Windows: SDL 2.0.5

git-svn-id: https://svn.eduke32.com/eduke32@5905 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2016-10-20 06:26:36 +00:00
parent 843ac9c924
commit d4640b1806
26 changed files with 444 additions and 92 deletions

View file

@ -72,14 +72,14 @@ extern "C" {
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001
#define SDL_INIT_AUDIO 0x00000010
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
@ -95,8 +95,8 @@ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
* shutdown a subsystem manually (or call SDL_Quit to force shutdown).
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/

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@ -278,7 +278,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
* more audio samples to be played.
* more audio samples to be played (or for capture devices, call
* SDL_DequeueAudio() with some frequency, to obtain audio samples).
* - \c desired->userdata is passed as the first parameter to your callback
* function. If you passed a NULL callback, this value is ignored.
*
@ -482,6 +483,10 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
/**
* Queue more audio on non-callback devices.
*
* (If you are looking to retrieve queued audio from a non-callback capture
* device, you want SDL_DequeueAudio() instead. This will return -1 to
* signify an error if you use it with capture devices.)
*
* SDL offers two ways to feed audio to the device: you can either supply a
* callback that SDL triggers with some frequency to obtain more audio
* (pull method), or you can supply no callback, and then SDL will expect
@ -516,21 +521,76 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
*/
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
/**
* Dequeue more audio on non-callback devices.
*
* (If you are looking to queue audio for output on a non-callback playback
* device, you want SDL_QueueAudio() instead. This will always return 0
* if you use it with playback devices.)
*
* SDL offers two ways to retrieve audio from a capture device: you can
* either supply a callback that SDL triggers with some frequency as the
* device records more audio data, (push method), or you can supply no
* callback, and then SDL will expect you to retrieve data at regular
* intervals (pull method) with this function.
*
* There are no limits on the amount of data you can queue, short of
* exhaustion of address space. Data from the device will keep queuing as
* necessary without further intervention from you. This means you will
* eventually run out of memory if you aren't routinely dequeueing data.
*
* Capture devices will not queue data when paused; if you are expecting
* to not need captured audio for some length of time, use
* SDL_PauseAudioDevice() to stop the capture device from queueing more
* data. This can be useful during, say, level loading times. When
* unpaused, capture devices will start queueing data from that point,
* having flushed any capturable data available while paused.
*
* This function is thread-safe, but dequeueing from the same device from
* two threads at once does not promise which thread will dequeued data
* first.
*
* You may not dequeue audio from a device that is using an
* application-supplied callback; doing so returns an error. You have to use
* the audio callback, or dequeue audio with this function, but not both.
*
* You should not call SDL_LockAudio() on the device before queueing; SDL
* handles locking internally for this function.
*
* \param dev The device ID from which we will dequeue audio.
* \param data A pointer into where audio data should be copied.
* \param len The number of bytes (not samples!) to which (data) points.
* \return number of bytes dequeued, which could be less than requested.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
/**
* Get the number of bytes of still-queued audio.
*
* This is the number of bytes that have been queued for playback with
* SDL_QueueAudio(), but have not yet been sent to the hardware.
* For playback device:
*
* Once we've sent it to the hardware, this function can not decide the exact
* byte boundary of what has been played. It's possible that we just gave the
* hardware several kilobytes right before you called this function, but it
* hasn't played any of it yet, or maybe half of it, etc.
* This is the number of bytes that have been queued for playback with
* SDL_QueueAudio(), but have not yet been sent to the hardware. This
* number may shrink at any time, so this only informs of pending data.
*
* Once we've sent it to the hardware, this function can not decide the
* exact byte boundary of what has been played. It's possible that we just
* gave the hardware several kilobytes right before you called this
* function, but it hasn't played any of it yet, or maybe half of it, etc.
*
* For capture devices:
*
* This is the number of bytes that have been captured by the device and
* are waiting for you to dequeue. This number may grow at any time, so
* this only informs of the lower-bound of available data.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device always returns 0.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
* the audio callback, but not both.
*
* You should not call SDL_LockAudio() on the device before querying; SDL
* handles locking internally for this function.
@ -544,10 +604,17 @@ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *da
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
* Drop any queued audio data waiting to be sent to the hardware.
* Drop any queued audio data. For playback devices, this is any queued data
* still waiting to be submitted to the hardware. For capture devices, this
* is any data that was queued by the device that hasn't yet been dequeued by
* the application.
*
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
* the hardware will start playing silence if more audio isn't queued.
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
* playback devices, the hardware will start playing silence if more audio
* isn't queued. Unpaused capture devices will start filling the queue again
* as soon as they have more data available (which, depending on the state
* of the hardware and the thread, could be before this function call
* returns!).
*
* This will not prevent playback of queued audio that's already been sent
* to the hardware, as we can not undo that, so expect there to be some
@ -557,8 +624,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
* the audio callback, but not both.
*
* You should not call SDL_LockAudio() on the device before clearing the
* queue; SDL handles locking internally for this function.

