players are using this gamepad index + for (INT32 i = 0; this && i < NUM_GAMEPADS; i++) { - oldchoice = oldstringchoice = atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value; - CV_SetValue(&cv_usejoystick2, choice); - - // Just in case last-minute changes were made to cv_usejoystick.value, - // update the string too - // But don't do this if we're intentionally setting higher than numjoys - if (choice <= numjoys) - { - CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value); + // Ignore yourself + if (i == (INT32)setupcontrols_secondaryplayer) + continue; - // reset this so the comparison is valid - if (oldchoice > numjoys) - oldchoice = cv_usejoystick2.value; + INT32 other = G_GetGamepadDeviceIndex(i); - if (oldchoice != choice) - { - if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device - CV_SetValue(&cv_usejoystick2, (oldstringchoice > numjoys ? oldstringchoice : oldchoice)); - - if (oldstringchoice == - (atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value)) - M_StartMessage("This gamepad is used by another\n" - "player. Reset the gamepad\n" - "for that player first.\n\n" - "(Press a key)\n", NULL, MM_NOTHING); - } - } - } - else - { - oldchoice = oldstringchoice = atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value; - CV_SetValue(&cv_usejoystick, choice); + // Ignore gamepads that are disconnected + // (the game will deal with it when they are connected) + if (other > I_NumGamepads()) + continue; - // Just in case last-minute changes were made to cv_usejoystick.value, - // update the string too - // But don't do this if we're intentionally setting higher than numjoys - if (choice <= numjoys) + if (other == this) { - CV_SetValue(&cv_usejoystick, cv_usejoystick.value); - - // reset this so the comparison is valid - if (oldchoice > numjoys) - oldchoice = cv_usejoystick.value; - - if (oldchoice != choice) - { - if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device - CV_SetValue(&cv_usejoystick, (oldstringchoice > numjoys ? oldstringchoice : oldchoice)); - - if (oldstringchoice == - (atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value)) - M_StartMessage("This gamepad is used by another\n" - "player. Reset the gamepad\n" - "for that player first.\n\n" - "(Press a key)\n", NULL, MM_NOTHING); - } + M_StartMessage("This gamepad is used by another\n" + "player. Reset the gamepad\n" + "for that player first.\n\n" + "(Press a key)\n", NULL, MM_NOTHING); + return; } } -#else - if (setupcontrols_secondaryplayer) - CV_SetValue(&cv_usejoystick2, choice); - else - CV_SetValue(&cv_usejoystick, choice); #endif + + CV_SetValue(setupcontrols_joycvar, this); } // ============= @@ -12697,13 +12783,14 @@ static void M_Setup1PControlsMenu(INT32 choice) OP_ChangeControlsMenu[18+5].status = IT_CALL|IT_STRING2; OP_ChangeControlsMenu[18+6].status = IT_CALL|IT_STRING2; //OP_ChangeControlsMenu[18+7].status = IT_CALL|IT_STRING2; - OP_ChangeControlsMenu[18+8].status = IT_CALL|IT_STRING2; + //OP_ChangeControlsMenu[18+8].status = IT_CALL|IT_STRING2; + OP_ChangeControlsMenu[18+9].status = IT_CALL|IT_STRING2; // ... - OP_ChangeControlsMenu[27+0].status = IT_HEADER; - OP_ChangeControlsMenu[27+1].status = IT_SPACE; + OP_ChangeControlsMenu[28+0].status = IT_HEADER; + OP_ChangeControlsMenu[28+1].status = IT_SPACE; // ... - OP_ChangeControlsMenu[27+2].status = IT_CALL|IT_STRING2; - OP_ChangeControlsMenu[27+3].status = IT_CALL|IT_STRING2; + OP_ChangeControlsMenu[28+2].status = IT_CALL|IT_STRING2; + OP_ChangeControlsMenu[28+3].status = IT_CALL|IT_STRING2; OP_ChangeControlsDef.prevMenu = &OP_P1ControlsDef; OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level @@ -12728,13 +12815,14 @@ static void M_Setup2PControlsMenu(INT32 choice) OP_ChangeControlsMenu[18+5].status = IT_GRAYEDOUT2; OP_ChangeControlsMenu[18+6].status = IT_GRAYEDOUT2; //OP_ChangeControlsMenu[18+7].status = IT_GRAYEDOUT2; - OP_ChangeControlsMenu[18+8].status = IT_GRAYEDOUT2; + //OP_ChangeControlsMenu[18+8].status = IT_GRAYEDOUT2; + OP_ChangeControlsMenu[18+9].status = IT_GRAYEDOUT2; // ... - OP_ChangeControlsMenu[27+0].status = IT_GRAYEDOUT2; - OP_ChangeControlsMenu[27+1].status = IT_GRAYEDOUT2; + OP_ChangeControlsMenu[28+0].status = IT_GRAYEDOUT2; + OP_ChangeControlsMenu[28+1].status = IT_GRAYEDOUT2; // ... - OP_ChangeControlsMenu[27+2].status = IT_GRAYEDOUT2; - OP_ChangeControlsMenu[27+3].status = IT_GRAYEDOUT2; + OP_ChangeControlsMenu[28+2].status = IT_GRAYEDOUT2; + OP_ChangeControlsMenu[28+3].status = IT_GRAYEDOUT2; OP_ChangeControlsDef.prevMenu = &OP_P2ControlsDef; OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level @@ -12742,10 +12830,26 @@ static void M_Setup2PControlsMenu(INT32 choice) M_SetupNextMenu(&OP_ChangeControlsDef); } +static const char *M_GetKeyName(UINT8 player, INT32 key) +{ + gamepadtype_e type = GAMEPAD_TYPE_UNKNOWN; + if (cv_usegamepad[player].value) + type = gamepads[player].type; + + if (key >= KEY_GAMEPAD && key < KEY_GAMEPAD + NUM_GAMEPAD_BUTTONS) + return G_GetGamepadButtonString(type, key - KEY_GAMEPAD, GAMEPAD_STRING_MENU1); + else if (key >= KEY_AXES && key < KEY_AXES + NUM_GAMEPAD_AXES) + return G_GetGamepadAxisString(type, key - KEY_AXES, GAMEPAD_STRING_MENU1, false); + else if (key >= KEY_INV_AXES && key < KEY_INV_AXES + NUM_GAMEPAD_AXES) + return G_GetGamepadAxisString(type, key - KEY_INV_AXES, GAMEPAD_STRING_MENU1, true); + + return G_GetDisplayNameForKey(key); +} + #define controlheight 18 // Draws the Customise Controls menu -static void M_DrawControl(void) +static void M_DrawControlConfigMenu(void) { char tmp[50]; INT32 x, y, i, max, cursory = 0, iter; @@ -12825,40 +12929,38 @@ static void M_DrawControl(void) if (currentMenu->menuitems[i].status == IT_CONTROL) { + INT32 right = x + V_StringWidth(currentMenu->menuitems[i].text, 0); V_DrawString(x, y, ((i == itemOn) ? V_YELLOWMAP : 0), currentMenu->menuitems[i].text); + keys[0] = setupcontrols[currentMenu->menuitems[i].alphaKey][0]; keys[1] = setupcontrols[currentMenu->menuitems[i].alphaKey][1]; tmp[0] ='\0'; if (keys[0] == KEY_NULL && keys[1] == KEY_NULL) - { strcpy(tmp, "---"); - } else { if (keys[0] != KEY_NULL) - strcat (tmp, G_KeyNumToName (keys[0])); - + strcat(tmp, M_GetKeyName(setupcontrols_secondaryplayer, keys[0])); if (keys[0] != KEY_NULL && keys[1] != KEY_NULL) - strcat(tmp," or "); - + strcat(tmp, " or "); if (keys[1] != KEY_NULL) - strcat (tmp, G_KeyNumToName (keys[1])); - - + strcat(tmp, M_GetKeyName(setupcontrols_secondaryplayer, keys[1])); } - V_DrawRightAlignedString(BASEVIDWIDTH-currentMenu->x, y, V_YELLOWMAP, tmp); + + INT32 left = BASEVIDWIDTH-currentMenu->x-V_StringWidth(tmp, V_ALLOWLOWERCASE); + if (left - 8 <= right) + V_DrawRightAlignedThinString(BASEVIDWIDTH-currentMenu->x, y+1, V_ALLOWLOWERCASE | V_YELLOWMAP, tmp); + else + V_DrawRightAlignedString(BASEVIDWIDTH-currentMenu->x, y, V_ALLOWLOWERCASE | V_YELLOWMAP, tmp); } - /*else if (currentMenu->menuitems[i].status == IT_GRAYEDOUT2) - V_DrawString(x, y, V_TRANSLUCENT, currentMenu->menuitems[i].text);*/ else if ((currentMenu->menuitems[i].status == IT_HEADER) && (i != max-1)) M_DrawLevelPlatterHeader(y, currentMenu->menuitems[i].text, true, false); y += SMALLLINEHEIGHT; } - V_DrawScaledPatch(currentMenu->x - 20, cursory, 0, - W_CachePatchName("M_CURSOR", PU_PATCH)); + V_DrawScaledPatch(currentMenu->x - 20, cursory, 0, W_CachePatchName("M_CURSOR", PU_PATCH)); } #undef controlbuffer @@ -12866,55 +12968,55 @@ static void M_DrawControl(void) static INT32 controltochange; static char controltochangetext[33]; -static void M_ChangecontrolResponse(event_t *ev) +static void M_ChangeControlResponse(event_t *ev) { - INT32 control; - INT32 found; - INT32 ch = ev->key; - - // ESCAPE cancels; dummy out PAUSE - if (ch != KEY_ESCAPE && ch != KEY_PAUSE) - { + // dirty hack: for customising controls, I want only buttons/keys, not moves + if (ev->type == ev_mouse || ev->type == ev_mouse2) + return; - switch (ev->type) - { - // ignore mouse/joy movements, just get buttons - case ev_mouse: - case ev_mouse2: - case ev_joystick: - case ev_joystick2: - ch = KEY_NULL; // no key - break; + INT32 ch = ev->key; - // keypad arrows are converted for the menu in cursor arrows - // so use the event instead of ch - case ev_keydown: - ch = ev->key; - break; + // Remap gamepad events + if (ev->type == ev_gamepad_down) + ch += KEY_GAMEPAD; + else if (ev->type == ev_gamepad_axis) + { + const UINT16 jdeadzone = G_GetGamepadDigitalDeadZone(ev->which); + const INT16 value = G_GamepadAxisEventValue(ev->which, ev->x); - default: - break; - } + if (value > jdeadzone) + ch += KEY_AXES; + else if (value < -jdeadzone) + ch += KEY_INV_AXES; + else + return; + } + else if (ev->type != ev_keydown) + return; - control = controltochange; + // ESCAPE cancels; dummy out PAUSE + if (ch != KEY_ESCAPE && ch != KEY_PAUSE) + { + INT32 control = controltochange; // check if we already entered this key - found = -1; - if (setupcontrols[control][0] ==ch) + INT32 found = -1; + if (setupcontrols[control][0] == ch) found = 0; - else if (setupcontrols[control][1] ==ch) + else if (setupcontrols[control][1] == ch) found = 1; + if (found >= 0) { - // replace mouse and joy clicks by double clicks - if (ch >= KEY_MOUSE1 && ch <= KEY_MOUSE1+MOUSEBUTTONS) - setupcontrols[control][found] = ch-KEY_MOUSE1+KEY_DBLMOUSE1; - else if (ch >= KEY_JOY1 && ch <= KEY_JOY1+JOYBUTTONS) - setupcontrols[control][found] = ch-KEY_JOY1+KEY_DBLJOY1; - else if (ch >= KEY_2MOUSE1 && ch <= KEY_2MOUSE1+MOUSEBUTTONS) - setupcontrols[control][found] = ch-KEY_2MOUSE1+KEY_DBL2MOUSE1; - else if (ch >= KEY_2JOY1 && ch <= KEY_2JOY1+JOYBUTTONS) - setupcontrols[control][found] = ch-KEY_2JOY1+KEY_DBL2JOY1; +#define CHECK_DBL(key, length) (ch >= key && ch <= key+length) +#define SET_DBL(key, dblkey) ch-key+dblkey + // replace mouse clicks by double clicks + if (CHECK_DBL(KEY_MOUSE1, MOUSEBUTTONS)) + setupcontrols[control][found] = SET_DBL(KEY_MOUSE1, KEY_DBLMOUSE1); + else if (CHECK_DBL(KEY_2MOUSE1, MOUSEBUTTONS)) + setupcontrols[control][found] = SET_DBL(KEY_2MOUSE1, KEY_DBL2MOUSE1); +#undef CHECK_DBL +#undef SET_DBL } else { @@ -12929,9 +13031,11 @@ static void M_ChangecontrolResponse(event_t *ev) found = 0; setupcontrols[control][1] = KEY_NULL; //replace key 1,clear key2 } - (void)G_CheckDoubleUsage(ch, true); + + G_CheckDoubleUsage(ch, true, setupcontrols_secondaryplayer ? 2 : 1); setupcontrols[control][found] = ch; } + S_StartSound(NULL, sfx_strpst); } else if (ch == KEY_PAUSE) @@ -12947,7 +13051,7 @@ static void M_ChangecontrolResponse(event_t *ev) sprintf(tmp, M_GetText("The \x82Pause Key \x80is enabled, but \nit is not configurable. \n\nHit another key for\n%s\nESC for Cancel"), controltochangetext); - M_StartMessage(tmp, M_ChangecontrolResponse, MM_EVENTHANDLER); + M_StartMessage(tmp, M_ChangeControlResponse, MM_EVENTHANDLER); currentMenu->prevMenu = prev; S_StartSound(NULL, sfx_s3k42); @@ -12973,7 +13077,150 @@ static void M_ChangeControl(INT32 choice) currentMenu->menuitems[choice].text); strlcpy(controltochangetext, currentMenu->menuitems[choice].text, 33); - M_StartMessage(tmp, M_ChangecontrolResponse, MM_EVENTHANDLER); + M_StartMessage(tmp, M_ChangeControlResponse, MM_EVENTHANDLER); +} + +static const char *M_GetGamepadAxisName(consvar_t *cv) +{ + switch (cv->value) + { + case 0: + return "None"; + + case 1: // X + return "L. Stick X"; + case 2: // Y + return "L. Stick Y"; + case 3: // X + return "R. Stick X"; + case 4: // Y + return "R. Stick Y"; + + case -1: // X- + return "L. Stick X (inv.)"; + case -2: // Y- + return "L. Stick Y (inv.)"; + case -3: // X- + return "R. Stick X (inv.)"; + case -4: // Y- + return "R. Stick Y (inv.)"; + + case 5: + return "L. Trigger"; + case 6: + return "R. Trigger"; + + default: + return cv->string; + } +} + +static void M_DrawGamepadMenu(void) +{ + INT32 x, y, i, cursory = 0; + INT32 right, left; + + // DRAW MENU + x = currentMenu->x; + y = currentMenu->y; + + // draw title (or big pic) + M_DrawMenuTitle(); + + for (i = 0; i < currentMenu->numitems; i++) + { + if (i == itemOn) + cursory = y; + switch (currentMenu->menuitems[i].status & IT_DISPLAY) + { + case IT_NOTHING: + case IT_DYBIGSPACE: + y += LINEHEIGHT; + break; + case IT_STRING: + case IT_WHITESTRING: + if (currentMenu->menuitems[i].alphaKey) + y = currentMenu->y+currentMenu->menuitems[i].alphaKey; + if (i == itemOn) + cursory = y; + + if ((currentMenu->menuitems[i].status & IT_DISPLAY)==IT_STRING) + V_DrawString(x, y, 0, currentMenu->menuitems[i].text); + else + V_DrawString(x, y, V_YELLOWMAP, currentMenu->menuitems[i].text); + + right = x + V_StringWidth(currentMenu->menuitems[i].text, 0); + + // Cvar specific handling + switch (currentMenu->menuitems[i].status & IT_TYPE) + case IT_CVAR: + { + consvar_t *cv = (consvar_t *)currentMenu->menuitems[i].itemaction; + switch (currentMenu->menuitems[i].status & IT_CVARTYPE) + { + case IT_CV_SLIDER: + M_DrawSlider(x, y, cv, (i == itemOn)); + break; + default: + { + const char *str = cv->string; + INT32 flags = V_YELLOWMAP; + INT32 width = V_StringWidth(str, flags); + + if (cv->PossibleValue == joyaxis_cons_t) + { + str = M_GetGamepadAxisName(cv); + flags |= V_ALLOWLOWERCASE; + + width = V_StringWidth(str, flags); + left = BASEVIDWIDTH - x - width; + + if (left - 16 <= right) + { + width = V_ThinStringWidth(str, flags); + V_DrawRightAlignedThinString(BASEVIDWIDTH - x, y + 1, flags, str); + } + else + V_DrawRightAlignedString(BASEVIDWIDTH - x, y, flags, str); + } + else + V_DrawRightAlignedString(BASEVIDWIDTH - x, y, flags, str); + + if (i == itemOn) + { + V_DrawCharacter(BASEVIDWIDTH - x - 10 - width - (skullAnimCounter/5), y, + '\x1C' | V_YELLOWMAP, false); + V_DrawCharacter(BASEVIDWIDTH - x + 2 + (skullAnimCounter/5), y, + '\x1D' | V_YELLOWMAP, false); + } + break; + } + } + break; + } + y += STRINGHEIGHT; + break; + case IT_TRANSTEXT: + if (currentMenu->menuitems[i].alphaKey) + y = currentMenu->y+currentMenu->menuitems[i].alphaKey; + V_DrawString(x, y, V_TRANSLUCENT, currentMenu->menuitems[i].text); + y += SMALLLINEHEIGHT; + break; + case IT_HEADERTEXT: // draws 16 pixels to the left, in yellow text + if (currentMenu->menuitems[i].alphaKey) + y = currentMenu->y+currentMenu->menuitems[i].alphaKey; + + //V_DrawString(x-16, y, V_YELLOWMAP, currentMenu->menuitems[i].text); + M_DrawLevelPlatterHeader(y - (lsheadingheight - 12), currentMenu->menuitems[i].text, true, false); + y += SMALLLINEHEIGHT; + break; + } + } + + // DRAW THE SKULL CURSOR + V_DrawScaledPatch(currentMenu->x - 24, cursory, 0, + W_CachePatchName("M_CURSOR", PU_PATCH)); + V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text); } static void M_Setup1PPlaystyleMenu(INT32 choice) @@ -13536,7 +13783,8 @@ void M_QuitResponse(INT32 ch) { V_DrawScaledPatch(0, 0, 0, W_CachePatchName("GAMEQUIT", PU_PATCH)); // Demo 3 Quit Screen Tails 06-16-2001 I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001 - I_Sleep(); + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); } } I_Quit(); diff --git a/src/m_menu.h b/src/m_menu.h index a7072b0c10438150c1b0cce07fe7f2931e9262b3..8d023811d2f41c565e98c063e6debff05039df8c 100644 --- a/src/m_menu.h +++ b/src/m_menu.h @@ -223,8 +223,9 @@ typedef enum { MM_NOTHING = 0, // is just displayed until the user do someting MM_YESNO, // routine is called with only 'y' or 'n' in param - MM_EVENTHANDLER // the same of above but without 'y' or 'n' restriction - // and routine is void routine(event_t *) (ex: set control) + MM_KEYHANDLER, // the same of above but without 'y' or 'n' restriction + MM_EVENTHANDLER // the same of above but routine is void routine(event_t *) + // (ex: set control) } menumessagetype_t; void M_StartMessage(const char *string, void *routine, menumessagetype_t itemtype); @@ -361,9 +362,11 @@ extern menu_t *currentMenu; extern menu_t MainDef; extern menu_t SP_LoadDef; -// Call upon joystick hotplug -void M_SetupJoystickMenu(INT32 choice); -extern menu_t OP_JoystickSetDef; +// Call when a gamepad is connected or disconnected +void M_UpdateGamepadMenu(void); + +// Returns true if the player is on the gamepad selection menu +boolean M_OnGamepadMenu(void); // Stuff for customizing the player select screen typedef struct @@ -538,6 +541,19 @@ void M_FreePlayerSetupColors(void); NULL\ } +#define GAMEPADMENUSTYLE(id, header, source, prev, x, y)\ +{\ + id,\ + header,\ + sizeof(source)/sizeof(menuitem_t),\ + prev,\ + source,\ + M_DrawGamepadMenu,\ + x, y,\ + 0,\ + NULL\ +} + #define MAPPLATTERMENUSTYLE(id, header, source)\ {\ id,\ @@ -558,7 +574,7 @@ void M_FreePlayerSetupColors(void); sizeof (source)/sizeof (menuitem_t),\ prev,\ source,\ - M_DrawControl,\ + M_DrawControlConfigMenu,\ 24, 40,\ 0,\ NULL\ diff --git a/src/m_misc.c b/src/m_misc.c index bb5f2568728cf3f8db1d4677447d93e3692a39ba..d98c949cf476882199a0eefac99235086b71577d 100644 --- a/src/m_misc.c +++ b/src/m_misc.c @@ -36,6 +36,7 @@ #include "v_video.h" #include "z_zone.h" #include "g_input.h" +#include "i_time.h" #include "i_video.h" #include "d_main.h" #include "m_argv.h" diff --git a/src/m_perfstats.c b/src/m_perfstats.c index 9fc41000d24548deb4a58f3b5071c3f6a9fa77e1..9f65a7616abfe427eaa1abd69fe16c128d559fba 100644 --- a/src/m_perfstats.c +++ b/src/m_perfstats.c @@ -17,6 +17,7 @@ #include "i_system.h" #include "z_zone.h" #include "p_local.h" +#include "r_fps.h" #ifdef HWRENDER #include "hardware/hw_main.h" @@ -122,6 +123,12 @@ perfstatrow_t commoncounter_rows[] = { {0} }; +perfstatrow_t interpolation_rows[] = { + {"intpfrc", "Interp frac: ", &ps_interp_frac, PS_TIME}, + {"intplag", "Interp lag: ", &ps_interp_lag, PS_TIME}, + {0} +}; + #ifdef HWRENDER perfstatrow_t batchcount_rows[] = { {"polygon", "Polygons: ", &ps_hw_numpolys, 0}, @@ -261,7 +268,7 @@ static INT32 PS_GetMetricAverage(ps_metric_t *metric, boolean time_metric) for (i = 0; i < cv_ps_samplesize.value; i++) { if (time_metric) - sum += I_PreciseToMicros(*((precise_t*)history_read_pos)); + sum += (*((precise_t*)history_read_pos)) / (I_GetPrecisePrecision() / 1000000); else sum += *((INT32*)history_read_pos); history_read_pos += value_size; @@ -281,7 +288,7 @@ static INT32 PS_GetMetricMinOrMax(ps_metric_t *metric, boolean time_metric, bool { INT32 value; if (time_metric) - value = I_PreciseToMicros(*((precise_t*)history_read_pos)); + value = (*((precise_t*)history_read_pos)) / (I_GetPrecisePrecision() / 1000000); else value = *((INT32*)history_read_pos); @@ -309,7 +316,7 @@ static INT32 PS_GetMetricSD(ps_metric_t *metric, boolean time_metric) { INT64 value; if (time_metric) - value = I_PreciseToMicros(*((precise_t*)history_read_pos)); + value = (*((precise_t*)history_read_pos)) / (I_GetPrecisePrecision() / 1000000); else value = *((INT32*)history_read_pos); @@ -339,7 +346,7 @@ static INT32 PS_GetMetricScreenValue(ps_metric_t *metric, boolean time_metric) else { if (time_metric) - return I_PreciseToMicros(metric->value.p); + return (metric->value.p) / (I_GetPrecisePrecision() / 1000000); else return metric->value.i; } @@ -473,6 +480,9 @@ static void PS_UpdateFrameStats(void) if (PS_IsLevelActive()) PS_UpdateRowHistories(commoncounter_rows, true); + if (R_UsingFrameInterpolation()) + PS_UpdateRowHistories(interpolation_rows, true); + #ifdef HWRENDER if (rendermode == render_opengl && cv_glbatching.value) { @@ -634,7 +644,7 @@ static void PS_DrawRenderStats(void) { const boolean hires = PS_HighResolution(); const int half_row = hires ? 5 : 4; - int x, y; + int x, y, cy = 10; PS_DrawDescriptorHeader(); @@ -645,7 +655,7 @@ static void PS_DrawRenderStats(void) if (PS_IsLevelActive()) { x = hires ? 115 : 90; - PS_DrawPerfRows(x, 10, V_BLUEMAP, commoncounter_rows); + cy = PS_DrawPerfRows(x, 10, V_BLUEMAP, commoncounter_rows) + half_row; #ifdef HWRENDER if (rendermode == render_opengl && cv_glbatching.value) @@ -659,6 +669,12 @@ static void PS_DrawRenderStats(void) } #endif } + + if (R_UsingFrameInterpolation()) + { + x = hires ? 115 : 90; + PS_DrawPerfRows(x, cy, V_ROSYMAP, interpolation_rows); + } } static void PS_DrawGameLogicStats(void) diff --git a/src/p_ceilng.c b/src/p_ceilng.c index d88d9be86a2416d9fa9ff7c7fa0a3a5d01743385..66f2dd58ecfba7e346d746166f31f8edb942c77a 100644 --- a/src/p_ceilng.c +++ b/src/p_ceilng.c @@ -13,6 +13,7 @@ #include "doomdef.h" #include "p_local.h" +#include "r_fps.h" #include "r_main.h" #include "s_sound.h" #include "z_zone.h" @@ -334,6 +335,9 @@ INT32 EV_DoCeiling(mtag_t tag, line_t *line, ceiling_e type) ceiling->type = type; firstone = 0; + + // interpolation + R_CreateInterpolator_SectorPlane(&ceiling->thinker, sec, true); } return rtn; } @@ -398,6 +402,10 @@ INT32 EV_DoCrush(mtag_t tag, line_t *line, ceiling_e type) } ceiling->type = type; + + // interpolation + R_CreateInterpolator_SectorPlane(&ceiling->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&ceiling->thinker, sec, true); } return rtn; } diff --git a/src/p_enemy.c b/src/p_enemy.c index 558b8a795fbdce896758d1fda49812691cc67f2b..373f091233ff237ac69ba6df00ae507b840fbaba 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1333,7 +1333,7 @@ void A_FaceStabHurl(mobj_t *actor) hwork->destscale = FixedSqrt(step*basesize); P_SetScale(hwork, hwork->destscale); hwork->fuse = 2; - P_TeleportMove(hwork, actor->x + xo*(15-step), actor->y + yo*(15-step), actor->z + (actor->height - hwork->height)/2 + (P_MobjFlip(actor)*(8<<FRACBITS))); + P_MoveOrigin(hwork, actor->x + xo*(15-step), actor->y + yo*(15-step), actor->z + (actor->height - hwork->height)/2 + (P_MobjFlip(actor)*(8<<FRACBITS))); step -= NUMGRADS; } @@ -1405,6 +1405,9 @@ void A_StatueBurst(mobj_t *actor) if (LUA_CallAction(A_STATUEBURST, actor)) return; + // make statue intangible upon spawning so you can't stand above the created object for 40 tics + actor->flags &= ~MF_SOLID; + if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) return; @@ -2095,7 +2098,7 @@ void A_CrushclawAim(mobj_t *actor) #undef anglimit #undef angfactor - P_TeleportMove(actor, + P_MoveOrigin(actor, crab->x + P_ReturnThrustX(actor, actor->angle, locvar1*crab->scale), crab->y + P_ReturnThrustY(actor, actor->angle, locvar1*crab->scale), crab->z + locvar2*crab->scale); @@ -2233,7 +2236,7 @@ void A_CrushclawLaunch(mobj_t *actor) fixed_t idx = dx, idy = dy, idz = dz; while (chain) { - P_TeleportMove(chain, actor->target->x + idx, actor->target->y + idy, actor->target->z + idz); + P_MoveOrigin(chain, actor->target->x + idx, actor->target->y + idy, actor->target->z + idz); chain->movefactor = chain->z; idx += dx; idy += dy; @@ -4856,12 +4859,12 @@ void A_FishJump(mobj_t *actor) else { if (actor->spawnpoint && actor->spawnpoint->args[0]) - jumpval = actor->spawnpoint->args[0]; + jumpval = actor->spawnpoint->args[0] << (FRACBITS - 2); else - jumpval = 44; + jumpval = 44 << (FRACBITS - 2); } - actor->momz = FixedMul(jumpval << (FRACBITS - 2), actor->scale); + actor->momz = FixedMul(jumpval, actor->scale); P_SetMobjStateNF(actor, actor->info->seestate); } @@ -11181,7 +11184,7 @@ void A_VileAttack(mobj_t *actor) // move the fire between the vile and the player //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); - P_TeleportMove(fire, + P_MoveOrigin(fire, actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), fire->z); @@ -11226,7 +11229,7 @@ void A_VileAttack(mobj_t *actor) // move the fire between the vile and the player //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); - P_TeleportMove(fire, + P_MoveOrigin(fire, actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), fire->z); @@ -11893,12 +11896,12 @@ void A_FlickyCenter(mobj_t *actor) if (actor->target && P_AproxDistance(actor->target->x - originx, actor->target->y - originy) < actor->extravalue1) { actor->extravalue2 = 1; - P_TeleportMove(actor, actor->target->x, actor->target->y, actor->target->z); + P_SetOrigin(actor, actor->target->x, actor->target->y, actor->target->z); } else if(actor->extravalue2) { actor->extravalue2 = 0; - P_TeleportMove(actor, originx, originy, originz); + P_SetOrigin(actor, originx, originy, originz); } } } @@ -12431,7 +12434,7 @@ void A_LightBeamReset(mobj_t *actor) actor->momy = (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/128; actor->momz = (P_SignedRandom()*FRACUNIT)/128; - P_TeleportMove(actor, + P_SetOrigin(actor, actor->spawnpoint->x*FRACUNIT - (P_SignedRandom()*FINESINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, actor->spawnpoint->y*FRACUNIT + (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, actor->spawnpoint->z*FRACUNIT + (P_SignedRandom()*FRACUNIT)/2); @@ -12988,7 +12991,7 @@ void A_DoNPCSkid(mobj_t *actor) actor->momy = (2*actor->momy)/3; } - P_TeleportMove(actor, x, y, z); + P_MoveOrigin(actor, x, y, z); // Spawn a particle every 3 tics. if (!(leveltime % 3)) @@ -13329,7 +13332,7 @@ void A_Boss5MakeJunk(mobj_t *actor) if (locvar1 > 0) P_SetMobjState(broked, locvar1); if (!P_MobjWasRemoved(broked)) - P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z); + P_MoveOrigin(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z); ang += ANGLE_45; } @@ -13538,7 +13541,7 @@ void A_DustDevilThink(mobj_t *actor) //Chained thinker for the spiralling dust column. while (layer && !P_MobjWasRemoved(layer)) { angle_t fa = layer->angle >> ANGLETOFINESHIFT; - P_TeleportMove(layer, layer->x + 5 * FixedMul(scale, FINECOSINE(fa)), layer->y + 5 * FixedMul(scale, FINESINE(fa)), layer->z); + P_MoveOrigin(layer, layer->x + 5 * FixedMul(scale, FINECOSINE(fa)), layer->y + 5 * FixedMul(scale, FINESINE(fa)), layer->z); layer->scale = scale; layer->angle += ANG10 / 2; layer->momx = actor->momx; @@ -14322,7 +14325,7 @@ void A_SpawnPterabytes(mobj_t *actor) return; if (actor->spawnpoint) - amount = min(1, actor->spawnpoint->args[0]); + amount = max(1, actor->spawnpoint->args[0]); interval = FixedAngle(FRACUNIT*360/amount); @@ -14547,7 +14550,7 @@ void A_DragonWing(mobj_t *actor) actor->angle = target->angle + actor->movedir; x = target->x + P_ReturnThrustX(actor, actor->angle, -target->radius); y = target->y + P_ReturnThrustY(actor, actor->angle, -target->radius); - P_TeleportMove(actor, x, y, target->z); + P_MoveOrigin(actor, x, y, target->z); } // Function: A_DragonSegment @@ -14588,7 +14591,7 @@ void A_DragonSegment(mobj_t *actor) zdist = P_ReturnThrustY(target, zangle, radius); actor->angle = hangle; - P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist); + P_MoveOrigin(actor, target->x + xdist, target->y + ydist, target->z + zdist); } // Function: A_ChangeHeight diff --git a/src/p_floor.c b/src/p_floor.c index d9e0ee0f267722c4055cdbc133b7face082090fd..a367a08d8433466a888072bc7757b90d4a5d2670 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -17,6 +17,7 @@ #include "m_random.h" #include "p_local.h" #include "p_slopes.h" +#include "r_fps.h" #include "r_state.h" #include "s_sound.h" #include "z_zone.h" @@ -523,6 +524,8 @@ void T_ContinuousFalling(continuousfall_t *faller) { faller->sector->ceilingheight = faller->ceilingstartheight; faller->sector->floorheight = faller->floorstartheight; + + R_ClearLevelInterpolatorState(&faller->thinker); } P_CheckSector(faller->sector, false); // you might think this is irrelevant. you would be wrong @@ -588,7 +591,6 @@ void T_BounceCheese(bouncecheese_t *bouncer) if (bouncer->sector->crumblestate == CRUMBLE_RESTORE || bouncer->sector->crumblestate == CRUMBLE_WAIT || bouncer->sector->crumblestate == CRUMBLE_ACTIVATED) // Oops! Crumbler says to remove yourself! { - bouncer->sector->crumblestate = CRUMBLE_WAIT; bouncer->sector->ceilingdata = NULL; bouncer->sector->ceilspeed = 0; bouncer->sector->floordata = NULL; @@ -1709,6 +1711,9 @@ void EV_DoFloor(mtag_t tag, line_t *line, floor_e floortype) } firstone = 0; + + // interpolation + R_CreateInterpolator_SectorPlane(&dofloor->thinker, sec, false); } } @@ -1805,6 +1810,10 @@ void EV_DoElevator(mtag_t tag, line_t *line, elevator_e elevtype) } elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; + + // interpolation + R_CreateInterpolator_SectorPlane(&elevator->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&elevator->thinker, sec, true); } } @@ -1861,12 +1870,11 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) } } -#undef controlsec - - // soundorg z height never gets set normally, so MEH. - sec->soundorg.z = sec->floorheight; + sec->soundorg.z = (controlsec->floorheight + controlsec->ceilingheight)/2; S_StartSound(&sec->soundorg, mobjinfo[type].activesound); +#undef controlsec + // Find the outermost vertexes in the subsector for (i = 0; i < sec->linecount; i++) { @@ -1953,6 +1961,10 @@ void EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline) bouncer->speed = momz/2; bouncer->distance = FRACUNIT; bouncer->low = true; + + // interpolation + R_CreateInterpolator_SectorPlane(&bouncer->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&bouncer->thinker, sec, true); } // For T_ContinuousFalling special @@ -1978,6 +1990,10 @@ void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boole faller->destheight = backwards ? backsector->ceilingheight : backsector->floorheight; faller->direction = backwards ? 1 : -1; + + // interpolation + R_CreateInterpolator_SectorPlane(&faller->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&faller->thinker, sec, true); } // Some other 3dfloor special things Tails 03-11-2002 (Search p_mobj.c for description) @@ -2030,6 +2046,10 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating, crumble->sector->crumblestate = CRUMBLE_ACTIVATED; + // interpolation + R_CreateInterpolator_SectorPlane(&crumble->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&crumble->thinker, sec, true); + TAG_ITER_SECTORS(tag, i) { foundsec = §ors[i]; @@ -2081,6 +2101,10 @@ void EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher) block->ceilingstartheight = block->sector->ceilingheight; block->tag = (INT16)rover->master->args[0]; + // interpolation + R_CreateInterpolator_SectorPlane(&block->thinker, roversec, false); + R_CreateInterpolator_SectorPlane(&block->thinker, roversec, true); + if (itsamonitor) { oldx = thing->x; @@ -2089,9 +2113,9 @@ void EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher) } P_UnsetThingPosition(thing); - thing->x = sector->soundorg.x; - thing->y = sector->soundorg.y; - thing->z = topheight; + thing->x = thing->old_x = sector->soundorg.x; + thing->y = thing->old_y = sector->soundorg.y; + thing->z = thing->old_z = topheight; thing->momz = FixedMul(6*FRACUNIT, thing->scale); P_SetThingPosition(thing); if (thing->flags & MF_SHOOTABLE) @@ -2112,9 +2136,9 @@ void EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher) if (itsamonitor && thing) { P_UnsetThingPosition(thing); - thing->x = oldx; - thing->y = oldy; - thing->z = oldz; + thing->x = thing->old_x = oldx; + thing->y = thing->old_y = oldy; + thing->z = thing->old_z = oldz; thing->momx = 1; thing->momy = 1; P_SetThingPosition(thing); diff --git a/src/p_haptic.c b/src/p_haptic.c new file mode 100644 index 0000000000000000000000000000000000000000..dbfa587379edbd32f9196b7501273fd6811ed596 --- /dev/null +++ b/src/p_haptic.c @@ -0,0 +1,115 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 2021-2022 by Jaime "Lactozilla" Passos. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file p_haptic.c +/// \brief Haptic feedback + +#include "p_haptic.h" +#include "g_game.h" +#include "d_netcmd.h" +#include "i_gamepad.h" +#include "doomstat.h" + +// Helper function: Returns the gamepad index for a player if it's enabled +static INT16 GetGamepadIndex(player_t *player) +{ + INT16 index = G_GetGamepadForPlayer(player); + + if (index >= 0 && cv_usegamepad[index].value) + return index; + + return -1; +} + +// Rumbles a player's gamepad, or all gamepads +boolean P_DoRumble(player_t *player, fixed_t large_magnitude, fixed_t small_magnitude, tic_t duration) +{ + if (!I_RumbleSupported()) + return false; + + // Rumble every gamepad + if (player == NULL) + { + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + if (cv_gamepad_rumble[i].value) + G_RumbleGamepad(i, large_magnitude, small_magnitude, duration); + } + + return true; + } + + INT16 which = GetGamepadIndex(player); + if (which < 0 || !cv_gamepad_rumble[which].value) + return false; + + return G_RumbleGamepad((UINT8)which, large_magnitude, small_magnitude, duration); +} + +// Pauses or unpauses gamepad rumble for a player (or all of them) +// Rumble is paused or unpaused regardless if it's enabled or not +static void SetRumblePaused(player_t *player, boolean pause) +{ + INT16 which = GetGamepadIndex(player); + + if (which >= 0) + G_SetGamepadRumblePaused((UINT8)which, pause); + else if (player == NULL) + { + // Pause or unpause every gamepad + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + G_SetGamepadRumblePaused(i, pause); + } +} + +void P_PauseRumble(player_t *player) +{ + SetRumblePaused(player, true); +} + +void P_UnpauseRumble(player_t *player) +{ + SetRumblePaused(player, false); +} + +boolean P_IsRumbleEnabled(player_t *player) +{ + INT16 which = GetGamepadIndex(player); + if (which < 0 || !cv_gamepad_rumble[which].value) + return false; + + return G_RumbleSupported((UINT8)which); +} + +boolean P_IsRumblePaused(player_t *player) +{ + INT16 which = GetGamepadIndex(player); + if (which < 0 || !cv_gamepad_rumble[which].value) + return false; + + return G_GetGamepadRumblePaused((UINT8)which); +} + +// Stops gamepad rumble for a player (or all of them) +void P_StopRumble(player_t *player) +{ + if (!I_RumbleSupported()) + return; + + if (player) + { + INT16 which = GetGamepadIndex(player); + if (which >= 0) + G_StopGamepadRumble((UINT8)which); + return; + } + + // Stop every gamepad instead + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + G_StopGamepadRumble(i); +} diff --git a/src/p_haptic.h b/src/p_haptic.h new file mode 100644 index 0000000000000000000000000000000000000000..1bd4f91993417a85445ff2428e43c47d3a5330bc --- /dev/null +++ b/src/p_haptic.h @@ -0,0 +1,27 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 2021-2022 by Jaime "Lactozilla" Passos. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file p_haptic.h +/// \brief Haptic feedback + +#ifndef __P_HAPTIC__ +#define __P_HAPTIC__ + +#include "doomdef.h" +#include "p_local.h" + +boolean P_DoRumble(player_t *player, fixed_t large_magnitude, fixed_t small_magnitude, tic_t duration); +void P_PauseRumble(player_t *player); +void P_UnpauseRumble(player_t *player); +boolean P_IsRumbleEnabled(player_t *player); +boolean P_IsRumblePaused(player_t *player); +void P_StopRumble(player_t *player); + +#define P_DoRumbleCombined(player, magnitude, dur) P_DoRumble(player, magnitude, magnitude, dur); + +#endif // __P_HAPTIC__ diff --git a/src/p_inter.c b/src/p_inter.c index c230ce178ad5b388ca123cde1352e8771b80f8c5..f3c13e3151b145cd059efe1247da759c6e98cf98 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -13,6 +13,7 @@ #include "doomdef.h" #include "i_system.h" +#include "i_gamepad.h" #include "am_map.h" #include "g_game.h" #include "m_random.h" @@ -24,6 +25,7 @@ #include "lua_hook.h" #include "m_cond.h" // unlockables, emblems, etc #include "p_setup.h" +#include "p_haptic.h" #include "m_cheat.h" // objectplace #include "m_misc.h" #include "v_video.h" // video flags for CEchos @@ -33,54 +35,6 @@ #define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : "" #define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : "" -void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period) -{ - BasicFF_t Basicfeed; - if (!player) - return; - Basicfeed.Duration = (UINT32)(duration * (100L/TICRATE)); - Basicfeed.ForceX = Basicfeed.ForceY = 1; - Basicfeed.Gain = 25000; - Basicfeed.Magnitude = period*10; - Basicfeed.player = player; - /// \todo test FFB - P_RampConstant(&Basicfeed, attack, fade); -} - -void P_ForceConstant(const BasicFF_t *FFInfo) -{ - JoyFF_t ConstantQuake; - if (!FFInfo || !FFInfo->player) - return; - ConstantQuake.ForceX = FFInfo->ForceX; - ConstantQuake.ForceY = FFInfo->ForceY; - ConstantQuake.Duration = FFInfo->Duration; - ConstantQuake.Gain = FFInfo->Gain; - ConstantQuake.Magnitude = FFInfo->Magnitude; - if (FFInfo->player == &players[consoleplayer]) - I_Tactile(ConstantForce, &ConstantQuake); - else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer]) - I_Tactile2(ConstantForce, &ConstantQuake); -} -void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End) -{ - JoyFF_t RampQuake; - if (!FFInfo || !FFInfo->player) - return; - RampQuake.ForceX = FFInfo->ForceX; - RampQuake.ForceY = FFInfo->ForceY; - RampQuake.Duration = FFInfo->Duration; - RampQuake.Gain = FFInfo->Gain; - RampQuake.Magnitude = FFInfo->Magnitude; - RampQuake.Start = Start; - RampQuake.End = End; - if (FFInfo->player == &players[consoleplayer]) - I_Tactile(ConstantForce, &RampQuake); - else if (splitscreen && FFInfo->player == &players[secondarydisplayplayer]) - I_Tactile2(ConstantForce, &RampQuake); -} - - // // GET STUFF // @@ -3057,6 +3011,8 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN player_t *player = target->player; (void)damage; //unused parm + P_DoRumbleCombined(player, FRACUNIT, TICRATE / 6); + // If flashing or invulnerable, ignore the tag, if (player->powers[pw_flashing] || player->powers[pw_invulnerability]) return false; @@ -3160,6 +3116,8 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou { player_t *player = target->player; + (void)damage; + if (!