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SDL2: rebuilt from SDL hg repo, rev.11911
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1567 af15c1b1-3010-417e-b628-4374ebc0bcbd
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12 changed files with 119 additions and 36 deletions
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@ -211,6 +211,18 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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/**
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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*
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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*
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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/**
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* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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*
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@ -377,7 +389,7 @@ extern "C" {
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief A variable controlling whether the Android / iOS remotes
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* \brief A variable controlling whether the Android / tvOS remotes
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* should be listed as joystick devices, instead of sending keyboard events.
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*
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* This variable can be set to the following values:
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@ -1,2 +1,2 @@
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#define SDL_REVISION "hg-11874:b0e4f5085af4"
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#define SDL_REVISION_NUMBER 11874
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#define SDL_REVISION "hg-11910:9947d9f539e8"
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#define SDL_REVISION_NUMBER 11910
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@ -110,7 +110,9 @@ typedef enum
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
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On macOS NSHighResolutionCapable must be set true in the
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application's Info.plist for this to have any effect. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
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SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
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SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
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@ -69,30 +69,43 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
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* \brief Dynamically load a Vulkan loader library.
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*
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* \param [in] path The platform dependent Vulkan loader library name, or
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* \c NULL to open the default Vulkan loader library.
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* \c NULL.
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*
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* \return \c 0 on success, or \c -1 if the library couldn't be loaded.
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*
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* This should be done after initializing the video driver, but before
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* If \a path is NULL SDL will use the value of the environment variable
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* \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan
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* loader library.
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*
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* This should be called after initializing the video driver, but before
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* creating any Vulkan windows. If no Vulkan loader library is loaded, the
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* default library will be loaded upon creation of the first Vulkan window.
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*
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* \note If you specify a non-NULL \a path, you should retrieve all of the
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* Vulkan functions used in your program from the dynamic library using
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* \note It is fairly common for Vulkan applications to link with \a libvulkan
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* instead of explicitly loading it at run time. This will work with
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* SDL provided the application links to a dynamic library and both it
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* and SDL use the same search path.
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*
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* \note If you specify a non-NULL \c path, an application should retrieve all
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* of the Vulkan functions it uses from the dynamic library using
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* \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
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* \a path points to the same vulkan loader library that you linked to.
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* \c path points to the same vulkan loader library the application
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* linked to.
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*
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* \note On Apple devices, if \a path is NULL, SDL will attempt to find
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* the vkGetInstanceProcAddr address within all the mach-o images of
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* the current process. This is because the currently (v0.17.0)
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* recommended MoltenVK (Vulkan on Metal) usage is as a static library.
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* If it is not found then SDL will attempt to load \c libMoltenVK.dylib.
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* Applications using the dylib alternative therefore do not need to do
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* anything special when calling SDL.
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* the current process. This is because it is fairly common for Vulkan
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* applications to link with libvulkan (and historically MoltenVK was
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* provided as a static library). If it is not found then, on macOS, SDL
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* will attempt to load \c vulkan.framework/vulkan, \c libvulkan.1.dylib,
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* \c MoltenVK.framework/MoltenVK and \c libMoltenVK.dylib in that order.
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* On iOS SDL will attempt to load \c libMoltenVK.dylib. Applications
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* using a dynamic framework or .dylib must ensure it is included in its
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* application bundle.
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*
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* \note On non-Apple devices, SDL requires you to either not link to the
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* Vulkan loader or link to a dynamic library version. This limitation
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* may be removed in a future version of SDL.
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* \note On non-Apple devices, application linking with a static libvulkan is
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* not supported. Either do not link to the Vulkan loader or link to a
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* dynamic library version.
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*
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* \note This function will fail if there are no working Vulkan drivers
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* installed.
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@ -240,6 +253,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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Binary file not shown.