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@ -136,6 +136,9 @@ typedef enum
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
SDL_DROPTEXT, /**< text/plain drag-and-drop event */
SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
@ -461,9 +464,10 @@ typedef struct SDL_DollarGestureEvent
*/
typedef struct SDL_DropEvent
{
Uint32 type; /**< ::SDL_DROPFILE */
Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
Uint32 timestamp;
char *file; /**< The file name, which should be freed with SDL_free() */
char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
Uint32 windowID; /**< The window that was dropped on, if any */
} SDL_DropEvent;

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@ -93,7 +93,7 @@ typedef struct SDL_GameControllerButtonBind
* }
* }
*
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
* guid,name,mappings
*
* Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
@ -136,14 +136,14 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingStr
/**
* Get a mapping string for a GUID
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
/**
* Get a mapping string for an open GameController
*
* \return the mapping string. Must be freed with SDL_free. Returns NULL if no mapping is available
* \return the mapping string. Must be freed with SDL_free(). Returns NULL if no mapping is available
*/
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );

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@ -149,7 +149,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_CONSTANT (1<<0)
#define SDL_HAPTIC_CONSTANT (1u<<0)
/**
* \brief Sine wave effect supported.
@ -158,7 +158,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SINE (1<<1)
#define SDL_HAPTIC_SINE (1u<<1)
/**
* \brief Left/Right effect supported.
@ -169,7 +169,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
* we ran out of bits, and this is important for XInput devices.
*/
#define SDL_HAPTIC_LEFTRIGHT (1<<2)
#define SDL_HAPTIC_LEFTRIGHT (1u<<2)
/* !!! FIXME: put this back when we have more bits in 2.1 */
/* #define SDL_HAPTIC_SQUARE (1<<2) */
@ -181,7 +181,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_TRIANGLE (1<<3)
#define SDL_HAPTIC_TRIANGLE (1u<<3)
/**
* \brief Sawtoothup wave effect supported.
@ -190,7 +190,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHUP (1<<4)
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
/**
* \brief Sawtoothdown wave effect supported.
@ -199,7 +199,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
/**
* \brief Ramp effect supported.
@ -208,7 +208,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticRamp
*/
#define SDL_HAPTIC_RAMP (1<<6)
#define SDL_HAPTIC_RAMP (1u<<6)
/**
* \brief Spring effect supported - uses axes position.
@ -218,7 +218,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_SPRING (1<<7)
#define SDL_HAPTIC_SPRING (1u<<7)
/**
* \brief Damper effect supported - uses axes velocity.
@ -228,7 +228,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_DAMPER (1<<8)
#define SDL_HAPTIC_DAMPER (1u<<8)
/**
* \brief Inertia effect supported - uses axes acceleration.
@ -238,7 +238,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_INERTIA (1<<9)
#define SDL_HAPTIC_INERTIA (1u<<9)
/**
* \brief Friction effect supported - uses axes movement.
@ -248,14 +248,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_FRICTION (1<<10)
#define SDL_HAPTIC_FRICTION (1u<<10)
/**
* \brief Custom effect is supported.
*
* User defined custom haptic effect.
*/
#define SDL_HAPTIC_CUSTOM (1<<11)
#define SDL_HAPTIC_CUSTOM (1u<<11)
/* @} *//* Haptic effects */
@ -268,7 +268,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticSetGain
*/
#define SDL_HAPTIC_GAIN (1<<12)
#define SDL_HAPTIC_GAIN (1u<<12)
/**
* \brief Device can set autocenter.
@ -277,7 +277,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticSetAutocenter
*/
#define SDL_HAPTIC_AUTOCENTER (1<<13)
#define SDL_HAPTIC_AUTOCENTER (1u<<13)
/**
* \brief Device can be queried for effect status.
@ -286,7 +286,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
*
* \sa SDL_HapticGetEffectStatus
*/
#define SDL_HAPTIC_STATUS (1<<14)
#define SDL_HAPTIC_STATUS (1u<<14)
/**
* \brief Device can be paused.
@ -294,7 +294,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
* \sa SDL_HapticPause
* \sa SDL_HapticUnpause
*/
#define SDL_HAPTIC_PAUSE (1<<15)
#define SDL_HAPTIC_PAUSE (1u<<15)
/**