(damagetype & DMG_CANHURTSELF)) { // You can't kill yourself, idiot... @@ -3222,6 +3180,8 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) { + (void)damage; + player->pflags &= ~PF_SLIDING; player->powers[pw_carry] = CR_NONE; @@ -3242,7 +3202,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) // Get rid of emeralds player->powers[pw_emeralds] = 0; - P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); + P_DoRumbleCombined(player, FRACUNIT, TICRATE / 3); P_ResetPlayer(player); @@ -3282,7 +3242,9 @@ static void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, I fixed_t fallbackspeed; angle_t ang; - P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); + (void)damage; + + P_DoRumbleCombined(player, FRACUNIT, TICRATE / 6); if (player->mo->eflags & MFE_VERTICALFLIP) player->mo->z--; @@ -3363,12 +3325,14 @@ void P_RemoveShield(player_t *player) static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { + (void)damage; + // Must do pain first to set flashing -- P_RemoveShield can cause damage P_DoPlayerPain(player, source, inflictor); P_RemoveShield(player); - P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); + P_DoRumbleCombined(player, FRACUNIT, TICRATE / 6); if (damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); @@ -3397,7 +3361,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN { P_DoPlayerPain(player, source, inflictor); - P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); + P_DoRumbleCombined(player, FRACUNIT, TICRATE / 6); if (damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); @@ -3728,8 +3692,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da damage = 1; P_KillPlayer(player, source, damage); } - - P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); } // Killing dead. Just for kicks. @@ -3883,7 +3845,10 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) P_SetObjectMomZ(mo, ns, true); } if (player->mo->eflags & MFE_VERTICALFLIP) + { mo->momz *= -1; + mo->flags2 |= MF2_OBJECTFLIP; + } } player->losstime += 10*TICRATE; @@ -4107,6 +4072,8 @@ void P_PlayerWeaponPanelOrAmmoBurst(player_t *player) P_SetObjectMomZ(mo, 4*FRACUNIT, false); \ if (i & 1) \ P_SetObjectMomZ(mo, 4*FRACUNIT, true); \ + if (player->mo->eflags & MFE_VERTICALFLIP) \ + mo->flags2 |= MF2_OBJECTFLIP; \ ++i; \ } \ else if (player->powers[power] > 0) \ @@ -4126,6 +4093,8 @@ void P_PlayerWeaponPanelOrAmmoBurst(player_t *player) P_SetObjectMomZ(mo, 3*FRACUNIT, false); \ if (i & 1) \ P_SetObjectMomZ(mo, 3*FRACUNIT, true); \ + if (player->mo->eflags & MFE_VERTICALFLIP) \ + mo->flags2 |= MF2_OBJECTFLIP; \ player->powers[power] = 0; \ ++i; \ } @@ -4266,7 +4235,10 @@ void P_PlayerEmeraldBurst(player_t *player, boolean toss) P_SetObjectMomZ(mo, 3*FRACUNIT, false); if (player->mo->eflags & MFE_VERTICALFLIP) + { mo->momz = -mo->momz; + mo->flags2 |= MF2_OBJECTFLIP; + } if (toss) player->tossdelay = 2*TICRATE; @@ -4295,7 +4267,10 @@ void P_PlayerFlagBurst(player_t *player, boolean toss) flag = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, type); if (player->mo->eflags & MFE_VERTICALFLIP) + { flag->z += player->mo->height - flag->height; + flag->flags2 |= MF2_OBJECTFLIP; + } if (toss) P_InstaThrust(flag, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); diff --git a/src/p_local.h b/src/p_local.h index f50606117cd91566d3a9f2dc46de434efc66c6d2..31a9e6c9d711ce02766bb5462f18650ba1448841 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -91,6 +91,7 @@ typedef struct camera_s // Camera demobjerization // Info for drawing: position. fixed_t x, y, z; + boolean reset; //More drawing info: to determine current sprite. angle_t angle; // orientation @@ -150,6 +151,7 @@ boolean P_IsObjectInGoop(mobj_t *mo); boolean P_IsObjectOnGround(mobj_t *mo); boolean P_InSpaceSector(mobj_t *mo); boolean P_InQuicksand(mobj_t *mo); +boolean P_InJumpFlipSector(mobj_t *mo); boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); @@ -413,7 +415,8 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam); boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_Move(mobj_t *actor, fixed_t speed); -boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); +boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); +boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); void P_SlideMove(mobj_t *mo); void P_BounceMove(mobj_t *mo); boolean P_CheckSight(mobj_t *t1, mobj_t *t2); @@ -450,18 +453,6 @@ extern mobj_t **blocklinks; // for thing chains // // P_INTER // -typedef struct BasicFF_s -{ - INT32 ForceX; ///< The X of the Force's Vel - INT32 ForceY; ///< The Y of the Force's Vel - const player_t *player; ///< Player of Rumble - //All - UINT32 Duration; ///< The total duration of the effect, in microseconds - INT32 Gain; ///< /The gain to be applied to the effect, in the range from 0 through 10,000. - //All, CONSTANTFORCE �10,000 to 10,000 - INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000. -} BasicFF_t; - /* Damage/death types, for P_DamageMobj and related */ //// Damage types //#define DMG_NORMAL 0 (unneeded?) @@ -482,9 +473,6 @@ typedef struct BasicFF_s #define DMG_CANHURTSELF 0x40 // Flag - can hurt self/team indirectly, such as through mines #define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type -void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period); -void P_ForceConstant(const BasicFF_t *FFInfo); -void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End); void P_RemoveShield(player_t *player); void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source); boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); diff --git a/src/p_map.c b/src/p_map.c index 2bb02503f464fde0b166e6940e9c40ad166a171c..5c8ccbb19327542e118c19e404673fdc1981de82 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -19,6 +19,7 @@ #include "m_random.h" #include "p_local.h" #include "p_setup.h" // NiGHTS stuff +#include "r_fps.h" #include "r_state.h" #include "r_main.h" #include "r_sky.h" @@ -74,7 +75,7 @@ camera_t *mapcampointer; // // P_TeleportMove // -boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) +static boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) { // the move is ok, // so link the thing into its new position @@ -106,6 +107,30 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) return true; } +// P_SetOrigin - P_TeleportMove which RESETS interpolation values. +// +boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) +{ + boolean result = P_TeleportMove(thing, x, y, z); + + if (result == true) + { + thing->old_x = thing->x; + thing->old_y = thing->y; + thing->old_z = thing->z; + } + + return result; +} + +// +// P_MoveOrigin - P_TeleportMove which KEEPS interpolation values. +// +boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) +{ + return P_TeleportMove(thing, x, y, z); +} + // ========================================================================= // MOVEMENT ITERATOR FUNCTIONS // ========================================================================= @@ -568,7 +593,7 @@ static void P_DoPterabyteCarry(player_t *player, mobj_t *ptera) player->mo->x = ptera->x; player->mo->y = ptera->y; P_SetThingPosition(player->mo); - ptera->movefactor = 3*TICRATE; + ptera->movefactor = 3*TICRATE; // timer before dropping ptera->watertop = ptera->waterbottom = ptera->cusval = 0; } @@ -1153,9 +1178,9 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // underneath if (tmthing->eflags & MFE_VERTICALFLIP) - P_TeleportMove(thing, thing->x, thing->y, tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale)); + P_SetOrigin(thing, thing->x, thing->y, tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale)); else - P_TeleportMove(thing, thing->x, thing->y, tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale)); + P_SetOrigin(thing, thing->x, thing->y, tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale)); if (thing->flags & MF_SHOOTABLE) P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE); return true; @@ -1915,7 +1940,7 @@ static boolean PIT_CheckLine(line_t *ld) cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT)); sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT)); tmthing->flags |= MF_NOCLIP; - P_TeleportMove(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z); + P_MoveOrigin(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z); tmthing->flags &= ~MF_NOCLIP; } #endif @@ -2128,7 +2153,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) if (rover->fofflags & FOF_QUICKSAND) { - if (thing->z < topheight && bottomheight < thingtop) + if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z < topheight && bottomheight < thingtop) { if (tmfloorz < thing->z) { tmfloorz = thing->z; @@ -2136,6 +2161,14 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) tmfloorslope = NULL; } } + else if (thing->eflags & MFE_VERTICALFLIP && thing->z < topheight && bottomheight < thingtop) + { + if (tmceilingz > thingtop) { + tmceilingz = thingtop; + tmceilingrover = rover; + tmceilingslope = NULL; + } + } // Quicksand blocks never change heights otherwise. continue; } @@ -5094,8 +5127,8 @@ fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) { if (thingtop > bottomheight && topheight > z) { - if (ceilingz > z) - ceilingz = z; + if (ceilingz > thingtop) + ceilingz = thingtop; } continue; } diff --git a/src/p_mobj.c b/src/p_mobj.c index 2dbfac3bd0c5462b276e833f11d3dfe20eba99cc..c14ffb251296789708b92a2dac2baffdff4d0e1e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -19,6 +19,7 @@ #include "hu_stuff.h" #include "p_local.h" #include "p_setup.h" +#include "r_fps.h" #include "r_main.h" #include "r_skins.h" #include "r_sky.h" @@ -1431,7 +1432,7 @@ static void P_PlayerFlip(mobj_t *mo) fixed_t P_GetMobjGravity(mobj_t *mo) { fixed_t gravityadd = 0; - boolean no3dfloorgrav = true; // Custom gravity + sector_t *gravsector = NULL; // Custom gravity boolean goopgravity = false; boolean wasflip; @@ -1439,14 +1440,11 @@ fixed_t P_GetMobjGravity(mobj_t *mo) I_Assert(!P_MobjWasRemoved(mo)); wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0; - - if (mo->type != MT_SPINFIRE) - mo->eflags &= ~MFE_VERTICALFLIP; + mo->eflags &= ~MFE_VERTICALFLIP; if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too. { ffloor_t *rover; - fixed_t gravfactor; for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { @@ -1456,27 +1454,24 @@ fixed_t P_GetMobjGravity(mobj_t *mo) if ((rover->fofflags & (FOF_SWIMMABLE|FOF_GOOWATER)) == (FOF_SWIMMABLE|FOF_GOOWATER)) goopgravity = true; - gravfactor = P_GetSectorGravityFactor(rover->master->frontsector); - - if (gravfactor == FRACUNIT) + if (P_GetSectorGravityFactor(rover->master->frontsector) == FRACUNIT) continue; - gravityadd = -FixedMul(gravity, gravfactor); - - if ((rover->master->frontsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0) - mo->eflags |= MFE_VERTICALFLIP; - - no3dfloorgrav = false; + gravsector = rover->master->frontsector; break; } } - if (no3dfloorgrav) - { - gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(mo->subsector->sector)); + if (!gravsector) // If there is no 3D floor gravity, check sector's gravity + gravsector = mo->subsector->sector; - if ((mo->subsector->sector->flags & MSF_GRAVITYFLIP) && gravityadd > 0) - mo->eflags |= MFE_VERTICALFLIP; + gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(gravsector)); + + if ((gravsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0) + { + if (gravsector->specialflags & SSF_GRAVITYOVERRIDE) + mo->flags2 &= ~MF2_OBJECTFLIP; + mo->eflags |= MFE_VERTICALFLIP; } // Less gravity underwater. @@ -1514,36 +1509,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo) { switch (mo->type) { - case MT_FLINGRING: - case MT_FLINGCOIN: - case MT_FLINGBLUESPHERE: - case MT_FLINGNIGHTSCHIP: - case MT_FLINGEMERALD: - case MT_BOUNCERING: - case MT_RAILRING: - case MT_INFINITYRING: - case MT_AUTOMATICRING: - case MT_EXPLOSIONRING: - case MT_SCATTERRING: - case MT_GRENADERING: - case MT_BOUNCEPICKUP: - case MT_RAILPICKUP: - case MT_AUTOPICKUP: - case MT_EXPLODEPICKUP: - case MT_SCATTERPICKUP: - case MT_GRENADEPICKUP: - case MT_REDFLAG: - case MT_BLUEFLAG: - if (mo->target) - { - // Flung items copy the gravity of their tosser. - if ((mo->target->eflags & MFE_VERTICALFLIP) && !(mo->eflags & MFE_VERTICALFLIP)) - { - gravityadd = -gravityadd; - mo->eflags |= MFE_VERTICALFLIP; - } - } - break; case MT_WATERDROP: case MT_CYBRAKDEMON: gravityadd >>= 1; @@ -2192,15 +2157,20 @@ void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype) case 2: // scenery does things differently for some reason if (mo->z < topheight && bottomheight < thingtop) { - mo->floorz = mo->z; + if (!(mo->eflags & MFE_VERTICALFLIP)) + mo->floorz = mo->z; + else if (mo->eflags & MFE_VERTICALFLIP) + mo->ceilingz = thingtop; continue; } break; default: if (mo->z < topheight && bottomheight < thingtop) { - if (mo->floorz < mo->z) + if (!(mo->eflags & MFE_VERTICALFLIP) && mo->floorz < mo->z) mo->floorz = mo->z; + else if (mo->eflags & MFE_VERTICALFLIP && mo->ceilingz > thingtop) + mo->ceilingz = thingtop; } continue; // This is so you can jump/spring up through quicksand from below. } @@ -4023,15 +3993,22 @@ void P_NullPrecipThinker(precipmobj_t *mobj) void P_SnowThinker(precipmobj_t *mobj) { + R_ResetPrecipitationMobjInterpolationState(mobj); + P_CycleStateAnimation((mobj_t *)mobj); // adjust height if ((mobj->z += mobj->momz) <= mobj->floorz) + { mobj->z = mobj->ceilingz; + R_ResetPrecipitationMobjInterpolationState(mobj); + } } void P_RainThinker(precipmobj_t *mobj) { + R_ResetPrecipitationMobjInterpolationState(mobj); + P_CycleStateAnimation((mobj_t *)mobj); if (mobj->state != &states[S_RAIN1]) @@ -4051,6 +4028,7 @@ void P_RainThinker(precipmobj_t *mobj) return; mobj->z = mobj->ceilingz; + R_ResetPrecipitationMobjInterpolationState(mobj); P_SetPrecipMobjState(mobj, S_RAIN1); return; @@ -4470,7 +4448,7 @@ static void P_Boss3Thinker(mobj_t *mobj) CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", way0, way1, way2); if (mobj->spawnpoint) - P_LinedefExecute(mobj->spawnpoint->args[3], mobj, NULL); + P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); } } else if (mobj->movecount) // Firing mode @@ -4657,7 +4635,7 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) while ((base = base->tracer)) { for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s) - P_TeleportMove(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), bz + FixedMul(fz, FixedDiv(s<<FRACBITS, 9<<FRACBITS))); + P_MoveOrigin(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), bz + FixedMul(fz, FixedDiv(s<<FRACBITS, 9<<FRACBITS))); angle += ANGLE_MAX/3; } } @@ -5578,7 +5556,7 @@ static void P_Boss9Thinker(mobj_t *mobj) mobj->hprev->destscale = FRACUNIT + (2*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2); P_SetScale(mobj->hprev, mobj->hprev->destscale); - P_TeleportMove(mobj->hprev, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->hprev->height/2); + P_MoveOrigin(mobj->hprev, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->hprev->height/2); mobj->hprev->momx = mobj->momx; mobj->hprev->momy = mobj->momy; mobj->hprev->momz = mobj->momz; @@ -5686,6 +5664,8 @@ static void P_Boss9Thinker(mobj_t *mobj) { mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER); missile->fuse = (dist/P_AproxDistance(missile->momx, missile->momy)); + if (missile->fuse <= 0) // Prevents a division by zero when calculating missile->scalespeed + missile->fuse = 1; if (missile->fuse > mobj->fuse) P_RemoveMobj(missile); @@ -6433,7 +6413,7 @@ void P_Attract(mobj_t *source, mobj_t *dest, boolean nightsgrab) // Home in on y if (dist < source->movefactor) { source->momx = source->momy = source->momz = 0; - P_TeleportMove(source, tx, ty, tz); + P_MoveOrigin(source, tx, ty, tz); } else { @@ -7042,7 +7022,7 @@ static void P_UpdateMinecartSegments(mobj_t *mobj) dx = seg->extravalue1; dy = seg->extravalue2; sang = seg->cusval; - P_TeleportMove(seg, x + s*dx + c*dy, y - c*dx + s*dy, z); + P_MoveOrigin(seg, x + s*dx + c*dy, y - c*dx + s*dy, z); seg->angle = ang + FixedAngle(FRACUNIT*sang); seg->flags2 = (seg->flags2 & ~MF2_DONTDRAW) | (mobj->flags2 & MF2_DONTDRAW); seg = seg->tracer; @@ -7809,6 +7789,9 @@ static void P_MobjSceneryThink(mobj_t *mobj) mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale); else mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height; + + mobj->old_z = mobj->z; + break; case MT_LOCKONINF: if (!(mobj->flags2 & MF2_STRONGBOX)) @@ -7820,6 +7803,9 @@ static void P_MobjSceneryThink(mobj_t *mobj) mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); else mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); + + mobj->old_z = mobj->z; + break; case MT_DROWNNUMBERS: if (!P_DrownNumbersSceneryThink(mobj)) @@ -8658,7 +8644,7 @@ static boolean P_EggRobo1Think(mobj_t *mobj) < mobj->scale) S_StartSound(mobj, mobj->info->seesound); - P_TeleportMove(mobj, + P_MoveOrigin(mobj, (15*(mobj->x >> 4)) + (basex >> 4) + P_ReturnThrustX(mobj, mobj->angle, SPECTATORRADIUS >> 4), (15*(mobj->y >> 4)) + (basey >> 4) + P_ReturnThrustY(mobj, mobj->angle, SPECTATORRADIUS >> 4), mobj->z); @@ -8684,9 +8670,9 @@ static boolean P_EggRobo1Think(mobj_t *mobj) if (!didmove) { if (P_AproxDistance(mobj->x - basex, mobj->y - basey) < mobj->scale) - P_TeleportMove(mobj, basex, basey, mobj->z); + P_MoveOrigin(mobj, basex, basey, mobj->z); else - P_TeleportMove(mobj, + P_MoveOrigin(mobj, (15*(mobj->x >> 4)) + (basex >> 4), (15*(mobj->y >> 4)) + (basey >> 4), mobj->z); @@ -8808,11 +8794,11 @@ static void P_NiGHTSDroneThink(mobj_t *mobj) sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale); } - P_TeleportMove(goalpost, mobj->x, mobj->y, mobj->z + goaloffset); - P_TeleportMove(sparkle, mobj->x, mobj->y, mobj->z + sparkleoffset); + P_MoveOrigin(goalpost, mobj->x, mobj->y, mobj->z + goaloffset); + P_MoveOrigin(sparkle, mobj->x, mobj->y, mobj->z + sparkleoffset); if (goalpost->movefactor != mobj->z || goalpost->friction != mobj->height) { - P_TeleportMove(droneman, mobj->x, mobj->y, mobj->z + dronemanoffset); + P_MoveOrigin(droneman, mobj->x, mobj->y, mobj->z + dronemanoffset); goalpost->movefactor = mobj->z; goalpost->friction = mobj->height; } @@ -8822,12 +8808,12 @@ static void P_NiGHTSDroneThink(mobj_t *mobj) { if (goalpost->x != mobj->x || goalpost->y != mobj->y) { - P_TeleportMove(goalpost, mobj->x, mobj->y, goalpost->z); - P_TeleportMove(sparkle, mobj->x, mobj->y, sparkle->z); + P_MoveOrigin(goalpost, mobj->x, mobj->y, goalpost->z); + P_MoveOrigin(sparkle, mobj->x, mobj->y, sparkle->z); } if (droneman->x != mobj->x || droneman->y != mobj->y) - P_TeleportMove(droneman, mobj->x, mobj->y, + P_MoveOrigin(droneman, mobj->x, mobj->y, droneman->z >= mobj->floorz && droneman->z <= mobj->ceilingz ? droneman->z : mobj->z); } @@ -9026,7 +9012,7 @@ static void P_SaloonDoorThink(mobj_t *mobj) fma = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK; c = 48*FINECOSINE(fma); s = 48*FINESINE(fma); - P_TeleportMove(mobj, x + c0 + c, y + s0 + s, z); + P_MoveOrigin(mobj, x + c0 + c, y + s0 + s, z); } static void P_PyreFlyThink(mobj_t *mobj) @@ -9581,7 +9567,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj) P_RemoveMobj(mobj); return false; } - P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height); + P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height); break; case MT_HAMMER: if (mobj->z <= mobj->floorz) @@ -10993,6 +10979,8 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP)) P_CheckGravity(mobj, false); + R_AddMobjInterpolator(mobj); + return mobj; } @@ -11040,6 +11028,8 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype || mobj->subsector->sector->floorpic == skyflatnum) mobj->precipflags |= PCF_PIT; + R_ResetPrecipitationMobjInterpolationState(mobj); + return mobj; } @@ -11159,6 +11149,8 @@ void P_RemoveMobj(mobj_t *mobj) memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); #endif + R_RemoveMobjInterpolator(mobj); + // free block if (!mobj->thinker.next) { // Uh-oh, the mobj doesn't think, P_RemoveThinker would never go through! @@ -11205,20 +11197,41 @@ void P_RemovePrecipMobj(precipmobj_t *mobj) void P_RemoveSavegameMobj(mobj_t *mobj) { // unlink from sector and block lists - P_UnsetThingPosition(mobj); + if (((thinker_t *)mobj)->function.acp1 == (actionf_p1)P_NullPrecipThinker) + { + P_UnsetPrecipThingPosition((precipmobj_t *)mobj); - // Remove touching_sectorlist from mobj. - if (sector_list) + if (precipsector_list) + { + P_DelPrecipSeclist(precipsector_list); + precipsector_list = NULL; + } + } + else { - P_DelSeclist(sector_list); - sector_list = NULL; + // unlink from sector and block lists + P_UnsetThingPosition(mobj); + + // Remove touching_sectorlist from mobj. + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } } // stop any playing sound S_StopSound(mobj); + R_RemoveMobjInterpolator(mobj); // free block - P_RemoveThinker((thinker_t *)mobj); + // Here we use the same code as R_RemoveThinkerDelayed, but without reference counting (we're removing everything so it shouldn't matter) and without touching currentthinker since we aren't in P_RunThinkers + { + thinker_t *thinker = (thinker_t *)mobj; + thinker_t *next = thinker->next; + (next->prev = thinker->prev)->next = next; + Z_Free(thinker); + } } static CV_PossibleValue_t respawnitemtime_cons_t[] = {{1, "MIN"}, {300, "MAX"}, {0, NULL}}; @@ -12562,7 +12575,7 @@ static boolean P_SetupNiGHTSDrone(mapthing_t *mthing, mobj_t *mobj) dronemangoaldiff = max(mobjinfo[MT_NIGHTSDRONE_MAN].height - mobjinfo[MT_NIGHTSDRONE_GOAL].height, 0); if (flip && mobj->height != oldheight) - P_TeleportMove(mobj, mobj->x, mobj->y, mobj->z - (mobj->height - oldheight)); + P_MoveOrigin(mobj, mobj->x, mobj->y, mobj->z - (mobj->height - oldheight)); if (!flip) { @@ -12631,9 +12644,9 @@ static boolean P_SetupNiGHTSDrone(mapthing_t *mthing, mobj_t *mobj) // correct Z position if (flip) { - P_TeleportMove(goalpost, goalpost->x, goalpost->y, mobj->z + goaloffset); - P_TeleportMove(sparkle, sparkle->x, sparkle->y, mobj->z + sparkleoffset); - P_TeleportMove(droneman, droneman->x, droneman->y, mobj->z + dronemanoffset); + P_MoveOrigin(goalpost, goalpost->x, goalpost->y, mobj->z + goaloffset); + P_MoveOrigin(sparkle, sparkle->x, sparkle->y, mobj->z + sparkleoffset); + P_MoveOrigin(droneman, droneman->x, droneman->y, mobj->z + dronemanoffset); } // Remember position preference for later @@ -13515,7 +13528,7 @@ static void P_SpawnItemRow(mapthing_t *mthing, mobjtype_t *itemtypes, UINT8 numi static void P_SpawnSingularItemRow(mapthing_t *mthing, mobjtype_t itemtype, INT32 numitems, fixed_t horizontalspacing, fixed_t verticalspacing, INT16 fixedangle, boolean bonustime) { mobjtype_t itemtypes[1] = { itemtype }; - return P_SpawnItemRow(mthing, itemtypes, 1, numitems, horizontalspacing, verticalspacing, fixedangle, bonustime); + P_SpawnItemRow(mthing, itemtypes, 1, numitems, horizontalspacing, verticalspacing, fixedangle, bonustime); } static void P_SpawnItemCircle(mapthing_t *mthing, mobjtype_t *itemtypes, UINT8 numitemtypes, INT32 numitems, fixed_t size, boolean bonustime) @@ -14086,9 +14099,43 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo newmobj->eflags |= MFE_VERTICALFLIP; newmobj->flags2 |= MF2_OBJECTFLIP; newmobj->z = mobj->z + mobj->height - zofs - elementheight; + + newmobj->old_z = mobj->old_z + mobj->height - zofs - elementheight; + newmobj->old_z2 = mobj->old_z2 + mobj->height - zofs - elementheight; + } + else + { + newmobj->old_z = mobj->old_z + zofs; + newmobj->old_z2 = mobj->old_z2 + zofs; } newmobj->destscale = mobj->destscale; P_SetScale(newmobj, mobj->scale); + + newmobj->old_x2 = mobj->old_x2 + xofs; + newmobj->old_y2 = mobj->old_y2 + yofs; + newmobj->old_x = mobj->old_x + xofs; + newmobj->old_y = mobj->old_y + yofs; + + // This angle hack is needed for Lua scripts that set the angle after + // spawning, to avoid erroneous interpolation. + if (mobj->player) + { + newmobj->old_angle2 = mobj->player->old_drawangle2; + newmobj->old_angle = mobj->player->old_drawangle; + } + else + { + newmobj->old_angle2 = mobj->old_angle2; + newmobj->old_angle = mobj->old_angle; + } + + newmobj->old_scale2 = mobj->old_scale2; + newmobj->old_scale = mobj->old_scale; + newmobj->old_spritexscale = mobj->old_spritexscale; + newmobj->old_spriteyscale = mobj->old_spriteyscale; + newmobj->old_spritexoffset = mobj->old_spritexoffset; + newmobj->old_spriteyoffset = mobj->old_spriteyoffset; + return newmobj; } diff --git a/src/p_mobj.h b/src/p_mobj.h index da8d9ea2b6d9b18abdb720d32cd78037fd1ac6ca..60601692cf7f7b294f41f77eb25daea1880993d2 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -281,6 +281,8 @@ typedef struct mobj_s // Info for drawing: position. fixed_t x, y, z; + fixed_t old_x, old_y, old_z; // position interpolation + fixed_t old_x2, old_y2, old_z2; // More list: links in sector (if needed) struct mobj_s *snext; @@ -288,6 +290,8 @@ typedef struct mobj_s // More drawing info: to determine current sprite. angle_t angle, pitch, roll; // orientation + angle_t old_angle, old_pitch, old_roll; // orientation interpolation + angle_t old_angle2, old_pitch2, old_roll2; angle_t rollangle; spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h @@ -298,6 +302,8 @@ typedef struct mobj_s INT32 blendmode; // blend mode fixed_t spritexscale, spriteyscale; fixed_t spritexoffset, spriteyoffset; + fixed_t old_spritexscale, old_spriteyscale; + fixed_t old_spritexoffset, old_spriteyoffset; struct pslope_s *floorspriteslope; // The slope that the floorsprite is rotated by struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears @@ -373,6 +379,8 @@ typedef struct mobj_s UINT32 mobjnum; // A unique number for this mobj. Used for restoring pointers on save games. fixed_t scale; + fixed_t old_scale; // interpolation + fixed_t old_scale2; fixed_t destscale; fixed_t scalespeed; @@ -387,6 +395,7 @@ typedef struct mobj_s struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?) + boolean resetinterp; // if true, some fields should not be interpolated (see R_InterpolateMobjState implementation) boolean colorized; // Whether the mobj uses the rainbow colormap boolean mirrored; // The object's rotations will be mirrored left to right, e.g., see frame AL from the right and AR from the left fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius @@ -408,6 +417,8 @@ typedef struct precipmobj_s // Info for drawing: position. fixed_t x, y, z; + fixed_t old_x, old_y, old_z; // position interpolation + fixed_t old_x2, old_y2, old_z2; // More list: links in sector (if needed) struct precipmobj_s *snext; @@ -415,6 +426,8 @@ typedef struct precipmobj_s // More drawing info: to determine current sprite. angle_t angle, pitch, roll; // orientation + angle_t old_angle, old_pitch, old_roll; // orientation interpolation + angle_t old_angle2, old_pitch2, old_roll2; angle_t rollangle; spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h @@ -425,6 +438,8 @@ typedef struct precipmobj_s INT32 blendmode; // blend mode fixed_t spritexscale, spriteyscale; fixed_t spritexoffset, spriteyoffset; + fixed_t old_spritexscale, old_spriteyscale; + fixed_t old_spritexoffset, old_spriteyoffset; struct pslope_s *floorspriteslope; // The slope that the floorsprite is rotated by struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears diff --git a/src/p_polyobj.c b/src/p_polyobj.c index 77e514bee7a7a648069992d20160aef70cc7bddc..7ef956ff17abf4400f8cebc4b2d0a7a19103b0f4 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -24,6 +24,7 @@ #include "p_tick.h" #include "p_local.h" #include "p_polyobj.h" +#include "r_fps.h" #include "r_main.h" #include "r_state.h" #include "r_defs.h" @@ -2049,6 +2050,9 @@ boolean EV_DoPolyObjRotate(polyrotdata_t *prdata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + th->turnobjs = 0; if (!(prdata->flags & TMPR_DONTROTATEOTHERS)) th->turnobjs |= PTF_OTHERS; @@ -2114,6 +2118,9 @@ boolean EV_DoPolyObjMove(polymovedata_t *pmdata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // apply action to mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) @@ -2129,8 +2136,10 @@ boolean EV_DoPolyObjMove(polymovedata_t *pmdata) boolean EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) { polyobj_t *po; + polyobj_t *oldpo; polywaypoint_t *th; mobj_t *first = NULL; + INT32 start; if (!(po = Polyobj_GetForNum(pwdata->polyObjNum))) { @@ -2181,6 +2190,26 @@ boolean EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) th->continuous = false; } + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // T_PolyObjWaypoint is the only polyobject movement + // that can adjust z, so we add these ones too. + R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, false); + R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, true); + + // Most other polyobject functions handle children by recursively + // giving each child another thinker. T_PolyObjWaypoint handles + // it manually though, which means we need to manually give them + // interpolation here instead. + start = 0; + oldpo = po; + while ((po = Polyobj_GetChild(oldpo, &start))) + { + R_CreateInterpolator_Polyobj(&th->thinker, po); + R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, false); + R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, true); + } + th->pointnum = first->health; return true; @@ -2229,6 +2258,9 @@ static void Polyobj_doSlideDoor(polyobj_t *po, polydoordata_t *doordata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // start action on mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) @@ -2269,6 +2301,9 @@ static void Polyobj_doSwingDoor(polyobj_t *po, polydoordata_t *doordata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // start action on mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) @@ -2340,6 +2375,9 @@ boolean EV_DoPolyObjDisplace(polydisplacedata_t *prdata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // apply action to mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) @@ -2386,6 +2424,9 @@ boolean EV_DoPolyObjRotDisplace(polyrotdisplacedata_t *prdata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // apply action to mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) @@ -2490,6 +2531,9 @@ boolean EV_DoPolyObjFlag(polyflagdata_t *pfdata) oldpo = po; + // interpolation + R_CreateInterpolator_Polyobj(&th->thinker, po); + // apply action to mirroring polyobjects as well start = 0; while ((po = Polyobj_GetChild(oldpo, &start))) diff --git a/src/p_polyobj.h b/src/p_polyobj.h index e9d246168a5ea0a592ed071d445fad06775339e6..7e7b70c176bcaeda285231c077f725c428d92707 100644 --- a/src/p_polyobj.h +++ b/src/p_polyobj.h @@ -296,16 +296,16 @@ typedef struct polywaypointdata_s typedef enum { - TMPV_NOCHANGE = 1, - TMPV_VISIBLE = 1<<1, - TMPV_INVISIBLE = 1<<2, + TMPV_NOCHANGE = 0, + TMPV_VISIBLE = 1, + TMPV_INVISIBLE = 2, } textmappolyvisibility_t; typedef enum { - TMPT_NOCHANGE = 1, - TMPT_TANGIBLE = 1<<1, - TMPT_INTANGIBLE = 1<<2, + TMPT_NOCHANGE = 0, + TMPT_TANGIBLE = 1, + TMPT_INTANGIBLE = 2, } textmappolytangibility_t; // polyobject door types diff --git a/src/p_saveg.c b/src/p_saveg.c index 07b3d8640ecdbc588f28d087463a2b5bc7ff2c27..42125dae7c332a0689827750e3bc527266644609 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -22,6 +22,7 @@ #include "p_setup.h" #include "p_saveg.h" #include "r_data.h" +#include "r_fps.h" #include "r_textures.h" #include "r_things.h" #include "r_skins.h" @@ -202,7 +203,7 @@ static void P_NetArchivePlayers(void) WRITEUINT8(save_p, players[i].botmem.catchup_tics); WRITEUINT8(save_p, players[i].botmem.thinkstate); WRITEUINT8(save_p, players[i].removing); - + WRITEUINT8(save_p, players[i].blocked); WRITEUINT16(save_p, players[i].lastbuttons); @@ -424,7 +425,7 @@ static void P_NetUnArchivePlayers(void) // Bots // ////////// players[i].bot = READUINT8(save_p); - + players[i].botmem.lastForward = READUINT8(save_p); players[i].botmem.lastBlocked = READUINT8(save_p); players[i].botmem.catchup_tics = READUINT8(save_p); @@ -433,7 +434,7 @@ static void P_NetUnArchivePlayers(void) players[i].blocked = READUINT8(save_p); players[i].lastbuttons = READUINT16(save_p); - + //////////////////////////// // Conveyor Belt Movement // //////////////////////////// @@ -3058,8 +3059,22 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker) mobj->player->viewz = mobj->player->mo->z + mobj->player->viewheight; } + if (mobj->type == MT_SKYBOX && mobj->spawnpoint) + { + mtag_t tag = Tag_FGet(&mobj->spawnpoint->tags); + if (tag >= 0 && tag <= 15) + { + if (mobj->spawnpoint->args[0]) + skyboxcenterpnts[tag] = mobj; + else + skyboxviewpnts[tag] = mobj; + } + } + mobj->info = (mobjinfo_t *)next; // temporarily, set when leave this function + R_AddMobjInterpolator(mobj); + return &mobj->thinker; } @@ -3677,10 +3692,14 @@ static void P_NetUnArchiveThinkers(void) { next = currentthinker->next; - if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) + if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker || currentthinker->function.acp1 == (actionf_p1)P_NullPrecipThinker) P_RemoveSavegameMobj((mobj_t *)currentthinker); // item isn't saved, don't remove it else + { + (next->prev = currentthinker->prev)->next = next; + R_DestroyLevelInterpolators(currentthinker); Z_Free(currentthinker); + } } } @@ -3882,6 +3901,10 @@ static void P_NetUnArchiveThinkers(void) CONS_Debug(DBG_NETPLAY, "%u thinkers loaded in list %d\n", numloaded, i); } + // Set each skyboxmo to the first skybox (or NULL) + skyboxmo[0] = skyboxviewpnts[0]; + skyboxmo[1] = skyboxcenterpnts[0]; + if (restoreNum) { executor_t *delay = NULL; diff --git a/src/p_setup.c b/src/p_setup.c index ba432c13dfb7df45a3c530e86e11e1a09dfba8f8..d7b532282c05bfc3fc56003ebeb04637135a72af 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -21,6 +21,7 @@ #include "p_spec.h" #include "p_saveg.h" +#include "i_time.h" #include "i_sound.h" // for I_PlayCD().. #include "i_video.h" // for I_FinishUpdate().. #include "r_sky.h" @@ -33,6 +34,7 @@ #include "r_picformats.h" #include "r_sky.h" #include "r_draw.h" +#include "r_fps.h" // R_ResetViewInterpolation in level load #include "s_sound.h" #include "st_stuff.h" @@ -1271,7 +1273,7 @@ static void P_LoadSidedefs(UINT8 *data) sd->midtexture = get_number(process); } - sd->text = Z_Malloc(7, PU_LEVEL, NULL); + sd->text = Z_Malloc(7, PU_LEVEL, NULL); if (isfrontside && !(msd->toptexture[0] == '-' && msd->toptexture[1] == '\0')) { M_Memcpy(process,msd->toptexture,8); @@ -1725,6 +1727,10 @@ static void ParseTextmapSectorParameter(UINT32 i, const char *param, const char sectors[i].specialflags |= SSF_FINISHLINE; else if (fastcmp(param, "ropehang") && fastcmp("true", val)) sectors[i].specialflags |= SSF_ROPEHANG; + else if (fastcmp(param, "jumpflip") && fastcmp("true", val)) + sectors[i].specialflags |= SSF_JUMPFLIP; + else if (fastcmp(param, "gravityoverride") && fastcmp("true", val)) + sectors[i].specialflags |= SSF_GRAVITYOVERRIDE; else if (fastcmp(param, "friction")) sectors[i].friction = FLOAT_TO_FIXED(atof(val)); else if (fastcmp(param, "gravity")) @@ -2578,6 +2584,10 @@ static void P_WriteTextmap(void) fprintf(f, "finishline = true;\n"); if (wsectors[i].specialflags & SSF_ROPEHANG) fprintf(f, "ropehang = true;\n"); + if (wsectors[i].specialflags & SSF_JUMPFLIP) + fprintf(f, "jumpflip = true;\n"); + if (wsectors[i].specialflags & SSF_GRAVITYOVERRIDE) + fprintf(f, "gravityoverride = true;\n"); if (wsectors[i].friction != ORIG_FRICTION) fprintf(f, "friction = %f;\n", FIXED_TO_FLOAT(wsectors[i].friction)); if (wsectors[i].gravity != FRACUNIT) @@ -2999,7 +3009,7 @@ static inline void P_LoadSubsectors(UINT8 *data) for (i = 0; i < numsubsectors; i++, ss++, ms++) { ss->numlines = SHORT(ms->numsegs); - ss->firstline = SHORT(ms->firstseg); + ss->firstline = (UINT16)SHORT(ms->firstseg); P_InitializeSubsector(ss); } } @@ -4575,7 +4585,7 @@ static void P_ConvertBinaryLinedefTypes(void) //Flags if (lines[i].flags & ML_BLOCKMONSTERS) lines[i].args[6] |= TMFR_REVERSE; - if (lines[i].flags & ML_BLOCKMONSTERS) + if (lines[i].flags & ML_NOCLIMB) lines[i].args[6] |= TMFR_SPINDASH; lines[i].special = 190; @@ -4900,9 +4910,9 @@ static void P_ConvertBinaryLinedefTypes(void) case 331: // Player skin - continuous case 332: // Player skin - each time case 333: // Player skin - once - if (lines[i].special == 303) + if (lines[i].special == 333) lines[i].args[0] = TMT_ONCE; - else if (lines[i].special == 302) + else if (lines[i].special == 332) lines[i].args[0] = (lines[i].flags & ML_BOUNCY) ? TMT_EACHTIMEENTERANDEXIT : TMT_EACHTIMEENTER; else lines[i].args[0] = TMT_CONTINUOUS; @@ -4962,6 +4972,21 @@ static void P_ConvertBinaryLinedefTypes(void) lines[i].args[2] = TMC_EQUAL; lines[i].special = 340; break; + case 343: //Gravity check - continuous + case 344: //Gravity check - each time + case 345: //Gravity check - once + if (lines[i].special == 345) + lines[i].args[0] = TMT_ONCE; + else if (lines[i].special == 344) + lines[i].args[0] = (lines[i].flags & ML_BOUNCY) ? TMT_EACHTIMEENTERANDEXIT : TMT_EACHTIMEENTER; + else + lines[i].args[0] = TMT_CONTINUOUS; + if (lines[i].flags & ML_BLOCKMONSTERS) + lines[i].args[1] = TMG_TEMPREVERSE; + else if (lines[i].flags & ML_NOCLIMB) + lines[i].args[1] = TMG_REVERSE; + lines[i].special = 343; + break; case 400: //Set tagged sector's floor height/texture case 401: //Set tagged sector's ceiling height/texture lines[i].args[0] = tag; @@ -5241,6 +5266,7 @@ static void P_ConvertBinaryLinedefTypes(void) break; case 433: //Enable/disable gravity flip lines[i].args[0] = !!(lines[i].flags & ML_NOCLIMB); + lines[i].args[1] = !!(lines[i].flags & ML_SKEWTD); break; case 434: //Award power-up if (sides[lines[i].sidenum[0]].text) @@ -6013,6 +6039,9 @@ static void P_ConvertBinarySectorTypes(void) case 5: //Speed pad sectors[i].specialflags |= SSF_SPEEDPAD; break; + case 6: //Gravity flip on jump (think VVVVVV) + sectors[i].specialflags |= SSF_JUMPFLIP; + break; default: break; } @@ -6598,8 +6627,8 @@ static void P_ConvertBinaryThingTypes(void) case 1713: //Hoop (Customizable) { UINT16 oldangle = mapthings[i].angle; - mapthings[i].angle = ((oldangle >> 8)*360)/256; - mapthings[i].pitch = ((oldangle & 255)*360)/256; + mapthings[i].angle = (mapthings[i].extrainfo == 1) ? oldangle - 90 : ((oldangle >> 8)*360)/256; + mapthings[i].pitch = (mapthings[i].extrainfo == 1) ? oldangle / 360 : ((oldangle & 255)*360)/256; mapthings[i].args[0] = (mapthings[i].type == 1705) ? 96 : (mapthings[i].options & 0xF)*16 + 32; mapthings[i].options &= ~0xF; mapthings[i].type = 1713; @@ -7313,7 +7342,10 @@ static void P_RunSpecialStageWipe(void) { // wait loop while (!((nowtime = I_GetTime()) - lastwipetic)) - I_Sleep(); + { + I_Sleep(cv_sleep.value); + I_UpdateTime(cv_timescale.value); + } lastwipetic = nowtime; if (moviemode) // make sure we save frames for the white hold too M_SaveFrame(); @@ -7370,7 +7402,7 @@ static void P_WriteLetter(void) { char *buf, *b; - if (!unlockables[27].unlocked) // pandora's box + if (!unlockables[28].unlocked) // pandora's box return; if (modeattacking) @@ -7615,7 +7647,10 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) Patch_FreeTag(PU_PATCH_ROTATED); Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1); + R_InitializeLevelInterpolators(); + P_InitThinkers(); + R_InitMobjInterpolators(); P_InitCachedActions(); if (!fromnetsave && savedata.lives > 0) @@ -7754,6 +7789,10 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate) if (rendermode == render_none || reloadinggamestate) return true; + R_ResetViewInterpolation(0); + R_ResetViewInterpolation(0); + R_UpdateMobjInterpolators(); + // Title card! G_StartTitleCard(); diff --git a/src/p_slopes.c b/src/p_slopes.c index 6048f478d63f8ddc278df3f4d6b542c4de28ab42..2c0e3d88ba6e696e2c944558619ee880bc70e348 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -22,6 +22,7 @@ #include "r_main.h" #include "p_maputl.h" #include "w_wad.h" +#include "r_fps.h" pslope_t *slopelist = NULL; UINT16 slopecount = 0; @@ -171,6 +172,9 @@ void T_DynamicSlopeVert (dynvertexplanethink_t* th) for (i = 0; i < 3; i++) { + if (!th->secs[i]) + continue; + if (th->relative & (1 << i)) th->vex[i].z = th->origvecheights[i] + (th->secs[i]->floorheight - th->origsecheights[i]); else @@ -189,6 +193,9 @@ static inline void P_AddDynLineSlopeThinker (pslope_t* slope, dynplanetype_t typ th->sourceline = sourceline; th->extent = extent; P_AddThinker(THINK_DYNSLOPE, &th->thinker); + + // interpolation + R_CreateInterpolator_DynSlope(&th->thinker, slope); } static inline void P_AddDynVertexSlopeThinker (pslope_t* slope, const INT16 tags[3], const vector3_t vx[3]) @@ -201,16 +208,11 @@ static inline void P_AddDynVertexSlopeThinker (pslope_t* slope, const INT16 tags for (i = 0; i < 3; i++) { l = Tag_FindLineSpecial(799, tags[i]); - if (l == -1) - { - Z_Free(th); - return; - } - th->secs[i] = lines[l].frontsector; + th->secs[i] = (l == -1) ? NULL : lines[l].frontsector; th->vex[i] = vx[i]; - th->origsecheights[i] = lines[l].frontsector->floorheight; + th->origsecheights[i] = (l == -1) ? 0 : lines[l].frontsector->floorheight; th->origvecheights[i] = vx[i].z; - if (lines[l].args[0]) + if (l != -1 && lines[l].args[0]) th->relative |= 1<<i; } P_AddThinker(THINK_DYNSLOPE, &th->thinker); diff --git a/src/p_spec.c b/src/p_spec.c index 8920c6a34048406b99bc6ac4adbd646aa8896f11..5c9caa82fa97914db4c481a7e037939b0b09d613 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -21,6 +21,7 @@ #include "p_local.h" #include "p_setup.h" // levelflats for flat animation #include "r_data.h" +#include "r_fps.h" #include "r_textures.h" #include "m_random.h" #include "p_mobj.h" @@ -1862,6 +1863,12 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller if (!P_CheckPlayerMare(triggerline)) return false; break; + case 343: // gravity check + if (triggerline->args[1] == TMG_TEMPREVERSE && (!(actor->flags2 & MF2_OBJECTFLIP) != !(actor->player->powers[pw_gravityboots]))) + return false; + if ((triggerline->args[1] == TMG_NORMAL) != !