rebuilt SDL2 for osx and windows from official SDL2-2.0.7 release.

osx version has SDL changeset r11654 applied to fix a minor issue.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1522 af15c1b1-3010-417e-b628-4374ebc0bcbd
This commit is contained in:
Ozkan Sezer 2017-10-26 18:25:11 +00:00
parent 2b8f031b62
commit 97b5dfc86d
37 changed files with 449 additions and 49 deletions

View file

@ -164,6 +164,15 @@ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
*
* For multi-channel audio, the default SDL channel mapping is:
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR FC BL BR (quad + center)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
*/
typedef struct SDL_AudioSpec
{
@ -477,6 +486,132 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
*/
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
/* SDL_AudioStream is a new audio conversion interface.
The benefits vs SDL_AudioCVT:
- it can handle resampling data in chunks without generating
artifacts, when it doesn't have the complete buffer available.
- it can handle incoming data in any variable size.
- You push data as you have it, and pull it when you need it
*/
/* this is opaque to the outside world. */
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
*/
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
const Uint8 src_channels,
const int src_rate,
const SDL_AudioFormat dst_format,
const Uint8 dst_channels,
const int dst_rate);
/**
* 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 int The number of bytes to write to the stream
* \return 0 on success, or -1 on error.
*
* \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
*
* \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
*
* \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.
*
* \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.
*
* 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.
*
* \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
*
* \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
*/
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
@ -532,7 +667,7 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
* \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 zero on success, -1 on error.
* \return 0 on success, or -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio

View file

@ -68,7 +68,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -44,6 +44,7 @@
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_MALLOC 1
@ -66,7 +67,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -49,6 +49,7 @@
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_MALLOC 1
@ -70,7 +71,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -21,6 +21,7 @@
#ifndef SDL_config_os2_h_
#define SDL_config_os2_h_
#define SDL_config_h_
#include "SDL_platform.h"
@ -29,18 +30,13 @@
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_DISK 1
/* Enable the OS/2 audio driver (src/audio/os2/\*.c) */
#define SDL_AUDIO_DRIVER_OS2 1
#define SDL_AUDIO_DRIVER_OS2 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable the OS/2 video driver (src/video/os2/\*.c) */
#define SDL_VIDEO_DRIVER_OS2 1
#define SDL_VIDEO_DRIVER_OS2 1
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
@ -48,11 +44,11 @@
/* Enable Vulkan support */
/* #undef SDL_VIDEO_VULKAN */
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
#define SDL_POWER_OS2 1
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
#define SDL_POWER_OS2 1
#define HAVE_LIBC 1
@ -102,7 +98,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
@ -150,6 +145,9 @@
/* #undef HAVE_LIBSAMPLERATE_H */
/* Enable dynamic libsamplerate support */
/* #undef SDL_LIBSAMPLERATE_DYNAMIC */
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1

View file

@ -70,7 +70,6 @@
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -66,7 +66,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -64,7 +64,6 @@
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -106,6 +106,20 @@ typedef enum
} SDL_JoystickPowerLevel;
/* Function prototypes */
/**
* Locking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*/
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
/**
* Count the number of joysticks attached to the system right now
*/

View file

@ -1,2 +1,2 @@
#define SDL_REVISION "hg-11524:8df7a59b5528"
#define SDL_REVISION_NUMBER 11524
#define SDL_REVISION "hg-11645:2088cd828335"
#define SDL_REVISION_NUMBER 11645

View file

@ -363,6 +363,37 @@ extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size);
extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size);
extern DECLSPEC void SDLCALL SDL_free(void *mem);
typedef void *(SDLCALL *SDL_malloc_func)(size_t size);
typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size);
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
*/
extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
SDL_calloc_func *calloc_func,
SDL_realloc_func *realloc_func,
SDL_free_func *free_func);
/**
* \brief Replace SDL's memory allocation functions with a custom set
*
* \note If you are replacing SDL's memory functions, you should call
* SDL_GetNumAllocations() and be very careful if it returns non-zero.
* That means that your free function will be called with memory
* allocated by the previous memory allocation functions.
*/
extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_calloc_func calloc_func,
SDL_realloc_func realloc_func,
SDL_free_func free_func);
/**
* \brief Get the number of outstanding (unfreed) allocations
*/
extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);

View file

@ -59,7 +59,7 @@ typedef struct SDL_version
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 6
#define SDL_PATCHLEVEL 7
/**
* \brief Macro to determine SDL version program was compiled against.