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@ -233,16 +233,27 @@ extern "C" {
#define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD"
/**
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
* "0" - Relative mouse mode uses raw input
* "1" - Relative mouse mode uses mouse warping
*
* By default SDL will use raw input for relative mouse mode
*/
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
*
* This variable can be set to the following values:
* "0" - Relative mouse mode uses raw input
* "1" - Relative mouse mode uses mouse warping
*
* By default SDL will use raw input for relative mouse mode
*/
#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP"
/**
* \brief Allow mouse click events when clicking to focus an SDL window
*
* This variable can be set to the following values:
* "0" - Ignore mouse clicks that activate a window
* "1" - Generate events for mouse clicks that activate a window
*
* By default SDL will ignore mouse clicks that activate a window
*/
#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
/**
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
*
@ -257,8 +268,8 @@ extern "C" {
* this is problematic. This functionality can be disabled by setting this
* hint.
*
* As of SDL 2.0.4, SDL_EnableScreenSaver and SDL_DisableScreenSaver accomplish
* the same thing on iOS. They should be preferred over this hint.
* As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
* accomplish the same thing on iOS. They should be preferred over this hint.
*
* This variable can be set to the following values:
* "0" - Enable idle timer
@ -276,7 +287,35 @@ extern "C" {
* "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
*/
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable controlling whether controllers used with the Apple TV
* generate UI events.
*
* When UI events are generated by controller input, the app will be
* backgrounded when the Apple TV remote's menu button is pressed, and when the
* pause or B buttons on gamepads are pressed.
*
* More information about properly making use of controllers for the Apple TV
* can be found here:
* https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
*
* This variable can be set to the following values:
* "0" - Controller input does not generate UI events (the default).
* "1" - Controller input generates UI events.
*/
#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
/**
* \brief A variable controlling whether the Apple TV remote's joystick axes
* will automatically match the rotation of the remote.
*
* This variable can be set to the following values:
* "0" - Remote orientation does not affect joystick axes (the default).
* "1" - Joystick axes are based on the orientation of the remote.
*/
#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
/**
* \brief A variable controlling whether the Android / iOS built-in
* accelerometer should be listed as a joystick device, rather than listing
@ -369,7 +408,7 @@ extern "C" {
* Use this hint in case you need to set SDL's threads stack size to other than the default.
* This is specially useful if you build SDL against a non glibc libc library (such as musl) which
* provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
* Support for this hint is currently available only in the pthread backend.
* Support for this hint is currently available only in the pthread, Windows, and PSP backend.
*/
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
@ -431,7 +470,7 @@ extern "C" {
* privacy policy.
*
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
* before calling any SDL_Init functions. The contents of the hint should
* before calling any SDL_Init() functions. The contents of the hint should
* be a valid URL. For example, "http://www.example.com".
*
* The default value is "", which will prevent SDL from adding a privacy policy
@ -461,7 +500,7 @@ extern "C" {
* The contents of this hint should be encoded as a UTF8 string.
*
* The default value is "Privacy Policy". This hint should only be set during app
* initialization, preferably before any calls to SDL_Init.
* initialization, preferably before any calls to SDL_Init().
*
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
@ -630,6 +669,44 @@ extern "C" {
*/
#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
/**
* \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
*
* The bitmap header version 4 is required for proper alpha channel support and
* SDL will use it when required. Should this not be desired, this hint can
* force the use of the 40 byte header version which is supported everywhere.
*
* The variable can be set to the following values:
* "0" - Surfaces with a colorkey or an alpha channel are saved to a
* 32-bit BMP file with an alpha mask. SDL will use the bitmap
* header version 4 and set the alpha mask accordingly.
* "1" - Surfaces with a colorkey or an alpha channel are saved to a
* 32-bit BMP file without an alpha mask. The alpha channel data
* will be in the file, but applications are going to ignore it.
*
* The default value is "0".
*/
#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
/**
* \brief Tell SDL not to name threads on Windows.
*
* The variable can be set to the following values:
* "0" - SDL will raise the 0x406D1388 Exception to name threads.
* This is the default behavior of SDL <= 2.0.4. (default)
* "1" - SDL will not raise this exception, and threads will be unnamed.
* For .NET languages this is required when running under a debugger.
*/
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
/**
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
*
* Also known as Z-order. The variable can take a negative or positive value.
* The default is 10000.
*/
#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER"
/**
* \brief An enumeration of hint priorities
*/
@ -669,6 +746,13 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* \brief Get a hint
*
* \return The boolean value of a hint variable.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
/**
* \brief Add a function to watch a particular hint
*

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@ -24,7 +24,7 @@
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks, with the exact joystick
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted

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@ -136,7 +136,7 @@ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
* copy it. If the key doesn't have a name, this function returns an
* empty string ("").
*
* \sa SDL_Key
* \sa SDL_Keycode
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);

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@ -63,7 +63,7 @@
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See README-android.txt for more details on extending that class.
See README-android.md for more details on extending that class.
*/
#define SDL_MAIN_NEEDED

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@ -41,7 +41,7 @@ extern "C" {
typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor.
* \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum
{
@ -254,9 +254,11 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor().
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
*
* \sa SDL_CreateCursor()
* \sa SDL_CreateColorCursor()
* \sa SDL_CreateSystemCursor()
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);

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@ -24,6 +24,7 @@
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
#include "SDL_config.h"
#ifdef __IPHONEOS__
#include <OpenGLES/ES1/gl.h>

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@ -24,6 +24,8 @@
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
*/
#include "SDL_config.h"
#ifndef _MSC_VER
#ifdef __IPHONEOS__

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@ -29,6 +29,7 @@
#define _SDL_pixels_h
#include "SDL_stdinc.h"
#include "SDL_endian.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
@ -260,6 +261,19 @@ enum
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
/* Aliases for RGBA byte arrays of color data, for the current platform */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
#else
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
#endif
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */

View file

@ -70,18 +70,22 @@
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iPhone */
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iPhone */
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1050
# error SDL for Mac OS X only supports deploying on 10.5 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1050 */
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
# error SDL for Mac OS X only supports deploying on 10.6 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1060 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */

View file

@ -499,6 +499,30 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in
*/
extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
/**
* \brief Set whether to force integer scales for resolution-independent rendering
*
* \param renderer The renderer for which integer scaling should be set.
* \param enable Enable or disable integer scaling
*
* This function restricts the logical viewport to integer values - that is, when
* a resolution is between two multiples of a logical size, the viewport size is
* rounded down to the lower multiple.
*
* \sa SDL_RenderSetLogicalSize()
*/
extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
SDL_bool enable);
/**
* \brief Get whether integer scales are forced for resolution-independent rendering
*
* \param renderer The renderer from which integer scaling should be queried.
*
* \sa SDL_RenderSetIntegerScale()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
/**
* \brief Set the drawing area for rendering on the current target.
*
@ -658,7 +682,8 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
/**
* \brief Clear the current rendering target with the drawing color
*
* This function clears the entire rendering target, ignoring the viewport.
* This function clears the entire rendering target, ignoring the viewport and
* the clip rectangle.
*
* \return 0 on success, or -1 on error
*/

View file

@ -1,2 +1,2 @@
#define SDL_REVISION "hg-10001:e12c38730512"
#define SDL_REVISION_NUMBER 10001
#define SDL_REVISION "hg-10556:007dfe83abf8"
#define SDL_REVISION_NUMBER 10556