(actor->eflags & MFE_VERTICALFLIP)) + return false; + break; default: break; } @@ -1875,7 +1882,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller // "Trigger on X calls" linedefs reset if args[2] is set if (specialtype == 321 && triggerline->args[2]) - triggerline->callcount = triggerline->args[3]; + triggerline->callcount = triggerline->args[1]; else { // These special types work only once @@ -1899,7 +1906,8 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller || specialtype == 319 // Unlockable || specialtype == 331 // Player skin || specialtype == 334 // Object dye - || specialtype == 337) // Emerald check + || specialtype == 337 // Emerald check + || specialtype == 343) // Gravity check && triggerline->args[0] == TMT_ONCE) triggerline->special = 0; } @@ -1949,7 +1957,8 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) || lines[masterline].special == 319 // Unlockable trigger || lines[masterline].special == 331 // Player skin || lines[masterline].special == 334 // Object dye - || lines[masterline].special == 337) // Emerald check + || lines[masterline].special == 337 // Emerald check + || lines[masterline].special == 343) // Gravity check && lines[masterline].args[0] > TMT_EACHTIMEMASK) continue; @@ -2480,7 +2489,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) if (mo->player) { if (bot) // This might put poor Tails in a wall if he's too far behind! D: But okay, whatever! >:3 - P_TeleportMove(bot, bot->x + x, bot->y + y, bot->z + z); + P_SetOrigin(bot, bot->x + x, bot->y + y, bot->z + z); if (splitscreen && mo->player == &players[secondarydisplayplayer] && camera2.chase) { camera2.x += x; @@ -2726,7 +2735,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) // Reset bot too. if (bot) { if (line->args[0]) - P_TeleportMove(bot, mo->x, mo->y, mo->z); + P_SetOrigin(bot, mo->x, mo->y, mo->z); bot->momx = bot->momy = bot->momz = 1; bot->pmomz = 0; bot->player->rmomx = bot->player->rmomy = 1; @@ -2767,13 +2776,15 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) // (Teleport them to you so they don't break it.) if (bot && (bot->flags2 & MF2_TWOD) != (mo->flags2 & MF2_TWOD)) { bot->flags2 = (bot->flags2 & ~MF2_TWOD) | (mo->flags2 & MF2_TWOD); - P_TeleportMove(bot, mo->x, mo->y, mo->z); + P_SetOrigin(bot, mo->x, mo->y, mo->z); } } break; case 433: // Flip/flop gravity. Works on pushables, too! - if (line->args[0]) + if (line->args[1]) + mo->flags2 ^= MF2_OBJECTFLIP; + else if (line->args[0]) mo->flags2 &= ~MF2_OBJECTFLIP; else mo->flags2 |= MF2_OBJECTFLIP; @@ -3826,6 +3837,9 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) sectors[secnum].flags |= MSF_GRAVITYFLIP; else if (line->args[2] == TMF_REMOVE) sectors[secnum].flags &= ~MSF_GRAVITYFLIP; + + if (line->args[3]) + sectors[secnum].specialflags |= SSF_GRAVITYOVERRIDE; } } break; @@ -5703,6 +5717,10 @@ static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline) floater->sector = sec; floater->tag = (INT16)tag; floater->sourceline = sourceline; + + // interpolation + R_CreateInterpolator_SectorPlane(&floater->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&floater->thinker, sec, true); } /** @@ -5732,6 +5750,9 @@ static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, displace->speed = speed; displace->type = type; displace->reverse = reverse; + + // interpolation + R_CreateInterpolator_SectorPlane(&displace->thinker, §ors[affectee], false); } /** Adds a Mario block thinker, which changes the block's texture between blank @@ -5791,6 +5812,10 @@ static void P_AddRaiseThinker(sector_t *sec, INT16 tag, fixed_t speed, fixed_t c raise->flags |= RF_REVERSE; if (spindash) raise->flags |= RF_SPINDASH; + + // interpolation + R_CreateInterpolator_SectorPlane(&raise->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&raise->thinker, sec, true); } static void P_AddAirbob(sector_t *sec, INT16 tag, fixed_t dist, boolean raise, boolean spindash, boolean dynamic) @@ -5816,6 +5841,10 @@ static void P_AddAirbob(sector_t *sec, INT16 tag, fixed_t dist, boolean raise, b airbob->flags |= RF_SPINDASH; if (dynamic) airbob->flags |= RF_DYNAMIC; + + // interpolation + R_CreateInterpolator_SectorPlane(&airbob->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&airbob->thinker, sec, true); } /** Adds a thwomp thinker. @@ -5856,6 +5885,10 @@ static inline void P_AddThwompThinker(sector_t *sec, line_t *sourceline, fixed_t sec->ceilingdata = thwomp; // Start with 'resting' texture sides[sourceline->sidenum[0]].midtexture = sides[sourceline->sidenum[0]].bottomtexture; + + // interpolation + R_CreateInterpolator_SectorPlane(&thwomp->thinker, sec, false); + R_CreateInterpolator_SectorPlane(&thwomp->thinker, sec, true); } /** Adds a thinker which checks if any MF_ENEMY objects with health are in the defined area. @@ -6287,6 +6320,9 @@ void P_SpawnSpecials(boolean fromnetsave) else sectors[s].flags &= ~MSF_GRAVITYFLIP; + if (lines[i].flags & ML_EFFECT6) + sectors[s].specialflags |= SSF_GRAVITYOVERRIDE; + CheckForReverseGravity |= (sectors[s].flags & MSF_GRAVITYFLIP); } break; @@ -6512,8 +6548,8 @@ void P_SpawnSpecials(boolean fromnetsave) //Cutting options if (ffloorflags & FOF_RENDERALL) { - //If translucent or player can enter it, cut inner walls - if ((lines[i].args[1] < 255) || (lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) + //If inside is visible, cut inner walls + if ((lines[i].args[1] < 255) || (lines[i].args[3] & TMFA_SPLAT) || (lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; else ffloorflags |= FOF_CUTLEVEL; @@ -6571,8 +6607,8 @@ void P_SpawnSpecials(boolean fromnetsave) if (lines[i].args[4] & TMFC_SPLAT) ffloorflags |= FOF_SPLAT; - //If translucent or player can enter it, cut inner walls - if (lines[i].args[1] < 0xff || (lines[i].args[3] & TMFT_VISIBLEFROMINSIDE)) + //If inside is visible, cut inner walls + if (lines[i].args[1] < 0xff || (lines[i].args[3] & TMFT_VISIBLEFROMINSIDE) || (lines[i].args[4] & TMFC_SPLAT)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; else ffloorflags |= FOF_CUTLEVEL; @@ -6635,8 +6671,8 @@ void P_SpawnSpecials(boolean fromnetsave) //Cutting options if (ffloorflags & FOF_RENDERALL) { - //If translucent or player can enter it, cut inner walls - if ((lines[i].args[1] < 255) || (lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) + //If inside is visible, cut inner walls + if ((lines[i].args[1] < 255) || (lines[i].args[3] & TMFA_SPLAT) || (lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; else ffloorflags |= FOF_CUTLEVEL; @@ -6904,6 +6940,7 @@ void P_SpawnSpecials(boolean fromnetsave) case 331: // Player skin case 334: // Object dye case 337: // Emerald check + case 343: // Gravity check if (lines[i].args[0] > TMT_EACHTIMEMASK) P_AddEachTimeThinker(&lines[i], lines[i].args[0] == TMT_EACHTIMEENTERANDEXIT); break; @@ -7500,7 +7537,6 @@ static boolean IsSector3DBlock(sector_t* sec) */ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive) { - boolean is3dblock = IsSector3DBlock(§ors[affectee]); scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL); s->thinker.function.acp1 = (actionf_p1)T_Scroll; s->type = type; @@ -7516,7 +7552,7 @@ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT3 if (type == sc_carry || type == sc_carry_ceiling) { sectors[affectee].specialflags |= SSF_CONVEYOR; - if (is3dblock) + if (IsSector3DBlock(§ors[affectee])) { if (type == sc_carry) sectors[affectee].flags |= MSF_FLIPSPECIAL_CEILING; @@ -7525,6 +7561,22 @@ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT3 } } P_AddThinker(THINK_MAIN, &s->thinker); + + // interpolation + switch (type) + { + case sc_side: + R_CreateInterpolator_SideScroll(&s->thinker, &sides[affectee]); + break; + case sc_floor: + R_CreateInterpolator_SectorScroll(&s->thinker, §ors[affectee], false); + break; + case sc_ceiling: + R_CreateInterpolator_SectorScroll(&s->thinker, §ors[affectee], true); + break; + default: + break; + } } static void P_SpawnPlaneScroller(line_t *l, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive) diff --git a/src/p_spec.h b/src/p_spec.h index 69c629c4783ad3680e13f25a79b75b053b9f4f07..cd97efa1a7486b5c0afb1b3ae0294fac69c1cb6b 100644 --- a/src/p_spec.h +++ b/src/p_spec.h @@ -254,6 +254,13 @@ typedef enum TMC_GTE = 2, } textmapcomparison_t; +typedef enum +{ + TMG_NORMAL = 0, + TMG_REVERSE = 1, + TMG_TEMPREVERSE = 2, +} textmapgravity_t; + typedef enum { TMNP_FASTEST = 0, diff --git a/src/p_telept.c b/src/p_telept.c index cbbd0ff6bcffc7b91db3a5d6c7323d55394a4b4c..4d10f1df30a807908c32c21629a275c334a8c851 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -122,7 +122,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, */ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove) { - if (!P_TeleportMove(thing, x, y, z)) + if (!P_SetOrigin(thing, x, y, z)) return false; if (!dontstopmove) diff --git a/src/p_tick.c b/src/p_tick.c index 28ace92883a6c9d5078e1b1fe30098b07536639a..fe6a4d33f28639f11c10f836dcad6ce8e88762b9 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -23,6 +23,9 @@ #include "lua_hook.h" #include "m_perfstats.h" #include "i_system.h" // I_GetPreciseTime +#include "r_main.h" +#include "r_fps.h" +#include "i_video.h" // rendermode // Object place #include "m_cheat.h" @@ -254,6 +257,7 @@ void P_RemoveThinkerDelayed(thinker_t *thinker) * thinker->prev->next = thinker->next */ (next->prev = currentthinker = thinker->prev)->next = next; + R_DestroyLevelInterpolators(thinker); Z_Free(thinker); } @@ -616,8 +620,10 @@ void P_Ticker(boolean run) if (OP_FreezeObjectplace()) { P_MapStart(); + R_UpdateMobjInterpolators(); OP_ObjectplaceMovement(&players[0]); P_MoveChaseCamera(&players[0], &camera, false); + R_UpdateViewInterpolation(); P_MapEnd(); S_SetStackAdjustmentStart(); return; @@ -640,6 +646,8 @@ void P_Ticker(boolean run) if (run) { + R_UpdateMobjInterpolators(); + if (demorecording) G_WriteDemoTiccmd(&players[consoleplayer].cmd, 0); if (demoplayback) @@ -763,6 +771,42 @@ void P_Ticker(boolean run) LUA_HOOK(PostThinkFrame); } + if (run) + { + R_UpdateLevelInterpolators(); + R_UpdateViewInterpolation(); + + // Hack: ensure newview is assigned every tic. + // Ensures view interpolation is T-1 to T in poor network conditions + // We need a better way to assign view state decoupled from game logic + if (rendermode != render_none) + { + player_t *player1 = &players[displayplayer]; + if (player1->mo && skyboxmo[0] && cv_skybox.value) + { + R_SkyboxFrame(player1); + } + if (player1->mo) + { + R_SetupFrame(player1); + } + + if (splitscreen) + { + player_t *player2 = &players[secondarydisplayplayer]; + if (player2->mo && skyboxmo[0] && cv_skybox.value) + { + R_SkyboxFrame(player2); + } + if (player2->mo) + { + R_SetupFrame(player2); + } + } + } + + } + P_MapEnd(); // Z_CheckMemCleanup(); @@ -783,6 +827,8 @@ void P_PreTicker(INT32 frames) { P_MapStart(); + R_UpdateMobjInterpolators(); + LUA_HOOK(PreThinkFrame); for (i = 0; i < MAXPLAYERS; i++) @@ -821,6 +867,10 @@ void P_PreTicker(INT32 frames) LUA_HOOK(PostThinkFrame); + R_UpdateLevelInterpolators(); + R_UpdateViewInterpolation(); + R_ResetViewInterpolation(0); + P_MapEnd(); } diff --git a/src/p_user.c b/src/p_user.c index 2f522ad4b1eb8c33d753184da0bcb2fe8e327937..4ca4e6c8ad7b5fdc18b036197da5e1bed5a48794 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1,3 +1,4 @@ + // SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. @@ -20,6 +21,7 @@ #include "d_net.h" #include "g_game.h" #include "p_local.h" +#include "r_fps.h" #include "r_main.h" #include "s_sound.h" #include "r_skins.h" @@ -1513,8 +1515,8 @@ void P_PlayJingle(player_t *player, jingletype_t jingletype) char newmusic[7]; strncpy(newmusic, musname, 7); #ifdef HAVE_LUA_MUSICPLUS - if(LUAh_MusicJingle(jingletype, newmusic, &musflags, &looping)) - return; + if(LUAh_MusicJingle(jingletype, newmusic, &musflags, &looping)) + return; #endif newmusic[6] = 0; @@ -1604,7 +1606,7 @@ boolean P_EvaluateMusicStatus(UINT16 status, const char *musname) if (result) break; - } + } return result; } @@ -1661,8 +1663,8 @@ void P_RestoreMusic(player_t *player) else if (!S_RecallMusic(JT_NONE, false)) // go down the stack { CONS_Debug(DBG_BASIC, "Cannot find any music in resume stack!\n"); - S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0); - } + S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0); + } } // @@ -1996,6 +1998,14 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW); } + // Copy interpolation data :) + ghost->old_x = mobj->old_x2; + ghost->old_y = mobj->old_y2; + ghost->old_z = mobj->old_z2; + ghost->old_angle = (mobj->player ? mobj->player->old_drawangle2 : mobj->old_angle2); + ghost->old_pitch = mobj->old_pitch2; + ghost->old_roll = mobj->old_roll2; + return ghost; } @@ -2484,6 +2494,41 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand return false; // No sand here, Captain! } +boolean P_InJumpFlipSector(mobj_t *mo) // Returns true if you are in a jumpflip sector +{ + sector_t *sector = mo->subsector->sector; + fixed_t topheight, bottomheight; + + if (sector->specialflags & SSF_JUMPFLIP) + return true; + + if (sector->ffloors) + { + ffloor_t *rover; + + for (rover = sector->ffloors; rover; rover = rover->next) + { + if (!(rover->fofflags & FOF_EXISTS)) + continue; + + if (!(rover->master->frontsector->specialflags & SSF_JUMPFLIP)) + continue; + topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y); + bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y); + + if (mo->z + (mo->height/2) > topheight) + continue; + + if (mo->z + (mo->height/2) < bottomheight) + continue; + + return true; + } + } + + return false; // No gravity jumping here, Captain Viridian! +} + static boolean P_PlayerCanBust(player_t *player, ffloor_t *rover) { if (!(rover->fofflags & FOF_EXISTS)) @@ -2779,12 +2824,13 @@ static void P_CheckQuicksand(player_t *player) fixed_t sinkspeed; fixed_t topheight, bottomheight; - if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0)) + if (!(player->mo->subsector->sector->ffloors && P_MobjFlip(player->mo)*player->mo->momz <= 0)) return; for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next) { - if (!(rover->fofflags & FOF_EXISTS)) continue; + if (!(rover->fofflags & FOF_EXISTS)) + continue; if (!(rover->fofflags & FOF_QUICKSAND)) continue; @@ -4324,7 +4370,7 @@ void P_DoJump(player_t *player, boolean soundandstate) if (player->powers[pw_carry] == CR_PTERABYTE) { S_StartSound(player->mo, sfx_s3kd7s); - player->mo->tracer->cusval += 10; + player->mo->tracer->cusval += 10; // attempting to break free player->mo->tracer->watertop = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); player->mo->tracer->waterbottom = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); player->mo->tracer->cvmem = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1); @@ -4449,6 +4495,12 @@ void P_DoJump(player_t *player, boolean soundandstate) if (player->charflags & SF_NOJUMPDAMAGE) player->pflags &= ~PF_SPINNING; + if (P_InJumpFlipSector(player->mo)) // Flip gravity on jump? + { + player->mo->flags2 ^= MF2_OBJECTFLIP; + S_StartSound(player->mo, sfx_s3k73); // Play gravity flip sound + } + if (soundandstate) { if (!player->spectator) @@ -4932,7 +4984,7 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range) static void P_DoTwinSpin(player_t *player) { - player->pflags &= ~PF_NOJUMPDAMAGE; + player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING); player->pflags |= P_GetJumpFlags(player) | PF_THOKKED; S_StartSound(player->mo, sfx_s3k42); player->mo->frame = 0; @@ -4979,6 +5031,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE) { player->pflags |= PF_THOKKED|PF_SHIELDABILITY; + player->pflags &= ~PF_SPINNING; player->mo->momx = player->mo->momy = player->mo->momz = 0; S_StartSound(player->mo, sfx_ngskid); } @@ -4994,11 +5047,13 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock // Armageddon pow case SH_ARMAGEDDON: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; + player->pflags &= ~PF_SPINNING; P_BlackOw(player); break; // Attraction blast case SH_ATTRACT: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; + player->pflags &= ~PF_SPINNING; player->homing = 2; P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield)); if (lockonshield) @@ -5018,6 +5073,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock { boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL); player->pflags |= PF_THOKKED|PF_SHIELDABILITY; + player->pflags &= ~PF_SPINNING; if (elem) { player->mo->momx = player->mo->momy = 0; @@ -5040,7 +5096,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock player->pflags |= PF_THOKKED|PF_SHIELDABILITY; P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale)); player->drawangle = player->mo->angle; - player->pflags &= ~PF_NOJUMPDAMAGE; + player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING); P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_s3k43); default: @@ -5275,9 +5331,9 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) // disabled because it seemed to disorient people and Z-targeting exists now /*if (!demoplayback) { - if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(PLAYER1INPUTDOWN(GC_TURNLEFT) || PLAYER1INPUTDOWN(GC_TURNRIGHT))) + if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(G_PlayerInputDown(0, GC_TURNLEFT) || G_PlayerInputDown(0, GC_TURNRIGHT))) P_SetPlayerAngle(player, player->mo->angle);; - else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(PLAYER2INPUTDOWN(GC_TURNLEFT) || PLAYER2INPUTDOWN(GC_TURNRIGHT))) + else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(G_PlayerInputDown(1, GC_TURNLEFT) || G_PlayerInputDown(1, GC_TURNRIGHT))) P_SetPlayerAngle(player, player->mo->angle); }*/ } @@ -5333,7 +5389,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (!(player->pflags & PF_THOKKED) || ((player->charflags & SF_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS)))) { player->pflags |= PF_THOKKED; - player->pflags &= ~PF_JUMPED; + player->pflags &= ~(PF_JUMPED|PF_SPINNING); P_DoJump(player, true); player->secondjump++; } @@ -5359,6 +5415,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) P_Telekinesis(player, FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player) FixedMul(384*FRACUNIT, player->mo->scale)); + player->pflags &= ~PF_SPINNING; } break; case CA_FALLSWITCH: @@ -5367,6 +5424,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->mo->momz = -player->mo->momz; P_SpawnThokMobj(player); player->pflags |= PF_THOKKED; + player->pflags &= ~PF_SPINNING; } break; case CA_AIRDRILL: @@ -5374,6 +5432,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) { player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3; player->pflags |= PF_THOKKED; + player->pflags &= ~PF_SPINNING; S_StartSound(player->mo, sfx_spndsh); } break; @@ -5381,7 +5440,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { P_SetPlayerMobjState(player->mo, S_PLAY_BOUNCE); - player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); + player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING); player->pflags |= PF_THOKKED|PF_BOUNCING; player->mo->momx >>= 1; player->mo->momy >>= 1; @@ -5491,7 +5550,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) { fixed_t potentialmomz; if (player->charability == CA_SLOWFALL) - potentialmomz = -gravity*4; + potentialmomz = FixedMul(gravity, -4*player->mo->scale); else potentialmomz = ((player->speed < 10*player->mo->scale) ? (player->speed - 10*player->mo->scale)/5 @@ -6931,7 +6990,7 @@ static void P_MoveNiGHTSToDrone(player_t *player) } player->mo->momx = player->mo->momy = player->mo->momz = 0; - P_TeleportMove(player->mo, player->drone->x, player->drone->y, player->drone->z + zofs); + P_MoveOrigin(player->mo, player->drone->x, player->drone->y, player->drone->z + zofs); P_SetTarget(&player->drone, NULL); } @@ -7283,7 +7342,7 @@ static void P_NiGHTSMovement(player_t *player) else if (cmd->forwardmove < 0) newangle = 270; } - else // AngleFixed(R_PointToAngle2()) results in slight inaccuracy! Don't use it unless movement is on both axises. + else // AngleFixed(R_PointToAngle2()) results in slight inaccuracy! Don't use it unless movement is on both axes. newangle = (INT16)FixedInt(AngleFixed(R_PointToAngle2(0,0, cmd->sidemove*FRACUNIT, cmd->forwardmove*FRACUNIT))); newangle -= player->viewrollangle / ANG1; @@ -7632,11 +7691,9 @@ void P_ElementalFire(player_t *player, boolean cropcircle) else ground = player->mo->floorz; - if (cropcircle) - ground += P_MobjFlip(player->mo); - if (cropcircle) { + ground += P_MobjFlip(player->mo); #define numangles 8 #define limitangle (180/numangles) travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1; @@ -7649,7 +7706,8 @@ void P_ElementalFire(player_t *player, boolean cropcircle) flame->fuse = TICRATE*7; // takes about an extra second to hit the ground flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); - flame->flags2 = (flame->flags2 & ~MF2_OBJECTFLIP)|(player->mo->flags2 & MF2_OBJECTFLIP); + if (!(player->mo->flags2 & MF2_OBJECTFLIP) != !(player->powers[pw_gravityboots])) // take gravity boots into account + flame->flags2 |= MF2_OBJECTFLIP; flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP); P_InstaThrust(flame, flame->angle, FixedMul(3*FRACUNIT, flame->scale)); P_SetObjectMomZ(flame, 3*FRACUNIT, false); @@ -7684,6 +7742,8 @@ void P_ElementalFire(player_t *player, boolean cropcircle) flame->fuse = TICRATE*6; flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); + if (!(player->mo->flags2 & MF2_OBJECTFLIP) != !(player->powers[pw_gravityboots])) // take gravity boots into account + flame->flags2 |= MF2_OBJECTFLIP; flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP); if (!(gametyperules & GTR_FRIENDLY)) { @@ -9647,6 +9707,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam) thiscam->x = x; thiscam->y = y; thiscam->z = z; + thiscam->reset = true; if ((thiscam == &camera && G_ControlStyle(1) == CS_SIMPLE) || (thiscam == &camera2 && G_ControlStyle(2) == CS_SIMPLE)) @@ -10997,7 +11058,7 @@ static void P_MinecartThink(player_t *player) } // Move player to minecart. - P_TeleportMove(player->mo, minecart->x - minecart->momx, minecart->y - minecart->momy, minecart->z + max(minecart->momz, 0) + 8*FRACUNIT); + P_MoveOrigin(player->mo, minecart->x - minecart->momx, minecart->y - minecart->momy, minecart->z + max(minecart->momz, 0) + 8*FRACUNIT); if (player->powers[pw_carry] != CR_MINECART) return; player->mo->momx = player->mo->momy = player->mo->momz = 0; @@ -11236,6 +11297,7 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume) tic_t dashmode = min(player->dashmode, DASHMODE_MAX); boolean underwater = mo->eflags & MFE_UNDERWATER; statenum_t stat = fume->state-states; + boolean resetinterp = false; if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state { @@ -11287,6 +11349,7 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume) { P_SetMobjState(fume, (stat = fume->info->seestate)); P_SetScale(fume, mo->scale); + resetinterp = true; } if (dashmode > DASHMODE_THRESHOLD && stat != fume->info->seestate) // If in dashmode, grow really big and flash @@ -11330,6 +11393,7 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume) fume->y = mo->y + P_ReturnThrustY(fume, angle, dist); fume->z = mo->z + heightoffset - (fume->height >> 1); P_SetThingPosition(fume); + if (resetinterp) R_ResetMobjInterpolationState(fume); // If dashmode is high enough, spawn a trail if (player->normalspeed >= skins[player->skin].normalspeed*2) @@ -11732,7 +11796,7 @@ void P_PlayerThink(player_t *player) // P_TouchSpecialThing case MT_NIGHTSBUMPER, that position is fudged in the time // between that routine in the previous tic // and reaching here in the current tic - P_TeleportMove(player->mo, player->mo->hnext->x, player->mo->hnext->y + P_MoveOrigin(player->mo, player->mo->hnext->x, player->mo->hnext->y , player->mo->hnext->z + FixedMul(player->mo->hnext->height/4, player->mo->hnext->scale)); P_SetTarget(&player->mo->hnext, NULL); } @@ -12556,7 +12620,7 @@ void P_PlayerAfterThink(player_t *player) player->mo->momx = (chain->x - player->mo->x)*2; player->mo->momy = (chain->y - player->mo->y)*2; player->mo->momz = (chain->z - (player->mo->height-chain->height/2) - player->mo->z)*2; - P_TeleportMove(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2)); + P_MoveOrigin(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2)); if (!player->powers[pw_flashing]) // handle getting hurt { player->pflags |= PF_JUMPED; @@ -12650,11 +12714,14 @@ void P_PlayerAfterThink(player_t *player) mo->tics = walktics; } - P_TeleportMove(player->mo, rock->x, rock->y, rock->z + ((mo->eflags & MFE_VERTICALFLIP) ? -mo->height : rock->height)); + P_MoveOrigin(player->mo, rock->x, rock->y, rock->z + ((mo->eflags & MFE_VERTICALFLIP) ? -mo->height : rock->height)); break; } case CR_PTERABYTE: // being carried by a Pterabyte { + +#define DROPTHRESHOLD TICRATE + mobj_t *ptera = player->mo->tracer; mobj_t *spawnpoint = ptera->tracer->tracer; player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14 * FRACUNIT, 10 * FRACUNIT)); @@ -12662,7 +12729,7 @@ void P_PlayerAfterThink(player_t *player) if (ptera->health <= 0) goto dropoff; - if (P_MobjAboveLava(ptera) && ptera->movefactor <= 3*TICRATE - 10) + if (P_MobjAboveLava(ptera) && ptera->movefactor < DROPTHRESHOLD) goto dropoff; if (player->mo->eflags & MFE_VERTICALFLIP) @@ -12671,7 +12738,7 @@ void P_PlayerAfterThink(player_t *player) && (ptera->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame player->mo->z = ptera->z + ptera->height + FixedMul(FRACUNIT, player->mo->scale); - if (ptera->ceilingz - ptera->z > spawnpoint->ceilingz - spawnpoint->z + 512*FRACUNIT && ptera->movefactor <= 3 * TICRATE - 10) + if (ptera->ceilingz - ptera->z > spawnpoint->ceilingz - spawnpoint->z + 512*FRACUNIT && ptera->movefactor < DROPTHRESHOLD) goto dropoff; } else @@ -12680,7 +12747,7 @@ void P_PlayerAfterThink(player_t *player) && !(ptera->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame player->mo->z = ptera->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale); - if (ptera->z - ptera->floorz > spawnpoint->z - spawnpoint->floorz + 512 * FRACUNIT && ptera->movefactor <= 3 * TICRATE - 10) + if (ptera->z - ptera->floorz > spawnpoint->z - spawnpoint->floorz + 512 * FRACUNIT && ptera->movefactor < DROPTHRESHOLD) goto dropoff; } @@ -12688,7 +12755,7 @@ void P_PlayerAfterThink(player_t *player) if (!ptera->movefactor) goto dropoff; - if (ptera->cusval >= 30) + if (ptera->cusval >= 50) // breaking free { player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); diff --git a/src/r_bsp.c b/src/r_bsp.c index c9591b254469a2e512841c781aecb2d77c298118..c9c169a51f018efcfe33db038d1609786f24e910 100644 --- a/src/r_bsp.c +++ b/src/r_bsp.c @@ -399,8 +399,8 @@ static void R_AddLine(seg_t *line) return; // big room fix - angle1 = R_PointToAngleEx(viewx, viewy, line->v1->x, line->v1->y); - angle2 = R_PointToAngleEx(viewx, viewy, line->v2->x, line->v2->y); + angle1 = R_PointToAngle64(line->v1->x, line->v1->y); + angle2 = R_PointToAngle64(line->v2->x, line->v2->y); curline = line; // Clip to view edges. @@ -620,8 +620,8 @@ static boolean R_CheckBBox(const fixed_t *bspcoord) check = checkcoord[boxpos]; // big room fix - angle1 = R_PointToAngleEx(viewx, viewy, bspcoord[check[0]], bspcoord[check[1]]) - viewangle; - angle2 = R_PointToAngleEx(viewx, viewy, bspcoord[check[2]], bspcoord[check[3]]) - viewangle; + angle1 = R_PointToAngle64(bspcoord[check[0]], bspcoord[check[1]]) - viewangle; + angle2 = R_PointToAngle64(bspcoord[check[2]], bspcoord[check[3]]) - viewangle; if ((signed)angle1 < (signed)angle2) { @@ -840,6 +840,7 @@ static void R_Subsector(size_t num) extracolormap_t *floorcolormap; extracolormap_t *ceilingcolormap; fixed_t floorcenterz, ceilingcenterz; + ffloor_t *rover; #ifdef RANGECHECK if (num >= numsubsectors) @@ -866,7 +867,23 @@ static void R_Subsector(size_t num) // Check and prep all 3D floors. Set the sector floor/ceiling light levels and colormaps. if (frontsector->ffloors) { - if (frontsector->moved) + boolean anyMoved = frontsector->moved; + + if (anyMoved == false) + { + for (rover = frontsector->ffloors; rover; rover = rover->next) + { + sector_t *controlSec = §ors[rover->secnum]; + + if (controlSec->moved == true) + { + anyMoved = true; + break; + } + } + } + + if (anyMoved == true) { frontsector->numlights = sub->sector->numlights = 0; R_Prep3DFloors(frontsector); @@ -914,7 +931,6 @@ static void R_Subsector(size_t num) ffloor[numffloors].polyobj = NULL; if (frontsector->ffloors) { - ffloor_t *rover; fixed_t heightcheck, planecenterz; for (rover = frontsector->ffloors; rover && numffloors < MAXFFLOORS; rover = rover->next) diff --git a/src/r_defs.h b/src/r_defs.h index 6c9c91ab13125492652cc3ac3bb77bc4a5e671cc..3746643c697eb17bd02556c8dec9803ede7ce4d0 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -355,6 +355,8 @@ typedef enum SSF_ZOOMTUBEEND = 1<<16, SSF_FINISHLINE = 1<<17, SSF_ROPEHANG = 1<<18, + SSF_JUMPFLIP = 1<<19, + SSF_GRAVITYOVERRIDE = 1<<20, // combine with MSF_GRAVITYFLIP } sectorspecialflags_t; typedef enum @@ -585,7 +587,7 @@ typedef struct subsector_s { sector_t *sector; INT16 numlines; - UINT16 firstline; + UINT32 firstline; struct polyobj_s *polyList; // haleyjd 02/19/06: list of polyobjects size_t validcount; } subsector_t; diff --git a/src/r_draw.c b/src/r_draw.c index e12d7ebdd46027973fcaa45f6c0ad4eeacca6ceb..601fb4bb2545f518546ca9df02ad8b9e8ab42849 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -106,7 +106,7 @@ fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; INT32 ds_waterofs, ds_bgofs; UINT16 ds_flatwidth, ds_flatheight; -boolean ds_powersoftwo; +boolean ds_powersoftwo, ds_solidcolor; UINT8 *ds_source; // points to the start of a flat UINT8 *ds_transmap; // one of the translucency tables @@ -886,6 +886,39 @@ void R_DrawViewBorder(void) } #endif +// R_CalcTiltedLighting +// Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly. +static INT32 tiltlighting[MAXVIDWIDTH]; + +static void R_CalcTiltedLighting(fixed_t start, fixed_t end) +{ + // ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version + // of this function. Here's my own. + INT32 left = ds_x1, right = ds_x2; + fixed_t step = (end-start)/(ds_x2-ds_x1+1); + INT32 i; + + // I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once, + // but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now... + + for (i = left; i <= right; i++) { + tiltlighting[i] = (start += step) >> FRACBITS; + if (tiltlighting[i] < 0) + tiltlighting[i] = 0; + else if (tiltlighting[i] >= MAXLIGHTSCALE) + tiltlighting[i] = MAXLIGHTSCALE-1; + } +} + +// Lighting is simple. It's just linear interpolation from start to end +#define CALC_SLOPE_LIGHT { \ + float planelightfloat = PLANELIGHTFLOAT; \ + float lightstart, lightend; \ + lightend = (iz + ds_szp->x*width) * planelightfloat; \ + lightstart = iz * planelightfloat; \ + R_CalcTiltedLighting(FloatToFixed(lightstart), FloatToFixed(lightend)); \ +} + // ========================================================================== // INCLUDE 8bpp DRAWING CODE HERE // ========================================================================== diff --git a/src/r_draw.h b/src/r_draw.h index c96b29e3016dfc464c09197786c0eeba283d552d..cb4e4482a894e1e9218295e5e0ec2fd3dfd50728 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -61,7 +61,7 @@ extern fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; extern INT32 ds_waterofs, ds_bgofs; extern UINT16 ds_flatwidth, ds_flatheight; -extern boolean ds_powersoftwo; +extern boolean ds_powersoftwo, ds_solidcolor; extern UINT8 *ds_source; extern UINT8 *ds_transmap; @@ -194,13 +194,11 @@ void R_DrawTranslucentFloorSprite_8(void); void R_DrawTiltedFloorSprite_8(void); void R_DrawTiltedTranslucentFloorSprite_8(void); -void R_CalcTiltedLighting(fixed_t start, fixed_t end); -extern INT32 tiltlighting[MAXVIDWIDTH]; - -void R_DrawTranslucentWaterSpan_8(void); -void R_DrawTiltedTranslucentWaterSpan_8(void); +void R_DrawWaterSpan_8(void); +void R_DrawTiltedWaterSpan_8(void); void R_DrawFogSpan_8(void); +void R_DrawTiltedFogSpan_8(void); // Lactozilla: Non-powers-of-two void R_DrawSpan_NPO2_8(void); @@ -217,8 +215,15 @@ void R_DrawTranslucentFloorSprite_NPO2_8(void); void R_DrawTiltedFloorSprite_NPO2_8(void); void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void); -void R_DrawTranslucentWaterSpan_NPO2_8(void); -void R_DrawTiltedTranslucentWaterSpan_NPO2_8(void); +void R_DrawWaterSpan_NPO2_8(void); +void R_DrawTiltedWaterSpan_NPO2_8(void); + +void R_DrawSolidColorSpan_8(void); +void R_DrawTransSolidColorSpan_8(void); +void R_DrawTiltedSolidColorSpan_8(void); +void R_DrawTiltedTransSolidColorSpan_8(void); +void R_DrawWaterSolidColorSpan_8(void); +void R_DrawTiltedWaterSolidColorSpan_8(void); #ifdef USEASM void ASMCALL R_DrawColumn_8_ASM(void); diff --git a/src/r_draw8.c b/src/r_draw8.c index 4504ad1bdf5f47949c29dbaf72abb9be19d6d5ac..31abe70b8a2487df9c4bb3a1fd96c3967655e498 100644 --- a/src/r_draw8.c +++ b/src/r_draw8.c @@ -656,29 +656,6 @@ void R_DrawSpan_8 (void) } } -// R_CalcTiltedLighting -// Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly. -INT32 tiltlighting[MAXVIDWIDTH]; -void R_CalcTiltedLighting(fixed_t start, fixed_t end) -{ - // ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version - // of this function. Here's my own. - INT32 left = ds_x1, right = ds_x2; - fixed_t step = (end-start)/(ds_x2-ds_x1+1); - INT32 i; - - // I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once, - // but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now... - - for (i = left; i <= right; i++) { - tiltlighting[i] = (start += step) >> FRACBITS; - if (tiltlighting[i] < 0) - tiltlighting[i] = 0; - else if (tiltlighting[i] >= MAXLIGHTSCALE) - tiltlighting[i] = MAXLIGHTSCALE-1; - } -} - /** \brief The R_DrawTiltedSpan_8 function Draw slopes! Holy sheit! */ @@ -701,17 +678,7 @@ void R_DrawTiltedSpan_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -834,17 +801,7 @@ void R_DrawTiltedTranslucentSpan_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -944,10 +901,10 @@ void R_DrawTiltedTranslucentSpan_8(void) #endif } -/** \brief The R_DrawTiltedTranslucentWaterSpan_8 function +/** \brief The R_DrawTiltedWaterSpan_8 function Like DrawTiltedTranslucentSpan, but for water */ -void R_DrawTiltedTranslucentWaterSpan_8(void) +void R_DrawTiltedWaterSpan_8(void) { // x1, x2 = ds_x1, ds_x2 int width = ds_x2 - ds_x1; @@ -967,17 +924,7 @@ void R_DrawTiltedTranslucentWaterSpan_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -1099,17 +1046,7 @@ void R_DrawTiltedSplat_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -1956,7 +1893,7 @@ void R_DrawTranslucentSpan_8 (void) } } -void R_DrawTranslucentWaterSpan_8(void) +void R_DrawWaterSpan_8(void) { UINT32 xposition; UINT32 yposition; @@ -2067,6 +2004,144 @@ void R_DrawFogSpan_8(void) } } +/** \brief The R_DrawTiltedFogSpan_8 function + Draws a tilted span with fogging. +*/ +void R_DrawTiltedFogSpan_8(void) +{ + int width = ds_x2 - ds_x1; + + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + + double iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); + + CALC_SLOPE_LIGHT + + do + { + UINT8 *colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = colormap[*dest]; + dest++; + } while (--width >= 0); +} + +/** \brief The R_DrawSolidColorSpan_8 function + Draws a solid color span. +*/ +void R_DrawSolidColorSpan_8(void) +{ + size_t count = (ds_x2 - ds_x1 + 1); + + UINT8 source = ds_colormap[ds_source[0]]; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + + memset(dest, source, count); +} + +/** \brief The R_DrawTransSolidColorSpan_8 function + Draws a translucent solid color span. +*/ +void R_DrawTransSolidColorSpan_8(void) +{ + size_t count = (ds_x2 - ds_x1 + 1); + + UINT8 source = ds_colormap[ds_source[0]]; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + + const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height; + + while (count-- && dest <= deststop) + { + *dest = *(ds_transmap + (source << 8) + *dest); + dest++; + } +} + +/** \brief The R_DrawTiltedSolidColorSpan_8 function + Draws a tilted solid color span. +*/ +void R_DrawTiltedSolidColorSpan_8(void) +{ + int width = ds_x2 - ds_x1; + + UINT8 source = ds_source[0]; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + + double iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); + + CALC_SLOPE_LIGHT + + do + { + UINT8 *colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest++ = colormap[source]; + } while (--width >= 0); +} + +/** \brief The R_DrawTiltedTransSolidColorSpan_8 function + Draws a tilted and translucent solid color span. +*/ +void R_DrawTiltedTransSolidColorSpan_8(void) +{ + int width = ds_x2 - ds_x1; + + UINT8 source = ds_source[0]; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + + double iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); + + CALC_SLOPE_LIGHT + + do + { + UINT8 *colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = *(ds_transmap + (colormap[source] << 8) + *dest); + dest++; + } while (--width >= 0); +} + +/** \brief The R_DrawWaterSolidColorSpan_8 function + Draws a water solid color span. +*/ +void R_DrawWaterSolidColorSpan_8(void) +{ + UINT8 source = ds_source[0]; + UINT8 *colormap = ds_colormap; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; + + size_t count = (ds_x2 - ds_x1 + 1); + const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height; + + while (count-- && dest <= deststop) + { + *dest = colormap[*(ds_transmap + (source << 8) + *dsrc++)]; + dest++; + } +} + +/** \brief The R_DrawTiltedWaterSolidColorSpan_8 function + Draws a tilted water solid color span. +*/ +void R_DrawTiltedWaterSolidColorSpan_8(void) +{ + int width = ds_x2 - ds_x1; + + UINT8 source = ds_source[0]; + UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; + + double iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); + + CALC_SLOPE_LIGHT + + do + { + UINT8 *colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest++ = *(ds_transmap + (colormap[source] << 8) + *dsrc++); + } while (--width >= 0); +} + /** \brief The R_DrawFogColumn_8 function Fog wall. */ diff --git a/src/r_draw8_npo2.c b/src/r_draw8_npo2.c index 49ec28dd8d0c7a8394c614ad3900ab88a5d0c7b9..8b02fb90de973736af22cf459c16a2cb0d75b8c0 100644 --- a/src/r_draw8_npo2.c +++ b/src/r_draw8_npo2.c @@ -111,17 +111,7 @@ void R_DrawTiltedSpan_NPO2_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -311,17 +301,7 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -509,17 +489,7 @@ void R_DrawTiltedSplat_NPO2_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); @@ -1349,7 +1319,7 @@ void R_DrawTranslucentSpan_NPO2_8 (void) } } -void R_DrawTranslucentWaterSpan_NPO2_8(void) +void R_DrawWaterSpan_NPO2_8(void) { fixed_t xposition; fixed_t yposition; @@ -1412,10 +1382,10 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void) } } -/** \brief The R_DrawTiltedTranslucentWaterSpan_NPO2_8 function +/** \brief The R_DrawTiltedWaterSpan_NPO2_8 function Like DrawTiltedTranslucentSpan_NPO2, but for water */ -void R_DrawTiltedTranslucentWaterSpan_NPO2_8(void) +void R_DrawTiltedWaterSpan_NPO2_8(void) { // x1, x2 = ds_x1, ds_x2 int width = ds_x2 - ds_x1; @@ -1438,17 +1408,7 @@ void R_DrawTiltedTranslucentWaterSpan_NPO2_8(void) iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); - // Lighting is simple. It's just linear interpolation from start to end - { - float planelightfloat = PLANELIGHTFLOAT; - float lightstart, lightend; - - lightend = (iz + ds_szp->x*width) * planelightfloat; - lightstart = iz * planelightfloat; - - R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); - //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); - } + CALC_SLOPE_LIGHT uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); diff --git a/src/r_fps.c b/src/r_fps.c new file mode 100644 index 0000000000000000000000000000000000000000..2d30c9f01920959c783da056d1db2f0858969209 --- /dev/null +++ b/src/r_fps.c @@ -0,0 +1,817 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom) +// Copyright (C) 1999-2019 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file r_fps.h +/// \brief Uncapped framerate stuff. + +#include "r_fps.h" + +#include "r_main.h" +#include "g_game.h" +#include "i_video.h" +#include "r_plane.h" +#include "p_spec.h" +#include "r_state.h" +#include "z_zone.h" +#include "console.h" // con_startup_loadprogress +#include "m_perfstats.h" // ps_metric_t +#ifdef HWRENDER +#include "hardware/hw_main.h" // for cv_glshearing +#endif + +static CV_PossibleValue_t fpscap_cons_t[] = { +#ifdef DEVELOP + // Lower values are actually pretty useful for debugging interp problems! + {1, "MIN"}, +#else + {TICRATE, "MIN"}, +#endif + {300, "MAX"}, + {-1, "Unlimited"}, + {0, "Match refresh rate"}, + {0, NULL} +}; +consvar_t cv_fpscap = CVAR_INIT ("fpscap", "Match refresh rate", CV_SAVE, fpscap_cons_t, NULL); + +ps_metric_t ps_interp_frac = {0}; +ps_metric_t ps_interp_lag = {0}; + +UINT32 R_GetFramerateCap(void) +{ + if (rendermode == render_none) + { + // If we're not rendering (dedicated server), + // we shouldn't be using any interpolation. + return TICRATE; + } + + if (cv_fpscap.value == 0) + { + // 0: Match refresh rate + return I_GetRefreshRate(); + } + + if (cv_fpscap.value < 0) + { + // -1: Unlimited + return 0; + } + + return cv_fpscap.value; +} + +boolean R_UsingFrameInterpolation(void) +{ + return (R_GetFramerateCap() != TICRATE || cv_timescale.value < FRACUNIT); +} + +static viewvars_t p1view_old; +static viewvars_t p1view_new; +static viewvars_t p2view_old; +static viewvars_t p2view_new; +static viewvars_t sky1view_old; +static viewvars_t sky1view_new; +static viewvars_t sky2view_old; +static viewvars_t sky2view_new; + +static viewvars_t *oldview = &p1view_old; +static int oldview_invalid[MAXSPLITSCREENPLAYERS] = {0, 0}; +viewvars_t *newview = &p1view_new; + + +enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1; + +static levelinterpolator_t **levelinterpolators; +static size_t levelinterpolators_len; +static size_t levelinterpolators_size; + + +static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac) +{ + return from + FixedMul(frac, to - from); +} + +static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac) +{ + return from + FixedMul(frac, to - from); +} + +static vector2_t *R_LerpVector2(const vector2_t *from, const vector2_t *to, fixed_t frac, vector2_t *out) +{ + FV2_SubEx(to, from, out); + FV2_MulEx(out, frac, out); + FV2_AddEx(from, out, out); + return out; +} + +static vector3_t *R_LerpVector3(const vector3_t *from, const vector3_t *to, fixed_t frac, vector3_t *out) +{ + FV3_SubEx(to, from, out); + FV3_MulEx(out, frac, out); + FV3_AddEx(from, out, out); + return out; +} + +// recalc necessary stuff for mouseaiming +// slopes are already calculated for the full possible view (which is 4*viewheight). +// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out) +static void R_SetupFreelook(player_t *player, boolean skybox) +{ +#ifndef HWRENDER + (void)player; + (void)skybox; +#endif + + // clip it in the case we are looking a hardware 90 degrees full aiming + // (lmps, network and use F12...) + if (rendermode == render_soft +#ifdef HWRENDER + || (rendermode == render_opengl + && (cv_glshearing.value == 1 + || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))) +#endif + ) + { + G_SoftwareClipAimingPitch((INT32 *)&aimingangle); + } + + centeryfrac = (viewheight/2)<<FRACBITS; + + if (rendermode == render_soft) + centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS)); + + centery = FixedInt(FixedRound(centeryfrac)); + + if (rendermode == render_soft) + yslope = &yslopetab[viewheight*8 - centery]; +} + +#undef AIMINGTODY + +void R_InterpolateView(fixed_t frac) +{ + viewvars_t* prevview = oldview; + boolean skybox = 0; + UINT8 i; + + if (FIXED_TO_FLOAT(frac) < 0) + frac = 0; + if (frac > FRACUNIT) + frac = FRACUNIT; + + if (viewcontext == VIEWCONTEXT_SKY1 || viewcontext == VIEWCONTEXT_PLAYER1) + { + i = 0; + } + else + { + i = 1; + } + + if (oldview_invalid[i] != 0) + { + // interpolate from newview to newview + prevview = newview; + } + + viewx = R_LerpFixed(prevview->x, newview->x, frac); + viewy = R_LerpFixed(prevview->y, newview->y, frac); + viewz = R_LerpFixed(prevview->z, newview->z, frac); + + viewangle = R_LerpAngle(prevview->angle, newview->angle, frac); + aimingangle = R_LerpAngle(prevview->aim, newview->aim, frac); + + viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); + viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); + + // this is gonna create some interesting visual errors for long distance teleports... + // might want to recalculate the view sector every frame instead... + viewplayer = newview->player; + viewsector = R_PointInSubsector(viewx, viewy)->sector; + + // well, this ain't pretty + if (newview == &sky1view_new || newview == &sky2view_new) + { + skybox = 1; + } + + R_SetupFreelook(newview->player, skybox); +} + +void R_UpdateViewInterpolation(void) +{ + p1view_old = p1view_new; + p2view_old = p2view_new; + sky1view_old = sky1view_new; + sky2view_old = sky2view_new; + if (oldview_invalid[0] > 0) oldview_invalid[0]--; + if (oldview_invalid[1] > 0) oldview_invalid[1]--; +} + +void R_ResetViewInterpolation(UINT8 p) +{ + if (p == 0) + { + UINT8 i; + for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) + { + oldview_invalid[i]++; + } + } + else + { + oldview_invalid[p - 1]++; + } +} + +void R_SetViewContext(enum viewcontext_e _viewcontext) +{ + I_Assert(_viewcontext == VIEWCONTEXT_PLAYER1 + || _viewcontext == VIEWCONTEXT_PLAYER2 + || _viewcontext == VIEWCONTEXT_SKY1 + || _viewcontext == VIEWCONTEXT_SKY2); + viewcontext = _viewcontext; + + switch (viewcontext) + { + case VIEWCONTEXT_PLAYER1: + oldview = &p1view_old; + newview = &p1view_new; + break; + case VIEWCONTEXT_PLAYER2: + oldview = &p2view_old; + newview = &p2view_new; + break; + case VIEWCONTEXT_SKY1: + oldview = &sky1view_old; + newview = &sky1view_new; + break; + case VIEWCONTEXT_SKY2: + oldview = &sky2view_old; + newview = &sky2view_new; + break; + default: + I_Error("viewcontext value is invalid: we should never get here without an assert!!"); + break; + } +} + +fixed_t R_InterpolateFixed(fixed_t from, fixed_t to) +{ + if (!R_UsingFrameInterpolation()) + { + return to; + } + + return (R_LerpFixed(from, to, rendertimefrac)); +} + +angle_t R_InterpolateAngle(angle_t from, angle_t to) +{ + if (!R_UsingFrameInterpolation()) + { + return to; + } + + return (R_LerpAngle(from, to, rendertimefrac)); +} + +void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) +{ + if (frac == FRACUNIT) + { + out->x = mobj->x; + out->y = mobj->y; + out->z = mobj->z; + out->scale = mobj->scale; + out->subsector = mobj->subsector; + out->angle = mobj->player ? mobj->player->drawangle : mobj->angle; + out->spritexscale = mobj->spritexscale; + out->spriteyscale = mobj->spriteyscale; + out->spritexoffset = mobj->spritexoffset; + out->spriteyoffset = mobj->spriteyoffset; + return; + } + + out->x = R_LerpFixed(mobj->old_x, mobj->x, frac); + out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); + out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); + out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac); + out->spritexscale = mobj->resetinterp ? mobj->spritexscale : R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); + out->spriteyscale = mobj->resetinterp ? mobj->spriteyscale : R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); + + // Sprite offsets are not interpolated until we have a way to interpolate them explicitly in Lua. + // It seems existing mods visually break more often than not if it is interpolated. + out->spritexoffset = mobj->spritexoffset; + out->spriteyoffset = mobj->spriteyoffset; + + out->subsector = R_PointInSubsector(out->x, out->y); + + if (mobj->player) + { + out->angle = mobj->resetinterp ? mobj->player->drawangle : R_LerpAngle(mobj->player->old_drawangle, mobj->player->drawangle, frac); + } + else + { + out->angle = mobj->resetinterp ? mobj->angle : R_LerpAngle(mobj->old_angle, mobj->angle, frac); + } +} + +void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out) +{ + if (frac == FRACUNIT) + { + out->x = mobj->x; + out->y = mobj->y; + out->z = mobj->z; + out->scale = FRACUNIT; + out->subsector = mobj->subsector; + out->angle = mobj->angle; + out->spritexscale = mobj->spritexscale; + out->spriteyscale = mobj->spriteyscale; + out->spritexoffset = mobj->spritexoffset; + out->spriteyoffset = mobj->spriteyoffset; + return; + } + + out->x = R_LerpFixed(mobj->old_x, mobj->x, frac); + out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); + out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); + out->scale = FRACUNIT; + out->spritexscale = R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); + out->spriteyscale = R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); + out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac); + out->spriteyoffset = R_LerpFixed(mobj->old_spriteyoffset, mobj->spriteyoffset, frac); + + out->subsector = R_PointInSubsector(out->x, out->y); + + out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac); +} + +static void AddInterpolator(levelinterpolator_t* interpolator) +{ + if (levelinterpolators_len >= levelinterpolators_size) + { + if (levelinterpolators_size == 0) + { + levelinterpolators_size = 128; + } + else + { + levelinterpolators_size *= 2; + } + + levelinterpolators = Z_ReallocAlign( + (void*) levelinterpolators, + sizeof(levelinterpolator_t*) * levelinterpolators_size, + PU_LEVEL, + NULL, + sizeof(levelinterpolator_t*) * 8 + ); + } + + levelinterpolators[levelinterpolators_len] = interpolator; + levelinterpolators_len += 1; +} + +static levelinterpolator_t *CreateInterpolator(levelinterpolator_type_e type, thinker_t *thinker) +{ + levelinterpolator_t *ret = (levelinterpolator_t*) Z_CallocAlign( + sizeof(levelinterpolator_t), + PU_LEVEL, + NULL, + sizeof(levelinterpolator_t) * 8 + ); + + ret->type = type; + ret->thinker = thinker; + + AddInterpolator(ret); + + return ret; +} + +void R_CreateInterpolator_SectorPlane(thinker_t *thinker, sector_t *sector, boolean ceiling) +{ + levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SectorPlane, thinker); + interp->sectorplane.sector = sector; + interp->sectorplane.ceiling = ceiling; + if (ceiling) + { + interp->sectorplane.oldheight = interp->sectorplane.bakheight = sector->ceilingheight; + } + else + { + interp->sectorplane.oldheight = interp->sectorplane.bakheight = sector->floorheight; + } +} + +void R_CreateInterpolator_SectorScroll(thinker_t *thinker, sector_t *sector, boolean ceiling) +{ + levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SectorScroll, thinker); + interp->sectorscroll.sector = sector; + interp->sectorscroll.ceiling = ceiling; + if (ceiling) + { + interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs = sector->ceiling_xoffs; + interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs = sector->ceiling_yoffs; + } + else + { + interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs = sector->floor_xoffs; + interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs = sector->floor_yoffs; + } +} + +void R_CreateInterpolator_SideScroll(thinker_t *thinker, side_t *side) +{ + levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SideScroll, thinker); + interp->sidescroll.side = side; + interp->sidescroll.oldtextureoffset = interp->sidescroll.baktextureoffset = side->textureoffset; + interp->sidescroll.oldrowoffset = interp->sidescroll.bakrowoffset = side->rowoffset; +} + +void R_CreateInterpolator_Polyobj(thinker_t *thinker, polyobj_t *polyobj) +{ + levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_Polyobj, thinker); + interp->polyobj.polyobj = polyobj; + interp->polyobj.vertices_size = polyobj->numVertices; + + interp->polyobj.oldvertices = Z_CallocAlign(sizeof(fixed_t) * 2 * polyobj->numVertices, PU_LEVEL, NULL, 32); + interp->polyobj.bakvertices = Z_CallocAlign(sizeof(fixed_t) * 2 * polyobj->numVertices, PU_LEVEL, NULL, 32); + for (size_t i = 0; i < polyobj->numVertices; i++) + { + interp->polyobj.oldvertices[i * 2 ] = interp->polyobj.bakvertices[i * 2 ] = polyobj->vertices[i]->x; + interp->polyobj.oldvertices[i * 2 + 1] = interp->polyobj.bakvertices[i * 2 + 1] = polyobj->vertices[i]->y; + } + + interp->polyobj.oldcx = interp->polyobj.bakcx = polyobj->centerPt.x; + interp->polyobj.oldcy = interp->polyobj.bakcy = polyobj->centerPt.y; +} + +void R_CreateInterpolator_DynSlope(thinker_t *thinker, pslope_t *slope) +{ + levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_DynSlope, thinker); + interp->dynslope.slope = slope; + + FV3_Copy(&interp->dynslope.oldo, &slope->o); + FV3_Copy(&interp->dynslope.bako, &slope->o); + + FV2_Copy(&interp->dynslope.oldd, &slope->d); + FV2_Copy(&interp->dynslope.bakd, &slope->d); + + interp->dynslope.oldzdelta = interp->dynslope.bakzdelta = slope->zdelta; +} + +void R_InitializeLevelInterpolators(void) +{ + levelinterpolators_len = 0; + levelinterpolators_size = 0; + levelinterpolators = NULL; +} + +static void UpdateLevelInterpolatorState(levelinterpolator_t *interp) +{ + size_t i; + + switch (interp->type) + { + case LVLINTERP_SectorPlane: + interp->sectorplane.oldheight = interp->sectorplane.bakheight; + interp->sectorplane.bakheight = interp->sectorplane.ceiling ? interp->sectorplane.sector->ceilingheight : interp->sectorplane.sector->floorheight; + break; + case LVLINTERP_SectorScroll: + interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs; + interp->sectorscroll.bakxoffs = interp->sectorscroll.ceiling ? interp->sectorscroll.sector->ceiling_xoffs : interp->sectorscroll.sector->floor_xoffs; + interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs; + interp->sectorscroll.bakyoffs = interp->sectorscroll.ceiling ? interp->sectorscroll.sector->ceiling_yoffs : interp->sectorscroll.sector->floor_yoffs; + break; + case LVLINTERP_SideScroll: + interp->sidescroll.oldtextureoffset = interp->sidescroll.baktextureoffset; + interp->sidescroll.baktextureoffset = interp->sidescroll.side->textureoffset; + interp->sidescroll.oldrowoffset = interp->sidescroll.bakrowoffset; + interp->sidescroll.bakrowoffset = interp->sidescroll.side->rowoffset; + break; + case LVLINTERP_Polyobj: + for (i = 0; i < interp->polyobj.vertices_size; i++) + { + interp->polyobj.oldvertices[i * 2 ] = interp->polyobj.bakvertices[i * 2 ]; + interp->polyobj.oldvertices[i * 2 + 1] = interp->polyobj.bakvertices[i * 2 + 1]; + interp->polyobj.bakvertices[i * 2 ] = interp->polyobj.polyobj->vertices[i]->x; + interp->polyobj.bakvertices[i * 2 + 1] = interp->polyobj.polyobj->vertices[i]->y; + } + interp->polyobj.oldcx = interp->polyobj.bakcx; + interp->polyobj.oldcy = interp->polyobj.bakcy; + interp->polyobj.bakcx = interp->polyobj.polyobj->centerPt.x; + interp->polyobj.bakcy = interp->polyobj.polyobj->centerPt.y; + break; + case LVLINTERP_DynSlope: + FV3_Copy(&interp->dynslope.oldo, &interp->dynslope.bako); + FV2_Copy(&interp->dynslope.oldd, &interp->dynslope.bakd); + interp->dynslope.oldzdelta = interp->dynslope.bakzdelta; + + FV3_Copy(&interp->dynslope.bako, &interp->dynslope.slope->o); + FV2_Copy(&interp->dynslope.bakd, &interp->dynslope.slope->d); + interp->dynslope.bakzdelta = interp->dynslope.slope->zdelta; + break; + } +} + +void R_UpdateLevelInterpolators(void) +{ + size_t i; + + for (i = 0; i < levelinterpolators_len; i++) + { + levelinterpolator_t *interp = levelinterpolators[i]; + + UpdateLevelInterpolatorState(interp); + } +} + +void R_ClearLevelInterpolatorState(thinker_t *thinker) +{ + size_t i; + + for (i = 0; i < levelinterpolators_len; i++) + { + levelinterpolator_t *interp = levelinterpolators[i]; + + if (interp->thinker == thinker) + { + // Do it twice to make the old state match the new + UpdateLevelInterpolatorState(interp); + UpdateLevelInterpolatorState(interp); + } + } +} + +void R_ApplyLevelInterpolators(fixed_t frac) +{ + size_t i, ii; + + for (i = 0; i < levelinterpolators_len; i++) + { + levelinterpolator_t *interp = levelinterpolators[i]; + + switch (interp->type) + { + case LVLINTERP_SectorPlane: + if (interp->sectorplane.ceiling) + { + interp->sectorplane.sector->ceilingheight = R_LerpFixed(interp->sectorplane.oldheight, interp->sectorplane.bakheight, frac); + } + else + { + interp->sectorplane.sector->floorheight = R_LerpFixed(interp->sectorplane.oldheight, interp->sectorplane.bakheight, frac); + } + interp->sectorplane.sector->moved = true; + break; + case LVLINTERP_SectorScroll: + if (interp->sectorscroll.ceiling) + { + interp->sectorscroll.sector->ceiling_xoffs = R_LerpFixed(interp->sectorscroll.oldxoffs, interp->sectorscroll.bakxoffs, frac); + interp->sectorscroll.sector->ceiling_yoffs = R_LerpFixed(interp->sectorscroll.oldyoffs, interp->sectorscroll.bakyoffs, frac); + } + else + { + interp->sectorscroll.sector->floor_xoffs = R_LerpFixed(interp->sectorscroll.oldxoffs, interp->sectorscroll.bakxoffs, frac); + interp->sectorscroll.sector->floor_yoffs = R_LerpFixed(interp->sectorscroll.oldyoffs, interp->sectorscroll.bakyoffs, frac); + } + break; + case LVLINTERP_SideScroll: + interp->sidescroll.side->textureoffset = R_LerpFixed(interp->sidescroll.oldtextureoffset, interp->sidescroll.baktextureoffset, frac); + interp->sidescroll.side->rowoffset = R_LerpFixed(interp->sidescroll.oldrowoffset, interp->sidescroll.bakrowoffset, frac); + break; + case LVLINTERP_Polyobj: + for (ii = 0; ii < interp->polyobj.vertices_size; ii++) + { + interp->polyobj.polyobj->vertices[ii]->x = R_LerpFixed(interp->polyobj.oldvertices[ii * 2 ], interp->polyobj.bakvertices[ii * 2 ], frac); + interp->polyobj.polyobj->vertices[ii]->y = R_LerpFixed(interp->polyobj.oldvertices[ii * 2 + 1], interp->polyobj.bakvertices[ii * 2 + 1], frac); + } + interp->polyobj.polyobj->centerPt.x = R_LerpFixed(interp->polyobj.oldcx, interp->polyobj.bakcx, frac); + interp->polyobj.polyobj->centerPt.y = R_LerpFixed(interp->polyobj.oldcy, interp->polyobj.bakcy, frac); + break; + case LVLINTERP_DynSlope: + R_LerpVector3(&interp->dynslope.oldo, &interp->dynslope.bako, frac, &interp->dynslope.slope->o); + R_LerpVector2(&interp->dynslope.oldd, &interp->dynslope.bakd, frac, &interp->dynslope.slope->d); + interp->dynslope.slope->zdelta = R_LerpFixed(interp->dynslope.oldzdelta, interp->dynslope.bakzdelta, frac); + break; + } + } +} + +void R_RestoreLevelInterpolators(void) +{ + size_t i, ii; + + for (i = 0; i < levelinterpolators_len; i++) + { + levelinterpolator_t *interp = levelinterpolators[i]; + + switch (interp->type) + { + case LVLINTERP_SectorPlane: + if (interp->sectorplane.ceiling) + { + interp->sectorplane.sector->ceilingheight = interp->sectorplane.bakheight; + } + else + { + interp->sectorplane.sector->floorheight = interp->sectorplane.bakheight; + } + interp->sectorplane.sector->moved = true; + break; + case LVLINTERP_SectorScroll: + if (interp->sectorscroll.ceiling) + { + interp->sectorscroll.sector->ceiling_xoffs = interp->sectorscroll.bakxoffs; + interp->sectorscroll.sector->ceiling_yoffs = interp->sectorscroll.bakyoffs; + } + else + { + interp->sectorscroll.sector->floor_xoffs = interp->sectorscroll.bakxoffs; + interp->sectorscroll.sector->floor_yoffs = interp->sectorscroll.bakyoffs; + } + break; + case LVLINTERP_SideScroll: + interp->sidescroll.side->textureoffset = interp->sidescroll.baktextureoffset; + interp->sidescroll.side->rowoffset = interp->sidescroll.bakrowoffset; + break; + case LVLINTERP_Polyobj: + for (ii = 0; ii < interp->polyobj.vertices_size; ii++) + { + interp->polyobj.polyobj->vertices[ii]->x = interp->polyobj.bakvertices[ii * 2 ]; + interp->polyobj.polyobj->vertices[ii]->y = interp->polyobj.bakvertices[ii * 2 + 1]; + } + interp->polyobj.polyobj->centerPt.x = interp->polyobj.bakcx; + interp->polyobj.polyobj->centerPt.y = interp->polyobj.bakcy; + break; + case LVLINTERP_DynSlope: + FV3_Copy(&interp->dynslope.slope->o, &interp->dynslope.bako); + FV2_Copy(&interp->dynslope.slope->d, &interp->dynslope.bakd); + interp->dynslope.slope->zdelta = interp->dynslope.bakzdelta; + break; + } + } +} + +void R_DestroyLevelInterpolators(thinker_t *thinker) +{ + size_t i; + + for (i = 0; i < levelinterpolators_len; i++) + { + levelinterpolator_t *interp = levelinterpolators[i]; + + if (interp->thinker == thinker) + { + // Swap the tail of the level interpolators to this spot + levelinterpolators[i] = levelinterpolators[levelinterpolators_len - 1]; + levelinterpolators_len -= 1; + + Z_Free(interp); + i -= 1; + } + } +} + +static mobj_t **interpolated_mobjs = NULL; +static size_t interpolated_mobjs_len = 0; +static size_t interpolated_mobjs_capacity = 0; + +// NOTE: This will NOT check that the mobj has already been added, for perf +// reasons. +void R_AddMobjInterpolator(mobj_t *mobj) +{ + if (interpolated_mobjs_len >= interpolated_mobjs_capacity) + { + if (interpolated_mobjs_capacity == 0) + { + interpolated_mobjs_capacity = 256; + } + else + { + interpolated_mobjs_capacity *= 2; + } + + interpolated_mobjs = Z_ReallocAlign( + interpolated_mobjs, + sizeof(mobj_t *) * interpolated_mobjs_capacity, + PU_LEVEL, + NULL, + 64 + ); + } + + interpolated_mobjs[interpolated_mobjs_len] = mobj; + interpolated_mobjs_len += 1; + + R_ResetMobjInterpolationState(mobj); + mobj->resetinterp = true; +} + +void R_RemoveMobjInterpolator(mobj_t *mobj) +{ + size_t i; + + if (interpolated_mobjs_len == 0) return; + + for (i = 0; i < interpolated_mobjs_len; i++) + { + if (interpolated_mobjs[i] == mobj) + { + interpolated_mobjs[i] = interpolated_mobjs[ + interpolated_mobjs_len - 1 + ]; + interpolated_mobjs_len -= 1; + return; + } + } +} + +void R_InitMobjInterpolators(void) +{ + // apparently it's not acceptable to free something already unallocated + // Z_Free(interpolated_mobjs); + interpolated_mobjs = NULL; + interpolated_mobjs_len = 0; + interpolated_mobjs_capacity = 0; +} + +void R_UpdateMobjInterpolators(void) +{ + size_t i; + for (i = 0; i < interpolated_mobjs_len; i++) + { + mobj_t *mobj = interpolated_mobjs[i]; + if (!P_MobjWasRemoved(mobj)) + R_ResetMobjInterpolationState(mobj); + } +} + +// +// P_ResetMobjInterpolationState +// +// Reset the rendering interpolation state of the mobj. +// +void R_ResetMobjInterpolationState(mobj_t *mobj) +{ + mobj->old_x2 = mobj->old_x; + mobj->old_y2 = mobj->old_y; + mobj->old_z2 = mobj->old_z; + mobj->old_angle2 = mobj->old_angle; + mobj->old_pitch2 = mobj->old_pitch; + mobj->old_roll2 = mobj->old_roll; + mobj->old_scale2 = mobj->old_scale; + mobj->old_x = mobj->x; + mobj->old_y = mobj->y; + mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_pitch = mobj->pitch; + mobj->old_roll = mobj->roll; + mobj->old_scale = mobj->scale; + mobj->old_spritexscale = mobj->spritexscale; + mobj->old_spriteyscale = mobj->spriteyscale; + mobj->old_spritexoffset = mobj->spritexoffset; + mobj->old_spriteyoffset = mobj->spriteyoffset; + + if (mobj->player) + { + mobj->player->old_drawangle2 = mobj->player->old_drawangle; + mobj->player->old_drawangle = mobj->player->drawangle; + } + + mobj->resetinterp = false; +} + +// +// P_ResetPrecipitationMobjInterpolationState +// +// Reset the rendering interpolation state of the precipmobj. +// +void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj) +{ + mobj->old_x2 = mobj->old_x; + mobj->old_y2 = mobj->old_y; + mobj->old_z2 = mobj->old_z; + mobj->old_angle2 = mobj->old_angle; + mobj->old_pitch2 = mobj->old_pitch; + mobj->old_roll2 = mobj->old_roll; + mobj->old_x = mobj->x; + mobj->old_y = mobj->y; + mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_spritexscale = mobj->spritexscale; + mobj->old_spriteyscale = mobj->spriteyscale; + mobj->old_spritexoffset = mobj->spritexoffset; + mobj->old_spriteyoffset = mobj->spriteyoffset; +} diff --git a/src/r_fps.h b/src/r_fps.h new file mode 100644 index 0000000000000000000000000000000000000000..85c87a2f49ff1c3177f7fb8b8e9136e88316ebc9 --- /dev/null +++ b/src/r_fps.h @@ -0,0 +1,162 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom) +// Copyright (C) 1999-2019 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file r_fps.h +/// \brief Uncapped framerate stuff. + +#ifndef __R_FPS_H__ +#define __R_FPS_H__ + +#include "m_fixed.h" +#include "p_local.h" +#include "r_state.h" +#include "m_perfstats.h" // ps_metric_t + +extern consvar_t cv_fpscap; + +extern ps_metric_t ps_interp_frac; +extern ps_metric_t ps_interp_lag; + +UINT32 R_GetFramerateCap(void); +boolean R_UsingFrameInterpolation(void); + +enum viewcontext_e +{ + VIEWCONTEXT_PLAYER1 = 0, + VIEWCONTEXT_PLAYER2, + VIEWCONTEXT_SKY1, + VIEWCONTEXT_SKY2 +}; + +typedef struct { + fixed_t x; + fixed_t y; + fixed_t z; + boolean sky; + sector_t *sector; + player_t *player; + + angle_t angle; + angle_t aim; + fixed_t cos; + fixed_t sin; + mobj_t *mobj; +} viewvars_t; + +extern viewvars_t *newview; + +typedef struct { + fixed_t x; + fixed_t y; + fixed_t z; + subsector_t *subsector; + angle_t angle; + fixed_t scale; + fixed_t spritexscale; + fixed_t spriteyscale; + fixed_t spritexoffset; + fixed_t spriteyoffset; +} interpmobjstate_t; + +// Level interpolators + +// The union tag for levelinterpolator_t +typedef enum { + LVLINTERP_SectorPlane, + LVLINTERP_SectorScroll, + LVLINTERP_SideScroll, + LVLINTERP_Polyobj, + LVLINTERP_DynSlope, +} levelinterpolator_type_e; + +// Tagged union of a level interpolator +typedef struct levelinterpolator_s { + levelinterpolator_type_e type; + thinker_t *thinker; + union { + struct { + sector_t *sector; + fixed_t oldheight; + fixed_t bakheight; + boolean ceiling; + } sectorplane; + struct { + sector_t *sector; + fixed_t oldxoffs, oldyoffs, bakxoffs, bakyoffs; + boolean ceiling; + } sectorscroll; + struct { + side_t *side; + fixed_t oldtextureoffset, oldrowoffset, baktextureoffset, bakrowoffset; + } sidescroll; + struct { + polyobj_t *polyobj; + fixed_t *oldvertices; + fixed_t *bakvertices; + size_t vertices_size; + fixed_t oldcx, oldcy, bakcx, bakcy; + } polyobj; + struct { + pslope_t *slope; + vector3_t oldo, bako; + vector2_t oldd, bakd; + fixed_t oldzdelta, bakzdelta; + } dynslope; + }; +} levelinterpolator_t; + +// Interpolates the current view variables (r_state.h) against the selected view context in R_SetViewContext +void R_InterpolateView(fixed_t frac); +// Buffer the current new views into the old views. Call once after each real tic. +void R_UpdateViewInterpolation(void); +// Reset the view states (e.g. after level load) so R_InterpolateView doesn't interpolate invalid data +void R_ResetViewInterpolation(UINT8 p); +// Set the current view context (the viewvars pointed to by newview) +void R_SetViewContext(enum viewcontext_e _viewcontext); + +fixed_t R_InterpolateFixed(fixed_t from, fixed_t to); +angle_t R_InterpolateAngle(angle_t from, angle_t to); + +// Evaluate the interpolated mobj state for the given mobj +void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out); +// Evaluate the interpolated mobj state for the given precipmobj +void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out); + +void R_CreateInterpolator_SectorPlane(thinker_t *thinker, sector_t *sector, boolean ceiling); +void R_CreateInterpolator_SectorScroll(thinker_t *thinker, sector_t *sector, boolean ceiling); +void R_CreateInterpolator_SideScroll(thinker_t *thinker, side_t *side); +void R_CreateInterpolator_Polyobj(thinker_t *thinker, polyobj_t *polyobj); +void R_CreateInterpolator_DynSlope(thinker_t *thinker, pslope_t *slope); + +// Initialize level interpolators after a level change +void R_InitializeLevelInterpolators(void); +// Update level interpolators, storing the previous and current states. +void R_UpdateLevelInterpolators(void); +// Clear states for all level interpolators for the thinker +void R_ClearLevelInterpolatorState(thinker_t *thinker); +// Apply level interpolators to the actual game state +void R_ApplyLevelInterpolators(fixed_t frac); +// Restore level interpolators to the real game state +void R_RestoreLevelInterpolators(void); +// Destroy interpolators associated with a thinker +void R_DestroyLevelInterpolators(thinker_t *thinker); + +// Initialize internal mobj interpolator list (e.g. during level loading) +void R_InitMobjInterpolators(void); +// Add interpolation state for the given mobj +void R_AddMobjInterpolator(mobj_t *mobj); +// Remove the interpolation state for the given mobj +void R_RemoveMobjInterpolator(mobj_t *mobj); +void R_UpdateMobjInterpolators(void); +void R_ResetMobjInterpolationState(mobj_t *mobj); +void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj); + +#endif diff --git a/src/r_main.c b/src/r_main.c index f19962d412667646804fc72c6ad9f5535fb20315..187925408ee8457993153e626896d985f8c2e769 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -35,6 +35,7 @@ #include "r_portal.h" #include "r_main.h" #include "i_system.h" // I_GetPreciseTime +#include "r_fps.h" // Frame interpolation/uncapped #ifdef HWRENDER #include "hardware/hw_main.h" @@ -75,6 +76,10 @@ sector_t *viewsector; player_t *viewplayer; mobj_t *r_viewmobj; +fixed_t rendertimefrac; +fixed_t renderdeltatics; +boolean renderisnewtic; + // // precalculated math tables // @@ -261,13 +266,13 @@ INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node) if (!node->dy) return y <= node->y ? node->dx < 0 : node->dx > 0; - x -= node->x; - y -= node->y; + fixed_t dx = (x >> 1) - (node->x >> 1); + fixed_t dy = (y >> 1) - (node->y >> 1); // Try to quickly decide by looking at sign bits. - if ((node->dy ^ node->dx ^ x ^ y) < 0) - return (node->dy ^ x) < 0; // (left is negative) - return FixedMul(y, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, x); + if ((node->dy ^ node->dx ^ dx ^ dy) < 0) + return (node->dy ^ dx) < 0; // (left is negative) + return FixedMul(dy, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, dx); } // killough 5/2/98: reformatted @@ -284,13 +289,13 @@ INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line) if (!ldy) return y <= ly ? ldx < 0 : ldx > 0; - x -= lx; - y -= ly; + fixed_t dx = (x >> 1) - (lx >> 1); + fixed_t dy = (y >> 1) - (ly >> 1); // Try to quickly decide by looking at sign bits. - if ((ldy ^ ldx ^ x ^ y) < 0) - return (ldy ^ x) < 0; // (left is negative) - return FixedMul(y, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, x); + if ((ldy ^ ldx ^ dx ^ dy) < 0) + return (ldy ^ dx) < 0; // (left is negative) + return FixedMul(dy, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, dx); } // @@ -615,7 +620,7 @@ static struct { 0, 0, - {}, {}, + {0}, {0}, false }; @@ -1084,41 +1089,6 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y) // // R_SetupFrame // - -// recalc necessary stuff for mouseaiming -// slopes are already calculated for the full possible view (which is 4*viewheight). -// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out) -static void R_SetupFreelook(player_t *player, boolean skybox) -{ -#ifndef HWRENDER - (void)player; - (void)skybox; -#endif - - // clip it in the case we are looking a hardware 90 degrees full aiming - // (lmps, network and use F12...) - if (rendermode == render_soft -#ifdef HWRENDER - || (rendermode == render_opengl - && (cv_glshearing.value == 1 - || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))) -#endif - ) - { - G_SoftwareClipAimingPitch((INT32 *)&aimingangle); - } - - centeryfrac = (viewheight/2)<<FRACBITS; - - if (rendermode == render_soft) - centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS)); - - centery = FixedInt(FixedRound(centeryfrac)); - - if (rendermode == render_soft) - yslope = &yslopetab[viewheight*8 - centery]; -} - void R_SetupFrame(player_t *player) { camera_t *thiscam; @@ -1129,11 +1099,13 @@ void R_SetupFrame(player_t *player) { thiscam = &camera2; chasecam = (cv_chasecam2.value != 0); + R_SetViewContext(VIEWCONTEXT_PLAYER2); } else { thiscam = &camera; chasecam = (cv_chasecam.value != 0); + R_SetViewContext(VIEWCONTEXT_PLAYER1); } if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN || tutorialmode) @@ -1149,81 +1121,83 @@ void R_SetupFrame(player_t *player) else if (!chasecam) thiscam->chase = false; + newview->sky = false; + if (player->awayviewtics) { // cut-away view stuff r_viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN I_Assert(r_viewmobj != NULL); - viewz = r_viewmobj->z + 20*FRACUNIT; - aimingangle = player->awayviewaiming; - viewangle = r_viewmobj->angle; + newview->z = r_viewmobj->z + 20*FRACUNIT; + newview->aim = player->awayviewaiming; + newview->angle = r_viewmobj->angle; } else if (!player->spectator && chasecam) // use outside cam view { r_viewmobj = NULL; - viewz = thiscam->z + (thiscam->height>>1); - aimingangle = thiscam->aiming; - viewangle = thiscam->angle; + newview->z = thiscam->z + (thiscam->height>>1); + newview->aim = thiscam->aiming; + newview->angle = thiscam->angle; } else // use the player's eyes view { - viewz = player->viewz; + newview->z = player->viewz; r_viewmobj = player->mo; I_Assert(r_viewmobj != NULL); - aimingangle = player->aiming; - viewangle = r_viewmobj->angle; + newview->aim = player->aiming; + newview->angle = r_viewmobj->angle; if (!demoplayback && player->playerstate != PST_DEAD) { if (player == &players[consoleplayer]) { - viewangle = localangle; // WARNING: camera uses this - aimingangle = localaiming; + newview->angle = localangle; // WARNING: camera uses this + newview->aim = localaiming; } else if (player == &players[secondarydisplayplayer]) { - viewangle = localangle2; - aimingangle = localaiming2; + newview->angle = localangle2; + newview->aim = localaiming2; } } } - viewz += quake.z; + newview->z += quake.z; - viewplayer = player; + newview->player = player; if (chasecam && !player->awayviewtics && !player->spectator) { - viewx = thiscam->x; - viewy = thiscam->y; - viewx += quake.x; - viewy += quake.y; + newview->x = thiscam->x; + newview->y = thiscam->y; + newview->x += quake.x; + newview->y += quake.y; if (thiscam->subsector) - viewsector = thiscam->subsector->sector; + newview->sector = thiscam->subsector->sector; else - viewsector = R_PointInSubsector(viewx, viewy)->sector; + newview->sector = R_PointInSubsector(newview->x, newview->y)->sector; } else { - viewx = r_viewmobj->x; - viewy = r_viewmobj->y; - viewx += quake.x; - viewy += quake.y; + newview->x = r_viewmobj->x; + newview->y = r_viewmobj->y; + newview->x += quake.x; + newview->y += quake.y; if (r_viewmobj->subsector) - viewsector = r_viewmobj->subsector->sector; + newview->sector = r_viewmobj->subsector->sector; else - viewsector = R_PointInSubsector(viewx, viewy)->sector; + newview->sector = R_PointInSubsector(newview->x, newview->y)->sector; } - viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); - viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); + // newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT); + // newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - R_SetupFreelook(player, false); + R_InterpolateView(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT); } void R_SkyboxFrame(player_t *player) @@ -1232,11 +1206,18 @@ void R_SkyboxFrame(player_t *player) if (splitscreen && player == &players[secondarydisplayplayer] && player != &players[consoleplayer]) + { thiscam = &camera2; + R_SetViewContext(VIEWCONTEXT_SKY2); + } else + { thiscam = &camera; + R_SetViewContext(VIEWCONTEXT_SKY1); + } // cut-away view stuff + newview->sky = true; r_viewmobj = skyboxmo[0]; #ifdef PARANOIA if (!r_viewmobj) @@ -1247,39 +1228,39 @@ void R_SkyboxFrame(player_t *player) #endif if (player->awayviewtics) { - aimingangle = player->awayviewaiming; - viewangle = player->awayviewmobj->angle; + newview->aim = player->awayviewaiming; + newview->angle = player->awayviewmobj->angle; } else if (thiscam->chase) { - aimingangle = thiscam->aiming; - viewangle = thiscam->angle; + newview->aim = thiscam->aiming; + newview->angle = thiscam->angle; } else { - aimingangle = player->aiming; - viewangle = player->mo->angle; + newview->aim = player->aiming; + newview->angle = player->mo->angle; if (!demoplayback && player->playerstate != PST_DEAD) { if (player == &players[consoleplayer]) { - viewangle = localangle; // WARNING: camera uses this - aimingangle = localaiming; + newview->angle = localangle; // WARNING: camera uses this + newview->aim = localaiming; } else if (player == &players[secondarydisplayplayer]) { - viewangle = localangle2; - aimingangle = localaiming2; + newview->angle = localangle2; + newview->aim = localaiming2; } } } - viewangle += r_viewmobj->angle; + newview->angle += r_viewmobj->angle; - viewplayer = player; + newview->player = player; - viewx = r_viewmobj->x; - viewy = r_viewmobj->y; - viewz = r_viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle! + newview->x = r_viewmobj->x; + newview->y = r_viewmobj->y; + newview->z = r_viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle! if (mapheaderinfo[gamemap-1]) { @@ -1321,56 +1302,75 @@ void R_SkyboxFrame(player_t *player) if (r_viewmobj->angle == 0) { - viewx += x; - viewy += y; + newview->x += x; + newview->y += y; } else if (r_viewmobj->angle == ANGLE_90) { - viewx -= y; - viewy += x; + newview->x -= y; + newview->y += x; } else if (r_viewmobj->angle == ANGLE_180) { - viewx -= x; - viewy -= y; + newview->x -= x; + newview->y -= y; } else if (r_viewmobj->angle == ANGLE_270) { - viewx += y; - viewy -= x; + newview->x += y; + newview->y -= x; } else { angle_t ang = r_viewmobj->angle>>ANGLETOFINESHIFT; - viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang)); - viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang)); + newview->x += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang)); + newview->y += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang)); } } if (mh->skybox_scalez > 0) - viewz += campos.z / mh->skybox_scalez; + newview->z += campos.z / mh->skybox_scalez; else if (mh->skybox_scalez < 0) - viewz += campos.z * -mh->skybox_scalez; + newview->z += campos.z * -mh->skybox_scalez; } if (r_viewmobj->subsector) - viewsector = r_viewmobj->subsector->sector; + newview->sector = r_viewmobj->subsector->sector; else - viewsector = R_PointInSubsector(viewx, viewy)->sector; + newview->sector = R_PointInSubsector(newview->x, newview->y)->sector; - viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); - viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); + // newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT); + // newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - R_SetupFreelook(player, true); + R_InterpolateView(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT); } boolean R_ViewpointHasChasecam(player_t *player) { + camera_t *thiscam; boolean chasecam = false; if (splitscreen && player == &players[secondarydisplayplayer] && player != &players[consoleplayer]) + { + thiscam = &camera2; chasecam = (cv_chasecam2.value != 0); + R_SetViewContext(VIEWCONTEXT_PLAYER2); + if (thiscam->reset) + { + R_ResetViewInterpolation(2); + thiscam->reset = false; + } + } else + { + thiscam = &camera; chasecam = (cv_chasecam.value != 0); + R_SetViewContext(VIEWCONTEXT_PLAYER1); + if (thiscam->reset) + { + R_ResetViewInterpolation(1); + thiscam->reset = false; + } + } if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN || tutorialmode) chasecam = true; // force chasecam on @@ -1642,4 +1642,7 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_maxportals); CV_RegisterVar(&cv_movebob); + + // Frame interpolation/uncapped + CV_RegisterVar(&cv_fpscap); } diff --git a/src/r_main.h b/src/r_main.h index c0edb31b30175295ecbf9fba247ef49a699953b9..94103ceed9ee5017b7f08831bd17a833c23f9d4b 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -35,6 +35,13 @@ extern fixed_t fovtan; extern size_t validcount, linecount, loopcount, framecount; +// The fraction of a tic being drawn (for interpolation between two tics) +extern fixed_t rendertimefrac; +// Evaluated delta tics for this frame (how many tics since the last frame) +extern fixed_t renderdeltatics; +// The current render is a new logical tic +extern boolean renderisnewtic; + // // Lighting LUT. // Used for z-depth cuing per column/row, diff --git a/src/r_picformats.c b/src/r_picformats.c index 6aa4659b9ea7288272d0d779f007391955a5bba6..5a7aebcf7bef10de3d4488994770f9fc14c5727c 100644 --- a/src/r_picformats.c +++ b/src/r_picformats.c @@ -447,7 +447,7 @@ void *Picture_FlatConvert( for (y = 0; y < inheight; y++) for (x = 0; x < inwidth; x++) { - void *input; + void *input = NULL; size_t offs = ((y * inwidth) + x); // Read pixel diff --git a/src/r_plane.c b/src/r_plane.c index 5f0ed9340ac4e60e8c2d13e0bec90be034357012..56cf869efb46166748ee9f4575765281b471423a 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -15,6 +15,7 @@ #include "doomdef.h" #include "console.h" +#include "m_easing.h" // For Easing_InOutSine, used in R_UpdatePlaneRipple #include "g_game.h" #include "p_setup.h" // levelflats #include "p_slopes.h" @@ -35,9 +36,6 @@ // opening // -// Quincunx antialiasing of flats! -//#define QUINCUNX - //SoM: 3/23/2000: Use Boom visplane hashing. visplane_t *visplanes[MAXVISPLANES]; @@ -137,8 +135,14 @@ static void R_CalculatePlaneRipple(angle_t angle) static void R_UpdatePlaneRipple(void) { - ds_waterofs = (leveltime & 1)*16384; - planeripple.offset = (leveltime * 140); + // ds_waterofs oscillates between 0 and 16384 every other tic + // Now that frame interpolation is a thing, HOW does it oscillate? + // The difference between linear interpolation and a sine wave is miniscule here, + // but a sine wave is ever so slightly smoother and sleeker + ds_waterofs = Easing_InOutSine(((leveltime & 1)*FRACUNIT) + rendertimefrac,16384,0); + + // Meanwhile, planeripple.offset just counts up, so it gets simple linear interpolation + planeripple.offset = ((leveltime-1)*140) + ((rendertimefrac*140) / FRACUNIT); } static void R_MapPlane(INT32 y, INT32 x1, INT32 x2) @@ -262,6 +266,61 @@ static void R_MapTiltedPlane(INT32 y, INT32 x1, INT32 x2) spanfunc(); } +static void R_MapFogPlane(INT32 y, INT32 x1, INT32 x2) +{ + fixed_t distance; + size_t pindex; + +#ifdef RANGECHECK + if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) + I_Error("R_MapFogPlane: %d, %d at %d", x1, x2, y); +#endif + + if (x1 >= vid.width) + x1 = vid.width - 1; + + if (planeheight != cachedheight[y]) + distance = FixedMul(planeheight, yslope[y]); + else + distance = cacheddistance[y]; + + pindex = distance >> LIGHTZSHIFT; + if (pindex >= MAXLIGHTZ) + pindex = MAXLIGHTZ - 1; + + ds_colormap = planezlight[pindex]; + if (currentplane->extra_colormap) + ds_colormap = currentplane->extra_colormap->colormap + (ds_colormap - colormaps); + + ds_y = y; + ds_x1 = x1; + ds_x2 = x2; + + spanfunc(); +} + +static void R_MapTiltedFogPlane(INT32 y, INT32 x1, INT32 x2) +{ +#ifdef RANGECHECK + if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) + I_Error("R_MapTiltedFogPlane: %d, %d at %d", x1, x2, y); +#endif + + if (x1 >= vid.width) + x1 = vid.width - 1; + + if (currentplane->extra_colormap) + ds_colormap = currentplane->extra_colormap->colormap; + else + ds_colormap = colormaps; + + ds_y = y; + ds_x1 = x1; + ds_x2 = x2; + + spanfunc(); +} + void R_ClearFFloorClips (void) { INT32 i, p; @@ -727,6 +786,9 @@ d->z = (v1.x * v2.y) - (v1.y * v2.x) ds_svp->z *= focallengthf; ds_szp->z *= focallengthf; + if (ds_solidcolor) + return; + // Premultiply the texture vectors with the scale factors if (ds_powersoftwo) sfmult *= (1 << nflatshiftup); @@ -791,12 +853,12 @@ static inline void R_AdjustSlopeCoordinatesNPO2(vector3_t *origin) void R_DrawSinglePlane(visplane_t *pl) { - levelflat_t *levelflat; INT32 light = 0; INT32 x, stop; ffloor_t *rover; - INT32 type, spanfunctype = BASEDRAWFUNC; - void (*mapfunc)(INT32, INT32, INT32) = R_MapPlane; + boolean fog = false; + INT32 spanfunctype = BASEDRAWFUNC; + void (*mapfunc)(INT32, INT32, INT32); if (!