mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-29 23:22:55 +00:00
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
247 lines
8.1 KiB
C
247 lines
8.1 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_system.h
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*
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* Include file for platform specific SDL API functions
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*/
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#ifndef SDL_system_h_
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#define SDL_system_h_
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#include "SDL_stdinc.h"
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#include "SDL_keyboard.h"
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#include "SDL_render.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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/* Platform specific functions for Windows */
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#ifdef __WIN32__
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/**
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\brief Set a function that is called for every windows message, before TranslateMessage()
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*/
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typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
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extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
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/**
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\brief Returns the D3D9 adapter index that matches the specified display index.
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This adapter index can be passed to IDirect3D9::CreateDevice and controls
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on which monitor a full screen application will appear.
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*/
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extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
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typedef struct IDirect3DDevice9 IDirect3DDevice9;
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/**
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\brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
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Once you are done using the device, you should release it to avoid a resource leak.
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*/
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extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
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/**
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\brief Returns the DXGI Adapter and Output indices for the specified display index.
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These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
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required to create a DX10 or DX11 device and swap chain.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
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#endif /* __WIN32__ */
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/* Platform specific functions for iOS */
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#if defined(__IPHONEOS__) && __IPHONEOS__
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#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
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extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
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extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
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#endif /* __IPHONEOS__ */
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/* Platform specific functions for Android */
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#if defined(__ANDROID__) && __ANDROID__
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/**
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\brief Get the JNI environment for the current thread
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This returns JNIEnv*, but the prototype is void* so we don't need jni.h
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*/
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extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
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/**
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\brief Get the SDL Activity object for the application
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This returns jobject, but the prototype is void* so we don't need jni.h
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The jobject returned by SDL_AndroidGetActivity is a local reference.
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It is the caller's responsibility to properly release it
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(using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
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*/
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extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
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/**
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\brief Return true if the application is running on Android TV
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);
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/**
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See the official Android developer guide for more information:
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http://developer.android.com/guide/topics/data/data-storage.html
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*/
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#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
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#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
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/**
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\brief Get the path used for internal storage for this application.
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This path is unique to your application and cannot be written to
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by other applications.
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*/
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extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
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/**
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\brief Get the current state of external storage, a bitmask of these values:
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SDL_ANDROID_EXTERNAL_STORAGE_READ
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SDL_ANDROID_EXTERNAL_STORAGE_WRITE
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If external storage is currently unavailable, this will return 0.
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*/
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extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
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/**
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\brief Get the path used for external storage for this application.
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This path is unique to your application, but is public and can be
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written to by other applications.
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*/
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extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
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#endif /* __ANDROID__ */
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/* Platform specific functions for WinRT */
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#if defined(__WINRT__) && __WINRT__
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/**
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* \brief WinRT / Windows Phone path types
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*/
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typedef enum
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{
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/** \brief The installed app's root directory.
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Files here are likely to be read-only. */
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SDL_WINRT_PATH_INSTALLED_LOCATION,
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/** \brief The app's local data store. Files may be written here */
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SDL_WINRT_PATH_LOCAL_FOLDER,
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/** \brief The app's roaming data store. Unsupported on Windows Phone.
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Files written here may be copied to other machines via a network
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connection.
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*/
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SDL_WINRT_PATH_ROAMING_FOLDER,
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/** \brief The app's temporary data store. Unsupported on Windows Phone.
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Files written here may be deleted at any time. */
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SDL_WINRT_PATH_TEMP_FOLDER
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} SDL_WinRT_Path;
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/**
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* \brief WinRT Device Family
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*/
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typedef enum
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{
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/** \brief Unknown family */
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SDL_WINRT_DEVICEFAMILY_UNKNOWN,
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/** \brief Desktop family*/
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SDL_WINRT_DEVICEFAMILY_DESKTOP,
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/** \brief Mobile family (for example smartphone) */
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SDL_WINRT_DEVICEFAMILY_MOBILE,
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/** \brief XBox family */
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SDL_WINRT_DEVICEFAMILY_XBOX,
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} SDL_WinRT_DeviceFamily;
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/**
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* \brief Retrieves a WinRT defined path on the local file system
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*
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* \note Documentation on most app-specific path types on WinRT
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* can be found on MSDN, at the URL:
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* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
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*
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* \param pathType The type of path to retrieve.
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* \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
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* if the path is not available for any reason. Not all paths are
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* available on all versions of Windows. This is especially true on
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* Windows Phone. Check the documentation for the given
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* SDL_WinRT_Path for more information on which path types are
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* supported where.
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*/
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extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
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/**
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* \brief Retrieves a WinRT defined path on the local file system
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*
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* \note Documentation on most app-specific path types on WinRT
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* can be found on MSDN, at the URL:
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* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
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*
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* \param pathType The type of path to retrieve.
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* \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
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* if the path is not available for any reason. Not all paths are
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* available on all versions of Windows. This is especially true on
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* Windows Phone. Check the documentation for the given
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* SDL_WinRT_Path for more information on which path types are
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* supported where.
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*/
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extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
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/**
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* \brief Detects the device family of WinRT plattform on runtime
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*
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* \return Device family
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*/
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extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
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#endif /* __WINRT__ */
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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_system_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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