mirror of
https://github.com/Q3Rally-Team/q3rally.git
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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
217 lines
6.3 KiB
C
217 lines
6.3 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_keyboard.h
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*
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* Include file for SDL keyboard event handling
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*/
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#ifndef SDL_keyboard_h_
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#define SDL_keyboard_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_keycode.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief The SDL keysym structure, used in key events.
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*
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* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
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*/
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typedef struct SDL_Keysym
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{
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SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
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SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
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Uint16 mod; /**< current key modifiers */
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Uint32 unused;
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} SDL_Keysym;
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/* Function prototypes */
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/**
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* \brief Get the window which currently has keyboard focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
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/**
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* \brief Get a snapshot of the current state of the keyboard.
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*
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* \param numkeys if non-NULL, receives the length of the returned array.
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*
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* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
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*
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* \b Example:
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* \code
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* const Uint8 *state = SDL_GetKeyboardState(NULL);
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* if ( state[SDL_SCANCODE_RETURN] ) {
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* printf("<RETURN> is pressed.\n");
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* }
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* \endcode
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*/
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extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
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/**
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* \brief Get the current key modifier state for the keyboard.
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*/
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extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
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/**
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* \brief Set the current key modifier state for the keyboard.
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*
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* \note This does not change the keyboard state, only the key modifier flags.
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*/
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extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
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/**
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* \brief Get the key code corresponding to the given scancode according
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* to the current keyboard layout.
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*
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* See ::SDL_Keycode for details.
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*
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* \sa SDL_GetKeyName()
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*/
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
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/**
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* \brief Get the scancode corresponding to the given key code according to the
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* current keyboard layout.
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*
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* See ::SDL_Scancode for details.
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*
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* \sa SDL_GetScancodeName()
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*/
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
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/**
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* \brief Get a human-readable name for a scancode.
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*
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* \return A pointer to the name for the scancode.
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* If the scancode doesn't have a name, this function returns
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* an empty string ("").
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*
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* \sa SDL_Scancode
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
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/**
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* \brief Get a scancode from a human-readable name
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*
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* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
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*
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* \sa SDL_Scancode
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*/
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
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/**
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* \brief Get a human-readable name for a key.
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*
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* \return A pointer to a UTF-8 string that stays valid at least until the next
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* call to this function. If you need it around any longer, you must
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* copy it. If the key doesn't have a name, this function returns an
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* empty string ("").
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*
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* \sa SDL_Keycode
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
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/**
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* \brief Get a key code from a human-readable name
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*
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* \return key code, or SDLK_UNKNOWN if the name wasn't recognized
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*
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* \sa SDL_Keycode
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*/
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
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/**
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* \brief Start accepting Unicode text input events.
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* This function will show the on-screen keyboard if supported.
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*
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* \sa SDL_StopTextInput()
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* \sa SDL_SetTextInputRect()
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
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/**
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* \brief Return whether or not Unicode text input events are enabled.
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*
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* \sa SDL_StartTextInput()
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* \sa SDL_StopTextInput()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
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/**
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* \brief Stop receiving any text input events.
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* This function will hide the on-screen keyboard if supported.
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*
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* \sa SDL_StartTextInput()
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
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/**
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* \brief Set the rectangle used to type Unicode text inputs.
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* This is used as a hint for IME and on-screen keyboard placement.
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*
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* \sa SDL_StartTextInput()
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*/
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extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
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/**
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* \brief Returns whether the platform has some screen keyboard support.
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*
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* \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
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*
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* \note Not all screen keyboard functions are supported on all platforms.
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*
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* \sa SDL_IsScreenKeyboardShown()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
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/**
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* \brief Returns whether the screen keyboard is shown for given window.
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*
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* \param window The window for which screen keyboard should be queried.
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*
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* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
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*
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_keyboard_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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