(pl->minx <= pl->maxx)) return; @@ -809,7 +871,6 @@ void R_DrawSinglePlane(visplane_t *pl) } planeripple.active = false; - spanfunc = spanfuncs[BASEDRAWFUNC]; if (pl->polyobj) { @@ -873,30 +934,29 @@ void R_DrawSinglePlane(visplane_t *pl) } else if (pl->ffloor->fofflags & FOF_FOG) { + fog = true; spanfunctype = SPANDRAWFUNC_FOG; light = (pl->lightlevel >> LIGHTSEGSHIFT); } else light = (pl->lightlevel >> LIGHTSEGSHIFT); - if (pl->ffloor->fofflags & FOF_RIPPLE) + if (pl->ffloor->fofflags & FOF_RIPPLE && !fog) { - INT32 top, bottom; - planeripple.active = true; if (spanfunctype == SPANDRAWFUNC_TRANS) { - spanfunctype = SPANDRAWFUNC_WATER; - // Copy the current scene, ugh - top = pl->high-8; - bottom = pl->low+8; + INT32 top = pl->high-8; + INT32 bottom = pl->low+8; if (top < 0) top = 0; if (bottom > vid.height) bottom = vid.height; + spanfunctype = SPANDRAWFUNC_WATER; + // Only copy the part of the screen we need VID_BlitLinearScreen((splitscreen && viewplayer == &players[secondarydisplayplayer]) ? screens[0] + (top+(vid.height>>1))*vid.width : screens[0]+((top)*vid.width), screens[1]+((top)*vid.width), vid.width, bottom-top, @@ -908,35 +968,68 @@ void R_DrawSinglePlane(visplane_t *pl) light = (pl->lightlevel >> LIGHTSEGSHIFT); } - currentplane = pl; - levelflat = &levelflats[pl->picnum]; + ds_powersoftwo = ds_solidcolor = false; - /* :james: */ - type = levelflat->type; - switch (type) + if (fog) { - case LEVELFLAT_NONE: - return; - case LEVELFLAT_FLAT: - ds_source = (UINT8 *)R_GetFlat(levelflat->u.flat.lumpnum); - R_CheckFlatLength(W_LumpLength(levelflat->u.flat.lumpnum)); - // Raw flats always have dimensions that are powers-of-two numbers. - ds_powersoftwo = true; - break; - default: - ds_source = (UINT8 *)R_GetLevelFlat(levelflat); - if (!ds_source) - return; - // Check if this texture or patch has power-of-two dimensions. - if (R_CheckPowersOfTwo()) - R_CheckFlatLength(ds_flatwidth * ds_flatheight); + // Since all fog planes do is apply a colormap, it's not required + // to know any information about their textures. + mapfunc = R_MapFogPlane; } - - if (!pl->slope // Don't mess with angle on slopes! We'll handle this ourselves later - && viewangle != pl->viewangle+pl->plangle) + else { - memset(cachedheight, 0, sizeof (cachedheight)); - viewangle = pl->viewangle+pl->plangle; + levelflat_t *levelflat = &levelflats[pl->picnum]; + + /* :james: */ + switch (levelflat->type) + { + case LEVELFLAT_NONE: + return; + case LEVELFLAT_FLAT: + ds_source = (UINT8 *)R_GetFlat(levelflat->u.flat.lumpnum); + R_SetFlatVars(W_LumpLength(levelflat->u.flat.lumpnum)); + if (R_CheckSolidColorFlat()) + ds_solidcolor = true; + else + ds_powersoftwo = true; + break; + default: + ds_source = (UINT8 *)R_GetLevelFlat(levelflat); + if (!ds_source) + return; + else if (R_CheckSolidColorFlat()) + ds_solidcolor = true; + else if (R_CheckPowersOfTwo()) + { + R_SetFlatVars(ds_flatwidth * ds_flatheight); + ds_powersoftwo = true; + } + } + + // Don't mess with angle on slopes! We'll handle this ourselves later + if (!pl->slope && viewangle != pl->viewangle+pl->plangle) + { + memset(cachedheight, 0, sizeof (cachedheight)); + viewangle = pl->viewangle+pl->plangle; + } + + mapfunc = R_MapPlane; + + if (ds_solidcolor) + { + switch (spanfunctype) + { + case SPANDRAWFUNC_WATER: + spanfunctype = SPANDRAWFUNC_WATERSOLID; + break; + case SPANDRAWFUNC_TRANS: + spanfunctype = SPANDRAWFUNC_TRANSSOLID; + break; + default: + spanfunctype = SPANDRAWFUNC_SOLID; + break; + } + } } xoffs = pl->xoffs; @@ -950,14 +1043,19 @@ void R_DrawSinglePlane(visplane_t *pl) if (pl->slope) { - mapfunc = R_MapTiltedPlane; - - if (!pl->plangle) + if (fog) + mapfunc = R_MapTiltedFogPlane; + else { - if (ds_powersoftwo) - R_AdjustSlopeCoordinates(&pl->slope->o); - else - R_AdjustSlopeCoordinatesNPO2(&pl->slope->o); + mapfunc = R_MapTiltedPlane; + + if (!pl->plangle && !ds_solidcolor) + { + if (ds_powersoftwo) + R_AdjustSlopeCoordinates(&pl->slope->o); + else + R_AdjustSlopeCoordinatesNPO2(&pl->slope->o); + } } if (planeripple.active) @@ -987,6 +1085,18 @@ void R_DrawSinglePlane(visplane_t *pl) case SPANDRAWFUNC_SPLAT: spanfunctype = SPANDRAWFUNC_TILTEDSPLAT; break; + case SPANDRAWFUNC_SOLID: + spanfunctype = SPANDRAWFUNC_TILTEDSOLID; + break; + case SPANDRAWFUNC_TRANSSOLID: + spanfunctype = SPANDRAWFUNC_TILTEDTRANSSOLID; + break; + case SPANDRAWFUNC_WATERSOLID: + spanfunctype = SPANDRAWFUNC_TILTEDWATERSOLID; + break; + case SPANDRAWFUNC_FOG: + spanfunctype = SPANDRAWFUNC_TILTEDFOG; + break; default: spanfunctype = SPANDRAWFUNC_TILTED; break; @@ -1000,7 +1110,7 @@ void R_DrawSinglePlane(visplane_t *pl) planezlight = zlight[light]; } - // Use the correct span drawer depending on the powers-of-twoness + // Set the span drawer if (!ds_powersoftwo) { if (spanfuncs_npo2[spanfunctype]) @@ -1017,81 +1127,11 @@ void R_DrawSinglePlane(visplane_t *pl) pl->bottom[pl->maxx+1] = 0x0000; pl->bottom[pl->minx-1] = 0x0000; + currentplane = pl; stop = pl->maxx + 1; for (x = pl->minx; x <= stop; x++) R_MakeSpans(mapfunc, x, pl->top[x-1], pl->bottom[x-1], pl->top[x], pl->bottom[x]); - -/* -QUINCUNX anti-aliasing technique (sort of) - -Normally, Quincunx antialiasing staggers pixels -in a 5-die pattern like so: - -o o - o -o o - -To simulate this, we offset the plane by -FRACUNIT/4 in each direction, and draw -at 50% translucency. The result is -a 'smoothing' of the texture while -using the palette colors. -*/ -#ifdef QUINCUNX - if (spanfunc == spanfuncs[BASEDRAWFUNC]) - { - INT32 i; - ds_transmap = R_GetTranslucencyTable(tr_trans50); - spanfunc = spanfuncs[SPANDRAWFUNC_TRANS]; - for (i=0; i<4; i++) - { - xoffs = pl->xoffs; - yoffs = pl->yoffs; - - switch(i) - { - case 0: - xoffs -= FRACUNIT/4; - yoffs -= FRACUNIT/4; - break; - case 1: - xoffs -= FRACUNIT/4; - yoffs += FRACUNIT/4; - break; - case 2: - xoffs += FRACUNIT/4; - yoffs -= FRACUNIT/4; - break; - case 3: - xoffs += FRACUNIT/4; - yoffs += FRACUNIT/4; - break; - } - planeheight = abs(pl->height - pl->viewz); - - if (light >= LIGHTLEVELS) - light = LIGHTLEVELS-1; - - if (light < 0) - light = 0; - - planezlight = zlight[light]; - - // set the maximum value for unsigned - pl->top[pl->maxx+1] = 0xffff; - pl->top[pl->minx-1] = 0xffff; - pl->bottom[pl->maxx+1] = 0x0000; - pl->bottom[pl->minx-1] = 0x0000; - - stop = pl->maxx + 1; - - for (x = pl->minx; x <= stop; x++) - R_MakeSpans(mapfunc, x, pl->top[x-1], pl->bottom[x-1], - pl->top[x], pl->bottom[x]); - } - } -#endif } void R_PlaneBounds(visplane_t *plane) diff --git a/src/r_plane.h b/src/r_plane.h index 09648feadc938bdb66e9d03403a401c543a50c96..ea793fce20c4a4bf921a90e6fc89c0509ebe6d05 100644 --- a/src/r_plane.h +++ b/src/r_plane.h @@ -84,9 +84,6 @@ visplane_t *R_CheckPlane(visplane_t *pl, INT32 start, INT32 stop); void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop); void R_PlaneBounds(visplane_t *plane); -void R_CheckFlatLength(size_t size); -boolean R_CheckPowersOfTwo(void); - // Draws a single visplane. void R_DrawSinglePlane(visplane_t *pl); diff --git a/src/r_skins.c b/src/r_skins.c index cd53128d2297558c48ed7d79d026d081f0c1b8a1..92fd6cfae29be2e90c7c55a69aa62fdc58511a6f 100644 --- a/src/r_skins.c +++ b/src/r_skins.c @@ -236,7 +236,7 @@ boolean R_SkinUsable(INT32 playernum, INT32 skinnum) // Force 2. return true; } - + if (metalrecording && skinnum == 5) { // Force 3. diff --git a/src/r_splats.c b/src/r_splats.c index 0a84a3a336b6a7f7fad2bf80d025fa2163f18b02..a58cfe5365c3c2b08f986906d6a69659cb47da63 100644 --- a/src/r_splats.c +++ b/src/r_splats.c @@ -185,7 +185,7 @@ void R_DrawFloorSplat(vissprite_t *spr) splat.scale = FixedMul(splat.scale, ((skin_t *)mobj->skin)->highresscale); if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD) - splatangle = mobj->angle; + splatangle = spr->centerangle; else splatangle = spr->viewpoint.angle; @@ -209,14 +209,14 @@ void R_DrawFloorSplat(vissprite_t *spr) xoffset = FixedMul(leftoffset, splat.xscale); yoffset = FixedMul(topoffset, splat.yscale); - x = mobj->x; - y = mobj->y; + x = spr->gx; + y = spr->gy; w = (splat.width * splat.xscale); h = (splat.height * splat.yscale); splat.x = x; splat.y = y; - splat.z = mobj->z; + splat.z = spr->pz; splat.slope = NULL; // Set positions @@ -390,9 +390,13 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr ds_source = (UINT8 *)pSplat->pic; ds_flatwidth = pSplat->width; ds_flatheight = pSplat->height; + ds_powersoftwo = false; if (R_CheckPowersOfTwo()) - R_CheckFlatLength(ds_flatwidth * ds_flatheight); + { + R_SetFlatVars(ds_flatwidth * ds_flatheight); + ds_powersoftwo = true; + } if (pSplat->slope) { diff --git a/src/r_textures.c b/src/r_textures.c index 03f8f53a50a9e80f7df130a425a1331801deb876..98c2788a24316bc5eb5250263a415dba5b3bd97b 100644 --- a/src/r_textures.c +++ b/src/r_textures.c @@ -620,88 +620,99 @@ void *R_GetLevelFlat(levelflat_t *levelflat) } // -// R_CheckPowersOfTwo -// -// Sets ds_powersoftwo true if the flat's dimensions are powers of two, and returns that. +// Checks if the current flat's dimensions are powers of two // boolean R_CheckPowersOfTwo(void) { - boolean wpow2 = (!(ds_flatwidth & (ds_flatwidth - 1))); - boolean hpow2 = (!(ds_flatheight & (ds_flatheight - 1))); - - // Initially, the flat isn't powers-of-two-sized. - ds_powersoftwo = false; + boolean wpow2 = !(ds_flatwidth & (ds_flatwidth - 1)); + boolean hpow2 = !(ds_flatheight & (ds_flatheight - 1)); - // But if the width and height are powers of two, - // and are EQUAL, then it's okay :] - if ((ds_flatwidth == ds_flatheight) && (wpow2 && hpow2)) - ds_powersoftwo = true; + if (ds_flatwidth > 2048 || ds_flatheight > 2048) + return false; - // Just return ds_powersoftwo. - return ds_powersoftwo; + return ds_flatwidth == ds_flatheight && wpow2 && hpow2; } // -// R_CheckFlatLength +// Checks if the current flat's dimensions are 1x1 +// +boolean R_CheckSolidColorFlat(void) +{ + return ds_flatwidth == 1 && ds_flatheight == 1; +} + // -// Determine the flat's dimensions from its lump length. +// Returns the flat size corresponding to the length of a lump // -void R_CheckFlatLength(size_t size) +UINT16 R_GetFlatSize(size_t length) { - switch (size) + switch (length) { case 4194304: // 2048x2048 lump - nflatmask = 0x3FF800; - nflatxshift = 21; - nflatyshift = 10; - nflatshiftup = 5; - ds_flatwidth = ds_flatheight = 2048; - break; + return 2048; case 1048576: // 1024x1024 lump - nflatmask = 0xFFC00; - nflatxshift = 22; - nflatyshift = 12; - nflatshiftup = 6; - ds_flatwidth = ds_flatheight = 1024; - break; + return 1024; case 262144:// 512x512 lump - nflatmask = 0x3FE00; - nflatxshift = 23; - nflatyshift = 14; - nflatshiftup = 7; - ds_flatwidth = ds_flatheight = 512; - break; + return 512; case 65536: // 256x256 lump - nflatmask = 0xFF00; - nflatxshift = 24; - nflatyshift = 16; - nflatshiftup = 8; - ds_flatwidth = ds_flatheight = 256; - break; + return 256; case 16384: // 128x128 lump - nflatmask = 0x3F80; - nflatxshift = 25; - nflatyshift = 18; - nflatshiftup = 9; - ds_flatwidth = ds_flatheight = 128; - break; + return 128; case 1024: // 32x32 lump - nflatmask = 0x3E0; - nflatxshift = 27; - nflatyshift = 22; - nflatshiftup = 11; - ds_flatwidth = ds_flatheight = 32; - break; + return 32; + case 256: // 16x16 lump + return 16; + case 64: // 8x8 lump + return 8; + case 16: // 4x4 lump + return 4; + case 4: // 2x2 lump + return 2; + case 1: // 1x1 lump + return 1; default: // 64x64 lump - nflatmask = 0xFC0; - nflatxshift = 26; - nflatyshift = 20; - nflatshiftup = 10; - ds_flatwidth = ds_flatheight = 64; - break; + return 64; + } +} + +// +// Determines a flat's width bits from its size +// +UINT8 R_GetFlatBits(INT32 size) +{ + switch (size) + { + case 2048: return 11; + case 1024: return 10; + case 512: return 9; + case 256: return 8; + case 128: return 7; + case 32: return 5; + case 16: return 4; + case 8: return 3; + case 4: return 2; + case 2: return 1; + case 1: return 0; + default: return 6; // 64x64 } } +void R_SetFlatVars(size_t length) +{ + UINT16 size = R_GetFlatSize(length); + UINT8 bits = R_GetFlatBits(size); + + ds_flatwidth = ds_flatheight = size; + + if (bits == 0) + return; + + nflatshiftup = 16 - bits; + nflatxshift = 16 + nflatshiftup; + nflatyshift = nflatxshift - bits; + nflatmask = (size - 1) * size; +} + // // Empty the texture cache (used for load wad at runtime) // @@ -748,7 +759,7 @@ Rloadflats (INT32 i, INT32 w) UINT16 wadnum = (UINT16)w; lumpnum_t lumpnum = texstart + j; size_t lumplength; - size_t flatsize = 0; + size_t flatsize; if (W_FileHasFolders(wadfiles[w])) { @@ -758,31 +769,7 @@ Rloadflats (INT32 i, INT32 w) W_ReadLumpHeaderPwad(wadnum, lumpnum, header, sizeof header, 0); lumplength = W_LumpLengthPwad(wadnum, lumpnum); - - switch (lumplength) - { - case 4194304: // 2048x2048 lump - flatsize = 2048; - break; - case 1048576: // 1024x1024 lump - flatsize = 1024; - break; - case 262144:// 512x512 lump - flatsize = 512; - break; - case 65536: // 256x256 lump - flatsize = 256; - break; - case 16384: // 128x128 lump - flatsize = 128; - break; - case 1024: // 32x32 lump - flatsize = 32; - break; - default: // 64x64 lump - flatsize = 64; - break; - } + flatsize = R_GetFlatSize(lumplength); //CONS_Printf("\n\"%s\" is a flat, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),flatsize,flatsize); texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL); diff --git a/src/r_textures.h b/src/r_textures.h index 9aa11ad4d9da7fce8b85b961d24b1f2109d3429d..b9b48da8c398e3cc8cda150ec1dd55786504bbb5 100644 --- a/src/r_textures.h +++ b/src/r_textures.h @@ -93,7 +93,11 @@ UINT8 *R_GetColumn(fixed_t tex, INT32 col); void *R_GetFlat(lumpnum_t flatnum); boolean R_CheckPowersOfTwo(void); -void R_CheckFlatLength(size_t size); +boolean R_CheckSolidColorFlat(void); + +UINT16 R_GetFlatSize(size_t length); +UINT8 R_GetFlatBits(INT32 size); +void R_SetFlatVars(size_t length); // Returns the texture number for the texture name. INT32 R_TextureNumForName(const char *name); diff --git a/src/r_things.c b/src/r_things.c index e689e284a96b1e90a9bc68b5d0260f4061990516..4617619773228afa486a5fa0178598adc368410c 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -23,6 +23,7 @@ #include "info.h" // spr2names #include "i_video.h" // rendermode #include "i_system.h" +#include "r_fps.h" #include "r_things.h" #include "r_patch.h" #include "r_patchrotation.h" @@ -1065,7 +1066,7 @@ static void R_SplitSprite(vissprite_t *sprite) if (testheight <= sprite->gz) return; - cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS); + cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->linkscale))>>FRACBITS); if (cutfrac < 0) continue; if (cutfrac > viewheight) @@ -1134,13 +1135,33 @@ static void R_SplitSprite(vissprite_t *sprite) // fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) { + fixed_t halfHeight; boolean isflipped = thing->eflags & MFE_VERTICALFLIP; + fixed_t floorz; + fixed_t ceilingz; fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN; pslope_t *slope, *groundslope = NULL; msecnode_t *node; sector_t *sector; ffloor_t *rover; -#define CHECKZ (isflipped ? z > thing->z+thing->height/2 && z < groundz : z < thing->z+thing->height/2 && z > groundz) + + // for frame interpolation + interpmobjstate_t interp = {0}; + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &interp); + } + + halfHeight = interp.z + (thing->height >> 1); + floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); + ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); + +#define CHECKZ (isflipped ? z > halfHeight && z < groundz : z < halfHeight && z > groundz) for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next) { @@ -1151,7 +1172,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) if (sector->heightsec != -1) z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight; else - z = isflipped ? P_GetSectorCeilingZAt(sector, thing->x, thing->y) : P_GetSectorFloorZAt(sector, thing->x, thing->y); + z = isflipped ? P_GetSectorCeilingZAt(sector, interp.x, interp.y) : P_GetSectorFloorZAt(sector, interp.x, interp.y); if CHECKZ { @@ -1165,7 +1186,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERPLANES) || (rover->alpha < 90 && !(rover->fofflags & FOF_SWIMMABLE))) continue; - z = isflipped ? P_GetFFloorBottomZAt(rover, thing->x, thing->y) : P_GetFFloorTopZAt(rover, thing->x, thing->y); + z = isflipped ? P_GetFFloorBottomZAt(rover, interp.x, interp.y) : P_GetFFloorTopZAt(rover, interp.x, interp.y); if CHECKZ { groundz = z; @@ -1174,71 +1195,38 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) } } - if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))) - : (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))) + // Check polyobjects and see if groundz needs to be altered { - groundz = isflipped ? thing->ceilingz : thing->floorz; - groundslope = NULL; - } - -#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7. - // NOTE: this section was not updated to reflect reverse gravity support - // Check polyobjects and see if groundz needs to be altered, for rings only because they don't update floorz - if (thing->type == MT_RING) - { - INT32 xl, xh, yl, yh, bx, by; - - xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT; - - BMBOUNDFIX(xl, xh, yl, yh); + // This isn't very precise, but the precise method was far too slow. + // (Polies are just naturally pretty flickery anyway :P) + polyobj_t *po = interp.subsector->polyList; - validcount++; - - for (by = yl; by <= yh; by++) - for (bx = xl; bx <= xh; bx++) + while (po) + { + if (!(po->flags & POF_RENDERPLANES) || !P_MobjInsidePolyobj(po, thing)) { - INT32 offset; - polymaplink_t *plink; // haleyjd 02/22/06 - - if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) - continue; - - offset = by*bmapwidth + bx; - - // haleyjd 02/22/06: consider polyobject lines - plink = polyblocklinks[offset]; - - while (plink) - { - polyobj_t *po = plink->po; - - if (po->validcount != validcount) // if polyobj hasn't been checked - { - po->validcount = validcount; + po = (polyobj_t *)(po->link.next); + continue; + } - if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES)) - { - plink = (polymaplink_t *)(plink->link.next); - continue; - } + // We're inside it! Yess... + z = isflipped ? po->lines[0]->backsector->floorheight : po->lines[0]->backsector->ceilingheight; + if CHECKZ + { + groundz = z; + groundslope = NULL; + } - // We're inside it! Yess... - z = po->lines[0]->backsector->ceilingheight; + po = (polyobj_t *)(po->link.next); + } + } - if (z < thing->z+thing->height/2 && z > groundz) - { - groundz = z; - groundslope = NULL; - } - } - plink = (polymaplink_t *)(plink->link.next); - } - } + if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))) + : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))) + { + groundz = isflipped ? ceilingz : floorz; + groundslope = NULL; } -#endif if (shadowslope != NULL) *shadowslope = groundslope; @@ -1252,9 +1240,24 @@ static void R_SkewShadowSprite( fixed_t groundz, INT32 spriteheight, fixed_t scalemul, fixed_t *shadowyscale, fixed_t *shadowskew) { + // haha let's try some dumb stuff fixed_t xslope, zslope; - angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - groundslope->xydirection) >> ANGLETOFINESHIFT; + angle_t sloperelang; + + // for frame interpolation + interpmobjstate_t interp = {0}; + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &interp); + } + + sloperelang = (R_PointToAngle(interp.x, interp.y) - groundslope->xydirection) >> ANGLETOFINESHIFT; xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta); zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta); @@ -1282,11 +1285,21 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t groundz; pslope_t *groundslope; boolean isflipped = thing->eflags & MFE_VERTICALFLIP; + interpmobjstate_t interp = {0}; groundz = R_GetShadowZ(thing, &groundslope); if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &interp); + } + heightsec = thing->subsector->sector->heightsec; if (viewplayer->mo && viewplayer->mo->subsector) phs = viewplayer->mo->subsector->sector->heightsec; @@ -1305,7 +1318,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, return; } - floordiff = abs((isflipped ? thing->height : 0) + thing->z - groundz); + floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz); trans = floordiff / (100*FRACUNIT) + 3; if (trans >= 9) return; @@ -1345,11 +1358,11 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, shadow->mobjflags = 0; shadow->sortscale = vis->sortscale; shadow->dispoffset = vis->dispoffset - 5; - shadow->gx = thing->x; - shadow->gy = thing->y; + shadow->gx = interp.x; + shadow->gy = interp.y; shadow->gzt = (isflipped ? shadow->pzt : shadow->pz) + patch->height * shadowyscale / 2; shadow->gz = shadow->gzt - patch->height * shadowyscale; - shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale)); + shadow->texturemid = FixedMul(interp.scale, FixedDiv(shadow->gzt - viewz, shadowyscale)); if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale); shadow->scalestep = 0; @@ -1363,7 +1376,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000 shadow->scale = FixedMul(yscale, shadowyscale); - shadow->thingscale = thing->scale; + shadow->thingscale = interp.scale; shadow->sector = vis->sector; shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS); shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS); @@ -1391,7 +1404,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, // R_GetPlaneLight won't work on sloped lights! for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) { - fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], thing->x, thing->y); + fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interp.x, interp.y); if (h <= shadow->gzt) { light = lightnum - 1; break; @@ -1423,6 +1436,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t tx, tz; fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! fixed_t sortscale, sortsplat = 0; + fixed_t linkscale = 0; fixed_t sort_x = 0, sort_y = 0, sort_z; INT32 x1, x2; @@ -1469,7 +1483,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t gz = 0, gzt = 0; INT32 heightsec, phs; INT32 light = 0; - fixed_t this_scale = thing->scale; + fixed_t this_scale; fixed_t spritexscale, spriteyscale; // rotsprite @@ -1481,9 +1495,24 @@ static void R_ProjectSprite(mobj_t *thing) INT32 rollangle = 0; #endif + // uncapped/interpolation + interpmobjstate_t interp = {0}; + + // do interpolation + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(oldthing, rendertimefrac, &interp); + } + else + { + R_InterpolateMobjState(oldthing, FRACUNIT, &interp); + } + + this_scale = interp.scale; + // transform the origin point - tr_x = thing->x - viewx; - tr_y = thing->y - viewy; + tr_x = interp.x - viewx; + tr_y = interp.y - viewy; basetz = tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance @@ -1558,9 +1587,13 @@ static void R_ProjectSprite(mobj_t *thing) I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite); #endif - if (sprframe->rotate != SRF_SINGLE || papersprite) + if (splat) + { + ang = R_PointToAngle2(0, viewz, 0, interp.z); + } + else if (sprframe->rotate != SRF_SINGLE || papersprite) { - ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle); + ang = R_PointToAngle (interp.x, interp.y) - interp.angle; if (mirrored) ang = InvAngle(ang); } @@ -1575,7 +1608,7 @@ static void R_ProjectSprite(mobj_t *thing) else { // choose a different rotation based on player view - //ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + //ang = R_PointToAngle (interp.x, interp.y) - interpangle; if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right rot = 6; // F7 slot @@ -1644,15 +1677,15 @@ static void R_ProjectSprite(mobj_t *thing) flip = !flip != !hflip; // calculate edges of the shape - spritexscale = thing->spritexscale; - spriteyscale = thing->spriteyscale; + spritexscale = interp.spritexscale; + spriteyscale = interp.spriteyscale; if (spritexscale < 1 || spriteyscale < 1) return; if (thing->renderflags & RF_ABSOLUTEOFFSETS) { - spr_offset = thing->spritexoffset; - spr_topoffset = thing->spriteyoffset; + spr_offset = interp.spritexoffset; + spr_topoffset = interp.spriteyoffset; } else { @@ -1661,8 +1694,8 @@ static void R_ProjectSprite(mobj_t *thing) if ((thing->renderflags & RF_FLIPOFFSETS) && flip) flipoffset = -1; - spr_offset += thing->spritexoffset * flipoffset; - spr_topoffset += thing->spriteyoffset * flipoffset; + spr_offset += interp.spritexoffset * flipoffset; + spr_topoffset += interp.spriteyoffset * flipoffset; } if (flip) @@ -1684,8 +1717,8 @@ static void R_ProjectSprite(mobj_t *thing) offset2 *= -1; } - cosmul = FINECOSINE(thing->angle>>ANGLETOFINESHIFT); - sinmul = FINESINE(thing->angle>>ANGLETOFINESHIFT); + cosmul = FINECOSINE(interp.angle >> ANGLETOFINESHIFT); + sinmul = FINESINE(interp.angle >> ANGLETOFINESHIFT); tr_x += FixedMul(offset, cosmul); tr_y += FixedMul(offset, sinmul); @@ -1701,7 +1734,7 @@ static void R_ProjectSprite(mobj_t *thing) paperoffset = -paperoffset; paperdistance = -paperdistance; } - centerangle = viewangle - thing->angle; + centerangle = viewangle - interp.angle; tr_x += FixedMul(offset2, cosmul); tr_y += FixedMul(offset2, sinmul); @@ -1752,7 +1785,11 @@ static void R_ProjectSprite(mobj_t *thing) range++; // fencepost problem - scalestep = ((yscale2 - yscale)/range) ?: 1; + // Compatibility with MSVC - SSNTails + scalestep = ((yscale2 - yscale) / range); + if (!scalestep) + scalestep = 1; + xscale = FixedDiv(range<<FRACBITS, abs(offset2)); // The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2? @@ -1785,19 +1822,33 @@ static void R_ProjectSprite(mobj_t *thing) ang = (viewangle >> ANGLETOFINESHIFT); sort_x = FixedMul(FixedMul(FixedMul(spritexscale, this_scale), sort_z), FINECOSINE(ang)); sort_y = FixedMul(FixedMul(FixedMul(spriteyscale, this_scale), sort_z), FINESINE(ang)); + + tr_x = (interp.x + sort_x) - viewx; + tr_y = (interp.y + sort_y) - viewy; + sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); + sortscale = FixedDiv(projectiony, sort_z); } if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY) { - fixed_t linkscale; + interpmobjstate_t tracer_interp = {0}; thing = thing->tracer; if (! R_ThingVisible(thing)) return; - tr_x = (thing->x + sort_x) - viewx; - tr_y = (thing->y + sort_y) - viewy; + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(thing, rendertimefrac, &tracer_interp); + } + else + { + R_InterpolateMobjState(thing, FRACUNIT, &tracer_interp); + } + + tr_x = (tracer_interp.x + sort_x) - viewx; + tr_y = (tracer_interp.y + sort_y) - viewy; tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); linkscale = FixedDiv(projectiony, tz); @@ -1807,24 +1858,24 @@ static void R_ProjectSprite(mobj_t *thing) if (sortscale < linkscale) dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0) - sortscale = linkscale; // now make sure it's linked + //sortscale = linkscale; // now make sure it's linked + // No need to do that, linkdraw already excludes it from regular sorting. + cut |= SC_LINKDRAW; } - else if (splat) + else { - tr_x = (thing->x + sort_x) - viewx; - tr_y = (thing->y + sort_y) - viewy; - sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); - sortscale = FixedDiv(projectiony, sort_z); + linkscale = sortscale; } // Calculate the splat's sortscale if (splat) { - tr_x = (thing->x - sort_x) - viewx; - tr_y = (thing->y - sort_y) - viewy; + tr_x = (interp.x - sort_x) - viewx; + tr_y = (interp.y - sort_y) - viewy; sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); sortsplat = FixedDiv(projectiony, sort_z); + centerangle = interp.angle; } // PORTAL SPRITE CLIPPING @@ -1833,7 +1884,7 @@ static void R_ProjectSprite(mobj_t *thing) if (x2 < portalclipstart || x1 >= portalclipend) return; - if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0) + if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0) return; } @@ -1868,6 +1919,16 @@ static void R_ProjectSprite(mobj_t *thing) if (shadoweffects) { mobj_t *caster = thing->target; + interpmobjstate_t casterinterp = { 0 }; // MSVC compatibility - SSNTails + + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolateMobjState(caster, rendertimefrac, &casterinterp); + } + else + { + R_InterpolateMobjState(caster, FRACUNIT, &casterinterp); + } if (caster && !P_MobjWasRemoved(caster)) { @@ -1876,9 +1937,9 @@ static void R_ProjectSprite(mobj_t *thing) if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes - floordiff = abs((isflipped ? caster->height : 0) + caster->z - groundz); + floordiff = abs((isflipped ? caster->height : 0) + casterinterp.z - groundz); trans += ((floordiff / (100*FRACUNIT)) + 3); - shadowscale = FixedMul(FRACUNIT - floordiff/640, caster->scale); + shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale); } else trans += 3; @@ -1907,7 +1968,7 @@ static void R_ProjectSprite(mobj_t *thing) { R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan); - gzt = (isflipped ? (thing->z + thing->height) : thing->z) + patch->height * spriteyscale / 2; + gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2; gz = gzt - patch->height * spriteyscale; cut |= SC_SHEAR; @@ -1922,12 +1983,12 @@ static void R_ProjectSprite(mobj_t *thing) // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! - gz = oldthing->z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); + gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale)); } else { - gzt = oldthing->z + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); + gzt = interp.z + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); gz = gzt - FixedMul(spr_height, FixedMul(spriteyscale, this_scale)); } } @@ -1946,7 +2007,7 @@ static void R_ProjectSprite(mobj_t *thing) // R_GetPlaneLight won't work on sloped lights! for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) { - fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], thing->x, thing->y); + fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interp.x, interp.y); if (h <= top) { light = lightnum - 1; break; @@ -1972,7 +2033,7 @@ static void R_ProjectSprite(mobj_t *thing) if (heightsec != -1 && phs != -1) // only clip things which are in special sectors { fixed_t top = gzt; - fixed_t bottom = thing->z; + fixed_t bottom = interp.z; if (splat) top = bottom; @@ -1995,13 +2056,14 @@ static void R_ProjectSprite(mobj_t *thing) vis->mobjflags = thing->flags; vis->sortscale = sortscale; vis->sortsplat = sortsplat; + vis->linkscale = linkscale; vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15 - vis->gx = thing->x; - vis->gy = thing->y; + vis->gx = interp.x; + vis->gy = interp.y; vis->gz = gz; vis->gzt = gzt; vis->thingheight = thing->height; - vis->pz = thing->z; + vis->pz = interp.z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = FixedDiv(gzt - viewz, spriteyscale); vis->scalestep = scalestep; @@ -2025,8 +2087,10 @@ static void R_ProjectSprite(mobj_t *thing) vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2; vis->sector = thing->subsector->sector; - vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS); - vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS); + + // Using linkscale here improves cut detection for LINKDRAW. + vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, linkscale))>>FRACBITS); + vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, linkscale))>>FRACBITS); vis->cut = cut; if (thing->subsector->sector->numlights) @@ -2036,7 +2100,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->xscale = FixedMul(spritexscale, xscale); //SoM: 4/17/2000 vis->scale = FixedMul(spriteyscale, yscale); //<<detailshift; - vis->thingscale = oldthing->scale; + vis->thingscale = interp.scale; vis->spritexscale = spritexscale; vis->spriteyscale = spriteyscale; @@ -2144,9 +2208,22 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) //SoM: 3/17/2000 fixed_t gz, gzt; + // uncapped/interpolation + interpmobjstate_t interp = {0}; + + // do interpolation + if (R_UsingFrameInterpolation() && !paused) + { + R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp); + } + else + { + R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp); + } + // transform the origin point - tr_x = thing->x - viewx; - tr_y = thing->y - viewy; + tr_x = interp.x - viewx; + tr_y = interp.y - viewy; tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance @@ -2210,13 +2287,13 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) if (x2 < portalclipstart || x1 >= portalclipend) return; - if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0) + if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0) return; } //SoM: 3/17/2000: Disregard sprites that are out of view.. - gzt = thing->z + spritecachedinfo[lump].topoffset; + gzt = interp.z + spritecachedinfo[lump].topoffset; gz = gzt - spritecachedinfo[lump].height; if (thing->subsector->sector->cullheight) @@ -2229,12 +2306,12 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) vis = R_NewVisSprite(); vis->scale = vis->sortscale = yscale; //<<detailshift; vis->dispoffset = 0; // Monster Iestyn: 23/11/15 - vis->gx = thing->x; - vis->gy = thing->y; + vis->gx = interp.x; + vis->gy = interp.y; vis->gz = gz; vis->gzt = gzt; vis->thingheight = 4*FRACUNIT; - vis->pz = thing->z; + vis->pz = interp.z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; vis->scalestep = 0; @@ -2348,6 +2425,21 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) } } +static boolean R_SortVisSpriteFunc(vissprite_t *ds, fixed_t bestscale, INT32 bestdispoffset) +{ + if (ds->sortscale < bestscale) + { + return true; + } + // order visprites of same scale by dispoffset, smallest first + else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset) + { + return true; + } + + return false; +} + // // R_SortVisSprites // @@ -2438,7 +2530,7 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e // reusing dsnext... dsnext = dsfirst->linkdraw; - if (!dsnext || ds->dispoffset < dsnext->dispoffset) + if (dsnext == NULL || R_SortVisSpriteFunc(ds, dsnext->sortscale, dsnext->dispoffset) == true) { ds->next = dsnext; dsfirst->linkdraw = ds; @@ -2446,8 +2538,13 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e else { for (; dsnext->next != NULL; dsnext = dsnext->next) - if (ds->dispoffset < dsnext->next->dispoffset) + { + if (R_SortVisSpriteFunc(ds, dsnext->next->sortscale, dsnext->next->dispoffset) == true) + { break; + } + } + ds->next = dsnext->next; dsnext->next = ds; } @@ -2466,18 +2563,12 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e I_Error("R_SortVisSprites: no link or discardal made for linkdraw!"); #endif - if (ds->sortscale < bestscale) + if (R_SortVisSpriteFunc(ds, bestscale, bestdispoffset) == true) { bestscale = ds->sortscale; bestdispoffset = ds->dispoffset; best = ds; } - // order visprites of same scale by dispoffset, smallest first - else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset) - { - bestdispoffset = ds->dispoffset; - best = ds; - } } best->next->prev = best->prev; best->prev->next = best->next; @@ -3223,14 +3314,20 @@ static void R_DrawMaskedList (drawnode_t* head) vissprite_t *ds = r2->sprite->linkdraw; for (; - (ds != NULL && r2->sprite->dispoffset > ds->dispoffset); - ds = ds->next) + (ds != NULL && r2->sprite->dispoffset > ds->dispoffset); + ds = ds->next) + { R_DrawSprite(ds); + } R_DrawSprite(r2->sprite); - for (; ds != NULL; ds = ds->next) + for (; + ds != NULL; + ds = ds->next) + { R_DrawSprite(ds); + } } R_DoneWithNode(r2); diff --git a/src/r_things.h b/src/r_things.h index f0a5751e847c68ed4db454fdeca18b1fe7d6ac4a..35eeb9ce161aab49c48ea439d1f77dc23c4f7dc1 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -159,13 +159,14 @@ typedef struct vissprite_s fixed_t startfrac; // horizontal position of x1 fixed_t xscale, scale; // projected horizontal and vertical scales fixed_t thingscale; // the object's scale - fixed_t sortscale; // sortscale only differs from scale for paper sprites, floor sprites, and MF2_LINKDRAW + fixed_t sortscale; // sortscale only differs from scale for paper sprites and floor sprites fixed_t sortsplat; // the sortscale from behind the floor sprite + fixed_t linkscale; // the sortscale for MF2_LINKDRAW sprites fixed_t scalestep; // only for paper sprites, 0 otherwise fixed_t paperoffset, paperdistance; // for paper sprites, offset/dist relative to the angle fixed_t xiscale; // negative if flipped - angle_t centerangle; // for paper sprites + angle_t centerangle; // for paper sprites / splats // for floor sprites struct { diff --git a/src/s_sound.c b/src/s_sound.c index 752eb275ab8c5a0c7baedae1ee5e45ba12ba2609..f28a77a805329a6255ca39008eac36cfc6d88677 100644 --- a/src/s_sound.c +++ b/src/s_sound.c @@ -2259,9 +2259,9 @@ void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 return; newmusic[6] = 0; - // No Music (empty string) + // No Music (empty string) if (newmusic[0] == 0) - { + { if (prefadems) I_FadeSong(0, prefadems, &S_StopMusic); else @@ -2279,7 +2279,7 @@ void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 } else if (strnicmp(music_name, newmusic, 6) || (mflags & MUSIC_FORCERESET) || (midipref != currentmidi && S_PrefAvailable(midipref, newmusic))) - { + { CONS_Debug(DBG_DETAILED, "Now playing song %s\n", newmusic); S_StopMusic(); @@ -2302,7 +2302,7 @@ void S_ChangeMusicEx(const char *mmusic, UINT16 mflags, boolean looping, UINT32 { I_SetSongPosition(position); I_FadeSong(100, fadeinms, NULL); - } +} else // reset volume to 100 with same music { I_StopFadingSong(); diff --git a/src/screen.c b/src/screen.c index 73af4313deab86ec5bdf4418f8428d6b035a4e70..d4785f94113ac918827bb9bf470950d226cf4a41 100644 --- a/src/screen.c +++ b/src/screen.c @@ -15,6 +15,7 @@ #include "screen.h" #include "console.h" #include "am_map.h" +#include "i_time.h" #include "i_system.h" #include "i_video.h" #include "r_local.h" @@ -33,12 +34,15 @@ #include "s_sound.h" // ditto #include "g_game.h" // ditto #include "p_local.h" // P_AutoPause() + #ifdef HWRENDER #include "hardware/hw_main.h" #include "hardware/hw_light.h" #include "hardware/hw_model.h" #endif +// SRB2Kart +#include "r_fps.h" // R_GetFramerateCap #if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200)) #define RUSEASM //MSC.NET can't patch itself @@ -67,6 +71,7 @@ static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, consvar_t cv_scr_width = CVAR_INIT ("scr_width", "1280", CV_SAVE, CV_Unsigned, NULL); consvar_t cv_scr_height = CVAR_INIT ("scr_height", "800", CV_SAVE, CV_Unsigned, NULL); consvar_t cv_scr_depth = CVAR_INIT ("scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL); + consvar_t cv_renderview = CVAR_INIT ("renderview", "On", 0, CV_OnOff, NULL); CV_PossibleValue_t cv_renderer_t[] = { @@ -136,9 +141,16 @@ void SCR_SetDrawFuncs(void) spanfuncs[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_8; spanfuncs[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_8; spanfuncs[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_8; - spanfuncs[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_8; - spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8; + spanfuncs[SPANDRAWFUNC_WATER] = R_DrawWaterSpan_8; + spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedWaterSpan_8; + spanfuncs[SPANDRAWFUNC_SOLID] = R_DrawSolidColorSpan_8; + spanfuncs[SPANDRAWFUNC_TRANSSOLID] = R_DrawTransSolidColorSpan_8; + spanfuncs[SPANDRAWFUNC_TILTEDSOLID] = R_DrawTiltedSolidColorSpan_8; + spanfuncs[SPANDRAWFUNC_TILTEDTRANSSOLID] = R_DrawTiltedTransSolidColorSpan_8; + spanfuncs[SPANDRAWFUNC_WATERSOLID] = R_DrawWaterSolidColorSpan_8; + spanfuncs[SPANDRAWFUNC_TILTEDWATERSOLID] = R_DrawTiltedWaterSolidColorSpan_8; spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8; + spanfuncs[SPANDRAWFUNC_TILTEDFOG] = R_DrawTiltedFogSpan_8; // Lactozilla: Non-powers-of-two spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8; @@ -152,9 +164,8 @@ void SCR_SetDrawFuncs(void) spanfuncs_npo2[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_NPO2_8; - spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_NPO2_8; - spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8; - spanfuncs_npo2[SPANDRAWFUNC_FOG] = NULL; // Not needed + spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawWaterSpan_NPO2_8; + spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedWaterSpan_NPO2_8; #ifdef RUSEASM if (R_ASM) @@ -390,7 +401,6 @@ void SCR_SetDefaultMode(void) // remember the default screen size CV_SetValue(&cv_scr_width, vid.width); CV_SetValue(&cv_scr_height, vid.height); - CV_SetValue(&cv_scr_depth, vid.bpp*8); } // Change fullscreen on/off according to cv_fullscreen @@ -447,46 +457,117 @@ boolean SCR_IsAspectCorrect(INT32 width, INT32 height) ); } -// XMOD FPS display -// moved out of os-specific code for consistency -static boolean fpsgraph[TICRATE]; -static tic_t lasttic; +double averageFPS = 0.0f; + +#define USE_FPS_SAMPLES + +#ifdef USE_FPS_SAMPLES +#define FPS_SAMPLE_RATE (0.05) // How often to update FPS samples, in seconds +#define NUM_FPS_SAMPLES (16) // Number of samples to store + +static double fps_samples[NUM_FPS_SAMPLES]; +static double updateElapsed = 0.0; +#endif + +static boolean fps_init = false; +static precise_t fps_enter = 0; + +void SCR_CalculateFPS(void) +{ + precise_t fps_finish = 0; + + double frameElapsed = 0.0; + + if (fps_init == false) + { + fps_enter = I_GetPreciseTime(); + fps_init = true; + } + + fps_finish = I_GetPreciseTime(); + frameElapsed = (double)((INT64)(fps_finish - fps_enter)) / I_GetPrecisePrecision(); + fps_enter = fps_finish; + +#ifdef USE_FPS_SAMPLES + updateElapsed += frameElapsed; + + if (updateElapsed >= FPS_SAMPLE_RATE) + { + static int sampleIndex = 0; + int i; + + fps_samples[sampleIndex] = frameElapsed; + + sampleIndex++; + if (sampleIndex >= NUM_FPS_SAMPLES) + sampleIndex = 0; + + averageFPS = 0.0; + for (i = 0; i < NUM_FPS_SAMPLES; i++) + { + averageFPS += fps_samples[i]; + } + + if (averageFPS > 0.0) + { + averageFPS = 1.0 / (averageFPS / NUM_FPS_SAMPLES); + } + } + + while (updateElapsed >= FPS_SAMPLE_RATE) + { + updateElapsed -= FPS_SAMPLE_RATE; + } +#else + // Direct, unsampled counter. + averageFPS = 1.0 / frameElapsed; +#endif +} void SCR_DisplayTicRate(void) { - tic_t i; - tic_t ontic = I_GetTime(); - tic_t totaltics = 0; INT32 ticcntcolor = 0; const INT32 h = vid.height-(8*vid.dupy); + UINT32 cap = R_GetFramerateCap(); + double fps = round(averageFPS); if (gamestate == GS_NULL) return; - for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i) - fpsgraph[i % TICRATE] = false; - - fpsgraph[ontic % TICRATE] = true; - - for (i = 0;i < TICRATE;++i) - if (fpsgraph[i]) - ++totaltics; - - if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP; - else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP; + if (cap > 0) + { + if (fps <= cap / 2.0) ticcntcolor = V_REDMAP; + else if (fps <= cap * 0.90) ticcntcolor = V_YELLOWMAP; + else ticcntcolor = V_GREENMAP; + } + else + { + ticcntcolor = V_GREENMAP; + } if (cv_ticrate.value == 2) // compact counter - V_DrawString(vid.width-(16*vid.dupx), h, - ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%02d", totaltics)); + { + V_DrawRightAlignedString(vid.width, h, + ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%04.2f", averageFPS)); // use averageFPS directly + } else if (cv_ticrate.value == 1) // full counter { - V_DrawString(vid.width-(72*vid.dupx), h, + const char *drawnstr; + INT32 width; + + // The highest assignable cap is < 1000, so 3 characters is fine. + if (cap > 0) + drawnstr = va("%3.0f/%3u", fps, cap); + else + drawnstr = va("%4.2f", averageFPS); + + width = V_StringWidth(drawnstr, V_NOSCALESTART); + + V_DrawString(vid.width - ((7 * 8 * vid.dupx) + V_StringWidth("FPS: ", V_NOSCALESTART)), h, V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:"); - V_DrawString(vid.width-(40*vid.dupx), h, - ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%02d/%02u", totaltics, TICRATE)); + V_DrawString(vid.width - width, h, + ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, drawnstr); } - - lasttic = ontic; } void SCR_DisplayLocalPing(void) diff --git a/src/screen.h b/src/screen.h index 37695316916ad839be0e8211a8531e8addf0180d..add048b25ad39c7ea6a16ca9795adc82c09e5708 100644 --- a/src/screen.h +++ b/src/screen.h @@ -155,7 +155,15 @@ enum SPANDRAWFUNC_WATER, SPANDRAWFUNC_TILTEDWATER, + SPANDRAWFUNC_SOLID, + SPANDRAWFUNC_TRANSSOLID, + SPANDRAWFUNC_TILTEDSOLID, + SPANDRAWFUNC_TILTEDTRANSSOLID, + SPANDRAWFUNC_WATERSOLID, + SPANDRAWFUNC_TILTEDWATERSOLID, + SPANDRAWFUNC_FOG, + SPANDRAWFUNC_TILTEDFOG, SPANDRAWFUNC_MAX }; @@ -182,6 +190,8 @@ extern viddef_t vid; extern INT32 setmodeneeded; // mode number to set if needed, or 0 extern UINT8 setrenderneeded; +extern double averageFPS; + void SCR_ChangeRenderer(void); extern CV_PossibleValue_t cv_renderer_t[]; @@ -192,6 +202,7 @@ extern UINT8 *scr_borderpatch; // patch used to fill the view borders extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_renderer, cv_fullscreen; // wait for page flipping to end or not extern consvar_t cv_vidwait; +extern consvar_t cv_timescale; // Initialize the screen void SCR_Startup(void); @@ -211,6 +222,8 @@ void SCR_CheckDefaultMode(void); // Set the mode number which is saved in the config void SCR_SetDefaultMode(void); +void SCR_CalculateFPS(void); + FUNCMATH boolean SCR_IsAspectCorrect(INT32 width, INT32 height); // move out to main code for consistency diff --git a/src/sdl/CMakeLists.txt b/src/sdl/CMakeLists.txt index d369d11c03c55cc59dbca49307a8a9fc4c0cb758..be540b778b733976a9ceb08c636bcd30d36d29d2 100644 --- a/src/sdl/CMakeLists.txt +++ b/src/sdl/CMakeLists.txt @@ -1,309 +1,136 @@ # Declare SDL2 interface sources -if(NOT ${SRB2_CONFIG_HAVE_MIXERX}) - set(SRB2_CONFIG_SDL2_USEMIXER ON CACHE BOOL "Use SDL2_mixer or regular sdl sound") -else() - set(SRB2_CONFIG_SDL2_USEMIXER OFF) -endif() - -if(${SRB2_CONFIG_SDL2_USEMIXER}) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(SDL2_MIXER_FOUND ON) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(SDL2_MIXER_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/x86_64-w64-mingw32/include/SDL2) - set(SDL2_MIXER_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/x86_64-w64-mingw32/lib -lSDL2_mixer") - else() # 32-bit - set(SDL2_MIXER_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/i686-w64-mingw32/include/SDL2) - set(SDL2_MIXER_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/i686-w64-mingw32/lib -lSDL2_mixer") - endif() - else() - find_package(SDL2_mixer) - endif() - if(${SDL2_MIXER_FOUND}) - set(SRB2_HAVE_MIXER ON) - target_sources(SRB2SDL2 PRIVATE mixer_sound.c) - else() - message(WARNING "You specified that SDL2_mixer is available, but it was not found. Falling back to sdl sound.") - target_sources(SRB2SDL2 PRIVATE sdl_sound.c) - endif() -elseif(${MIXERX_FOUND}) - target_sources(SRB2SDL2 PRIVATE mixer_sound.c) -else() - target_sources(SRB2SDL2 PRIVATE sdl_sound.c) -endif() +target_sources(SRB2SDL2 PRIVATE mixer_sound.c) target_sourcefile(c) target_sources(SRB2SDL2 PRIVATE ogl_sdl.c) -if(${SRB2_CONFIG_HAVE_THREADS}) - target_sources(SRB2SDL2 PRIVATE i_threads.c) -endif() +target_sources(SRB2SDL2 PRIVATE i_threads.c) -# Dependency -if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - set(SDL2_FOUND ON) - if(${SRB2_SYSTEM_BITS} EQUAL 64) - set(SDL2_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/SDL2/x86_64-w64-mingw32/include/SDL2) - set(SDL2_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDL2/x86_64-w64-mingw32/lib -lSDL2") - else() # 32-bit - set(SDL2_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/libs/SDL2/i686-w64-mingw32/include/SDL2) - set(SDL2_LIBRARIES "-L${CMAKE_SOURCE_DIR}/libs/SDL2/i686-w64-mingw32/lib -lSDL2") - endif() -else() - find_package(SDL2) +if(${SRB2_USEASM}) + set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES LANGUAGE C) + set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES COMPILE_FLAGS "-x assembler-with-cpp") endif() -if(${SDL2_FOUND}) - if(${SRB2_USEASM}) - set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES LANGUAGE C) - set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES COMPILE_FLAGS "-x assembler-with-cpp") - endif() - - if(${CMAKE_SYSTEM} MATCHES Windows) - target_sources(SRB2SDL2 PRIVATE - ../win32/win_dbg.c - ../win32/Srb2win.rc) - endif() +if("${CMAKE_SYSTEM_NAME}" MATCHES Windows) + target_sources(SRB2SDL2 PRIVATE + ../win32/win_dbg.c + ../win32/Srb2win.rc) +endif() - if(${CMAKE_SYSTEM} MATCHES Darwin) - set(MACOSX_BUNDLE_ICON_FILE Srb2mac.icns) - set_source_files_properties(macosx/Srb2mac.icns PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") - target_sources(SRB2SDL2 PRIVATE - macosx/mac_alert.c - macosx/mac_alert.h - macosx/mac_resources.c - macosx/mac_resources.h - macosx/Srb2mac.icns - ) - endif() +if("${CMAKE_SYSTEM_NAME}" MATCHES Darwin) + set(MACOSX_BUNDLE_ICON_FILE Srb2mac.icns) + set_source_files_properties(macosx/Srb2mac.icns PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") + target_sources(SRB2SDL2 PRIVATE + macosx/mac_alert.c + macosx/mac_alert.h + macosx/mac_resources.c + macosx/mac_resources.h + macosx/Srb2mac.icns + ) +endif() - if(${CMAKE_SYSTEM} MATCHES Windows) - set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME srb2win) - elseif(${CMAKE_SYSTEM} MATCHES Linux) - set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME lsdlsrb2) - else() - set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME srb2) - endif() +if("${CMAKE_SYSTEM_NAME}" MATCHES Windows) + set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME srb2win) +elseif("${CMAKE_SYSTEM_NAME}" MATCHES Linux) + set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME lsdlsrb2) +else() + set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME srb2) +endif() - if(${CMAKE_SYSTEM} MATCHES Darwin) - find_library(CORE_FOUNDATION_LIBRARY "CoreFoundation") - target_link_libraries(SRB2SDL2 PRIVATE - ${CORE_FOUNDATION_LIBRARY} - ) - set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME "${CPACK_PACKAGE_DESCRIPTION_SUMMARY}") +if("${CMAKE_SYSTEM_NAME}" MATCHES Darwin) + find_library(CORE_FOUNDATION_LIBRARY "CoreFoundation") + target_link_libraries(SRB2SDL2 PRIVATE + ${CORE_FOUNDATION_LIBRARY} + ) - # Configure the app bundle icon and plist properties - target_sources(SRB2SDL2 PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/macosx/Srb2mac.icns") - set_target_properties(SRB2SDL2 PROPERTIES - MACOSX_BUNDLE_ICON_FILE "Srb2mac" - MACOSX_BUNDLE_BUNDLE_NAME "Sonic Robo Blast 2" - MACOSX_BUNDLE_BUNDLE_VERSION ${SRB2_VERSION} + set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME "${CPACK_PACKAGE_DESCRIPTION_SUMMARY}") - RESOURCE "${CMAKE_CURRENT_SOURCE_DIR}/macosx/Srb2mac.icns" - ) - endif() + # Configure the app bundle icon and plist properties + target_sources(SRB2SDL2 PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/macosx/Srb2mac.icns") + set_target_properties(SRB2SDL2 PROPERTIES + MACOSX_BUNDLE_ICON_FILE "Srb2mac" + MACOSX_BUNDLE_BUNDLE_NAME "Sonic Robo Blast 2" + MACOSX_BUNDLE_BUNDLE_VERSION ${SRB2_VERSION} - target_link_libraries(SRB2SDL2 PRIVATE - ${SDL2_LIBRARIES} - ${SDL2_MIXER_LIBRARIES} - ${GME_LIBRARIES} - ${OPENMPT_LIBRARIES} - ${MIXERX_LIBRARIES} - ${PNG_LIBRARIES} - ${ZLIB_LIBRARIES} - ${OPENGL_LIBRARIES} - ${CURL_LIBRARIES} + RESOURCE "${CMAKE_CURRENT_SOURCE_DIR}/macosx/Srb2mac.icns" ) +endif() - if(${CMAKE_SYSTEM} MATCHES Linux) - target_link_libraries(SRB2SDL2 PRIVATE - m - rt - ) - endif() - - #target_link_libraries(SRB2SDL2 PRIVATE SRB2Core) +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}" AND NOT "${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}") + target_link_libraries(SRB2SDL2 PRIVATE SDL2::SDL2-static SDL2_mixer::SDL2_mixer-static) +else() + target_link_libraries(SRB2SDL2 PRIVATE SDL2::SDL2 SDL2_mixer::SDL2_mixer) +endif() - if(${SRB2_USEASM}) - if(${SRB2_CONFIG_YASM}) - set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_YASM_COMPILER}) - set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_YASM_OBJECT_FORMAT}) - set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_YASM) - else() - set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_NASM_COMPILER}) - set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_NASM_OBJECT_FORMAT}) - set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_NASM) - endif() - endif() +if("${CMAKE_SYSTEM_NAME}" MATCHES Linux) + target_link_libraries(SRB2SDL2 PRIVATE m rt) +endif() - if(${CMAKE_SYSTEM} MATCHES Windows) - target_link_libraries(SRB2SDL2 PRIVATE - ws2_32 - ) - target_compile_options(SRB2SDL2 PRIVATE - -U_WINDOWS - ) +if(${SRB2_USEASM}) + if(${SRB2_CONFIG_YASM}) + set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_YASM_COMPILER}) + set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_YASM_OBJECT_FORMAT}) + set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_YASM) + else() + set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_NASM_COMPILER}) + set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_NASM_OBJECT_FORMAT}) + set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_NASM) endif() +endif() - target_include_directories(SRB2SDL2 PRIVATE - ${SDL2_INCLUDE_DIRS} - ${SDL2_MIXER_INCLUDE_DIRS} - ${GME_INCLUDE_DIRS} - ${OPENMPT_INCLUDE_DIRS} - ${MIXERX_INCLUDE_DIRS} - ${PNG_INCLUDE_DIRS} - ${ZLIB_INCLUDE_DIRS} - ${OPENGL_INCLUDE_DIRS} - ${CURL_INCLUDE_DIRS} +if("${CMAKE_SYSTEM_NAME}" MATCHES Windows) + target_link_libraries(SRB2SDL2 PRIVATE + ws2_32 + ) + target_compile_options(SRB2SDL2 PRIVATE + -U_WINDOWS ) +endif() - if((${SRB2_HAVE_MIXER}) OR (${SRB2_HAVE_MIXERX})) - target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_MIXER -DSOUND=SOUND_MIXER) - endif() +target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_MIXER -DSOUND=SOUND_MIXER) +target_compile_definitions(SRB2SDL2 PRIVATE -DDIRECTFULLSCREEN -DHAVE_SDL) - target_compile_definitions(SRB2SDL2 PRIVATE - -DDIRECTFULLSCREEN -DHAVE_SDL +#### Installation #### +if("${CMAKE_SYSTEM_NAME}" MATCHES Darwin) + install(TARGETS SRB2SDL2 + BUNDLE DESTINATION . ) - - ## strip debug symbols into separate file when using gcc. - ## to be consistent with Makefile, don't generate for OS X. - if((CMAKE_COMPILER_IS_GNUCC) AND NOT (${CMAKE_SYSTEM} MATCHES Darwin)) - if((${CMAKE_BUILD_TYPE} MATCHES Debug) OR (${CMAKE_BUILD_TYPE} MATCHES RelWithDebInfo)) - if(${CMAKE_BUILD_TYPE} MATCHES Debug) - set(OBJCOPY_ONLY_KEEP_DEBUG "--only-keep-debug") - endif() - message(STATUS "Will make separate debug symbols in *.debug") - add_custom_command(TARGET SRB2SDL2 POST_BUILD - COMMAND ${OBJCOPY} ${OBJCOPY_ONLY_KEEP_DEBUG} $<TARGET_FILE:SRB2SDL2> $<TARGET_FILE:SRB2SDL2>.debug - COMMAND ${OBJCOPY} --strip-debug $<TARGET_FILE:SRB2SDL2> - COMMAND ${OBJCOPY} --add-gnu-debuglink=$<TARGET_FILE:SRB2SDL2>.debug $<TARGET_FILE:SRB2SDL2> + set_property(TARGET SRB2SDL2 PROPERTY INSTALL_RPATH_USE_LINK_PATH ON) +else() + install(TARGETS SRB2SDL2 SRB2SDL2 + RUNTIME DESTINATION . + ) + if ((${CMAKE_BUILD_TYPE} MATCHES Debug) OR (${CMAKE_BUILD_TYPE} MATCHES RelWithDebInfo)) + set(SRB2_DEBUG_INSTALL OFF CACHE BOOL "Insert *.debug file into the install directory or package.") + if (${SRB2_DEBUG_INSTALL}) + install(FILES $<TARGET_FILE:SRB2SDL2>.debug + DESTINATION . + OPTIONAL ) endif() endif() +endif() - #### Installation #### - if(${CMAKE_SYSTEM} MATCHES Darwin) - install(TARGETS SRB2SDL2 - BUNDLE DESTINATION . - ) - set_property(TARGET SRB2SDL2 PROPERTY INSTALL_RPATH_USE_LINK_PATH ON) - else() - install(TARGETS SRB2SDL2 SRB2SDL2 - RUNTIME DESTINATION . - ) - if ((${CMAKE_BUILD_TYPE} MATCHES Debug) OR (${CMAKE_BUILD_TYPE} MATCHES RelWithDebInfo)) - set(SRB2_DEBUG_INSTALL OFF CACHE BOOL "Insert *.debug file into the install directory or package.") - if (${SRB2_DEBUG_INSTALL}) - install(FILES $<TARGET_FILE:SRB2SDL2>.debug - DESTINATION . - OPTIONAL - ) - endif() - endif() - endif() - - if(${CMAKE_SYSTEM} MATCHES Windows) - set(win_extra_dll_list "") - macro(getwinlib dllname defaultname) - if(${SRB2_CONFIG_USE_INTERNAL_LIBRARIES}) - if (${CMAKE_GENERATOR} STREQUAL "MinGW Makefiles") - if(${SRB2_SYSTEM_BITS} EQUAL 64) - find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}" - HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/x86_64 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/x86_64-w64-mingw32/bin - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/x86_64-w64-mingw32/bin - HINTS ${CMAKE_SOURCE_DIR}/libs/libopenmpt/bin/x86_64/mingw - HINTS ${CMAKE_SOURCE_DIR}/libs/SDLMixerX/x86_64-w64-mingw32/bin - ) - else() - find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}" - HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/i686 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/i686-w64-mingw32/bin - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/i686-w64-mingw32/bin - HINTS ${CMAKE_SOURCE_DIR}/libs/libopenmpt/bin/x86/mingw - HINTS ${CMAKE_SOURCE_DIR}/libs/SDLMixerX/i686-w64-mingw32/bin - ) - endif() - else() - if(${SRB2_SYSTEM_BITS} EQUAL 64) - find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}" - HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/x86_64 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/lib/x64 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/lib/x64 - HINTS ${CMAKE_SOURCE_DIR}/libs/libopenmpt/bin/x86_64/mingw - HINTS ${CMAKE_SOURCE_DIR}/libs/SDLMixerX/x86_64-w64-mingw32/bin - ) - else() - find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}" - HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/i686 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/lib/x86 - HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/lib/x86 - HINTS ${CMAKE_SOURCE_DIR}/libs/libopenmpt/bin/x86/mingw - HINTS ${CMAKE_SOURCE_DIR}/libs/SDLMixerX/i686-w64-mingw32/bin - ) - endif() - endif() - - list(APPEND win_extra_dll_list ${SRB2_SDL2_DLL_${dllname}}) - else() - find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}") - list(APPEND win_extra_dll_list ${SRB2_SDL2_DLL_${dllname}}) - endif() - endmacro() - getwinlib(SDL2 "SDL2.dll") - if(${SRB2_CONFIG_SDL2_USEMIXER}) - getwinlib(SDL2_mixer "SDL2_mixer.dll") - getwinlib(libogg_0 "libogg-0.dll") - getwinlib(libvorbis_0 "libvorbis-0.dll") - getwinlib(libvorbisfile_3 "libvorbisfile-3.dll") - endif() - if(${SRB2_CONFIG_HAVE_GME}) - getwinlib(libgme "libgme.dll") - endif() - if(${SRB2_CONFIG_HAVE_OPENMPT}) - getwinlib(libopenmpt "libopenmpt.dll") - endif() - if(${SRB2_CONFIG_HAVE_MIXERX}) - getwinlib(SDL2_mixer_ext "SDL2_mixer_ext.dll") - getwinlib(libfluidsynth-2 "libfluidsynth-2.dll") - getwinlib(libgcc_s_sjlj-1 "libgcc_s_sjlj-1.dll") - getwinlib(libstdc++-6 "libstdc++-6.dll") - endif() - - install(PROGRAMS - ${win_extra_dll_list} - DESTINATION . - ) - - # We also want to copy those DLLs to build directories on MSVC. - # So we'll add a post_build step. - copy_files_to_build_dir(SRB2SDL2 win_extra_dll_list) - endif() - - - # Mac bundle fixup - # HACK: THIS IS IMPORTANT! See the escaped \${CMAKE_INSTALL_PREFIX}? This - # makes it so that var is evaluated LATER during cpack, not right now! - # This fixes the quirk where the bundled libraries don't land in the final package - # https://cmake.org/pipermail/cmake/2011-March/043532.html - # - # HOWEVER: ${CPACK_PACKAGE_DESCRIPTION_SUMMARY} is NOT escaped, because that var - # is only available to us at this step. Read the link: ${CMAKE_INSTALL_PREFIX} at - # this current step points to the CMAKE build folder, NOT the folder that CPACK uses. - # Therefore, it makes sense to escape that var, but not the other. - if(${CMAKE_SYSTEM} MATCHES Darwin) - install(CODE " - include(BundleUtilities) - fixup_bundle(\"\${CMAKE_INSTALL_PREFIX}/${CPACK_PACKAGE_DESCRIPTION_SUMMARY}.app\" - \"\" - /Library/Frameworks - )" - ) - endif() - - set(SRB2_SDL2_AVAILABLE YES PARENT_SCOPE) -else() - message(WARNING "SDL2 was not found, so the SDL2 target will not be available.") - set(SRB2_SDL2_AVAILABLE NO PARENT_SCOPE) +# Mac bundle fixup +# HACK: THIS IS IMPORTANT! See the escaped \${CMAKE_INSTALL_PREFIX}? This +# makes it so that var is evaluated LATER during cpack, not right now! +# This fixes the quirk where the bundled libraries don't land in the final package +# https://cmake.org/pipermail/cmake/2011-March/043532.html +# +# HOWEVER: ${CPACK_PACKAGE_DESCRIPTION_SUMMARY} is NOT escaped, because that var +# is only available to us at this step. Read the link: ${CMAKE_INSTALL_PREFIX} at +# this current step points to the CMAKE build folder, NOT the folder that CPACK uses. +# Therefore, it makes sense to escape that var, but not the other. +if("${CMAKE_SYSTEM_NAME}" MATCHES Darwin) + install(CODE " + include(BundleUtilities) + fixup_bundle(\"\${CMAKE_INSTALL_PREFIX}/${CPACK_PACKAGE_DESCRIPTION_SUMMARY}.app\" + \"\" + /Library/Frameworks + )" + ) endif() + +set(SRB2_SDL2_AVAILABLE YES PARENT_SCOPE) diff --git a/src/sdl/Sourcefile b/src/sdl/Sourcefile index 82d5ce0734eb30684cee1ee875f8e94e481bd5ad..ef6a8b0dc486c2fd89e7c9f30bb461b5f7eb2359 100644 --- a/src/sdl/Sourcefile +++ b/src/sdl/Sourcefile @@ -2,6 +2,7 @@ i_net.c i_system.c i_main.c i_video.c +i_gamepad.c dosstr.c endtxt.c hwsym_sdl.c diff --git a/src/sdl/Srb2SDL-vc10.vcxproj b/src/sdl/Srb2SDL-vc10.vcxproj index d79dde7662142d132271ed676bf5d1f2c5423f09..c20265ed17cde4a7d17844029489a713ba5ad617 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj +++ b/src/sdl/Srb2SDL-vc10.vcxproj @@ -39,46 +39,46 @@ <ProjectGuid>{61BA7D3C-F77D-4D31-B718-1177FE482CF2}</ProjectGuid> <Keyword>Win32Proj</Keyword> <RootNamespace>Srb2SDL</RootNamespace> - <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> + <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <ProjectName>Srb2Win</ProjectName> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>true</UseDebugLibraries> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration"> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>true</UseDebugLibraries> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>false</UseDebugLibraries> <WholeProgramOptimization>true</WholeProgramOptimization> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration"> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>false</UseDebugLibraries> <WholeProgramOptimization>true</WholeProgramOptimization> <WindowsSDKDesktopARMSupport>true</WindowsSDKDesktopARMSupport> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>true</UseDebugLibraries> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration"> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>true</UseDebugLibraries> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> - <PlatformToolset>v140</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>false</UseDebugLibraries> <WholeProgramOptimization>true</WholeProgramOptimization> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration"> - <PlatformToolset>v141</PlatformToolset> + <PlatformToolset>v143</PlatformToolset> <UseDebugLibraries>false</UseDebugLibraries> <WholeProgramOptimization>true</WholeProgramOptimization> <WindowsSDKDesktopARM64Support>true</WindowsSDKDesktopARM64Support> @@ -134,6 +134,9 @@ <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <RunCodeAnalysis>false</RunCodeAnalysis> </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <TargetName>$(ProjectName)_Debug</TargetName> + </PropertyGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'"> <ClCompile> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat> @@ -154,6 +157,26 @@ <AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;ole32.lib;advapi32.lib;shell32.lib;gdi32.lib;oleaut32.lib;uuid.lib;%(AdditionalDependencies)</AdditionalDependencies> </Link> </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <ClCompile> + <LanguageStandard_C>Default</LanguageStandard_C> + <TreatWarningAsError>false</TreatWarningAsError> + <DisableSpecificWarnings>4244;4267;4146</DisableSpecificWarnings> + <MultiProcessorCompilation>true</MultiProcessorCompilation> + <MinimalRebuild>false</MinimalRebuild> + <LanguageStandard>stdcpp17</LanguageStandard> + </ClCompile> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <ClCompile> + <LanguageStandard>stdcpp17</LanguageStandard> + </ClCompile> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <ClCompile> + <DisableSpecificWarnings>4244;4267;4146;4003</DisableSpecificWarnings> + </ClCompile> + </ItemDefinitionGroup> <ItemGroup> <ProjectReference Include="..\..\libs\libpng-src\projects\visualc10\libpng.vcxproj"> <Project>{72b01aca-7a1a-4f7b-acef-2607299cf052}</Project> @@ -246,11 +269,13 @@ <ClInclude Include="..\i_system.h" /> <ClInclude Include="..\i_tcp.h" /> <ClInclude Include="..\i_threads.h" /> + <ClInclude Include="..\i_time.h" /> <ClInclude Include="..\i_video.h" /> <ClInclude Include="..\keys.h" /> <ClInclude Include="..\libdivide.h" /> <ClInclude Include="..\lua_hook.h" /> <ClInclude Include="..\lua_hud.h" /> + <ClInclude Include="..\lua_hudlib_drawlist.h" /> <ClInclude Include="..\lua_libs.h" /> <ClInclude Include="..\lua_script.h" /> <ClInclude Include="..\lzf.h" /> @@ -264,6 +289,7 @@ <ClInclude Include="..\m_cheat.h" /> <ClInclude Include="..\m_cond.h" /> <ClInclude Include="..\m_dllist.h" /> + <ClInclude Include="..\m_easing.h" /> <ClInclude Include="..\m_fixed.h" /> <ClInclude Include="..\m_menu.h" /> <ClInclude Include="..\m_misc.h" /> @@ -272,6 +298,7 @@ <ClInclude Include="..\m_random.h" /> <ClInclude Include="..\m_swap.h" /> <ClInclude Include="..\p5prof.h" /> + <ClInclude Include="..\p_haptic.h" /> <ClInclude Include="..\p_local.h" /> <ClInclude Include="..\p_maputl.h" /> <ClInclude Include="..\p_mobj.h" /> @@ -286,6 +313,7 @@ <ClInclude Include="..\r_data.h" /> <ClInclude Include="..\r_defs.h" /> <ClInclude Include="..\r_draw.h" /> + <ClInclude Include="..\r_fps.h" /> <ClInclude Include="..\r_local.h" /> <ClInclude Include="..\r_main.h" /> <ClInclude Include="..\r_patch.h" /> @@ -403,11 +431,13 @@ <ExcludedFromBuild>true</ExcludedFromBuild> </ClCompile> <ClCompile Include="..\i_tcp.c" /> + <ClCompile Include="..\i_time.c" /> <ClCompile Include="..\lua_baselib.c" /> <ClCompile Include="..\lua_blockmaplib.c" /> <ClCompile Include="..\lua_consolelib.c" /> <ClCompile Include="..\lua_hooklib.c" /> <ClCompile Include="..\lua_hudlib.c" /> + <ClCompile Include="..\lua_hudlib_drawlist.c" /> <ClCompile Include="..\lua_infolib.c" /> <ClCompile Include="..\lua_inputlib.c" /> <ClCompile Include="..\lua_maplib.c" /> @@ -429,6 +459,7 @@ <ClCompile Include="..\m_bbox.c" /> <ClCompile Include="..\m_cheat.c" /> <ClCompile Include="..\m_cond.c" /> + <ClCompile Include="..\m_easing.c" /> <ClCompile Include="..\m_fixed.c" /> <ClCompile Include="..\m_menu.c" /> <ClCompile Include="..\m_misc.c" /> @@ -438,6 +469,7 @@ <ClCompile Include="..\p_ceilng.c" /> <ClCompile Include="..\p_enemy.c" /> <ClCompile Include="..\p_floor.c" /> + <ClCompile Include="..\p_haptic.c" /> <ClCompile Include="..\p_inter.c" /> <ClCompile Include="..\p_lights.c" /> <ClCompile Include="..\p_map.c" /> @@ -464,6 +496,7 @@ <ClCompile Include="..\r_draw8_npo2.c"> <ExcludedFromBuild>true</ExcludedFromBuild> </ClCompile> + <ClCompile Include="..\r_fps.c" /> <ClCompile Include="..\r_main.c" /> <ClCompile Include="..\r_patch.c" /> <ClCompile Include="..\r_patchrotation.c" /> @@ -478,7 +511,6 @@ <ClCompile Include="..\r_things.c" /> <ClCompile Include="..\screen.c" /> <ClCompile Include="..\sounds.c" /> - <ClCompile Include="..\strcasestr.c" /> <ClCompile Include="..\string.c" /> <ClCompile Include="..\st_stuff.c" /> <ClCompile Include="..\s_sound.c" /> @@ -507,7 +539,7 @@ <ClCompile Include="IMG_xpm.c"> <ExcludedFromBuild>true</ExcludedFromBuild> </ClCompile> - <ClCompile Include="i_cdmus.c" /> + <ClCompile Include="i_gamepad.c" /> <ClCompile Include="i_main.c" /> <ClCompile Include="i_net.c" /> <ClCompile Include="i_system.c" /> @@ -524,4 +556,4 @@ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <ImportGroup Label="ExtensionTargets"> </ImportGroup> -</Project> +</Project> \ No newline at end of file diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters index 4d2532ca4ef61adf61711cfc3affbc6b86e73f14..eb37ce9da6815ad539789e972a18b963e020cb71 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj.filters +++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters @@ -144,7 +144,6 @@ <ClInclude Include="..\deh_tables.h"> <Filter>D_Doom</Filter> </ClInclude> - <ClInclude Include="..\doomdata.h"> <Filter>D_Doom</Filter> </ClInclude> @@ -511,6 +510,21 @@ <ClInclude Include="..\r_portal.h"> <Filter>R_Rend</Filter> </ClInclude> + <ClInclude Include="..\lua_hudlib_drawlist.h"> + <Filter>LUA</Filter> + </ClInclude> + <ClInclude Include="..\i_time.h"> + <Filter>I_Interface</Filter> + </ClInclude> + <ClInclude Include="..\r_fps.h"> + <Filter>R_Rend</Filter> + </ClInclude> + <ClInclude Include="..\p_haptic.h"> + <Filter>P_Play</Filter> + </ClInclude> + <ClInclude Include="..\m_easing.h"> + <Filter>M_Misc</Filter> + </ClInclude> </ItemGroup> <ItemGroup> <CustomBuild Include="..\tmap.nas"> @@ -625,7 +639,6 @@ <ClCompile Include="..\deh_tables.c"> <Filter>D_Doom</Filter> </ClCompile> - <ClCompile Include="..\d_clisrv.c"> <Filter>D_Doom</Filter> </ClCompile> @@ -821,9 +834,6 @@ <ClCompile Include="..\string.c"> <Filter>M_Misc</Filter> </ClCompile> - <ClCompile Include="..\strcasestr.c"> - <Filter>M_Misc</Filter> - </ClCompile> <ClCompile Include="..\comptime.c"> <Filter>O_Other</Filter> </ClCompile> @@ -965,9 +975,6 @@ <ClCompile Include="hwsym_sdl.c"> <Filter>SDLApp</Filter> </ClCompile> - <ClCompile Include="i_cdmus.c"> - <Filter>SDLApp</Filter> - </ClCompile> <ClCompile Include="i_main.c"> <Filter>SDLApp</Filter> </ClCompile> @@ -1023,10 +1030,28 @@ <ClCompile Include="..\r_portal.c"> <Filter>R_Rend</Filter> </ClCompile> + <ClCompile Include="..\lua_hudlib_drawlist.c"> + <Filter>LUA</Filter> + </ClCompile> + <ClCompile Include="i_gamepad.c"> + <Filter>SDLApp</Filter> + </ClCompile> + <ClCompile Include="..\i_time.c"> + <Filter>I_Interface</Filter> + </ClCompile> + <ClCompile Include="..\r_fps.c"> + <Filter>R_Rend</Filter> + </ClCompile> + <ClCompile Include="..\p_haptic.c"> + <Filter>P_Play</Filter> + </ClCompile> + <ClCompile Include="..\m_easing.c"> + <Filter>M_Misc</Filter> + </ClCompile> </ItemGroup> <ItemGroup> <Image Include="Srb2SDL.ico"> <Filter>SDLApp</Filter> </Image> </ItemGroup> -</Project> +</Project> \ No newline at end of file diff --git a/src/sdl/Srb2SDL-vc9.vcproj b/src/sdl/Srb2SDL-vc9.vcproj deleted file mode 100644 index 95f035267026215279b91d1d309b08be34e6e29e..0000000000000000000000000000000000000000 --- a/src/sdl/Srb2SDL-vc9.vcproj +++ /dev/null @@ -1,6021 +0,0 @@ -<?xml version="1.0" encoding="Windows-1252"?> -<VisualStudioProject - ProjectType="Visual C++" - Version="9.00" - Name="Srb2SDL" - ProjectGUID="{61BA7D3C-F77D-4D31-B718-1177FE482CF2}" - RootNamespace="Srb2SDL" - TargetFrameworkVersion="0" - > - <Platforms> - <Platform - Name="Win32" - /> - <Platform - Name="x64" - /> - </Platforms> - <ToolFiles> - </ToolFiles> - <Configurations> - <Configuration - Name="Debug|Win32" - OutputDirectory=".\..\..\bin\VC9\$(PlatformName)\$(ConfigurationName)" - IntermediateDirectory=".\..\..\objs\VC9\$(PlatformName)\$(ConfigurationName)\SDL" - ConfigurationType="1" - InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC60.vsprops" - UseOfMFC="0" - ATLMinimizesCRunTimeLibraryUsage="false" - > - <Tool - Name="VCPreBuildEventTool" - Description="Getting revision number from the SCM system" - CommandLine=""$(ProjectDir)..\..\comptime.bat" "$(ProjectDir).."" - /> - <Tool - Name="VCCustomBuildTool" - /> - <Tool - Name="VCXMLDataGeneratorTool" - /> - <Tool - Name="VCWebServiceProxyGeneratorTool" - /> - <Tool - Name="VCMIDLTool" - TypeLibraryName=".\..\..\bin\VC9\$(Platform)\$(Configuration)\SDL\Srb2SDL-vc9.tlb" - HeaderFileName="" - /> - <Tool - Name="VCCLCompilerTool" - Optimization="0" - AdditionalIncludeDirectories=""$(ProjectDir)..\..\libs\libpng-src";"$(ProjectDir)..\..\libs\zlib"" - PreprocessorDefinitions="_DEBUG;USE_WGL_SWAP;DIRECTFULLSCREEN;HAVE_SDL;HWRENDER;HW3SOUND;HAVE_FILTER;HAVE_MIXER;USEASM;HAVE_PNG;_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE" - MinimalRebuild="true" - BasicRuntimeChecks="3" - RuntimeLibrary="1" - AssemblerListingLocation="$(IntDir)\" - ProgramDataBaseFileName="$(IntDir)\Srb2SDL.pdb" - BrowseInformation="1" - WarningLevel="4" - WarnAsError="true" - SuppressStartupBanner="true" - DebugInformationFormat="4" - CompileAs="1" - DisableSpecificWarnings="4121" - /> - <Tool - Name="VCManagedResourceCompilerTool" - /> - <Tool - Name="VCResourceCompilerTool" - PreprocessorDefinitions="_DEBUG" - Culture="1033" - /> - <Tool - Name="VCPreLinkEventTool" - /> - <Tool - Name="VCLinkerTool" - AdditionalDependencies="SDL.lib SDL_mixer.lib ws2_32.lib" - OutputFile="$(OutDir)\srb2sdl.exe" - LinkIncremental="2" - SuppressStartupBanner="true" - GenerateDebugInformation="true" - ProgramDatabaseFile="$(OutDir)\srb2sdl.pdb" - SubSystem="1" - RandomizedBaseAddress="1" - DataExecutionPrevention="0" - TargetMachine="1" - /> - <Tool - Name="VCALinkTool" - /> - <Tool - Name="VCManifestTool" - /> - <Tool - Name="VCXDCMakeTool" - /> - <Tool - Name="VCBscMakeTool" - SuppressStartupBanner="true" - OutputFile="$(OutDir)\Srb2sdl.bsc" - /> - <Tool - Name="VCFxCopTool" - /> - <Tool - Name="VCAppVerifierTool" - /> - <Tool - Name="VCPostBuildEventTool" - /> - </Configuration> - <Configuration - Name="Debug|x64" - OutputDirectory=".\..\..\bin\VC9\$(PlatformName)\$(ConfigurationName)" - IntermediateDirectory=".\..\..\objs\VC9\$(PlatformName)\$(ConfigurationName)\SDL" - ConfigurationType="1" - InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC60.vsprops" - UseOfMFC="0" - ATLMinimizesCRunTimeLibraryUsage="false" - 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1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file i_gamepad.c +/// \brief Gamepads + +#ifdef HAVE_SDL +#include "../i_gamepad.h" +#include "../i_system.h" +#include "../doomdef.h" +#include "../d_main.h" +#include "../d_netcmd.h" +#include "../g_game.h" +#include "../m_argv.h" +#include "../m_menu.h" +#include "../z_zone.h" + +#include "SDL.h" +#include "SDL_joystick.h" +#include "sdlmain.h" + +static void Controller_ChangeDevice(UINT8 num); +static void Controller_Close(UINT8 num); +static void Controller_StopRumble(UINT8 num); + +static ControllerInfo controllers[NUM_GAMEPADS]; + +static boolean rumble_supported = false; +static boolean rumble_paused = false; + +// This attempts to initialize the gamepad subsystems +static boolean InitGamepadSubsystems(void) +{ + if (M_CheckParm("-noxinput")) + SDL_SetHintWithPriority(SDL_HINT_XINPUT_ENABLED, "0", SDL_HINT_OVERRIDE); +#if SDL_VERSION_ATLEAST(2,0,9) + if (M_CheckParm("-nohidapi")) + SDL_SetHintWithPriority(SDL_HINT_JOYSTICK_HIDAPI, "0", SDL_HINT_OVERRIDE); +#endif + + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == 0) + { + if (SDL_InitSubSystem(GAMEPAD_INIT_FLAGS) == -1) + { + CONS_Printf(M_GetText("Couldn't initialize game controller subsystems: %s\n"), SDL_GetError()); + return false; + } + } + + return true; +} + +void I_InitGamepads(void) +{ + if (M_CheckParm("-nojoy")) + return; + + CONS_Printf("I_InitGamepads()...\n"); + + if (!InitGamepadSubsystems()) + return; + +#if SDL_VERSION_ATLEAST(2,0,9) + rumble_supported = !M_CheckParm("-norumble"); +#else + rumble_supported = false; +#endif + + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + controllers[i].info = &gamepads[i]; + + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + Controller_ChangeDevice(i); +} + +INT32 I_NumGamepads(void) +{ + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == GAMEPAD_INIT_FLAGS) + return SDL_NumJoysticks(); + else + return 0; +} + +// From the SDL source code +#define USB_VENDOR_MICROSOFT 0x045e +#define USB_VENDOR_PDP 0x0e6f +#define USB_VENDOR_POWERA_ALT 0x20d6 + +#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_1 0x02e3 +#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2 0x0b00 +#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2_BLUETOOTH 0x0b05 +#define USB_PRODUCT_XBOX_SERIES_X 0x0b12 +#define USB_PRODUCT_XBOX_SERIES_X_BLE 0x0b13 +#define USB_PRODUCT_XBOX_SERIES_X_VICTRIX_GAMBIT 0x02d6 +#define USB_PRODUCT_XBOX_SERIES_X_PDP_BLUE 0x02d9 +#define USB_PRODUCT_XBOX_SERIES_X_PDP_AFTERGLOW 0x02da +#define USB_PRODUCT_XBOX_SERIES_X_POWERA_FUSION_PRO2 0x4001 +#define USB_PRODUCT_XBOX_SERIES_X_POWERA_SPECTRA 0x4002 + +#if SDL_VERSION_ATLEAST(2,0,6) +static boolean IsJoystickXboxOneElite(Uint16 vendor_id, Uint16 product_id) +{ + if (vendor_id == USB_VENDOR_MICROSOFT) { + if (product_id == USB_PRODUCT_XBOX_ONE_ELITE_SERIES_1 || + product_id == USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2 || + product_id == USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2_BLUETOOTH) { + return true; + } + } + + return false; +} + +static boolean IsJoystickXboxSeriesXS(Uint16 vendor_id, Uint16 product_id) +{ + if (vendor_id == USB_VENDOR_MICROSOFT) { + if (product_id == USB_PRODUCT_XBOX_SERIES_X || + product_id == USB_PRODUCT_XBOX_SERIES_X_BLE) { + return true; + } + } + else if (vendor_id == USB_VENDOR_PDP) { + if (product_id == USB_PRODUCT_XBOX_SERIES_X_VICTRIX_GAMBIT || + product_id == USB_PRODUCT_XBOX_SERIES_X_PDP_BLUE || + product_id == USB_PRODUCT_XBOX_SERIES_X_PDP_AFTERGLOW) { + return true; + } + } + else if (vendor_id == USB_VENDOR_POWERA_ALT) { + if ((product_id >= 0x2001 && product_id <= 0x201a) || + product_id == USB_PRODUCT_XBOX_SERIES_X_POWERA_FUSION_PRO2 || + product_id == USB_PRODUCT_XBOX_SERIES_X_POWERA_SPECTRA) { + return true; + } + } + + return false; +} +#endif + +// Opens a controller device +static boolean Controller_OpenDevice(UINT8 which, INT32 devindex) +{ + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == 0) + { + CONS_Debug(DBG_GAMELOGIC, M_GetText("Game controller subsystems not started\n")); + return false; + } + + if (devindex <= 0) + return false; + + if (SDL_NumJoysticks() == 0) + { + CONS_Debug(DBG_GAMELOGIC, M_GetText("Found no controllers on this system\n")); + return false; + } + + devindex--; + + if (!SDL_IsGameController(devindex)) + { + CONS_Debug(DBG_GAMELOGIC, M_GetText("Device index %d isn't a game controller\n"), devindex); + return false; + } + + ControllerInfo *controller = &controllers[which]; + SDL_GameController *newdev = SDL_GameControllerOpen(devindex); + + // Handle the edge case where the device <-> controller index assignment can change due to hotplugging + // This indexing is SDL's responsibility and there's not much we can do about it. + // + // Example: + // 1. Plug Controller A -> Index 0 opened + // 2. Plug Controller B -> Index 1 opened + // 3. Unplug Controller A -> Index 0 closed, Index 1 active + // 4. Unplug Controller B -> Index 0 inactive, Index 1 closed + // 5. Plug Controller B -> Index 0 opened + // 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B + if (controller->dev) + { + if (controller->dev == newdev // same device, nothing to do + || (newdev == NULL && SDL_GameControllerGetAttached(controller->dev))) // we failed, but already have a working device + return true; + + // Else, we're changing devices, so close the controller + CONS_Debug(DBG_GAMELOGIC, M_GetText("Controller %d device is changing; closing controller...\n"), which); + Controller_Close(which); + } + + if (newdev == NULL) + { + CONS_Debug(DBG_GAMELOGIC, M_GetText("Controller %d: Couldn't open device - %s\n"), which, SDL_GetError()); + controller->started = false; + } + else + { + controller->dev = newdev; + controller->joydev = SDL_GameControllerGetJoystick(controller->dev); + controller->started = true; + + CONS_Debug(DBG_GAMELOGIC, M_GetText("Controller %d: %s\n"), which, SDL_GameControllerName(controller->dev)); + +#if SDL_VERSION_ATLEAST(2,0,12) + #define GAMEPAD_TYPE_CASE(ctrl) \ + case SDL_CONTROLLER_TYPE_##ctrl: \ + controller->info->type = GAMEPAD_TYPE_##ctrl; \ + break + + switch (SDL_GameControllerGetType(newdev)) + { + GAMEPAD_TYPE_CASE(UNKNOWN); + GAMEPAD_TYPE_CASE(XBOX360); + GAMEPAD_TYPE_CASE(XBOXONE); + GAMEPAD_TYPE_CASE(PS3); + GAMEPAD_TYPE_CASE(PS4); +#if SDL_VERSION_ATLEAST(2,0,14) + GAMEPAD_TYPE_CASE(PS5); +#endif + GAMEPAD_TYPE_CASE(NINTENDO_SWITCH_PRO); +#if SDL_VERSION_ATLEAST(2,0,16) + GAMEPAD_TYPE_CASE(GOOGLE_STADIA); + GAMEPAD_TYPE_CASE(AMAZON_LUNA); +#endif + GAMEPAD_TYPE_CASE(VIRTUAL); + default: break; + } + #undef GAMEPAD_BUTTON_CASE +#else + // Under older versions of SDL, we aren't provided controller type information. + controller->info->type = GAMEPAD_TYPE_UNKNOWN; +#endif // SDL_VERSION_ATLEAST(2,0,12) + +#if SDL_VERSION_ATLEAST(2,0,6) + // Check the device vendor and product to find out what controller this actually is + Uint16 vendor = SDL_JoystickGetDeviceVendor(devindex); + Uint16 product = SDL_JoystickGetDeviceProduct(devindex); + + if (IsJoystickXboxSeriesXS(vendor, product)) + controller->info->type = GAMEPAD_TYPE_XBOX_SERIES_XS; + else if (IsJoystickXboxOneElite(vendor, product)) + controller->info->type = GAMEPAD_TYPE_XBOX_ELITE; +#endif + + CONS_Debug(DBG_GAMELOGIC, M_GetText(" Type: %s\n"), G_GamepadTypeToString(controller->info->type)); + +#if SDL_VERSION_ATLEAST(2,0,12) + // Change the ring LEDs on Xbox 360 controllers + // FIXME: Doesn't seem to work? + SDL_GameControllerSetPlayerIndex(controller->dev, which); +#endif + +#if SDL_VERSION_ATLEAST(2,0,18) + // Check if rumble is supported + if (SDL_GameControllerHasRumble(controller->dev) == SDL_TRUE) + { + controller->info->rumble.supported = true; + CONS_Debug(DBG_GAMELOGIC, M_GetText(" Rumble supported: Yes\n")); + } + else + { + controller->info->rumble.supported = false; + CONS_Debug(DBG_GAMELOGIC, M_GetText(" Rumble supported: No\n")); + } +#else + controller->info->rumble.supported = true; + CONS_Debug(DBG_GAMELOGIC, M_GetText(" Rumble supported: Maybe\n")); +#endif // SDL_VERSION_ATLEAST(2,0,18) + + if (!controller->info->connected) + { + controller->info->connected = true; + G_OnGamepadConnect(which); + } + } + + return controller->started; +} + +// Initializes a controller +static INT32 Controller_Init(SDL_GameController **newcontroller, UINT8 which, INT32 *index) +{ + ControllerInfo *info = &controllers[which]; + SDL_GameController *controller = NULL; + INT32 device = (*index); + + if (device && SDL_IsGameController(device - 1)) + controller = SDL_GameControllerOpen(device - 1); + if (newcontroller) + (*newcontroller) = controller; + + if (controller && info->dev == controller) // don't override an active device + (*index) = I_GetControllerIndex(info->dev) + 1; + else if (controller && Controller_OpenDevice(which, device)) + { + // SDL's device indexes are unstable, so cv_usegamepad may not match + // the actual device index. So let's cheat a bit and find the device's current index. + info->lastindex = I_GetControllerIndex(info->dev) + 1; + return 1; + } + else + { + (*index) = 0; + return 0; + } + + return -1; +} + +// Changes a controller's device +static void Controller_ChangeDevice(UINT8 num) +{ + SDL_GameController *newjoy = NULL; + + if (!Controller_Init(&newjoy, num, &cv_usegamepad[num].value) && controllers[num].lastindex) + Controller_Close(num); + + I_CloseInactiveController(newjoy); +} + +static boolean Controller_IsAnyUsingDevice(SDL_GameController *dev) +{ + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + if (controllers[i].dev == dev) + return true; + } + + return false; +} + +static boolean Controller_IsAnyOtherUsingDevice(SDL_GameController *dev, UINT8 thisjoy) +{ + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + if (i == thisjoy) + continue; + else if (controllers[i].dev == dev) + return true; + } + + return false; +} + +void I_ControllerDeviceAdded(INT32 which) +{ + if (!SDL_IsGameController(which)) + return; + + SDL_GameController *newjoy = SDL_GameControllerOpen(which); + + CONS_Debug(DBG_GAMELOGIC, "Gamepad device index %d added\n", which + 1); + + // Because SDL's device index is unstable, we're going to cheat here a bit: + // For the first controller setting that is NOT active: + // 1. Set cv_usegamepadX.value to the new device index (this does not change what is written to config.cfg) + // 2. Set OTHERS' cv_usegamepadX.value to THEIR new device index, because it likely changed + // * If device doesn't exist, switch cv_usegamepad back to default value (.string) + // * BUT: If that default index is being occupied, use ANOTHER cv_usegamepad's default value! + for (UINT8 this = 0; this < NUM_GAMEPADS && newjoy; this++) + { + if ((!controllers[this].dev || !SDL_GameControllerGetAttached(controllers[this].dev)) + && !Controller_IsAnyOtherUsingDevice(newjoy, this)) // don't override a currently active device + { + cv_usegamepad[this].value = which + 1; + + // Go through every other device + for (UINT8 other = 0; other < NUM_GAMEPADS; other++) + { + if (other == this) + { + // Don't change this controller's index + continue; + } + else if (controllers[other].dev) + { + // Update this controller's index if the device is open + cv_usegamepad[other].value = I_GetControllerIndex(controllers[other].dev) + 1; + } + else if (atoi(cv_usegamepad[other].string) != controllers[this].lastindex + && atoi(cv_usegamepad[other].string) != cv_usegamepad[this].value) + { + // If the user-set index for the other controller doesn't + // match this controller's current or former internal index, + // then use the other controller's internal index + cv_usegamepad[other].value = atoi(cv_usegamepad[other].string); + } + else if (atoi(cv_usegamepad[this].string) != controllers[this].lastindex + && atoi(cv_usegamepad[this].string) != cv_usegamepad[this].value) + { + // If the user-set index for this controller doesn't match + // its current or former internal index, then use this + // controller's internal index + cv_usegamepad[other].value = atoi(cv_usegamepad[this].string); + } + else + { + // Try again + cv_usegamepad[other].value = 0; + continue; + } + + break; + } + + break; + } + } + + // Was cv_usegamepad disabled in settings? + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + if (!strcmp(cv_usegamepad[i].string, "0") || !cv_usegamepad[i].value) + cv_usegamepad[i].value = 0; + else if (atoi(cv_usegamepad[i].string) <= I_NumGamepads() // don't mess if we intentionally set higher than NumJoys + && cv_usegamepad[i].value) // update the cvar ONLY if a device exists + CV_SetValue(&cv_usegamepad[i], cv_usegamepad[i].value); + } + + // Update all gamepads' init states + // This is a little wasteful since cv_usegamepad already calls this, but + // we need to do this in case CV_SetValue did nothing because the string was already same. + // if the device is already active, this should do nothing, effectively. + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + Controller_ChangeDevice(i); + CONS_Debug(DBG_GAMELOGIC, "Controller %d device index: %d\n", i, controllers[i].lastindex); + } + + if (M_OnGamepadMenu()) + M_UpdateGamepadMenu(); + + I_CloseInactiveController(newjoy); +} + +void I_ControllerDeviceRemoved(void) +{ + for (UINT8 this = 0; this < NUM_GAMEPADS; this++) + { + if (controllers[this].dev && !SDL_GameControllerGetAttached(controllers[this].dev)) + { + CONS_Debug(DBG_GAMELOGIC, "Controller %d removed, device index: %d\n", this, controllers[this].lastindex); + G_OnGamepadDisconnect(this); + Controller_Close(this); + } + + // Update the device indexes, because they likely changed + // * If device doesn't exist, switch cv_usegamepad back to default value (.string) + // * BUT: If that default index is being occupied, use ANOTHER cv_usegamepad's default value! + if (controllers[this].dev) + cv_usegamepad[this].value = controllers[this].lastindex = I_GetControllerIndex(controllers[this].dev) + 1; + else + { + for (UINT8 other = 0; other < NUM_GAMEPADS; other++) + { + if (other == this) + continue; + + if (atoi(cv_usegamepad[this].string) != controllers[other].lastindex) + { + // Update this internal index if this user-set index + // doesn't match the other's former internal index + cv_usegamepad[this].value = atoi(cv_usegamepad[this].string); + } + else if (atoi(cv_usegamepad[other].string) != controllers[other].lastindex) + { + // Otherwise, set this internal index to the other's + // user-set index, if the other user-set index is not the + // same as the other's former internal index + cv_usegamepad[this].value = atoi(cv_usegamepad[other].string); + } + else + { + // Try again + cv_usegamepad[this].value = 0; + continue; + } + + break; + } + } + + // Was cv_usegamepad disabled in settings? + if (!strcmp(cv_usegamepad[this].string, "0")) + cv_usegamepad[this].value = 0; + else if (atoi(cv_usegamepad[this].string) <= I_NumGamepads() // don't mess if we intentionally set higher than NumJoys + && cv_usegamepad[this].value) // update the cvar ONLY if a device exists + CV_SetValue(&cv_usegamepad[this], cv_usegamepad[this].value); + + CONS_Debug(DBG_GAMELOGIC, "Controller %d device index: %d\n", this, controllers[this].lastindex); + } + + if (M_OnGamepadMenu()) + M_UpdateGamepadMenu(); +} + +// Close the controller device if there isn't any controller using it +void I_CloseInactiveController(SDL_GameController *dev) +{ + if (!Controller_IsAnyUsingDevice(dev)) + SDL_GameControllerClose(dev); +} + +// Cheat to get the device index for a game controller handle +INT32 I_GetControllerIndex(SDL_GameController *dev) +{ + INT32 i, count = SDL_NumJoysticks(); + + for (i = 0; dev && i < count; i++) + { + SDL_GameController *test = SDL_GameControllerOpen(i); + if (test && test == dev) + return i; + else + I_CloseInactiveController(test); + } + + return -1; +} + +// Changes a gamepad's device +void I_ChangeGamepad(UINT8 which) +{ + if (which >= NUM_GAMEPADS) + return; + + if (controllers[which].started) + Controller_StopRumble(which); + + Controller_ChangeDevice(which); +} + +// Returns the name of a controller from its index +const char *I_GetGamepadName(INT32 joyindex) +{ + static char joyname[256]; + joyname[0] = '\0'; + + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == GAMEPAD_INIT_FLAGS) + { + const char *tempname = SDL_GameControllerNameForIndex(joyindex - 1); + if (tempname) + strlcpy(joyname, tempname, sizeof joyname); + } + + return joyname; +} + +// Toggles a gamepad's digital axis setting +void I_SetGamepadDigital(UINT8 which, boolean enable) +{ + if (which >= NUM_GAMEPADS) + return; + + gamepads[which].digital = enable; +} + +static gamepad_t *Controller_GetFromID(SDL_JoystickID which, UINT8 *found) +{ + // Determine the joystick IDs for each current open controller + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + if (which == SDL_JoystickInstanceID(controllers[i].joydev)) + { + (*found) = i; + return &gamepads[i]; + } + } + + (*found) = UINT8_MAX; + + return NULL; +} + +void I_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint32 type) +{ + event_t event; + + gamepad_t *gamepad = Controller_GetFromID(evt.which, &event.which); + if (gamepad == NULL) + return; + + if (type == SDL_CONTROLLERBUTTONUP) + event.type = ev_gamepad_up; + else if (type == SDL_CONTROLLERBUTTONDOWN) + event.type = ev_gamepad_down; + else + return; + +#define GAMEPAD_BUTTON_CASE(btn) \ + case SDL_CONTROLLER_BUTTON_##btn: \ + event.key = GAMEPAD_BUTTON_##btn; \ + break + + switch (evt.button) + { + GAMEPAD_BUTTON_CASE(A); + GAMEPAD_BUTTON_CASE(B); + GAMEPAD_BUTTON_CASE(X); + GAMEPAD_BUTTON_CASE(Y); + GAMEPAD_BUTTON_CASE(BACK); + GAMEPAD_BUTTON_CASE(GUIDE); + GAMEPAD_BUTTON_CASE(START); + GAMEPAD_BUTTON_CASE(LEFTSTICK); + GAMEPAD_BUTTON_CASE(RIGHTSTICK); + GAMEPAD_BUTTON_CASE(LEFTSHOULDER); + GAMEPAD_BUTTON_CASE(RIGHTSHOULDER); + GAMEPAD_BUTTON_CASE(DPAD_UP); + GAMEPAD_BUTTON_CASE(DPAD_DOWN); + GAMEPAD_BUTTON_CASE(DPAD_LEFT); + GAMEPAD_BUTTON_CASE(DPAD_RIGHT); +#if SDL_VERSION_ATLEAST(2,0,14) + GAMEPAD_BUTTON_CASE(MISC1); + GAMEPAD_BUTTON_CASE(PADDLE1); + GAMEPAD_BUTTON_CASE(PADDLE2); + GAMEPAD_BUTTON_CASE(PADDLE3); + GAMEPAD_BUTTON_CASE(PADDLE4); + GAMEPAD_BUTTON_CASE(TOUCHPAD); +#endif + default: return; + } + +#undef GAMEPAD_BUTTON_CASE + + D_PostEvent(&event); +} + +void I_HandleControllerAxisEvent(SDL_ControllerAxisEvent evt) +{ + event_t event; + + gamepad_t *gamepad = Controller_GetFromID(evt.which, &event.which); + if (gamepad == NULL) + return; + +#define GAMEPAD_AXIS_CASE(btn) \ + case SDL_CONTROLLER_AXIS_##btn: \ + event.key = GAMEPAD_AXIS_##btn; \ + break + + switch (evt.axis) + { + GAMEPAD_AXIS_CASE(LEFTX); + GAMEPAD_AXIS_CASE(LEFTY); + GAMEPAD_AXIS_CASE(RIGHTX); + GAMEPAD_AXIS_CASE(RIGHTY); + GAMEPAD_AXIS_CASE(TRIGGERLEFT); + GAMEPAD_AXIS_CASE(TRIGGERRIGHT); + default: return; + } + +#undef GAMEPAD_AXIS_CASE + + event.type = ev_gamepad_axis; + event.x = evt.value; + + D_PostEvent(&event); +} + +static void Controller_StopRumble(UINT8 num) +{ + ControllerInfo *controller = &controllers[num]; + + controller->rumble.large_magnitude = 0; + controller->rumble.small_magnitude = 0; + controller->rumble.time_left = 0; + controller->rumble.expiration = 0; + + gamepad_t *gamepad = controller->info; + + gamepad->rumble.active = false; + gamepad->rumble.paused = false; + gamepad->rumble.data.large_magnitude = 0; + gamepad->rumble.data.small_magnitude = 0; + gamepad->rumble.data.duration = 0; + +#if SDL_VERSION_ATLEAST(2,0,9) + if (gamepad->rumble.supported) + SDL_GameControllerRumble(controller->dev, 0, 0, 0); +#endif +} + +static void Controller_Close(UINT8 num) +{ + ControllerInfo *controller = &controllers[num]; + + // Close the game controller device + if (controller->dev) + { + Controller_StopRumble(num); + SDL_GameControllerClose(controller->dev); + } + + controller->dev = NULL; + controller->joydev = NULL; + controller->lastindex = -1; + controller->started = false; + + // Reset gamepad info + gamepad_t *gamepad = controller->info; + + if (gamepad) + { + gamepad->type = GAMEPAD_TYPE_UNKNOWN; + gamepad->connected = false; + gamepad->digital = false; + gamepad->rumble.supported = false; + + for (UINT8 i = 0; i < NUM_GAMEPAD_BUTTONS; i++) + gamepad->buttons[i] = 0; + + for (UINT8 i = 0; i < NUM_GAMEPAD_AXES; i++) + gamepad->axes[i] = 0; + } +} + +void I_ShutdownGamepads(void) +{ + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + Controller_Close(i); +} + +boolean I_RumbleSupported(void) +{ + return rumble_supported; +} + +static boolean Controller_Rumble(ControllerInfo *c) +{ +#if SDL_VERSION_ATLEAST(2,0,9) + if (SDL_GameControllerRumble(c->dev, c->rumble.large_magnitude, c->rumble.small_magnitude, 0) == -1) + return false; + + return true; +#else + (void)c; + return false; +#endif +} + +void I_ToggleControllerRumble(boolean unpause) +{ +#if SDL_VERSION_ATLEAST(2,0,9) + if (!I_RumbleSupported() || rumble_paused == !unpause) + return; + + rumble_paused = !unpause; + + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + ControllerInfo *controller = &controllers[i]; + if (!controller->started || !controller->info->rumble.supported) + continue; + + if (rumble_paused) + SDL_GameControllerRumble(controller->dev, 0, 0, 0); + else if (!controller->info->rumble.paused) + { + if (!Controller_Rumble(controller)) + controller->rumble.expiration = controller->rumble.time_left = 0; + } + } +#else + (void)unpause; + return; +#endif +} + +void I_UpdateControllers(void) +{ + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) != GAMEPAD_INIT_FLAGS) + return; + + for (UINT8 i = 0; i < NUM_GAMEPADS; i++) + { + ControllerInfo *controller = &controllers[i]; + if (!controller->started || !controller->info->rumble.supported || controller->info->rumble.paused) + continue; + + if (controller->rumble.expiration && + SDL_TICKS_PASSED(SDL_GetTicks(), controller->rumble.expiration)) + { + // Enough time has passed, so stop the effect + Controller_StopRumble(i); + } + } + + SDL_JoystickUpdate(); +} + +// Converts duration in tics to milliseconds +#define TICS_TO_MS(tics) ((INT32)(tics * (1000.0f/TICRATE))) + +boolean I_RumbleGamepad(UINT8 which, const haptic_t *effect) +{ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return false; + + ControllerInfo *controller = &controllers[which]; + if (!controller->started || !controller->info->rumble.supported) + return false; + + UINT16 duration = min(TICS_TO_MS(effect->duration), UINT16_MAX); + UINT16 large_magnitude = max(0, min(effect->large_magnitude, UINT16_MAX)); + UINT16 small_magnitude = max(0, min(effect->small_magnitude, UINT16_MAX)); + + CONS_Debug(DBG_GAMELOGIC, "Starting rumble effect for controller %d:\n", which); + CONS_Debug(DBG_GAMELOGIC, " Large motor magnitude: %f\n", large_magnitude / 65535.0f); + CONS_Debug(DBG_GAMELOGIC, " Small motor magnitude: %f\n", small_magnitude / 65535.0f); + + if (!duration) + CONS_Debug(DBG_GAMELOGIC, " Duration: forever\n"); + else + CONS_Debug(DBG_GAMELOGIC, " Duration: %dms\n", duration); + + controller->rumble.large_magnitude = large_magnitude; + controller->rumble.small_magnitude = small_magnitude; + + if (!rumble_paused && !Controller_Rumble(controller)) + { + Controller_StopRumble(which); + return false; + } + + controller->rumble.time_left = 0; + + if (duration) + controller->rumble.expiration = SDL_GetTicks() + duration; + else + controller->rumble.expiration = 0; + + // Update gamepad rumble info + gamepad_t *gamepad = controller->info; + + gamepad->rumble.active = true; + gamepad->rumble.paused = false; + gamepad->rumble.data.large_magnitude = effect->large_magnitude; + gamepad->rumble.data.small_magnitude = effect->small_magnitude; + gamepad->rumble.data.duration = effect->duration; + + return true; +} + +#undef TICS_TO_MS + +#define SET_MOTOR_FREQ(type) \ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) \ + return false; \ + \ + ControllerInfo *controller = &controllers[which]; \ + if (!controller->started || !controller->info->rumble.supported) \ + return false; \ + \ + gamepad_t *gamepad = controller->info; \ + if (gamepad->rumble.data.type##_magnitude == freq) \ + return true; \ + \ + UINT16 frequency = max(0, min(freq, UINT16_MAX)); \ + \ + controller->rumble.type##_magnitude = frequency; \ + \ + if (!rumble_paused && !gamepad->rumble.paused && !Controller_Rumble(controller)) \ + { \ + Controller_StopRumble(which); \ + return false; \ + } \ + \ + gamepad->rumble.data.type##_magnitude = freq; \ + gamepad->rumble.active = true; \ + return true + +boolean I_SetGamepadLargeMotorFreq(UINT8 which, fixed_t freq) +{ + SET_MOTOR_FREQ(large); +} + +boolean I_SetGamepadSmallMotorFreq(UINT8 which, fixed_t freq) +{ + SET_MOTOR_FREQ(small); +} + +void I_SetGamepadRumblePaused(UINT8 which, boolean pause) +{ +#if SDL_VERSION_ATLEAST(2,0,9) + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return; + + ControllerInfo *controller = &controllers[which]; + if (!controller->started || !controller->info->rumble.supported) + return; + + if (pause == controller->info->rumble.paused) + return; + else if (pause) + { + if (!rumble_paused) + SDL_GameControllerRumble(controller->dev, 0, 0, 0); + + if (controller->rumble.expiration) + { + controller->rumble.time_left = controller->rumble.expiration - SDL_GetTicks(); + controller->rumble.expiration = 0; + } + } + else + { + if (!rumble_paused) + SDL_GameControllerRumble(controller->dev, controller->rumble.large_magnitude, controller->rumble.small_magnitude, 0); + + if (controller->rumble.time_left) + controller->rumble.expiration = SDL_GetTicks() + controller->rumble.time_left; + } + + controller->info->rumble.paused = pause; +#else + (void)which; + (void)pause; + return; +#endif +} + +boolean I_GetGamepadRumbleSupported(UINT8 which) +{ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return false; + + ControllerInfo *controller = &controllers[which]; + if (!controller->started) + return false; + + return controller->info->rumble.supported; +} + +boolean I_GetGamepadRumblePaused(UINT8 which) +{ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return false; + + ControllerInfo *controller = &controllers[which]; + if (!controller->started || !controller->info->rumble.supported) + return false; + + return controller->info->rumble.paused; +} + +void I_StopGamepadRumble(UINT8 which) +{ + if (!I_RumbleSupported() || which >= NUM_GAMEPADS) + return; + + ControllerInfo *controller = &controllers[which]; + if (!controller->started || !controller->info->rumble.supported) + return; + + Controller_StopRumble(which); +} +#endif diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c index 22d6de83166c6bec9e4b653f5765b032ca7bfb3e..ee082fd5d33198d065e4e34f0960df70834de906 100644 --- a/src/sdl/i_system.c +++ b/src/sdl/i_system.c @@ -181,9 +181,11 @@ static char returnWadPath[256]; #include "../doomdef.h" #include "../m_misc.h" +#include "../i_time.h" #include "../i_video.h" #include "../i_sound.h" #include "../i_system.h" +#include "../i_gamepad.h" #include "../i_threads.h" #include "../screen.h" //vid.WndParent #include "../d_net.h" @@ -192,11 +194,10 @@ static char returnWadPath[256]; #include "endtxt.h" #include "sdlmain.h" -#include "../i_joy.h" - #include "../m_argv.h" -#include "../m_menu.h" +#include "../r_main.h" // Frame interpolation/uncapped +#include "../r_fps.h" #ifdef MAC_ALERT #include "macosx/mac_alert.h" @@ -210,41 +211,6 @@ static char returnWadPath[256]; #include "../byteptr.h" #endif -/** \brief The JoyReset function - - \param JoySet Joystick info to reset - - \return void -*/ -static void JoyReset(SDLJoyInfo_t *JoySet) -{ - if (JoySet->dev) - { - SDL_JoystickClose(JoySet->dev); - } - JoySet->dev = NULL; - JoySet->oldjoy = -1; - JoySet->axises = JoySet->buttons = JoySet->hats = JoySet->balls = 0; - //JoySet->scale -} - -/** \brief First joystick up and running -*/ -static INT32 joystick_started = 0; - -/** \brief SDL info about joystick 1 -*/ -SDLJoyInfo_t JoyInfo; - - -/** \brief Second joystick up and running -*/ -static INT32 joystick2_started = 0; - -/** \brief SDL inof about joystick 2 -*/ -SDLJoyInfo_t JoyInfo2; - #ifdef HAVE_TERMIOS static INT32 fdmouse2 = -1; static INT32 mouse2_started = 0; @@ -937,719 +903,15 @@ INT32 I_GetKey (void) return rc; } -// -// I_JoyScale -// -void I_JoyScale(void) -{ - Joystick.bGamepadStyle = cv_joyscale.value==0; - JoyInfo.scale = Joystick.bGamepadStyle?1:cv_joyscale.value; -} - -void I_JoyScale2(void) -{ - Joystick2.bGamepadStyle = cv_joyscale2.value==0; - JoyInfo2.scale = Joystick2.bGamepadStyle?1:cv_joyscale2.value; -} - -// Cheat to get the device index for a joystick handle -INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev) -{ - INT32 i, count = SDL_NumJoysticks(); - - for (i = 0; dev && i < count; i++) - { - SDL_Joystick *test = SDL_JoystickOpen(i); - if (test && test == dev) - return i; - else if (JoyInfo.dev != test && JoyInfo2.dev != test) - SDL_JoystickClose(test); - } - - return -1; -} - -/** \brief Joystick 1 buttons states -*/ -static UINT64 lastjoybuttons = 0; - -/** \brief Joystick 1 hats state -*/ -static UINT64 lastjoyhats = 0; - -/** \brief Shuts down joystick 1 - - - \return void - - -*/ -void I_ShutdownJoystick(void) -{ - INT32 i; - event_t event; - event.type=ev_keyup; - event.x = 0; - event.y = 0; - - lastjoybuttons = lastjoyhats = 0; - - // emulate the up of all joystick buttons - for (i=0;i<JOYBUTTONS;i++) - { - event.key=KEY_JOY1+i; - D_PostEvent(&event); - } - - // emulate the up of all joystick hats - for (i=0;i<JOYHATS*4;i++) - { - event.key=KEY_HAT1+i; - D_PostEvent(&event); - } - - // reset joystick position - event.type = ev_joystick; - for (i=0;i<JOYAXISSET; i++) - { - event.key = i; - D_PostEvent(&event); - } - - joystick_started = 0; - JoyReset(&JoyInfo); - - // don't shut down the subsystem here, because hotplugging -} - -void I_GetJoystickEvents(void) -{ - static event_t event = {0,0,0,0,false}; - INT32 i = 0; - UINT64 joyhats = 0; -#if 0 - UINT64 joybuttons = 0; - Sint16 axisx, axisy; -#endif - - if (!joystick_started) return; - - if (!JoyInfo.dev) //I_ShutdownJoystick(); - return; - -#if 0 - //faB: look for as much buttons as g_input code supports, - // we don't use the others - for (i = JoyInfo.buttons - 1; i >= 0; i--) - { - joybuttons <<= 1; - if (SDL_JoystickGetButton(JoyInfo.dev,i)) - joybuttons |= 1; - } - - if (joybuttons != lastjoybuttons) - { - INT64 j = 1; // keep only bits that changed since last time - INT64 newbuttons = joybuttons ^ lastjoybuttons; - lastjoybuttons = joybuttons; - - for (i = 0; i < JOYBUTTONS; i++, j <<= 1) - { - if (newbuttons & j) // button changed state? - { - if (joybuttons & j) - event.type = ev_keydown; - else - event.type = ev_keyup; - event.key = KEY_JOY1 + i; - D_PostEvent(&event); - } - } - } -#endif - - for (i = JoyInfo.hats - 1; i >= 0; i--) - { - Uint8 hat = SDL_JoystickGetHat(JoyInfo.dev, i); - - if (hat & SDL_HAT_UP ) joyhats|=(UINT64)0x1<<(0 + 4*i); - if (hat & SDL_HAT_DOWN ) joyhats|=(UINT64)0x1<<(1 + 4*i); - if (hat & SDL_HAT_LEFT ) joyhats|=(UINT64)0x1<<(2 + 4*i); - if (hat & SDL_HAT_RIGHT) joyhats|=(UINT64)0x1<<(3 + 4*i); - } - - if (joyhats != lastjoyhats) - { - INT64 j = 1; // keep only bits that changed since last time - INT64 newhats = joyhats ^ lastjoyhats; - lastjoyhats = joyhats; - - for (i = 0; i < JOYHATS*4; i++, j <<= 1) - { - if (newhats & j) // hat changed state? - { - if (joyhats & j) - event.type = ev_keydown; - else - event.type = ev_keyup; - event.key = KEY_HAT1 + i; - D_PostEvent(&event); - } - } - } - -#if 0 - // send joystick axis positions - event.type = ev_joystick; - - for (i = JOYAXISSET - 1; i >= 0; i--) - { - event.key = i; - if (i*2 + 1 <= JoyInfo.axises) - axisx = SDL_JoystickGetAxis(JoyInfo.dev, i*2 + 0); - else axisx = 0; - if (i*2 + 2 <= JoyInfo.axises) - axisy = SDL_JoystickGetAxis(JoyInfo.dev, i*2 + 1); - else axisy = 0; - - - // -32768 to 32767 - axisx = axisx/32; - axisy = axisy/32; - - - if (Joystick.bGamepadStyle) - { - // gamepad control type, on or off, live or die - if (axisx < -(JOYAXISRANGE/2)) - event.x = -1; - else if (axisx > (JOYAXISRANGE/2)) - event.x = 1; - else event.x = 0; - if (axisy < -(JOYAXISRANGE/2)) - event.y = -1; - else if (axisy > (JOYAXISRANGE/2)) - event.y = 1; - else event.y = 0; - } - else - { - - axisx = JoyInfo.scale?((axisx/JoyInfo.scale)*JoyInfo.scale):axisx; - axisy = JoyInfo.scale?((axisy/JoyInfo.scale)*JoyInfo.scale):axisy; - -#ifdef SDL_JDEADZONE - if (-SDL_JDEADZONE <= axisx && axisx <= SDL_JDEADZONE) axisx = 0; - if (-SDL_JDEADZONE <= axisy && axisy <= SDL_JDEADZONE) axisy = 0; -#endif - - // analog control style , just send the raw data - event.x = axisx; // x axis - event.y = axisy; // y axis - } - D_PostEvent(&event); - } -#endif -} - -/** \brief Open joystick handle - - \param fname name of joystick - - \return axises - - -*/ -static int joy_open(int joyindex) -{ - SDL_Joystick *newdev = NULL; - int num_joy = 0; - - if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0) - { - CONS_Printf(M_GetText("Joystick subsystem not started\n")); - return -1; - } - - if (joyindex <= 0) - return -1; - - num_joy = SDL_NumJoysticks(); - - if (num_joy == 0) - { - CONS_Printf("%s", M_GetText("Found no joysticks on this system\n")); - return -1; - } - - newdev = SDL_JoystickOpen(joyindex-1); - - // Handle the edge case where the device <-> joystick index assignment can change due to hotplugging - // This indexing is SDL's responsibility and there's not much we can do about it. - // - // Example: - // 1. Plug Controller A -> Index 0 opened - // 2. Plug Controller B -> Index 1 opened - // 3. Unplug Controller A -> Index 0 closed, Index 1 active - // 4. Unplug Controller B -> Index 0 inactive, Index 1 closed - // 5. Plug Controller B -> Index 0 opened - // 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B - if (JoyInfo.dev) - { - if (JoyInfo.dev == newdev // same device, nothing to do - || (newdev == NULL && SDL_JoystickGetAttached(JoyInfo.dev))) // we failed, but already have a working device - return JoyInfo.axises; - // Else, we're changing devices, so send neutral joy events - CONS_Debug(DBG_GAMELOGIC, "Joystick1 device is changing; resetting events...\n"); - I_ShutdownJoystick(); - } - - JoyInfo.dev = newdev; - - if (JoyInfo.dev == NULL) - { - CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: Couldn't open device - %s\n"), SDL_GetError()); - return -1; - } - else - { - CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: %s\n"), SDL_JoystickName(JoyInfo.dev)); - JoyInfo.axises = SDL_JoystickNumAxes(JoyInfo.dev); - if (JoyInfo.axises > JOYAXISSET*2) - JoyInfo.axises = JOYAXISSET*2; - /* if (joyaxes<2) - { - I_OutputMsg("Not enought axes?\n"); - return 0; - }*/ - - JoyInfo.buttons = SDL_JoystickNumButtons(JoyInfo.dev); - if (JoyInfo.buttons > JOYBUTTONS) - JoyInfo.buttons = JOYBUTTONS; - - JoyInfo.hats = SDL_JoystickNumHats(JoyInfo.dev); - if (JoyInfo.hats > JOYHATS) - JoyInfo.hats = JOYHATS; - - JoyInfo.balls = SDL_JoystickNumBalls(JoyInfo.dev); - - //Joystick.bGamepadStyle = !stricmp(SDL_JoystickName(JoyInfo.dev), "pad"); - - return JoyInfo.axises; - } -} - -//Joystick2 - -/** \brief Joystick 2 buttons states -*/ -static UINT64 lastjoy2buttons = 0; - -/** \brief Joystick 2 hats state -*/ -static UINT64 lastjoy2hats = 0; - -/** \brief Shuts down joystick 2 - - - \return void -*/ -void I_ShutdownJoystick2(void) -{ - INT32 i; - event_t event; - event.type = ev_keyup; - event.x = 0; - event.y = 0; - - lastjoy2buttons = lastjoy2hats = 0; - - // emulate the up of all joystick buttons - for (i = 0; i < JOYBUTTONS; i++) - { - event.key = KEY_2JOY1 + i; - D_PostEvent(&event); - } - - // emulate the up of all joystick hats - for (i = 0; i < JOYHATS*4; i++) - { - event.key = KEY_2HAT1 + i; - D_PostEvent(&event); - } - - // reset joystick position - event.type = ev_joystick2; - for (i = 0; i < JOYAXISSET; i++) - { - event.key = i; - D_PostEvent(&event); - } - - joystick2_started = 0; - JoyReset(&JoyInfo2); - - // don't shut down the subsystem here, because hotplugging -} - -void I_GetJoystick2Events(void) -{ - static event_t event = {0,0,0,0,false}; - INT32 i = 0; - UINT64 joyhats = 0; -#if 0 - INT64 joybuttons = 0; - INT32 axisx, axisy; -#endif - - if (!joystick2_started) - return; - - if (!JoyInfo2.dev) //I_ShutdownJoystick2(); - return; - - -#if 0 - //faB: look for as much buttons as g_input code supports, - // we don't use the others - for (i = JoyInfo2.buttons - 1; i >= 0; i--) - { - joybuttons <<= 1; - if (SDL_JoystickGetButton(JoyInfo2.dev,i)) - joybuttons |= 1; - } - - if (joybuttons != lastjoy2buttons) - { - INT64 j = 1; // keep only bits that changed since last time - INT64 newbuttons = joybuttons ^ lastjoy2buttons; - lastjoy2buttons = joybuttons; - - for (i = 0; i < JOYBUTTONS; i++, j <<= 1) - { - if (newbuttons & j) // button changed state? - { - if (joybuttons & j) - event.type = ev_keydown; - else - event.type = ev_keyup; - event.key = KEY_2JOY1 + i; - D_PostEvent(&event); - } - } - } -#endif - - for (i = JoyInfo2.hats - 1; i >= 0; i--) - { - Uint8 hat = SDL_JoystickGetHat(JoyInfo2.dev, i); - - if (hat & SDL_HAT_UP ) joyhats|=(UINT64)0x1<<(0 + 4*i); - if (hat & SDL_HAT_DOWN ) joyhats|=(UINT64)0x1<<(1 + 4*i); - if (hat & SDL_HAT_LEFT ) joyhats|=(UINT64)0x1<<(2 + 4*i); - if (hat & SDL_HAT_RIGHT) joyhats|=(UINT64)0x1<<(3 + 4*i); - } - - if (joyhats != lastjoy2hats) - { - INT64 j = 1; // keep only bits that changed since last time - INT64 newhats = joyhats ^ lastjoy2hats; - lastjoy2hats = joyhats; - - for (i = 0; i < JOYHATS*4; i++, j <<= 1) - { - if (newhats & j) // hat changed state? - { - if (joyhats & j) - event.type = ev_keydown; - else - event.type = ev_keyup; - event.key = KEY_2HAT1 + i; - D_PostEvent(&event); - } - } - } - -#if 0 - // send joystick axis positions - event.type = ev_joystick2; - - for (i = JOYAXISSET - 1; i >= 0; i--) - { - event.key = i; - if (i*2 + 1 <= JoyInfo2.axises) - axisx = SDL_JoystickGetAxis(JoyInfo2.dev, i*2 + 0); - else axisx = 0; - if (i*2 + 2 <= JoyInfo2.axises) - axisy = SDL_JoystickGetAxis(JoyInfo2.dev, i*2 + 1); - else axisy = 0; - - // -32768 to 32767 - axisx = axisx/32; - axisy = axisy/32; - - if (Joystick2.bGamepadStyle) - { - // gamepad control type, on or off, live or die - if (axisx < -(JOYAXISRANGE/2)) - event.x = -1; - else if (axisx > (JOYAXISRANGE/2)) - event.x = 1; - else - event.x = 0; - if (axisy < -(JOYAXISRANGE/2)) - event.y = -1; - else if (axisy > (JOYAXISRANGE/2)) - event.y = 1; - else - event.y = 0; - } - else - { - - axisx = JoyInfo2.scale?((axisx/JoyInfo2.scale)*JoyInfo2.scale):axisx; - axisy = JoyInfo2.scale?((axisy/JoyInfo2.scale)*JoyInfo2.scale):axisy; - -#ifdef SDL_JDEADZONE - if (-SDL_JDEADZONE <= axisx && axisx <= SDL_JDEADZONE) axisx = 0; - if (-SDL_JDEADZONE <= axisy && axisy <= SDL_JDEADZONE) axisy = 0; -#endif - - // analog control style , just send the raw data - event.x = axisx; // x axis - event.y = axisy; // y axis - } - D_PostEvent(&event); - } -#endif -} - -/** \brief Open joystick handle - - \param fname name of joystick - - \return axises - - -*/ -static int joy_open2(int joyindex) -{ - SDL_Joystick *newdev = NULL; - int num_joy = 0; - - if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0) - { - CONS_Printf(M_GetText("Joystick subsystem not started\n")); - return -1; - } - - if (joyindex <= 0) - return -1; - - num_joy = SDL_NumJoysticks(); - - if (num_joy == 0) - { - CONS_Printf("%s", M_GetText("Found no joysticks on this system\n")); - return -1; - } - - newdev = SDL_JoystickOpen(joyindex-1); - - // Handle the edge case where the device <-> joystick index assignment can change due to hotplugging - // This indexing is SDL's responsibility and there's not much we can do about it. - // - // Example: - // 1. Plug Controller A -> Index 0 opened - // 2. Plug Controller B -> Index 1 opened - // 3. Unplug Controller A -> Index 0 closed, Index 1 active - // 4. Unplug Controller B -> Index 0 inactive, Index 1 closed - // 5. Plug Controller B -> Index 0 opened - // 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B - if (JoyInfo2.dev) - { - if (JoyInfo2.dev == newdev // same device, nothing to do - || (newdev == NULL && SDL_JoystickGetAttached(JoyInfo2.dev))) // we failed, but already have a working device - return JoyInfo.axises; - // Else, we're changing devices, so send neutral joy events - CONS_Debug(DBG_GAMELOGIC, "Joystick2 device is changing; resetting events...\n"); - I_ShutdownJoystick2(); - } - - JoyInfo2.dev = newdev; - - if (JoyInfo2.dev == NULL) - { - CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: couldn't open device - %s\n"), SDL_GetError()); - return -1; - } - else - { - CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev)); - JoyInfo2.axises = SDL_JoystickNumAxes(JoyInfo2.dev); - if (JoyInfo2.axises > JOYAXISSET*2) - JoyInfo2.axises = JOYAXISSET*2; -/* if (joyaxes<2) - { - I_OutputMsg("Not enought axes?\n"); - return 0; - }*/ - - JoyInfo2.buttons = SDL_JoystickNumButtons(JoyInfo2.dev); - if (JoyInfo2.buttons > JOYBUTTONS) - JoyInfo2.buttons = JOYBUTTONS; - - JoyInfo2.hats = SDL_JoystickNumHats(JoyInfo2.dev); - if (JoyInfo2.hats > JOYHATS) - JoyInfo2.hats = JOYHATS; - - JoyInfo2.balls = SDL_JoystickNumBalls(JoyInfo2.dev); - - //Joystick.bGamepadStyle = !stricmp(SDL_JoystickName(JoyInfo2.dev), "pad"); - - return JoyInfo2.axises; - } -} - -// -// I_InitJoystick -// -void I_InitJoystick(void) -{ - SDL_Joystick *newjoy = NULL; - - //I_ShutdownJoystick(); - if (M_CheckParm("-nojoy")) - return; - - if (M_CheckParm("-noxinput")) - SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE); - - if (M_CheckParm("-nohidapi")) - SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE); - - if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0) - { - CONS_Printf("I_InitJoystick()...\n"); - - if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1) - { - CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError()); - return; - } - } - - if (cv_usejoystick.value) - newjoy = SDL_JoystickOpen(cv_usejoystick.value-1); - - if (newjoy && JoyInfo2.dev == newjoy) // don't override an active device - cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1; - else if (newjoy && joy_open(cv_usejoystick.value) != -1) - { - // SDL's device indexes are unstable, so cv_usejoystick may not match - // the actual device index. So let's cheat a bit and find the device's current index. - JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1; - joystick_started = 1; - } - else - { - if (JoyInfo.oldjoy) - I_ShutdownJoystick(); - cv_usejoystick.value = 0; - joystick_started = 0; - } - - if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy) - SDL_JoystickClose(newjoy); -} - -void I_InitJoystick2(void) -{ - SDL_Joystick *newjoy = NULL; - - //I_ShutdownJoystick2(); - if (M_CheckParm("-nojoy")) - return; - - if (M_CheckParm("-noxinput")) - SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE); - - if (M_CheckParm("-nohidapi")) - SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE); - - if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0) - { - CONS_Printf("I_InitJoystick2()...\n"); - - if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1) - { - CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError()); - return; - } - } - - if (cv_usejoystick2.value) - newjoy = SDL_JoystickOpen(cv_usejoystick2.value-1); - - if (newjoy && JoyInfo.dev == newjoy) // don't override an active device - cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1; - else if (newjoy && joy_open2(cv_usejoystick2.value) != -1) - { - // SDL's device indexes are unstable, so cv_usejoystick may not match - // the actual device index. So let's cheat a bit and find the device's current index. - JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1; - joystick2_started = 1; - } - else - { - if (JoyInfo2.oldjoy) - I_ShutdownJoystick2(); - cv_usejoystick2.value = 0; - joystick2_started = 0; - } - - if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy) - SDL_JoystickClose(newjoy); -} - static void I_ShutdownInput(void) { - // Yes, the name is misleading: these send neutral events to - // clean up the unplugged joystick's input - // Note these methods are internal to this file, not called elsewhere. - I_ShutdownJoystick(); - I_ShutdownJoystick2(); - - if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK) - { - CONS_Printf("Shutting down joy system\n"); - SDL_QuitSubSystem(SDL_INIT_JOYSTICK); - I_OutputMsg("I_Joystick: SDL's Joystick system has been shutdown\n"); - } -} - -INT32 I_NumJoys(void) -{ - INT32 numjoy = 0; - if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK) - numjoy = SDL_NumJoysticks(); - return numjoy; -} - -static char joyname[255]; // joystick name is straight from the driver + I_ShutdownGamepads(); -const char *I_GetJoyName(INT32 joyindex) -{ - const char *tempname = NULL; - joyname[0] = 0; - joyindex--; //SDL's Joystick System starts at 0, not 1 - if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK) + if (SDL_WasInit(GAMEPAD_INIT_FLAGS) == GAMEPAD_INIT_FLAGS) { - tempname = SDL_JoystickNameForIndex(joyindex); - if (tempname) - strncpy(joyname, tempname, 255); + CONS_Printf("Shutting down game controller subsystems\n"); + SDL_QuitSubSystem(GAMEPAD_INIT_FLAGS); } - return joyname; } #ifndef NOMUMBLE @@ -2111,23 +1373,6 @@ void I_StartupMouse2(void) #endif } -// -// I_Tactile -// -void I_Tactile(FFType pFFType, const JoyFF_t *FFEffect) -{ - // UNUSED. - (void)pFFType; - (void)FFEffect; -} - -void I_Tactile2(FFType pFFType, const JoyFF_t *FFEffect) -{ - // UNUSED. - (void)pFFType; - (void)FFEffect; -} - /** \brief empty ticcmd for player 1 */ static ticcmd_t emptycmd; @@ -2153,52 +1398,78 @@ ticcmd_t *I_BaseTiccmd2(void) static Uint64 timer_frequency; -static double tic_frequency; -static Uint64 tic_epoch; - -tic_t I_GetTime(void) +precise_t I_GetPreciseTime(void) { - static double elapsed; + return SDL_GetPerformanceCounter(); +} - const Uint64 now = SDL_GetPerformanceCounter(); +UINT64 I_GetPrecisePrecision(void) +{ + return SDL_GetPerformanceFrequency(); +} - elapsed += (now - tic_epoch) / tic_frequency; - tic_epoch = now; // moving epoch +static UINT32 frame_rate; - return (tic_t)elapsed; -} +static double frame_frequency; +static UINT64 frame_epoch; +static double elapsed_frames; -precise_t I_GetPreciseTime(void) +static void I_InitFrameTime(const UINT64 now, const UINT32 cap) { - return SDL_GetPerformanceCounter(); + frame_rate = cap; + frame_epoch = now; + + //elapsed_frames = 0.0; + + if (frame_rate == 0) + { + // Shouldn't be used, but just in case...? + frame_frequency = 1.0; + return; + } + + frame_frequency = timer_frequency / (double)frame_rate; } -int I_PreciseToMicros(precise_t d) +double I_GetFrameTime(void) { - // d is going to be converted into a double. So remove the highest bits - // to avoid loss of precision in the lower bits, for the (probably rare) case - // that the higher bits are actually used. - d &= ((precise_t)1 << 53) - 1; // The mantissa of a double can handle 53 bits at most. - // The resulting double from the calculation is converted first to UINT64 to avoid overflow, - // which is undefined behaviour when converting floating point values to integers. - return (int)(UINT64)(d / (timer_frequency / 1000000.0)); + const UINT64 now = SDL_GetPerformanceCounter(); + const UINT32 cap = R_GetFramerateCap(); + + if (cap != frame_rate) + { + // Maybe do this in a OnChange function for cv_fpscap? + I_InitFrameTime(now, cap); + } + + if (frame_rate == 0) + { + // Always advance a frame. + elapsed_frames += 1.0; + } + else + { + elapsed_frames += (now - frame_epoch) / frame_frequency; + } + + frame_epoch = now; // moving epoch + return elapsed_frames; } // -//I_StartupTimer +// I_StartupTimer // void I_StartupTimer(void) { timer_frequency = SDL_GetPerformanceFrequency(); - tic_epoch = SDL_GetPerformanceCounter(); - tic_frequency = timer_frequency / (double)NEWTICRATE; + I_InitFrameTime(0, R_GetFramerateCap()); + elapsed_frames = 0.0; } -void I_Sleep(void) +void I_Sleep(UINT32 ms) { - if (cv_sleep.value != -1) - SDL_Delay(cv_sleep.value); + SDL_Delay(ms); } #ifdef NEWSIGNALHANDLER @@ -2854,13 +2125,6 @@ static const char *locateWad(void) CHECKWADPATH(NULL); #endif -#ifdef CMAKECONFIG -#ifndef NDEBUG - strcpy(returnWadPath, CMAKE_ASSETS_DIR); - CHECKWADPATH(returnWadPath); -#endif -#endif - #ifdef __APPLE__ OSX_GetResourcesPath(returnWadPath); CHECKWADPATH(returnWadPath); diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index ab30cf0ca95297a84afe928517cb95bbb4a97410..81b20b51e0996b70b00747832be59986f9aaffa1 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1,3 +1,4 @@ + // Emacs style mode select -*- C++ -*- // SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- @@ -65,7 +66,7 @@ #include "../m_menu.h" #include "../d_main.h" #include "../s_sound.h" -#include "../i_joy.h" +#include "../i_gamepad.h" #include "../st_stuff.h" #include "../hu_stuff.h" #include "../g_game.h" @@ -448,51 +449,10 @@ static void SurfaceInfo(const SDL_Surface *infoSurface, const char *SurfaceText) static void VID_Command_Info_f (void) { -#if 0 - SDL2STUB(); -#else -#if 0 - const SDL_VideoInfo *videoInfo; - videoInfo = SDL_GetVideoInfo(); //Alam: Double-Check - if (videoInfo) - { - CONS_Printf("%s", M_GetText("Video Interface Capabilities:\n")); - if (videoInfo->hw_available) - CONS_Printf("%s", M_GetText(" Hardware surfaces\n")); - if (videoInfo->wm_available) - CONS_Printf("%s", M_GetText(" Window manager\n")); - //UnusedBits1 :6 - //UnusedBits2 :1 - if (videoInfo->blit_hw) - CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW\n")); - if (videoInfo->blit_hw_CC) - CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW with Colorkey\n")); - if (videoInfo->wm_available) - CONS_Printf("%s", M_GetText(" Accelerated blits HW-2-HW with Alpha\n")); - if (videoInfo->blit_sw) - { - CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW\n")); - if (!M_CheckParm("-noblit")) videoblitok = SDL_TRUE; - } - if (videoInfo->blit_sw_CC) - CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW with Colorkey\n")); - if (videoInfo->blit_sw_A) - CONS_Printf("%s", M_GetText(" Accelerated blits SW-2-HW with Alpha\n")); - if (videoInfo->blit_fill) - CONS_Printf("%s", M_GetText(" Accelerated Color filling\n")); - //UnusedBits3 :16 - if (videoInfo->video_mem) - CONS_Printf(M_GetText(" There is %i KB of video memory\n"), videoInfo->video_mem); - else - CONS_Printf("%s", M_GetText(" There no video memory for SDL\n")); - //*vfmt - } -#else if (!M_CheckParm("-noblit")) videoblitok = SDL_TRUE; -#endif + SurfaceInfo(bufSurface, M_GetText("Current Engine Mode")); SurfaceInfo(vidSurface, M_GetText("Current Video Mode")); -#endif } static void VID_Command_ModeList_f(void) @@ -527,61 +487,6 @@ static void VID_Command_Mode_f (void) setmodeneeded = modenum+1; // request vid mode change } -static inline void SDLJoyRemap(event_t *event) -{ - (void)event; -} - -static INT32 SDLJoyAxis(const Sint16 axis, evtype_t which) -{ - // -32768 to 32767 - INT32 raxis = axis/32; - if (which == ev_joystick) - { - if (Joystick.bGamepadStyle) - { - // gamepad control type, on or off, live or die - if (raxis < -(JOYAXISRANGE/2)) - raxis = -1; - else if (raxis > (JOYAXISRANGE/2)) - raxis = 1; - else - raxis = 0; - } - else - { - raxis = JoyInfo.scale!=1?((raxis/JoyInfo.scale)*JoyInfo.scale):raxis; - -#ifdef SDL_JDEADZONE - if (-SDL_JDEADZONE <= raxis && raxis <= SDL_JDEADZONE) - raxis = 0; -#endif - } - } - else if (which == ev_joystick2) - { - if (Joystick2.bGamepadStyle) - { - // gamepad control type, on or off, live or die - if (raxis < -(JOYAXISRANGE/2)) - raxis = -1; - else if (raxis > (JOYAXISRANGE/2)) - raxis = 1; - else raxis = 0; - } - else - { - raxis = JoyInfo2.scale!=1?