View file

@ -19,7 +19,7 @@
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.0.6</string>
<string>2.0.7</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleSupportedPlatforms</key>
@ -27,7 +27,7 @@
<string>MacOSX</string>
</array>
<key>CFBundleVersion</key>
<string>2.0.6</string>
<string>2.0.7</string>
<key>DTCompiler</key>
<string>com.apple.compilers.llvm.clang.1_0</string>
<key>DTPlatformBuild</key>

View file

@ -1,6 +1,34 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.7:
---------------------------------------------------------------------------
General:
* Added audio stream conversion functions:
SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamFlush
SDL_AudioStreamClear
SDL_FreeAudioStream
* Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
* Added locking functions for multi-threaded access to the joystick and game controller APIs:
SDL_LockJoysticks()
SDL_UnlockJoysticks()
* The following functions are now thread-safe:
SDL_SetEventFilter()
SDL_GetEventFilter()
SDL_AddEventWatch()
SDL_DelEventWatch()
General:
---------------------------------------------------------------------------
2.0.6:
---------------------------------------------------------------------------

View file

@ -40,7 +40,7 @@ while test $# -gt 0; do
lib_suffix=$optarg
;;
--version)
echo 2.0.6
echo 2.0.7
;;
--cflags)
echo -I${prefix}/include -Dmain=SDL_main

View file

@ -164,6 +164,15 @@ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
*
* For multi-channel audio, the default SDL channel mapping is:
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR FC BL BR (quad + center)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
*/
typedef struct SDL_AudioSpec
{
@ -477,6 +486,132 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
*/
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
/* SDL_AudioStream is a new audio conversion interface.
The benefits vs SDL_AudioCVT:
- it can handle resampling data in chunks without generating
artifacts, when it doesn't have the complete buffer available.
- it can handle incoming data in any variable size.
- You push data as you have it, and pull it when you need it
*/
/* this is opaque to the outside world. */
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
*/
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
const Uint8 src_channels,
const int src_rate,
const SDL_AudioFormat dst_format,
const Uint8 dst_channels,
const int dst_rate);
/**
* 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 int The number of bytes to write to the stream
* \return 0 on success, or -1 on error.
*
* \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
*
* \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
*
* \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.
*
* \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.
*
* 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.
*
* \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
*
* \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
*/
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
@ -532,7 +667,7 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
* \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 zero on success, -1 on error.
* \return 0 on success, or -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio

View file

@ -68,7 +68,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -44,6 +44,7 @@
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_MALLOC 1
@ -66,7 +67,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -49,6 +49,7 @@
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_MALLOC 1
@ -70,7 +71,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -21,6 +21,7 @@
#ifndef SDL_config_os2_h_
#define SDL_config_os2_h_
#define SDL_config_h_
#include "SDL_platform.h"
@ -29,18 +30,13 @@
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_DISK 1
/* Enable the OS/2 audio driver (src/audio/os2/\*.c) */
#define SDL_AUDIO_DRIVER_OS2 1
#define SDL_AUDIO_DRIVER_OS2 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable the OS/2 video driver (src/video/os2/\*.c) */
#define SDL_VIDEO_DRIVER_OS2 1
#define SDL_VIDEO_DRIVER_OS2 1
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
@ -48,11 +44,11 @@
/* Enable Vulkan support */
/* #undef SDL_VIDEO_VULKAN */
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
#define SDL_POWER_OS2 1
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
#define SDL_POWER_OS2 1
#define HAVE_LIBC 1
@ -102,7 +98,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
@ -150,6 +145,9 @@
/* #undef HAVE_LIBSAMPLERATE_H */
/* Enable dynamic libsamplerate support */
/* #undef SDL_LIBSAMPLERATE_DYNAMIC */
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1

View file

@ -70,7 +70,6 @@
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -66,7 +66,6 @@
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -64,7 +64,6 @@
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRDUP 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1

View file

@ -106,6 +106,20 @@ typedef enum
} SDL_JoystickPowerLevel;
/* Function prototypes */
/**
* Locking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*/
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
/**
* Count the number of joysticks attached to the system right now
*/

View file

@ -1,2 +1,2 @@
#define SDL_REVISION "hg-11524:8df7a59b5528"
#define SDL_REVISION_NUMBER 11524
#define SDL_REVISION "hg-11645:2088cd828335"
#define SDL_REVISION_NUMBER 11645

