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Show changes
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with 580 additions and 603 deletions
include(LibFindMacros)
libfind_pkg_check_modules(libopenmpt_PKGCONF openmpt libopenmpt)
find_path(libopenmpt_INCLUDE_DIR
NAMES libopenmpt.h
PATHS
${libopenmpt_PKGCONF_INCLUDE_DIRS}
"${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include"
"/usr/include"
"/usr/local/include"
PATH_SUFFIXES
+ libopenmpt
)
find_library(libopenmpt_LIBRARY
NAMES openmpt
PATHS
${libopenmpt_PKGCONF_LIBRARY_DIRS}
"/usr/lib"
"/usr/local/lib"
)
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(libopenmpt
REQUIRED_VARS libopenmpt_LIBRARY libopenmpt_INCLUDE_DIR)
if(libopenmpt_FOUND AND NOT TARGET openmpt)
add_library(openmpt UNKNOWN IMPORTED)
set_target_properties(
openmpt
PROPERTIES
IMPORTED_LOCATION "${libopenmpt_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${libopenmpt_INCLUDE_DIR}"
)
add_library(libopenmpt::libopenmpt ALIAS openmpt)
endif()
mark_as_advanced(libopenmpt_LIBRARY libopenmpt_INCLUDE_DIR)
include(LibFindMacros)
libfind_pkg_check_modules(libminiupnpc_PKGCONF miniupnpc libminiupnpc)
find_path(libminiupnpc_INCLUDE_DIR
NAMES miniupnpc.h
PATHS
${libminiupnpc_PKGCONF_INCLUDE_DIRS}
"${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include"
"/usr/include"
"/usr/local/include"
PATH_SUFFIXES
miniupnpc
)
find_library(libminiupnpc_LIBRARY
NAMES miniupnpc
PATHS
${libminiupnpc_PKGCONF_LIBRARY_DIRS}
"/usr/lib"
"/usr/local/lib"
)
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(miniupnpc
REQUIRED_VARS libminiupnpc_LIBRARY libminiupnpc_INCLUDE_DIR)
if(miniupnpc_FOUND AND NOT TARGET miniupnpc)
add_library(miniupnpc UNKNOWN IMPORTED)
set_target_properties(
miniupnpc
PROPERTIES
IMPORTED_LOCATION "${libminiupnpc_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${libminiupnpc_INCLUDE_DIR}"
)
add_library(miniupnpc::miniupnpc ALIAS miniupnpc)
endif()
mark_as_advanced(libminiupnpc_LIBRARY libminiupnpc_INCLUDE_DIR)
# use GNU Patch from any platform
if(WIN32)
# prioritize Git Patch on Windows as other Patches may be very old and incompatible.
find_package(Git)
if(Git_FOUND)
get_filename_component(GIT_DIR ${GIT_EXECUTABLE} DIRECTORY)
get_filename_component(GIT_DIR ${GIT_DIR} DIRECTORY)
endif()
endif()
find_program(PATCH
NAMES patch
HINTS ${GIT_DIR}
PATH_SUFFIXES usr/bin
)
if(NOT PATCH)
message(FATAL_ERROR "Did not find GNU Patch")
endif()
execute_process(COMMAND ${PATCH} ${in_file} --input=${patch_file} --output=${out_file} --ignore-whitespace
TIMEOUT 15
COMMAND_ECHO STDOUT
RESULT_VARIABLE ret
)
if(NOT ret EQUAL 0)
message(FATAL_ERROR "Failed to apply patch ${patch_file} to ${in_file} with ${PATCH}")
endif()
\ No newline at end of file
set(CMAKE_SYSTEM_NAME Windows)
set(TOOLCHAIN_PREFIX i686-w64-mingw32)
# cross compilers to use for C, C++ and Fortran
set(CMAKE_C_COMPILER ${TOOLCHAIN_PREFIX}-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_PREFIX}-g++)
set(CMAKE_Fortran_COMPILER ${TOOLCHAIN_PREFIX}-gfortran)
set(CMAKE_RC_COMPILER ${TOOLCHAIN_PREFIX}-windres)
# target environment on the build host system
set(CMAKE_FIND_ROOT_PATH /usr/${TOOLCHAIN_PREFIX})
# modify default behavior of FIND_XXX() commands
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_SYSTEM_NAME Windows)
set(TOOLCHAIN_PREFIX x86_64-w64-mingw32)
# cross compilers to use for C, C++ and Fortran
set(CMAKE_C_COMPILER ${TOOLCHAIN_PREFIX}-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_PREFIX}-g++)
set(CMAKE_Fortran_COMPILER ${TOOLCHAIN_PREFIX}-gfortran)
set(CMAKE_RC_COMPILER ${TOOLCHAIN_PREFIX}-windres)
# target environment on the build host system
set(CMAKE_FIND_ROOT_PATH /usr/${TOOLCHAIN_PREFIX})
# modify default behavior of FIND_XXX() commands
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
...@@ -12,7 +12,7 @@ Upstream Author(s): ...@@ -12,7 +12,7 @@ Upstream Author(s):
Copyright: Copyright:
Copyright (C) 1998-2018 by Sonic Team Junior Copyright (C) 1998-2025 by Sonic Team Junior
License: License:
...@@ -21,7 +21,7 @@ License: ...@@ -21,7 +21,7 @@ License:
The Debian packaging is: The Debian packaging is:
Copyright (C) 2010 Callum Dickinson <gcfreak_ag20@hotmail.com> Copyright (C) 2010 Callum Dickinson <gcfreak_ag20@hotmail.com>
Copyright (C) 2010-2018 by Sonic Team Junior <stjr@srb2.org> Copyright (C) 2010-2025 by Sonic Team Junior <stjr@srb2.org>
and is licensed under the GPL version 2, and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2". see "/usr/share/common-licenses/GPL-2".
===============================================================================
Universal Doom Map Format Sonic Robo Blast 2 extensions v1.0 19.06.2024
Copyright (c) 2024 Sonic Team Junior
uses Universal Doom Map Format Specification v1.1 as a template,
original document Copyright (c) 2009 James Haley.
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
===============================================================================
This document discusses the UDMF implementation found in Sonic Robo Blast 2's engine.
=======================================
I. Grammar / Syntax
=======================================
No changes.
=======================================
II. Implementation Semantics
=======================================
------------------------------------
II.A : Storage and Retrieval of Data
------------------------------------
No changes.
-----------------------------------
II.B : Storage Within Archive Files
-----------------------------------
No changes.
--------------------------------
II.C : Implementation Dependence
--------------------------------
The SRB2 engine only supports the following namespace:
"srb2"
The engine is allowed to refuse maps with an unsupported namespace,
or emit a warning.
=======================================
III. Standardized Fields
=======================================
The SRB2 engine ignores any user-defined fields.
All boolean fields default to false unless mentioned otherwise.
Sonic Robo Blast 2 defines the following standardized fields:
vertex
{
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
}
linedef
{
id = <integer>; // ID of line. Interpreted as tag.
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
v1 = <integer>; // Index of first vertex. No valid default.
v2 = <integer>; // Index of second vertex. No valid default.
blocking = <bool>; // Line blocks things.
blockmonsters = <bool>; // Line blocks enemies.
twosided = <bool>; // Line is 2S.
dontpegtop = <bool>; // Upper texture unpegged.
dontpegbottom = <bool>; // Lower texture unpegged.
skewtd = <bool>; // Upper and lower textures are skewed.
noclimb = <bool>; // Line is not climbable.
noskew = <bool>; // Middle texture is not skewed.
midpeg = <bool>; // Middle texture is pegged.
midsolid = <bool>; // Middle texture is solid.
wrapmidtex = <bool>; // Line's mid textures are wrapped.
nonet = <bool>; // Special only takes effect in singleplayer games.
netonly = <bool>; // Special only takes effect in multiplayer games.
bouncy = <bool>; // Line is bouncy.
transfer = <bool>; // In 3D floor sides, uses the sidedef properties of the control sector.
alpha = <float>; // Translucency of this line. Default is 1.0
renderstyle = <string>; // Render style. Can be:
// - "translucent"
// - "add"
// - "subtract"
// - "reversesubtract"
// - "modulate"
// - "fog"
// Default is "translucent".
special = <integer>; // Linedef action. Default = 0.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
sidefront = <integer>; // Sidedef 1 index. No valid default.
sideback = <integer>; // Sidedef 2 index. Default = -1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sidedef
{
offsetx = <integer>; // X offset. Default = 0.
offsety = <integer>; // Y offset. Default = 0.
texturetop = <string>; // Upper texture. Default = "-".
texturebottom = <string>; // Lower texture. Default = "-".
texturemiddle = <string>; // Middle texture. Default = "-".
repeatcnt = <integer>; // Number of middle texture repetitions. Default = 0.
sector = <integer>; // Sector index. No valid default.
scalex_top = <float>; // X scale for upper texture. Default = 1.0.
scaley_top = <float>; // Y scale for upper texture. Default = 1.0.
scalex_mid = <float>; // X scale for mid texture. Default = 1.0.
scaley_mid = <float>; // Y scale for mid texture. Default = 1.0.
scalex_bottom = <float>; // X scale for lower texture. Default = 1.0.
scaley_bottom = <float>; // Y scale for lower texture. Default = 1.0.
offsetx_top = <float>; // X offset for upper texture. Default = 0.0.
offsety_top = <float>; // Y offset for upper texture. Default = 0.0.
offsetx_mid = <float>; // X offset for mid texture. Default = 0.0.
offsety_mid = <float>; // Y offset for mid texture. Default = 0.0.
offsetx_bottom = <float>; // X offset for lower texture. Default = 0.0.
offsety_bottom = <float>; // Y offset for lower texture. Default = 0.0.
light = <integer>; // Light level, relative to 'sector' light level. Default = 0.
lightabsolute = <bool>; // true = 'light' is an absolute value, ignoring 'sector' light level.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sector
{
heightfloor = <integer>; // Floor height. Default = 0.
heightceiling = <integer>; // Ceiling height. Default = 0.
texturefloor = <string>; // Floor flat. No valid default.
textureceiling = <string>; // Ceiling flat. No valid default.
lightlevel = <integer>; // Light level. Default = 255.
lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
// relative to the owning sector's light level.
lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
// relative to the owning sector's light level.
special = <integer>; // Sector special. Default = 0.
id = <integer>; // Sector tag/id. Default = 0.
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
xpanningfloor = <float>; // X texture offset of floor texture. Default = 0.0.
ypanningfloor = <float>; // Y texture offset of floor texture. Default = 0.0.
xpanningceiling = <float>; // X texture offset of ceiling texture. Default = 0.0.
ypanningceiling = <float>; // Y texture offset of ceiling texture. Default = 0.0.
xscalefloor = <float>; // X texture scale of floor texture. Default = 1.0.
yscalefloor = <float>; // Y texture scale of floor texture. Default = 1.0.
xscaleceiling = <float>; // X texture scale of ceiling texture. Default = 1.0.
yscaleceiling = <float>; // Y texture scale of ceiling texture. Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees. Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees. Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing downward.
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing upward.
lightcolor = <integer>; // Sector's light color as RRGGBB value. Default = 0x000000.
lightalpha = <integer>; // Sector's light opacity. Default = 25.
fadecolor = <integer>; // Sector's fog color as RRGGBB value. Default = 0x000000.
fadealpha = <integer>; // Sector's fog opacity. Default = 25.
fadestart = <integer>; // Sector's fading range start. Default = 0.
fadeend = <integer>; // Sector's fading range end. Default = 31.
colormapfog = <bool>; // Sector's colormap uses fog lighting.
colormapfadesprites = <bool>; // Sector's colormap affects full-bright sprites.
colormapprotected = <bool>; // Sector's colormap is not affected by colormap change specials.
flipspecial_nofloor = <bool>; // Trigger effects that require a plane touch are not executed when the floor is touched.
flipspecial_ceiling = <bool>; // Trigger effects that require a plane touch are executed when the ceiling is touched.
triggerspecial_touch = <bool>; // Trigger effects are executed anywhere in the sector.
triggerspecial_headbump = <bool>; // Trigger effects are executed if the top of the triggerer object touches a plane.
triggerline_plane = <bool>; // Trigger effects require a plane touch to be executed.
triggerline_mobj = <bool>; // Trigger effects can be executed by non-pushable objects.
invertprecip = <bool>; // Inverts the precipitation effect; if the sector is considered to be indoors,
// precipitation is generated, and if the sector is considered to be outdoors,
// precipitation is not generated.
gravityflip = <bool>; // Sector flips any objects in it, if the sector has negative gravity.
heatwave = <bool>; // Sector has the heat wave effect.
noclipcamera = <bool>; // Sector is not tangible to the camera.
outerspace = <bool>; // Sector has the space countdown effect.
doublestepup = <bool>; // Sector has half the vertical height needed for objects to walk into it.
nostepdown = <bool>; // Sector has the staircase effect disabled.
speedpad = <bool>; // Sector is a speed pad.
starpostactivator = <bool>; // Sector activates any Star Posts in it when walked into by a plyer.
exit = <bool>; // Sector is an exit sector.
specialstagepit = <bool>; // Sector is a Special Stage pit.
returnflag = <bool>; // Sector returns any Capture the Flag flags that come in contact with it to their respective bases.
redteambase = <bool>; // Sector is a Red Team base.
blueteambase = <bool>; // Sector is Blue Team base.
fan = <bool>; // Sector is a fan sector.
supertransform = <bool>; // Sector transforms any players that come in contact with it into their 'super' mode.
forcespin = <bool>; // Sector forces any players that come in contact with it to roll.
zoomtubestart = <bool>; // Sector is the starting point of a zoom tube path.
zoomtubeend = <bool>; // Sector is the ending point of a zoom tube path.
finishline = <bool>; // Sector is a Circuit finish line.
ropehang = <bool>; // Sector is a rope hang. Must be applied to a 3D floor.
jumpflip = <bool>; // Sector flips the gravity of players who jump from it.
gravityoverride = <bool>; // Reverse gravity effect is only applied when an object is in the sector.
nophysics_floor = <bool>; // Disables floor slope physics if created through a plane equation.
nophysics_ceiling = <bool>; // Disables ceiling slope physics if created through a plane equation.
friction = <float>; // Sector's friction factor.
gravity = <float>; // Sector's gravity. Default is 1.0.
damagetype = <integer>; // Damage type for sector damage. Can be:
// - "None"
// - "Generic"
// - "Water"
// - "Fire"
// - "Lava"
// - "Electric"
// - "Spike"
// - "DeathPitTilt"
// - "DeathPitNoTilt"
// - "Instakill"
// - "SpecialStage"
// Default = "None".
triggertag = <integer>; // Tag to trigger when this sector is entered. Default = 0.
triggerer = <string>; // Who can execute the trigger tag when this sector is entered. Can be:
// - "Player"
// - "AllPlayers"
// - "Mobj"
// Default = "Player".
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
thing
{
id = <integer>; // Thing ID. Default = 0.
moreids = <string>; // Additional thing IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
height = <float>; // Z height relative to floor.
// Relative to ceiling if flip = true.
// Absolute if absolutez = true.
// Default = 0.
angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Roll of thing in degrees. Default = 0.
scalex = <float>; // Horizontal visual scaling on thing. Default = 1.0.
scaley = <float>; // Vertical visual scaling on thing. Default = 1.0.
scale = <float>; // Vertical and horizontal visual scaling on thing. Default = 1.0.
mobjscale = <float>; // Physical scale of the thing. Default = 1.0.
type = <integer>; // Thing type. No valid default.
flip = <bool>; // Thing spawns flipped, on the ceiling.
absolutez = <bool>; // If true, the thing height is absolute, instead of being relative to the floor or ceiling.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
=======================================
Changelog
=======================================
1.0: 19.02.2024
Initial version.
===============================================================================
EOF
===============================================================================
\ No newline at end of file
...@@ -39,6 +39,7 @@ common ...@@ -39,6 +39,7 @@ common
defaulttexturescale = 1.0f; defaulttexturescale = 1.0f;
defaultflatscale = 1.0f; defaultflatscale = 1.0f;
scaledtextureoffsets = true; scaledtextureoffsets = true;
scaledflatoffsets = true;
// Colormap/fade related options // Colormap/fade related options
maxcolormapalpha = 25; maxcolormapalpha = 25;
...@@ -114,7 +115,7 @@ mapformat_udmf ...@@ -114,7 +115,7 @@ mapformat_udmf
// Enables setting distinct brightness for floor, ceiling, and walls // Enables setting distinct brightness for floor, ceiling, and walls
distinctfloorandceilingbrightness = true; distinctfloorandceilingbrightness = true;
distinctwallbrightness = false; distinctwallbrightness = true;
// Enables setting distinct brightness for upper, middle, and lower sidedef parts // Enables setting distinct brightness for upper, middle, and lower sidedef parts
distinctsidedefpartbrightness = false; distinctsidedefpartbrightness = false;
......