((raxis/JoyInfo2.scale)*JoyInfo2.scale):raxis; - -#ifdef SDL_JDEADZONE - if (-SDL_JDEADZONE <= raxis && raxis <= SDL_JDEADZONE) - raxis = 0; -#endif - } - } - return raxis; -} - static void Impl_HandleWindowEvent(SDL_WindowEvent evt) { static SDL_bool firsttimeonmouse = SDL_TRUE; @@ -613,13 +518,13 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt) // Tell game we got focus back, resume music if necessary window_notinfocus = false; if (!paused) - S_ResumeAudio(); //resume it + S_ResumeAudio(); - if (!firsttimeonmouse) - { - if (cv_usemouse.value) I_StartupMouse(); - } - //else firsttimeonmouse = SDL_FALSE; + I_ToggleControllerRumble(true); + P_UnpauseRumble(NULL); + + if (!firsttimeonmouse && cv_usemouse.value) + I_StartupMouse(); if (USE_MOUSEINPUT && !IgnoreMouse()) SDLdoGrabMouse(); @@ -628,43 +533,45 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt) { // Tell game we lost focus, pause music window_notinfocus = true; - if (! cv_playmusicifunfocused.value) + + if (!cv_playmusicifunfocused.value) S_PauseAudio(); - if (! cv_playsoundsifunfocused.value) + if (!cv_playsoundsifunfocused.value) S_StopSounds(); if (!disable_mouse) - { SDLforceUngrabMouse(); - } + memset(gamekeydown, 0, NUMKEYS); // TODO this is a scary memset + I_ToggleControllerRumble(false); + if (P_AutoPause()) + P_PauseRumble(NULL); + if (MOUSE_MENU) - { SDLdoUngrabMouse(); - } } - } static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type) { event_t event; + if (type == SDL_KEYUP) - { event.type = ev_keyup; - } else if (type == SDL_KEYDOWN) - { event.type = ev_keydown; - } else - { return; - } + event.key = Impl_SDL_Scancode_To_Keycode(evt.keysym.scancode); + if (!event.key) + return; + event.repeated = (evt.repeat != 0); - if (event.key) D_PostEvent(&event); + event.which = 0; + + D_PostEvent(&event); } static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt) @@ -729,32 +636,35 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type) if (SDL_GetMouseFocus() != window || IgnoreMouse()) return; - /// \todo inputEvent.button.which if (USE_MOUSEINPUT) { if (type == SDL_MOUSEBUTTONUP) - { event.type = ev_keyup; - } else if (type == SDL_MOUSEBUTTONDOWN) - { event.type = ev_keydown; - } - else return; - if (evt.button == SDL_BUTTON_MIDDLE) - event.key = KEY_MOUSE1+2; - else if (evt.button == SDL_BUTTON_RIGHT) + else + return; + + switch (evt.button) + { + case SDL_BUTTON_LEFT: + event.key = KEY_MOUSE1+0; + break; + case SDL_BUTTON_RIGHT: event.key = KEY_MOUSE1+1; - else if (evt.button == SDL_BUTTON_LEFT) - event.key = KEY_MOUSE1; - else if (evt.button == SDL_BUTTON_X1) + break; + case SDL_BUTTON_MIDDLE: + event.key = KEY_MOUSE1+2; + break; + case SDL_BUTTON_X1: event.key = KEY_MOUSE1+3; - else if (evt.button == SDL_BUTTON_X2) + break; + case SDL_BUTTON_X2: event.key = KEY_MOUSE1+4; - if (event.type == ev_keyup || event.type == ev_keydown) - { - D_PostEvent(&event); + break; } + + D_PostEvent(&event); } } @@ -785,111 +695,6 @@ static void Impl_HandleMouseWheelEvent(SDL_MouseWheelEvent evt) } } -static void Impl_HandleJoystickAxisEvent(SDL_JoyAxisEvent evt) -{ - event_t event; - SDL_JoystickID joyid[2]; - - // Determine the Joystick IDs for each current open joystick - joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev); - joyid[1] = SDL_JoystickInstanceID(JoyInfo2.dev); - - evt.axis++; - event.key = event.x = event.y = INT32_MAX; - - if (evt.which == joyid[0]) - { - event.type = ev_joystick; - } - else if (evt.which == joyid[1]) - { - event.type = ev_joystick2; - } - else return; - //axis - if (evt.axis > JOYAXISSET*2) - return; - //vaule - if (evt.axis%2) - { - event.key = evt.axis / 2; - event.x = SDLJoyAxis(evt.value, event.type); - } - else - { - evt.axis--; - event.key = evt.axis / 2; - event.y = SDLJoyAxis(evt.value, event.type); - } - D_PostEvent(&event); -} - -#if 0 -static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt) -{ - event_t event; - SDL_JoystickID joyid[2]; - - // Determine the Joystick IDs for each current open joystick - joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev); - joyid[1] = SDL_JoystickInstanceID(JoyInfo2.dev); - - if (evt.hat >= JOYHATS) - return; // ignore hats with too high an index - - if (evt.which == joyid[0]) - { - event.key = KEY_HAT1 + (evt.hat*4); - } - else if (evt.which == joyid[1]) - { - event.key = KEY_2HAT1 + (evt.hat*4); - } - else return; - - // NOTE: UNFINISHED -} -#endif - -static void Impl_HandleJoystickButtonEvent(SDL_JoyButtonEvent evt, Uint32 type) -{ - event_t event; - SDL_JoystickID joyid[2]; - - // Determine the Joystick IDs for each current open joystick - joyid[0] = SDL_JoystickInstanceID(JoyInfo.dev); - joyid[1] = SDL_JoystickInstanceID(JoyInfo2.dev); - - if (evt.which == joyid[0]) - { - event.key = KEY_JOY1; - } - else if (evt.which == joyid[1]) - { - event.key = KEY_2JOY1; - } - else return; - if (type == SDL_JOYBUTTONUP) - { - event.type = ev_keyup; - } - else if (type == SDL_JOYBUTTONDOWN) - { - event.type = ev_keydown; - } - else return; - if (evt.button < JOYBUTTONS) - { - event.key += evt.button; - } - else return; - - SDLJoyRemap(&event); - if (event.type != ev_console) D_PostEvent(&event); -} - - - void I_GetEvent(void) { SDL_Event evt; @@ -927,148 +732,19 @@ void I_GetEvent(void) case SDL_MOUSEWHEEL: Impl_HandleMouseWheelEvent(evt.wheel); break; - case SDL_JOYAXISMOTION: - Impl_HandleJoystickAxisEvent(evt.jaxis); + case SDL_CONTROLLERAXISMOTION: + I_HandleControllerAxisEvent(evt.caxis); break; -#if 0 - case SDL_JOYHATMOTION: - Impl_HandleJoystickHatEvent(evt.jhat) + case SDL_CONTROLLERBUTTONUP: + case SDL_CONTROLLERBUTTONDOWN: + I_HandleControllerButtonEvent(evt.cbutton, evt.type); break; -#endif - case SDL_JOYBUTTONUP: - case SDL_JOYBUTTONDOWN: - Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type); + case SDL_CONTROLLERDEVICEADDED: + I_ControllerDeviceAdded(evt.cdevice.which); break; - case SDL_JOYDEVICEADDED: - { - SDL_Joystick *newjoy = SDL_JoystickOpen(evt.jdevice.which); - - CONS_Debug(DBG_GAMELOGIC, "Joystick device index %d added\n", evt.jdevice.which + 1); - - // Because SDL's device index is unstable, we're going to cheat here a bit: - // For the first joystick setting that is NOT active: - // 1. Set cv_usejoystickX.value to the new device index (this does not change what is written to config.cfg) - // 2. Set OTHERS' cv_usejoystickX.value to THEIR new device index, because it likely changed - // * If device doesn't exist, switch cv_usejoystick back to default value (.string) - // * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value! - if (newjoy && (!JoyInfo.dev || !SDL_JoystickGetAttached(JoyInfo.dev)) - && JoyInfo2.dev != newjoy) // don't override a currently active device - { - cv_usejoystick.value = evt.jdevice.which + 1; - - if (JoyInfo2.dev) - cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1; - else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy - && atoi(cv_usejoystick2.string) != cv_usejoystick.value) - cv_usejoystick2.value = atoi(cv_usejoystick2.string); - else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy - && atoi(cv_usejoystick.string) != cv_usejoystick.value) - cv_usejoystick2.value = atoi(cv_usejoystick.string); - else // we tried... - cv_usejoystick2.value = 0; - } - else if (newjoy && (!JoyInfo2.dev || !SDL_JoystickGetAttached(JoyInfo2.dev)) - && JoyInfo.dev != newjoy) // don't override a currently active device - { - cv_usejoystick2.value = evt.jdevice.which + 1; - - if (JoyInfo.dev) - cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1; - else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy - && atoi(cv_usejoystick.string) != cv_usejoystick2.value) - cv_usejoystick.value = atoi(cv_usejoystick.string); - else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy - && atoi(cv_usejoystick2.string) != cv_usejoystick2.value) - cv_usejoystick.value = atoi(cv_usejoystick2.string); - else // we tried... - cv_usejoystick.value = 0; - } - - // Was cv_usejoystick disabled in settings? - if (!strcmp(cv_usejoystick.string, "0") || !cv_usejoystick.value) - cv_usejoystick.value = 0; - else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys - && cv_usejoystick.value) // update the cvar ONLY if a device exists - CV_SetValue(&cv_usejoystick, cv_usejoystick.value); - - if (!strcmp(cv_usejoystick2.string, "0") || !cv_usejoystick2.value) - cv_usejoystick2.value = 0; - else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys - && cv_usejoystick2.value) // update the cvar ONLY if a device exists - CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value); - - // Update all joysticks' init states - // This is a little wasteful since cv_usejoystick already calls this, but - // we need to do this in case CV_SetValue did nothing because the string was already same. - // if the device is already active, this should do nothing, effectively. - I_InitJoystick(); - I_InitJoystick2(); - - CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy); - CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy); - - // update the menu - if (currentMenu == &OP_JoystickSetDef) - M_SetupJoystickMenu(0); - - if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy) - SDL_JoystickClose(newjoy); - } + case SDL_CONTROLLERDEVICEREMOVED: + I_ControllerDeviceRemoved(); break; - case SDL_JOYDEVICEREMOVED: - if (JoyInfo.dev && !SDL_JoystickGetAttached(JoyInfo.dev)) - { - CONS_Debug(DBG_GAMELOGIC, "Joystick1 removed, device index: %d\n", JoyInfo.oldjoy); - I_ShutdownJoystick(); - } - - if (JoyInfo2.dev && !SDL_JoystickGetAttached(JoyInfo2.dev)) - { - CONS_Debug(DBG_GAMELOGIC, "Joystick2 removed, device index: %d\n", JoyInfo2.oldjoy); - I_ShutdownJoystick2(); - } - - // Update the device indexes, because they likely changed - // * If device doesn't exist, switch cv_usejoystick back to default value (.string) - // * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value! - if (JoyInfo.dev) - cv_usejoystick.value = JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1; - else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy) - cv_usejoystick.value = atoi(cv_usejoystick.string); - else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy) - cv_usejoystick.value = atoi(cv_usejoystick2.string); - else // we tried... - cv_usejoystick.value = 0; - - if (JoyInfo2.dev) - cv_usejoystick2.value = JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1; - else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy) - cv_usejoystick2.value = atoi(cv_usejoystick2.string); - else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy) - cv_usejoystick2.value = atoi(cv_usejoystick.string); - else // we tried... - cv_usejoystick2.value = 0; - - // Was cv_usejoystick disabled in settings? - if (!strcmp(cv_usejoystick.string, "0")) - cv_usejoystick.value = 0; - else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys - && cv_usejoystick.value) // update the cvar ONLY if a device exists - CV_SetValue(&cv_usejoystick, cv_usejoystick.value); - - if (!strcmp(cv_usejoystick2.string, "0")) - cv_usejoystick2.value = 0; - else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys - && cv_usejoystick2.value) // update the cvar ONLY if a device exists - CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value); - - CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy); - CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy); - - // update the menu - if (currentMenu == &OP_JoystickSetDef) - M_SetupJoystickMenu(0); - break; case SDL_QUIT: LUA_HookBool(true, HOOK(GameQuit)); I_Quit(); @@ -1085,6 +761,7 @@ void I_GetEvent(void) //SDL_memset(&event, 0, sizeof(event_t)); event.type = ev_mouse; event.key = 0; + event.which = 0; event.x = (INT32)lround(mousemovex * ((float)wwidth / (float)realwidth)); event.y = (INT32)lround(mousemovey * ((float)wheight / (float)realheight)); D_PostEvent(&event); @@ -1123,15 +800,9 @@ void I_OsPolling(void) if (consolevent) I_GetConsoleEvents(); - if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK) - { - SDL_JoystickUpdate(); - I_GetJoystickEvents(); - I_GetJoystick2Events(); - } + I_UpdateControllers(); I_GetMouseEvents(); - I_GetEvent(); mod = SDL_GetModState(); @@ -1178,12 +849,15 @@ void I_UpdateNoBlit(void) // from PrBoom's src/SDL/i_video.c static inline boolean I_SkipFrame(void) { -#if 0 +#if 1 + // While I fixed the FPS counter bugging out with this, + // I actually really like being able to pause and + // use perfstats to measure rendering performance + // without game logic changes. + return false; +#else static boolean skip = false; - if (rendermode != render_soft) - return false; - skip = !skip; switch (gamestate) @@ -1199,17 +873,20 @@ static inline boolean I_SkipFrame(void) return false; } #endif - return false; } // // I_FinishUpdate // +static SDL_Rect src_rect = { 0, 0, 0, 0 }; + void I_FinishUpdate(void) { if (rendermode == render_none) return; //Alam: No software or OpenGl surface + SCR_CalculateFPS(); + if (I_SkipFrame()) return; @@ -1228,27 +905,22 @@ void I_FinishUpdate(void) if (rendermode == render_soft && screens[0]) { - SDL_Rect rect; - - rect.x = 0; - rect.y = 0; - rect.w = vid.width; - rect.h = vid.height; - if (!bufSurface) //Double-Check { Impl_VideoSetupSDLBuffer(); } + if (bufSurface) { - SDL_BlitSurface(bufSurface, NULL, vidSurface, &rect); + SDL_BlitSurface(bufSurface, &src_rect, vidSurface, &src_rect); // Fury -- there's no way around UpdateTexture, the GL backend uses it anyway SDL_LockSurface(vidSurface); - SDL_UpdateTexture(texture, &rect, vidSurface->pixels, vidSurface->pitch); + SDL_UpdateTexture(texture, &src_rect, vidSurface->pixels, vidSurface->pitch); SDL_UnlockSurface(vidSurface); } + SDL_RenderClear(renderer); - SDL_RenderCopy(renderer, texture, NULL, NULL); + SDL_RenderCopy(renderer, texture, &src_rect, NULL); SDL_RenderPresent(renderer); } #ifdef HWRENDER @@ -1257,6 +929,7 @@ void I_FinishUpdate(void) OglSdlFinishUpdate(cv_vidwait.value); } #endif + exposevideo = SDL_FALSE; } @@ -1473,8 +1146,15 @@ static SDL_bool Impl_CreateContext(void) int flags = 0; // Use this to set SDL_RENDERER_* flags now if (usesdl2soft) flags |= SDL_RENDERER_SOFTWARE; +#if 0 + // This shit is BROKEN. + // - The version of SDL we're using cannot toggle VSync at runtime. We'll need a new SDL version implemented to have this work properly. + // - cv_vidwait is initialized before config is loaded, so it's forced to default value at runtime, and forced off when switching. The config loading code would need restructured. + // - With both this & frame interpolation on, I_FinishUpdate takes x10 longer. At this point, it is simpler to use a standard FPS cap. + // So you can probably guess why I'm kinda over this, I'm just disabling it. else if (cv_vidwait.value) flags |= SDL_RENDERER_PRESENTVSYNC; +#endif if (!renderer) renderer = SDL_CreateRenderer(window, -1, flags); @@ -1593,6 +1273,27 @@ boolean VID_CheckRenderer(void) return rendererchanged; } +static UINT32 refresh_rate; +static UINT32 VID_GetRefreshRate(void) +{ + int index = SDL_GetWindowDisplayIndex(window); + SDL_DisplayMode m; + + if (SDL_WasInit(SDL_INIT_VIDEO) == 0) + { + // Video not init yet. + return 0; + } + + if (SDL_GetCurrentDisplayMode(index, &m) != 0) + { + // Error has occurred. + return 0; + } + + return m.refresh_rate; +} + INT32 VID_SetMode(INT32 modeNum) { SDLdoUngrabMouse(); @@ -1610,6 +1311,11 @@ INT32 VID_SetMode(INT32 modeNum) vid.modenum = modeNum; //Impl_SetWindowName("SRB2 "VERSIONSTRING); + src_rect.w = vid.width; + src_rect.h = vid.height; + + refresh_rate = VID_GetRefreshRate(); + VID_CheckRenderer(); return SDL_TRUE; } @@ -1961,3 +1667,13 @@ void I_GetCursorPosition(INT32 *x, INT32 *y) { SDL_GetMouseState(x, y); } + +UINT32 I_GetRefreshRate(void) +{ + // Moved to VID_GetRefreshRate. + // Precalculating it like that won't work as + // well for windowed mode since you can drag + // the window around, but very slow PCs might have + // trouble querying mode over and over again. + return refresh_rate; +} diff --git a/src/sdl/mixer_sound.c b/src/sdl/mixer_sound.c index 748cd374b6a54f5b65bb0637853648582163b16c..e56a5bc1bb0e3ee2e2dd739d68d27556107a5cb3 100644 --- a/src/sdl/mixer_sound.c +++ b/src/sdl/mixer_sound.c @@ -74,7 +74,7 @@ #endif #ifdef HAVE_GME -#include "gme/gme.h" +#include <gme/gme.h> #define GME_TREBLE 5.0f #define GME_BASS 1.0f #endif // HAVE_GME diff --git a/src/sdl/sdlmain.h b/src/sdl/sdlmain.h index 6b6e79d9756e20b6fd4faa1072f6dd45bdce0cd1..bb178b233fa4e1da64dbf529eb5570d36e082723 100644 --- a/src/sdl/sdlmain.h +++ b/src/sdl/sdlmain.h @@ -23,59 +23,41 @@ extern SDL_bool consolevent; extern SDL_bool framebuffer; #include "../m_fixed.h" +#include "../i_gamepad.h" -// SDL2 stub macro -#ifdef _MSC_VER -#define SDL2STUB() CONS_Printf("SDL2: stubbed: %s:%d\n", __FUNCTION__, __LINE__) -#else -#define SDL2STUB() CONS_Printf("SDL2: stubbed: %s:%d\n", __func__, __LINE__) -#endif +// SDL info about all controllers +typedef struct +{ + boolean started; // started + int lastindex; // last gamepad ID -// So m_menu knows whether to store cv_usejoystick value or string -#define JOYSTICK_HOTPLUG + SDL_GameController *dev; + SDL_Joystick *joydev; -/** \brief The JoyInfo_s struct + gamepad_t *info; // pointer to gamepad info - info about joystick -*/ -typedef struct SDLJoyInfo_s -{ - /// Joystick handle - SDL_Joystick *dev; - /// number of old joystick - int oldjoy; - /// number of axies - int axises; - /// scale of axises - INT32 scale; - /// number of buttons - int buttons; - /// number of hats - int hats; - /// number of balls - int balls; - -} SDLJoyInfo_t; - -/** \brief SDL info about joystick 1 -*/ -extern SDLJoyInfo_t JoyInfo; - -/** \brief joystick axis deadzone -*/ -#define SDL_JDEADZONE 153 -#undef SDL_JDEADZONE - -/** \brief SDL inof about joystick 2 -*/ -extern SDLJoyInfo_t JoyInfo2; - -// So we can call this from i_video event loop -void I_ShutdownJoystick(void); -void I_ShutdownJoystick2(void); - -// Cheat to get the device index for a joystick handle -INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev); + struct { + Uint16 large_magnitude; + Uint16 small_magnitude; + Uint32 expiration, time_left; + } rumble; +} ControllerInfo; + +#define GAMEPAD_INIT_FLAGS (SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) + +void I_UpdateControllers(void); + +void I_ControllerDeviceAdded(INT32 which); +void I_ControllerDeviceRemoved(void); + +void I_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint32 type); +void I_HandleControllerAxisEvent(SDL_ControllerAxisEvent evt); + +INT32 I_GetControllerIndex(SDL_GameController *dev); +void I_CloseInactiveController(SDL_GameController *dev); +void I_CloseInactiveHapticDevice(SDL_Haptic *dev); + +void I_ToggleControllerRumble(boolean unpause); void I_GetConsoleEvents(void); diff --git a/src/st_stuff.c b/src/st_stuff.c index 6cb54a3a115065ca8a66dee3b88544b05285d3ba..44ec6876fd140d4f1be658d736d218ea139d6793 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -43,8 +43,11 @@ #endif #include "lua_hud.h" +#include "lua_hudlib_drawlist.h" #include "lua_hook.h" +#include "r_fps.h" + UINT16 objectsdrawn = 0; // @@ -161,6 +164,9 @@ hudinfo_t hudinfo[NUMHUDITEMS] = { 288, 176, V_SNAPTORIGHT|V_SNAPTOBOTTOM}, // HUD_POWERUPS }; +static huddrawlist_h luahuddrawlist_game; +static huddrawlist_h luahuddrawlist_titlecard; + // // STATUS BAR CODE // @@ -420,6 +426,9 @@ void ST_Init(void) return; ST_LoadGraphics(); + + luahuddrawlist_game = LUA_HUD_CreateDrawList(); + luahuddrawlist_titlecard = LUA_HUD_CreateDrawList(); } // change the status bar too, when pressing F12 while viewing a demo. @@ -1402,7 +1411,12 @@ void ST_drawTitleCard(void) lt_lasttic = lt_ticker; luahook: - LUA_HUDHOOK(titlecard); + if (renderisnewtic) + { + LUA_HUD_ClearDrawList(luahuddrawlist_titlecard); + LUA_HUDHOOK(titlecard, luahuddrawlist_titlecard); + } + LUA_HUD_DrawList(luahuddrawlist_titlecard); } // @@ -2526,7 +2540,7 @@ static void ST_doHuntIconsAndSound(void) interval = newinterval; } - if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0) + if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0 && renderisnewtic) S_StartSound(NULL, sfx_emfind); } @@ -2588,7 +2602,7 @@ static void ST_doItemFinderIconsAndSound(void) } - if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0) + if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0 && renderisnewtic) S_StartSound(NULL, sfx_emfind); } @@ -2742,7 +2756,12 @@ static void ST_overlayDrawer(void) ST_drawPowerupHUD(); // same as it ever was... if (!(netgame || multiplayer) || !hu_showscores) - LUA_HUDHOOK(game); + { + if (renderisnewtic) + { + LUA_HUDHOOK(game, luahuddrawlist_game); + } + } // draw level title Tails if (stagetitle && (!WipeInAction) && (!WipeStageTitle)) @@ -2820,6 +2839,10 @@ void ST_Drawer(void) if (st_overlay) { + if (renderisnewtic) + { + LUA_HUD_ClearDrawList(luahuddrawlist_game); + } // No deadview! stplyr = &players[displayplayer]; ST_overlayDrawer(); @@ -2829,5 +2852,7 @@ void ST_Drawer(void) stplyr = &players[secondarydisplayplayer]; ST_overlayDrawer(); } + + LUA_HUD_DrawList(luahuddrawlist_game); } } diff --git a/src/strcasestr.c b/src/strcasestr.c index 6a686d6dc8eabdac832168b00e7addf521746774..6affde364da5d36baefd4d73e970f9a91e6b8a33 100644 --- a/src/strcasestr.c +++ b/src/strcasestr.c @@ -22,6 +22,16 @@ ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +#ifdef _MSC_VER +#include <stdlib.h> +#include <string.h> +#include <ctype.h> + +#ifndef strncasecmp +#define strncasecmp _strnicmp +#endif + +#endif static inline int trycmp (char **pp, char *cp, diff --git a/src/v_video.c b/src/v_video.c index 75e5a38ed44c7b65314ff99dc52694abf51965d6..b879838e36717d128cbaebb6565fd09294226102 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -1748,7 +1748,7 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum) fixed_t dx, dy, xfrac, yfrac; const UINT8 *src, *deststop; UINT8 *flat, *dest; - size_t size, lflatsize, flatshift; + size_t lflatsize, flatshift; #ifdef HWRENDER if (rendermode == render_opengl) @@ -1758,39 +1758,8 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum) } #endif - size = W_LumpLength(flatnum); - - switch (size) - { - case 4194304: // 2048x2048 lump - lflatsize = 2048; - flatshift = 10; - break; - case 1048576: // 1024x1024 lump - lflatsize = 1024; - flatshift = 9; - break; - case 262144:// 512x512 lump - lflatsize = 512; - flatshift = 8; - break; - case 65536: // 256x256 lump - lflatsize = 256; - flatshift = 7; - break; - case 16384: // 128x128 lump - lflatsize = 128; - flatshift = 7; - break; - case 1024: // 32x32 lump - lflatsize = 32; - flatshift = 5; - break; - default: // 64x64 lump - lflatsize = 64; - flatshift = 6; - break; - } + lflatsize = R_GetFlatSize(W_LumpLength(flatnum)); + flatshift = R_GetFlatBits(lflatsize); flat = W_CacheLumpNum(flatnum, PU_CACHE); @@ -2621,7 +2590,8 @@ void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param) UINT8 *tmpscr = screens[4]; UINT8 *srcscr = screens[0]; INT32 y; - angle_t disStart = (leveltime * 128) & FINEMASK; // in 0 to FINEANGLE + // Set disStart to a range from 0 to FINEANGLE, incrementing by 128 per tic + angle_t disStart = (((leveltime-1)*128) + (rendertimefrac / (FRACUNIT/128))) & FINEMASK; INT32 newpix; INT32 sine; //UINT8 *transme = R_GetTranslucencyTable(tr_trans50); @@ -2744,8 +2714,11 @@ Unoptimized version heatindex[view] %= height; } - heatindex[view]++; - heatindex[view] %= vid.height; + if (renderisnewtic) // This isn't interpolated... but how do you interpolate a one-pixel shift? + { + heatindex[view]++; + heatindex[view] %= vid.height; + } VID_BlitLinearScreen(tmpscr+vid.width*vid.bpp*yoffset, screens[0]+vid.width*vid.bpp*yoffset, vid.width*vid.bpp, height, vid.width*vid.bpp, vid.width); diff --git a/src/w_wad.c b/src/w_wad.c index 7e5f056cfa0ad51e51d282001e4393f69505fa5e..42c6bf83be9e7dd8a89e67aee6aa7373d96bc53e 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -59,6 +59,7 @@ #include "r_textures.h" #include "r_patch.h" #include "r_picformats.h" +#include "i_time.h" #include "i_system.h" #include "i_video.h" // rendermode #include "md5.h" diff --git a/src/y_inter.c b/src/y_inter.c index 34e58494f1b9b9cc1c04d068d2db43b1cccf2c7d..7faceff50ecd627011da0dd7b36d289a7ef0c4ac 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -38,6 +38,7 @@ #include "lua_hook.h" // IntermissionThinker hook #include "lua_hud.h" +#include "lua_hudlib_drawlist.h" #ifdef HWRENDER #include "hardware/hw_main.h" @@ -83,6 +84,10 @@ typedef union INT32 passedx3; INT32 passedx4; + INT32 emeraldbounces; + INT32 emeraldmomy; + INT32 emeraldy; + y_bonus_t bonuses[2]; patch_t *bonuspatches[2]; @@ -161,6 +166,8 @@ static INT32 endtic = -1; intertype_t intertype = int_none; intertype_t intermissiontypes[NUMGAMETYPES]; +static huddrawlist_h luahuddrawlist_intermission; + static void Y_RescaleScreenBuffer(void); static void Y_AwardCoopBonuses(void); static void Y_AwardSpecialStageBonus(void); @@ -429,7 +436,13 @@ void Y_IntermissionDrawer(void) else if (bgtile) V_DrawPatchFill(bgtile); - LUA_HUDHOOK(intermission); + if (renderisnewtic) + { + LUA_HUD_ClearDrawList(luahuddrawlist_intermission); + LUA_HUDHOOK(intermission, luahuddrawlist_intermission); + } + LUA_HUD_DrawList(luahuddrawlist_intermission); + if (!LUA_HudEnabled(hud_intermissiontally)) goto skiptallydrawer; @@ -646,7 +659,6 @@ void Y_IntermissionDrawer(void) } // draw the emeralds - //if (intertic & 1) if (LUA_HudEnabled(hud_intermissionemeralds)) { boolean drawthistic = !(ALL7EMERALDS(emeralds) && (intertic & 1)); @@ -663,10 +675,6 @@ void Y_IntermissionDrawer(void) } else if (em < 7) { - static UINT8 emeraldbounces = 0; - static INT32 emeraldmomy = 20; - static INT32 emeraldy = -40; - if (drawthistic) for (i = 0; i < 7; ++i) { @@ -677,45 +685,15 @@ void Y_IntermissionDrawer(void) emeraldx = 152 + (em-3)*28; - if (intertic <= 1) - { - emeraldbounces = 0; - emeraldmomy = 20; - emeraldy = -40; - } - else + if (intertic > 1) { - if (!stagefailed) + if (stagefailed && data.spec.emeraldy < (vid.height/vid.dupy)+16) { - if (emeraldbounces < 3) - { - emeraldy += (++emeraldmomy); - if (emeraldy > 74) - { - S_StartSound(NULL, sfx_tink); // tink - emeraldbounces++; - emeraldmomy = -(emeraldmomy/2); - emeraldy = 74; - } - } - } - else - { - if (emeraldy < (vid.height/vid.dupy)+16) - { - emeraldy += (++emeraldmomy); - emeraldx += intertic - 6; - } - if (emeraldbounces < 1 && emeraldy > 74) - { - S_StartSound(NULL, sfx_shldls); // nope - emeraldbounces++; - emeraldmomy = -(emeraldmomy/2); - emeraldy = 74; - } + emeraldx += intertic - 6; } + if (drawthistic) - V_DrawScaledPatch(emeraldx, emeraldy, 0, emeraldpics[0][em]); + V_DrawScaledPatch(emeraldx, data.spec.emeraldy, 0, emeraldpics[0][em]); } } } @@ -1154,6 +1132,45 @@ void Y_Ticker(void) tallydonetic = -1; } + // emerald bounce + if (intertic <= 1) + { + data.spec.emeraldbounces = 0; + data.spec.emeraldmomy = 20; + data.spec.emeraldy = -40; + } + else + { + if (!stagefailed) + { + if (data.spec.emeraldbounces < 3) + { + data.spec.emeraldy += (++data.spec.emeraldmomy); + if (data.spec.emeraldy > 74) + { + S_StartSound(NULL, sfx_tink); // tink + data.spec.emeraldbounces++; + data.spec.emeraldmomy = -(data.spec.emeraldmomy/2); + data.spec.emeraldy = 74; + } + } + } + else + { + if (data.spec.emeraldy < (vid.height/vid.dupy)+16) + { + data.spec.emeraldy += (++data.spec.emeraldmomy); + } + if (data.spec.emeraldbounces < 1 && data.spec.emeraldy > 74) + { + S_StartSound(NULL, sfx_shldls); // nope + data.spec.emeraldbounces++; + data.spec.emeraldmomy = -(data.spec.emeraldmomy/2); + data.spec.emeraldy = 74; + } + } + } + if (intertic < 2*TICRATE) // TWO second pause before tally begins, thank you mazmazz return; @@ -1583,6 +1600,9 @@ void Y_StartIntermission(void) default: break; } + + LUA_HUD_DestroyDrawList(luahuddrawlist_intermission); + luahuddrawlist_intermission = LUA_HUD_CreateDrawList(); } // diff --git a/thirdparty/CMakeLists.txt b/thirdparty/CMakeLists.txt new file mode 100644 index 0000000000000000000000000000000000000000..7aff16601efd49d71693a137a4aab7b98721e7fa --- /dev/null +++ b/thirdparty/CMakeLists.txt @@ -0,0 +1,529 @@ +macro(export) +endmacro() + +if(SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES) + set(SRB2_INTERNAL_LIBRARY_TYPE SHARED) + set(NOT_SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES OFF) +else() + set(SRB2_INTERNAL_LIBRARY_TYPE STATIC) + set(NOT_SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES ON) +endif() + + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME SDL2 + VERSION 2.24.2 + URL "https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.24.2.zip" + EXCLUDE_FROM_ALL ON + OPTIONS + "BUILD_SHARED_LIBS ${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "SDL_SHARED ${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "SDL_STATIC ${NOT_SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "SDL_TEST OFF" + "SDL2_DISABLE_SDL2MAIN ON" + "SDL2_DISABLE_INSTALL ON" + ) +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME SDL2_mixer + VERSION 2.6.2 + URL "https://github.com/libsdl-org/SDL_mixer/archive/refs/tags/release-2.6.2.zip" + EXCLUDE_FROM_ALL ON + OPTIONS + "BUILD_SHARED_LIBS ${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "SDL2MIXER_INSTALL OFF" + "SDL2MIXER_DEPS_SHARED OFF" + "SDL2MIXER_SAMPLES OFF" + "SDL2MIXER_VENDORED ON" + "SDL2MIXER_FLAC ON" + "SDL2MIXER_FLAC_LIBFLAC OFF" + "SDL2MIXER_FLAC_DRFLAC ON" + "SDL2MIXER_MOD OFF" + "SDL2MIXER_MP3 ON" + "SDL2MIXER_MP3_DRMP3 ON" + "SDL2MIXER_MIDI ON" + "SDL2MIXER_OPUS OFF" + "SDL2MIXER_VORBIS STB" + "SDL2MIXER_WAVE ON" + ) +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME ZLIB + VERSION 1.2.13 + URL "https://github.com/madler/zlib/archive/refs/tags/v1.2.13.zip" + EXCLUDE_FROM_ALL + DOWNLOAD_ONLY YES + ) + if(ZLIB_ADDED) + set(ZLIB_SRCS + crc32.h + deflate.h + gzguts.h + inffast.h + inffixed.h + inflate.h + inftrees.h + trees.h + zutil.h + + adler32.c + compress.c + crc32.c + deflate.c + gzclose.c + gzlib.c + gzread.c + gzwrite.c + inflate.c + infback.c + inftrees.c + inffast.c + trees.c + uncompr.c + zutil.c + ) + list(TRANSFORM ZLIB_SRCS PREPEND "${ZLIB_SOURCE_DIR}/") + + configure_file("${ZLIB_SOURCE_DIR}/zlib.pc.cmakein" "${ZLIB_BINARY_DIR}/zlib.pc" @ONLY) + configure_file("${ZLIB_SOURCE_DIR}/zconf.h.cmakein" "${ZLIB_BINARY_DIR}/include/zconf.h" @ONLY) + configure_file("${ZLIB_SOURCE_DIR}/zlib.h" "${ZLIB_BINARY_DIR}/include/zlib.h" @ONLY) + + add_library(ZLIB ${SRB2_INTERNAL_LIBRARY_TYPE} ${ZLIB_SRCS}) + set_target_properties(ZLIB PROPERTIES + VERSION 1.2.13 + OUTPUT_NAME "z" + ) + target_include_directories(ZLIB PRIVATE "${ZLIB_SOURCE_DIR}") + target_include_directories(ZLIB PUBLIC "${ZLIB_BINARY_DIR}/include") + if(MSVC) + target_compile_definitions(ZLIB PRIVATE -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE) + endif() + add_library(ZLIB::ZLIB ALIAS ZLIB) + endif() +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME png + VERSION 1.6.38 + URL "https://github.com/glennrp/libpng/archive/refs/tags/v1.6.38.zip" + # png cmake build is broken on msys/mingw32 + DOWNLOAD_ONLY YES + ) + + if(png_ADDED) + # Since png's cmake build is broken, we're going to create a target manually + set( + PNG_SOURCES + + png.h + pngconf.h + + pngpriv.h + pngdebug.h + pnginfo.h + pngstruct.h + + png.c + pngerror.c + pngget.c + pngmem.c + pngpread.c + pngread.c + pngrio.c + pngrtran.c + pngrutil.c + pngset.c + pngtrans.c + pngwio.c + pngwrite.c + pngwtran.c + pngwutil.c + ) + list(TRANSFORM PNG_SOURCES PREPEND "${png_SOURCE_DIR}/") + + add_custom_command( + OUTPUT "${png_BINARY_DIR}/include/png.h" "${png_BINARY_DIR}/include/pngconf.h" + COMMAND ${CMAKE_COMMAND} -E copy "${png_SOURCE_DIR}/png.h" "${png_SOURCE_DIR}/pngconf.h" "${png_BINARY_DIR}/include" + DEPENDS "${png_SOURCE_DIR}/png.h" "${png_SOURCE_DIR}/pngconf.h" + VERBATIM + ) + add_custom_command( + OUTPUT "${png_BINARY_DIR}/include/pnglibconf.h" + COMMAND ${CMAKE_COMMAND} -E copy "${png_SOURCE_DIR}/scripts/pnglibconf.h.prebuilt" "${png_BINARY_DIR}/include/pnglibconf.h" + DEPENDS "${png_SOURCE_DIR}/scripts/pnglibconf.h.prebuilt" + VERBATIM + ) + list( + APPEND PNG_SOURCES + "${png_BINARY_DIR}/include/png.h" + "${png_BINARY_DIR}/include/pngconf.h" + "${png_BINARY_DIR}/include/pnglibconf.h" + ) + add_library(png "${SRB2_INTERNAL_LIBRARY_TYPE}" ${PNG_SOURCES}) + + # Disable ARM NEON since having it automatic breaks libpng external build on clang for some reason + target_compile_definitions(png PRIVATE -DPNG_ARM_NEON_OPT=0) + + # The png includes need to be available to consumers + target_include_directories(png PUBLIC "${png_BINARY_DIR}/include") + + # ... and these also need to be present only for png build + target_include_directories(png PRIVATE "${ZLIB_SOURCE_DIR}") + target_include_directories(png PRIVATE "${ZLIB_BINARY_DIR}") + target_include_directories(png PRIVATE "${png_BINARY_DIR}") + + target_link_libraries(png PRIVATE ZLIB::ZLIB) + add_library(PNG::PNG ALIAS png) + endif() +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + set( + internal_curl_options + + "BUILD_CURL_EXE OFF" + "BUILD_SHARED_LIBS ${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "CURL_DISABLE_TESTS ON" + "HTTP_ONLY ON" + "CURL_DISABLE_CRYPTO_AUTH ON" + "CURL_DISABLE_NTLM ON" + "ENABLE_MANUAL OFF" + "ENABLE_THREADED_RESOLVER OFF" + "CURL_USE_LIBPSL OFF" + "CURL_USE_LIBSSH2 OFF" + "USE_LIBIDN2 OFF" + "CURL_ENABLE_EXPORT_TARGET OFF" + ) + if(${CMAKE_SYSTEM} MATCHES Windows) + list(APPEND internal_curl_options "CURL_USE_OPENSSL OFF") + list(APPEND internal_curl_options "CURL_USE_SCHANNEL ON") + endif() + if(${CMAKE_SYSTEM} MATCHES Darwin) + list(APPEND internal_curl_options "CURL_USE_OPENSSL OFF") + list(APPEND internal_curl_options "CURL_USE_SECTRANSP ON") + endif() + if(${CMAKE_SYSTEM} MATCHES Linux) + list(APPEND internal_curl_options "CURL_USE_OPENSSL ON") + endif() + + CPMAddPackage( + NAME curl + VERSION 7.86.0 + URL "https://github.com/curl/curl/archive/refs/tags/curl-7_86_0.zip" + EXCLUDE_FROM_ALL ON + OPTIONS ${internal_curl_options} + ) +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME openmpt + VERSION 0.4.30 + URL "https://github.com/OpenMPT/openmpt/archive/refs/tags/libopenmpt-0.4.30.zip" + DOWNLOAD_ONLY ON + ) + + if(openmpt_ADDED) + set( + openmpt_SOURCES + + # minimp3 + # -DMPT_WITH_MINIMP3 + include/minimp3/minimp3.c + + common/mptStringParse.cpp + common/mptLibrary.cpp + common/Logging.cpp + common/Profiler.cpp + common/version.cpp + common/mptCPU.cpp + common/ComponentManager.cpp + common/mptOS.cpp + common/serialization_utils.cpp + common/mptStringFormat.cpp + common/FileReader.cpp + common/mptWine.cpp + common/mptPathString.cpp + common/mptAlloc.cpp + common/mptUUID.cpp + common/mptTime.cpp + common/mptString.cpp + common/mptFileIO.cpp + common/mptStringBuffer.cpp + common/mptRandom.cpp + common/mptIO.cpp + common/misc_util.cpp + + common/mptCRC.h + common/mptLibrary.h + common/mptIO.h + common/version.h + common/stdafx.h + common/ComponentManager.h + common/Endianness.h + common/mptStringFormat.h + common/mptMutex.h + common/mptUUID.h + common/mptExceptionText.h + common/BuildSettings.h + common/mptAlloc.h + common/mptTime.h + common/FileReaderFwd.h + common/Logging.h + common/mptException.h + common/mptWine.h + common/mptStringBuffer.h + common/misc_util.h + common/mptBaseMacros.h + common/mptMemory.h + common/mptFileIO.h + common/serialization_utils.h + common/mptSpan.h + common/mptThread.h + common/FlagSet.h + common/mptString.h + common/mptStringParse.h + common/mptBaseUtils.h + common/mptRandom.h + common/CompilerDetect.h + common/FileReader.h + common/mptAssert.h + common/mptPathString.h + common/Profiler.h + common/mptOS.h + common/mptBaseTypes.h + common/mptCPU.h + common/mptBufferIO.h + common/versionNumber.h + + soundlib/WAVTools.cpp + soundlib/ITTools.cpp + soundlib/AudioCriticalSection.cpp + soundlib/Load_stm.cpp + soundlib/MixerLoops.cpp + soundlib/Load_dbm.cpp + soundlib/ModChannel.cpp + soundlib/Load_gdm.cpp + soundlib/Snd_fx.cpp + soundlib/Load_mid.cpp + soundlib/mod_specifications.cpp + soundlib/Snd_flt.cpp + soundlib/Load_psm.cpp + soundlib/Load_far.cpp + soundlib/patternContainer.cpp + soundlib/Load_med.cpp + soundlib/Load_dmf.cpp + soundlib/Paula.cpp + soundlib/modcommand.cpp + soundlib/Message.cpp + soundlib/SoundFilePlayConfig.cpp + soundlib/Load_uax.cpp + soundlib/plugins/PlugInterface.cpp + soundlib/plugins/LFOPlugin.cpp + soundlib/plugins/PluginManager.cpp + soundlib/plugins/DigiBoosterEcho.cpp + soundlib/plugins/dmo/DMOPlugin.cpp + soundlib/plugins/dmo/Flanger.cpp + soundlib/plugins/dmo/Distortion.cpp + soundlib/plugins/dmo/ParamEq.cpp + soundlib/plugins/dmo/Gargle.cpp + soundlib/plugins/dmo/I3DL2Reverb.cpp + soundlib/plugins/dmo/Compressor.cpp + soundlib/plugins/dmo/WavesReverb.cpp + soundlib/plugins/dmo/Echo.cpp + soundlib/plugins/dmo/Chorus.cpp + soundlib/Load_ams.cpp + soundlib/tuningbase.cpp + soundlib/ContainerUMX.cpp + soundlib/Load_ptm.cpp + soundlib/ContainerXPK.cpp + soundlib/SampleFormatMP3.cpp + soundlib/tuning.cpp + soundlib/Sndfile.cpp + soundlib/ContainerMMCMP.cpp + soundlib/Load_amf.cpp + soundlib/Load_669.cpp + soundlib/modsmp_ctrl.cpp + soundlib/Load_mtm.cpp + soundlib/OggStream.cpp + soundlib/Load_plm.cpp + soundlib/Tables.cpp + soundlib/Load_c67.cpp + soundlib/Load_mod.cpp + soundlib/Load_sfx.cpp + soundlib/Sndmix.cpp + soundlib/load_j2b.cpp + soundlib/ModSequence.cpp + soundlib/SampleFormatFLAC.cpp + soundlib/ModInstrument.cpp + soundlib/Load_mo3.cpp + soundlib/ModSample.cpp + soundlib/Dlsbank.cpp + soundlib/Load_itp.cpp + soundlib/UpgradeModule.cpp + soundlib/MIDIMacros.cpp + soundlib/ContainerPP20.cpp + soundlib/RowVisitor.cpp + soundlib/Load_imf.cpp + soundlib/SampleFormatVorbis.cpp + soundlib/Load_dsm.cpp + soundlib/Load_mt2.cpp + soundlib/MixerSettings.cpp + soundlib/S3MTools.cpp + soundlib/Load_xm.cpp + soundlib/MIDIEvents.cpp + soundlib/pattern.cpp + soundlib/Load_digi.cpp + soundlib/Load_s3m.cpp + soundlib/tuningCollection.cpp + soundlib/SampleIO.cpp + soundlib/Dither.cpp + soundlib/Load_mdl.cpp + soundlib/OPL.cpp + soundlib/WindowedFIR.cpp + soundlib/SampleFormats.cpp + soundlib/Load_wav.cpp + soundlib/Load_it.cpp + soundlib/UMXTools.cpp + soundlib/Load_stp.cpp + soundlib/Load_okt.cpp + soundlib/Load_ult.cpp + soundlib/MixFuncTable.cpp + soundlib/SampleFormatOpus.cpp + soundlib/Fastmix.cpp + soundlib/Tagging.cpp + soundlib/ITCompression.cpp + soundlib/Load_dtm.cpp + soundlib/MPEGFrame.cpp + soundlib/XMTools.cpp + soundlib/SampleFormatMediaFoundation.cpp + soundlib/InstrumentExtensions.cpp + + soundlib/MixerInterface.h + soundlib/SoundFilePlayConfig.h + soundlib/ModSample.h + soundlib/MIDIEvents.h + soundlib/ModSampleCopy.h + soundlib/patternContainer.h + soundlib/ChunkReader.h + soundlib/ITCompression.h + soundlib/Dither.h + soundlib/S3MTools.h + soundlib/MPEGFrame.h + soundlib/WAVTools.h + soundlib/mod_specifications.h + soundlib/ITTools.h + soundlib/RowVisitor.h + soundlib/plugins/PluginMixBuffer.h + soundlib/plugins/PluginStructs.h + soundlib/plugins/LFOPlugin.h + soundlib/plugins/PlugInterface.h + soundlib/plugins/DigiBoosterEcho.h + soundlib/plugins/OpCodes.h + soundlib/plugins/dmo/Echo.h + soundlib/plugins/dmo/I3DL2Reverb.h + soundlib/plugins/dmo/WavesReverb.h + soundlib/plugins/dmo/ParamEq.h + soundlib/plugins/dmo/Gargle.h + soundlib/plugins/dmo/DMOPlugin.h + soundlib/plugins/dmo/Chorus.h + soundlib/plugins/dmo/Compressor.h + soundlib/plugins/dmo/Distortion.h + soundlib/plugins/dmo/Flanger.h + soundlib/plugins/PluginManager.h + soundlib/SampleIO.h + soundlib/Container.h + soundlib/ModSequence.h + soundlib/UMXTools.h + soundlib/Message.h + soundlib/modcommand.h + soundlib/XMTools.h + soundlib/Snd_defs.h + soundlib/MixFuncTable.h + soundlib/pattern.h + soundlib/modsmp_ctrl.h + soundlib/Tagging.h + soundlib/tuningcollection.h + soundlib/Mixer.h + soundlib/FloatMixer.h + soundlib/AudioCriticalSection.h + soundlib/Tables.h + soundlib/tuningbase.h + soundlib/WindowedFIR.h + soundlib/Sndfile.h + soundlib/Paula.h + soundlib/ModInstrument.h + soundlib/Dlsbank.h + soundlib/IntMixer.h + soundlib/OPL.h + soundlib/Resampler.h + soundlib/ModChannel.h + soundlib/MixerSettings.h + soundlib/AudioReadTarget.h + soundlib/MixerLoops.h + soundlib/tuning.h + soundlib/MIDIMacros.h + soundlib/OggStream.h + soundlib/Loaders.h + soundlib/BitReader.h + soundlib/opal.h + + sounddsp/AGC.cpp + sounddsp/EQ.cpp + sounddsp/DSP.cpp + sounddsp/Reverb.cpp + sounddsp/Reverb.h + sounddsp/EQ.h + sounddsp/DSP.h + sounddsp/AGC.h + + libopenmpt/libopenmpt_c.cpp + libopenmpt/libopenmpt_cxx.cpp + libopenmpt/libopenmpt_impl.cpp + libopenmpt/libopenmpt_ext_impl.cpp + ) + list(TRANSFORM openmpt_SOURCES PREPEND "${openmpt_SOURCE_DIR}/") + + # -DLIBOPENMPT_BUILD + configure_file("openmpt_svn_version.h" "svn_version.h") + add_library(openmpt "${SRB2_INTERNAL_LIBRARY_TYPE}" ${openmpt_SOURCES} ${CMAKE_CURRENT_BINARY_DIR}/svn_version.h) + if("${CMAKE_C_COMPILER_ID}" STREQUAL GNU OR "${CMAKE_C_COMPILER_ID}" STREQUAL Clang OR "${CMAKE_C_COMPILER_ID}" STREQUAL AppleClang) + target_compile_options(openmpt PRIVATE "-g0") + endif() + if("${CMAKE_SYSTEM_NAME}" STREQUAL Windows AND "${CMAKE_C_COMPILER_ID}" STREQUAL MSVC) + target_link_libraries(openmpt PRIVATE Rpcrt4) + endif() + target_compile_features(openmpt PRIVATE cxx_std_11) + target_compile_definitions(openmpt PRIVATE -DLIBOPENMPT_BUILD) + + target_include_directories(openmpt PRIVATE "${openmpt_SOURCE_DIR}/common") + target_include_directories(openmpt PRIVATE "${openmpt_SOURCE_DIR}/src") + target_include_directories(openmpt PRIVATE "${openmpt_SOURCE_DIR}/include") + target_include_directories(openmpt PRIVATE "${openmpt_SOURCE_DIR}") + target_include_directories(openmpt PRIVATE "${CMAKE_CURRENT_BINARY_DIR}") + + # I wish this wasn't necessary, but it is + target_include_directories(openmpt PUBLIC "${openmpt_SOURCE_DIR}") + endif() +endif() + +if(NOT "${SRB2_CONFIG_SYSTEM_LIBRARIES}") + CPMAddPackage( + NAME libgme + VERSION 0.6.3 + URL "https://bitbucket.org/mpyne/game-music-emu/get/e76bdc0cb916e79aa540290e6edd0c445879d3ba.zip" + EXCLUDE_FROM_ALL ON + OPTIONS + "BUILD_SHARED_LIBS ${SRB2_CONFIG_SHARED_INTERNAL_LIBRARIES}" + "ENABLE_UBSAN OFF" + "GME_YM2612_EMU MAME" + ) + target_compile_features(gme PRIVATE cxx_std_11) + target_link_libraries(gme PRIVATE ZLIB::ZLIB) +endif() diff --git a/thirdparty/openmpt_svn_version.h b/thirdparty/openmpt_svn_version.h new file mode 100644 index 0000000000000000000000000000000000000000..a45ed9f22449e7a4164bd2a7881c5ae52f805087 --- /dev/null +++ b/thirdparty/openmpt_svn_version.h @@ -0,0 +1,10 @@ + +#pragma once +#define OPENMPT_VERSION_SVNVERSION "17963" +#define OPENMPT_VERSION_REVISION 17963 +#define OPENMPT_VERSION_DIRTY 0 +#define OPENMPT_VERSION_MIXEDREVISIONS 0 +#define OPENMPT_VERSION_URL "https://source.openmpt.org/svn/openmpt/tags/libopenmpt-0.4.32" +#define OPENMPT_VERSION_DATE "2022-09-25T14:19:05.052596Z" +#define OPENMPT_VERSION_IS_PACKAGE 1 + diff --git a/tools/masterserver/structure.sql b/tools/masterserver/structure.sql index 013c223839813b45cc51454ac4031b3444f9eb60..d431419aa96b3ce3c120f32099f65cf4ab402bf5 100644 --- a/tools/masterserver/structure.sql +++ b/tools/masterserver/structure.sql @@ -90,7 +90,7 @@ CREATE TABLE `ms_versions` ( `mod_vstring` varchar(45) NOT NULL DEFAULT 'v1.0', `mod_codebase` int(10) unsigned NOT NULL DEFAULT 205, `mod_name` varchar(255) NOT NULL DEFAULT 'Default MOD Name', - `mod_url` text NOT NULL + `mod_url` text NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci; -- @@ -118,4 +118,4 @@ COMMIT; /*!40101 SET CHARACTER_SET_CLIENT=@OLD_CHARACTER_SET_CLIENT */; /*!40101 SET CHARACTER_SET_RESULTS=@OLD_CHARACTER_SET_RESULTS */; -/*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */; \ No newline at end of file +/*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */;