From 379a05812a105ec53940496d036433122acd8261 Mon Sep 17 00:00:00 2001 From: lhdjply Date: Fri, 9 May 2025 09:54:50 +0800 Subject: [PATCH] feat: update libsdl2 to 2.32.4+dfsg-1 Signed-off-by: lhdjply --- .git-hash | 2 +- .wikiheaders-options | 22 +- CMakeLists.txt | 151 +- Makefile.os2 | 4 +- Makefile.w32 | 4 +- REVISION.txt | 2 +- acinclude/libtool.m4 | 44 +- build-scripts/androidbuild.sh | 3 +- build-scripts/config.guess | 11 +- build-scripts/config.sub | 729 +++- build-scripts/ltmain.sh | 46 +- build-scripts/setup-gdk-desktop.py | 0 build-scripts/showrev.sh | 4 +- build-scripts/updaterev.sh | 2 +- build-scripts/wikiheaders.pl | 1861 ++++++++-- cmake/CheckCPUArchitecture.cmake | 4 +- cmake/sdlchecks.cmake | 24 +- cmake/sdlplatform.cmake | 10 +- cmake/test/CMakeLists.txt | 28 +- cmake/test/main.swift | 12 + cmake/test/swift/module.modulemap | 4 + cmake/test/swift/shim.h | 3 + configure | 206 +- configure.ac | 33 +- debian/changelog | 68 + debian/control | 2 +- debian/copyright | 6 +- debian/patches/debian/no-libdir.patch | 6 +- debian/rules | 10 + debian/salsa-ci.yml | 6 + debian/tests/control | 4 + debian/tests/flaky | 19 + docs/README-android.md | 966 ++--- docs/README-cmake.md | 326 +- docs/README-directfb.md | 246 +- docs/README-dynapi.md | 276 +- docs/README-emscripten.md | 748 ++-- docs/README-gdk.md | 352 +- docs/README-gesture.md | 142 +- docs/README-git.md | 38 +- docs/README-hg.md | 8 +- docs/README-ios.md | 614 ++-- docs/README-kmsbsd.md | 54 +- docs/README-linux.md | 192 +- docs/README-macos.md | 570 +-- docs/README-n3ds.md | 56 +- docs/README-nacl.md | 206 +- docs/README-ngage.md | 88 +- docs/README-os2.md | 184 +- docs/README-pandora.md | 34 +- docs/README-platforms.md | 16 +- docs/README-porting.md | 136 +- docs/README-ps2.md | 102 +- docs/README-psp.md | 72 +- docs/README-raspberrypi.md | 360 +- docs/README-riscos.md | 82 +- docs/README-touch.md | 172 +- docs/README-versions.md | 120 +- docs/README-visualc.md | 228 +- docs/README-vita.md | 66 +- docs/README-wince.md | 20 +- docs/README-windows.md | 116 +- docs/README-winrt.md | 1038 +++--- include/SDL.h | 5 +- include/SDL_assert.h | 12 +- include/SDL_atomic.h | 82 +- include/SDL_audio.h | 228 +- include/SDL_bits.h | 10 +- include/SDL_blendmode.h | 29 +- include/SDL_clipboard.h | 6 +- include/SDL_config.h | 4 +- include/SDL_cpuinfo.h | 10 +- include/SDL_egl.h | 7 +- include/SDL_endian.h | 54 +- include/SDL_error.h | 12 +- include/SDL_events.h | 267 +- include/SDL_filesystem.h | 8 +- include/SDL_gamecontroller.h | 232 +- include/SDL_gesture.h | 16 +- include/SDL_guid.h | 49 +- include/SDL_haptic.h | 735 ++-- include/SDL_hidapi.h | 72 +- include/SDL_hints.h | 3112 ++++++++++------- include/SDL_joystick.h | 218 +- include/SDL_keyboard.h | 46 +- include/SDL_keycode.h | 24 +- include/SDL_loadso.h | 42 +- include/SDL_locale.h | 4 +- include/SDL_log.h | 117 +- include/SDL_main.h | 26 +- include/SDL_messagebox.h | 37 +- include/SDL_metal.h | 15 +- include/SDL_misc.h | 4 +- include/SDL_mouse.h | 64 +- include/SDL_mutex.h | 48 +- include/SDL_opengl.h | 14 +- include/SDL_opengles.h | 7 +- include/SDL_opengles2.h | 7 +- include/SDL_pixels.h | 130 +- include/SDL_platform.h | 4 +- include/SDL_power.h | 12 +- include/SDL_quit.h | 34 +- include/SDL_rect.h | 72 +- include/SDL_render.h | 454 +-- include/SDL_rwops.h | 115 +- include/SDL_scancode.h | 18 +- include/SDL_sensor.h | 151 +- include/SDL_shape.h | 18 +- include/SDL_stdinc.h | 80 +- include/SDL_surface.h | 346 +- include/SDL_system.h | 68 +- include/SDL_syswm.h | 38 +- include/SDL_test.h | 2 +- include/SDL_test_assert.h | 18 +- include/SDL_test_common.h | 20 +- include/SDL_test_compare.h | 4 +- include/SDL_test_crc32.h | 10 +- include/SDL_test_font.h | 22 +- include/SDL_test_fuzzer.h | 57 +- include/SDL_test_harness.h | 10 +- include/SDL_test_images.h | 4 +- include/SDL_test_log.h | 6 +- include/SDL_test_md5.h | 8 +- include/SDL_test_memory.h | 6 +- include/SDL_test_random.h | 8 +- include/SDL_thread.h | 56 +- include/SDL_timer.h | 32 +- include/SDL_touch.h | 12 +- include/SDL_types.h | 7 +- include/SDL_version.h | 61 +- include/SDL_video.h | 536 +-- include/SDL_vulkan.h | 26 +- include/begin_code.h | 12 +- mingw/pkg-support/Makefile | 10 +- sdl2-config.cmake.in | 3 + sdl2-config.in | 4 +- sdl2.m4 | 2 +- src/SDL_assert.c | 33 +- src/atomic/SDL_atomic.c | 2 +- src/audio/coreaudio/SDL_coreaudio.m | 33 +- src/audio/emscripten/SDL_emscriptenaudio.c | 8 +- src/audio/pipewire/SDL_pipewire.c | 2 +- src/audio/pulseaudio/SDL_pulseaudio.c | 16 +- src/audio/wasapi/SDL_wasapi_winrt.cpp | 2 +- src/core/linux/SDL_udev.c | 9 +- src/core/windows/SDL_windows.c | 2 +- src/cpuinfo/SDL_cpuinfo.c | 33 +- src/dynapi/SDL_dynapi.c | 16 +- src/dynapi/SDL_dynapi_procs.h | 8 +- src/events/SDL_events.c | 71 +- src/events/SDL_mouse.c | 6 +- src/events/SDL_touch.c | 2 +- src/file/SDL_rwops.c | 8 +- src/file/cocoa/SDL_rwopsbundlesupport.m | 6 + src/filesystem/ps2/SDL_sysfilesystem.c | 8 +- src/filesystem/winrt/SDL_sysfilesystem.cpp | 8 +- src/haptic/SDL_haptic.c | 93 + src/haptic/linux/SDL_syshaptic.c | 6 +- src/hidapi/configure.ac | 2 +- src/hidapi/mac/Makefile-manual | 2 +- src/hidapi/mac/hid.c | 21 +- src/joystick/SDL_gamecontroller.c | 12 + src/joystick/SDL_gamecontrollerdb.h | 4 +- src/joystick/bsd/SDL_bsdjoystick.c | 57 +- src/joystick/hidapi/SDL_hidapi_ps4.c | 2 +- src/joystick/hidapi/SDL_hidapi_ps5.c | 2 +- src/joystick/hidapi/SDL_hidapijoystick.c | 14 +- src/joystick/windows/SDL_rawinputjoystick.c | 2 + .../windows/SDL_windows_gaming_input.c | 11 +- src/loadso/windows/SDL_sysloadso.c | 10 +- src/main/haiku/SDL_BeApp.cc | 8 +- src/main/psp/SDL_psp_main.c | 3 +- src/main/windows/version.rc | 8 +- src/render/SDL_render.c | 84 +- src/render/SDL_sysrender.h | 7 +- src/render/direct3d/SDL_render_d3d.c | 32 +- src/render/direct3d11/SDL_render_d3d11.c | 20 +- src/render/direct3d12/SDL_render_d3d12.c | 20 +- src/render/metal/SDL_render_metal.m | 27 +- src/render/opengl/SDL_render_gl.c | 18 +- src/render/opengles/SDL_render_gles.c | 16 +- src/render/opengles2/SDL_render_gles2.c | 31 +- src/render/ps2/SDL_render_ps2.c | 16 +- src/render/psp/SDL_render_psp.c | 44 +- src/render/psp/SDL_render_psp.h | 38 + src/render/software/SDL_render_sw.c | 24 +- src/render/software/SDL_render_sw_c.h | 2 +- src/render/vitagxm/SDL_render_vita_gxm.c | 21 +- src/stdlib/SDL_qsort.c | 7 +- src/stdlib/SDL_string.c | 416 ++- src/test/SDL_test_fuzzer.c | 19 +- src/test/SDL_test_memory.c | 157 +- src/thread/SDL_thread.c | 2 +- src/thread/n3ds/SDL_syscond.c | 127 - src/thread/windows/SDL_systhread.c | 2 +- src/timer/ps2/SDL_systimer.c | 4 +- src/timer/psp/SDL_systimer.c | 33 +- src/video/SDL_blit.h | 46 +- src/video/SDL_blit_1.c | 16 +- src/video/SDL_blit_A.c | 22 +- src/video/SDL_blit_N.c | 14 +- src/video/SDL_sysvideo.h | 1 + src/video/SDL_video.c | 26 +- src/video/cocoa/SDL_cocoamessagebox.m | 21 +- src/video/cocoa/SDL_cocoawindow.h | 1 + src/video/cocoa/SDL_cocoawindow.m | 20 +- src/video/emscripten/SDL_emscriptenevents.c | 20 +- src/video/n3ds/SDL_n3dsevents.c | 2 +- src/video/n3ds/SDL_n3dsframebuffer.c | 88 +- src/video/n3ds/SDL_n3dstouch.c | 14 +- src/video/n3ds/SDL_n3dstouch.h | 2 +- src/video/n3ds/SDL_n3dsvideo.c | 96 +- src/video/n3ds/SDL_n3dsvideo.h | 9 +- src/video/nacl/SDL_naclvideo.c | 1 + src/video/nacl/SDL_naclwindow.c | 1 - src/video/psp/SDL_pspvideo.c | 346 +- src/video/psp/SDL_pspvideo.h | 8 + src/video/raspberry/SDL_rpivideo.h | 10 +- src/video/riscos/SDL_riscosvideo.c | 3 + src/video/riscos/SDL_riscoswindow.c | 2 - src/video/uikit/SDL_uikitmodes.m | 1 + src/video/uikit/SDL_uikitwindow.m | 2 +- src/video/wayland/SDL_waylandevents.c | 61 +- src/video/wayland/SDL_waylandevents_c.h | 3 + src/video/wayland/SDL_waylandkeyboard.c | 29 +- src/video/wayland/SDL_waylandkeyboard.h | 1 - src/video/wayland/SDL_waylandmouse.c | 231 +- src/video/wayland/SDL_waylandshmbuffer.c | 172 + src/video/wayland/SDL_waylandshmbuffer.h | 34 + src/video/wayland/SDL_waylandsym.h | 1 + src/video/wayland/SDL_waylandvideo.c | 31 +- src/video/wayland/SDL_waylandvideo.h | 2 + src/video/wayland/SDL_waylandwindow.c | 166 +- src/video/wayland/SDL_waylandwindow.h | 10 +- src/video/windows/SDL_windowsevents.c | 47 +- src/video/windows/SDL_windowsmodes.c | 36 +- src/video/windows/SDL_windowsvideo.c | 3 + src/video/windows/SDL_windowsvideo.h | 4 + src/video/winrt/SDL_winrtmessagebox.cpp | 2 +- src/video/winrt/SDL_winrtvideo.cpp | 2 +- src/video/x11/SDL_x11messagebox.c | 27 +- src/video/x11/SDL_x11sym.h | 2 +- src/video/x11/SDL_x11window.c | 75 +- test/CMakeLists.txt | 196 +- test/testatomic.c | 31 +- test/testaudioinfo.c | 17 +- test/testautomation_keyboard.c | 4 +- test/testautomation_sdltest.c | 4 +- test/testautomation_stdlib.c | 181 +- test/testautomation_subsystems.c | 2 + test/testbounds.c | 19 +- test/testdisplayinfo.c | 17 +- test/testerror.c | 17 +- test/testfilesystem.c | 18 +- test/testfilesystem_pre.c | 29 +- test/testkeys.c | 19 +- test/testlocale.c | 67 +- test/testmouse.c | 19 +- test/testplatform.c | 37 +- test/testpower.c | 19 +- test/testqsort.c | 67 +- test/testsurround.c | 16 +- test/testthread.c | 43 +- test/testtimer.c | 25 +- test/testver.c | 20 +- test/win32/sdlprocdump.c | 683 ++++ wayland-protocols/cursor-shape-v1.xml | 147 + wayland-protocols/xdg-shell.xml | 277 +- wayland-protocols/xdg-toplevel-icon-v1.xml | 205 ++ 269 files changed, 15038 insertions(+), 9606 deletions(-) mode change 100755 => 100644 build-scripts/setup-gdk-desktop.py create mode 100644 cmake/test/main.swift create mode 100644 cmake/test/swift/module.modulemap create mode 100644 cmake/test/swift/shim.h create mode 100755 debian/tests/flaky create mode 100644 src/render/psp/SDL_render_psp.h delete mode 100644 src/thread/n3ds/SDL_syscond.c create mode 100644 src/video/wayland/SDL_waylandshmbuffer.c create mode 100644 src/video/wayland/SDL_waylandshmbuffer.h create mode 100644 test/win32/sdlprocdump.c create mode 100644 wayland-protocols/cursor-shape-v1.xml create mode 100644 wayland-protocols/xdg-toplevel-icon-v1.xml diff --git a/.git-hash b/.git-hash index 1bd4cec..f4eca34 100644 --- a/.git-hash +++ b/.git-hash @@ -1 +1 @@ -fa24d868ac2f8fd558e4e914c9863411245db8fd +2359383fc187386204c3bb22de89655a494cd128 diff --git a/.wikiheaders-options b/.wikiheaders-options index 634840e..6fb3450 100644 --- a/.wikiheaders-options +++ b/.wikiheaders-options @@ -1,9 +1,9 @@ -projectfullname = SDL2 -projectshortname = SDL2 +projectfullname = Simple Directmedia Layer +projectshortname = SDL incsubdir = include wikisubdir = SDL2 readmesubdir = docs -apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_) +apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_|[US]int\d+) mainincludefname = SDL.h versionfname = include/SDL_version.h versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z @@ -14,4 +14,18 @@ projecturl = https://libsdl.org/ wikiurl = https://wiki.libsdl.org/SDL2 bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new warn_about_missing = 0 -wikipreamble = (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.) +#wikipreamble = (This is the legacy documentation for SDL2, the previous stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current stable version.) +wikiheaderfiletext = Defined in [%fname%](https://github.com/libsdl-org/SDL/blob/SDL2/include/%fname%) +manpageheaderfiletext = Defined in %fname% + +# All SDL_config_*.h headers are uncategorized, in case something slips in from them. +# All SDL_test_* headers become uncategorized, everything else just converts like SDL_audio.h -> Audio +# A handful of others we fix up in the header itself with /* WIKI CATEGORY: x */ comments. +headercategoryeval = s/\ASDL_config_.*?\.h\Z//; s/\ASDL_test_.*?\.h\Z//; s/\ASDL_?(.*?)\.h\Z/$1/; ucfirst(); + +quickrefenabled = 0 # !!! FIXME: maybe later, but there are probably documentation gaps to fix first. +quickrefcategoryorder = Init,Hints,Error,Version,Properties,Log,Video,Events,Keyboard,Mouse,Touch,Gesture,GameController,Joystick,Haptic,Audio,Timer,Render,LoadSO,Thread,Mutex,Atomic,Filesystem,RWOPS,Pixels,Surface,Blendmode,Rect,Clipboard,Messagebox,Vulkan,Metal,Platform,Power,Sensor,Bits,Endian,Assert,CPUInfo,Locale,System,Misc,GUID,Main,Stdinc +quickreftitle = SDL2 API Quick Reference +quickrefurl = https://libsdl.org/ +quickrefdesc = The latest version of this document can be found at https://wiki.libsdl.org/SDL2/QuickReference +quickrefmacroregex = \A(SDL_Atomic...Ref|SDL_assert.*?|SDL_arraysize|SDL_Swap[BL]E\d\d|SDL_[a-z]+_cast|SDL_Load...)\Z diff --git a/CMakeLists.txt b/CMakeLists.txt index 4bbf9d1..d452f6c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -6,7 +6,7 @@ endif() set(CMAKE_POLICY_DEFAULT_CMP0091 NEW) cmake_minimum_required(VERSION 3.0.0...3.10) -project(SDL2 C CXX) +project(SDL2 C) if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR) set(SDL2_SUBPROJECT OFF) @@ -15,13 +15,15 @@ else() endif() if (HAIKU) + enable_language(CXX) set(LINKER_LANGUAGE CXX) endif() set(EXTRA_LIBS) set(EXTRA_LDFLAGS) -set(CMAKE_DEPENDS) +set(CMAKE_LIBS) +set(PKGCONFIG_LDFLAGS) set(PKGCONFIG_DEPENDS) # This is a virtual "library" that just exists to collect up compiler and @@ -86,8 +88,8 @@ endif() # See docs/release_checklist.md set(SDL_MAJOR_VERSION 2) -set(SDL_MINOR_VERSION 30) -set(SDL_MICRO_VERSION 11) +set(SDL_MINOR_VERSION 32) +set(SDL_MICRO_VERSION 4) set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}") # Set defaults preventing destination file conflicts @@ -140,6 +142,7 @@ check_cpu_architecture(x86 SDL_CPU_X86) check_cpu_architecture(x64 SDL_CPU_X64) check_cpu_architecture(arm32 SDL_CPU_ARM32) check_cpu_architecture(arm64 SDL_CPU_ARM64) +check_cpu_architecture(arm64ec SDL_CPU_ARM64EC) check_cpu_architecture(loongarch64 SDL_CPU_LOONGARCH64) # Check for 64 or 32 bit @@ -195,7 +198,7 @@ endif() # so we'll just use libusb when it's available. libusb does not support iOS, # so we default to yes on iOS. # TODO: Windows can support libusb, the hid.c file just depends on Unix APIs -if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID) +if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR VISIONOS OR WATCHOS OR ANDROID) set(HIDAPI_SKIP_LIBUSB TRUE) else() set(HIDAPI_SKIP_LIBUSB FALSE) @@ -238,10 +241,10 @@ if(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QCC) endif() # Default option knobs -if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS) +if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS OR SDL_CPU_ARM64EC) set(OPT_DEF_LIBC ON) endif() -if(WINDOWS OR DARWIN OR MACOSX OR IOS OR TVOS) +if(WINDOWS OR MACOS OR IOS OR TVOS OR VISIONOS OR WATCHOS) set(SDL_SYSTEM_ICONV_DEFAULT OFF) else() set(SDL_SYSTEM_ICONV_DEFAULT ON) @@ -360,6 +363,11 @@ if(VITA OR PSP OR PS2 OR N3DS) set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF) endif() +set(SDL_X11_XRANDR_DEFAULT ON) +if(SOLARIS) + set(SDL_X11_XRANDR_DEFAULT OFF) +endif() + # When defined, respect CMake's BUILD_SHARED_LIBS setting: set(SDL_STATIC_ENABLED_BY_DEFAULT ON) if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT) @@ -456,17 +464,19 @@ set_option(SDL_RPATH "Use an rpath when linking SDL" ${UNIX_SYS}) set_option(SDL_CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" ${SDL_CLOCK_GETTIME_ENABLED_BY_DEFAULT}) set_option(SDL_X11 "Use X11 video driver" ${UNIX_SYS}) dep_option(SDL_X11_SHARED "Dynamically load X11 support" ON "SDL_X11" OFF) -set(SDL_X11_OPTIONS Xcursor Xdbe XInput Xfixes Xrandr Xscrnsaver XShape) -foreach(_SUB ${SDL_X11_OPTIONS}) - string(TOUPPER "SDL_X11_${_SUB}" _OPT) - dep_option(${_OPT} "Enable ${_SUB} support" ON "SDL_X11" OFF) -endforeach() +dep_option(SDL_X11_XCURSOR "Enable Xcursor support" ON SDL_X11 OFF) +dep_option(SDL_X11_XDBE "Enable Xdbe support" ON SDL_X11 OFF) +dep_option(SDL_X11_XINPUT "Enable XInput support" ON SDL_X11 OFF) +dep_option(SDL_X11_XFIXES "Enable Xfixes support" ON SDL_X11 OFF) +dep_option(SDL_X11_XRANDR "Enable Xrandr support" "${SDL_X11_XRANDR_DEFAULT}" SDL_X11 OFF) +dep_option(SDL_X11_XSCRNSAVER "Enable Xscrnsaver support" ON SDL_X11 OFF) +dep_option(SDL_X11_XSHAPE "Enable XShape support" ON SDL_X11 OFF) set_option(SDL_WAYLAND "Use Wayland video driver" ${UNIX_SYS}) dep_option(SDL_WAYLAND_SHARED "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_LIBDECOR "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_LIBDECOR_SHARED "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR;SDL_WAYLAND_SHARED" OFF) dep_option(SDL_WAYLAND_QT_TOUCH "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF) -set_option(SDL_RPI "Use Raspberry Pi video driver" ${UNIX_SYS}) +set_option(SDL_RPI "Use Raspberry Pi 0-3 video driver" ${UNIX_SYS}) set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE}) set_option(SDL_DIRECTX "Use DirectX for Windows audio/video" ${WINDOWS}) set_option(SDL_XINPUT "Use Xinput for Windows" ${WINDOWS}) @@ -1773,6 +1783,7 @@ elseif(WINDOWS) list(APPEND SOURCE_FILES ${CORE_SOURCES}) if(WINDOWS_STORE) + enable_language(CXX) file(GLOB WINRT_SOURCE_FILES ${SDL2_SOURCE_DIR}/src/core/winrt/*.c ${SDL2_SOURCE_DIR}/src/core/winrt/*.cpp) list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES}) endif() @@ -2054,6 +2065,7 @@ elseif(WINDOWS) endif() endif() + enable_language(RC) file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc) file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.c) if(MINGW OR CYGWIN) @@ -2071,7 +2083,7 @@ elseif(APPLE) # !!! FIXME: we need Carbon for some very old API calls in # !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out # !!! FIXME: how to dump those. - if(DARWIN OR MACOSX) + if(MACOS) set(SDL_FRAMEWORK_COCOA 1) set(SDL_FRAMEWORK_CARBON 1) endif() @@ -2085,12 +2097,12 @@ elseif(APPLE) set(HAVE_SDL_FILE TRUE) endif() - if(IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) endif() if(SDL_MISC) - if(IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m) else() file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m) @@ -2115,10 +2127,10 @@ elseif(APPLE) if(SDL_JOYSTICK) file(GLOB MFI_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m) - if(IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c) set(SDL_JOYSTICK_MFI 1) - if(IOS) + if(IOS OR VISIONOS OR WATCHOS) set(SDL_FRAMEWORK_COREMOTION 1) endif() set(SDL_FRAMEWORK_GAMECONTROLLER 1) @@ -2159,7 +2171,7 @@ elseif(APPLE) endif() if(SDL_HAPTIC) - if (IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c) set(SDL_HAPTIC_DUMMY 1) else() @@ -2173,7 +2185,7 @@ elseif(APPLE) endif() if(SDL_POWER) - if (IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m) set(SDL_POWER_UIKIT 1) else() @@ -2206,7 +2218,7 @@ elseif(APPLE) endif() if(SDL_SENSOR) - if(IOS) + if(IOS OR VISIONOS OR WATCHOS) set(SDL_SENSOR_COREMOTION 1) set(HAVE_SDL_SENSORS TRUE) file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m) @@ -2216,7 +2228,7 @@ elseif(APPLE) # iOS hack needed - http://code.google.com/p/ios-cmake/ ? if(SDL_VIDEO) - if (IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) set(SDL_VIDEO_DRIVER_UIKIT 1) set(SDL_FRAMEWORK_COREGRAPHICS 1) set(SDL_FRAMEWORK_QUARTZCORE 1) @@ -2237,7 +2249,7 @@ elseif(APPLE) endif() if(SDL_OPENGLES) - if(IOS OR TVOS) + if(IOS OR TVOS OR VISIONOS OR WATCHOS) set(SDL_FRAMEWORK_OPENGLES 1) set(SDL_VIDEO_OPENGL_ES 1) set(SDL_VIDEO_RENDER_OGL_ES 1) @@ -2280,73 +2292,96 @@ elseif(APPLE) endif() endif() + # Minimum version for $ + cmake_minimum_required(VERSION 3.24) + # Actually load the frameworks at the end so we don't duplicate include. if(SDL_FRAMEWORK_COREVIDEO) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreVideo") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreVideo") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COCOA) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Cocoa") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Cocoa") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_IOKIT) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,IOKit") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,IOKit") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_FF) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,ForceFeedback") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,ForceFeedback") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_CARBON) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Carbon") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Carbon") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COREAUDIO) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreAudio") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreAudio") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_AUDIOTOOLBOX) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AudioToolbox") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AudioToolbox") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_AVFOUNDATION) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AVFoundation") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AVFoundation") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COREBLUETOOTH) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreBluetooth") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreBluetooth") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COREGRAPHICS) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreGraphics") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreGraphics") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COREMOTION) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreMotion") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreMotion") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_FOUNDATION) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Foundation") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Foundation") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_GAMECONTROLLER) find_library(GAMECONTROLLER GameController) if(GAMECONTROLLER) - list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,GameController") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,GameController") + list(APPEND CMAKE_LIBS "$") endif() endif() if(SDL_FRAMEWORK_METAL) - if(IOS OR TVOS) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Metal") + if(IOS OR TVOS OR VISIONOS OR WATCHOS) + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Metal") + list(APPEND CMAKE_LIBS "$") else() - list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,Metal") + list(APPEND CMAKE_LIBS "$") endif() endif() if(SDL_FRAMEWORK_OPENGLES) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,OpenGLES") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,OpenGLES") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_QUARTZCORE) - if(IOS OR TVOS) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,QuartzCore") + if(IOS OR TVOS OR VISIONOS OR WATCHOS) + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,QuartzCore") + list(APPEND CMAKE_LIBS "$") else() - list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,QuartzCore") + list(APPEND CMAKE_LIBS "$") endif() endif() if(SDL_FRAMEWORK_UIKIT) - list(APPEND EXTRA_LDFLAGS "-Wl,-framework,UIKit") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,UIKit") + list(APPEND CMAKE_LIBS "$") endif() if(SDL_FRAMEWORK_COREHAPTICS) find_library(COREHAPTICS CoreHaptics) if(COREHAPTICS) - list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,CoreHaptics") + list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,CoreHaptics") + list(APPEND CMAKE_LIBS "$") endif() endif() @@ -3152,7 +3187,7 @@ endif() # Clean up the different lists listtostr(EXTRA_LIBS _EXTRA_LIBS "-l") -set(SDL_STATIC_LIBS ${SDL_LIBS} ${EXTRA_LDFLAGS} ${_EXTRA_LIBS}) +set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS} ${PKGCONFIG_LDFLAGS}) list(REMOVE_DUPLICATES SDL_STATIC_LIBS) listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS) set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS}) @@ -3186,9 +3221,11 @@ macro(check_add_debug_flag FLAG SUFFIX) set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}") endif() - check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX}) - if (HAS_CXX_${SUFFIX}) - set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}") + if(CMAKE_CXX_COMPILER) + check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX}) + if (HAS_CXX_${SUFFIX}) + set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}") + endif() endif() endmacro() @@ -3207,18 +3244,20 @@ macro(asan_check_add_debug_flag2 ASAN_FLAG) set (STORED_REQLIBS ${CMAKE_REQUIRED_LIBRARIES}) set (CMAKE_REQUIRED_LIBRARIES "${FLAG};asan") - check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG}) - check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG}) - set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS}) + check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG}) if (HAS_C_FLAG_${ASAN_FLAG}) set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}") endif() - if (HAS_CXX_${ASAN_FLAG}) - set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}") + if(CMAKE_CXX_COMPILER) + check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG}) + if (HAS_CXX_${ASAN_FLAG}) + set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}") + endif() endif() + set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS}) if(HAS_C_${ASAN_FLAG} OR HAS_CXX_${ASAN_FLAG}) set(HAVE_ASAN ON) endif() @@ -3442,7 +3481,7 @@ if(SDL_SHARED) set_property(TARGET SDL2 APPEND_STRING PROPERTY STATIC_LIBRARY_FLAGS " /NODEFAULTLIB") endif() # FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS - target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_DEPENDS}) + target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_LIBS}) target_include_directories(SDL2 PUBLIC "$" "$" @@ -3478,7 +3517,7 @@ if(SDL_STATIC) target_compile_definitions(SDL2-static PRIVATE SDL_STATIC_LIB) # TODO: Win32 platforms keep the same suffix .lib for import and static # libraries - do we need to consider this? - target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_DEPENDS}) + target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_LIBS}) target_include_directories(SDL2-static PUBLIC "$" "$" diff --git a/Makefile.os2 b/Makefile.os2 index 3647a38..7470255 100644 --- a/Makefile.os2 +++ b/Makefile.os2 @@ -14,8 +14,8 @@ LIBNAME = SDL2 MAJOR_VERSION = 2 -MINOR_VERSION = 30 -MICRO_VERSION = 11 +MINOR_VERSION = 32 +MICRO_VERSION = 4 VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION) DESCRIPTION = Simple DirectMedia Layer 2 diff --git a/Makefile.w32 b/Makefile.w32 index 4680b59..aeabc83 100644 --- a/Makefile.w32 +++ b/Makefile.w32 @@ -5,8 +5,8 @@ LIBNAME = SDL2 MAJOR_VERSION = 2 -MINOR_VERSION = 30 -MICRO_VERSION = 11 +MINOR_VERSION = 32 +MICRO_VERSION = 4 VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION) LIBHOME = . diff --git a/REVISION.txt b/REVISION.txt index 1776500..4e1e46f 100644 --- a/REVISION.txt +++ b/REVISION.txt @@ -1 +1 @@ -release-2.30.11-0-gfa24d868a +release-2.32.4-0-g2359383fc diff --git a/acinclude/libtool.m4 b/acinclude/libtool.m4 index 5afe55e..dd8e396 100644 --- a/acinclude/libtool.m4 +++ b/acinclude/libtool.m4 @@ -1023,6 +1023,21 @@ m4_defun_once([_LT_REQUIRED_DARWIN_CHECKS],[ rm -f conftest.* fi]) + # Feature test to disable chained fixups since it is not + # compatible with '-undefined dynamic_lookup' + AC_CACHE_CHECK([for -no_fixup_chains linker flag], + [lt_cv_support_no_fixup_chains], + [ save_LDFLAGS=$LDFLAGS + LDFLAGS="$LDFLAGS -Wl,-no_fixup_chains" + AC_LINK_IFELSE( + [AC_LANG_PROGRAM([],[])], + lt_cv_support_no_fixup_chains=yes, + lt_cv_support_no_fixup_chains=no + ) + LDFLAGS=$save_LDFLAGS + ] + ) + AC_CACHE_CHECK([for -exported_symbols_list linker flag], [lt_cv_ld_exported_symbols_list], [lt_cv_ld_exported_symbols_list=no @@ -1047,7 +1062,7 @@ _LT_EOF echo "$RANLIB libconftest.a" >&AS_MESSAGE_LOG_FD $RANLIB libconftest.a 2>&AS_MESSAGE_LOG_FD cat > conftest.c << _LT_EOF -int main() { return 0;} +int main(void) { return 0;} _LT_EOF echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&AS_MESSAGE_LOG_FD $LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err @@ -1072,7 +1087,12 @@ _LT_EOF 10.[[012]],*|,*powerpc*-darwin[[5-8]]*) _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; *) - _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;; + if test yes = "$lt_cv_support_no_fixup_chains"; then + _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup $wl-no_fixup_chains' + else + _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' + fi + ;; esac ;; esac @@ -1862,11 +1882,11 @@ else /* When -fvisibility=hidden is used, assume the code has been annotated correspondingly for the symbols needed. */ #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) -int fnord () __attribute__((visibility("default"))); +int fnord (void) __attribute__((visibility("default"))); #endif -int fnord () { return 42; } -int main () +int fnord (void) { return 42; } +int main (void) { void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); int status = $lt_dlunknown; @@ -2547,14 +2567,14 @@ cygwin* | mingw* | windows* | pw32* | cegcc*) cygwin*) # Cygwin DLLs use 'cyg' prefix rather than 'lib' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. m4_if([$1], [],[ sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api"]) ;; mingw* | windows* | cegcc*) # MinGW DLLs use traditional 'lib' prefix #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. ;; pw32*) # pw32 DLLs use 'pw' prefix rather than 'lib' @@ -3466,7 +3486,7 @@ cygwin*) # func_win32_libid is a shell function defined in ltmain.sh lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_file_magic_cmd='func_win32_libid' - lt_cv_deplibs_check_method=pass_all # SDL customization + lt_cv_deplibs_check_method=pass_all # SDL customization. ;; mingw* | windows* | pw32*) @@ -3478,10 +3498,10 @@ mingw* | windows* | pw32*) lt_cv_file_magic_cmd='func_win32_libid' else # Keep this pattern in sync with the one in func_win32_libid. - lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' + lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' lt_cv_file_magic_cmd='$OBJDUMP -f' fi - lt_cv_deplibs_check_method=pass_all # SDL customization + lt_cv_deplibs_check_method=pass_all # SDL customization. ;; cegcc*) @@ -4052,7 +4072,7 @@ void nm_test_func(void){} #ifdef __cplusplus } #endif -int main(){nm_test_var='a';nm_test_func();return(0);} +int main(void){nm_test_var='a';nm_test_func();return(0);} _LT_EOF if AC_TRY_EVAL(ac_compile); then @@ -6218,7 +6238,7 @@ _LT_TAGVAR(objext, $1)=$objext lt_simple_compile_test_code="int some_variable = 0;" # Code to be used in simple link tests -lt_simple_link_test_code='int main(){return(0);}' +lt_simple_link_test_code='int main(void){return(0);}' _LT_TAG_COMPILER # Save the default compiler, since it gets overwritten when the other diff --git a/build-scripts/androidbuild.sh b/build-scripts/androidbuild.sh index 8145781..1a107e2 100755 --- a/build-scripts/androidbuild.sh +++ b/build-scripts/androidbuild.sh @@ -80,7 +80,8 @@ do cd $folder done -ACTIVITY="${folder}Activity" +# Uppercase the first char in the activity class name because it's Java +ACTIVITY="$(echo $folder | awk '{$1=toupper(substr($1,0,1))substr($1,2)}1')Activity" sed -i -e "s|\"SDLActivity\"|\"$ACTIVITY\"|g" $BUILDPATH/app/src/main/AndroidManifest.xml # Fill in a default Activity diff --git a/build-scripts/config.guess b/build-scripts/config.guess index f6d217a..48a6846 100755 --- a/build-scripts/config.guess +++ b/build-scripts/config.guess @@ -4,7 +4,7 @@ # shellcheck disable=SC2006,SC2268 # see below for rationale -timestamp='2024-01-01' +timestamp='2024-07-27' # This file is free software; you can redistribute it and/or modify it # under the terms of the GNU General Public License as published by @@ -123,7 +123,7 @@ set_cc_for_build() { dummy=$tmp/dummy case ${CC_FOR_BUILD-},${HOST_CC-},${CC-} in ,,) echo "int x;" > "$dummy.c" - for driver in cc gcc c89 c99 ; do + for driver in cc gcc c17 c99 c89 ; do if ($driver -c -o "$dummy.o" "$dummy.c") >/dev/null 2>&1 ; then CC_FOR_BUILD=$driver break @@ -634,7 +634,8 @@ EOF sed 's/^ //' << EOF > "$dummy.c" #include - main() + int + main () { if (!__power_pc()) exit(1); @@ -718,7 +719,8 @@ EOF #include #include - int main () + int + main () { #if defined(_SC_KERNEL_BITS) long bits = sysconf(_SC_KERNEL_BITS); @@ -1621,6 +1623,7 @@ cat > "$dummy.c" <&2 exit 1 ;; - kfreebsd*-gnu*- | kopensolaris*-gnu*-) + kfreebsd*-gnu*- | knetbsd*-gnu*- | netbsd*-gnu*- | kopensolaris*-gnu*-) ;; vxworks-simlinux- | vxworks-simwindows- | vxworks-spe-) ;; @@ -1864,6 +2245,8 @@ case $kernel-$os-$obj in ;; os2-emx-) ;; + rtmk-nova-) + ;; *-eabi*- | *-gnueabi*-) ;; none--*) @@ -1890,7 +2273,7 @@ case $vendor in *-riscix*) vendor=acorn ;; - *-sunos*) + *-sunos* | *-solaris*) vendor=sun ;; *-cnk* | *-aix*) diff --git a/build-scripts/ltmain.sh b/build-scripts/ltmain.sh index 7be7193..42a03c3 100644 --- a/build-scripts/ltmain.sh +++ b/build-scripts/ltmain.sh @@ -2415,10 +2415,10 @@ libtool_validate_options () # preserve --debug test : = "$debug_cmd" || func_append preserve_args " --debug" - case $host in + case $host_os in # Solaris2 added to fix http://debbugs.gnu.org/cgi/bugreport.cgi?bug=16452 # see also: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=59788 - *cygwin* | *mingw* | *windows* | *pw32* | *cegcc* | *solaris2* | *os2*) + cygwin* | mingw* | windows* | pw32* | cegcc* | solaris2* | os2*) # don't eliminate duplications in $postdeps and $predeps opt_duplicate_compiler_generated_deps=: ;; @@ -4935,7 +4935,7 @@ func_win32_libid () *ar\ archive*) # could be an import, or static # Keep the egrep pattern in sync with the one in _LT_CHECK_MAGIC_METHOD. if eval $OBJDUMP -f $1 | $SED -e '10q' 2>/dev/null | - $EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' >/dev/null; then + $EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' >/dev/null; then case $nm_interface in "MS dumpbin") if func_cygming_ms_implib_p "$1" || @@ -5534,7 +5534,7 @@ EOF #endif #include #include -#ifdef _MSC_VER +#if defined _WIN32 && !defined __GNUC__ # include # include # include @@ -6501,7 +6501,7 @@ func_mode_link () # we shouldn't force the makefile maintainer to figure out # what system we are compiling for in order to pass an extra # flag for every libtool invocation. - # SDL customization: SDL code doesn't have any undefined symbols + # SDL customization: SDL code doesn't have any undefined symbols. allow_undefined=no # FIXME: Unfortunately, there are problems with the above when trying @@ -6509,7 +6509,7 @@ func_mode_link () # even a static library is built. For now, we need to specify # -no-undefined on the libtool link line when we can be certain # that all symbols are satisfied, otherwise we get a static library. - # SDL customization: SDL code doesn't have any undefined symbols + # SDL customization: SDL code doesn't have any undefined symbols. # allow_undefined=yes ;; *) @@ -7096,7 +7096,7 @@ func_mode_link () continue ;; -mt|-mthreads|-kthread|-Kthread|-pthreads|--thread-safe \ - |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*) + |-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*) func_append compiler_flags " $arg" func_append compile_command " $arg" func_append finalize_command " $arg" @@ -7310,7 +7310,10 @@ func_mode_link () # -fno-sanitize* Clang/GCC memory and address sanitizer # -shared-libsan Link with shared sanitizer runtimes (Clang) # -static-libsan Link with static sanitizer runtimes (Clang) + # -no-canonical-prefixes Do not expand any symbolic links # -fuse-ld=* Linker select flags for GCC + # -static-* direct GCC to link specific libraries statically + # -fcilkplus Cilk Plus language extension features for C/C++ # -rtlib=* select c runtime lib with clang # --unwindlib=* select unwinder library with clang # -f{file|debug|macro|profile}-prefix-map=* needed for lto linking @@ -7318,12 +7321,12 @@ func_mode_link () # -Werror, -Werror=* Report (specified) warnings as errors -64|-mips[0-9]|-r[0-9][0-9]*|-xarch=*|-xtarget=*|+DA*|+DD*|-q*|-m*| \ -t[45]*|-txscale*|-p|-pg|--coverage|-fprofile-*|-F*|@*|-tp=*|--sysroot=*| \ - -O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*| \ + -O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*|-no-canonical-prefixes| \ -stdlib=*|-rtlib=*|--unwindlib=*| \ -specs=*|-fsanitize=*|-fno-sanitize*|-shared-libsan|-static-libsan| \ -ffile-prefix-map=*|-fdebug-prefix-map=*|-fmacro-prefix-map=*|-fprofile-prefix-map=*| \ -fdiagnostics-color*|-frecord-gcc-switches| \ - -fuse-ld=*|-Wa,*|-Werror|-Werror=*) + -fuse-ld=*|-static-*|-fcilkplus|-Wa,*|-Werror|-Werror=*) func_quote_for_eval "$arg" arg=$func_quote_for_eval_result func_append compile_command " $arg" @@ -7653,7 +7656,7 @@ func_mode_link () found=false case $deplib in -mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \ - |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*) + |-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*) if test prog,link = "$linkmode,$pass"; then compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" @@ -8179,8 +8182,8 @@ func_mode_link () fi if test -n "$library_names" && { test no = "$use_static_libs" || test -z "$old_library"; }; then - case $host in - *cygwin* | *mingw* | *windows* | *cegcc* | *os2*) + case $host_os in + cygwin* | mingw* | windows* | cegcc* | os2*) # No point in relinking DLLs because paths are not encoded func_append notinst_deplibs " $lib" need_relink=no @@ -8249,8 +8252,8 @@ func_mode_link () soname=$dlname elif test -n "$soname_spec"; then # bleh windows - case $host in - *cygwin* | mingw* | *windows* | *cegcc*) # | *os2* # SDL customization: removed OS/2 versioning support. + case $host_os in + cygwin* | mingw* | windows* | cegcc*) # | os2* # SDL customization: removed OS/2 versioning support. func_arith $current - $age major=$func_arith_result versuffix=-$major @@ -8392,7 +8395,7 @@ func_mode_link () test no = "$hardcode_direct_absolute"; then add=$libdir/$linklib elif test yes = "$hardcode_minus_L"; then - add_dir=-L$libdir + add_dir=-L$lt_sysroot$libdir add=-l$name elif test yes = "$hardcode_shlibpath_var"; then case :$finalize_shlibpath: in @@ -8409,7 +8412,7 @@ func_mode_link () fi else # We cannot seem to hardcode it, guess we'll fake it. - add_dir=-L$libdir + add_dir=-L$lt_sysroot$libdir # Try looking first in the location we're being installed to. if test -n "$inst_prefix_dir"; then case $libdir in @@ -8680,7 +8683,7 @@ func_mode_link () test CXX = "$tagname" && { case $host_os in linux*) - case `$CC -V 2>&1 | sed 5q` in + case `$CC -V 2>&1 | $SED 5q` in *Sun\ C*) # Sun C++ 5.9 func_suncc_cstd_abi @@ -8853,13 +8856,13 @@ func_mode_link () # case $version_type in # correct linux to gnu/linux during the next big refactor - darwin|freebsd-elf|linux|midnightbsd-elf|osf|windows|none) + darwin|freebsd-elf|linux|midnightbsd-elf|osf|qnx|windows|none) func_arith $number_major + $number_minor current=$func_arith_result age=$number_minor revision=$number_revision ;; - freebsd-aout|qnx|sco|sunos) + freebsd-aout|sco|sunos) current=$number_major revision=$number_minor age=0 @@ -9006,8 +9009,9 @@ func_mode_link () ;; qnx) - major=.$current - versuffix=.$current + func_arith $current - $age + major=.$func_arith_result + versuffix=$major.$age.$revision ;; sco) diff --git a/build-scripts/setup-gdk-desktop.py b/build-scripts/setup-gdk-desktop.py old mode 100755 new mode 100644 diff --git a/build-scripts/showrev.sh b/build-scripts/showrev.sh index a061df4..7f33a62 100755 --- a/build-scripts/showrev.sh +++ b/build-scripts/showrev.sh @@ -5,8 +5,8 @@ SDL_ROOT=$(dirname $0)/.. cd $SDL_ROOT -if [ -e ./VERSION.txt ]; then - cat ./VERSION.txt +if [ -e ./REVISION.txt ]; then + cat ./REVISION.txt exit 0 fi diff --git a/build-scripts/updaterev.sh b/build-scripts/updaterev.sh index cc86382..d6bcae3 100755 --- a/build-scripts/updaterev.sh +++ b/build-scripts/updaterev.sh @@ -29,7 +29,7 @@ done rev=`sh showrev.sh 2>/dev/null` if [ "$rev" != "" ]; then if [ -n "$dist" ]; then - echo "$rev" > "$outdir/VERSION.txt" + echo "$rev" > "$outdir/REVISION.txt" fi echo "/* Generated by updaterev.sh, do not edit */" >"$header.new" if [ -n "$vendor" ]; then diff --git a/build-scripts/wikiheaders.pl b/build-scripts/wikiheaders.pl index bf26d64..42e8fa6 100755 --- a/build-scripts/wikiheaders.pl +++ b/build-scripts/wikiheaders.pl @@ -2,6 +2,7 @@ use warnings; use strict; +use File::Path; use Text::Wrap; $Text::Wrap::huge = 'overflow'; @@ -15,7 +16,7 @@ my $versionfname = 'include/SDL_version.h'; my $versionmajorregex = '\A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z'; my $versionminorregex = '\A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z'; -my $versionpatchregex = '\A\#define\s+SDL_PATCHLEVEL\s+(\d+)\Z'; +my $versionmicroregex = '\A\#define\s+SDL_MICRO_VERSION\s+(\d+)\Z'; my $mainincludefname = 'SDL.h'; my $selectheaderregex = '\ASDL.*?\.h\Z'; my $projecturl = 'https://libsdl.org/'; @@ -28,7 +29,12 @@ my $copy_direction = 0; my $optionsfname = undef; my $wikipreamble = undef; +my $wikiheaderfiletext = 'Defined in %fname%'; +my $manpageheaderfiletext = 'Defined in %fname%'; +my $headercategoryeval = undef; my $changeformat = undef; +my $manpath = undef; +my $gitrev = undef; foreach (@ARGV) { $warn_about_missing = 1, next if $_ eq '--warn-about-missing'; @@ -36,12 +42,20 @@ $copy_direction = 1, next if $_ eq '--copy-to-header'; $copy_direction = -1, next if $_ eq '--copy-to-wiki'; $copy_direction = -2, next if $_ eq '--copy-to-manpages'; + $copy_direction = -3, next if $_ eq '--report-coverage-gaps'; + $copy_direction = -4, next if $_ eq '--copy-to-latex'; if (/\A--options=(.*)\Z/) { $optionsfname = $1; next; } elsif (/\A--changeformat=(.*)\Z/) { $changeformat = $1; next; + } elsif (/\A--manpath=(.*)\Z/) { + $manpath = $1; + next; + } elsif (/\A--rev=(.*)\Z/) { + $gitrev = $1; + next; } $srcpath = $_, next if not defined $srcpath; $wikipath = $_, next if not defined $wikipath; @@ -57,6 +71,8 @@ if (defined $optionsfname) { open OPTIONS, '<', $optionsfname or die("Failed to open options file '$optionsfname': $!\n"); while () { + next if /\A\s*\#/; # Skip lines that start with (optional whitespace, then) '#' as comments. + chomp; if (/\A(.*?)\=(.*)\Z/) { my $key = $1; @@ -76,7 +92,7 @@ $readmesubdir = $val, next if $key eq 'readmesubdir'; $versionmajorregex = $val, next if $key eq 'versionmajorregex'; $versionminorregex = $val, next if $key eq 'versionminorregex'; - $versionpatchregex = $val, next if $key eq 'versionpatchregex'; + $versionmicroregex = $val, next if $key eq 'versionmicroregex'; $versionfname = $val, next if $key eq 'versionfname'; $mainincludefname = $val, next if $key eq 'mainincludefname'; $selectheaderregex = $val, next if $key eq 'selectheaderregex'; @@ -84,11 +100,20 @@ $wikiurl = $val, next if $key eq 'wikiurl'; $bugreporturl = $val, next if $key eq 'bugreporturl'; $wikipreamble = $val, next if $key eq 'wikipreamble'; + $wikiheaderfiletext = $val, next if $key eq 'wikiheaderfiletext'; + $manpageheaderfiletext = $val, next if $key eq 'manpageheaderfiletext'; + $headercategoryeval = $val, next if $key eq 'headercategoryeval'; } } close(OPTIONS); } +sub escLaTeX { + my $str = shift; + $str =~ s/([_\#\&\^])/\\$1/g; + return $str; +} + my $wordwrap_mode = 'mediawiki'; sub wordwrap_atom { # don't call this directly. my $str = shift; @@ -165,6 +190,8 @@ sub wordwrap_one_paragraph { # don't call this directly. if ($item ne '') { $retval .= wordwrap_with_bullet_indent($bullet, $item); } + } elsif ($p =~ /\A\s*\|.*\|\s*\n/) { # Markdown table + $retval = "$p\n"; # don't wrap it (!!! FIXME: but maybe parse by lines until we run out of table...) } else { $retval = wordwrap_atom($p) . "\n"; } @@ -288,7 +315,7 @@ sub wikify_chunk { $str = $codedstr . $str; if (defined $code) { - $str .= "```$codelang$code```"; + $str .= "```$codelang\n$code\n```\n"; } } @@ -304,7 +331,7 @@ sub wikify { #print("WIKIFY WHOLE:\n\n$str\n\n\n"); - while ($str =~ s/\A(.*?)\`\`\`(c\+\+|c)(.*?)\`\`\`//ms) { + while ($str =~ s/\A(.*?)\`\`\`(.*?)\n(.*?)\n\`\`\`(\n|\Z)//ms) { $retval .= wikify_chunk($wikitype, $1, $2, $3); } $retval .= wikify_chunk($wikitype, $str, undef, undef); @@ -361,7 +388,7 @@ sub dewikify_chunk { } if (defined $code) { - $str .= "```$codelang$code```"; + $str .= "\n```$codelang\n$code\n```\n"; } } elsif ($dewikify_mode eq 'manpage') { $str =~ s/\./\\[char46]/gms; # make sure these can't become control codes. @@ -377,8 +404,8 @@ sub dewikify_chunk { # is also popular. :/ $str =~ s/\s*\(.*?)<\/code>\s*/\n.BR $1\n/gms; - # bold+italic - $str =~ s/\s*'''''(.*?)'''''\s*/\n.BI $1\n/gms; + # bold+italic (this looks bad, just make it bold). + $str =~ s/\s*'''''(.*?)'''''\s*/\n.B $1\n/gms; # bold $str =~ s/\s*'''(.*?)'''\s*/\n.B $1\n/gms; @@ -400,8 +427,8 @@ sub dewikify_chunk { # is also popular. :/ $str =~ s/\s*\`(.*?)\`\s*/\n.BR $1\n/gms; - # bold+italic - $str =~ s/\s*\*\*\*(.*?)\*\*\*\s*/\n.BI $1\n/gms; + # bold+italic (this looks bad, just make it bold). + $str =~ s/\s*\*\*\*(.*?)\*\*\*\s*/\n.B $1\n/gms; # bold $str =~ s/\s*\*\*(.*?)\*\*\s*/\n.B $1\n/gms; @@ -411,9 +438,6 @@ sub dewikify_chunk { # bullets $str =~ s/^\- /\n\\\(bu /gm; - - } else { - die("Unexpected wikitype when converting to manpages\n"); # !!! FIXME: need to handle Markdown wiki pages. } if (defined $code) { @@ -426,8 +450,80 @@ sub dewikify_chunk { } $str .= ".EX\n$code\n.EE\n.PP\n"; } + } elsif ($dewikify_mode eq 'LaTeX') { + if ($wikitype eq 'mediawiki') { + # Dump obvious wikilinks. + if (defined $apiprefixregex) { + $str =~ s/\s*\[\[($apiprefixregex[a-zA-Z0-9_]+)\]\]/$1/gms; + } + + # links + $str =~ s/\[(https?\:\/\/.*?)\s+(.*?)\]/\\href{$1}{$2}/g; + + # is also popular. :/ + $str =~ s/\s*\(.*?)<\/code>/ \\texttt{$1}/gms; + + # bold+italic + $str =~ s/\s*'''''(.*?)'''''/ \\textbf{\\textit{$1}}/gms; + + # bold + $str =~ s/\s*'''(.*?)'''/ \\textbf{$1}/gms; + + # italic + $str =~ s/\s*''(.*?)''/ \\textit{$1}/gms; + + # bullets + $str =~ s/^\*\s+/ \\item /gm; + } elsif ($wikitype eq 'md') { + # Dump obvious wikilinks. + if (defined $apiprefixregex) { + $str =~ s/\[(\`?$apiprefixregex[a-zA-Z0-9_]+\`?)\]\($apiprefixregex[a-zA-Z0-9_]+\)/$1/gms; + } + + # links + $str =~ s/\[(.*?)]\((https?\:\/\/.*?)\)/\\href{$2}{$1}/g; + + # is also popular. :/ + $str =~ s/\s*\`(.*?)\`/ \\texttt{$1}/gms; + + # bold+italic + $str =~ s/\s*\*\*\*(.*?)\*\*\*/ \\textbf{\\textit{$1}}/gms; + + # bold + $str =~ s/\s*\*\*(.*?)\*\*/ \\textbf{$1}/gms; + + # italic + $str =~ s/\s*\*(.*?)\*/ \\textit{$1}/gms; + + # bullets + $str =~ s/^\-\s+/ \\item /gm; + } + + # Wrap bullet lists in itemize blocks... + $str =~ s/^(\s*\\item .*?)(\n\n|\Z)/\n\\begin{itemize}\n$1$2\n\\end{itemize}\n\n/gms; + + $str = escLaTeX($str); + + if (defined $code) { + $code =~ s/\A\n+//gms; + $code =~ s/\n+\Z//gms; + + if (($codelang eq '') || ($codelang eq 'output')) { + $str .= "\\begin{verbatim}\n$code\n\\end{verbatim}\n"; + } else { + if ($codelang eq 'c') { + $codelang = 'C'; + } elsif ($codelang eq 'c++') { + $codelang = 'C++'; + } else { + die("Unexpected codelang '$codelang'"); + } + $str .= "\n\\lstset{language=$codelang}\n"; + $str .= "\\begin{lstlisting}\n$code\n\\end{lstlisting}\n"; + } + } } else { - die("Unexpected dewikify_mode\n"); + die("Unexpected dewikify_mode"); } #print("\n\nDEWIKIFY CHUNK DONE:\n\n$str\n\n\n"); @@ -446,8 +542,14 @@ sub dewikify { $str =~ s/\A[\s\n]*\=\= .*? \=\=\s*?\n+//ms; my $retval = ''; - while ($str =~ s/\A(.*?)(.*?)<\/syntaxhighlight\>//ms) { - $retval .= dewikify_chunk($wikitype, $1, $2, $3); + if ($wikitype eq 'mediawiki') { + while ($str =~ s/\A(.*?)(.*?)<\/syntaxhighlight\>//ms) { + $retval .= dewikify_chunk($wikitype, $1, $2, $3); + } + } elsif ($wikitype eq 'md') { + while ($str =~ s/\A(.*?)\n```(.*?)\n(.*?)\n```\n//ms) { + $retval .= dewikify_chunk($wikitype, $1, $2, $3); + } } $retval .= dewikify_chunk($wikitype, $str, undef, undef); @@ -474,41 +576,130 @@ sub filecopy { } sub usage { - die("USAGE: $0 [--copy-to-headers|--copy-to-wiki|--copy-to-manpages] [--warn-about-missing]\n\n"); + die("USAGE: $0 [--copy-to-headers|--copy-to-wiki|--copy-to-manpages] [--warn-about-missing] [--manpath=]\n\n"); } usage() if not defined $srcpath; usage() if not defined $wikipath; #usage() if $copy_direction == 0; +if (not defined $manpath) { + $manpath = "$srcpath/man"; +} + my @standard_wiki_sections = ( 'Draft', '[Brief]', 'Deprecated', + 'Header File', 'Syntax', 'Function Parameters', + 'Macro Parameters', + 'Fields', + 'Values', 'Return Value', 'Remarks', 'Thread Safety', 'Version', 'Code Examples', - 'Related Functions' + 'See Also' ); # Sections that only ever exist in the wiki and shouldn't be deleted when # not found in the headers. my %only_wiki_sections = ( # The ones don't mean anything, I just need to check for key existence. 'Draft', 1, - 'Code Examples', 1 + 'Code Examples', 1, + 'Header File', 1 ); my %headers = (); # $headers{"SDL_audio.h"} -> reference to an array of all lines of text in SDL_audio.h. -my %headerfuncs = (); # $headerfuncs{"SDL_OpenAudio"} -> string of header documentation for SDL_OpenAudio, with comment '*' bits stripped from the start. Newlines embedded! +my %headersyms = (); # $headersyms{"SDL_OpenAudio"} -> string of header documentation for SDL_OpenAudio, with comment '*' bits stripped from the start. Newlines embedded! my %headerdecls = (); -my %headerfuncslocation = (); # $headerfuncslocation{"SDL_OpenAudio"} -> name of header holding SDL_OpenAudio define ("SDL_audio.h" in this case). -my %headerfuncschunk = (); # $headerfuncschunk{"SDL_OpenAudio"} -> offset in array in %headers that should be replaced for this function. -my %headerfuncshasdoxygen = (); # $headerfuncschunk{"SDL_OpenAudio"} -> 1 if there was no existing doxygen for this function. +my %headersymslocation = (); # $headersymslocation{"SDL_OpenAudio"} -> name of header holding SDL_OpenAudio define ("SDL_audio.h" in this case). +my %headersymschunk = (); # $headersymschunk{"SDL_OpenAudio"} -> offset in array in %headers that should be replaced for this symbol. +my %headersymshasdoxygen = (); # $headersymshasdoxygen{"SDL_OpenAudio"} -> 1 if there was no existing doxygen for this function. +my %headersymstype = (); # $headersymstype{"SDL_OpenAudio"} -> 1 (function), 2 (macro), 3 (struct), 4 (enum), 5 (other typedef) +my %headersymscategory = (); # $headersymscategory{"SDL_OpenAudio"} -> 'Audio' ... this is set with a `/* WIKI CATEGEORY: Audio */` comment in the headers that sets it on all symbols until a new comment changes it. So usually, once at the top of the header file. +my %headercategorydocs = (); # $headercategorydocs{"Audio"} -> (fake) symbol for this category's documentation. Undefined if not documented. +my %headersymsparaminfo = (); # $headersymsparaminfo{"SDL_OpenAudio"} -> reference to array of parameters, pushed by name, then C type string, repeating. Undef'd if void params, or not a function. +my %headersymsrettype = (); # $headersymsrettype{"SDL_OpenAudio"} -> string of C datatype of return value. Undef'd if not a function. +my %wikitypes = (); # contains string of wiki page extension, like $wikitypes{"SDL_OpenAudio"} == 'mediawiki' +my %wikisyms = (); # contains references to hash of strings, each string being the full contents of a section of a wiki page, like $wikisyms{"SDL_OpenAudio"}{"Remarks"}. +my %wikisectionorder = (); # contains references to array, each array item being a key to a wikipage section in the correct order, like $wikisectionorder{"SDL_OpenAudio"}[2] == 'Remarks' + +my %referenceonly = (); # $referenceonly{"Y"} -> symbol name that this symbol is bound to. This makes wiki pages that say "See X" where "X" is a typedef and "Y" is a define attached to it. These pages are generated in the wiki only and do not bridge to the headers or manpages. + +my @coverage_gap = (); # array of strings that weren't part of documentation, or blank, or basic preprocessor logic. Lets you see what this script is missing! + +sub add_coverage_gap { + if ($copy_direction == -3) { # --report-coverage-gaps + my $text = shift; + my $dent = shift; + my $lineno = shift; + return if $text =~ /\A\s*\Z/; # skip blank lines + return if $text =~ /\A\s*\#\s*(if|el|endif|include)/; # skip preprocessor floof. + push @coverage_gap, "$dent:$lineno: $text"; + } +} + +sub print_undocumented_section { + my $fh = shift; + my $typestr = shift; + my $typeval = shift; + + print $fh "## $typestr defined in the headers, but not in the wiki\n\n"; + my $header_only_sym = 0; + foreach (sort keys %headersyms) { + my $sym = $_; + if ((not defined $wikisyms{$sym}) && ($headersymstype{$sym} == $typeval)) { + print $fh "- [$sym]($sym)\n"; + $header_only_sym = 1; + } + } + if (!$header_only_sym) { + print $fh "(none)\n"; + } + print $fh "\n"; + + if (0) { # !!! FIXME: this lists things that _shouldn't_ be in the headers, like MigrationGuide, etc, but also we don't know if they're functions, macros, etc at this point (can we parse that from the wiki page, though?) + print $fh "## $typestr defined in the wiki, but not in the headers\n\n"; + + my $wiki_only_sym = 0; + foreach (sort keys %wikisyms) { + my $sym = $_; + if ((not defined $headersyms{$sym}) && ($headersymstype{$sym} == $typeval)) { + print $fh "- [$sym]($sym)\n"; + $wiki_only_sym = 1; + } + } + if (!$wiki_only_sym) { + print $fh "(none)\n"; + } + print $fh "\n"; + } +} + +sub strip_fn_declaration_metadata { + my $decl = shift; + $decl =~ s/SDL_(PRINTF|SCANF)_FORMAT_STRING\s*//; # don't want this metadata as part of the documentation. + $decl =~ s/SDL_ALLOC_SIZE2?\(.*?\)\s*//; # don't want this metadata as part of the documentation. + $decl =~ s/SDL_MALLOC\s*//; # don't want this metadata as part of the documentation. + $decl =~ s/SDL_(IN|OUT|INOUT)_.*?CAP\s*\(.*?\)\s*//g; # don't want this metadata as part of the documentation. + $decl =~ s/\)(\s*SDL_[a-zA-Z_]+(\(.*?\)|))*;/);/; # don't want this metadata as part of the documentation. + return $decl; +} + +sub sanitize_c_typename { + my $str = shift; + $str =~ s/\A\s+//; + $str =~ s/\s+\Z//; + $str =~ s/const\s*(\*+)/const $1/g; # one space between `const` and pointer stars: `char const* const *` becomes `char const * const *`. + $str =~ s/\*\s+\*/**/g; # drop spaces between pointers: `void * *` becomes `void **`. + $str =~ s/\s*(\*+)\Z/ $1/; # one space between pointer stars and what it points to: `void**` becomes `void **`. + return $str; +} my $incpath = "$srcpath"; $incpath .= "/$incsubdir" if $incsubdir ne ''; @@ -525,32 +716,88 @@ sub usage { next if not $dent =~ /$selectheaderregex/; # just selected headers. open(FH, '<', "$incpath/$dent") or die("Can't open '$incpath/$dent': $!\n"); - my @contents = (); + # You can optionally set a wiki category with Perl code in .wikiheaders-options that gets eval()'d per-header, + # and also if you put `/* WIKI CATEGORY: blah */` on a line by itself, it'll change the category for any symbols + # below it in the same file. If no category is set, one won't be added for the symbol (beyond the standard CategoryFunction, etc) + my $current_wiki_category = undef; + if (defined $headercategoryeval) { + $_ = $dent; + $current_wiki_category = eval($headercategoryeval); + if (($current_wiki_category eq '') || ($current_wiki_category eq '-')) { + $current_wiki_category = undef; + } + #print("CATEGORY FOR '$dent' IS " . (defined($current_wiki_category) ? "'$current_wiki_category'" : '(undef)') . "\n"); + } + my @contents = (); + my $ignoring_lines = 0; + my $header_comment = -1; + my $saw_category_doxygen = -1; + my $lineno = 0; while () { chomp; + $lineno++; + my $symtype = 0; # nothing, yet. my $decl; my @templines; my $str; my $has_doxygen = 1; - if (/\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC/) { # a function declaration without a doxygen comment? + + # Since a lot of macros are just preprocessor logic spam and not all macros are worth documenting anyhow, we only pay attention to them when they have a Doxygen comment attached. + # Functions and other things are a different story, though! + + if ($header_comment == -1) { + $header_comment = /\A\/\*\s*\Z/ ? 1 : 0; + } elsif (($header_comment == 1) && (/\A\*\/\s*\Z/)) { + $header_comment = 0; + } + + if ($ignoring_lines && /\A\s*\#\s*endif\s*\Z/) { + $ignoring_lines = 0; + push @contents, $_; + next; + } elsif ($ignoring_lines) { + push @contents, $_; + next; + } elsif (/\A\s*\#\s*ifndef\s+SDL_WIKI_DOCUMENTATION_SECTION\s*\Z/) { + $ignoring_lines = 1; + push @contents, $_; + next; + } elsif (/\A\s*\/\*\s*WIKI CATEGORY:\s*(.*?)\s*\*\/\s*\Z/) { + $current_wiki_category = (($1 eq '') || ($1 eq '-')) ? undef : $1; + #print("CATEGORY FOR '$dent' CHANGED TO " . (defined($current_wiki_category) ? "'$current_wiki_category'" : '(undef)') . "\n"); + push @contents, $_; + next; + } elsif (/\A\s*extern\s+(SDL_DEPRECATED\s+|)(SDLMAIN_|SDL_)?DECLSPEC/) { # a function declaration without a doxygen comment? + $symtype = 1; # function declaration + @templines = (); + $decl = $_; + $str = ''; + $has_doxygen = 0; + } elsif (/\A\s*SDL_FORCE_INLINE/) { # a (forced-inline) function declaration without a doxygen comment? + $symtype = 1; # function declaration @templines = (); $decl = $_; $str = ''; $has_doxygen = 0; } elsif (not /\A\/\*\*\s*\Z/) { # not doxygen comment start? push @contents, $_; + add_coverage_gap($_, $dent, $lineno) if ($header_comment == 0); next; } else { # Start of a doxygen comment, parse it out. + my $is_category_doxygen = 0; + @templines = ( $_ ); while () { chomp; + $lineno++; push @templines, $_; last if /\A\s*\*\/\Z/; if (s/\A\s*\*\s*\`\`\`/```/) { # this is a hack, but a lot of other code relies on the whitespace being trimmed, but we can't trim it in code blocks... $str .= "$_\n"; while () { chomp; + $lineno++; push @templines, $_; s/\A\s*\*\s?//; if (s/\A\s*\`\`\`/```/) { @@ -561,97 +808,455 @@ sub usage { } } } else { - s/\A\s*\*\s*//; + s/\A\s*\*\s*//; # Strip off the " * " at the start of the comment line. + + # To add documentation to Category Pages, the rule is it has to + # be the first Doxygen comment in the header, and it must start with `# CategoryX` + # (otherwise we'll treat it as documentation for whatever's below it). `X` is + # the category name, which doesn't _necessarily_ have to match + # $current_wiki_category, but it probably should. + # + # For compatibility with Doxygen, if there's a `\file` here instead of + # `# CategoryName`, we'll accept it and use the $current_wiki_category if set. + if ($saw_category_doxygen == -1) { + $saw_category_doxygen = defined($current_wiki_category) && /\A\\file\s+/; + if ($saw_category_doxygen) { + $_ = "# Category$current_wiki_category"; + } else { + $saw_category_doxygen = /\A\# Category/; + } + $is_category_doxygen = $saw_category_doxygen; + } + $str .= "$_\n"; } } - $decl = ; - $decl = '' if not defined $decl; - chomp($decl); - if (not $decl =~ /\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC/) { + if ($is_category_doxygen) { + $str =~ s/\s*\Z//; + $decl = ''; + $symtype = -1; # not a symbol at all. + } else { + $decl = ; + $lineno++ if defined $decl; + $decl = '' if not defined $decl; + chomp($decl); + if ($decl =~ /\A\s*extern\s+(SDL_DEPRECATED\s+|)(SDLMAIN_|SDL_)?DECLSPEC/) { + $symtype = 1; # function declaration + } elsif ($decl =~ /\A\s*SDL_FORCE_INLINE/) { + $symtype = 1; # (forced-inline) function declaration + } elsif ($decl =~ /\A\s*\#\s*define\s+/) { + $symtype = 2; # macro + } elsif ($decl =~ /\A\s*(typedef\s+|)(struct|union)/) { + $symtype = 3; # struct or union + } elsif ($decl =~ /\A\s*(typedef\s+|)enum/) { + $symtype = 4; # enum + } elsif ($decl =~ /\A\s*typedef\s+.*\Z/) { + $symtype = 5; # other typedef + } else { + #print "Found doxygen but no function sig:\n$str\n\n"; + foreach (@templines) { + push @contents, $_; + add_coverage_gap($_, $dent, $lineno); + } + push @contents, $decl; + add_coverage_gap($decl, $dent, $lineno); + next; + } + } + } + + my @paraminfo = (); + my $rettype = undef; + my @decllines = ( $decl ); + my $sym = ''; + + if ($symtype == -1) { # category documentation with no symbol attached. + @decllines = (); + if ($str =~ /^#\s*Category(.*?)\s*$/m) { + $sym = "[category documentation] $1"; # make a fake, unique symbol that's not valid C. + } else { + die("Unexpected category documentation line '$str' in '$incpath/$dent' ...?"); + } + $headercategorydocs{$current_wiki_category} = $sym; + } elsif ($symtype == 1) { # a function + my $is_forced_inline = ($decl =~ /\A\s*SDL_FORCE_INLINE/); + + if ($is_forced_inline) { + if (not $decl =~ /\)\s*(\{.*|)\s*\Z/) { + while () { + chomp; + $lineno++; + push @decllines, $_; + s/\A\s+//; + s/\s+\Z//; + $decl .= " $_"; + last if /\)\s*(\{.*|)\s*\Z/; + } + } + $decl =~ s/\s*\)\s*(\{.*|)\s*\Z/);/; + } else { + if (not $decl =~ /;/) { + while () { + chomp; + $lineno++; + push @decllines, $_; + s/\A\s+//; + s/\s+\Z//; + $decl .= " $_"; + last if /;/; + } + } + $decl =~ s/\s+\);\Z/);/; + $decl =~ s/\s+;\Z/;/; + } + + $decl =~ s/\s+\Z//; + + $decl = strip_fn_declaration_metadata($decl); + + my $paramsstr = undef; + + if (!$is_forced_inline && $decl =~ /\A\s*extern\s+(SDL_DEPRECATED\s+|)(SDLMAIN_|SDL_)?DECLSPEC\s+(const\s+|)(unsigned\s+|)(.*?)([\*\s]+)(\*?)\s*SDLCALL\s+(.*?)\s*\((.*?)\);/) { + $sym = $8; + $rettype = "$3$4$5$6"; + $paramsstr = $9; + } elsif ($is_forced_inline && $decl =~ /\A\s*SDL_FORCE_INLINE\s+(SDL_DEPRECATED\s+|)(const\s+|)(unsigned\s+|)(.*?)([\*\s]+)(.*?)\s*\((.*?)\);/) { + $sym = $6; + $rettype = "$2$3$4$5"; + $paramsstr = $7; + } else { #print "Found doxygen but no function sig:\n$str\n\n"; foreach (@templines) { push @contents, $_; } - push @contents, $decl; + foreach (@decllines) { + push @contents, $_; + } next; } - } - my @decllines = ( $decl ); + $rettype = sanitize_c_typename($rettype); + + if ($paramsstr =~ /\(/) { + die("\n\n$0 FAILURE!\n" . + "There's a '(' in the parameters for function '$sym' '$incpath/$dent'.\n" . + "This usually means there's a parameter that's a function pointer type.\n" . + "This causes problems for wikiheaders.pl and is less readable, too.\n" . + "Please put that function pointer into a typedef,\n" . + "and use the new type in this function's signature instead!\n\n"); + } - if (not $decl =~ /\)\s*;/) { + my @params = split(/,/, $paramsstr); + my $dotdotdot = 0; + foreach (@params) { + my $p = $_; + $p =~ s/\A\s+//; + $p =~ s/\s+\Z//; + if (($p eq 'void') || ($p eq '')) { + die("Void parameter in a function with multiple params?! ('$sym' in '$incpath/$dent')") if (scalar(@params) != 1); + } elsif ($p eq '...') { + die("Mutiple '...' params?! ('$sym' in '$incpath/$dent')") if ($dotdotdot); + $dotdotdot = 1; + push @paraminfo, '...'; + push @paraminfo, '...'; + } elsif ($p =~ /\A(.*)\s+([a-zA-Z0-9_\*\[\]]+)\Z/) { + die("Parameter after '...' param?! ('$sym' in '$incpath/$dent')") if ($dotdotdot); + my $t = $1; + my $n = $2; + if ($n =~ s/\A(\*+)//) { + $t .= $1; # move any `*` that stuck to the name over. + } + if ($n =~ s/\[\]\Z//) { + $t = "$t*"; # move any `[]` that stuck to the name over, as a pointer. + } + $t = sanitize_c_typename($t); + #print("$t\n"); + #print("$n\n"); + push @paraminfo, $n; + push @paraminfo, $t; + } else { + die("Unexpected parameter '$p' in function '$sym' in '$incpath/$dent'!"); + } + } + + if (!$is_forced_inline) { # don't do with forced-inline because we don't want the implementation inserted in the wiki. + $decl = ''; # rebuild this with the line breaks, since it looks better for syntax highlighting. + foreach (@decllines) { + if ($decl eq '') { + $decl = $_; + $decl =~ s/\Aextern\s+(SDL_DEPRECATED\s+|)(SDLMAIN_|SDL_)?DECLSPEC\s+(.*?)\s+(\*?)SDLCALL\s+/$3$4 /; + } else { + my $trimmed = $_; + # !!! FIXME: trim space for SDL_DEPRECATED if it was used, too. + $trimmed =~ s/\A\s{28}//; # 28 for shrinking to match the removed "extern SDL_DECLSPEC SDLCALL " + $decl .= $trimmed; + } + $decl .= "\n"; + } + } + + $decl = strip_fn_declaration_metadata($decl); + + # !!! FIXME: code duplication with typedef processing, below. + # We assume any `#define`s directly after the function are related to it: probably bitflags for an integer typedef. + # We'll also allow some other basic preprocessor lines. + # Blank lines are allowed, anything else, even comments, are not. + my $blank_lines = 0; + my $lastpos = tell(FH); + my $lastlineno = $lineno; + my $additional_decl = ''; + my $saw_define = 0; while () { chomp; - push @decllines, $_; - s/\A\s+//; - s/\s+\Z//; - $decl .= " $_"; - last if /\)\s*;/; + + $lineno++; + + if (/\A\s*\Z/) { + $blank_lines++; + } elsif (/\A\s*\#\s*(define|if|else|elif|endif)(\s+|\Z)/) { + if (/\A\s*\#\s*define\s+([a-zA-Z0-9_]*)/) { + $referenceonly{$1} = $sym; + $saw_define = 1; + } elsif (!$saw_define) { + # if the first non-blank thing isn't a #define, assume we're done. + seek(FH, $lastpos, 0); # re-read eaten lines again next time. + $lineno = $lastlineno; + last; + } + + # update strings now that we know everything pending is to be applied to this declaration. Add pending blank lines and the new text. + + # At Sam's request, don't list property defines with functions. (See #9440) + my $is_property = /\A\s*\#\s*define\s+SDL_PROP_/; + if (!$is_property) { + if ($blank_lines > 0) { + while ($blank_lines > 0) { + $additional_decl .= "\n"; + push @decllines, ''; + $blank_lines--; + } + } + $additional_decl .= "\n$_"; + push @decllines, $_; + $lastpos = tell(FH); + } + } else { + seek(FH, $lastpos, 0); # re-read eaten lines again next time. + $lineno = $lastlineno; + last; + } } - } + $decl .= $additional_decl; - $decl =~ s/\s+\);\Z/);/; - $decl =~ s/\s+\Z//; - #print("DECL: [$decl]\n"); + } elsif ($symtype == 2) { # a macro + if ($decl =~ /\A\s*\#\s*define\s+(.*?)(\(.*?\)|)\s+/) { + $sym = $1; + } else { + #print "Found doxygen but no macro:\n$str\n\n"; + foreach (@templines) { + push @contents, $_; + } + foreach (@decllines) { + push @contents, $_; + } + next; + } - my $fn = ''; - if ($decl =~ /\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC\s+(const\s+|)(unsigned\s+|)(.*?)\s*(\*?)\s*SDLCALL\s+(.*?)\s*\((.*?)\);/) { - $fn = $6; - #$decl =~ s/\A\s*extern\s+DECLSPEC\s+(.*?)\s+SDLCALL/$1/; - } else { - #print "Found doxygen but no function sig:\n$str\n\n"; - foreach (@templines) { - push @contents, $_; + while ($decl =~ /\\\Z/) { + my $l = ; + last if not $l; + $lineno++; + chomp($l); + push @decllines, $l; + #$l =~ s/\A\s+//; + $l =~ s/\s+\Z//; + $decl .= "\n$l"; } - foreach (@decllines) { - push @contents, $_; + } elsif (($symtype == 3) || ($symtype == 4)) { # struct or union or enum + my $has_definition = 0; + if ($decl =~ /\A\s*(typedef\s+|)(struct|union|enum)\s*(.*?)\s*(\n|\{|\;|\Z)/) { + my $ctype = $2; + my $origsym = $3; + my $ending = $4; + $sym = $origsym; + if ($sym =~ s/\A(.*?)(\s+)(.*?)\Z/$1/) { + die("Failed to parse '$origsym' correctly!") if ($sym ne $1); # Thought this was "typedef struct MySym MySym;" ... it was not. :( This is a hack! + } + if ($sym eq '') { + die("\n\n$0 FAILURE!\n" . + "There's a 'typedef $ctype' in $incpath/$dent without a name at the top.\n" . + "Instead of `typedef $ctype {} x;`, this should be `typedef $ctype x {} x;`.\n" . + "This causes problems for wikiheaders.pl and scripting language bindings.\n" . + "Please fix it!\n\n"); + } + $has_definition = ($ending ne ';'); + } else { + #print "Found doxygen but no datatype:\n$str\n\n"; + foreach (@templines) { + push @contents, $_; + } + foreach (@decllines) { + push @contents, $_; + } + next; } - next; - } - $decl = ''; # build this with the line breaks, since it looks better for syntax highlighting. - foreach (@decllines) { - if ($decl eq '') { - $decl = $_; - $decl =~ s/\Aextern\s+(SDL_DEPRECATED\s+|)DECLSPEC\s+(.*?)\s+(\*?)SDLCALL\s+/$2$3 /; + # This block attempts to find the whole struct/union/enum definition by counting matching brackets. Kind of yucky. + if ($has_definition) { + my $started = 0; + my $brackets = 0; + my $pending = $decl; + + $decl = ''; + while (!$started || ($brackets != 0)) { + foreach my $seg (split(/([{}])/, $pending)) { + $decl .= $seg; + if ($seg eq '{') { + $started = 1; + $brackets++; + } elsif ($seg eq '}') { + die("Something is wrong with header $incpath/$dent while parsing $sym; is a bracket missing?\n") if ($brackets <= 0); + $brackets--; + } + } + + if (!$started || ($brackets != 0)) { + $pending = ; + die("EOF/error reading $incpath/$dent while parsing $sym\n") if not $pending; + $lineno++; + chomp($pending); + push @decllines, $pending; + $decl .= "\n"; + } + } + # this currently assumes the struct/union/enum ends on the line with the final bracket. I'm not writing a C parser here, fix the header! + } + } elsif ($symtype == 5) { # other typedef + if ($decl =~ /\A\s*typedef\s+(.*)\Z/) { + my $tdstr = $1; + + if (not $decl =~ /;/) { + while () { + chomp; + $lineno++; + push @decllines, $_; + s/\A\s+//; + s/\s+\Z//; + $decl .= " $_"; + last if /;/; + } + } + $decl =~ s/\s+(\))?;\Z/$1;/; + + $tdstr =~ s/;\s*\Z//; + + #my $datatype; + if ($tdstr =~ /\A(.*?)\s*\((.*?)\s*\*\s*(.*?)\)\s*\((.*?)(\))?/) { # a function pointer type + $sym = $3; + #$datatype = "$1 ($2 *$sym)($4)"; + } elsif ($tdstr =~ /\A(.*[\s\*]+)(.*?)\s*\Z/) { + $sym = $2; + #$datatype = $1; + } else { + die("Failed to parse typedef '$tdstr' in $incpath/$dent!\n"); # I'm hitting a C grammar nail with a regexp hammer here, y'all. + } + + $sym =~ s/\A\s+//; + $sym =~ s/\s+\Z//; + #$datatype =~ s/\A\s+//; + #$datatype =~ s/\s+\Z//; } else { - my $trimmed = $_; - # !!! FIXME: trim space for SDL_DEPRECATED if it was used, too. - $trimmed =~ s/\A\s{24}//; # 24 for shrinking to match the removed "extern DECLSPEC SDLCALL " - $decl .= $trimmed; + #print "Found doxygen but no datatype:\n$str\n\n"; + foreach (@templines) { + push @contents, $_; + } + foreach (@decllines) { + push @contents, $_; + } + next; + } + + # We assume any `#define`s directly after the typedef are related to it: probably bitflags for an integer typedef. + # We'll also allow some other basic preprocessor lines. + # Blank lines are allowed, anything else, even comments, are not. + my $blank_lines = 0; + my $lastpos = tell(FH); + my $lastlineno = $lineno; + my $additional_decl = ''; + my $saw_define = 0; + while () { + chomp; + + $lineno++; + + if (/\A\s*\Z/) { + $blank_lines++; + } elsif (/\A\s*\#\s*(define|if|else|elif|endif)(\s+|\Z)/) { + if (/\A\s*\#\s*define\s+([a-zA-Z0-9_]*)/) { + $referenceonly{$1} = $sym; + $saw_define = 1; + } elsif (!$saw_define) { + # if the first non-blank thing isn't a #define, assume we're done. + seek(FH, $lastpos, 0); # re-read eaten lines again next time. + $lineno = $lastlineno; + last; + } + # update strings now that we know everything pending is to be applied to this declaration. Add pending blank lines and the new text. + if ($blank_lines > 0) { + while ($blank_lines > 0) { + $additional_decl .= "\n"; + push @decllines, ''; + $blank_lines--; + } + } + $additional_decl .= "\n$_"; + push @decllines, $_; + $lastpos = tell(FH); + } else { + seek(FH, $lastpos, 0); # re-read eaten lines again next time. + $lineno = $lastlineno; + last; + } } - $decl .= "\n"; + $decl .= $additional_decl; + } else { + die("Unexpected symtype $symtype"); } - #print("$fn:\n$str\n\n"); + #print("DECL: [$decl]\n"); + + #print("$sym:\n$str\n\n"); # There might be multiple declarations of a function due to #ifdefs, # and only one of them will have documentation. If we hit an # undocumented one before, delete the placeholder line we left for # it so it doesn't accumulate a new blank line on each run. - my $skipfn = 0; - if (defined $headerfuncshasdoxygen{$fn}) { - if ($headerfuncshasdoxygen{$fn} == 0) { # An undocumented declaration already exists, nuke its placeholder line. - delete $contents[$headerfuncschunk{$fn}]; # delete DOES NOT RENUMBER existing elements! + my $skipsym = 0; + if (defined $headersymshasdoxygen{$sym}) { + if ($headersymshasdoxygen{$sym} == 0) { # An undocumented declaration already exists, nuke its placeholder line. + delete $contents[$headersymschunk{$sym}]; # delete DOES NOT RENUMBER existing elements! } else { # documented function already existed? - $skipfn = 1; # don't add this copy to the list of functions. + $skipsym = 1; # don't add this copy to the list of functions. if ($has_doxygen) { - print STDERR "WARNING: Function '$fn' appears to be documented in multiple locations. Only keeping the first one we saw!\n"; + print STDERR "WARNING: Symbol '$sym' appears to be documented in multiple locations. Only keeping the first one we saw!\n"; } - push @contents, join("\n", @decllines); # just put the existing declation in as-is. + push @contents, join("\n", @decllines) if (scalar(@decllines) > 0); # just put the existing declation in as-is. } } - if (!$skipfn) { - $headerfuncs{$fn} = $str; - $headerdecls{$fn} = $decl; - $headerfuncslocation{$fn} = $dent; - $headerfuncschunk{$fn} = scalar(@contents); - $headerfuncshasdoxygen{$fn} = $has_doxygen; + if (!$skipsym) { + $headersymscategory{$sym} = $current_wiki_category if defined $current_wiki_category; + $headersyms{$sym} = $str; + $headerdecls{$sym} = $decl; + $headersymslocation{$sym} = $dent; + $headersymschunk{$sym} = scalar(@contents); + $headersymshasdoxygen{$sym} = $has_doxygen; + $headersymstype{$sym} = $symtype; + $headersymsparaminfo{$sym} = \@paraminfo if (scalar(@paraminfo) > 0); + $headersymsrettype{$sym} = $rettype if (defined($rettype)); push @contents, join("\n", @templines); - push @contents, join("\n", @decllines); + push @contents, join("\n", @decllines) if (scalar(@decllines) > 0); } } @@ -662,12 +1267,6 @@ sub usage { closedir(DH); -# !!! FIXME: we need to parse enums and typedefs and structs and defines and and and and and... -# !!! FIXME: (but functions are good enough for now.) - -my %wikitypes = (); # contains string of wiki page extension, like $wikitypes{"SDL_OpenAudio"} == 'mediawiki' -my %wikifuncs = (); # contains references to hash of strings, each string being the full contents of a section of a wiki page, like $wikifuncs{"SDL_OpenAudio"}{"Remarks"}. -my %wikisectionorder = (); # contains references to array, each array item being a key to a wikipage section in the correct order, like $wikisectionorder{"SDL_OpenAudio"}[2] == 'Remarks' opendir(DH, $wikipath) or die("Can't opendir '$wikipath': $!\n"); while (my $d = readdir(DH)) { my $dent = $d; @@ -678,17 +1277,48 @@ sub usage { next; # only dealing with wiki pages. } - my $fn = $dent; - $fn =~ s/\..*\Z//; + my $sym = $dent; + $sym =~ s/\..*\Z//; + # (There are other pages to ignore, but these are known ones to not bother parsing.) # Ignore FrontPage. - next if $fn eq 'FrontPage'; - - # Ignore "Category*" pages. - next if ($fn =~ /\ACategory/); + next if $sym eq 'FrontPage'; open(FH, '<', "$wikipath/$dent") or die("Can't open '$wikipath/$dent': $!\n"); + if ($sym =~ /\ACategory(.*?)\Z/) { # Special case for Category pages. + # Find the end of the category documentation in the existing file and append everything else to the new file. + my $cat = $1; + my $docstr = ''; + my $notdocstr = ''; + my $docs = 1; + while () { + chomp; + if ($docs) { + $docs = 0 if /\A\-\-\-\-\Z/; # Hit a footer? We're done. + $docs = 0 if /\A', $path) or die("Can't open '$path': $!\n"); + + print $fh "# Undocumented\n\n"; + print_undocumented_section($fh, 'Functions', 1); + #print_undocumented_section($fh, 'Macros', 2); + + close($fh); +} if ($warn_about_missing) { - foreach (keys %wikifuncs) { - my $fn = $_; - if (not defined $headerfuncs{$fn}) { - print("WARNING: $fn defined in the wiki but not the headers!\n"); + foreach (keys %wikisyms) { + my $sym = $_; + if (not defined $headersyms{$sym}) { + print STDERR "WARNING: $sym defined in the wiki but not the headers!\n"; } } - foreach (keys %headerfuncs) { - my $fn = $_; - if (not defined $wikifuncs{$fn}) { - print("WARNING: $fn defined in the headers but not the wiki!\n"); + foreach (keys %headersyms) { + my $sym = $_; + if (not defined $wikisyms{$sym}) { + print STDERR "WARNING: $sym defined in the headers but not the wiki!\n"; } } } @@ -802,23 +1452,44 @@ sub usage { $dewikify_mode = 'md'; $wordwrap_mode = 'md'; # the headers use Markdown format. - foreach (keys %headerfuncs) { - my $fn = $_; - next if not defined $wikifuncs{$fn}; # don't have a page for that function, skip it. - my $wikitype = $wikitypes{$fn}; - my $sectionsref = $wikifuncs{$fn}; + foreach (keys %headersyms) { + my $sym = $_; + next if not defined $wikisyms{$sym}; # don't have a page for that function, skip it. + my $symtype = $headersymstype{$sym}; + my $wikitype = $wikitypes{$sym}; + my $sectionsref = $wikisyms{$sym}; my $remarks = $sectionsref->{'Remarks'}; - my $params = $sectionsref->{'Function Parameters'}; my $returns = $sectionsref->{'Return Value'}; my $threadsafety = $sectionsref->{'Thread Safety'}; my $version = $sectionsref->{'Version'}; - my $related = $sectionsref->{'Related Functions'}; + my $related = $sectionsref->{'See Also'}; my $deprecated = $sectionsref->{'Deprecated'}; my $brief = $sectionsref->{'[Brief]'}; my $addblank = 0; my $str = ''; - $headerfuncshasdoxygen{$fn} = 1; # Added/changed doxygen for this header. + my $params = undef; + my $paramstr = undef; + + if ($symtype == -1) { # category documentation block. + # nothing to be done here. + } elsif (($symtype == 1) || (($symtype == 5))) { # we'll assume a typedef (5) with a \param is a function pointer typedef. + $params = $sectionsref->{'Function Parameters'}; + $paramstr = '\param'; + } elsif ($symtype == 2) { + $params = $sectionsref->{'Macro Parameters'}; + $paramstr = '\param'; + } elsif ($symtype == 3) { + $params = $sectionsref->{'Fields'}; + $paramstr = '\field'; + } elsif ($symtype == 4) { + $params = $sectionsref->{'Values'}; + $paramstr = '\value'; + } else { + die("Unexpected symtype $symtype"); + } + + $headersymshasdoxygen{$sym} = 1; # Added/changed doxygen for this header. $brief = dewikify($wikitype, $brief); $brief =~ s/\A(.*?\.) /$1\n/; # \brief should only be one sentence, delimited by a period+space. Split if necessary. @@ -860,21 +1531,32 @@ sub usage { if ($wikitype eq 'mediawiki') { die("Unexpected data parsing MediaWiki table") if (shift @lines ne '{|'); # Dump the '{|' start while (scalar(@lines) >= 3) { + my $c_datatype = shift @lines; my $name = shift @lines; my $desc = shift @lines; - my $terminator = shift @lines; # the '|-' or '|}' line. + my $terminator; # the '|-' or '|}' line. + + if (($desc eq '|-') or ($desc eq '|}') or (not $desc =~ /\A\|/)) { # we seem to be out of cells, which means there was no datatype column on this one. + $terminator = $desc; + $desc = $name; + $name = $c_datatype; + $c_datatype = ''; + } else { + $terminator = shift @lines; + } + last if ($terminator ne '|-') and ($terminator ne '|}'); # we seem to have run out of table. $name =~ s/\A\|\s*//; $name =~ s/\A\*\*(.*?)\*\*/$1/; $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; $desc =~ s/\A\|\s*//; - #print STDERR "FN: $fn NAME: $name DESC: $desc TERM: $terminator\n"; + #print STDERR "SYM: $sym CDATATYPE: $c_datatype NAME: $name DESC: $desc TERM: $terminator\n"; my $whitespacelen = length($name) + 8; my $whitespace = ' ' x $whitespacelen; $desc = wordwrap($desc, -$whitespacelen); my @desclines = split /\n/, $desc; my $firstline = shift @desclines; - $str .= "\\param $name $firstline\n"; + $str .= "$paramstr $name $firstline\n"; foreach (@desclines) { $str .= "${whitespace}$_\n"; } @@ -882,30 +1564,37 @@ sub usage { } elsif ($wikitype eq 'md') { my $l; $l = shift @lines; - die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\|\s*\|\s*\Z/); + die("Unexpected data parsing Markdown table") if (not $l =~ /\A(\s*\|)?\s*\|\s*\|\s*\|\s*\Z/); $l = shift @lines; - die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/); + die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*(\|\s*\-*\s*)?\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/); while (scalar(@lines) >= 1) { $l = shift @lines; - if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { - my $name = $1; - my $desc = $2; - $name =~ s/\A\*\*(.*?)\*\*/$1/; - $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; - #print STDERR "FN: $fn NAME: $name DESC: $desc\n"; - my $whitespacelen = length($name) + 8; - my $whitespace = ' ' x $whitespacelen; - $desc = wordwrap($desc, -$whitespacelen); - my @desclines = split /\n/, $desc; - my $firstline = shift @desclines; - $str .= "\\param $name $firstline\n"; - foreach (@desclines) { - $str .= "${whitespace}$_\n"; - } + my $name; + my $desc; + if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + # c datatype is $1, but we don't care about it here. + $name = $2; + $desc = $3; + } elsif ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + $name = $1; + $desc = $2; } else { last; # we seem to have run out of table. } - } + + $name =~ s/\A\*\*(.*?)\*\*/$1/; + $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; + #print STDERR "SYM: $sym NAME: $name DESC: $desc\n"; + my $whitespacelen = length($name) + 8; + my $whitespace = ' ' x $whitespacelen; + $desc = wordwrap($desc, -$whitespacelen); + my @desclines = split /\n/, $desc; + my $firstline = shift @desclines; + $str .= "$paramstr $name $firstline\n"; + foreach (@desclines) { + $str .= "${whitespace}$_\n"; + } + } } else { die("write me"); } @@ -914,8 +1603,9 @@ sub usage { if (defined $returns) { $str .= "\n" if $addblank; $addblank = 1; my $r = dewikify($wikitype, $returns); + $r =~ s/\A\(.*?\)\s*//; # Chop datatype in parentheses off the front. my $retstr = "\\returns"; - if ($r =~ s/\AReturn(s?) //) { + if ($r =~ s/\AReturn(s?)\s+//) { $retstr = "\\return$1"; } @@ -966,18 +1656,20 @@ sub usage { my $v = dewikify($wikitype, $related); my @desclines = split /\n/, $v; foreach (@desclines) { - s/\A(\:|\* )//; s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func" s/\[\[(.*?)\]\]/$1/; # in case some wikilinks remain. s/\[(.*?)\]\(.*?\)/$1/; # in case some wikilinks remain. s/\A\/*//; + s/\A\s*[\:\*\-]\s*//; + s/\A\s+//; + s/\s+\Z//; $str .= "\\sa $_\n"; } } - my $header = $headerfuncslocation{$fn}; + my $header = $headersymslocation{$sym}; my $contentsref = $headers{$header}; - my $chunk = $headerfuncschunk{$fn}; + my $chunk = $headersymschunk{$sym}; my @lines = split /\n/, $str; @@ -995,10 +1687,10 @@ sub usage { } $output .= " */"; - #print("$fn:\n$output\n\n"); + #print("$sym:\n[$output]\n\n"); $$contentsref[$chunk] = $output; - #$$contentsref[$chunk+1] = $headerdecls{$fn}; + #$$contentsref[$chunk+1] = $headerdecls{$sym}; $changed_headers{$header} = 1; } @@ -1008,12 +1700,12 @@ sub usage { # this is kinda inefficient, but oh well. my @removelines = (); - foreach (keys %headerfuncslocation) { - my $fn = $_; - next if $headerfuncshasdoxygen{$fn}; - next if $headerfuncslocation{$fn} ne $header; + foreach (keys %headersymslocation) { + my $sym = $_; + next if $headersymshasdoxygen{$sym}; + next if $headersymslocation{$sym} ne $header; # the index of the blank line we put before the function declaration in case we needed to replace it with new content from the wiki. - push @removelines, $headerfuncschunk{$fn}; + push @removelines, $headersymschunk{$sym}; } my $contentsref = $headers{$header}; @@ -1038,12 +1730,13 @@ sub usage { my $dent = $_; if ($dent =~ /\A(.*?)\.md\Z/) { # we only bridge Markdown files here. next if $1 eq 'FrontPage'; - filecopy("$wikireadmepath/$dent", "$readmepath/README-$dent", "\r\n"); + filecopy("$wikireadmepath/$dent", "$readmepath/README-$dent", "\n"); } } closedir(DH); } } + } elsif ($copy_direction == -1) { # --copy-to-wiki if (defined $changeformat) { @@ -1051,18 +1744,20 @@ sub usage { $wordwrap_mode = $changeformat; } - foreach (keys %headerfuncs) { - my $fn = $_; - next if not $headerfuncshasdoxygen{$fn}; - my $origwikitype = defined $wikitypes{$fn} ? $wikitypes{$fn} : 'md'; # default to MarkDown for new stuff. + foreach (keys %headersyms) { + my $sym = $_; + next if not $headersymshasdoxygen{$sym}; + next if $sym =~ /\A\[category documentation\]/; # not real symbols, we handle this elsewhere. + my $symtype = $headersymstype{$sym}; + my $origwikitype = defined $wikitypes{$sym} ? $wikitypes{$sym} : 'md'; # default to MarkDown for new stuff. my $wikitype = (defined $changeformat) ? $changeformat : $origwikitype; - die("Unexpected wikitype '$wikitype'\n") if (($wikitype ne 'mediawiki') and ($wikitype ne 'md') and ($wikitype ne 'manpage')); + die("Unexpected wikitype '$wikitype'") if (($wikitype ne 'mediawiki') and ($wikitype ne 'md') and ($wikitype ne 'manpage')); - #print("$fn\n"); next; + #print("$sym\n"); next; $wordwrap_mode = $wikitype; - my $raw = $headerfuncs{$fn}; # raw doxygen text with comment characters stripped from start/end and start of each line. + my $raw = $headersyms{$sym}; # raw doxygen text with comment characters stripped from start/end and start of each line. next if not defined $raw; $raw =~ s/\A\s*\\brief\s+//; # Technically we don't need \brief (please turn on JAVADOC_AUTOBRIEF if you use Doxygen), so just in case one is present, strip it. @@ -1078,27 +1773,20 @@ sub usage { $brief .= "$l "; } + $brief =~ s/\s+\Z//; $brief =~ s/\A(.*?\.) /$1\n\n/; # \brief should only be one sentence, delimited by a period+space. Split if necessary. my @briefsplit = split /\n/, $brief; + + next if not defined $briefsplit[0]; # No brief text? Probably a bogus Doxygen comment, skip it. + $brief = wikify($wikitype, shift @briefsplit) . "\n"; @doxygenlines = (@briefsplit, @doxygenlines); my $remarks = ''; - # !!! FIXME: wordwrap and wikify might handle this, now. while (@doxygenlines) { last if $doxygenlines[0] =~ /\A\\/; # some sort of doxygen command, assume we're past the general remarks. my $l = shift @doxygenlines; - if ($l =~ /\A\`\`\`/) { # syntax highlighting, don't reformat. - $remarks .= "$l\n"; - while ((@doxygenlines) && (not $l =~ /\`\`\`\Z/)) { - $l = shift @doxygenlines; - $remarks .= "$l\n"; - } - } else { - $l =~ s/\A\s*//; - $l =~ s/\s*\Z//; - $remarks .= "$l\n"; - } + $remarks .= "$l\n"; } #print("REMARKS:\n\n $remarks\n\n"); @@ -1107,29 +1795,31 @@ sub usage { $remarks =~ s/\A\s*//; $remarks =~ s/\s*\Z//; - my $decl = $headerdecls{$fn}; - #$decl =~ s/\*\s+SDLCALL/ *SDLCALL/; # Try to make "void * Function" become "void *Function" - #$decl =~ s/\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC\s+(.*?)\s+(\*?)SDLCALL/$2$3/; + my $decl = $headerdecls{$sym}; my $syntax = ''; if ($wikitype eq 'mediawiki') { $syntax = "\n$decl\n"; } elsif ($wikitype eq 'md') { + $decl =~ s/\n+\Z//; $syntax = "```c\n$decl\n```\n"; - } else { die("Expected wikitype '$wikitype'\n"); } + } else { die("Expected wikitype '$wikitype'"); } my %sections = (); $sections{'[Brief]'} = $brief; # include this section even if blank so we get a title line. $sections{'Remarks'} = "$remarks\n" if $remarks ne ''; $sections{'Syntax'} = $syntax; - my @params = (); # have to parse these and build up the wiki tables after, since Markdown needs to know the length of the largest string. :/ + my %params = (); # have to parse these and build up the wiki tables after, since Markdown needs to know the length of the largest string. :/ + my @paramsorder = (); + my $fnsigparams = $headersymsparaminfo{$sym}; while (@doxygenlines) { my $l = shift @doxygenlines; - if ($l =~ /\A\\param\s+(.*?)\s+(.*)\Z/) { - my $arg = $1; - my $desc = $2; + # We allow param/field/value interchangeably, even if it doesn't make sense. The next --copy-to-headers will correct it anyhow. + if ($l =~ /\A\\(param|field|value)\s+(.*?)\s+(.*)\Z/) { + my $arg = $2; + my $desc = $3; while (@doxygenlines) { my $subline = $doxygenlines[0]; $subline =~ s/\A\s*//; @@ -1144,10 +1834,24 @@ sub usage { $desc =~ s/[\s\n]+\Z//ms; + # Validate this param. + if (defined($params{$arg})) { + print STDERR "WARNING: Symbol '$sym' has multiple '\\param $arg' declarations! Only keeping the first one!\n"; + } elsif (defined $fnsigparams) { + my $found = 0; + for (my $i = 0; $i < scalar(@$fnsigparams); $i += 2) { + $found = 1, last if (@$fnsigparams[$i] eq $arg); + } + if (!$found) { + print STDERR "WARNING: Symbol '$sym' has a '\\param $arg' for a param that doesn't exist. It will be removed!\n"; + } + } + # We need to know the length of the longest string to make Markdown tables, so we just store these off until everything is parsed. - push @params, $arg; - push @params, $desc; + $params{$arg} = $desc; + push @paramsorder, $arg; } elsif ($l =~ /\A\\r(eturns?)\s+(.*)\Z/) { + # !!! FIXME: complain if this isn't a function or macro. my $retstr = "R$1"; # "Return" or "Returns" my $desc = $2; while (@doxygenlines) { @@ -1162,7 +1866,20 @@ sub usage { } } $desc =~ s/[\s\n]+\Z//ms; - $sections{'Return Value'} = wordwrap("$retstr " . wikify($wikitype, $desc)) . "\n"; + + # Make sure the \returns info is valid. + my $rettype = $headersymsrettype{$sym}; + die("Don't have a rettype for '$sym' for some reason!") if (($symtype == 1) && (not defined($rettype))); + if (defined($sections{'Return Value'})) { + print STDERR "WARNING: Symbol '$sym' has multiple '\\return' declarations! Only keeping the first one!\n"; + } elsif (($symtype != 1) && ($symtype != 2) && ($symtype != 5)) { # !!! FIXME: if 5, make sure it's a function pointer typedef! + print STDERR "WARNING: Symbol '$sym' has a '\\return' declaration but isn't a function or macro! Removing it!\n"; + } elsif (($symtype == 1) && ($headersymsrettype{$sym} eq 'void')) { + print STDERR "WARNING: Function '$sym' has a '\\returns' declaration but function returns void! Removing it!\n"; + } else { + my $rettypestr = defined($rettype) ? ('(' . wikify($wikitype, $rettype) . ') ') : ''; + $sections{'Return Value'} = wordwrap("$rettypestr$retstr ". wikify($wikitype, $desc)) . "\n"; + } } elsif ($l =~ /\A\\deprecated\s+(.*)\Z/) { my $desc = $1; while (@doxygenlines) { @@ -1211,39 +1928,104 @@ sub usage { } elsif ($l =~ /\A\\sa\s+(.*)\Z/) { my $sa = $1; $sa =~ s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func" - $sections{'Related Functions'} = '' if not defined $sections{'Related Functions'}; + $sections{'See Also'} = '' if not defined $sections{'See Also'}; if ($wikitype eq 'mediawiki') { - $sections{'Related Functions'} .= ":[[$sa]]\n"; + $sections{'See Also'} .= ":[[$sa]]\n"; } elsif ($wikitype eq 'md') { - $sections{'Related Functions'} .= "* [$sa]($sa)\n"; - } else { die("Expected wikitype '$wikitype'\n"); } + $sections{'See Also'} .= "- [$sa]($sa)\n"; + } else { die("Expected wikitype '$wikitype'"); } } } + # Make sure %params is in the same order as the actual function signature and add C datatypes... + my $params_has_c_datatype = 0; + my @final_params = (); + if (($symtype == 1) && (defined($headersymsparaminfo{$sym}))) { # is a function and we have param info for it... + my $fnsigparams = $headersymsparaminfo{$sym}; + for (my $i = 0; $i < scalar(@$fnsigparams); $i += 2) { + my $paramname = @$fnsigparams[$i]; + my $paramdesc = $params{$paramname}; + if (defined($paramdesc)) { + push @final_params, $paramname; # name + push @final_params, @$fnsigparams[$i+1]; # C datatype + push @final_params, $paramdesc; # description + $params_has_c_datatype = 1 if (defined(@$fnsigparams[$i+1])); + } else { + print STDERR "WARNING: Symbol '$sym' is missing a '\\param $paramname' declaration!\n"; + } + } + } else { + foreach (@paramsorder) { + my $paramname = $_; + my $paramdesc = $params{$paramname}; + if (defined($paramdesc)) { + push @final_params, $_; + push @final_params, undef; + push @final_params, $paramdesc; + } + } + } + + my $hfiletext = $wikiheaderfiletext; + $hfiletext =~ s/\%fname\%/$headersymslocation{$sym}/g; + $sections{'Header File'} = "$hfiletext\n"; + # Make sure this ends with a double-newline. - $sections{'Related Functions'} .= "\n" if defined $sections{'Related Functions'}; + $sections{'See Also'} .= "\n" if defined $sections{'See Also'}; + + if (0) { # !!! FIXME: this was a useful hack, but this needs to be generalized if we're going to do this always. + # Plug in a \since section if one wasn't listed. + if (not defined $sections{'Version'}) { + my $symtypename; + if ($symtype == 1) { + $symtypename = 'function'; + } elsif ($symtype == 2) { + $symtypename = 'macro'; + } elsif ($symtype == 3) { + $symtypename = 'struct'; + } elsif ($symtype == 4) { + $symtypename = 'enum'; + } elsif ($symtype == 5) { + $symtypename = 'datatype'; + } else { + die("Unexpected symbol type $symtype!"); + } + my $str = "This $symtypename is available since SDL 3.0.0."; + $sections{'Version'} = wordwrap(wikify($wikitype, $str)) . "\n"; + } + } # We can build the wiki table now that we have all the data. - if (scalar(@params) > 0) { + if (scalar(@final_params) > 0) { my $str = ''; if ($wikitype eq 'mediawiki') { - while (scalar(@params) > 0) { - my $arg = shift @params; - my $desc = wikify($wikitype, shift @params); + while (scalar(@final_params) > 0) { + my $arg = shift @final_params; + my $c_datatype = shift @final_params; + my $desc = wikify($wikitype, shift @final_params); + $c_datatype = '' if not defined $c_datatype; $str .= ($str eq '') ? "{|\n" : "|-\n"; + $str .= "|$c_datatype\n" if $params_has_c_datatype; $str .= "|'''$arg'''\n"; $str .= "|$desc\n"; } $str .= "|}\n"; } elsif ($wikitype eq 'md') { my $longest_arg = 0; + my $longest_c_datatype = 0; my $longest_desc = 0; my $which = 0; - foreach (@params) { + foreach (@final_params) { if ($which == 0) { - my $len = length($_) + 4; + my $len = length($_); $longest_arg = $len if ($len > $longest_arg); $which = 1; + } elsif ($which == 1) { + if (defined($_)) { + my $len = length(wikify($wikitype, $_)); + $longest_c_datatype = $len if ($len > $longest_c_datatype); + } + $which = 2; } else { my $len = length(wikify($wikitype, $_)); $longest_desc = $len if ($len > $longest_desc); @@ -1252,24 +2034,33 @@ sub usage { } # Markdown tables are sort of obnoxious. - $str .= '| ' . (' ' x ($longest_arg+4)) . ' | ' . (' ' x $longest_desc) . " |\n"; - $str .= '| ' . ('-' x ($longest_arg+4)) . ' | ' . ('-' x $longest_desc) . " |\n"; - - while (@params) { - my $arg = shift @params; - my $desc = wikify($wikitype, shift @params); - $str .= "| **$arg** " . (' ' x ($longest_arg - length($arg))) . "| $desc" . (' ' x ($longest_desc - length($desc))) . " |\n"; + my $c_datatype_cell; + $c_datatype_cell = ($longest_c_datatype > 0) ? ('| ' . (' ' x ($longest_c_datatype)) . ' ') : ''; + $str .= $c_datatype_cell . '| ' . (' ' x ($longest_arg+4)) . ' | ' . (' ' x $longest_desc) . " |\n"; + $c_datatype_cell = ($longest_c_datatype > 0) ? ('| ' . ('-' x ($longest_c_datatype)) . ' ') : ''; + $str .= $c_datatype_cell . '| ' . ('-' x ($longest_arg+4)) . ' | ' . ('-' x $longest_desc) . " |\n"; + + while (@final_params) { + my $arg = shift @final_params; + my $c_datatype = shift @final_params; + $c_datatype_cell = ''; + if ($params_has_c_datatype) { + $c_datatype = defined($c_datatype) ? wikify($wikitype, $c_datatype) : ''; + $c_datatype_cell = ($longest_c_datatype > 0) ? ("| $c_datatype " . (' ' x ($longest_c_datatype - length($c_datatype)))) : ''; + } + my $desc = wikify($wikitype, shift @final_params); + $str .= $c_datatype_cell . "| **$arg** " . (' ' x ($longest_arg - length($arg))) . "| $desc" . (' ' x ($longest_desc - length($desc))) . " |\n"; } } else { - die("Unexpected wikitype!\n"); # should have checked this elsewhere. + die("Unexpected wikitype!"); # should have checked this elsewhere. } $sections{'Function Parameters'} = $str; } - my $path = "$wikipath/$_.${wikitype}.tmp"; + my $path = "$wikipath/$sym.${wikitype}.tmp"; open(FH, '>', $path) or die("Can't open '$path': $!\n"); - my $sectionsref = $wikifuncs{$fn}; + my $sectionsref = $wikisyms{$sym}; foreach (@standard_wiki_sections) { # drop sections we either replaced or removed from the original wiki's contents. @@ -1278,7 +2069,7 @@ sub usage { } } - my $wikisectionorderref = $wikisectionorder{$fn}; + my $wikisectionorderref = $wikisectionorder{$sym}; # Make sure there's a footer in the wiki that puts this function in CategoryAPI... if (not $$sectionsref{'[footer]'}) { @@ -1302,25 +2093,46 @@ sub usage { } } - # !!! FIXME: This won't be CategoryAPI if we eventually handle things other than functions. - my $footer = $$sectionsref{'[footer]'}; - - if ($wikitype eq 'mediawiki') { - $footer =~ s/\[\[CategoryAPI\]\],?\s*//g; - $footer = '[[CategoryAPI]]' . (($footer eq '') ? "\n" : ", $footer"); - } elsif ($wikitype eq 'md') { - $footer =~ s/\[CategoryAPI\]\(CategoryAPI\),?\s*//g; - $footer = '[CategoryAPI](CategoryAPI)' . (($footer eq '') ? '' : ', ') . $footer; - } else { die("Unexpected wikitype '$wikitype'\n"); } - $$sectionsref{'[footer]'} = $footer; + if ($symtype != -1) { # Don't do these in category documentation block + my $footer = $$sectionsref{'[footer]'}; + + my $symtypename; + if ($symtype == 1) { + $symtypename = 'Function'; + } elsif ($symtype == 2) { + $symtypename = 'Macro'; + } elsif ($symtype == 3) { + $symtypename = 'Struct'; + } elsif ($symtype == 4) { + $symtypename = 'Enum'; + } elsif ($symtype == 5) { + $symtypename = 'Datatype'; + } else { + die("Unexpected symbol type $symtype!"); + } - if (defined $wikipreamble) { - my $wikified_preamble = wikify($wikitype, $wikipreamble); + my $symcategory = $headersymscategory{$sym}; if ($wikitype eq 'mediawiki') { - print FH "====== $wikified_preamble ======\n"; + $footer =~ s/\[\[CategoryAPI\]\],?\s*//g; + $footer =~ s/\[\[CategoryAPI${symtypename}\]\],?\s*//g; + $footer =~ s/\[\[Category${symcategory}\]\],?\s*//g if defined $symcategory; + $footer = "[[CategoryAPI]], [[CategoryAPI$symtypename]]" . (defined $symcategory ? ", [[Category$symcategory]]" : '') . (($footer eq '') ? "\n" : ", $footer"); } elsif ($wikitype eq 'md') { - print FH "###### $wikified_preamble\n"; - } else { die("Unexpected wikitype '$wikitype'\n"); } + $footer =~ s/\[CategoryAPI\]\(CategoryAPI\),?\s*//g; + $footer =~ s/\[CategoryAPI${symtypename}\]\(CategoryAPI${symtypename}\),?\s*//g; + $footer =~ s/\[Category${symcategory}\]\(Category${symcategory}\),?\s*//g if defined $symcategory; + $footer = "[CategoryAPI](CategoryAPI), [CategoryAPI$symtypename](CategoryAPI$symtypename)" . (defined $symcategory ? ", [Category$symcategory](Category$symcategory)" : '') . (($footer eq '') ? '' : ', ') . $footer; + } else { die("Unexpected wikitype '$wikitype'"); } + $$sectionsref{'[footer]'} = $footer; + + if (defined $wikipreamble) { + my $wikified_preamble = wikify($wikitype, $wikipreamble); + if ($wikitype eq 'mediawiki') { + print FH "====== $wikified_preamble ======\n"; + } elsif ($wikitype eq 'md') { + print FH "###### $wikified_preamble\n"; + } else { die("Unexpected wikitype '$wikitype'"); } + } } my $prevsectstr = ''; @@ -1330,6 +2142,7 @@ sub usage { next if $sect eq '[start]'; next if (not defined $sections{$sect} and not defined $$sectionsref{$sect}); my $section = defined $sections{$sect} ? $sections{$sect} : $$sectionsref{$sect}; + if ($sect eq '[footer]') { # Make sure previous section ends with two newlines. if (substr($prevsectstr, -1) ne "\n") { @@ -1340,16 +2153,32 @@ sub usage { print FH "----\n"; # It's the same in Markdown and MediaWiki. } elsif ($sect eq '[Brief]') { if ($wikitype eq 'mediawiki') { - print FH "= $fn =\n\n"; + print FH "= $sym =\n\n"; } elsif ($wikitype eq 'md') { - print FH "# $fn\n\n"; - } else { die("Unexpected wikitype '$wikitype'\n"); } + print FH "# $sym\n\n"; + } else { die("Unexpected wikitype '$wikitype'"); } } else { - if ($wikitype eq 'mediawiki') { - print FH "\n== $sect ==\n\n"; - } elsif ($wikitype eq 'md') { - print FH "\n## $sect\n\n"; - } else { die("Unexpected wikitype '$wikitype'\n"); } + my $sectname = $sect; + if ($sectname eq 'Function Parameters') { # We use this same table for different things depending on what we're documenting, so rename it now. + if (($symtype == 1) || ($symtype == 5)) { # function (or typedef, in case it's a function pointer type). + } elsif ($symtype == 2) { # macro + $sectname = 'Macro Parameters'; + } elsif ($symtype == 3) { # struct/union + $sectname = 'Fields'; + } elsif ($symtype == 4) { # enum + $sectname = 'Values'; + } else { + die("Unexpected symtype $symtype"); + } + } + + if ($symtype != -1) { # Not for category documentation block + if ($wikitype eq 'mediawiki') { + print FH "\n== $sectname ==\n\n"; + } elsif ($wikitype eq 'md') { + print FH "\n## $sectname\n\n"; + } else { die("Unexpected wikitype '$wikitype'"); } + } } my $sectstr = defined $sections{$sect} ? $sections{$sect} : $$sectionsref{$sect}; @@ -1373,6 +2202,94 @@ sub usage { rename($path, "$wikipath/$_.${wikitype}") or die("Can't rename '$path' to '$wikipath/$_.${wikitype}': $!\n"); } + # Write out simple redirector pages if they don't already exist. + foreach (keys %referenceonly) { + my $sym = $_; + my $refersto = $referenceonly{$sym}; + my $path = "$wikipath/$sym.md"; # we only do Markdown for these. + next if (-f $path); # don't overwrite if it already exists. Delete the file if you need a rebuild! + open(FH, '>', $path) or die("Can't open '$path': $!\n"); + + if (defined $wikipreamble) { + my $wikified_preamble = wikify('md', $wikipreamble); + print FH "###### $wikified_preamble\n"; + } + + print FH "# $sym\n\nPlease refer to [$refersto]($refersto) for details.\n\n"; + print FH "----\n"; + print FH "[CategoryAPI](CategoryAPI), [CategoryAPIMacro](CategoryAPIMacro)\n\n"; + + close(FH); + } + + # Write out Category pages... + foreach (keys %headercategorydocs) { + my $cat = $_; + my $sym = $headercategorydocs{$cat}; # fake symbol + my $raw = $headersyms{$sym}; # raw doxygen text with comment characters stripped from start/end and start of each line. + my $wikitype = defined($wikitypes{$sym}) ? $wikitypes{$sym} : 'md'; + my $path = "$wikipath/Category$cat.$wikitype"; + + $raw = wordwrap(wikify($wikitype, $raw)); + + my $tmppath = "$path.tmp"; + open(FH, '>', $tmppath) or die("Can't open '$tmppath': $!\n"); + print FH "$raw\n\n"; + + if (! -f $path) { # Doesn't exist at all? Write out a template file. + # If writing from scratch, it's always a Markdown file. + die("Unexpected wikitype '$wikitype'!") if $wikitype ne 'md'; + print FH <<__EOF__ + + + +## Functions + + + + + +## Datatypes + + + + + +## Structs + + + + + +## Enums + + + + + +## Macros + + + + + +---- +[CategoryAPICategory](CategoryAPICategory) + +__EOF__ +; + } else { + my $endstr = $wikisyms{$sym}->{'[footer]'}; + if (defined($endstr)) { + print FH $endstr; + } + } + + close(FH); + rename($tmppath, $path) or die("Can't rename '$tmppath' to '$path': $!\n"); + } + + # Write out READMEs... if (defined $readmepath) { if ( -d $readmepath ) { mkdir($wikireadmepath); # just in case @@ -1412,10 +2329,7 @@ sub usage { } elsif ($copy_direction == -2) { # --copy-to-manpages # This only takes from the wiki data, since it has sections we omit from the headers, like code examples. - my $manpath = "$srcpath/man"; - mkdir($manpath); - $manpath .= "/man3"; - mkdir($manpath); + File::Path::make_path("$manpath/man3"); $dewikify_mode = 'manpage'; $wordwrap_mode = 'manpage'; @@ -1430,42 +2344,62 @@ sub usage { close(FH); } - my $gitrev = `cd "$srcpath" ; git rev-list HEAD~..`; - chomp($gitrev); + if (!$gitrev) { + $gitrev = `cd "$srcpath" ; git rev-list HEAD~..`; + chomp($gitrev); + } # !!! FIXME open(FH, '<', "$srcpath/$versionfname") or die("Can't open '$srcpath/$versionfname': $!\n"); my $majorver = 0; my $minorver = 0; - my $patchver = 0; + my $microver = 0; while () { chomp; if (/$versionmajorregex/) { $majorver = int($1); } elsif (/$versionminorregex/) { $minorver = int($1); - } elsif (/$versionpatchregex/) { - $patchver = int($1); + } elsif (/$versionmicroregex/) { + $microver = int($1); } } close(FH); - my $fullversion = "$majorver.$minorver.$patchver"; - - foreach (keys %headerfuncs) { - my $fn = $_; - next if not defined $wikifuncs{$fn}; # don't have a page for that function, skip it. - my $wikitype = $wikitypes{$fn}; - my $sectionsref = $wikifuncs{$fn}; + my $fullversion = "$majorver.$minorver.$microver"; + + foreach (keys %headersyms) { + my $sym = $_; + next if not defined $wikisyms{$sym}; # don't have a page for that function, skip it. + next if $sym =~ /\A\[category documentation\]/; # not real symbols + my $symtype = $headersymstype{$sym}; + my $wikitype = $wikitypes{$sym}; + my $sectionsref = $wikisyms{$sym}; my $remarks = $sectionsref->{'Remarks'}; my $params = $sectionsref->{'Function Parameters'}; my $returns = $sectionsref->{'Return Value'}; my $version = $sectionsref->{'Version'}; my $threadsafety = $sectionsref->{'Thread Safety'}; - my $related = $sectionsref->{'Related Functions'}; + my $related = $sectionsref->{'See Also'}; my $examples = $sectionsref->{'Code Examples'}; my $deprecated = $sectionsref->{'Deprecated'}; + my $headerfile = $manpageheaderfiletext; + $headerfile =~ s/\%fname\%/$headersymslocation{$sym}/g; + $headerfile .= "\n"; + + my $mansection; + my $mansectionname; + if (($symtype == 1) || ($symtype == 2)) { # functions or macros + $mansection = '3'; + $mansectionname = 'FUNCTIONS'; + } elsif (($symtype >= 3) && ($symtype <= 5)) { # struct/union/enum/typedef + $mansection = '3type'; + $mansectionname = 'DATATYPES'; + } else { + die("Unexpected symtype $symtype"); + } + my $brief = $sectionsref->{'[Brief]'}; - my $decl = $headerdecls{$fn}; + my $decl = $headerdecls{$sym}; my $str = ''; $brief = "$brief"; @@ -1485,14 +2419,14 @@ sub usage { $str .= ".\\\" This manpage content is licensed under Creative Commons\n"; $str .= ".\\\" Attribution 4.0 International (CC BY 4.0)\n"; $str .= ".\\\" https://creativecommons.org/licenses/by/4.0/\n"; - $str .= ".\\\" This manpage was generated from ${projectshortname}'s wiki page for $fn:\n"; - $str .= ".\\\" $wikiurl/$fn\n"; + $str .= ".\\\" This manpage was generated from ${projectshortname}'s wiki page for $sym:\n"; + $str .= ".\\\" $wikiurl/$sym\n"; $str .= ".\\\" Generated with SDL/build-scripts/wikiheaders.pl\n"; $str .= ".\\\" revision $gitrev\n" if $gitrev ne ''; $str .= ".\\\" Please report issues in this manpage's content at:\n"; $str .= ".\\\" $bugreporturl\n"; $str .= ".\\\" Please report issues in the generation of this manpage from the wiki at:\n"; - $str .= ".\\\" https://github.com/libsdl-org/SDL/issues/new?title=Misgenerated%20manpage%20for%20$fn\n"; + $str .= ".\\\" https://github.com/libsdl-org/SDL/issues/new?title=Misgenerated%20manpage%20for%20$sym\n"; $str .= ".\\\" $projectshortname can be found at $projecturl\n"; # Define a .URL macro. The "www.tmac" thing decides if we're using GNU roff (which has a .URL macro already), and if so, overrides the macro we just created. @@ -1502,13 +2436,23 @@ sub usage { $str .= "..\n"; $str .= '.if \n[.g] .mso www.tmac' . "\n"; - $str .= ".TH $fn 3 \"$projectshortname $fullversion\" \"$projectfullname\" \"$projectshortname$majorver FUNCTIONS\"\n"; + $str .= ".TH $sym $mansection \"$projectshortname $fullversion\" \"$projectfullname\" \"$projectshortname$majorver $mansectionname\"\n"; $str .= ".SH NAME\n"; - $str .= "$fn"; + $str .= "$sym"; $str .= " \\- $brief" if (defined $brief); $str .= "\n"; + if (defined $deprecated) { + $str .= ".SH DEPRECATED\n"; + $str .= dewikify($wikitype, $deprecated) . "\n"; + } + + if (defined $headerfile) { + $str .= ".SH HEADER FILE\n"; + $str .= dewikify($wikitype, $headerfile) . "\n"; + } + $str .= ".SH SYNOPSIS\n"; $str .= ".nf\n"; $str .= ".B #include \\(dq$mainincludefname\\(dq\n"; @@ -1525,27 +2469,44 @@ sub usage { $str .= $remarks . "\n"; } - if (defined $deprecated) { - $str .= ".SH DEPRECATED\n"; - $str .= dewikify($wikitype, $deprecated) . "\n"; - } - if (defined $params) { - $str .= ".SH FUNCTION PARAMETERS\n"; + if (($symtype == 1) || ($symtype == 5)) { + $str .= ".SH FUNCTION PARAMETERS\n"; + } elsif ($symtype == 2) { # macro + $str .= ".SH MACRO PARAMETERS\n"; + } elsif ($symtype == 3) { # struct/union + $str .= ".SH FIELDS\n"; + } elsif ($symtype == 4) { # enum + $str .= ".SH VALUES\n"; + } else { + die("Unexpected symtype $symtype"); + } + my @lines = split /\n/, $params; if ($wikitype eq 'mediawiki') { die("Unexpected data parsing MediaWiki table") if (shift @lines ne '{|'); # Dump the '{|' start while (scalar(@lines) >= 3) { + my $c_datatype = shift @lines; my $name = shift @lines; my $desc = shift @lines; - my $terminator = shift @lines; # the '|-' or '|}' line. + my $terminator; # the '|-' or '|}' line. + + if (($desc eq '|-') or ($desc eq '|}') or (not $desc =~ /\A\|/)) { # we seem to be out of cells, which means there was no datatype column on this one. + $terminator = $desc; + $desc = $name; + $name = $c_datatype; + $c_datatype = ''; + } else { + $terminator = shift @lines; + } + last if ($terminator ne '|-') and ($terminator ne '|}'); # we seem to have run out of table. $name =~ s/\A\|\s*//; $name =~ s/\A\*\*(.*?)\*\*/$1/; $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; $desc =~ s/\A\|\s*//; $desc = dewikify($wikitype, $desc); - #print STDERR "FN: $fn NAME: $name DESC: $desc TERM: $terminator\n"; + #print STDERR "SYM: $sym CDATATYPE: $c_datatype NAME: $name DESC: $desc TERM: $terminator\n"; $str .= ".TP\n"; $str .= ".I $name\n"; @@ -1554,24 +2515,31 @@ sub usage { } elsif ($wikitype eq 'md') { my $l; $l = shift @lines; - die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\|\s*\|\s*\Z/); + die("Unexpected data parsing Markdown table") if (not $l =~ /\A(\s*\|)?\s*\|\s*\|\s*\|\s*\Z/); $l = shift @lines; - die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/); + die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*(\|\s*\-*\s*)?\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/); while (scalar(@lines) >= 1) { $l = shift @lines; - if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { - my $name = $1; - my $desc = $2; - $name =~ s/\A\*\*(.*?)\*\*/$1/; - $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; - $desc = dewikify($wikitype, $desc); - - $str .= ".TP\n"; - $str .= ".I $name\n"; - $str .= "$desc\n"; + my $name; + my $desc; + if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + # c datatype is $1, but we don't care about it here. + $name = $2; + $desc = $3; + } elsif ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + $name = $1; + $desc = $2; } else { last; # we seem to have run out of table. } + + $name =~ s/\A\*\*(.*?)\*\*/$1/; + $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; + $desc = dewikify($wikitype, $desc); + + $str .= ".TP\n"; + $str .= ".I $name\n"; + $str .= "$desc\n"; } } else { die("write me"); @@ -1579,8 +2547,10 @@ sub usage { } if (defined $returns) { + $returns = dewikify($wikitype, $returns); + $returns =~ s/\A\(.*?\)\s*//; # Chop datatype in parentheses off the front. $str .= ".SH RETURN VALUE\n"; - $str .= dewikify($wikitype, $returns) . "\n"; + $str .= "$returns\n"; } if (defined $examples) { @@ -1607,7 +2577,6 @@ sub usage { my @desclines = split /\n/, $v; my $nextstr = ''; foreach (@desclines) { - s/\A(\:|\* )//; s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func" s/\[\[(.*?)\]\]/$1/; # in case some wikilinks remain. s/\[(.*?)\]\(.*?\)/$1/; # in case some wikilinks remain. @@ -1615,10 +2584,16 @@ sub usage { s/\A\/*//; s/\A\.BR\s+//; # dewikify added this, but we want to handle it. s/\A\.I\s+//; # dewikify added this, but we want to handle it. + s/\A\s*[\:\*\-]\s*//; s/\A\s+//; s/\s+\Z//; next if $_ eq ''; - $str .= "$nextstr.BR $_ (3)"; + my $seealso_symtype = $headersymstype{$_}; + my $seealso_mansection = '3'; + if (defined($seealso_symtype) && ($seealso_symtype >= 3) && ($seealso_symtype <= 5)) { # struct/union/enum/typedef + $seealso_mansection = '3type'; + } + $str .= "$nextstr.BR $_ ($seealso_mansection)"; $nextstr = ",\n"; } $str .= "\n"; @@ -1632,7 +2607,7 @@ sub usage { $str .= ".UE\n"; $str .= ".PP\n"; $str .= "This manpage was generated from\n"; - $str .= ".UR $wikiurl/$fn\n"; + $str .= ".UR $wikiurl/$sym\n"; $str .= "${projectshortname}'s wiki\n"; $str .= ".UE\n"; $str .= "using SDL/build-scripts/wikiheaders.pl"; @@ -1644,11 +2619,349 @@ sub usage { $str .= ".UE\n"; } - my $path = "$manpath/$_.3.tmp"; - open(FH, '>', $path) or die("Can't open '$path': $!\n"); + my $path = "$manpath/man3/$_.$mansection"; + my $tmppath = "$path.tmp"; + open(FH, '>', $tmppath) or die("Can't open '$tmppath': $!\n"); print FH $str; close(FH); - rename($path, "$manpath/$_.3") or die("Can't rename '$path' to '$manpath/$_.3': $!\n"); + rename($tmppath, $path) or die("Can't rename '$tmppath' to '$path': $!\n"); + } + +} elsif ($copy_direction == -4) { # --copy-to-latex + # This only takes from the wiki data, since it has sections we omit from the headers, like code examples. + + print STDERR "\n(The --copy-to-latex code is known to not be ready for serious use; send patches, not bug reports, please.)\n\n"; + + $dewikify_mode = 'LaTeX'; + $wordwrap_mode = 'LaTeX'; + + # !!! FIXME: code duplication with --copy-to-manpages section. + + my $introtxt = ''; + if (0) { + open(FH, '<', "$srcpath/LICENSE.txt") or die("Can't open '$srcpath/LICENSE.txt': $!\n"); + while () { + chomp; + $introtxt .= ".\\\" $_\n"; + } + close(FH); + } + + if (!$gitrev) { + $gitrev = `cd "$srcpath" ; git rev-list HEAD~..`; + chomp($gitrev); + } + + # !!! FIXME + open(FH, '<', "$srcpath/$versionfname") or die("Can't open '$srcpath/$versionfname': $!\n"); + my $majorver = 0; + my $minorver = 0; + my $microver = 0; + while () { + chomp; + if (/$versionmajorregex/) { + $majorver = int($1); + } elsif (/$versionminorregex/) { + $minorver = int($1); + } elsif (/$versionmicroregex/) { + $microver = int($1); + } + } + close(FH); + my $fullversion = "$majorver.$minorver.$microver"; + + my $latex_fname = "$srcpath/$projectshortname.tex"; + my $latex_tmpfname = "$latex_fname.tmp"; + open(TEXFH, '>', "$latex_tmpfname") or die("Can't open '$latex_tmpfname' for writing: $!\n"); + + print TEXFH <<__EOF__ +\\documentclass{book} + +\\usepackage{listings} +\\usepackage{color} +\\usepackage{hyperref} + +\\definecolor{dkgreen}{rgb}{0,0.6,0} +\\definecolor{gray}{rgb}{0.5,0.5,0.5} +\\definecolor{mauve}{rgb}{0.58,0,0.82} + +\\setcounter{secnumdepth}{0} + +\\lstset{frame=tb, + language=C, + aboveskip=3mm, + belowskip=3mm, + showstringspaces=false, + columns=flexible, + basicstyle={\\small\\ttfamily}, + numbers=none, + numberstyle=\\tiny\\color{gray}, + keywordstyle=\\color{blue}, + commentstyle=\\color{dkgreen}, + stringstyle=\\color{mauve}, + breaklines=true, + breakatwhitespace=true, + tabsize=3 +} + +\\begin{document} +\\frontmatter + +\\title{$projectfullname $majorver.$minorver.$microver Reference Manual} +\\author{The $projectshortname Developers} +\\maketitle + +\\mainmatter + +__EOF__ +; + + # !!! FIXME: Maybe put this in the book intro? print TEXFH $introtxt; + + # Sort symbols by symbol type, then alphabetically. + my @headersymskeys = sort { + my $symtypea = $headersymstype{$a}; + my $symtypeb = $headersymstype{$b}; + $symtypea = 3 if ($symtypea > 3); + $symtypeb = 3 if ($symtypeb > 3); + my $rc = $symtypea <=> $symtypeb; + if ($rc == 0) { + $rc = lc($a) cmp lc($b); + } + return $rc; + } keys %headersyms; + + my $current_symtype = 0; + my $current_chapter = ''; + + foreach (@headersymskeys) { + my $sym = $_; + next if not defined $wikisyms{$sym}; # don't have a page for that function, skip it. + next if $sym =~ /\A\[category documentation\]/; # not real symbols. + my $symtype = $headersymstype{$sym}; + my $wikitype = $wikitypes{$sym}; + my $sectionsref = $wikisyms{$sym}; + my $remarks = $sectionsref->{'Remarks'}; + my $params = $sectionsref->{'Function Parameters'}; + my $returns = $sectionsref->{'Return Value'}; + my $version = $sectionsref->{'Version'}; + my $threadsafety = $sectionsref->{'Thread Safety'}; + my $related = $sectionsref->{'See Also'}; + my $examples = $sectionsref->{'Code Examples'}; + my $deprecated = $sectionsref->{'Deprecated'}; + my $headerfile = $manpageheaderfiletext; + $headerfile =~ s/\%fname\%/$headersymslocation{$sym}/g; + $headerfile .= "\n"; + + my $brief = $sectionsref->{'[Brief]'}; + my $decl = $headerdecls{$sym}; + my $str = ''; + + if ($current_symtype != $symtype) { + my $newchapter = ''; + if ($symtype == 1) { + $newchapter = 'Functions'; + } elsif ($symtype == 2) { + $newchapter = 'Macros'; + } else { + $newchapter = 'Datatypes'; + } + + if ($current_chapter ne $newchapter) { + $str .= "\n\n\\chapter{$projectshortname $newchapter}\n\n\\clearpage\n\n"; + $current_chapter = $newchapter; + } + $current_symtype = $symtype; + } + + $brief = "$brief"; + $brief =~ s/\A[\s\n]*\= .*? \=\s*?\n+//ms; + $brief =~ s/\A[\s\n]*\=\= .*? \=\=\s*?\n+//ms; + $brief =~ s/\A(.*?\.) /$1\n/; # \brief should only be one sentence, delimited by a period+space. Split if necessary. + my @briefsplit = split /\n/, $brief; + $brief = shift @briefsplit; + $brief = dewikify($wikitype, $brief); + + if (defined $remarks) { + $remarks = dewikify($wikitype, join("\n", @briefsplit) . $remarks); + } + + my $escapedsym = escLaTeX($sym); + $str .= "\\hypertarget{$sym}{%\n\\section{$escapedsym}\\label{$sym}}\n\n"; + $str .= $brief if (defined $brief); + $str .= "\n\n"; + + if (defined $deprecated) { + $str .= "\\subsection{Deprecated}\n\n"; + $str .= dewikify($wikitype, $deprecated) . "\n"; + } + + if (defined $headerfile) { + $str .= "\\subsection{Header File}\n\n"; + $str .= dewikify($wikitype, $headerfile) . "\n"; + } + + $str .= "\\subsection{Syntax}\n\n"; + $str .= "\\begin{lstlisting}\n$decl\n\\end{lstlisting}\n"; + + if (defined $params) { + if (($symtype == 1) || ($symtype == 5)) { + $str .= "\\subsection{Function Parameters}\n\n"; + } elsif ($symtype == 2) { # macro + $str .= "\\subsection{Macro Parameters}\n\n"; + } elsif ($symtype == 3) { # struct/union + $str .= "\\subsection{Fields}\n\n"; + } elsif ($symtype == 4) { # enum + $str .= "\\subsection{Values}\n\n"; + } else { + die("Unexpected symtype $symtype"); + } + + $str .= "\\begin{center}\n"; + $str .= " \\begin{tabular}{ | l | p{0.75\\textwidth} |}\n"; + $str .= " \\hline\n"; + + # !!! FIXME: this table parsing has gotten complicated and is pasted three times in this file; move it to a subroutine! + my @lines = split /\n/, $params; + if ($wikitype eq 'mediawiki') { + die("Unexpected data parsing MediaWiki table") if (shift @lines ne '{|'); # Dump the '{|' start + while (scalar(@lines) >= 3) { + my $name = shift @lines; + my $desc = shift @lines; + my $terminator = shift @lines; # the '|-' or '|}' line. + last if ($terminator ne '|-') and ($terminator ne '|}'); # we seem to have run out of table. + $name =~ s/\A\|\s*//; + $name =~ s/\A\*\*(.*?)\*\*/$1/; + $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; + $name = escLaTeX($name); + $desc =~ s/\A\|\s*//; + $desc = dewikify($wikitype, $desc); + #print STDERR "FN: $sym NAME: $name DESC: $desc TERM: $terminator\n"; + $str .= " \\textbf{$name} & $desc \\\\ \\hline\n"; + } + } elsif ($wikitype eq 'md') { + my $l; + $l = shift @lines; + die("Unexpected data parsing Markdown table") if (not $l =~ /\A(\s*\|)?\s*\|\s*\|\s*\|\s*\Z/); + $l = shift @lines; + die("Unexpected data parsing Markdown table") if (not $l =~ /\A\s*(\|\s*\-*\s*)?\|\s*\-*\s*\|\s*\-*\s*\|\s*\Z/); + while (scalar(@lines) >= 1) { + $l = shift @lines; + my $name; + my $desc; + if ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + # c datatype is $1, but we don't care about it here. + $name = $2; + $desc = $3; + } elsif ($l =~ /\A\s*\|\s*(.*?)\s*\|\s*(.*?)\s*\|\s*\Z/) { + $name = $1; + $desc = $2; + } else { + last; # we seem to have run out of table. + } + + $name =~ s/\A\*\*(.*?)\*\*/$1/; + $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/; + $name = escLaTeX($name); + $desc = dewikify($wikitype, $desc); + $str .= " \\textbf{$name} & $desc \\\\ \\hline\n"; + } + } else { + die("write me"); + } + + $str .= " \\end{tabular}\n"; + $str .= "\\end{center}\n"; + } + + if (defined $returns) { + $returns = dewikify($wikitype, $returns); + $returns =~ s/\A\(.*?\)\s*//; # Chop datatype in parentheses off the front. + $str .= "\\subsection{Return Value}\n\n"; + $str .= "$returns\n"; + } + + if (defined $remarks) { + $str .= "\\subsection{Remarks}\n\n"; + $str .= $remarks . "\n"; + } + + if (defined $examples) { + $str .= "\\subsection{Code Examples}\n\n"; + $dewikify_manpage_code_indent = 0; + $str .= dewikify($wikitype, $examples) . "\n"; + $dewikify_manpage_code_indent = 1; + } + + if (defined $threadsafety) { + $str .= "\\subsection{Thread Safety}\n\n"; + $str .= dewikify($wikitype, $threadsafety) . "\n"; + } + + if (defined $version) { + $str .= "\\subsection{Version}\n\n"; + $str .= dewikify($wikitype, $version) . "\n"; + } + + if (defined $related) { + $str .= "\\subsection{See Also}\n\n"; + $str .= "\\begin{itemize}\n"; + # !!! FIXME: lots of code duplication in all of these. + my $v = dewikify($wikitype, $related); + my @desclines = split /\n/, $v; + my $nextstr = ''; + foreach (@desclines) { + s/\(\)\Z//; # Convert "SDL_Func()" to "SDL_Func" + s/\[\[(.*?)\]\]/$1/; # in case some wikilinks remain. + s/\[(.*?)\]\(.*?\)/$1/; # in case some wikilinks remain. + s/\A\*\s*\Z//; + s/\A\s*\\item\s*//; + s/\A\/*//; + s/\A\s*[\:\*\-]\s*//; + s/\A\s+//; + s/\s+\Z//; + next if $_ eq ''; + next if $_ eq '\begin{itemize}'; + next if $_ eq '\end{itemize}'; + $str .= " \\item $_\n"; + } + $str .= "\\end{itemize}\n"; + $str .= "\n"; + } + + # !!! FIXME: Maybe put copyright in the book intro? + if (0) { + $str .= ".SH COPYRIGHT\n"; + $str .= "This manpage is licensed under\n"; + $str .= ".UR https://creativecommons.org/licenses/by/4.0/\n"; + $str .= "Creative Commons Attribution 4.0 International (CC BY 4.0)\n"; + $str .= ".UE\n"; + $str .= ".PP\n"; + $str .= "This manpage was generated from\n"; + $str .= ".UR $wikiurl/$sym\n"; + $str .= "${projectshortname}'s wiki\n"; + $str .= ".UE\n"; + $str .= "using SDL/build-scripts/wikiheaders.pl"; + $str .= " revision $gitrev" if $gitrev ne ''; + $str .= ".\n"; + $str .= "Please report issues in this manpage at\n"; + $str .= ".UR $bugreporturl\n"; + $str .= "our bugtracker!\n"; + $str .= ".UE\n"; + } + + $str .= "\\clearpage\n\n"; + + print TEXFH $str; + } + + print TEXFH "\\end{document}\n\n"; + close(TEXFH); + rename($latex_tmpfname, $latex_fname) or die("Can't rename '$latex_tmpfname' to '$latex_fname': $!\n"); + +} elsif ($copy_direction == -3) { # --report-coverage-gaps + foreach (@coverage_gap) { + print("$_\n"); } } diff --git a/cmake/CheckCPUArchitecture.cmake b/cmake/CheckCPUArchitecture.cmake index 7e3e459..f2e4b83 100644 --- a/cmake/CheckCPUArchitecture.cmake +++ b/cmake/CheckCPUArchitecture.cmake @@ -27,11 +27,13 @@ function(check_cpu_architecture ARCH VARIABLE) if(ARCH STREQUAL "x86") _internal_check_cpu_architecture("defined(__i386__) || defined(__i486__) || defined(__i586__) || defined(__i686__) ||defined( __i386) || defined(_M_IX86)" x86 ${VARIABLE}) elseif(ARCH STREQUAL "x64") - _internal_check_cpu_architecture("defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64)" x64 ${VARIABLE}) + _internal_check_cpu_architecture("(defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64)) && !defined(_M_ARM64EC)" x64 ${VARIABLE}) elseif(ARCH STREQUAL "arm32") _internal_check_cpu_architecture("defined(__arm__) || defined(_M_ARM)" arm32 ${VARIABLE}) elseif(ARCH STREQUAL "arm64") _internal_check_cpu_architecture("defined(__aarch64__) || defined(_M_ARM64)" arm64 ${VARIABLE}) + elseif(ARCH STREQUAL "arm64ec") + _internal_check_cpu_architecture("defined(_M_ARM64EC)" arm64ec ${VARIABLE}) elseif(ARCH STREQUAL "loongarch64") _internal_check_cpu_architecture("defined(__loongarch64)" loongarch64 ${VARIABLE}) else() diff --git a/cmake/sdlchecks.cmake b/cmake/sdlchecks.cmake index a23b2ef..ea4c0ff 100644 --- a/cmake/sdlchecks.cmake +++ b/cmake/sdlchecks.cmake @@ -119,7 +119,7 @@ macro(CheckALSA) endif() endif() if(NOT HAVE_ALSA_SHARED) - list(APPEND CMAKE_DEPENDS ALSA::ALSA) + list(APPEND CMAKE_LIBS ALSA::ALSA) list(APPEND PKGCONFIG_DEPENDS alsa) endif() set(HAVE_SDL_AUDIO TRUE) @@ -947,7 +947,7 @@ macro(CheckPTHREAD) elseif(BSDI) set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE") set(PTHREAD_LDFLAGS "") - elseif(DARWIN) + elseif(MACOS) set(PTHREAD_CFLAGS "-D_THREAD_SAFE") # causes Carbon.p complaints? # set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE") @@ -963,7 +963,11 @@ macro(CheckPTHREAD) set(PTHREAD_LDFLAGS "-lpthread") elseif(SOLARIS) set(PTHREAD_CFLAGS "-D_REENTRANT") - set(PTHREAD_LDFLAGS "-pthread -lposix4") + if(CMAKE_C_COMPILER_ID MATCHES "SunPro") + set(PTHREAD_LDFLAGS "-mt -lpthread") + else() + set(PTHREAD_LDFLAGS "-pthread") + endif() elseif(SYSV5) set(PTHREAD_CFLAGS "-D_REENTRANT -Kthread") set(PTHREAD_LDFLAGS "") @@ -1249,6 +1253,7 @@ macro(CheckHIDAPI) if(HAVE_HIDAPI) if(ANDROID) + enable_language(CXX) list(APPEND SOURCE_FILES ${SDL2_SOURCE_DIR}/src/hidapi/android/hid.cpp) endif() if(IOS OR TVOS) @@ -1276,13 +1281,18 @@ endmacro() # - n/a macro(CheckRPI) if(SDL_RPI) - pkg_check_modules(VIDEO_RPI bcm_host brcmegl) + pkg_check_modules(VIDEO_RPI bcm_host) if (NOT VIDEO_RPI_FOUND) set(VIDEO_RPI_INCLUDE_DIRS "/opt/vc/include" "/opt/vc/include/interface/vcos/pthreads" "/opt/vc/include/interface/vmcs_host/linux/" ) set(VIDEO_RPI_LIBRARY_DIRS "/opt/vc/lib" ) set(VIDEO_RPI_LIBRARIES bcm_host ) - set(VIDEO_RPI_LDFLAGS "-Wl,-rpath,/opt/vc/lib") endif() + + pkg_check_modules(VIDEO_RPI_EGL brcmegl) + if (NOT VIDEO_RPI_EGL_FOUND) + set(VIDEO_RPI_EGL_LDFLAGS "-Wl,-rpath,/opt/vc/lib") + endif() + listtostr(VIDEO_RPI_INCLUDE_DIRS VIDEO_RPI_INCLUDE_FLAGS "-I") listtostr(VIDEO_RPI_LIBRARY_DIRS VIDEO_RPI_LIBRARY_FLAGS "-L") @@ -1291,9 +1301,7 @@ macro(CheckRPI) set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}") check_c_source_compiles(" #include - #include int main(int argc, char **argv) { - EGL_DISPMANX_WINDOW_T window; bcm_host_init(); }" HAVE_RPI) set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}") @@ -1307,7 +1315,7 @@ macro(CheckRPI) list(APPEND EXTRA_LIBS ${VIDEO_RPI_LIBRARIES}) # !!! FIXME: shouldn't be using CMAKE_C_FLAGS, right? set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${VIDEO_RPI_INCLUDE_FLAGS} ${VIDEO_RPI_LIBRARY_FLAGS}") - list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS}) + list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS} ${VIDEO_RPI_EGL_LDFLAGS}) endif() endif() endmacro() diff --git a/cmake/sdlplatform.cmake b/cmake/sdlplatform.cmake index 6d8ece6..d0d5767 100644 --- a/cmake/sdlplatform.cmake +++ b/cmake/sdlplatform.cmake @@ -32,10 +32,8 @@ macro(SDL_DetectCMakePlatform) set(SDL_CMAKE_PLATFORM QNX) endif() elseif(APPLE) - if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*") - set(SDL_CMAKE_PLATFORM DARWIN) - elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*") - set(SDL_CMAKE_PLATFORM MACOSX) + if(CMAKE_SYSTEM_NAME MATCHES ".*(Darwin|MacOS).*") + set(SDL_CMAKE_PLATFORM MACOS) elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*") set(SDL_CMAKE_PLATFORM TVOS) elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*") @@ -43,6 +41,10 @@ macro(SDL_DetectCMakePlatform) if(CMAKE_VERSION VERSION_LESS 3.14) set(SDL_CMAKE_PLATFORM IOS) endif() + elseif(CMAKE_SYSTEM_NAME MATCHES ".*watchOS.*") + set(SDL_CMAKE_PLATFORM WATCHOS) + elseif (CMAKE_SYSTEM_NAME MATCHES "visionOS") + set(SDL_CMAKE_PLATFORM VISIONOS) endif() elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*") message_error("BeOS support has been removed as of SDL 2.0.2.") diff --git a/cmake/test/CMakeLists.txt b/cmake/test/CMakeLists.txt index a9c0c49..01fc1ef 100644 --- a/cmake/test/CMakeLists.txt +++ b/cmake/test/CMakeLists.txt @@ -3,6 +3,8 @@ cmake_minimum_required(VERSION 3.12) project(sdl_test LANGUAGES C) +include(CheckLanguage) +include(FeatureSummary) include(GenerateExportHeader) if(ANDROID) @@ -19,8 +21,6 @@ cmake_policy(SET CMP0074 NEW) # Override CMAKE_FIND_ROOT_PATH_MODE to allow search for SDL2 outside of sysroot set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE NEVER) -include(FeatureSummary) - option(TEST_SHARED "Test linking to shared SDL2 library" ON) add_feature_info("TEST_SHARED" TEST_SHARED "Test linking with shared library") @@ -33,6 +33,19 @@ add_feature_info("TEST_TEST" TEST_STATIC "Test linking to SDL test library") option(TEST_FULL "Run complete SDL test suite" OFF) add_feature_info("TEST_FULL" TEST_FULL "Build full SDL testsuite") +# FIXME: how to target ios/tvos with Swift? +# https://gitlab.kitware.com/cmake/cmake/-/issues/20104 +if(APPLE AND CMAKE_SYSTEM_NAME MATCHES ".*(Darwin|MacOS).*") + # multiple values for CMAKE_OSX_ARCHITECTURES not supported with Swift + list(LENGTH CMAKE_OSX_ARCHITECTURES count_osx_archs) + if(count_osx_archs LESS_EQUAL 1) + check_language(Swift) + if(CMAKE_Swift_COMPILER) + enable_language(Swift) + endif() + endif() +endif() + if(TEST_SHARED) find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2) if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE)) @@ -86,6 +99,12 @@ if(TEST_SHARED) add_executable(sdltest-shared sdltest.c) target_link_libraries(sdltest-shared PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2) endif() + + if(CMAKE_Swift_COMPILER) + add_executable(swift-shared main.swift) + target_include_directories(swift-shared PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/swift") + target_link_libraries(swift-shared PRIVATE SDL2::SDL2) + endif() endif() if(TEST_STATIC) @@ -123,6 +142,11 @@ if(TEST_STATIC) target_include_directories(cli-static-vars PRIVATE ${SDL2_INCLUDE_DIRS}) endif() + if(TEST_TEST) + add_executable(sdltest-static sdltest.c) + target_link_libraries(sdltest-static PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2-static) + endif() + if(CMAKE_Swift_COMPILER) add_executable(swift-static main.swift) target_include_directories(swift-static PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/swift") diff --git a/cmake/test/main.swift b/cmake/test/main.swift new file mode 100644 index 0000000..67789fd --- /dev/null +++ b/cmake/test/main.swift @@ -0,0 +1,12 @@ +/* Contributed by Piotr Usewicz (https://github.com/pusewicz) */ + +import SDL2 + +guard SDL_Init(Uint32(SDL_INIT_VIDEO)) == 0 else { + fatalError("SDL_Init error: \(String(cString: SDL_GetError()))") +} + +var sdlVersion = SDL_version() +SDL_GetVersion(&sdlVersion) + +print("SDL version: \(sdlVersion.major).\(sdlVersion.minor).\(sdlVersion.patch)") diff --git a/cmake/test/swift/module.modulemap b/cmake/test/swift/module.modulemap new file mode 100644 index 0000000..a3a6274 --- /dev/null +++ b/cmake/test/swift/module.modulemap @@ -0,0 +1,4 @@ +module SDL2 [extern_c] { + header "shim.h" + export * +} diff --git a/cmake/test/swift/shim.h b/cmake/test/swift/shim.h new file mode 100644 index 0000000..ed54a9b --- /dev/null +++ b/cmake/test/swift/shim.h @@ -0,0 +1,3 @@ +/* Contributed by Piotr Usewicz (https://github.com/pusewicz) */ + +#include "SDL.h" diff --git a/configure b/configure index 0b41e13..107c690 100755 --- a/configure +++ b/configure @@ -703,6 +703,8 @@ X_LIBS X_PRE_LIBS X_CFLAGS XMKMF +RPI_EGL_LIBS +RPI_EGL_CFLAGS RPI_LIBS RPI_CFLAGS DECOR_LIBS @@ -991,6 +993,8 @@ DECOR_CFLAGS DECOR_LIBS RPI_CFLAGS RPI_LIBS +RPI_EGL_CFLAGS +RPI_EGL_LIBS XMKMF DIRECTFB_CFLAGS DIRECTFB_LIBS @@ -1718,7 +1722,7 @@ Optional Features: [default=yes] --enable-libdecor-shared dynamically load libdecor [default=yes] - --enable-video-rpi use Raspberry Pi 2/3 video driver [default=yes] + --enable-video-rpi use Raspberry Pi 0-3 video driver [default=yes] --enable-video-x11 use X11 video driver [default=maybe] --enable-x11-shared dynamically load X11 support [default=maybe] --enable-video-x11-xcursor @@ -1848,6 +1852,10 @@ Some influential environment variables: DECOR_LIBS linker flags for DECOR, overriding pkg-config RPI_CFLAGS C compiler flags for RPI, overriding pkg-config RPI_LIBS linker flags for RPI, overriding pkg-config + RPI_EGL_CFLAGS + C compiler flags for RPI_EGL, overriding pkg-config + RPI_EGL_LIBS + linker flags for RPI_EGL, overriding pkg-config XMKMF Path to xmkmf, Makefile generator for X Window System DIRECTFB_CFLAGS C compiler flags for DIRECTFB, overriding pkg-config @@ -3507,8 +3515,8 @@ orig_CFLAGS="$CFLAGS" # See docs/release_checklist.md SDL_MAJOR_VERSION=2 -SDL_MINOR_VERSION=30 -SDL_MICRO_VERSION=11 +SDL_MINOR_VERSION=32 +SDL_MICRO_VERSION=4 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION` @@ -5807,7 +5815,7 @@ cygwin*) # func_win32_libid is a shell function defined in ltmain.sh lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_file_magic_cmd='func_win32_libid' - lt_cv_deplibs_check_method=pass_all # SDL customization + lt_cv_deplibs_check_method=pass_all # SDL customization. ;; mingw* | windows* | pw32*) @@ -5819,10 +5827,10 @@ mingw* | windows* | pw32*) lt_cv_file_magic_cmd='func_win32_libid' else # Keep this pattern in sync with the one in func_win32_libid. - lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' + lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' lt_cv_file_magic_cmd='$OBJDUMP -f' fi - lt_cv_deplibs_check_method=pass_all # SDL customization + lt_cv_deplibs_check_method=pass_all # SDL customization. ;; cegcc*) @@ -6828,7 +6836,7 @@ void nm_test_func(void){} #ifdef __cplusplus } #endif -int main(){nm_test_var='a';nm_test_func();return(0);} +int main(void){nm_test_var='a';nm_test_func();return(0);} _LT_EOF if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 @@ -8090,6 +8098,43 @@ fi { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $lt_cv_apple_cc_single_mod" >&5 printf "%s\n" "$lt_cv_apple_cc_single_mod" >&6; } + # Feature test to disable chained fixups since it is not + # compatible with '-undefined dynamic_lookup' + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for -no_fixup_chains linker flag" >&5 +printf %s "checking for -no_fixup_chains linker flag... " >&6; } +if test ${lt_cv_support_no_fixup_chains+y} +then : + printf %s "(cached) " >&6 +else $as_nop + save_LDFLAGS=$LDFLAGS + LDFLAGS="$LDFLAGS -Wl,-no_fixup_chains" + cat confdefs.h - <<_ACEOF >conftest.$ac_ext +/* end confdefs.h. */ + +int +main (void) +{ + + ; + return 0; +} +_ACEOF +if ac_fn_c_try_link "$LINENO" +then : + lt_cv_support_no_fixup_chains=yes +else $as_nop + lt_cv_support_no_fixup_chains=no + +fi +rm -f core conftest.err conftest.$ac_objext conftest.beam \ + conftest$ac_exeext conftest.$ac_ext + LDFLAGS=$save_LDFLAGS + + +fi +{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $lt_cv_support_no_fixup_chains" >&5 +printf "%s\n" "$lt_cv_support_no_fixup_chains" >&6; } + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for -exported_symbols_list linker flag" >&5 printf %s "checking for -exported_symbols_list linker flag... " >&6; } if test ${lt_cv_ld_exported_symbols_list+y} @@ -8142,7 +8187,7 @@ _LT_EOF echo "$RANLIB libconftest.a" >&5 $RANLIB libconftest.a 2>&5 cat > conftest.c << _LT_EOF -int main() { return 0;} +int main(void) { return 0;} _LT_EOF echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&5 $LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err @@ -8170,7 +8215,12 @@ printf "%s\n" "$lt_cv_ld_force_load" >&6; } 10.