View file

@ -39,12 +39,12 @@ extern "C" {
#endif
/* RWops Types */
#define SDL_RWOPS_UNKNOWN 0 /* Unknown stream type */
#define SDL_RWOPS_WINFILE 1 /* Win32 file */
#define SDL_RWOPS_STDFILE 2 /* Stdio file */
#define SDL_RWOPS_JNIFILE 3 /* Android asset */
#define SDL_RWOPS_MEMORY 4 /* Memory stream */
#define SDL_RWOPS_MEMORY_RO 5 /* Read-Only memory stream */
#define SDL_RWOPS_UNKNOWN 0U /* Unknown stream type */
#define SDL_RWOPS_WINFILE 1U /* Win32 file */
#define SDL_RWOPS_STDFILE 2U /* Stdio file */
#define SDL_RWOPS_JNIFILE 3U /* Android asset */
#define SDL_RWOPS_MEMORY 4U /* Memory stream */
#define SDL_RWOPS_MEMORY_RO 5U /* Read-Only memory stream */
/**
* This is the read/write operation structure -- very basic.

View file

@ -83,9 +83,6 @@
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#if defined(HAVE_ICONV) && defined(HAVE_ICONV_H)
# include <iconv.h>
#endif
/**
* The number of elements in an array.
@ -93,6 +90,13 @@
#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
#define SDL_TABLESIZE(table) SDL_arraysize(table)
/**
* Macro useful for building other macros with strings in them
*
* e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")
*/
#define SDL_STRINGIFY_ARG(arg) #arg
/**
* \name Cast operators
*

View file

@ -118,6 +118,8 @@ typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
(Uint32 flags, int width, int height, int depth, Uint32 format);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width,
int height,
@ -127,6 +129,8 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
(void *pixels, int width, int height, int depth, int pitch, Uint32 format);
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/**
@ -184,6 +188,12 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
/**
* Save a surface to a seekable SDL data stream (memory or file).
*
* Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
* BMP directly. Other RGB formats with 8-bit or higher get converted to a
* 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
* surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
* not supported.
*
* If \c freedst is non-zero, the stream will be closed after being written.
*
* \return 0 if successful or -1 if there was an error.

View file

@ -106,6 +106,10 @@ typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
#include "SDL_egl.h"
#endif
/**
* These are the various supported windowing subsystems
*/
@ -120,7 +124,8 @@ typedef enum
SDL_SYSWM_WAYLAND,
SDL_SYSWM_MIR,
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID
SDL_SYSWM_ANDROID,
SDL_SYSWM_VIVANTE
} SDL_SYSWM_TYPE;
/**
@ -166,6 +171,13 @@ struct SDL_SysWMmsg
int dummy;
/* No UIKit window events yet */
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct
{
int dummy;
/* No Vivante window events yet */
} vivante;
#endif
/* Can't have an empty union */
int dummy;
@ -259,6 +271,14 @@ struct SDL_SysWMinfo
} android;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct
{
EGLNativeDisplayType display;
EGLNativeWindowType window;
} vivante;
#endif
/* Can't have an empty union */
int dummy;
} info;

View file

@ -59,7 +59,7 @@ typedef struct SDL_version
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 4
#define SDL_PATCHLEVEL 5
/**
* \brief Macro to determine SDL version program was compiled against.

View file

@ -83,6 +83,7 @@ typedef struct
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowBordered()
* \sa SDL_SetWindowResizable()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
*/
@ -95,6 +96,7 @@ typedef struct SDL_Window SDL_Window;
*/
typedef enum
{
/* !!! FIXME: change this to name = (1<<x). */
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
@ -109,13 +111,18 @@ typedef enum
SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
SDL_WINDOW_MOUSE_CAPTURE = 0x00004000 /**< window has mouse captured (unrelated to INPUT_GRABBED) */
SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
SDL_WINDOW_POPUP_MENU = 0x00080000 /**< window should be treated as a popup menu */
} SDL_WindowFlags;
/**
* \brief Used to indicate that you don't care what the window position is.
*/
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
#define SDL_WINDOWPOS_ISUNDEFINED(X) \
@ -124,7 +131,7 @@ typedef enum
/**
* \brief Used to indicate that the window position should be centered.
*/
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
#define SDL_WINDOWPOS_ISCENTERED(X) \
@ -154,8 +161,9 @@ typedef enum
SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
SDL_WINDOWEVENT_CLOSE /**< The window manager requests that the
window be closed */
SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
} SDL_WindowEventID;
/**
@ -310,6 +318,25 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * re
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
/**
* \brief Get the usable desktop area represented by a display, with the
* primary display located at 0,0
*
* This is the same area as SDL_GetDisplayBounds() reports, but with portions
* reserved by the system removed. For example, on Mac OS X, this subtracts
* the area occupied by the menu bar and dock.
*
* Setting a window to be fullscreen generally bypasses these unusable areas,
* so these are good guidelines for the maximum space available to a
* non-fullscreen window.
*
* \return 0 on success, or -1 if the index is out of range.
*
* \sa SDL_GetDisplayBounds()
* \sa SDL_GetNumVideoDisplays()
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
/**
* \brief Returns the number of available display modes.
*
@ -423,7 +450,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
* ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
* ::SDL_WINDOW_ALLOW_HIGHDPI.
*
* \return The id of the window created, or zero if window creation failed.
* \return The created window, or NULL if window creation failed.
*
* If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size
* in pixels may differ from its size in screen coordinates on platforms with
@ -442,7 +469,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
*
* \param data A pointer to driver-dependent window creation data
*
* \return The id of the window created, or zero if window creation failed.
* \return The created window, or NULL if window creation failed.
*
* \sa SDL_DestroyWindow()
*/
@ -586,6 +613,25 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
int *h);
/**
* \brief Get the size of a window's borders (decorations) around the client area.
*
* \param window The window to query.
* \param top Pointer to variable for storing the size of the top border. NULL is permitted.
* \param left Pointer to variable for storing the size of the left border. NULL is permitted.
* \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted.
* \param right Pointer to variable for storing the size of the right border. NULL is permitted.
*
* \return 0 on success, or -1 if getting this information is not supported.
*
* \note if this function fails (returns -1), the size values will be
* initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as
* if the window in question was borderless.
*/
extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
int *top, int *left,
int *bottom, int *right);
/**
* \brief Set the minimum size of a window's client area.
*
@ -661,6 +707,23 @@ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
SDL_bool bordered);
/**
* \brief Set the user-resizable state of a window.
*
* This will add or remove the window's SDL_WINDOW_RESIZABLE flag and
* allow/disallow user resizing of the window. This is a no-op if the
* window's resizable state already matches the requested state.
*
* \param window The window of which to change the resizable state.
* \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow.
*
* \note You can't change the resizable state of a fullscreen window.
*
* \sa SDL_GetWindowFlags()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
SDL_bool resizable);
/**
* \brief Show a window.
*
@ -744,7 +807,7 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
* \return 0 on success, or -1 on error.
*
* \sa SDL_GetWindowSurface()
* \sa SDL_UpdateWindowSurfaceRect()
* \sa SDL_UpdateWindowSurface()
*/
extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
const SDL_Rect * rects,
@ -801,6 +864,58 @@ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float b
*/
extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
/**
* \brief Set the opacity for a window
*
* \param window The window which will be made transparent or opaque
* \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
* clamped internally between 0.0f and 1.0f.
*
* \return 0 on success, or -1 if setting the opacity isn't supported.
*
* \sa SDL_GetWindowOpacity()
*/
extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
/**
* \brief Get the opacity of a window.
*
* If transparency isn't supported on this platform, opacity will be reported
* as 1.0f without error.
*
* \param window The window in question.
* \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque)
*
* \return 0 on success, or -1 on error (invalid window, etc).
*
* \sa SDL_SetWindowOpacity()
*/
extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
/**
* \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name)
*
* \param modal_window The window that should be modal
* \param parent_window The parent window
*
* \return 0 on success, or -1 otherwise.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
/**
* \brief Explicitly sets input focus to the window.
*
* You almost certainly want SDL_RaiseWindow() instead of this function. Use
* this with caution, as you might give focus to a window that's completely
* obscured by other windows.
*
* \param window The window that should get the input focus
*
* \return 0 on success, or -1 otherwise.
* \sa SDL_RaiseWindow()
*/
extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
/**
* \brief Set the gamma ramp for a window.
*
@ -920,7 +1035,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
/**
* \brief Returns whether the screensaver is currently enabled (default on).
* \brief Returns whether the screensaver is currently enabled (default off).
*
* \sa SDL_EnableScreenSaver()
* \sa SDL_DisableScreenSaver()