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@ -6,19 +6,42 @@ This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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General:
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* Added SDL_fmod()
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* Added SDL_fmod() and SDL_log10()
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* Each of the SDL math functions now has the corresponding float version
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* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
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Windows:
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* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
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* Added resampling support on WASAPI on Windows 7 and above
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Windows UWP:
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* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
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Mac OSX / iOS / tvOS:
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Mac OS X:
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* Added support for the Vulkan SDK for Mac:
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https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
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Mac OS X / iOS / tvOS:
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* Added a Metal 2D render implementation
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* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
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iOS:
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* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
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iOS / Android:
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* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
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Android:
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* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
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* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
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Android / tvOS:
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* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
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Linux:
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* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
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* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
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---------------------------------------------------------------------------
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2.0.7:
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@ -211,6 +211,18 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING"
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/**
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* \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
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*
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* This variable can be set to the following values:
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* "0" - Disable _NET_WM_BYPASS_COMPOSITOR
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* "1" - Enable _NET_WM_BYPASS_COMPOSITOR
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*
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* By default SDL will use _NET_WM_BYPASS_COMPOSITOR
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*
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*/
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#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
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/**
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* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
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*
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@ -377,7 +389,7 @@ extern "C" {
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#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
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/**
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* \brief A variable controlling whether the Android / iOS remotes
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* \brief A variable controlling whether the Android / tvOS remotes
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* should be listed as joystick devices, instead of sending keyboard events.
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*
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* This variable can be set to the following values:
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@ -1,2 +1,2 @@
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#define SDL_REVISION "hg-11874:b0e4f5085af4"
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#define SDL_REVISION_NUMBER 11874
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#define SDL_REVISION "hg-11911:235c5929651c"
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#define SDL_REVISION_NUMBER 11911
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@ -110,7 +110,9 @@ typedef enum
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
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On macOS NSHighResolutionCapable must be set true in the
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application's Info.plist for this to have any effect. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
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SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
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SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
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@ -69,30 +69,43 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
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* \brief Dynamically load a Vulkan loader library.
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*
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* \param [in] path The platform dependent Vulkan loader library name, or
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* \c NULL to open the default Vulkan loader library.
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* \c NULL.
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*
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* \return \c 0 on success, or \c -1 if the library couldn't be loaded.
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*
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* This should be done after initializing the video driver, but before
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* If \a path is NULL SDL will use the value of the environment variable
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* \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan
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* loader library.
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*
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* This should be called after initializing the video driver, but before
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* creating any Vulkan windows. If no Vulkan loader library is loaded, the
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* default library will be loaded upon creation of the first Vulkan window.
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*
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* \note If you specify a non-NULL \a path, you should retrieve all of the
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* Vulkan functions used in your program from the dynamic library using
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* \note It is fairly common for Vulkan applications to link with \a libvulkan
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* instead of explicitly loading it at run time. This will work with
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* SDL provided the application links to a dynamic library and both it
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* and SDL use the same search path.
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*
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* \note If you specify a non-NULL \c path, an application should retrieve all
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* of the Vulkan functions it uses from the dynamic library using
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* \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
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* \a path points to the same vulkan loader library that you linked to.
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* \c path points to the same vulkan loader library the application
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* linked to.
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*
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* \note On Apple devices, if \a path is NULL, SDL will attempt to find
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* the vkGetInstanceProcAddr address within all the mach-o images of
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* the current process. This is because the currently (v0.17.0)
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* recommended MoltenVK (Vulkan on Metal) usage is as a static library.
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* If it is not found then SDL will attempt to load \c libMoltenVK.dylib.
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* Applications using the dylib alternative therefore do not need to do
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* anything special when calling SDL.
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* the current process. This is because it is fairly common for Vulkan
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* applications to link with libvulkan (and historically MoltenVK was
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* provided as a static library). If it is not found then, on macOS, SDL
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* will attempt to load \c vulkan.framework/vulkan, \c libvulkan.1.dylib,
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* \c MoltenVK.framework/MoltenVK and \c libMoltenVK.dylib in that order.
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* On iOS SDL will attempt to load \c libMoltenVK.dylib. Applications
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* using a dynamic framework or .dylib must ensure it is included in its
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* application bundle.
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*
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* \note On non-Apple devices, SDL requires you to either not link to the
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* Vulkan loader or link to a dynamic library version. This limitation
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* may be removed in a future version of SDL.
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* \note On non-Apple devices, application linking with a static libvulkan is
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* not supported. Either do not link to the Vulkan loader or link to a
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* dynamic library version.
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*
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* \note This function will fail if there are no working Vulkan drivers
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* installed.
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@ -240,6 +253,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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