[012],*|,*powerpc*-darwin[5-8]*) _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; *) - _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;; + if test yes = "$lt_cv_support_no_fixup_chains"; then + _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup $wl-no_fixup_chains' + else + _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' + fi + ;; esac ;; esac @@ -9070,7 +9120,7 @@ objext=$objext lt_simple_compile_test_code="int some_variable = 0;" # Code to be used in simple link tests -lt_simple_link_test_code='int main(){return(0);}' +lt_simple_link_test_code='int main(void){return(0);}' @@ -11550,14 +11600,14 @@ cygwin* | mingw* | windows* | pw32* | cegcc*) cygwin*) # Cygwin DLLs use 'cyg' prefix rather than 'lib' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api" ;; mingw* | windows* | cegcc*) # MinGW DLLs use traditional 'lib' prefix #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. ;; pw32*) # pw32 DLLs use 'pw' prefix rather than 'lib' @@ -12621,11 +12671,11 @@ else /* When -fvisibility=hidden is used, assume the code has been annotated correspondingly for the symbols needed. */ #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) -int fnord () __attribute__((visibility("default"))); +int fnord (void) __attribute__((visibility("default"))); #endif -int fnord () { return 42; } -int main () +int fnord (void) { return 42; } +int main (void) { void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); int status = $lt_dlunknown; @@ -12728,11 +12778,11 @@ else /* When -fvisibility=hidden is used, assume the code has been annotated correspondingly for the symbols needed. */ #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) -int fnord () __attribute__((visibility("default"))); +int fnord (void) __attribute__((visibility("default"))); #endif -int fnord () { return 42; } -int main () +int fnord (void) { return 42; } +int main (void) { void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); int status = $lt_dlunknown; @@ -16934,13 +16984,13 @@ cygwin* | mingw* | windows* | pw32* | cegcc*) cygwin*) # Cygwin DLLs use 'cyg' prefix rather than 'lib' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. ;; mingw* | windows* | cegcc*) # MinGW DLLs use traditional 'lib' prefix #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' - soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization + soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. ;; pw32*) # pw32 DLLs use 'pw' prefix rather than 'lib' @@ -23620,19 +23670,19 @@ fi if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then pkg_failed=no -{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for bcm_host brcmegl" >&5 -printf %s "checking for bcm_host brcmegl... " >&6; } +{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for bcm_host" >&5 +printf %s "checking for bcm_host... " >&6; } if test -n "$RPI_CFLAGS"; then pkg_cv_RPI_CFLAGS="$RPI_CFLAGS" elif test -n "$PKG_CONFIG"; then if test -n "$PKG_CONFIG" && \ - { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host brcmegl\""; } >&5 - ($PKG_CONFIG --exists --print-errors "bcm_host brcmegl") 2>&5 + { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host\""; } >&5 + ($PKG_CONFIG --exists --print-errors "bcm_host") 2>&5 ac_status=$? printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then - pkg_cv_RPI_CFLAGS=`$PKG_CONFIG --cflags "bcm_host brcmegl" 2>/dev/null` + pkg_cv_RPI_CFLAGS=`$PKG_CONFIG --cflags "bcm_host" 2>/dev/null` test "x$?" != "x0" && pkg_failed=yes else pkg_failed=yes @@ -23644,12 +23694,12 @@ if test -n "$RPI_LIBS"; then pkg_cv_RPI_LIBS="$RPI_LIBS" elif test -n "$PKG_CONFIG"; then if test -n "$PKG_CONFIG" && \ - { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host brcmegl\""; } >&5 - ($PKG_CONFIG --exists --print-errors "bcm_host brcmegl") 2>&5 + { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host\""; } >&5 + ($PKG_CONFIG --exists --print-errors "bcm_host") 2>&5 ac_status=$? printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then - pkg_cv_RPI_LIBS=`$PKG_CONFIG --libs "bcm_host brcmegl" 2>/dev/null` + pkg_cv_RPI_LIBS=`$PKG_CONFIG --libs "bcm_host" 2>/dev/null` test "x$?" != "x0" && pkg_failed=yes else pkg_failed=yes @@ -23670,9 +23720,9 @@ else _pkg_short_errors_supported=no fi if test $_pkg_short_errors_supported = yes; then - RPI_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "bcm_host brcmegl" 2>&1` + RPI_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "bcm_host" 2>&1` else - RPI_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "bcm_host brcmegl" 2>&1` + RPI_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "bcm_host" 2>&1` fi # Put the nasty error message in config.log where it belongs echo "$RPI_PKG_ERRORS" >&5 @@ -23690,13 +23740,92 @@ printf "%s\n" "yes" >&6; } video_rpi=yes fi +pkg_failed=no +{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for brcmegl" >&5 +printf %s "checking for brcmegl... " >&6; } + +if test -n "$RPI_EGL_CFLAGS"; then + pkg_cv_RPI_EGL_CFLAGS="$RPI_EGL_CFLAGS" + elif test -n "$PKG_CONFIG"; then + if test -n "$PKG_CONFIG" && \ + { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"brcmegl\""; } >&5 + ($PKG_CONFIG --exists --print-errors "brcmegl") 2>&5 + ac_status=$? + printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; }; then + pkg_cv_RPI_EGL_CFLAGS=`$PKG_CONFIG --cflags "brcmegl" 2>/dev/null` + test "x$?" != "x0" && pkg_failed=yes +else + pkg_failed=yes +fi + else + pkg_failed=untried +fi +if test -n "$RPI_EGL_LIBS"; then + pkg_cv_RPI_EGL_LIBS="$RPI_EGL_LIBS" + elif test -n "$PKG_CONFIG"; then + if test -n "$PKG_CONFIG" && \ + { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"brcmegl\""; } >&5 + ($PKG_CONFIG --exists --print-errors "brcmegl") 2>&5 + ac_status=$? + printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 + test $ac_status = 0; }; then + pkg_cv_RPI_EGL_LIBS=`$PKG_CONFIG --libs "brcmegl" 2>/dev/null` + test "x$?" != "x0" && pkg_failed=yes +else + pkg_failed=yes +fi + else + pkg_failed=untried +fi + + + +if test $pkg_failed = yes; then + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: no" >&5 +printf "%s\n" "no" >&6; } + +if $PKG_CONFIG --atleast-pkgconfig-version 0.20; then + _pkg_short_errors_supported=yes +else + _pkg_short_errors_supported=no +fi + if test $_pkg_short_errors_supported = yes; then + RPI_EGL_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "brcmegl" 2>&1` + else + RPI_EGL_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "brcmegl" 2>&1` + fi + # Put the nasty error message in config.log where it belongs + echo "$RPI_EGL_PKG_ERRORS" >&5 + + video_rpi_egl=no +elif test $pkg_failed = untried; then + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: no" >&5 +printf "%s\n" "no" >&6; } + video_rpi_egl=no +else + RPI_EGL_CFLAGS=$pkg_cv_RPI_EGL_CFLAGS + RPI_EGL_LIBS=$pkg_cv_RPI_EGL_LIBS + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: yes" >&5 +printf "%s\n" "yes" >&6; } + video_rpi_egl=yes +fi + if test x$video_rpi = xno; then if test x$ARCH = xnetbsd; then RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux" - RPI_LIBS="-Wl,-R/usr/pkg/lib -L/usr/pkg/lib -lbcm_host" + RPI_LIBS="-L/usr/pkg/lib -lbcm_host" else RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux" - RPI_LIBS="-Wl,-rpath,/opt/vc/lib -L/opt/vc/lib -lbcm_host" + RPI_LIBS="-L/opt/vc/lib -lbcm_host" + fi + fi + + if test x$video_rpi_egl = xno; then + if test x$ARCH = xnetbsd; then + RPI_EGL_LIBS="-Wl,-R/usr/pkg/lib" + else + RPI_EGL_LIBS="-Wl,-rpath,/opt/vc/lib" fi fi @@ -23704,22 +23833,20 @@ fi ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS" # Add the Raspberry Pi compiler flags and libraries - CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_LIBS" + CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_EGL_LIBS $RPI_LIBS" - { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for Raspberry Pi 2/3" >&5 -printf %s "checking for Raspberry Pi 2/3... " >&6; } + { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for Raspberry Pi 0-3" >&5 +printf %s "checking for Raspberry Pi 0-3... " >&6; } have_video_rpi=no cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ #include - #include int main (void) { - EGL_DISPMANX_WINDOW_T window; bcm_host_init(); ; @@ -23742,7 +23869,7 @@ printf "%s\n" "$have_video_rpi" >&6; } CFLAGS="$CFLAGS $RPI_CFLAGS" SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS" - EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_LIBS" + EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_EGL_LIBS $RPI_LIBS" SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c" printf "%s\n" "#define SDL_VIDEO_DRIVER_RPI 1" >>confdefs.h @@ -26326,6 +26453,9 @@ else $as_nop fi rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext ;; + *-*-solaris*) + enable_video_vulkan=no + ;; *-*-darwin*) save_CFLAGS="$CFLAGS" CFLAGS="$CFLAGS -x objective-c" diff --git a/configure.ac b/configure.ac index be32efa..eb00617 100644 --- a/configure.ac +++ b/configure.ac @@ -12,8 +12,8 @@ orig_CFLAGS="$CFLAGS" dnl Set various version strings - taken gratefully from the GTk sources # See docs/release_checklist.md SDL_MAJOR_VERSION=2 -SDL_MINOR_VERSION=30 -SDL_MICRO_VERSION=11 +SDL_MINOR_VERSION=32 +SDL_MICRO_VERSION=4 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION` @@ -1848,18 +1848,27 @@ CheckNativeClient() CheckRPI() { AC_ARG_ENABLE(video-rpi, -[AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 2/3 video driver [default=yes]])], +[AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 0-3 video driver [default=yes]])], , enable_video_rpi=yes) if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then - PKG_CHECK_MODULES([RPI], [bcm_host brcmegl], video_rpi=yes, video_rpi=no) + PKG_CHECK_MODULES([RPI], [bcm_host], video_rpi=yes, video_rpi=no) + PKG_CHECK_MODULES([RPI_EGL], [brcmegl], video_rpi_egl=yes, video_rpi_egl=no) if test x$video_rpi = xno; then if test x$ARCH = xnetbsd; then RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux" - RPI_LIBS="-Wl,-R/usr/pkg/lib -L/usr/pkg/lib -lbcm_host" + RPI_LIBS="-L/usr/pkg/lib -lbcm_host" else RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux" - RPI_LIBS="-Wl,-rpath,/opt/vc/lib -L/opt/vc/lib -lbcm_host" + RPI_LIBS="-L/opt/vc/lib -lbcm_host" + fi + fi + + if test x$video_rpi_egl = xno; then + if test x$ARCH = xnetbsd; then + RPI_EGL_LIBS="-Wl,-R/usr/pkg/lib" + else + RPI_EGL_LIBS="-Wl,-rpath,/opt/vc/lib" fi fi @@ -1867,15 +1876,13 @@ CheckRPI() ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS" # Add the Raspberry Pi compiler flags and libraries - CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_LIBS" + CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_EGL_LIBS $RPI_LIBS" - AC_MSG_CHECKING(for Raspberry Pi 2/3) + AC_MSG_CHECKING(for Raspberry Pi 0-3) have_video_rpi=no AC_LINK_IFELSE([AC_LANG_PROGRAM([[ #include - #include ]], [[ - EGL_DISPMANX_WINDOW_T window; bcm_host_init(); ]])], [have_video_rpi=yes],[]) AC_MSG_RESULT($have_video_rpi) @@ -1887,7 +1894,7 @@ CheckRPI() CFLAGS="$CFLAGS $RPI_CFLAGS" SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS" - EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_LIBS" + EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_EGL_LIBS $RPI_LIBS" SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c" AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ]) SUMMARY_video="${SUMMARY_video} rpi" @@ -2736,6 +2743,10 @@ CheckVulkan() #endif ]],[])], [],[enable_video_vulkan=no]) ;; + *-*-solaris*) +dnl Strictly speaking, what's missing here is libxcb. Even without Vulkan support at the OS level, it should still compile if we had that. + enable_video_vulkan=no + ;; *-*-darwin*) save_CFLAGS="$CFLAGS" dnl Work around that we don't have Objective-C support in autoconf diff --git a/debian/changelog b/debian/changelog index ea1158f..877643a 100644 --- a/debian/changelog +++ b/debian/changelog @@ -1,3 +1,71 @@ +libsdl2 (2.32.4+dfsg-1) unstable; urgency=medium + + * New upstream stable release + * d/patches: Drop patches that came from upstream, included in the + new release + * Standards-Version: 4.7.2 (no changes required) + + -- Simon McVittie Tue, 01 Apr 2025 14:43:49 +0100 + +libsdl2 (2.32.2+dfsg-2) unstable; urgency=medium + + * d/patches: Update to upstream release-2.32.x branch commit + release-2.32.2-4-gf08a5cfca + - Handle an API change in Pipewire (Closes: #1100236) + - Fix parsing of leading zeroes with %x in SDL_sscanf() + - Fix a typo in documentation + + -- Simon McVittie Wed, 12 Mar 2025 18:06:47 +0000 + +libsdl2 (2.32.2+dfsg-1) unstable; urgency=medium + + * New upstream stable release + * Drop patches that came from upstream: included in the new release + + -- Simon McVittie Mon, 03 Mar 2025 09:45:27 +0000 + +libsdl2 (2.32.0+dfsg-2) unstable; urgency=medium + + * d/patches: Update to upstream release-2.32.x branch commit + release-2.32.0-12-g024c27645, excluding Emscripten-, Github-, macOS-, + OS/2- and Windows-specific changes + - d/p/Changed-PULSEAUDIO_FlushRecording-to-only-flush-audio-pre.patch: + Fix audio capture regression since 2.30 with PulseAudio (Closes: #1096138) + - d/p/SDL2-Add-SDL_HINT_JOYSTICK_HAPTIC_AXES.patch: + Add a hint to override number of joystick haptic axes + - d/p/Added-support-for-the-n-sscanf-format-specifier.patch: + %n support in SDL_sscanf and its relatives + - Documentation updates + + -- Simon McVittie Tue, 25 Feb 2025 17:09:58 +0000 + +libsdl2 (2.32.0+dfsg-1) unstable; urgency=medium + + * New upstream stable release + * d/copyright: Update for new Wayland protocols + * d/p/debian/no-libdir.patch: Refresh + + -- Simon McVittie Mon, 10 Feb 2025 17:41:52 +0000 + +libsdl2 (2.30.12+dfsg-2) unstable; urgency=medium + + * d/rules: Treat testtimer as flaky when running on non-x86, non-aarch64. + There is an assertion that requesting a 1ms delay does not result + in a delay of more than 100ms, and that isn't reliably true on slow + machines like riscv64 or batch-processing-oriented machines like + s390x, resulting in intermittent autopkgtest failures. + This makes those machines unsuitable for playing fast-paced SDL-based + games, but we already knew that. + * d/copyright: Update URL for where to look for releases + + -- Simon McVittie Fri, 07 Feb 2025 17:54:06 +0000 + +libsdl2 (2.30.12+dfsg-1) unstable; urgency=medium + + * New upstream stable release + + -- Simon McVittie Mon, 03 Feb 2025 13:58:39 +0000 + libsdl2 (2.30.11+dfsg-1) unstable; urgency=medium * New upstream stable release diff --git a/debian/control b/debian/control index 5241d60..5ccc494 100644 --- a/debian/control +++ b/debian/control @@ -6,7 +6,7 @@ Uploaders: Manuel A. Fernandez Montecelo , Felix Geyer , Simon McVittie -Standards-Version: 4.7.0 +Standards-Version: 4.7.2 Build-Depends: debhelper-compat (= 13), fcitx-libs-dev, diff --git a/debian/copyright b/debian/copyright index 18d4abb..3ee269e 100644 --- a/debian/copyright +++ b/debian/copyright @@ -1,7 +1,7 @@ Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/ Upstream-Name: SDL Upstream-Contact: Sam Lantinga -Source: https://www.libsdl.org/ +Source: https://github.com/libsdl-org/SDL/releases Files-Excluded: Android.mk android-project src/hidapi/windows/ddk_build @@ -140,7 +140,11 @@ Copyright: 2015 Samsung Electronics Co., Ltd 2015-2018 Red Hat, Inc. 2018 Purism SPC + 2018 The Chromium Authors 2022 Kenny Levinsen + 2023 Simon Ser + 2023-2024 Matthias Klumpp + 2024 David Edmundson License: Expat and MIT-open-group Files: debian/* diff --git a/debian/patches/debian/no-libdir.patch b/debian/patches/debian/no-libdir.patch index ef34de7..d8da3db 100644 --- a/debian/patches/debian/no-libdir.patch +++ b/debian/patches/debian/no-libdir.patch @@ -28,11 +28,11 @@ Last-Update: 2023-09-18 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/sdl2-config.in b/sdl2-config.in -index f6eca76..d7b7945 100644 +index b41fc16..b88c228 100644 --- a/sdl2-config.in +++ b/sdl2-config.in -@@ -7,7 +7,6 @@ bindir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)") - prefix=$(cd -P -- "$bindir/@bin_prefix_relpath@" && printf '%s\n' "$(pwd -P)") +@@ -7,7 +7,6 @@ bindir=`cd -P -- "\`dirname -- "$0"\`" && printf '%s\n' "\`pwd -P\`"` + prefix=`cd -P -- "$bindir/@bin_prefix_relpath@" && printf '%s\n' "\`pwd -P\`"` exec_prefix=@exec_prefix@ exec_prefix_set=no -libdir=@libdir@ diff --git a/debian/rules b/debian/rules index 9a27626..d47f02e 100755 --- a/debian/rules +++ b/debian/rules @@ -160,6 +160,13 @@ ifeq ($(filter nocheck,$(DEB_BUILD_OPTIONS)),) if [ -e debian/tests-failed ]; then exit 1; fi endif +# Only run testtimer as an autopkgtest on machines that we're reasonably +# sure are both fast and set up to be usable for interactive use +# (currently only x86 and 64-bit ARM). +# There is an assertion that requesting a 1ms delay does not result in +# a delay of more than 100ms, and that's not going to be reliably true +# on slow machines like riscv64 or batch-processing-oriented machines +# like s390x. override_dh_auto_install-arch: dh_auto_install -- V=1 dh_auto_install \ @@ -168,6 +175,9 @@ override_dh_auto_install-arch: --builddirectory=$(CURDIR)/debian/build-tests \ -- \ V=1 +ifeq (,$(filter amd64 arm64 i386,$(DEB_HOST_ARCH))) + rm -fv debian/tmp/usr/share/installed-tests/SDL2/testtimer.test +endif # debhelper >= 13.4 makes all of /usr/libexec executable, which is not # quite right for installed-tests diff --git a/debian/salsa-ci.yml b/debian/salsa-ci.yml index 8424db4..3b85cae 100644 --- a/debian/salsa-ci.yml +++ b/debian/salsa-ci.yml @@ -1,3 +1,9 @@ --- include: - https://salsa.debian.org/salsa-ci-team/pipeline/raw/master/recipes/debian.yml + +variables: + # False positive: sdl2-compat Conflicts/Replaces with us, so we do not + # need Breaks/Replaces with it. + # https://salsa.debian.org/salsa-ci-team/pipeline/-/issues/421 + SALSA_CI_DISABLE_MISSING_BREAKS: 1 diff --git a/debian/tests/control b/debian/tests/control index d8f44ea..50ec53f 100644 --- a/debian/tests/control +++ b/debian/tests/control @@ -10,6 +10,10 @@ Tests: cmake Depends: build-essential, cmake, libsdl2-dev Restrictions: allow-stderr, superficial +Tests: flaky +Depends: libsdl2-tests +Restrictions: allow-stderr, flaky, superficial + Tests: installed-tests Depends: gnome-desktop-testing, libsdl2-tests Restrictions: allow-stderr diff --git a/debian/tests/flaky b/debian/tests/flaky new file mode 100755 index 0000000..0f70c02 --- /dev/null +++ b/debian/tests/flaky @@ -0,0 +1,19 @@ +#!/bin/sh + +set -eu + +if [ -z "${HOME-}" ] || ! [ -w "${HOME}" ]; then + export HOME="${AUTOPKGTEST_TMP}" +fi + +export SDL_AUDIODRIVER=dummy +export SDL_VIDEODRIVER=dummy +export SDL2COMPAT_DEBUG_LOGGING=1 + +cd "$AUTOPKGTEST_TMP" + +failed=0 + +/usr/libexec/installed-tests/SDL2/testtimer || failed=1 + +exit "$failed" diff --git a/docs/README-android.md b/docs/README-android.md index b886f06..6b43078 100644 --- a/docs/README-android.md +++ b/docs/README-android.md @@ -1,483 +1,483 @@ -Android -================================================================================ - -Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: -http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html - -The rest of this README covers the Android gradle style build process. - -If you are using the older ant build process, it is no longer officially -supported, but you can use the "android-project-ant" directory as a template. - - -Requirements -================================================================================ - -Android SDK (version 34 or later) -https://developer.android.com/sdk/index.html - -Android NDK r15c or later -https://developer.android.com/tools/sdk/ndk/index.html - -Minimum API level supported by SDL: 19 (Android 4.4) - - -How the port works -================================================================================ - -- Android applications are Java-based, optionally with parts written in C -- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to - the SDL library -- This means that your application C code must be placed inside an Android - Java project, along with some C support code that communicates with Java -- This eventually produces a standard Android .apk package - -The Android Java code implements an "Activity" and can be found in: -android-project/app/src/main/java/org/libsdl/app/SDLActivity.java - -The Java code loads your game code, the SDL shared library, and -dispatches to native functions implemented in the SDL library: -src/core/android/SDL_android.c - - -Building an app -================================================================================ - -For simple projects you can use the script located at build-scripts/androidbuild.sh - -There's two ways of using it: - - androidbuild.sh com.yourcompany.yourapp < sources.list - androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c - -sources.list should be a text file with a source file name in each line -Filenames should be specified relative to the current directory, for example if -you are in the build-scripts directory and want to create the testgles.c test, you'll -run: - - ./androidbuild.sh org.libsdl.testgles ../test/testgles.c - -One limitation of this script is that all sources provided will be aggregated into -a single directory, thus all your source files should have a unique name. - -Once the project is complete the script will tell you where the debug APK is located. -If you want to create a signed release APK, you can use the project created by this -utility to generate it. - -Finally, a word of caution: re running androidbuild.sh wipes any changes you may have -done in the build directory for the app! - - - -For more complex projects, follow these instructions: - -1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT). - - (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.) - -2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory - -(This is needed as the source of SDL has to be compiled by the Android compiler) - -3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files. - -(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration) - -4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building. - -4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device - - -If you already have a project that uses CMake, the instructions change somewhat: - -1. Do points 1 and 2 from the instruction above. -2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build - and uncomment the cmake sections. Add arguments to the CMake invocation as needed. -3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to - adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static - as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)" - in your CMakeLists.txt file. Also be aware that you should use add_library() instead of - add_executable() for the target containing your "main" function. - -If you wish to use Android Studio, you can skip the last step. - -4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any - connected Android device - -Here's an explanation of the files in the Android project, so you can customize them: - - android-project/app - build.gradle - build info including the application version and SDK - src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application. - jni/ - directory holding native code - jni/Application.mk - Application JNI settings, including target platform and STL library - jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories - jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject - jni/SDL/ - (symlink to) directory holding the SDL library files - jni/SDL/Android.mk - Android makefile for creating the SDL shared library - jni/src/ - directory holding your C/C++ source - jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references - jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references - src/main/assets/ - directory holding asset files for your application - src/main/res/ - directory holding resources for your application - src/main/res/mipmap-* - directories holding icons for different phone hardware - src/main/res/values/strings.xml - strings used in your application, including the application name - src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application. - - -Customizing your application name -================================================================================ - -To customize your application name, edit AndroidManifest.xml and replace -"org.libsdl.app" with an identifier for your product package. - -Then create a Java class extending SDLActivity and place it in a directory -under src matching your package, e.g. - - src/com/gamemaker/game/MyGame.java - -Here's an example of a minimal class file: - - --- MyGame.java -------------------------- - package com.gamemaker.game; - - import org.libsdl.app.SDLActivity; - - /** - * A sample wrapper class that just calls SDLActivity - */ - - public class MyGame extends SDLActivity { } - - ------------------------------------------ - -Then replace "SDLActivity" in AndroidManifest.xml with the name of your -class, .e.g. "MyGame" - - -Customizing your application icon -================================================================================ - -Conceptually changing your icon is just replacing the "ic_launcher.png" files in -the drawable directories under the res directory. There are several directories -for different screen sizes. - - -Loading assets -================================================================================ - -Any files you put in the "app/src/main/assets" directory of your project -directory will get bundled into the application package and you can load -them using the standard functions in SDL_rwops.h. - -There are also a few Android specific functions that allow you to get other -useful paths for saving and loading data: -* SDL_AndroidGetInternalStoragePath() -* SDL_AndroidGetExternalStorageState() -* SDL_AndroidGetExternalStoragePath() - -See SDL_system.h for more details on these functions. - -The asset packaging system will, by default, compress certain file extensions. -SDL includes two asset file access mechanisms, the preferred one is the so -called "File Descriptor" method, which is faster and doesn't involve the Dalvik -GC, but given this method does not work on compressed assets, there is also the -"Input Stream" method, which is automatically used as a fall back by SDL. You -may want to keep this fact in mind when building your APK, specially when large -files are involved. -For more information on which extensions get compressed by default and how to -disable this behaviour, see for example: - -http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ - - -Pause / Resume behaviour -================================================================================ - -If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default), -the event loop will block itself when the app is paused (ie, when the user -returns to the main Android dashboard). Blocking is better in terms of battery -use, and it allows your app to spring back to life instantaneously after resume -(versus polling for a resume message). - -Upon resume, SDL will attempt to restore the GL context automatically. -In modern devices (Android 3.0 and up) this will most likely succeed and your -app can continue to operate as it was. - -However, there's a chance (on older hardware, or on systems under heavy load), -where the GL context can not be restored. In that case you have to listen for -a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures -manually or quit the app. - -You should not use the SDL renderer API while the app going in background: -- SDL_APP_WILLENTERBACKGROUND: - after you read this message, GL context gets backed-up and you should not - use the SDL renderer API. - - When this event is received, you have to set the render target to NULL, if you're using it. - (eg call SDL_SetRenderTarget(renderer, NULL)) - -- SDL_APP_DIDENTERFOREGROUND: - GL context is restored, and the SDL renderer API is available (unless you - receive SDL_RENDER_DEVICE_RESET). - -Mouse / Touch events -================================================================================ - -In some case, SDL generates synthetic mouse (resp. touch) events for touch -(resp. mouse) devices. -To enable/disable this behavior, see SDL_hints.h: -- SDL_HINT_TOUCH_MOUSE_EVENTS -- SDL_HINT_MOUSE_TOUCH_EVENTS - -Misc -================================================================================ - -For some device, it appears to works better setting explicitly GL attributes -before creating a window: - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); - -Threads and the Java VM -================================================================================ - -For a quick tour on how Linux native threads interoperate with the Java VM, take -a look here: https://developer.android.com/guide/practices/jni.html - -If you want to use threads in your SDL app, it's strongly recommended that you -do so by creating them using SDL functions. This way, the required attach/detach -handling is managed by SDL automagically. If you have threads created by other -means and they make calls to SDL functions, make sure that you call -Android_JNI_SetupThread() before doing anything else otherwise SDL will attach -your thread automatically anyway (when you make an SDL call), but it'll never -detach it. - - -If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), -it won't be able to find your java class and method because of the java class loader -which is different for native threads, than for java threads (eg your "main()"). - -the work-around is to find class/method, in you "main()" thread, and to use them -in your native thread. - -see: -https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class - -Using STL -================================================================================ - -You can use STL in your project by creating an Application.mk file in the jni -folder and adding the following line: - - APP_STL := c++_shared - -For more information go here: - https://developer.android.com/ndk/guides/cpp-support - - -Using the emulator -================================================================================ - -There are some good tips and tricks for getting the most out of the -emulator here: https://developer.android.com/tools/devices/emulator.html - -Especially useful is the info on setting up OpenGL ES 2.0 emulation. - -Notice that this software emulator is incredibly slow and needs a lot of disk space. -Using a real device works better. - - -Troubleshooting -================================================================================ - -You can see if adb can see any devices with the following command: - - adb devices - -You can see the output of log messages on the default device with: - - adb logcat - -You can push files to the device with: - - adb push local_file remote_path_and_file - -You can push files to the SD Card at /sdcard, for example: - - adb push moose.dat /sdcard/moose.dat - -You can see the files on the SD card with a shell command: - - adb shell ls /sdcard/ - -You can start a command shell on the default device with: - - adb shell - -You can remove the library files of your project (and not the SDL lib files) with: - - ndk-build clean - -You can do a build with the following command: - - ndk-build - -You can see the complete command line that ndk-build is using by passing V=1 on the command line: - - ndk-build V=1 - -If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace: - https://developer.android.com/ndk/guides/ndk-stack - -If you want to go through the process manually, you can use addr2line to convert the -addresses in the stack trace to lines in your code. - -For example, if your crash looks like this: - - I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 - I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 - I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c - I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c - I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 - I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so - I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so - I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so - I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so - -You can see that there's a crash in the C library being called from the main code. -I run addr2line with the debug version of my code: - - arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so - -and then paste in the number after "pc" in the call stack, from the line that I care about: -000014bc - -I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. - -You can add logging to your code to help show what's happening: - - #include - - __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); - -If you need to build without optimization turned on, you can create a file called -"Application.mk" in the jni directory, with the following line in it: - - APP_OPTIM := debug - - -Memory debugging -================================================================================ - -The best (and slowest) way to debug memory issues on Android is valgrind. -Valgrind has support for Android out of the box, just grab code using: - - svn co svn://svn.valgrind.org/valgrind/trunk valgrind - -... and follow the instructions in the file README.android to build it. - -One thing I needed to do on Mac OS X was change the path to the toolchain, -and add ranlib to the environment variables: -export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib - -Once valgrind is built, you can create a wrapper script to launch your -application with it, changing org.libsdl.app to your package identifier: - - --- start_valgrind_app ------------------- - #!/system/bin/sh - export TMPDIR=/data/data/org.libsdl.app - exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* - ------------------------------------------ - -Then push it to the device: - - adb push start_valgrind_app /data/local - -and make it executable: - - adb shell chmod 755 /data/local/start_valgrind_app - -and tell Android to use the script to launch your application: - - adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" - -If the setprop command says "could not set property", it's likely that -your package name is too long and you should make it shorter by changing -AndroidManifest.xml and the path to your class file in android-project/src - -You can then launch your application normally and waaaaaaaiiittt for it. -You can monitor the startup process with the logcat command above, and -when it's done (or even while it's running) you can grab the valgrind -output file: - - adb pull /sdcard/valgrind.log - -When you're done instrumenting with valgrind, you can disable the wrapper: - - adb shell setprop wrap.org.libsdl.app "" - - -Graphics debugging -================================================================================ - -If you are developing on a compatible Tegra-based tablet, NVidia provides -Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL -and GLES libraries, you must follow their instructions for installing the -interposer library on a rooted device. The non-rooted instructions are not -compatible with applications that use SDL2 for video. - -The Tegra Graphics Debugger is available from NVidia here: -https://developer.nvidia.com/tegra-graphics-debugger - - -Why is API level 19 the minimum required? -================================================================================ - -The latest NDK toolchain doesn't support targeting earlier than API level 19. -As of this writing, according to https://www.composables.com/tools/distribution-chart -about 99.7% of the Android devices accessing Google Play support API level 19 or -higher (August 2023). - - -A note regarding the use of the "dirty rectangles" rendering technique -================================================================================ - -If your app uses a variation of the "dirty rectangles" rendering technique, -where you only update a portion of the screen on each frame, you may notice a -variety of visual glitches on Android, that are not present on other platforms. -This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 -contexts, in particular the use of the eglSwapBuffers function. As stated in the -documentation for the function "The contents of ancillary buffers are always -undefined after calling eglSwapBuffers". -Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED -is not possible for SDL as it requires EGL 1.4, available only on the API level -17+, so the only workaround available on this platform is to redraw the entire -screen each frame. - -Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html - - -Ending your application -================================================================================ - -Two legitimate ways: - -- return from your main() function. Java side will automatically terminate the -Activity by calling Activity.finish(). - -- Android OS can decide to terminate your application by calling onDestroy() -(see Activity life cycle). Your application will receive a SDL_QUIT event you -can handle to save things and quit. - -Don't call exit() as it stops the activity badly. - -NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode -SDLK_AC_BACK, for any purpose. - -Known issues -================================================================================ - -- The number of buttons reported for each joystick is hardcoded to be 36, which -is the current maximum number of buttons Android can report. - +Android +================================================================================ + +Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: +http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html + +The rest of this README covers the Android gradle style build process. + +If you are using the older ant build process, it is no longer officially +supported, but you can use the "android-project-ant" directory as a template. + + +Requirements +================================================================================ + +Android SDK (version 34 or later) +https://developer.android.com/sdk/index.html + +Android NDK r15c or later +https://developer.android.com/tools/sdk/ndk/index.html + +Minimum API level supported by SDL: 19 (Android 4.4) + + +How the port works +================================================================================ + +- Android applications are Java-based, optionally with parts written in C +- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to + the SDL library +- This means that your application C code must be placed inside an Android + Java project, along with some C support code that communicates with Java +- This eventually produces a standard Android .apk package + +The Android Java code implements an "Activity" and can be found in: +android-project/app/src/main/java/org/libsdl/app/SDLActivity.java + +The Java code loads your game code, the SDL shared library, and +dispatches to native functions implemented in the SDL library: +src/core/android/SDL_android.c + + +Building an app +================================================================================ + +For simple projects you can use the script located at build-scripts/androidbuild.sh + +There's two ways of using it: + + androidbuild.sh com.yourcompany.yourapp < sources.list + androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c + +sources.list should be a text file with a source file name in each line +Filenames should be specified relative to the current directory, for example if +you are in the build-scripts directory and want to create the testgles.c test, you'll +run: + + ./androidbuild.sh org.libsdl.testgles ../test/testgles.c + +One limitation of this script is that all sources provided will be aggregated into +a single directory, thus all your source files should have a unique name. + +Once the project is complete the script will tell you where the debug APK is located. +If you want to create a signed release APK, you can use the project created by this +utility to generate it. + +Finally, a word of caution: re running androidbuild.sh wipes any changes you may have +done in the build directory for the app! + + + +For more complex projects, follow these instructions: + +1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT). + + (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.) + +2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory + +(This is needed as the source of SDL has to be compiled by the Android compiler) + +3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files. + +(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration) + +4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building. + +4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device + + +If you already have a project that uses CMake, the instructions change somewhat: + +1. Do points 1 and 2 from the instruction above. +2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build + and uncomment the cmake sections. Add arguments to the CMake invocation as needed. +3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to + adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static + as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)" + in your CMakeLists.txt file. Also be aware that you should use add_library() instead of + add_executable() for the target containing your "main" function. + +If you wish to use Android Studio, you can skip the last step. + +4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any + connected Android device + +Here's an explanation of the files in the Android project, so you can customize them: + + android-project/app + build.gradle - build info including the application version and SDK + src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application. + jni/ - directory holding native code + jni/Application.mk - Application JNI settings, including target platform and STL library + jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories + jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject + jni/SDL/ - (symlink to) directory holding the SDL library files + jni/SDL/Android.mk - Android makefile for creating the SDL shared library + jni/src/ - directory holding your C/C++ source + jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references + jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references + src/main/assets/ - directory holding asset files for your application + src/main/res/ - directory holding resources for your application + src/main/res/mipmap-* - directories holding icons for different phone hardware + src/main/res/values/strings.xml - strings used in your application, including the application name + src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application. + + +Customizing your application name +================================================================================ + +To customize your application name, edit AndroidManifest.xml and replace +"org.libsdl.app" with an identifier for your product package. + +Then create a Java class extending SDLActivity and place it in a directory +under src matching your package, e.g. + + src/com/gamemaker/game/MyGame.java + +Here's an example of a minimal class file: + + --- MyGame.java -------------------------- + package com.gamemaker.game; + + import org.libsdl.app.SDLActivity; + + /** + * A sample wrapper class that just calls SDLActivity + */ + + public class MyGame extends SDLActivity { } + + ------------------------------------------ + +Then replace "SDLActivity" in AndroidManifest.xml with the name of your +class, .e.g. "MyGame" + + +Customizing your application icon +================================================================================ + +Conceptually changing your icon is just replacing the "ic_launcher.png" files in +the drawable directories under the res directory. There are several directories +for different screen sizes. + + +Loading assets +================================================================================ + +Any files you put in the "app/src/main/assets" directory of your project +directory will get bundled into the application package and you can load +them using the standard functions in SDL_rwops.h. + +There are also a few Android specific functions that allow you to get other +useful paths for saving and loading data: +* SDL_AndroidGetInternalStoragePath() +* SDL_AndroidGetExternalStorageState() +* SDL_AndroidGetExternalStoragePath() + +See SDL_system.h for more details on these functions. + +The asset packaging system will, by default, compress certain file extensions. +SDL includes two asset file access mechanisms, the preferred one is the so +called "File Descriptor" method, which is faster and doesn't involve the Dalvik +GC, but given this method does not work on compressed assets, there is also the +"Input Stream" method, which is automatically used as a fall back by SDL. You +may want to keep this fact in mind when building your APK, specially when large +files are involved. +For more information on which extensions get compressed by default and how to +disable this behaviour, see for example: + +http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ + + +Pause / Resume behaviour +================================================================================ + +If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default), +the event loop will block itself when the app is paused (ie, when the user +returns to the main Android dashboard). Blocking is better in terms of battery +use, and it allows your app to spring back to life instantaneously after resume +(versus polling for a resume message). + +Upon resume, SDL will attempt to restore the GL context automatically. +In modern devices (Android 3.0 and up) this will most likely succeed and your +app can continue to operate as it was. + +However, there's a chance (on older hardware, or on systems under heavy load), +where the GL context can not be restored. In that case you have to listen for +a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures +manually or quit the app. + +You should not use the SDL renderer API while the app going in background: +- SDL_APP_WILLENTERBACKGROUND: + after you read this message, GL context gets backed-up and you should not + use the SDL renderer API. + + When this event is received, you have to set the render target to NULL, if you're using it. + (eg call SDL_SetRenderTarget(renderer, NULL)) + +- SDL_APP_DIDENTERFOREGROUND: + GL context is restored, and the SDL renderer API is available (unless you + receive SDL_RENDER_DEVICE_RESET). + +Mouse / Touch events +================================================================================ + +In some case, SDL generates synthetic mouse (resp. touch) events for touch +(resp. mouse) devices. +To enable/disable this behavior, see SDL_hints.h: +- SDL_HINT_TOUCH_MOUSE_EVENTS +- SDL_HINT_MOUSE_TOUCH_EVENTS + +Misc +================================================================================ + +For some device, it appears to works better setting explicitly GL attributes +before creating a window: + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + +Threads and the Java VM +================================================================================ + +For a quick tour on how Linux native threads interoperate with the Java VM, take +a look here: https://developer.android.com/guide/practices/jni.html + +If you want to use threads in your SDL app, it's strongly recommended that you +do so by creating them using SDL functions. This way, the required attach/detach +handling is managed by SDL automagically. If you have threads created by other +means and they make calls to SDL functions, make sure that you call +Android_JNI_SetupThread() before doing anything else otherwise SDL will attach +your thread automatically anyway (when you make an SDL call), but it'll never +detach it. + + +If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), +it won't be able to find your java class and method because of the java class loader +which is different for native threads, than for java threads (eg your "main()"). + +the work-around is to find class/method, in you "main()" thread, and to use them +in your native thread. + +see: +https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class + +Using STL +================================================================================ + +You can use STL in your project by creating an Application.mk file in the jni +folder and adding the following line: + + APP_STL := c++_shared + +For more information go here: + https://developer.android.com/ndk/guides/cpp-support + + +Using the emulator +================================================================================ + +There are some good tips and tricks for getting the most out of the +emulator here: https://developer.android.com/tools/devices/emulator.html + +Especially useful is the info on setting up OpenGL ES 2.0 emulation. + +Notice that this software emulator is incredibly slow and needs a lot of disk space. +Using a real device works better. + + +Troubleshooting +================================================================================ + +You can see if adb can see any devices with the following command: + + adb devices + +You can see the output of log messages on the default device with: + + adb logcat + +You can push files to the device with: + + adb push local_file remote_path_and_file + +You can push files to the SD Card at /sdcard, for example: + + adb push moose.dat /sdcard/moose.dat + +You can see the files on the SD card with a shell command: + + adb shell ls /sdcard/ + +You can start a command shell on the default device with: + + adb shell + +You can remove the library files of your project (and not the SDL lib files) with: + + ndk-build clean + +You can do a build with the following command: + + ndk-build + +You can see the complete command line that ndk-build is using by passing V=1 on the command line: + + ndk-build V=1 + +If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace: + https://developer.android.com/ndk/guides/ndk-stack + +If you want to go through the process manually, you can use addr2line to convert the +addresses in the stack trace to lines in your code. + +For example, if your crash looks like this: + + I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 + I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 + I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c + I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c + I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 + I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so + I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so + I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so + I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so + +You can see that there's a crash in the C library being called from the main code. +I run addr2line with the debug version of my code: + + arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so + +and then paste in the number after "pc" in the call stack, from the line that I care about: +000014bc + +I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. + +You can add logging to your code to help show what's happening: + + #include + + __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); + +If you need to build without optimization turned on, you can create a file called +"Application.mk" in the jni directory, with the following line in it: + + APP_OPTIM := debug + + +Memory debugging +================================================================================ + +The best (and slowest) way to debug memory issues on Android is valgrind. +Valgrind has support for Android out of the box, just grab code using: + + svn co svn://svn.valgrind.org/valgrind/trunk valgrind + +... and follow the instructions in the file README.android to build it. + +One thing I needed to do on Mac OS X was change the path to the toolchain, +and add ranlib to the environment variables: +export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib + +Once valgrind is built, you can create a wrapper script to launch your +application with it, changing org.libsdl.app to your package identifier: + + --- start_valgrind_app ------------------- + #!/system/bin/sh + export TMPDIR=/data/data/org.libsdl.app + exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* + ------------------------------------------ + +Then push it to the device: + + adb push start_valgrind_app /data/local + +and make it executable: + + adb shell chmod 755 /data/local/start_valgrind_app + +and tell Android to use the script to launch your application: + + adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" + +If the setprop command says "could not set property", it's likely that +your package name is too long and you should make it shorter by changing +AndroidManifest.xml and the path to your class file in android-project/src + +You can then launch your application normally and waaaaaaaiiittt for it. +You can monitor the startup process with the logcat command above, and +when it's done (or even while it's running) you can grab the valgrind +output file: + + adb pull /sdcard/valgrind.log + +When you're done instrumenting with valgrind, you can disable the wrapper: + + adb shell setprop wrap.org.libsdl.app "" + + +Graphics debugging +================================================================================ + +If you are developing on a compatible Tegra-based tablet, NVidia provides +Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL +and GLES libraries, you must follow their instructions for installing the +interposer library on a rooted device. The non-rooted instructions are not +compatible with applications that use SDL2 for video. + +The Tegra Graphics Debugger is available from NVidia here: +https://developer.nvidia.com/tegra-graphics-debugger + + +Why is API level 19 the minimum required? +================================================================================ + +The latest NDK toolchain doesn't support targeting earlier than API level 19. +As of this writing, according to https://www.composables.com/tools/distribution-chart +about 99.7% of the Android devices accessing Google Play support API level 19 or +higher (August 2023). + + +A note regarding the use of the "dirty rectangles" rendering technique +================================================================================ + +If your app uses a variation of the "dirty rectangles" rendering technique, +where you only update a portion of the screen on each frame, you may notice a +variety of visual glitches on Android, that are not present on other platforms. +This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 +contexts, in particular the use of the eglSwapBuffers function. As stated in the +documentation for the function "The contents of ancillary buffers are always +undefined after calling eglSwapBuffers". +Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED +is not possible for SDL as it requires EGL 1.4, available only on the API level +17+, so the only workaround available on this platform is to redraw the entire +screen each frame. + +Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html + + +Ending your application +================================================================================ + +Two legitimate ways: + +- return from your main() function. Java side will automatically terminate the +Activity by calling Activity.finish(). + +- Android OS can decide to terminate your application by calling onDestroy() +(see Activity life cycle). Your application will receive a SDL_QUIT event you +can handle to save things and quit. + +Don't call exit() as it stops the activity badly. + +NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode +SDLK_AC_BACK, for any purpose. + +Known issues +================================================================================ + +- The number of buttons reported for each joystick is hardcoded to be 36, which +is the current maximum number of buttons Android can report. + diff --git a/docs/README-cmake.md b/docs/README-cmake.md index cfd4066..205ddbd 100644 --- a/docs/README-cmake.md +++ b/docs/README-cmake.md @@ -1,163 +1,163 @@ -# CMake - -(www.cmake.org) - -SDL's build system was traditionally based on autotools. Over time, this -approach has suffered from several issues across the different supported -platforms. -To solve these problems, a new build system based on CMake was introduced. -It is developed in parallel to the legacy autotools build system, so users -can experiment with it without complication. - -The CMake build system is supported on the following platforms: - -* FreeBSD -* Linux -* Microsoft Visual C -* MinGW and Msys -* macOS, iOS, and tvOS, with support for XCode -* Android -* Emscripten -* RiscOS -* Playstation Vita - -## Building SDL - -Assuming the source for SDL is located at `~/sdl` -```sh -cd ~ -mkdir build -cd build -cmake ~/sdl -cmake --build . -``` - -This will build the static and dynamic versions of SDL in the `~/build` directory. -Installation can be done using: - -```sh -cmake --install . # '--install' requires CMake 3.15, or newer -``` - -## Including SDL in your project - -SDL can be included in your project in 2 major ways: -- using a system SDL library, provided by your (*nix) distribution or a package manager -- using a vendored SDL library: this is SDL copied or symlinked in a subfolder. - -The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. - -```cmake -cmake_minimum_required(VERSION 3.5) -project(mygame) - -# Create an option to switch between a system sdl library and a vendored sdl library -option(MYGAME_VENDORED "Use vendored libraries" OFF) - -if(MYGAME_VENDORED) - add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL) -else() - # 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found - find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2) - - # 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available - find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main) -endif() - -# Create your game executable target as usual -add_executable(mygame WIN32 mygame.c) - -# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications -if(TARGET SDL2::SDL2main) - # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static) - target_link_libraries(mygame PRIVATE SDL2::SDL2main) -endif() - -# Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary. -target_link_libraries(mygame PRIVATE SDL2::SDL2) -``` - -### A system SDL library - -For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). - -The following components are available, to be used as an argument of `find_package`. - -| Component name | Description | -|----------------|--------------------------------------------------------------------------------------------| -| SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] | -| SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target | -| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target | -| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target | - -### Using a vendored SDL - -This only requires a copy of SDL in a subdirectory. - -## CMake configuration options for platforms - -### iOS/tvOS - -CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built -using Xcode or Make, possibly among other build-systems. - -When using a recent version of CMake (3.14+), it should be possible to: - -- build SDL for iOS, both static and dynamic -- build SDL test apps (as iOS/tvOS .app bundles) -- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) - -To use, set the following CMake variables when running CMake's configuration stage: - -- `CMAKE_SYSTEM_NAME=` (either `iOS` or `tvOS`) -- `CMAKE_OSX_SYSROOT=` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, - `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) -- `CMAKE_OSX_ARCHITECTURES=` (example: "arm64;armv7s;x86_64") - - -#### Examples - -- for iOS-Simulator, using the latest, installed SDK: - - ```bash - cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - ``` - -- for iOS-Device, using the latest, installed SDK, 64-bit only - - ```bash - cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - ``` - -- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit - - ```cmake - cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - ``` - -- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): - - ```cmake - cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - ``` - -- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): - - ```cmake - cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - ``` - -- for tvOS-Simulator, using the latest, installed SDK: - - ```cmake - cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - ``` - -- for tvOS-Device, using the latest, installed SDK: - - ```cmake - cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` - ``` - - -[^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons. +# CMake + +(www.cmake.org) + +SDL's build system was traditionally based on autotools. Over time, this +approach has suffered from several issues across the different supported +platforms. +To solve these problems, a new build system based on CMake was introduced. +It is developed in parallel to the legacy autotools build system, so users +can experiment with it without complication. + +The CMake build system is supported on the following platforms: + +* FreeBSD +* Linux +* Microsoft Visual C +* MinGW and Msys +* macOS, iOS, and tvOS, with support for XCode +* Android +* Emscripten +* RiscOS +* Playstation Vita + +## Building SDL + +Assuming the source for SDL is located at `~/sdl` +```sh +cd ~ +mkdir build +cd build +cmake ~/sdl +cmake --build . +``` + +This will build the static and dynamic versions of SDL in the `~/build` directory. +Installation can be done using: + +```sh +cmake --install . # '--install' requires CMake 3.15, or newer +``` + +## Including SDL in your project + +SDL can be included in your project in 2 major ways: +- using a system SDL library, provided by your (*nix) distribution or a package manager +- using a vendored SDL library: this is SDL copied or symlinked in a subfolder. + +The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. + +```cmake +cmake_minimum_required(VERSION 3.5) +project(mygame) + +# Create an option to switch between a system sdl library and a vendored sdl library +option(MYGAME_VENDORED "Use vendored libraries" OFF) + +if(MYGAME_VENDORED) + add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL) +else() + # 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found + find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2) + + # 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available + find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main) +endif() + +# Create your game executable target as usual +add_executable(mygame WIN32 mygame.c) + +# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications +if(TARGET SDL2::SDL2main) + # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static) + target_link_libraries(mygame PRIVATE SDL2::SDL2main) +endif() + +# Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary. +target_link_libraries(mygame PRIVATE SDL2::SDL2) +``` + +### A system SDL library + +For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). + +The following components are available, to be used as an argument of `find_package`. + +| Component name | Description | +|----------------|--------------------------------------------------------------------------------------------| +| SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] | +| SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target | +| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target | +| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target | + +### Using a vendored SDL + +This only requires a copy of SDL in a subdirectory. + +## CMake configuration options for platforms + +### iOS/tvOS + +CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built +using Xcode or Make, possibly among other build-systems. + +When using a recent version of CMake (3.14+), it should be possible to: + +- build SDL for iOS, both static and dynamic +- build SDL test apps (as iOS/tvOS .app bundles) +- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) + +To use, set the following CMake variables when running CMake's configuration stage: + +- `CMAKE_SYSTEM_NAME=` (either `iOS` or `tvOS`) +- `CMAKE_OSX_SYSROOT=` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, + `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) +- `CMAKE_OSX_ARCHITECTURES=` (example: "arm64;armv7s;x86_64") + + +#### Examples + +- for iOS-Simulator, using the latest, installed SDK: + + ```bash + cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 + ``` + +- for iOS-Device, using the latest, installed SDK, 64-bit only + + ```bash + cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 + ``` + +- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit + + ```cmake + cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" + ``` + +- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): + + ```cmake + cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 + ``` + +- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): + + ```cmake + cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 + ``` + +- for tvOS-Simulator, using the latest, installed SDK: + + ```cmake + cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 + ``` + +- for tvOS-Device, using the latest, installed SDK: + + ```cmake + cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` + ``` + + +[^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons. diff --git a/docs/README-directfb.md b/docs/README-directfb.md index bbc6e99..c41cab2 100644 --- a/docs/README-directfb.md +++ b/docs/README-directfb.md @@ -1,123 +1,123 @@ -DirectFB -======== - -Supports: - -- Hardware YUV overlays -- OpenGL - software only -- 2D/3D accelerations (depends on directfb driver) -- multiple displays -- windows - -What you need: - -* DirectFB 1.0.1, 1.2.x, 1.3.0 -* Kernel-Framebuffer support: required: vesafb, radeonfb .... -* Mesa 7.0.x - optional for OpenGL - -The `/etc/directfbrc` file should contain the following lines to make -your joystick work and avoid crashes: - -``` -disable-module=joystick -disable-module=cle266 -disable-module=cyber5k -no-linux-input-grab -``` - -To disable to use x11 backend when DISPLAY variable is found use - -``` -export SDL_DIRECTFB_X11_CHECK=0 -``` - -To disable the use of linux input devices, i.e. multimice/multikeyboard support, -use - -``` -export SDL_DIRECTFB_LINUX_INPUT=0 -``` - -To use hardware accelerated YUV-overlays for YUV-textures, use: - -``` -export SDL_DIRECTFB_YUV_DIRECT=1 -``` - -This is disabled by default. It will only support one -YUV texture, namely the first. Every other YUV texture will be -rendered in software. - -In addition, you may use (directfb-1.2.x) - -``` -export SDL_DIRECTFB_YUV_UNDERLAY=1 -``` - -to make the YUV texture an underlay. This will make the cursor to -be shown. - -Simple Window Manager -===================== - -The driver has support for a very, very basic window manager you may -want to use when running with `wm=default`. Use - -``` -export SDL_DIRECTFB_WM=1 -``` - -to enable basic window borders. In order to have the window title rendered, -you need to have the following font installed: - -``` -/usr/share/fonts/truetype/freefont/FreeSans.ttf -``` - -OpenGL Support -============== - -The following instructions will give you *software* OpenGL. However this -works at least on all directfb supported platforms. - -As of this writing 20100802 you need to pull Mesa from git and do the following: - -``` -git clone git://anongit.freedesktop.org/git/mesa/mesa -cd mesa -git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a -``` - -Edit `configs/linux-directfb` so that the Directories-section looks like this: - -``` -# Directories -SRC_DIRS = mesa glu -GLU_DIRS = sgi -DRIVER_DIRS = directfb -PROGRAM_DIRS = -``` - -Then do the following: - -``` -make linux-directfb -make - -echo Installing - please enter sudo pw. - -sudo make install INSTALL_DIR=/usr/local/dfb_GL -cd src/mesa/drivers/directfb -make -sudo make install INSTALL_DIR=/usr/local/dfb_GL -``` - -To run the SDL - testprograms: - -``` -export SDL_VIDEODRIVER=directfb -export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib -export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7 - -./testgl -``` +DirectFB +======== + +Supports: + +- Hardware YUV overlays +- OpenGL - software only +- 2D/3D accelerations (depends on directfb driver) +- multiple displays +- windows + +What you need: + +* DirectFB 1.0.1, 1.2.x, 1.3.0 +* Kernel-Framebuffer support: required: vesafb, radeonfb .... +* Mesa 7.0.x - optional for OpenGL + +The `/etc/directfbrc` file should contain the following lines to make +your joystick work and avoid crashes: + +``` +disable-module=joystick +disable-module=cle266 +disable-module=cyber5k +no-linux-input-grab +``` + +To disable to use x11 backend when DISPLAY variable is found use + +``` +export SDL_DIRECTFB_X11_CHECK=0 +``` + +To disable the use of linux input devices, i.e. multimice/multikeyboard support, +use + +``` +export SDL_DIRECTFB_LINUX_INPUT=0 +``` + +To use hardware accelerated YUV-overlays for YUV-textures, use: + +``` +export SDL_DIRECTFB_YUV_DIRECT=1 +``` + +This is disabled by default. It will only support one +YUV texture, namely the first. Every other YUV texture will be +rendered in software. + +In addition, you may use (directfb-1.2.x) + +``` +export SDL_DIRECTFB_YUV_UNDERLAY=1 +``` + +to make the YUV texture an underlay. This will make the cursor to +be shown. + +Simple Window Manager +===================== + +The driver has support for a very, very basic window manager you may +want to use when running with `wm=default`. Use + +``` +export SDL_DIRECTFB_WM=1 +``` + +to enable basic window borders. In order to have the window title rendered, +you need to have the following font installed: + +``` +/usr/share/fonts/truetype/freefont/FreeSans.ttf +``` + +OpenGL Support +============== + +The following instructions will give you *software* OpenGL. However this +works at least on all directfb supported platforms. + +As of this writing 20100802 you need to pull Mesa from git and do the following: + +``` +git clone git://anongit.freedesktop.org/git/mesa/mesa +cd mesa +git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a +``` + +Edit `configs/linux-directfb` so that the Directories-section looks like this: + +``` +# Directories +SRC_DIRS = mesa glu +GLU_DIRS = sgi +DRIVER_DIRS = directfb +PROGRAM_DIRS = +``` + +Then do the following: + +``` +make linux-directfb +make + +echo Installing - please enter sudo pw. + +sudo make install INSTALL_DIR=/usr/local/dfb_GL +cd src/mesa/drivers/directfb +make +sudo make install INSTALL_DIR=/usr/local/dfb_GL +``` + +To run the SDL - testprograms: + +``` +export SDL_VIDEODRIVER=directfb +export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib +export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7 + +./testgl +``` diff --git a/docs/README-dynapi.md b/docs/README-dynapi.md index 76b868c..6d447ea 100644 --- a/docs/README-dynapi.md +++ b/docs/README-dynapi.md @@ -1,138 +1,138 @@ -# Dynamic API - -Originally posted on Ryan's Google+ account. - -Background: - -- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, - but developers are shipping their own SDL2 with individual Steam games. - These games might stop getting updates, but a newer SDL2 might be needed later. - Certainly we'll always be fixing bugs in SDL, even if a new video target isn't - ever needed, and these fixes won't make it to a game shipping its own SDL. -- Even if we replace the SDL2 in those games with a compatible one, that is to - say, edit a developer's Steam depot (yuck!), there are developers that are - statically linking SDL2 that we can't do this for. We can't even force the - dynamic loader to ignore their SDL2 in this case, of course. -- If you don't ship an SDL2 with the game in some form, people that disabled the - Steam Runtime, or just tried to run the game from the command line instead of - Steam might find themselves unable to run the game, due to a missing dependency. -- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target - generic Linux boxes that may or may not have SDL2 installed, you have to ship - the library or risk a total failure to launch. So now, you might have to have - a non-Steam build plus a Steam build (that is, one with and one without SDL2 - included), which is inconvenient if you could have had one universal build - that works everywhere. -- We like the zlib license, but the biggest complaint from the open source - community about the license change is the static linking. The LGPL forced this - as a legal, not technical issue, but zlib doesn't care. Even those that aren't - concerned about the GNU freedoms found themselves solving the same problems: - swapping in a newer SDL to an older game often times can save the day. - Static linking stops this dead. - -So here's what we did: - -SDL now has, internally, a table of function pointers. So, this is what SDL_Init -now looks like: - -```c -Uint32 SDL_Init(Uint32 flags) -{ - return jump_table.SDL_Init(flags); -} -``` - -Except that is all done with a bunch of macro magic so we don't have to maintain -every one of these. - -What is jump_table.SDL_init()? Eventually, that's a function pointer of the real -SDL_Init() that you've been calling all this time. But at startup, it looks more -like this: - -```c -Uint32 SDL_Init_DEFAULT(Uint32 flags) -{ - SDL_InitDynamicAPI(); - return jump_table.SDL_Init(flags); -} -``` - -SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function -pointers, which means that this `_DEFAULT` function never gets called again. -First call to any SDL function sets the whole thing up. - -So you might be asking, what was the value in that? Isn't this what the operating -system's dynamic loader was supposed to do for us? Yes, but now we've got this -level of indirection, we can do things like this: - -```bash -export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 -./MyGameThatIsStaticallyLinkedToSDL2 -``` - -And now, this game that is statically linked to SDL, can still be overridden -with a newer, or better, SDL. The statically linked one will only be used as -far as calling into the jump table in this case. But in cases where no override -is desired, the statically linked version will provide its own jump table, -and everyone is happy. - -So now: -- Developers can statically link SDL, and users can still replace it. - (We'd still rather you ship a shared library, though!) -- Developers can ship an SDL with their game, Valve can override it for, say, - new features on SteamOS, or distros can override it for their own needs, - but it'll also just work in the default case. -- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - and it'll do the right thing. -- End users (and Valve) can update a game's SDL in almost any case, - to keep abandoned games running on newer platforms. -- Everyone develops with SDL exactly as they have been doing all along. - Same headers, same ABI. Just get the latest version to enable this magic. - - -A little more about SDL_InitDynamicAPI(): - -Internally, InitAPI does some locking to make sure everything waits until a -single thread initializes everything (although even SDL_CreateThread() goes -through here before spinning a thread, too), and then decides if it should use -an external SDL library. If not, it sets up the jump table using the current -SDL's function pointers (which might be statically linked into a program, or in -a shared library of its own). If so, it loads that library and looks for and -calls a single function: - -```c -Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); -``` - -That function takes a version number (more on that in a moment), the address of -the jump table, and the size, in bytes, of the table. -Now, we've got policy here: this table's layout never changes; new stuff gets -added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all -the needed functions if tablesize <= sizeof its own jump table. If tablesize is -bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but -if it's smaller, we know we can provide the entire API that the caller needs. - -The version variable is a failsafe switch. -Right now it's always 1. This number changes when there are major API changes -(so we know if the tablesize might be smaller, or entries in it have changed). -Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not -inconceivable to have a small dispatch library that only supplies this one -function and loads different, otherwise-incompatible SDL libraries and has the -right one initialize the jump table based on the version. For something that -must generically catch lots of different versions of SDL over time, like the -Steam Client, this isn't a bad option. - -Finally, I'm sure some people are reading this and thinking, -"I don't want that overhead in my project!" - -To which I would point out that the extra function call through the jump table -probably wouldn't even show up in a profile, but lucky you: this can all be -disabled. You can build SDL without this if you absolutely must, but we would -encourage you not to do that. However, on heavily locked down platforms like -iOS, or maybe when debugging, it makes sense to disable it. The way this is -designed in SDL, you just have to change one #define, and the entire system -vaporizes out, and SDL functions exactly like it always did. Most of it is -macro magic, so the system is contained to one C file and a few headers. -However, this is on by default and you have to edit a header file to turn it -off. Our hopes is that if we make it easy to disable, but not too easy, -everyone will ultimately be able to get what they want, but we've gently -nudged everyone towards what we think is the best solution. +# Dynamic API + +Originally posted on Ryan's Google+ account. + +Background: + +- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, + but developers are shipping their own SDL2 with individual Steam games. + These games might stop getting updates, but a newer SDL2 might be needed later. + Certainly we'll always be fixing bugs in SDL, even if a new video target isn't + ever needed, and these fixes won't make it to a game shipping its own SDL. +- Even if we replace the SDL2 in those games with a compatible one, that is to + say, edit a developer's Steam depot (yuck!), there are developers that are + statically linking SDL2 that we can't do this for. We can't even force the + dynamic loader to ignore their SDL2 in this case, of course. +- If you don't ship an SDL2 with the game in some form, people that disabled the + Steam Runtime, or just tried to run the game from the command line instead of + Steam might find themselves unable to run the game, due to a missing dependency. +- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target + generic Linux boxes that may or may not have SDL2 installed, you have to ship + the library or risk a total failure to launch. So now, you might have to have + a non-Steam build plus a Steam build (that is, one with and one without SDL2 + included), which is inconvenient if you could have had one universal build + that works everywhere. +- We like the zlib license, but the biggest complaint from the open source + community about the license change is the static linking. The LGPL forced this + as a legal, not technical issue, but zlib doesn't care. Even those that aren't + concerned about the GNU freedoms found themselves solving the same problems: + swapping in a newer SDL to an older game often times can save the day. + Static linking stops this dead. + +So here's what we did: + +SDL now has, internally, a table of function pointers. So, this is what SDL_Init +now looks like: + +```c +Uint32 SDL_Init(Uint32 flags) +{ + return jump_table.SDL_Init(flags); +} +``` + +Except that is all done with a bunch of macro magic so we don't have to maintain +every one of these. + +What is jump_table.SDL_init()? Eventually, that's a function pointer of the real +SDL_Init() that you've been calling all this time. But at startup, it looks more +like this: + +```c +Uint32 SDL_Init_DEFAULT(Uint32 flags) +{ + SDL_InitDynamicAPI(); + return jump_table.SDL_Init(flags); +} +``` + +SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function +pointers, which means that this `_DEFAULT` function never gets called again. +First call to any SDL function sets the whole thing up. + +So you might be asking, what was the value in that? Isn't this what the operating +system's dynamic loader was supposed to do for us? Yes, but now we've got this +level of indirection, we can do things like this: + +```bash +export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 +./MyGameThatIsStaticallyLinkedToSDL2 +``` + +And now, this game that is statically linked to SDL, can still be overridden +with a newer, or better, SDL. The statically linked one will only be used as +far as calling into the jump table in this case. But in cases where no override +is desired, the statically linked version will provide its own jump table, +and everyone is happy. + +So now: +- Developers can statically link SDL, and users can still replace it. + (We'd still rather you ship a shared library, though!) +- Developers can ship an SDL with their game, Valve can override it for, say, + new features on SteamOS, or distros can override it for their own needs, + but it'll also just work in the default case. +- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), + and it'll do the right thing. +- End users (and Valve) can update a game's SDL in almost any case, + to keep abandoned games running on newer platforms. +- Everyone develops with SDL exactly as they have been doing all along. + Same headers, same ABI. Just get the latest version to enable this magic. + + +A little more about SDL_InitDynamicAPI(): + +Internally, InitAPI does some locking to make sure everything waits until a +single thread initializes everything (although even SDL_CreateThread() goes +through here before spinning a thread, too), and then decides if it should use +an external SDL library. If not, it sets up the jump table using the current +SDL's function pointers (which might be statically linked into a program, or in +a shared library of its own). If so, it loads that library and looks for and +calls a single function: + +```c +Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); +``` + +That function takes a version number (more on that in a moment), the address of +the jump table, and the size, in bytes, of the table. +Now, we've got policy here: this table's layout never changes; new stuff gets +added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all +the needed functions if tablesize <= sizeof its own jump table. If tablesize is +bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but +if it's smaller, we know we can provide the entire API that the caller needs. + +The version variable is a failsafe switch. +Right now it's always 1. This number changes when there are major API changes +(so we know if the tablesize might be smaller, or entries in it have changed). +Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not +inconceivable to have a small dispatch library that only supplies this one +function and loads different, otherwise-incompatible SDL libraries and has the +right one initialize the jump table based on the version. For something that +must generically catch lots of different versions of SDL over time, like the +Steam Client, this isn't a bad option. + +Finally, I'm sure some people are reading this and thinking, +"I don't want that overhead in my project!" + +To which I would point out that the extra function call through the jump table +probably wouldn't even show up in a profile, but lucky you: this can all be +disabled. You can build SDL without this if you absolutely must, but we would +encourage you not to do that. However, on heavily locked down platforms like +iOS, or maybe when debugging, it makes sense to disable it. The way this is +designed in SDL, you just have to change one #define, and the entire system +vaporizes out, and SDL functions exactly like it always did. Most of it is +macro magic, so the system is contained to one C file and a few headers. +However, this is on by default and you have to edit a header file to turn it +off. Our hopes is that if we make it easy to disable, but not too easy, +everyone will ultimately be able to get what they want, but we've gently +nudged everyone towards what we think is the best solution. diff --git a/docs/README-emscripten.md b/docs/README-emscripten.md index 1a13eb1..cefad99 100644 --- a/docs/README-emscripten.md +++ b/docs/README-emscripten.md @@ -1,374 +1,374 @@ -# Emscripten - -## The state of things - -(As of September 2023, but things move quickly and we don't update this -document often.) - -In modern times, all the browsers you probably care about (Chrome, Firefox, -Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some -reasonable base configurations: - -- WebAssembly (don't bother with asm.js any more) -- WebGL (which will look like OpenGL ES 2 or 3 to your app). -- Threads (see caveats, though!) -- Game controllers -- Autoupdating (so you can assume they have a recent version of the browser) - -All this to say we're at the point where you don't have to make a lot of -concessions to get even a fairly complex SDL-based game up and running. - - -## RTFM - -This document is a quick rundown of some high-level details. The -documentation at [emscripten.org](https://emscripten.org/) is vast -and extremely detailed for a wide variety of topics, and you should at -least skim through it at some point. - - -## Porting your app to Emscripten - -Many many things just need some simple adjustments and they'll compile -like any other C/C++ code, as long as SDL was handling the platform-specific -work for your program. - -First, you probably need this in at least one of your source files: - -```c -#ifdef __EMSCRIPTEN__ -#include -#endif -``` - -Second: assembly language code has to go. Replace it with C. You can even use -[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)! - -Third: Middleware has to go. If you have a third-party library you link -against, you either need an Emscripten port of it, or the source code to it -to compile yourself, or you need to remove it. - -Fourth: You still start in a function called main(), but you need to get out of -it and into a function that gets called repeatedly, and returns quickly, -called a mainloop. - -Somewhere in your program, you probably have something that looks like a more -complicated version of this: - -```c -void main(void) -{ - initialize_the_game(); - while (game_is_still_running) { - check_for_new_input(); - think_about_stuff(); - draw_the_next_frame(); - } - deinitialize_the_game(); -} -``` - -This will not work on Emscripten, because the main thread needs to be free -to do stuff and can't sit in this loop forever. So Emscripten lets you set up -a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop). - -```c -static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */ -{ - if (!game_is_still_running) { - deinitialize_the_game(); - #ifdef __EMSCRIPTEN__ - emscripten_cancel_main_loop(); /* this should "kill" the app. */ - #else - exit(0); - #endif - } - - check_for_new_input(); - think_about_stuff(); - draw_the_next_frame(); -} - -void main(void) -{ - initialize_the_game(); - #ifdef __EMSCRIPTEN__ - emscripten_set_main_loop(mainloop, 0, 1); - #else - while (1) { mainloop(); } - #endif -} -``` - -Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run -`mainloop` over and over until I end the program." The function will -run, and return, freeing the main thread for other tasks, and then -run again when it's time. The `1` parameter does some magic to make -your main() function end immediately; this is useful because you -don't want any shutdown code that might be sitting below this code -to actually run if main() were to continue on, since we're just -getting started. - -There's a lot of little details that are beyond the scope of this -document, but that's the biggest intial set of hurdles to porting -your app to the web. - - -## Do you need threads? - -If you plan to use threads, they work on all major browsers now. HOWEVER, -they bring with them a lot of careful considerations. Rendering _must_ -be done on the main thread. This is a general guideline for many -platforms, but a hard requirement on the web. - -Many other things also must happen on the main thread; often times SDL -and Emscripten make efforts to "proxy" work to the main thread that -must be there, but you have to be careful (and read more detailed -documentation than this for the finer points). - -Even when using threads, your main thread needs to set an Emscripten -mainloop that runs quickly and returns, or things will fail to work -correctly. - -You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html) -for all the finer points. Mostly SDL's thread API will work as expected, -but is built on pthreads, so it shares the same little incompatibilities -that are documented there, such as where you can use a mutex, and when -a thread will start running, etc. - - -IMPORTANT: You have to decide to either build something that uses -threads or something that doesn't; you can't have one build -that works everywhere. This is an Emscripten (or maybe WebAssembly? -Or just web browsers in general?) limitation. If you aren't using -threads, it's easier to not enable them at all, at build time. - -If you use threads, you _have to_ run from a web server that has -[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/) -or your program will fail to start at all. - -If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined -for checking with the C preprocessor, so you can build something -different depending on what sort of build you're compiling. - - -## Audio - -Audio works as expected at the API level, but not exactly like other -platforms. - -You'll only see a single default audio device. Audio capture also works; -if the browser pops up a prompt to ask for permission to access the -microphone, the SDL_OpenAudioDevice call will succeed and start producing -silence at a regular interval. Once the user approves the request, real -audio data will flow. If the user denies it, the app is not informed and -will just continue to receive silence. - -Modern web browsers will not permit web pages to produce sound before the -user has interacted with them (clicked or tapped on them, usually); this is -for several reasons, not the least of which being that no one likes when a -random browser tab suddenly starts making noise and the user has to scramble -to figure out which and silence it. - -SDL will allow you to open the audio device for playback in this -circumstance, and your audio callback will fire, but SDL will throw the audio -data away until the user interacts with the page. This helps apps that depend -on the audio callback to make progress, and also keeps audio playback in sync -once the app is finally allowed to make noise. - -There are two reasonable ways to deal with the silence at the app level: -if you are writing some sort of media player thing, where the user expects -there to be a volume control when you mouseover the canvas, just default -that control to a muted state; if the user clicks on the control to unmute -it, on this first click, open the audio device. This allows the media to -play at start, and the user can reasonably opt-in to listening. - -Many games do not have this sort of UI, and are more rigid about starting -audio along with everything else at the start of the process. For these, your -best bet is to write a little Javascript that puts up a "Click here to play!" -UI, and upon the user clicking, remove that UI and then call the Emscripten -app's main() function. As far as the application knows, the audio device was -available to be opened as soon as the program started, and since this magic -happens in a little Javascript, you don't have to change your C/C++ code at -all to make it happen. - -Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385 -for some Javascript code to steal for this approach. - - -## Rendering - -If you use SDL's 2D render API, it will use GLES2 internally, which -Emscripten will turn into WebGL calls. You can also use OpenGL ES 2 -directly by creating a GL context and drawing into it. - -Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually -present anything on the screen until your return from your mainloop -function. - - -## Building SDL/emscripten - -First: do you _really_ need to build SDL from source? - -If you aren't developing SDL itself, have a desire to mess with its source -code, or need something on the bleeding edge, don't build SDL. Just use -Emscripten's packaged version! - -Compile and link your app with `-sUSE_SDL=2` and it'll use a build of -SDL packaged with Emscripten. This comes from the same source code and -fixes the Emscripten project makes to SDL are generally merged into SDL's -revision control, so often this is much easier for app developers. - -`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL -1.2 instead; if you need SDL 1.2, this might be fine, but we generally -recommend you don't use SDL 1.2 in modern times. - - -If you want to build SDL, though... - -SDL currently requires at least Emscripten 3.1.35 to build. Newer versions -are likely to work, as well. - - -Build: - -This works on Linux/Unix and macOS. Please send comments about Windows. - -Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html) -first, and run `source emsdk_env.sh` at the command line so it finds the -tools. - -(These configure options might be overkill, but this has worked for me.) - -```bash -cd SDL -mkdir build -cd build -emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3" -emmake make -j4 -``` - -If you want to build with thread support, something like this works: - -```bash -emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread" -``` - -Or with cmake: - -```bash -mkdir build -cd build -emcmake cmake .. -emmake make -j4 -``` - -To build one of the tests: - -```bash -cd test/ -emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html -``` - -## Building your app - -You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but -mostly it uses the same command line arguments as Clang. - -Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL, -link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build. - -Usually you would produce a binary like this: - -```bash -gcc -o mygame mygame.c # or whatever -``` - -But for Emscripten, you want to output something else: - -```bash -emcc -o index.html mygame.c -``` - -This will produce several files...support Javascript and WebAssembly (.wasm) -files. The `-o index.html` will produce a simple HTML page that loads and -runs your app. You will (probably) eventually want to replace or customize -that file and do `-o index.js` instead to just build the code pieces. - -If you're working on a program of any serious size, you'll likely need to -link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access -to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb` -or the app will fail to start on iOS browsers, but this might be a bug that -goes away in the future. - - -## Data files - -Your game probably has data files. Here's how to access them. - -Filesystem access works like a Unix filesystem; you have a single directory -tree, possibly interpolated from several mounted locations, no drive letters, -'/' for a path separator. You can access them with standard file APIs like -open() or fopen() or SDL_RWops. You can read or write from the filesystem. - -By default, you probably have a "MEMFS" filesystem (all files are stored in -memory, but access to them is immediate and doesn't need to block). There are -other options, like "IDBFS" (files are stored in a local database, so they -don't need to be in RAM all the time and they can persist between runs of the -program, but access is not synchronous). You can mix and match these file -systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc, -but that's beyond the scope of this document. Please refer to Emscripten's -[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html) -for more info. - -The _easiest_ (but not the best) way to get at your data files is to embed -them in the app itself. Emscripten's linker has support for automating this. - -```bash -emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav -``` - -This will pack ../test/sample.wav in your app, and make it available at -"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available -before your main() function runs, and since it's in MEMFS, you can just -read it like you do on other platforms. `--embed-file` can also accept a -directory to pack an entire tree, and you can specify the argument multiple -times to pack unrelated things into the final installation. - -Note that this is absolutely the best approach if you have a few small -files to include and shouldn't worry about the issue further. However, if you -have hundreds of megabytes and/or thousands of files, this is not so great, -since the user will download it all every time they load your page, and it -all has to live in memory at runtime. - -[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html) -gives other options and details, and is worth a read. - - -## Debugging - -Debugging web apps is a mixed bag. You should compile and link with -`-gsource-map`, which embeds a ton of source-level debugging information into -the build, and make sure _the app source code is available on the web server_, -which is often a scary proposition for various reasons. - -When you debug from the browser's tools and hit a breakpoint, you can step -through the actual C/C++ source code, though, which can be nice. - -If you try debugging in Firefox and it doesn't work well for no apparent -reason, try Chrome, and vice-versa. These tools are still relatively new, -and improving all the time. - -SDL_Log() (or even plain old printf) will write to the Javascript console, -and honestly I find printf-style debugging to be easier than setting up a build -for proper debugging, so use whatever tools work best for you. - - -## Questions? - -Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues). -If something is wrong or unclear, we want to know! - - - +# Emscripten + +## The state of things + +(As of September 2023, but things move quickly and we don't update this +document often.) + +In modern times, all the browsers you probably care about (Chrome, Firefox, +Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some +reasonable base configurations: + +- WebAssembly (don't bother with asm.js any more) +- WebGL (which will look like OpenGL ES 2 or 3 to your app). +- Threads (see caveats, though!) +- Game controllers +- Autoupdating (so you can assume they have a recent version of the browser) + +All this to say we're at the point where you don't have to make a lot of +concessions to get even a fairly complex SDL-based game up and running. + + +## RTFM + +This document is a quick rundown of some high-level details. The +documentation at [emscripten.org](https://emscripten.org/) is vast +and extremely detailed for a wide variety of topics, and you should at +least skim through it at some point. + + +## Porting your app to Emscripten + +Many many things just need some simple adjustments and they'll compile +like any other C/C++ code, as long as SDL was handling the platform-specific +work for your program. + +First, you probably need this in at least one of your source files: + +```c +#ifdef __EMSCRIPTEN__ +#include +#endif +``` + +Second: assembly language code has to go. Replace it with C. You can even use +[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)! + +Third: Middleware has to go. If you have a third-party library you link +against, you either need an Emscripten port of it, or the source code to it +to compile yourself, or you need to remove it. + +Fourth: You still start in a function called main(), but you need to get out of +it and into a function that gets called repeatedly, and returns quickly, +called a mainloop. + +Somewhere in your program, you probably have something that looks like a more +complicated version of this: + +```c +void main(void) +{ + initialize_the_game(); + while (game_is_still_running) { + check_for_new_input(); + think_about_stuff(); + draw_the_next_frame(); + } + deinitialize_the_game(); +} +``` + +This will not work on Emscripten, because the main thread needs to be free +to do stuff and can't sit in this loop forever. So Emscripten lets you set up +a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop). + +```c +static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */ +{ + if (!game_is_still_running) { + deinitialize_the_game(); + #ifdef __EMSCRIPTEN__ + emscripten_cancel_main_loop(); /* this should "kill" the app. */ + #else + exit(0); + #endif + } + + check_for_new_input(); + think_about_stuff(); + draw_the_next_frame(); +} + +void main(void) +{ + initialize_the_game(); + #ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(mainloop, 0, 1); + #else + while (1) { mainloop(); } + #endif +} +``` + +Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run +`mainloop` over and over until I end the program." The function will +run, and return, freeing the main thread for other tasks, and then +run again when it's time. The `1` parameter does some magic to make +your main() function end immediately; this is useful because you +don't want any shutdown code that might be sitting below this code +to actually run if main() were to continue on, since we're just +getting started. + +There's a lot of little details that are beyond the scope of this +document, but that's the biggest intial set of hurdles to porting +your app to the web. + + +## Do you need threads? + +If you plan to use threads, they work on all major browsers now. HOWEVER, +they bring with them a lot of careful considerations. Rendering _must_ +be done on the main thread. This is a general guideline for many +platforms, but a hard requirement on the web. + +Many other things also must happen on the main thread; often times SDL +and Emscripten make efforts to "proxy" work to the main thread that +must be there, but you have to be careful (and read more detailed +documentation than this for the finer points). + +Even when using threads, your main thread needs to set an Emscripten +mainloop that runs quickly and returns, or things will fail to work +correctly. + +You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html) +for all the finer points. Mostly SDL's thread API will work as expected, +but is built on pthreads, so it shares the same little incompatibilities +that are documented there, such as where you can use a mutex, and when +a thread will start running, etc. + + +IMPORTANT: You have to decide to either build something that uses +threads or something that doesn't; you can't have one build +that works everywhere. This is an Emscripten (or maybe WebAssembly? +Or just web browsers in general?) limitation. If you aren't using +threads, it's easier to not enable them at all, at build time. + +If you use threads, you _have to_ run from a web server that has +[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/) +or your program will fail to start at all. + +If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined +for checking with the C preprocessor, so you can build something +different depending on what sort of build you're compiling. + + +## Audio + +Audio works as expected at the API level, but not exactly like other +platforms. + +You'll only see a single default audio device. Audio capture also works; +if the browser pops up a prompt to ask for permission to access the +microphone, the SDL_OpenAudioDevice call will succeed and start producing +silence at a regular interval. Once the user approves the request, real +audio data will flow. If the user denies it, the app is not informed and +will just continue to receive silence. + +Modern web browsers will not permit web pages to produce sound before the +user has interacted with them (clicked or tapped on them, usually); this is +for several reasons, not the least of which being that no one likes when a +random browser tab suddenly starts making noise and the user has to scramble +to figure out which and silence it. + +SDL will allow you to open the audio device for playback in this +circumstance, and your audio callback will fire, but SDL will throw the audio +data away until the user interacts with the page. This helps apps that depend +on the audio callback to make progress, and also keeps audio playback in sync +once the app is finally allowed to make noise. + +There are two reasonable ways to deal with the silence at the app level: +if you are writing some sort of media player thing, where the user expects +there to be a volume control when you mouseover the canvas, just default +that control to a muted state; if the user clicks on the control to unmute +it, on this first click, open the audio device. This allows the media to +play at start, and the user can reasonably opt-in to listening. + +Many games do not have this sort of UI, and are more rigid about starting +audio along with everything else at the start of the process. For these, your +best bet is to write a little Javascript that puts up a "Click here to play!" +UI, and upon the user clicking, remove that UI and then call the Emscripten +app's main() function. As far as the application knows, the audio device was +available to be opened as soon as the program started, and since this magic +happens in a little Javascript, you don't have to change your C/C++ code at +all to make it happen. + +Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385 +for some Javascript code to steal for this approach. + + +## Rendering + +If you use SDL's 2D render API, it will use GLES2 internally, which +Emscripten will turn into WebGL calls. You can also use OpenGL ES 2 +directly by creating a GL context and drawing into it. + +Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually +present anything on the screen until your return from your mainloop +function. + + +## Building SDL/emscripten + +First: do you _really_ need to build SDL from source? + +If you aren't developing SDL itself, have a desire to mess with its source +code, or need something on the bleeding edge, don't build SDL. Just use +Emscripten's packaged version! + +Compile and link your app with `-sUSE_SDL=2` and it'll use a build of +SDL packaged with Emscripten. This comes from the same source code and +fixes the Emscripten project makes to SDL are generally merged into SDL's +revision control, so often this is much easier for app developers. + +`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL +1.2 instead; if you need SDL 1.2, this might be fine, but we generally +recommend you don't use SDL 1.2 in modern times. + + +If you want to build SDL, though... + +SDL currently requires at least Emscripten 3.1.35 to build. Newer versions +are likely to work, as well. + + +Build: + +This works on Linux/Unix and macOS. Please send comments about Windows. + +Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html) +first, and run `source emsdk_env.sh` at the command line so it finds the +tools. + +(These configure options might be overkill, but this has worked for me.) + +```bash +cd SDL +mkdir build +cd build +emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3" +emmake make -j4 +``` + +If you want to build with thread support, something like this works: + +```bash +emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread" +``` + +Or with cmake: + +```bash +mkdir build +cd build +emcmake cmake .. +emmake make -j4 +``` + +To build one of the tests: + +```bash +cd test/ +emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html +``` + +## Building your app + +You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but +mostly it uses the same command line arguments as Clang. + +Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL, +link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build. + +Usually you would produce a binary like this: + +```bash +gcc -o mygame mygame.c # or whatever +``` + +But for Emscripten, you want to output something else: + +```bash +emcc -o index.html mygame.c +``` + +This will produce several files...support Javascript and WebAssembly (.wasm) +files. The `-o index.html` will produce a simple HTML page that loads and +runs your app. You will (probably) eventually want to replace or customize +that file and do `-o index.js` instead to just build the code pieces. + +If you're working on a program of any serious size, you'll likely need to +link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access +to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb` +or the app will fail to start on iOS browsers, but this might be a bug that +goes away in the future. + + +## Data files + +Your game probably has data files. Here's how to access them. + +Filesystem access works like a Unix filesystem; you have a single directory +tree, possibly interpolated from several mounted locations, no drive letters, +'/' for a path separator. You can access them with standard file APIs like +open() or fopen() or SDL_RWops. You can read or write from the filesystem. + +By default, you probably have a "MEMFS" filesystem (all files are stored in +memory, but access to them is immediate and doesn't need to block). There are +other options, like "IDBFS" (files are stored in a local database, so they +don't need to be in RAM all the time and they can persist between runs of the +program, but access is not synchronous). You can mix and match these file +systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc, +but that's beyond the scope of this document. Please refer to Emscripten's +[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html) +for more info. + +The _easiest_ (but not the best) way to get at your data files is to embed +them in the app itself. Emscripten's linker has support for automating this. + +```bash +emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav +``` + +This will pack ../test/sample.wav in your app, and make it available at +"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available +before your main() function runs, and since it's in MEMFS, you can just +read it like you do on other platforms. `--embed-file` can also accept a +directory to pack an entire tree, and you can specify the argument multiple +times to pack unrelated things into the final installation. + +Note that this is absolutely the best approach if you have a few small +files to include and shouldn't worry about the issue further. However, if you +have hundreds of megabytes and/or thousands of files, this is not so great, +since the user will download it all every time they load your page, and it +all has to live in memory at runtime. + +[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html) +gives other options and details, and is worth a read. + + +## Debugging + +Debugging web apps is a mixed bag. You should compile and link with +`-gsource-map`, which embeds a ton of source-level debugging information into +the build, and make sure _the app source code is available on the web server_, +which is often a scary proposition for various reasons. + +When you debug from the browser's tools and hit a breakpoint, you can step +through the actual C/C++ source code, though, which can be nice. + +If you try debugging in Firefox and it doesn't work well for no apparent +reason, try Chrome, and vice-versa. These tools are still relatively new, +and improving all the time. + +SDL_Log() (or even plain old printf) will write to the Javascript console, +and honestly I find printf-style debugging to be easier than setting up a build +for proper debugging, so use whatever tools work best for you. + + +## Questions? + +Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues). +If something is wrong or unclear, we want to know! + + + diff --git a/docs/README-gdk.md b/docs/README-gdk.md index 6718a61..7997c06 100644 --- a/docs/README-gdk.md +++ b/docs/README-gdk.md @@ -1,176 +1,176 @@ -GDK -===== - -This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). - -Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets. - - -Requirements ------------- - -* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) -* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) -* For Xbox, you will need the corresponding GDKX version (licensed developers only) -* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. - - -Windows GDK Status ------- - -The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL. - -* Additionally, the GDK port adds the following: - * Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.) - * GDK-specific setup: - * Initializing/uninitializing the game runtime, and initializing Xbox Live services - * Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue. - - * An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. - * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). - * You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). - -* Single-player games have some additional features available: - * Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer. - * `SDL_GetPrefPath` still works, but only for single-player titles. - - These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values! - -* What doesn't work: - * Compilation with anything other than through the included Visual C++ solution file - -## VisualC-GDK Solution - -The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration: - -* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64. -* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs. -* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality. -* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live. - *NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this. -* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality. - -If you set one of the test programs as a startup project, you can run it directly from Visual Studio. - -Windows GDK Setup, Detailed Steps ---------------------- - -These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below. - -### 1. Add a Gaming.Desktop.x64 Configuration ### - -In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration. - -### 2. Build SDL2 and SDL2main for GDK ### - -Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project. - -*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built. - -### 3. Configuring Project Settings ### - -While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration: - -* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced -* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are -* Under Linker > Input > Additional Dependencies, you need the following: - * `SDL2.lib` - * `SDL2main.lib` (unless not using) - * `xgameruntime.lib` - * `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib` -* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK. - -### 4. Setting up SDL_main ### - -Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. - -### 5. Required DLLs ### - -The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory: - -* Your SDL2.dll -* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll" -* XCurl.dll - -You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory. - -### 6. Setting up MicrosoftGame.config ### - -You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description. - -This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type. - -For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center. - -Then, you need to set the following values to the values from Partner Center: - -* Identity tag - Name and Publisher attributes -* TitleId -* MSAAppId - -### 7. Adding Required Logos - -Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file. - - -### 8. Copying any Data Files ### - -When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step. - - -### 9. Build and Run from Visual Studio ### - -At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs. - -If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this: - -1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu -2. Switch the sandbox name with: - `XblPCSandbox SANDBOX.#` -3. (To switch back to the retail sandbox): - `XblPCSandbox RETAIL` - -### 10. Packaging and Installing Locally - -You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files. - -To create the package: - -1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu -2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory) -3. `mkdir Package` to create an output directory -4. To package the file into the `Package` directory, use: - `makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package` -5. To install the package, use: - `wdapp install PACKAGENAME.msixvc` -6. Once the package is installed, you can run it from the start menu. -7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. - -Xbox GDKX Setup ---------------------- -In general, the same process in the Windows GDK instructions work. There are just a few additional notes: -* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target -* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target -* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define -* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox) -* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons) -* To create a package, use: - `makepkg pack /f PackageLayout.xml /lt /d . /pd Package` -* To install the package, use: - `xbapp install [PACKAGE].xvc` -* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again -* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets - -Troubleshooting ---------------- - -#### Xbox Live Login does not work - -As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values. - -Furthermore, confirm that your PC is set to the correct sandbox. - - -#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing - -Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it). +GDK +===== + +This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). + +Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets. + + +Requirements +------------ + +* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) +* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) +* For Xbox, you will need the corresponding GDKX version (licensed developers only) +* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. + + +Windows GDK Status +------ + +The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL. + +* Additionally, the GDK port adds the following: + * Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.) + * GDK-specific setup: + * Initializing/uninitializing the game runtime, and initializing Xbox Live services + * Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue. + + * An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. + * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). + * You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). + +* Single-player games have some additional features available: + * Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer. + * `SDL_GetPrefPath` still works, but only for single-player titles. + + These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values! + +* What doesn't work: + * Compilation with anything other than through the included Visual C++ solution file + +## VisualC-GDK Solution + +The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration: + +* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64. +* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs. +* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality. +* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live. + *NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this. +* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality. + +If you set one of the test programs as a startup project, you can run it directly from Visual Studio. + +Windows GDK Setup, Detailed Steps +--------------------- + +These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below. + +### 1. Add a Gaming.Desktop.x64 Configuration ### + +In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration. + +### 2. Build SDL2 and SDL2main for GDK ### + +Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project. + +*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built. + +### 3. Configuring Project Settings ### + +While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration: + +* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced +* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are +* Under Linker > Input > Additional Dependencies, you need the following: + * `SDL2.lib` + * `SDL2main.lib` (unless not using) + * `xgameruntime.lib` + * `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib` +* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK. + +### 4. Setting up SDL_main ### + +Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. + +### 5. Required DLLs ### + +The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory: + +* Your SDL2.dll +* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll" +* XCurl.dll + +You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory. + +### 6. Setting up MicrosoftGame.config ### + +You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description. + +This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type. + +For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center. + +Then, you need to set the following values to the values from Partner Center: + +* Identity tag - Name and Publisher attributes +* TitleId +* MSAAppId + +### 7. Adding Required Logos + +Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file. + + +### 8. Copying any Data Files ### + +When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step. + + +### 9. Build and Run from Visual Studio ### + +At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs. + +If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this: + +1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu +2. Switch the sandbox name with: + `XblPCSandbox SANDBOX.#` +3. (To switch back to the retail sandbox): + `XblPCSandbox RETAIL` + +### 10. Packaging and Installing Locally + +You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files. + +To create the package: + +1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu +2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory) +3. `mkdir Package` to create an output directory +4. To package the file into the `Package` directory, use: + `makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package` +5. To install the package, use: + `wdapp install PACKAGENAME.msixvc` +6. Once the package is installed, you can run it from the start menu. +7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. + +Xbox GDKX Setup +--------------------- +In general, the same process in the Windows GDK instructions work. There are just a few additional notes: +* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target +* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target +* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define +* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox) +* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons) +* To create a package, use: + `makepkg pack /f PackageLayout.xml /lt /d . /pd Package` +* To install the package, use: + `xbapp install [PACKAGE].xvc` +* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again +* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets + +Troubleshooting +--------------- + +#### Xbox Live Login does not work + +As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values. + +Furthermore, confirm that your PC is set to the correct sandbox. + + +#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing + +Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it). diff --git a/docs/README-gesture.md b/docs/README-gesture.md index 69a66ad..ee6a0c5 100644 --- a/docs/README-gesture.md +++ b/docs/README-gesture.md @@ -1,71 +1,71 @@ -Dollar Gestures -=========================================================================== -SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures. - -Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. - -Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID. - -Recording: ----------- -To begin recording on a touch device call: -SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices. - -Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event. -A SDL_DOLLARRECORD event is a dgesture with the following fields: - -* event.dgesture.touchId - the Id of the touch used to record the gesture. -* event.dgesture.gestureId - the unique id of the recorded gesture. - - -Performing: ------------ -As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields: - -* event.dgesture.touchId - the Id of the touch which performed the gesture. -* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke. -* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match. -* event.dgesture.numFingers - the number of fingers used to draw the stroke. - -Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed). - - - -Saving: -------- -To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored. - -To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored. - -Both functions return the number of gestures successfully saved. - - -Loading: --------- -To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. - -SDL_LoadDollarTemplates returns the number of templates successfully loaded. - - - -=========================================================================== -Multi Gestures -=========================================================================== -SDL provides simple support for pinch/rotate/swipe gestures. -Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields: - -* event.mgesture.touchId - the Id of the touch on which the gesture was performed. -* event.mgesture.x - the normalized x coordinate of the gesture. (0..1) -* event.mgesture.y - the normalized y coordinate of the gesture. (0..1) -* event.mgesture.dTheta - the amount that the fingers rotated during this motion. -* event.mgesture.dDist - the amount that the fingers pinched during this motion. -* event.mgesture.numFingers - the number of fingers used in the gesture. - - -=========================================================================== -Notes -=========================================================================== -For a complete example see test/testgesture.c - -Please direct questions/comments to: - jim.tla+sdl_touch@gmail.com +Dollar Gestures +=========================================================================== +SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures. + +Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. + +Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID. + +Recording: +---------- +To begin recording on a touch device call: +SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices. + +Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event. +A SDL_DOLLARRECORD event is a dgesture with the following fields: + +* event.dgesture.touchId - the Id of the touch used to record the gesture. +* event.dgesture.gestureId - the unique id of the recorded gesture. + + +Performing: +----------- +As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields: + +* event.dgesture.touchId - the Id of the touch which performed the gesture. +* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke. +* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match. +* event.dgesture.numFingers - the number of fingers used to draw the stroke. + +Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed). + + + +Saving: +------- +To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored. + +To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored. + +Both functions return the number of gestures successfully saved. + + +Loading: +-------- +To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. + +SDL_LoadDollarTemplates returns the number of templates successfully loaded. + + + +=========================================================================== +Multi Gestures +=========================================================================== +SDL provides simple support for pinch/rotate/swipe gestures. +Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields: + +* event.mgesture.touchId - the Id of the touch on which the gesture was performed. +* event.mgesture.x - the normalized x coordinate of the gesture. (0..1) +* event.mgesture.y - the normalized y coordinate of the gesture. (0..1) +* event.mgesture.dTheta - the amount that the fingers rotated during this motion. +* event.mgesture.dDist - the amount that the fingers pinched during this motion. +* event.mgesture.numFingers - the number of fingers used in the gesture. + + +=========================================================================== +Notes +=========================================================================== +For a complete example see test/testgesture.c + +Please direct questions/comments to: + jim.tla+sdl_touch@gmail.com diff --git a/docs/README-git.md b/docs/README-git.md index fd12fd9..3f03488 100644 --- a/docs/README-git.md +++ b/docs/README-git.md @@ -1,19 +1,19 @@ -git -========= - -The latest development version of SDL is available via git. -Git allows you to get up-to-the-minute fixes and enhancements; -as a developer works on a source tree, you can use "git" to mirror that -source tree instead of waiting for an official release. Please look -at the Git website ( https://git-scm.com/ ) for more -information on using git, where you can also download software for -macOS, Windows, and Unix systems. - - git clone https://github.com/libsdl-org/SDL - -If you are building SDL via configure, you will need to run autogen.sh -before running configure. - -There is a web interface to the Git repository at: - http://github.com/libsdl-org/SDL/ - +git +========= + +The latest development version of SDL is available via git. +Git allows you to get up-to-the-minute fixes and enhancements; +as a developer works on a source tree, you can use "git" to mirror that +source tree instead of waiting for an official release. Please look +at the Git website ( https://git-scm.com/ ) for more +information on using git, where you can also download software for +macOS, Windows, and Unix systems. + + git clone https://github.com/libsdl-org/SDL + +If you are building SDL via configure, you will need to run autogen.sh +before running configure. + +There is a web interface to the Git repository at: + http://github.com/libsdl-org/SDL/ + diff --git a/docs/README-hg.md b/docs/README-hg.md index 1b39017..4e35683 100644 --- a/docs/README-hg.md +++ b/docs/README-hg.md @@ -1,4 +1,4 @@ -We are no longer hosted in Mercurial. Please see README-git.md for details. - -Thanks! - +We are no longer hosted in Mercurial. Please see README-git.md for details. + +Thanks! + diff --git a/docs/README-ios.md b/docs/README-ios.md index 94c24b5..01e595b 100644 --- a/docs/README-ios.md +++ b/docs/README-ios.md @@ -1,307 +1,307 @@ -iOS -====== - -Building the Simple DirectMedia Layer for iOS 9.0+ -============================================================================== - -Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK. - -Instructions: - -1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode. -2. Select your desired target, and hit build. - - -Using the Simple DirectMedia Layer for iOS -============================================================================== - -1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology. -2. In the main view, delete all files except for Assets and LaunchScreen -3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj -4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name" -5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left -6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS" -7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library. -8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files -9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function. -10. Add any assets that your application needs. -11. Enjoy! - - -TODO: Add information regarding App Store requirements such as icons, etc. - - -Notes -- Retina / High-DPI and window sizes -============================================================================== - -Window and display mode sizes in SDL are in "screen coordinates" (or "points", -in Apple's terminology) rather than in pixels. On iOS this means that a window -created on an iPhone 6 will have a size in screen coordinates of 375 x 667, -rather than a size in pixels of 750 x 1334. All iOS apps are expected to -size their content based on screen coordinates / points rather than pixels, -as this allows different iOS devices to have different pixel densities -(Retina versus non-Retina screens, etc.) without apps caring too much. - -By default SDL will not use the full pixel density of the screen on -Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when -creating your window to enable high-dpi support. - -When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes -will still be in "screen coordinates" rather than pixels, but the window will -have a much greater pixel density when the device supports it, and the -SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on -whether raw OpenGL or the SDL_Render API is used) can be queried to determine -the size in pixels of the drawable screen framebuffer. - -Some OpenGL ES functions such as glViewport expect sizes in pixels rather than -sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an -orthographic projection matrix using the size in screen coordinates -(SDL_GetWindowSize()) can be used in order to display content at the same scale -no matter whether a Retina device is used or not. - - -Notes -- Application events -============================================================================== - -On iOS the application goes through a fixed life cycle and you will get -notifications of state changes via application events. When these events -are delivered you must handle them in an event callback because the OS may -not give you any processing time after the events are delivered. - -e.g. - - int HandleAppEvents(void *userdata, SDL_Event *event) - { - switch (event->type) - { - case SDL_APP_TERMINATING: - /* Terminate the app. - Shut everything down before returning from this function. - */ - return 0; - case SDL_APP_LOWMEMORY: - /* You will get this when your app is paused and iOS wants more memory. - Release as much memory as possible. - */ - return 0; - case SDL_APP_WILLENTERBACKGROUND: - /* Prepare your app to go into the background. Stop loops, etc. - This gets called when the user hits the home button, or gets a call. - */ - return 0; - case SDL_APP_DIDENTERBACKGROUND: - /* This will get called if the user accepted whatever sent your app to the background. - If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. - When you get this, you have 5 seconds to save all your state or the app will be terminated. - Your app is NOT active at this point. - */ - return 0; - case SDL_APP_WILLENTERFOREGROUND: - /* This call happens when your app is coming back to the foreground. - Restore all your state here. - */ - return 0; - case SDL_APP_DIDENTERFOREGROUND: - /* Restart your loops here. - Your app is interactive and getting CPU again. - */ - return 0; - default: - /* No special processing, add it to the event queue */ - return 1; - } - } - - int main(int argc, char *argv[]) - { - SDL_SetEventFilter(HandleAppEvents, NULL); - - ... run your main loop - - return 0; - } - - -Notes -- Accelerometer as Joystick -============================================================================== - -SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory. - -The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF. - - -Notes -- OpenGL ES -============================================================================== - -Your SDL application for iOS uses OpenGL ES for video by default. - -OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute(). - -If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. - -Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0. - -OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: - -- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. -- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. -- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called. - -The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). - - -Notes -- Keyboard -============================================================================== - -The SDL keyboard API has been extended to support on-screen keyboards: - -void SDL_StartTextInput() - -- enables text events and reveals the onscreen keyboard. - -void SDL_StopTextInput() - -- disables text events and hides the onscreen keyboard. - -SDL_bool SDL_IsTextInputActive() - -- returns whether or not text events are enabled (and the onscreen keyboard is visible) - - -Notes -- Mouse -============================================================================== - -iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist - - -Notes -- Reading and Writing files -============================================================================== - -Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory. - -Once your application is installed its directory tree looks like: - - MySDLApp Home/ - MySDLApp.app - Documents/ - Library/ - Preferences/ - tmp/ - -When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences". - -More information on this subject is available here: -http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html - - -Notes -- xcFramework -============================================================================== - -The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform. - -In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package. - -The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac. - -This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes. - -In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this: - -#ifndef SDL_MAIN_HANDLED -#ifdef main -#undef main -#endif - -int -main(int argc, char *argv[]) -{ - return SDL_UIKitRunApp(argc, argv, SDL_main); -} -#endif /* !SDL_MAIN_HANDLED */ - -Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected: - -#include "SDL_main.h" -#include -#include - - -Notes -- iPhone SDL limitations -============================================================================== - -Windows: - Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS). - -Textures: - The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats. - -Loading Shared Objects: - This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. - - -Notes -- CoreBluetooth.framework -============================================================================== - -SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot -more game controller devices, but it requires permission from the user before -your app will be able to talk to the Bluetooth hardware. "Made For iOS" -branded controllers do not need this as we don't have to speak to them -directly with raw bluetooth, so many apps can live without this. - -You'll need to link with CoreBluetooth.framework and add something like this -to your Info.plist: - -NSBluetoothPeripheralUsageDescription -MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app. - - -Game Center -============================================================================== - -Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using: - - int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); - -This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run. - -e.g. - - extern "C" - void ShowFrame(void*) - { - ... do event handling, frame logic and rendering ... - } - - int main(int argc, char *argv[]) - { - ... initialize game ... - - #ifdef __IPHONEOS__ - // Initialize the Game Center for scoring and matchmaking - InitGameCenter(); - - // Set up the game to run in the window animation callback on iOS - // so that Game Center and so forth works correctly. - SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL); - #else - while ( running ) { - ShowFrame(0); - DelayFrame(); - } - #endif - return 0; - } - - -Deploying to older versions of iOS -============================================================================== - -SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0 - -In order to do that you need to download an older version of Xcode: -https://developer.apple.com/download/more/?name=Xcode - -Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport - -Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES - -Open your project and set your deployment target to the desired version of iOS - -Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController +iOS +====== + +Building the Simple DirectMedia Layer for iOS 9.0+ +============================================================================== + +Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK. + +Instructions: + +1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode. +2. Select your desired target, and hit build. + + +Using the Simple DirectMedia Layer for iOS +============================================================================== + +1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology. +2. In the main view, delete all files except for Assets and LaunchScreen +3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj +4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name" +5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left +6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS" +7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library. +8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files +9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function. +10. Add any assets that your application needs. +11. Enjoy! + + +TODO: Add information regarding App Store requirements such as icons, etc. + + +Notes -- Retina / High-DPI and window sizes +============================================================================== + +Window and display mode sizes in SDL are in "screen coordinates" (or "points", +in Apple's terminology) rather than in pixels. On iOS this means that a window +created on an iPhone 6 will have a size in screen coordinates of 375 x 667, +rather than a size in pixels of 750 x 1334. All iOS apps are expected to +size their content based on screen coordinates / points rather than pixels, +as this allows different iOS devices to have different pixel densities +(Retina versus non-Retina screens, etc.) without apps caring too much. + +By default SDL will not use the full pixel density of the screen on +Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when +creating your window to enable high-dpi support. + +When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes +will still be in "screen coordinates" rather than pixels, but the window will +have a much greater pixel density when the device supports it, and the +SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on +whether raw OpenGL or the SDL_Render API is used) can be queried to determine +the size in pixels of the drawable screen framebuffer. + +Some OpenGL ES functions such as glViewport expect sizes in pixels rather than +sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an +orthographic projection matrix using the size in screen coordinates +(SDL_GetWindowSize()) can be used in order to display content at the same scale +no matter whether a Retina device is used or not. + + +Notes -- Application events +============================================================================== + +On iOS the application goes through a fixed life cycle and you will get +notifications of state changes via application events. When these events +are delivered you must handle them in an event callback because the OS may +not give you any processing time after the events are delivered. + +e.g. + + int HandleAppEvents(void *userdata, SDL_Event *event) + { + switch (event->type) + { + case SDL_APP_TERMINATING: + /* Terminate the app. + Shut everything down before returning from this function. + */ + return 0; + case SDL_APP_LOWMEMORY: + /* You will get this when your app is paused and iOS wants more memory. + Release as much memory as possible. + */ + return 0; + case SDL_APP_WILLENTERBACKGROUND: + /* Prepare your app to go into the background. Stop loops, etc. + This gets called when the user hits the home button, or gets a call. + */ + return 0; + case SDL_APP_DIDENTERBACKGROUND: + /* This will get called if the user accepted whatever sent your app to the background. + If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. + When you get this, you have 5 seconds to save all your state or the app will be terminated. + Your app is NOT active at this point. + */ + return 0; + case SDL_APP_WILLENTERFOREGROUND: + /* This call happens when your app is coming back to the foreground. + Restore all your state here. + */ + return 0; + case SDL_APP_DIDENTERFOREGROUND: + /* Restart your loops here. + Your app is interactive and getting CPU again. + */ + return 0; + default: + /* No special processing, add it to the event queue */ + return 1; + } + } + + int main(int argc, char *argv[]) + { + SDL_SetEventFilter(HandleAppEvents, NULL); + + ... run your main loop + + return 0; + } + + +Notes -- Accelerometer as Joystick +============================================================================== + +SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory. + +The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF. + + +Notes -- OpenGL ES +============================================================================== + +Your SDL application for iOS uses OpenGL ES for video by default. + +OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute(). + +If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. + +Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0. + +OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: + +- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. +- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. +- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called. + +The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). + + +Notes -- Keyboard +============================================================================== + +The SDL keyboard API has been extended to support on-screen keyboards: + +void SDL_StartTextInput() + -- enables text events and reveals the onscreen keyboard. + +void SDL_StopTextInput() + -- disables text events and hides the onscreen keyboard. + +SDL_bool SDL_IsTextInputActive() + -- returns whether or not text events are enabled (and the onscreen keyboard is visible) + + +Notes -- Mouse +============================================================================== + +iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist + + +Notes -- Reading and Writing files +============================================================================== + +Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory. + +Once your application is installed its directory tree looks like: + + MySDLApp Home/ + MySDLApp.app + Documents/ + Library/ + Preferences/ + tmp/ + +When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences". + +More information on this subject is available here: +http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html + + +Notes -- xcFramework +============================================================================== + +The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform. + +In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package. + +The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac. + +This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes. + +In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this: + +#ifndef SDL_MAIN_HANDLED +#ifdef main +#undef main +#endif + +int +main(int argc, char *argv[]) +{ + return SDL_UIKitRunApp(argc, argv, SDL_main); +} +#endif /* !SDL_MAIN_HANDLED */ + +Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected: + +#include "SDL_main.h" +#include +#include + + +Notes -- iPhone SDL limitations +============================================================================== + +Windows: + Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS). + +Textures: + The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats. + +Loading Shared Objects: + This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. + + +Notes -- CoreBluetooth.framework +============================================================================== + +SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot +more game controller devices, but it requires permission from the user before +your app will be able to talk to the Bluetooth hardware. "Made For iOS" +branded controllers do not need this as we don't have to speak to them +directly with raw bluetooth, so many apps can live without this. + +You'll need to link with CoreBluetooth.framework and add something like this +to your Info.plist: + +NSBluetoothPeripheralUsageDescription +MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app. + + +Game Center +============================================================================== + +Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using: + + int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); + +This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run. + +e.g. + + extern "C" + void ShowFrame(void*) + { + ... do event handling, frame logic and rendering ... + } + + int main(int argc, char *argv[]) + { + ... initialize game ... + + #ifdef __IPHONEOS__ + // Initialize the Game Center for scoring and matchmaking + InitGameCenter(); + + // Set up the game to run in the window animation callback on iOS + // so that Game Center and so forth works correctly. + SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL); + #else + while ( running ) { + ShowFrame(0); + DelayFrame(); + } + #endif + return 0; + } + + +Deploying to older versions of iOS +============================================================================== + +SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0 + +In order to do that you need to download an older version of Xcode: +https://developer.apple.com/download/more/?name=Xcode + +Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport + +Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES + +Open your project and set your deployment target to the desired version of iOS + +Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController diff --git a/docs/README-kmsbsd.md b/docs/README-kmsbsd.md index 1aad380..01db5e8 100644 --- a/docs/README-kmsbsd.md +++ b/docs/README-kmsbsd.md @@ -1,27 +1,27 @@ -KMSDRM on *BSD -================================================== - -KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. - -WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. - -OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. - - -SDL2 WSCONS input backend features -=================================================== -1. It is keymap-aware; it will work properly with different keymaps. -2. It has mouse support. -3. Accent input is supported. -4. Compose keys are supported. -5. AltGr and Meta Shift keys work as intended. - -Partially working or no input on OpenBSD/NetBSD. -================================================== - -The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. - -Partially working or no input on FreeBSD. -================================================== - -The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. +KMSDRM on *BSD +================================================== + +KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. + +WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. + +OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. + + +SDL2 WSCONS input backend features +=================================================== +1. It is keymap-aware; it will work properly with different keymaps. +2. It has mouse support. +3. Accent input is supported. +4. Compose keys are supported. +5. AltGr and Meta Shift keys work as intended. + +Partially working or no input on OpenBSD/NetBSD. +================================================== + +The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. + +Partially working or no input on FreeBSD. +================================================== + +The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. diff --git a/docs/README-linux.md b/docs/README-linux.md index 83339bc..b28690b 100644 --- a/docs/README-linux.md +++ b/docs/README-linux.md @@ -1,96 +1,96 @@ -Linux -================================================================================ - -By default SDL will only link against glibc, the rest of the features will be -enabled dynamically at runtime depending on the available features on the target -system. So, for example if you built SDL with XRandR support and the target -system does not have the XRandR libraries installed, it will be disabled -at runtime, and you won't get a missing library error, at least with the -default configuration parameters. - - -Build Dependencies --------------------------------------------------------------------------------- - -Ubuntu 18.04, all available features enabled: - - sudo apt-get install build-essential git make autoconf automake libtool \ - pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \ - libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \ - libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \ - libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \ - libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev - -Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line. - -Fedora 35, all available features enabled: - - sudo yum install gcc git-core make cmake autoconf automake libtool \ - alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \ - libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \ - libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \ - systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \ - mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \ - libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \ - libsamplerate-devel pipewire-jack-audio-connection-kit-devel \ - -NOTES: -- This includes all the audio targets except arts and esd, because Ubuntu - (and/or Debian) pulled their packages, but in theory SDL still supports them. - The sndio audio target is also unavailable on Fedora. -- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime - for higher-quality audio resampling. SDL will work without it if the library - is missing, so it's safe to build in support even if the end user doesn't - have this library installed. -- DirectFB isn't included because the configure script (currently) fails to find - it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the - configure script to include DirectFB support. Send patches. :) - - -Joystick does not work --------------------------------------------------------------------------------- - -If you compiled or are using a version of SDL with udev support (and you should!) -there's a few issues that may cause SDL to fail to detect your joystick. To -debug this, start by installing the evtest utility. On Ubuntu/Debian: - - sudo apt-get install evtest - -Then run: - - sudo evtest - -You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" -Now run: - - cat /dev/input/event/XX - -If you get a permission error, you need to set a udev rule to change the mode of -your device (see below) - -Also, try: - - sudo udevadm info --query=all --name=input/eventXX - -If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, -you need to set up an udev rule to force this variable. - -A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks -like: - - SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" - SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" - -You can set up similar rules for your device by changing the values listed in -idProduct and idVendor. To obtain these values, try: - - sudo udevadm info -a --name=input/eventXX | grep idVendor - sudo udevadm info -a --name=input/eventXX | grep idProduct - -If multiple values come up for each of these, the one you want is the first one of each. - -On other systems which ship with an older udev (such as CentOS), you may need -to set up a rule such as: - - SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" - +Linux +================================================================================ + +By default SDL will only link against glibc, the rest of the features will be +enabled dynamically at runtime depending on the available features on the target +system. So, for example if you built SDL with XRandR support and the target +system does not have the XRandR libraries installed, it will be disabled +at runtime, and you won't get a missing library error, at least with the +default configuration parameters. + + +Build Dependencies +-------------------------------------------------------------------------------- + +Ubuntu 18.04, all available features enabled: + + sudo apt-get install build-essential git make autoconf automake libtool \ + pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \ + libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \ + libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \ + libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \ + libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev + +Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line. + +Fedora 35, all available features enabled: + + sudo yum install gcc git-core make cmake autoconf automake libtool \ + alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \ + libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \ + libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \ + systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \ + mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \ + libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \ + libsamplerate-devel pipewire-jack-audio-connection-kit-devel \ + +NOTES: +- This includes all the audio targets except arts and esd, because Ubuntu + (and/or Debian) pulled their packages, but in theory SDL still supports them. + The sndio audio target is also unavailable on Fedora. +- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime + for higher-quality audio resampling. SDL will work without it if the library + is missing, so it's safe to build in support even if the end user doesn't + have this library installed. +- DirectFB isn't included because the configure script (currently) fails to find + it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the + configure script to include DirectFB support. Send patches. :) + + +Joystick does not work +-------------------------------------------------------------------------------- + +If you compiled or are using a version of SDL with udev support (and you should!) +there's a few issues that may cause SDL to fail to detect your joystick. To +debug this, start by installing the evtest utility. On Ubuntu/Debian: + + sudo apt-get install evtest + +Then run: + + sudo evtest + +You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" +Now run: + + cat /dev/input/event/XX + +If you get a permission error, you need to set a udev rule to change the mode of +your device (see below) + +Also, try: + + sudo udevadm info --query=all --name=input/eventXX + +If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, +you need to set up an udev rule to force this variable. + +A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks +like: + + SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + +You can set up similar rules for your device by changing the values listed in +idProduct and idVendor. To obtain these values, try: + + sudo udevadm info -a --name=input/eventXX | grep idVendor + sudo udevadm info -a --name=input/eventXX | grep idProduct + +If multiple values come up for each of these, the one you want is the first one of each. + +On other systems which ship with an older udev (such as CentOS), you may need +to set up a rule such as: + + SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" + diff --git a/docs/README-macos.md b/docs/README-macos.md index bcf6956..8e0a4a9 100644 --- a/docs/README-macos.md +++ b/docs/README-macos.md @@ -1,285 +1,285 @@ -# Mac OS X (aka macOS). - -These instructions are for people using Apple's Mac OS X (pronounced -"ten"), which in newer versions is just referred to as "macOS". - -From the developer's point of view, macOS is a sort of hybrid Mac and -Unix system, and you have the option of using either traditional -command line tools or Apple's IDE Xcode. - -# Command Line Build - -To build SDL using the command line, use the standard configure and make -process: - -```bash -mkdir build -cd build -../configure -make -sudo make install -``` - -CMake is also known to work, although it continues to be a work in progress: - -```bash -mkdir build -cd build -cmake -DCMAKE_BUILD_TYPE=Release .. -make -sudo make install -``` - - -You can also build SDL as a Universal library (a single binary for both -64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh -script. - -```bash -mkdir build -cd build -CC=$PWD/../build-scripts/clang-fat.sh ../configure -make -sudo make install -``` - -This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0 -ABI compatibility on ARM64 architectures. For best compatibility you -should compile your application the same way. - -Please note that building SDL requires at least Xcode 6 and the 10.9 SDK. -PowerPC support for macOS has been officially dropped as of SDL 2.0.2. -32-bit Intel and macOS 10.8 runtime support has been officially dropped as -of SDL 2.24.0. - -To use the library once it's built, you essential have two possibilities: -use the traditional autoconf/automake/make method, or use Xcode. - - -# Caveats for using SDL with Mac OS X - -If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), -SDL will not register its own. This means that SDL will not terminate using -SDL_Quit if it receives a termination request, it will terminate like a -normal app, and it will not send a SDL_DROPFILE when you request to open a -file with the app. To solve these issues, put the following code in your -NSApplicationDelegate implementation: - - -```objc -- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender -{ - if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { - SDL_Event event; - event.type = SDL_QUIT; - SDL_PushEvent(&event); - } - - return NSTerminateCancel; -} - -- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename -{ - if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { - SDL_Event event; - event.type = SDL_DROPFILE; - event.drop.file = SDL_strdup([filename UTF8String]); - return (SDL_PushEvent(&event) > 0); - } - - return NO; -} -``` - -# Using the Simple DirectMedia Layer with a traditional Makefile - -An existing autoconf/automake build system for your SDL app has good chances -to work almost unchanged on macOS. However, to produce a "real" Mac binary -that you can distribute to users, you need to put the generated binary into a -so called "bundle", which is basically a fancy folder with a name like -"MyCoolGame.app". - -To get this build automatically, add something like the following rule to -your Makefile.am: - -```make -bundle_contents = APP_NAME.app/Contents -APP_NAME_bundle: EXE_NAME - mkdir -p $(bundle_contents)/MacOS - mkdir -p $(bundle_contents)/Resources - echo "APPL????" > $(bundle_contents)/PkgInfo - $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ -``` - -You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is -what will be visible to the user in the Finder. Usually it will be the same -as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` -usually is "TestGame". You might also want to use `@PACKAGE@` to use the -package name as specified in your configure.ac file. - -If your project builds more than one application, you will have to do a bit -more. For each of your target applications, you need a separate rule. - -If you want the created bundles to be installed, you may want to add this -rule to your Makefile.am: - -```make -install-exec-hook: APP_NAME_bundle - rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app - mkdir -p $(DESTDIR)$(prefix)/Applications/ - cp -r $< /$(DESTDIR)$(prefix)Applications/ -``` - -This rule takes the Bundle created by the rule from step 3 and installs them -into "$(DESTDIR)$(prefix)/Applications/". - -Again, if you want to install multiple applications, you will have to augment -the make rule accordingly. - -But beware! That is only part of the story! With the above, you end up with -a barebones .app bundle, which is double-clickable from the Finder. But -there are some more things you should do before shipping your product... - -1. The bundle right now probably is dynamically linked against SDL. That - means that when you copy it to another computer, *it will not run*, - unless you also install SDL on that other computer. A good solution - for this dilemma is to static link against SDL. On OS X, you can - achieve that by linking against the libraries listed by - - ```bash - sdl-config --static-libs - ``` - - instead of those listed by - - ```bash - sdl-config --libs - ``` - - Depending on how exactly SDL is integrated into your build systems, the - way to achieve that varies, so I won't describe it here in detail - -2. Add an 'Info.plist' to your application. That is a special XML file which - contains some meta-information about your application (like some copyright - information, the version of your app, the name of an optional icon file, - and other things). Part of that information is displayed by the Finder - when you click on the .app, or if you look at the "Get Info" window. - More information about Info.plist files can be found on Apple's homepage. - - -As a final remark, let me add that I use some of the techniques (and some -variations of them) in [Exult](https://github.com/exult/exult) and -[ScummVM](https://github.com/scummvm/scummvm); both are available in source on -the net, so feel free to take a peek at them for inspiration! - - -# Using the Simple DirectMedia Layer with Xcode - -These instructions are for using Apple's Xcode IDE to build SDL applications. - -## First steps - -The first thing to do is to unpack the Xcode.tar.gz archive in the -top level SDL directory (where the Xcode.tar.gz archive resides). -Because Stuffit Expander will unpack the archive into a subdirectory, -you should unpack the archive manually from the command line: - -```bash -cd [path_to_SDL_source] -tar zxf Xcode.tar.gz -``` - -This will create a new folder called Xcode, which you can browse -normally from the Finder. - -## Building the Framework - -The SDL Library is packaged as a framework bundle, an organized -relocatable folder hierarchy of executable code, interface headers, -and additional resources. For practical purposes, you can think of a -framework as a more user and system-friendly shared library, whose library -file behaves more or less like a standard UNIX shared library. - -To build the framework, simply open the framework project and build it. -By default, the framework bundle "SDL.framework" is installed in -/Library/Frameworks. Therefore, the testers and project stationary expect -it to be located there. However, it will function the same in any of the -following locations: - -* ~/Library/Frameworks -* /Local/Library/Frameworks -* /System/Library/Frameworks - -## Build Options - -There are two "Build Styles" (See the "Targets" tab) for SDL. -"Deployment" should be used if you aren't tweaking the SDL library. -"Development" should be used to debug SDL apps or the library itself. - -## Building the Testers - -Open the SDLTest project and build away! - -## Using the Project Stationary - -Copy the stationary to the indicated folders to access it from -the "New Project" and "Add target" menus. What could be easier? - -## Setting up a new project by hand - -Some of you won't want to use the Stationary so I'll give some tips: - -(this is accurate as of Xcode 12.5.) - -* Click "File" -> "New" -> "Project... -* Choose "macOS" and then "App" from the "Application" section. -* Fill out the options in the next window. User interface is "XIB" and - Language is "Objective-C". -* Remove "main.m" from your project -* Remove "MainMenu.xib" from your project -* Remove "AppDelegates.*" from your project -* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path -* Add "\$(HOME)/Library/Frameworks" to the frameworks search path -* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" -* Add your files -* Clean and build - -## Building from command line - -Use `xcode-build` in the same directory as your .pbxproj file - -## Running your app - -You can send command line args to your app by either invoking it from -the command line (in *.app/Contents/MacOS) or by entering them in the -Executables" panel of the target settings. - -# Implementation Notes - -Some things that may be of interest about how it all works... - -## Working directory - -In SDL 1.2, the working directory of your SDL app is by default set to its -parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not -change the working directory, which means it'll be whatever the command line -prompt that launched the program was using, or if launched by double-clicking -in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly! -You can use SDL_GetBasePath() to find where the program is running from and -chdir() there directly. - - -## You have a Cocoa App! - -Your SDL app is essentially a Cocoa application. When your app -starts up and the libraries finish loading, a Cocoa procedure is called, -which sets up the working directory and calls your main() method. -You are free to modify your Cocoa app with generally no consequence -to SDL. You cannot, however, easily change the SDL window itself. -Functionality may be added in the future to help this. - -# Bug reports - -Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). -Please feel free to report bugs there! - +# Mac OS X (aka macOS). + +These instructions are for people using Apple's Mac OS X (pronounced +"ten"), which in newer versions is just referred to as "macOS". + +From the developer's point of view, macOS is a sort of hybrid Mac and +Unix system, and you have the option of using either traditional +command line tools or Apple's IDE Xcode. + +# Command Line Build + +To build SDL using the command line, use the standard configure and make +process: + +```bash +mkdir build +cd build +../configure +make +sudo make install +``` + +CMake is also known to work, although it continues to be a work in progress: + +```bash +mkdir build +cd build +cmake -DCMAKE_BUILD_TYPE=Release .. +make +sudo make install +``` + + +You can also build SDL as a Universal library (a single binary for both +64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh +script. + +```bash +mkdir build +cd build +CC=$PWD/../build-scripts/clang-fat.sh ../configure +make +sudo make install +``` + +This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0 +ABI compatibility on ARM64 architectures. For best compatibility you +should compile your application the same way. + +Please note that building SDL requires at least Xcode 6 and the 10.9 SDK. +PowerPC support for macOS has been officially dropped as of SDL 2.0.2. +32-bit Intel and macOS 10.8 runtime support has been officially dropped as +of SDL 2.24.0. + +To use the library once it's built, you essential have two possibilities: +use the traditional autoconf/automake/make method, or use Xcode. + + +# Caveats for using SDL with Mac OS X + +If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), +SDL will not register its own. This means that SDL will not terminate using +SDL_Quit if it receives a termination request, it will terminate like a +normal app, and it will not send a SDL_DROPFILE when you request to open a +file with the app. To solve these issues, put the following code in your +NSApplicationDelegate implementation: + + +```objc +- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender +{ + if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { + SDL_Event event; + event.type = SDL_QUIT; + SDL_PushEvent(&event); + } + + return NSTerminateCancel; +} + +- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename +{ + if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { + SDL_Event event; + event.type = SDL_DROPFILE; + event.drop.file = SDL_strdup([filename UTF8String]); + return (SDL_PushEvent(&event) > 0); + } + + return NO; +} +``` + +# Using the Simple DirectMedia Layer with a traditional Makefile + +An existing autoconf/automake build system for your SDL app has good chances +to work almost unchanged on macOS. However, to produce a "real" Mac binary +that you can distribute to users, you need to put the generated binary into a +so called "bundle", which is basically a fancy folder with a name like +"MyCoolGame.app". + +To get this build automatically, add something like the following rule to +your Makefile.am: + +```make +bundle_contents = APP_NAME.app/Contents +APP_NAME_bundle: EXE_NAME + mkdir -p $(bundle_contents)/MacOS + mkdir -p $(bundle_contents)/Resources + echo "APPL????" > $(bundle_contents)/PkgInfo + $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ +``` + +You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is +what will be visible to the user in the Finder. Usually it will be the same +as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` +usually is "TestGame". You might also want to use `@PACKAGE@` to use the +package name as specified in your configure.ac file. + +If your project builds more than one application, you will have to do a bit +more. For each of your target applications, you need a separate rule. + +If you want the created bundles to be installed, you may want to add this +rule to your Makefile.am: + +```make +install-exec-hook: APP_NAME_bundle + rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app + mkdir -p $(DESTDIR)$(prefix)/Applications/ + cp -r $< /$(DESTDIR)$(prefix)Applications/ +``` + +This rule takes the Bundle created by the rule from step 3 and installs them +into "$(DESTDIR)$(prefix)/Applications/". + +Again, if you want to install multiple applications, you will have to augment +the make rule accordingly. + +But beware! That is only part of the story! With the above, you end up with +a barebones .app bundle, which is double-clickable from the Finder. But +there are some more things you should do before shipping your product... + +1. The bundle right now probably is dynamically linked against SDL. That + means that when you copy it to another computer, *it will not run*, + unless you also install SDL on that other computer. A good solution + for this dilemma is to static link against SDL. On OS X, you can + achieve that by linking against the libraries listed by + + ```bash + sdl-config --static-libs + ``` + + instead of those listed by + + ```bash + sdl-config --libs + ``` + + Depending on how exactly SDL is integrated into your build systems, the + way to achieve that varies, so I won't describe it here in detail + +2. Add an 'Info.plist' to your application. That is a special XML file which + contains some meta-information about your application (like some copyright + information, the version of your app, the name of an optional icon file, + and other things). Part of that information is displayed by the Finder + when you click on the .app, or if you look at the "Get Info" window. + More information about Info.plist files can be found on Apple's homepage. + + +As a final remark, let me add that I use some of the techniques (and some +variations of them) in [Exult](https://github.com/exult/exult) and +[ScummVM](https://github.com/scummvm/scummvm); both are available in source on +the net, so feel free to take a peek at them for inspiration! + + +# Using the Simple DirectMedia Layer with Xcode + +These instructions are for using Apple's Xcode IDE to build SDL applications. + +## First steps + +The first thing to do is to unpack the Xcode.tar.gz archive in the +top level SDL directory (where the Xcode.tar.gz archive resides). +Because Stuffit Expander will unpack the archive into a subdirectory, +you should unpack the archive manually from the command line: + +```bash +cd [path_to_SDL_source] +tar zxf Xcode.tar.gz +``` + +This will create a new folder called Xcode, which you can browse +normally from the Finder. + +## Building the Framework + +The SDL Library is packaged as a framework bundle, an organized +relocatable folder hierarchy of executable code, interface headers, +and additional resources. For practical purposes, you can think of a +framework as a more user and system-friendly shared library, whose library +file behaves more or less like a standard UNIX shared library. + +To build the framework, simply open the framework project and build it. +By default, the framework bundle "SDL.framework" is installed in +/Library/Frameworks. Therefore, the testers and project stationary expect +it to be located there. However, it will function the same in any of the +following locations: + +* ~/Library/Frameworks +* /Local/Library/Frameworks +* /System/Library/Frameworks + +## Build Options + +There are two "Build Styles" (See the "Targets" tab) for SDL. +"Deployment" should be used if you aren't tweaking the SDL library. +"Development" should be used to debug SDL apps or the library itself. + +## Building the Testers + +Open the SDLTest project and build away! + +## Using the Project Stationary + +Copy the stationary to the indicated folders to access it from +the "New Project" and "Add target" menus. What could be easier? + +## Setting up a new project by hand + +Some of you won't want to use the Stationary so I'll give some tips: + +(this is accurate as of Xcode 12.5.) + +* Click "File" -> "New" -> "Project... +* Choose "macOS" and then "App" from the "Application" section. +* Fill out the options in the next window. User interface is "XIB" and + Language is "Objective-C". +* Remove "main.m" from your project +* Remove "MainMenu.xib" from your project +* Remove "AppDelegates.*" from your project +* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path +* Add "\$(HOME)/Library/Frameworks" to the frameworks search path +* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" +* Add your files +* Clean and build + +## Building from command line + +Use `xcode-build` in the same directory as your .pbxproj file + +## Running your app + +You can send command line args to your app by either invoking it from +the command line (in *.app/Contents/MacOS) or by entering them in the +Executables" panel of the target settings. + +# Implementation Notes + +Some things that may be of interest about how it all works... + +## Working directory + +In SDL 1.2, the working directory of your SDL app is by default set to its +parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not +change the working directory, which means it'll be whatever the command line +prompt that launched the program was using, or if launched by double-clicking +in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly! +You can use SDL_GetBasePath() to find where the program is running from and +chdir() there directly. + + +## You have a Cocoa App! + +Your SDL app is essentially a Cocoa application. When your app +starts up and the libraries finish loading, a Cocoa procedure is called, +which sets up the working directory and calls your main() method. +You are free to modify your Cocoa app with generally no consequence +to SDL. You cannot, however, easily change the SDL window itself. +Functionality may be added in the future to help this. + +# Bug reports + +Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). +Please feel free to report bugs there! + diff --git a/docs/README-n3ds.md b/docs/README-n3ds.md index e9e7c7d..ff528eb 100644 --- a/docs/README-n3ds.md +++ b/docs/README-n3ds.md @@ -1,28 +1,28 @@ -# Nintendo 3DS - -SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by: - -- [Pierre Wendling](https://github.com/FtZPetruska) - -Credits to: - -- The awesome people who ported SDL to other homebrew platforms. -- The Devkitpro team for making all the tools necessary to achieve this. - -## Building - -To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run: - -```bash -cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release -cmake --build build -cmake --install build -``` - -## Notes - -- Currently only software rendering is supported. -- SDL2main should be used to ensure ROMFS is enabled. -- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function. -- `SDL_GetBasePath` returns the romfs root instead of the executable's directory. -- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information. +# Nintendo 3DS + +SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by: + +- [Pierre Wendling](https://github.com/FtZPetruska) + +Credits to: + +- The awesome people who ported SDL to other homebrew platforms. +- The Devkitpro team for making all the tools necessary to achieve this. + +## Building + +To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run: + +```bash +cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release +cmake --build build +cmake --install build +``` + +## Notes + +- Currently only software rendering is supported. +- SDL2main should be used to ensure ROMFS is enabled. +- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function. +- `SDL_GetBasePath` returns the romfs root instead of the executable's directory. +- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information. diff --git a/docs/README-nacl.md b/docs/README-nacl.md index 5b05f39..2906825 100644 --- a/docs/README-nacl.md +++ b/docs/README-nacl.md @@ -1,103 +1,103 @@ -Native Client -================================================================================ - -Requirements: - -* Native Client SDK (https://developer.chrome.com/native-client), - (tested with Pepper version 33 or higher). - -The SDL backend for Chrome's Native Client has been tested only with the PNaCl -toolchain, which generates binaries designed to run on ARM and x86_32/64 -platforms. This does not mean it won't work with the other toolchains! - -================================================================================ -Building SDL for NaCl -================================================================================ - -Set up the right environment variables (see naclbuild.sh), then configure SDL with: - - configure --host=pnacl --prefix some/install/destination - -Then "make". - -As an example of how to create a deployable app a Makefile project is provided -in test/nacl/Makefile, which includes some monkey patching of the common.mk file -provided by NaCl, without which linking properly to SDL won't work (the search -path can't be modified externally, so the linker won't find SDL's binaries unless -you dump them into the SDK path, which is inconvenient). -Also provided in test/nacl is the required support file, such as index.html, -manifest.json, etc. -SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. -This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), -hiding the asynchronous nature of the browser behind the scenes...which is not the -same as making it disappear! - - -================================================================================ -Running tests -================================================================================ - -Due to the nature of NaCl programs, building and running SDL tests is not as -straightforward as one would hope. The script naclbuild.sh in build-scripts -automates the process and should serve as a guide for users of SDL trying to build -their own applications. - -Basic usage: - - ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) - -This will build testgles2.c by default. - -If you want to build a different test, for example testrendercopyex.c: - - SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 - -Once the build finishes, you have to serve the contents with a web server (the -script will give you instructions on how to do that with Python). - -================================================================================ -RWops and nacl_io -================================================================================ - -SDL_RWops work transparently with nacl_io. Two functions control the mount points: - - int mount(const char* source, const char* target, - const char* filesystemtype, - unsigned long mountflags, const void *data); - int umount(const char *target); - - For convenience, SDL will by default mount an httpfs tree at / before calling -the app's main function. Such setting can be overridden by calling: - - umount("/"); - -And then mounting a different filesystem at / - -It's important to consider that the asynchronous nature of file operations on a -browser is hidden from the application, effectively providing the developer with -a set of blocking file operations just like you get in a regular desktop -environment, which eases the job of porting to Native Client, but also introduces -a set of challenges of its own, in particular when big file sizes and slow -connections are involved. - -For more information on how nacl_io and mount points work, see: - - https://developer.chrome.com/native-client/devguide/coding/nacl_io - https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h - -To be able to save into the directory "/save/" (like backup of game) : - - mount("", "/save", "html5fs", 0, "type=PERSISTENT"); - -And add to manifest.json : - - "permissions": [ - "unlimitedStorage" - ] - -================================================================================ -TODO - Known Issues -================================================================================ -* Testing of all systems with a real application (something other than SDL's tests) -* Key events don't seem to work properly - +Native Client +================================================================================ + +Requirements: + +* Native Client SDK (https://developer.chrome.com/native-client), + (tested with Pepper version 33 or higher). + +The SDL backend for Chrome's Native Client has been tested only with the PNaCl +toolchain, which generates binaries designed to run on ARM and x86_32/64 +platforms. This does not mean it won't work with the other toolchains! + +================================================================================ +Building SDL for NaCl +================================================================================ + +Set up the right environment variables (see naclbuild.sh), then configure SDL with: + + configure --host=pnacl --prefix some/install/destination + +Then "make". + +As an example of how to create a deployable app a Makefile project is provided +in test/nacl/Makefile, which includes some monkey patching of the common.mk file +provided by NaCl, without which linking properly to SDL won't work (the search +path can't be modified externally, so the linker won't find SDL's binaries unless +you dump them into the SDK path, which is inconvenient). +Also provided in test/nacl is the required support file, such as index.html, +manifest.json, etc. +SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. +This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), +hiding the asynchronous nature of the browser behind the scenes...which is not the +same as making it disappear! + + +================================================================================ +Running tests +================================================================================ + +Due to the nature of NaCl programs, building and running SDL tests is not as +straightforward as one would hope. The script naclbuild.sh in build-scripts +automates the process and should serve as a guide for users of SDL trying to build +their own applications. + +Basic usage: + + ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) + +This will build testgles2.c by default. + +If you want to build a different test, for example testrendercopyex.c: + + SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 + +Once the build finishes, you have to serve the contents with a web server (the +script will give you instructions on how to do that with Python). + +================================================================================ +RWops and nacl_io +================================================================================ + +SDL_RWops work transparently with nacl_io. Two functions control the mount points: + + int mount(const char* source, const char* target, + const char* filesystemtype, + unsigned long mountflags, const void *data); + int umount(const char *target); + + For convenience, SDL will by default mount an httpfs tree at / before calling +the app's main function. Such setting can be overridden by calling: + + umount("/"); + +And then mounting a different filesystem at / + +It's important to consider that the asynchronous nature of file operations on a +browser is hidden from the application, effectively providing the developer with +a set of blocking file operations just like you get in a regular desktop +environment, which eases the job of porting to Native Client, but also introduces +a set of challenges of its own, in particular when big file sizes and slow +connections are involved. + +For more information on how nacl_io and mount points work, see: + + https://developer.chrome.com/native-client/devguide/coding/nacl_io + https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h + +To be able to save into the directory "/save/" (like backup of game) : + + mount("", "/save", "html5fs", 0, "type=PERSISTENT"); + +And add to manifest.json : + + "permissions": [ + "unlimitedStorage" + ] + +================================================================================ +TODO - Known Issues +================================================================================ +* Testing of all systems with a real application (something other than SDL's tests) +* Key events don't seem to work properly + diff --git a/docs/README-ngage.md b/docs/README-ngage.md index e480965..83c2e33 100644 --- a/docs/README-ngage.md +++ b/docs/README-ngage.md @@ -1,44 +1,44 @@ -Nokia N-Gage -============ - -SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage -(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev). - -Compiling ---------- - -SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project. -The library is included in the -[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a -sub-module. - -A complete example project based on SDL2 can be found in the GitHub -account of the SDK: [Wordle](https://github.com/ngagesdk/wordle). - -Current level of implementation -------------------------------- - -The video driver currently provides full screen video support with -keyboard input. - -At the moment only the software renderer works. - -Audio is not yet implemented. - -Acknowledgements ----------------- - -Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the -valuable insight into Symbian programming. Without the SDL 1.2 port -which was specially developed for CDoom (Doom for the Nokia 9210), this -adaptation would not have been possible. - -I would like to thank my friends -[Razvan](https://twitter.com/bewarerazvan) and [Dan -Whelan](https://danwhelan.ie/), for their continuous support. Without -you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would -have lost my patience long ago. - -Last but not least, I would like to thank the development team of -[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your -patience and support in troubleshooting helped me a lot. +Nokia N-Gage +============ + +SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage +(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev). + +Compiling +--------- + +SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project. +The library is included in the +[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a +sub-module. + +A complete example project based on SDL2 can be found in the GitHub +account of the SDK: [Wordle](https://github.com/ngagesdk/wordle). + +Current level of implementation +------------------------------- + +The video driver currently provides full screen video support with +keyboard input. + +At the moment only the software renderer works. + +Audio is not yet implemented. + +Acknowledgements +---------------- + +Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the +valuable insight into Symbian programming. Without the SDL 1.2 port +which was specially developed for CDoom (Doom for the Nokia 9210), this +adaptation would not have been possible. + +I would like to thank my friends +[Razvan](https://twitter.com/bewarerazvan) and [Dan +Whelan](https://danwhelan.ie/), for their continuous support. Without +you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would +have lost my patience long ago. + +Last but not least, I would like to thank the development team of +[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your +patience and support in troubleshooting helped me a lot. diff --git a/docs/README-os2.md b/docs/README-os2.md index 6870ee3..148eb33 100644 --- a/docs/README-os2.md +++ b/docs/README-os2.md @@ -1,92 +1,92 @@ -Simple DirectMedia Layer 2 for OS/2 & eComStation -================================================================================ -SDL port for OS/2, authored by Andrey Vasilkin , 2016 - - -OpenGL not supported by this port. - -Additional optional environment variables: - -SDL_AUDIO_SHARE - Values: 0 or 1, default is 0 - Initializes the device as shareable or exclusively acquired. - -SDL_VIDEODRIVER - Values: DIVE or VMAN, default is DIVE - Use video subsystem: Direct interface video extensions (DIVE) or - Video Manager (VMAN). - -You may significantly increase video output speed with OS4 kernel and patched -files vman.dll and dive.dll or with latest versions of ACPI support and video -driver Panorama. - -Latest versions of OS/4 kernel: - http://gus.biysk.ru/os4/ - (Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4) - -Patched files vman.dll and dive.dll: - http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR - - -Compiling: ----------- - -Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see: -https://github.com/open-watcom/ and https://open-watcom.github.io -WATCOM environment variable must to be set to the Open Watcom install -directory. To compile, run: wmake -f Makefile.os2 - - -Installing: ------------ - -- eComStation: - - If you have previously installed SDL2, make a Backup copy of SDL2.dll - located in D:\ecs\dll (where D: is disk on which installed eComStation). - Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll - -- OS/2: - - Copy SDL2.dll to any directory on your LIBPATH. If you have a previous - version installed, close all SDL2 applications before replacing the old - copy. Also make sure that any other older versions of DLLs are removed - from your system. - - -Joysticks in SDL2: ------------------- - -The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version. -Here is the original documentation from SDL-1.2: - -The Joystick detection only works for standard joysticks (2 buttons, 2 axes -and the like). Therefore, if you use a non-standard joystick, you should -specify its features in the SDL_OS2_JOYSTICK environment variable in a batch -file or CONFIG.SYS, so SDL applications can provide full capability to your -device. The syntax is: - -SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] - -So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, -the line should be: - -SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 - -If you want to add spaces in your joystick name, just surround it with -quotes or double-quotes: - -SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 - -or - -SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 - - Note however that Balls and Hats are not supported under OS/2, and the -value will be ignored... but it is wise to define these correctly because -in the future those can be supported. - - Also the number of buttons is limited to 2 when using two joysticks, -4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes -and 8 when using a joystick with 2 axes. Notice however these are limitations -of the Joystick Port hardware, not OS/2. +Simple DirectMedia Layer 2 for OS/2 & eComStation +================================================================================ +SDL port for OS/2, authored by Andrey Vasilkin , 2016 + + +OpenGL not supported by this port. + +Additional optional environment variables: + +SDL_AUDIO_SHARE + Values: 0 or 1, default is 0 + Initializes the device as shareable or exclusively acquired. + +SDL_VIDEODRIVER + Values: DIVE or VMAN, default is DIVE + Use video subsystem: Direct interface video extensions (DIVE) or + Video Manager (VMAN). + +You may significantly increase video output speed with OS4 kernel and patched +files vman.dll and dive.dll or with latest versions of ACPI support and video +driver Panorama. + +Latest versions of OS/4 kernel: + http://gus.biysk.ru/os4/ + (Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4) + +Patched files vman.dll and dive.dll: + http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR + + +Compiling: +---------- + +Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see: +https://github.com/open-watcom/ and https://open-watcom.github.io +WATCOM environment variable must to be set to the Open Watcom install +directory. To compile, run: wmake -f Makefile.os2 + + +Installing: +----------- + +- eComStation: + + If you have previously installed SDL2, make a Backup copy of SDL2.dll + located in D:\ecs\dll (where D: is disk on which installed eComStation). + Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll + +- OS/2: + + Copy SDL2.dll to any directory on your LIBPATH. If you have a previous + version installed, close all SDL2 applications before replacing the old + copy. Also make sure that any other older versions of DLLs are removed + from your system. + + +Joysticks in SDL2: +------------------ + +The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version. +Here is the original documentation from SDL-1.2: + +The Joystick detection only works for standard joysticks (2 buttons, 2 axes +and the like). Therefore, if you use a non-standard joystick, you should +specify its features in the SDL_OS2_JOYSTICK environment variable in a batch +file or CONFIG.SYS, so SDL applications can provide full capability to your +device. The syntax is: + +SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] + +So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, +the line should be: + +SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 + +If you want to add spaces in your joystick name, just surround it with +quotes or double-quotes: + +SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 + +or + +SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 + + Note however that Balls and Hats are not supported under OS/2, and the +value will be ignored... but it is wise to define these correctly because +in the future those can be supported. + + Also the number of buttons is limited to 2 when using two joysticks, +4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes +and 8 when using a joystick with 2 axes. Notice however these are limitations +of the Joystick Port hardware, not OS/2. diff --git a/docs/README-pandora.md b/docs/README-pandora.md index 68ea774..b89d526 100644 --- a/docs/README-pandora.md +++ b/docs/README-pandora.md @@ -1,17 +1,17 @@ -Pandora -===================================================================== - -( http://openpandora.org/ ) -- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES -support to work on the pandora under the framebuffer. This driver do not have -input support for now, so if you use it you will have to add your own control code. -The video driver name is "pandora" so if you have problem running it from -the framebuffer, try to set the following variable before starting your application : -"export SDL_VIDEODRIVER=pandora" - -- OpenGL ES support was added to the x11 driver, so it's working like the normal -x11 driver one with OpenGLX support, with SDL input event's etc.. - - -David Carré (Cpasjuste) -cpasjuste@gmail.com +Pandora +===================================================================== + +( http://openpandora.org/ ) +- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES +support to work on the pandora under the framebuffer. This driver do not have +input support for now, so if you use it you will have to add your own control code. +The video driver name is "pandora" so if you have problem running it from +the framebuffer, try to set the following variable before starting your application : +"export SDL_VIDEODRIVER=pandora" + +- OpenGL ES support was added to the x11 driver, so it's working like the normal +x11 driver one with OpenGLX support, with SDL input event's etc.. + + +David Carré (Cpasjuste) +cpasjuste@gmail.com diff --git a/docs/README-platforms.md b/docs/README-platforms.md index 711557d..14454ec 100644 --- a/docs/README-platforms.md +++ b/docs/README-platforms.md @@ -1,8 +1,8 @@ -Platforms -========= - -We maintain the list of supported platforms on our wiki now, and how to -build and install SDL for those platforms: - - https://wiki.libsdl.org/Installation - +Platforms +========= + +We maintain the list of supported platforms on our wiki now, and how to +build and install SDL for those platforms: + + https://wiki.libsdl.org/Installation + diff --git a/docs/README-porting.md b/docs/README-porting.md index de30592..82f35c6 100644 --- a/docs/README-porting.md +++ b/docs/README-porting.md @@ -1,68 +1,68 @@ -Porting -======= - -* Porting To A New Platform - - The first thing you have to do when porting to a new platform, is look at -include/SDL_platform.h and create an entry there for your operating system. -The standard format is "__PLATFORM__", where PLATFORM is the name of the OS. -Ideally SDL_platform.h will be able to auto-detect the system it's building -on based on C preprocessor symbols. - -There are two basic ways of building SDL at the moment: - -1. The "UNIX" way: ./configure; make; make install - - If you have a GNUish system, then you might try this. Edit configure.ac, - take a look at the large section labelled: - - "Set up the configuration based on the host platform!" - - Add a section for your platform, and then re-run autogen.sh and build! - -2. Using an IDE: - - If you're using an IDE or other non-configure build system, you'll probably - want to create a custom SDL_config.h for your platform. Edit SDL_config.h, - add a section for your platform, and create a custom SDL_config_{platform}.h, - based on SDL_config_minimal.h and SDL_config.h.in - - Add the top level include directory to the header search path, and then add - the following sources to the project: - - src/*.c - src/atomic/*.c - src/audio/*.c - src/cpuinfo/*.c - src/events/*.c - src/file/*.c - src/haptic/*.c - src/joystick/*.c - src/power/*.c - src/render/*.c - src/render/software/*.c - src/stdlib/*.c - src/thread/*.c - src/timer/*.c - src/video/*.c - src/audio/disk/*.c - src/audio/dummy/*.c - src/filesystem/dummy/*.c - src/video/dummy/*.c - src/haptic/dummy/*.c - src/joystick/dummy/*.c - src/main/dummy/*.c - src/thread/generic/*.c - src/timer/dummy/*.c - src/loadso/dummy/*.c - - -Once you have a working library without any drivers, you can go back to each -of the major subsystems and start implementing drivers for your platform. - -If you have any questions, don't hesitate to ask on the SDL mailing list: - http://www.libsdl.org/mailing-list.php - -Enjoy! - Sam Lantinga (slouken@libsdl.org) - +Porting +======= + +* Porting To A New Platform + + The first thing you have to do when porting to a new platform, is look at +include/SDL_platform.h and create an entry there for your operating system. +The standard format is "__PLATFORM__", where PLATFORM is the name of the OS. +Ideally SDL_platform.h will be able to auto-detect the system it's building +on based on C preprocessor symbols. + +There are two basic ways of building SDL at the moment: + +1. The "UNIX" way: ./configure; make; make install + + If you have a GNUish system, then you might try this. Edit configure.ac, + take a look at the large section labelled: + + "Set up the configuration based on the host platform!" + + Add a section for your platform, and then re-run autogen.sh and build! + +2. Using an IDE: + + If you're using an IDE or other non-configure build system, you'll probably + want to create a custom SDL_config.h for your platform. Edit SDL_config.h, + add a section for your platform, and create a custom SDL_config_{platform}.h, + based on SDL_config_minimal.h and SDL_config.h.in + + Add the top level include directory to the header search path, and then add + the following sources to the project: + + src/*.c + src/atomic/*.c + src/audio/*.c + src/cpuinfo/*.c + src/events/*.c + src/file/*.c + src/haptic/*.c + src/joystick/*.c + src/power/*.c + src/render/*.c + src/render/software/*.c + src/stdlib/*.c + src/thread/*.c + src/timer/*.c + src/video/*.c + src/audio/disk/*.c + src/audio/dummy/*.c + src/filesystem/dummy/*.c + src/video/dummy/*.c + src/haptic/dummy/*.c + src/joystick/dummy/*.c + src/main/dummy/*.c + src/thread/generic/*.c + src/timer/dummy/*.c + src/loadso/dummy/*.c + + +Once you have a working library without any drivers, you can go back to each +of the major subsystems and start implementing drivers for your platform. + +If you have any questions, don't hesitate to ask on the SDL mailing list: + http://www.libsdl.org/mailing-list.php + +Enjoy! + Sam Lantinga (slouken@libsdl.org) + diff --git a/docs/README-ps2.md b/docs/README-ps2.md index f422da9..3f07580 100644 --- a/docs/README-ps2.md +++ b/docs/README-ps2.md @@ -1,51 +1,51 @@ -PS2 -====== -SDL2 port for the Sony Playstation 2 contributed by: -- Francisco Javier Trujillo Mata - - -Credit to - - The guys that ported SDL to PSP & Vita because I'm taking them as reference. - - David G. F. for helping me with several issues and tests. - -## Building -To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run: -```bash -cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake -cmake --build build -cmake --install build -``` - -## Hints -The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`. -If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30. - -## Notes -If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer. -So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`. -It could be something similar as: -```c -..... - -SDL_PS2_SKIP_IOP_RESET(); - -int main(int argc, char *argv[]) -{ -..... -``` -For a release binary is recommendable to reset the IOP always. - -Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected. - -## Getting PS2 Dev -[Installing PS2 Dev](https://github.com/ps2dev/ps2dev) - -## Running on PCSX2 Emulator -[PCSX2](https://github.com/PCSX2/pcsx2) - -[More PCSX2 information](https://pcsx2.net/) - -## To Do -- PS2 Screen Keyboard -- Dialogs -- Others +PS2 +====== +SDL2 port for the Sony Playstation 2 contributed by: +- Francisco Javier Trujillo Mata + + +Credit to + - The guys that ported SDL to PSP & Vita because I'm taking them as reference. + - David G. F. for helping me with several issues and tests. + +## Building +To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run: +```bash +cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake +cmake --build build +cmake --install build +``` + +## Hints +The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`. +If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30. + +## Notes +If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer. +So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`. +It could be something similar as: +```c +..... + +SDL_PS2_SKIP_IOP_RESET(); + +int main(int argc, char *argv[]) +{ +..... +``` +For a release binary is recommendable to reset the IOP always. + +Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected. + +## Getting PS2 Dev +[Installing PS2 Dev](https://github.com/ps2dev/ps2dev) + +## Running on PCSX2 Emulator +[PCSX2](https://github.com/PCSX2/pcsx2) + +[More PCSX2 information](https://pcsx2.net/) + +## To Do +- PS2 Screen Keyboard +- Dialogs +- Others diff --git a/docs/README-psp.md b/docs/README-psp.md index 96ecd76..0c5380f 100644 --- a/docs/README-psp.md +++ b/docs/README-psp.md @@ -1,36 +1,36 @@ -PSP -====== -SDL2 port for the Sony PSP contributed by: -- Captian Lex -- Francisco Javier Trujillo Mata -- Wouter Wijsman - - -Credit to - Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP - Geecko for his PSP GU lib "Glib2d" - -## Building -To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run: -```bash -cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -cmake --build build -cmake --install build -``` - - -## Getting PSP Dev -[Installing PSP Dev](https://github.com/pspdev/pspdev) - -## Running on PPSSPP Emulator -[PPSSPP](https://github.com/hrydgard/ppsspp) - -[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions) - - -## Compiling a HelloWorld -[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world) - -## To Do -- PSP Screen Keyboard -- Dialogs +PSP +====== +SDL2 port for the Sony PSP contributed by: +- Captian Lex +- Francisco Javier Trujillo Mata +- Wouter Wijsman + + +Credit to + Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP + Geecko for his PSP GU lib "Glib2d" + +## Building +To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run: +```bash +cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake +cmake --build build +cmake --install build +``` + + +## Getting PSP Dev +[Installing PSP Dev](https://github.com/pspdev/pspdev) + +## Running on PPSSPP Emulator +[PPSSPP](https://github.com/hrydgard/ppsspp) + +[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions) + + +## Compiling a HelloWorld +[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world) + +## To Do +- PSP Screen Keyboard +- Dialogs diff --git a/docs/README-raspberrypi.md b/docs/README-raspberrypi.md index 7f9bfb1..f2f24c7 100644 --- a/docs/README-raspberrypi.md +++ b/docs/README-raspberrypi.md @@ -1,180 +1,180 @@ -Raspberry Pi -============ - -Requirements: - -Raspbian (other Linux distros may work as well). - -Features --------- - -* Works without X11 -* Hardware accelerated OpenGL ES 2.x -* Sound via ALSA -* Input (mouse/keyboard/joystick) via EVDEV -* Hotplugging of input devices via UDEV - - -Raspbian Build Dependencies ---------------------------- - -sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev - -You also need the VideoCore binary stuff that ships in /opt/vc for EGL and -OpenGL ES 2.x, it usually comes pre-installed, but in any case: - -sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev - - -NEON ----- - -If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so -that SDL will select some otherwise-disabled highly-optimized code. The -original Pi units don't have NEON, the Pi2 probably does, and the Pi3 -definitely does. - - -Cross compiling from x86 Linux ------------------------------- - -To cross compile SDL for Raspbian from your desktop machine, you'll need a -Raspbian system root and the cross compilation tools. We'll assume these tools -will be placed in /opt/rpi-tools - - sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools - -You'll also need a Raspbian binary image. -Get it from: http://downloads.raspberrypi.org/raspbian_latest -After unzipping, you'll get file with a name like: "-wheezy-raspbian.img" -Let's assume the sysroot will be built in /opt/rpi-sysroot. - - export SYSROOT=/opt/rpi-sysroot - sudo kpartx -a -v .img - sudo mount -o loop /dev/mapper/loop0p2 /mnt - sudo cp -r /mnt $SYSROOT - sudo apt-get install qemu binfmt-support qemu-user-static - sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin - sudo mount --bind /dev $SYSROOT/dev - sudo mount --bind /proc $SYSROOT/proc - sudo mount --bind /sys $SYSROOT/sys - -Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, -edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. - - sudo chroot $SYSROOT - apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev - exit - sudo umount $SYSROOT/dev - sudo umount $SYSROOT/proc - sudo umount $SYSROOT/sys - sudo umount /mnt - -There's one more fix required, as the libdl.so symlink uses an absolute path -which doesn't quite work in our setup. - - sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so - sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so - -The final step is compiling SDL itself. - - export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux" - cd - mkdir -p build;cd build - LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd - make - make install - -To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: - - perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config - -Apps don't work or poor video/audio performance ------------------------------------------------ - -If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to -update the RPi's firmware. Note that doing so will fix these problems, but it -will also render the CMA - Dynamic Memory Split functionality useless. - -Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too -low in general, specially if a 1080p TV is hooked up. - -See here how to configure this setting: http://elinux.org/RPiconfig - -Using a fixed gpu_mem=128 is the best option (specially if you updated the -firmware, using CMA probably won't work, at least it's the current case). - -No input --------- - -Make sure you belong to the "input" group. - - sudo usermod -aG input `whoami` - -No HDMI Audio -------------- - -If you notice that ALSA works but there's no audio over HDMI, try adding: - - hdmi_drive=2 - -to your config.txt file and reboot. - -Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 - -Text Input API support ----------------------- - -The Text Input API is supported, with translation of scan codes done via the -kernel symbol tables. For this to work, SDL needs access to a valid console. -If you notice there's no SDL_TEXTINPUT message being emitted, double check that -your app has read access to one of the following: - -* /proc/self/fd/0 -* /dev/tty -* /dev/tty[0...6] -* /dev/vc/0 -* /dev/console - -This is usually not a problem if you run from the physical terminal (as opposed -to running from a pseudo terminal, such as via SSH). If running from a PTS, a -quick workaround is to run your app as root or add yourself to the tty group, -then re-login to the system. - - sudo usermod -aG tty `whoami` - -The keyboard layout used by SDL is the same as the one the kernel uses. -To configure the layout on Raspbian: - - sudo dpkg-reconfigure keyboard-configuration - -To configure the locale, which controls which keys are interpreted as letters, -this determining the CAPS LOCK behavior: - - sudo dpkg-reconfigure locales - - -OpenGL problems ---------------- - -If you have desktop OpenGL headers installed at build time in your RPi or cross -compilation environment, support for it will be built in. However, the chipset -does not actually have support for it, which causes issues in certain SDL apps -since the presence of OpenGL support supersedes the ES/ES2 variants. -The workaround is to disable OpenGL at configuration time: - - ./configure --disable-video-opengl - -Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER -environment variable: - - export SDL_RENDER_DRIVER=opengles2 - -Notes ------ - -* When launching apps remotely (via SSH), SDL can prevent local keystrokes from - leaking into the console only if it has root privileges. Launching apps locally - does not suffer from this issue. - - +Raspberry Pi +============ + +Requirements: + +Raspbian (other Linux distros may work as well). + +Features +-------- + +* Works without X11 +* Hardware accelerated OpenGL ES 2.x +* Sound via ALSA +* Input (mouse/keyboard/joystick) via EVDEV +* Hotplugging of input devices via UDEV + + +Raspbian Build Dependencies +--------------------------- + +sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev + +You also need the VideoCore binary stuff that ships in /opt/vc for EGL and +OpenGL ES 2.x, it usually comes pre-installed, but in any case: + +sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev + + +NEON +---- + +If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so +that SDL will select some otherwise-disabled highly-optimized code. The +original Pi units don't have NEON, the Pi2 probably does, and the Pi3 +definitely does. + + +Cross compiling from x86 Linux +------------------------------ + +To cross compile SDL for Raspbian from your desktop machine, you'll need a +Raspbian system root and the cross compilation tools. We'll assume these tools +will be placed in /opt/rpi-tools + + sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools + +You'll also need a Raspbian binary image. +Get it from: http://downloads.raspberrypi.org/raspbian_latest +After unzipping, you'll get file with a name like: "-wheezy-raspbian.img" +Let's assume the sysroot will be built in /opt/rpi-sysroot. + + export SYSROOT=/opt/rpi-sysroot + sudo kpartx -a -v .img + sudo mount -o loop /dev/mapper/loop0p2 /mnt + sudo cp -r /mnt $SYSROOT + sudo apt-get install qemu binfmt-support qemu-user-static + sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin + sudo mount --bind /dev $SYSROOT/dev + sudo mount --bind /proc $SYSROOT/proc + sudo mount --bind /sys $SYSROOT/sys + +Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, +edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. + + sudo chroot $SYSROOT + apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev + exit + sudo umount $SYSROOT/dev + sudo umount $SYSROOT/proc + sudo umount $SYSROOT/sys + sudo umount /mnt + +There's one more fix required, as the libdl.so symlink uses an absolute path +which doesn't quite work in our setup. + + sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so + sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so + +The final step is compiling SDL itself. + + export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux" + cd + mkdir -p build;cd build + LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd + make + make install + +To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: + + perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config + +Apps don't work or poor video/audio performance +----------------------------------------------- + +If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to +update the RPi's firmware. Note that doing so will fix these problems, but it +will also render the CMA - Dynamic Memory Split functionality useless. + +Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too +low in general, specially if a 1080p TV is hooked up. + +See here how to configure this setting: http://elinux.org/RPiconfig + +Using a fixed gpu_mem=128 is the best option (specially if you updated the +firmware, using CMA probably won't work, at least it's the current case). + +No input +-------- + +Make sure you belong to the "input" group. + + sudo usermod -aG input `whoami` + +No HDMI Audio +------------- + +If you notice that ALSA works but there's no audio over HDMI, try adding: + + hdmi_drive=2 + +to your config.txt file and reboot. + +Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 + +Text Input API support +---------------------- + +The Text Input API is supported, with translation of scan codes done via the +kernel symbol tables. For this to work, SDL needs access to a valid console. +If you notice there's no SDL_TEXTINPUT message being emitted, double check that +your app has read access to one of the following: + +* /proc/self/fd/0 +* /dev/tty +* /dev/tty[0...6] +* /dev/vc/0 +* /dev/console + +This is usually not a problem if you run from the physical terminal (as opposed +to running from a pseudo terminal, such as via SSH). If running from a PTS, a +quick workaround is to run your app as root or add yourself to the tty group, +then re-login to the system. + + sudo usermod -aG tty `whoami` + +The keyboard layout used by SDL is the same as the one the kernel uses. +To configure the layout on Raspbian: + + sudo dpkg-reconfigure keyboard-configuration + +To configure the locale, which controls which keys are interpreted as letters, +this determining the CAPS LOCK behavior: + + sudo dpkg-reconfigure locales + + +OpenGL problems +--------------- + +If you have desktop OpenGL headers installed at build time in your RPi or cross +compilation environment, support for it will be built in. However, the chipset +does not actually have support for it, which causes issues in certain SDL apps +since the presence of OpenGL support supersedes the ES/ES2 variants. +The workaround is to disable OpenGL at configuration time: + + ./configure --disable-video-opengl + +Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER +environment variable: + + export SDL_RENDER_DRIVER=opengles2 + +Notes +----- + +* When launching apps remotely (via SSH), SDL can prevent local keystrokes from + leaking into the console only if it has root privileges. Launching apps locally + does not suffer from this issue. + + diff --git a/docs/README-riscos.md b/docs/README-riscos.md index e4e056b..76b27e0 100644 --- a/docs/README-riscos.md +++ b/docs/README-riscos.md @@ -1,41 +1,41 @@ -RISC OS -======= - -Requirements: - -* RISC OS 3.5 or later. -* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm). -* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support. -* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions. - - -Compiling: ----------- - -Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported. - -The following commands can be used to build SDL2 for RISC OS using autoconf: - - ./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics - make - make install - -The following commands can be used to build SDL2 for RISC OS using CMake: - - cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF - cmake --build build-riscos - cmake --build build-riscos --target install - - -Current level of implementation -------------------------------- - -The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported. - -The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions. - -The audio, loadso, thread and timer APIs are currently provided by UnixLib. - -GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake. - -The joystick, locale and power APIs are not yet implemented. +RISC OS +======= + +Requirements: + +* RISC OS 3.5 or later. +* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm). +* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support. +* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions. + + +Compiling: +---------- + +Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported. + +The following commands can be used to build SDL2 for RISC OS using autoconf: + + ./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics + make + make install + +The following commands can be used to build SDL2 for RISC OS using CMake: + + cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF + cmake --build build-riscos + cmake --build build-riscos --target install + + +Current level of implementation +------------------------------- + +The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported. + +The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions. + +The audio, loadso, thread and timer APIs are currently provided by UnixLib. + +GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake. + +The joystick, locale and power APIs are not yet implemented. diff --git a/docs/README-touch.md b/docs/README-touch.md index 66c1b2b..1a23f35 100644 --- a/docs/README-touch.md +++ b/docs/README-touch.md @@ -1,86 +1,86 @@ -Touch -=========================================================================== -System Specific Notes -=========================================================================== -Linux: -The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it. - -Mac: -The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do. - -iPhone: -Works out of box. - -Windows: -Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com - -=========================================================================== -Events -=========================================================================== -SDL_FINGERDOWN: -Sent when a finger (or stylus) is placed on a touch device. -Fields: -* event.tfinger.touchId - the Id of the touch device. -* event.tfinger.fingerId - the Id of the finger which just went down. -* event.tfinger.x - the x coordinate of the touch (0..1) -* event.tfinger.y - the y coordinate of the touch (0..1) -* event.tfinger.pressure - the pressure of the touch (0..1) - -SDL_FINGERMOTION: -Sent when a finger (or stylus) is moved on the touch device. -Fields: -Same as SDL_FINGERDOWN but with additional: -* event.tfinger.dx - change in x coordinate during this motion event. -* event.tfinger.dy - change in y coordinate during this motion event. - -SDL_FINGERUP: -Sent when a finger (or stylus) is lifted from the touch device. -Fields: -Same as SDL_FINGERDOWN. - - -=========================================================================== -Functions -=========================================================================== -SDL provides the ability to access the underlying SDL_Finger structures. -These structures should _never_ be modified. - -The following functions are included from SDL_touch.h - -To get a SDL_TouchID call SDL_GetTouchDevice(int index). -This returns a SDL_TouchID. -IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this! - -The number of touch devices can be queried with SDL_GetNumTouchDevices(). - -A SDL_TouchID may be used to get pointers to SDL_Finger. - -SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device. - -The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following: - - float x = event.tfinger.x; - float y = event.tfinger.y; - - - -To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger. -This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed. -A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled. -As a result, be very careful to check for NULL return values. - -A SDL_Finger has the following fields: -* x, y: - The current coordinates of the touch. -* pressure: - The pressure of the touch. - - -=========================================================================== -Notes -=========================================================================== -For a complete example see test/testgesture.c - -Please direct questions/comments to: - jim.tla+sdl_touch@gmail.com - (original author, API was changed since) +Touch +=========================================================================== +System Specific Notes +=========================================================================== +Linux: +The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it. + +Mac: +The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do. + +iPhone: +Works out of box. + +Windows: +Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com + +=========================================================================== +Events +=========================================================================== +SDL_FINGERDOWN: +Sent when a finger (or stylus) is placed on a touch device. +Fields: +* event.tfinger.touchId - the Id of the touch device. +* event.tfinger.fingerId - the Id of the finger which just went down. +* event.tfinger.x - the x coordinate of the touch (0..1) +* event.tfinger.y - the y coordinate of the touch (0..1) +* event.tfinger.pressure - the pressure of the touch (0..1) + +SDL_FINGERMOTION: +Sent when a finger (or stylus) is moved on the touch device. +Fields: +Same as SDL_FINGERDOWN but with additional: +* event.tfinger.dx - change in x coordinate during this motion event. +* event.tfinger.dy - change in y coordinate during this motion event. + +SDL_FINGERUP: +Sent when a finger (or stylus) is lifted from the touch device. +Fields: +Same as SDL_FINGERDOWN. + + +=========================================================================== +Functions +=========================================================================== +SDL provides the ability to access the underlying SDL_Finger structures. +These structures should _never_ be modified. + +The following functions are included from SDL_touch.h + +To get a SDL_TouchID call SDL_GetTouchDevice(int index). +This returns a SDL_TouchID. +IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this! + +The number of touch devices can be queried with SDL_GetNumTouchDevices(). + +A SDL_TouchID may be used to get pointers to SDL_Finger. + +SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device. + +The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following: + + float x = event.tfinger.x; + float y = event.tfinger.y; + + + +To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger. +This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed. +A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled. +As a result, be very careful to check for NULL return values. + +A SDL_Finger has the following fields: +* x, y: + The current coordinates of the touch. +* pressure: + The pressure of the touch. + + +=========================================================================== +Notes +=========================================================================== +For a complete example see test/testgesture.c + +Please direct questions/comments to: + jim.tla+sdl_touch@gmail.com + (original author, API was changed since) diff --git a/docs/README-versions.md b/docs/README-versions.md index d54bf40..097dba1 100644 --- a/docs/README-versions.md +++ b/docs/README-versions.md @@ -1,60 +1,60 @@ -# Versioning - -## Since 2.23.0 - -SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak -and older versions of the Linux kernel: - -* The major version (first part) increases when backwards compatibility - is broken, which will happen infrequently. - -* If the minor version (second part) is divisible by 2 - (for example 2.24.x, 2.26.x), this indicates a version of SDL that - is believed to be stable and suitable for production use. - - * In stable releases, the patchlevel or micro version (third part) - indicates bugfix releases. Bugfix releases should not add or - remove ABI, so the ".0" release (for example 2.24.0) should be - forwards-compatible with all the bugfix releases from the - same cycle (for example 2.24.1). - - * The minor version increases when new API or ABI is added, or when - other significant changes are made. Newer minor versions are - backwards-compatible, but not fully forwards-compatible. - For example, programs built against SDL 2.24.x should work fine - with SDL 2.26.x, but programs built against SDL 2.26.x will not - necessarily work with 2.24.x. - -* If the minor version (second part) is not divisible by 2 - (for example 2.23.x, 2.25.x), this indicates a development prerelease - of SDL that is not suitable for stable software distributions. - Use with caution. - - * The patchlevel or micro version (third part) increases with - each prerelease. - - * Each prerelease might add new API and/or ABI. - - * Prereleases are backwards-compatible with older stable branches. - For example, 2.25.x will be backwards-compatible with 2.24.x. - - * Prereleases are not guaranteed to be backwards-compatible with - each other. For example, new API or ABI added in 2.25.1 - might be removed or changed in 2.25.2. - If this would be a problem for you, please do not use prereleases. - - * Only upgrade to a prerelease if you can guarantee that you will - promptly upgrade to the stable release that follows it. - For example, do not upgrade to 2.23.x unless you will be able to - upgrade to 2.24.0 when it becomes available. - - * Software distributions that have a freeze policy (in particular Linux - distributions with a release cycle, such as Debian and Fedora) - should usually only package stable releases, and not prereleases. - -## Before 2.23.0 - -Older versions of SDL followed a similar policy, but instead of the -odd/even rule applying to the minor version, it applied to the patchlevel -(micro version, third part). For example, 2.0.22 was a stable release -and 2.0.21 was a prerelease. +# Versioning + +## Since 2.23.0 + +SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak +and older versions of the Linux kernel: + +* The major version (first part) increases when backwards compatibility + is broken, which will happen infrequently. + +* If the minor version (second part) is divisible by 2 + (for example 2.24.x, 2.26.x), this indicates a version of SDL that + is believed to be stable and suitable for production use. + + * In stable releases, the patchlevel or micro version (third part) + indicates bugfix releases. Bugfix releases should not add or + remove ABI, so the ".0" release (for example 2.24.0) should be + forwards-compatible with all the bugfix releases from the + same cycle (for example 2.24.1). + + * The minor version increases when new API or ABI is added, or when + other significant changes are made. Newer minor versions are + backwards-compatible, but not fully forwards-compatible. + For example, programs built against SDL 2.24.x should work fine + with SDL 2.26.x, but programs built against SDL 2.26.x will not + necessarily work with 2.24.x. + +* If the minor version (second part) is not divisible by 2 + (for example 2.23.x, 2.25.x), this indicates a development prerelease + of SDL that is not suitable for stable software distributions. + Use with caution. + + * The patchlevel or micro version (third part) increases with + each prerelease. + + * Each prerelease might add new API and/or ABI. + + * Prereleases are backwards-compatible with older stable branches. + For example, 2.25.x will be backwards-compatible with 2.24.x. + + * Prereleases are not guaranteed to be backwards-compatible with + each other. For example, new API or ABI added in 2.25.1 + might be removed or changed in 2.25.2. + If this would be a problem for you, please do not use prereleases. + + * Only upgrade to a prerelease if you can guarantee that you will + promptly upgrade to the stable release that follows it. + For example, do not upgrade to 2.23.x unless you will be able to + upgrade to 2.24.0 when it becomes available. + + * Software distributions that have a freeze policy (in particular Linux + distributions with a release cycle, such as Debian and Fedora) + should usually only package stable releases, and not prereleases. + +## Before 2.23.0 + +Older versions of SDL followed a similar policy, but instead of the +odd/even rule applying to the minor version, it applied to the patchlevel +(micro version, third part). For example, 2.0.22 was a stable release +and 2.0.21 was a prerelease. diff --git a/docs/README-visualc.md b/docs/README-visualc.md index fd34b35..fb0edb9 100644 --- a/docs/README-visualc.md +++ b/docs/README-visualc.md @@ -1,114 +1,114 @@ -Using SDL with Microsoft Visual C++ -=================================== - -### by Lion Kimbro with additions by James Turk - -You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL -yourself. - -### Building SDL - -0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from -the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). -_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ - -1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. - -2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, -all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with -the `Platform Toolset`. - -If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. - -3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ -panel in the _FileView_ tab), and selecting `Build`. - -You may get a few warnings, but you should not get any errors. - -Later, we will refer to the following `.lib` and `.dll` files that have just been generated: - -- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll` -- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib` -- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib` - -_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ - -### Creating a Project with SDL - -- Create a project as a `Win32 Application`. - -- Create a C++ file for your project. - -- Set the C runtime to `Multi-threaded DLL` in the menu: -`Project|Settings|C/C++ tab|Code Generation|Runtime Library `. - -- Add the SDL `include` directory to your list of includes in the menu: -`Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` - -*VC7 Specific: Instead of doing this, I find it easier to add the -include and library directories to the list that VC7 keeps. Do this by -selecting Tools|Options|Projects|VC++ Directories and under the "Show -Directories For:" dropbox select "Include Files", and click the "New -Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you -installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the -dropbox selection to "Library Files" and add [SDLROOT]\\lib.* - -The "include directory" I am referring to is the `./include` folder. - -Now we're going to use the files that we had created earlier in the *Build SDL* step. - -Copy the following file into your Project directory: - -- `SDL2.dll` - -Add the following files to your project (It is not necessary to copy them to your project directory): - -- `SDL2.lib` -- `SDL2main.lib` - -To add them to your project, right click on your project, and select -`Add files to project`. - -**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line -and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration -(e.g. Release,Debug).** - -### Hello SDL2 - -Here's a sample SDL snippet to verify everything is setup in your IDE: - -``` - #include "SDL.h" - - int main( int argc, char* argv[] ) - { - const int WIDTH = 640; - const int HEIGHT = 480; - SDL_Window* window = NULL; - SDL_Renderer* renderer = NULL; - - SDL_Init(SDL_INIT_VIDEO); - window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); - renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); - - SDL_DestroyRenderer(renderer); - SDL_DestroyWindow(window); - SDL_Quit(); - return 0; - } - ``` - -### That's it! - -I hope that this document has helped you get through the most difficult part of using the SDL: installing it. -Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). - -### Credits - -Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. - -This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). - -Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). - -Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net) +Using SDL with Microsoft Visual C++ +=================================== + +### by Lion Kimbro with additions by James Turk + +You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL +yourself. + +### Building SDL + +0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from +the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). +_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ + +1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. + +2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, +all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with +the `Platform Toolset`. + +If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. + +3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ +panel in the _FileView_ tab), and selecting `Build`. + +You may get a few warnings, but you should not get any errors. + +Later, we will refer to the following `.lib` and `.dll` files that have just been generated: + +- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll` +- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib` +- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib` + +_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ + +### Creating a Project with SDL + +- Create a project as a `Win32 Application`. + +- Create a C++ file for your project. + +- Set the C runtime to `Multi-threaded DLL` in the menu: +`Project|Settings|C/C++ tab|Code Generation|Runtime Library `. + +- Add the SDL `include` directory to your list of includes in the menu: +`Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` + +*VC7 Specific: Instead of doing this, I find it easier to add the +include and library directories to the list that VC7 keeps. Do this by +selecting Tools|Options|Projects|VC++ Directories and under the "Show +Directories For:" dropbox select "Include Files", and click the "New +Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you +installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the +dropbox selection to "Library Files" and add [SDLROOT]\\lib.* + +The "include directory" I am referring to is the `./include` folder. + +Now we're going to use the files that we had created earlier in the *Build SDL* step. + +Copy the following file into your Project directory: + +- `SDL2.dll` + +Add the following files to your project (It is not necessary to copy them to your project directory): + +- `SDL2.lib` +- `SDL2main.lib` + +To add them to your project, right click on your project, and select +`Add files to project`. + +**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line +and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration +(e.g. Release,Debug).** + +### Hello SDL2 + +Here's a sample SDL snippet to verify everything is setup in your IDE: + +``` + #include "SDL.h" + + int main( int argc, char* argv[] ) + { + const int WIDTH = 640; + const int HEIGHT = 480; + SDL_Window* window = NULL; + SDL_Renderer* renderer = NULL; + + SDL_Init(SDL_INIT_VIDEO); + window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); + renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + return 0; + } + ``` + +### That's it! + +I hope that this document has helped you get through the most difficult part of using the SDL: installing it. +Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). + +### Credits + +Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. + +This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). + +Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). + +Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net) diff --git a/docs/README-vita.md b/docs/README-vita.md index 3dbaf1c..0a11cf8 100644 --- a/docs/README-vita.md +++ b/docs/README-vita.md @@ -1,33 +1,33 @@ -PS Vita -======= -SDL port for the Sony Playstation Vita and Sony Playstation TV - -Credit to -* xerpi, cpasjuste and rsn8887 for initial (vita2d) port -* vitasdk/dolcesdk devs -* CBPS discord (Namely Graphene and SonicMastr) - -Building --------- -To build for the PSVita, make sure you have vitasdk and cmake installed and run: -``` - cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release - cmake --build build - cmake --install build -``` - - -Notes ------ -* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON` - These renderers support 720p and 1080i resolutions. These can be specified with: - `SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);` -* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK. - They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);` - anytime before video subsystem initialization. -* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON` -* By default SDL emits mouse events for touch events on every touchscreen. - Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead. - Individual touchscreens can be disabled with: - `SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);` -* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita. +PS Vita +======= +SDL port for the Sony Playstation Vita and Sony Playstation TV + +Credit to +* xerpi, cpasjuste and rsn8887 for initial (vita2d) port +* vitasdk/dolcesdk devs +* CBPS discord (Namely Graphene and SonicMastr) + +Building +-------- +To build for the PSVita, make sure you have vitasdk and cmake installed and run: +``` + cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release + cmake --build build + cmake --install build +``` + + +Notes +----- +* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON` + These renderers support 720p and 1080i resolutions. These can be specified with: + `SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);` +* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK. + They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);` + anytime before video subsystem initialization. +* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON` +* By default SDL emits mouse events for touch events on every touchscreen. + Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead. + Individual touchscreens can be disabled with: + `SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);` +* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita. diff --git a/docs/README-wince.md b/docs/README-wince.md index d5fb64f..9fc6454 100644 --- a/docs/README-wince.md +++ b/docs/README-wince.md @@ -1,10 +1,10 @@ -WinCE -===== - -Windows CE is no longer supported by SDL. - -We have left the CE support in SDL 1.2 for those that must have it, and we -have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3. - ---ryan. - +WinCE +===== + +Windows CE is no longer supported by SDL. + +We have left the CE support in SDL 1.2 for those that must have it, and we +have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3. + +--ryan. + diff --git a/docs/README-windows.md b/docs/README-windows.md index cd29c1f..66b5fb0 100644 --- a/docs/README-windows.md +++ b/docs/README-windows.md @@ -1,58 +1,58 @@ -# Windows - -## LLVM and Intel C++ compiler support - -SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++ -compiler, but you'll have to manually add the "-msse3" command line option -to at least the SDL_audiocvt.c source file, and possibly others. This may -not be necessary if you build SDL with CMake instead of the included Visual -Studio solution. - -Details are here: https://github.com/libsdl-org/SDL/issues/5186 - - -## OpenGL ES 2.x support - -SDL has support for OpenGL ES 2.x under Windows via two alternative -implementations. - -The most straightforward method consists in running your app in a system with -a graphic card paired with a relatively recent (as of November of 2013) driver -which supports the WGL_EXT_create_context_es2_profile extension. Vendors known -to ship said extension on Windows currently include nVidia and Intel. - -The other method involves using the -[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x -context is requested and no WGL_EXT_create_context_es2_profile extension is -found, SDL will try to load the libEGL.dll library provided by ANGLE. - -To obtain the ANGLE binaries, you can either compile from source from -https://chromium.googlesource.com/angle/angle or copy the relevant binaries -from a recent Chrome/Chromium install for Windows. The files you need are: - -- libEGL.dll -- libGLESv2.dll -- d3dcompiler_46.dll (supports Windows Vista or later, better shader - compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) - -If you compile ANGLE from source, you can configure it so it does not need the -d3dcompiler_* DLL at all (for details on this, see their documentation). -However, by default SDL will try to preload the d3dcompiler_46.dll to -comply with ANGLE's requirements. If you wish SDL to preload -d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you -can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more -details). - -Known Bugs: - -- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears - that there's a bug in the library which prevents the window contents from - refreshing if this is set to anything other than the default value. - -## Vulkan Surface Support - -Support for creating Vulkan surfaces is configured on by default. To disable -it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You -must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to -use Vulkan graphics in your application. - +# Windows + +## LLVM and Intel C++ compiler support + +SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++ +compiler, but you'll have to manually add the "-msse3" command line option +to at least the SDL_audiocvt.c source file, and possibly others. This may +not be necessary if you build SDL with CMake instead of the included Visual +Studio solution. + +Details are here: https://github.com/libsdl-org/SDL/issues/5186 + + +## OpenGL ES 2.x support + +SDL has support for OpenGL ES 2.x under Windows via two alternative +implementations. + +The most straightforward method consists in running your app in a system with +a graphic card paired with a relatively recent (as of November of 2013) driver +which supports the WGL_EXT_create_context_es2_profile extension. Vendors known +to ship said extension on Windows currently include nVidia and Intel. + +The other method involves using the +[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x +context is requested and no WGL_EXT_create_context_es2_profile extension is +found, SDL will try to load the libEGL.dll library provided by ANGLE. + +To obtain the ANGLE binaries, you can either compile from source from +https://chromium.googlesource.com/angle/angle or copy the relevant binaries +from a recent Chrome/Chromium install for Windows. The files you need are: + +- libEGL.dll +- libGLESv2.dll +- d3dcompiler_46.dll (supports Windows Vista or later, better shader + compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) + +If you compile ANGLE from source, you can configure it so it does not need the +d3dcompiler_* DLL at all (for details on this, see their documentation). +However, by default SDL will try to preload the d3dcompiler_46.dll to +comply with ANGLE's requirements. If you wish SDL to preload +d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you +can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more +details). + +Known Bugs: + +- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears + that there's a bug in the library which prevents the window contents from + refreshing if this is set to anything other than the default value. + +## Vulkan Surface Support + +Support for creating Vulkan surfaces is configured on by default. To disable +it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You +must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to +use Vulkan graphics in your application. + diff --git a/docs/README-winrt.md b/docs/README-winrt.md index f4a9117..d87ec04 100644 --- a/docs/README-winrt.md +++ b/docs/README-winrt.md @@ -1,519 +1,519 @@ -WinRT -===== - -This port allows SDL applications to run on Microsoft's platforms that require -use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, -refer to them as either "Windows Store", or for Windows 10, "UWP" apps. - -In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in -modern times this port is focused on UWP apps, which run on Windows 10, -and modern Xbox consoles. - - -Requirements ------------- - -* Microsoft Visual C++ (aka Visual Studio) 2019. - - Free, "Community" or "Express" editions may be used, so long as they - include support for either "Windows Store" or "Windows Phone" apps. - "Express" versions marked as supporting "Windows Desktop" development - typically do not include support for creating WinRT apps, to note. - (The "Community" editions of Visual C++ do, however, support both - desktop/Win32 and WinRT development). -* A valid Microsoft account - This requirement is not imposed by SDL, but - rather by Microsoft's Visual C++ toolchain. This is required to launch or - debug apps. - - -Status ------- - -Here is a rough list of what works, and what doesn't: - -* What works: - * compilation via Visual C++ 2019. - * compile-time platform detection for SDL programs. The C/C++ #define, - `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. - * GPU-accelerated 2D rendering, via SDL_Renderer. - * OpenGL ES 2, via the ANGLE library (included separately from SDL) - * software rendering, via either SDL_Surface (optionally in conjunction with - SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the - SDL_Renderer APIs - * threads - * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), - SDL_GetPerformanceFrequency(), etc.) - * file I/O via SDL_RWops - * mouse input (unsupported on Windows Phone) - * audio, via SDL's WASAPI backend (if you want to record, your app must - have "Microphone" capabilities enabled in its manifest, and the user must - not have blocked access. Otherwise, capture devices will fail to work, - presenting as a device disconnect shortly after opening it.) - * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading - anything outside of the app is not supported. - * system path retrieval via SDL's filesystem APIs - * game controllers. Support is provided via the SDL_Joystick and - SDL_GameController APIs, and is backed by Microsoft's XInput API. Please - note, however, that Windows limits game-controller support in UWP apps to, - "Xbox compatible controllers" (many controllers that work in Win32 apps, - do not work in UWP, due to restrictions in UWP itself.) - * multi-touch input - * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as - appropriate. - * window events - * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can - choose to render content directly via Direct3D, using SDL to manage the - internal WinRT window, as well as input and audio. (Use - SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into - IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) - -* What partially works: - * keyboard input. Most of WinRT's documented virtual keys are supported, as - well as many keys with documented hardware scancodes. Converting - SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs - (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. - * SDLmain. WinRT uses a different signature for each app's main() function. - SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp - (in `SDL\src\main\winrt\`) directly in order for their C-style main() - functions to be called. - -* What doesn't work: - * compilation with anything other than Visual C++ - * programmatically-created custom cursors. These don't appear to be supported - by WinRT. Different OS-provided cursors can, however, be created via - SDL_CreateSystemCursor() (unsupported on Windows Phone) - * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently - supported by WinRT itself. - * joysticks and game controllers that either are not supported by - Microsoft's XInput API, or are not supported within UWP apps (many - controllers that work in Win32, do not work in UWP, due to restrictions in - UWP itself). - * turning off VSync when rendering on Windows Phone. Attempts to turn VSync - off on Windows Phone result either in Direct3D not drawing anything, or it - forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get - turned-on on Windows Phone. This limitation is not present in non-Phone - WinRT (such as Windows 8.x), where turning off VSync appears to work. - * probably anything else that's not listed as supported - - - -Upgrade Notes -------------- - -#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 - -SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). -The fixes may affect older, SDL 2.0.3-based apps' save data. Please note -that these changes only apply to SDL-based WinRT apps, and not to apps for -any other platform. - -1. SDL_GetPrefPath() would return an invalid path, one in which the path's - directory had not been created. Attempts to create files there - (via fopen(), for example), would fail, unless that directory was - explicitly created beforehand. - -2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside - a WinRT 'Roaming' folder, the contents of which get automatically - synchronized across multiple devices. This process can occur while an - application runs, and can cause existing save-data to be overwritten - at unexpected times, with data from other devices. (Windows Phone apps - written with SDL 2.0.3 did not utilize a Roaming folder, due to API - restrictions in Windows Phone 8.0). - - -SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: - -1. making sure that SDL_GetPrefPath() returns a directory in which data - can be written to immediately, without first needing to create directories. - -2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the - contents of which do not automatically get synchronized across devices - (and which require less work to use safely, in terms of data integrity). - -Apps that wish to get their Roaming folder's path can do so either by using -SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a -UCS-2/wide-char string), or directly through the WinRT class, -Windows.Storage.ApplicationData. - - - -Setup, High-Level Steps ------------------------ - -The steps for setting up a project for an SDL/WinRT app looks like the -following, at a high-level: - -1. create a new Visual C++ project using Microsoft's template for a, - "Direct3D App". -2. remove most of the files from the project. -3. make your app's project directly reference SDL/WinRT's own Visual C++ - project file, via use of Visual C++'s "References" dialog. This will setup - the linker, and will copy SDL's .dll files to your app's final output. -4. adjust your app's build settings, at minimum, telling it where to find SDL's - header files. -5. add files that contains a WinRT-appropriate main function, along with some - data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) - work properly. -6. add SDL-specific app code. -7. build and run your app. - - -Setup, Detailed Steps ---------------------- - -### 1. Create a new project ### - -Create a new project using one of Visual C++'s templates for a plain, non-XAML, -"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you -don't see one of these templates, in Visual C++'s 'New Project' dialog, try -using the textbox titled, 'Search Installed Templates' to look for one. - - -### 2. Remove unneeded files from the project ### - -In the new project, delete any file that has one of the following extensions: - -- .cpp -- .h -- .hlsl - -When you are done, you should be left with a few files, each of which will be a -necessary part of your app's project. These files will consist of: - -- an .appxmanifest file, which contains metadata on your WinRT app. This is - similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. -- a few .png files, one of which is a splash screen (displayed when your app - launches), others are app icons. -- a .pfx file, used for code signing purposes. - - -### 3. Add references to SDL's project files ### - -SDL/WinRT can be built in multiple variations, spanning across three different -CPU architectures (x86, x64, and ARM) and two different configurations -(Debug and Release). WinRT and Visual C++ do not currently provide a means -for combining multiple variations of one library into a single file. -Furthermore, it does not provide an easy means for copying pre-built .dll files -into your app's final output (via Post-Build steps, for example). It does, -however, provide a system whereby an app can reference the MSVC projects of -libraries such that, when the app is built: - -1. each library gets built for the appropriate CPU architecture(s) and WinRT - platform(s). -2. each library's output, such as .dll files, get copied to the app's build - output. - -To set this up for SDL/WinRT, you'll need to run through the following steps: - -1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then - "Solution Explorer") -2. right click on your app's solution. -3. navigate to "Add", then to "Existing Project..." -4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT` - directory. -5. once the project has been added, right-click on your app's project and - select, "References..." -6. click on the button titled, "Add New Reference..." -7. check the box next to SDL -8. click OK to close the dialog -9. SDL will now show up in the list of references. Click OK to close that - dialog. - -Your project is now linked to SDL's project, insofar that when the app is -built, SDL will be built as well, with its build output getting included with -your app. - - -### 4. Adjust Your App's Build Settings ### - -Some build settings need to be changed in your app's project. This guide will -outline the following: - -- making sure that the compiler knows where to find SDL's header files -- **Optional for C++, but NECESSARY for compiling C code:** telling the - compiler not to use Microsoft's C++ extensions for WinRT development. -- **Optional:** telling the compiler not generate errors due to missing - precompiled header files. - -To change these settings: - -1. right-click on the project -2. choose "Properties" -3. in the drop-down box next to "Configuration", choose, "All Configurations" -4. in the drop-down box next to "Platform", choose, "All Platforms" -5. in the left-hand list, expand the "C/C++" section -6. select "General" -7. edit the "Additional Include Directories" setting, and add a path to SDL's - "include" directory -8. **Optional: to enable compilation of C code:** change the setting for - "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're - working with a completely C++ based project, this step can usually be - omitted. -9. **Optional: to disable precompiled headers (which can produce - 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand - list, select "Precompiled Headers", then change the setting for "Precompiled - Header" from "Use (/Yu)" to "Not Using Precompiled Headers". -10. close the dialog, saving settings, by clicking the "OK" button - - -### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### - -A few files should be included directly in your app's MSVC project, specifically: -1. a WinRT-appropriate main function (which is different than main() functions on - other platforms) -2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor - (if and when the app needs to do so). *If this cursor resource is not - included, mouse-position reporting may fail if and when the cursor is - hidden, due to possible bugs/design-oddities in Windows itself.* - -To include these files for C/C++ projects: - -1. right-click on your project (again, in Visual C++'s Solution Explorer), - navigate to "Add", then choose "Existing Item...". -2. navigate to the directory containing SDL's source code, then into its - subdirectory, 'src/main/winrt/'. Select, then add, the following files: - - `SDL_winrt_main_NonXAML.cpp` - - `SDL2-WinRTResources.rc` - - `SDL2-WinRTResource_BlankCursor.cur` -3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your - project), then click on "Properties...". -4. in the drop-down box next to "Configuration", choose, "All Configurations" -5. in the drop-down box next to "Platform", choose, "All Platforms" -6. in the left-hand list, click on "C/C++" -7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". -8. click the OK button. This will close the dialog. - -**NOTE: C++/CX compilation is currently required in at least one file of your -app's project. This is to make sure that Visual C++'s linker builds a 'Windows -Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** - -For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's -main function, and generate SDL2-WinRTResources.res manually by using `rc` via -the Developer Command Prompt and including it as a within the -first block in your Visual Studio project file. - -### 6. Add app code and assets ### - -At this point, you can add in SDL-specific source code. Be sure to include a -C-style main function (ie: `int main(int argc, char *argv[])`). From there you -should be able to create a single `SDL_Window` (WinRT apps can only have one -window, at present), as well as an `SDL_Renderer`. Direct3D will be used to -draw content. Events are received via SDL's usual event functions -(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, -you can start adding them to the project now. If not, or if you would like to -make sure that you're setup correctly, some short and simple sample code is -provided below. - - -#### 6.A. ... when creating a new app #### - -If you are creating a new app (rather than porting an existing SDL-based app), -or if you would just like a simple app to test SDL/WinRT with before trying to -get existing code working, some working SDL/WinRT code is provided below. To -set this up: - -1. right click on your app's project -2. select Add, then New Item. An "Add New Item" dialog will show up. -3. from the left-hand list, choose "Visual C++" -4. from the middle/main list, choose "C++ File (.cpp)" -5. near the bottom of the dialog, next to "Name:", type in a name for your -source file, such as, "main.cpp". -6. click on the Add button. This will close the dialog, add the new file to -your project, and open the file in Visual C++'s text editor. -7. Copy and paste the following code into the new file, then save it. - -```c -#include - -int main(int argc, char **argv) -{ - SDL_DisplayMode mode; - SDL_Window * window = NULL; - SDL_Renderer * renderer = NULL; - SDL_Event evt; - SDL_bool keep_going = SDL_TRUE; - - if (SDL_Init(SDL_INIT_VIDEO) != 0) { - return 1; - } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { - return 1; - } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { - return 1; - } - - while (keep_going) { - while (SDL_PollEvent(&evt)) { - if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) { - keep_going = SDL_FALSE; - } - } - - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - } - - SDL_Quit(); - return 0; -} -``` - -#### 6.B. Adding code and assets #### - -If you have existing code and assets that you'd like to add, you should be able -to add them now. The process for adding a set of files is as such. - -1. right click on the app's project -2. select Add, then click on "New Item..." -3. open any source, header, or asset files as appropriate. Support for C and -C++ is available. - -Do note that WinRT only supports a subset of the APIs that are available to -Win32-based apps. Many portions of the Win32 API and the C runtime are not -available. - -A list of unsupported C APIs can be found at - - -General information on using the C runtime in WinRT can be found at - - -A list of supported Win32 APIs for WinRT apps can be found at -. To note, -the list of supported Win32 APIs for Windows Phone 8.0 is different. -That list can be found at - - - -### 7. Build and run your app ### - -Your app project should now be setup, and you should be ready to build your app. -To run it on the local machine, open the Debug menu and choose "Start -Debugging". This will build your app, then run your app full-screen. To switch -out of your app, press the Windows key. Alternatively, you can choose to run -your app in a window. To do this, before building and running your app, find -the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand -this by clicking on the arrow on the right side of the list, then click on -Simulator. Once you do that, any time you build and run the app, the app will -launch in window, rather than full-screen. - - -#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### - -**These instructions do not include Windows Phone, despite Windows Phone -typically running on ARM processors.** They are specifically for devices -that use the "Windows RT" operating system, which was a modified version of -Windows 8.x that ran primarily on ARM-based tablet computers. - -To build and run the app on ARM-based, "Windows RT" devices, you'll need to: - -- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and - debugs ARM-based apps via IP networks. -- change a few options on the development machine, both to make sure it builds - for ARM (rather than x86 or x64), and to make sure it knows how to find the - Windows RT device (on the network). - -Microsoft's Remote Debugger can be found at -. Please note -that separate versions of this debugger exist for different versions of Visual -C++, one each for MSVC 2015, 2013, and 2012. - -To setup Visual C++ to launch your app on an ARM device: - -1. make sure the Remote Debugger is running on your ARM device, and that it's on - the same IP network as your development machine. -2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click - it, then change the value to "ARM". -3. make sure Visual C++ knows the hostname or IP address of the ARM device. To - do this: - 1. open the app project's properties - 2. select "Debugging" - 3. next to "Machine Name", enter the hostname or IP address of the ARM - device - 4. if, and only if, you've turned off authentication in the Remote Debugger, - then change the setting for "Require Authentication" to No - 5. click "OK" -4. build and run the app (from Visual C++). The first time you do this, a - prompt will show up on the ARM device, asking for a Microsoft Account. You - do, unfortunately, need to log in here, and will need to follow the - subsequent registration steps in order to launch the app. After you do so, - if the app didn't already launch, try relaunching it again from within Visual - C++. - - -Troubleshooting ---------------- - -#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" - -Try adding the following to your linker flags. In MSVC, this can be done by -right-clicking on the app project, navigating to Configuration Properties -> -Linker -> Command Line, then adding them to the Additional Options -section. - -* For Release builds / MSVC-Configurations, add: - - /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib - -* For Debug builds / MSVC-Configurations, add: - - /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib - - -#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values - -This may be caused by a bug in Windows itself, whereby hiding the mouse -cursor can cause mouse-position reporting to fail. - -SDL provides a workaround for this, but it requires that an app links to a -set of Win32-style cursor image-resource files. A copy of suitable resource -files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ -project file should be sufficient to get the app to use them. - - -#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified." - -This can be caused for any one of a few reasons, which Visual Studio can -report, but won't always do so in an up-front manner. - -To help determine why this error comes up: - -1. open a copy of Visual Studio without opening a project file. This can be - accomplished via Windows' Start Menu, among other means. -2. show Visual Studio's Output window. This can be done by going to VS' - menu bar, then to View, and then to Output. -3. try opening the SDL project file directly by going to VS' menu bar, then - to File, then to Open, then to Project/Solution. When a File-Open dialog - appears, open the SDL project (such as the one in SDL's source code, in its - directory, VisualC-WinRT/UWP_VS2015/). -4. after attempting to open SDL's Visual Studio project file, additional error - information will be output to the Output window. - -If Visual Studio reports (via its Output window) that the project: - -"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections: -Microsoft.VisualStudio.ComponentGroup.UWP.VC" - -... then you will need to re-launch Visual Studio's installer, and make sure that -the workflow for "Universal Windows Platform development" is checked, and that its -optional component, "C++ Universal Windows Platform tools" is also checked. While -you are there, if you are planning on targeting UWP / Windows 10, also make sure -that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After -making sure these items are checked as-appropriate, install them. - -Once you install these components, try re-launching Visual Studio, and re-opening -the SDL project file. If you still get the error dialog, try using the Output -window, again, seeing what Visual Studio says about it. - - -#### Game controllers / joysticks aren't working! - -Windows only permits certain game controllers and joysticks to work within -WinRT / UWP apps. Even if a game controller or joystick works in a Win32 -app, that device is not guaranteed to work inside a WinRT / UWP app. - -According to Microsoft, "Xbox compatible controllers" should work inside -UWP apps, potentially with more working in the future. This includes, but -may not be limited to, Microsoft-made Xbox controllers and USB adapters. -(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop) - - +WinRT +===== + +This port allows SDL applications to run on Microsoft's platforms that require +use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, +refer to them as either "Windows Store", or for Windows 10, "UWP" apps. + +In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in +modern times this port is focused on UWP apps, which run on Windows 10, +and modern Xbox consoles. + + +Requirements +------------ + +* Microsoft Visual C++ (aka Visual Studio) 2019. + - Free, "Community" or "Express" editions may be used, so long as they + include support for either "Windows Store" or "Windows Phone" apps. + "Express" versions marked as supporting "Windows Desktop" development + typically do not include support for creating WinRT apps, to note. + (The "Community" editions of Visual C++ do, however, support both + desktop/Win32 and WinRT development). +* A valid Microsoft account - This requirement is not imposed by SDL, but + rather by Microsoft's Visual C++ toolchain. This is required to launch or + debug apps. + + +Status +------ + +Here is a rough list of what works, and what doesn't: + +* What works: + * compilation via Visual C++ 2019. + * compile-time platform detection for SDL programs. The C/C++ #define, + `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. + * GPU-accelerated 2D rendering, via SDL_Renderer. + * OpenGL ES 2, via the ANGLE library (included separately from SDL) + * software rendering, via either SDL_Surface (optionally in conjunction with + SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the + SDL_Renderer APIs + * threads + * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), + SDL_GetPerformanceFrequency(), etc.) + * file I/O via SDL_RWops + * mouse input (unsupported on Windows Phone) + * audio, via SDL's WASAPI backend (if you want to record, your app must + have "Microphone" capabilities enabled in its manifest, and the user must + not have blocked access. Otherwise, capture devices will fail to work, + presenting as a device disconnect shortly after opening it.) + * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading + anything outside of the app is not supported. + * system path retrieval via SDL's filesystem APIs + * game controllers. Support is provided via the SDL_Joystick and + SDL_GameController APIs, and is backed by Microsoft's XInput API. Please + note, however, that Windows limits game-controller support in UWP apps to, + "Xbox compatible controllers" (many controllers that work in Win32 apps, + do not work in UWP, due to restrictions in UWP itself.) + * multi-touch input + * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as + appropriate. + * window events + * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can + choose to render content directly via Direct3D, using SDL to manage the + internal WinRT window, as well as input and audio. (Use + SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into + IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) + +* What partially works: + * keyboard input. Most of WinRT's documented virtual keys are supported, as + well as many keys with documented hardware scancodes. Converting + SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs + (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. + * SDLmain. WinRT uses a different signature for each app's main() function. + SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp + (in `SDL\src\main\winrt\`) directly in order for their C-style main() + functions to be called. + +* What doesn't work: + * compilation with anything other than Visual C++ + * programmatically-created custom cursors. These don't appear to be supported + by WinRT. Different OS-provided cursors can, however, be created via + SDL_CreateSystemCursor() (unsupported on Windows Phone) + * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently + supported by WinRT itself. + * joysticks and game controllers that either are not supported by + Microsoft's XInput API, or are not supported within UWP apps (many + controllers that work in Win32, do not work in UWP, due to restrictions in + UWP itself). + * turning off VSync when rendering on Windows Phone. Attempts to turn VSync + off on Windows Phone result either in Direct3D not drawing anything, or it + forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get + turned-on on Windows Phone. This limitation is not present in non-Phone + WinRT (such as Windows 8.x), where turning off VSync appears to work. + * probably anything else that's not listed as supported + + + +Upgrade Notes +------------- + +#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 + +SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). +The fixes may affect older, SDL 2.0.3-based apps' save data. Please note +that these changes only apply to SDL-based WinRT apps, and not to apps for +any other platform. + +1. SDL_GetPrefPath() would return an invalid path, one in which the path's + directory had not been created. Attempts to create files there + (via fopen(), for example), would fail, unless that directory was + explicitly created beforehand. + +2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside + a WinRT 'Roaming' folder, the contents of which get automatically + synchronized across multiple devices. This process can occur while an + application runs, and can cause existing save-data to be overwritten + at unexpected times, with data from other devices. (Windows Phone apps + written with SDL 2.0.3 did not utilize a Roaming folder, due to API + restrictions in Windows Phone 8.0). + + +SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: + +1. making sure that SDL_GetPrefPath() returns a directory in which data + can be written to immediately, without first needing to create directories. + +2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the + contents of which do not automatically get synchronized across devices + (and which require less work to use safely, in terms of data integrity). + +Apps that wish to get their Roaming folder's path can do so either by using +SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a +UCS-2/wide-char string), or directly through the WinRT class, +Windows.Storage.ApplicationData. + + + +Setup, High-Level Steps +----------------------- + +The steps for setting up a project for an SDL/WinRT app looks like the +following, at a high-level: + +1. create a new Visual C++ project using Microsoft's template for a, + "Direct3D App". +2. remove most of the files from the project. +3. make your app's project directly reference SDL/WinRT's own Visual C++ + project file, via use of Visual C++'s "References" dialog. This will setup + the linker, and will copy SDL's .dll files to your app's final output. +4. adjust your app's build settings, at minimum, telling it where to find SDL's + header files. +5. add files that contains a WinRT-appropriate main function, along with some + data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) + work properly. +6. add SDL-specific app code. +7. build and run your app. + + +Setup, Detailed Steps +--------------------- + +### 1. Create a new project ### + +Create a new project using one of Visual C++'s templates for a plain, non-XAML, +"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you +don't see one of these templates, in Visual C++'s 'New Project' dialog, try +using the textbox titled, 'Search Installed Templates' to look for one. + + +### 2. Remove unneeded files from the project ### + +In the new project, delete any file that has one of the following extensions: + +- .cpp +- .h +- .hlsl + +When you are done, you should be left with a few files, each of which will be a +necessary part of your app's project. These files will consist of: + +- an .appxmanifest file, which contains metadata on your WinRT app. This is + similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. +- a few .png files, one of which is a splash screen (displayed when your app + launches), others are app icons. +- a .pfx file, used for code signing purposes. + + +### 3. Add references to SDL's project files ### + +SDL/WinRT can be built in multiple variations, spanning across three different +CPU architectures (x86, x64, and ARM) and two different configurations +(Debug and Release). WinRT and Visual C++ do not currently provide a means +for combining multiple variations of one library into a single file. +Furthermore, it does not provide an easy means for copying pre-built .dll files +into your app's final output (via Post-Build steps, for example). It does, +however, provide a system whereby an app can reference the MSVC projects of +libraries such that, when the app is built: + +1. each library gets built for the appropriate CPU architecture(s) and WinRT + platform(s). +2. each library's output, such as .dll files, get copied to the app's build + output. + +To set this up for SDL/WinRT, you'll need to run through the following steps: + +1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then + "Solution Explorer") +2. right click on your app's solution. +3. navigate to "Add", then to "Existing Project..." +4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT` + directory. +5. once the project has been added, right-click on your app's project and + select, "References..." +6. click on the button titled, "Add New Reference..." +7. check the box next to SDL +8. click OK to close the dialog +9. SDL will now show up in the list of references. Click OK to close that + dialog. + +Your project is now linked to SDL's project, insofar that when the app is +built, SDL will be built as well, with its build output getting included with +your app. + + +### 4. Adjust Your App's Build Settings ### + +Some build settings need to be changed in your app's project. This guide will +outline the following: + +- making sure that the compiler knows where to find SDL's header files +- **Optional for C++, but NECESSARY for compiling C code:** telling the + compiler not to use Microsoft's C++ extensions for WinRT development. +- **Optional:** telling the compiler not generate errors due to missing + precompiled header files. + +To change these settings: + +1. right-click on the project +2. choose "Properties" +3. in the drop-down box next to "Configuration", choose, "All Configurations" +4. in the drop-down box next to "Platform", choose, "All Platforms" +5. in the left-hand list, expand the "C/C++" section +6. select "General" +7. edit the "Additional Include Directories" setting, and add a path to SDL's + "include" directory +8. **Optional: to enable compilation of C code:** change the setting for + "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're + working with a completely C++ based project, this step can usually be + omitted. +9. **Optional: to disable precompiled headers (which can produce + 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand + list, select "Precompiled Headers", then change the setting for "Precompiled + Header" from "Use (/Yu)" to "Not Using Precompiled Headers". +10. close the dialog, saving settings, by clicking the "OK" button + + +### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### + +A few files should be included directly in your app's MSVC project, specifically: +1. a WinRT-appropriate main function (which is different than main() functions on + other platforms) +2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor + (if and when the app needs to do so). *If this cursor resource is not + included, mouse-position reporting may fail if and when the cursor is + hidden, due to possible bugs/design-oddities in Windows itself.