View file

@ -363,6 +363,37 @@ extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size);
extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size);
extern DECLSPEC void SDLCALL SDL_free(void *mem);
typedef void *(SDLCALL *SDL_malloc_func)(size_t size);
typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size);
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
*/
extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
SDL_calloc_func *calloc_func,
SDL_realloc_func *realloc_func,
SDL_free_func *free_func);
/**
* \brief Replace SDL's memory allocation functions with a custom set
*
* \note If you are replacing SDL's memory functions, you should call
* SDL_GetNumAllocations() and be very careful if it returns non-zero.
* That means that your free function will be called with memory
* allocated by the previous memory allocation functions.
*/
extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_calloc_func calloc_func,
SDL_realloc_func realloc_func,
SDL_free_func free_func);
/**
* \brief Get the number of outstanding (unfreed) allocations
*/
extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);

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@ -59,7 +59,7 @@ typedef struct SDL_version
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 6
#define SDL_PATCHLEVEL 7
/**
* \brief Macro to determine SDL version program was compiled against.

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@ -19,6 +19,11 @@ SDL_AtomicTryLock
SDL_AtomicUnlock
SDL_AudioInit
SDL_AudioQuit
SDL_AudioStreamAvailable
SDL_AudioStreamClear
SDL_AudioStreamFlush
SDL_AudioStreamGet
SDL_AudioStreamPut
SDL_BuildAudioCVT
SDL_CalculateGammaRamp
SDL_CaptureMouse
@ -80,6 +85,7 @@ SDL_FillRects
SDL_FilterEvents
SDL_FlushEvent
SDL_FlushEvents
SDL_FreeAudioStream
SDL_FreeCursor
SDL_FreeFormat
SDL_FreePalette
@ -166,9 +172,11 @@ SDL_GetKeyFromScancode
SDL_GetKeyName
SDL_GetKeyboardFocus
SDL_GetKeyboardState
SDL_GetMemoryFunctions
SDL_GetModState
SDL_GetMouseFocus
SDL_GetMouseState
SDL_GetNumAllocations
SDL_GetNumAudioDevices
SDL_GetNumAudioDrivers
SDL_GetNumDisplayModes
@ -329,6 +337,7 @@ SDL_LoadObject
SDL_LoadWAV_RW
SDL_LockAudio
SDL_LockAudioDevice
SDL_LockJoysticks
SDL_LockMutex
SDL_LockSurface
SDL_LockTexture
@ -359,6 +368,7 @@ SDL_MinimizeWindow
SDL_MixAudio
SDL_MixAudioFormat
SDL_MouseIsHaptic
SDL_NewAudioStream
SDL_NumHaptics
SDL_NumJoysticks
SDL_OpenAudio
@ -437,6 +447,7 @@ SDL_SetEventFilter
SDL_SetHint
SDL_SetHintWithPriority
SDL_SetMainReady
SDL_SetMemoryFunctions
SDL_SetModState
SDL_SetPaletteColors
SDL_SetPixelFormatPalette
@ -490,6 +501,7 @@ SDL_UnionRect
SDL_UnloadObject
SDL_UnlockAudio
SDL_UnlockAudioDevice
SDL_UnlockJoysticks
SDL_UnlockMutex
SDL_UnlockSurface
SDL_UnlockTexture