...@@ -78,6 +78,8 @@ sectorflags ...@@ -78,6 +78,8 @@ sectorflags
ropehang = "Rope Hang"; ropehang = "Rope Hang";
jumpflip = "Flip Gravity on Jump"; jumpflip = "Flip Gravity on Jump";
gravityoverride = "Make Reverse Gravity Temporary"; gravityoverride = "Make Reverse Gravity Temporary";
nophysics_floor = "Disable Floor Slope Physics";
nophysics_ceiling = "Disable Ceiling Slope Physics";
flipspecial_nofloor = "No Trigger on Floor Touch"; flipspecial_nofloor = "No Trigger on Floor Touch";
flipspecial_ceiling = "Trigger on Ceiling Touch"; flipspecial_ceiling = "Trigger on Ceiling Touch";
triggerspecial_touch = "Trigger on Edge Touch"; triggerspecial_touch = "Trigger on Edge Touch";
...@@ -114,6 +116,8 @@ sectorflagscategories ...@@ -114,6 +116,8 @@ sectorflagscategories
ropehang = "special"; ropehang = "special";
jumpflip = "special"; jumpflip = "special";
gravityoverride = "special"; gravityoverride = "special";
nophysics_floor = "special";
nophysics_ceiling = "special";
flipspecial_nofloor = "trigger"; flipspecial_nofloor = "trigger";
flipspecial_ceiling = "trigger"; flipspecial_ceiling = "trigger";
triggerspecial_touch = "trigger"; triggerspecial_touch = "trigger";
...@@ -276,18 +280,18 @@ universalfields ...@@ -276,18 +280,18 @@ universalfields
default = ""; default = "";
} }
//light light
//{ {
// type = 0; type = 0;
// default = 0; default = 0;
//} }
//
//lightabsolute lightabsolute
//{ {
// type = 3; type = 3;
// default = false; default = false;
//} }
//
//light_top //light_top
//{ //{
// type = 0; // type = 0;
...@@ -586,6 +590,12 @@ universalfields ...@@ -586,6 +590,12 @@ universalfields
type = 3; type = 3;
default = false; default = false;
} }
triggertag
{
type = 0;
default = 0;
}
} }
} }
......
...@@ -3938,6 +3938,7 @@ udmf ...@@ -3938,6 +3938,7 @@ udmf
width = 30; width = 30;
height = 32; height = 32;
color = 17; color = 17;
hangs = 1;
arg0 arg0
{ {
title = "Initial delay"; title = "Initial delay";
......
This is a list of major changes in SDL's version history. This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.30.0:
---------------------------------------------------------------------------
General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
Xbox:
* Added the function SDL_GDKGetDefaultUser()
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
2.28.2: 2.28.2:
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
General: General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers * Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
......
...@@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init ...@@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
```c ```c
Uint32 SDL_Init(Uint32 flags) UInt32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
...@@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and ...@@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
```c ```c
Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); 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 That function takes a version number (more on that in a moment), the address of
......
This diff is collapsed.
...@@ -3,7 +3,7 @@ GDK ...@@ -3,7 +3,7 @@ GDK
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets. Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
Requirements Requirements
...@@ -11,7 +11,6 @@ Requirements ...@@ -11,7 +11,6 @@ Requirements
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) * Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) * Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
* For Xbox, you will need the corresponding GDKX version (licensed developers only)
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. * To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
...@@ -30,12 +29,6 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers ...@@ -30,12 +29,6 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). * You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* Single-player games have some additional features available:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* `SDL_GetPrefPath` still works, but only for single-player titles.
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
* What doesn't work: * What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file * Compilation with anything other than through the included Visual C++ solution file
...@@ -146,20 +139,6 @@ To create the package: ...@@ -146,20 +139,6 @@ To create the package:
6. Once the package is installed, you can run it from the start menu. 6. Once the package is installed, you can run it from the start menu.
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. 7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
Xbox GDKX Setup
---------------------
In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
* To create a package, use:
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
* To install the package, use:
`xbapp install [PACKAGE].xvc`
* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
Troubleshooting Troubleshooting
--------------- ---------------
......
...@@ -273,7 +273,7 @@ e.g. ...@@ -273,7 +273,7 @@ e.g.
{ {
... initialize game ... ... initialize game ...
#ifdef __IPHONEOS__ #if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking // Initialize the Game Center for scoring and matchmaking
InitGameCenter(); InitGameCenter();
......
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