View file

@ -16,6 +16,11 @@
++'_SDL_AtomicUnlock'.'SDL2.DLL'..'SDL_AtomicUnlock'
++'_SDL_AudioInit'.'SDL2.DLL'..'SDL_AudioInit'
++'_SDL_AudioQuit'.'SDL2.DLL'..'SDL_AudioQuit'
++'_SDL_AudioStreamAvailable'.'SDL2.DLL'..'SDL_AudioStreamAvailable'
++'_SDL_AudioStreamClear'.'SDL2.DLL'..'SDL_AudioStreamClear'
++'_SDL_AudioStreamFlush'.'SDL2.DLL'..'SDL_AudioStreamFlush'
++'_SDL_AudioStreamGet'.'SDL2.DLL'..'SDL_AudioStreamGet'
++'_SDL_AudioStreamPut'.'SDL2.DLL'..'SDL_AudioStreamPut'
++'_SDL_BuildAudioCVT'.'SDL2.DLL'..'SDL_BuildAudioCVT'
++'_SDL_CalculateGammaRamp'.'SDL2.DLL'..'SDL_CalculateGammaRamp'
++'_SDL_CaptureMouse'.'SDL2.DLL'..'SDL_CaptureMouse'
@ -77,6 +82,7 @@
++'_SDL_FilterEvents'.'SDL2.DLL'..'SDL_FilterEvents'
++'_SDL_FlushEvent'.'SDL2.DLL'..'SDL_FlushEvent'
++'_SDL_FlushEvents'.'SDL2.DLL'..'SDL_FlushEvents'
++'_SDL_FreeAudioStream'.'SDL2.DLL'..'SDL_FreeAudioStream'
++'_SDL_FreeCursor'.'SDL2.DLL'..'SDL_FreeCursor'
++'_SDL_FreeFormat'.'SDL2.DLL'..'SDL_FreeFormat'
++'_SDL_FreePalette'.'SDL2.DLL'..'SDL_FreePalette'
@ -163,9 +169,11 @@
++'_SDL_GetKeyName'.'SDL2.DLL'..'SDL_GetKeyName'
++'_SDL_GetKeyboardFocus'.'SDL2.DLL'..'SDL_GetKeyboardFocus'
++'_SDL_GetKeyboardState'.'SDL2.DLL'..'SDL_GetKeyboardState'
++'_SDL_GetMemoryFunctions'.'SDL2.DLL'..'SDL_GetMemoryFunctions'
++'_SDL_GetModState'.'SDL2.DLL'..'SDL_GetModState'
++'_SDL_GetMouseFocus'.'SDL2.DLL'..'SDL_GetMouseFocus'
++'_SDL_GetMouseState'.'SDL2.DLL'..'SDL_GetMouseState'
++'_SDL_GetNumAllocations'.'SDL2.DLL'..'SDL_GetNumAllocations'
++'_SDL_GetNumAudioDevices'.'SDL2.DLL'..'SDL_GetNumAudioDevices'
++'_SDL_GetNumAudioDrivers'.'SDL2.DLL'..'SDL_GetNumAudioDrivers'
++'_SDL_GetNumDisplayModes'.'SDL2.DLL'..'SDL_GetNumDisplayModes'
@ -326,6 +334,7 @@
++'_SDL_LoadWAV_RW'.'SDL2.DLL'..'SDL_LoadWAV_RW'
++'_SDL_LockAudio'.'SDL2.DLL'..'SDL_LockAudio'
++'_SDL_LockAudioDevice'.'SDL2.DLL'..'SDL_LockAudioDevice'
++'_SDL_LockJoysticks'.'SDL2.DLL'..'SDL_LockJoysticks'
++'_SDL_LockMutex'.'SDL2.DLL'..'SDL_LockMutex'
++'_SDL_LockSurface'.'SDL2.DLL'..'SDL_LockSurface'
++'_SDL_LockTexture'.'SDL2.DLL'..'SDL_LockTexture'
@ -356,6 +365,7 @@
++'_SDL_MixAudio'.'SDL2.DLL'..'SDL_MixAudio'
++'_SDL_MixAudioFormat'.'SDL2.DLL'..'SDL_MixAudioFormat'
++'_SDL_MouseIsHaptic'.'SDL2.DLL'..'SDL_MouseIsHaptic'
++'_SDL_NewAudioStream'.'SDL2.DLL'..'SDL_NewAudioStream'
++'_SDL_NumHaptics'.'SDL2.DLL'..'SDL_NumHaptics'
++'_SDL_NumJoysticks'.'SDL2.DLL'..'SDL_NumJoysticks'
++'_SDL_OpenAudio'.'SDL2.DLL'..'SDL_OpenAudio'
@ -434,6 +444,7 @@
++'_SDL_SetHint'.'SDL2.DLL'..'SDL_SetHint'
++'_SDL_SetHintWithPriority'.'SDL2.DLL'..'SDL_SetHintWithPriority'
++'_SDL_SetMainReady'.'SDL2.DLL'..'SDL_SetMainReady'
++'_SDL_SetMemoryFunctions'.'SDL2.DLL'..'SDL_SetMemoryFunctions'
++'_SDL_SetModState'.'SDL2.DLL'..'SDL_SetModState'
++'_SDL_SetPaletteColors'.'SDL2.DLL'..'SDL_SetPaletteColors'
++'_SDL_SetPixelFormatPalette'.'SDL2.DLL'..'SDL_SetPixelFormatPalette'
@ -487,6 +498,7 @@
++'_SDL_UnloadObject'.'SDL2.DLL'..'SDL_UnloadObject'
++'_SDL_UnlockAudio'.'SDL2.DLL'..'SDL_UnlockAudio'
++'_SDL_UnlockAudioDevice'.'SDL2.DLL'..'SDL_UnlockAudioDevice'
++'_SDL_UnlockJoysticks'.'SDL2.DLL'..'SDL_UnlockJoysticks'
++'_SDL_UnlockMutex'.'SDL2.DLL'..'SDL_UnlockMutex'
++'_SDL_UnlockSurface'.'SDL2.DLL'..'SDL_UnlockSurface'
++'_SDL_UnlockTexture'.'SDL2.DLL'..'SDL_UnlockTexture'

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