* + +To include these files for C/C++ projects: + +1. right-click on your project (again, in Visual C++'s Solution Explorer), + navigate to "Add", then choose "Existing Item...". +2. navigate to the directory containing SDL's source code, then into its + subdirectory, 'src/main/winrt/'. Select, then add, the following files: + - `SDL_winrt_main_NonXAML.cpp` + - `SDL2-WinRTResources.rc` + - `SDL2-WinRTResource_BlankCursor.cur` +3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your + project), then click on "Properties...". +4. in the drop-down box next to "Configuration", choose, "All Configurations" +5. in the drop-down box next to "Platform", choose, "All Platforms" +6. in the left-hand list, click on "C/C++" +7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". +8. click the OK button. This will close the dialog. + +**NOTE: C++/CX compilation is currently required in at least one file of your +app's project. This is to make sure that Visual C++'s linker builds a 'Windows +Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** + +For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's +main function, and generate SDL2-WinRTResources.res manually by using `rc` via +the Developer Command Prompt and including it as a within the +first block in your Visual Studio project file. + +### 6. Add app code and assets ### + +At this point, you can add in SDL-specific source code. Be sure to include a +C-style main function (ie: `int main(int argc, char *argv[])`). From there you +should be able to create a single `SDL_Window` (WinRT apps can only have one +window, at present), as well as an `SDL_Renderer`. Direct3D will be used to +draw content. Events are received via SDL's usual event functions +(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, +you can start adding them to the project now. If not, or if you would like to +make sure that you're setup correctly, some short and simple sample code is +provided below. + + +#### 6.A. ... when creating a new app #### + +If you are creating a new app (rather than porting an existing SDL-based app), +or if you would just like a simple app to test SDL/WinRT with before trying to +get existing code working, some working SDL/WinRT code is provided below. To +set this up: + +1. right click on your app's project +2. select Add, then New Item. An "Add New Item" dialog will show up. +3. from the left-hand list, choose "Visual C++" +4. from the middle/main list, choose "C++ File (.cpp)" +5. near the bottom of the dialog, next to "Name:", type in a name for your +source file, such as, "main.cpp". +6. click on the Add button. This will close the dialog, add the new file to +your project, and open the file in Visual C++'s text editor. +7. Copy and paste the following code into the new file, then save it. + +```c +#include + +int main(int argc, char **argv) +{ + SDL_DisplayMode mode; + SDL_Window * window = NULL; + SDL_Renderer * renderer = NULL; + SDL_Event evt; + SDL_bool keep_going = SDL_TRUE; + + if (SDL_Init(SDL_INIT_VIDEO) != 0) { + return 1; + } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { + return 1; + } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { + return 1; + } + + while (keep_going) { + while (SDL_PollEvent(&evt)) { + if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) { + keep_going = SDL_FALSE; + } + } + + SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); + SDL_RenderClear(renderer); + SDL_RenderPresent(renderer); + } + + SDL_Quit(); + return 0; +} +``` + +#### 6.B. Adding code and assets #### + +If you have existing code and assets that you'd like to add, you should be able +to add them now. The process for adding a set of files is as such. + +1. right click on the app's project +2. select Add, then click on "New Item..." +3. open any source, header, or asset files as appropriate. Support for C and +C++ is available. + +Do note that WinRT only supports a subset of the APIs that are available to +Win32-based apps. Many portions of the Win32 API and the C runtime are not +available. + +A list of unsupported C APIs can be found at + + +General information on using the C runtime in WinRT can be found at + + +A list of supported Win32 APIs for WinRT apps can be found at +. To note, +the list of supported Win32 APIs for Windows Phone 8.0 is different. +That list can be found at + + + +### 7. Build and run your app ### + +Your app project should now be setup, and you should be ready to build your app. +To run it on the local machine, open the Debug menu and choose "Start +Debugging". This will build your app, then run your app full-screen. To switch +out of your app, press the Windows key. Alternatively, you can choose to run +your app in a window. To do this, before building and running your app, find +the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand +this by clicking on the arrow on the right side of the list, then click on +Simulator. Once you do that, any time you build and run the app, the app will +launch in window, rather than full-screen. + + +#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### + +**These instructions do not include Windows Phone, despite Windows Phone +typically running on ARM processors.** They are specifically for devices +that use the "Windows RT" operating system, which was a modified version of +Windows 8.x that ran primarily on ARM-based tablet computers. + +To build and run the app on ARM-based, "Windows RT" devices, you'll need to: + +- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and + debugs ARM-based apps via IP networks. +- change a few options on the development machine, both to make sure it builds + for ARM (rather than x86 or x64), and to make sure it knows how to find the + Windows RT device (on the network). + +Microsoft's Remote Debugger can be found at +. Please note +that separate versions of this debugger exist for different versions of Visual +C++, one each for MSVC 2015, 2013, and 2012. + +To setup Visual C++ to launch your app on an ARM device: + +1. make sure the Remote Debugger is running on your ARM device, and that it's on + the same IP network as your development machine. +2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click + it, then change the value to "ARM". +3. make sure Visual C++ knows the hostname or IP address of the ARM device. To + do this: + 1. open the app project's properties + 2. select "Debugging" + 3. next to "Machine Name", enter the hostname or IP address of the ARM + device + 4. if, and only if, you've turned off authentication in the Remote Debugger, + then change the setting for "Require Authentication" to No + 5. click "OK" +4. build and run the app (from Visual C++). The first time you do this, a + prompt will show up on the ARM device, asking for a Microsoft Account. You + do, unfortunately, need to log in here, and will need to follow the + subsequent registration steps in order to launch the app. After you do so, + if the app didn't already launch, try relaunching it again from within Visual + C++. + + +Troubleshooting +--------------- + +#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" + +Try adding the following to your linker flags. In MSVC, this can be done by +right-clicking on the app project, navigating to Configuration Properties -> +Linker -> Command Line, then adding them to the Additional Options +section. + +* For Release builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib + +* For Debug builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib + + +#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values + +This may be caused by a bug in Windows itself, whereby hiding the mouse +cursor can cause mouse-position reporting to fail. + +SDL provides a workaround for this, but it requires that an app links to a +set of Win32-style cursor image-resource files. A copy of suitable resource +files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ +project file should be sufficient to get the app to use them. + + +#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified." + +This can be caused for any one of a few reasons, which Visual Studio can +report, but won't always do so in an up-front manner. + +To help determine why this error comes up: + +1. open a copy of Visual Studio without opening a project file. This can be + accomplished via Windows' Start Menu, among other means. +2. show Visual Studio's Output window. This can be done by going to VS' + menu bar, then to View, and then to Output. +3. try opening the SDL project file directly by going to VS' menu bar, then + to File, then to Open, then to Project/Solution. When a File-Open dialog + appears, open the SDL project (such as the one in SDL's source code, in its + directory, VisualC-WinRT/UWP_VS2015/). +4. after attempting to open SDL's Visual Studio project file, additional error + information will be output to the Output window. + +If Visual Studio reports (via its Output window) that the project: + +"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections: +Microsoft.VisualStudio.ComponentGroup.UWP.VC" + +... then you will need to re-launch Visual Studio's installer, and make sure that +the workflow for "Universal Windows Platform development" is checked, and that its +optional component, "C++ Universal Windows Platform tools" is also checked. While +you are there, if you are planning on targeting UWP / Windows 10, also make sure +that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After +making sure these items are checked as-appropriate, install them. + +Once you install these components, try re-launching Visual Studio, and re-opening +the SDL project file. If you still get the error dialog, try using the Output +window, again, seeing what Visual Studio says about it. + + +#### Game controllers / joysticks aren't working! + +Windows only permits certain game controllers and joysticks to work within +WinRT / UWP apps. Even if a game controller or joystick works in a Win32 +app, that device is not guaranteed to work inside a WinRT / UWP app. + +According to Microsoft, "Xbox compatible controllers" should work inside +UWP apps, potentially with more working in the future. This includes, but +may not be limited to, Microsoft-made Xbox controllers and USB adapters. +(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop) + + diff --git a/include/SDL.h b/include/SDL.h index fd58ac3..0fe0713 100644 --- a/include/SDL.h +++ b/include/SDL.h @@ -25,7 +25,6 @@ * Main include header for the SDL library */ - #ifndef SDL_h_ #define SDL_h_ @@ -70,6 +69,8 @@ extern "C" { #endif +/* WIKI CATEGORY: Init */ + /* As of version 0.5, SDL is loaded dynamically into the application */ /** @@ -130,7 +131,7 @@ extern "C" { * call SDL_Quit() to force shutdown). If a subsystem is already loaded then * this call will increase the ref-count and return. * - * \param flags subsystem initialization flags + * \param flags subsystem initialization flags. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL_assert.h b/include/SDL_assert.h index a19c9f2..fea3f90 100644 --- a/include/SDL_assert.h +++ b/include/SDL_assert.h @@ -61,6 +61,8 @@ assert can have unique static variables associated with it. #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" ) #elif defined(__APPLE__) && defined(__arm__) #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) +#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) ) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" ) #elif defined(__386__) && defined(__WATCOMC__) #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) @@ -191,8 +193,8 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *, * A callback that fires when an SDL assertion fails. * * \param data a pointer to the SDL_AssertData structure corresponding to the - * current assertion - * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler() + * current assertion. + * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler(). * \returns an SDL_AssertState value indicating how to handle the failure. */ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( @@ -212,8 +214,8 @@ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! * * \param handler the SDL_AssertionHandler function to call when an assertion - * fails or NULL for the default handler - * \param userdata a pointer that is passed to `handler` + * fails or NULL for the default handler. + * \param userdata a pointer that is passed to `handler`. * * \since This function is available since SDL 2.0.0. * @@ -254,7 +256,7 @@ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void * data, it is safe to pass a NULL pointer to this function to ignore it. * * \param puserdata pointer which is filled with the "userdata" pointer that - * was passed to SDL_SetAssertionHandler() + * was passed to SDL_SetAssertionHandler(). * \returns the SDL_AssertionHandler that is called when an assert triggers. * * \since This function is available since SDL 2.0.2. diff --git a/include/SDL_atomic.h b/include/SDL_atomic.h index 3559ce9..226ec7c 100644 --- a/include/SDL_atomic.h +++ b/include/SDL_atomic.h @@ -20,38 +20,29 @@ */ /** - * \file SDL_atomic.h + * # CategoryAtomic * * Atomic operations. * - * IMPORTANT: - * If you are not an expert in concurrent lockless programming, you should - * only be using the atomic lock and reference counting functions in this - * file. In all other cases you should be protecting your data structures - * with full mutexes. + * IMPORTANT: If you are not an expert in concurrent lockless programming, you + * should not be using any functions in this file. You should be protecting + * your data structures with full mutexes instead. * - * The list of "safe" functions to use are: - * SDL_AtomicLock() - * SDL_AtomicUnlock() - * SDL_AtomicIncRef() - * SDL_AtomicDecRef() + * ***Seriously, here be dragons!*** * - * Seriously, here be dragons! - * ^^^^^^^^^^^^^^^^^^^^^^^^^^^ - * - * You can find out a little more about lockless programming and the - * subtle issues that can arise here: - * http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx + * You can find out a little more about lockless programming and the subtle + * issues that can arise here: + * https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming * * There's also lots of good information here: - * http://www.1024cores.net/home/lock-free-algorithms - * http://preshing.com/ * - * These operations may or may not actually be implemented using - * processor specific atomic operations. When possible they are - * implemented as true processor specific atomic operations. When that - * is not possible the are implemented using locks that *do* use the - * available atomic operations. + * - https://www.1024cores.net/home/lock-free-algorithms + * - https://preshing.com/ + * + * These operations may or may not actually be implemented using processor + * specific atomic operations. When possible they are implemented as true + * processor specific atomic operations. When that is not possible the are + * implemented using locks that *do* use the available atomic operations. * * All of the atomic operations that modify memory are full memory barriers. */ @@ -94,7 +85,7 @@ typedef int SDL_SpinLock; * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * - * \param lock a pointer to a lock variable + * \param lock a pointer to a lock variable. * \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already * held. * @@ -111,7 +102,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock); * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * - * \param lock a pointer to a lock variable + * \param lock a pointer to a lock variable. * * \since This function is available since SDL 2.0.0. * @@ -128,7 +119,7 @@ extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock); * ***Please note that spinlocks are dangerous if you don't know what you're * doing. Please be careful using any sort of spinlock!*** * - * \param lock a pointer to a lock variable + * \param lock a pointer to a lock variable. * * \since This function is available since SDL 2.0.0. * @@ -257,10 +248,13 @@ typedef void (*SDL_KernelMemoryBarrierFunc)(); /** - * \brief A type representing an atomic integer value. It is a struct - * so people don't accidentally use numeric operations on it. + * A type representing an atomic integer value. + * + * It is a struct so people don't accidentally use numeric operations on it. */ -typedef struct { int value; } SDL_atomic_t; +typedef struct SDL_atomic_t { + int value; +} SDL_atomic_t; /** * Set an atomic variable to a new value if it is currently an old value. @@ -268,9 +262,9 @@ typedef struct { int value; } SDL_atomic_t; * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to an SDL_atomic_t variable to be modified - * \param oldval the old value - * \param newval the new value + * \param a a pointer to an SDL_atomic_t variable to be modified. + * \param oldval the old value. + * \param newval the new value. * \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -289,8 +283,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to an SDL_atomic_t variable to be modified - * \param v the desired value + * \param a a pointer to an SDL_atomic_t variable to be modified. + * \param v the desired value. * \returns the previous value of the atomic variable. * * \since This function is available since SDL 2.0.2. @@ -305,7 +299,7 @@ extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v); * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to an SDL_atomic_t variable + * \param a a pointer to an SDL_atomic_t variable. * \returns the current value of an atomic variable. * * \since This function is available since SDL 2.0.2. @@ -322,8 +316,8 @@ extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a); * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to an SDL_atomic_t variable to be modified - * \param v the desired value to add + * \param a a pointer to an SDL_atomic_t variable to be modified. + * \param v the desired value to add. * \returns the previous value of the atomic variable. * * \since This function is available since SDL 2.0.2. @@ -356,9 +350,9 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v); * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to a pointer - * \param oldval the old pointer value - * \param newval the new pointer value + * \param a a pointer to a pointer. + * \param oldval the old pointer value. + * \param newval the new pointer value. * \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -375,8 +369,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void * * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to a pointer - * \param v the desired pointer value + * \param a a pointer to a pointer. + * \param v the desired pointer value. * \returns the previous value of the pointer. * * \since This function is available since SDL 2.0.2. @@ -392,7 +386,7 @@ extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v); * ***Note: If you don't know what this function is for, you shouldn't use * it!*** * - * \param a a pointer to a pointer + * \param a a pointer to a pointer. * \returns the current value of a pointer. * * \since This function is available since SDL 2.0.2. diff --git a/include/SDL_audio.h b/include/SDL_audio.h index f65deb9..cb76e93 100644 --- a/include/SDL_audio.h +++ b/include/SDL_audio.h @@ -22,9 +22,9 @@ /* !!! FIXME: several functions in here need Doxygen comments. */ /** - * \file SDL_audio.h + * # CategoryAudio * - * Access to the raw audio mixing buffer for the SDL library. + * Access to the raw audio mixing buffer for the SDL library. */ #ifndef SDL_audio_h_ @@ -44,24 +44,24 @@ extern "C" { #endif /** - * \brief Audio format flags. - * - * These are what the 16 bits in SDL_AudioFormat currently mean... - * (Unspecified bits are always zero). - * - * \verbatim - ++-----------------------sample is signed if set - || - || ++-----------sample is bigendian if set - || || - || || ++---sample is float if set - || || || - || || || +---sample bit size---+ - || || || | | - 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 - \endverbatim - * - * There are macros in SDL 2.0 and later to query these bits. + * Audio format flags. + * + * These are what the 16 bits in SDL_AudioFormat currently mean... + * (Unspecified bits are always zero). + * + * ``` + * ++-----------------------sample is signed if set + * || + * || ++-----------sample is bigendian if set + * || || + * || || ++---sample is float if set + * || || || + * || || || +---sample bit size---+ + * || || || | | + * 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 + * ``` + * + * There are macros in SDL 2.0 and later to query these bits. */ typedef Uint16 SDL_AudioFormat; @@ -149,33 +149,30 @@ typedef Uint16 SDL_AudioFormat; /* @} *//* Audio flags */ /** - * This function is called when the audio device needs more data. - * - * \param userdata An application-specific parameter saved in - * the SDL_AudioSpec structure - * \param stream A pointer to the audio data buffer. - * \param len The length of that buffer in bytes. - * - * Once the callback returns, the buffer will no longer be valid. - * Stereo samples are stored in a LRLRLR ordering. + * This function is called when the audio device needs more data. * - * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if - * you like. Just open your audio device with a NULL callback. + * \param userdata An application-specific parameter saved in the + * SDL_AudioSpec structure. + * \param stream A pointer to the audio data buffer. + * \param len Length of **stream** in bytes. */ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, int len); /** - * The calculated values in this structure are calculated by SDL_OpenAudio(). - * - * For multi-channel audio, the default SDL channel mapping is: - * 2: FL FR (stereo) - * 3: FL FR LFE (2.1 surround) - * 4: FL FR BL BR (quad) - * 5: FL FR LFE BL BR (4.1 surround) - * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) - * 7: FL FR FC LFE BC SL SR (6.1 surround) - * 8: FL FR FC LFE BL BR SL SR (7.1 surround) + * The calculated values in this structure are calculated by SDL_OpenAudio(). + * + * For multi-channel audio, the default SDL channel mapping is: + * + * ``` + * 2: FL FR (stereo) + * 3: FL FR LFE (2.1 surround) + * 4: FL FR BL BR (quad) + * 5: FL FR LFE BL BR (4.1 surround) + * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) + * 7: FL FR FC LFE BC SL SR (6.1 surround) + * 8: FL FR FC LFE BL BR SL SR (7.1 surround) + * ``` */ typedef struct SDL_AudioSpec { @@ -196,11 +193,11 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, SDL_AudioFormat format); /** - * \brief Upper limit of filters in SDL_AudioCVT + * Upper limit of filters in SDL_AudioCVT * - * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is - * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, - * one of which is the terminating NULL pointer. + * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is + * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, one + * of which is the terminating NULL pointer. */ #define SDL_AUDIOCVT_MAX_FILTERS 9 @@ -287,7 +284,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); * meant to be proper names. * * \param index the index of the audio driver; the value ranges from 0 to - * SDL_GetNumAudioDrivers() - 1 + * SDL_GetNumAudioDrivers() - 1. * \returns the name of the audio driver at the requested index, or NULL if an * invalid index was specified. * @@ -314,7 +311,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); * specific need to designate the audio driver you want to use. You should * normally use SDL_Init() or SDL_InitSubSystem(). * - * \param driver_name the name of the desired audio driver + * \param driver_name the name of the desired audio driver. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -408,13 +405,13 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained); /** - * SDL Audio Device IDs. + * SDL Audio Device IDs. * - * A successful call to SDL_OpenAudio() is always device id 1, and legacy - * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls - * always returns devices >= 2 on success. The legacy calls are good both - * for backwards compatibility and when you don't care about multiple, - * specific, or capture devices. + * A successful call to SDL_OpenAudio() is always device id 1, and legacy SDL + * audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls + * always returns devices >= 2 on success. The legacy calls are good both for + * backwards compatibility and when you don't care about multiple, specific, + * or capture devices. */ typedef Uint32 SDL_AudioDeviceID; @@ -452,7 +449,7 @@ typedef Uint32 SDL_AudioDeviceID; * ``` * * \param iscapture zero to request playback devices, non-zero to request - * recording devices + * recording devices. * \returns the number of available devices exposed by the current driver or * -1 if an explicit list of devices can't be determined. A return * value of -1 does not necessarily mean an error condition. @@ -478,7 +475,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); * invalid next time any of several other SDL functions are called. * * \param index the index of the audio device; valid values range from 0 to - * SDL_GetNumAudioDevices() - 1 + * SDL_GetNumAudioDevices() - 1. * \param iscapture non-zero to query the list of recording devices, zero to * query the list of output devices. * \returns the name of the audio device at the requested index, or NULL on @@ -504,11 +501,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, * count. * * \param index the index of the audio device; valid values range from 0 to - * SDL_GetNumAudioDevices() - 1 + * SDL_GetNumAudioDevices() - 1. * \param iscapture non-zero to query the list of recording devices, zero to * query the list of output devices. * \param spec The SDL_AudioSpec to be initialized by this function. - * \returns 0 on success, nonzero on error + * \returns 0 on success, nonzero on error. * * \since This function is available since SDL 2.0.16. * @@ -542,7 +539,7 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, * \param spec The SDL_AudioSpec to be initialized by this function. * \param iscapture non-zero to query the default recording device, zero to * query the default output device. - * \returns 0 on success, nonzero on error + * \returns 0 on success, nonzero on error. * * \since This function is available since SDL 2.24.0. * @@ -645,12 +642,12 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name, * driver-specific name as appropriate. NULL requests the most * reasonable default device. * \param iscapture non-zero to specify a device should be opened for - * recording, not playback + * recording, not playback. * \param desired an SDL_AudioSpec structure representing the desired output - * format; see SDL_OpenAudio() for more information + * format; see SDL_OpenAudio() for more information. * \param obtained an SDL_AudioSpec structure filled in with the actual output - * format; see SDL_OpenAudio() for more information - * \param allowed_changes 0, or one or more flags OR'd together + * format; see SDL_OpenAudio() for more information. + * \param allowed_changes 0, or one or more flags OR'd together. * \returns a valid device ID that is > 0 on success or 0 on failure; call * SDL_GetError() for more information. * @@ -712,7 +709,7 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); * Use this function to get the current audio state of an audio device. * * \param dev the ID of an audio device previously opened with - * SDL_OpenAudioDevice() + * SDL_OpenAudioDevice(). * \returns the SDL_AudioStatus of the specified audio device. * * \since This function is available since SDL 2.0.0. @@ -745,7 +742,7 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDevice * * ...and is only useful if you used the legacy SDL_OpenAudio() function. * - * \param pause_on non-zero to pause, 0 to unpause + * \param pause_on non-zero to pause, 0 to unpause. * * \since This function is available since SDL 2.0.0. * @@ -775,8 +772,8 @@ extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); * callback, you shouldn't pause the audio device, as it will lead to dropouts * in the audio playback. Instead, you should use SDL_LockAudioDevice(). * - * \param dev a device opened by SDL_OpenAudioDevice() - * \param pause_on non-zero to pause, 0 to unpause + * \param dev a device opened by SDL_OpenAudioDevice(). + * \param pause_on non-zero to pause, 0 to unpause. * * \since This function is available since SDL 2.0.0. * @@ -841,14 +838,14 @@ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, * SDL_LoadWAV("sample.wav", &spec, &buf, &len); * ``` * - * \param src The data source for the WAVE data - * \param freesrc If non-zero, SDL will _always_ free the data source + * \param src The data source for the WAVE data. + * \param freesrc If non-zero, SDL will _always_ free the data source. * \param spec An SDL_AudioSpec that will be filled in with the wave file's - * format details + * format details. * \param audio_buf A pointer filled with the audio data, allocated by the * function. * \param audio_len A pointer filled with the length of the audio data buffer - * in bytes + * in bytes. * \returns This function, if successfully called, returns `spec`, which will * be filled with the audio data format of the wave source data. * `audio_buf` will be filled with a pointer to an allocated buffer @@ -874,8 +871,9 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, Uint32 * audio_len); /** - * Loads a WAV from a file. - * Compatibility convenience function. + * Loads a WAV from a file. + * + * Compatibility convenience function. */ #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) @@ -888,7 +886,7 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, * this function with a NULL pointer. * * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or - * SDL_LoadWAV_RW() + * SDL_LoadWAV_RW(). * * \since This function is available since SDL 2.0.0. * @@ -912,15 +910,16 @@ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); * and then can call SDL_ConvertAudio() to complete the conversion. * * \param cvt an SDL_AudioCVT structure filled in with audio conversion - * information + * information. * \param src_format the source format of the audio data; for more info see - * SDL_AudioFormat - * \param src_channels the number of channels in the source - * \param src_rate the frequency (sample-frames-per-second) of the source + * SDL_AudioFormat. + * \param src_channels the number of channels in the source. + * \param src_rate the frequency (sample-frames-per-second) of the source. * \param dst_format the destination format of the audio data; for more info - * see SDL_AudioFormat - * \param dst_channels the number of channels in the destination - * \param dst_rate the frequency (sample-frames-per-second) of the destination + * see SDL_AudioFormat. + * \param dst_channels the number of channels in the destination. + * \param dst_rate the frequency (sample-frames-per-second) of the + * destination. * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, * or a negative error code on failure; call SDL_GetError() for more * information. @@ -991,12 +990,12 @@ typedef struct _SDL_AudioStream SDL_AudioStream; /** * Create a new audio stream. * - * \param src_format The format of the source audio - * \param src_channels The number of channels of the source audio - * \param src_rate The sampling rate of the source audio - * \param dst_format The format of the desired audio output - * \param dst_channels The number of channels of the desired audio output - * \param dst_rate The sampling rate of the desired audio output + * \param src_format The format of the source audio. + * \param src_channels The number of channels of the source audio. + * \param src_rate The sampling rate of the source audio. + * \param dst_format The format of the desired audio output. + * \param dst_channels The number of channels of the desired audio output. + * \param dst_rate The sampling rate of the desired audio output. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.7. @@ -1018,9 +1017,9 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm /** * Add data to be converted/resampled to the stream. * - * \param stream The stream the audio data is being added to - * \param buf A pointer to the audio data to add - * \param len The number of bytes to write to the stream + * \param stream The stream the audio data is being added to. + * \param buf A pointer to the audio data to add. + * \param len The number of bytes to write to the stream. * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.7. @@ -1037,10 +1036,10 @@ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const vo /** * Get converted/resampled data from the stream * - * \param stream The stream the audio is being requested from - * \param buf A buffer to fill with audio data - * \param len The maximum number of bytes to fill - * \returns the number of bytes read from the stream, or -1 on error + * \param stream The stream the audio is being requested from. + * \param buf A buffer to fill with audio data. + * \param len The maximum number of bytes to fill. + * \returns the number of bytes read from the stream, or -1 on error. * * \since This function is available since SDL 2.0.7. * @@ -1118,6 +1117,9 @@ extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); */ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); +/** + * Maximum volume allowed in calls to SDL_MixAudio and SDL_MixAudioFormat. + */ #define SDL_MIX_MAXVOLUME 128 /** @@ -1132,11 +1134,11 @@ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); * ...where `format` is the obtained format of the audio device from the * legacy SDL_OpenAudio() function. * - * \param dst the destination for the mixed audio - * \param src the source audio buffer to be mixed - * \param len the length of the audio buffer in bytes + * \param dst the destination for the mixed audio. + * \param src the source audio buffer to be mixed. + * \param len the length of the audio buffer in bytes. * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME - * for full audio volume + * for full audio volume. * * \since This function is available since SDL 2.0.0. * @@ -1165,13 +1167,13 @@ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, * SDL_MixAudioFormat() is really only needed when you're mixing a single * audio stream with a volume adjustment. * - * \param dst the destination for the mixed audio - * \param src the source audio buffer to be mixed + * \param dst the destination for the mixed audio. + * \param src the source audio buffer to be mixed. * \param format the SDL_AudioFormat structure representing the desired audio - * format - * \param len the length of the audio buffer in bytes + * format. + * \param len the length of the audio buffer in bytes. * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME - * for full audio volume + * for full audio volume. * * \since This function is available since SDL 2.0.0. */ @@ -1215,9 +1217,9 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, * from planar audio formats into a non-planar one (see SDL_AudioFormat) * before queuing audio. * - * \param dev the device ID to which we will queue audio - * \param data the data to queue to the device for later playback - * \param len the number of bytes (not samples!) to which `data` points + * \param dev the device ID to which we will queue audio. + * \param data the data to queue to the device for later playback. + * \param len the number of bytes (not samples!) to which `data` points. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1263,9 +1265,9 @@ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *da * You should not call SDL_LockAudio() on the device before dequeueing; 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 + * \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. * \returns the number of bytes dequeued, which could be less than requested; * call SDL_GetError() for more information. * @@ -1299,7 +1301,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *dat * You should not call SDL_LockAudio() on the device before querying; SDL * handles locking internally for this function. * - * \param dev the device ID of which we will query queued audio size + * \param dev the device ID of which we will query queued audio size. * \returns the number of bytes (not samples!) of queued audio. * * \since This function is available since SDL 2.0.4. @@ -1334,7 +1336,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); * * This function always succeeds and thus returns void. * - * \param dev the device ID of which to clear the audio queue + * \param dev the device ID of which to clear the audio queue. * * \since This function is available since SDL 2.0.4. * @@ -1406,7 +1408,7 @@ extern DECLSPEC void SDLCALL SDL_LockAudio(void); * at once, not only will you block the audio callback, you'll block the other * thread. * - * \param dev the ID of the device to be locked + * \param dev the ID of the device to be locked. * * \since This function is available since SDL 2.0.0. * @@ -1439,7 +1441,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); * * This function should be paired with a previous SDL_LockAudioDevice() call. * - * \param dev the ID of the device to be unlocked + * \param dev the ID of the device to be unlocked. * * \since This function is available since SDL 2.0.0. * @@ -1481,7 +1483,7 @@ extern DECLSPEC void SDLCALL SDL_CloseAudio(void); * The device ID is invalid as soon as the device is closed, and is eligible * for reuse in a new SDL_OpenAudioDevice() call immediately. * - * \param dev an audio device previously opened with SDL_OpenAudioDevice() + * \param dev an audio device previously opened with SDL_OpenAudioDevice(). * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_bits.h b/include/SDL_bits.h index 508351e..747f556 100644 --- a/include/SDL_bits.h +++ b/include/SDL_bits.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_bits.h + * # CategoryBits * - * Functions for fiddling with bits and bitmasks. + * Functions for fiddling with bits and bitmasks. */ #ifndef SDL_bits_h_ @@ -56,6 +56,12 @@ extern __inline int _SDL_bsr_watcom(Uint32); modify exact [eax] nomemory; #endif +/** + * Use this function to get the index of the most significant (set) bit in a + * + * \param x the number to find the MSB of. + * \returns the index of the most significant bit of x, or -1 if x is 0. + */ SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x) { diff --git a/include/SDL_blendmode.h b/include/SDL_blendmode.h index 351b43d..c0c6811 100644 --- a/include/SDL_blendmode.h +++ b/include/SDL_blendmode.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_blendmode.h + * # CategoryBlendmode * - * Header file declaring the SDL_BlendMode enumeration + * Header file declaring the SDL_BlendMode enumeration */ #ifndef SDL_blendmode_h_ @@ -35,9 +35,9 @@ extern "C" { #endif /** - * \brief The blend mode used in SDL_RenderCopy() and drawing operations. + * The blend mode used in SDL_RenderCopy() and drawing operations. */ -typedef enum +typedef enum SDL_BlendMode { SDL_BLENDMODE_NONE = 0x00000000, /**< no blending dstRGBA = srcRGBA */ @@ -60,9 +60,10 @@ typedef enum } SDL_BlendMode; /** - * \brief The blend operation used when combining source and destination pixel components + * The blend operation used when combining source and destination pixel + * components */ -typedef enum +typedef enum SDL_BlendOperation { SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */ @@ -72,9 +73,9 @@ typedef enum } SDL_BlendOperation; /** - * \brief The normalized factor used to multiply pixel components + * The normalized factor used to multiply pixel components */ -typedef enum +typedef enum SDL_BlendFactor { SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ @@ -158,18 +159,18 @@ typedef enum * case. * * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and - * blue components of the source pixels + * blue components of the source pixels. * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and - * blue components of the destination pixels + * blue components of the destination pixels. * \param colorOperation the SDL_BlendOperation used to combine the red, * green, and blue components of the source and - * destination pixels + * destination pixels. * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of - * the source pixels + * the source pixels. * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of - * the destination pixels + * the destination pixels. * \param alphaOperation the SDL_BlendOperation used to combine the alpha - * component of the source and destination pixels + * component of the source and destination pixels. * \returns an SDL_BlendMode that represents the chosen factors and * operations. * diff --git a/include/SDL_clipboard.h b/include/SDL_clipboard.h index 2b31245..2ae16a1 100644 --- a/include/SDL_clipboard.h +++ b/include/SDL_clipboard.h @@ -20,7 +20,7 @@ */ /** - * \file SDL_clipboard.h + * # CategoryClipboard * * Include file for SDL clipboard handling */ @@ -41,7 +41,7 @@ extern "C" { /** * Put UTF-8 text into the clipboard. * - * \param text the text to store in the clipboard + * \param text the text to store in the clipboard. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -85,7 +85,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void); /** * Put UTF-8 text into the primary selection. * - * \param text the text to store in the primary selection + * \param text the text to store in the primary selection. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL_config.h b/include/SDL_config.h index 87ea1c0..eabd78b 100644 --- a/include/SDL_config.h +++ b/include/SDL_config.h @@ -24,9 +24,7 @@ #include "SDL_platform.h" -/** - * \file SDL_config.h - */ +/* WIKI CATEGORY: - */ /* Add any platform that doesn't build using the configure system. */ #if defined(__WIN32__) diff --git a/include/SDL_cpuinfo.h b/include/SDL_cpuinfo.h index 58021b0..f303112 100644 --- a/include/SDL_cpuinfo.h +++ b/include/SDL_cpuinfo.h @@ -19,10 +19,16 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: CPUInfo */ + /** - * \file SDL_cpuinfo.h + * # CategoryCPUInfo + * + * CPU feature detection for SDL. * - * CPU feature detection for SDL. + * These functions are largely concerned with reporting if the system has + * access to various SIMD instruction sets, but also has other important info + * to share, such as number of logical CPU cores. */ #ifndef SDL_cpuinfo_h_ diff --git a/include/SDL_egl.h b/include/SDL_egl.h index 60b1606..31290ec 100644 --- a/include/SDL_egl.h +++ b/include/SDL_egl.h @@ -19,11 +19,10 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_egl.h - * - * This is a simple file to encapsulate the EGL API headers. +/* + * This is a simple file to encapsulate the EGL API headers. */ + #if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) #if defined(__vita__) || defined(__psp2__) diff --git a/include/SDL_endian.h b/include/SDL_endian.h index 942248c..5be66ea 100644 --- a/include/SDL_endian.h +++ b/include/SDL_endian.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_endian.h + * # CategoryEndian * - * Functions for reading and writing endian-specific values + * Functions for reading and writing endian-specific values */ #ifndef SDL_endian_h_ @@ -59,6 +59,15 @@ _m_prefetch(void *__P) #ifdef __linux__ #include #define SDL_BYTEORDER __BYTE_ORDER +#elif defined(__sun) && defined(__SVR4) /* Solaris */ +#include +#if defined(_LITTLE_ENDIAN) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif defined(_BIG_ENDIAN) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif #elif defined(__OpenBSD__) || defined(__DragonFly__) #include #define SDL_BYTEORDER BYTE_ORDER @@ -79,7 +88,7 @@ _m_prefetch(void *__P) defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ - defined(__sparc__) + defined(__sparc__) || defined(__sparc) #define SDL_BYTEORDER SDL_BIG_ENDIAN #else #define SDL_BYTEORDER SDL_LIL_ENDIAN @@ -180,6 +189,16 @@ extern __inline Uint16 SDL_Swap16(Uint16); parm [ax] \ modify [ax]; #else + +/** + * Use this function to swap the byte order of a 16-bit value. + * + * \param x the value to be swapped. + * \returns the swapped value. + * + * \sa SDL_SwapBE16 + * \sa SDL_SwapLE16 + */ SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { @@ -231,6 +250,16 @@ extern __inline Uint32 SDL_Swap32(Uint32); parm [eax] \ modify [eax]; #else + +/** + * Use this function to swap the byte order of a 32-bit value. + * + * \param x the value to be swapped. + * \returns the swapped value. + * + * \sa SDL_SwapBE32 + * \sa SDL_SwapLE32 + */ SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { @@ -276,6 +305,16 @@ extern __inline Uint64 SDL_Swap64(Uint64); parm [eax edx] \ modify [eax edx]; #else + +/** + * Use this function to swap the byte order of a 64-bit value. + * + * \param x the value to be swapped. + * \returns the swapped value. + * + * \sa SDL_SwapBE64 + * \sa SDL_SwapLE64 + */ SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { @@ -293,6 +332,15 @@ SDL_Swap64(Uint64 x) #endif +/** + * Use this function to swap the byte order of a floating point value. + * + * \param x the value to be swapped. + * \returns the swapped value. + * + * \sa SDL_SwapFloatBE + * \sa SDL_SwapFloatLE + */ SDL_FORCE_INLINE float SDL_SwapFloat(float x) { diff --git a/include/SDL_error.h b/include/SDL_error.h index 16dfd88..8d9cde0 100644 --- a/include/SDL_error.h +++ b/include/SDL_error.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_error.h + * # CategoryError * - * Simple error message routines for SDL. + * Simple error message routines for SDL. */ #ifndef SDL_error_h_ @@ -53,9 +53,9 @@ extern "C" { * } * ``` * - * \param fmt a printf()-style message format string + * \param fmt a printf()-style message format string. * \param ... additional parameters matching % tokens in the `fmt` string, if - * any + * any. * \returns always -1. * * \since This function is available since SDL 2.0.0. @@ -109,8 +109,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetError(void); * otherwise operates exactly the same as SDL_GetError(). * * \param errstr A buffer to fill with the last error message that was set for - * the current thread - * \param maxlen The size of the buffer pointed to by the errstr parameter + * the current thread. + * \param maxlen The size of the buffer pointed to by the errstr parameter. * \returns the pointer passed in as the `errstr` parameter. * * \since This function is available since SDL 2.0.14. diff --git a/include/SDL_events.h b/include/SDL_events.h index a39f1df..b9596c0 100644 --- a/include/SDL_events.h +++ b/include/SDL_events.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_events.h + * # CategoryEvents * - * Include file for SDL event handling. + * Include file for SDL event handling. */ #ifndef SDL_events_h_ @@ -52,7 +52,7 @@ extern "C" { /** * The types of events that can be delivered. */ -typedef enum +typedef enum SDL_EventType { SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ @@ -167,7 +167,7 @@ typedef enum /* Internal events */ SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ - /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, + /** Events SDL_USEREVENT through SDL_LASTEVENT are for your use, * and should be allocated with SDL_RegisterEvents() */ SDL_USEREVENT = 0x8000, @@ -179,7 +179,7 @@ typedef enum } SDL_EventType; /** - * \brief Fields shared by every event + * Fields shared by every event */ typedef struct SDL_CommonEvent { @@ -188,14 +188,14 @@ typedef struct SDL_CommonEvent } SDL_CommonEvent; /** - * \brief Display state change event data (event.display.*) + * Display state change event data (event.display.*) */ typedef struct SDL_DisplayEvent { - Uint32 type; /**< ::SDL_DISPLAYEVENT */ + Uint32 type; /**< SDL_DISPLAYEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 display; /**< The associated display index */ - Uint8 event; /**< ::SDL_DisplayEventID */ + Uint8 event; /**< SDL_DisplayEventID */ Uint8 padding1; Uint8 padding2; Uint8 padding3; @@ -203,14 +203,14 @@ typedef struct SDL_DisplayEvent } SDL_DisplayEvent; /** - * \brief Window state change event data (event.window.*) + * Window state change event data (event.window.*) */ typedef struct SDL_WindowEvent { - Uint32 type; /**< ::SDL_WINDOWEVENT */ + Uint32 type; /**< SDL_WINDOWEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The associated window */ - Uint8 event; /**< ::SDL_WindowEventID */ + Uint8 event; /**< SDL_WindowEventID */ Uint8 padding1; Uint8 padding2; Uint8 padding3; @@ -219,14 +219,14 @@ typedef struct SDL_WindowEvent } SDL_WindowEvent; /** - * \brief Keyboard button event structure (event.key.*) + * Keyboard button event structure (event.key.*) */ typedef struct SDL_KeyboardEvent { - Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ + Uint32 type; /**< SDL_KEYDOWN or SDL_KEYUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ - Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 repeat; /**< Non-zero if this is a key repeat */ Uint8 padding2; Uint8 padding3; @@ -234,12 +234,13 @@ typedef struct SDL_KeyboardEvent } SDL_KeyboardEvent; #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) + /** - * \brief Keyboard text editing event structure (event.edit.*) + * Keyboard text editing event structure (event.edit.*) */ typedef struct SDL_TextEditingEvent { - Uint32 type; /**< ::SDL_TEXTEDITING */ + Uint32 type; /**< SDL_TEXTEDITING */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ @@ -248,12 +249,12 @@ typedef struct SDL_TextEditingEvent } SDL_TextEditingEvent; /** - * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be - * truncated if stored in the text buffer SDL_TextEditingEvent + * Extended keyboard text editing event structure (event.editExt.*) when text + * would be truncated if stored in the text buffer SDL_TextEditingEvent */ typedef struct SDL_TextEditingExtEvent { - Uint32 type; /**< ::SDL_TEXTEDITING_EXT */ + Uint32 type; /**< SDL_TEXTEDITING_EXT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */ @@ -261,24 +262,43 @@ typedef struct SDL_TextEditingExtEvent Sint32 length; /**< The length of selected editing text */ } SDL_TextEditingExtEvent; +/** + * The maximum bytes of text that can be supplied in an SDL_TextInputEvent. + */ #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) + /** - * \brief Keyboard text input event structure (event.text.*) + * Keyboard text input event structure (event.text.*) + * + * `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming + * string is larger than this, SDL will split it and send it in pieces, across + * multiple events. The string is in UTF-8 format, and if split, SDL + * guarantees that it will not split in the middle of a UTF-8 sequence, so any + * event will only contain complete codepoints. However, if there are several + * codepoints that go together into a single glyph (like an emoji "thumbs up" + * followed by a skin color), they may be split between events. + * + * This event will never be delivered unless text input is enabled by calling + * SDL_StartTextInput(). Text input is enabled by default on desktop + * platforms, and disabled by default on mobile platforms! + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput */ typedef struct SDL_TextInputEvent { - Uint32 type; /**< ::SDL_TEXTINPUT */ + Uint32 type; /**< SDL_TEXTINPUT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with keyboard focus, if any */ - char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ + char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text; UTF-8 encoded. */ } SDL_TextInputEvent; /** - * \brief Mouse motion event structure (event.motion.*) + * Mouse motion event structure (event.motion.*) */ typedef struct SDL_MouseMotionEvent { - Uint32 type; /**< ::SDL_MOUSEMOTION */ + Uint32 type; /**< SDL_MOUSEMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ @@ -290,16 +310,16 @@ typedef struct SDL_MouseMotionEvent } SDL_MouseMotionEvent; /** - * \brief Mouse button event structure (event.button.*) + * Mouse button event structure (event.button.*) */ typedef struct SDL_MouseButtonEvent { - Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ + Uint32 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ Uint8 button; /**< The mouse button index */ - Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ Uint8 padding1; Sint32 x; /**< X coordinate, relative to window */ @@ -307,11 +327,11 @@ typedef struct SDL_MouseButtonEvent } SDL_MouseButtonEvent; /** - * \brief Mouse wheel event structure (event.wheel.*) + * Mouse wheel event structure (event.wheel.*) */ typedef struct SDL_MouseWheelEvent { - Uint32 type; /**< ::SDL_MOUSEWHEEL */ + Uint32 type; /**< SDL_MOUSEWHEEL */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The window with mouse focus, if any */ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ @@ -325,11 +345,11 @@ typedef struct SDL_MouseWheelEvent } SDL_MouseWheelEvent; /** - * \brief Joystick axis motion event structure (event.jaxis.*) + * Joystick axis motion event structure (event.jaxis.*) */ typedef struct SDL_JoyAxisEvent { - Uint32 type; /**< ::SDL_JOYAXISMOTION */ + Uint32 type; /**< SDL_JOYAXISMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The joystick axis index */ @@ -341,11 +361,11 @@ typedef struct SDL_JoyAxisEvent } SDL_JoyAxisEvent; /** - * \brief Joystick trackball motion event structure (event.jball.*) + * Joystick trackball motion event structure (event.jball.*) */ typedef struct SDL_JoyBallEvent { - Uint32 type; /**< ::SDL_JOYBALLMOTION */ + Uint32 type; /**< SDL_JOYBALLMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 ball; /**< The joystick trackball index */ @@ -357,18 +377,18 @@ typedef struct SDL_JoyBallEvent } SDL_JoyBallEvent; /** - * \brief Joystick hat position change event structure (event.jhat.*) + * Joystick hat position change event structure (event.jhat.*) */ typedef struct SDL_JoyHatEvent { - Uint32 type; /**< ::SDL_JOYHATMOTION */ + Uint32 type; /**< SDL_JOYHATMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 hat; /**< The joystick hat index */ Uint8 value; /**< The hat position value. - * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP - * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT - * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN + * \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP + * \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT + * \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN * * Note that zero means the POV is centered. */ @@ -377,46 +397,51 @@ typedef struct SDL_JoyHatEvent } SDL_JoyHatEvent; /** - * \brief Joystick button event structure (event.jbutton.*) + * Joystick button event structure (event.jbutton.*) */ typedef struct SDL_JoyButtonEvent { - Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ + Uint32 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The joystick button index */ - Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_JoyButtonEvent; /** - * \brief Joystick device event structure (event.jdevice.*) + * Joystick device event structure (event.jdevice.*) + * + * SDL will send JOYSTICK_ADDED events for devices that are already plugged in + * during SDL_Init. + * + * \sa SDL_ControllerDeviceEvent */ typedef struct SDL_JoyDeviceEvent { - Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ + Uint32 type; /**< SDL_JOYDEVICEADDED or SDL_JOYDEVICEREMOVED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ } SDL_JoyDeviceEvent; /** - * \brief Joysick battery level change event structure (event.jbattery.*) + * Joysick battery level change event structure (event.jbattery.*) */ typedef struct SDL_JoyBatteryEvent { - Uint32 type; /**< ::SDL_JOYBATTERYUPDATED */ + Uint32 type; /**< SDL_JOYBATTERYUPDATED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ SDL_JoystickPowerLevel level; /**< The joystick battery level */ } SDL_JoyBatteryEvent; /** - * \brief Game controller axis motion event structure (event.caxis.*) + * Game controller axis motion event structure (event.caxis.*) */ typedef struct SDL_ControllerAxisEvent { - Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ + Uint32 type; /**< SDL_CONTROLLERAXISMOTION */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ @@ -429,36 +454,42 @@ typedef struct SDL_ControllerAxisEvent /** - * \brief Game controller button event structure (event.cbutton.*) + * Game controller button event structure (event.cbutton.*) */ typedef struct SDL_ControllerButtonEvent { - Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ + Uint32 type; /**< SDL_CONTROLLERBUTTONDOWN or SDL_CONTROLLERBUTTONUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Uint8 button; /**< The controller button (SDL_GameControllerButton) */ - Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ + Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint8 padding1; Uint8 padding2; } SDL_ControllerButtonEvent; /** - * \brief Controller device event structure (event.cdevice.*) + * Controller device event structure (event.cdevice.*) + * + * Joysticks that are supported game controllers receive both an + * SDL_JoyDeviceEvent and an SDL_ControllerDeviceEvent. + * + * SDL will send CONTROLLERDEVICEADDED events for joysticks that are already + * plugged in during SDL_Init() and are recognized as game controllers. */ typedef struct SDL_ControllerDeviceEvent { - Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, ::SDL_CONTROLLERDEVICEREMAPPED, or ::SDL_CONTROLLERSTEAMHANDLEUPDATED */ + Uint32 type; /**< SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED, or SDL_CONTROLLERSTEAMHANDLEUPDATED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ } SDL_ControllerDeviceEvent; /** - * \brief Game controller touchpad event structure (event.ctouchpad.*) + * Game controller touchpad event structure (event.ctouchpad.*) */ typedef struct SDL_ControllerTouchpadEvent { - Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */ + Uint32 type; /**< SDL_CONTROLLERTOUCHPADDOWN or SDL_CONTROLLERTOUCHPADMOTION or SDL_CONTROLLERTOUCHPADUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ Sint32 touchpad; /**< The index of the touchpad */ @@ -469,24 +500,24 @@ typedef struct SDL_ControllerTouchpadEvent } SDL_ControllerTouchpadEvent; /** - * \brief Game controller sensor event structure (event.csensor.*) + * Game controller sensor event structure (event.csensor.*) */ typedef struct SDL_ControllerSensorEvent { - Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */ + Uint32 type; /**< SDL_CONTROLLERSENSORUPDATE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_JoystickID which; /**< The joystick instance id */ - Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */ + Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */ float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */ } SDL_ControllerSensorEvent; /** - * \brief Audio device event structure (event.adevice.*) + * Audio device event structure (event.adevice.*) */ typedef struct SDL_AudioDeviceEvent { - Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ + Uint32 type; /**< SDL_AUDIODEVICEADDED, or SDL_AUDIODEVICEREMOVED */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ @@ -497,11 +528,11 @@ typedef struct SDL_AudioDeviceEvent /** - * \brief Touch finger event structure (event.tfinger.*) + * Touch finger event structure (event.tfinger.*) */ typedef struct SDL_TouchFingerEvent { - Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ + Uint32 type; /**< SDL_FINGERMOTION or SDL_FINGERDOWN or SDL_FINGERUP */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ SDL_FingerID fingerId; @@ -515,11 +546,11 @@ typedef struct SDL_TouchFingerEvent /** - * \brief Multiple Finger Gesture Event (event.mgesture.*) + * Multiple Finger Gesture Event (event.mgesture.*) */ typedef struct SDL_MultiGestureEvent { - Uint32 type; /**< ::SDL_MULTIGESTURE */ + Uint32 type; /**< SDL_MULTIGESTURE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ float dTheta; @@ -532,11 +563,11 @@ typedef struct SDL_MultiGestureEvent /** - * \brief Dollar Gesture Event (event.dgesture.*) + * Dollar Gesture Event (event.dgesture.*) */ typedef struct SDL_DollarGestureEvent { - Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ + Uint32 type; /**< SDL_DOLLARGESTURE or SDL_DOLLARRECORD */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_TouchID touchId; /**< The touch device id */ SDL_GestureID gestureId; @@ -548,13 +579,15 @@ typedef struct SDL_DollarGestureEvent /** - * \brief An event used to request a file open by the system (event.drop.*) - * This event is enabled by default, you can disable it with SDL_EventState(). - * \note If this event is enabled, you must free the filename in the event. + * An event used to request a file open by the system (event.drop.*) + * + * This event is enabled by default, you can disable it with SDL_EventState(). + * + * If this event is enabled, you must free the filename in the event. */ typedef struct SDL_DropEvent { - Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ + Uint32 type; /**< SDL_DROPBEGIN or SDL_DROPFILE or SDL_DROPTEXT or SDL_DROPCOMPLETE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ 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 */ @@ -562,11 +595,11 @@ typedef struct SDL_DropEvent /** - * \brief Sensor event structure (event.sensor.*) + * Sensor event structure (event.sensor.*) */ typedef struct SDL_SensorEvent { - Uint32 type; /**< ::SDL_SENSORUPDATE */ + Uint32 type; /**< SDL_SENSORUPDATE */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Sint32 which; /**< The instance ID of the sensor */ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ @@ -574,20 +607,20 @@ typedef struct SDL_SensorEvent } SDL_SensorEvent; /** - * \brief The "quit requested" event + * The "quit requested" event */ typedef struct SDL_QuitEvent { - Uint32 type; /**< ::SDL_QUIT */ + Uint32 type; /**< SDL_QUIT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ } SDL_QuitEvent; /** - * \brief A user-defined event type (event.user.*) + * A user-defined event type (event.user.*) */ typedef struct SDL_UserEvent { - Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ + Uint32 type; /**< SDL_USEREVENT through SDL_LASTEVENT-1 */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ Uint32 windowID; /**< The associated window if any */ Sint32 code; /**< User defined event code */ @@ -600,20 +633,24 @@ struct SDL_SysWMmsg; typedef struct SDL_SysWMmsg SDL_SysWMmsg; /** - * \brief A video driver dependent system event (event.syswm.*) - * This event is disabled by default, you can enable it with SDL_EventState() + * A video driver dependent system event (event.syswm.*) + * + * This event is disabled by default, you can enable it with SDL_EventState() * - * \note If you want to use this event, you should include SDL_syswm.h. + * If you want to use this event, you should include SDL_syswm.h. */ typedef struct SDL_SysWMEvent { - Uint32 type; /**< ::SDL_SYSWMEVENT */ + Uint32 type; /**< SDL_SYSWMEVENT */ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ } SDL_SysWMEvent; /** - * \brief General event structure + * General event structure + * + * The SDL_Event structure is the core of all event handling in SDL. SDL_Event + * is a union of all event structures used in SDL. */ typedef union SDL_Event { @@ -696,7 +733,7 @@ SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NUL extern DECLSPEC void SDLCALL SDL_PumpEvents(void); /* @{ */ -typedef enum +typedef enum SDL_eventaction { SDL_ADDEVENT, SDL_PEEKEVENT, @@ -723,15 +760,15 @@ typedef enum * * This function is thread-safe. * - * \param events destination buffer for the retrieved events + * \param events destination buffer for the retrieved events. * \param numevents if action is SDL_ADDEVENT, the number of events to add * back to the event queue; if action is SDL_PEEKEVENT or - * SDL_GETEVENT, the maximum number of events to retrieve - * \param action action to take; see [[#action|Remarks]] for details + * SDL_GETEVENT, the maximum number of events to retrieve. + * \param action action to take; see [[#action|Remarks]] for details. * \param minType minimum value of the event type to be considered; - * SDL_FIRSTEVENT is a safe choice + * SDL_FIRSTEVENT is a safe choice. * \param maxType maximum value of the event type to be considered; - * SDL_LASTEVENT is a safe choice + * SDL_LASTEVENT is a safe choice. * \returns the number of events actually stored or a negative error code on * failure; call SDL_GetError() for more information. * @@ -752,7 +789,7 @@ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, * If you need to check for a range of event types, use SDL_HasEvents() * instead. * - * \param type the type of event to be queried; see SDL_EventType for details + * \param type the type of event to be queried; see SDL_EventType for details. * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if * events matching `type` are not present. * @@ -769,9 +806,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); * If you need to check for a single event type, use SDL_HasEvent() instead. * * \param minType the low end of event type to be queried, inclusive; see - * SDL_EventType for details + * SDL_EventType for details. * \param maxType the high end of event type to be queried, inclusive; see - * SDL_EventType for details + * SDL_EventType for details. * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are * present, or SDL_FALSE if not. * @@ -795,7 +832,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); * sure that all pending OS events are flushed, you can call SDL_PumpEvents() * on the main thread immediately before the flush call. * - * \param type the type of event to be cleared; see SDL_EventType for details + * \param type the type of event to be cleared; see SDL_EventType for details. * * \since This function is available since SDL 2.0.0. * @@ -818,9 +855,9 @@ extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); * on the main thread immediately before the flush call. * * \param minType the low end of event type to be cleared, inclusive; see - * SDL_EventType for details + * SDL_EventType for details. * \param maxType the high end of event type to be cleared, inclusive; see - * SDL_EventType for details + * SDL_EventType for details. * * \since This function is available since SDL 2.0.0. * @@ -861,7 +898,7 @@ extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); * ``` * * \param event the SDL_Event structure to be filled with the next event from - * the queue, or NULL + * the queue, or NULL. * \returns 1 if there is a pending event or 0 if there are none available. * * \since This function is available since SDL 2.0.0. @@ -885,7 +922,7 @@ extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); * this function in the thread that initialized the video subsystem. * * \param event the SDL_Event structure to be filled in with the next event - * from the queue, or NULL + * from the queue, or NULL. * \returns 1 on success or 0 if there was an error while waiting for events; * call SDL_GetError() for more information. * @@ -908,9 +945,9 @@ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); * this function in the thread that initialized the video subsystem. * * \param event the SDL_Event structure to be filled in with the next event - * from the queue, or NULL + * from the queue, or NULL. * \param timeout the maximum number of milliseconds to wait for the next - * available event + * available event. * \returns 1 on success or 0 if there was an error while waiting for events; * call SDL_GetError() for more information. This also returns 0 if * the timeout elapsed without an event arriving. @@ -945,7 +982,7 @@ extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, * get an event type that does not conflict with other code that also wants * its own custom event types. * - * \param event the SDL_Event to be added to the queue + * \param event the SDL_Event to be added to the queue. * \returns 1 on success, 0 if the event was filtered, or a negative error * code on failure; call SDL_GetError() for more information. A * common reason for error is the event queue being full. @@ -961,11 +998,11 @@ extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); /** * A function pointer used for callbacks that watch the event queue. * - * \param userdata what was passed as `userdata` to SDL_SetEventFilter() - * or SDL_AddEventWatch, etc - * \param event the event that triggered the callback - * \returns 1 to permit event to be added to the queue, and 0 to disallow - * it. When used with SDL_AddEventWatch, the return value is ignored. + * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or + * SDL_AddEventWatch, etc. + * \param event the event that triggered the callback. + * \returns 1 to permit event to be added to the queue, and 0 to disallow it. + * When used with SDL_AddEventWatch, the return value is ignored. * * \sa SDL_SetEventFilter * \sa SDL_AddEventWatch @@ -988,7 +1025,7 @@ typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the * application at the next event poll. * - * There is one caveat when dealing with the ::SDL_QuitEvent event type. The + * There is one caveat when dealing with the SDL_QuitEvent event type. The * event filter is only called when the window manager desires to close the * application window. If the event filter returns 1, then the window will be * closed, otherwise the window will remain open if possible. @@ -1003,8 +1040,8 @@ typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); * the event filter, but events pushed onto the queue with SDL_PeepEvents() do * not. * - * \param filter An SDL_EventFilter function to call when an event happens - * \param userdata a pointer that is passed to `filter` + * \param filter An SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. * * \since This function is available since SDL 2.0.0. * @@ -1023,9 +1060,9 @@ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, * This function can be used to "chain" filters, by saving the existing filter * before replacing it with a function that will call that saved filter. * - * \param filter the current callback function will be stored here + * \param filter the current callback function will be stored here. * \param userdata the pointer that is passed to the current event filter will - * be stored here + * be stored here. * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. * * \since This function is available since SDL 2.0.0. @@ -1054,7 +1091,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, * through SDL_PeepEvents(). * * \param filter an SDL_EventFilter function to call when an event happens. - * \param userdata a pointer that is passed to `filter` + * \param userdata a pointer that is passed to `filter`. * * \since This function is available since SDL 2.0.0. * @@ -1070,8 +1107,8 @@ extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, * This function takes the same input as SDL_AddEventWatch() to identify and * delete the corresponding callback. * - * \param filter the function originally passed to SDL_AddEventWatch() - * \param userdata the pointer originally passed to SDL_AddEventWatch() + * \param filter the function originally passed to SDL_AddEventWatch(). + * \param userdata the pointer originally passed to SDL_AddEventWatch(). * * \since This function is available since SDL 2.0.0. * @@ -1088,8 +1125,8 @@ extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, * this function does not change the filter permanently, it only uses the * supplied filter until this function returns. * - * \param filter the SDL_EventFilter function to call when an event happens - * \param userdata a pointer that is passed to `filter` + * \param filter the SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. * * \since This function is available since SDL 2.0.0. * @@ -1115,8 +1152,8 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, * from the event queue and will not be filtered * - `SDL_ENABLE`: the event will be processed normally * - * \param type the type of event; see SDL_EventType for details - * \param state how to process the event + * \param type the type of event; see SDL_EventType for details. + * \param state how to process the event. * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state * of the event before this function makes any changes to it. * @@ -1138,7 +1175,7 @@ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or * 0xFFFFFFFF), but is clearer to write. * - * \param numevents the number of events to be allocated + * \param numevents the number of events to be allocated. * \returns the beginning event number, or (Uint32)-1 if there are not enough * user-defined events left. * diff --git a/include/SDL_filesystem.h b/include/SDL_filesystem.h index 8873995..c72a616 100644 --- a/include/SDL_filesystem.h +++ b/include/SDL_filesystem.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_filesystem.h + * # CategoryFilesystem * - * \brief Include file for filesystem SDL API functions + * Include file for filesystem SDL API functions */ #ifndef SDL_filesystem_h_ @@ -126,8 +126,8 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); * The pointer returned is owned by the caller. Please call SDL_free() on the * pointer when done with it. * - * \param org the name of your organization - * \param app the name of your application + * \param org the name of your organization. + * \param app the name of your application. * \returns a UTF-8 string of the user directory in platform-dependent * notation. NULL if there's a problem (creating directory failed, * etc.). diff --git a/include/SDL_gamecontroller.h b/include/SDL_gamecontroller.h index fa23a51..4d8bcce 100644 --- a/include/SDL_gamecontroller.h +++ b/include/SDL_gamecontroller.h @@ -19,10 +19,12 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: GameController */ + /** - * \file SDL_gamecontroller.h + * # CategoryGameController * - * Include file for SDL game controller event handling + * Include file for SDL game controller event handling */ #ifndef SDL_gamecontroller_h_ @@ -44,7 +46,7 @@ extern "C" { * \file SDL_gamecontroller.h * * In order to use these functions, SDL_Init() must have been called - * with the ::SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system + * with the SDL_INIT_GAMECONTROLLER flag. This causes SDL to scan the system * for game controllers, and load appropriate drivers. * * If you would like to receive controller updates while the application @@ -58,7 +60,7 @@ extern "C" { struct _SDL_GameController; typedef struct _SDL_GameController SDL_GameController; -typedef enum +typedef enum SDL_GameControllerType { SDL_CONTROLLER_TYPE_UNKNOWN = 0, SDL_CONTROLLER_TYPE_XBOX360, @@ -77,7 +79,7 @@ typedef enum SDL_CONTROLLER_TYPE_MAX } SDL_GameControllerType; -typedef enum +typedef enum SDL_GameControllerBindType { SDL_CONTROLLER_BINDTYPE_NONE = 0, SDL_CONTROLLER_BINDTYPE_BUTTON, @@ -86,7 +88,7 @@ typedef enum } SDL_GameControllerBindType; /** - * Get the SDL joystick layer binding for this controller button/axis mapping + * Get the SDL joystick layer binding for this controller button/axis mapping */ typedef struct SDL_GameControllerButtonBind { @@ -144,6 +146,10 @@ typedef struct SDL_GameControllerButtonBind * If a new mapping is loaded for an already known controller GUID, the later * version will overwrite the one currently loaded. * + * If this function is called before SDL_Init, SDL will generate an + * SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged + * in at the time that SDL_Init is called. + * * Mappings not belonging to the current platform or with no platform field * specified will be ignored (i.e. mappings for Linux will be ignored in * Windows, etc). @@ -152,8 +158,8 @@ typedef struct SDL_GameControllerButtonBind * processing it, so take this into consideration if you are in a memory * constrained environment. * - * \param rw the data stream for the mappings to be added - * \param freerw non-zero to close the stream after being read + * \param rw the data stream for the mappings to be added. + * \param freerw non-zero to close the stream after being read. * \returns the number of mappings added or -1 on error; call SDL_GetError() * for more information. * @@ -162,13 +168,15 @@ typedef struct SDL_GameControllerButtonBind * \sa SDL_GameControllerAddMapping * \sa SDL_GameControllerAddMappingsFromFile * \sa SDL_GameControllerMappingForGUID + * \sa SDL_CONTROLLERDEVICEADDED */ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw); /** - * Load a set of mappings from a file, filtered by the current SDL_GetPlatform() + * Load a set of mappings from a file, filtered by the current + * SDL_GetPlatform() * - * Convenience macro. + * Convenience macro. */ #define SDL_GameControllerAddMappingsFromFile(file) SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1) @@ -190,7 +198,11 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" * ``` * - * \param mappingString the mapping string + * If this function is called before SDL_Init, SDL will generate an + * SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged + * in at the time that SDL_Init is called. + * + * \param mappingString the mapping string. * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, * -1 on error; call SDL_GetError() for more information. * @@ -198,6 +210,7 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, * * \sa SDL_GameControllerMapping * \sa SDL_GameControllerMappingForGUID + * \sa SDL_CONTROLLERDEVICEADDED */ extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString); @@ -225,7 +238,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_ind * * The returned string must be freed with SDL_free(). * - * \param guid a structure containing the GUID for which a mapping is desired + * \param guid a structure containing the GUID for which a mapping is desired. * \returns a mapping string or NULL on error; call SDL_GetError() for more * information. * @@ -244,7 +257,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID * Details about mappings are discussed with SDL_GameControllerAddMapping(). * * \param gamecontroller the game controller you want to get the current - * mapping for + * mapping for. * \returns a string that has the controller's mapping or NULL if no mapping * is available; call SDL_GetError() for more information. * @@ -262,7 +275,7 @@ extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gam * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, up to - * SDL_NumJoysticks() + * SDL_NumJoysticks(). * \returns SDL_TRUE if the given joystick is supported by the game controller * interface, SDL_FALSE if it isn't or it's an invalid index. * @@ -282,7 +295,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index); * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, from zero to - * SDL_NumJoysticks()-1 + * SDL_NumJoysticks()-1. * \returns the implementation-dependent name for the game controller, or NULL * if there is no name or the index is invalid. * @@ -303,7 +316,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_ * SDL_JoystickOpen(). * * \param joystick_index the device_index of a device, from zero to - * SDL_NumJoysticks()-1 + * SDL_NumJoysticks()-1. * \returns the implementation-dependent path for the game controller, or NULL * if there is no path or the index is invalid. * @@ -319,7 +332,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerPathForIndex(int joystick_ * This can be called before any controllers are opened. * * \param joystick_index the device_index of a device, from zero to - * SDL_NumJoysticks()-1 + * SDL_NumJoysticks()-1. * \returns the controller type. * * \since This function is available since SDL 2.0.12. @@ -332,7 +345,7 @@ extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(in * This can be called before any controllers are opened. * * \param joystick_index the device_index of a device, from zero to - * SDL_NumJoysticks()-1 + * SDL_NumJoysticks()-1. * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if * no mapping is available. * @@ -352,7 +365,7 @@ extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joysti * be used there instead. * * \param joystick_index the device_index of a device, up to - * SDL_NumJoysticks() + * SDL_NumJoysticks(). * \returns a gamecontroller identifier or NULL if an error occurred; call * SDL_GetError() for more information. * @@ -367,7 +380,7 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_ /** * Get the SDL_GameController associated with an instance id. * - * \param joyid the instance id to get the SDL_GameController for + * \param joyid the instance id to get the SDL_GameController for. * \returns an SDL_GameController on success or NULL on failure; call * SDL_GetError() for more information. * @@ -399,7 +412,7 @@ extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(in * it takes a controller identifier instead of the (unstable) device index. * * \param gamecontroller a game controller identifier previously returned by - * SDL_GameControllerOpen() + * SDL_GameControllerOpen(). * \returns the implementation dependent name for the game controller, or NULL * if there is no name or the identifier passed is invalid. * @@ -417,7 +430,7 @@ extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *g * it takes a controller identifier instead of the (unstable) device index. * * \param gamecontroller a game controller identifier previously returned by - * SDL_GameControllerOpen() + * SDL_GameControllerOpen(). * \returns the implementation dependent path for the game controller, or NULL * if there is no path or the identifier passed is invalid. * @@ -527,8 +540,8 @@ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameControl /** * Get the Steam Input handle of an opened controller, if available. * - * Returns an InputHandle_t for the controller that can be used with Steam Input API: - * https://partner.steamgames.com/doc/api/ISteamInput + * Returns an InputHandle_t for the controller that can be used with Steam + * Input API: https://partner.steamgames.com/doc/api/ISteamInput * * \param gamecontroller the game controller object to query. * \returns the gamepad handle, or 0 if unavailable. @@ -542,7 +555,7 @@ extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameControll * Check if a controller has been opened and is currently connected. * * \param gamecontroller a game controller identifier previously returned by - * SDL_GameControllerOpen() + * SDL_GameControllerOpen(). * \returns SDL_TRUE if the controller has been opened and is currently * connected, or SDL_FALSE if not. * @@ -567,7 +580,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameControlle * cause SDL to crash. * * \param gamecontroller the game controller object that you want to get a - * joystick from + * joystick from. * \returns a SDL_Joystick object; call SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. @@ -584,7 +597,7 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameCont * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0, * and 1 will have any effect. Other numbers will just be returned. * - * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`. * \returns the same value passed to the function, with exception to -1 * (SDL_QUERY), which will return the current state. * @@ -607,17 +620,19 @@ extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void); /** - * The list of axes available from a controller + * The list of axes available from a controller * - * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, - * and are centered within ~8000 of zero, though advanced UI will allow users to set - * or autodetect the dead zone, which varies between controllers. + * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to + * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though + * advanced UI will allow users to set or autodetect the dead zone, which + * varies between controllers. * - * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX - * (fully pressed) when reported by SDL_GameControllerGetAxis(). Note that this is not the - * same range that will be reported by the lower-level SDL_GetJoystickAxis(). + * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully + * pressed) when reported by SDL_GameControllerGetAxis(). Note that this is + * not the same range that will be reported by the lower-level + * SDL_GetJoystickAxis(). */ -typedef enum +typedef enum SDL_GameControllerAxis { SDL_CONTROLLER_AXIS_INVALID = -1, SDL_CONTROLLER_AXIS_LEFTX, @@ -641,7 +656,7 @@ typedef enum * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, * respectively. * - * \param str string representing a SDL_GameController axis + * \param str string representing a SDL_GameController axis. * \returns the SDL_GameControllerAxis enum corresponding to the input string, * or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. * @@ -656,7 +671,7 @@ extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromStri * * The caller should not SDL_free() the returned string. * - * \param axis an enum value for a given SDL_GameControllerAxis + * \param axis an enum value for a given SDL_GameControllerAxis. * \returns a string for the given axis, or NULL if an invalid axis is * specified. The string returned is of the format used by * SDL_GameController mapping strings. @@ -670,8 +685,8 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameC /** * Get the SDL joystick layer binding for a controller axis mapping. * - * \param gamecontroller a game controller - * \param axis an axis enum value (one of the SDL_GameControllerAxis values) + * \param gamecontroller a game controller. + * \param axis an axis enum value (one of the SDL_GameControllerAxis values). * \returns a SDL_GameControllerButtonBind describing the bind. On failure * (like the given Controller axis doesn't exist on the device), its * `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. @@ -690,8 +705,8 @@ SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller, * This merely reports whether the controller's mapping defined this axis, as * that is all the information SDL has about the physical device. * - * \param gamecontroller a game controller - * \param axis an axis enum value (an SDL_GameControllerAxis value) + * \param gamecontroller a game controller. + * \param axis an axis enum value (an SDL_GameControllerAxis value). * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -704,16 +719,15 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController * * The axis indices start at index 0. * - * For thumbsticks, the state is a value ranging from -32768 (up/left) - * to 32767 (down/right). + * For thumbsticks, the state is a value ranging from -32768 (up/left) to + * 32767 (down/right). * - * Triggers range from 0 when released to 32767 when fully pressed, and - * never return a negative value. Note that this differs from the value - * reported by the lower-level SDL_GetJoystickAxis(), which normally uses - * the full range. + * Triggers range from 0 when released to 32767 when fully pressed, and never + * return a negative value. Note that this differs from the value reported by + * the lower-level SDL_JoystickGetAxis(), which normally uses the full range. * - * \param gamecontroller a game controller - * \param axis an axis index (one of the SDL_GameControllerAxis values) + * \param gamecontroller a game controller. + * \param axis an axis index (one of the SDL_GameControllerAxis values). * \returns axis state (including 0) on success or 0 (also) on failure; call * SDL_GetError() for more information. * @@ -725,9 +739,9 @@ extern DECLSPEC Sint16 SDLCALL SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis); /** - * The list of buttons available from a controller + * The list of buttons available from a controller */ -typedef enum +typedef enum SDL_GameControllerButton { SDL_CONTROLLER_BUTTON_INVALID = -1, SDL_CONTROLLER_BUTTON_A, @@ -762,7 +776,7 @@ typedef enum * SDL_GameController mapping. You do not normally need to call this function * unless you are parsing SDL_GameController mappings in your own code. * - * \param str string representing a SDL_GameController axis + * \param str string representing a SDL_GameController axis. * \returns the SDL_GameControllerButton enum corresponding to the input * string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found. * @@ -775,7 +789,7 @@ extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFrom * * The caller should not SDL_free() the returned string. * - * \param button an enum value for a given SDL_GameControllerButton + * \param button an enum value for a given SDL_GameControllerButton. * \returns a string for the given button, or NULL if an invalid button is * specified. The string returned is of the format used by * SDL_GameController mapping strings. @@ -789,8 +803,8 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_Gam /** * Get the SDL joystick layer binding for a controller button mapping. * - * \param gamecontroller a game controller - * \param button an button enum value (an SDL_GameControllerButton value) + * \param gamecontroller a game controller. + * \param button an button enum value (an SDL_GameControllerButton value). * \returns a SDL_GameControllerButtonBind describing the bind. On failure * (like the given Controller button doesn't exist on the device), * its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`. @@ -809,8 +823,8 @@ SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller, * This merely reports whether the controller's mapping defined this button, * as that is all the information SDL has about the physical device. * - * \param gamecontroller a game controller - * \param button a button enum value (an SDL_GameControllerButton value) + * \param gamecontroller a game controller. + * \param button a button enum value (an SDL_GameControllerButton value). * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -821,8 +835,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController /** * Get the current state of a button on a game controller. * - * \param gamecontroller a game controller - * \param button a button index (one of the SDL_GameControllerButton values) + * \param gamecontroller a game controller. + * \param button a button index (one of the SDL_GameControllerButton values). * \returns 1 for pressed state or 0 for not pressed state or error; call * SDL_GetError() for more information. * @@ -858,8 +872,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameControll /** * Return whether a game controller has a particular sensor. * - * \param gamecontroller The controller to query - * \param type The type of sensor to query + * \param gamecontroller The controller to query. + * \param type The type of sensor to query. * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -869,9 +883,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController /** * Set whether data reporting for a game controller sensor is enabled. * - * \param gamecontroller The controller to update - * \param type The type of sensor to enable/disable - * \param enabled Whether data reporting should be enabled + * \param gamecontroller The controller to update. + * \param type The type of sensor to enable/disable. + * \param enabled Whether data reporting should be enabled. * \returns 0 or -1 if an error occurred. * * \since This function is available since SDL 2.0.14. @@ -881,8 +895,8 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameControlle /** * Query whether sensor data reporting is enabled for a game controller. * - * \param gamecontroller The controller to query - * \param type The type of sensor to query + * \param gamecontroller The controller to query. + * \param type The type of sensor to query. * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -893,8 +907,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameContr * Get the data rate (number of events per second) of a game controller * sensor. * - * \param gamecontroller The controller to query - * \param type The type of sensor to query + * \param gamecontroller The controller to query. + * \param type The type of sensor to query. * \return the data rate, or 0.0f if the data rate is not available. * * \since This function is available since SDL 2.0.16. @@ -907,10 +921,10 @@ extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameContro * The number of values and interpretation of the data is sensor dependent. * See SDL_sensor.h for the details for each type of sensor. * - * \param gamecontroller The controller to query - * \param type The type of sensor to query - * \param data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * \param gamecontroller The controller to query. + * \param type The type of sensor to query. + * \param data A pointer filled with the current sensor state. + * \param num_values The number of values to write to data. * \return 0 or -1 if an error occurred. * * \since This function is available since SDL 2.0.14. @@ -924,12 +938,12 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController * * The number of values and interpretation of the data is sensor dependent. * See SDL_sensor.h for the details for each type of sensor. * - * \param gamecontroller The controller to query - * \param type The type of sensor to query + * \param gamecontroller The controller to query. + * \param type The type of sensor to query. * \param timestamp A pointer filled with the timestamp in microseconds of the - * current sensor reading if available, or 0 if not - * \param data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * current sensor reading if available, or 0 if not. + * \param data A pointer filled with the current sensor state. + * \param num_values The number of values to write to data. * \return 0 or -1 if an error occurred. * * \since This function is available since SDL 2.26.0. @@ -942,13 +956,13 @@ extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorDataWithTimestamp(SDL_Gam * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * - * \param gamecontroller The controller to vibrate + * \param gamecontroller The controller to vibrate. * \param low_frequency_rumble The intensity of the low frequency (left) - * rumble motor, from 0 to 0xFFFF + * rumble motor, from 0 to 0xFFFF. * \param high_frequency_rumble The intensity of the high frequency (right) - * rumble motor, from 0 to 0xFFFF - * \param duration_ms The duration of the rumble effect, in milliseconds - * \returns 0, or -1 if rumble isn't supported on this controller + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms The duration of the rumble effect, in milliseconds. + * \returns 0, or -1 if rumble isn't supported on this controller. * * \since This function is available since SDL 2.0.9. * @@ -967,13 +981,13 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecon * want the (more common) whole-controller rumble, use * SDL_GameControllerRumble() instead. * - * \param gamecontroller The controller to vibrate + * \param gamecontroller The controller to vibrate. * \param left_rumble The intensity of the left trigger rumble motor, from 0 - * to 0xFFFF + * to 0xFFFF. * \param right_rumble The intensity of the right trigger rumble motor, from 0 - * to 0xFFFF - * \param duration_ms The duration of the rumble effect, in milliseconds - * \returns 0, or -1 if trigger rumble isn't supported on this controller + * to 0xFFFF. + * \param duration_ms The duration of the rumble effect, in milliseconds. + * \returns 0, or -1 if trigger rumble isn't supported on this controller. * * \since This function is available since SDL 2.0.14. * @@ -984,9 +998,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController /** * Query whether a game controller has an LED. * - * \param gamecontroller The controller to query + * \param gamecontroller The controller to query. * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a - * modifiable LED + * modifiable LED. * * \since This function is available since SDL 2.0.14. */ @@ -995,9 +1009,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *ga /** * Query whether a game controller has rumble support. * - * \param gamecontroller The controller to query + * \param gamecontroller The controller to query. * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble - * support + * support. * * \since This function is available since SDL 2.0.18. * @@ -1008,9 +1022,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController /** * Query whether a game controller has rumble support on triggers. * - * \param gamecontroller The controller to query + * \param gamecontroller The controller to query. * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger - * rumble support + * rumble support. * * \since This function is available since SDL 2.0.18. * @@ -1021,11 +1035,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameCon /** * Update a game controller's LED color. * - * \param gamecontroller The controller to update - * \param red The intensity of the red LED - * \param green The intensity of the green LED - * \param blue The intensity of the blue LED - * \returns 0, or -1 if this controller does not have a modifiable LED + * \param gamecontroller The controller to update. + * \param red The intensity of the red LED. + * \param green The intensity of the green LED. + * \param blue The intensity of the blue LED. + * \returns 0, or -1 if this controller does not have a modifiable LED. * * \since This function is available since SDL 2.0.14. */ @@ -1034,11 +1048,11 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecon /** * Send a controller specific effect packet * - * \param gamecontroller The controller to affect - * \param data The data to send to the controller - * \param size The size of the data to send to the controller + * \param gamecontroller The controller to affect. + * \param data The data to send to the controller. + * \param size The size of the data to send to the controller. * \returns 0, or -1 if this controller or driver doesn't support effect - * packets + * packets. * * \since This function is available since SDL 2.0.16. */ @@ -1048,7 +1062,7 @@ extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gam * Close a game controller previously opened with SDL_GameControllerOpen(). * * \param gamecontroller a game controller identifier previously returned by - * SDL_GameControllerOpen() + * SDL_GameControllerOpen(). * * \since This function is available since SDL 2.0.0. * @@ -1060,9 +1074,9 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon * Return the sfSymbolsName for a given button on a game controller on Apple * platforms. * - * \param gamecontroller the controller to query - * \param button a button on the game controller - * \returns the sfSymbolsName or NULL if the name can't be found + * \param gamecontroller the controller to query. + * \param button a button on the game controller. + * \returns the sfSymbolsName or NULL if the name can't be found. * * \since This function is available since SDL 2.0.18. * @@ -1074,9 +1088,9 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForBu * Return the sfSymbolsName for a given axis on a game controller on Apple * platforms. * - * \param gamecontroller the controller to query - * \param axis an axis on the game controller - * \returns the sfSymbolsName or NULL if the name can't be found + * \param gamecontroller the controller to query. + * \param axis an axis on the game controller. + * \returns the sfSymbolsName or NULL if the name can't be found. * * \since This function is available since SDL 2.0.18. * diff --git a/include/SDL_gesture.h b/include/SDL_gesture.h index 81ec380..acfa56f 100644 --- a/include/SDL_gesture.h +++ b/include/SDL_gesture.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_gesture.h + * # CategoryGesture * - * Include file for SDL gesture event handling. + * Include file for SDL gesture event handling. */ #ifndef SDL_gesture_h_ @@ -51,7 +51,7 @@ typedef Sint64 SDL_GestureID; * If the parameter `touchId` is -1 (i.e., all devices), this function will * always return 1, regardless of whether there actually are any devices. * - * \param touchId the touch device id, or -1 for all touch devices + * \param touchId the touch device id, or -1 for all touch devices. * \returns 1 on success or 0 if the specified device could not be found. * * \since This function is available since SDL 2.0.0. @@ -64,7 +64,7 @@ extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId); /** * Save all currently loaded Dollar Gesture templates. * - * \param dst a SDL_RWops to save to + * \param dst a SDL_RWops to save to. * \returns the number of saved templates on success or 0 on failure; call * SDL_GetError() for more information. * @@ -78,8 +78,8 @@ extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst); /** * Save a currently loaded Dollar Gesture template. * - * \param gestureId a gesture id - * \param dst a SDL_RWops to save to + * \param gestureId a gesture id. + * \param dst a SDL_RWops to save to. * \returns 1 on success or 0 on failure; call SDL_GetError() for more * information. * @@ -94,8 +94,8 @@ extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_R /** * Load Dollar Gesture templates from a file. * - * \param touchId a touch id - * \param src a SDL_RWops to load from + * \param touchId a touch id. + * \param src a SDL_RWops to load from. * \returns the number of loaded templates on success or a negative error code * (or 0) on failure; call SDL_GetError() for more information. * diff --git a/include/SDL_guid.h b/include/SDL_guid.h index 25e1732..fd9a50e 100644 --- a/include/SDL_guid.h +++ b/include/SDL_guid.h @@ -19,10 +19,13 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: GUID */ + /** - * \file SDL_guid.h + * # CategoryGUID * - * Include file for handling ::SDL_GUID values. + * A GUID is a 128-bit value that represents something that is uniquely + * identifiable by this value: "globally unique." */ #ifndef SDL_guid_h_ @@ -38,34 +41,38 @@ extern "C" { #endif /** - * An SDL_GUID is a 128-bit identifier for an input device that - * identifies that device across runs of SDL programs on the same - * platform. If the device is detached and then re-attached to a - * different port, or if the base system is rebooted, the device - * should still report the same GUID. + * An SDL_GUID is a 128-bit identifier. + * + * This is an acronym for "Globally Unique ID." + * + * While a GUID can be used to assign a unique value to almost anything, in + * SDL these are largely used to identify input devices across runs of SDL + * programs on the same platform.If the device is detached and then + * re-attached to a different port, or if the base system is rebooted, the + * device should still report the same GUID. * - * GUIDs are as precise as possible but are not guaranteed to - * distinguish physically distinct but equivalent devices. For - * example, two game controllers from the same vendor with the same - * product ID and revision may have the same GUID. + * GUIDs are as precise as possible but are not guaranteed to distinguish + * physically distinct but equivalent devices. For example, two game + * controllers from the same vendor with the same product ID and revision may + * have the same GUID. * - * GUIDs may be platform-dependent (i.e., the same device may report - * different GUIDs on different operating systems). + * GUIDs may be platform-dependent (i.e., the same device may report different + * GUIDs on different operating systems). */ -typedef struct { +typedef struct SDL_GUID { Uint8 data[16]; } SDL_GUID; /* Function prototypes */ /** - * Get an ASCII string representation for a given ::SDL_GUID. + * Get an ASCII string representation for a given SDL_GUID. * * You should supply at least 33 bytes for pszGUID. * - * \param guid the ::SDL_GUID you wish to convert to string - * \param pszGUID buffer in which to write the ASCII string - * \param cbGUID the size of pszGUID + * \param guid the SDL_GUID you wish to convert to string. + * \param pszGUID buffer in which to write the ASCII string. + * \param cbGUID the size of pszGUID. * * \since This function is available since SDL 2.24.0. * @@ -74,14 +81,14 @@ typedef struct { extern DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID); /** - * Convert a GUID string into a ::SDL_GUID structure. + * Convert a GUID string into a SDL_GUID structure. * * Performs no error checking. If this function is given a string containing * an invalid GUID, the function will silently succeed, but the GUID generated * will not be useful. * - * \param pchGUID string containing an ASCII representation of a GUID - * \returns a ::SDL_GUID structure. + * \param pchGUID string containing an ASCII representation of a GUID. + * \returns a SDL_GUID structure. * * \since This function is available since SDL 2.24.0. * diff --git a/include/SDL_haptic.h b/include/SDL_haptic.h index 270940f..f679c57 100644 --- a/include/SDL_haptic.h +++ b/include/SDL_haptic.h @@ -20,24 +20,25 @@ */ /** - * \file SDL_haptic.h - * - * \brief The SDL haptic subsystem allows you to control haptic (force feedback) - * devices. - * - * The basic usage is as follows: - * - Initialize the subsystem (::SDL_INIT_HAPTIC). - * - Open a haptic device. - * - SDL_HapticOpen() to open from index. - * - SDL_HapticOpenFromJoystick() to open from an existing joystick. - * - Create an effect (::SDL_HapticEffect). - * - Upload the effect with SDL_HapticNewEffect(). - * - Run the effect with SDL_HapticRunEffect(). - * - (optional) Free the effect with SDL_HapticDestroyEffect(). - * - Close the haptic device with SDL_HapticClose(). - * - * \par Simple rumble example: - * \code + * # CategoryHaptic + * + * SDL haptic subsystem allows you to control haptic (force feedback) devices. + * + * The basic usage is as follows: + * + * - Initialize the subsystem (SDL_INIT_HAPTIC). + * - Open a haptic device. + * - SDL_HapticOpen() to open from index. + * - SDL_HapticOpenFromJoystick() to open from an existing joystick. + * - Create an effect (SDL_HapticEffect). + * - Upload the effect with SDL_HapticNewEffect(). + * - Run the effect with SDL_HapticRunEffect(). + * - (optional) Free the effect with SDL_HapticDestroyEffect(). + * - Close the haptic device with SDL_HapticClose(). + * + * Simple rumble example: + * + * ```c * SDL_Haptic *haptic; * * // Open the device @@ -56,10 +57,11 @@ * * // Clean up * SDL_HapticClose( haptic ); - * \endcode + * ``` + * + * Complete example: * - * \par Complete example: - * \code + * ```c * int test_haptic( SDL_Joystick * joystick ) { * SDL_Haptic *haptic; * SDL_HapticEffect effect; @@ -101,7 +103,7 @@ * * return 0; // Success * } - * \endcode + * ``` */ #ifndef SDL_haptic_h_ @@ -154,31 +156,29 @@ typedef struct _SDL_Haptic SDL_Haptic; /* @{ */ /** - * \brief Constant effect supported. + * Constant effect supported. * - * Constant haptic effect. + * Constant haptic effect. * - * \sa SDL_HapticCondition + * \sa SDL_HapticCondition */ #define SDL_HAPTIC_CONSTANT (1u<<0) /** - * \brief Sine wave effect supported. + * Sine wave effect supported. * - * Periodic haptic effect that simulates sine waves. + * Periodic haptic effect that simulates sine waves. * - * \sa SDL_HapticPeriodic + * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SINE (1u<<1) /** - * \brief Left/Right effect supported. + * Left/Right effect supported. * - * Haptic effect for direct control over high/low frequency motors. + * Haptic effect for direct control over high/low frequency motors. * - * \sa SDL_HapticLeftRight - * \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. + * \sa SDL_HapticLeftRight */ #define SDL_HAPTIC_LEFTRIGHT (1u<<2) @@ -186,85 +186,85 @@ typedef struct _SDL_Haptic SDL_Haptic; /* #define SDL_HAPTIC_SQUARE (1<<2) */ /** - * \brief Triangle wave effect supported. + * Triangle wave effect supported. * - * Periodic haptic effect that simulates triangular waves. + * Periodic haptic effect that simulates triangular waves. * - * \sa SDL_HapticPeriodic + * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_TRIANGLE (1u<<3) /** - * \brief Sawtoothup wave effect supported. + * Sawtoothup wave effect supported. * - * Periodic haptic effect that simulates saw tooth up waves. + * Periodic haptic effect that simulates saw tooth up waves. * - * \sa SDL_HapticPeriodic + * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHUP (1u<<4) /** - * \brief Sawtoothdown wave effect supported. + * Sawtoothdown wave effect supported. * - * Periodic haptic effect that simulates saw tooth down waves. + * Periodic haptic effect that simulates saw tooth down waves. * - * \sa SDL_HapticPeriodic + * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) /** - * \brief Ramp effect supported. + * Ramp effect supported. * - * Ramp haptic effect. + * Ramp haptic effect. * - * \sa SDL_HapticRamp + * \sa SDL_HapticRamp */ #define SDL_HAPTIC_RAMP (1u<<6) /** - * \brief Spring effect supported - uses axes position. + * Spring effect supported - uses axes position. * - * Condition haptic effect that simulates a spring. Effect is based on the - * axes position. + * Condition haptic effect that simulates a spring. Effect is based on the + * axes position. * - * \sa SDL_HapticCondition + * \sa SDL_HapticCondition */ #define SDL_HAPTIC_SPRING (1u<<7) /** - * \brief Damper effect supported - uses axes velocity. + * Damper effect supported - uses axes velocity. * - * Condition haptic effect that simulates dampening. Effect is based on the - * axes velocity. + * Condition haptic effect that simulates dampening. Effect is based on the + * axes velocity. * - * \sa SDL_HapticCondition + * \sa SDL_HapticCondition */ #define SDL_HAPTIC_DAMPER (1u<<8) /** - * \brief Inertia effect supported - uses axes acceleration. + * Inertia effect supported - uses axes acceleration. * - * Condition haptic effect that simulates inertia. Effect is based on the axes - * acceleration. + * Condition haptic effect that simulates inertia. Effect is based on the axes + * acceleration. * - * \sa SDL_HapticCondition + * \sa SDL_HapticCondition */ #define SDL_HAPTIC_INERTIA (1u<<9) /** - * \brief Friction effect supported - uses axes movement. + * Friction effect supported - uses axes movement. * - * Condition haptic effect that simulates friction. Effect is based on the - * axes movement. + * Condition haptic effect that simulates friction. Effect is based on the + * axes movement. * - * \sa SDL_HapticCondition + * \sa SDL_HapticCondition */ #define SDL_HAPTIC_FRICTION (1u<<10) /** - * \brief Custom effect is supported. + * Custom effect is supported. * - * User defined custom haptic effect. + * User defined custom haptic effect. */ #define SDL_HAPTIC_CUSTOM (1u<<11) @@ -273,39 +273,39 @@ typedef struct _SDL_Haptic SDL_Haptic; /* These last few are features the device has, not effects */ /** - * \brief Device can set global gain. + * Device can set global gain. * - * Device supports setting the global gain. + * Device supports setting the global gain. * - * \sa SDL_HapticSetGain + * \sa SDL_HapticSetGain */ #define SDL_HAPTIC_GAIN (1u<<12) /** - * \brief Device can set autocenter. + * Device can set autocenter. * - * Device supports setting autocenter. + * Device supports setting autocenter. * - * \sa SDL_HapticSetAutocenter + * \sa SDL_HapticSetAutocenter */ #define SDL_HAPTIC_AUTOCENTER (1u<<13) /** - * \brief Device can be queried for effect status. + * Device can be queried for effect status. * - * Device supports querying effect status. + * Device supports querying effect status. * - * \sa SDL_HapticGetEffectStatus + * \sa SDL_HapticGetEffectStatus */ #define SDL_HAPTIC_STATUS (1u<<14) /** - * \brief Device can be paused. + * Device can be paused. * - * Devices supports being paused. + * Devices supports being paused. * - * \sa SDL_HapticPause - * \sa SDL_HapticUnpause + * \sa SDL_HapticPause + * \sa SDL_HapticUnpause */ #define SDL_HAPTIC_PAUSE (1u<<15) @@ -316,31 +316,33 @@ typedef struct _SDL_Haptic SDL_Haptic; /* @{ */ /** - * \brief Uses polar coordinates for the direction. + * Uses polar coordinates for the direction. * - * \sa SDL_HapticDirection + * \sa SDL_HapticDirection */ #define SDL_HAPTIC_POLAR 0 /** - * \brief Uses cartesian coordinates for the direction. + * Uses cartesian coordinates for the direction. * - * \sa SDL_HapticDirection + * \sa SDL_HapticDirection */ #define SDL_HAPTIC_CARTESIAN 1 /** - * \brief Uses spherical coordinates for the direction. + * Uses spherical coordinates for the direction. * - * \sa SDL_HapticDirection + * \sa SDL_HapticDirection */ #define SDL_HAPTIC_SPHERICAL 2 /** - * \brief Use this value to play an effect on the steering wheel axis. This - * provides better compatibility across platforms and devices as SDL will guess - * the correct axis. - * \sa SDL_HapticDirection + * Use this value to play an effect on the steering wheel axis. + * + * This provides better compatibility across platforms and devices as SDL will + * guess the correct axis. + * + * \sa SDL_HapticDirection */ #define SDL_HAPTIC_STEERING_AXIS 3 @@ -353,7 +355,7 @@ typedef struct _SDL_Haptic SDL_Haptic; */ /** - * \brief Used to play a device an infinite number of times. + * Used to play a device an infinite number of times. * * \sa SDL_HapticRunEffect */ @@ -361,77 +363,82 @@ typedef struct _SDL_Haptic SDL_Haptic; /** - * \brief Structure that represents a haptic direction. - * - * This is the direction where the force comes from, - * instead of the direction in which the force is exerted. - * - * Directions can be specified by: - * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates. - * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. - * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. - * - * Cardinal directions of the haptic device are relative to the positioning - * of the device. North is considered to be away from the user. - * - * The following diagram represents the cardinal directions: - * \verbatim - .--. - |__| .-------. - |=.| |.-----.| - |--| || || - | | |'-----'| - |__|~')_____(' - [ COMPUTER ] - - - North (0,-1) - ^ - | - | - (-1,0) West <----[ HAPTIC ]----> East (1,0) - | - | - v - South (0,1) - - - [ USER ] - \|||/ - (o o) - ---ooO-(_)-Ooo--- - \endverbatim - * - * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a - * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses - * the first \c dir parameter. The cardinal directions would be: - * - North: 0 (0 degrees) - * - East: 9000 (90 degrees) - * - South: 18000 (180 degrees) - * - West: 27000 (270 degrees) - * - * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions - * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses - * the first three \c dir parameters. The cardinal directions would be: - * - North: 0,-1, 0 - * - East: 1, 0, 0 - * - South: 0, 1, 0 - * - West: -1, 0, 0 - * - * The Z axis represents the height of the effect if supported, otherwise - * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you - * can use any multiple you want, only the direction matters. - * - * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. - * The first two \c dir parameters are used. The \c dir parameters are as - * follows (all values are in hundredths of degrees): - * - Degrees from (1, 0) rotated towards (0, 1). - * - Degrees towards (0, 0, 1) (device needs at least 3 axes). - * - * - * Example of force coming from the south with all encodings (force coming - * from the south means the user will have to pull the stick to counteract): - * \code + * Structure that represents a haptic direction. + * + * This is the direction where the force comes from, instead of the direction + * in which the force is exerted. + * + * Directions can be specified by: + * + * - SDL_HAPTIC_POLAR : Specified by polar coordinates. + * - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. + * - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. + * + * Cardinal directions of the haptic device are relative to the positioning of + * the device. North is considered to be away from the user. + * + * The following diagram represents the cardinal directions: + * + * ``` + * .--. + * |__| .-------. + * |=.| |.-----.| + * |--| || || + * | | |'-----'| + * |__|~')_____(' + * [ COMPUTER ] + * + * + * North (0,-1) + * ^ + * | + * | + * (-1,0) West <----[ HAPTIC ]----> East (1,0) + * | + * | + * v + * South (0,1) + * + * + * [ USER ] + * \|||/ + * (o o) + * ---ooO-(_)-Ooo--- + * ``` + * + * If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree + * starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first + * `dir` parameter. The cardinal directions would be: + * + * - North: 0 (0 degrees) + * - East: 9000 (90 degrees) + * - South: 18000 (180 degrees) + * - West: 27000 (270 degrees) + * + * If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X + * axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first + * three `dir` parameters. The cardinal directions would be: + * + * - North: 0,-1, 0 + * - East: 1, 0, 0 + * - South: 0, 1, 0 + * - West: -1, 0, 0 + * + * The Z axis represents the height of the effect if supported, otherwise it's + * unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can + * use any multiple you want, only the direction matters. + * + * If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The + * first two `dir` parameters are used. The `dir` parameters are as follows + * (all values are in hundredths of degrees): + * + * - Degrees from (1, 0) rotated towards (0, 1). + * - Degrees towards (0, 0, 1) (device needs at least 3 axes). + * + * Example of force coming from the south with all encodings (force coming + * from the south means the user will have to pull the stick to counteract): + * + * ```c * SDL_HapticDirection direction; * * // Cartesian directions @@ -447,14 +454,14 @@ typedef struct _SDL_Haptic SDL_Haptic; * // Spherical coordinates * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. - * \endcode + * ``` * - * \sa SDL_HAPTIC_POLAR - * \sa SDL_HAPTIC_CARTESIAN - * \sa SDL_HAPTIC_SPHERICAL - * \sa SDL_HAPTIC_STEERING_AXIS - * \sa SDL_HapticEffect - * \sa SDL_HapticNumAxes + * \sa SDL_HAPTIC_POLAR + * \sa SDL_HAPTIC_CARTESIAN + * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS + * \sa SDL_HapticEffect + * \sa SDL_HapticNumAxes */ typedef struct SDL_HapticDirection { @@ -464,20 +471,20 @@ typedef struct SDL_HapticDirection /** - * \brief A structure containing a template for a Constant effect. + * A structure containing a template for a Constant effect. * - * This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect. + * This struct is exclusively for the SDL_HAPTIC_CONSTANT effect. * - * A constant effect applies a constant force in the specified direction - * to the joystick. + * A constant effect applies a constant force in the specified direction to + * the joystick. * - * \sa SDL_HAPTIC_CONSTANT - * \sa SDL_HapticEffect + * \sa SDL_HAPTIC_CONSTANT + * \sa SDL_HapticEffect */ typedef struct SDL_HapticConstant { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */ + Uint16 type; /**< SDL_HAPTIC_CONSTANT */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ @@ -499,68 +506,71 @@ typedef struct SDL_HapticConstant } SDL_HapticConstant; /** - * \brief A structure containing a template for a Periodic effect. - * - * The struct handles the following effects: - * - ::SDL_HAPTIC_SINE - * - ::SDL_HAPTIC_LEFTRIGHT - * - ::SDL_HAPTIC_TRIANGLE - * - ::SDL_HAPTIC_SAWTOOTHUP - * - ::SDL_HAPTIC_SAWTOOTHDOWN - * - * A periodic effect consists in a wave-shaped effect that repeats itself - * over time. The type determines the shape of the wave and the parameters - * determine the dimensions of the wave. - * - * Phase is given by hundredth of a degree meaning that giving the phase a value - * of 9000 will displace it 25% of its period. Here are sample values: - * - 0: No phase displacement. - * - 9000: Displaced 25% of its period. - * - 18000: Displaced 50% of its period. - * - 27000: Displaced 75% of its period. - * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. - * - * Examples: - * \verbatim - SDL_HAPTIC_SINE - __ __ __ __ - / \ / \ / \ / - / \__/ \__/ \__/ - - SDL_HAPTIC_SQUARE - __ __ __ __ __ - | | | | | | | | | | - | |__| |__| |__| |__| | - - SDL_HAPTIC_TRIANGLE - /\ /\ /\ /\ /\ - / \ / \ / \ / \ / - / \/ \/ \/ \/ - - SDL_HAPTIC_SAWTOOTHUP - /| /| /| /| /| /| /| - / | / | / | / | / | / | / | - / |/ |/ |/ |/ |/ |/ | - - SDL_HAPTIC_SAWTOOTHDOWN - \ |\ |\ |\ |\ |\ |\ | - \ | \ | \ | \ | \ | \ | \ | - \| \| \| \| \| \| \| - \endverbatim - * - * \sa SDL_HAPTIC_SINE - * \sa SDL_HAPTIC_LEFTRIGHT - * \sa SDL_HAPTIC_TRIANGLE - * \sa SDL_HAPTIC_SAWTOOTHUP - * \sa SDL_HAPTIC_SAWTOOTHDOWN - * \sa SDL_HapticEffect + * A structure containing a template for a Periodic effect. + * + * The struct handles the following effects: + * + * - SDL_HAPTIC_SINE + * - SDL_HAPTIC_SQUARE + * - SDL_HAPTIC_TRIANGLE + * - SDL_HAPTIC_SAWTOOTHUP + * - SDL_HAPTIC_SAWTOOTHDOWN + * + * A periodic effect consists in a wave-shaped effect that repeats itself over + * time. The type determines the shape of the wave and the parameters + * determine the dimensions of the wave. + * + * Phase is given by hundredth of a degree meaning that giving the phase a + * value of 9000 will displace it 25% of its period. Here are sample values: + * + * - 0: No phase displacement. + * - 9000: Displaced 25% of its period. + * - 18000: Displaced 50% of its period. + * - 27000: Displaced 75% of its period. + * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. + * + * Examples: + * + * ``` + * SDL_HAPTIC_SINE + * __ __ __ __ + * / \ / \ / \ / + * / \__/ \__/ \__/ + * + * SDL_HAPTIC_SQUARE + * __ __ __ __ __ + * | | | | | | | | | | + * | |__| |__| |__| |__| | + * + * SDL_HAPTIC_TRIANGLE + * /\ /\ /\ /\ /\ + * / \ / \ / \ / \ / + * / \/ \/ \/ \/ + * + * SDL_HAPTIC_SAWTOOTHUP + * /| /| /| /| /| /| /| + * / | / | / | / | / | / | / | + * / |/ |/ |/ |/ |/ |/ | + * + * SDL_HAPTIC_SAWTOOTHDOWN + * \ |\ |\ |\ |\ |\ |\ | + * \ | \ | \ | \ | \ | \ | \ | + * \| \| \| \| \| \| \| + * ``` + * + * \sa SDL_HAPTIC_SINE + * \sa SDL_HAPTIC_LEFTRIGHT + * \sa SDL_HAPTIC_TRIANGLE + * \sa SDL_HAPTIC_SAWTOOTHUP + * \sa SDL_HAPTIC_SAWTOOTHDOWN + * \sa SDL_HapticEffect */ typedef struct SDL_HapticPeriodic { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT, - ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or - ::SDL_HAPTIC_SAWTOOTHDOWN */ + Uint16 type; /**< SDL_HAPTIC_SINE, SDL_HAPTIC_LEFTRIGHT, + SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP or + SDL_HAPTIC_SAWTOOTHDOWN */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ @@ -585,35 +595,36 @@ typedef struct SDL_HapticPeriodic } SDL_HapticPeriodic; /** - * \brief A structure containing a template for a Condition effect. + * A structure containing a template for a Condition effect. * - * The struct handles the following effects: - * - ::SDL_HAPTIC_SPRING: Effect based on axes position. - * - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity. - * - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration. - * - ::SDL_HAPTIC_FRICTION: Effect based on axes movement. + * The struct handles the following effects: * - * Direction is handled by condition internals instead of a direction member. - * The condition effect specific members have three parameters. The first - * refers to the X axis, the second refers to the Y axis and the third - * refers to the Z axis. The right terms refer to the positive side of the - * axis and the left terms refer to the negative side of the axis. Please - * refer to the ::SDL_HapticDirection diagram for which side is positive and - * which is negative. + * - SDL_HAPTIC_SPRING: Effect based on axes position. + * - SDL_HAPTIC_DAMPER: Effect based on axes velocity. + * - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. + * - SDL_HAPTIC_FRICTION: Effect based on axes movement. * - * \sa SDL_HapticDirection - * \sa SDL_HAPTIC_SPRING - * \sa SDL_HAPTIC_DAMPER - * \sa SDL_HAPTIC_INERTIA - * \sa SDL_HAPTIC_FRICTION - * \sa SDL_HapticEffect + * Direction is handled by condition internals instead of a direction member. + * The condition effect specific members have three parameters. The first + * refers to the X axis, the second refers to the Y axis and the third refers + * to the Z axis. The right terms refer to the positive side of the axis and + * the left terms refer to the negative side of the axis. Please refer to the + * SDL_HapticDirection diagram for which side is positive and which is + * negative. + * + * \sa SDL_HapticDirection + * \sa SDL_HAPTIC_SPRING + * \sa SDL_HAPTIC_DAMPER + * \sa SDL_HAPTIC_INERTIA + * \sa SDL_HAPTIC_FRICTION + * \sa SDL_HapticEffect */ typedef struct SDL_HapticCondition { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER, - ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */ - SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */ + Uint16 type; /**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER, + SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION */ + SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ @@ -633,22 +644,22 @@ typedef struct SDL_HapticCondition } SDL_HapticCondition; /** - * \brief A structure containing a template for a Ramp effect. + * A structure containing a template for a Ramp effect. * - * This struct is exclusively for the ::SDL_HAPTIC_RAMP effect. + * This struct is exclusively for the SDL_HAPTIC_RAMP effect. * - * The ramp effect starts at start strength and ends at end strength. - * It augments in linear fashion. If you use attack and fade with a ramp - * the effects get added to the ramp effect making the effect become - * quadratic instead of linear. + * The ramp effect starts at start strength and ends at end strength. It + * augments in linear fashion. If you use attack and fade with a ramp the + * effects get added to the ramp effect making the effect become quadratic + * instead of linear. * - * \sa SDL_HAPTIC_RAMP - * \sa SDL_HapticEffect + * \sa SDL_HAPTIC_RAMP + * \sa SDL_HapticEffect */ typedef struct SDL_HapticRamp { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_RAMP */ + Uint16 type; /**< SDL_HAPTIC_RAMP */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ @@ -671,9 +682,9 @@ typedef struct SDL_HapticRamp } SDL_HapticRamp; /** - * \brief A structure containing a template for a Left/Right effect. + * A structure containing a template for a Left/Right effect. * - * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect. + * This struct is exclusively for the SDL_HAPTIC_LEFTRIGHT effect. * * The Left/Right effect is used to explicitly control the large and small * motors, commonly found in modern game controllers. The small (right) motor @@ -685,7 +696,7 @@ typedef struct SDL_HapticRamp typedef struct SDL_HapticLeftRight { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */ + Uint16 type; /**< SDL_HAPTIC_LEFTRIGHT */ /* Replay */ Uint32 length; /**< Duration of the effect in milliseconds. */ @@ -696,24 +707,24 @@ typedef struct SDL_HapticLeftRight } SDL_HapticLeftRight; /** - * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect. + * A structure containing a template for the SDL_HAPTIC_CUSTOM effect. * - * This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect. + * This struct is exclusively for the SDL_HAPTIC_CUSTOM effect. * - * A custom force feedback effect is much like a periodic effect, where the - * application can define its exact shape. You will have to allocate the - * data yourself. Data should consist of channels * samples Uint16 samples. + * A custom force feedback effect is much like a periodic effect, where the + * application can define its exact shape. You will have to allocate the data + * yourself. Data should consist of channels * samples Uint16 samples. * - * If channels is one, the effect is rotated using the defined direction. - * Otherwise it uses the samples in data for the different axes. + * If channels is one, the effect is rotated using the defined direction. + * Otherwise it uses the samples in data for the different axes. * - * \sa SDL_HAPTIC_CUSTOM - * \sa SDL_HapticEffect + * \sa SDL_HAPTIC_CUSTOM + * \sa SDL_HapticEffect */ typedef struct SDL_HapticCustom { /* Header */ - Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */ + Uint16 type; /**< SDL_HAPTIC_CUSTOM */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ @@ -738,27 +749,28 @@ typedef struct SDL_HapticCustom } SDL_HapticCustom; /** - * \brief The generic template for any haptic effect. + * The generic template for any haptic effect. + * + * All values max at 32767 (0x7FFF). Signed values also can be negative. Time + * values unless specified otherwise are in milliseconds. * - * All values max at 32767 (0x7FFF). Signed values also can be negative. - * Time values unless specified otherwise are in milliseconds. + * You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. + * Neither delay, interval, attack_length nor fade_length support + * SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. * - * You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767 - * value. Neither delay, interval, attack_length nor fade_length support - * ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. + * Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of + * SDL_HAPTIC_INFINITY. * - * Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of - * ::SDL_HAPTIC_INFINITY. + * Button triggers may not be supported on all devices, it is advised to not + * use them if possible. Buttons start at index 1 instead of index 0 like the + * joystick. * - * Button triggers may not be supported on all devices, it is advised to not - * use them if possible. Buttons start at index 1 instead of index 0 like - * the joystick. + * If both attack_length and fade_level are 0, the envelope is not used, + * otherwise both values are used. * - * If both attack_length and fade_level are 0, the envelope is not used, - * otherwise both values are used. + * Common parts: * - * Common parts: - * \code + * ```c * // Replay - All effects have this * Uint32 length; // Duration of effect (ms). * Uint16 delay; // Delay before starting effect. @@ -772,39 +784,39 @@ typedef struct SDL_HapticCustom * Uint16 attack_level; // Level at the start of the attack. * Uint16 fade_length; // Duration of the fade out (ms). * Uint16 fade_level; // Level at the end of the fade. - * \endcode - * - * - * Here we have an example of a constant effect evolution in time: - * \verbatim - Strength - ^ - | - | effect level --> _________________ - | / \ - | / \ - | / \ - | / \ - | attack_level --> | \ - | | | <--- fade_level - | - +--------------------------------------------------> Time - [--] [---] - attack_length fade_length - - [------------------][-----------------------] - delay length - \endverbatim - * - * Note either the attack_level or the fade_level may be above the actual - * effect level. - * - * \sa SDL_HapticConstant - * \sa SDL_HapticPeriodic - * \sa SDL_HapticCondition - * \sa SDL_HapticRamp - * \sa SDL_HapticLeftRight - * \sa SDL_HapticCustom + * ``` + * + * Here we have an example of a constant effect evolution in time: + * + * ``` + * Strength + * ^ + * | + * | effect level --> _________________ + * | / \ + * | / \ + * | / \ + * | / \ + * | attack_level --> | \ + * | | | <--- fade_level + * | + * +--------------------------------------------------> Time + * [--] [---] + * attack_length fade_length + * + * [------------------][-----------------------] + * delay length + * ``` + * + * Note either the attack_level or the fade_level may be above the actual + * effect level. + * + * \sa SDL_HapticConstant + * \sa SDL_HapticPeriodic + * \sa SDL_HapticCondition + * \sa SDL_HapticRamp + * \sa SDL_HapticLeftRight + * \sa SDL_HapticCustom */ typedef union SDL_HapticEffect { @@ -859,7 +871,7 @@ extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); * autocenter will be disabled. To modify these values use SDL_HapticSetGain() * and SDL_HapticSetAutocenter(). * - * \param device_index index of the device to open + * \param device_index index of the device to open. * \returns the device identifier or NULL on failure; call SDL_GetError() for * more information. * @@ -879,7 +891,7 @@ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index); /** * Check if the haptic device at the designated index has been opened. * - * \param device_index the index of the device to query + * \param device_index the index of the device to query. * \returns 1 if it has been opened, 0 if it hasn't or on failure; call * SDL_GetError() for more information. * @@ -893,7 +905,7 @@ extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index); /** * Get the index of a haptic device. * - * \param haptic the SDL_Haptic device to query + * \param haptic the SDL_Haptic device to query. * \returns the index of the specified haptic device or a negative error code * on failure; call SDL_GetError() for more information. * @@ -931,7 +943,7 @@ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void); /** * Query if a joystick has haptic features. * - * \param joystick the SDL_Joystick to test for haptic capabilities + * \param joystick the SDL_Joystick to test for haptic capabilities. * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a * negative error code on failure; call SDL_GetError() for more * information. @@ -953,7 +965,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); * device will also get unallocated and you'll be unable to use force feedback * on that device. * - * \param joystick the SDL_Joystick to create a haptic device from + * \param joystick the SDL_Joystick to create a haptic device from. * \returns a valid haptic device identifier on success or NULL on failure; * call SDL_GetError() for more information. * @@ -969,7 +981,7 @@ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * /** * Close a haptic device previously opened with SDL_HapticOpen(). * - * \param haptic the SDL_Haptic device to close + * \param haptic the SDL_Haptic device to close. * * \since This function is available since SDL 2.0.0. * @@ -984,7 +996,7 @@ extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic); * approximation. Always check to see if your created effect was actually * created and do not rely solely on SDL_HapticNumEffects(). * - * \param haptic the SDL_Haptic device to query + * \param haptic the SDL_Haptic device to query. * \returns the number of effects the haptic device can store or a negative * error code on failure; call SDL_GetError() for more information. * @@ -1000,7 +1012,7 @@ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); * * This is not supported on all platforms, but will always return a value. * - * \param haptic the SDL_Haptic device to query maximum playing effects + * \param haptic the SDL_Haptic device to query maximum playing effects. * \returns the number of effects the haptic device can play at the same time * or a negative error code on failure; call SDL_GetError() for more * information. @@ -1015,7 +1027,7 @@ extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic); /** * Get the haptic device's supported features in bitwise manner. * - * \param haptic the SDL_Haptic device to query + * \param haptic the SDL_Haptic device to query. * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 * on failure; call SDL_GetError() for more information. * @@ -1033,7 +1045,7 @@ extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic); * The number of haptic axes might be useful if working with the * SDL_HapticDirection effect. * - * \param haptic the SDL_Haptic device to query + * \param haptic the SDL_Haptic device to query. * \returns the number of axes on success or a negative error code on failure; * call SDL_GetError() for more information. * @@ -1044,8 +1056,8 @@ extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); /** * Check to see if an effect is supported by a haptic device. * - * \param haptic the SDL_Haptic device to query - * \param effect the desired effect to query + * \param haptic the SDL_Haptic device to query. + * \param effect the desired effect to query. * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a * negative error code on failure; call SDL_GetError() for more * information. @@ -1062,9 +1074,9 @@ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, /** * Create a new haptic effect on a specified device. * - * \param haptic an SDL_Haptic device to create the effect on + * \param haptic an SDL_Haptic device to create the effect on. * \param effect an SDL_HapticEffect structure containing the properties of - * the effect to create + * the effect to create. * \returns the ID of the effect on success or a negative error code on * failure; call SDL_GetError() for more information. * @@ -1085,10 +1097,10 @@ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, * start playing from the start. You also cannot change the type either when * running SDL_HapticUpdateEffect(). * - * \param haptic the SDL_Haptic device that has the effect - * \param effect the identifier of the effect to update + * \param haptic the SDL_Haptic device that has the effect. + * \param effect the identifier of the effect to update. * \param data an SDL_HapticEffect structure containing the new effect - * properties to use + * properties to use. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1111,10 +1123,10 @@ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` * instead. * - * \param haptic the SDL_Haptic device to run the effect on - * \param effect the ID of the haptic effect to run + * \param haptic the SDL_Haptic device to run the effect on. + * \param effect the ID of the haptic effect to run. * \param iterations the number of iterations to run the effect; use - * `SDL_HAPTIC_INFINITY` to repeat forever + * `SDL_HAPTIC_INFINITY` to repeat forever. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1133,8 +1145,8 @@ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, * * * * - * \param haptic the SDL_Haptic device to stop the effect on - * \param effect the ID of the haptic effect to stop + * \param haptic the SDL_Haptic device to stop the effect on. + * \param effect the ID of the haptic effect to stop. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1152,8 +1164,8 @@ extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, * This will stop the effect if it's running. Effects are automatically * destroyed when the device is closed. * - * \param haptic the SDL_Haptic device to destroy the effect on - * \param effect the ID of the haptic effect to destroy + * \param haptic the SDL_Haptic device to destroy the effect on. + * \param effect the ID of the haptic effect to destroy. * * \since This function is available since SDL 2.0.0. * @@ -1167,8 +1179,8 @@ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, * * Device must support the SDL_HAPTIC_STATUS feature. * - * \param haptic the SDL_Haptic device to query for the effect status on - * \param effect the ID of the haptic effect to query its status + * \param haptic the SDL_Haptic device to query for the effect status on. + * \param effect the ID of the haptic effect to query its status. * \returns 0 if it isn't playing, 1 if it is playing, or a negative error * code on failure; call SDL_GetError() for more information. * @@ -1190,8 +1202,9 @@ extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, * SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the * maximum. * - * \param haptic the SDL_Haptic device to set the gain on - * \param gain value to set the gain to, should be between 0 and 100 (0 - 100) + * \param haptic the SDL_Haptic device to set the gain on. + * \param gain value to set the gain to, should be between 0 and 100 (0 - + * 100). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1209,8 +1222,8 @@ extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain); * * Device must support the SDL_HAPTIC_AUTOCENTER feature. * - * \param haptic the SDL_Haptic device to set autocentering on - * \param autocenter value to set autocenter to (0-100) + * \param haptic the SDL_Haptic device to set autocentering on. + * \param autocenter value to set autocenter to (0-100). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1230,7 +1243,7 @@ extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, * Do not modify the effects nor add new ones while the device is paused. That * can cause all sorts of weird errors. * - * \param haptic the SDL_Haptic device to pause + * \param haptic the SDL_Haptic device to pause. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1245,7 +1258,7 @@ extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic); * * Call to unpause after SDL_HapticPause(). * - * \param haptic the SDL_Haptic device to unpause + * \param haptic the SDL_Haptic device to unpause. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1258,7 +1271,7 @@ extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic); /** * Stop all the currently playing effects on a haptic device. * - * \param haptic the SDL_Haptic device to stop + * \param haptic the SDL_Haptic device to stop. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1269,7 +1282,7 @@ extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic); /** * Check whether rumble is supported on a haptic device. * - * \param haptic haptic device to check for rumble support + * \param haptic haptic device to check for rumble support. * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a * negative error code on failure; call SDL_GetError() for more * information. @@ -1285,7 +1298,7 @@ extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic); /** * Initialize a haptic device for simple rumble playback. * - * \param haptic the haptic device to initialize for simple rumble playback + * \param haptic the haptic device to initialize for simple rumble playback. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1301,9 +1314,9 @@ extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic); /** * Run a simple rumble effect on a haptic device. * - * \param haptic the haptic device to play the rumble effect on - * \param strength strength of the rumble to play as a 0-1 float value - * \param length length of the rumble to play in milliseconds + * \param haptic the haptic device to play the rumble effect on. + * \param strength strength of the rumble to play as a 0-1 float value. + * \param length length of the rumble to play in milliseconds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1318,7 +1331,7 @@ extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float stre /** * Stop the simple rumble on a haptic device. * - * \param haptic the haptic device to stop the rumble effect on + * \param haptic the haptic device to stop the rumble effect on. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL_hidapi.h b/include/SDL_hidapi.h index c51cc91..b14442a 100644 --- a/include/SDL_hidapi.h +++ b/include/SDL_hidapi.h @@ -19,44 +19,35 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: HIDAPI */ + /** - * \file SDL_hidapi.h - * - * Header file for SDL HIDAPI functions. - * - * This is an adaptation of the original HIDAPI interface by Alan Ott, - * and includes source code licensed under the following BSD license: - * - Copyright (c) 2010, Alan Ott, Signal 11 Software - All rights reserved. - - Redistribution and use in source and binary forms, with or without - modification, are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - * Neither the name of Signal 11 Software nor the names of its - contributors may be used to endorse or promote products derived from - this software without specific prior written permission. - - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" - AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE - ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE - LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF - SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS - INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN - CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) - ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE - POSSIBILITY OF SUCH DAMAGE. + * # CategoryHIDAPI + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, and + * includes source code licensed under the following license: + * + * ``` + * HIDAPI - Multi-Platform library for + * communication with HID devices. + * + * Copyright 2009, Alan Ott, Signal 11 Software. + * All Rights Reserved. + * + * This software may be used by anyone for any reason so + * long as the copyright notice in the source files + * remains intact. + * ``` + * + * (Note that this license is the same as item three of SDL's zlib license, so + * it adds no new requirements on the user.) * * If you would like a version of SDL without this code, you can build SDL - * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example - * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework. + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for + * example on iOS or tvOS to avoid a dependency on the CoreBluetooth + * framework. */ #ifndef SDL_hidapi_h_ @@ -71,14 +62,15 @@ extern "C" { #endif /** - * \brief A handle representing an open HID device + * A handle representing an open HID device */ struct SDL_hid_device_; typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */ /** hidapi info structure */ + /** - * \brief Information about a connected HID device + * Information about a connected HID device */ typedef struct SDL_hid_device_info { @@ -234,13 +226,13 @@ extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, * The path name be determined by calling SDL_hid_enumerate(), or a * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). * - * \param path The path name of the device to open + * \param path The path name of the device to open. * \returns a pointer to a SDL_hid_device object on success or NULL on * failure. * * \since This function is available since SDL 2.0.18. */ -extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */); +extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive); /** * Write an Output report to a HID device. @@ -434,7 +426,7 @@ extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int /** * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers * - * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan + * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan. * * \since This function is available since SDL 2.0.18. */ diff --git a/include/SDL_hints.h b/include/SDL_hints.h index febb249..6713d01 100644 --- a/include/SDL_hints.h +++ b/include/SDL_hints.h @@ -20,20 +20,20 @@ */ /** - * \file SDL_hints.h + * # CategoryHints * - * Official documentation for SDL configuration variables + * Official documentation for SDL configuration variables * - * This file contains functions to set and get configuration hints, - * as well as listing each of them alphabetically. + * This file contains functions to set and get configuration hints, as well as + * listing each of them alphabetically. * - * The convention for naming hints is SDL_HINT_X, where "SDL_X" is - * the environment variable that can be used to override the default. + * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the + * environment variable that can be used to override the default. * - * In general these hints are just that - they may or may not be - * supported or applicable on any given platform, but they provide - * a way for an application or user to give the library a hint as - * to how they would like the library to work. + * In general these hints are just that - they may or may not be supported or + * applicable on any given platform, but they provide a way for an application + * or user to give the library a hint as to how they would like the library to + * work. */ #ifndef SDL_hints_h_ @@ -48,110 +48,132 @@ extern "C" { #endif /** - * \brief A variable controlling whether the Android / iOS built-in - * accelerometer should be listed as a joystick device. + * A variable controlling whether the Android / iOS built-in accelerometer + * should be listed as a joystick device. * - * This variable can be set to the following values: - * "0" - The accelerometer is not listed as a joystick - * "1" - The accelerometer is available as a 3 axis joystick (the default). + * This variable can be set to the following values: + * + * - "0": The accelerometer is not listed as a joystick + * - "1": The accelerometer is available as a 3 axis joystick (the default). */ #define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK" /** - * \brief Specify the behavior of Alt+Tab while the keyboard is grabbed. + * Specify the behavior of Alt+Tab while the keyboard is grabbed. * - * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed - * and your window is full-screen. This prevents the user from getting stuck in - * your application if you've enabled keyboard grab. + * By default, SDL emulates Alt+Tab functionality while the keyboard is + * grabbed and your window is full-screen. This prevents the user from getting + * stuck in your application if you've enabled keyboard grab. * * The variable can be set to the following values: - * "0" - SDL will not handle Alt+Tab. Your application is responsible - for handling Alt+Tab while the keyboard is grabbed. - * "1" - SDL will minimize your window when Alt+Tab is pressed (default) -*/ + * + * - "0": SDL will not handle Alt+Tab. Your application is responsible for + * handling Alt+Tab while the keyboard is grabbed. + * - "1": SDL will minimize your window when Alt+Tab is pressed (default) + */ #define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" /** - * \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it. - * This is a debugging aid for developers and not expected to be used by end users. The default is "1" + * If set to "0" then never set the top most bit on a SDL Window, even if the + * video mode expects it. + * + * This is a debugging aid for developers and not expected to be used by end + * users. The default is "1" * - * This variable can be set to the following values: - * "0" - don't allow topmost - * "1" - allow topmost + * This variable can be set to the following values: + * + * - "0": don't allow topmost + * - "1": allow topmost */ #define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST" /** - * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc. + * Android APK expansion main file version. + * + * Should be a string number like "1", "2" etc. * - * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. + * Must be set together with + * SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION. * * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. + * after a given relative path was not found in the internal storage and + * assets. * - * By default this hint is not set and the APK expansion files are not searched. + * By default this hint is not set and the APK expansion files are not + * searched. */ #define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION" /** - * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc. + * Android APK expansion patch file version. + * + * Should be a string number like "1", "2" etc. * * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION. * * If both hints were set then SDL_RWFromFile() will look into expansion files - * after a given relative path was not found in the internal storage and assets. + * after a given relative path was not found in the internal storage and + * assets. * - * By default this hint is not set and the APK expansion files are not searched. + * By default this hint is not set and the APK expansion files are not + * searched. */ #define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION" /** - * \brief A variable to control whether the event loop will block itself when the app is paused. + * A variable to control whether the event loop will block itself when the app + * is paused. * * The variable can be set to the following values: - * "0" - Non blocking. - * "1" - Blocking. (default) + * + * - "0": Non blocking. + * - "1": Blocking. (default) * * The value should be set before SDL is initialized. */ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** - * \brief A variable to control whether SDL will pause audio in background - * (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") + * A variable to control whether SDL will pause audio in background (Requires + * SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking") * * The variable can be set to the following values: - * "0" - Non paused. - * "1" - Paused. (default) + * + * - "0": Non paused. + * - "1": Paused. (default) * * The value should be set before SDL is initialized. */ #define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO" /** - * \brief A variable to control whether we trap the Android back button to handle it manually. - * This is necessary for the right mouse button to work on some Android devices, or - * to be able to trap the back button for use in your code reliably. If set to true, - * the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of - * SDL_SCANCODE_AC_BACK. + * A variable to control whether we trap the Android back button to handle it + * manually. + * + * This is necessary for the right mouse button to work on some Android + * devices, or to be able to trap the back button for use in your code + * reliably. If set to true, the back button will show up as an SDL_KEYDOWN / + * SDL_KEYUP pair with a keycode of SDL_SCANCODE_AC_BACK. * * The variable can be set to the following values: - * "0" - Back button will be handled as usual for system. (default) - * "1" - Back button will be trapped, allowing you to handle the key press - * manually. (This will also let right mouse click work on systems - * where the right mouse button functions as back.) * - * The value of this hint is used at runtime, so it can be changed at any time. + * - "0": Back button will be handled as usual for system. (default) + * - "1": Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems where the + * right mouse button functions as back.) + * + * The value of this hint is used at runtime, so it can be changed at any + * time. */ #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" /** - * \brief Specify an application name. + * Specify an application name. * * This hint lets you specify the application name sent to the OS when * required. For example, this will often appear in volume control applets for * audio streams, and in lists of applications which are inhibiting the - * screensaver. You should use a string that describes your program ("My Game + * screensaver. You should use a string that describes your program ("My Game * 2: The Revenge") * * Setting this to "" or leaving it unset will have SDL use a reasonable @@ -166,48 +188,51 @@ extern "C" { #define SDL_HINT_APP_NAME "SDL_APP_NAME" /** - * \brief A variable controlling whether controllers used with the Apple TV - * generate UI events. + * 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. + * 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. + * 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. + * 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. + * 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 the audio category on iOS and Mac OS X + * A variable controlling the audio category on iOS and Mac OS X * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "ambient" - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default) - * "playback" - Use the AVAudioSessionCategoryPlayback category + * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be + * muted by the phone mute switch (default) + * - "playback": Use the AVAudioSessionCategoryPlayback category * - * For more information, see Apple's documentation: - * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html */ #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** - * \brief Specify an application name for an audio device. + * Specify an application name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system @@ -228,7 +253,7 @@ extern "C" { #define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME" /** - * \brief Specify an application name for an audio device. + * Specify an application name for an audio device. * * Some audio backends (such as PulseAudio) allow you to describe your audio * stream. Among other things, this description might show up in a system @@ -249,11 +274,11 @@ extern "C" { #define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" /** - * \brief Specify an application role for an audio device. + * Specify an application role for an audio device. * * Some audio backends (such as Pipewire) allow you to describe the role of - * your audio stream. Among other things, this description might show up in - * a system control panel or software for displaying and manipulating media + * your audio stream. Among other things, this description might show up in a + * system control panel or software for displaying and manipulating media * playback/capture graphs. * * This hints lets you transmit that information to the OS. The contents of @@ -269,1168 +294,1384 @@ extern "C" { #define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" /** - * \brief A variable controlling speed/quality tradeoff of audio resampling. + * A variable controlling speed/quality tradeoff of audio resampling. * - * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) - * to handle audio resampling. There are different resampling modes available - * that produce different levels of quality, using more CPU. + * If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ ) + * to handle audio resampling. There are different resampling modes available + * that produce different levels of quality, using more CPU. * - * If this hint isn't specified to a valid setting, or libsamplerate isn't - * available, SDL will use the default, internal resampling algorithm. + * If this hint isn't specified to a valid setting, or libsamplerate isn't + * available, SDL will use the default, internal resampling algorithm. * - * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is available. + * As of SDL 2.26, SDL_ConvertAudio() respects this hint when libsamplerate is + * available. * - * This hint is currently only checked at audio subsystem initialization. + * This hint is currently only checked at audio subsystem initialization. * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast) - * "1" or "fast" - Use fast, slightly higher quality resampling, if available - * "2" or "medium" - Use medium quality resampling, if available - * "3" or "best" - Use high quality resampling, if available + * - "0" or "default": Use SDL's internal resampling (Default when not set - + * low quality, fast) + * - "1" or "fast": Use fast, slightly higher quality resampling, if available + * - "2" or "medium": Use medium quality resampling, if available + * - "3" or "best": Use high quality resampling, if available */ #define SDL_HINT_AUDIO_RESAMPLING_MODE "SDL_AUDIO_RESAMPLING_MODE" /** - * \brief A variable controlling whether SDL updates joystick state when getting input events + * A variable controlling whether SDL updates joystick state when getting + * input events * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "0" - You'll call SDL_JoystickUpdate() manually - * "1" - SDL will automatically call SDL_JoystickUpdate() (default) + * - "0": You'll call SDL_JoystickUpdate() manually + * - "1": SDL will automatically call SDL_JoystickUpdate() (default) * - * This hint can be toggled on and off at runtime. + * This hint can be toggled on and off at runtime. */ #define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" /** - * \brief A variable controlling whether SDL updates sensor state when getting input events + * A variable controlling whether SDL updates sensor state when getting input + * events * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "0" - You'll call SDL_SensorUpdate() manually - * "1" - SDL will automatically call SDL_SensorUpdate() (default) + * - "0": You'll call SDL_SensorUpdate() manually + * - "1": SDL will automatically call SDL_SensorUpdate() (default) * - * This hint can be toggled on and off at runtime. + * This hint can be toggled on and off at runtime. */ #define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" /** - * \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * 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 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. + * + * - "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 Override for SDL_GetDisplayUsableBounds() + * Override for SDL_GetDisplayUsableBounds() * - * If set, this hint will override the expected results for - * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want - * to do this, but this allows an embedded system to request that some of the - * screen be reserved for other uses when paired with a well-behaved - * application. + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. * - * The contents of this hint must be 4 comma-separated integers, the first - * is the bounds x, then y, width and height, in that order. + * The contents of this hint must be 4 comma-separated integers, the first is + * the bounds x, then y, width and height, in that order. */ #define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" /** - * \brief Disable giving back control to the browser automatically - * when running with asyncify + * Disable giving back control to the browser automatically when running with + * asyncify * - * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations - * such as refreshing the screen or polling events. + * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations such as + * refreshing the screen or polling events. * * This hint only applies to the emscripten platform * * The variable can be set to the following values: - * "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes) - * "1" - Enable emscripten_sleep calls (the default) + * + * - "0": Disable emscripten_sleep calls (if you give back browser control + * manually or use asyncify for other purposes) + * - "1": Enable emscripten_sleep calls (the default) */ #define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" /** - * \brief override the binding element for keyboard inputs for Emscripten builds + * override the binding element for keyboard inputs for Emscripten builds * - * This hint only applies to the emscripten platform + * This hint only applies to the emscripten platform. * - * The variable can be one of - * "#window" - The javascript window object (this is the default) - * "#document" - The javascript document object - * "#screen" - the javascript window.screen object - * "#canvas" - the WebGL canvas element - * any other string without a leading # sign applies to the element on the page with that ID. - */ -#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" - -/** - * \brief A variable that controls whether the on-screen keyboard should be shown when text input is active + * The variable can be one of: * - * The variable can be set to the following values: - * "0" - Do not show the on-screen keyboard - * "1" - Show the on-screen keyboard + * - "#window": the javascript window object (this is the default) + * - "#document": the javascript document object + * - "#screen": the javascript window.screen object + * - "#canvas": the WebGL canvas element * - * The default value is "1". This hint must be set before text input is activated. + * Any other string without a leading # sign applies to the element on the + * page with that ID. */ -#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" /** - * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs + * A variable that controls whether the on-screen keyboard should be shown + * when text input is active + * + * The variable can be set to the following values: * - * The variable can be set to the following values: - * "0" - Do not scan for Steam Controllers - * "1" - Scan for Steam Controllers (the default) + * - "0": Do not show the on-screen keyboard + * - "1": Show the on-screen keyboard * - * The default value is "1". This hint must be set before initializing the joystick subsystem. + * The default value is "1". This hint must be set before text input is + * activated. */ -#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS" +#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" /** - * \brief A variable controlling verbosity of the logging of SDL events pushed onto the internal queue. + * A variable controlling verbosity of the logging of SDL events pushed onto + * the internal queue. * - * This variable can be set to the following values, from least to most verbose: + * This variable can be set to the following values, from least to most + * verbose: * - * "0" - Don't log any events (default) - * "1" - Log most events (other than the really spammy ones). - * "2" - Include mouse and finger motion events. - * "3" - Include SDL_SysWMEvent events. + * - "0": Don't log any events (default) + * - "1": Log most events (other than the really spammy ones). + * - "2": Include mouse and finger motion events. + * - "3": Include SDL_SysWMEvent events. * - * This is generally meant to be used to debug SDL itself, but can be useful - * for application developers that need better visibility into what is going - * on in the event queue. Logged events are sent through SDL_Log(), which - * means by default they appear on stdout on most platforms or maybe - * OutputDebugString() on Windows, and can be funneled by the app with - * SDL_LogSetOutputFunction(), etc. + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. * - * This hint can be toggled on and off at runtime, if you only need to log - * events for a small subset of program execution. + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. */ #define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" /** - * \brief A variable controlling whether raising the window should be done more forcefully + * A variable controlling whether raising the window should be done more + * forcefully + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - No forcing (the default) - * "1" - Extra level of forcing + * - "0": No forcing (the default) + * - "1": Extra level of forcing * - * At present, this is only an issue under MS Windows, which makes it nearly impossible to - * programmatically move a window to the foreground, for "security" reasons. See - * http://stackoverflow.com/a/34414846 for a discussion. + * At present, this is only an issue under MS Windows, which makes it nearly + * impossible to programmatically move a window to the foreground, for + * "security" reasons. See http://stackoverflow.com/a/34414846 for a + * discussion. */ #define SDL_HINT_FORCE_RAISEWINDOW "SDL_HINT_FORCE_RAISEWINDOW" /** - * \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface. + * A variable controlling how 3D acceleration is used to accelerate the SDL + * screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and how + * this is done. * - * SDL can try to accelerate the SDL screen surface by using streaming - * textures with a 3D rendering engine. This variable controls whether and - * how this is done. + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Disable 3D acceleration - * "1" - Enable 3D acceleration, using the default renderer. - * "X" - Enable 3D acceleration, using X where X is one of the valid rendering drivers. (e.g. "direct3d", "opengl", etc.) + * - "0": Disable 3D acceleration + * - "1": Enable 3D acceleration, using the default renderer. + * - "X": Enable 3D acceleration, using X where X is one of the valid + * rendering drivers. (e.g. "direct3d", "opengl", etc.) * - * By default SDL tries to make a best guess for each platform whether - * to use acceleration or not. + * By default SDL tries to make a best guess for each platform whether to use + * acceleration or not. */ #define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" /** - * \brief A variable that lets you manually hint extra gamecontroller db entries. + * A variable that lets you manually hint extra gamecontroller db entries. * - * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h + * The variable should be newline delimited rows of gamecontroller config + * data, see SDL_gamecontroller.h * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You + * can update mappings after the system is initialized with + * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" /** - * \brief A variable that lets you provide a file with extra gamecontroller db entries. + * A variable that lets you provide a file with extra gamecontroller db + * entries. * - * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * The file should contain lines of gamecontroller config data, see + * SDL_gamecontroller.h * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) You + * can update mappings after the system is initialized with + * SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ #define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** - * \brief A variable that overrides the automatic controller type detection + * A variable that overrides the automatic controller type detection * - * The variable should be comma separated entries, in the form: VID/PID=type + * The variable should be comma separated entries, in the form: VID/PID=type * - * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd * - * The type should be one of: - * Xbox360 - * XboxOne - * PS3 - * PS4 - * PS5 - * SwitchPro + * The type should be one of: Xbox360 XboxOne PS3 PS4 PS5 SwitchPro * - * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * This hint affects what driver is used, and must be set before calling + * SDL_Init(SDL_INIT_GAMECONTROLLER) */ #define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" /** - * \brief A variable containing a list of devices to skip when scanning for game controllers. + * A variable containing a list of devices to skip when scanning for game + * controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" /** - * \brief If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable. + * If set, all devices will be skipped when scanning for game controllers + * except for the ones listed in this variable. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" /** - * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. + * If set, game controller face buttons report their values according to their + * labels instead of their positional layout. * - * For example, on Nintendo Switch controllers, normally you'd get: + * For example, on Nintendo Switch controllers, normally you'd get: * + * ``` * (Y) * (X) (B) * (A) + * ``` * - * but if this hint is set, you'll get: + * but if this hint is set, you'll get: * + * ``` * (X) * (Y) (A) * (B) + * ``` * - * The variable can be set to the following values: - * "0" - Report the face buttons by position, as though they were on an Xbox controller. - * "1" - Report the face buttons by label instead of position + * The variable can be set to the following values: + * + * - "0": Report the face buttons by position, as though they were on an Xbox + * controller. + * - "1": Report the face buttons by label instead of position * - * The default value is "1". This hint may be set at any time. + * The default value is "1". This hint may be set at any time. */ #define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" /** - * \brief A variable controlling whether grabbing input grabs the keyboard + * A variable controlling whether grabbing input grabs the keyboard * - * This variable can be set to the following values: - * "0" - Grab will affect only the mouse - * "1" - Grab will affect mouse and keyboard + * This variable can be set to the following values: * - * By default SDL will not grab the keyboard so system shortcuts still work. + * - "0": Grab will affect only the mouse + * - "1": Grab will affect mouse and keyboard + * + * By default SDL will not grab the keyboard so system shortcuts still work. */ #define SDL_HINT_GRAB_KEYBOARD "SDL_GRAB_KEYBOARD" /** - * \brief A variable containing a list of devices to ignore in SDL_hid_enumerate() + * A variable containing a list of devices to ignore in SDL_hid_enumerate() * - * For example, to ignore the Shanwan DS3 controller and any Valve controller, you might - * have the string "0x2563/0x0523,0x28de/0x0000" + * For example, to ignore the Shanwan DS3 controller and any Valve controller, + * you might have the string "0x2563/0x0523,0x28de/0x0000" */ #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" /** - * \brief A variable controlling whether the idle timer is disabled on iOS. + * A variable controlling whether the idle timer is disabled on iOS. + * + * When an iOS app does not receive touches for some time, the screen is + * dimmed automatically. For games where the accelerometer is the only input + * this is problematic. This functionality can be disabled by setting this + * hint. * - * When an iOS app does not receive touches for some time, the screen is - * dimmed automatically. For games where the accelerometer is the only input - * 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: * - * This variable can be set to the following values: - * "0" - Enable idle timer - * "1" - Disable idle timer + * - "0": Enable idle timer + * - "1": Disable idle timer */ #define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED" /** - * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events. + * A variable to control whether certain IMEs should handle text editing + * internally instead of sending SDL_TEXTEDITING events. * * The variable can be set to the following values: - * "0" - SDL_TEXTEDITING events are sent, and it is the application's - * responsibility to render the text from these events and - * differentiate it somehow from committed text. (default) - * "1" - If supported by the IME then SDL_TEXTEDITING events are not sent, - * and text that is being composed will be rendered in its own UI. + * + * - "0": SDL_TEXTEDITING events are sent, and it is the application's + * responsibility to render the text from these events and differentiate it + * somehow from committed text. (default) + * - "1": If supported by the IME then SDL_TEXTEDITING events are not sent, + * and text that is being composed will be rendered in its own UI. */ #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** - * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them. + * A variable to control whether certain IMEs should show native UI components + * (such as the Candidate List) instead of suppressing them. * * The variable can be set to the following values: - * "0" - Native UI components are not display. (default) - * "1" - Native UI components are displayed. + * + * - "0": Native UI components are not display. (default) + * - "1": Native UI components are displayed. */ #define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI" /** - * \brief A variable to control if extended IME text support is enabled. - * If enabled then SDL_TextEditingExtEvent will be issued if the text would be truncated otherwise. - * Additionally SDL_TextInputEvent will be dispatched multiple times so that it is not truncated. + * A variable to control if extended IME text support is enabled. + * + * If enabled then SDL_TextEditingExtEvent will be issued if the text would be + * truncated otherwise. Additionally SDL_TextInputEvent will be dispatched + * multiple times so that it is not truncated. * * The variable can be set to the following values: - * "0" - Legacy behavior. Text can be truncated, no heap allocations. (default) - * "1" - Modern behavior. + * + * - "0": Legacy behavior. Text can be truncated, no heap allocations. + * (default) + * - "1": Modern behavior. */ #define SDL_HINT_IME_SUPPORT_EXTENDED_TEXT "SDL_IME_SUPPORT_EXTENDED_TEXT" /** - * \brief A variable controlling whether the home indicator bar on iPhone X - * should be hidden. + * A variable controlling whether the home indicator bar on iPhone X should be + * hidden. * - * This variable can be set to the following values: - * "0" - The indicator bar is not hidden (default for windowed applications) - * "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) - * "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications) + * This variable can be set to the following values: + * + * - "0": The indicator bar is not hidden (default for windowed applications) + * - "1": The indicator bar is hidden and is shown when the screen is touched + * (useful for movie playback applications) + * - "2": The indicator bar is dim and the first swipe makes it visible and + * the second swipe performs the "home" action (default for fullscreen + * applications) */ #define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" /** - * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. + * A variable that lets you enable joystick (and gamecontroller) events even + * when your app is in the background. + * + * The variable can be set to the following values: * - * The variable can be set to the following values: - * "0" - Disable joystick & gamecontroller input events when the - * application is in the background. - * "1" - Enable joystick & gamecontroller input events when the - * application is in the background. + * - "0": Disable joystick & gamecontroller input events when the application + * is in the background. + * - "1": Enable joystick & gamecontroller input events when the application + * is in the background. * - * The default value is "0". This hint may be set at any time. + * The default value is "0". This hint may be set at any time. */ #define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" /** - * A variable containing a list of arcade stick style controllers. + * A variable containing a list of arcade stick style controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" /** - * A variable containing a list of devices that are not arcade stick style controllers. This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in device list. + * A variable containing a list of devices that are not arcade stick style + * controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in + * device list. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" /** - * A variable containing a list of devices that should not be considerd joysticks. + * A variable containing a list of devices that should not be considerd + * joysticks. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" /** - * A variable containing a list of devices that should be considered joysticks. This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in device list. + * A variable containing a list of devices that should be considered + * joysticks. + * + * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in + * device list. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" /** - * A variable containing a list of flightstick style controllers. + * A variable containing a list of flightstick style controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" /** - * A variable containing a list of devices that are not flightstick style controllers. This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in device list. + * A variable containing a list of devices that are not flightstick style + * controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in + * device list. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" /** - * A variable containing a list of devices known to have a GameCube form factor. + * A variable containing a list of devices known to have a GameCube form + * factor. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" /** - * A variable containing a list of devices known not to have a GameCube form factor. This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in device list. + * A variable containing a list of devices known not to have a GameCube form + * factor. + * + * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in + * device list. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" /** - * \brief A variable controlling whether the HIDAPI joystick drivers should be used. + * A variable controlling whether the HIDAPI joystick drivers should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI drivers are not used - * "1" - HIDAPI drivers are used (the default) + * - "0": HIDAPI drivers are not used + * - "1": HIDAPI drivers are used (the default) * - * This variable is the default for all drivers, but can be overridden by the hints for specific drivers below. + * This variable is the default for all drivers, but can be overridden by the + * hints for specific drivers below. */ #define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" /** - * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used. + * A variable controlling whether the HIDAPI driver for Nintendo GameCube + * controllers should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" /** - * \brief A variable controlling whether "low_frequency_rumble" and "high_frequency_rumble" is used to implement - * the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2) - * this is useful for applications that need full compatibility for things like ADSR envelopes. - * Stop is implemented by setting "low_frequency_rumble" to "0" and "high_frequency_rumble" ">0" - * Rumble is both at any arbitrary value, - * StopHard is implemented by setting both "low_frequency_rumble" and "high_frequency_rumble" to "0" + * A variable controlling whether "low_frequency_rumble" and + * "high_frequency_rumble" is used to implement the GameCube controller's 3 + * rumble modes, Stop(0), Rumble(1), and StopHard(2) this is useful for + * applications that need full compatibility for things like ADSR envelopes. * - * This variable can be set to the following values: - * "0" - Normal rumble behavior is behavior is used (default) - * "1" - Proper GameCube controller rumble behavior is used + * Stop is implemented by setting "low_frequency_rumble" to "0" and + * "high_frequency_rumble" ">0" Rumble is both at any arbitrary value, + * StopHard is implemented by setting both "low_frequency_rumble" and + * "high_frequency_rumble" to "0" * + * This variable can be set to the following values: + * + * - "0": Normal rumble behavior is behavior is used (default) + * - "1": Proper GameCube controller rumble behavior is used */ #define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_GAMECUBE_RUMBLE_BRAKE" /** - * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used. - * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used - * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI - */ + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * Joy-Cons should be used. + * + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ #define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" /** - * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver - * - * This variable can be set to the following values: - * "0" - Left and right Joy-Con controllers will not be combined and each will be a mini-gamepad - * "1" - Left and right Joy-Con controllers will be combined into a single controller (the default) - */ + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * combined into a single Pro-like controller when using the HIDAPI driver + * + * This variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be combined and each + * will be a mini-gamepad + * - "1": Left and right Joy-Con controllers will be combined into a single + * controller (the default) + */ #define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" /** - * \brief A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver - * - * This variable can be set to the following values: - * "0" - Left and right Joy-Con controllers will not be in vertical mode (the default) - * "1" - Left and right Joy-Con controllers will be in vertical mode - * - * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) - */ + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * in vertical mode when using the HIDAPI driver + * + * This variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be in vertical mode (the + * default) + * - "1": Left and right Joy-Con controllers will be in vertical mode + * + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + */ #define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" /** - * \brief A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used. - * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used - * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI - */ + * A variable controlling whether the HIDAPI driver for Amazon Luna + * controllers connected via Bluetooth should be used. + * + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ #define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" /** - * \brief A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used. - * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used - * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI - */ + * A variable controlling whether the HIDAPI driver for Nintendo Online + * classic controllers should be used. + * + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ #define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" /** - * \brief A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used. - * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used - * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI - */ + * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD + * controllers should be used. + * + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ #define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" /** - * \brief A variable controlling whether the HIDAPI driver for PS3 controllers should be used. + * A variable controlling whether the HIDAPI driver for PS3 controllers should + * be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on other platforms. + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on + * other platforms. * - * It is not possible to use this driver on Windows, due to limitations in the default drivers - * installed. See https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. + * It is not possible to use this driver on Windows, due to limitations in the + * default drivers installed. See https://github.com/ViGEm/DsHidMini for an + * alternative driver on Windows. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" /** - * \brief A variable controlling whether the HIDAPI driver for PS4 controllers should be used. + * A variable controlling whether the HIDAPI driver for PS4 controllers should + * be used. * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" /** - * \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver. + * A variable controlling whether extended input reports should be used for + * PS4 controllers when using the HIDAPI driver. * - * This variable can be set to the following values: - * "0" - extended reports are not enabled (the default) - * "1" - extended reports + * This variable can be set to the following values: * - * Extended input reports allow rumble on Bluetooth PS4 controllers, but - * break DirectInput handling for applications that don't use SDL. + * - "0": extended reports are not enabled (the default) + * - "1": extended reports * - * Once extended reports are enabled, they can not be disabled without - * power cycling the controller. + * Extended input reports allow rumble on Bluetooth PS4 controllers, but break + * DirectInput handling for applications that don't use SDL. * - * For compatibility with applications written for versions of SDL prior - * to the introduction of PS5 controller support, this value will also - * control the state of extended reports on PS5 controllers when the - * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. + * Once extended reports are enabled, they can not be disabled without power + * cycling the controller. + * + * For compatibility with applications written for versions of SDL prior to + * the introduction of PS5 controller support, this value will also control + * the state of extended reports on PS5 controllers when the + * SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE" /** - * \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used. + * A variable controlling whether the HIDAPI driver for PS5 controllers should + * be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" /** - * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller. + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a PS5 controller. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - player LEDs are not enabled - * "1" - player LEDs are enabled (the default) + * - "0": player LEDs are not enabled + * - "1": player LEDs are enabled (the default) */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" /** - * \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver. + * A variable controlling whether extended input reports should be used for + * PS5 controllers when using the HIDAPI driver. * - * This variable can be set to the following values: - * "0" - extended reports are not enabled (the default) - * "1" - extended reports + * This variable can be set to the following values: + * + * - "0": extended reports are not enabled (the default) + * - "1": extended reports * - * Extended input reports allow rumble on Bluetooth PS5 controllers, but - * break DirectInput handling for applications that don't use SDL. + * Extended input reports allow rumble on Bluetooth PS5 controllers, but break + * DirectInput handling for applications that don't use SDL. * - * Once extended reports are enabled, they can not be disabled without - * power cycling the controller. + * Once extended reports are enabled, they can not be disabled without power + * cycling the controller. * - * For compatibility with applications written for versions of SDL prior - * to the introduction of PS5 controller support, this value defaults to - * the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. + * For compatibility with applications written for versions of SDL prior to + * the introduction of PS5 controller support, this value defaults to the + * value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE. */ #define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE" /** - * \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used. + * A variable controlling whether the HIDAPI driver for Google Stadia + * controllers should be used. * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * This variable can be set to the following values: * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" /** - * \brief A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used. + * A variable controlling whether the HIDAPI driver for Bluetooth Steam + * Controllers should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access - * and may prompt the user for permission on iOS and Android. + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used for Steam Controllers, which requires + * Bluetooth access and may prompt the user for permission on iOS and + * Android. * - * The default is "0" + * The default is "0" */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" /** - * \brief A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used. + * A variable controlling whether the HIDAPI driver for the Steam Deck builtin + * controller should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" /** - * \brief A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used. + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * controllers should be used. * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" /** - * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Pro controller is opened + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - home button LED is turned off - * "1" - home button LED is turned on + * - "0": home button LED is turned off + * - "1": home button LED is turned on * - * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" /** - * \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Joy-Con controller is opened + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - home button LED is turned off - * "1" - home button LED is turned on + * - "0": home button LED is turned off + * - "1": home button LED is turned on * - * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. */ #define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" /** - * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller. + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Nintendo Switch controller. * - * This variable can be set to the following values: - * "0" - player LEDs are not enabled - * "1" - player LEDs are enabled (the default) + * This variable can be set to the following values: + * + * - "0": player LEDs are not enabled + * - "1": player LEDs are enabled (the default) */ #define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" /** - * \brief A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used. + * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U + * controllers should be used. * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * This variable can be set to the following values: * - * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE for now. + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used + * + * This driver doesn't work with the dolphinbar, so the default is SDL_FALSE + * for now. */ #define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" /** - * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller. + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Wii controller. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - player LEDs are not enabled - * "1" - player LEDs are enabled (the default) + * - "0": player LEDs are not enabled + * - "1": player LEDs are enabled (the default) */ #define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" /** - * \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used. + * A variable controlling whether the HIDAPI driver for XBox controllers + * should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI + * The default is "0" on Windows, otherwise the value of + * SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" /** - * \brief A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used. + * A variable controlling whether the HIDAPI driver for XBox 360 controllers + * should be used. * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * This variable can be set to the following values: + * + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" /** - * \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller. + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with an Xbox 360 controller. * - * This variable can be set to the following values: - * "0" - player LEDs are not enabled - * "1" - player LEDs are enabled (the default) + * This variable can be set to the following values: + * + * - "0": player LEDs are not enabled + * - "1": player LEDs are enabled (the default) */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" /** - * \brief A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used. + * A variable controlling whether the HIDAPI driver for XBox 360 wireless + * controllers should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" /** - * \brief A variable controlling whether the HIDAPI driver for XBox One controllers should be used. + * A variable controlling whether the HIDAPI driver for XBox One controllers + * should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - HIDAPI driver is not used - * "1" - HIDAPI driver is used + * - "0": HIDAPI driver is not used + * - "1": HIDAPI driver is used * - * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" /** - * \brief A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened + * A variable controlling whether the Home button LED should be turned on when + * an Xbox One controller is opened * - * This variable can be set to the following values: - * "0" - home button LED is turned off - * "1" - home button LED is turned on + * This variable can be set to the following values: + * + * - "0": home button LED is turned off + * - "1": home button LED is turned on * - * By default the Home button LED state is not changed. This hint can also be set to a floating point value between 0.0 and 1.0 which controls the brightness of the Home button LED. The default brightness is 0.4. + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. The default brightness is 0.4. */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" /** - * A variable controlling whether IOKit should be used for controller handling. - * - * This variable can be set to the following values: - * "0" - IOKit is not used - * "1" - IOKit is used (the default) - */ + * A variable controlling whether IOKit should be used for controller + * handling. + * + * This variable can be set to the following values: + * + * - "0": IOKit is not used + * - "1": IOKit is used (the default) + */ #define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" /** - * A variable controlling whether GCController should be used for controller handling. - * - * This variable can be set to the following values: - * "0" - GCController is not used - * "1" - GCController is used (the default) - */ + * A variable controlling whether GCController should be used for controller + * handling. + * + * This variable can be set to the following values: + * + * - "0": GCController is not used + * - "1": GCController is used (the default) + */ #define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" /** - * \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices. - * - * This variable can be set to the following values: - * "0" - RAWINPUT drivers are not used - * "1" - RAWINPUT drivers are used (the default) - */ + * A variable controlling whether the RAWINPUT joystick drivers should be used + * for better handling XInput-capable devices. + * + * This variable can be set to the following values: + * + * - "0": RAWINPUT drivers are not used + * - "1": RAWINPUT drivers are used (the default) + */ #define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" /** - * \brief A variable controlling whether the RAWINPUT driver should pull correlated data from XInput. - * - * This variable can be set to the following values: - * "0" - RAWINPUT driver will only use data from raw input APIs - * "1" - RAWINPUT driver will also pull data from XInput, providing - * better trigger axes, guide button presses, and rumble support - * for Xbox controllers - * - * The default is "1". This hint applies to any joysticks opened after setting the hint. - */ + * A variable controlling whether the RAWINPUT driver should pull correlated + * data from XInput. + * + * This variable can be set to the following values: + * + * - "0": RAWINPUT driver will only use data from raw input APIs + * - "1": RAWINPUT driver will also pull data from XInput, providing better + * trigger axes, guide button presses, and rumble support for Xbox + * controllers + * + * The default is "1". This hint applies to any joysticks opened after setting + * the hint. + */ #define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" /** - * \brief A variable controlling whether the ROG Chakram mice should show up as joysticks - * - * This variable can be set to the following values: - * "0" - ROG Chakram mice do not show up as joysticks (the default) - * "1" - ROG Chakram mice show up as joysticks - */ + * A variable controlling whether the ROG Chakram mice should show up as + * joysticks + * + * This variable can be set to the following values: + * + * - "0": ROG Chakram mice do not show up as joysticks (the default) + * - "1": ROG Chakram mice show up as joysticks + */ #define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" /** - * \brief A variable controlling whether a separate thread should be used - * for handling joystick detection and raw input messages on Windows - * - * This variable can be set to the following values: - * "0" - A separate thread is not used (the default) - * "1" - A separate thread is used for handling raw input messages - * - */ + * A variable controlling whether a separate thread should be used for + * handling joystick detection and raw input messages on Windows + * + * This variable can be set to the following values: + * + * - "0": A separate thread is not used (the default) + * - "1": A separate thread is used for handling raw input messages + */ #define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" /** - * A variable containing a list of throttle style controllers. + * A variable containing a list of throttle style controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" /** - * A variable containing a list of devices that are not throttle style controllers. This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in device list. + * A variable containing a list of devices that are not throttle style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in + * device list. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" /** - * \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling. - * - * This variable can be set to the following values: - * "0" - WGI is not used - * "1" - WGI is used (the default) - */ + * A variable controlling whether Windows.Gaming.Input should be used for + * controller handling. + * + * This variable can be set to the following values: + * + * - "0": WGI is not used + * - "1": WGI is used (the default) + */ #define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" /** - * A variable containing a list of wheel style controllers. + * A variable containing a list of wheel style controllers. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" /** - * A variable containing a list of devices that are not wheel style controllers. This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device list. + * A variable containing a list of devices that are not wheel style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device + * list. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" /** - * A variable containing a list of devices known to have all axes centered at zero. + * A variable containing a list of devices known to have all axes centered at + * zero. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" /** - * \brief Determines whether SDL enforces that DRM master is required in order - * to initialize the KMSDRM video backend. + * Determines whether SDL enforces that DRM master is required in order to + * initialize the KMSDRM video backend. * - * The DRM subsystem has a concept of a "DRM master" which is a DRM client that - * has the ability to set planes, set cursor, etc. When SDL is DRM master, it - * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL - * is still able to process input and query attributes of attached displays, - * but it cannot change display state or draw to the screen directly. + * The DRM subsystem has a concept of a "DRM master" which is a DRM client + * that has the ability to set planes, set cursor, etc. When SDL is DRM + * master, it can draw to the screen using the SDL rendering APIs. Without DRM + * master, SDL is still able to process input and query attributes of attached + * displays, but it cannot change display state or draw to the screen + * directly. * - * In some cases, it can be useful to have the KMSDRM backend even if it cannot - * be used for rendering. An app may want to use SDL for input processing while - * using another rendering API (such as an MMAL overlay on Raspberry Pi) or - * using its own code to render to DRM overlays that SDL doesn't support. + * In some cases, it can be useful to have the KMSDRM backend even if it + * cannot be used for rendering. An app may want to use SDL for input + * processing while using another rendering API (such as an MMAL overlay on + * Raspberry Pi) or using its own code to render to DRM overlays that SDL + * doesn't support. * * This hint must be set before initializing the video subsystem. * * This variable can be set to the following values: - * "0" - SDL will allow usage of the KMSDRM backend without DRM master - * "1" - SDL Will require DRM master to use the KMSDRM backend (default) + * + * - "0": SDL will allow usage of the KMSDRM backend without DRM master + * - "1": SDL Will require DRM master to use the KMSDRM backend (default) */ #define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" /** - * \brief A comma separated list of devices to open as joysticks - * - * This variable is currently only used by the Linux joystick driver. - */ + * A comma separated list of devices to open as joysticks + * + * This variable is currently only used by the Linux joystick driver. + */ #define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + /** - * \brief A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog. - * - * This variable can be set to the following values: - * "0" - Only map hat axis inputs to digital hat outputs if the input axes appear to actually be digital (the default) - * "1" - Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as digital hats - */ + * A variable containing a list of devices and their desired number of haptic + * (force feedback) enabled axis. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form plus the number of desired axes, e.g. + * + * `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3` + * + * This hint supports a "wildcard" device that will set the number of haptic + * axes on all initialized haptic devices which were not defined explicitly in + * this hint. + * + * `0xFFFF/0xFFFF/1` + * + * This hint should be set before a controller is opened. The number of haptic + * axes won't exceed the number of real axes found on the device. + */ +#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES" + +/** + * A variable controlling whether joysticks on Linux will always treat 'hat' + * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking + * whether they may be analog. + * + * This variable can be set to the following values: + * + * - "0": Only map hat axis inputs to digital hat outputs if the input axes + * appear to actually be digital (the default) + * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as + * digital hats + */ #define SDL_HINT_LINUX_DIGITAL_HATS "SDL_LINUX_DIGITAL_HATS" /** - * \brief A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values. - * - * This variable can be set to the following values: - * "0" - Return digital hat values based on unfiltered input axis values - * "1" - Return digital hat values with deadzones on the input axes taken into account (the default) - */ + * A variable controlling whether digital hats on Linux will apply deadzones + * to their underlying input axes or use unfiltered values. + * + * This variable can be set to the following values: + * + * - "0": Return digital hat values based on unfiltered input axis values + * - "1": Return digital hat values with deadzones on the input axes taken + * into account (the default) + */ #define SDL_HINT_LINUX_HAT_DEADZONES "SDL_LINUX_HAT_DEADZONES" /** - * \brief A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux - * - * This variable can be set to the following values: - * "0" - Use /dev/input/event* - * "1" - Use /dev/input/js* - * - * By default the /dev/input/event* interfaces are used - */ + * A variable controlling whether to use the classic /dev/input/js* joystick + * interface or the newer /dev/input/event* joystick interface on Linux + * + * This variable can be set to the following values: + * + * - "0": Use /dev/input/event* + * - "1": Use /dev/input/js* + * + * By default the /dev/input/event* interfaces are used + */ #define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC" /** - * \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values. - * - * This variable can be set to the following values: - * "0" - Return unfiltered joystick axis values (the default) - * "1" - Return axis values with deadzones taken into account - */ + * A variable controlling whether joysticks on Linux adhere to their + * HID-defined deadzones or return unfiltered values. + * + * This variable can be set to the following values: + * + * - "0": Return unfiltered joystick axis values (the default) + * - "1": Return axis values with deadzones taken into account + */ #define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES" /** - * \brief A variable controlling the default SDL log levels. + * A variable controlling the default SDL log levels. * - * This variable is a comma separated set of category=level tokens that define the default logging levels for SDL applications. + * This variable is a comma separated set of category=level tokens that define + * the default logging levels for SDL applications. * - * The category can be a numeric category, one of "app", "error", "assert", "system", "audio", "video", "render", "input", "test", or `*` for any unspecified category. + * The category can be a numeric category, one of "app", "error", "assert", + * "system", "audio", "video", "render", "input", "test", or `*` for any + * unspecified category. * - * The level can be a numeric level, one of "verbose", "debug", "info", "warn", "error", "critical", or "quiet" to disable that category. + * The level can be a numeric level, one of "verbose", "debug", "info", + * "warn", "error", "critical", or "quiet" to disable that category. * - * You can omit the category if you want to set the logging level for all categories. + * You can omit the category if you want to set the logging level for all + * categories. * - * If this hint isn't set, the default log levels are equivalent to: - * "app=info,assert=warn,test=verbose,*=error" + * If this hint isn't set, the default log levels are equivalent to: + * "app=info,assert=warn,test=verbose,*=error" */ #define SDL_HINT_LOGGING "SDL_LOGGING" /** -* \brief When set don't force the SDL app to become a foreground process -* -* This hint only applies to Mac OS X. -* -*/ + * When set don't force the SDL app to become a foreground process + * + * This hint only applies to Mac OS X. + */ #define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" /** - * \brief A variable that determines whether ctrl+click should generate a right-click event on Mac + * A variable that determines whether ctrl+click should generate a right-click + * event on Mac * - * If present, holding ctrl while left clicking will generate a right click - * event when on Mac. + * If present, holding ctrl while left clicking will generate a right click + * event when on Mac. */ #define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" /** - * \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing + * A variable controlling whether dispatching OpenGL context updates should + * block the dispatching thread until the main thread finishes processing * - * This variable can be set to the following values: - * "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default). - * "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution. + * This variable can be set to the following values: * - * Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread - * hangs because it's waiting for that background thread, but that background thread is also hanging because it's - * waiting for the main thread to do an update, this might fix your issue. + * - "0": Dispatching OpenGL context updates will block the dispatching thread + * until the main thread finishes processing (default). + * - "1": Dispatching OpenGL context updates will allow the dispatching thread + * to continue execution. * - * This hint only applies to macOS. + * Generally you want the default, but if you have OpenGL code in a background + * thread on a Mac, and the main thread hangs because it's waiting for that + * background thread, but that background thread is also hanging because it's + * waiting for the main thread to do an update, this might fix your issue. * - * This hint is available since SDL 2.24.0. + * This hint only applies to macOS. * + * This hint is available since SDL 2.24.0. */ #define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" /** - * \brief A variable setting the double click radius, in pixels. + * A variable setting the double click radius, in pixels. */ #define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" /** - * \brief A variable setting the double click time, in milliseconds. + * A variable setting the double click time, in milliseconds. */ #define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" /** - * \brief Allow mouse click events when clicking to focus an SDL window + * 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 + * 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 + * By default SDL will ignore mouse clicks that activate a window */ #define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" /** - * \brief A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode + * A variable setting the speed scale for mouse motion, in floating point, + * when the mouse is not in relative mode */ #define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" /** - * \brief A variable controlling whether relative mouse mode constrains the mouse to the center of the window + * A variable controlling whether relative mouse mode constrains the mouse to + * the center of the window + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Relative mouse mode constrains the mouse to the window - * "1" - Relative mouse mode constrains the mouse to the center of the window + * - "0": Relative mouse mode constrains the mouse to the window + * - "1": Relative mouse mode constrains the mouse to the center of the window * - * Constraining to the center of the window works better for FPS games and when the - * application is running over RDP. Constraining to the whole window works better - * for 2D games and increases the chance that the mouse will be in the correct - * position when using high DPI mice. + * Constraining to the center of the window works better for FPS games and + * when the application is running over RDP. Constraining to the whole window + * works better for 2D games and increases the chance that the mouse will be + * in the correct position when using high DPI mice. * - * By default SDL will constrain the mouse to the center of the window + * By default SDL will constrain the mouse to the center of the window */ #define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" /** - * \brief A variable controlling whether relative mouse mode is implemented using mouse warping + * A variable controlling whether relative mouse mode is implemented using + * mouse warping + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Relative mouse mode uses raw input - * "1" - Relative mouse mode uses mouse warping + * - "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 + * By default SDL will use raw input for relative mouse mode */ #define SDL_HINT_MOUSE_RELATIVE_MODE_WARP "SDL_MOUSE_RELATIVE_MODE_WARP" /** - * \brief A variable controlling whether relative mouse motion is affected by renderer scaling + * A variable controlling whether relative mouse motion is affected by + * renderer scaling * - * This variable can be set to the following values: - * "0" - Relative motion is unaffected by DPI or renderer's logical size - * "1" - Relative motion is scaled according to DPI scaling and logical size + * This variable can be set to the following values: + * + * - "0": Relative motion is unaffected by DPI or renderer's logical size + * - "1": Relative motion is scaled according to DPI scaling and logical size * - * By default relative mouse deltas are affected by DPI and renderer scaling + * By default relative mouse deltas are affected by DPI and renderer scaling */ #define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING" /** - * \brief A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode + * A variable setting the scale for mouse motion, in floating point, when the + * mouse is in relative mode */ #define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" /** - * \brief A variable controlling whether the system mouse acceleration curve is used for relative mouse motion. + * A variable controlling whether the system mouse acceleration curve is used + * for relative mouse motion. * - * This variable can be set to the following values: - * "0" - Relative mouse motion will be unscaled (the default) - * "1" - Relative mouse motion will be scaled using the system mouse acceleration curve. + * This variable can be set to the following values: * - * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the system speed scale. + * - "0": Relative mouse motion will be unscaled (the default) + * - "1": Relative mouse motion will be scaled using the system mouse + * acceleration curve. + * + * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will override the + * system speed scale. */ #define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" /** - * \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode. + * A variable controlling whether a motion event should be generated for mouse + * warping in relative mode. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Warping the mouse will not generate a motion event in relative mode - * "1" - Warping the mouse will generate a motion event in relative mode + * - "0": Warping the mouse will not generate a motion event in relative mode + * - "1": Warping the mouse will generate a motion event in relative mode * - * By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping. + * By default warping the mouse will not generate motion events in relative + * mode. This avoids the application having to filter out large relative + * motion due to warping. */ #define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" /** - * \brief A variable controlling whether the hardware cursor stays visible when relative mode is active. + * A variable controlling whether the hardware cursor stays visible when + * relative mode is active. * - * This variable can be set to the following values: - * "0" - The cursor will be hidden while relative mode is active (default) - * "1" - The cursor will remain visible while relative mode is active + * This variable can be set to the following values: "0" - The cursor will be + * hidden while relative mode is active (default) "1" - The cursor will remain + * visible while relative mode is active * - * Note that for systems without raw hardware inputs, relative mode is implemented using warping, so the hardware cursor will visibly warp between frames if this is enabled on those systems. + * Note that for systems without raw hardware inputs, relative mode is + * implemented using warping, so the hardware cursor will visibly warp between + * frames if this is enabled on those systems. */ #define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" @@ -1438,330 +1679,382 @@ extern "C" { * A variable controlling whether mouse events should generate synthetic touch * events * - * This variable can be set to the following values: - * "0" - Mouse events will not generate touch events (default for desktop platforms) - * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + * This variable can be set to the following values: + * + * - "0": Mouse events will not generate touch events (default for desktop + * platforms) + * - "1": Mouse events will generate touch events (default for mobile + * platforms, such as Android and iOS) */ #define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" /** - * \brief A variable controlling whether the mouse is captured while mouse buttons are pressed + * A variable controlling whether the mouse is captured while mouse buttons + * are pressed * - * This variable can be set to the following values: - * "0" - The mouse is not captured while mouse buttons are pressed - * "1" - The mouse is captured while mouse buttons are pressed + * This variable can be set to the following values: + * + * - "0": The mouse is not captured while mouse buttons are pressed + * - "1": The mouse is captured while mouse buttons are pressed * - * By default the mouse is captured while mouse buttons are pressed so if the mouse is dragged - * outside the window, the application continues to receive mouse events until the button is - * released. + * By default the mouse is captured while mouse buttons are pressed so if the + * mouse is dragged outside the window, the application continues to receive + * mouse events until the button is released. */ #define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" /** - * \brief Tell SDL not to catch the SIGINT or SIGTERM signals. + * Tell SDL not to catch the SIGINT or SIGTERM signals. * - * This hint only applies to Unix-like platforms, and should set before - * any calls to SDL_Init() + * This hint only applies to Unix-like platforms, and should set before any + * calls to SDL_Init() * * The variable can be set to the following values: - * "0" - SDL will install a SIGINT and SIGTERM handler, and when it - * catches a signal, convert it into an SDL_QUIT event. - * "1" - SDL will not install a signal handler at all. + * + * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a + * signal, convert it into an SDL_QUIT event. + * - "1": SDL will not install a signal handler at all. */ #define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" /** - * \brief A variable controlling what driver to use for OpenGL ES contexts. + * A variable controlling what driver to use for OpenGL ES contexts. * - * On some platforms, currently Windows and X11, OpenGL drivers may support - * creating contexts with an OpenGL ES profile. By default SDL uses these - * profiles, when available, otherwise it attempts to load an OpenGL ES - * library, e.g. that provided by the ANGLE project. This variable controls - * whether SDL follows this default behaviour or will always load an - * OpenGL ES library. + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an OpenGL ES + * library. * - * Circumstances where this is useful include - * - Testing an app with a particular OpenGL ES implementation, e.g ANGLE, - * or emulator, e.g. those from ARM, Imagination or Qualcomm. - * - Resolving OpenGL ES function addresses at link time by linking with - * the OpenGL ES library instead of querying them at run time with - * SDL_GL_GetProcAddress(). + * Circumstances where this is useful include - Testing an app with a + * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those + * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses + * at link time by linking with the OpenGL ES library instead of querying them + * at run time with SDL_GL_GetProcAddress(). * - * Caution: for an application to work with the default behaviour across - * different OpenGL drivers it must query the OpenGL ES function - * addresses at run time using SDL_GL_GetProcAddress(). + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function addresses at + * run time using SDL_GL_GetProcAddress(). * - * This variable is ignored on most platforms because OpenGL ES is native - * or not supported. + * This variable is ignored on most platforms because OpenGL ES is native or + * not supported. * - * This variable can be set to the following values: - * "0" - Use ES profile of OpenGL, if available. (Default when not set.) - * "1" - Load OpenGL ES library using the default library names. + * This variable can be set to the following values: * + * - "0": Use ES profile of OpenGL, if available. (Default when not set.) + * - "1": Load OpenGL ES library using the default library names. */ #define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" /** - * \brief A variable controlling which orientations are allowed on iOS/Android. + * A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. * - * In some circumstances it is necessary to be able to explicitly control - * which UI orientations are allowed. + * This variable is a space delimited list of the following values: * - * This variable is a space delimited list of the following values: - * "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown" + * - "LandscapeLeft" + * - "LandscapeRight" + * - "Portrait" + * - "PortraitUpsideDown" */ #define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS" /** - * \brief A variable controlling the use of a sentinel event when polling the event queue + * A variable controlling the use of a sentinel event when polling the event + * queue * - * This variable can be set to the following values: - * "0" - Disable poll sentinels - * "1" - Enable poll sentinels + * This variable can be set to the following values: * - * When polling for events, SDL_PumpEvents is used to gather new events from devices. - * If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will - * become stuck until the new events stop. - * This is most noticeable when moving a high frequency mouse. + * - "0": Disable poll sentinels + * - "1": Enable poll sentinels * - * By default, poll sentinels are enabled. + * When polling for events, SDL_PumpEvents is used to gather new events from + * devices. If a device keeps producing new events between calls to + * SDL_PumpEvents, a poll loop will become stuck until the new events stop. + * This is most noticeable when moving a high frequency mouse. + * + * By default, poll sentinels are enabled. */ #define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" /** - * \brief Override for SDL_GetPreferredLocales() + * Override for SDL_GetPreferredLocales() * - * If set, this will be favored over anything the OS might report for the - * user's preferred locales. Changing this hint at runtime will not generate - * a SDL_LOCALECHANGED event (but if you can change the hint, you can push - * your own event, if you want). + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate a + * SDL_LOCALECHANGED event (but if you can change the hint, you can push your + * own event, if you want). * - * The format of this hint is a comma-separated list of language and locale, - * combined with an underscore, as is a common format: "en_GB". Locale is - * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" */ #define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" /** - * \brief A variable describing the content orientation on QtWayland-based platforms. + * A variable describing the content orientation on QtWayland-based platforms. + * + * On QtWayland platforms, windows are rotated client-side to allow for custom + * transitions. In order to correctly position overlays (e.g. volume bar) and + * gestures (e.g. events view, close/minimize gestures), the system needs to + * know in which orientation the application is currently drawing its + * contents. * - * On QtWayland platforms, windows are rotated client-side to allow for custom - * transitions. In order to correctly position overlays (e.g. volume bar) and - * gestures (e.g. events view, close/minimize gestures), the system needs to - * know in which orientation the application is currently drawing its contents. + * This does not cause the window to be rotated or resized, the application + * needs to take care of drawing the content in the right orientation (the + * framebuffer is always in portrait mode). * - * This does not cause the window to be rotated or resized, the application - * needs to take care of drawing the content in the right orientation (the - * framebuffer is always in portrait mode). + * This variable can be one of the following values: * - * This variable can be one of the following values: - * "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape" + * - "primary" (default) + * - "portrait" + * - "landscape" + * - "inverted-portrait" + * - "inverted-landscape" * - * Since SDL 2.0.22 this variable accepts a comma-separated list of values above. + * Since SDL 2.0.22 this variable accepts a comma-separated list of values + * above. */ #define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION" /** - * \brief Flags to set on QtWayland windows to integrate with the native window manager. + * Flags to set on QtWayland windows to integrate with the native window + * manager. * - * On QtWayland platforms, this hint controls the flags to set on the windows. - * For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures. + * On QtWayland platforms, this hint controls the flags to set on the windows. + * For example, on Sailfish OS "OverridesSystemGestures" disables swipe + * gestures. * - * This variable is a space-separated list of the following values (empty = no flags): - * "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager" + * This variable is a space-separated list of the following values (empty = no + * flags): + * + * - "OverridesSystemGestures" + * - "StaysOnTop" + * - "BypassWindowManager" */ #define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS" /** - * \brief A variable controlling whether the 2D render API is compatible or efficient. - * - * This variable can be set to the following values: + * A variable controlling whether the 2D render API is compatible or + * efficient. * - * "0" - Don't use batching to make rendering more efficient. - * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * This variable can be set to the following values: * - * Up to SDL 2.0.9, the render API would draw immediately when requested. Now - * it batches up draw requests and sends them all to the GPU only when forced - * to (during SDL_RenderPresent, when changing render targets, by updating a - * texture that the batch needs, etc). This is significantly more efficient, - * but it can cause problems for apps that expect to render on top of the - * render API's output. As such, SDL will disable batching if a specific - * render backend is requested (since this might indicate that the app is - * planning to use the underlying graphics API directly). This hint can - * be used to explicitly request batching in this instance. It is a contract - * that you will either never use the underlying graphics API directly, or - * if you do, you will call SDL_RenderFlush() before you do so any current - * batch goes to the GPU before your work begins. Not following this contract - * will result in undefined behavior. + * - "0": Don't use batching to make rendering more efficient. + * - "1": Use batching, but might cause problems if app makes its own direct + * OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can be + * used to explicitly request batching in this instance. It is a contract that + * you will either never use the underlying graphics API directly, or if you + * do, you will call SDL_RenderFlush() before you do so any current batch goes + * to the GPU before your work begins. Not following this contract will result + * in undefined behavior. */ #define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" /** - * \brief A variable controlling how the 2D render API renders lines + * A variable controlling how the 2D render API renders lines * - * This variable can be set to the following values: - * "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20) - * "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points) - * "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20) - * "3" - Use the driver geometry API (correct, draws thicker diagonal lines) + * This variable can be set to the following values: + * + * - "0": Use the default line drawing method (Bresenham's line algorithm as + * of SDL 2.0.20) + * - "1": Use the driver point API using Bresenham's line algorithm (correct, + * draws many points) + * - "2": Use the driver line API (occasionally misses line endpoints based on + * hardware driver quirks, was the default before 2.0.20) + * - "3": Use the driver geometry API (correct, draws thicker diagonal lines) * - * This variable should be set when the renderer is created. + * This variable should be set when the renderer is created. */ #define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" /** - * \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * A variable controlling whether to enable Direct3D 11+'s Debug Layer. * - * This variable does not have any effect on the Direct3D 9 based renderer. + * This variable does not have any effect on the Direct3D 9 based renderer. * - * This variable can be set to the following values: - * "0" - Disable Debug Layer use - * "1" - Enable Debug Layer use + * This variable can be set to the following values: * - * By default, SDL does not use Direct3D Debug Layer. + * - "0": Disable Debug Layer use + * - "1": Enable Debug Layer use + * + * By default, SDL does not use Direct3D Debug Layer. */ #define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" /** - * \brief A variable controlling whether the Direct3D device is initialized for thread-safe operations. + * A variable controlling whether the Direct3D device is initialized for + * thread-safe operations. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Thread-safety is not enabled (faster) - * "1" - Thread-safety is enabled + * - "0": Thread-safety is not enabled (faster) + * - "1": Thread-safety is enabled * - * By default the Direct3D device is created with thread-safety disabled. + * By default the Direct3D device is created with thread-safety disabled. */ #define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" /** - * \brief A variable specifying which render driver to use. + * A variable specifying which render driver to use. * - * If the application doesn't pick a specific renderer to use, this variable - * specifies the name of the preferred renderer. If the preferred renderer - * can't be initialized, the normal default renderer is used. + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, the normal default renderer is used. * - * This variable is case insensitive and can be set to the following values: - * "direct3d" - * "direct3d11" - * "direct3d12" - * "opengl" - * "opengles2" - * "opengles" - * "metal" - * "software" + * This variable is case insensitive and can be set to the following values: * - * The default varies by platform, but it's the first one in the list that - * is available on the current platform. + * - "direct3d" + * - "direct3d11" + * - "direct3d12" + * - "opengl" + * - "opengles2" + * - "opengles" + * - "metal" + * - "software" + * + * The default varies by platform, but it's the first one in the list that is + * available on the current platform. */ #define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" /** - * \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * A variable controlling the scaling policy for SDL_RenderSetLogicalSize. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen - * "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen + * "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on + * screen "1" or "overscan" - Will zoom the rendering so it fills the entire + * screen, allowing edges to be drawn offscreen * - * By default letterbox is used + * By default letterbox is used */ #define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_RENDER_LOGICAL_SIZE_MODE" /** - * \brief A variable controlling whether the OpenGL render driver uses shaders if they are available. + * A variable controlling whether the OpenGL render driver uses shaders if + * they are available. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Disable shaders - * "1" - Enable shaders + * - "0": Disable shaders + * - "1": Enable shaders * - * By default shaders are used if OpenGL supports them. + * By default shaders are used if OpenGL supports them. */ #define SDL_HINT_RENDER_OPENGL_SHADERS "SDL_RENDER_OPENGL_SHADERS" /** - * \brief A variable controlling the scaling quality + * A variable controlling the scaling quality * - * This variable can be set to the following values: - * "0" or "nearest" - Nearest pixel sampling - * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) - * "2" or "best" - Currently this is the same as "linear" + * This variable can be set to the following values: + * + * - "0" or "nearest": Nearest pixel sampling + * - "1" or "linear": Linear filtering (supported by OpenGL and Direct3D) + * - "2" or "best": Currently this is the same as "linear" * - * By default nearest pixel sampling is used + * By default nearest pixel sampling is used */ #define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY" /** - * \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. + * A variable controlling whether updates to the SDL screen surface should be + * synchronized with the vertical refresh, to avoid tearing. * - * This variable can be set to the following values: - * "0" - Disable vsync - * "1" - Enable vsync + * This variable can be set to the following values: * - * By default SDL does not sync screen surface updates with vertical refresh. + * - "0": Disable vsync + * - "1": Enable vsync + * + * By default SDL does not sync screen surface updates with vertical refresh. */ #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" /** - * \brief A variable controlling whether the Metal render driver select low power device over default one + * A variable controlling whether the Metal render driver select low power + * device over default one + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Use the prefered OS device - * "1" - Select a low power one + * - "0": Use the prefered OS device + * - "1": Select a low power one * - * By default the prefered OS device is used. + * By default the prefered OS device is used. */ #define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" /** - * A variable containing a list of ROG gamepad capable mice. + * A variable containing a list of ROG gamepad capable mice. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" /** - * A variable containing a list of devices that are not ROG gamepad capable mice. This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. + * A variable containing a list of devices that are not ROG gamepad capable + * mice. * - * The format of the string is a comma separated list of USB VID/PID pairs - * in hexadecimal form, e.g. + * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. * - * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. * - * The variable can also take the form of @file, in which case the named - * file will be loaded and interpreted as the value of the variable. + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" /** - * \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS + * A variable controlling if VSYNC is automatically disable if doesn't reach + * the enough FPS + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - It will be using VSYNC as defined in the main flag. Default - * "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed + * - "0": It will be using VSYNC as defined in the main flag. Default + * - "1": If VSYNC was previously enabled, then it will disable VSYNC if + * doesn't reach enough speed * - * By default SDL does not enable the automatic VSYNC + * By default SDL does not enable the automatic VSYNC */ #define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC" /** - * \brief A variable to control whether the return key on the soft keyboard - * should hide the soft keyboard on Android and iOS. + * A variable to control whether the return key on the soft keyboard should + * hide the soft keyboard on Android and iOS. * * The variable can be set to the following values: - * "0" - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default) - * "1" - The return key will hide the keyboard. * - * The value of this hint is used at runtime, so it can be changed at any time. + * - "0": The return key will be handled as a key event. This is the behaviour + * of SDL <= 2.0.3. (default) + * - "1": The return key will hide the keyboard. + * + * The value of this hint is used at runtime, so it can be changed at any + * time. */ #define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" /** - * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI + * 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. @@ -1769,7 +2062,7 @@ extern "C" { #define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" /** - * \brief Specify an "activity name" for screensaver inhibition. + * Specify an "activity name" for screensaver inhibition. * * Some platforms, notably Linux desktops, list the applications which are * inhibiting the screensaver or other power-saving features. @@ -1778,7 +2071,7 @@ extern "C" { * SDL_DisableScreenSaver() is used (or the screensaver is automatically * disabled). The contents of this hint are used when the screensaver is * disabled. You should use a string that describes what your program is doing - * (and, therefore, why the screensaver is disabled). For example, "Playing a + * (and, therefore, why the screensaver is disabled). For example, "Playing a * game" or "Watching a video". * * Setting this to "" or leaving it unset will have SDL use a reasonable @@ -1789,125 +2082,140 @@ extern "C" { #define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" /** - * \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime. + * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as + * realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to + * restrictions that require special handling by the application. This hint + * exists to let SDL know that the app is prepared to handle said + * restrictions. * - * On some platforms, like Linux, a realtime priority thread may be subject to restrictions - * that require special handling by the application. This hint exists to let SDL know that - * the app is prepared to handle said restrictions. + * On Linux, SDL will apply the following configuration to any thread that + * becomes realtime: * - * On Linux, SDL will apply the following configuration to any thread that becomes realtime: - * * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, - * * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. - * * Exceeding this limit will result in the kernel sending SIGKILL to the app, - * * Refer to the man pages for more information. + * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy. + * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * - Exceeding this limit will result in the kernel sending SIGKILL to the + * app. + * + * Refer to the man pages for more information. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - default platform specific behaviour - * "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy + * - "0": default platform specific behaviour + * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling + * policy */ #define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" /** -* \brief A string specifying additional information to use with SDL_SetThreadPriority. -* -* By default SDL_SetThreadPriority will make appropriate system changes in order to -* apply a thread priority. For example on systems using pthreads the scheduler policy -* is changed automatically to a policy that works well with a given priority. -* Code which has specific requirements can override SDL's default behavior with this hint. -* -* pthread hint values are "current", "other", "fifo" and "rr". -* Currently no other platform hint values are defined but may be in the future. -* -* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro -* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME -* after calling SDL_SetThreadPriority(). -*/ + * A string specifying additional information to use with + * SDL_SetThreadPriority. + * + * By default SDL_SetThreadPriority will make appropriate system changes in + * order to apply a thread priority. For example on systems using pthreads the + * scheduler policy is changed automatically to a policy that works well with + * a given priority. Code which has specific requirements can override SDL's + * default behavior with this hint. + * + * pthread hint values are "current", "other", "fifo" and "rr". Currently no + * other platform hint values are defined but may be in the future. + */ #define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" /** -* \brief A string specifying SDL's threads stack size in bytes or "0" for the backend's default size -* -* 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, Windows, and PSP backend. -* -* Instead of this hint, in 2.0.9 and later, you can use -* SDL_CreateThreadWithStackSize(). This hint only works with the classic -* SDL_CreateThread(). -*/ + * A string specifying SDL's threads stack size in bytes or "0" for the + * backend's default size + * + * 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, Windows, + * and PSP backend. + * + * Instead of this hint, in 2.0.9 and later, you can use + * SDL_CreateThreadWithStackSize(). This hint only works with the classic + * SDL_CreateThread(). + */ #define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE" /** - * \brief A variable that controls the timer resolution, in milliseconds. + * A variable that controls the timer resolution, in milliseconds. * - * The higher resolution the timer, the more frequently the CPU services - * timer interrupts, and the more precise delays are, but this takes up - * power and CPU time. This hint is only used on Windows. + * The higher resolution the timer, the more frequently the CPU services timer + * interrupts, and the more precise delays are, but this takes up power and + * CPU time. This hint is only used on Windows. * - * See this blog post for more information: - * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ * - * If this variable is set to "0", the system timer resolution is not set. + * If this variable is set to "0", the system timer resolution is not set. * - * The default value is "1". This hint may be set at any time. + * The default value is "1". This hint may be set at any time. */ #define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" /** - * \brief A variable controlling whether touch events should generate synthetic mouse events + * A variable controlling whether touch events should generate synthetic mouse + * events + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Touch events will not generate mouse events - * "1" - Touch events will generate mouse events + * - "0": Touch events will not generate mouse events + * - "1": Touch events will generate mouse events * - * By default SDL will generate mouse events for touch events + * By default SDL will generate mouse events for touch events */ #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" /** - * \brief A variable controlling which touchpad should generate synthetic mouse events + * A variable controlling which touchpad should generate synthetic mouse + * events + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Only front touchpad should generate mouse events. Default - * "1" - Only back touchpad should generate mouse events. - * "2" - Both touchpads should generate mouse events. + * - "0": Only front touchpad should generate mouse events. Default + * - "1": Only back touchpad should generate mouse events. + * - "2": Both touchpads should generate mouse events. * - * By default SDL will generate mouse events for all touch devices + * By default SDL will generate mouse events for all touch devices */ #define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_HINT_VITA_TOUCH_MOUSE_DEVICE" /** - * \brief A variable controlling whether the Android / tvOS remotes - * should be listed as joystick devices, instead of sending keyboard events. + * A variable controlling whether the Android / tvOS remotes should be listed + * as joystick devices, instead of sending keyboard events. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Remotes send enter/escape/arrow key events - * "1" - Remotes are available as 2 axis, 2 button joysticks (the default). + * - "0": Remotes send enter/escape/arrow key events + * - "1": Remotes are available as 2 axis, 2 button joysticks (the default). */ #define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" /** - * \brief A variable controlling whether the screensaver is enabled. + * A variable controlling whether the screensaver is enabled. * - * This variable can be set to the following values: - * "0" - Disable screensaver - * "1" - Enable screensaver + * This variable can be set to the following values: + * + * - "0": Disable screensaver + * - "1": Enable screensaver * - * By default SDL will disable the screensaver. + * By default SDL will disable the screensaver. */ #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" /** - * \brief Tell the video driver that we only want a double buffer. + * Tell the video driver that we only want a double buffer. * * By default, most lowlevel 2D APIs will use a triple buffer scheme that * wastes no CPU time on waiting for vsync after issuing a flip, but * introduces a frame of latency. On the other hand, using a double buffer * scheme instead is recommended for cases where low latency is an important - * factor because we save a whole frame of latency. - * We do so by waiting for vsync immediately after issuing a flip, usually just - * after eglSwapBuffers call in the backend's *_SwapWindow function. + * factor because we save a whole frame of latency. We do so by waiting for + * vsync immediately after issuing a flip, usually just after eglSwapBuffers + * call in the backend's *_SwapWindow function. * * Since it's driver-specific, it's only supported where possible and * implemented. Currently supported the following drivers: @@ -1919,499 +2227,570 @@ extern "C" { #define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" /** - * \brief A variable controlling whether the EGL window is allowed to be - * composited as transparent, rather than opaque. + * A variable controlling whether the EGL window is allowed to be composited + * as transparent, rather than opaque. * * Most window systems will always render windows opaque, even if the surface - * format has an alpha channel. This is not always true, however, so by default - * SDL will try to enforce opaque composition. To override this behavior, you - * can set this hint to "1". + * format has an alpha channel. This is not always true, however, so by + * default SDL will try to enforce opaque composition. To override this + * behavior, you can set this hint to "1". */ #define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY" /** - * \brief A variable controlling whether the graphics context is externally managed. + * A variable controlling whether the graphics context is externally managed. * * This variable can be set to the following values: - * "0" - SDL will manage graphics contexts that are attached to windows. - * "1" - Disable graphics context management on windows. * - * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the - * context will be automatically saved and restored when pausing the application. Additionally, some - * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this - * behavior, which is desireable when the application manages the graphics context, such as - * an externally managed OpenGL context or attaching a Vulkan surface to the window. + * - "0": SDL will manage graphics contexts that are attached to windows. + * - "1": Disable graphics context management on windows. + * + * By default SDL will manage OpenGL contexts in certain situations. For + * example, on Android the context will be automatically saved and restored + * when pausing the application. Additionally, some platforms will assume + * usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics + * context, such as an externally managed OpenGL context or attaching a Vulkan + * surface to the window. */ #define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" /** - * \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS) + * If set to 1, then do not allow high-DPI windows. + * + * ("Retina" on Mac and iOS) */ #define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED" /** - * \brief A variable that dictates policy for fullscreen Spaces on Mac OS X. + * A variable that dictates policy for fullscreen Spaces on Mac OS X. + * + * This hint only applies to Mac OS X. * - * This hint only applies to Mac OS X. + * The variable can be set to the following values: * - * The variable can be set to the following values: - * "0" - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and - * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" - * button on their titlebars). - * "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and - * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" - * button on their titlebars). + * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and + * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their + * titlebars). + * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and + * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their + * titlebars). * - * The default value is "1". This hint must be set before any windows are created. + * The default value is "1". This hint must be set before any windows are + * created. */ #define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" /** - * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false. - * \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're - * seeing if "true" causes more problems than it solves in modern times. + * Minimize your SDL_Window if it loses key focus when in fullscreen mode. * + * Defaults to false. */ #define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" /** - * \brief A variable controlling whether the libdecor Wayland backend is allowed to be used. + * A variable controlling whether the libdecor Wayland backend is allowed to + * be used. * - * This variable can be set to the following values: - * "0" - libdecor use is disabled. - * "1" - libdecor use is enabled (default). + * This variable can be set to the following values: + * + * - "0": libdecor use is disabled. + * - "1": libdecor use is enabled (default). * - * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + * libdecor is used over xdg-shell when xdg-decoration protocol is + * unavailable. */ #define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" /** - * \brief A variable controlling whether the libdecor Wayland backend is preferred over native decrations. + * A variable controlling whether the libdecor Wayland backend is preferred + * over native decorations. * - * When this hint is set, libdecor will be used to provide window decorations, even if xdg-decoration is - * available. (Note that, by default, libdecor will use xdg-decoration itself if available). + * When this hint is set, libdecor will be used to provide window decorations, + * even if xdg-decoration is available. (Note that, by default, libdecor will + * use xdg-decoration itself if available). * - * This variable can be set to the following values: - * "0" - libdecor is enabled only if server-side decorations are unavailable. - * "1" - libdecor is always enabled if available. + * This variable can be set to the following values: * - * libdecor is used over xdg-shell when xdg-decoration protocol is unavailable. + * - "0": libdecor is enabled only if server-side decorations are unavailable. + * - "1": libdecor is always enabled if available. + * + * libdecor is used over xdg-shell when xdg-decoration protocol is + * unavailable. */ #define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" /** - * \brief A variable controlling whether video mode emulation is enabled under Wayland. + * A variable controlling whether video mode emulation is enabled under + * Wayland. + * + * When this hint is set, a standard set of emulated CVT video modes will be + * exposed for use by the application. If it is disabled, the only modes + * exposed will be the logical desktop size and, in the case of a scaled + * desktop, the native display resolution. * - * When this hint is set, a standard set of emulated CVT video modes will be exposed for use by the application. - * If it is disabled, the only modes exposed will be the logical desktop size and, in the case of a scaled - * desktop, the native display resolution. + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Video mode emulation is disabled. - * "1" - Video mode emulation is enabled. + * - "0": Video mode emulation is disabled. + * - "1": Video mode emulation is enabled. * - * By default video mode emulation is enabled. + * By default video mode emulation is enabled. */ #define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" /** - * \brief Enable or disable mouse pointer warp emulation, needed by some older games. + * Enable or disable mouse pointer warp emulation, needed by some older games. + * + * When this hint is set, any SDL will emulate mouse warps using relative + * mouse mode. This is required for some older games (such as Source engine + * games), which warp the mouse to the centre of the screen rather than using + * relative mouse motion. Note that relative mouse mode may have different + * mouse acceleration behaviour than pointer warps. * - * When this hint is set, any SDL will emulate mouse warps using relative mouse mode. - * This is required for some older games (such as Source engine games), which warp the - * mouse to the centre of the screen rather than using relative mouse motion. Note that - * relative mouse mode may have different mouse acceleration behaviour than pointer warps. + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - All mouse warps fail, as mouse warping is not available under wayland. - * "1" - Some mouse warps will be emulated by forcing relative mouse mode. + * - "0": All mouse warps fail, as mouse warping is not available under + * wayland. + * - "1": Some mouse warps will be emulated by forcing relative mouse mode. * - * If not set, this is automatically enabled unless an application uses relative mouse - * mode directly. + * If not set, this is automatically enabled unless an application uses + * relative mouse mode directly. */ #define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP" /** -* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p"). -* -* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has -* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly -* created SDL_Window: -* -* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is -* needed for example when sharing an OpenGL context across multiple windows. -* -* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for -* OpenGL rendering. -* -* This variable can be set to the following values: -* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should -* share a pixel format with. -*/ + * A variable that is the address of another SDL_Window* (as a hex string + * formatted with "%p"). + * + * If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is + * set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then + * two things will occur on the newly created SDL_Window: + * + * 1. Its pixel format will be set to the same pixel format as this + * SDL_Window. This is needed for example when sharing an OpenGL context + * across multiple windows. + * + * 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be + * used for OpenGL rendering. + * + * This variable can be set to the following values: The address (as a string + * "%p") of the SDL_Window* that new windows created with + * SDL_CreateWindowFrom() should share a pixel format with. + */ #define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT" /** - * \brief When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL. + * When calling SDL_CreateWindowFrom(), make the window compatible with + * OpenGL. * * This variable can be set to the following values: - * "0" - Don't add any graphics flags to the SDL_WindowFlags - * "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags + * + * - "0": Don't add any graphics flags to the SDL_WindowFlags + * - "1": Add SDL_WINDOW_OPENGL to the SDL_WindowFlags * * By default SDL will not make the foreign window compatible with OpenGL. */ #define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL" /** - * \brief When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan. + * When calling SDL_CreateWindowFrom(), make the window compatible with + * Vulkan. * * This variable can be set to the following values: - * "0" - Don't add any graphics flags to the SDL_WindowFlags - * "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags + * + * - "0": Don't add any graphics flags to the SDL_WindowFlags + * - "1": Add SDL_WINDOW_VULKAN to the SDL_WindowFlags * * By default SDL will not make the foreign window compatible with Vulkan. */ #define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN" /** -* \brief A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries -* -* SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It -* can use two different sets of binaries, those compiled by the user from source -* or those provided by the Chrome browser. In the later case, these binaries require -* that SDL loads a DLL providing the shader compiler. -* -* This variable can be set to the following values: -* "d3dcompiler_46.dll" - default, best for Vista or later. -* "d3dcompiler_43.dll" - for XP support. -* "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries. -* -*/ + * A variable specifying which shader compiler to preload when using the + * Chrome ANGLE binaries + * + * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can + * use two different sets of binaries, those compiled by the user from source + * or those provided by the Chrome browser. In the later case, these binaries + * require that SDL loads a DLL providing the shader compiler. + * + * This variable can be set to the following values: + * + * - "d3dcompiler_46.dll: default, best for Vista or later. + * - "d3dcompiler_43.dll: for XP support. + * - "none": do not load any library, useful if you compiled ANGLE from source + * and included the compiler in your binaries. + */ #define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" /** - * \brief A variable controlling whether X11 should use GLX or EGL by default + * A variable controlling whether X11 should use GLX or EGL by default * * This variable can be set to the following values: - * "0" - Use GLX - * "1" - Use EGL + * + * - "0": Use GLX + * - "1": Use EGL * * By default SDL will use GLX when both are present. */ #define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" /** - * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used. + * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint + * should be used. * * This variable can be set to the following values: - * "0" - Disable _NET_WM_BYPASS_COMPOSITOR - * "1" - Enable _NET_WM_BYPASS_COMPOSITOR * - * By default SDL will use _NET_WM_BYPASS_COMPOSITOR + * - "0": Disable _NET_WM_BYPASS_COMPOSITOR + * - "1": Enable _NET_WM_BYPASS_COMPOSITOR * + * By default SDL will use _NET_WM_BYPASS_COMPOSITOR */ #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" /** - * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. + * A variable controlling whether the X11 _NET_WM_PING protocol should be + * supported. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Disable _NET_WM_PING - * "1" - Enable _NET_WM_PING + * - "0": Disable _NET_WM_PING + * - "1": Enable _NET_WM_PING * - * By default SDL will use _NET_WM_PING, but for applications that know they - * will not always be able to respond to ping requests in a timely manner they can - * turn it off to avoid the window manager thinking the app is hung. - * The hint is checked in CreateWindow. + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they + * can turn it off to avoid the window manager thinking the app is hung. The + * hint is checked in CreateWindow. */ #define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" /** - * \brief A variable forcing the visual ID chosen for new X11 windows - * + * A variable forcing the visual ID chosen for new X11 windows */ #define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" /** - * \brief A no-longer-used variable controlling whether the X11 Xinerama extension should be used. + * A no-longer-used variable controlling whether the X11 Xinerama extension + * should be used. * - * Before SDL 2.0.24, this would let apps and users disable Xinerama support on X11. - * Now SDL never uses Xinerama, and does not check for this hint at all. - * The preprocessor define is left here for source compatibility. + * Before SDL 2.0.24, this would let apps and users disable Xinerama support + * on X11. Now SDL never uses Xinerama, and does not check for this hint at + * all. The preprocessor define is left here for source compatibility. */ #define SDL_HINT_VIDEO_X11_XINERAMA "SDL_VIDEO_X11_XINERAMA" /** - * \brief A variable controlling whether the X11 XRandR extension should be used. + * A variable controlling whether the X11 XRandR extension should be used. + * + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - Disable XRandR - * "1" - Enable XRandR + * - "0": Disable XRandR + * - "1": Enable XRandR * - * By default SDL will use XRandR. + * By default SDL will use XRandR. */ #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** - * \brief A no-longer-used variable controlling whether the X11 VidMode extension should be used. + * A no-longer-used variable controlling whether the X11 VidMode extension + * should be used. * - * Before SDL 2.0.24, this would let apps and users disable XVidMode support on X11. - * Now SDL never uses XVidMode, and does not check for this hint at all. - * The preprocessor define is left here for source compatibility. + * Before SDL 2.0.24, this would let apps and users disable XVidMode support + * on X11. Now SDL never uses XVidMode, and does not check for this hint at + * all. The preprocessor define is left here for source compatibility. */ #define SDL_HINT_VIDEO_X11_XVIDMODE "SDL_VIDEO_X11_XVIDMODE" /** - * \brief Controls how the fact chunk affects the loading of a WAVE file. + * Controls how the fact chunk affects the loading of a WAVE file. * - * The fact chunk stores information about the number of samples of a WAVE - * file. The Standards Update from Microsoft notes that this value can be used - * to 'determine the length of the data in seconds'. This is especially useful - * for compressed formats (for which this is a mandatory chunk) if they produce - * multiple sample frames per block and truncating the block is not allowed. - * The fact chunk can exactly specify how many sample frames there should be - * in this case. + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they + * produce multiple sample frames per block and truncating the block is not + * allowed. The fact chunk can exactly specify how many sample frames there + * should be in this case. * - * Unfortunately, most application seem to ignore the fact chunk and so SDL - * ignores it by default as well. + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "truncate" - Use the number of samples to truncate the wave data if - * the fact chunk is present and valid - * "strict" - Like "truncate", but raise an error if the fact chunk - * is invalid, not present for non-PCM formats, or if the - * data chunk doesn't have that many samples - * "ignorezero" - Like "truncate", but ignore fact chunk if the number of - * samples is zero - * "ignore" - Ignore fact chunk entirely (default) + * - "truncate": Use the number of samples to truncate the wave data if the + * fact chunk is present and valid + * - "strict": Like "truncate", but raise an error if the fact chunk is + * invalid, not present for non-PCM formats, or if the data chunk doesn't + * have that many samples + * - "ignorezero": Like "truncate", but ignore fact chunk if the number of + * samples is zero + * - "ignore": Ignore fact chunk entirely (default) */ #define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" /** - * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * Controls how the size of the RIFF chunk affects the loading of a WAVE file. * - * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE - * file) is not always reliable. In case the size is wrong, it's possible to - * just ignore it and step through the chunks until a fixed limit is reached. + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. * - * Note that files that have trailing data unrelated to the WAVE file or - * corrupt files may slow down the loading process without a reliable boundary. - * By default, SDL stops after 10000 chunks to prevent wasting time. Use the - * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable + * boundary. By default, SDL stops after 10000 chunks to prevent wasting time. + * Use the environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "force" - Always use the RIFF chunk size as a boundary for the chunk search - * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) - * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB - * "maximum" - Search for chunks until the end of file (not recommended) + * - "force": Always use the RIFF chunk size as a boundary for the chunk + * search + * - "ignorezero": Like "force", but a zero size searches up to 4 GiB + * (default) + * - "ignore": Ignore the RIFF chunk size and always search up to 4 GiB + * - "maximum": Search for chunks until the end of file (not recommended) */ #define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" /** - * \brief Controls how a truncated WAVE file is handled. + * Controls how a truncated WAVE file is handled. * - * A WAVE file is considered truncated if any of the chunks are incomplete or - * the data chunk size is not a multiple of the block size. By default, SDL - * decodes until the first incomplete block, as most applications seem to do. + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. * - * This variable can be set to the following values: + * This variable can be set to the following values: * - * "verystrict" - Raise an error if the file is truncated - * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored - * "dropframe" - Decode until the first incomplete sample frame - * "dropblock" - Decode until the first incomplete block (default) + * - "verystrict": Raise an error if the file is truncated + * - "strict": Like "verystrict", but the size of the RIFF chunk is ignored + * - "dropframe": Decode until the first incomplete sample frame + * - "dropblock": Decode until the first incomplete block (default) */ #define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" /** - * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception. - * The 0x406D1388 Exception is a trick used to inform Visual Studio of a - * thread's name, but it tends to cause problems with other debuggers, - * and the .NET runtime. Note that SDL 2.0.6 and later will still use - * the (safer) SetThreadDescription API, introduced in the Windows 10 - * Creators Update, if available. + * Tell SDL not to name threads on Windows with the 0x406D1388 Exception. + * + * The 0x406D1388 Exception is a trick used to inform Visual Studio of a + * thread's name, but it tends to cause problems with other debuggers, and the + * .NET runtime. Note that SDL 2.0.6 and later will still use the (safer) + * SetThreadDescription API, introduced in the Windows 10 Creators Update, if + * available. * * 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. - * "1" - SDL will not raise this exception, and threads will be unnamed. (default) - * This is necessary with .NET languages or debuggers that aren't Visual Studio. + * + * - "0": SDL will raise the 0x406D1388 Exception to name threads. This is the + * default behavior of SDL <= 2.0.4. + * - "1": SDL will not raise this exception, and threads will be unnamed. + * (default) This is necessary with .NET languages or debuggers that aren't + * Visual Studio. */ #define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING" /** - * \brief Controls whether menus can be opened with their keyboard shortcut (Alt+mnemonic). + * Controls whether menus can be opened with their keyboard shortcut + * (Alt+mnemonic). * - * If the mnemonics are enabled, then menus can be opened by pressing the Alt - * key and the corresponding mnemonic (for example, Alt+F opens the File menu). - * However, in case an invalid mnemonic is pressed, Windows makes an audible - * beep to convey that nothing happened. This is true even if the window has - * no menu at all! + * If the mnemonics are enabled, then menus can be opened by pressing the Alt + * key and the corresponding mnemonic (for example, Alt+F opens the File + * menu). However, in case an invalid mnemonic is pressed, Windows makes an + * audible beep to convey that nothing happened. This is true even if the + * window has no menu at all! * - * Because most SDL applications don't have menus, and some want to use the Alt - * key for other purposes, SDL disables mnemonics (and the beeping) by default. + * Because most SDL applications don't have menus, and some want to use the + * Alt key for other purposes, SDL disables mnemonics (and the beeping) by + * default. * - * Note: This also affects keyboard events: with mnemonics enabled, when a - * menu is opened from the keyboard, you will not receive a KEYUP event for - * the mnemonic key, and *might* not receive one for Alt. + * Note: This also affects keyboard events: with mnemonics enabled, when a + * menu is opened from the keyboard, you will not receive a KEYUP event for + * the mnemonic key, and *might* not receive one for Alt. * - * This variable can be set to the following values: - * "0" - Alt+mnemonic does nothing, no beeping. (default) - * "1" - Alt+mnemonic opens menus, invalid mnemonics produce a beep. + * This variable can be set to the following values: + * + * - "0": Alt+mnemonic does nothing, no beeping. (default) + * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep. */ #define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" /** - * \brief A variable controlling whether the windows message loop is processed by SDL + * A variable controlling whether the windows message loop is processed by SDL * - * This variable can be set to the following values: - * "0" - The window message loop is not run - * "1" - The window message loop is processed in SDL_PumpEvents() + * This variable can be set to the following values: * - * By default SDL will process the windows message loop + * - "0": The window message loop is not run + * - "1": The window message loop is processed in SDL_PumpEvents() + * + * By default SDL will process the windows message loop */ #define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" /** - * \brief Force SDL to use Critical Sections for mutexes on Windows. - * On Windows 7 and newer, Slim Reader/Writer Locks are available. - * They offer better performance, allocate no kernel ressources and - * use less memory. SDL will fall back to Critical Sections on older - * OS versions or if forced to by this hint. + * Force SDL to use Critical Sections for mutexes on Windows. + * + * On Windows 7 and newer, Slim Reader/Writer Locks are available. They offer + * better performance, allocate no kernel resources and use less memory. SDL + * will fall back to Critical Sections on older OS versions or if forced to by + * this hint. * - * This variable can be set to the following values: - * "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default) - * "1" - Force the use of Critical Sections in all cases. + * This variable can be set to the following values: * + * - "0": Use SRW Locks when available. If not, fall back to Critical + * Sections. (default) + * - "1": Force the use of Critical Sections in all cases. */ #define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS" /** - * \brief Force SDL to use Kernel Semaphores on Windows. - * Kernel Semaphores are inter-process and require a context - * switch on every interaction. On Windows 8 and newer, the - * WaitOnAddress API is available. Using that and atomics to - * implement semaphores increases performance. - * SDL will fall back to Kernel Objects on older OS versions - * or if forced to by this hint. + * Force SDL to use Kernel Semaphores on Windows. * - * This variable can be set to the following values: - * "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default) - * "1" - Force the use of Kernel Objects in all cases. + * Kernel Semaphores are inter-process and require a context switch on every + * interaction. On Windows 8 and newer, the WaitOnAddress API is available. + * Using that and atomics to implement semaphores increases performance. SDL + * will fall back to Kernel Objects on older OS versions or if forced to by + * this hint. * + * This variable can be set to the following values: + * + * - "0": Use Atomics and WaitOnAddress API when available. If not, fall back + * to Kernel Objects. (default) + * - "1": Force the use of Kernel Objects in all cases. */ #define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" /** - * \brief A variable to specify custom icon resource id from RC file on Windows platform + * A variable to specify custom icon resource id from RC file on Windows + * platform */ #define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" + +/** + * A variable to specify custom icon resource id from RC file on Windows + * platform + */ #define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" /** - * \brief Tell SDL not to generate window-close events for Alt+F4 on Windows. + * Tell SDL not to generate window-close events for Alt+F4 on Windows. * * The variable can be set to the following values: - * "0" - SDL will generate a window-close event when it sees Alt+F4. - * "1" - SDL will only do normal key handling for Alt+F4. + * + * - "0": SDL will generate a window-close event when it sees Alt+F4. + * - "1": SDL will only do normal key handling for Alt+F4. */ #define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4" /** - * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. - * Direct3D 9Ex contains changes to state management that can eliminate device - * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require - * some changes to your application to cope with the new behavior, so this - * is disabled by default. + * Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9. * - * This hint must be set before initializing the video subsystem. + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may + * require some changes to your application to cope with the new behavior, so + * this is disabled by default. + * + * This hint must be set before initializing the video subsystem. * - * For more information on Direct3D 9Ex, see: - * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex - * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements + * For more information on Direct3D 9Ex, see: - + * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - + * https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements * - * This variable can be set to the following values: - * "0" - Use the original Direct3D 9 API (default) - * "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable) + * This variable can be set to the following values: * + * - "0": Use the original Direct3D 9 API (default) + * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex + * is unavailable) */ #define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" /** - * \brief Controls whether SDL will declare the process to be DPI aware. + * Controls whether SDL will declare the process to be DPI aware. + * + * This hint must be set before initializing the video subsystem. * - * This hint must be set before initializing the video subsystem. + * The main purpose of declaring DPI awareness is to disable OS bitmap scaling + * of SDL windows on monitors with a DPI scale factor. * - * The main purpose of declaring DPI awareness is to disable OS bitmap scaling of SDL windows on monitors with - * a DPI scale factor. + * This hint is equivalent to requesting DPI awareness via external means + * (e.g. calling SetProcessDpiAwarenessContext) and does not cause SDL to use + * a virtualized coordinate system, so it will generally give you 1 SDL + * coordinate = 1 pixel even on high-DPI displays. * - * This hint is equivalent to requesting DPI awareness via external means (e.g. calling SetProcessDpiAwarenessContext) - * and does not cause SDL to use a virtualized coordinate system, so it will generally give you 1 SDL coordinate = 1 pixel - * even on high-DPI displays. + * For more information, see: + * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows * - * For more information, see: - * https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "" - Do not change the DPI awareness (default). - * "unaware" - Declare the process as DPI unaware. (Windows 8.1 and later). - * "system" - Request system DPI awareness. (Vista and later). - * "permonitor" - Request per-monitor DPI awareness. (Windows 8.1 and later). - * "permonitorv2" - Request per-monitor V2 DPI awareness. (Windows 10, version 1607 and later). - * The most visible difference from "permonitor" is that window title bar will be scaled - * to the visually correct size when dragging between monitors with different scale factors. - * This is the preferred DPI awareness level. + * - "": Do not change the DPI awareness (default). + * - "unaware": Declare the process as DPI unaware. (Windows 8.1 and later). + * - "system": Request system DPI awareness. (Vista and later). + * - "permonitor": Request per-monitor DPI awareness. (Windows 8.1 and later). + * - "permonitorv2": Request per-monitor V2 DPI awareness. (Windows 10, + * version 1607 and later). The most visible difference from "permonitor" is + * that window title bar will be scaled to the visually correct size when + * dragging between monitors with different scale factors. This is the + * preferred DPI awareness level. * - * If the requested DPI awareness is not available on the currently running OS, SDL will try to request the best - * available match. + * If the requested DPI awareness is not available on the currently running + * OS, SDL will try to request the best available match. */ #define SDL_HINT_WINDOWS_DPI_AWARENESS "SDL_WINDOWS_DPI_AWARENESS" /** - * \brief Uses DPI-scaled points as the SDL coordinate system on Windows. + * Uses DPI-scaled points as the SDL coordinate system on Windows. + * + * This changes the SDL coordinate system units to be DPI-scaled points, + * rather than pixels everywhere. This means windows will be appropriately + * sized, even when created on high-DPI displays with scaling. * - * This changes the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere. - * This means windows will be appropriately sized, even when created on high-DPI displays with scaling. + * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling + * in Windows display settings, will create a window with an 800x600 client + * area (in pixels). * - * e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings, - * will create a window with an 800x600 client area (in pixels). + * Setting this to "1" implicitly requests process DPI awareness (setting + * SDL_WINDOWS_DPI_AWARENESS is unnecessary), and forces + * SDL_WINDOW_ALLOW_HIGHDPI on all windows. * - * Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary), - * and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows. + * This variable can be set to the following values: * - * This variable can be set to the following values: - * "0" - SDL coordinates equal Windows coordinates. No automatic window resizing when dragging - * between monitors with different scale factors (unless this is performed by - * Windows itself, which is the case when the process is DPI unaware). - * "1" - SDL coordinates are in DPI-scaled points. Automatically resize windows as needed on - * displays with non-100% scale factors. + * - "0": SDL coordinates equal Windows coordinates. No automatic window + * resizing when dragging between monitors with different scale factors + * (unless this is performed by Windows itself, which is the case when the + * process is DPI unaware). + * - "1": SDL coordinates are in DPI-scaled points. Automatically resize + * windows as needed on displays with non-100% scale factors. */ #define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING" /** - * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden + * A variable controlling whether the window frame and title bar are + * interactive when the cursor is hidden * - * This variable can be set to the following values: - * "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc) - * "1" - The window frame is interactive when the cursor is hidden + * This variable can be set to the following values: + * + * - "0": The window frame is not interactive when the cursor is hidden (no + * move, resize, etc) + * - "1": The window frame is interactive when the cursor is hidden * - * By default SDL will allow interaction with the window frame when the cursor is hidden + * By default SDL will allow interaction with the window frame when the cursor + * is hidden */ #define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" /** -* \brief A variable controlling whether the window is activated when the SDL_ShowWindow function is called -* -* This variable can be set to the following values: -* "0" - The window is activated when the SDL_ShowWindow function is called -* "1" - The window is not activated when the SDL_ShowWindow function is called -* -* By default SDL will activate the window when the SDL_ShowWindow function is called -*/ + * A variable controlling whether the window is activated when the + * SDL_ShowWindow function is called + * + * This variable can be set to the following values: + * + * - "0": The window is activated when the SDL_ShowWindow function is called + * - "1": The window is not activated when the SDL_ShowWindow function is + * called + * + * By default SDL will activate the window when the SDL_ShowWindow function is + * called + */ #define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN" -/** \brief Allows back-button-press events on Windows Phone to be marked as handled +/** Allows back-button-press events on Windows Phone to be marked as handled * * Windows Phone devices typically feature a Back button. When pressed, * the OS will emit back-button-press events, which apps are expected to @@ -2459,11 +2838,12 @@ extern "C" { * * More details on back button behavior in Windows Phone apps can be found * at the following page, on Microsoft's developer site: + * * http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx */ #define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON" -/** \brief Label text for a WinRT app's privacy policy link +/** Label text for a WinRT app's privacy policy link * * Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT, * Microsoft mandates that this policy be available via the Windows Settings charm. @@ -2485,213 +2865,221 @@ extern "C" { #define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL" /** - * \brief A URL to a WinRT app's privacy policy + * A URL to a WinRT app's privacy policy * - * All network-enabled WinRT apps must make a privacy policy available to its - * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be - * be available in the Windows Settings charm, as accessed from within the app. - * SDL provides code to add a URL-based link there, which can point to the app's - * privacy policy. + * All network-enabled WinRT apps must make a privacy policy available to its + * users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be be + * available in the Windows Settings charm, as accessed from within the app. + * SDL provides code to add a URL-based link there, which can point to the + * app's 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 - * be a valid URL. For example, "http://www.example.com". + * 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 be a valid URL. For example, + * "http://www.example.com". * - * The default value is "", which will prevent SDL from adding a privacy policy - * link to the Settings charm. This hint should only be set during app init. + * The default value is "", which will prevent SDL from adding a privacy + * policy link to the Settings charm. This hint should only be set during app + * init. * - * The label text of an app's "Privacy Policy" link may be customized via another - * hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. + * The label text of an app's "Privacy Policy" link may be customized via + * another hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL. * - * Please note that on Windows Phone, Microsoft does not provide standard UI - * for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL - * will not get used on that platform. Network-enabled phone apps should display - * their privacy policy through some other, in-app means. + * Please note that on Windows Phone, Microsoft does not provide standard UI + * for displaying a privacy policy link, and as such, + * SDL_HINT_WINRT_PRIVACY_POLICY_URL will not get used on that platform. + * Network-enabled phone apps should display their privacy policy through some + * other, in-app means. */ #define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL" /** - * \brief Mark X11 windows as override-redirect. + * Mark X11 windows as override-redirect. * - * If set, this _might_ increase framerate at the expense of the desktop - * not working as expected. Override-redirect windows aren't noticed by the - * window manager at all. + * If set, this _might_ increase framerate at the expense of the desktop not + * working as expected. Override-redirect windows aren't noticed by the window + * manager at all. * - * You should probably only use this for fullscreen windows, and you probably - * shouldn't even use it for that. But it's here if you want to try! + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! */ #define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" /** - * \brief A variable that lets you disable the detection and use of Xinput gamepad devices + * A variable that lets you disable the detection and use of Xinput gamepad + * devices + * + * The variable can be set to the following values: * - * The variable can be set to the following values: - * "0" - Disable XInput detection (only uses direct input) - * "1" - Enable XInput detection (the default) + * - "0": Disable XInput detection (only uses direct input) + * - "1": Enable XInput detection (the default) */ #define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" - /** - * \brief A variable that lets you disable the detection and use of DirectInput gamepad devices - * - * The variable can be set to the following values: - * "0" - Disable DirectInput detection (only uses XInput) - * "1" - Enable DirectInput detection (the default) - */ +/** + * A variable that lets you disable the detection and use of DirectInput + * gamepad devices + * + * The variable can be set to the following values: + * + * - "0": Disable DirectInput detection (only uses XInput) + * - "1": Enable DirectInput detection (the default) + */ #define SDL_HINT_DIRECTINPUT_ENABLED "SDL_DIRECTINPUT_ENABLED" /** - * \brief A variable that causes SDL to use the old axis and button mapping for XInput devices. + * A variable that causes SDL to use the old axis and button mapping for + * XInput devices. * - * This hint is for backwards compatibility only and will be removed in SDL 2.1 + * This hint is for backwards compatibility only and will be removed in SDL + * 2.1 * - * The default value is "0". This hint must be set before SDL_Init() + * The default value is "0". This hint must be set before SDL_Init() */ #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" /** - * \brief A variable that causes SDL to not ignore audio "monitors" + * A variable that causes SDL to not ignore audio "monitors" * - * This is currently only used for PulseAudio and ignored elsewhere. + * This is currently only used for PulseAudio and ignored elsewhere. * - * By default, SDL ignores audio devices that aren't associated with physical - * hardware. Changing this hint to "1" will expose anything SDL sees that - * appears to be an audio source or sink. This will add "devices" to the list - * that the user probably doesn't want or need, but it can be useful in - * scenarios where you want to hook up SDL to some sort of virtual device, - * etc. + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. * - * The default value is "0". This hint must be set before SDL_Init(). + * The default value is "0". This hint must be set before SDL_Init(). * - * This hint is available since SDL 2.0.16. Before then, virtual devices are - * always ignored. + * This hint is available since SDL 2.0.16. Before then, virtual devices are + * always ignored. */ #define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" /** - * \brief A variable that forces X11 windows to create as a custom type. + * A variable that forces X11 windows to create as a custom type. * - * This is currently only used for X11 and ignored elsewhere. + * This is currently only used for X11 and ignored elsewhere. * - * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property - * to report to the window manager the type of window it wants to create. - * This might be set to various things if SDL_WINDOW_TOOLTIP or - * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that - * haven't set a specific type, this hint can be used to specify a custom - * type. For example, a dock window might set this to - * "_NET_WM_WINDOW_TYPE_DOCK". + * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to + * report to the window manager the type of window it wants to create. This + * might be set to various things if SDL_WINDOW_TOOLTIP or + * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that + * haven't set a specific type, this hint can be used to specify a custom + * type. For example, a dock window might set this to + * "_NET_WM_WINDOW_TYPE_DOCK". * - * If not set or set to "", this hint is ignored. This hint must be set - * before the SDL_CreateWindow() call that it is intended to affect. + * If not set or set to "", this hint is ignored. This hint must be set before + * the SDL_CreateWindow() call that it is intended to affect. * - * This hint is available since SDL 2.0.22. + * This hint is available since SDL 2.0.22. */ #define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" /** - * \brief A variable that decides whether to send SDL_QUIT when closing the final window. + * A variable that decides whether to send SDL_QUIT when closing the final + * window. * - * By default, SDL sends an SDL_QUIT event when there is only one window - * and it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most - * apps would also take the loss of this window as a signal to terminate the - * program. + * By default, SDL sends an SDL_QUIT event when there is only one window and + * it receives an SDL_WINDOWEVENT_CLOSE event, under the assumption most apps + * would also take the loss of this window as a signal to terminate the + * program. * - * However, it's not unreasonable in some cases to have the program continue - * to live on, perhaps to create new windows later. + * However, it's not unreasonable in some cases to have the program continue + * to live on, perhaps to create new windows later. * - * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event - * when the final window is requesting to close. Note that in this case, - * there are still other legitimate reasons one might get an SDL_QUIT - * event: choosing "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) - * on Unix, etc. + * Changing this hint to "0" will cause SDL to not send an SDL_QUIT event when + * the final window is requesting to close. Note that in this case, there are + * still other legitimate reasons one might get an SDL_QUIT event: choosing + * "Quit" from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc. * - * The default value is "1". This hint can be changed at any time. + * The default value is "1". This hint can be changed at any time. * - * This hint is available since SDL 2.0.22. Before then, you always get - * an SDL_QUIT event when closing the final window. + * This hint is available since SDL 2.0.22. Before then, you always get an + * SDL_QUIT event when closing the final window. */ #define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" /** - * \brief A variable that decides what video backend to use. + * A variable that decides what video backend to use. * - * By default, SDL will try all available video backends in a reasonable - * order until it finds one that can work, but this hint allows the app - * or user to force a specific target, such as "x11" if, say, you are - * on Wayland but want to try talking to the X server instead. + * By default, SDL will try all available video backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "x11" if, say, you are on Wayland but want + * to try talking to the X server instead. * - * This functionality has existed since SDL 2.0.0 (indeed, before that) - * but before 2.0.22 this was an environment variable only. In 2.0.22, - * it was upgraded to a full SDL hint, so you can set the environment - * variable as usual or programatically set the hint with SDL_SetHint, - * which won't propagate to child processes. + * This functionality has existed since SDL 2.0.0 (indeed, before that) but + * before 2.0.22 this was an environment variable only. In 2.0.22, it was + * upgraded to a full SDL hint, so you can set the environment variable as + * usual or programatically set the hint with SDL_SetHint, which won't + * propagate to child processes. * - * The default value is unset, in which case SDL will try to figure out - * the best video backend on your behalf. This hint needs to be set - * before SDL_Init() is called to be useful. + * The default value is unset, in which case SDL will try to figure out the + * best video backend on your behalf. This hint needs to be set before + * SDL_Init() is called to be useful. * - * This hint is available since SDL 2.0.22. Before then, you could set - * the environment variable to get the same effect. + * This hint is available since SDL 2.0.22. Before then, you could set the + * environment variable to get the same effect. */ #define SDL_HINT_VIDEODRIVER "SDL_VIDEODRIVER" /** - * \brief A variable that decides what audio backend to use. + * A variable that decides what audio backend to use. * - * By default, SDL will try all available audio backends in a reasonable - * order until it finds one that can work, but this hint allows the app - * or user to force a specific target, such as "alsa" if, say, you are - * on PulseAudio but want to try talking to the lower level instead. + * By default, SDL will try all available audio backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "alsa" if, say, you are on PulseAudio but + * want to try talking to the lower level instead. * - * This functionality has existed since SDL 2.0.0 (indeed, before that) - * but before 2.0.22 this was an environment variable only. In 2.0.22, - * it was upgraded to a full SDL hint, so you can set the environment - * variable as usual or programatically set the hint with SDL_SetHint, - * which won't propagate to child processes. + * This functionality has existed since SDL 2.0.0 (indeed, before that) but + * before 2.0.22 this was an environment variable only. In 2.0.22, it was + * upgraded to a full SDL hint, so you can set the environment variable as + * usual or programatically set the hint with SDL_SetHint, which won't + * propagate to child processes. * - * The default value is unset, in which case SDL will try to figure out - * the best audio backend on your behalf. This hint needs to be set - * before SDL_Init() is called to be useful. + * The default value is unset, in which case SDL will try to figure out the + * best audio backend on your behalf. This hint needs to be set before + * SDL_Init() is called to be useful. * - * This hint is available since SDL 2.0.22. Before then, you could set - * the environment variable to get the same effect. + * This hint is available since SDL 2.0.22. Before then, you could set the + * environment variable to get the same effect. */ #define SDL_HINT_AUDIODRIVER "SDL_AUDIODRIVER" /** - * \brief A variable that decides what KMSDRM device to use. + * A variable that decides what KMSDRM device to use. * - * Internally, SDL might open something like "/dev/dri/cardNN" to - * access KMSDRM functionality, where "NN" is a device index number. + * Internally, SDL might open something like "/dev/dri/cardNN" to access + * KMSDRM functionality, where "NN" is a device index number. * - * SDL makes a guess at the best index to use (usually zero), but the - * app or user can set this hint to a number between 0 and 99 to - * force selection. + * SDL makes a guess at the best index to use (usually zero), but the app or + * user can set this hint to a number between 0 and 99 to force selection. * - * This hint is available since SDL 2.24.0. + * This hint is available since SDL 2.24.0. */ #define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" /** - * \brief A variable that treats trackpads as touch devices. + * A variable that treats trackpads as touch devices. * - * On macOS (and possibly other platforms in the future), SDL will report - * touches on a trackpad as mouse input, which is generally what users - * expect from this device; however, these are often actually full - * multitouch-capable touch devices, so it might be preferable to some apps - * to treat them as such. + * On macOS (and possibly other platforms in the future), SDL will report + * touches on a trackpad as mouse input, which is generally what users expect + * from this device; however, these are often actually full multitouch-capable + * touch devices, so it might be preferable to some apps to treat them as + * such. * - * Setting this hint to true will make the trackpad input report as a - * multitouch device instead of a mouse. The default is false. + * Setting this hint to true will make the trackpad input report as a + * multitouch device instead of a mouse. The default is false. * - * Note that most platforms don't support this hint. As of 2.24.0, it - * only supports MacBooks' trackpads on macOS. Others may follow later. + * Note that most platforms don't support this hint. As of 2.24.0, it only + * supports MacBooks' trackpads on macOS. Others may follow later. * - * This hint is checked during SDL_Init and can not be changed after. + * This hint is checked during SDL_Init and can not be changed after. * - * This hint is available since SDL 2.24.0. + * This hint is available since SDL 2.24.0. */ #define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" @@ -2699,23 +3087,45 @@ extern "C" { * Cause SDL to call dbus_shutdown() on quit. * * This is useful as a debug tool to validate memory leaks, but shouldn't ever - * be set in production applications, as other libraries used by the application - * might use dbus under the hood and this cause cause crashes if they continue - * after SDL_Quit(). + * be set in production applications, as other libraries used by the + * application might use dbus under the hood and this cause cause crashes if + * they continue after SDL_Quit(). * * This variable can be set to the following values: - * "0" - SDL will not call dbus_shutdown() on quit (default) - * "1" - SDL will call dbus_shutdown() on quit + * + * - "0": SDL will not call dbus_shutdown() on quit (default) + * - "1": SDL will call dbus_shutdown() on quit * * This hint is available since SDL 2.30.0. */ #define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" +/** + * Specify if SDL_RWFromFile should use the resource dir on Apple platforms. + * + * SDL2 has always done this on Apple platforms, but it can be surprising to + * try opening a path to discover that SDL adjusts the path to elsewhere, so + * this hint allows that behavior to be disabled. + * + * If running from a App Bundle, this will be MyApp.app/Contents/Resources. If + * running as a normal Unix-like process, this will be the directory where the + * running binary lives. Setting this hint to 0 avoids this and just uses the + * requested path as-is. + * + * This variable can be set to the following values: + * + * - "0": SDL will not use the app resource directory. + * - "1": SDL will use the app's resource directory (default). + * + * This hint is available since SDL 2.32.0. + */ +#define SDL_HINT_APPLE_RWFROMFILE_USE_RESOURCES "SDL_APPLE_RWFROMFILE_USE_RESOURCES" + /** - * \brief An enumeration of hint priorities + * An enumeration of hint priorities */ -typedef enum +typedef enum SDL_HintPriority { SDL_HINT_DEFAULT, SDL_HINT_NORMAL, @@ -2730,9 +3140,9 @@ typedef enum * value. Hints will replace existing hints of their priority and lower. * Environment variables are considered to have override priority. * - * \param name the hint to set - * \param value the value of the hint variable - * \param priority the SDL_HintPriority level for the hint + * \param name the hint to set. + * \param value the value of the hint variable. + * \param priority the SDL_HintPriority level for the hint. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -2751,8 +3161,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name, * variable that takes precedence. You can use SDL_SetHintWithPriority() to * set the hint with override priority instead. * - * \param name the hint to set - * \param value the value of the hint variable + * \param name the hint to set. + * \param value the value of the hint variable. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -2770,7 +3180,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name, * the environment isn't set. Callbacks will be called normally with this * change. * - * \param name the hint to set + * \param name the hint to set. * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise. * * \since This function is available since SDL 2.24.0. @@ -2798,7 +3208,7 @@ extern DECLSPEC void SDLCALL SDL_ResetHints(void); /** * Get the value of a hint. * - * \param name the hint to query + * \param name the hint to query. * \returns the string value of a hint or NULL if the hint isn't set. * * \since This function is available since SDL 2.0.0. @@ -2811,8 +3221,8 @@ extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); /** * Get the boolean value of a hint variable. * - * \param name the name of the hint to get the boolean value from - * \param default_value the value to return if the hint does not exist + * \param name the name of the hint to get the boolean value from. + * \param default_value the value to return if the hint does not exist. * \returns the boolean value of a hint or the provided default value if the * hint does not exist. * @@ -2826,20 +3236,20 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool d /** * Type definition of the hint callback function. * - * \param userdata what was passed as `userdata` to SDL_AddHintCallback() - * \param name what was passed as `name` to SDL_AddHintCallback() - * \param oldValue the previous hint value - * \param newValue the new value hint is to be set to + * \param userdata what was passed as `userdata` to SDL_AddHintCallback(). + * \param name what was passed as `name` to SDL_AddHintCallback(). + * \param oldValue the previous hint value. + * \param newValue the new value hint is to be set to. */ typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); /** * Add a function to watch a particular hint. * - * \param name the hint to watch + * \param name the hint to watch. * \param callback An SDL_HintCallback function that will be called when the - * hint value changes - * \param userdata a pointer to pass to the callback function + * hint value changes. + * \param userdata a pointer to pass to the callback function. * * \since This function is available since SDL 2.0.0. * @@ -2852,10 +3262,10 @@ extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name, /** * Remove a function watching a particular hint. * - * \param name the hint being watched + * \param name the hint being watched. * \param callback An SDL_HintCallback function that will be called when the - * hint value changes - * \param userdata a pointer being passed to the callback function + * hint value changes. + * \param userdata a pointer being passed to the callback function. * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_joystick.h b/include/SDL_joystick.h index 3907d6e..668db5e 100644 --- a/include/SDL_joystick.h +++ b/include/SDL_joystick.h @@ -20,22 +20,26 @@ */ /** - * \file SDL_joystick.h + * # CategoryJoystick * - * Include file for SDL joystick event handling + * 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 - * behind a device_index changing as joysticks are plugged and unplugged. + * 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 - * then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in. + * The term "instance_id" is the current instantiation of a joystick device in + * the system, if the joystick is removed and then re-inserted then it will + * get a new instance_id, instance_id's are monotonically increasing + * identifiers of a joystick plugged in. * * The term "player_index" is the number assigned to a player on a specific - * controller. For XInput controllers this returns the XInput user index. - * Many joysticks will not be able to supply this information. + * controller. For XInput controllers this returns the XInput user index. Many + * joysticks will not be able to supply this information. * - * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of - * the device (a X360 wired controller for example). This identifier is platform dependent. + * The term JoystickGUID is a stable 128-bit identifier for a joystick device + * that does not change over time, it identifies class of the device (a X360 + * wired controller for example). This identifier is platform dependent. */ #ifndef SDL_joystick_h_ @@ -56,7 +60,7 @@ extern "C" { * \file SDL_joystick.h * * In order to use these functions, SDL_Init() must have been called - * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system + * with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system * for joysticks, and load appropriate drivers. * * If you would like to receive joystick updates while the application @@ -73,15 +77,21 @@ extern SDL_mutex *SDL_joystick_lock; struct _SDL_Joystick; typedef struct _SDL_Joystick SDL_Joystick; -/* A structure that encodes the stable unique id for a joystick device */ +/** + * A structure that encodes the stable unique id for a joystick device. + * + * This is just a standard SDL_GUID by a different name. + */ typedef SDL_GUID SDL_JoystickGUID; /** - * This is a unique ID for a joystick for the time it is connected to the system, - * and is never reused for the lifetime of the application. If the joystick is - * disconnected and reconnected, it will get a new ID. + * This is a unique ID for a joystick for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the joystick is disconnected and reconnected, it will get a new ID. * - * The ID value starts at 0 and increments from there. The value -1 is an invalid ID. + * The ID value starts at 0 and increments from there. The value -1 is an + * invalid ID. */ typedef Sint32 SDL_JoystickID; @@ -172,7 +182,7 @@ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); * This can be called before any joysticks are opened. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system) + * on the system). * \returns the name of the selected joystick. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * @@ -189,7 +199,7 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index); * This can be called before any joysticks are opened. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system) + * on the system). * \returns the path of the selected joystick. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * @@ -215,9 +225,9 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index); * This function can be called before any joysticks are opened. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the GUID of the selected joystick. If called on an invalid index, - * this function returns a zero GUID + * this function returns a zero GUID. * * \since This function is available since SDL 2.0.0. * @@ -233,9 +243,9 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_in * available this function returns 0. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the USB vendor ID of the selected joystick. If called on an - * invalid index, this function returns zero + * invalid index, this function returns zero. * * \since This function is available since SDL 2.0.6. */ @@ -248,9 +258,9 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index); * available this function returns 0. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the USB product ID of the selected joystick. If called on an - * invalid index, this function returns zero + * invalid index, this function returns zero. * * \since This function is available since SDL 2.0.6. */ @@ -263,9 +273,9 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index); * isn't available this function returns 0. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the product version of the selected joystick. If called on an - * invalid index, this function returns zero + * invalid index, this function returns zero. * * \since This function is available since SDL 2.0.6. */ @@ -277,9 +287,9 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_in * This can be called before any joysticks are opened. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the SDL_JoystickType of the selected joystick. If called on an - * invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN` + * invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`. * * \since This function is available since SDL 2.0.6. */ @@ -291,7 +301,7 @@ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_in * This can be called before any joysticks are opened. * * \param device_index the index of the joystick to query (the N'th joystick - * on the system + * on the system. * \returns the instance id of the selected joystick. If called on an invalid * index, this function returns -1. * @@ -310,7 +320,7 @@ extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int devic * The joystick subsystem must be initialized before a joystick can be opened * for use. * - * \param device_index the index of the joystick to query + * \param device_index the index of the joystick to query. * \returns a joystick identifier or NULL if an error occurred; call * SDL_GetError() for more information. * @@ -324,7 +334,7 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index); /** * Get the SDL_Joystick associated with an instance id. * - * \param instance_id the instance id to get the SDL_Joystick for + * \param instance_id the instance id to get the SDL_Joystick for. * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() * for more information. * @@ -335,7 +345,7 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID /** * Get the SDL_Joystick associated with a player index. * - * \param player_index the player index to get the SDL_Joystick for + * \param player_index the player index to get the SDL_Joystick for. * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() * for more information. * @@ -358,8 +368,10 @@ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, /** * The structure that defines an extended virtual joystick description * - * The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_JoystickAttachVirtualEx() - * All other elements of this structure are optional and can be left 0. + * The caller must zero the structure and then initialize the version with + * `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to + * SDL_JoystickAttachVirtualEx() All other elements of this structure are + * optional and can be left 0. * * \sa SDL_JoystickAttachVirtualEx */ @@ -390,7 +402,7 @@ typedef struct SDL_VirtualJoystickDesc } SDL_VirtualJoystickDesc; /** - * \brief The current version of the SDL_VirtualJoystickDesc structure + * The current version of the SDL_VirtualJoystickDesc structure */ #define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1 @@ -407,7 +419,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtualEx(const SDL_VirtualJoystic * Detach a virtual joystick. * * \param device_index a value previously returned from - * SDL_JoystickAttachVirtual() + * SDL_JoystickAttachVirtual(). * \returns 0 on success, or -1 if an error occurred. * * \since This function is available since SDL 2.0.14. @@ -485,7 +497,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, in /** * Get the implementation dependent name of a joystick. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the name of the selected joystick. If no name can be found, this * function returns NULL; call SDL_GetError() for more information. * @@ -499,7 +511,7 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick); /** * Get the implementation dependent path of a joystick. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the path of the selected joystick. If no path can be found, this * function returns NULL; call SDL_GetError() for more information. * @@ -515,7 +527,7 @@ extern DECLSPEC const char *SDLCALL SDL_JoystickPath(SDL_Joystick *joystick); * For XInput controllers this returns the XInput user index. Many joysticks * will not be able to supply this information. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the player index, or -1 if it's not available. * * \since This function is available since SDL 2.0.9. @@ -525,7 +537,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick); /** * Set the player index of an opened joystick. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \param player_index Player index to assign to this joystick, or -1 to clear * the player index and turn off player LEDs. * @@ -538,7 +550,7 @@ extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, * * This function requires an open joystick. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the GUID of the given joystick. If called on an invalid index, * this function returns a zero GUID; call SDL_GetError() for more * information. @@ -555,7 +567,7 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joyst * * If the vendor ID isn't available this function returns 0. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the USB vendor ID of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 2.0.6. @@ -567,7 +579,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick); * * If the product ID isn't available this function returns 0. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the USB product ID of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 2.0.6. @@ -579,7 +591,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick); * * If the product version isn't available this function returns 0. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the product version of the selected joystick, or 0 if unavailable. * * \since This function is available since SDL 2.0.6. @@ -591,7 +603,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joyst * * If the firmware version isn't available this function returns 0. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the firmware version of the selected joystick, or 0 if * unavailable. * @@ -604,7 +616,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetFirmwareVersion(SDL_Joystick *joys * * Returns the serial number of the joystick, or NULL if it is not available. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the serial number of the selected joystick, or NULL if * unavailable. * @@ -615,7 +627,7 @@ extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystic /** * Get the type of an opened joystick. * - * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen() + * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen(). * \returns the SDL_JoystickType of the selected joystick. * * \since This function is available since SDL 2.0.6. @@ -627,9 +639,9 @@ extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joyst * * You should supply at least 33 bytes for pszGUID. * - * \param guid the SDL_JoystickGUID you wish to convert to string - * \param pszGUID buffer in which to write the ASCII string - * \param cbGUID the size of pszGUID + * \param guid the SDL_JoystickGUID you wish to convert to string. + * \param pszGUID buffer in which to write the ASCII string. + * \param cbGUID the size of pszGUID. * * \since This function is available since SDL 2.0.0. * @@ -646,7 +658,7 @@ extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, ch * an invalid GUID, the function will silently succeed, but the GUID generated * will not be useful. * - * \param pchGUID string containing an ASCII representation of a GUID + * \param pchGUID string containing an ASCII representation of a GUID. * \returns a SDL_JoystickGUID structure. * * \since This function is available since SDL 2.0.0. @@ -658,15 +670,15 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const cha /** * Get the device information encoded in a SDL_JoystickGUID structure * - * \param guid the SDL_JoystickGUID you wish to get info about + * \param guid the SDL_JoystickGUID you wish to get info about. * \param vendor A pointer filled in with the device VID, or 0 if not - * available + * available. * \param product A pointer filled in with the device PID, or 0 if not - * available + * available. * \param version A pointer filled in with the device version, or 0 if not - * available + * available. * \param crc16 A pointer filled in with a CRC used to distinguish different - * products with the same VID/PID, or 0 if not available + * products with the same VID/PID, or 0 if not available. * * \since This function is available since SDL 2.26.0. * @@ -677,7 +689,7 @@ extern DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_JoystickGUID guid, Uint /** * Get the status of a specified joystick. * - * \param joystick the joystick to query + * \param joystick the joystick to query. * \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not; * call SDL_GetError() for more information. * @@ -691,7 +703,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick) /** * Get the instance ID of an opened joystick. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \returns the instance ID of the specified joystick on success or a negative * error code on failure; call SDL_GetError() for more information. * @@ -708,7 +720,7 @@ extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joys * separate buttons or a POV hat, and not axes, but all of this is up to the * device and platform. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of axis controls/number of axes on success or a * negative error code on failure; call SDL_GetError() for more * information. @@ -728,7 +740,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick); * * Most joysticks do not have trackballs. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of trackballs on success or a negative error code on * failure; call SDL_GetError() for more information. * @@ -741,7 +753,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick); /** * Get the number of POV hats on a joystick. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of POV hats on success or a negative error code on * failure; call SDL_GetError() for more information. * @@ -755,7 +767,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick); /** * Get the number of buttons on a joystick. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \returns the number of buttons on success or a negative error code on * failure; call SDL_GetError() for more information. * @@ -794,10 +806,10 @@ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); * `SDL_ENABLE`, this function accepts any value, with any non-zero value that * isn't `SDL_QUERY` being treated as `SDL_ENABLE`. * - * If SDL was built with events disabled (extremely uncommon!), this will - * do nothing and always return `SDL_IGNORE`. + * If SDL was built with events disabled (extremely uncommon!), this will do + * nothing and always return `SDL_IGNORE`. * - * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE` + * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`. * \returns If `state` is `SDL_QUERY` then the current state is returned, * otherwise `state` is returned (even if it was not one of the * allowed values). @@ -808,6 +820,7 @@ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); +/* Limits for joystick axes... */ #define SDL_JOYSTICK_AXIS_MAX 32767 #define SDL_JOYSTICK_AXIS_MIN -32768 @@ -824,8 +837,8 @@ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); * 32767) representing the current position of the axis. It may be necessary * to impose certain tolerances on these values to account for jitter. * - * \param joystick an SDL_Joystick structure containing joystick information - * \param axis the axis to query; the axis indices start at index 0 + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. * \returns a 16-bit signed integer representing the current position of the * axis or 0 on failure; call SDL_GetError() for more information. * @@ -843,8 +856,8 @@ extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick, * * The axis indices start at index 0. * - * \param joystick an SDL_Joystick structure containing joystick information - * \param axis the axis to query; the axis indices start at index 0 + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. * \param state Upon return, the initial value is supplied here. * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not. * @@ -883,8 +896,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *j * - `SDL_HAT_LEFTUP` * - `SDL_HAT_LEFTDOWN` * - * \param joystick an SDL_Joystick structure containing joystick information - * \param hat the hat index to get the state from; indices start at index 0 + * \param joystick an SDL_Joystick structure containing joystick information. + * \param hat the hat index to get the state from; indices start at index 0. * \returns the current hat position. * * \since This function is available since SDL 2.0.0. @@ -902,10 +915,10 @@ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, * * Most joysticks do not have trackballs. * - * \param joystick the SDL_Joystick to query - * \param ball the ball index to query; ball indices start at index 0 - * \param dx stores the difference in the x axis position since the last poll - * \param dy stores the difference in the y axis position since the last poll + * \param joystick the SDL_Joystick to query. + * \param ball the ball index to query; ball indices start at index 0. + * \param dx stores the difference in the x axis position since the last poll. + * \param dy stores the difference in the y axis position since the last poll. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -919,9 +932,9 @@ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick, /** * Get the current state of a button on a joystick. * - * \param joystick an SDL_Joystick structure containing joystick information + * \param joystick an SDL_Joystick structure containing joystick information. * \param button the button index to get the state from; indices start at - * index 0 + * index 0. * \returns 1 if the specified button is pressed, 0 otherwise. * * \since This function is available since SDL 2.0.0. @@ -937,13 +950,13 @@ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, * Each call to this function cancels any previous rumble effect, and calling * it with 0 intensity stops any rumbling. * - * \param joystick The joystick to vibrate + * \param joystick The joystick to vibrate. * \param low_frequency_rumble The intensity of the low frequency (left) - * rumble motor, from 0 to 0xFFFF + * rumble motor, from 0 to 0xFFFF. * \param high_frequency_rumble The intensity of the high frequency (right) - * rumble motor, from 0 to 0xFFFF - * \param duration_ms The duration of the rumble effect, in milliseconds - * \returns 0, or -1 if rumble isn't supported on this joystick + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms The duration of the rumble effect, in milliseconds. + * \returns 0, or -1 if rumble isn't supported on this joystick. * * \since This function is available since SDL 2.0.9. * @@ -962,13 +975,13 @@ extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 lo * want the (more common) whole-controller rumble, use SDL_JoystickRumble() * instead. * - * \param joystick The joystick to vibrate + * \param joystick The joystick to vibrate. * \param left_rumble The intensity of the left trigger rumble motor, from 0 - * to 0xFFFF + * to 0xFFFF. * \param right_rumble The intensity of the right trigger rumble motor, from 0 - * to 0xFFFF - * \param duration_ms The duration of the rumble effect, in milliseconds - * \returns 0, or -1 if trigger rumble isn't supported on this joystick + * to 0xFFFF. + * \param duration_ms The duration of the rumble effect, in milliseconds. + * \returns 0, or -1 if trigger rumble isn't supported on this joystick. * * \since This function is available since SDL 2.0.14. * @@ -982,7 +995,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, U * An example of a joystick LED is the light on the back of a PlayStation 4's * DualShock 4 controller. * - * \param joystick The joystick to query + * \param joystick The joystick to query. * \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -992,7 +1005,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick); /** * Query whether a joystick has rumble support. * - * \param joystick The joystick to query + * \param joystick The joystick to query. * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.18. @@ -1004,7 +1017,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick); /** * Query whether a joystick has rumble support on triggers. * - * \param joystick The joystick to query + * \param joystick The joystick to query. * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.18. @@ -1019,11 +1032,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joy * An example of a joystick LED is the light on the back of a PlayStation 4's * DualShock 4 controller. * - * \param joystick The joystick to update - * \param red The intensity of the red LED - * \param green The intensity of the green LED - * \param blue The intensity of the blue LED - * \returns 0 on success, -1 if this joystick does not have a modifiable LED + * \param joystick The joystick to update. + * \param red The intensity of the red LED. + * \param green The intensity of the green LED. + * \param blue The intensity of the blue LED. + * \returns 0 on success, -1 if this joystick does not have a modifiable LED. * * \since This function is available since SDL 2.0.14. */ @@ -1032,10 +1045,11 @@ extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red /** * Send a joystick specific effect packet * - * \param joystick The joystick to affect - * \param data The data to send to the joystick - * \param size The size of the data to send to the joystick - * \returns 0, or -1 if this joystick or driver doesn't support effect packets + * \param joystick The joystick to affect. + * \param data The data to send to the joystick. + * \param size The size of the data to send to the joystick. + * \returns 0, or -1 if this joystick or driver doesn't support effect + * packets. * * \since This function is available since SDL 2.0.16. */ @@ -1044,7 +1058,7 @@ extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const /** * Close a joystick previously opened with SDL_JoystickOpen(). * - * \param joystick The joystick device to close + * \param joystick The joystick device to close. * * \since This function is available since SDL 2.0.0. * @@ -1055,9 +1069,9 @@ extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick); /** * Get the battery level of a joystick as SDL_JoystickPowerLevel. * - * \param joystick the SDL_Joystick to query + * \param joystick the SDL_Joystick to query. * \returns the current battery level as SDL_JoystickPowerLevel on success or - * `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown + * `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown. * * \since This function is available since SDL 2.0.4. */ diff --git a/include/SDL_keyboard.h b/include/SDL_keyboard.h index c6cdec9..62ac9f2 100644 --- a/include/SDL_keyboard.h +++ b/include/SDL_keyboard.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_keyboard.h + * # CategoryKeyboard * - * Include file for SDL keyboard event handling + * Include file for SDL keyboard event handling */ #ifndef SDL_keyboard_h_ @@ -40,14 +40,15 @@ extern "C" { #endif /** - * \brief The SDL keysym structure, used in key events. + * The SDL keysym structure, used in key events. * - * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. + * If you are looking for translated character input, see the SDL_TEXTINPUT + * event. */ typedef struct SDL_Keysym { - SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ - SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ + SDL_Scancode scancode; /**< SDL physical key code - see SDL_Scancode for details */ + SDL_Keycode sym; /**< SDL virtual key code - see SDL_Keycode for details */ Uint16 mod; /**< current key modifiers */ Uint32 unused; } SDL_Keysym; @@ -84,7 +85,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); * Note: This function doesn't take into account whether shift has been * pressed or not. * - * \param numkeys if non-NULL, receives the length of the returned array + * \param numkeys if non-NULL, receives the length of the returned array. * \returns a pointer to an array of key states. * * \since This function is available since SDL 2.0.0. @@ -129,7 +130,7 @@ extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); * This does not change the keyboard state, only the key modifier flags that * SDL reports. * - * \param modstate the desired SDL_Keymod for the keyboard + * \param modstate the desired SDL_Keymod for the keyboard. * * \since This function is available since SDL 2.0.0. * @@ -143,7 +144,7 @@ extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); * * See SDL_Keycode for details. * - * \param scancode the desired SDL_Scancode to query + * \param scancode the desired SDL_Scancode to query. * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. * * \since This function is available since SDL 2.0.0. @@ -159,7 +160,7 @@ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode * * See SDL_Scancode for details. * - * \param key the desired SDL_Keycode to query + * \param key the desired SDL_Keycode to query. * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. * * \since This function is available since SDL 2.0.0. @@ -183,7 +184,7 @@ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); * unsuitable for creating a stable cross-platform two-way mapping between * strings and scancodes. * - * \param scancode the desired SDL_Scancode to query + * \param scancode the desired SDL_Scancode to query. * \returns a pointer to the name for the scancode. If the scancode doesn't * have a name this function returns an empty string (""). * @@ -197,7 +198,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); /** * Get a scancode from a human-readable name. * - * \param name the human-readable scancode name + * \param name the human-readable scancode name. * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't * recognized; call SDL_GetError() for more information. * @@ -214,7 +215,7 @@ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); * * See SDL_Scancode and SDL_Keycode for details. * - * \param key the desired SDL_Keycode to query + * \param key the desired SDL_Keycode to query. * \returns a pointer to a UTF-8 string that stays valid at least until the * next call to this function. If you need it around any longer, you * must copy it. If the key doesn't have a name, this function @@ -231,7 +232,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); /** * Get a key code from a human-readable name. * - * \param name the human-readable key name + * \param name the human-readable key name. * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call * SDL_GetError() for more information. * @@ -253,6 +254,10 @@ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); * * On some platforms using this function activates the screen keyboard. * + * On desktop platforms, SDL_StartTextInput() is implicitly called on SDL + * video subsystem initialization which will cause SDL_TextInputEvent and + * SDL_TextEditingEvent to begin emitting. + * * \since This function is available since SDL 2.0.0. * * \sa SDL_SetTextInputRect @@ -298,10 +303,11 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void); extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); /** - * Set the rectangle used to type Unicode text inputs. Native input methods - * will place a window with word suggestions near it, without covering the - * text being inputted. - * + * Set the rectangle used to type Unicode text inputs. + * + * Native input methods will place a window with word suggestions near it, + * without covering the text being inputted. + * * To start text input in a given location, this function is intended to be * called before SDL_StartTextInput, although some platforms support moving * the rectangle even while text input (and a composition) is active. @@ -311,7 +317,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); * any feedback. * * \param rect the SDL_Rect structure representing the rectangle to receive - * text (ignored if NULL) + * text (ignored if NULL). * * \since This function is available since SDL 2.0.0. * @@ -335,7 +341,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); /** * Check whether the screen keyboard is shown for given window. * - * \param window the window for which screen keyboard should be queried + * \param window the window for which screen keyboard should be queried. * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. * * \since This function is available since SDL 2.0.0. diff --git a/include/SDL_keycode.h b/include/SDL_keycode.h index 8ee0301..eb1678e 100644 --- a/include/SDL_keycode.h +++ b/include/SDL_keycode.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_keycode.h + * # CategoryKeycode * - * Defines constants which identify keyboard keys and modifiers. + * Defines constants which identify keyboard keys and modifiers. */ #ifndef SDL_keycode_h_ @@ -32,22 +32,22 @@ #include "SDL_scancode.h" /** - * \brief The SDL virtual key representation. + * The SDL virtual key representation. * - * Values of this type are used to represent keyboard keys using the current - * layout of the keyboard. These values include Unicode values representing - * the unmodified character that would be generated by pressing the key, or - * an SDLK_* constant for those keys that do not generate characters. + * Values of this type are used to represent keyboard keys using the current + * layout of the keyboard. These values include Unicode values representing + * the unmodified character that would be generated by pressing the key, or an + * SDLK_* constant for those keys that do not generate characters. * - * A special exception is the number keys at the top of the keyboard which - * map to SDLK_0...SDLK_9 on AZERTY layouts. + * A special exception is the number keys at the top of the keyboard which map + * to SDLK_0...SDLK_9 on AZERTY layouts. */ typedef Sint32 SDL_Keycode; #define SDLK_SCANCODE_MASK (1<<30) #define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) -typedef enum +typedef enum SDL_KeyCode { SDLK_UNKNOWN = 0, @@ -327,9 +327,9 @@ typedef enum } SDL_KeyCode; /** - * \brief Enumeration of valid key mods (possibly OR'd together). + * Enumeration of valid key mods (possibly OR'd together). */ -typedef enum +typedef enum SDL_Keymod { KMOD_NONE = 0x0000, KMOD_LSHIFT = 0x0001, diff --git a/include/SDL_loadso.h b/include/SDL_loadso.h index 20d22ed..1763b52 100644 --- a/include/SDL_loadso.h +++ b/include/SDL_loadso.h @@ -19,23 +19,25 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: LoadSO */ + /** - * \file SDL_loadso.h - * - * System dependent library loading routines - * - * Some things to keep in mind: - * \li These functions only work on C function names. Other languages may - * have name mangling and intrinsic language support that varies from - * compiler to compiler. - * \li Make sure you declare your function pointers with the same calling - * convention as the actual library function. Your code will crash - * mysteriously if you do not do this. - * \li Avoid namespace collisions. If you load a symbol from the library, - * it is not defined whether or not it goes into the global symbol - * namespace for the application. If it does and it conflicts with - * symbols in your code or other shared libraries, you will not get - * the results you expect. :) + * # CategoryLoadSO + * + * System-dependent library loading routines. + * + * Some things to keep in mind: + * + * - These functions only work on C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * - Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * - Avoid namespace collisions. If you load a symbol from the library, it is + * not defined whether or not it goes into the global symbol namespace for + * the application. If it does and it conflicts with symbols in your code or + * other shared libraries, you will not get the results you expect. :) */ #ifndef SDL_loadso_h_ @@ -53,7 +55,7 @@ extern "C" { /** * Dynamically load a shared object. * - * \param sofile a system-dependent name of the object file + * \param sofile a system-dependent name of the object file. * \returns an opaque pointer to the object handle or NULL if there was an * error; call SDL_GetError() for more information. * @@ -79,8 +81,8 @@ extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile); * * If the requested function doesn't exist, NULL is returned. * - * \param handle a valid shared object handle returned by SDL_LoadObject() - * \param name the name of the function to look up + * \param handle a valid shared object handle returned by SDL_LoadObject(). + * \param name the name of the function to look up. * \returns a pointer to the function or NULL if there was an error; call * SDL_GetError() for more information. * @@ -95,7 +97,7 @@ extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle, /** * Unload a shared object from memory. * - * \param handle a valid shared object handle returned by SDL_LoadObject() + * \param handle a valid shared object handle returned by SDL_LoadObject(). * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_locale.h b/include/SDL_locale.h index 27a7110..8126efc 100644 --- a/include/SDL_locale.h +++ b/include/SDL_locale.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_locale.h + * # CategoryLocale * - * Include file for SDL locale services + * Include file for SDL locale services */ #ifndef _SDL_locale_h diff --git a/include/SDL_log.h b/include/SDL_log.h index 46e3af8..75833ba 100644 --- a/include/SDL_log.h +++ b/include/SDL_log.h @@ -20,18 +20,19 @@ */ /** - * \file SDL_log.h + * # CategoryLog * - * Simple log messages with categories and priorities. + * Simple log messages with categories and priorities. * - * By default logs are quiet, but if you're debugging SDL you might want: + * By default logs are quiet, but if you're debugging SDL you might want: * - * SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN); + * SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN); * - * Here's where the messages go on different platforms: - * Windows: debug output stream - * Android: log output - * Others: standard error output (stderr) + * Here's where the messages go on different platforms: + * + * - Windows: debug output stream + * - Android: log output + * - Others: standard error output (stderr) */ #ifndef SDL_log_h_ @@ -47,21 +48,20 @@ extern "C" { /** - * \brief The maximum size of a log message prior to SDL 2.0.24 + * The maximum size of a log message prior to SDL 2.0.24 * - * As of 2.0.24 there is no limit to the length of SDL log messages. + * As of 2.0.24 there is no limit to the length of SDL log messages. */ #define SDL_MAX_LOG_MESSAGE 4096 /** - * \brief The predefined log categories + * The predefined log categories * - * By default the application category is enabled at the INFO level, - * the assert category is enabled at the WARN level, test is enabled - * at the VERBOSE level and all other categories are enabled at the - * ERROR level. + * By default the application category is enabled at the INFO level, the + * assert category is enabled at the WARN level, test is enabled at the + * VERBOSE level and all other categories are enabled at the ERROR level. */ -typedef enum +typedef enum SDL_LogCategory { SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_CATEGORY_ERROR, @@ -97,9 +97,9 @@ typedef enum } SDL_LogCategory; /** - * \brief The predefined log priorities + * The predefined log priorities */ -typedef enum +typedef enum SDL_LogPriority { SDL_LOG_PRIORITY_VERBOSE = 1, SDL_LOG_PRIORITY_DEBUG, @@ -114,7 +114,7 @@ typedef enum /** * Set the priority of all log categories. * - * \param priority the SDL_LogPriority to assign + * \param priority the SDL_LogPriority to assign. * * \since This function is available since SDL 2.0.0. * @@ -125,8 +125,8 @@ extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority); /** * Set the priority of a particular log category. * - * \param category the category to assign a priority to - * \param priority the SDL_LogPriority to assign + * \param category the category to assign a priority to. + * \param priority the SDL_LogPriority to assign. * * \since This function is available since SDL 2.0.0. * @@ -139,8 +139,8 @@ extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category, /** * Get the priority of a particular log category. * - * \param category the category to query - * \returns the SDL_LogPriority for the requested category + * \param category the category to query. + * \returns the SDL_LogPriority for the requested category. * * \since This function is available since SDL 2.0.0. * @@ -166,7 +166,7 @@ extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void); * = * \param fmt a printf() style message format string * * \param ... additional parameters matching % tokens in the `fmt` string, if - * any + * any. * * \since This function is available since SDL 2.0.0. * @@ -184,10 +184,10 @@ extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, . /** * Log a message with SDL_LOG_PRIORITY_VERBOSE. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -205,10 +205,10 @@ extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRI /** * Log a message with SDL_LOG_PRIORITY_DEBUG. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -226,10 +226,10 @@ extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING /** * Log a message with SDL_LOG_PRIORITY_INFO. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -247,10 +247,10 @@ extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING /** * Log a message with SDL_LOG_PRIORITY_WARN. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -268,10 +268,10 @@ extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING /** * Log a message with SDL_LOG_PRIORITY_ERROR. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -289,10 +289,10 @@ extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING /** * Log a message with SDL_LOG_PRIORITY_CRITICAL. * - * \param category the category of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -310,11 +310,11 @@ extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STR /** * Log a message with the specified category and priority. * - * \param category the category of the message - * \param priority the priority of the message - * \param fmt a printf() style message format string + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. * \param ... additional parameters matching % tokens in the **fmt** string, - * if any + * if any. * * \since This function is available since SDL 2.0.0. * @@ -334,10 +334,10 @@ extern DECLSPEC void SDLCALL SDL_LogMessage(int category, /** * Log a message with the specified category and priority. * - * \param category the category of the message - * \param priority the priority of the message - * \param fmt a printf() style message format string - * \param ap a variable argument list + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. + * \param ap a variable argument list. * * \since This function is available since SDL 2.0.0. * @@ -359,10 +359,11 @@ extern DECLSPEC void SDLCALL SDL_LogMessageV(int category, * * This function is called by SDL when there is new text to be logged. * - * \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction() - * \param category the category of the message - * \param priority the priority of the message - * \param message the message being output + * \param userdata what was passed as `userdata` to + * SDL_LogSetOutputFunction(). + * \param category the category of the message. + * \param priority the priority of the message. + * \param message the message being output. */ typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); @@ -370,9 +371,9 @@ typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_ * Get the current log output function. * * \param callback an SDL_LogOutputFunction filled in with the current log - * callback + * callback. * \param userdata a pointer filled in with the pointer that is passed to - * `callback` + * `callback`. * * \since This function is available since SDL 2.0.0. * @@ -383,8 +384,8 @@ extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *cal /** * Replace the default log output function with one of your own. * - * \param callback an SDL_LogOutputFunction to call instead of the default - * \param userdata a pointer that is passed to `callback` + * \param callback an SDL_LogOutputFunction to call instead of the default. + * \param userdata a pointer that is passed to `callback`. * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_main.h b/include/SDL_main.h index 8f27c02..a1ef3e7 100644 --- a/include/SDL_main.h +++ b/include/SDL_main.h @@ -25,9 +25,9 @@ #include "SDL_stdinc.h" /** - * \file SDL_main.h + * # CategoryMain * - * Redefine main() on some platforms so that it is called by SDL. + * Redefine main() on some platforms so that it is called by SDL. */ #ifndef SDL_MAIN_HANDLED @@ -129,14 +129,14 @@ * * The application's main() function must be called with C linkage, * and should be declared like this: - * \code + * ```c * #ifdef __cplusplus * extern "C" * #endif * int main(int argc, char *argv[]) * { * } - * \endcode + * ``` */ #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) @@ -149,7 +149,7 @@ extern "C" { #endif /** - * The prototype for the application's main() function + * The prototype for the application's main() function */ typedef int (*SDL_main_func)(int argc, char *argv[]); extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); @@ -222,8 +222,8 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); /** * Initialize and launch an SDL/WinRT application. * - * \param mainFunction the SDL app's C-style main(), an SDL_main_func - * \param reserved reserved for future use; should be NULL + * \param mainFunction the SDL app's C-style main(), an SDL_main_func. + * \param reserved reserved for future use; should be NULL. * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve * more information on the failure. * @@ -238,10 +238,10 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r /** * Initializes and launches an SDL application. * - * \param argc The argc parameter from the application's main() function - * \param argv The argv parameter from the application's main() function - * \param mainFunction The SDL app's C-style main(), an SDL_main_func - * \return the return value from mainFunction + * \param argc The argc parameter from the application's main() function. + * \param argv The argv parameter from the application's main() function. + * \param mainFunction The SDL app's C-style main(), an SDL_main_func. + * \return the return value from mainFunction. * * \since This function is available since SDL 2.0.10. */ @@ -254,8 +254,8 @@ extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_fun /** * Initialize and launch an SDL GDK application. * - * \param mainFunction the SDL app's C-style main(), an SDL_main_func - * \param reserved reserved for future use; should be NULL + * \param mainFunction the SDL app's C-style main(), an SDL_main_func. + * \param reserved reserved for future use; should be NULL. * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve * more information on the failure. * diff --git a/include/SDL_messagebox.h b/include/SDL_messagebox.h index 1a4bff3..725d412 100644 --- a/include/SDL_messagebox.h +++ b/include/SDL_messagebox.h @@ -32,9 +32,11 @@ extern "C" { #endif /** - * SDL_MessageBox flags. If supported will display warning icon, etc. + * SDL_MessageBox flags. + * + * If supported will display warning icon, etc. */ -typedef enum +typedef enum SDL_MessageBoxFlags { SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */ SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */ @@ -46,7 +48,7 @@ typedef enum /** * Flags for SDL_MessageBoxButtonData. */ -typedef enum +typedef enum SDL_MessageBoxButtonFlags { SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */ @@ -55,9 +57,9 @@ typedef enum /** * Individual button data. */ -typedef struct +typedef struct SDL_MessageBoxButtonData { - Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */ + Uint32 flags; /**< SDL_MessageBoxButtonFlags */ int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */ const char * text; /**< The UTF-8 button text */ } SDL_MessageBoxButtonData; @@ -65,12 +67,12 @@ typedef struct /** * RGB value used in a message box color scheme */ -typedef struct +typedef struct SDL_MessageBoxColor { Uint8 r, g, b; } SDL_MessageBoxColor; -typedef enum +typedef enum SDL_MessageBoxColorType { SDL_MESSAGEBOX_COLOR_BACKGROUND, SDL_MESSAGEBOX_COLOR_TEXT, @@ -83,7 +85,7 @@ typedef enum /** * A set of colors to use for message box dialogs */ -typedef struct +typedef struct SDL_MessageBoxColorScheme { SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX]; } SDL_MessageBoxColorScheme; @@ -91,9 +93,9 @@ typedef struct /** * MessageBox structure containing title, text, window, etc. */ -typedef struct +typedef struct SDL_MessageBoxData { - Uint32 flags; /**< ::SDL_MessageBoxFlags */ + Uint32 flags; /**< SDL_MessageBoxFlags */ SDL_Window *window; /**< Parent window, can be NULL */ const char *title; /**< UTF-8 title */ const char *message; /**< UTF-8 message text */ @@ -101,7 +103,7 @@ typedef struct int numbuttons; const SDL_MessageBoxButtonData *buttons; - const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */ + const SDL_MessageBoxColorScheme *colorScheme; /**< SDL_MessageBoxColorScheme, can be NULL to use system settings */ } SDL_MessageBoxData; /** @@ -128,8 +130,9 @@ typedef struct * to stderr if you can. * * \param messageboxdata the SDL_MessageBoxData structure with title, text and - * other options - * \param buttonid the pointer to which user id of hit button should be copied + * other options. + * \param buttonid the pointer to which user id of hit button should be + * copied. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -168,10 +171,10 @@ extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *message * concern, check the return value from this function and fall back to writing * to stderr if you can. * - * \param flags an SDL_MessageBoxFlags value - * \param title UTF-8 title text - * \param message UTF-8 message text - * \param window the parent window, or NULL for no parent + * \param flags an SDL_MessageBoxFlags value. + * \param title UTF-8 title text. + * \param message UTF-8 message text. + * \param window the parent window, or NULL for no parent. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL_metal.h b/include/SDL_metal.h index b02a294..d3f21d5 100644 --- a/include/SDL_metal.h +++ b/include/SDL_metal.h @@ -20,9 +20,10 @@ */ /** - * \file SDL_metal.h + * # CategoryMetal * - * Header file for functions to creating Metal layers and views on SDL windows. + * Header file for functions to creating Metal layers and views on SDL + * windows. */ #ifndef SDL_metal_h_ @@ -37,9 +38,9 @@ extern "C" { #endif /** - * \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). + * A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). * - * \note This can be cast directly to an NSView or UIView. + * This can be cast directly to an NSView or UIView. */ typedef void *SDL_MetalView; @@ -90,9 +91,9 @@ extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view); * Get the size of a window's underlying drawable in pixels (for use with * setting viewport, scissor & etc). * - * \param window SDL_Window from which the drawable size should be queried - * \param w Pointer to variable for storing the width in pixels, may be NULL - * \param h Pointer to variable for storing the height in pixels, may be NULL + * \param window SDL_Window from which the drawable size should be queried. + * \param w Pointer to variable for storing the width in pixels, may be NULL. + * \param h Pointer to variable for storing the height in pixels, may be NULL. * * \since This function is available since SDL 2.0.14. * diff --git a/include/SDL_misc.h b/include/SDL_misc.h index ab11a99..86a82bc 100644 --- a/include/SDL_misc.h +++ b/include/SDL_misc.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_misc.h + * # CategoryMisc * - * \brief Include file for SDL API functions that don't fit elsewhere. + * Include file for SDL API functions that don't fit elsewhere. */ #ifndef SDL_misc_h_ diff --git a/include/SDL_mouse.h b/include/SDL_mouse.h index 36e2d2d..628b7a2 100644 --- a/include/SDL_mouse.h +++ b/include/SDL_mouse.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_mouse.h + * # CategoryMouse * - * Include file for SDL mouse event handling. + * Include file for SDL mouse event handling. */ #ifndef SDL_mouse_h_ @@ -41,9 +41,9 @@ extern "C" { typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */ /** - * \brief Cursor types for SDL_CreateSystemCursor(). + * Cursor types for SDL_CreateSystemCursor(). */ -typedef enum +typedef enum SDL_SystemCursor { SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */ SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */ @@ -61,9 +61,9 @@ typedef enum } SDL_SystemCursor; /** - * \brief Scroll direction types for the Scroll event + * Scroll direction types for the Scroll event */ -typedef enum +typedef enum SDL_MouseWheelDirection { SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ @@ -90,9 +90,9 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); * either `x` or `y`. * * \param x the x coordinate of the mouse cursor position relative to the - * focus window + * focus window. * \param y the y coordinate of the mouse cursor position relative to the - * focus window + * focus window. * \returns a 32-bit button bitmask of the current button state. * * \since This function is available since SDL 2.0.0. @@ -120,9 +120,9 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); * reason to use this function, you probably want SDL_GetMouseState() instead. * * \param x filled in with the current X coord relative to the desktop; can be - * NULL + * NULL. * \param y filled in with the current Y coord relative to the desktop; can be - * NULL + * NULL. * \returns the current button state as a bitmask which can be tested using * the SDL_BUTTON(X) macros. * @@ -141,8 +141,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); * mouse deltas since the last call to SDL_GetRelativeMouseState() or since * event initialization. You can pass NULL for either `x` or `y`. * - * \param x a pointer filled with the last recorded x coordinate of the mouse - * \param y a pointer filled with the last recorded y coordinate of the mouse + * \param x a pointer filled with the last recorded x coordinate of the mouse. + * \param y a pointer filled with the last recorded y coordinate of the mouse. * \returns a 32-bit button bitmask of the relative button state. * * \since This function is available since SDL 2.0.0. @@ -162,9 +162,9 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); * mouse when used over Microsoft Remote Desktop. * * \param window the window to move the mouse into, or NULL for the current - * mouse focus - * \param x the x coordinate within the window - * \param y the y coordinate within the window + * mouse focus. + * \param x the x coordinate within the window. + * \param y the y coordinate within the window. * * \since This function is available since SDL 2.0.0. * @@ -184,8 +184,8 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, * Note that this function will appear to succeed, but not actually move the * mouse when used over Microsoft Remote Desktop. * - * \param x the x coordinate - * \param y the y coordinate + * \param x the x coordinate. + * \param y the y coordinate. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -297,14 +297,14 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which * provides twelve readily available system cursors to pick from. * - * \param data the color value for each pixel of the cursor - * \param mask the mask value for each pixel of the cursor - * \param w the width of the cursor - * \param h the height of the cursor + * \param data the color value for each pixel of the cursor. + * \param mask the mask value for each pixel of the cursor. + * \param w the width of the cursor. + * \param h the height of the cursor. * \param hot_x the X-axis location of the upper left corner of the cursor - * relative to the actual mouse position + * relative to the actual mouse position. * \param hot_y the Y-axis location of the upper left corner of the cursor - * relative to the actual mouse position + * relative to the actual mouse position. * \returns a new cursor with the specified parameters on success or NULL on * failure; call SDL_GetError() for more information. * @@ -322,9 +322,9 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, /** * Create a color cursor. * - * \param surface an SDL_Surface structure representing the cursor image - * \param hot_x the x position of the cursor hot spot - * \param hot_y the y position of the cursor hot spot + * \param surface an SDL_Surface structure representing the cursor image. + * \param hot_x the x position of the cursor hot spot. + * \param hot_y the y position of the cursor hot spot. * \returns the new cursor on success or NULL on failure; call SDL_GetError() * for more information. * @@ -340,7 +340,7 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, /** * Create a system cursor. * - * \param id an SDL_SystemCursor enum value + * \param id an SDL_SystemCursor enum value. * \returns a cursor on success or NULL on failure; call SDL_GetError() for * more information. * @@ -358,7 +358,7 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if * this is desired for any reason. * - * \param cursor a cursor to make active + * \param cursor a cursor to make active. * * \since This function is available since SDL 2.0.0. * @@ -402,7 +402,7 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); * Use this function to free cursor resources created with SDL_CreateCursor(), * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). * - * \param cursor the cursor to free + * \param cursor the cursor to free. * * \since This function is available since SDL 2.0.0. * @@ -437,9 +437,9 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /** * Used as a mask when testing buttons in buttonstate. * - * - Button 1: Left mouse button - * - Button 2: Middle mouse button - * - Button 3: Right mouse button + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 diff --git a/include/SDL_mutex.h b/include/SDL_mutex.h index 2a6d716..0fe3eb5 100644 --- a/include/SDL_mutex.h +++ b/include/SDL_mutex.h @@ -23,9 +23,9 @@ #define SDL_mutex_h_ /** - * \file SDL_mutex.h + * # CategoryMutex * - * Functions to provide thread synchronization primitives. + * Functions to provide thread synchronization primitives. */ #include "SDL_stdinc.h" @@ -112,13 +112,13 @@ extern "C" { #endif /** - * Synchronization functions which can time out return this value - * if they time out. + * Synchronization functions which can time out return this value if they time + * out. */ #define SDL_MUTEX_TIMEDOUT 1 /** - * This is the timeout value which corresponds to never time out. + * This is the timeout value which corresponds to never time out. */ #define SDL_MUTEX_MAXWAIT (~(Uint32)0) @@ -165,7 +165,7 @@ extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void); * unlock it the same number of times before it is actually made available for * other threads in the system (this is known as a "recursive mutex"). * - * \param mutex the mutex to lock + * \param mutex the mutex to lock. * \return 0, or -1 on error. * * \since This function is available since SDL 2.0.0. @@ -182,7 +182,7 @@ extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex) SDL_ACQUIRE(mutex); * This technique is useful if you need exclusive access to a resource but * don't want to wait for it, and will return to it to try again later. * - * \param mutex the mutex to try to lock + * \param mutex the mutex to try to lock. * \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for * more information. * @@ -224,7 +224,7 @@ extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex) SDL_RELEASE(mutex * to destroy a locked mutex, and may result in undefined behavior depending * on the platform. * - * \param mutex the mutex to destroy + * \param mutex the mutex to destroy. * * \since This function is available since SDL 2.0.0. * @@ -256,7 +256,7 @@ typedef struct SDL_semaphore SDL_sem; * is 0. Each post operation will atomically increment the semaphore value and * wake waiting threads and allow them to retry the wait operation. * - * \param initial_value the starting value of the semaphore + * \param initial_value the starting value of the semaphore. * \returns a new semaphore or NULL on failure; call SDL_GetError() for more * information. * @@ -277,7 +277,7 @@ extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value); * It is not safe to destroy a semaphore if there are threads currently * waiting on it. * - * \param sem the semaphore to destroy + * \param sem the semaphore to destroy. * * \since This function is available since SDL 2.0.0. * @@ -301,7 +301,7 @@ extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem); * This function is the equivalent of calling SDL_SemWaitTimeout() with a time * length of `SDL_MUTEX_MAXWAIT`. * - * \param sem the semaphore wait on + * \param sem the semaphore wait on. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -325,7 +325,7 @@ extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem); * the semaphore doesn't have a positive value, the function immediately * returns SDL_MUTEX_TIMEDOUT. * - * \param sem the semaphore to wait on + * \param sem the semaphore to wait on. * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would * block, or a negative error code on failure; call SDL_GetError() * for more information. @@ -349,8 +349,8 @@ extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem); * signal or error, or the specified time has elapsed. If the call is * successful it will atomically decrement the semaphore value. * - * \param sem the semaphore to wait on - * \param timeout the length of the timeout, in milliseconds + * \param sem the semaphore to wait on. + * \param timeout the length of the timeout, in milliseconds. * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not * succeed in the allotted time, or a negative error code on failure; * call SDL_GetError() for more information. @@ -369,7 +369,7 @@ extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 timeout); /** * Atomically increment a semaphore's value and wake waiting threads. * - * \param sem the semaphore to increment + * \param sem the semaphore to increment. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -387,7 +387,7 @@ extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem); /** * Get the current value of a semaphore. * - * \param sem the semaphore to query + * \param sem the semaphore to query. * \returns the current value of the semaphore. * * \since This function is available since SDL 2.0.0. @@ -427,7 +427,7 @@ extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void); /** * Destroy a condition variable. * - * \param cond the condition variable to destroy + * \param cond the condition variable to destroy. * * \since This function is available since SDL 2.0.0. * @@ -442,7 +442,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond); /** * Restart one of the threads that are waiting on the condition variable. * - * \param cond the condition variable to signal + * \param cond the condition variable to signal. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -459,7 +459,7 @@ extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond); /** * Restart all threads that are waiting on the condition variable. * - * \param cond the condition variable to signal + * \param cond the condition variable to signal. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -486,8 +486,8 @@ extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond); * This function is the equivalent of calling SDL_CondWaitTimeout() with a * time length of `SDL_MUTEX_MAXWAIT`. * - * \param cond the condition variable to wait on - * \param mutex the mutex used to coordinate thread access + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. * \returns 0 when it is signaled or a negative error code on failure; call * SDL_GetError() for more information. * @@ -512,10 +512,10 @@ extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex); * * The mutex must be locked before calling this function. * - * \param cond the condition variable to wait on - * \param mutex the mutex used to coordinate thread access + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. * \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT` - * to wait indefinitely + * to wait indefinitely. * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if * the condition is not signaled in the allotted time, or a negative * error code on failure; call SDL_GetError() for more information. diff --git a/include/SDL_opengl.h b/include/SDL_opengl.h index ffcff60..c6250d1 100644 --- a/include/SDL_opengl.h +++ b/include/SDL_opengl.h @@ -19,17 +19,11 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_opengl.h - * - * This is a simple file to encapsulate the OpenGL API headers. - */ - -/** - * \def NO_SDL_GLEXT +/* + * This is a simple file to encapsulate the OpenGL API headers. * - * Define this if you have your own version of glext.h and want to disable the - * version included in SDL_opengl.h. + * Define NO_SDL_GLEXT if you have your own version of glext.h and want + * to disable the version included in SDL_opengl.h. */ #ifndef SDL_opengl_h_ diff --git a/include/SDL_opengles.h b/include/SDL_opengles.h index b9ab4bb..adf6ef7 100644 --- a/include/SDL_opengles.h +++ b/include/SDL_opengles.h @@ -19,11 +19,10 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_opengles.h - * - * This is a simple file to encapsulate the OpenGL ES 1.X API headers. +/* + * This is a simple file to encapsulate the OpenGL ES 1.X API headers. */ + #include "SDL_config.h" #ifdef __IPHONEOS__ diff --git a/include/SDL_opengles2.h b/include/SDL_opengles2.h index c450901..5514197 100644 --- a/include/SDL_opengles2.h +++ b/include/SDL_opengles2.h @@ -19,11 +19,10 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_opengles2.h - * - * This is a simple file to encapsulate the OpenGL ES 2.0 API headers. +/* + * This is a simple file to encapsulate the OpenGL ES 2.0 API headers. */ + #include "SDL_config.h" #if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) diff --git a/include/SDL_pixels.h b/include/SDL_pixels.h index cea1c1b..6f29811 100644 --- a/include/SDL_pixels.h +++ b/include/SDL_pixels.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_pixels.h + * # CategoryPixels * - * Header for the enumerated pixel format definitions. + * Header for the enumerated pixel format definitions. */ #ifndef SDL_pixels_h_ @@ -320,9 +320,10 @@ typedef enum } SDL_PixelFormatEnum; /** - * The bits of this structure can be directly reinterpreted as an integer-packed - * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 - * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + * The bits of this structure can be directly reinterpreted as an + * integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format + * (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and + * SDL_PIXELFORMAT_RGBA8888 on big-endian systems). */ typedef struct SDL_Color { @@ -342,7 +343,30 @@ typedef struct SDL_Palette } SDL_Palette; /** - * \note Everything in the pixel format structure is read-only. + * A structure that contains pixel format information. + * + * Everything in the pixel format structure is read-only. + * + * A pixel format has either a palette or masks. If a palette is used `Rmask`, + * `Gmask`, `Bmask`, and `Amask` will be 0. + * + * An SDL_PixelFormat describes the format of the pixel data stored at the + * `pixels` field of an SDL_Surface. Every surface stores an SDL_PixelFormat + * in the `format` field. + * + * If you wish to do pixel level modifications on a surface, then + * understanding how SDL stores its color information is essential. + * + * For information on modern pixel color spaces, see the following Wikipedia + * article: http://en.wikipedia.org/wiki/RGBA_color_space + * + * \sa SDL_ConvertSurface + * \sa SDL_GetRGB + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + * \sa SDL_AllocFormat + * \sa SDL_FreeFormat */ typedef struct SDL_PixelFormat { @@ -370,7 +394,7 @@ typedef struct SDL_PixelFormat /** * Get the human readable name of a pixel format. * - * \param format the pixel format to query + * \param format the pixel format to query. * \returns the human readable name of the specified pixel format or * `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. * @@ -381,12 +405,12 @@ extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format); /** * Convert one of the enumerated pixel formats to a bpp value and RGBA masks. * - * \param format one of the SDL_PixelFormatEnum values - * \param bpp a bits per pixel value; usually 15, 16, or 32 - * \param Rmask a pointer filled in with the red mask for the format - * \param Gmask a pointer filled in with the green mask for the format - * \param Bmask a pointer filled in with the blue mask for the format - * \param Amask a pointer filled in with the alpha mask for the format + * \param format one of the SDL_PixelFormatEnum values. + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask a pointer filled in with the red mask for the format. + * \param Gmask a pointer filled in with the green mask for the format. + * \param Bmask a pointer filled in with the blue mask for the format. + * \param Amask a pointer filled in with the alpha mask for the format. * \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't * possible; call SDL_GetError() for more information. * @@ -407,12 +431,12 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format, * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't * possible. * - * \param bpp a bits per pixel value; usually 15, 16, or 32 - * \param Rmask the red mask for the format - * \param Gmask the green mask for the format - * \param Bmask the blue mask for the format - * \param Amask the alpha mask for the format - * \returns one of the SDL_PixelFormatEnum values + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask the red mask for the format. + * \param Gmask the green mask for the format. + * \param Bmask the blue mask for the format. + * \param Amask the alpha mask for the format. + * \returns one of the SDL_PixelFormatEnum values. * * \since This function is available since SDL 2.0.0. * @@ -431,7 +455,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp, * allocated), and hence should not be modified, especially the palette. Weird * errors such as `Blit combination not supported` may occur. * - * \param pixel_format one of the SDL_PixelFormatEnum values + * \param pixel_format one of the SDL_PixelFormatEnum values. * \returns the new SDL_PixelFormat structure or NULL on failure; call * SDL_GetError() for more information. * @@ -444,7 +468,7 @@ extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format); /** * Free an SDL_PixelFormat structure allocated by SDL_AllocFormat(). * - * \param format the SDL_PixelFormat structure to free + * \param format the SDL_PixelFormat structure to free. * * \since This function is available since SDL 2.0.0. * @@ -457,7 +481,7 @@ extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format); * * The palette entries are initialized to white. * - * \param ncolors represents the number of color entries in the color palette + * \param ncolors represents the number of color entries in the color palette. * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if * there wasn't enough memory); call SDL_GetError() for more * information. @@ -471,8 +495,8 @@ extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors); /** * Set the palette for a pixel format structure. * - * \param format the SDL_PixelFormat structure that will use the palette - * \param palette the SDL_Palette structure that will be used + * \param format the SDL_PixelFormat structure that will use the palette. + * \param palette the SDL_Palette structure that will be used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -487,10 +511,10 @@ extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format, /** * Set a range of colors in a palette. * - * \param palette the SDL_Palette structure to modify - * \param colors an array of SDL_Color structures to copy into the palette - * \param firstcolor the index of the first palette entry to modify - * \param ncolors the number of entries to modify + * \param palette the SDL_Palette structure to modify. + * \param colors an array of SDL_Color structures to copy into the palette. + * \param firstcolor the index of the first palette entry to modify. + * \param ncolors the number of entries to modify. * \returns 0 on success or a negative error code if not all of the colors * could be set; call SDL_GetError() for more information. * @@ -506,7 +530,7 @@ extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette, /** * Free a palette created with SDL_AllocPalette(). * - * \param palette the SDL_Palette structure to be freed + * \param palette the SDL_Palette structure to be freed. * * \since This function is available since SDL 2.0.0. * @@ -532,11 +556,11 @@ extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette); * format the return value can be assigned to a Uint16, and similarly a Uint8 * for an 8-bpp format). * - * \param format an SDL_PixelFormat structure describing the pixel format - * \param r the red component of the pixel in the range 0-255 - * \param g the green component of the pixel in the range 0-255 - * \param b the blue component of the pixel in the range 0-255 - * \returns a pixel value + * \param format an SDL_PixelFormat structure describing the pixel format. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \returns a pixel value. * * \since This function is available since SDL 2.0.0. * @@ -566,12 +590,12 @@ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format, * for an 8-bpp format). * * \param format an SDL_PixelFormat structure describing the format of the - * pixel - * \param r the red component of the pixel in the range 0-255 - * \param g the green component of the pixel in the range 0-255 - * \param b the blue component of the pixel in the range 0-255 - * \param a the alpha component of the pixel in the range 0-255 - * \returns a pixel value + * pixel. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \param a the alpha component of the pixel in the range 0-255. + * \returns a pixel value. * * \since This function is available since SDL 2.0.0. * @@ -591,12 +615,12 @@ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format, * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). * - * \param pixel a pixel value + * \param pixel a pixel value. * \param format an SDL_PixelFormat structure describing the format of the - * pixel - * \param r a pointer filled in with the red component - * \param g a pointer filled in with the green component - * \param b a pointer filled in with the blue component + * pixel. + * \param r a pointer filled in with the red component. + * \param g a pointer filled in with the green component. + * \param b a pointer filled in with the blue component. * * \since This function is available since SDL 2.0.0. * @@ -619,13 +643,13 @@ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, * If the surface has no alpha component, the alpha will be returned as 0xff * (100% opaque). * - * \param pixel a pixel value + * \param pixel a pixel value. * \param format an SDL_PixelFormat structure describing the format of the - * pixel - * \param r a pointer filled in with the red component - * \param g a pointer filled in with the green component - * \param b a pointer filled in with the blue component - * \param a a pointer filled in with the alpha component + * pixel. + * \param r a pointer filled in with the red component. + * \param g a pointer filled in with the green component. + * \param b a pointer filled in with the blue component. + * \param a a pointer filled in with the alpha component. * * \since This function is available since SDL 2.0.0. * @@ -641,8 +665,8 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, /** * Calculate a 256 entry gamma ramp for a gamma value. * - * \param gamma a gamma value where 0.0 is black and 1.0 is identity - * \param ramp an array of 256 values filled in with the gamma ramp + * \param gamma a gamma value where 0.0 is black and 1.0 is identity. + * \param ramp an array of 256 values filled in with the gamma ramp. * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_platform.h b/include/SDL_platform.h index a2bcb42..64ece4f 100644 --- a/include/SDL_platform.h +++ b/include/SDL_platform.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_platform.h + * # CategoryPlatform * - * Try to get a standard set of platform defines. + * Try to get a standard set of platform defines. */ #ifndef SDL_platform_h_ diff --git a/include/SDL_power.h b/include/SDL_power.h index ce33d66..755c5d4 100644 --- a/include/SDL_power.h +++ b/include/SDL_power.h @@ -23,9 +23,9 @@ #define SDL_power_h_ /** - * \file SDL_power.h + * # CategoryPower * - * Header for the SDL power management routines. + * Header for the SDL power management routines. */ #include "SDL_stdinc.h" @@ -37,9 +37,9 @@ extern "C" { #endif /** - * The basic state for the system's power supply. + * The basic state for the system's power supply. */ -typedef enum +typedef enum SDL_PowerState { SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */ SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */ @@ -66,10 +66,10 @@ typedef enum * * \param seconds seconds of battery life left, you can pass a NULL here if * you don't care, will return -1 if we can't determine a - * value, or we're not running on a battery + * value, or we're not running on a battery. * \param percent percentage of battery life left, between 0 and 100, you can * pass a NULL here if you don't care, will return -1 if we - * can't determine a value, or we're not running on a battery + * can't determine a value, or we're not running on a battery. * \returns an SDL_PowerState enum representing the current battery state. * * \since This function is available since SDL 2.0.0. diff --git a/include/SDL_quit.h b/include/SDL_quit.h index d396546..03630e2 100644 --- a/include/SDL_quit.h +++ b/include/SDL_quit.h @@ -20,9 +20,20 @@ */ /** - * \file SDL_quit.h + * # CategoryQuit * - * Include file for SDL quit event handling. + * An SDL_QUIT event is generated when the user tries to close the application + * window. If it is ignored or filtered out, the window will remain open. If + * it is not ignored or filtered, it is queued normally and the window is + * allowed to close. When the window is closed, screen updates will complete, + * but have no effect. + * + * SDL_Init() installs signal handlers for SIGINT (keyboard interrupt) and + * SIGTERM (system termination request), if handlers do not already exist, + * that generate SDL_QUIT events as well. There is no way to determine the + * cause of an SDL_QUIT event, but setting a signal handler in your + * application will override the default generation of quit events for that + * signal. */ #ifndef SDL_quit_h_ @@ -31,25 +42,6 @@ #include "SDL_stdinc.h" #include "SDL_error.h" -/** - * \file SDL_quit.h - * - * An ::SDL_QUIT event is generated when the user tries to close the application - * window. If it is ignored or filtered out, the window will remain open. - * If it is not ignored or filtered, it is queued normally and the window - * is allowed to close. When the window is closed, screen updates will - * complete, but have no effect. - * - * SDL_Init() installs signal handlers for SIGINT (keyboard interrupt) - * and SIGTERM (system termination request), if handlers do not already - * exist, that generate ::SDL_QUIT events as well. There is no way - * to determine the cause of an ::SDL_QUIT event, but setting a signal - * handler in your application will override the default generation of - * quit events for that signal. - * - * \sa SDL_Quit() - */ - /* There are no functions directly affecting the quit event */ #define SDL_QuitRequested() \ diff --git a/include/SDL_rect.h b/include/SDL_rect.h index 273b8c1..b7e609d 100644 --- a/include/SDL_rect.h +++ b/include/SDL_rect.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_rect.h + * # CategoryRect * - * Header file for SDL_rect definition and management functions. + * Header file for SDL_rect definition and management functions. */ #ifndef SDL_rect_h_ @@ -135,8 +135,8 @@ SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b) * * If either pointer is NULL the function will return SDL_FALSE. * - * \param A an SDL_Rect structure representing the first rectangle - * \param B an SDL_Rect structure representing the second rectangle + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -151,10 +151,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A, * * If `result` is NULL then this function will return SDL_FALSE. * - * \param A an SDL_Rect structure representing the first rectangle - * \param B an SDL_Rect structure representing the second rectangle + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. * \param result an SDL_Rect structure filled in with the intersection of - * rectangles `A` and `B` + * rectangles `A` and `B`. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -168,10 +168,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A, /** * Calculate the union of two rectangles. * - * \param A an SDL_Rect structure representing the first rectangle - * \param B an SDL_Rect structure representing the second rectangle + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. * \param result an SDL_Rect structure filled in with the union of rectangles - * `A` and `B` + * `A` and `B`. * * \since This function is available since SDL 2.0.0. */ @@ -186,11 +186,11 @@ extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A, * considered. * * \param points an array of SDL_Point structures representing points to be - * enclosed - * \param count the number of structures in the `points` array - * \param clip an SDL_Rect used for clipping or NULL to enclose all points + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_Rect used for clipping or NULL to enclose all points. * \param result an SDL_Rect structure filled in with the minimal enclosing - * rectangle + * rectangle. * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the * points were outside of the clipping rectangle. * @@ -210,11 +210,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points, * both ends will be clipped to the boundary of the rectangle and the new * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. * - * \param rect an SDL_Rect structure representing the rectangle to intersect - * \param X1 a pointer to the starting X-coordinate of the line - * \param Y1 a pointer to the starting Y-coordinate of the line - * \param X2 a pointer to the ending X-coordinate of the line - * \param Y2 a pointer to the ending Y-coordinate of the line + * \param rect an SDL_Rect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -274,8 +274,8 @@ SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b * * If either pointer is NULL the function will return SDL_FALSE. * - * \param A an SDL_FRect structure representing the first rectangle - * \param B an SDL_FRect structure representing the second rectangle + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.22. @@ -290,10 +290,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A, * * If `result` is NULL then this function will return SDL_FALSE. * - * \param A an SDL_FRect structure representing the first rectangle - * \param B an SDL_FRect structure representing the second rectangle + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. * \param result an SDL_FRect structure filled in with the intersection of - * rectangles `A` and `B` + * rectangles `A` and `B`. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.22. @@ -307,10 +307,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A, /** * Calculate the union of two rectangles with float precision. * - * \param A an SDL_FRect structure representing the first rectangle - * \param B an SDL_FRect structure representing the second rectangle + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. * \param result an SDL_FRect structure filled in with the union of rectangles - * `A` and `B` + * `A` and `B`. * * \since This function is available since SDL 2.0.22. */ @@ -326,11 +326,11 @@ extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A, * considered. * * \param points an array of SDL_FPoint structures representing points to be - * enclosed - * \param count the number of structures in the `points` array - * \param clip an SDL_FRect used for clipping or NULL to enclose all points + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_FRect used for clipping or NULL to enclose all points. * \param result an SDL_FRect structure filled in with the minimal enclosing - * rectangle + * rectangle. * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the * points were outside of the clipping rectangle. * @@ -351,11 +351,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points, * both ends will be clipped to the boundary of the rectangle and the new * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. * - * \param rect an SDL_FRect structure representing the rectangle to intersect - * \param X1 a pointer to the starting X-coordinate of the line - * \param Y1 a pointer to the starting Y-coordinate of the line - * \param X2 a pointer to the ending X-coordinate of the line - * \param Y2 a pointer to the ending Y-coordinate of the line + * \param rect an SDL_FRect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.22. diff --git a/include/SDL_render.h b/include/SDL_render.h index d7722c4..5274172 100644 --- a/include/SDL_render.h +++ b/include/SDL_render.h @@ -20,29 +20,30 @@ */ /** - * \file SDL_render.h + * # CategoryRender * - * Header file for SDL 2D rendering functions. + * Header file for SDL 2D rendering functions. * - * This API supports the following features: - * * single pixel points - * * single pixel lines - * * filled rectangles - * * texture images + * This API supports the following features: * - * The primitives may be drawn in opaque, blended, or additive modes. + * - single pixel points + * - single pixel lines + * - filled rectangles + * - texture images * - * The texture images may be drawn in opaque, blended, or additive modes. - * They can have an additional color tint or alpha modulation applied to - * them, and may also be stretched with linear interpolation. + * The primitives may be drawn in opaque, blended, or additive modes. * - * This API is designed to accelerate simple 2D operations. You may - * want more functionality such as polygons and particle effects and - * in that case you should use SDL's OpenGL/Direct3D support or one - * of the many good 3D engines. + * The texture images may be drawn in opaque, blended, or additive modes. They + * can have an additional color tint or alpha modulation applied to them, and + * may also be stretched with linear interpolation. * - * These functions must be called from the main thread. - * See this bug for details: https://github.com/libsdl-org/SDL/issues/986 + * This API is designed to accelerate simple 2D operations. You may want more + * functionality such as polygons and particle effects and in that case you + * should use SDL's OpenGL/Direct3D support or one of the many good 3D + * engines. + * + * These functions must be called from the main thread. See this bug for + * details: https://github.com/libsdl-org/SDL/issues/986 */ #ifndef SDL_render_h_ @@ -61,7 +62,7 @@ extern "C" { /** * Flags used when creating a rendering context */ -typedef enum +typedef enum SDL_RendererFlags { SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */ SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware @@ -78,7 +79,7 @@ typedef enum typedef struct SDL_RendererInfo { const char *name; /**< The name of the renderer */ - Uint32 flags; /**< Supported ::SDL_RendererFlags */ + Uint32 flags; /**< Supported SDL_RendererFlags */ Uint32 num_texture_formats; /**< The number of available texture formats */ Uint32 texture_formats[16]; /**< The available texture formats */ int max_texture_width; /**< The maximum texture width */ @@ -86,7 +87,7 @@ typedef struct SDL_RendererInfo } SDL_RendererInfo; /** - * Vertex structure + * Vertex structure */ typedef struct SDL_Vertex { @@ -98,7 +99,7 @@ typedef struct SDL_Vertex /** * The scaling mode for a texture. */ -typedef enum +typedef enum SDL_ScaleMode { SDL_ScaleModeNearest, /**< nearest pixel sampling */ SDL_ScaleModeLinear, /**< linear filtering */ @@ -108,7 +109,7 @@ typedef enum /** * The access pattern allowed for a texture. */ -typedef enum +typedef enum SDL_TextureAccess { SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ @@ -118,7 +119,7 @@ typedef enum /** * The texture channel modulation used in SDL_RenderCopy(). */ -typedef enum +typedef enum SDL_TextureModulate { SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */ SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */ @@ -128,7 +129,7 @@ typedef enum /** * Flip constants for SDL_RenderCopyEx */ -typedef enum +typedef enum SDL_RendererFlip { SDL_FLIP_NONE = 0x00000000, /**< Do not flip */ SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */ @@ -171,9 +172,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); /** * Get info about a specific 2D rendering driver for the current display. * - * \param index the index of the driver to query information about + * \param index the index of the driver to query information about. * \param info an SDL_RendererInfo structure to be filled with information on - * the rendering driver + * the rendering driver. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -188,12 +189,12 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, /** * Create a window and default renderer. * - * \param width the width of the window - * \param height the height of the window + * \param width the width of the window. + * \param height the height of the window. * \param window_flags the flags used to create the window (see - * SDL_CreateWindow()) - * \param window a pointer filled with the window, or NULL on error - * \param renderer a pointer filled with the renderer, or NULL on error + * SDL_CreateWindow()). + * \param window a pointer filled with the window, or NULL on error. + * \param renderer a pointer filled with the renderer, or NULL on error. * \returns 0 on success, or -1 on error; call SDL_GetError() for more * information. * @@ -210,10 +211,10 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( /** * Create a 2D rendering context for a window. * - * \param window the window where rendering is displayed + * \param window the window where rendering is displayed. * \param index the index of the rendering driver to initialize, or -1 to - * initialize the first one supporting the requested flags - * \param flags 0, or one or more SDL_RendererFlags OR'd together + * initialize the first one supporting the requested flags. + * \param flags 0, or one or more SDL_RendererFlags OR'd together. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * @@ -236,14 +237,14 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, * SDL_Window as the final destination and not an SDL_Surface. * * \param surface the SDL_Surface structure representing the surface where - * rendering is done + * rendering is done. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateRenderer - * \sa SDL_CreateWindowRenderer + * \sa SDL_CreateWindowAndRenderer * \sa SDL_DestroyRenderer */ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); @@ -251,7 +252,7 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * /** * Get the renderer associated with a window. * - * \param window the window to query + * \param window the window to query. * \returns the rendering context on success or NULL on failure; call * SDL_GetError() for more information. * @@ -264,7 +265,7 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); /** * Get the window associated with a renderer. * - * \param renderer the renderer to query + * \param renderer the renderer to query. * \returns the window on success or NULL on failure; call SDL_GetError() for * more information. * @@ -275,9 +276,9 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer) /** * Get information about a rendering context. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param info an SDL_RendererInfo structure filled with information about the - * current renderer + * current renderer. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -295,9 +296,9 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, * has more pixels than the window that contains it, so use this instead of * SDL_GetWindowSize() to decide how much drawing area you have. * - * \param renderer the rendering context - * \param w an int filled with the width - * \param h an int filled with the height + * \param renderer the rendering context. + * \param w an int filled with the width. + * \param h an int filled with the height. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -314,11 +315,11 @@ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, * You can set the texture scaling method by setting * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. * - * \param renderer the rendering context - * \param format one of the enumerated values in SDL_PixelFormatEnum - * \param access one of the enumerated values in SDL_TextureAccess - * \param w the width of the texture in pixels - * \param h the height of the texture in pixels + * \param renderer the rendering context. + * \param format one of the enumerated values in SDL_PixelFormatEnum. + * \param access one of the enumerated values in SDL_TextureAccess. + * \param w the width of the texture in pixels. + * \param h the height of the texture in pixels. * \returns a pointer to the created texture or NULL if no rendering context * was active, the format was unsupported, or the width or height * were out of range; call SDL_GetError() for more information. @@ -347,9 +348,9 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, * format of the surface. Use SDL_QueryTexture() to query the pixel format of * the texture. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param surface the SDL_Surface structure containing pixel data used to fill - * the texture + * the texture. * \returns the created texture or NULL on failure; call SDL_GetError() for * more information. * @@ -364,7 +365,7 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer /** * Query the attributes of a texture. * - * \param texture the texture to query + * \param texture the texture to query. * \param format a pointer filled in with the raw format of the texture; the * actual format may differ, but pixel transfers will use this * format (one of the SDL_PixelFormatEnum values). This argument @@ -399,10 +400,10 @@ extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, * Color modulation is not always supported by the renderer; it will return -1 * if color modulation is not supported. * - * \param texture the texture to update - * \param r the red color value multiplied into copy operations - * \param g the green color value multiplied into copy operations - * \param b the blue color value multiplied into copy operations + * \param texture the texture to update. + * \param r the red color value multiplied into copy operations. + * \param g the green color value multiplied into copy operations. + * \param b the blue color value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -418,10 +419,10 @@ extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, /** * Get the additional color value multiplied into render copy operations. * - * \param texture the texture to query - * \param r a pointer filled in with the current red color value - * \param g a pointer filled in with the current green color value - * \param b a pointer filled in with the current blue color value + * \param texture the texture to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -445,8 +446,8 @@ extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, * Alpha modulation is not always supported by the renderer; it will return -1 * if alpha modulation is not supported. * - * \param texture the texture to update - * \param alpha the source alpha value multiplied into copy operations + * \param texture the texture to update. + * \param alpha the source alpha value multiplied into copy operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -461,8 +462,8 @@ extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, /** * Get the additional alpha value multiplied into render copy operations. * - * \param texture the texture to query - * \param alpha a pointer filled in with the current alpha value + * \param texture the texture to query. + * \param alpha a pointer filled in with the current alpha value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -480,8 +481,8 @@ extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, * If the blend mode is not supported, the closest supported mode is chosen * and this function returns -1. * - * \param texture the texture to update - * \param blendMode the SDL_BlendMode to use for texture blending + * \param texture the texture to update. + * \param blendMode the SDL_BlendMode to use for texture blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -496,8 +497,8 @@ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, /** * Get the blend mode used for texture copy operations. * - * \param texture the texture to query - * \param blendMode a pointer filled in with the current SDL_BlendMode + * \param texture the texture to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -579,12 +580,12 @@ extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); * While this function will work with streaming textures, for optimization * reasons you may not get the pixels back if you lock the texture afterward. * - * \param texture the texture to update + * \param texture the texture to update. * \param rect an SDL_Rect structure representing the area to update, or NULL - * to update the entire texture - * \param pixels the raw pixel data in the format of the texture + * to update the entire texture. + * \param pixels the raw pixel data in the format of the texture. * \param pitch the number of bytes in a row of pixel data, including padding - * between lines + * between lines. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -606,18 +607,18 @@ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, * block of Y and U/V planes in the proper order, but this function is * available if your pixel data is not contiguous. * - * \param texture the texture to update + * \param texture the texture to update. * \param rect a pointer to the rectangle of pixels to update, or NULL to - * update the entire texture - * \param Yplane the raw pixel data for the Y plane + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. * \param Ypitch the number of bytes between rows of pixel data for the Y - * plane - * \param Uplane the raw pixel data for the U plane + * plane. + * \param Uplane the raw pixel data for the U plane. * \param Upitch the number of bytes between rows of pixel data for the U - * plane - * \param Vplane the raw pixel data for the V plane + * plane. + * \param Vplane the raw pixel data for the V plane. * \param Vpitch the number of bytes between rows of pixel data for the V - * plane + * plane. * \returns 0 on success or -1 if the texture is not valid; call * SDL_GetError() for more information. * @@ -638,7 +639,7 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, * block of NV12/21 planes in the proper order, but this function is available * if your pixel data is not contiguous. * - * \param texture the texture to update + * \param texture the texture to update. * \param rect a pointer to the rectangle of pixels to update, or NULL to * update the entire texture. * \param Yplane the raw pixel data for the Y plane. @@ -668,13 +669,13 @@ extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, * changes. * * \param texture the texture to lock for access, which was created with - * `SDL_TEXTUREACCESS_STREAMING` + * `SDL_TEXTUREACCESS_STREAMING`. * \param rect an SDL_Rect structure representing the area to lock for access; - * NULL to lock the entire texture + * NULL to lock the entire texture. * \param pixels this is filled in with a pointer to the locked pixels, - * appropriately offset by the locked area + * appropriately offset by the locked area. * \param pitch this is filled in with the pitch of the locked pixels; the - * pitch is the length of one row in bytes + * pitch is the length of one row in bytes. * \returns 0 on success or a negative error code if the texture is not valid * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call * SDL_GetError() for more information. @@ -706,13 +707,13 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, * or SDL_DestroyTexture(). The caller should not free it. * * \param texture the texture to lock for access, which was created with - * `SDL_TEXTUREACCESS_STREAMING` + * `SDL_TEXTUREACCESS_STREAMING`. * \param rect a pointer to the rectangle to lock for access. If the rect is - * NULL, the entire texture will be locked + * NULL, the entire texture will be locked. * \param surface this is filled in with an SDL surface representing the - * locked area + * locked area. * \returns 0 on success, or -1 if the texture is not valid or was not created - * with `SDL_TEXTUREACCESS_STREAMING` + * with `SDL_TEXTUREACCESS_STREAMING`. * * \since This function is available since SDL 2.0.12. * @@ -734,7 +735,7 @@ extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, * Which is to say: locking and immediately unlocking a texture can result in * corrupted textures, depending on the renderer in use. * - * \param texture a texture locked by SDL_LockTexture() + * \param texture a texture locked by SDL_LockTexture(). * * \since This function is available since SDL 2.0.0. * @@ -745,7 +746,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); /** * Determine whether a renderer supports the use of render targets. * - * \param renderer the renderer that will be checked + * \param renderer the renderer that will be checked. * \returns SDL_TRUE if supported or SDL_FALSE if not. * * \since This function is available since SDL 2.0.0. @@ -763,9 +764,12 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *rendere * * The default render target is the window for which the renderer was created. * To stop rendering to a texture and render to the window again, call this - * function with a NULL `texture`. + * function with a NULL `texture`. This will reset the renderer's viewport, + * clipping rectangle, and scaling settings to the state they were in before + * setting a non-NULL `texture` target, losing any changes made in the + * meantime. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param texture the targeted texture, which must be created with the * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the * window instead of a texture. @@ -783,9 +787,9 @@ extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, * Get the current render target. * * The default render target is the window for which the renderer was created, - * and is reported a NULL here. + * and is reported as NULL here. * - * \param renderer the rendering context + * \param renderer the rendering context. * \returns the current render target or NULL for the default render target. * * \since This function is available since SDL 2.0.0. @@ -810,9 +814,9 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer * If this function results in scaling or subpixel drawing by the rendering * backend, it will be handled using the appropriate quality hints. * - * \param renderer the renderer for which resolution should be set - * \param w the width of the logical resolution - * \param h the height of the logical resolution + * \param renderer the renderer for which resolution should be set. + * \param w the width of the logical resolution. + * \param h the height of the logical resolution. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -833,9 +837,9 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in * When using a target texture: Never return 0 for `w` and `h` at first. Then * it returns the logical width and height that are set. * - * \param renderer a rendering context - * \param w an int to be filled with the width - * \param h an int to be filled with the height + * \param renderer a rendering context. + * \param w an int to be filled with the width. + * \param h an int to be filled with the height. * * \since This function is available since SDL 2.0.0. * @@ -850,8 +854,8 @@ extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, i * when a resolution is between two multiples of a logical size, the viewport * size is rounded down to the lower multiple. * - * \param renderer the renderer for which integer scaling should be set - * \param enable enable or disable the integer scaling for rendering + * \param renderer the renderer for which integer scaling should be set. + * \param enable enable or disable the integer scaling for rendering. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -866,7 +870,7 @@ extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, /** * Get whether integer scales are forced for resolution-independent rendering. * - * \param renderer the renderer from which integer scaling should be queried + * \param renderer the renderer from which integer scaling should be queried. * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on * failure; call SDL_GetError() for more information. * @@ -882,9 +886,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * render * When the window is resized, the viewport is reset to fill the entire new * window size. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rect the SDL_Rect structure representing the drawing area, or NULL - * to set the viewport to the entire target + * to set the viewport to the entire target. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -898,8 +902,8 @@ extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, /** * Get the drawing area for the current target. * - * \param renderer the rendering context - * \param rect an SDL_Rect structure filled in with the current drawing area + * \param renderer the rendering context. + * \param rect an SDL_Rect structure filled in with the current drawing area. * * \since This function is available since SDL 2.0.0. * @@ -912,9 +916,9 @@ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, * Set the clip rectangle for rendering on the specified target. * * \param renderer the rendering context for which clip rectangle should be - * set + * set. * \param rect an SDL_Rect structure representing the clip area, relative to - * the viewport, or NULL to disable clipping + * the viewport, or NULL to disable clipping. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -930,9 +934,9 @@ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, * Get the clip rectangle for the current target. * * \param renderer the rendering context from which clip rectangle should be - * queried + * queried. * \param rect an SDL_Rect structure filled in with the current clipping area - * or an empty rectangle if clipping is disabled + * or an empty rectangle if clipping is disabled. * * \since This function is available since SDL 2.0.0. * @@ -945,7 +949,7 @@ extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, /** * Get whether clipping is enabled on the given renderer. * - * \param renderer the renderer from which clip state should be queried + * \param renderer the renderer from which clip state should be queried. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call * SDL_GetError() for more information. * @@ -968,9 +972,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer * will be handled using the appropriate quality hints. For best results use * integer scaling factors. * - * \param renderer a rendering context - * \param scaleX the horizontal scaling factor - * \param scaleY the vertical scaling factor + * \param renderer a rendering context. + * \param scaleX the horizontal scaling factor. + * \param scaleY the vertical scaling factor. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -985,9 +989,9 @@ extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, /** * Get the drawing scale for the current target. * - * \param renderer the renderer from which drawing scale should be queried - * \param scaleX a pointer filled in with the horizontal scaling factor - * \param scaleY a pointer filled in with the vertical scaling factor + * \param renderer the renderer from which drawing scale should be queried. + * \param scaleX a pointer filled in with the horizontal scaling factor. + * \param scaleY a pointer filled in with the vertical scaling factor. * * \since This function is available since SDL 2.0.0. * @@ -1004,11 +1008,11 @@ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, * and logical renderer size set * * \param renderer the renderer from which the logical coordinates should be - * calculated - * \param windowX the real X coordinate in the window - * \param windowY the real Y coordinate in the window - * \param logicalX the pointer filled with the logical x coordinate - * \param logicalY the pointer filled with the logical y coordinate + * calculated. + * \param windowX the real X coordinate in the window. + * \param windowY the real Y coordinate in the window. + * \param logicalX the pointer filled with the logical x coordinate. + * \param logicalY the pointer filled with the logical y coordinate. * * \since This function is available since SDL 2.0.18. * @@ -1030,11 +1034,11 @@ extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, * and logical renderer size set * * \param renderer the renderer from which the window coordinates should be - * calculated - * \param logicalX the logical x coordinate - * \param logicalY the logical y coordinate - * \param windowX the pointer filled with the real X coordinate in the window - * \param windowY the pointer filled with the real Y coordinate in the window + * calculated. + * \param logicalX the logical x coordinate. + * \param logicalY the logical y coordinate. + * \param windowX the pointer filled with the real X coordinate in the window. + * \param windowY the pointer filled with the real Y coordinate in the window. * * \since This function is available since SDL 2.0.18. * @@ -1053,13 +1057,13 @@ extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, * Set the color for drawing or filling rectangles, lines, and points, and for * SDL_RenderClear(). * - * \param renderer the rendering context - * \param r the red value used to draw on the rendering target - * \param g the green value used to draw on the rendering target - * \param b the blue value used to draw on the rendering target + * \param renderer the rendering context. + * \param r the red value used to draw on the rendering target. + * \param g the green value used to draw on the rendering target. + * \param b the blue value used to draw on the rendering target. * \param a the alpha value used to draw on the rendering target; usually * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to - * specify how the alpha channel is used + * specify how the alpha channel is used. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1083,15 +1087,15 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, /** * Get the color used for drawing operations (Rect, Line and Clear). * - * \param renderer the rendering context + * \param renderer the rendering context. * \param r a pointer filled in with the red value used to draw on the - * rendering target + * rendering target. * \param g a pointer filled in with the green value used to draw on the - * rendering target + * rendering target. * \param b a pointer filled in with the blue value used to draw on the - * rendering target + * rendering target. * \param a a pointer filled in with the alpha value used to draw on the - * rendering target; usually `SDL_ALPHA_OPAQUE` (255) + * rendering target; usually `SDL_ALPHA_OPAQUE` (255). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1108,8 +1112,8 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, * * If the blend mode is not supported, the closest supported mode is chosen. * - * \param renderer the rendering context - * \param blendMode the SDL_BlendMode to use for blending + * \param renderer the rendering context. + * \param blendMode the SDL_BlendMode to use for blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1131,8 +1135,8 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, /** * Get the blend mode used for drawing operations. * - * \param renderer the rendering context - * \param blendMode a pointer filled in with the current SDL_BlendMode + * \param renderer the rendering context. + * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1149,7 +1153,7 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, * This function clears the entire rendering target, ignoring the viewport and * the clip rectangle. * - * \param renderer the rendering context + * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1165,9 +1169,9 @@ extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, * use SDL_RenderDrawPoints() instead. * - * \param renderer the rendering context - * \param x the x coordinate of the point - * \param y the y coordinate of the point + * \param renderer the rendering context. + * \param x the x coordinate of the point. + * \param y the y coordinate of the point. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1190,10 +1194,10 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, /** * Draw multiple points on the current rendering target. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param points an array of SDL_Point structures that represent the points to - * draw - * \param count the number of points to draw + * draw. + * \param count the number of points to draw. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1220,11 +1224,11 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, * SDL_RenderDrawLine() draws the line to include both end points. If you want * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. * - * \param renderer the rendering context - * \param x1 the x coordinate of the start point - * \param y1 the y coordinate of the start point - * \param x2 the x coordinate of the end point - * \param y2 the y coordinate of the end point + * \param renderer the rendering context. + * \param x1 the x coordinate of the start point. + * \param y1 the y coordinate of the start point. + * \param x2 the x coordinate of the end point. + * \param y2 the y coordinate of the end point. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1247,10 +1251,10 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, /** * Draw a series of connected lines on the current rendering target. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param points an array of SDL_Point structures representing points along - * the lines - * \param count the number of points, drawing count-1 lines + * the lines. + * \param count the number of points, drawing count-1 lines. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1274,9 +1278,9 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, /** * Draw a rectangle on the current rendering target. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rect an SDL_Rect structure representing the rectangle to draw, or - * NULL to outline the entire rendering target + * NULL to outline the entire rendering target. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1299,10 +1303,10 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, /** * Draw some number of rectangles on the current rendering target. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rects an array of SDL_Rect structures representing the rectangles to - * be drawn - * \param count the number of rectangles + * be drawn. + * \param count the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1330,9 +1334,9 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, * color's alpha value is ignored unless blending is enabled with the * appropriate call to SDL_SetRenderDrawBlendMode(). * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rect the SDL_Rect structure representing the rectangle to fill, or - * NULL for the entire rendering target + * NULL for the entire rendering target. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1356,10 +1360,10 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, * Fill some number of rectangles on the current rendering target with the * drawing color. * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rects an array of SDL_Rect structures representing the rectangles to - * be filled - * \param count the number of rectangles + * be filled. + * \param count the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1390,12 +1394,13 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, * The texture alpha is affected based on its alpha modulation set by * SDL_SetTextureAlphaMod(). * - * \param renderer the rendering context - * \param texture the source texture - * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param renderer the rendering context. + * \param texture the source texture. + * \param srcrect the source SDL_Rect structure or NULL for the entire + * texture. * \param dstrect the destination SDL_Rect structure or NULL for the entire * rendering target; the texture will be stretched to fill the - * given rectangle + * given rectangle. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1428,18 +1433,19 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, * The texture alpha is affected based on its alpha modulation set by * SDL_SetTextureAlphaMod(). * - * \param renderer the rendering context - * \param texture the source texture - * \param srcrect the source SDL_Rect structure or NULL for the entire texture + * \param renderer the rendering context. + * \param texture the source texture. + * \param srcrect the source SDL_Rect structure or NULL for the entire + * texture. * \param dstrect the destination SDL_Rect structure or NULL for the entire - * rendering target + * rendering target. * \param angle an angle in degrees that indicates the rotation that will be - * applied to dstrect, rotating it in a clockwise direction + * applied to dstrect, rotating it in a clockwise direction. * \param center a pointer to a point indicating the point around which * dstrect will be rotated (if NULL, rotation will be done - * around `dstrect.w / 2`, `dstrect.h / 2`) + * around `dstrect.w / 2`, `dstrect.h / 2`). * \param flip a SDL_RendererFlip value stating which flipping actions should - * be performed on the texture + * be performed on the texture. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1465,7 +1471,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, * \param renderer The renderer which should draw a point. * \param x The x coordinate of the point. * \param y The y coordinate of the point. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1476,9 +1482,9 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, * Draw multiple points on the current rendering target at subpixel precision. * * \param renderer The renderer which should draw multiple points. - * \param points The points to draw - * \param count The number of points to draw - * \return 0 on success, or -1 on error + * \param points The points to draw. + * \param count The number of points to draw. + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1494,7 +1500,7 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, * \param y1 The y coordinate of the start point. * \param x2 The x coordinate of the end point. * \param y2 The y coordinate of the end point. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1506,9 +1512,9 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, * subpixel precision. * * \param renderer The renderer which should draw multiple lines. - * \param points The points along the lines - * \param count The number of points, drawing count-1 lines - * \return 0 on success, or -1 on error + * \param points The points along the lines. + * \param count The number of points, drawing count-1 lines. + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1522,7 +1528,7 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, * \param renderer The renderer which should draw a rectangle. * \param rect A pointer to the destination rectangle, or NULL to outline the * entire rendering target. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1536,7 +1542,7 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, * \param renderer The renderer which should draw multiple rectangles. * \param rects A pointer to an array of destination rectangles. * \param count The number of rectangles. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1551,7 +1557,7 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, * \param renderer The renderer which should fill a rectangle. * \param rect A pointer to the destination rectangle, or NULL for the entire * rendering target. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1565,7 +1571,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, * \param renderer The renderer which should fill multiple rectangles. * \param rects A pointer to an array of destination rectangles. * \param count The number of rectangles. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1583,7 +1589,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, * texture. * \param dstrect A pointer to the destination rectangle, or NULL for the * entire rendering target. - * \return 0 on success, or -1 on error + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1603,13 +1609,13 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, * \param dstrect A pointer to the destination rectangle, or NULL for the * entire rendering target. * \param angle An angle in degrees that indicates the rotation that will be - * applied to dstrect, rotating it in a clockwise direction + * applied to dstrect, rotating it in a clockwise direction. * \param center A pointer to a point indicating the point around which * dstrect will be rotated (if NULL, rotation will be done * around dstrect.w/2, dstrect.h/2). * \param flip An SDL_RendererFlip value stating which flipping actions should - * be performed on the texture - * \return 0 on success, or -1 on error + * be performed on the texture. + * \return 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.10. */ @@ -1634,7 +1640,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, * array, if NULL all vertices will be rendered in sequential * order. * \param num_indices Number of indices. - * \return 0 on success, or -1 if the operation is not supported + * \return 0 on success, or -1 if the operation is not supported. * * \since This function is available since SDL 2.0.18. * @@ -1653,18 +1659,18 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, * * \param renderer The rendering context. * \param texture (optional) The SDL texture to use. - * \param xy Vertex positions - * \param xy_stride Byte size to move from one element to the next element - * \param color Vertex colors (as SDL_Color) - * \param color_stride Byte size to move from one element to the next element - * \param uv Vertex normalized texture coordinates - * \param uv_stride Byte size to move from one element to the next element + * \param xy Vertex positions. + * \param xy_stride Byte size to move from one element to the next element. + * \param color Vertex colors (as SDL_Color). + * \param color_stride Byte size to move from one element to the next element. + * \param uv Vertex normalized texture coordinates. + * \param uv_stride Byte size to move from one element to the next element. * \param num_vertices Number of vertices. * \param indices (optional) An array of indices into the 'vertices' arrays, * if NULL all vertices will be rendered in sequential order. * \param num_indices Number of indices. - * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) - * \return 0 on success, or -1 if the operation is not supported + * \param size_indices Index size: 1 (byte), 2 (short), 4 (int). + * \return 0 on success, or -1 if the operation is not supported. * * \since This function is available since SDL 2.0.18. * @@ -1693,13 +1699,13 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, * but it might contain additional padding (for example, 24bit RGB Windows * Bitmap data pads all rows to multiples of 4 bytes). * - * \param renderer the rendering context + * \param renderer the rendering context. * \param rect an SDL_Rect structure representing the area to read, or NULL - * for the entire render target + * for the entire render target. * \param format an SDL_PixelFormatEnum value of the desired format of the - * pixel data, or 0 to use the format of the rendering target - * \param pixels a pointer to the pixel data to copy into - * \param pitch the pitch of the `pixels` parameter + * pixel data, or 0 to use the format of the rendering target. + * \param pixels a pointer to the pixel data to copy into. + * \param pitch the pitch of the `pixels` parameter. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1729,7 +1735,7 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, * starting each new frame's drawing, even if you plan to overwrite every * pixel. * - * \param renderer the rendering context + * \param renderer the rendering context. * * \threadsafety You may only call this function on the main thread. If this * happens to work on a background thread on any given platform @@ -1738,6 +1744,7 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, * * \since This function is available since SDL 2.0.0. * + * \sa SDL_CreateRenderer * \sa SDL_RenderClear * \sa SDL_RenderDrawLine * \sa SDL_RenderDrawLines @@ -1758,7 +1765,7 @@ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); * Passing NULL or an otherwise invalid texture will set the SDL error message * to "Invalid texture". * - * \param texture the texture to destroy + * \param texture the texture to destroy. * * \since This function is available since SDL 2.0.0. * @@ -1773,7 +1780,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); * If `renderer` is NULL, this function will return immediately after setting * the SDL error message to "Invalid renderer". See SDL_GetError(). * - * \param renderer the rendering context + * \param renderer the rendering context. * * \since This function is available since SDL 2.0.0. * @@ -1804,7 +1811,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); * and earlier, as earlier versions did not queue rendering commands at all, * instead flushing them to the OS immediately. * - * \param renderer the rendering context + * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1835,11 +1842,11 @@ extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); * re-order the color channels in the shaders phase, so the uploaded texture * may have swapped color channels. * - * \param texture the texture to bind to the current OpenGL/ES/ES2 context + * \param texture the texture to bind to the current OpenGL/ES/ES2 context. * \param texw a pointer to a float value which will be filled with the - * texture width or NULL if you don't need that value + * texture width or NULL if you don't need that value. * \param texh a pointer to a float value which will be filled with the - * texture height or NULL if you don't need that value + * texture height or NULL if you don't need that value. * \returns 0 on success, or -1 if the operation is not supported; call * SDL_GetError() for more information. * @@ -1855,8 +1862,9 @@ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw * * See SDL_GL_BindTexture() for examples on how to use these functions * - * \param texture the texture to unbind from the current OpenGL/ES/ES2 context - * \returns 0 on success, or -1 if the operation is not supported + * \param texture the texture to unbind from the current OpenGL/ES/ES2 + * context. + * \returns 0 on success, or -1 if the operation is not supported. * * \since This function is available since SDL 2.0.0. * @@ -1871,9 +1879,9 @@ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); * This function returns `void *`, so SDL doesn't have to include Metal's * headers, but it can be safely cast to a `CAMetalLayer *`. * - * \param renderer The renderer to query + * \param renderer The renderer to query. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a - * Metal renderer + * Metal renderer. * * \since This function is available since SDL 2.0.8. * @@ -1892,7 +1900,7 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); * hidden/minimized/offscreen. This doesn't apply to command encoders for * render targets, just the window's backbuffer. Check your return values! * - * \param renderer The renderer to query + * \param renderer The renderer to query. * \returns an `id` on success, or NULL if the * renderer isn't a Metal renderer or there was an error. * @@ -1905,9 +1913,9 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * re /** * Toggle VSync of the given renderer. * - * \param renderer The renderer to toggle - * \param vsync 1 for on, 0 for off. All other values are reserved - * \returns a 0 int on success, or non-zero on failure + * \param renderer The renderer to toggle. + * \param vsync 1 for on, 0 for off. All other values are reserved. + * \returns a 0 int on success, or non-zero on failure. * * \since This function is available since SDL 2.0.18. */ diff --git a/include/SDL_rwops.h b/include/SDL_rwops.h index 28065bd..43c1b0e 100644 --- a/include/SDL_rwops.h +++ b/include/SDL_rwops.h @@ -19,11 +19,13 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: RWOPS */ + /** - * \file SDL_rwops.h + * # CategoryRWOPS * - * This file provides a general interface for SDL to read and write - * data streams. It can easily be extended to files, memory, etc. + * This file provides a general interface for SDL to read and write data + * streams. It can easily be extended to files, memory, etc. */ #ifndef SDL_rwops_h_ @@ -57,7 +59,7 @@ typedef struct SDL_RWops Sint64 (SDLCALL * size) (struct SDL_RWops * context); /** - * Seek to \c offset relative to \c whence, one of stdio's whence values: + * Seek to `offset` relative to `whence`, one of stdio's whence values: * RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END * * \return the final offset in the data stream, or -1 on error. @@ -66,8 +68,8 @@ typedef struct SDL_RWops int whence); /** - * Read up to \c maxnum objects each of size \c size from the data - * stream to the area pointed at by \c ptr. + * Read up to `maxnum` objects each of size `size` from the data + * stream to the area pointed at by `ptr`. * * \return the number of objects read, or 0 at error or end of file. */ @@ -75,8 +77,8 @@ typedef struct SDL_RWops size_t size, size_t maxnum); /** - * Write exactly \c num objects each of size \c size from the area - * pointed at by \c ptr to data stream. + * Write exactly `num` objects each of size `size` from the area + * pointed at by `ptr` to data stream. * * \return the number of objects written, or 0 at error or end of file. */ @@ -186,7 +188,7 @@ typedef struct SDL_RWops * * Closing the SDL_RWops will close the file handle SDL is holding internally. * - * \param file a UTF-8 string representing the filename to open + * \param file a UTF-8 string representing the filename to open. * \param mode an ASCII string representing the mode to be used for opening * the file. * \returns a pointer to the SDL_RWops structure that is created, or NULL on @@ -224,10 +226,10 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose); * `FILE*`, depending on what system headers are available to SDL. It is * always intended to be the `FILE*` type from the C runtime's stdio.h. * - * \param fp the `FILE*` that feeds the SDL_RWops stream + * \param fp the `FILE*` that feeds the SDL_RWops stream. * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, * SDL_FALSE to leave the `FILE*` open when the RWops is - * closed + * closed. * \returns a pointer to the SDL_RWops structure that is created, or NULL on * failure; call SDL_GetError() for more information. * @@ -260,8 +262,8 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp, * If you need to make sure the RWops never writes to the memory buffer, you * should use SDL_RWFromConstMem() with a read-only buffer of memory instead. * - * \param mem a pointer to a buffer to feed an SDL_RWops stream - * \param size the buffer size, in bytes + * \param mem a pointer to a buffer to feed an SDL_RWops stream. + * \param size the buffer size, in bytes. * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call * SDL_GetError() for more information. * @@ -295,8 +297,8 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size); * If you need to write to a memory buffer, you should use SDL_RWFromMem() * with a writable buffer of memory instead. * - * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream - * \param size the buffer size, in bytes + * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream. + * \param size the buffer size, in bytes. * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call * SDL_GetError() for more information. * @@ -358,7 +360,7 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must * be responsible for managing that memory in their **close** method. * - * \param area the SDL_RWops structure to be freed + * \param area the SDL_RWops structure to be freed. * * \since This function is available since SDL 2.0.0. * @@ -366,6 +368,7 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void); */ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); +/* Possible `whence` values for SDL_RWops seeking... */ #define RW_SEEK_SET 0 /**< Seek from the beginning of data */ #define RW_SEEK_CUR 1 /**< Seek relative to current read point */ #define RW_SEEK_END 2 /**< Seek relative to the end of data */ @@ -375,7 +378,7 @@ extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area); * * Prior to SDL 2.0.10, this function was a macro. * - * \param context the SDL_RWops to get the size of the data stream from + * \param context the SDL_RWops to get the size of the data stream from. * \returns the size of the data stream in the SDL_RWops on success, -1 if * unknown or a negative error code on failure; call SDL_GetError() * for more information. @@ -402,10 +405,10 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); * * Prior to SDL 2.0.10, this function was a macro. * - * \param context a pointer to an SDL_RWops structure + * \param context a pointer to an SDL_RWops structure. * \param offset an offset in bytes, relative to **whence** location; can be - * negative - * \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END` + * negative. + * \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`. * \returns the final offset in the data stream after the seek or -1 on error. * * \since This function is available since SDL 2.0.10. @@ -432,7 +435,7 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context, * Prior to SDL 2.0.10, this function was a macro. * * \param context a SDL_RWops data stream object from which to get the current - * offset + * offset. * \returns the current offset in the stream, or -1 if the information can not * be determined. * @@ -462,10 +465,10 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context); * * Prior to SDL 2.0.10, this function was a macro. * - * \param context a pointer to an SDL_RWops structure - * \param ptr a pointer to a buffer to read data into - * \param size the size of each object to read, in bytes - * \param maxnum the maximum number of objects to be read + * \param context a pointer to an SDL_RWops structure. + * \param ptr a pointer to a buffer to read data into. + * \param size the size of each object to read, in bytes. + * \param maxnum the maximum number of objects to be read. * \returns the number of objects read, or 0 at error or end of file; call * SDL_GetError() for more information. * @@ -496,10 +499,10 @@ extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context, * * Prior to SDL 2.0.10, this function was a macro. * - * \param context a pointer to an SDL_RWops structure - * \param ptr a pointer to a buffer containing data to write - * \param size the size of an object to write, in bytes - * \param num the number of objects to write + * \param context a pointer to an SDL_RWops structure. + * \param ptr a pointer to a buffer containing data to write. + * \param size the size of an object to write, in bytes. + * \param num the number of objects to write. * \returns the number of objects written, which will be less than **num** on * error; call SDL_GetError() for more information. * @@ -530,7 +533,7 @@ extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context, * * Prior to SDL 2.0.10, this function was a macro. * - * \param context SDL_RWops structure to close + * \param context SDL_RWops structure to close. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -555,9 +558,9 @@ extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context); * * The data should be freed with SDL_free(). * - * \param src the SDL_RWops to read all available data from - * \param datasize if not NULL, will store the number of bytes read - * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning + * \param src the SDL_RWops to read all available data from. + * \param datasize if not NULL, will store the number of bytes read. + * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning. * \returns the data, or NULL if there was an error. * * \since This function is available since SDL 2.0.6. @@ -578,8 +581,8 @@ extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src, * Prior to SDL 2.0.10, this function was a macro wrapping around * SDL_LoadFile_RW. * - * \param file the path to read all available data from - * \param datasize if not NULL, will store the number of bytes read + * \param file the path to read all available data from. + * \param datasize if not NULL, will store the number of bytes read. * \returns the data, or NULL if there was an error. * * \since This function is available since SDL 2.0.10. @@ -596,7 +599,7 @@ extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize); /** * Use this function to read a byte from an SDL_RWops. * - * \param src the SDL_RWops to read from + * \param src the SDL_RWops to read from. * \returns the read byte on success or 0 on failure; call SDL_GetError() for * more information. * @@ -613,7 +616,7 @@ extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 16 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -629,7 +632,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 16 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -645,7 +648,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 32 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -661,7 +664,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 32 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -677,7 +680,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 64 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -693,7 +696,7 @@ extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src); * SDL byteswaps the data only if necessary, so the data returned will be in * the native byte order. * - * \param src the stream from which to read data + * \param src the stream from which to read data. * \returns 64 bits of data in the native byte order of the platform. * * \since This function is available since SDL 2.0.0. @@ -713,8 +716,8 @@ extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src); /** * Use this function to write a byte to an SDL_RWops. * - * \param dst the SDL_RWops to write to - * \param value the byte value to write + * \param dst the SDL_RWops to write to. + * \param value the byte value to write. * \returns 1 on success or 0 on failure; call SDL_GetError() for more * information. * @@ -732,8 +735,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value); * specifies native format, and the data written will be in little-endian * format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. @@ -749,8 +752,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value); * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. @@ -767,8 +770,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value); * specifies native format, and the data written will be in little-endian * format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. @@ -784,8 +787,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value); * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. @@ -802,8 +805,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value); * specifies native format, and the data written will be in little-endian * format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. @@ -819,8 +822,8 @@ extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value); * SDL byteswaps the data only if necessary, so the application always * specifies native format, and the data written will be in big-endian format. * - * \param dst the stream to which data will be written - * \param value the data to be written, in native format + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. * \returns 1 on successful write, 0 on error. * * \since This function is available since SDL 2.0.0. diff --git a/include/SDL_scancode.h b/include/SDL_scancode.h index 3f15c3a..0652d7e 100644 --- a/include/SDL_scancode.h +++ b/include/SDL_scancode.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_scancode.h + * # CategoryScancode * - * Defines keyboard scancodes. + * Defines keyboard scancodes. */ #ifndef SDL_scancode_h_ @@ -31,16 +31,16 @@ #include "SDL_stdinc.h" /** - * \brief The SDL keyboard scancode representation. + * The SDL keyboard scancode representation. * - * Values of this type are used to represent keyboard keys, among other places - * in the \link SDL_Keysym::scancode key.keysym.scancode \endlink field of the - * SDL_Event structure. + * Values of this type are used to represent keyboard keys, among other places + * in the SDL_Keysym::scancode key.keysym.scancode field of the SDL_Event + * structure. * - * The values in this enumeration are based on the USB usage page standard: - * https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf + * The values in this enumeration are based on the USB usage page standard: + * https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf */ -typedef enum +typedef enum SDL_Scancode { SDL_SCANCODE_UNKNOWN = 0, diff --git a/include/SDL_sensor.h b/include/SDL_sensor.h index 17b8c7a..d4b1c51 100644 --- a/include/SDL_sensor.h +++ b/include/SDL_sensor.h @@ -20,10 +20,9 @@ */ /** - * \file SDL_sensor.h - * - * Include file for SDL sensor event handling + * # CategorySensor * + * Include file for SDL sensor event handling */ #ifndef SDL_sensor_h_ @@ -44,7 +43,7 @@ extern "C" { * \brief SDL_sensor.h * * In order to use these functions, SDL_Init() must have been called - * with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system + * with the SDL_INIT_SENSOR flag. This causes SDL to scan the system * for sensors, and load appropriate drivers. */ @@ -52,21 +51,67 @@ struct _SDL_Sensor; typedef struct _SDL_Sensor SDL_Sensor; /** - * This is a unique ID for a sensor for the time it is connected to the system, - * and is never reused for the lifetime of the application. + * This is a unique ID for a sensor for the time it is connected to the + * system, and is never reused for the lifetime of the application. * - * The ID value starts at 0 and increments from there. The value -1 is an invalid ID. + * The ID value starts at 0 and increments from there. The value -1 is an + * invalid ID. */ typedef Sint32 SDL_SensorID; -/* The different sensors defined by SDL +/** + * The different sensors defined by SDL. * * Additional sensors may be available, using platform dependent semantics. * - * Hare are the additional Android sensors: + * Here are the additional Android sensors: + * * https://developer.android.com/reference/android/hardware/SensorEvent.html#values + * + * Accelerometer sensor notes: + * + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. + * + * - `values[0]`: Acceleration on the x axis + * - `values[1]`: Acceleration on the y axis + * - `values[2]`: Acceleration on the z axis + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The accelerometer axis data is not changed when the device is rotated. + * + * Gyroscope sensor notes: + * + * The gyroscope returns the current rate of rotation in radians per second. + * The rotation is positive in the counter-clockwise direction. That is, an + * observer looking from a positive location on one of the axes would see + * positive rotation on that axis when it appeared to be rotating + * counter-clockwise. + * + * - `values[0]`: Angular speed around the x axis (pitch) + * - `values[1]`: Angular speed around the y axis (yaw) + * - `values[2]`: Angular speed around the z axis (roll) + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The gyroscope axis data is not changed when the device is rotated. + * + * \sa SDL_GetDisplayOrientation */ -typedef enum +typedef enum SDL_SensorType { SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */ SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */ @@ -79,52 +124,14 @@ typedef enum } SDL_SensorType; /** - * Accelerometer sensor - * - * The accelerometer returns the current acceleration in SI meters per - * second squared. This measurement includes the force of gravity, so - * a device at rest will have an value of SDL_STANDARD_GRAVITY away - * from the center of the earth, which is a positive Y value. - * - * values[0]: Acceleration on the x axis - * values[1]: Acceleration on the y axis - * values[2]: Acceleration on the z axis - * - * For phones held in portrait mode and game controllers held in front of you, - * the axes are defined as follows: - * -X ... +X : left ... right - * -Y ... +Y : bottom ... top - * -Z ... +Z : farther ... closer - * - * The axis data is not changed when the phone is rotated. - * - * \sa SDL_GetDisplayOrientation() - */ -#define SDL_STANDARD_GRAVITY 9.80665f - -/** - * Gyroscope sensor - * - * The gyroscope returns the current rate of rotation in radians per second. - * The rotation is positive in the counter-clockwise direction. That is, - * an observer looking from a positive location on one of the axes would - * see positive rotation on that axis when it appeared to be rotating - * counter-clockwise. + * A constant to represent standard gravity for accelerometer sensors. * - * values[0]: Angular speed around the x axis (pitch) - * values[1]: Angular speed around the y axis (yaw) - * values[2]: Angular speed around the z axis (roll) - * - * For phones held in portrait mode and game controllers held in front of you, - * the axes are defined as follows: - * -X ... +X : left ... right - * -Y ... +Y : bottom ... top - * -Z ... +Z : farther ... closer - * - * The axis data is not changed when the phone or controller is rotated. - * - * \sa SDL_GetDisplayOrientation() + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. */ +#define SDL_STANDARD_GRAVITY 9.80665f /* Function prototypes */ @@ -155,7 +162,7 @@ extern DECLSPEC int SDLCALL SDL_NumSensors(void); /** * Get the implementation dependent name of a sensor. * - * \param device_index The sensor to obtain name from + * \param device_index The sensor to obtain name from. * \returns the sensor name, or NULL if `device_index` is out of range. * * \since This function is available since SDL 2.0.9. @@ -165,7 +172,7 @@ extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index); /** * Get the type of a sensor. * - * \param device_index The sensor to get the type from + * \param device_index The sensor to get the type from. * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is * out of range. * @@ -176,7 +183,7 @@ extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index) /** * Get the platform dependent type of a sensor. * - * \param device_index The sensor to check + * \param device_index The sensor to check. * \returns the sensor platform dependent type, or -1 if `device_index` is out * of range. * @@ -187,7 +194,7 @@ extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index) /** * Get the instance ID of a sensor. * - * \param device_index The sensor to get instance id from + * \param device_index The sensor to get instance id from. * \returns the sensor instance ID, or -1 if `device_index` is out of range. * * \since This function is available since SDL 2.0.9. @@ -197,7 +204,7 @@ extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_in /** * Open a sensor for use. * - * \param device_index The sensor to open + * \param device_index The sensor to open. * \returns an SDL_Sensor sensor object, or NULL if an error occurred. * * \since This function is available since SDL 2.0.9. @@ -207,7 +214,7 @@ extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index); /** * Return the SDL_Sensor associated with an instance id. * - * \param instance_id The sensor from instance id + * \param instance_id The sensor from instance id. * \returns an SDL_Sensor object. * * \since This function is available since SDL 2.0.9. @@ -217,7 +224,7 @@ extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instan /** * Get the implementation dependent name of a sensor * - * \param sensor The SDL_Sensor object + * \param sensor The SDL_Sensor object. * \returns the sensor name, or NULL if `sensor` is NULL. * * \since This function is available since SDL 2.0.9. @@ -227,7 +234,7 @@ extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor); /** * Get the type of a sensor. * - * \param sensor The SDL_Sensor object to inspect + * \param sensor The SDL_Sensor object to inspect. * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is * NULL. * @@ -238,7 +245,7 @@ extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor); /** * Get the platform dependent type of a sensor. * - * \param sensor The SDL_Sensor object to inspect + * \param sensor The SDL_Sensor object to inspect. * \returns the sensor platform dependent type, or -1 if `sensor` is NULL. * * \since This function is available since SDL 2.0.9. @@ -248,7 +255,7 @@ extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor); /** * Get the instance ID of a sensor. * - * \param sensor The SDL_Sensor object to inspect + * \param sensor The SDL_Sensor object to inspect. * \returns the sensor instance ID, or -1 if `sensor` is NULL. * * \since This function is available since SDL 2.0.9. @@ -260,9 +267,9 @@ extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor) * * The number of values and interpretation of the data is sensor dependent. * - * \param sensor The SDL_Sensor object to query - * \param data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * \param sensor The SDL_Sensor object to query. + * \param data A pointer filled with the current sensor state. + * \param num_values The number of values to write to data. * \returns 0 or -1 if an error occurred. * * \since This function is available since SDL 2.0.9. @@ -275,11 +282,11 @@ extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor *sensor, float *data, i * * The number of values and interpretation of the data is sensor dependent. * - * \param sensor The SDL_Sensor object to query + * \param sensor The SDL_Sensor object to query. * \param timestamp A pointer filled with the timestamp in microseconds of the - * current sensor reading if available, or 0 if not - * \param data A pointer filled with the current sensor state - * \param num_values The number of values to write to data + * current sensor reading if available, or 0 if not. + * \param data A pointer filled with the current sensor state. + * \param num_values The number of values to write to data. * \returns 0 or -1 if an error occurred. * * \since This function is available since SDL 2.26.0. @@ -289,7 +296,7 @@ extern DECLSPEC int SDLCALL SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, U /** * Close a sensor previously opened with SDL_SensorOpen(). * - * \param sensor The SDL_Sensor object to close + * \param sensor The SDL_Sensor object to close. * * \since This function is available since SDL 2.0.9. */ diff --git a/include/SDL_shape.h b/include/SDL_shape.h index 4d3f7bf..d356084 100644 --- a/include/SDL_shape.h +++ b/include/SDL_shape.h @@ -48,18 +48,18 @@ extern "C" { * and flags. * * \param title The title of the window, in UTF-8 encoding. - * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. - * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or - * ::SDL_WINDOWPOS_UNDEFINED. + * \param x The x position of the window, SDL_WINDOWPOS_CENTERED, or + * SDL_WINDOWPOS_UNDEFINED. + * \param y The y position of the window, SDL_WINDOWPOS_CENTERED, or + * SDL_WINDOWPOS_UNDEFINED. * \param w The width of the window. * \param h The height of the window. * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with - * any of the following: ::SDL_WINDOW_OPENGL, - * ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN, - * ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED, - * ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set, - * and ::SDL_WINDOW_FULLSCREEN is always unset. + * any of the following: SDL_WINDOW_OPENGL, + * SDL_WINDOW_INPUT_GRABBED, SDL_WINDOW_HIDDEN, + * SDL_WINDOW_RESIZABLE, SDL_WINDOW_MAXIMIZED, + * SDL_WINDOW_MINIMIZED, SDL_WINDOW_BORDERLESS is always set, and + * SDL_WINDOW_FULLSCREEN is always unset. * \return the window created, or NULL if window creation failed. * * \since This function is available since SDL 2.0.0. diff --git a/include/SDL_stdinc.h b/include/SDL_stdinc.h index 430202a..71fcea5 100644 --- a/include/SDL_stdinc.h +++ b/include/SDL_stdinc.h @@ -19,10 +19,12 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: StdInc */ + /** - * \file SDL_stdinc.h + * # CategoryStdInc * - * This is a general header that includes C language support. + * This is a general header that includes C language support. */ #ifndef SDL_stdinc_h_ @@ -129,15 +131,19 @@ void *alloca(size_t); #endif /** - * The number of elements in an array. + * The number of elements in an array. */ #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 + * Macro useful for building other macros with strings in them + * + * e.g: * - * e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n") + * ```c + * #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n") + * ``` */ #define SDL_STRINGIFY_ARG(arg) #arg @@ -185,54 +191,61 @@ typedef enum #endif /** - * \brief A signed 8-bit integer type. + * A signed 8-bit integer type. */ +typedef int8_t Sint8; #define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */ #define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */ -typedef int8_t Sint8; + /** - * \brief An unsigned 8-bit integer type. + * An unsigned 8-bit integer type. */ +typedef uint8_t Uint8; #define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */ #define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */ -typedef uint8_t Uint8; + /** - * \brief A signed 16-bit integer type. + * A signed 16-bit integer type. */ +typedef int16_t Sint16; #define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */ #define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */ -typedef int16_t Sint16; + /** - * \brief An unsigned 16-bit integer type. + * An unsigned 16-bit integer type. */ +typedef uint16_t Uint16; #define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */ #define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */ -typedef uint16_t Uint16; + /** - * \brief A signed 32-bit integer type. + * A signed 32-bit integer type. */ +typedef int32_t Sint32; #define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */ #define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */ -typedef int32_t Sint32; + /** - * \brief An unsigned 32-bit integer type. + * An unsigned 32-bit integer type. */ +typedef uint32_t Uint32; #define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */ #define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */ -typedef uint32_t Uint32; /** - * \brief A signed 64-bit integer type. + * A signed 64-bit integer type. */ +typedef int64_t Sint64; #define SDL_MAX_SINT64 ((Sint64)0x7FFFFFFFFFFFFFFFll) /* 9223372036854775807 */ #define SDL_MIN_SINT64 ((Sint64)(~0x7FFFFFFFFFFFFFFFll)) /* -9223372036854775808 */ -typedef int64_t Sint64; + /** - * \brief An unsigned 64-bit integer type. + * An unsigned 64-bit integer type. */ +typedef uint64_t Uint64; #define SDL_MAX_UINT64 ((Uint64)0xFFFFFFFFFFFFFFFFull) /* 18446744073709551615 */ #define SDL_MIN_UINT64 ((Uint64)(0x0000000000000000ull)) /* 0 */ -typedef uint64_t Uint64; + /* @} *//* Basic data types */ @@ -415,8 +428,8 @@ SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); /** \cond */ #ifndef DOXYGEN_SHOULD_IGNORE_THIS -#if !defined(__ANDROID__) && !defined(__VITA__) && !defined(__3DS__) - /* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */ +#if !defined(__VITA__) && !defined(__3DS__) +/* TODO: include/SDL_stdinc.h:422: error: size of array 'SDL_dummy_enum' is negative */ typedef enum { DUMMY_ENUM_VALUE @@ -491,8 +504,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void); extern DECLSPEC char *SDLCALL SDL_getenv(const char *name); extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite); -extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *)); -extern DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *)); +typedef int (SDLCALL *SDL_CompareCallback)(const void *, const void *); +extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); +extern DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); extern DECLSPEC int SDLCALL SDL_abs(int x); @@ -521,6 +535,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t le extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); +/* Some safe(r) macros for zero'ing structures... */ #define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) #define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) #define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x))) @@ -706,6 +721,8 @@ extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, const char *inbuf, size_t inbytesleft); + +/* Some helper macros for common cases... */ #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) @@ -733,6 +750,9 @@ size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size); size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size); #endif +/* strdup is not ANSI but POSIX, and its prototype might be hidden... */ +char *strdup(const char *str); + /* Starting LLVM 16, the analyser errors out if these functions do not have their prototype defined (clang-diagnostic-implicit-function-declaration) */ #include @@ -778,8 +798,9 @@ SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_B } /** - * If a * b would overflow, return -1. Otherwise store a * b via ret - * and return 0. + * If a * b would overflow, return -1. + * + * Otherwise store a * b via ret and return 0. * * \since This function is available since SDL 2.24.0. */ @@ -808,8 +829,9 @@ SDL_FORCE_INLINE int _SDL_size_mul_overflow_builtin (size_t a, #endif /** - * If a + b would overflow, return -1. Otherwise store a + b via ret - * and return 0. + * If a + b would overflow, return -1. + * + * Otherwise store a + b via ret and return 0. * * \since This function is available since SDL 2.24.0. */ diff --git a/include/SDL_surface.h b/include/SDL_surface.h index ddb5b73..6169e66 100644 --- a/include/SDL_surface.h +++ b/include/SDL_surface.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_surface.h + * # CategorySurface * - * Header file for ::SDL_Surface definition and management functions. + * Header file for SDL_Surface definition and management functions. */ #ifndef SDL_surface_h_ @@ -43,7 +43,7 @@ extern "C" { /** * \name Surface flags * - * These are the currently supported flags for the ::SDL_Surface. + * These are the currently supported flags for the SDL_Surface. * * \internal * Used internally (read-only). @@ -57,17 +57,17 @@ extern "C" { /* @} *//* Surface flags */ /** - * Evaluates to true if the surface needs to be locked before access. + * Evaluates to true if the surface needs to be locked before access. */ #define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0) typedef struct SDL_BlitMap SDL_BlitMap; /* this is an opaque type. */ /** - * \brief A collection of pixels used in software blitting. + * A collection of pixels used in software blitting. * - * \note This structure should be treated as read-only, except for \c pixels, - * which, if not NULL, contains the raw pixel data for the surface. + * This structure should be treated as read-only, except for `pixels`, which, + * if not NULL, contains the raw pixel data for the surface. */ typedef struct SDL_Surface { @@ -97,15 +97,15 @@ typedef struct SDL_Surface } SDL_Surface; /** - * \brief The type of function used for surface blitting functions. + * The type of function used for surface blitting functions. */ typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect, struct SDL_Surface * dst, SDL_Rect * dstrect); /** - * \brief The formula used for converting between YUV and RGB + * The formula used for converting between YUV and RGB */ -typedef enum +typedef enum SDL_YUV_CONVERSION_MODE { SDL_YUV_CONVERSION_JPEG, /**< Full range JPEG */ SDL_YUV_CONVERSION_BT601, /**< BT.601 (the default) */ @@ -140,14 +140,14 @@ typedef enum * You can change this by calling SDL_SetSurfaceBlendMode() and selecting a * different `blendMode`. * - * \param flags the flags are unused and should be set to 0 - * \param width the width of the surface - * \param height the height of the surface - * \param depth the depth of the surface in bits - * \param Rmask the red mask for the pixels - * \param Gmask the green mask for the pixels - * \param Bmask the blue mask for the pixels - * \param Amask the alpha mask for the pixels + * \param flags the flags are unused and should be set to 0. + * \param width the width of the surface. + * \param height the height of the surface. + * \param depth the depth of the surface in bits. + * \param Rmask the red mask for the pixels. + * \param Gmask the green mask for the pixels. + * \param Bmask the blue mask for the pixels. + * \param Amask the alpha mask for the pixels. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * @@ -171,10 +171,10 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface * of providing pixel color masks, you provide it with a predefined format * from SDL_PixelFormatEnum. * - * \param flags the flags are unused and should be set to 0 - * \param width the width of the surface - * \param height the height of the surface - * \param depth the depth of the surface in bits + * \param flags the flags are unused and should be set to 0. + * \param width the width of the surface. + * \param height the height of the surface. + * \param depth the depth of the surface in bits. * \param format the SDL_PixelFormatEnum for the new surface's pixel format. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. @@ -198,15 +198,15 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat * No copy is made of the pixel data. Pixel data is not managed automatically; * you must free the surface before you free the pixel data. * - * \param pixels a pointer to existing pixel data - * \param width the width of the surface - * \param height the height of the surface - * \param depth the depth of the surface in bits - * \param pitch the pitch of the surface in bytes - * \param Rmask the red mask for the pixels - * \param Gmask the green mask for the pixels - * \param Bmask the blue mask for the pixels - * \param Amask the alpha mask for the pixels + * \param pixels a pointer to existing pixel data. + * \param width the width of the surface. + * \param height the height of the surface. + * \param depth the depth of the surface in bits. + * \param pitch the pitch of the surface in bytes. + * \param Rmask the red mask for the pixels. + * \param Gmask the green mask for the pixels. + * \param Bmask the blue mask for the pixels. + * \param Amask the alpha mask for the pixels. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * @@ -214,6 +214,7 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat * * \sa SDL_CreateRGBSurface * \sa SDL_CreateRGBSurfaceWithFormat + * \sa SDL_CreateRGBSurfaceWithFormatFrom * \sa SDL_FreeSurface */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, @@ -239,11 +240,11 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, * No copy is made of the pixel data. Pixel data is not managed automatically; * you must free the surface before you free the pixel data. * - * \param pixels a pointer to existing pixel data - * \param width the width of the surface - * \param height the height of the surface - * \param depth the depth of the surface in bits - * \param pitch the pitch of the surface in bytes + * \param pixels a pointer to existing pixel data. + * \param width the width of the surface. + * \param height the height of the surface. + * \param depth the depth of the surface in bits. + * \param pitch the pitch of the surface in bytes. * \param format the SDL_PixelFormatEnum for the new surface's pixel format. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. @@ -278,8 +279,8 @@ extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface); * * A single palette can be shared with many surfaces. * - * \param surface the SDL_Surface structure to update - * \param palette the SDL_Palette structure to use + * \param surface the SDL_Surface structure to update. + * \param palette the SDL_Palette structure to use. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -300,7 +301,7 @@ extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, * 0, then you can read and write to the surface at any time, and the pixel * format of the surface will not change. * - * \param surface the SDL_Surface structure to be locked + * \param surface the SDL_Surface structure to be locked. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -314,7 +315,7 @@ extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface); /** * Release a surface after directly accessing the pixels. * - * \param surface the SDL_Surface structure to be unlocked + * \param surface the SDL_Surface structure to be unlocked. * * \since This function is available since SDL 2.0.0. * @@ -329,11 +330,11 @@ extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface); * result in a memory leak. * * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. - * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + * Alternatively, you might also use the macro SDL_LoadBMP to load a bitmap * from a file, convert it to an SDL_Surface and then close the file. * - * \param src the data stream for the surface - * \param freesrc non-zero to close the stream after being read + * \param src the data stream for the surface. + * \param freesrc non-zero to close the stream after being read. * \returns a pointer to a new SDL_Surface structure or NULL if there was an * error; call SDL_GetError() for more information. * @@ -363,9 +364,9 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are * not supported. * - * \param surface the SDL_Surface structure containing the image to be saved - * \param dst a data stream to save to - * \param freedst non-zero to close the stream after being written + * \param surface the SDL_Surface structure containing the image to be saved. + * \param dst a data stream to save to. + * \param freedst non-zero to close the stream after being written. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -378,9 +379,9 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface * surface, SDL_RWops * dst, int freedst); /** - * Save a surface to a file. + * Save a surface to a file. * - * Convenience macro. + * Convenience macro. */ #define SDL_SaveBMP(surface, file) \ SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) @@ -391,8 +392,8 @@ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW * If RLE is enabled, color key and alpha blending blits are much faster, but * the surface must be locked before directly accessing the pixels. * - * \param surface the SDL_Surface structure to optimize - * \param flag 0 to disable, non-zero to enable RLE acceleration + * \param surface the SDL_Surface structure to optimize. + * \param flag 0 to disable, non-zero to enable RLE acceleration. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -410,7 +411,7 @@ extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface, * * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. * - * \param surface the SDL_Surface structure to query + * \param surface the SDL_Surface structure to query. * \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.14. @@ -432,9 +433,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface); * RLE acceleration can substantially speed up blitting of images with large * horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. * - * \param surface the SDL_Surface structure to update - * \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key - * \param key the transparent pixel + * \param surface the SDL_Surface structure to update. + * \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key. + * \param key the transparent pixel. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -451,7 +452,7 @@ extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface, * * It is safe to pass a NULL `surface` here; it will return SDL_FALSE. * - * \param surface the SDL_Surface structure to query + * \param surface the SDL_Surface structure to query. * \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.9. @@ -469,8 +470,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface); * * If the surface doesn't have color key enabled this function returns -1. * - * \param surface the SDL_Surface structure to query - * \param key a pointer filled in with the transparent pixel + * \param surface the SDL_Surface structure to query. + * \param key a pointer filled in with the transparent pixel. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -491,10 +492,10 @@ extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface, * * `srcC = srcC * (color / 255)` * - * \param surface the SDL_Surface structure to update - * \param r the red color value multiplied into blit operations - * \param g the green color value multiplied into blit operations - * \param b the blue color value multiplied into blit operations + * \param surface the SDL_Surface structure to update. + * \param r the red color value multiplied into blit operations. + * \param g the green color value multiplied into blit operations. + * \param b the blue color value multiplied into blit operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -510,10 +511,10 @@ extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface, /** * Get the additional color value multiplied into blit operations. * - * \param surface the SDL_Surface structure to query - * \param r a pointer filled in with the current red color value - * \param g a pointer filled in with the current green color value - * \param b a pointer filled in with the current blue color value + * \param surface the SDL_Surface structure to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -534,8 +535,8 @@ extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface, * * `srcA = srcA * (alpha / 255)` * - * \param surface the SDL_Surface structure to update - * \param alpha the alpha value multiplied into blit operations + * \param surface the SDL_Surface structure to update. + * \param alpha the alpha value multiplied into blit operations. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -550,8 +551,8 @@ extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface, /** * Get the additional alpha value used in blit operations. * - * \param surface the SDL_Surface structure to query - * \param alpha a pointer filled in with the current alpha value + * \param surface the SDL_Surface structure to query. + * \param alpha a pointer filled in with the current alpha value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -570,8 +571,8 @@ extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface, * existing data, the blendmode of the SOURCE surface should be set to * `SDL_BLENDMODE_NONE`. * - * \param surface the SDL_Surface structure to update - * \param blendMode the SDL_BlendMode to use for blit blending + * \param surface the SDL_Surface structure to update. + * \param blendMode the SDL_BlendMode to use for blit blending. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -585,8 +586,8 @@ extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface, /** * Get the blend mode used for blit operations. * - * \param surface the SDL_Surface structure to query - * \param blendMode a pointer filled in with the current SDL_BlendMode + * \param surface the SDL_Surface structure to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -606,9 +607,9 @@ extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface, * Note that blits are automatically clipped to the edges of the source and * destination surfaces. * - * \param surface the SDL_Surface structure to be clipped + * \param surface the SDL_Surface structure to be clipped. * \param rect the SDL_Rect structure representing the clipping rectangle, or - * NULL to disable clipping + * NULL to disable clipping. * \returns SDL_TRUE if the rectangle intersects the surface, otherwise * SDL_FALSE and blits will be completely clipped. * @@ -627,9 +628,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, * rectangle is drawn into. * * \param surface the SDL_Surface structure representing the surface to be - * clipped + * clipped. * \param rect an SDL_Rect structure filled in with the clipping rectangle for - * the surface + * the surface. * * \since This function is available since SDL 2.0.0. * @@ -658,11 +659,11 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface) * surface. The new, optimized surface can then be used as the source for * future blits, making them faster. * - * \param src the existing SDL_Surface structure to convert + * \param src the existing SDL_Surface structure to convert. * \param fmt the SDL_PixelFormat structure that the new surface is optimized - * for + * for. * \param flags the flags are unused and should be set to 0; this is a - * leftover from SDL 1.2's API + * leftover from SDL 1.2's API. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * @@ -683,11 +684,11 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface * it might be easier to call but it doesn't have access to palette * information for the destination surface, in case that would be important. * - * \param src the existing SDL_Surface structure to convert + * \param src the existing SDL_Surface structure to convert. * \param pixel_format the SDL_PixelFormatEnum that the new surface is - * optimized for + * optimized for. * \param flags the flags are unused and should be set to 0; this is a - * leftover from SDL 1.2's API + * leftover from SDL 1.2's API. * \returns the new SDL_Surface structure that is created or NULL if it fails; * call SDL_GetError() for more information. * @@ -703,14 +704,14 @@ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat /** * Copy a block of pixels of one format to another format. * - * \param width the width of the block to copy, in pixels - * \param height the height of the block to copy, in pixels - * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format - * \param src a pointer to the source pixels - * \param src_pitch the pitch of the source pixels, in bytes - * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format - * \param dst a pointer to be filled in with new pixel data - * \param dst_pitch the pitch of the destination pixels, in bytes + * \param width the width of the block to copy, in pixels. + * \param height the height of the block to copy, in pixels. + * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format. + * \param dst a pointer to be filled in with new pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -729,14 +730,14 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height, * * This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. * - * \param width the width of the block to convert, in pixels - * \param height the height of the block to convert, in pixels - * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format - * \param src a pointer to the source pixels - * \param src_pitch the pitch of the source pixels, in bytes - * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format - * \param dst a pointer to be filled in with premultiplied pixel data - * \param dst_pitch the pitch of the destination pixels, in bytes + * \param width the width of the block to convert, in pixels. + * \param height the height of the block to convert, in pixels. + * \param src_format an SDL_PixelFormatEnum value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format. + * \param dst a pointer to be filled in with premultiplied pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -760,10 +761,10 @@ extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, * SDL_SetClipRect()), then this function will fill based on the intersection * of the clip rectangle and `rect`. * - * \param dst the SDL_Surface structure that is the drawing target + * \param dst the SDL_Surface structure that is the drawing target. * \param rect the SDL_Rect structure representing the rectangle to fill, or - * NULL to fill the entire surface - * \param color the color to fill with + * NULL to fill the entire surface. + * \param color the color to fill with. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -786,10 +787,10 @@ extern DECLSPEC int SDLCALL SDL_FillRect * SDL_SetClipRect()), then this function will fill based on the intersection * of the clip rectangle and `rect`. * - * \param dst the SDL_Surface structure that is the drawing target - * \param rects an array of SDL_Rects representing the rectangles to fill. - * \param count the number of rectangles in the array - * \param color the color to fill with + * \param dst the SDL_Surface structure that is the drawing target. + * \param rects an array of SDL_Rect representing the rectangles to fill. + * \param count the number of rectangles in the array. + * \param color the color to fill with. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -801,62 +802,64 @@ extern DECLSPEC int SDLCALL SDL_FillRects (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color); /* !!! FIXME: merge this documentation with the wiki */ + /** - * Performs a fast blit from the source surface to the destination surface. - * - * This assumes that the source and destination rectangles are - * the same size. If either \c srcrect or \c dstrect are NULL, the entire - * surface (\c src or \c dst) is copied. The final blit rectangles are saved - * in \c srcrect and \c dstrect after all clipping is performed. - * - * \returns 0 if the blit is successful, otherwise it returns -1. - * - * The blit function should not be called on a locked surface. - * - * The blit semantics for surfaces with and without blending and colorkey - * are defined as follows: - * \verbatim - RGBA->RGB: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source alpha-channel and per-surface alpha) - SDL_SRCCOLORKEY ignored. - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB. - if SDL_SRCCOLORKEY set, only copy the pixels matching the - RGB values of the source color key, ignoring alpha in the - comparison. - - RGB->RGBA: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source per-surface alpha) - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB, set destination alpha to source per-surface alpha value. - both: - if SDL_SRCCOLORKEY set, only copy the pixels matching the - source color key. - - RGBA->RGBA: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source alpha-channel and per-surface alpha) - SDL_SRCCOLORKEY ignored. - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy all of RGBA to the destination. - if SDL_SRCCOLORKEY set, only copy the pixels matching the - RGB values of the source color key, ignoring alpha in the - comparison. - - RGB->RGB: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source per-surface alpha) - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB. - both: - if SDL_SRCCOLORKEY set, only copy the pixels matching the - source color key. - \endverbatim - * - * You should call SDL_BlitSurface() unless you know exactly how SDL - * blitting works internally and how to use the other blit functions. + * Performs a fast blit from the source surface to the destination surface. + * + * This assumes that the source and destination rectangles are the same size. + * If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or + * `dst`) is copied. The final blit rectangles are saved in `srcrect` and + * `dstrect` after all clipping is performed. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey are + * defined as follows: + * + * ``` + * RGBA->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB, set destination alpha to source per-surface alpha value. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * source color key. + * + * RGBA->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy all of RGBA to the destination. + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * source color key. + * ``` + * + * You should call SDL_BlitSurface() unless you know exactly how SDL blitting + * works internally and how to use the other blit functions. + * + * \returns 0 if the blit is successful, otherwise it returns -1. */ #define SDL_BlitSurface SDL_UpperBlit @@ -883,12 +886,12 @@ extern DECLSPEC int SDLCALL SDL_UpperBlit * Unless you know what you're doing, you should be using SDL_BlitSurface() * instead. * - * \param src the SDL_Surface structure to be copied from + * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be - * copied, or NULL to copy the entire surface - * \param dst the SDL_Surface structure that is the blit target + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the rectangle that is - * copied into + * copied into. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -925,8 +928,6 @@ extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src, const SDL_Rect * dstrect); -#define SDL_BlitScaled SDL_UpperBlitScaled - /** * Perform a scaled surface copy to a destination surface. * @@ -941,18 +942,21 @@ extern DECLSPEC int SDLCALL SDL_UpperBlitScaled (SDL_Surface * src, const SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); +#define SDL_BlitScaled SDL_UpperBlitScaled + + /** * Perform low-level surface scaled blitting only. * * This is a semi-private function and it performs low-level surface blitting, * assuming the input rectangles have already been clipped. * - * \param src the SDL_Surface structure to be copied from + * \param src the SDL_Surface structure to be copied from. * \param srcrect the SDL_Rect structure representing the rectangle to be - * copied - * \param dst the SDL_Surface structure that is the blit target + * copied. + * \param dst the SDL_Surface structure that is the blit target. * \param dstrect the SDL_Rect structure representing the rectangle that is - * copied into + * copied into. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL_system.h b/include/SDL_system.h index 01d5c6c..2f7a236 100644 --- a/include/SDL_system.h +++ b/include/SDL_system.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_system.h + * # CategorySystem * - * Include file for platform specific SDL API functions + * Include file for platform specific SDL API functions */ #ifndef SDL_system_h_ @@ -49,7 +49,7 @@ typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsi * Set a callback for every Windows message, run before TranslateMessage(). * * \param callback The SDL_WindowsMessageHook function to call. - * \param userdata a pointer to pass to every iteration of `callback` + * \param userdata a pointer to pass to every iteration of `callback`. * * \since This function is available since SDL 2.0.4. */ @@ -66,7 +66,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook ca * controls on which monitor a full screen application will appear. * * \param displayIndex the display index for which to get the D3D9 adapter - * index + * index. * \returns the D3D9 adapter index on success or a negative error code on * failure; call SDL_GetError() for more information. * @@ -82,7 +82,7 @@ typedef struct IDirect3DDevice9 IDirect3DDevice9; * Once you are done using the device, you should release it to avoid a * resource leak. * - * \param renderer the renderer from which to get the associated D3D device + * \param renderer the renderer from which to get the associated D3D device. * \returns the D3D9 device associated with given renderer or NULL if it is * not a D3D9 renderer; call SDL_GetError() for more information. * @@ -98,7 +98,7 @@ typedef struct ID3D11Device ID3D11Device; * Once you are done using the device, you should release it to avoid a * resource leak. * - * \param renderer the renderer from which to get the associated D3D11 device + * \param renderer the renderer from which to get the associated D3D11 device. * \returns the D3D11 device associated with given renderer or NULL if it is * not a D3D11 renderer; call SDL_GetError() for more information. * @@ -118,7 +118,7 @@ typedef struct ID3D12Device ID3D12Device; * Once you are done using the device, you should release it to avoid a * resource leak. * - * \param renderer the renderer from which to get the associated D3D12 device + * \param renderer the renderer from which to get the associated D3D12 device. * \returns the D3D12 device associated with given renderer or NULL if it is * not a D3D12 renderer; call SDL_GetError() for more information. * @@ -140,9 +140,9 @@ extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* ren * Before SDL 2.0.4 this function did not return a value. Since SDL 2.0.4 it * returns an SDL_bool. * - * \param displayIndex the display index for which to get both indices - * \param adapterIndex a pointer to be filled in with the adapter index - * \param outputIndex a pointer to be filled in with the output index + * \param displayIndex the display index for which to get both indices. + * \param adapterIndex a pointer to be filled in with the adapter index. + * \param outputIndex a pointer to be filled in with the output index. * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() * for more information. * @@ -176,7 +176,7 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int prio * \param threadID The Unix thread ID to change priority of. * \param sdlPriority The new SDL_ThreadPriority value. * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR, - * SCHED_OTHER, etc...) + * SCHED_OTHER, etc...). * \returns 0 on success, or -1 on error. * * \since This function is available since SDL 2.0.18. @@ -188,7 +188,7 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, /* Platform specific functions for iOS */ #ifdef __IPHONEOS__ -#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) +typedef void (SDLCALL *SDL_iOSAnimationCallback)(void*); /** * Use this function to set the animation callback on Apple iOS. @@ -210,9 +210,9 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, * This functions is also accessible using the macro * SDL_iOSSetAnimationCallback() since SDL 2.0.4. * - * \param window the window for which the animation callback should be set + * \param window the window for which the animation callback should be set. * \param interval the number of frames after which **callback** will be - * called + * called. * \param callback the function to call for every frame. * \param callbackParam a pointer that is passed to `callback`. * \returns 0 on success or a negative error code on failure; call @@ -222,9 +222,10 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, * * \sa SDL_iPhoneSetEventPump */ -extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (SDLCALL *callback)(void*), void *callbackParam); +extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); + +#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam) -#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) /** * Use this function to enable or disable the SDL event pump on Apple iOS. @@ -234,7 +235,7 @@ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, * This functions is also accessible using the macro SDL_iOSSetEventPump() * since SDL 2.0.4. * - * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it + * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it. * * \since This function is available since SDL 2.0.0. * @@ -242,6 +243,9 @@ extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, */ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled); +#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled) + +/* end of iOS-specific functions. */ #endif /* __IPHONEOS__ */ @@ -356,9 +360,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void); extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void); /** - See the official Android developer guide for more information: - http://developer.android.com/guide/topics/data/data-storage.html -*/ + * See the official Android developer guide for more information: + * http://developer.android.com/guide/topics/data/data-storage.html + */ #define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01 #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 @@ -441,11 +445,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permis * * https://developer.android.com/reference/android/view/Gravity * - * \param message text message to be shown - * \param duration 0=short, 1=long + * \param message text message to be shown. + * \param duration 0=short, 1=long. * \param gravity where the notification should appear on the screen. - * \param xoffset set this parameter only when gravity >=0 - * \param yoffset set this parameter only when gravity >=0 + * \param xoffset set this parameter only when gravity >=0. + * \param yoffset set this parameter only when gravity >=0. * \returns 0 if success, -1 if any error occurs. * * \since This function is available since SDL 2.0.16. @@ -457,8 +461,8 @@ extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int durati * * Override "boolean onUnhandledMessage(Message msg)" to handle the message. * - * \param command user command that must be greater or equal to 0x8000 - * \param param user parameter + * \param command user command that must be greater or equal to 0x8000. + * \param param user parameter. * * \since This function is available since SDL 2.0.22. */ @@ -470,9 +474,9 @@ extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param); #ifdef __WINRT__ /** - * \brief WinRT / Windows Phone path types + * WinRT / Windows Phone path types */ -typedef enum +typedef enum SDL_WinRT_Path { /** \brief The installed app's root directory. Files here are likely to be read-only. */ @@ -494,9 +498,9 @@ typedef enum /** - * \brief WinRT Device Family + * WinRT Device Family */ -typedef enum +typedef enum SDL_WinRT_DeviceFamily { /** \brief Unknown family */ SDL_WINRT_DEVICEFAMILY_UNKNOWN, @@ -524,7 +528,7 @@ typedef enum * * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx * - * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path. * \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if * the path is not available for any reason; call SDL_GetError() for * more information. @@ -547,7 +551,7 @@ extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path * * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx * - * \param pathType the type of path to retrieve, one of SDL_WinRT_Path + * \param pathType the type of path to retrieve, one of SDL_WinRT_Path. * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if * the path is not available for any reason; call SDL_GetError() for * more information. diff --git a/include/SDL_syswm.h b/include/SDL_syswm.h index 7acf43d..18f6873 100644 --- a/include/SDL_syswm.h +++ b/include/SDL_syswm.h @@ -19,10 +19,17 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_syswm.h +/* WIKI CATEGORY: SYSWM */ + +/* + * # CategorySYSWM + * + * Include file for SDL custom system window manager hooks. * - * Include file for SDL custom system window manager hooks. + * Your application has access to a special type of event SDL_SYSWMEVENT, + * which contains window-manager specific information and arrives whenever + * an unhandled window event occurs. This event is ignored by default, but + * you can enable it with SDL_EventState(). */ #ifndef SDL_syswm_h_ @@ -33,14 +40,6 @@ #include "SDL_video.h" #include "SDL_version.h" -/** - * \brief SDL_syswm.h - * - * Your application has access to a special type of event ::SDL_SYSWMEVENT, - * which contains window-manager specific information and arrives whenever - * an unhandled window event occurs. This event is ignored by default, but - * you can enable it with SDL_EventState(). - */ struct SDL_SysWMinfo; #if !defined(SDL_PROTOTYPES_ONLY) @@ -129,10 +128,11 @@ extern "C" { #endif #if !defined(SDL_PROTOTYPES_ONLY) + /** - * These are the various supported windowing subsystems + * These are the various supported windowing subsystems */ -typedef enum +typedef enum SDL_SYSWM_TYPE { SDL_SYSWM_UNKNOWN, SDL_SYSWM_WINDOWS, @@ -152,7 +152,7 @@ typedef enum } SDL_SYSWM_TYPE; /** - * The custom event structure. + * The custom event structure. */ struct SDL_SysWMmsg { @@ -218,10 +218,10 @@ struct SDL_SysWMmsg }; /** - * The custom window manager information structure. + * The custom window manager information structure. * - * When this structure is returned, it holds information about which - * low level system it is using, and will be one of SDL_SYSWM_TYPE. + * When this structure is returned, it holds information about which low level + * system it is using, and will be one of SDL_SYSWM_TYPE. */ struct SDL_SysWMinfo { @@ -363,8 +363,8 @@ typedef struct SDL_SysWMinfo SDL_SysWMinfo; * `SDL_VERSION(&info.version)`, and then this function will fill in the rest * of the structure with information about the given window. * - * \param window the window about which information is being requested - * \param info an SDL_SysWMinfo structure filled in with window information + * \param window the window about which information is being requested. + * \param info an SDL_SysWMinfo structure filled in with window information. * \returns SDL_TRUE if the function is implemented and the `version` member * of the `info` struct is valid, or SDL_FALSE if the information * could not be retrieved; call SDL_GetError() for more information. diff --git a/include/SDL_test.h b/include/SDL_test.h index 630c904..78a7e62 100644 --- a/include/SDL_test.h +++ b/include/SDL_test.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test.h * * Include file for SDL test framework. diff --git a/include/SDL_test_assert.h b/include/SDL_test_assert.h index 9408b4f..ff3b6b6 100644 --- a/include/SDL_test_assert.h +++ b/include/SDL_test_assert.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_assert.h * * Include file for SDL test framework. @@ -42,17 +42,17 @@ extern "C" { #endif -/** +/* * \brief Fails the assert. */ #define ASSERT_FAIL 0 -/** +/* * \brief Passes the assert. */ #define ASSERT_PASS 1 -/** +/* * \brief Assert that logs and break execution flow on failures. * * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). @@ -60,7 +60,7 @@ extern "C" { */ void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); -/** +/* * \brief Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters. * * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). @@ -70,25 +70,25 @@ void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *as */ int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); -/** +/* * \brief Explicitly pass without checking an assertion condition. Updates assertion counter. * * \param assertDescription Message to log with the assert describing it. */ void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1); -/** +/* * \brief Resets the assert summary counters to zero. */ void SDLTest_ResetAssertSummary(void); -/** +/* * \brief Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR. */ void SDLTest_LogAssertSummary(void); -/** +/* * \brief Converts the current assert summary state to a test result. * * \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT diff --git a/include/SDL_test_common.h b/include/SDL_test_common.h index 8e7622d..64b5f83 100644 --- a/include/SDL_test_common.h +++ b/include/SDL_test_common.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_common.h * * Include file for SDL test framework. @@ -129,7 +129,7 @@ extern "C" { /* Function prototypes */ -/** +/* * \brief Parse command line parameters and create common state. * * \param argv Array of command line parameters @@ -139,7 +139,7 @@ extern "C" { */ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); -/** +/* * \brief Process one common argument. * * \param state The common state describing the test window to create. @@ -150,7 +150,7 @@ SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags); int SDLTest_CommonArg(SDLTest_CommonState * state, int index); -/** +/* * \brief Logs command line usage info. * * This logs the appropriate command line options for the subsystems in use @@ -164,7 +164,7 @@ int SDLTest_CommonArg(SDLTest_CommonState * state, int index); */ void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, const char **options); -/** +/* * \brief Returns common usage information * * You should (probably) be using SDLTest_CommonLogUsage() instead, but this @@ -177,7 +177,7 @@ void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, cons */ const char *SDLTest_CommonUsage(SDLTest_CommonState * state); -/** +/* * \brief Open test window. * * \param state The common state describing the test window to create. @@ -186,7 +186,7 @@ const char *SDLTest_CommonUsage(SDLTest_CommonState * state); */ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); -/** +/* * \brief Easy argument handling when test app doesn't need any custom args. * * \param state The common state describing the test window to create. @@ -197,7 +197,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state); */ SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, char **argv); -/** +/* * \brief Common event handler for test windows. * * \param state The common state used to create test window. @@ -207,7 +207,7 @@ SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, */ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *done); -/** +/* * \brief Close test window. * * \param state The common state used to create test window. @@ -215,7 +215,7 @@ void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *do */ void SDLTest_CommonQuit(SDLTest_CommonState * state); -/** +/* * \brief Draws various window information (position, size, etc.) to the renderer. * * \param renderer The renderer to draw to. diff --git a/include/SDL_test_compare.h b/include/SDL_test_compare.h index a116634..3fcb935 100644 --- a/include/SDL_test_compare.h +++ b/include/SDL_test_compare.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_compare.h * * Include file for SDL test framework. @@ -46,7 +46,7 @@ extern "C" { #endif -/** +/* * \brief Compares a surface and with reference image data for equality * * \param surface Surface used in comparison diff --git a/include/SDL_test_crc32.h b/include/SDL_test_crc32.h index 32a4740..1dbeef2 100644 --- a/include/SDL_test_crc32.h +++ b/include/SDL_test_crc32.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_crc32.h * * Include file for SDL test framework. @@ -60,7 +60,7 @@ extern "C" { #define CRC32_POLY 0xEDB88320 /* Perl String::CRC32 compatible */ #endif -/** +/* * Data structure for CRC32 (checksum) computation */ typedef struct { @@ -69,7 +69,7 @@ extern "C" { /* ---------- Function Prototypes ------------- */ -/** +/* * \brief Initialize the CRC context * * Note: The function initializes the crc table required for all crc calculations. @@ -82,7 +82,7 @@ extern "C" { int SDLTest_Crc32Init(SDLTest_Crc32Context * crcContext); -/** +/* * \brief calculate a crc32 from a data block * * \param crcContext pointer to context variable @@ -101,7 +101,7 @@ int SDLTest_Crc32CalcEnd(SDLTest_Crc32Context * crcContext, CrcUint32 *crc32); int SDLTest_Crc32CalcBuffer(SDLTest_Crc32Context * crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); -/** +/* * \brief clean up CRC context * * \param crcContext pointer to context variable diff --git a/include/SDL_test_font.h b/include/SDL_test_font.h index ec41b46..0eade92 100644 --- a/include/SDL_test_font.h +++ b/include/SDL_test_font.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_font.h * * Include file for SDL test framework. @@ -41,7 +41,7 @@ extern "C" { #define FONT_CHARACTER_SIZE 8 #define FONT_LINE_HEIGHT (FONT_CHARACTER_SIZE + 2) -/** +/* * \brief Draw a string in the currently set font. * * \param renderer The renderer to draw on. @@ -53,7 +53,7 @@ extern "C" { */ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, Uint32 c); -/** +/* * \brief Draw a UTF-8 string in the currently set font. * * The font currently only supports characters in the Basic Latin and Latin-1 Supplement sets. @@ -67,7 +67,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, Uint32 c); */ int SDLTest_DrawString(SDL_Renderer *renderer, int x, int y, const char *s); -/** +/* * \brief Data used for multi-line text output */ typedef struct SDLTest_TextWindow @@ -78,7 +78,7 @@ typedef struct SDLTest_TextWindow char **lines; } SDLTest_TextWindow; -/** +/* * \brief Create a multi-line text output window * * \param x The X coordinate of the upper left corner of the window. @@ -92,7 +92,7 @@ typedef struct SDLTest_TextWindow */ SDLTest_TextWindow *SDLTest_TextWindowCreate(int x, int y, int w, int h); -/** +/* * \brief Display a multi-line text output window * * This function should be called every frame to display the text @@ -104,7 +104,7 @@ SDLTest_TextWindow *SDLTest_TextWindowCreate(int x, int y, int w, int h); */ void SDLTest_TextWindowDisplay(SDLTest_TextWindow *textwin, SDL_Renderer *renderer); -/** +/* * \brief Add text to a multi-line text output window * * Adds UTF-8 text to the end of the current text. The newline character starts a @@ -119,7 +119,7 @@ void SDLTest_TextWindowDisplay(SDLTest_TextWindow *textwin, SDL_Renderer *render */ void SDLTest_TextWindowAddText(SDLTest_TextWindow *textwin, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); -/** +/* * \brief Add text to a multi-line text output window * * Adds UTF-8 text to the end of the current text. The newline character starts a @@ -134,7 +134,7 @@ void SDLTest_TextWindowAddText(SDLTest_TextWindow *textwin, SDL_PRINTF_FORMAT_ST */ void SDLTest_TextWindowAddTextWithLength(SDLTest_TextWindow *textwin, const char *text, size_t len); -/** +/* * \brief Clear the text in a multi-line text output window * * \param textwin The text output window @@ -143,7 +143,7 @@ void SDLTest_TextWindowAddTextWithLength(SDLTest_TextWindow *textwin, const char */ void SDLTest_TextWindowClear(SDLTest_TextWindow *textwin); -/** +/* * \brief Free the storage associated with a multi-line text output window * * \param textwin The text output window @@ -152,7 +152,7 @@ void SDLTest_TextWindowClear(SDLTest_TextWindow *textwin); */ void SDLTest_TextWindowDestroy(SDLTest_TextWindow *textwin); -/** +/* * \brief Cleanup textures used by font drawing functions. */ void SDLTest_CleanupTextDrawing(void); diff --git a/include/SDL_test_fuzzer.h b/include/SDL_test_fuzzer.h index 351ab99..c6978ac 100644 --- a/include/SDL_test_fuzzer.h +++ b/include/SDL_test_fuzzer.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_fuzzer.h * * Include file for SDL test framework. @@ -48,13 +48,13 @@ extern "C" { */ -/** +/* * \file * Note: The fuzzer implementation uses a static instance of random context * internally which makes it thread-UNsafe. */ -/** +/* * Initializes the fuzzer for a test * * \param execKey Execution "Key" that initializes the random number generator uniquely for the test. @@ -63,14 +63,14 @@ extern "C" { void SDLTest_FuzzerInit(Uint64 execKey); -/** +/* * Returns a random Uint8 * * \returns a generated integer */ Uint8 SDLTest_RandomUint8(void); -/** +/* * Returns a random Sint8 * * \returns a generated signed integer @@ -78,14 +78,14 @@ Uint8 SDLTest_RandomUint8(void); Sint8 SDLTest_RandomSint8(void); -/** +/* * Returns a random Uint16 * * \returns a generated integer */ Uint16 SDLTest_RandomUint16(void); -/** +/* * Returns a random Sint16 * * \returns a generated signed integer @@ -93,7 +93,7 @@ Uint16 SDLTest_RandomUint16(void); Sint16 SDLTest_RandomSint16(void); -/** +/* * Returns a random integer * * \returns a generated integer @@ -101,14 +101,14 @@ Sint16 SDLTest_RandomSint16(void); Sint32 SDLTest_RandomSint32(void); -/** +/* * Returns a random positive integer * * \returns a generated integer */ Uint32 SDLTest_RandomUint32(void); -/** +/* * Returns random Uint64. * * \returns a generated integer @@ -116,36 +116,36 @@ Uint32 SDLTest_RandomUint32(void); Uint64 SDLTest_RandomUint64(void); -/** +/* * Returns random Sint64. * * \returns a generated signed integer */ Sint64 SDLTest_RandomSint64(void); -/** +/* * \returns a random float in range [0.0 - 1.0] */ float SDLTest_RandomUnitFloat(void); -/** +/* * \returns a random double in range [0.0 - 1.0] */ double SDLTest_RandomUnitDouble(void); -/** +/* * \returns a random float. * */ float SDLTest_RandomFloat(void); -/** +/* * \returns a random double. * */ double SDLTest_RandomDouble(void); -/** +/* * Returns a random boundary value for Uint8 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -166,7 +166,7 @@ double SDLTest_RandomDouble(void); */ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Uint16 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -187,7 +187,7 @@ Uint8 SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, SDL_boo */ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Uint32 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -208,7 +208,7 @@ Uint16 SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, SDL */ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Uint64 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -229,7 +229,7 @@ Uint32 SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, SDL */ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Sint8 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -251,7 +251,7 @@ Uint64 SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, SDL Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Sint16 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -272,7 +272,7 @@ Sint8 SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, SDL_boo */ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Sint32 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -293,7 +293,7 @@ Sint16 SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, SDL */ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL_bool validDomain); -/** +/* * Returns a random boundary value for Sint64 within the given boundaries. * Boundaries are inclusive, see the usage examples below. If validDomain * is true, the function will only return valid boundaries, otherwise non-valid @@ -315,7 +315,7 @@ Sint32 SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, SDL Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL_bool validDomain); -/** +/* * Returns integer in range [min, max] (inclusive). * Min and max values can be negative values. * If Max in smaller than min, then the values are swapped. @@ -329,7 +329,7 @@ Sint64 SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, SDL Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); -/** +/* * Generates random null-terminated string. The minimum length for * the string is 1 character, maximum length for the string is 255 * characters and it can contain ASCII characters from 32 to 126. @@ -341,7 +341,7 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); char * SDLTest_RandomAsciiString(void); -/** +/* * Generates random null-terminated string. The maximum length for * the string is defined by the maxLength parameter. * String can contain ASCII characters from 32 to 126. @@ -355,7 +355,7 @@ char * SDLTest_RandomAsciiString(void); char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); -/** +/* * Generates random null-terminated string. The length for * the string is defined by the size parameter. * String can contain ASCII characters from 32 to 126. @@ -368,7 +368,8 @@ char * SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); */ char * SDLTest_RandomAsciiStringOfSize(int size); -/** + +/* * Get the invocation count for the fuzzer since last ...FuzzerInit. * * \returns the invocation count. diff --git a/include/SDL_test_harness.h b/include/SDL_test_harness.h index 02bbb70..cfd62e8 100644 --- a/include/SDL_test_harness.h +++ b/include/SDL_test_harness.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_harness.h * * Include file for SDL test framework. @@ -69,7 +69,7 @@ typedef int (*SDLTest_TestCaseFp)(void *arg); /* !< Function pointer to a test case teardown function (run after every test) */ typedef void (*SDLTest_TestCaseTearDownFp)(void *arg); -/** +/* * Holds information about a single test case. */ typedef struct SDLTest_TestCaseReference { @@ -83,7 +83,7 @@ typedef struct SDLTest_TestCaseReference { int enabled; } SDLTest_TestCaseReference; -/** +/* * Holds information about a test suite (multiple test cases). */ typedef struct SDLTest_TestSuiteReference { @@ -98,7 +98,7 @@ typedef struct SDLTest_TestSuiteReference { } SDLTest_TestSuiteReference; -/** +/* * \brief Generates a random run seed string for the harness. The generated seed will contain alphanumeric characters (0-9A-Z). * * Note: The returned string needs to be deallocated by the caller. @@ -109,7 +109,7 @@ typedef struct SDLTest_TestSuiteReference { */ char *SDLTest_GenerateRunSeed(const int length); -/** +/* * \brief Execute a test suite using the given run seed and execution key. * * \param testSuites Suites containing the test case. diff --git a/include/SDL_test_images.h b/include/SDL_test_images.h index 4229d26..d593a31 100644 --- a/include/SDL_test_images.h +++ b/include/SDL_test_images.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_images.h * * Include file for SDL test framework. @@ -44,7 +44,7 @@ extern "C" { #endif -/** +/* *Type for test images. */ typedef struct SDLTest_SurfaceImage_s { diff --git a/include/SDL_test_log.h b/include/SDL_test_log.h index 04e03e6..6f7f661 100644 --- a/include/SDL_test_log.h +++ b/include/SDL_test_log.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_log.h * * Include file for SDL test framework. @@ -42,14 +42,14 @@ extern "C" { #endif -/** +/* * \brief Prints given message with a timestamp in the TEST category and INFO priority. * * \param fmt Message to be logged */ void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); -/** +/* * \brief Prints given message with a timestamp in the TEST category and the ERROR priority. * * \param fmt Message to be logged diff --git a/include/SDL_test_md5.h b/include/SDL_test_md5.h index 5770603..edd7945 100644 --- a/include/SDL_test_md5.h +++ b/include/SDL_test_md5.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_md5.h * * Include file for SDL test framework. @@ -77,7 +77,7 @@ extern "C" { /* ---------- Function Prototypes ------------- */ -/** +/* * \brief initialize the context * * \param mdContext pointer to context variable @@ -89,7 +89,7 @@ extern "C" { void SDLTest_Md5Init(SDLTest_Md5Context * mdContext); -/** +/* * \brief update digest from variable length data * * \param mdContext pointer to context variable @@ -105,7 +105,7 @@ extern "C" { unsigned int inLen); -/** +/* * \brief complete digest computation * * \param mdContext pointer to context variable diff --git a/include/SDL_test_memory.h b/include/SDL_test_memory.h index 128c1ab..e789fa8 100644 --- a/include/SDL_test_memory.h +++ b/include/SDL_test_memory.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_memory.h * * Include file for SDL test framework. @@ -37,14 +37,14 @@ extern "C" { #endif -/** +/* * \brief Start tracking SDL memory allocations * * \note This should be called before any other SDL functions for complete tracking coverage */ int SDLTest_TrackAllocations(void); -/** +/* * \brief Print a log of any outstanding allocations * * \note This can be called after SDL_Quit() diff --git a/include/SDL_test_random.h b/include/SDL_test_random.h index e846857..05d6d3e 100644 --- a/include/SDL_test_random.h +++ b/include/SDL_test_random.h @@ -19,7 +19,7 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** +/* * \file SDL_test_random.h * * Include file for SDL test framework. @@ -67,7 +67,7 @@ extern "C" { /* --- Function prototypes */ -/** +/* * \brief Initialize random number generator with two integers. * * Note: The random sequence of numbers returned by ...Random() is the @@ -81,7 +81,7 @@ extern "C" { void SDLTest_RandomInit(SDLTest_RandomContext * rndContext, unsigned int xi, unsigned int ci); -/** +/* * \brief Initialize random number generator based on current system time. * * \param rndContext pointer to context structure @@ -90,7 +90,7 @@ extern "C" { void SDLTest_RandomInitTime(SDLTest_RandomContext *rndContext); -/** +/* * \brief Initialize random number generator based on current system time. * * Note: ...RandomInit() or ...RandomInitTime() must have been called diff --git a/include/SDL_thread.h b/include/SDL_thread.h index d6ae47d..ac405d8 100644 --- a/include/SDL_thread.h +++ b/include/SDL_thread.h @@ -23,9 +23,9 @@ #define SDL_thread_h_ /** - * \file SDL_thread.h + * # CategoryThread * - * Header for the SDL thread management routines. + * Header for the SDL thread management routines. */ #include "SDL_stdinc.h" @@ -63,16 +63,18 @@ typedef unsigned long SDL_threadID; typedef unsigned int SDL_TLSID; /** - * The SDL thread priority. + * The SDL thread priority. * - * SDL will make system changes as necessary in order to apply the thread priority. - * Code which attempts to control thread state related to priority should be aware - * that calling SDL_SetThreadPriority may alter such state. - * SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior. + * SDL will make system changes as necessary in order to apply the thread + * priority. Code which attempts to control thread state related to priority + * should be aware that calling SDL_SetThreadPriority may alter such state. + * SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this + * behavior. * - * \note On many systems you require special privileges to set high or time critical priority. + * On many systems you require special privileges to set high or time critical + * priority. */ -typedef enum { +typedef enum SDL_ThreadPriority { SDL_THREAD_PRIORITY_LOW, SDL_THREAD_PRIORITY_NORMAL, SDL_THREAD_PRIORITY_HIGH, @@ -82,7 +84,7 @@ typedef enum { /** * The function passed to SDL_CreateThread(). * - * \param data what was passed as `data` to SDL_CreateThread() + * \param data what was passed as `data` to SDL_CreateThread(). * \returns a value that can be reported through SDL_WaitThread(). */ typedef int (SDLCALL * SDL_ThreadFunction) (void *data); @@ -192,9 +194,9 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz * SDL_CreateThreadWithStackSize(fn, name, 0, data); * ``` * - * \param fn the SDL_ThreadFunction function to call in the new thread - * \param name the name of the thread - * \param data a pointer that is passed to `fn` + * \param fn the SDL_ThreadFunction function to call in the new thread. + * \param name the name of the thread. + * \param data a pointer that is passed to `fn`. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. @@ -238,10 +240,10 @@ SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); * function, but for backwards compatibility, this is currently a separate * function. * - * \param fn the SDL_ThreadFunction function to call in the new thread - * \param name the name of the thread + * \param fn the SDL_ThreadFunction function to call in the new thread. + * \param name the name of the thread. * \param stacksize the size, in bytes, to allocate for the new thread stack. - * \param data a pointer that is passed to `fn` + * \param data a pointer that is passed to `fn`. * \returns an opaque pointer to the new thread object on success, NULL if the * new thread could not be created; call SDL_GetError() for more * information. @@ -261,7 +263,7 @@ SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const siz * This is internal memory, not to be freed by the caller, and remains valid * until the specified thread is cleaned up by SDL_WaitThread(). * - * \param thread the thread to query + * \param thread the thread to query. * \returns a pointer to a UTF-8 string that names the specified thread, or * NULL if it doesn't have a name. * @@ -296,7 +298,7 @@ extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void); * If SDL is running on a platform that does not support threads the return * value will always be zero. * - * \param thread the thread to query + * \param thread the thread to query. * \returns the ID of the specified thread, or the ID of the current thread if * `thread` is NULL. * @@ -313,7 +315,7 @@ extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread); * promote the thread to a higher priority) at all, and some require you to be * an administrator account. Be prepared for this to fail. * - * \param priority the SDL_ThreadPriority to set + * \param priority the SDL_ThreadPriority to set. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -344,7 +346,7 @@ extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority); * afterward. * * \param thread the SDL_Thread pointer that was returned from the - * SDL_CreateThread() call that started this thread + * SDL_CreateThread() call that started this thread. * \param status pointer to an integer that will receive the value returned * from the thread function by its 'return', or NULL to not * receive such value back. @@ -383,7 +385,7 @@ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status); * It is safe to pass NULL to this function; it is a no-op. * * \param thread the SDL_Thread pointer that was returned from the - * SDL_CreateThread() call that started this thread + * SDL_CreateThread() call that started this thread. * * \since This function is available since SDL 2.0.2. * @@ -410,7 +412,7 @@ extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void); /** * Get the current thread's value associated with a thread local storage ID. * - * \param id the thread local storage ID + * \param id the thread local storage ID. * \returns the value associated with the ID for the current thread or NULL if * no value has been set; call SDL_GetError() for more information. * @@ -421,6 +423,8 @@ extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void); */ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id); +typedef void (SDLCALL *SDL_TLSDestructorCallback)(void*); + /** * Set the current thread's value associated with a thread local storage ID. * @@ -432,10 +436,10 @@ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id); * * where its parameter `value` is what was passed as `value` to SDL_TLSSet(). * - * \param id the thread local storage ID - * \param value the value to associate with the ID for the current thread + * \param id the thread local storage ID. + * \param value the value to associate with the ID for the current thread. * \param destructor a function called when the thread exits, to free the - * value + * value. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -444,7 +448,7 @@ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id); * \sa SDL_TLSCreate * \sa SDL_TLSGet */ -extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*)); +extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, SDL_TLSDestructorCallback destructor); /** * Cleanup all TLS data for this thread. diff --git a/include/SDL_timer.h b/include/SDL_timer.h index e187a79..6096969 100644 --- a/include/SDL_timer.h +++ b/include/SDL_timer.h @@ -23,9 +23,9 @@ #define SDL_timer_h_ /** - * \file SDL_timer.h + * # CategoryTimer * - * Header for the SDL time management routines. + * Header for the SDL time management routines. */ #include "SDL_stdinc.h" @@ -89,8 +89,8 @@ extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); * days, but should _not_ be used with SDL_GetTicks64(), which does not have * that problem. * - * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could - * do this: + * For example, with SDL_GetTicks(), if you want to wait 100 ms, you could do + * this: * * ```c * const Uint32 timeout = SDL_GetTicks() + 100; @@ -99,9 +99,9 @@ extern DECLSPEC Uint64 SDLCALL SDL_GetTicks64(void); * } * ``` * - * Note that this does not handle tick differences greater - * than 2^31 so take care when using the above kind of code - * with large timeout delays (tens of days). + * Note that this does not handle tick differences greater than 2^31 so take + * care when using the above kind of code with large timeout delays (tens of + * days). */ #define SDL_TICKS_PASSED(A, B) ((Sint32)((B) - (A)) <= 0) @@ -140,7 +140,7 @@ extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); * waits at least the specified time, but possibly longer due to OS * scheduling. * - * \param ms the number of milliseconds to delay + * \param ms the number of milliseconds to delay. * * \since This function is available since SDL 2.0.0. */ @@ -149,10 +149,10 @@ extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); /** * Function prototype for the timer callback function. * - * The callback function is passed the current timer interval and returns - * the next timer interval. If the returned value is the same as the one - * passed in, the periodic alarm continues, otherwise a new alarm is - * scheduled. If the callback returns 0, the periodic alarm is cancelled. + * The callback function is passed the current timer interval and returns the + * next timer interval. If the returned value is the same as the one passed + * in, the periodic alarm continues, otherwise a new alarm is scheduled. If + * the callback returns 0, the periodic alarm is cancelled. */ typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param); @@ -182,10 +182,10 @@ typedef int SDL_TimerID; * time with SDL_GetTicks() or SDL_GetPerformanceCounter() in case your * callback needs to adjust for variances. * - * \param interval the timer delay, in milliseconds, passed to `callback` + * \param interval the timer delay, in milliseconds, passed to `callback`. * \param callback the SDL_TimerCallback function to call when the specified - * `interval` elapses - * \param param a pointer that is passed to `callback` + * `interval` elapses. + * \param param a pointer that is passed to `callback`. * \returns a timer ID or 0 if an error occurs; call SDL_GetError() for more * information. * @@ -200,7 +200,7 @@ extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, /** * Remove a timer created with SDL_AddTimer(). * - * \param id the ID of the timer to remove + * \param id the ID of the timer to remove. * \returns SDL_TRUE if the timer is removed or SDL_FALSE if the timer wasn't * found. * diff --git a/include/SDL_touch.h b/include/SDL_touch.h index a4633c8..80a0fef 100644 --- a/include/SDL_touch.h +++ b/include/SDL_touch.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_touch.h + * # CategoryTouch * - * Include file for SDL touch event handling. + * Include file for SDL touch event handling. */ #ifndef SDL_touch_h_ @@ -85,7 +85,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void); /** * Get the touch ID with the given index. * - * \param index the touch device index + * \param index the touch device index. * \returns the touch ID with the given index on success or 0 if the index is * invalid; call SDL_GetError() for more information. * @@ -113,7 +113,7 @@ extern DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID t /** * Get the number of active fingers for a given touch device. * - * \param touchID the ID of a touch device + * \param touchID the ID of a touch device. * \returns the number of active fingers for a given touch device on success * or 0 on failure; call SDL_GetError() for more information. * @@ -128,8 +128,8 @@ extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID); * * The returned resource is owned by SDL and should not be deallocated. * - * \param touchID the ID of the requested touch device - * \param index the index of the requested finger + * \param touchID the ID of the requested touch device. + * \param index the index of the requested finger. * \returns a pointer to the SDL_Finger object or NULL if no object at the * given ID and index could be found. * diff --git a/include/SDL_types.h b/include/SDL_types.h index 12b5f75..cb3b4a8 100644 --- a/include/SDL_types.h +++ b/include/SDL_types.h @@ -19,11 +19,6 @@ 3. This notice may not be removed or altered from any source distribution. */ -/** - * \file SDL_types.h - * - * \deprecated - */ - /* DEPRECATED */ + #include "SDL_stdinc.h" diff --git a/include/SDL_version.h b/include/SDL_version.h index a508776..1b57c9a 100644 --- a/include/SDL_version.h +++ b/include/SDL_version.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_version.h + * # CategoryVersion * - * This header defines the current SDL version. + * This header defines the current SDL version. */ #ifndef SDL_version_h_ @@ -40,10 +40,9 @@ extern "C" { * Information about the version of SDL in use. * * Represents the library's version as three levels: major revision - * (increments with massive changes, additions, and enhancements), - * minor revision (increments with backwards-compatible changes to the - * major revision), and patchlevel (increments with fixes to the minor - * revision). + * (increments with massive changes, additions, and enhancements), minor + * revision (increments with backwards-compatible changes to the major + * revision), and patchlevel (increments with fixes to the minor revision). * * \sa SDL_VERSION * \sa SDL_GetVersion @@ -58,18 +57,17 @@ typedef struct SDL_version /* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL */ #define SDL_MAJOR_VERSION 2 -#define SDL_MINOR_VERSION 30 -#define SDL_PATCHLEVEL 11 +#define SDL_MINOR_VERSION 32 +#define SDL_PATCHLEVEL 4 /** * Macro to determine SDL version program was compiled against. * - * This macro fills in a SDL_version structure with the version of the - * library you compiled against. This is determined by what header the - * compiler uses. Note that if you dynamically linked the library, you might - * have a slightly newer or older version at runtime. That version can be - * determined with SDL_GetVersion(), which, unlike SDL_VERSION(), - * is not a macro. + * This macro fills in a SDL_version structure with the version of the library + * you compiled against. This is determined by what header the compiler uses. + * Note that if you dynamically linked the library, you might have a slightly + * newer or older version at runtime. That version can be determined with + * SDL_GetVersion(), which, unlike SDL_VERSION(), is not a macro. * * \param x A pointer to a SDL_version struct to initialize. * @@ -85,37 +83,40 @@ typedef struct SDL_version /* TODO: Remove this whole block in SDL 3 */ #if SDL_MAJOR_VERSION < 3 + /** - * This macro turns the version numbers into a numeric value: - * \verbatim - (1,2,3) -> (1203) - \endverbatim + * This macro turns the version numbers into a numeric value: + * + * ``` + * (1,2,3) -> (1203) + * ``` + * + * This assumes that there will never be more than 100 patchlevels. * - * This assumes that there will never be more than 100 patchlevels. + * In versions higher than 2.9.0, the minor version overflows into the + * thousands digit: for example, 2.23.0 is encoded as 4300, and 2.255.99 would + * be encoded as 25799. * - * In versions higher than 2.9.0, the minor version overflows into - * the thousands digit: for example, 2.23.0 is encoded as 4300, - * and 2.255.99 would be encoded as 25799. - * This macro will not be available in SDL 3.x. + * This macro will not be available in SDL 3.x. */ #define SDL_VERSIONNUM(X, Y, Z) \ ((X)*1000 + (Y)*100 + (Z)) /** - * This is the version number macro for the current SDL version. + * This is the version number macro for the current SDL version. * - * In versions higher than 2.9.0, the minor version overflows into - * the thousands digit: for example, 2.23.0 is encoded as 4300. - * This macro will not be available in SDL 3.x. + * In versions higher than 2.9.0, the minor version overflows into the + * thousands digit: for example, 2.23.0 is encoded as 4300. This macro will + * not be available in SDL 3.x. * - * Deprecated, use SDL_VERSION_ATLEAST or SDL_VERSION instead. + * Deprecated, use SDL_VERSION_ATLEAST or SDL_VERSION instead. */ #define SDL_COMPILEDVERSION \ SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL) #endif /* SDL_MAJOR_VERSION < 3 */ /** - * This macro will evaluate to true if compiled with SDL at least X.Y.Z. + * This macro will evaluate to true if compiled with SDL at least X.Y.Z. */ #define SDL_VERSION_ATLEAST(X, Y, Z) \ ((SDL_MAJOR_VERSION >= X) && \ @@ -132,7 +133,7 @@ typedef struct SDL_version * * This function may be called safely at any time, even before SDL_Init(). * - * \param ver the SDL_version structure that contains the version information + * \param ver the SDL_version structure that contains the version information. * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_video.h b/include/SDL_video.h index 4b69a99..2db5552 100644 --- a/include/SDL_video.h +++ b/include/SDL_video.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_video.h + * # CategoryVideo * - * Header file for SDL video functions. + * Header file for SDL video functions. */ #ifndef SDL_video_h_ @@ -40,17 +40,17 @@ extern "C" { #endif /** - * \brief The structure that defines a display mode + * The structure that defines a display mode * - * \sa SDL_GetNumDisplayModes() - * \sa SDL_GetDisplayMode() - * \sa SDL_GetDesktopDisplayMode() - * \sa SDL_GetCurrentDisplayMode() - * \sa SDL_GetClosestDisplayMode() - * \sa SDL_SetWindowDisplayMode() - * \sa SDL_GetWindowDisplayMode() + * \sa SDL_GetNumDisplayModes + * \sa SDL_GetDisplayMode + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_GetClosestDisplayMode + * \sa SDL_SetWindowDisplayMode + * \sa SDL_GetWindowDisplayMode */ -typedef struct +typedef struct SDL_DisplayMode { Uint32 format; /**< pixel format */ int w; /**< width, in screen coordinates */ @@ -60,46 +60,46 @@ typedef struct } SDL_DisplayMode; /** - * \brief The type used to identify a window - * - * \sa SDL_CreateWindow() - * \sa SDL_CreateWindowFrom() - * \sa SDL_DestroyWindow() - * \sa SDL_FlashWindow() - * \sa SDL_GetWindowData() - * \sa SDL_GetWindowFlags() - * \sa SDL_GetWindowGrab() - * \sa SDL_GetWindowKeyboardGrab() - * \sa SDL_GetWindowMouseGrab() - * \sa SDL_GetWindowPosition() - * \sa SDL_GetWindowSize() - * \sa SDL_GetWindowTitle() - * \sa SDL_HideWindow() - * \sa SDL_MaximizeWindow() - * \sa SDL_MinimizeWindow() - * \sa SDL_RaiseWindow() - * \sa SDL_RestoreWindow() - * \sa SDL_SetWindowData() - * \sa SDL_SetWindowFullscreen() - * \sa SDL_SetWindowGrab() - * \sa SDL_SetWindowKeyboardGrab() - * \sa SDL_SetWindowMouseGrab() - * \sa SDL_SetWindowIcon() - * \sa SDL_SetWindowPosition() - * \sa SDL_SetWindowSize() - * \sa SDL_SetWindowBordered() - * \sa SDL_SetWindowResizable() - * \sa SDL_SetWindowTitle() - * \sa SDL_ShowWindow() + * The opaque type used to identify a window. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowFrom + * \sa SDL_DestroyWindow + * \sa SDL_FlashWindow + * \sa SDL_GetWindowData + * \sa SDL_GetWindowFlags + * \sa SDL_GetWindowGrab + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_GetWindowMouseGrab + * \sa SDL_GetWindowPosition + * \sa SDL_GetWindowSize + * \sa SDL_GetWindowTitle + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_RaiseWindow + * \sa SDL_RestoreWindow + * \sa SDL_SetWindowData + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowGrab + * \sa SDL_SetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowIcon + * \sa SDL_SetWindowPosition + * \sa SDL_SetWindowSize + * \sa SDL_SetWindowBordered + * \sa SDL_SetWindowResizable + * \sa SDL_SetWindowTitle + * \sa SDL_ShowWindow */ typedef struct SDL_Window SDL_Window; /** - * \brief The flags on a window + * The flags on a window * - * \sa SDL_GetWindowFlags() + * \sa SDL_GetWindowFlags */ -typedef enum +typedef enum SDL_WindowFlags { SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ @@ -131,7 +131,7 @@ typedef enum } SDL_WindowFlags; /** - * \brief Used to indicate that you don't care what the window position is. + * Used to indicate that you don't care what the window position is. */ #define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u #define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) @@ -140,7 +140,7 @@ typedef enum (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) /** - * \brief Used to indicate that the window position should be centered. + * Used to indicate that the window position should be centered. */ #define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u #define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) @@ -149,9 +149,9 @@ typedef enum (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) /** - * \brief Event subtype for window events + * Event subtype for window events */ -typedef enum +typedef enum SDL_WindowEventID { SDL_WINDOWEVENT_NONE, /**< Never used */ SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */ @@ -180,9 +180,9 @@ typedef enum } SDL_WindowEventID; /** - * \brief Event subtype for display events + * Event subtype for display events */ -typedef enum +typedef enum SDL_DisplayEventID { SDL_DISPLAYEVENT_NONE, /**< Never used */ SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */ @@ -192,9 +192,9 @@ typedef enum } SDL_DisplayEventID; /** - * \brief Display orientation + * Display orientation */ -typedef enum +typedef enum SDL_DisplayOrientation { SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ @@ -204,9 +204,9 @@ typedef enum } SDL_DisplayOrientation; /** - * \brief Window flash operation + * Window flash operation */ -typedef enum +typedef enum SDL_FlashOperation { SDL_FLASH_CANCEL, /**< Cancel any window flash state */ SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ @@ -214,53 +214,85 @@ typedef enum } SDL_FlashOperation; /** - * \brief An opaque handle to an OpenGL context. + * An opaque handle to an OpenGL context. + * + * \sa SDL_GL_CreateContext */ typedef void *SDL_GLContext; /** - * \brief OpenGL configuration attributes + * OpenGL configuration attributes. + * + * While you can set most OpenGL attributes normally, the attributes listed + * above must be known before SDL creates the window that will be used with + * the OpenGL context. These attributes are set and read with + * SDL_GL_SetAttribute and SDL_GL_GetAttribute. + * + * In some cases, these attributes are minimum requests; the GL does not + * promise to give you exactly what you asked for. It's possible to ask for a + * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask + * for no stencil buffer and still have one available. Context creation should + * fail if the GL can't provide your requested attributes at a minimum, but + * you should check to see exactly what you got. + * + * + * [Multisample anti-aliasing](http://en.wikipedia.org/wiki/Multisample_anti-aliasing) + * is a type of full screen anti-aliasing. Multipsampling defaults to off but + * can be turned on by setting SDL_GL_MULTISAMPLEBUFFERS to 1 and + * SDL_GL_MULTISAMPLESAMPLES to a value greater than 0. Typical values are 2 + * and 4. + * + * SDL_GL_CONTEXT_PROFILE_MASK determines the type of context created, while + * both SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION + * determine which version. All three attributes must be set prior to creating + * the first window, and in general you can't change the value of + * SDL_GL_CONTEXT_PROFILE_MASK without first destroying all windows created + * with the previous setting. + * + * SDL_GL_CONTEXT_RELEASE_BEHAVIOR can be set to + * SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE or + * SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH. */ -typedef enum +typedef enum SDL_GLattr { - SDL_GL_RED_SIZE, - SDL_GL_GREEN_SIZE, - SDL_GL_BLUE_SIZE, - SDL_GL_ALPHA_SIZE, - SDL_GL_BUFFER_SIZE, - SDL_GL_DOUBLEBUFFER, - SDL_GL_DEPTH_SIZE, - SDL_GL_STENCIL_SIZE, - SDL_GL_ACCUM_RED_SIZE, - SDL_GL_ACCUM_GREEN_SIZE, - SDL_GL_ACCUM_BLUE_SIZE, - SDL_GL_ACCUM_ALPHA_SIZE, - SDL_GL_STEREO, - SDL_GL_MULTISAMPLEBUFFERS, - SDL_GL_MULTISAMPLESAMPLES, - SDL_GL_ACCELERATED_VISUAL, - SDL_GL_RETAINED_BACKING, - SDL_GL_CONTEXT_MAJOR_VERSION, - SDL_GL_CONTEXT_MINOR_VERSION, - SDL_GL_CONTEXT_EGL, - SDL_GL_CONTEXT_FLAGS, - SDL_GL_CONTEXT_PROFILE_MASK, - SDL_GL_SHARE_WITH_CURRENT_CONTEXT, - SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, - SDL_GL_CONTEXT_RELEASE_BEHAVIOR, + SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */ + SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */ + SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */ + SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */ + SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */ + SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */ + SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */ + SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */ + SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */ + SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */ + SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */ + SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */ + SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */ + SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */ + SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */ + SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */ + SDL_GL_CONTEXT_EGL, /**< deprecated: set SDL_GL_CONTEXT_PROFILE_MASK to SDL_GL_CONTEXT_PROFILE_ES to enable instead. */ + SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLcontextFlag enumeration; defaults to 0. */ + SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLprofile; default value depends on platform. */ + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */ + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. (>= SDL 2.0.1) */ + SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior; defaults to 1. (>= SDL 2.0.4) */ SDL_GL_CONTEXT_RESET_NOTIFICATION, SDL_GL_CONTEXT_NO_ERROR, SDL_GL_FLOATBUFFERS } SDL_GLattr; -typedef enum +typedef enum SDL_GLprofile { SDL_GL_CONTEXT_PROFILE_CORE = 0x0001, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002, SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ } SDL_GLprofile; -typedef enum +typedef enum SDL_GLcontextFlag { SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002, @@ -268,13 +300,13 @@ typedef enum SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008 } SDL_GLcontextFlag; -typedef enum +typedef enum SDL_GLcontextReleaseFlag { SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000, SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001 } SDL_GLcontextReleaseFlag; -typedef enum +typedef enum SDL_GLContextResetNotification { SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000, SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001 @@ -300,7 +332,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); * The video drivers are presented in the order in which they are normally * checked during initialization. * - * \param index the index of a video driver + * \param index the index of a video driver. * \returns the name of the video driver with the given **index**. * * \since This function is available since SDL 2.0.0. @@ -327,7 +359,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); * specific `driver_name`. * * \param driver_name the name of a video driver to initialize, or NULL for - * the default driver + * the default driver. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -380,7 +412,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); * Get the name of a display in UTF-8 encoding. * * \param displayIndex the index of display from which the name should be - * queried + * queried. * \returns the name of a display or NULL for an invalid display index or * failure; call SDL_GetError() for more information. * @@ -395,8 +427,8 @@ extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex); * * The primary display (`displayIndex` zero) is always located at 0,0. * - * \param displayIndex the index of the display to query - * \param rect the SDL_Rect structure filled in with the display bounds + * \param displayIndex the index of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -425,8 +457,8 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * re * range. * * \param displayIndex the index of the display to query the usable bounds - * from - * \param rect the SDL_Rect structure filled in with the display bounds + * from. + * \param rect the SDL_Rect structure filled in with the display bounds. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -456,13 +488,13 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rec * more consistent, reliable, and clear. * * \param displayIndex the index of the display from which DPI information - * should be queried + * should be queried. * \param ddpi a pointer filled in with the diagonal DPI of the display; may - * be NULL + * be NULL. * \param hdpi a pointer filled in with the horizontal DPI of the display; may - * be NULL + * be NULL. * \param vdpi a pointer filled in with the vertical DPI of the display; may - * be NULL + * be NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -475,7 +507,7 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, fl /** * Get the orientation of a display. * - * \param displayIndex the index of the display to query + * \param displayIndex the index of the display to query. * \returns The SDL_DisplayOrientation enum value of the display, or * `SDL_ORIENTATION_UNKNOWN` if it isn't available. * @@ -491,7 +523,7 @@ extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int dis * The `displayIndex` needs to be in the range from 0 to * SDL_GetNumVideoDisplays() - 1. * - * \param displayIndex the index of the display to query + * \param displayIndex the index of the display to query. * \returns a number >= 1 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -513,10 +545,10 @@ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex); * - packed pixel layout -> largest to smallest * - refresh rate -> highest to lowest * - * \param displayIndex the index of the display to query - * \param modeIndex the index of the display mode to query + * \param displayIndex the index of the display to query. + * \param modeIndex the index of the display mode to query. * \param mode an SDL_DisplayMode structure filled in with the mode at - * `modeIndex` + * `modeIndex`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -535,9 +567,9 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex, * function will return the previous native display mode, and not the current * display mode. * - * \param displayIndex the index of the display to query + * \param displayIndex the index of the display to query. * \param mode an SDL_DisplayMode structure filled in with the current display - * mode + * mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -557,9 +589,9 @@ extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_Disp * function will return the current display mode, and not the previous native * display mode. * - * \param displayIndex the index of the display to query + * \param displayIndex the index of the display to query. * \param mode an SDL_DisplayMode structure filled in with the current display - * mode + * mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -583,11 +615,11 @@ extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_Disp * and finally checking the refresh rate. If all the available modes are too * small, then NULL is returned. * - * \param displayIndex the index of the display to query + * \param displayIndex the index of the display to query. * \param mode an SDL_DisplayMode structure containing the desired display - * mode + * mode. * \param closest an SDL_DisplayMode structure filled in with the closest - * match of the available display modes + * match of the available display modes. * \returns the passed in value `closest` or NULL if no matching video mode * was available; call SDL_GetError() for more information. * @@ -601,7 +633,7 @@ extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayI /** * Get the index of the display containing a point * - * \param point the point to query + * \param point the point to query. * \returns the index of the display containing the point or a negative error * code on failure; call SDL_GetError() for more information. * @@ -615,7 +647,7 @@ extern DECLSPEC int SDLCALL SDL_GetPointDisplayIndex(const SDL_Point * point); /** * Get the index of the display primarily containing a rect * - * \param rect the rect to query + * \param rect the rect to query. * \returns the index of the display entirely containing the rect or closest * to the center of the rect on success or a negative error code on * failure; call SDL_GetError() for more information. @@ -630,7 +662,7 @@ extern DECLSPEC int SDLCALL SDL_GetRectDisplayIndex(const SDL_Rect * rect); /** * Get the index of the display associated with a window. * - * \param window the window to query + * \param window the window to query. * \returns the index of the display containing the center of the window on * success or a negative error code on failure; call SDL_GetError() * for more information. @@ -649,10 +681,10 @@ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window); * change the window size when the window is not fullscreen, use * SDL_SetWindowSize(). * - * \param window the window to affect + * \param window the window to affect. * \param mode the SDL_DisplayMode structure representing the mode to use, or * NULL to use the window's dimensions and the desktop's format - * and refresh rate + * and refresh rate. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -667,9 +699,9 @@ extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window, /** * Query the display mode to use when a window is visible at fullscreen. * - * \param window the window to query + * \param window the window to query. * \param mode an SDL_DisplayMode structure filled in with the fullscreen - * display mode + * display mode. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -686,8 +718,8 @@ extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window, * * Data returned should be freed with SDL_free. * - * \param window the window to query - * \param size the size of the ICC profile + * \param window the window to query. + * \param size the size of the ICC profile. * \returns the raw ICC profile data on success or NULL on failure; call * SDL_GetError() for more information. * @@ -698,7 +730,7 @@ extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_ /** * Get the pixel format associated with the window. * - * \param window the window to query + * \param window the window to query. * \returns the pixel format of the window on success or * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more * information. @@ -762,15 +794,15 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window); * loader or link to a dynamic library version. This limitation may be removed * in a future version of SDL. * - * \param title the title of the window, in UTF-8 encoding + * \param title the title of the window, in UTF-8 encoding. * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or - * `SDL_WINDOWPOS_UNDEFINED` + * `SDL_WINDOWPOS_UNDEFINED`. * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or - * `SDL_WINDOWPOS_UNDEFINED` - * \param w the width of the window, in screen coordinates - * \param h the height of the window, in screen coordinates - * \param flags 0, or one or more SDL_WindowFlags OR'd together - * \returns the window that was created or NULL on failure; call + * `SDL_WINDOWPOS_UNDEFINED`. + * \param w the width of the window, in screen coordinates. + * \param h the height of the window, in screen coordinates. + * \param flags 0, or one or more SDL_WindowFlags OR'd together. + * \returns the `SDL_Window` that was created or NULL on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. @@ -790,7 +822,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, * before using SDL_CreateWindowFrom(). * * \param data a pointer to driver-dependent window creation data, typically - * your native window cast to a void* + * your native window cast to a void*. * \returns the window that was created or NULL on failure; call * SDL_GetError() for more information. * @@ -807,7 +839,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data); * The numeric ID is what SDL_WindowEvent references, and is necessary to map * these events to specific SDL_Window objects. * - * \param window the window to query + * \param window the window to query. * \returns the ID of the window on success or 0 on failure; call * SDL_GetError() for more information. * @@ -823,7 +855,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window); * The numeric ID is what SDL_WindowEvent references, and is necessary to map * these events to specific SDL_Window objects. * - * \param id the ID of the window + * \param id the ID of the window. * \returns the window associated with `id` or NULL if it doesn't exist; call * SDL_GetError() for more information. * @@ -836,8 +868,8 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id); /** * Get the window flags. * - * \param window the window to query - * \returns a mask of the SDL_WindowFlags associated with `window` + * \param window the window to query. + * \returns a mask of the SDL_WindowFlags associated with `window`. * * \since This function is available since SDL 2.0.0. * @@ -856,8 +888,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window); * * This string is expected to be in UTF-8 encoding. * - * \param window the window to change - * \param title the desired window title in UTF-8 format + * \param window the window to change. + * \param title the desired window title in UTF-8 format. * * \since This function is available since SDL 2.0.0. * @@ -869,7 +901,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window, /** * Get the title of a window. * - * \param window the window to query + * \param window the window to query. * \returns the title of the window in UTF-8 format or "" if there is no * title. * @@ -882,8 +914,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window); /** * Set the icon for a window. * - * \param window the window to change - * \param icon an SDL_Surface structure containing the icon for the window + * \param window the window to change. + * \param icon an SDL_Surface structure containing the icon for the window. * * \since This function is available since SDL 2.0.0. */ @@ -895,9 +927,9 @@ extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window, * * `name` is case-sensitive. * - * \param window the window to associate with the pointer - * \param name the name of the pointer - * \param userdata the associated pointer + * \param window the window to associate with the pointer. + * \param name the name of the pointer. + * \param userdata the associated pointer. * \returns the previous value associated with `name`. * * \since This function is available since SDL 2.0.0. @@ -911,8 +943,8 @@ extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window, /** * Retrieve the data pointer associated with a window. * - * \param window the window to query - * \param name the name of the pointer + * \param window the window to query. + * \param name the name of the pointer. * \returns the value associated with `name`. * * \since This function is available since SDL 2.0.0. @@ -927,11 +959,11 @@ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window, * * The window coordinate origin is the upper left of the display. * - * \param window the window to reposition + * \param window the window to reposition. * \param x the x coordinate of the window in screen coordinates, or - * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`. * \param y the y coordinate of the window in screen coordinates, or - * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`. * * \since This function is available since SDL 2.0.0. * @@ -946,11 +978,11 @@ extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window, * If you do not need the value for one of the positions a NULL may be passed * in the `x` or `y` parameter. * - * \param window the window to query + * \param window the window to query. * \param x a pointer filled in with the x position of the window, in screen - * coordinates, may be NULL + * coordinates, may be NULL. * \param y a pointer filled in with the y position of the window, in screen - * coordinates, may be NULL + * coordinates, may be NULL. * * \since This function is available since SDL 2.0.0. * @@ -970,11 +1002,11 @@ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window, * Fullscreen windows automatically match the size of the display mode, and * you should use SDL_SetWindowDisplayMode() to change their size. * - * \param window the window to change + * \param window the window to change. * \param w the width of the window in pixels, in screen coordinates, must be - * > 0 + * > 0. * \param h the height of the window in pixels, in screen coordinates, must be - * > 0 + * > 0. * * \since This function is available since SDL 2.0.0. * @@ -996,11 +1028,11 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w, * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the * real client area size in pixels. * - * \param window the window to query the width and height from + * \param window the window to query the width and height from. * \param w a pointer filled in with the width of the window, in screen - * coordinates, may be NULL + * coordinates, may be NULL. * \param h a pointer filled in with the height of the window, in screen - * coordinates, may be NULL + * coordinates, may be NULL. * * \since This function is available since SDL 2.0.0. * @@ -1027,15 +1059,15 @@ extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w, * This function also returns -1 if getting the information is not supported. * * \param window the window to query the size values of the border - * (decorations) from + * (decorations) from. * \param top pointer to variable for storing the size of the top border; NULL - * is permitted + * is permitted. * \param left pointer to variable for storing the size of the left border; - * NULL is permitted + * NULL is permitted. * \param bottom pointer to variable for storing the size of the bottom - * border; NULL is permitted + * border; NULL is permitted. * \param right pointer to variable for storing the size of the right border; - * NULL is permitted + * NULL is permitted. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1055,10 +1087,11 @@ extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window, * platform with high-DPI support (Apple calls this "Retina"), and not * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \param window the window from which the drawable size should be queried - * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param window the window from which the drawable size should be queried. + * \param w a pointer to variable for storing the width in pixels, may be + * NULL. * \param h a pointer to variable for storing the height in pixels, may be - * NULL + * NULL. * * \since This function is available since SDL 2.26.0. * @@ -1071,9 +1104,9 @@ extern DECLSPEC void SDLCALL SDL_GetWindowSizeInPixels(SDL_Window * window, /** * Set the minimum size of a window's client area. * - * \param window the window to change - * \param min_w the minimum width of the window in pixels - * \param min_h the minimum height of the window in pixels + * \param window the window to change. + * \param min_w the minimum width of the window in pixels. + * \param min_h the minimum height of the window in pixels. * * \since This function is available since SDL 2.0.0. * @@ -1086,11 +1119,11 @@ extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window, /** * Get the minimum size of a window's client area. * - * \param window the window to query + * \param window the window to query. * \param w a pointer filled in with the minimum width of the window, may be - * NULL + * NULL. * \param h a pointer filled in with the minimum height of the window, may be - * NULL + * NULL. * * \since This function is available since SDL 2.0.0. * @@ -1103,9 +1136,9 @@ extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window, /** * Set the maximum size of a window's client area. * - * \param window the window to change - * \param max_w the maximum width of the window in pixels - * \param max_h the maximum height of the window in pixels + * \param window the window to change. + * \param max_w the maximum width of the window in pixels. + * \param max_h the maximum height of the window in pixels. * * \since This function is available since SDL 2.0.0. * @@ -1118,11 +1151,11 @@ extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window, /** * Get the maximum size of a window's client area. * - * \param window the window to query + * \param window the window to query. * \param w a pointer filled in with the maximum width of the window, may be - * NULL + * NULL. * \param h a pointer filled in with the maximum height of the window, may be - * NULL + * NULL. * * \since This function is available since SDL 2.0.0. * @@ -1141,8 +1174,8 @@ extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window, * * You can't change the border state of a fullscreen window. * - * \param window the window of which to change the border state - * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border + * \param window the window of which to change the border state. + * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border. * * \since This function is available since SDL 2.0.0. * @@ -1160,8 +1193,8 @@ extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window, * * You can't change the resizable state of a fullscreen window. * - * \param window the window of which to change the resizable state - * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow + * \param window the window of which to change the resizable state. + * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow. * * \since This function is available since SDL 2.0.5. * @@ -1176,9 +1209,9 @@ extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window, * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This * will bring the window to the front and keep the window above the rest. * - * \param window The window of which to change the always on top state + * \param window The window of which to change the always on top state. * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to - * disable + * disable. * * \since This function is available since SDL 2.0.16. * @@ -1190,7 +1223,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window, /** * Show a window. * - * \param window the window to show + * \param window the window to show. * * \since This function is available since SDL 2.0.0. * @@ -1202,7 +1235,7 @@ extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window); /** * Hide a window. * - * \param window the window to hide + * \param window the window to hide. * * \since This function is available since SDL 2.0.0. * @@ -1213,7 +1246,7 @@ extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window); /** * Raise a window above other windows and set the input focus. * - * \param window the window to raise + * \param window the window to raise. * * \since This function is available since SDL 2.0.0. */ @@ -1222,7 +1255,7 @@ extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window); /** * Make a window as large as possible. * - * \param window the window to maximize + * \param window the window to maximize. * * \since This function is available since SDL 2.0.0. * @@ -1234,7 +1267,7 @@ extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window); /** * Minimize a window to an iconic representation. * - * \param window the window to minimize + * \param window the window to minimize. * * \since This function is available since SDL 2.0.0. * @@ -1246,7 +1279,7 @@ extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window); /** * Restore the size and position of a minimized or maximized window. * - * \param window the window to restore + * \param window the window to restore. * * \since This function is available since SDL 2.0.0. * @@ -1262,8 +1295,12 @@ extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window); * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen * that takes the size of the desktop; and 0 for windowed mode. * - * \param window the window to change - * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0 + * Note that for some renderers, this function may trigger an + * SDL_RENDER_TARGETS_RESET event. Your application should be prepared to + * handle this event by reuploading textures! + * + * \param window the window to change. + * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1297,11 +1334,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasWindowSurface(SDL_Window *window); * This surface will be invalidated if the window is resized. After resizing a * window this function must be called again to return a valid surface. * + * Note that on some platforms the pixels pointer of the surface may be + * modified after each call to SDL_UpdateWindowSurface(), so that the platform + * code can implement efficient double or triple buffering. + * * You may not combine this with 3D or the rendering API on this window. * * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. * - * \param window the window to query + * \param window the window to query. * \returns the surface associated with the window, or NULL on failure; call * SDL_GetError() for more information. * @@ -1322,7 +1363,7 @@ extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window); * * This function is equivalent to the SDL 1.2 API SDL_Flip(). * - * \param window the window to update + * \param window the window to update. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1343,13 +1384,13 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window); * * Note that this function will update _at least_ the rectangles specified, * but this is only intended as an optimization; in practice, this might - * update more of the screen (or all of the screen!), depending on what - * method SDL uses to send pixels to the system. + * update more of the screen (or all of the screen!), depending on what method + * SDL uses to send pixels to the system. * - * \param window the window to update + * \param window the window to update. * \param rects an array of SDL_Rect structures representing areas of the - * surface to copy, in pixels - * \param numrects the number of rectangles + * surface to copy, in pixels. + * \param numrects the number of rectangles. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1365,7 +1406,7 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window, /** * Destroy the surface associated with the window. * - * \param window the window to update + * \param window the window to update. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1386,8 +1427,8 @@ extern DECLSPEC int SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); * If the caller enables a grab while another window is currently grabbed, the * other window loses its grab in favor of the caller's window. * - * \param window the window for which the input grab mode should be set - * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input + * \param window the window for which the input grab mode should be set. + * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input. * * \since This function is available since SDL 2.0.0. * @@ -1448,7 +1489,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window, /** * Get a window's input grab mode. * - * \param window the window to query + * \param window the window to query. * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -1460,7 +1501,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window); /** * Get a window's keyboard grab mode. * - * \param window the window to query + * \param window the window to query. * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.16. @@ -1473,7 +1514,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window); /** * Get a window's mouse grab mode. * - * \param window the window to query + * \param window the window to query. * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.16. @@ -1517,7 +1558,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SD /** * Get the mouse confinement rectangle of a window. * - * \param window The window to query + * \param window The window to query. * \returns A pointer to the mouse confinement rectangle of a window, or NULL * if there isn't one. * @@ -1542,9 +1583,9 @@ extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * win * something similar. * * \param window the window used to select the display whose brightness will - * be changed + * be changed. * \param brightness the brightness (gamma multiplier) value to set where 0.0 - * is completely dark and 1.0 is normal brightness + * is completely dark and 1.0 is normal brightness. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1564,7 +1605,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float b * this display can be retrieved using SDL_GetWindowDisplayIndex().) * * \param window the window used to select the display whose brightness will - * be queried + * be queried. * \returns the brightness for the display where 0.0 is completely dark and * 1.0 is normal brightness. * @@ -1582,8 +1623,8 @@ extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window); * * This function also returns -1 if setting the opacity isn't supported. * - * \param window the window which will be made transparent or opaque - * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque) + * \param window the window which will be made transparent or opaque. + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1603,8 +1644,8 @@ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opac * * This function also returns -1 if an invalid window was provided. * - * \param window the window to get the current opacity value from - * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque) + * \param window the window to get the current opacity value from. + * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque). * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1617,8 +1658,8 @@ extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * ou /** * Set the window as a modal for another window. * - * \param modal_window the window that should be set modal - * \param parent_window the parent window for the modal window + * \param modal_window the window that should be set modal. + * \param parent_window the parent window for the modal window. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1633,7 +1674,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL * this with caution, as you might give focus to a window that is completely * obscured by other windows. * - * \param window the window that should get the input focus + * \param window the window that should get the input focus. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1659,13 +1700,13 @@ extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); * ramp set will not follow the window if it is moved to another display. * * \param window the window used to select the display whose gamma ramp will - * be changed + * be changed. * \param red a 256 element array of 16-bit quantities representing the - * translation table for the red channel, or NULL + * translation table for the red channel, or NULL. * \param green a 256 element array of 16-bit quantities representing the - * translation table for the green channel, or NULL + * translation table for the green channel, or NULL. * \param blue a 256 element array of 16-bit quantities representing the - * translation table for the blue channel, or NULL + * translation table for the blue channel, or NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1687,13 +1728,13 @@ extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window, * this display can be retrieved using SDL_GetWindowDisplayIndex().) * * \param window the window used to select the display whose gamma ramp will - * be queried + * be queried. * \param red a 256 element array of 16-bit quantities filled in with the - * translation table for the red channel, or NULL + * translation table for the red channel, or NULL. * \param green a 256 element array of 16-bit quantities filled in with the - * translation table for the green channel, or NULL + * translation table for the green channel, or NULL. * \param blue a 256 element array of 16-bit quantities filled in with the - * translation table for the blue channel, or NULL + * translation table for the blue channel, or NULL. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1711,7 +1752,7 @@ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window, * * \sa SDL_HitTest */ -typedef enum +typedef enum SDL_HitTestResult { SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ @@ -1728,9 +1769,9 @@ typedef enum /** * Callback used for hit-testing. * - * \param win the SDL_Window where hit-testing was set on - * \param area an SDL_Point which should be hit-tested - * \param data what was passed as `callback_data` to SDL_SetWindowHitTest() + * \param win the SDL_Window where hit-testing was set on. + * \param area an SDL_Point which should be hit-tested. + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). * \return an SDL_HitTestResult value. * * \sa SDL_SetWindowHitTest @@ -1771,9 +1812,9 @@ typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, * can fire at any time, you should try to keep your callback efficient, * devoid of allocations, etc. * - * \param window the window to set hit-testing on - * \param callback the function to call when doing a hit-test - * \param callback_data an app-defined void pointer passed to **callback** + * \param window the window to set hit-testing on. + * \param callback the function to call when doing a hit-test. + * \param callback_data an app-defined void pointer passed to **callback**. * \returns 0 on success or -1 on error (including unsupported); call * SDL_GetError() for more information. * @@ -1786,8 +1827,8 @@ extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window, /** * Request a window to demand attention from the user. * - * \param window the window to be flashed - * \param operation the flash operation + * \param window the window to be flashed. + * \param operation the flash operation. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1801,7 +1842,7 @@ extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperat * If `window` is NULL, this function will return immediately after setting * the SDL error message to "Invalid window". See SDL_GetError(). * - * \param window the window to destroy + * \param window the window to destroy. * * \since This function is available since SDL 2.0.0. * @@ -1872,7 +1913,7 @@ extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void); * program from the dynamic library using SDL_GL_GetProcAddress(). * * \param path the platform dependent OpenGL library name, or NULL to open the - * default OpenGL library + * default OpenGL library. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -1924,7 +1965,7 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); * code. This will ensure the proper calling convention is followed on * platforms where this matters (Win32) thereby avoiding stack corruption. * - * \param proc the name of an OpenGL function + * \param proc the name of an OpenGL function. * \returns a pointer to the named OpenGL function. The returned pointer * should be cast to the appropriate function signature. * @@ -1959,7 +2000,7 @@ extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); * context and save that information somewhere instead of calling the function * every time you need to know. * - * \param extension the name of the extension to check + * \param extension the name of the extension to check. * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise. * * \since This function is available since SDL 2.0.0. @@ -1985,8 +2026,9 @@ extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); * SDL_GL_GetAttribute() to check the values after creating the OpenGL * context, since the values obtained can differ from the requested ones. * - * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set - * \param value the desired value for the attribute + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to + * set. + * \param value the desired value for the attribute. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -2000,8 +2042,9 @@ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** * Get the actual value for an attribute from the current context. * - * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get - * \param value a pointer filled in with the current value of `attr` + * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to + * get. + * \param value a pointer filled in with the current value of `attr`. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -2023,7 +2066,7 @@ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); * * SDL_GLContext is an alias for `void *`. It's opaque to the application. * - * \param window the window to associate with the context + * \param window the window to associate with the context. * \returns the OpenGL context associated with `window` or NULL on error; call * SDL_GetError() for more details. * @@ -2040,8 +2083,8 @@ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window * * * The context must have been created with a compatible window. * - * \param window the window to associate with the context - * \param context the OpenGL context to associate with the window + * \param window the window to associate with the context. + * \param context the OpenGL context to associate with the window. * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * @@ -2084,10 +2127,11 @@ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); * platform with high-DPI support (Apple calls this "Retina"), and not * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \param window the window from which the drawable size should be queried - * \param w a pointer to variable for storing the width in pixels, may be NULL + * \param window the window from which the drawable size should be queried. + * \param w a pointer to variable for storing the width in pixels, may be + * NULL. * \param h a pointer to variable for storing the height in pixels, may be - * NULL + * NULL. * * \since This function is available since SDL 2.0.1. * @@ -2116,7 +2160,7 @@ extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w, * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync * * \param interval 0 for immediate updates, 1 for updates synchronized with - * the vertical retrace, -1 for adaptive vsync + * the vertical retrace, -1 for adaptive vsync. * \returns 0 on success or -1 if setting the swap interval is not supported; * call SDL_GetError() for more information. * @@ -2153,7 +2197,7 @@ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void); * glBindFramebuffer(), this is the default and you won't have to do anything * extra. * - * \param window the window to change + * \param window the window to change. * * \since This function is available since SDL 2.0.0. */ @@ -2162,7 +2206,7 @@ extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window); /** * Delete an OpenGL context. * - * \param context the OpenGL context to be deleted + * \param context the OpenGL context to be deleted. * * \since This function is available since SDL 2.0.0. * diff --git a/include/SDL_vulkan.h b/include/SDL_vulkan.h index a506ef4..e005ed3 100644 --- a/include/SDL_vulkan.h +++ b/include/SDL_vulkan.h @@ -20,9 +20,9 @@ */ /** - * \file SDL_vulkan.h + * # CategoryVulkan * - * Header file for functions to creating Vulkan surfaces on SDL windows. + * Header file for functions to creating Vulkan surfaces on SDL windows. */ #ifndef SDL_vulkan_h_ @@ -101,13 +101,13 @@ typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */ * supported. Either do not link to the Vulkan loader or link to a dynamic * library version. * - * \param path The platform dependent Vulkan loader library name or NULL + * \param path The platform dependent Vulkan loader library name or NULL. * \returns 0 on success or -1 if the library couldn't be loaded; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.6. * - * \sa SDL_Vulkan_GetVkInstanceProcAddr + * \sa SDL_Vulkan_GetVkGetInstanceProcAddr * \sa SDL_Vulkan_UnloadLibrary */ extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path); @@ -150,11 +150,11 @@ extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); * however, this parameter will likely be removed in future releases * * \param window A window for which the required Vulkan instance extensions - * should be retrieved (will be deprecated in a future release) + * should be retrieved (will be deprecated in a future release). * \param pCount A pointer to an unsigned int corresponding to the number of - * extensions to be returned + * extensions to be returned. * \param pNames NULL or a pointer to an array to be filled with required - * Vulkan instance extensions + * Vulkan instance extensions. * \returns SDL_TRUE on success, SDL_FALSE on error. * * \since This function is available since SDL 2.0.6. @@ -172,10 +172,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(SDL_Window *wi * `instance` must have been created with extensions returned by * SDL_Vulkan_GetInstanceExtensions() enabled. * - * \param window The window to which to attach the Vulkan surface - * \param instance The Vulkan instance handle + * \param window The window to which to attach the Vulkan surface. + * \param instance The Vulkan instance handle. * \param surface A pointer to a VkSurfaceKHR handle to output the newly - * created surface + * created surface. * \returns SDL_TRUE on success, SDL_FALSE on error. * * \since This function is available since SDL 2.0.6. @@ -195,9 +195,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, * platform with high-DPI support (Apple calls this "Retina"), and not * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint. * - * \param window an SDL_Window for which the size is to be queried - * \param w Pointer to the variable to write the width to or NULL - * \param h Pointer to the variable to write the height to or NULL + * \param window an SDL_Window for which the size is to be queried. + * \param w Pointer to the variable to write the width to or NULL. + * \param h Pointer to the variable to write the height to or NULL. * * \since This function is available since SDL 2.0.6. * diff --git a/include/begin_code.h b/include/begin_code.h index 6ab655c..2044e5c 100644 --- a/include/begin_code.h +++ b/include/begin_code.h @@ -19,12 +19,12 @@ 3. This notice may not be removed or altered from any source distribution. */ +/* WIKI CATEGORY: BeginCode */ + /** - * \file begin_code.h - * - * This file sets things up for C dynamic library function definitions, - * static inlined functions, and structures aligned at 4-byte alignment. - * If you don't like ugly C preprocessor code, don't look at this file. :) + * begin_code.h sets things up for C dynamic library function definitions, + * static inlined functions, and structures aligned at 4-byte alignment. + * If you don't like ugly C preprocessor code, don't look at this file. :) */ /* This shouldn't be nested -- included it around code only. */ @@ -172,7 +172,7 @@ (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) #define SDL_FALLTHROUGH [[fallthrough]] #else -#if defined(__has_attribute) +#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC) #define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__) #else #define SDL_HAS_FALLTHROUGH 0 diff --git a/mingw/pkg-support/Makefile b/mingw/pkg-support/Makefile index ae85b3e..dd01419 100644 --- a/mingw/pkg-support/Makefile +++ b/mingw/pkg-support/Makefile @@ -5,18 +5,18 @@ CROSS_PATH := /usr/local ARCHITECTURES := i686-w64-mingw32 x86_64-w64-mingw32 all install: - @echo "Type \"make native\" to install 32-bit to /usr" - @echo "Type \"make cross\" to install 32-bit and 64-bit to $(CROSS_PATH)" + @echo "Type \"$(MAKE) native\" to install 32-bit to /usr" + @echo "Type \"$(MAKE) cross\" to install 32-bit and 64-bit to $(CROSS_PATH)" native: - make install-package arch=i686-w64-mingw32 prefix=/usr + $(MAKE) install-package arch=i686-w64-mingw32 prefix=/usr cross: mkdir -p $(CROSS_PATH)/cmake cp -rv cmake/* $(CROSS_PATH)/cmake for arch in $(ARCHITECTURES); do \ mkdir -p $(CROSS_PATH)/$$arch; \ - make install-package arch=$$arch prefix=$(CROSS_PATH)/$$arch; \ + $(MAKE) install-package arch=$$arch prefix=$(CROSS_PATH)/$$arch; \ done install-package: @@ -30,7 +30,7 @@ install-package: -e "s|^set[(]libdir \".*|set(libdir \"$(prefix)/lib\")|" <$(arch)/lib/cmake/SDL2/sdl2-config.cmake >$(prefix)/lib/cmake/SDL2/sdl2-config.cmake; \ sed -e "s|^prefix=.*|prefix=$(prefix)|" \ -e "s|^includedir=.*|includedir=$(prefix)/include|" \ - -e "s|^libdir=.*|prefix=$(prefix)/lib|" <$(arch)/lib/pkgconfig/sdl2.pc >$(prefix)/lib/pkgconfig/sdl2.pc; \ + -e "s|^libdir=.*|libdir=$(prefix)/lib|" <$(arch)/lib/pkgconfig/sdl2.pc >$(prefix)/lib/pkgconfig/sdl2.pc; \ else \ echo "*** ERROR: $(arch) or $(prefix) does not exist!"; \ exit 1; \ diff --git a/sdl2-config.cmake.in b/sdl2-config.cmake.in index 842f826..f3fa08c 100644 --- a/sdl2-config.cmake.in +++ b/sdl2-config.cmake.in @@ -56,6 +56,9 @@ list(APPEND _sdl2_libdirs "${SDL2_LIBDIR}") string(REGEX MATCHALL "(-[lm]([-a-zA-Z0-9._]+))|(-Wl,[^ ]*framework[^ ]*)|(-pthread)" _sdl2_static_private_libs "${_sdl2_static_private_libs_in}") string(REGEX REPLACE "^-l" "" _sdl2_static_private_libs "${_sdl2_static_private_libs}") string(REGEX REPLACE ";-l" ";" _sdl2_static_private_libs "${_sdl2_static_private_libs}") +string(REGEX REPLACE "-Wl,-framework,([a-zA-Z0-9_]+)" "$" _sdl2_static_private_libs "${_sdl2_static_private_libs}") +string(REGEX REPLACE "-Wl,-weak_framework,([a-zA-Z0-9_]+)" "$" _sdl2_static_private_libs "${_sdl2_static_private_libs}") + string(REGEX MATCHALL "-L([-a-zA-Z0-9._/]+)" _sdl2_static_private_libdirs "${_sdl2_static_private_libs_in}") string(REGEX REPLACE "^-L" "" _sdl2_static_private_libdirs "${_sdl2_static_private_libdirs}") string(REGEX REPLACE ";-L" ";" _sdl2_static_private_libdirs "${_sdl2_static_private_libdirs}") diff --git a/sdl2-config.in b/sdl2-config.in index f6eca76..b41fc16 100644 --- a/sdl2-config.in +++ b/sdl2-config.in @@ -1,10 +1,10 @@ #!/bin/sh # Get the canonical path of the folder containing this script -bindir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)") +bindir=`cd -P -- "\`dirname -- "$0"\`" && printf '%s\n' "\`pwd -P\`"` # Calculate the canonical path of the prefix, relative to the folder of this script -prefix=$(cd -P -- "$bindir/@bin_prefix_relpath@" && printf '%s\n' "$(pwd -P)") +prefix=`cd -P -- "$bindir/@bin_prefix_relpath@" && printf '%s\n' "\`pwd -P\`"` exec_prefix=@exec_prefix@ exec_prefix_set=no libdir=@libdir@ diff --git a/sdl2.m4 b/sdl2.m4 index 274753b..ca96369 100644 --- a/sdl2.m4 +++ b/sdl2.m4 @@ -197,7 +197,7 @@ int main(int argc, char *argv[]) echo "*** If you have an old version installed, it is best to remove it, although" echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"], [ echo "*** The test program failed to compile or link. See the file config.log for the" - echo "*** exact error that occured. This usually means SDL was incorrectly installed" + echo "*** exact error that occurred. This usually means SDL was incorrectly installed" echo "*** or that you have moved SDL since it was installed. In the latter case, you" echo "*** may want to edit the sdl2-config script: $SDL2_CONFIG" ]) CFLAGS="$ac_save_CFLAGS" diff --git a/src/SDL_assert.c b/src/SDL_assert.c index 76c7491..99a376e 100644 --- a/src/SDL_assert.c +++ b/src/SDL_assert.c @@ -42,15 +42,7 @@ #endif #if defined(__EMSCRIPTEN__) - #include - /* older Emscriptens don't have this, but we need to for wasm64 compatibility. */ - #ifndef MAIN_THREAD_EM_ASM_PTR - #ifdef __wasm64__ - #error You need to upgrade your Emscripten compiler to support wasm64 - #else - #define MAIN_THREAD_EM_ASM_PTR MAIN_THREAD_EM_ASM_INT - #endif - #endif +#include #endif /* The size of the stack buffer to use for rendering assert messages. */ @@ -259,7 +251,7 @@ static SDL_assert_state SDLCALL SDL_PromptAssertion(const SDL_assert_data *data, for (;;) { SDL_bool okay = SDL_TRUE; /* *INDENT-OFF* */ /* clang-format off */ - char *buf = (char *) MAIN_THREAD_EM_ASM_PTR({ + int reply = MAIN_THREAD_EM_ASM_INT({ var str = UTF8ToString($0) + '\n\n' + 'Abort/Retry/Ignore/AlwaysIgnore? [ariA] :'; @@ -267,26 +259,31 @@ static SDL_assert_state SDLCALL SDL_PromptAssertion(const SDL_assert_data *data, if (reply === null) { reply = "i"; } - return allocate(intArrayFromString(reply), 'i8', ALLOC_NORMAL); + return reply.length === 1 ? reply.charCodeAt(0) : -1; }, message); /* *INDENT-ON* */ /* clang-format on */ - if (SDL_strcmp(buf, "a") == 0) { + switch (reply) { + case 'a': state = SDL_ASSERTION_ABORT; #if 0 /* (currently) no break functionality on Emscripten */ - } else if (SDL_strcmp(buf, "b") == 0) { + case 'b': state = SDL_ASSERTION_BREAK; + break; #endif - } else if (SDL_strcmp(buf, "r") == 0) { + case 'r': state = SDL_ASSERTION_RETRY; - } else if (SDL_strcmp(buf, "i") == 0) { + break; + case 'i': state = SDL_ASSERTION_IGNORE; - } else if (SDL_strcmp(buf, "A") == 0) { + break; + case 'A': state = SDL_ASSERTION_ALWAYS_IGNORE; - } else { + break; + default: okay = SDL_FALSE; + break; } - free(buf); if (okay) { break; diff --git a/src/atomic/SDL_atomic.c b/src/atomic/SDL_atomic.c index 755ae57..ea65796 100644 --- a/src/atomic/SDL_atomic.c +++ b/src/atomic/SDL_atomic.c @@ -259,7 +259,7 @@ int SDL_AtomicGet(SDL_atomic_t *a) #elif defined(__MACOSX__) /* this is deprecated in 10.12 sdk; favor gcc atomics. */ return sizeof(a->value) == sizeof(uint32_t) ? OSAtomicOr32Barrier(0, (volatile uint32_t *)&a->value) : OSAtomicAdd64Barrier(0, (volatile int64_t *)&a->value); #elif defined(__SOLARIS__) - return atomic_or_uint((volatile uint_t *)&a->value, 0); + return atomic_or_uint_nv((volatile uint_t *)&a->value, 0); #else int value; do { diff --git a/src/audio/coreaudio/SDL_coreaudio.m b/src/audio/coreaudio/SDL_coreaudio.m index 6f751d3..edf6e23 100644 --- a/src/audio/coreaudio/SDL_coreaudio.m +++ b/src/audio/coreaudio/SDL_coreaudio.m @@ -673,7 +673,21 @@ static OSStatus default_device_changed(AudioObjectID inObjectID, UInt32 inNumber #if DEBUG_COREAUDIO printf("COREAUDIO: default device changed for SDL audio device %p!\n", this); #endif - SDL_AtomicSet(&this->hidden->device_change_flag, 1); /* let the audioqueue thread pick up on this when safe to do so. */ + + /* due to a bug (?) in CoreAudio, this seems able to fire for a device pointer that's already closed, so check our list to make sure + the pointer is still valid before touching it. https://github.com/libsdl-org/SDL/issues/10432 */ + if (open_devices) { + int i; + for (i = 0; i < num_open_devices; i++) { + SDL_AudioDevice *device = open_devices[i]; + if (device == this) { + if (this->hidden) { + SDL_AtomicSet(&this->hidden->device_change_flag, 1); /* let the audioqueue thread pick up on this when safe to do so. */ + } + return noErr; + } + } + } return noErr; } #endif @@ -807,8 +821,8 @@ static int assign_device_to_audioqueue(_THIS) result = AudioObjectGetPropertyData(this->hidden->deviceID, &prop, 0, NULL, &devuidsize, &devuid); CHECK_RESULT("AudioObjectGetPropertyData (kAudioDevicePropertyDeviceUID)"); result = AudioQueueSetProperty(this->hidden->audioQueue, kAudioQueueProperty_CurrentDevice, &devuid, devuidsize); + CFRelease(devuid); /* Release devuid; we're done with it and AudioQueueSetProperty should have retained if it wants to keep it. */ CHECK_RESULT("AudioQueueSetProperty (kAudioQueueProperty_CurrentDevice)"); - return 1; } #endif @@ -880,14 +894,25 @@ static int prepare_audioqueue(_THIS) // L R C LFE Ls Rs layout.mChannelLayoutTag = kAudioChannelLayoutTag_DVD_12; break; +#if (defined(__IPHONE_OS_VERSION_MAX_ALLOWED) && __IPHONE_OS_VERSION_MAX_ALLOWED >= 130000) || \ + (defined(MAC_OS_X_VERSION_MAX_ALLOWED) && MAC_OS_X_VERSION_MAX_ALLOWED >= 101500) case 7: // L R C LFE Cs Ls Rs - layout.mChannelLayoutTag = kAudioChannelLayoutTag_WAVE_6_1; + if (@available(macOS 10.15, iOS 13, *)) { + layout.mChannelLayoutTag = kAudioChannelLayoutTag_WAVE_6_1; + } else { + return SDL_SetError("Unsupported audio channels"); + } break; case 8: // L R C LFE Rls Rrs Ls Rs - layout.mChannelLayoutTag = kAudioChannelLayoutTag_WAVE_7_1; + if (@available(macOS 10.15, iOS 13, *)) { + layout.mChannelLayoutTag = kAudioChannelLayoutTag_WAVE_7_1; + } else { + return SDL_SetError("Unsupported audio channels"); + } break; +#endif default: return SDL_SetError("Unsupported audio channels"); } diff --git a/src/audio/emscripten/SDL_emscriptenaudio.c b/src/audio/emscripten/SDL_emscriptenaudio.c index 3600fb5..304cabd 100644 --- a/src/audio/emscripten/SDL_emscriptenaudio.c +++ b/src/audio/emscripten/SDL_emscriptenaudio.c @@ -310,7 +310,7 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname) if ((SDL2 === undefined) || (SDL2.capture === undefined)) { return; } audioProcessingEvent.outputBuffer.getChannelData(0).fill(0.0); SDL2.capture.currentCaptureBuffer = audioProcessingEvent.inputBuffer; - dynCall('vi', $2, [$3]); + dynCall('vp', $2, [$3]); }; SDL2.capture.mediaStreamNode.connect(SDL2.capture.scriptProcessorNode); SDL2.capture.scriptProcessorNode.connect(SDL2.audioContext.destination); @@ -326,7 +326,7 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname) SDL2.capture.silenceBuffer.getChannelData(0).fill(0.0); var silence_callback = function() { SDL2.capture.currentCaptureBuffer = SDL2.capture.silenceBuffer; - dynCall('vi', $2, [$3]); + dynCall('vp', $2, [$3]); }; SDL2.capture.silenceTimer = setInterval(silence_callback, ($1 / SDL2.audioContext.sampleRate) * 1000); @@ -351,7 +351,7 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname) SDL2.audio.silenceBuffer = undefined; } SDL2.audio.currentOutputBuffer = e['outputBuffer']; - dynCall('vi', $2, [$3]); + dynCall('vp', $2, [$3]); }; SDL2.audio.scriptProcessorNode['connect'](SDL2.audioContext['destination']); @@ -369,7 +369,7 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname) // the buffer that gets filled here just gets ignored, so the app can make progress // and/or avoid flooding audio queues until we can actually play audio. SDL2.audio.currentOutputBuffer = SDL2.audio.silenceBuffer; - dynCall('vi', $2, [$3]); + dynCall('vp', $2, [$3]); SDL2.audio.currentOutputBuffer = undefined; }; diff --git a/src/audio/pipewire/SDL_pipewire.c b/src/audio/pipewire/SDL_pipewire.c index 889e05d..5d1bfc2 100644 --- a/src/audio/pipewire/SDL_pipewire.c +++ b/src/audio/pipewire/SDL_pipewire.c @@ -590,7 +590,7 @@ static void node_event_info(void *object, const struct pw_node_info *info) /* Need to parse the parameters to get the sample rate */ for (i = 0; i < info->n_params; ++i) { - pw_node_enum_params(node->proxy, 0, info->params[i].id, 0, 0, NULL); + pw_node_enum_params((struct pw_node*)node->proxy, 0, info->params[i].id, 0, 0, NULL); } hotplug_core_sync(node); diff --git a/src/audio/pulseaudio/SDL_pulseaudio.c b/src/audio/pulseaudio/SDL_pulseaudio.c index 2fb2f31..49230b7 100644 --- a/src/audio/pulseaudio/SDL_pulseaudio.c +++ b/src/audio/pulseaudio/SDL_pulseaudio.c @@ -497,7 +497,7 @@ static void PULSEAUDIO_FlushCapture(_THIS) { struct SDL_PrivateAudioData *h = this->hidden; const void *data = NULL; - size_t nbytes = 0; + size_t nbytes = 0, buflen = 0; PULSEAUDIO_pa_threaded_mainloop_lock(pulseaudio_threaded_mainloop); @@ -507,19 +507,19 @@ static void PULSEAUDIO_FlushCapture(_THIS) h->capturelen = 0; } - while (SDL_AtomicGet(&this->enabled) && (PULSEAUDIO_pa_stream_readable_size(h->stream) > 0)) { + buflen = PULSEAUDIO_pa_stream_readable_size(h->stream); + while (SDL_AtomicGet(&this->enabled) && (buflen > 0)) { PULSEAUDIO_pa_threaded_mainloop_wait(pulseaudio_threaded_mainloop); if ((PULSEAUDIO_pa_context_get_state(pulseaudio_context) != PA_CONTEXT_READY) || (PULSEAUDIO_pa_stream_get_state(h->stream) != PA_STREAM_READY)) { /*printf("PULSEAUDIO DEVICE FAILURE IN FLUSHCAPTURE!\n");*/ SDL_OpenedAudioDeviceDisconnected(this); break; } - - if (PULSEAUDIO_pa_stream_readable_size(h->stream) > 0) { - /* a new fragment is available! Just dump it. */ - PULSEAUDIO_pa_stream_peek(h->stream, &data, &nbytes); - PULSEAUDIO_pa_stream_drop(h->stream); /* drop this fragment. */ - } + /* a fragment of audio present before FlushCapture was call is + available! Just drop it. */ + PULSEAUDIO_pa_stream_peek(h->stream, &data, &nbytes); + PULSEAUDIO_pa_stream_drop(h->stream); + buflen -= nbytes; } PULSEAUDIO_pa_threaded_mainloop_unlock(pulseaudio_threaded_mainloop); diff --git a/src/audio/wasapi/SDL_wasapi_winrt.cpp b/src/audio/wasapi/SDL_wasapi_winrt.cpp index a44058b..6bf8628 100644 --- a/src/audio/wasapi/SDL_wasapi_winrt.cpp +++ b/src/audio/wasapi/SDL_wasapi_winrt.cpp @@ -145,7 +145,7 @@ SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler() void SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ info) { SDL_assert(sender == this->watcher); - char *utf8dev = WIN_StringToUTF8(info->Name->Data()); + char *utf8dev = WIN_StringToUTF8W(info->Name->Data()); if (utf8dev) { WAVEFORMATEXTENSIBLE fmt; Platform::Object ^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat); diff --git a/src/core/linux/SDL_udev.c b/src/core/linux/SDL_udev.c index 06eefa3..6c0fc14 100644 --- a/src/core/linux/SDL_udev.c +++ b/src/core/linux/SDL_udev.c @@ -424,9 +424,12 @@ static int device_class(struct udev_device *dev) } val = _this->syms.udev_device_get_property_value(dev, "ID_INPUT_ACCELEROMETER"); - if (SDL_GetHintBoolean(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, SDL_TRUE) && - val && SDL_strcmp(val, "1") == 0) { - devclass |= SDL_UDEV_DEVICE_JOYSTICK; + if (val && SDL_strcmp(val, "1") == 0) { + if (SDL_GetHintBoolean(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, SDL_FALSE)) { + devclass |= SDL_UDEV_DEVICE_JOYSTICK; + } else { + devclass |= SDL_UDEV_DEVICE_ACCELEROMETER; + } } val = _this->syms.udev_device_get_property_value(dev, "ID_INPUT_MOUSE"); diff --git a/src/core/windows/SDL_windows.c b/src/core/windows/SDL_windows.c index 3caca61..c4e760b 100644 --- a/src/core/windows/SDL_windows.c +++ b/src/core/windows/SDL_windows.c @@ -250,7 +250,7 @@ WASAPI doesn't need this. This is just for DirectSound/WinMM. char *WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid) { #if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__) - return WIN_StringToUTF8(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */ + return WIN_StringToUTF8W(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */ #else static const GUID nullguid = { 0 }; const unsigned char *ptr; diff --git a/src/cpuinfo/SDL_cpuinfo.c b/src/cpuinfo/SDL_cpuinfo.c index 5e65b62..1291d49 100644 --- a/src/cpuinfo/SDL_cpuinfo.c +++ b/src/cpuinfo/SDL_cpuinfo.c @@ -85,6 +85,10 @@ #endif #endif +#if defined (__FreeBSD__) +#include +#endif + #if defined(__ANDROID__) && defined(__arm__) && !defined(HAVE_GETAUXVAL) #include #endif @@ -891,6 +895,7 @@ static const char *SDL_GetCPUName(void) int SDL_GetCPUCacheLineSize(void) { const char *cpuType = SDL_GetCPUType(); + int cacheline_size = SDL_CACHELINE_SIZE; /* initial guess */ int a, b, c, d; (void)a; (void)b; @@ -898,14 +903,34 @@ int SDL_GetCPUCacheLineSize(void) (void)d; if (SDL_strcmp(cpuType, "GenuineIntel") == 0 || SDL_strcmp(cpuType, "CentaurHauls") == 0 || SDL_strcmp(cpuType, " Shanghai ") == 0) { cpuid(0x00000001, a, b, c, d); - return ((b >> 8) & 0xff) * 8; + cacheline_size = ((b >> 8) & 0xff) * 8; } else if (SDL_strcmp(cpuType, "AuthenticAMD") == 0 || SDL_strcmp(cpuType, "HygonGenuine") == 0) { cpuid(0x80000005, a, b, c, d); - return c & 0xff; + cacheline_size = c & 0xff; } else { - /* Just make a guess here... */ - return SDL_CACHELINE_SIZE; +#if defined(HAVE_SYSCONF) && defined(_SC_LEVEL1_DCACHE_LINESIZE) + if ((cacheline_size = sysconf(_SC_LEVEL1_DCACHE_LINESIZE)) > 0) { + return cacheline_size; + } else { + cacheline_size = SDL_CACHELINE_SIZE; + } +#endif +#if defined(__LINUX__) + { + FILE *f = fopen("/sys/devices/system/cpu/cpu0/cache/index0/coherency_line_size", "r"); + if (f) { + int size; + if (fscanf(f, "%d", &size) == 1) { + cacheline_size = size; + } + fclose(f); + } + } +#elif defined(__FreeBSD__) && defined(CACHE_LINE_SIZE) + cacheline_size = CACHE_LINE_SIZE; +#endif } + return cacheline_size; } static Uint32 SDL_CPUFeatures = 0xFFFFFFFF; diff --git a/src/dynapi/SDL_dynapi.c b/src/dynapi/SDL_dynapi.c index 42dc8ed..04adfd2 100644 --- a/src/dynapi/SDL_dynapi.c +++ b/src/dynapi/SDL_dynapi.c @@ -440,10 +440,24 @@ extern SDL_NORETURN void SDL_ExitProcess(int exitcode); static void SDL_InitDynamicAPILocked(void) { - char *libname = SDL_getenv_REAL(SDL_DYNAMIC_API_ENVVAR); SDL_DYNAPI_ENTRYFN entry = NULL; /* funcs from here by default. */ SDL_bool use_internal = SDL_TRUE; + /* this can't use SDL_getenv_REAL, because it might allocate memory before the app can set their allocator */ +#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) + /* We've always used LoadLibraryA for this, so this has never worked with Unicode paths on Windows. Sorry. */ + char envbuf[512]; /* overflows will just report as environment variable being unset, but LoadLibraryA has a MAX_PATH of 260 anyhow, apparently. */ + const DWORD rc = GetEnvironmentVariableA(SDL_DYNAMIC_API_ENVVAR, envbuf, (DWORD) sizeof (envbuf)); + char *libname = ((rc != 0) && (rc < sizeof (envbuf))) ? envbuf : NULL; +#elif defined(__OS2__) + char * libname; + if (DosScanEnv(SDL_DYNAMIC_API_ENVVAR, &libname) != NO_ERROR) { + libname = NULL; + } +#else + char *libname = getenv(SDL_DYNAMIC_API_ENVVAR); +#endif + if (libname) { while (*libname && !entry) { char *ptr = libname; diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index 695ee83..db61f47 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -73,7 +73,7 @@ SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a), #endif #ifdef __IPHONEOS__ -SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return) +SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return) SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),) #endif @@ -411,7 +411,7 @@ SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return) SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),) SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return) SDL_DYNAPI_PROC(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (SDLCALL *d)(const void *, const void *)),(a,b,c,d),) +SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, SDL_CompareCallback d),(a,b,c,d),) SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return) SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return) SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return) @@ -511,7 +511,7 @@ SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),) SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return) SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return) -SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (SDLCALL *c)(void*)),(a,b,c),return) +SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, SDL_TLSDestructorCallback c),(a,b,c),return) SDL_DYNAPI_PROC(Uint32,SDL_GetTicks,(void),(),return) SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return) SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return) @@ -939,7 +939,7 @@ SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRectAndLine,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_Window*,SDL_RenderGetWindow,(SDL_Renderer *a),(a),return) -SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return) +SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, SDL_CompareCallback e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return) SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return) SDL_DYNAPI_PROC(const char*,SDL_JoystickPathForIndex,(int a),(a),return) diff --git a/src/events/SDL_events.c b/src/events/SDL_events.c index 16916be..1d4d785 100644 --- a/src/events/SDL_events.c +++ b/src/events/SDL_events.c @@ -37,8 +37,11 @@ /* An arbitrary limit so we don't have unbounded growth */ #define SDL_MAX_QUEUED_EVENTS 65535 -/* Determines how often we wake to call SDL_PumpEvents() in SDL_WaitEventTimeout_Device() */ -#define PERIODIC_POLL_INTERVAL_MS 3000 +/* Determines how often we pump events if joystick or sensor subsystems are active */ +#define ENUMERATION_POLL_INTERVAL_MS 3000 + +/* Determines how often to pump events if joysticks or sensors are actively being read */ +#define EVENT_POLL_INTERVAL_MS 1 typedef struct SDL_EventWatcher { @@ -960,27 +963,41 @@ int SDL_PollEvent(SDL_Event *event) return SDL_WaitEventTimeout(event, 0); } -static SDL_bool SDL_events_need_periodic_poll(void) +static Sint16 SDL_events_get_polling_interval(void) { - SDL_bool need_periodic_poll = SDL_FALSE; + Sint16 poll_interval = SDL_MAX_SINT16; #ifndef SDL_JOYSTICK_DISABLED - need_periodic_poll = - SDL_WasInit(SDL_INIT_JOYSTICK) && SDL_update_joysticks; + if (SDL_WasInit(SDL_INIT_JOYSTICK) && SDL_update_joysticks) { + if (SDL_NumJoysticks() > 0) { + /* If we have joysticks open, we need to poll rapidly for events */ + poll_interval = SDL_min(poll_interval, EVENT_POLL_INTERVAL_MS); + } else { + /* If not, just poll every few seconds to enumerate new joysticks */ + poll_interval = SDL_min(poll_interval, ENUMERATION_POLL_INTERVAL_MS); + } + } #endif #ifndef SDL_SENSOR_DISABLED - need_periodic_poll = need_periodic_poll || - (SDL_WasInit(SDL_INIT_SENSOR) && SDL_update_sensors); + if (SDL_WasInit(SDL_INIT_SENSOR) && SDL_update_sensors) { + if (SDL_NumSensors() > 0) { + /* If we have sensors open, we need to poll rapidly for events */ + poll_interval = SDL_min(poll_interval, EVENT_POLL_INTERVAL_MS); + } else { + /* If not, just poll every few seconds to enumerate new sensors */ + poll_interval = SDL_min(poll_interval, ENUMERATION_POLL_INTERVAL_MS); + } + } #endif - return need_periodic_poll; + return poll_interval; } static int SDL_WaitEventTimeout_Device(_THIS, SDL_Window *wakeup_window, SDL_Event *event, Uint32 start, int timeout) { int loop_timeout = timeout; - SDL_bool need_periodic_poll = SDL_events_need_periodic_poll(); + Sint16 poll_interval = SDL_events_get_polling_interval(); for (;;) { /* Pump events on entry and each time we wake to ensure: @@ -1022,17 +1039,20 @@ static int SDL_WaitEventTimeout_Device(_THIS, SDL_Window *wakeup_window, SDL_Eve } loop_timeout = (int)((Uint32)timeout - elapsed); } - if (need_periodic_poll) { + + /* Adjust the timeout for any polling requirements we currently have. */ + if (poll_interval != SDL_MAX_SINT16) { if (loop_timeout >= 0) { - loop_timeout = SDL_min(loop_timeout, PERIODIC_POLL_INTERVAL_MS); + loop_timeout = SDL_min(loop_timeout, poll_interval); } else { - loop_timeout = PERIODIC_POLL_INTERVAL_MS; + loop_timeout = poll_interval; } } + status = _this->WaitEventTimeout(_this, loop_timeout); /* Set wakeup_window to NULL without holding the lock. */ _this->wakeup_window = NULL; - if (status == 0 && need_periodic_poll && loop_timeout == PERIODIC_POLL_INTERVAL_MS) { + if (status == 0 && poll_interval != SDL_MAX_SINT16 && loop_timeout == poll_interval) { /* We may have woken up to poll. Try again */ continue; } else if (status <= 0) { @@ -1045,25 +1065,6 @@ static int SDL_WaitEventTimeout_Device(_THIS, SDL_Window *wakeup_window, SDL_Eve return 0; } -static SDL_bool SDL_events_need_polling(void) -{ - SDL_bool need_polling = SDL_FALSE; - -#ifndef SDL_JOYSTICK_DISABLED - need_polling = - SDL_WasInit(SDL_INIT_JOYSTICK) && - SDL_update_joysticks && - (SDL_NumJoysticks() > 0); -#endif - -#ifndef SDL_SENSOR_DISABLED - need_polling = need_polling || - (SDL_WasInit(SDL_INIT_SENSOR) && SDL_update_sensors && (SDL_NumSensors() > 0)); -#endif - - return need_polling; -} - static SDL_Window *SDL_find_active_window(SDL_VideoDevice *_this) { SDL_Window *window; @@ -1136,7 +1137,7 @@ int SDL_WaitEventTimeout(SDL_Event *event, int timeout) expiration = 0; } - if (_this && _this->WaitEventTimeout && _this->SendWakeupEvent && !SDL_events_need_polling()) { + if (_this && _this->WaitEventTimeout && _this->SendWakeupEvent) { /* Look if a shown window is available to send the wakeup event. */ wakeup_window = SDL_find_active_window(_this); if (wakeup_window) { @@ -1160,7 +1161,7 @@ int SDL_WaitEventTimeout(SDL_Event *event, int timeout) /* Timeout expired and no events */ return 0; } - SDL_Delay(1); + SDL_Delay(EVENT_POLL_INTERVAL_MS); break; default: /* Has events */ diff --git a/src/events/SDL_mouse.c b/src/events/SDL_mouse.c index 48b3dae..a9a89f6 100644 --- a/src/events/SDL_mouse.c +++ b/src/events/SDL_mouse.c @@ -122,13 +122,13 @@ static void SDLCALL SDL_VitaTouchMouseDeviceChanged(void *userdata, const char * switch (*hint) { default: case '0': - mouse->vita_touch_mouse_device = 0; + mouse->vita_touch_mouse_device = 1; break; case '1': - mouse->vita_touch_mouse_device = 1; + mouse->vita_touch_mouse_device = 2; break; case '2': - mouse->vita_touch_mouse_device = 2; + mouse->vita_touch_mouse_device = 3; break; } } diff --git a/src/events/SDL_touch.c b/src/events/SDL_touch.c index 6824f75..ea32b08 100644 --- a/src/events/SDL_touch.c +++ b/src/events/SDL_touch.c @@ -252,7 +252,7 @@ int SDL_SendTouch(SDL_TouchID id, SDL_FingerID fingerid, SDL_Window *window, /* SDL_HINT_VITA_TOUCH_MOUSE_DEVICE: controlling which touchpad should generate synthetic mouse events, PSVita-only */ { #if defined(__vita__) - if (mouse->touch_mouse_events && ((mouse->vita_touch_mouse_device == id) || (mouse->vita_touch_mouse_device == 2))) { + if (mouse->touch_mouse_events && ((mouse->vita_touch_mouse_device == id) || (mouse->vita_touch_mouse_device == 3))) { #else if (mouse->touch_mouse_events) { #endif diff --git a/src/file/SDL_rwops.c b/src/file/SDL_rwops.c index 0cf3bfa..ae20002 100644 --- a/src/file/SDL_rwops.c +++ b/src/file/SDL_rwops.c @@ -369,6 +369,7 @@ stdio_size(SDL_RWops * context) static Sint64 SDLCALL stdio_seek(SDL_RWops *context, Sint64 offset, int whence) { int stdiowhence; + SDL_bool is_noop; switch (whence) { case RW_SEEK_SET: @@ -390,7 +391,10 @@ static Sint64 SDLCALL stdio_seek(SDL_RWops *context, Sint64 offset, int whence) } #endif - if (fseek(context->hidden.stdio.fp, (fseek_off_t)offset, stdiowhence) == 0) { + /* don't make a possibly-costly API call for the noop seek from SDL_RWtell */ + is_noop = (whence == RW_SEEK_CUR) && (offset == 0); + + if (is_noop || fseek(context->hidden.stdio.fp, (fseek_off_t)offset, stdiowhence) == 0) { Sint64 pos = ftell(context->hidden.stdio.fp); if (pos < 0) { return SDL_SetError("Couldn't get stream offset"); @@ -533,7 +537,7 @@ static SDL_bool IsRegularFileOrPipe(FILE *f) !((st.st_mode & _S_IFMT) == _S_IFREG || (st.st_mode & _S_IFMT) == _S_IFIFO)) { return SDL_FALSE; } - #else + #elif !defined __EMSCRIPTEN__ struct stat st; if (fstat(fileno(f), &st) < 0 || !(S_ISREG(st.st_mode) || S_ISFIFO(st.st_mode))) { return SDL_FALSE; diff --git a/src/file/cocoa/SDL_rwopsbundlesupport.m b/src/file/cocoa/SDL_rwopsbundlesupport.m index 5920e60..dbfc5a5 100644 --- a/src/file/cocoa/SDL_rwopsbundlesupport.m +++ b/src/file/cocoa/SDL_rwopsbundlesupport.m @@ -24,6 +24,7 @@ #import #include "SDL_rwopsbundlesupport.h" +#include "SDL_hints.h" /* For proper OS X applications, the resources are contained inside the application bundle. So the strategy is to first check the application bundle for the file, then fallback to the current working directory. @@ -41,6 +42,11 @@ NSString *ns_string_file_component; NSString *full_path_with_file_to_try; + /* if the app doesn't want this app bundle behavior, just use the path as-is. */ + if (!SDL_GetHintBoolean(SDL_HINT_APPLE_RWFROMFILE_USE_RESOURCES, SDL_TRUE)) { + return fopen(file, mode); + } + /* If the file mode is writable, skip all the bundle stuff because generally the bundle is read-only. */ if (SDL_strchr(mode, 'r') == NULL) { return fopen(file, mode); diff --git a/src/filesystem/ps2/SDL_sysfilesystem.c b/src/filesystem/ps2/SDL_sysfilesystem.c index d00edf9..a71cd55 100644 --- a/src/filesystem/ps2/SDL_sysfilesystem.c +++ b/src/filesystem/ps2/SDL_sysfilesystem.c @@ -33,16 +33,14 @@ char *SDL_GetBasePath(void) { - char *retval; + char *retval = NULL; size_t len; char cwd[FILENAME_MAX]; getcwd(cwd, sizeof(cwd)); - len = SDL_strlen(cwd) + 1; + len = SDL_strlen(cwd) + 2; retval = (char *)SDL_malloc(len); - if (retval) { - SDL_memcpy(retval, cwd, len); - } + SDL_snprintf(retval, len, "%s/", cwd); return retval; } diff --git a/src/filesystem/winrt/SDL_sysfilesystem.cpp b/src/filesystem/winrt/SDL_sysfilesystem.cpp index bdd7688..43c3d83 100644 --- a/src/filesystem/winrt/SDL_sysfilesystem.cpp +++ b/src/filesystem/winrt/SDL_sysfilesystem.cpp @@ -115,7 +115,7 @@ SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType) return NULL; } - char *utf8Path = WIN_StringToUTF8(ucs2Path); + char *utf8Path = WIN_StringToUTF8W(ucs2Path); utf8Paths[pathType] = utf8Path; SDL_free(utf8Path); return utf8Paths[pathType].c_str(); @@ -181,13 +181,13 @@ SDL_GetPrefPath(const char *org, const char *app) } SDL_wcslcpy(path, srcPath, SDL_arraysize(path)); - worg = WIN_UTF8ToString(org); + worg = WIN_UTF8ToStringW(org); if (!worg) { SDL_OutOfMemory(); return NULL; } - wapp = WIN_UTF8ToString(app); + wapp = WIN_UTF8ToStringW(app); if (!wapp) { SDL_free(worg); SDL_OutOfMemory(); @@ -232,7 +232,7 @@ SDL_GetPrefPath(const char *org, const char *app) SDL_wcslcat(path, L"\\", new_wpath_len + 1); - retval = WIN_StringToUTF8(path); + retval = WIN_StringToUTF8W(path); return retval; } diff --git a/src/haptic/SDL_haptic.c b/src/haptic/SDL_haptic.c index 349eb63..86510d5 100644 --- a/src/haptic/SDL_haptic.c +++ b/src/haptic/SDL_haptic.c @@ -23,6 +23,85 @@ #include "SDL_syshaptic.h" #include "SDL_haptic_c.h" #include "../joystick/SDL_joystick_c.h" /* For SDL_PrivateJoystickValid */ +#include "SDL_hints.h" +#include "../SDL_hints_c.h" + +typedef struct SDL_Haptic_VIDPID_Naxes { + Uint16 vid; + Uint16 pid; + Uint16 naxes; +} SDL_Haptic_VIDPID_Naxes; + +static void SDL_HapticLoadAxesList(SDL_Haptic_VIDPID_Naxes **entries, int *num_entries) +{ + SDL_Haptic_VIDPID_Naxes entry; + const char *spot; + int length = 0; + + spot = SDL_GetHint(SDL_HINT_JOYSTICK_HAPTIC_AXES); + if (!spot) + return; + + while (SDL_sscanf(spot, "0x%hx/0x%hx/%hu%n", &entry.vid, &entry.pid, &entry.naxes, &length) == 3) { + SDL_assert(length > 0); + spot += length; + length = 0; + + if ((*num_entries % 8) == 0) { + int new_max = *num_entries + 8; + SDL_Haptic_VIDPID_Naxes *new_entries = + (SDL_Haptic_VIDPID_Naxes *)SDL_realloc(*entries, new_max * sizeof(**entries)); + + // Out of memory, go with what we have already + if (!new_entries) + break; + + *entries = new_entries; + } + (*entries)[(*num_entries)++] = entry; + + if (spot[0] == ',') + spot++; + } +} + +// /* Return -1 if not found */ +static int SDL_HapticNaxesListIndex(struct SDL_Haptic_VIDPID_Naxes *entries, int num_entries, Uint16 vid, Uint16 pid) +{ + int i; + if (!entries) + return -1; + + for (i = 0; i < num_entries; ++i) { + if (entries[i].vid == vid && entries[i].pid == pid) + return i; + } + + return -1; +} + +// Check if device needs a custom number of naxes +static int SDL_HapticGetNaxes(Uint16 vid, Uint16 pid) +{ + int num_entries = 0, index = 0, naxes = -1; + SDL_Haptic_VIDPID_Naxes *naxes_list = NULL; + + SDL_HapticLoadAxesList(&naxes_list, &num_entries); + if (!num_entries || !naxes_list) + return -1; + + // Perform "wildcard" pass + index = SDL_HapticNaxesListIndex(naxes_list, num_entries, 0xffff, 0xffff); + if (index >= 0) + naxes = naxes_list[index].naxes; + + index = SDL_HapticNaxesListIndex(naxes_list, num_entries, vid, pid); + if (index >= 0) + naxes = naxes_list[index].naxes; + + SDL_free(naxes_list); + return naxes; +} /* Global for SDL_windowshaptic.c */ #if defined(SDL_HAPTIC_DINPUT) || defined(SDL_HAPTIC_XINPUT) @@ -258,6 +337,8 @@ SDL_Haptic *SDL_HapticOpenFromJoystick(SDL_Joystick *joystick) { SDL_Haptic *haptic; SDL_Haptic *hapticlist; + int naxes, general_axes; + Uint16 vid, pid; /* Make sure there is room. */ if (SDL_NumHaptics() <= 0) { @@ -314,6 +395,18 @@ SDL_Haptic *SDL_HapticOpenFromJoystick(SDL_Joystick *joystick) } SDL_UnlockJoysticks(); + vid = SDL_JoystickGetVendor(joystick); + pid = SDL_JoystickGetProduct(joystick); + general_axes = SDL_JoystickNumAxes(joystick); + + naxes = SDL_HapticGetNaxes(vid, pid); + if (naxes > 0) + haptic->naxes = naxes; + + // Limit to the actual number of axes found on the device + if (general_axes >= 0 && naxes > general_axes) + haptic->naxes = general_axes; + /* Add haptic to list */ ++haptic->ref_count; /* Link the haptic in the list */ diff --git a/src/haptic/linux/SDL_syshaptic.c b/src/haptic/linux/SDL_syshaptic.c index 548bb2d..3622e43 100644 --- a/src/haptic/linux/SDL_syshaptic.c +++ b/src/haptic/linux/SDL_syshaptic.c @@ -812,7 +812,9 @@ static int SDL_SYS_ToFFEffect(struct ff_effect *dest, SDL_HapticEffect *src) dest->type = FF_FRICTION; } - dest->direction = 0; /* Handled by the condition-specifics. */ + if (SDL_SYS_ToDirection(&dest->direction, &condition->direction) == -1) { + return -1; + } /* Replay */ dest->replay.length = (condition->length == SDL_HAPTIC_INFINITY) ? 0 : CLAMP(condition->length); @@ -878,7 +880,7 @@ static int SDL_SYS_ToFFEffect(struct ff_effect *dest, SDL_HapticEffect *src) /* Header */ dest->type = FF_RUMBLE; - dest->direction = 0; + dest->direction = 0x4000; /* Replay */ dest->replay.length = (leftright->length == SDL_HAPTIC_INFINITY) ? 0 : CLAMP(leftright->length); diff --git a/src/hidapi/configure.ac b/src/hidapi/configure.ac index c6747f9..c3d3dbc 100644 --- a/src/hidapi/configure.ac +++ b/src/hidapi/configure.ac @@ -79,7 +79,7 @@ case $host in backend="mac" os="darwin" threads="pthreads" - LIBS="${LIBS} -framework IOKit -framework CoreFoundation" + LIBS="${LIBS} -framework IOKit -framework CoreFoundation -framework AppKit" ;; *-freebsd*) AC_MSG_RESULT([ (FreeBSD back-end)]) diff --git a/src/hidapi/mac/Makefile-manual b/src/hidapi/mac/Makefile-manual index 5399b5a..16052d1 100644 --- a/src/hidapi/mac/Makefile-manual +++ b/src/hidapi/mac/Makefile-manual @@ -14,7 +14,7 @@ COBJS=hid.o CPPOBJS=../hidtest/hidtest.o OBJS=$(COBJS) $(CPPOBJS) CFLAGS+=-I../hidapi -Wall -g -c -LIBS=-framework IOKit -framework CoreFoundation +LIBS=-framework IOKit -framework CoreFoundation -framework AppKit hidtest: $(OBJS) diff --git a/src/hidapi/mac/hid.c b/src/hidapi/mac/hid.c index 0dbe422..b457673 100644 --- a/src/hidapi/mac/hid.c +++ b/src/hidapi/mac/hid.c @@ -37,6 +37,9 @@ #define VALVE_USB_VID 0x28DE +/* As defined in AppKit.h, but we don't need the entire AppKit for a single constant. */ +extern const double NSAppKitVersionNumber; + /* Barrier implementation because Mac OSX doesn't have pthread_barrier. It also doesn't have clock_gettime(). So much for POSIX and SUSv2. This implementation came from Brent Priddy and was posted on @@ -131,6 +134,7 @@ struct hid_device_list_node }; static IOHIDManagerRef hid_mgr = 0x0; +static int is_macos_10_10_or_greater = 0; static struct hid_device_list_node *device_list = 0x0; static hid_device *new_hid_device(void) @@ -485,6 +489,7 @@ static int init_hid_manager(void) int HID_API_EXPORT hid_init(void) { if (!hid_mgr) { + is_macos_10_10_or_greater = (NSAppKitVersionNumber >= 1343); /* NSAppKitVersionNumber10_10 */ return init_hid_manager(); } @@ -1138,8 +1143,10 @@ void HID_API_EXPORT hid_close(hid_device *dev) if (!dev) return; - /* Disconnect the report callback before close. */ - if (!dev->disconnected) { + /* Disconnect the report callback before close. + See comment below. + */ + if (is_macos_10_10_or_greater || !dev->disconnected) { IOHIDDeviceRegisterInputReportCallback( dev->device_handle, dev->input_report_buf, dev->max_input_report_len, NULL, dev); @@ -1162,8 +1169,14 @@ void HID_API_EXPORT hid_close(hid_device *dev) /* Close the OS handle to the device, but only if it's not been unplugged. If it's been unplugged, then calling - IOHIDDeviceClose() will crash. */ - if (!dev->disconnected) { + IOHIDDeviceClose() will crash. + + UPD: The crash part was true in/until some version of macOS. + Starting with macOS 10.15, there is an opposite effect in some environments: + crash happenes if IOHIDDeviceClose() is not called. + Not leaking a resource in all tested environments. + */ + if (is_macos_10_10_or_greater || !dev->disconnected) { IOHIDDeviceClose(dev->device_handle, kIOHIDOptionsTypeNone); } diff --git a/src/joystick/SDL_gamecontroller.c b/src/joystick/SDL_gamecontroller.c index 7a1eabf..36e521e 100644 --- a/src/joystick/SDL_gamecontroller.c +++ b/src/joystick/SDL_gamecontroller.c @@ -2126,6 +2126,18 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid) SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version, NULL); +#ifdef __WIN32__ + if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE) && + SDL_GetHintBoolean("STEAM_COMPAT_PROTON", SDL_FALSE)) { + /* We are launched by Steam and running under Proton + * We can't tell whether this controller is a Steam Virtual Gamepad, + * so assume that Proton is doing the appropriate filtering of controllers + * and anything we see here is fine to use. + */ + return SDL_FALSE; + } +#endif // __WIN32__ + if (SDL_IsJoystickSteamVirtualGamepad(vendor, product, version)) { return !SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE); } diff --git a/src/joystick/SDL_gamecontrollerdb.h b/src/joystick/SDL_gamecontrollerdb.h index 5f8a143..1366fb2 100644 --- a/src/joystick/SDL_gamecontrollerdb.h +++ b/src/joystick/SDL_gamecontrollerdb.h @@ -84,6 +84,7 @@ static const char *s_ControllerMappings[] = { "03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "030000003512000020ab000000000000,8BitDo SNES30 Gamepad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "030000003512000020ab000000000000,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", + "03000000c82d00001b30000000000000,8BitDo Ultimate 2C Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a2,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,", /* Bluetooth */ "03000000c82d00001130000000000000,8BitDo Ultimate Wired Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,", "03000000c82d00001330000000000000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,", "03000000c82d00001890000000000000,8BitDo Zero 2,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", @@ -135,7 +136,6 @@ static const char *s_ControllerMappings[] = { "03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,", "03000000852100000201000000000000,FF-GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,", "030000000d0f00002700000000000000,FIGHTING STICK V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,", - "03000000790000000600000000000000,G-Shark GS-GP702,crc:8e4f,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,", "030000008f0e00000d31000000000000,GAMEPAD 3 TURBO,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,", "03000000300f00000b01000000000000,GGE909 Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,", "03000000790000002201000000000000,Game Controller for PC,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,", @@ -397,6 +397,7 @@ static const char *s_ControllerMappings[] = { "03000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", + "03000000c82d00001b30000001000000,8BitDo Ultimate 2C Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", /* Bluetooth */ "03000000c82d00001130000000020000,8BitDo Ultimate Wired Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", "03000000c82d00001330000000020000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", "03000000c82d00001890000001000000,8BitDo Zero 2,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", @@ -567,6 +568,7 @@ static const char *s_ControllerMappings[] = { "030000003512000020ab000010010000,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "05000000202800000900000000010000,8BitDo SNES30 Gamepad,a:b0,b:b1,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", "05000000202800000900000000010000,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,hint:!SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", + "05000000c82d00001b30000001000000,8BitDo Ultimate 2C Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", /* Bluetooth */ "03000000c82d00001130000011010000,8BitDo Ultimate Wired Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", "03000000c82d00001330000011010000,8BitDo Ultimate Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,", "03000000c82d00001890000011010000,8BitDo Zero 2,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,", diff --git a/src/joystick/bsd/SDL_bsdjoystick.c b/src/joystick/bsd/SDL_bsdjoystick.c index 8a87d76..8c0260d 100644 --- a/src/joystick/bsd/SDL_bsdjoystick.c +++ b/src/joystick/bsd/SDL_bsdjoystick.c @@ -93,40 +93,11 @@ #define HUG_DPAD_RIGHT 0x92 #define HUG_DPAD_LEFT 0x93 -#define HAT_CENTERED 0x00 #define HAT_UP 0x01 #define HAT_RIGHT 0x02 #define HAT_DOWN 0x04 #define HAT_LEFT 0x08 -#define HAT_RIGHTUP (HAT_RIGHT | HAT_UP) -#define HAT_RIGHTDOWN (HAT_RIGHT | HAT_DOWN) -#define HAT_LEFTUP (HAT_LEFT | HAT_UP) -#define HAT_LEFTDOWN (HAT_LEFT | HAT_DOWN) - -/* calculate the value from the state of the dpad */ -int dpad_to_sdl(Sint32 *dpad) -{ - if (dpad[2]) { - if (dpad[0]) - return HAT_RIGHTUP; - else if (dpad[1]) - return HAT_RIGHTDOWN; - else - return HAT_RIGHT; - } else if (dpad[3]) { - if (dpad[0]) - return HAT_LEFTUP; - else if (dpad[1]) - return HAT_LEFTDOWN; - else - return HAT_LEFT; - } else if (dpad[0]) { - return HAT_UP; - } else if (dpad[1]) { - return HAT_DOWN; - } - return HAT_CENTERED; -} + #endif struct report @@ -724,19 +695,29 @@ static void BSD_JoystickUpdate(SDL_Joystick *joy) hitem.logical_minimum); } #ifdef __OpenBSD__ - else if (usage == HUG_DPAD_UP) { + /* here D-pad directions are reported like separate buttons. + * calculate the SDL hat value from the 4 separate values. + */ + switch (usage) { + case HUG_DPAD_UP: dpad[0] = (Sint32)hid_get_data(REP_BUF_DATA(rep), &hitem); - SDL_PrivateJoystickHat(joy, 0, dpad_to_sdl(dpad)); - } else if (usage == HUG_DPAD_DOWN) { + break; + case HUG_DPAD_DOWN: dpad[1] = (Sint32)hid_get_data(REP_BUF_DATA(rep), &hitem); - SDL_PrivateJoystickHat(joy, 0, dpad_to_sdl(dpad)); - } else if (usage == HUG_DPAD_RIGHT) { + break; + case HUG_DPAD_RIGHT: dpad[2] = (Sint32)hid_get_data(REP_BUF_DATA(rep), &hitem); - SDL_PrivateJoystickHat(joy, 0, dpad_to_sdl(dpad)); - } else if (usage == HUG_DPAD_LEFT) { + break; + case HUG_DPAD_LEFT: dpad[3] = (Sint32)hid_get_data(REP_BUF_DATA(rep), &hitem); - SDL_PrivateJoystickHat(joy, 0, dpad_to_sdl(dpad)); + break; + //default: + // no-op } + SDL_PrivateJoystickHat(joy, 0, (dpad[0] * HAT_UP) | + (dpad[1] * HAT_DOWN) | + (dpad[2] * HAT_RIGHT) | + (dpad[3] * HAT_LEFT) ); #endif break; } diff --git a/src/joystick/hidapi/SDL_hidapi_ps4.c b/src/joystick/hidapi/SDL_hidapi_ps4.c index 3016964..fd38dc9 100644 --- a/src/joystick/hidapi/SDL_hidapi_ps4.c +++ b/src/joystick/hidapi/SDL_hidapi_ps4.c @@ -263,7 +263,7 @@ static SDL_bool HIDAPI_DriverPS4_InitDevice(SDL_HIDAPI_Device *device) j = -1; for (i = 0; i < 12; i += 2) { j += 1; - SDL_memcpy(&serial[j], &device->serial[i], 2); + SDL_memmove(&serial[j], &device->serial[i], 2); j += 2; serial[j] = '-'; } diff --git a/src/joystick/hidapi/SDL_hidapi_ps5.c b/src/joystick/hidapi/SDL_hidapi_ps5.c index 5065fc5..159a0e8 100644 --- a/src/joystick/hidapi/SDL_hidapi_ps5.c +++ b/src/joystick/hidapi/SDL_hidapi_ps5.c @@ -371,7 +371,7 @@ static SDL_bool HIDAPI_DriverPS5_InitDevice(SDL_HIDAPI_Device *device) j = -1; for (i = 0; i < 12; i += 2) { j += 1; - SDL_memcpy(&serial[j], &device->serial[i], 2); + SDL_memmove(&serial[j], &device->serial[i], 2); j += 2; serial[j] = '-'; } diff --git a/src/joystick/hidapi/SDL_hidapijoystick.c b/src/joystick/hidapi/SDL_hidapijoystick.c index a1cb9c4..62e3633 100644 --- a/src/joystick/hidapi/SDL_hidapijoystick.c +++ b/src/joystick/hidapi/SDL_hidapijoystick.c @@ -197,7 +197,13 @@ SDL_bool HIDAPI_SupportsPlaystationDetection(Uint16 vendor, Uint16 product) case USB_VENDOR_SHANWAN_ALT: return SDL_TRUE; case USB_VENDOR_THRUSTMASTER: - return SDL_TRUE; + /* Most of these are wheels, don't have the full set of effects, and + * at least in the case of the T248 and T300 RS, the hid-tmff2 driver + * puts them in a non-standard report mode and they can't be read. + * + * If these should use the HIDAPI driver, add them to controller_list.h + */ + return SDL_FALSE; case USB_VENDOR_ZEROPLUS: return SDL_TRUE; case 0x7545 /* SZ-MYPOWER */: @@ -884,10 +890,8 @@ static SDL_HIDAPI_Device *HIDAPI_AddDevice(const struct SDL_hid_device_info *inf return NULL; } device->magic = &SDL_HIDAPI_device_magic; - device->path = SDL_strdup(info->path); - if (!device->path) { - SDL_free(device); - return NULL; + if (info->path) { + device->path = SDL_strdup(info->path); } device->seen = SDL_TRUE; device->vendor_id = info->vendor_id; diff --git a/src/joystick/windows/SDL_rawinputjoystick.c b/src/joystick/windows/SDL_rawinputjoystick.c index 9728780..cd958b1 100644 --- a/src/joystick/windows/SDL_rawinputjoystick.c +++ b/src/joystick/windows/SDL_rawinputjoystick.c @@ -908,9 +908,11 @@ static void RAWINPUT_AddDevice(HANDLE hDevice) char *product_string = NULL; WCHAR string[128]; + string[0] = 0; if (SDL_HidD_GetManufacturerString(hFile, string, sizeof(string))) { manufacturer_string = WIN_StringToUTF8W(string); } + string[0] = 0; if (SDL_HidD_GetProductString(hFile, string, sizeof(string))) { product_string = WIN_StringToUTF8W(string); } diff --git a/src/joystick/windows/SDL_windows_gaming_input.c b/src/joystick/windows/SDL_windows_gaming_input.c index a7e42e7..9299ac5 100644 --- a/src/joystick/windows/SDL_windows_gaming_input.c +++ b/src/joystick/windows/SDL_windows_gaming_input.c @@ -110,7 +110,7 @@ extern SDL_bool SDL_XINPUT_Enabled(void); extern SDL_bool SDL_DINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 version); -static SDL_bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product) +static SDL_bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product, const char* name) { #if defined(SDL_JOYSTICK_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT) PRAWINPUTDEVICELIST raw_devices = NULL; @@ -126,6 +126,13 @@ static SDL_bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product) return SDL_FALSE; } + /* Sometimes we'll get a Windows.Gaming.Input callback before the raw input device is even in the list, + * so try to do some checks up front to catch these cases. */ + if (SDL_IsJoystickXboxOne(vendor, product) || + (name && SDL_strncmp(name, "Xbox ", 5) == 0)) { + return SDL_TRUE; + } + /* Go through RAWINPUT (WinXP and later) to find HID devices. */ if ((GetRawInputDeviceList(NULL, &raw_device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!raw_device_count)) { return SDL_FALSE; /* oh well. */ @@ -508,7 +515,7 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde ignore_joystick = SDL_TRUE; } - if (!ignore_joystick && SDL_IsXInputDevice(vendor, product)) { + if (!ignore_joystick && SDL_IsXInputDevice(vendor, product, name)) { ignore_joystick = SDL_TRUE; } diff --git a/src/loadso/windows/SDL_sysloadso.c b/src/loadso/windows/SDL_sysloadso.c index dd1568e..8ee6ee8 100644 --- a/src/loadso/windows/SDL_sysloadso.c +++ b/src/loadso/windows/SDL_sysloadso.c @@ -32,23 +32,23 @@ void *SDL_LoadObject(const char *sofile) { void *handle; - LPTSTR tstr; + LPWSTR wstr; if (!sofile) { SDL_InvalidParamError("sofile"); return NULL; } - tstr = WIN_UTF8ToString(sofile); + wstr = WIN_UTF8ToStringW(sofile); #ifdef __WINRT__ /* WinRT only publicly supports LoadPackagedLibrary() for loading .dll files. LoadLibrary() is a private API, and not available for apps (that can be published to MS' Windows Store.) */ - handle = (void *)LoadPackagedLibrary(tstr, 0); + handle = (void *)LoadPackagedLibrary(wstr, 0); #else - handle = (void *)LoadLibrary(tstr); + handle = (void *)LoadLibraryW(wstr); #endif - SDL_free(tstr); + SDL_free(wstr); /* Generate an error message if all loads failed */ if (!handle) { diff --git a/src/main/haiku/SDL_BeApp.cc b/src/main/haiku/SDL_BeApp.cc index 1449cc4..d2a1e35 100644 --- a/src/main/haiku/SDL_BeApp.cc +++ b/src/main/haiku/SDL_BeApp.cc @@ -118,9 +118,13 @@ static int StartBeLooper() } while ((!be_app) || be_app->IsLaunching()); } - /* Change working directory to that of executable */ + /* If started from the GUI, change working directory to that of executable. + * This matches behavior on other platforms and may be needed by some SDL software. + * Don't do it when started from terminal (TERM environment variable is set), because in that + * case, the current directory may be important, and after this there will be no way to know + * what it was. */ app_info info; - if (B_OK == be_app->GetAppInfo(&info)) { + if (NULL == getenv("TERM") && B_OK == be_app->GetAppInfo(&info)) { entry_ref ref = info.ref; BEntry entry; if (B_OK == entry.SetTo(&ref)) { diff --git a/src/main/psp/SDL_psp_main.c b/src/main/psp/SDL_psp_main.c index 3d083cc..c3555b3 100644 --- a/src/main/psp/SDL_psp_main.c +++ b/src/main/psp/SDL_psp_main.c @@ -8,6 +8,7 @@ #include "SDL_main.h" #include #include +#include "../../events/SDL_events_c.h" #ifdef main #undef main @@ -28,7 +29,7 @@ PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU | THREAD_ATTR_USER); int sdl_psp_exit_callback(int arg1, int arg2, void *common) { - sceKernelExitGame(); + SDL_SendQuit(); return 0; } diff --git a/src/main/windows/version.rc b/src/main/windows/version.rc index e5f4dc0..a8861af 100644 --- a/src/main/windows/version.rc +++ b/src/main/windows/version.rc @@ -9,8 +9,8 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US // VS_VERSION_INFO VERSIONINFO - FILEVERSION 2,30,11,0 - PRODUCTVERSION 2,30,11,0 + FILEVERSION 2,32,4,0 + PRODUCTVERSION 2,32,4,0 FILEFLAGSMASK 0x3fL FILEFLAGS 0x0L FILEOS 0x40004L @@ -23,12 +23,12 @@ BEGIN BEGIN VALUE "CompanyName", "\0" VALUE "FileDescription", "SDL\0" - VALUE "FileVersion", "2, 30, 11, 0\0" + VALUE "FileVersion", "2, 32, 4, 0\0" VALUE "InternalName", "SDL\0" VALUE "LegalCopyright", "Copyright (C) 2025 Sam Lantinga\0" VALUE "OriginalFilename", "SDL2.dll\0" VALUE "ProductName", "Simple DirectMedia Layer\0" - VALUE "ProductVersion", "2, 30, 11, 0\0" + VALUE "ProductVersion", "2, 32, 4, 0\0" END END BLOCK "VarFileInfo" diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index a70d38e..cc3d169 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -47,12 +47,19 @@ this should probably be removed at some point in the future. --ryan. */ #define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData" -#define CHECK_RENDERER_MAGIC(renderer, retval) \ +#define CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer, retval) \ if (!renderer || renderer->magic != &renderer_magic) { \ SDL_InvalidParamError("renderer"); \ return retval; \ } +#define CHECK_RENDERER_MAGIC(renderer, retval) \ + CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer, retval); \ + if (renderer->destroyed) { \ + SDL_SetError("Renderer's window has been destroyed, can't use further"); \ + return retval; \ + } + #define CHECK_TEXTURE_MAGIC(texture, retval) \ if (!texture || texture->magic != &texture_magic) { \ SDL_InvalidParamError("texture"); \ @@ -954,6 +961,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags) int n = SDL_GetNumRenderDrivers(); SDL_bool batching = SDL_TRUE; const char *hint; + int rc = -1; #if defined(__ANDROID__) Android_ActivityMutex_Lock_Running(); @@ -974,6 +982,14 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags) goto error; } + renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + goto error; + } + + renderer->magic = &renderer_magic; + hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC); if (hint && *hint) { if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) { @@ -991,30 +1007,36 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags) if (SDL_strcasecmp(hint, driver->info.name) == 0) { /* Create a new renderer instance */ - renderer = driver->CreateRenderer(window, flags); - if (renderer) { + rc = driver->CreateRenderer(renderer, window, flags); + if (rc == 0) { batching = SDL_FALSE; + } else { + SDL_zerop(renderer); /* make sure we don't leave function pointers from a previous CreateRenderer() in this struct. */ + renderer->magic = &renderer_magic; } break; } } } - if (!renderer) { + if (rc == -1) { for (index = 0; index < n; ++index) { const SDL_RenderDriver *driver = render_drivers[index]; if ((driver->info.flags & flags) == flags) { /* Create a new renderer instance */ - renderer = driver->CreateRenderer(window, flags); - if (renderer) { + rc = driver->CreateRenderer(renderer, window, flags); + if (rc == 0) { /* Yay, we got one! */ break; + } else { + SDL_zerop(renderer); /* make sure we don't leave function pointers from a previous CreateRenderer() in this struct. */ + renderer->magic = &renderer_magic; } } } } - if (!renderer) { + if (rc == -1) { SDL_SetError("Couldn't find matching render driver"); goto error; } @@ -1025,9 +1047,9 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags) goto error; } /* Create a new renderer instance */ - renderer = render_drivers[index]->CreateRenderer(window, flags); + rc = render_drivers[index]->CreateRenderer(renderer, window, flags); batching = SDL_FALSE; - if (!renderer) { + if (rc == -1) { goto error; } } @@ -1108,6 +1130,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags) return renderer; error: + SDL_free(renderer); #if defined(__ANDROID__) Android_ActivityMutex_Unlock(); @@ -1124,12 +1147,23 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface) { #if SDL_VIDEO_RENDER_SW SDL_Renderer *renderer; + int rc; - renderer = SW_CreateRendererForSurface(surface); + renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } - if (renderer) { + renderer->magic = &renderer_magic; + + rc = SW_CreateRendererForSurface(renderer, surface); + + if (rc == -1) { + SDL_free(renderer); + renderer = NULL; + } else { VerifyDrawQueueFunctions(renderer); - renderer->magic = &renderer_magic; renderer->target_mutex = SDL_CreateMutex(); renderer->scale.x = 1.0f; renderer->scale.y = 1.0f; @@ -4318,11 +4352,14 @@ void SDL_DestroyTexture(SDL_Texture *texture) SDL_free(texture); } -void SDL_DestroyRenderer(SDL_Renderer *renderer) +void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer) { SDL_RenderCommand *cmd; - CHECK_RENDERER_MAGIC(renderer, ); + SDL_assert(renderer != NULL); + SDL_assert(!renderer->destroyed); + + renderer->destroyed = SDL_TRUE; SDL_DelEventWatch(SDL_RendererEventWatch, renderer); @@ -4357,9 +4394,6 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer) SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL); } - /* It's no longer magical... */ - renderer->magic = NULL; - /* Free the target mutex */ SDL_DestroyMutex(renderer->target_mutex); renderer->target_mutex = NULL; @@ -4368,6 +4402,22 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer) renderer->DestroyRenderer(renderer); } +void SDL_DestroyRenderer(SDL_Renderer *renderer) +{ + CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer,); + + /* if we've already destroyed the renderer through SDL_DestroyWindow, we just need + to free the renderer pointer. This lets apps destroy the window and renderer + in either order. */ + if (!renderer->destroyed) { + SDL_DestroyRendererWithoutFreeing(renderer); + renderer->magic = NULL; // It's no longer magical... + } + + SDL_free(renderer); +} + + int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh) { SDL_Renderer *renderer; diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 88d7d57..bab41e7 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -282,13 +282,15 @@ struct SDL_Renderer size_t vertex_data_used; size_t vertex_data_allocation; + SDL_bool destroyed; /* already destroyed by SDL_DestroyWindow; just free this struct in SDL_DestroyRenderer. */ + void *driverdata; }; /* Define the SDL render driver structure */ struct SDL_RenderDriver { - SDL_Renderer *(*CreateRenderer)(SDL_Window *window, Uint32 flags); + int (*CreateRenderer)(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags); /* Info about the renderer capabilities */ SDL_RendererInfo info; @@ -324,6 +326,9 @@ extern void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t num extern int SDL_PrivateLowerBlitScaled(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect, SDL_ScaleMode scaleMode); extern int SDL_PrivateUpperBlitScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect, SDL_ScaleMode scaleMode); +/* Let the video subsystem destroy a renderer without making its pointer invalid. */ +extern void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c index e14477f..3a33673 100644 --- a/src/render/direct3d/SDL_render_d3d.c +++ b/src/render/direct3d/SDL_render_d3d.c @@ -1447,7 +1447,6 @@ static void D3D_DestroyRenderer(SDL_Renderer *renderer) } SDL_free(data); } - SDL_free(renderer); } static int D3D_Reset(SDL_Renderer *renderer) @@ -1547,9 +1546,8 @@ static int D3D_SetVSync(SDL_Renderer *renderer, const int vsync) return 0; } -SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags) +int D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; D3D_RenderData *data; SDL_SysWMinfo windowinfo; HRESULT result; @@ -1562,24 +1560,14 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags) SDL_DisplayMode fullscreen_mode; int displayIndex; - renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (D3D_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { - SDL_free(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) { - SDL_free(renderer); SDL_free(data); - SDL_SetError("Unable to create Direct3D interface"); - return NULL; + return SDL_SetError("Unable to create Direct3D interface"); } renderer->WindowEvent = D3D_WindowEvent; @@ -1613,8 +1601,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags) if (!SDL_GetWindowWMInfo(window, &windowinfo) || windowinfo.subsystem != SDL_SYSWM_WINDOWS) { SDL_free(data); - SDL_SetError("Couldn't get window handle"); - return NULL; + return SDL_SetError("Couldn't get window handle"); } window_flags = SDL_GetWindowFlags(window); @@ -1667,23 +1654,20 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags) &pparams, &data->device); if (FAILED(result)) { D3D_DestroyRenderer(renderer); - D3D_SetError("CreateDevice()", result); - return NULL; + return D3D_SetError("CreateDevice()", result); } /* Get presentation parameters to fill info */ result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain); if (FAILED(result)) { D3D_DestroyRenderer(renderer); - D3D_SetError("GetSwapChain()", result); - return NULL; + return D3D_SetError("GetSwapChain()", result); } result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams); if (FAILED(result)) { IDirect3DSwapChain9_Release(chain); D3D_DestroyRenderer(renderer); - D3D_SetError("GetPresentParameters()", result); - return NULL; + return D3D_SetError("GetPresentParameters()", result); } IDirect3DSwapChain9_Release(chain); if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) { @@ -1725,7 +1709,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags) data->drawstate.cliprect_enabled_dirty = SDL_TRUE; data->drawstate.blend = SDL_BLENDMODE_INVALID; - return renderer; + return 0; } SDL_RenderDriver D3D_RenderDriver = { diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index d3d8bc9..f5d0d80 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -304,7 +304,6 @@ static void D3D11_DestroyRenderer(SDL_Renderer *renderer) if (data) { SDL_free(data); } - SDL_free(renderer); } static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) @@ -2313,22 +2312,13 @@ static int D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) } #endif -SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags) +int D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; D3D11_RenderData *data; - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { - SDL_free(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } data->identity = MatrixIdentity(); @@ -2390,14 +2380,14 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags) /* Initialize Direct3D resources */ if (FAILED(D3D11_CreateDeviceResources(renderer))) { D3D11_DestroyRenderer(renderer); - return NULL; + return -1; } if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { D3D11_DestroyRenderer(renderer); - return NULL; + return -1; } - return renderer; + return 0; } SDL_RenderDriver D3D11_RenderDriver = { diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 63a8410..e97189a 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -556,7 +556,6 @@ static void D3D12_DestroyRenderer(SDL_Renderer *renderer) if (data) { SDL_free(data); } - SDL_free(renderer); } static int D3D12_GetOutputSize(SDL_Renderer *renderer, int *w, int *h) @@ -3014,22 +3013,13 @@ static int D3D12_SetVSync(SDL_Renderer *renderer, const int vsync) return 0; } -SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags) +int D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; D3D12_RenderData *data; - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (D3D12_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { - SDL_free(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } data->identity = MatrixIdentity(); @@ -3074,14 +3064,14 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags) /* Initialize Direct3D resources */ if (FAILED(D3D12_CreateDeviceResources(renderer))) { D3D12_DestroyRenderer(renderer); - return NULL; + return -1; } if (FAILED(D3D12_CreateWindowSizeDependentResources(renderer))) { D3D12_DestroyRenderer(renderer); - return NULL; + return -1; } - return renderer; + return 0; } SDL_RenderDriver D3D12_RenderDriver = { diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m index 4108858..246af41 100644 --- a/src/render/metal/SDL_render_metal.m +++ b/src/render/metal/SDL_render_metal.m @@ -1513,8 +1513,6 @@ in case we want to use it later (recreating the renderer) /* SDL_Metal_DestroyView(data.mtlview); */ CFBridgingRelease(data.mtlview); } - - SDL_free(renderer); }} static void *METAL_GetMetalLayer(SDL_Renderer * renderer) @@ -1580,9 +1578,8 @@ static SDL_MetalView GetWindowView(SDL_Window *window) return nil; } -static SDL_Renderer *METAL_CreateRenderer(SDL_Window * window, Uint32 flags) +static int METAL_CreateRenderer(SDL_Renderer *renderer, SDL_Window * window, Uint32 flags) { @autoreleasepool { - SDL_Renderer *renderer = NULL; METAL_RenderData *data = NULL; id mtldevice = nil; SDL_MetalView view = NULL; @@ -1641,17 +1638,11 @@ static SDL_MetalView GetWindowView(SDL_Window *window) SDL_VERSION(&syswm.version); if (!SDL_GetWindowWMInfo(window, &syswm)) { - return NULL; + return -1; } if (IsMetalAvailable(&syswm) == -1) { - return NULL; - } - - renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; + return -1; } #ifdef __MACOSX__ @@ -1672,9 +1663,7 @@ static SDL_MetalView GetWindowView(SDL_Window *window) } if (mtldevice == nil) { - SDL_free(renderer); - SDL_SetError("Failed to obtain Metal device"); - return NULL; + return SDL_SetError("Failed to obtain Metal device"); } view = GetWindowView(window); @@ -1683,8 +1672,7 @@ static SDL_MetalView GetWindowView(SDL_Window *window) } if (view == NULL) { - SDL_free(renderer); - return NULL; + return -1; } // !!! FIXME: error checking on all of this. @@ -1696,8 +1684,7 @@ in case we want to use it later (recreating the renderer) */ /* SDL_Metal_DestroyView(view); */ CFBridgingRelease(view); - SDL_free(renderer); - return NULL; + return -1; } renderer->driverdata = (void*)CFBridgingRetain(data); @@ -1875,7 +1862,7 @@ in case we want to use it later (recreating the renderer) renderer->info.max_texture_width = maxtexsize; renderer->info.max_texture_height = maxtexsize; - return renderer; + return 0; }} SDL_RenderDriver METAL_RenderDriver = { diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 31eddbd..ea3fe10 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1555,7 +1555,6 @@ static void GL_DestroyRenderer(SDL_Renderer *renderer) } SDL_free(data); } - SDL_free(renderer); } static int GL_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh) @@ -1700,9 +1699,8 @@ static SDL_bool GL_IsProbablyAccelerated(const GL_RenderData *data) return SDL_TRUE; } -static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags) +static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; GL_RenderData *data; GLint value; Uint32 window_flags; @@ -1731,15 +1729,8 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags) } #endif - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - goto error; - } - data = (GL_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { - SDL_free(renderer); SDL_OutOfMemory(); goto error; } @@ -1777,20 +1768,17 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags) data->context = SDL_GL_CreateContext(window); if (!data->context) { - SDL_free(renderer); SDL_free(data); goto error; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { SDL_GL_DeleteContext(data->context); - SDL_free(renderer); SDL_free(data); goto error; } if (GL_LoadFunctions(data) < 0) { SDL_GL_DeleteContext(data->context); - SDL_free(renderer); SDL_free(data); goto error; } @@ -1944,7 +1932,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags) data->drawstate.color = 0xFFFFFFFF; data->drawstate.clear_color = 0xFFFFFFFF; - return renderer; + return 0; error: if (changed_window) { @@ -1954,7 +1942,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); SDL_RecreateWindow(window, window_flags); } - return NULL; + return -1; } SDL_RenderDriver GL_RenderDriver = { diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c index f065286..4f1a940 100644 --- a/src/render/opengles/SDL_render_gles.c +++ b/src/render/opengles/SDL_render_gles.c @@ -997,7 +997,6 @@ static void GLES_DestroyRenderer(SDL_Renderer *renderer) } SDL_free(data); } - SDL_free(renderer); } static int GLES_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh) @@ -1054,10 +1053,9 @@ static int GLES_SetVSync(SDL_Renderer *renderer, const int vsync) return retval; } -static SDL_Renderer *GLES_CreateRenderer(SDL_Window *window, Uint32 flags) +static int GLES_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; - GLES_RenderData *data; + GLES_RenderData *data = NULL; GLint value; Uint32 window_flags; int profile_mask = 0, major = 0, minor = 0; @@ -1081,12 +1079,6 @@ static SDL_Renderer *GLES_CreateRenderer(SDL_Window *window, Uint32 flags) } } - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - goto error; - } - data = (GLES_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); @@ -1192,7 +1184,7 @@ static SDL_Renderer *GLES_CreateRenderer(SDL_Window *window, Uint32 flags) data->drawstate.color = 0xFFFFFFFF; data->drawstate.clear_color = 0xFFFFFFFF; - return renderer; + return 0; error: if (changed_window) { @@ -1202,7 +1194,7 @@ static SDL_Renderer *GLES_CreateRenderer(SDL_Window *window, Uint32 flags) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); SDL_RecreateWindow(window, window_flags); } - return NULL; + return -1; } SDL_RenderDriver GLES_RenderDriver = { diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index bb9b4ad..f5f221c 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -1406,7 +1406,6 @@ static void GLES2_DestroyRenderer(SDL_Renderer *renderer) SDL_free(data); } - SDL_free(renderer); } static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) @@ -2030,10 +2029,9 @@ static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture) * Renderer instantiation * *************************************************************************************************/ -static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) +static int GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; - GLES2_RenderData *data; + GLES2_RenderData *data = NULL; Uint32 window_flags = 0; /* -Wconditional-uninitialized */ GLint window_framebuffer; GLint value; @@ -2066,16 +2064,8 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) } } - /* Create the renderer struct */ - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer)); - if (!renderer) { - SDL_OutOfMemory(); - goto error; - } - data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); if (!data) { - SDL_free(renderer); SDL_OutOfMemory(); goto error; } @@ -2087,28 +2077,20 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) /* Create an OpenGL ES 2.0 context */ data->context = SDL_GL_CreateContext(window); if (!data->context) { - SDL_free(renderer); - SDL_free(data); goto error; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { SDL_GL_DeleteContext(data->context); - SDL_free(renderer); - SDL_free(data); goto error; } if (GLES2_LoadFunctions(data) < 0) { SDL_GL_DeleteContext(data->context); - SDL_free(renderer); - SDL_free(data); goto error; } if (GLES2_CacheShaders(data) < 0) { SDL_GL_DeleteContext(data->context); - SDL_free(renderer); - SDL_free(data); goto error; } @@ -2219,9 +2201,10 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) GL_CheckError("", renderer); - return renderer; + return 0; error: + SDL_free(data); if (changed_window) { /* Uh oh, better try to put it back... */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); @@ -2229,7 +2212,7 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); SDL_RecreateWindow(window, window_flags); } - return NULL; + return -1; } SDL_RenderDriver GLES2_RenderDriver = { @@ -2237,8 +2220,8 @@ SDL_RenderDriver GLES2_RenderDriver = { { "opengles2", (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), 4, - { SDL_PIXELFORMAT_RGBA32, - SDL_PIXELFORMAT_BGRA32, + { SDL_PIXELFORMAT_BGRA32, + SDL_PIXELFORMAT_ABGR32, SDL_PIXELFORMAT_BGRX32, SDL_PIXELFORMAT_RGBX32 }, 0, diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c index 7c381d7..acf01fc 100644 --- a/src/render/ps2/SDL_render_ps2.c +++ b/src/render/ps2/SDL_render_ps2.c @@ -593,8 +593,6 @@ static void PS2_DestroyRenderer(SDL_Renderer *renderer) if (vsync_sema_id >= 0) { DeleteSema(vsync_sema_id); } - - SDL_free(renderer); } static int PS2_SetVSync(SDL_Renderer *renderer, const int vsync) @@ -605,25 +603,17 @@ static int PS2_SetVSync(SDL_Renderer *renderer, const int vsync) return 0; } -static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags) +static int PS2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; PS2_RenderData *data; GSGLOBAL *gsGlobal; ee_sema_t sema; SDL_bool dynamicVsync; - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (PS2_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { PS2_DestroyRenderer(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } /* Specific gsKit init */ @@ -689,7 +679,7 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags) renderer->driverdata = data; renderer->window = window; - return renderer; + return 0; } SDL_RenderDriver PS2_RenderDriver = { diff --git a/src/render/psp/SDL_render_psp.c b/src/render/psp/SDL_render_psp.c index a53ea20..2b85309 100644 --- a/src/render/psp/SDL_render_psp.c +++ b/src/render/psp/SDL_render_psp.c @@ -36,15 +36,9 @@ #include #include #include +#include "SDL_render_psp.h" /* PSP renderer implementation, based on the PGE */ - -#define PSP_SCREEN_WIDTH 480 -#define PSP_SCREEN_HEIGHT 272 - -#define PSP_FRAME_BUFFER_WIDTH 512 -#define PSP_FRAME_BUFFER_SIZE (PSP_FRAME_BUFFER_WIDTH * PSP_SCREEN_HEIGHT) - static unsigned int __attribute__((aligned(16))) DisplayList[262144]; #define COL5650(r, g, b, a) ((r >> 3) | ((g >> 2) << 5) | ((b >> 3) << 11)) @@ -124,6 +118,24 @@ typedef struct float x, y, z; } VertTCV; +int SDL_PSP_RenderGetProp(SDL_Renderer *r, enum SDL_PSP_RenderProps which, void** out) +{ + PSP_RenderData *rd; + if (r == NULL) { + return -1; + } + rd = r->driverdata; + switch (which) { + case SDL_PSP_RENDERPROPS_FRONTBUFFER: + *out = rd->frontbuffer; + return 0; + case SDL_PSP_RENDERPROPS_BACKBUFFER: + *out = rd->backbuffer; + return 0; + } + return -1; +} + #define PI 3.14159265358979f #define radToDeg(x) ((x)*180.f / PI) @@ -1268,8 +1280,6 @@ static void PSP_DestroyRenderer(SDL_Renderer *renderer) return; } - StartDrawing(renderer); - sceKernelDisableSubIntr(PSP_VBLANK_INT, 0); sceKernelReleaseSubIntrHandler(PSP_VBLANK_INT, 0); sceDisplayWaitVblankStart(); @@ -1282,7 +1292,6 @@ static void PSP_DestroyRenderer(SDL_Renderer *renderer) data->displayListAvail = SDL_FALSE; SDL_free(data); } - SDL_free(renderer); } static int PSP_SetVSync(SDL_Renderer *renderer, const int vsync) @@ -1292,25 +1301,16 @@ static int PSP_SetVSync(SDL_Renderer *renderer, const int vsync) return 0; } -SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags) +int PSP_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - - SDL_Renderer *renderer; PSP_RenderData *data; int pixelformat; void *doublebuffer = NULL; - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (PSP_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { PSP_DestroyRenderer(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } renderer->WindowEvent = PSP_WindowEvent; @@ -1402,7 +1402,7 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags) sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data); sceKernelEnableSubIntr(PSP_VBLANK_INT, 0); - return renderer; + return 0; } SDL_RenderDriver PSP_RenderDriver = { diff --git a/src/render/psp/SDL_render_psp.h b/src/render/psp/SDL_render_psp.h new file mode 100644 index 0000000..74a964f --- /dev/null +++ b/src/render/psp/SDL_render_psp.h @@ -0,0 +1,38 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* this header is meant to be included after the other related internal SDL + headers. it's the interface between psp renderer and video driver code. */ + +#define PSP_SCREEN_WIDTH 480 +#define PSP_SCREEN_HEIGHT 272 + +#define PSP_FRAME_BUFFER_WIDTH 512 +#define PSP_FRAME_BUFFER_SIZE (PSP_FRAME_BUFFER_WIDTH * PSP_SCREEN_HEIGHT) + +enum SDL_PSP_RenderProps +{ + SDL_PSP_RENDERPROPS_FRONTBUFFER, + SDL_PSP_RENDERPROPS_BACKBUFFER, +}; + +int SDL_PSP_RenderGetProp(SDL_Renderer *r, enum SDL_PSP_RenderProps which, void** out); + diff --git a/src/render/software/SDL_render_sw.c b/src/render/software/SDL_render_sw.c index 1eaf107..8abf428 100644 --- a/src/render/software/SDL_render_sw.c +++ b/src/render/software/SDL_render_sw.c @@ -987,30 +987,20 @@ static void SW_DestroyRenderer(SDL_Renderer *renderer) SDL_DestroyWindowSurface(window); } SDL_free(data); - SDL_free(renderer); } -SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface) +int SW_CreateRendererForSurface(SDL_Renderer *renderer, SDL_Surface *surface) { - SDL_Renderer *renderer; SW_RenderData *data; if (!surface) { - SDL_InvalidParamError("surface"); - return NULL; - } - - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; + return SDL_InvalidParamError("surface"); } data = (SW_RenderData *)SDL_calloc(1, sizeof(*data)); if (!data) { SW_DestroyRenderer(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } data->surface = surface; data->window = surface; @@ -1039,10 +1029,10 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface) renderer->info = SW_RenderDriver.info; renderer->driverdata = data; - return renderer; + return 0; } -static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags) +static int SW_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { const char *hint; SDL_Surface *surface; @@ -1068,9 +1058,9 @@ static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags) } if (!surface) { - return NULL; + return -1; } - return SW_CreateRendererForSurface(surface); + return SW_CreateRendererForSurface(renderer, surface); } SDL_RenderDriver SW_RenderDriver = { diff --git a/src/render/software/SDL_render_sw_c.h b/src/render/software/SDL_render_sw_c.h index 351a937..d59a85f 100644 --- a/src/render/software/SDL_render_sw_c.h +++ b/src/render/software/SDL_render_sw_c.h @@ -22,7 +22,7 @@ #ifndef SDL_render_sw_c_h_ #define SDL_render_sw_c_h_ -extern SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface); +extern int SW_CreateRendererForSurface(SDL_Renderer *renderer, SDL_Surface *surface); #endif /* SDL_render_sw_c_h_ */ diff --git a/src/render/vitagxm/SDL_render_vita_gxm.c b/src/render/vitagxm/SDL_render_vita_gxm.c index db61cf9..9267b4e 100644 --- a/src/render/vitagxm/SDL_render_vita_gxm.c +++ b/src/render/vitagxm/SDL_render_vita_gxm.c @@ -44,7 +44,7 @@ #include #endif -static SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags); +static int VITA_GXM_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags); static void VITA_GXM_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event); @@ -211,22 +211,13 @@ static int VITA_GXM_SetVSync(SDL_Renderer *renderer, const int vsync) return 0; } -SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags) +int VITA_GXM_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) { - SDL_Renderer *renderer; VITA_GXM_RenderData *data; - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - SDL_OutOfMemory(); - return NULL; - } - data = (VITA_GXM_RenderData *)SDL_calloc(1, sizeof(VITA_GXM_RenderData)); if (!data) { - SDL_free(renderer); - SDL_OutOfMemory(); - return NULL; + return SDL_OutOfMemory(); } renderer->WindowEvent = VITA_GXM_WindowEvent; @@ -273,11 +264,10 @@ SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags) if (gxm_init(renderer) != 0) { SDL_free(data); - SDL_free(renderer); - return NULL; + return -1; } - return renderer; + return 0; } static void VITA_GXM_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) @@ -1224,7 +1214,6 @@ static void VITA_GXM_DestroyRenderer(SDL_Renderer *renderer) data->drawing = SDL_FALSE; SDL_free(data); } - SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_VITA_GXM */ diff --git a/src/stdlib/SDL_qsort.c b/src/stdlib/SDL_qsort.c index dfeee62..6399559 100644 --- a/src/stdlib/SDL_qsort.c +++ b/src/stdlib/SDL_qsort.c @@ -28,7 +28,7 @@ #include "SDL_stdinc.h" #if defined(HAVE_QSORT) -void SDL_qsort(void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *)) +void SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare) { if (!base) { return; @@ -530,8 +530,7 @@ fprintf(stderr, "after partitioning first=#%lu last=#%lu\n", (first-(char*)base) /* ---------------------------------------------------------------------- */ -extern void qsortG(void *base, size_t nmemb, size_t size, - int (SDLCALL * compare)(const void *, const void *)) { +extern void qsortG(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare) { if (nmemb<=1) return; if (((uintptr_t)base|size)&(WORD_BYTES-1)) @@ -544,7 +543,7 @@ extern void qsortG(void *base, size_t nmemb, size_t size, #endif /* HAVE_QSORT */ -void *SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, int (SDLCALL * compare)(const void *, const void *)) +void *SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare) { #if defined(HAVE_BSEARCH) return bsearch(key, base, nmemb, size, compare); diff --git a/src/stdlib/SDL_string.c b/src/stdlib/SDL_string.c index 037f6d4..38b5201 100644 --- a/src/stdlib/SDL_string.c +++ b/src/stdlib/SDL_string.c @@ -55,234 +55,235 @@ static size_t UTF8_TrailingBytes(unsigned char c) } #if !defined(HAVE_VSSCANF) || !defined(HAVE_STRTOL) || !defined(HAVE_STRTOUL) || !defined(HAVE_STRTOD) -static size_t SDL_ScanLong(const char *text, int count, int radix, long *valuep) -{ - const char *textstart = text; - long value = 0; +/** + * Parses an unsigned long long and returns the unsigned value and sign bit. + * + * Positive values are clamped to ULLONG_MAX. + * The result `value == 0 && negative` indicates negative overflow + * and might need to be handled differently depending on whether a + * signed or unsigned integer is being parsed. + */ +static size_t SDL_ScanUnsignedLongLongInternal(const char *text, int count, int radix, unsigned long long *valuep, SDL_bool *negativep) +{ + const unsigned long long ullong_max = ~0ULL; + + const char *text_start = text; + const char *number_start = text_start; + unsigned long long value = 0; SDL_bool negative = SDL_FALSE; + SDL_bool overflow = SDL_FALSE; - if (*text == '-') { - negative = SDL_TRUE; - ++text; + if (radix == 0 || (radix >= 2 && radix <= 36)) { + while (SDL_isspace(*text)) { + ++text; + } + if (*text == '-' || *text == '+') { + negative = *text == '-'; + ++text; + } + if ((radix == 0 || radix == 16) && *text == '0' && (text[1] == 'x' || text[1] == 'X')) { + text += 2; + radix = 16; + } else if (radix == 0 && *text == '0' && (text[1] >= '0' && text[1] <= '9')) { + ++text; + radix = 8; + } else if (radix == 0) { + radix = 10; + } + number_start = text; + do { + unsigned long long digit; + if (*text >= '0' && *text <= '9') { + digit = *text - '0'; + } else if (radix > 10) { + if (*text >= 'A' && *text < 'A' + (radix - 10)) { + digit = 10 + (*text - 'A'); + } else if (*text >= 'a' && *text < 'a' + (radix - 10)) { + digit = 10 + (*text - 'a'); + } else { + break; + } + } else { + break; + } + if (value != 0 && radix > ullong_max / value) { + overflow = SDL_TRUE; + } else { + value *= radix; + if (digit > ullong_max - value) { + overflow = SDL_TRUE; + } else { + value += digit; + } + } + ++text; + } while (count == 0 || (text - text_start) != count); } - if (radix == 16 && SDL_strncmp(text, "0x", 2) == 0) { - text += 2; - } - for (;;) { - int v; - if (SDL_isdigit((unsigned char)*text)) { - v = *text - '0'; - } else if (radix == 16 && SDL_isupperhex(*text)) { - v = 10 + (*text - 'A'); - } else if (radix == 16 && SDL_islowerhex(*text)) { - v = 10 + (*text - 'a'); + if (text == number_start) { + if (radix == 16 && text > text_start && (*(text - 1) == 'x' || *(text - 1) == 'X')) { + // the string was "0x"; consume the '0' but not the 'x' + --text; } else { - break; + // no number was parsed, and thus no characters were consumed + text = text_start; } - value *= radix; - value += v; - ++text; - - if (count > 0 && (text - textstart) == count) { - break; + } + if (overflow) { + if (negative) { + value = 0; + } else { + value = ullong_max; } + } else if (value == 0) { + negative = SDL_FALSE; } - if (valuep && text > textstart) { - if (negative && value) { - *valuep = -value; + *valuep = value; + *negativep = negative; + return text - text_start; +} + +static size_t SDL_ScanLong(const char *text, int count, int radix, long *valuep) +{ + const unsigned long long_max = (~0UL) >> 1; + unsigned long long value; + SDL_bool negative; + size_t len = SDL_ScanUnsignedLongLongInternal(text, count, radix, &value, &negative); + if (negative) { + const unsigned long abs_long_min = long_max + 1; + if (value == 0 || value > abs_long_min) { + value = 0ULL - abs_long_min; } else { - *valuep = value; + value = 0ULL - value; } + } else if (value > long_max) { + value = long_max; } - return text - textstart; + *valuep = (long)value; + return len; } #endif #if !defined(HAVE_VSSCANF) || !defined(HAVE_STRTOUL) || !defined(HAVE_STRTOD) static size_t SDL_ScanUnsignedLong(const char *text, int count, int radix, unsigned long *valuep) { - const char *textstart = text; - unsigned long value = 0; - - if (*text == '-') { - return SDL_ScanLong(text, count, radix, (long *)valuep); - } - - if (radix == 16 && SDL_strncmp(text, "0x", 2) == 0) { - text += 2; - } - for (;;) { - int v; - if (SDL_isdigit((unsigned char)*text)) { - v = *text - '0'; - } else if (radix == 16 && SDL_isupperhex(*text)) { - v = 10 + (*text - 'A'); - } else if (radix == 16 && SDL_islowerhex(*text)) { - v = 10 + (*text - 'a'); + const unsigned long ulong_max = ~0UL; + unsigned long long value; + SDL_bool negative; + size_t len = SDL_ScanUnsignedLongLongInternal(text, count, radix, &value, &negative); + if (negative) { + if (value == 0 || value > ulong_max) { + value = ulong_max; + } else if (value == ulong_max) { + value = 1; } else { - break; + value = 0ULL - value; } - value *= radix; - value += v; - ++text; - - if (count > 0 && (text - textstart) == count) { - break; - } - } - if (valuep && text > textstart) { - *valuep = value; + } else if (value > ulong_max) { + value = ulong_max; } - return text - textstart; + *valuep = (unsigned long)value; + return len; } #endif #ifndef HAVE_VSSCANF static size_t SDL_ScanUintPtrT(const char *text, int radix, uintptr_t *valuep) { - const char *textstart = text; - uintptr_t value = 0; - - if (radix == 16 && SDL_strncmp(text, "0x", 2) == 0) { - text += 2; - } - for (;;) { - int v; - if (SDL_isdigit((unsigned char)*text)) { - v = *text - '0'; - } else if (radix == 16 && SDL_isupperhex(*text)) { - v = 10 + (*text - 'A'); - } else if (radix == 16 && SDL_islowerhex(*text)) { - v = 10 + (*text - 'a'); + const uintptr_t uintptr_max = ~(uintptr_t)0; + unsigned long long value; + SDL_bool negative; + size_t len = SDL_ScanUnsignedLongLongInternal(text, 0, 16, &value, &negative); + if (negative) { + if (value == 0 || value > uintptr_max) { + value = uintptr_max; + } else if (value == uintptr_max) { + value = 1; } else { - break; + value = 0ULL - value; } - value *= radix; - value += v; - ++text; + } else if (value > uintptr_max) { + value = uintptr_max; } - if (valuep && text > textstart) { - *valuep = value; - } - return text - textstart; + *valuep = (uintptr_t)value; + return len; } #endif #if !defined(HAVE_VSSCANF) || !defined(HAVE_STRTOLL) || !defined(HAVE_STRTOULL) static size_t SDL_ScanLongLong(const char *text, int count, int radix, Sint64 *valuep) { - const char *textstart = text; - Sint64 value = 0; - SDL_bool negative = SDL_FALSE; - - if (*text == '-') { - negative = SDL_TRUE; - ++text; - } - if (radix == 16 && SDL_strncmp(text, "0x", 2) == 0) { - text += 2; - } - for (;;) { - int v; - if (SDL_isdigit((unsigned char)*text)) { - v = *text - '0'; - } else if (radix == 16 && SDL_isupperhex(*text)) { - v = 10 + (*text - 'A'); - } else if (radix == 16 && SDL_islowerhex(*text)) { - v = 10 + (*text - 'a'); + const unsigned long long llong_max = (~0ULL) >> 1; + unsigned long long value; + SDL_bool negative; + size_t len = SDL_ScanUnsignedLongLongInternal(text, count, radix, &value, &negative); + if (negative) { + const unsigned long long abs_llong_min = llong_max + 1; + if (value == 0 || value > abs_llong_min) { + value = 0ULL - abs_llong_min; } else { - break; - } - value *= radix; - value += v; - ++text; - - if (count > 0 && (text - textstart) == count) { - break; - } - } - if (valuep && text > textstart) { - if (negative && value) { - *valuep = -value; - } else { - *valuep = value; + value = 0ULL - value; } + } else if (value > llong_max) { + value = llong_max; } - return text - textstart; + *valuep = value; + return len; } #endif #if !defined(HAVE_VSSCANF) || !defined(HAVE_STRTOULL) static size_t SDL_ScanUnsignedLongLong(const char *text, int count, int radix, Uint64 *valuep) { - const char *textstart = text; - Uint64 value = 0; - - if (*text == '-') { - return SDL_ScanLongLong(text, count, radix, (Sint64 *)valuep); - } - - if (radix == 16 && SDL_strncmp(text, "0x", 2) == 0) { - text += 2; - } - for (;;) { - int v; - if (SDL_isdigit((unsigned char)*text)) { - v = *text - '0'; - } else if (radix == 16 && SDL_isupperhex(*text)) { - v = 10 + (*text - 'A'); - } else if (radix == 16 && SDL_islowerhex(*text)) { - v = 10 + (*text - 'a'); + const unsigned long long ullong_max = ~0ULL; + SDL_bool negative; + size_t len = SDL_ScanUnsignedLongLongInternal(text, count, radix, valuep, &negative); + if (negative) { + if (*valuep == 0) { + *valuep = ullong_max; } else { - break; - } - value *= radix; - value += v; - ++text; - - if (count > 0 && (text - textstart) == count) { - break; + *valuep = 0ULL - *valuep; } } - if (valuep && text > textstart) { - *valuep = value; - } - return text - textstart; + return len; } #endif #if !defined(HAVE_VSSCANF) || !defined(HAVE_STRTOD) static size_t SDL_ScanFloat(const char *text, double *valuep) { - const char *textstart = text; - unsigned long lvalue = 0; + const char *text_start = text; + const char *number_start = text_start; double value = 0.0; SDL_bool negative = SDL_FALSE; - if (*text == '-') { - negative = SDL_TRUE; + while (SDL_isspace(*text)) { ++text; } - text += SDL_ScanUnsignedLong(text, 0, 10, &lvalue); - value += lvalue; - if (*text == '.') { - int mult = 10; + if (*text == '-' || *text == '+') { + negative = *text == '-'; ++text; - while (SDL_isdigit((unsigned char)*text)) { - lvalue = *text - '0'; - value += (double)lvalue / mult; - mult *= 10; + } + number_start = text; + if (SDL_isdigit(*text)) { + value += SDL_strtoull(text, (char **)(&text), 10); + if (*text == '.') { + double denom = 10; ++text; + while (SDL_isdigit(*text)) { + value += (double)(*text - '0') / denom; + denom *= 10; + ++text; + } } } - if (valuep && text > textstart) { - if (negative && value) { - *valuep = -value; - } else { - *valuep = value; - } + if (text == number_start) { + // no number was parsed, and thus no characters were consumed + text = text_start; + } else if (negative) { + value = -value; } - return text - textstart; + *valuep = value; + return text - text_start; } #endif @@ -897,18 +898,8 @@ long SDL_strtol(const char *string, char **endp, int base) #if defined(HAVE_STRTOL) return strtol(string, endp, base); #else - size_t len; long value = 0; - - if (!base) { - if ((SDL_strlen(string) > 2) && (SDL_strncmp(string, "0x", 2) == 0)) { - base = 16; - } else { - base = 10; - } - } - - len = SDL_ScanLong(string, 0, base, &value); + size_t len = SDL_ScanLong(string, 0, base, &value); if (endp) { *endp = (char *)string + len; } @@ -922,18 +913,8 @@ SDL_strtoul(const char *string, char **endp, int base) #if defined(HAVE_STRTOUL) return strtoul(string, endp, base); #else - size_t len; unsigned long value = 0; - - if (!base) { - if ((SDL_strlen(string) > 2) && (SDL_strncmp(string, "0x", 2) == 0)) { - base = 16; - } else { - base = 10; - } - } - - len = SDL_ScanUnsignedLong(string, 0, base, &value); + size_t len = SDL_ScanUnsignedLong(string, 0, base, &value); if (endp) { *endp = (char *)string + len; } @@ -946,18 +927,8 @@ Sint64 SDL_strtoll(const char *string, char **endp, int base) #if defined(HAVE_STRTOLL) return strtoll(string, endp, base); #else - size_t len; - Sint64 value = 0; - - if (!base) { - if ((SDL_strlen(string) > 2) && (SDL_strncmp(string, "0x", 2) == 0)) { - base = 16; - } else { - base = 10; - } - } - - len = SDL_ScanLongLong(string, 0, base, &value); + long long value = 0; + size_t len = SDL_ScanLongLong(string, 0, base, &value); if (endp) { *endp = (char *)string + len; } @@ -970,18 +941,8 @@ Uint64 SDL_strtoull(const char *string, char **endp, int base) #if defined(HAVE_STRTOULL) return strtoull(string, endp, base); #else - size_t len; - Uint64 value = 0; - - if (!base) { - if ((SDL_strlen(string) > 2) && (SDL_strncmp(string, "0x", 2) == 0)) { - base = 16; - } else { - base = 10; - } - } - - len = SDL_ScanUnsignedLongLong(string, 0, base, &value); + unsigned long long value = 0; + size_t len = SDL_ScanUnsignedLongLong(string, 0, base, &value); if (endp) { *endp = (char *)string + len; } @@ -1150,6 +1111,7 @@ static SDL_bool CharacterMatchesSet(char c, const char *set, size_t set_len) /* NOLINTNEXTLINE(readability-non-const-parameter) */ int SDL_vsscanf(const char *text, const char *fmt, va_list ap) { + const char *start = text; int retval = 0; if (!text || !*text) { @@ -1420,6 +1382,36 @@ int SDL_vsscanf(const char *text, const char *fmt, va_list ap) } done = SDL_TRUE; break; + case 'n': + switch (inttype) { + case DO_SHORT: + { + short *valuep = va_arg(ap, short *); + *valuep = (short)(text - start); + } break; + case DO_INT: + { + int *valuep = va_arg(ap, int *); + *valuep = (int)(text - start); + } break; + case DO_LONG: + { + long *valuep = va_arg(ap, long *); + *valuep = (long)(text - start); + } break; + case DO_LONGLONG: + { + long long *valuep = va_arg(ap, long long *); + *valuep = (long long)(text - start); + } break; + case DO_SIZE_T: + { + size_t *valuep = va_arg(ap, size_t *); + *valuep = (size_t)(text - start); + } break; + } + done = SDL_TRUE; + break; case '[': { const char *set = fmt + 1; diff --git a/src/test/SDL_test_fuzzer.c b/src/test/SDL_test_fuzzer.c index 45468f3..15bef31 100644 --- a/src/test/SDL_test_fuzzer.c +++ b/src/test/SDL_test_fuzzer.c @@ -153,21 +153,22 @@ Sint32 SDLTest_RandomIntegerInRange(Sint32 pMin, Sint32 pMax) { Sint64 min = pMin; Sint64 max = pMax; - Sint64 temp; - Sint64 number; + Uint64 range; if (pMin > pMax) { - temp = min; - min = max; - max = temp; + min = pMax; + max = pMin; } else if (pMin == pMax) { return (Sint32)min; } - number = SDLTest_RandomUint32(); - /* invocation count increment in preceeding call */ - - return (Sint32)((number % ((max + 1) - min)) + min); + range = (Sint64)max - (Sint64)min; + if (range < SDL_MAX_SINT32) { + return (Sint32) (min + (Sint32) (SDLTest_RandomUint32() % (range + 1))); + } else { + const Uint64 add = SDLTest_RandomUint32() | SDLTest_RandomUint32(); + return (Sint32) (min + (Sint64) (add % (range + 1))); + } } /* ! diff --git a/src/test/SDL_test_memory.c b/src/test/SDL_test_memory.c index 723bd4b..066c64f 100644 --- a/src/test/SDL_test_memory.c +++ b/src/test/SDL_test_memory.c @@ -20,6 +20,8 @@ */ #include "SDL_config.h" #include "SDL_assert.h" +#include "SDL_atomic.h" +#include "SDL_loadso.h" #include "SDL_stdinc.h" #include "SDL_log.h" #include "SDL_test_crc32.h" @@ -28,6 +30,31 @@ #ifdef HAVE_LIBUNWIND_H #define UNW_LOCAL_ONLY #include +#ifndef unw_get_proc_name_by_ip +#define SDLTEST_UNWIND_NO_PROC_NAME_BY_IP +static SDL_bool s_unwind_symbol_names = SDL_TRUE; +#endif +#endif + +#if defined(__WIN32__) && !defined(__WATCOMC__) +#define WIN32_WITH_DBGHELP +#endif + +#ifdef WIN32_WITH_DBGHELP +#include +#include + +static struct { + HMODULE module; + BOOL (WINAPI *pSymInitialize)(HANDLE hProcess, PCSTR UserSearchPath, BOOL fInvadeProcess); + BOOL (WINAPI *pSymFromAddr)(HANDLE hProcess, DWORD64 Address, PDWORD64 Displacement, PSYMBOL_INFO Symbol); + BOOL (WINAPI *pSymGetLineFromAddr64)(HANDLE hProcess, DWORD64 qwAddr, PDWORD pdwDisplacement, PIMAGEHLP_LINE64 Line); +} dyn_dbghelp; + +/* older SDKs might not have this: */ +__declspec(dllimport) USHORT WINAPI RtlCaptureStackBackTrace(ULONG FramesToSkip, ULONG FramesToCapture, PVOID* BackTrace, PULONG BackTraceHash); +#define CaptureStackBackTrace RtlCaptureStackBackTrace + #endif /* This is a simple tracking allocator to demonstrate the use of SDL's @@ -37,13 +64,17 @@ for production code. */ +#define MAXIMUM_TRACKED_STACK_DEPTH 16 + typedef struct SDL_tracked_allocation { void *mem; size_t size; - Uint64 stack[10]; - char stack_names[10][256]; + Uint64 stack[MAXIMUM_TRACKED_STACK_DEPTH]; struct SDL_tracked_allocation *next; +#ifdef SDLTEST_UNWIND_NO_PROC_NAME_BY_IP + char stack_names[MAXIMUM_TRACKED_STACK_DEPTH][256]; +#endif } SDL_tracked_allocation; static SDLTest_Crc32Context s_crc32_context; @@ -53,6 +84,16 @@ static SDL_realloc_func SDL_realloc_orig = NULL; static SDL_free_func SDL_free_orig = NULL; static int s_previous_allocations = 0; static SDL_tracked_allocation *s_tracked_allocations[256]; +static SDL_atomic_t s_lock; + +#define LOCK_ALLOCATOR() \ + do { \ + if (SDL_AtomicCAS(&s_lock, 0, 1)) { \ + break; \ + } \ + SDL_CPUPauseInstruction(); \ + } while (SDL_TRUE) +#define UNLOCK_ALLOCATOR() do { SDL_AtomicSet(&s_lock, 0); } while (0) static unsigned int get_allocation_bucket(void *mem) { @@ -66,12 +107,17 @@ static unsigned int get_allocation_bucket(void *mem) static SDL_bool SDL_IsAllocationTracked(void *mem) { SDL_tracked_allocation *entry; - int index = get_allocation_bucket(mem); + int index; + + LOCK_ALLOCATOR(); + index = get_allocation_bucket(mem); for (entry = s_tracked_allocations[index]; entry; entry = entry->next) { if (mem == entry->mem) { + UNLOCK_ALLOCATOR(); return SDL_TRUE; } } + UNLOCK_ALLOCATOR(); return SDL_FALSE; } @@ -83,8 +129,10 @@ static void SDL_TrackAllocation(void *mem, size_t size) if (SDL_IsAllocationTracked(mem)) { return; } + LOCK_ALLOCATOR(); entry = (SDL_tracked_allocation *)SDL_malloc_orig(sizeof(*entry)); if (!entry) { + UNLOCK_ALLOCATOR(); return; } entry->mem = mem; @@ -103,15 +151,20 @@ static void SDL_TrackAllocation(void *mem, size_t size) stack_index = 0; while (unw_step(&cursor) > 0) { - unw_word_t offset, pc; + unw_word_t pc; +#ifdef SDLTEST_UNWIND_NO_PROC_NAME_BY_IP + unw_word_t offset; char sym[236]; +#endif unw_get_reg(&cursor, UNW_REG_IP, &pc); entry->stack[stack_index] = pc; - if (unw_get_proc_name(&cursor, sym, sizeof(sym), &offset) == 0) { +#ifdef SDLTEST_UNWIND_NO_PROC_NAME_BY_IP + if (s_unwind_symbol_names && unw_get_proc_name(&cursor, sym, sizeof(sym), &offset) == 0) { SDL_snprintf(entry->stack_names[stack_index], sizeof(entry->stack_names[stack_index]), "%s+0x%llx", sym, (unsigned long long)offset); } +#endif ++stack_index; if (stack_index == SDL_arraysize(entry->stack)) { @@ -119,10 +172,24 @@ static void SDL_TrackAllocation(void *mem, size_t size) } } } +#elif defined(WIN32_WITH_DBGHELP) + { + Uint32 count; + PVOID frames[63]; + Uint32 i; + + count = CaptureStackBackTrace(1, SDL_arraysize(frames), frames, NULL); + + count = SDL_min(count, MAXIMUM_TRACKED_STACK_DEPTH); + for (i = 0; i < count; i++) { + entry->stack[i] = (Uint64)(uintptr_t)frames[i]; + } + } #endif /* HAVE_LIBUNWIND_H */ entry->next = s_tracked_allocations[index]; s_tracked_allocations[index] = entry; + UNLOCK_ALLOCATOR(); } static void SDL_UntrackAllocation(void *mem) @@ -130,6 +197,7 @@ static void SDL_UntrackAllocation(void *mem) SDL_tracked_allocation *entry, *prev; int index = get_allocation_bucket(mem); + LOCK_ALLOCATOR(); prev = NULL; for (entry = s_tracked_allocations[index]; entry; entry = entry->next) { if (mem == entry->mem) { @@ -139,10 +207,12 @@ static void SDL_UntrackAllocation(void *mem) s_tracked_allocations[index] = entry->next; } SDL_free_orig(entry); + UNLOCK_ALLOCATOR(); return; } prev = entry; } + UNLOCK_ALLOCATOR(); } static void *SDLCALL SDLTest_TrackedMalloc(size_t size) @@ -207,6 +277,41 @@ int SDLTest_TrackAllocations(void) if (s_previous_allocations != 0) { SDL_Log("SDLTest_TrackAllocations(): There are %d previous allocations, disabling free() validation", s_previous_allocations); } +#ifdef SDLTEST_UNWIND_NO_PROC_NAME_BY_IP + do { + /* Don't use SDL_GetHint: SDL_malloc is off limits. */ + const char *env_trackmem = SDL_getenv("SDL_TRACKMEM_SYMBOL_NAMES"); + if (env_trackmem) { + if (SDL_strcasecmp(env_trackmem, "1") == 0 || SDL_strcasecmp(env_trackmem, "yes") == 0 || SDL_strcasecmp(env_trackmem, "true") == 0) { + s_unwind_symbol_names = SDL_TRUE; + } else if (SDL_strcasecmp(env_trackmem, "0") == 0 || SDL_strcasecmp(env_trackmem, "no") == 0 || SDL_strcasecmp(env_trackmem, "false") == 0) { + s_unwind_symbol_names = SDL_FALSE; + } + } + } while (0); +#elif defined(WIN32_WITH_DBGHELP) + do { + dyn_dbghelp.module = SDL_LoadObject("dbghelp.dll"); + if (!dyn_dbghelp.module) { + goto dbghelp_failed; + } + dyn_dbghelp.pSymInitialize = (void *)SDL_LoadFunction(dyn_dbghelp.module, "SymInitialize"); + dyn_dbghelp.pSymFromAddr = (void *)SDL_LoadFunction(dyn_dbghelp.module, "SymFromAddr"); + dyn_dbghelp.pSymGetLineFromAddr64 = (void *)SDL_LoadFunction(dyn_dbghelp.module, "SymGetLineFromAddr64"); + if (!dyn_dbghelp.pSymInitialize || !dyn_dbghelp.pSymFromAddr || !dyn_dbghelp.pSymGetLineFromAddr64) { + goto dbghelp_failed; + } + if (!dyn_dbghelp.pSymInitialize(GetCurrentProcess(), NULL, TRUE)) { + goto dbghelp_failed; + } + break; + dbghelp_failed: + if (dyn_dbghelp.module) { + SDL_UnloadObject(dyn_dbghelp.module); + dyn_dbghelp.module = NULL; + } + } while (0); +#endif SDL_GetMemoryFunctions(&SDL_malloc_orig, &SDL_calloc_orig, @@ -224,7 +329,7 @@ void SDLTest_LogAllocations(void) { char *message = NULL; size_t message_size = 0; - char line[128], *tmp; + char line[256], *tmp; SDL_tracked_allocation *entry; int index, count, stack_index; Uint64 total_allocated; @@ -261,10 +366,48 @@ void SDLTest_LogAllocations(void) ADD_LINE(); /* Start at stack index 1 to skip our tracking functions */ for (stack_index = 1; stack_index < SDL_arraysize(entry->stack); ++stack_index) { + char stack_entry_description[256] = "???"; if (!entry->stack[stack_index]) { break; } - (void)SDL_snprintf(line, sizeof(line), "\t0x%" SDL_PRIx64 ": %s\n", entry->stack[stack_index], entry->stack_names[stack_index]); +#ifdef HAVE_LIBUNWIND_H + { +#ifdef SDLTEST_UNWIND_NO_PROC_NAME_BY_IP + if (s_unwind_symbol_names) { + (void)SDL_snprintf(stack_entry_description, sizeof(stack_entry_description), "%s", entry->stack_names[stack_index]); + } +#else + char name[256] = "???"; + unw_word_t offset = 0; + unw_get_proc_name_by_ip(unw_local_addr_space, entry->stack[stack_index], name, sizeof(name), &offset, NULL); + (void)SDL_snprintf(stack_entry_description, sizeof(stack_entry_description), "%s+0x%llx", name, (long long unsigned int)offset); +#endif + } +#elif defined(WIN32_WITH_DBGHELP) + { + DWORD64 dwDisplacement = 0; + IMAGEHLP_LINE64 dbg_line; + char symbol_buffer[sizeof(SYMBOL_INFO) + MAX_SYM_NAME * sizeof(TCHAR)]; + PSYMBOL_INFO pSymbol = (PSYMBOL_INFO)symbol_buffer; + DWORD lineColumn = 0; + pSymbol->SizeOfStruct = sizeof(SYMBOL_INFO); + pSymbol->MaxNameLen = MAX_SYM_NAME; + dbg_line.SizeOfStruct = sizeof(dbg_line); + dbg_line.FileName = ""; + dbg_line.LineNumber = 0; + + if (dyn_dbghelp.module) { + if (!dyn_dbghelp.pSymFromAddr(GetCurrentProcess(), entry->stack[stack_index], &dwDisplacement, pSymbol)) { + SDL_strlcpy(pSymbol->Name, "???", MAX_SYM_NAME); + dwDisplacement = 0; + } + dyn_dbghelp.pSymGetLineFromAddr64(GetCurrentProcess(), (DWORD64)entry->stack[stack_index], &lineColumn, &dbg_line); + } + SDL_snprintf(stack_entry_description, sizeof(stack_entry_description), "%s+0x%I64x %s:%u", pSymbol->Name, dwDisplacement, dbg_line.FileName, (Uint32)dbg_line.LineNumber); + } +#endif + (void)SDL_snprintf(line, sizeof(line), "\t0x%" SDL_PRIx64 ": %s\n", entry->stack[stack_index], stack_entry_description); + ADD_LINE(); } total_allocated += entry->size; diff --git a/src/thread/SDL_thread.c b/src/thread/SDL_thread.c index 3d11119..8ff0940 100644 --- a/src/thread/SDL_thread.c +++ b/src/thread/SDL_thread.c @@ -54,7 +54,7 @@ void *SDL_TLSGet(SDL_TLSID id) return storage->array[id - 1].data; } -int SDL_TLSSet(SDL_TLSID id, const void *value, void(SDLCALL *destructor)(void *)) +int SDL_TLSSet(SDL_TLSID id, const void *value, SDL_TLSDestructorCallback destructor) { SDL_TLSData *storage; diff --git a/src/thread/n3ds/SDL_syscond.c b/src/thread/n3ds/SDL_syscond.c deleted file mode 100644 index 808def3..0000000 --- a/src/thread/n3ds/SDL_syscond.c +++ /dev/null @@ -1,127 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "../../SDL_internal.h" - -#ifdef SDL_THREAD_N3DS - -/* An implementation of condition variables using libctru's CondVar */ - -#include "SDL_sysmutex_c.h" - -struct SDL_cond -{ - CondVar cond_variable; -}; - -/* Create a condition variable */ -SDL_cond *SDL_CreateCond(void) -{ - SDL_cond *cond = (SDL_cond *)SDL_malloc(sizeof(SDL_cond)); - if (cond) { - CondVar_Init(&cond->cond_variable); - } else { - SDL_OutOfMemory(); - } - return cond; -} - -/* Destroy a condition variable */ -void SDL_DestroyCond(SDL_cond *cond) -{ - if (cond) { - SDL_free(cond); - } -} - -/* Restart one of the threads that are waiting on the condition variable */ -int SDL_CondSignal(SDL_cond *cond) -{ - if (!cond) { - return SDL_InvalidParamError("cond"); - } - - CondVar_Signal(&cond->cond_variable); - return 0; -} - -/* Restart all threads that are waiting on the condition variable */ -int SDL_CondBroadcast(SDL_cond *cond) -{ - if (!cond) { - return SDL_InvalidParamError("cond"); - } - - CondVar_Broadcast(&cond->cond_variable); - return 0; -} - -/* Wait on the condition variable for at most 'ms' milliseconds. - The mutex must be locked before entering this function! - The mutex is unlocked during the wait, and locked again after the wait. - -Typical use: - -Thread A: - SDL_LockMutex(lock); - while ( ! condition ) { - SDL_CondWait(cond, lock); - } - SDL_UnlockMutex(lock); - -Thread B: - SDL_LockMutex(lock); - ... - condition = true; - ... - SDL_CondSignal(cond); - SDL_UnlockMutex(lock); - */ -int SDL_CondWaitTimeout(SDL_cond *cond, SDL_mutex *mutex, Uint32 ms) -{ - Result res; - - if (!cond) { - return SDL_InvalidParamError("cond"); - } - if (!mutex) { - return SDL_InvalidParamError("mutex"); - } - - res = 0; - if (ms == SDL_MUTEX_MAXWAIT) { - CondVar_Wait(&cond->cond_variable, &mutex->lock.lock); - } else { - res = CondVar_WaitTimeout(&cond->cond_variable, &mutex->lock.lock, - (s64)ms * 1000000LL); - } - - return R_SUCCEEDED(res) ? 0 : SDL_MUTEX_TIMEDOUT; -} - -/* Wait on the condition variable forever */ -int SDL_CondWait(SDL_cond *cond, SDL_mutex *mutex) -{ - return SDL_CondWaitTimeout(cond, mutex, SDL_MUTEX_MAXWAIT); -} - -#endif /* SDL_THREAD_N3DS */ - -/* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/src/thread/windows/SDL_systhread.c b/src/thread/windows/SDL_systhread.c index fbeabd5..37653f9 100644 --- a/src/thread/windows/SDL_systhread.c +++ b/src/thread/windows/SDL_systhread.c @@ -159,7 +159,7 @@ void SDL_SYS_SetupThread(const char *name) inf.dwFlags = 0; /* The debugger catches this, renames the thread, continues on. */ - RaiseException(0x406D1388, 0, sizeof(inf) / sizeof(ULONG), (const ULONG_PTR *)&inf); + RaiseException(0x406D1388, 0, sizeof(inf) / sizeof(ULONG_PTR), (const ULONG_PTR *)&inf); } } } diff --git a/src/timer/ps2/SDL_systimer.c b/src/timer/ps2/SDL_systimer.c index cc8040d..0b0cf1a 100644 --- a/src/timer/ps2/SDL_systimer.c +++ b/src/timer/ps2/SDL_systimer.c @@ -34,6 +34,8 @@ static uint64_t start; static SDL_bool ticks_started = SDL_FALSE; +static Uint64 BUSCLK_MS = (kBUSCLK / 1000); + void SDL_TicksInit(void) { if (ticks_started) { @@ -58,7 +60,7 @@ Uint64 SDL_GetTicks64(void) } now = GetTimerSystemTime(); - return (Uint64)((now - start) / (kBUSCLK / CLOCKS_PER_SEC)); + return (Uint64)((now - start) / BUSCLK_MS); } Uint64 SDL_GetPerformanceCounter(void) diff --git a/src/timer/psp/SDL_systimer.c b/src/timer/psp/SDL_systimer.c index cfed572..def21f8 100644 --- a/src/timer/psp/SDL_systimer.c +++ b/src/timer/psp/SDL_systimer.c @@ -30,45 +30,42 @@ #include #include #include +#include -static struct timeval start; -static SDL_bool ticks_started = SDL_FALSE; +static Uint64 start_tick; + +static Uint64 PSP_Ticks(void) +{ + Uint64 ticks; + sceRtcGetCurrentTick(&ticks); + return ticks; +} void SDL_TicksInit(void) { - if (ticks_started) { - return; + if (start_tick == 0) { + start_tick = PSP_Ticks(); } - ticks_started = SDL_TRUE; - - gettimeofday(&start, NULL); } void SDL_TicksQuit(void) { - ticks_started = SDL_FALSE; } +/* return ticks as milliseconds */ Uint64 SDL_GetTicks64(void) { - struct timeval now; - - if (!ticks_started) { - SDL_TicksInit(); - } - - gettimeofday(&now, NULL); - return (Uint64)(((Sint64)(now.tv_sec - start.tv_sec) * 1000) + ((now.tv_usec - start.tv_usec) / 1000)); + return (PSP_Ticks() - start_tick) / 1000ULL; } Uint64 SDL_GetPerformanceCounter(void) { - return SDL_GetTicks64(); + return PSP_Ticks(); } Uint64 SDL_GetPerformanceFrequency(void) { - return 1000; + return sceRtcGetTickResolution(); } void SDL_Delay(Uint32 ms) diff --git a/src/video/SDL_blit.h b/src/video/SDL_blit.h index 2494403..563f00c 100644 --- a/src/video/SDL_blit.h +++ b/src/video/SDL_blit.h @@ -471,6 +471,15 @@ extern SDL_BlitFunc SDL_CalculateBlitA(SDL_Surface *surface); #else #define USE_DUFFS_LOOP #endif + +#define DUFFS_LOOP1(pixel_copy_increment, width) \ + { \ + int n; \ + for (n = width; n > 0; --n) { \ + pixel_copy_increment; \ + } \ + } + #ifdef USE_DUFFS_LOOP /* 8-times unrolled loop */ @@ -527,8 +536,26 @@ extern SDL_BlitFunc SDL_CalculateBlitA(SDL_Surface *surface); } \ } -/* Use the 8-times version of the loop by default */ +/* 2-times unrolled loop */ +#define DUFFS_LOOP2(pixel_copy_increment, width) \ + { \ + int n = (width + 1) / 2; \ + switch (width & 1) { \ + case 0: \ + do { \ + pixel_copy_increment; \ + SDL_FALLTHROUGH; \ + case 1: \ + pixel_copy_increment; \ + } while (--n > 0); \ + } \ + } + +/* Use the 4-times version of the loop by default */ #define DUFFS_LOOP(pixel_copy_increment, width) \ + DUFFS_LOOP4(pixel_copy_increment, width) +/* Use the 8-times version of the loop for simple routines */ +#define DUFFS_LOOP_TRIVIAL(pixel_copy_increment, width) \ DUFFS_LOOP8(pixel_copy_increment, width) /* Special version of Duff's device for even more optimization */ @@ -562,20 +589,19 @@ extern SDL_BlitFunc SDL_CalculateBlitA(SDL_Surface *surface); /* Don't use Duff's device to unroll loops */ #define DUFFS_LOOP(pixel_copy_increment, width) \ - { \ - int n; \ - for (n = width; n > 0; --n) { \ - pixel_copy_increment; \ - } \ - } + DUFFS_LOOP1(pixel_copy_increment, width) +#define DUFFS_LOOP_TRIVIAL(pixel_copy_increment, width) \ + DUFFS_LOOP1(pixel_copy_increment, width) #define DUFFS_LOOP8(pixel_copy_increment, width) \ - DUFFS_LOOP(pixel_copy_increment, width) + DUFFS_LOOP1(pixel_copy_increment, width) #define DUFFS_LOOP4(pixel_copy_increment, width) \ - DUFFS_LOOP(pixel_copy_increment, width) + DUFFS_LOOP1(pixel_copy_increment, width) +#define DUFFS_LOOP2(pixel_copy_increment, width) \ + DUFFS_LOOP1(pixel_copy_increment, width) #define DUFFS_LOOP_124(pixel_copy_increment1, \ pixel_copy_increment2, \ pixel_copy_increment4, width) \ - DUFFS_LOOP(pixel_copy_increment1, width) + DUFFS_LOOP1(pixel_copy_increment1, width) #endif /* USE_DUFFS_LOOP */ diff --git a/src/video/SDL_blit_1.c b/src/video/SDL_blit_1.c index 000fae7..6e59b50 100644 --- a/src/video/SDL_blit_1.c +++ b/src/video/SDL_blit_1.c @@ -50,7 +50,7 @@ static void Blit1to1(SDL_BlitInfo *info) while (height--) { #ifdef USE_DUFFS_LOOP /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { *dst = map[*src]; } @@ -102,7 +102,7 @@ static void Blit1to2(SDL_BlitInfo *info) #ifdef USE_DUFFS_LOOP while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { *(Uint16 *)dst = map[*src++]; dst += 2; @@ -258,7 +258,7 @@ static void Blit1to4(SDL_BlitInfo *info) while (height--) { #ifdef USE_DUFFS_LOOP /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( *dst++ = map[*src++]; , width); /* *INDENT-ON* */ /* clang-format on */ @@ -299,7 +299,7 @@ static void Blit1to1Key(SDL_BlitInfo *info) if (palmap) { while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ( *src != ckey ) { *dst = palmap[*src]; @@ -315,7 +315,7 @@ static void Blit1to1Key(SDL_BlitInfo *info) } else { while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ( *src != ckey ) { *dst = *src; @@ -347,7 +347,7 @@ static void Blit1to2Key(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ( *src != ckey ) { *dstp=palmap[*src]; @@ -410,7 +410,7 @@ static void Blit1to4Key(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ( *src != ckey ) { *dstp = palmap[*src]; @@ -446,7 +446,7 @@ static void Blit1toNAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { sR = srcpal[*src].r; sG = srcpal[*src].g; diff --git a/src/video/SDL_blit_A.c b/src/video/SDL_blit_A.c index 3c99078..9f1716c 100644 --- a/src/video/SDL_blit_A.c +++ b/src/video/SDL_blit_A.c @@ -47,7 +47,7 @@ static void BlitNto1SurfaceAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { DISEMBLE_RGB(src, srcbpp, srcfmt, Pixel, sR, sG, sB); dR = dstfmt->palette->colors[*dst].r; @@ -92,7 +92,7 @@ static void BlitNto1PixelAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { DISEMBLE_RGBA(src,srcbpp,srcfmt,Pixel,sR,sG,sB,sA); dR = dstfmt->palette->colors[*dst].r; @@ -484,7 +484,7 @@ static void BlitRGBtoRGBSurfaceAlpha128(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ Uint32 s = *srcp++; Uint32 d = *dstp; *dstp++ = ((((s & 0x00fefefe) + (d & 0x00fefefe)) >> 1) @@ -516,7 +516,7 @@ static void BlitRGBtoRGBSurfaceAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ s = *srcp; d = *dstp; s1 = s & 0xff00ff; @@ -1148,7 +1148,7 @@ static void Blit565to565SurfaceAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ Uint32 s = *srcp++; Uint32 d = *dstp; /* @@ -1186,7 +1186,7 @@ static void Blit555to555SurfaceAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ Uint32 s = *srcp++; Uint32 d = *dstp; /* @@ -1219,7 +1219,7 @@ static void BlitARGBto565PixelAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ Uint32 s = *srcp; unsigned alpha = s >> 27; /* downscale alpha to 5 bits */ /* Here we special-case opaque alpha since the @@ -1262,7 +1262,7 @@ static void BlitARGBto555PixelAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4({ + DUFFS_LOOP({ unsigned alpha; Uint32 s = *srcp; alpha = s >> 27; /* downscale alpha to 5 bits */ @@ -1315,7 +1315,7 @@ static void BlitNtoNSurfaceAlpha(SDL_BlitInfo *info) if (sA) { while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { DISEMBLE_RGB(src, srcbpp, srcfmt, Pixel, sR, sG, sB); DISEMBLE_RGBA(dst, dstbpp, dstfmt, Pixel, dR, dG, dB, dA); @@ -1353,7 +1353,7 @@ static void BlitNtoNSurfaceAlphaKey(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { RETRIEVE_RGB_PIXEL(src, srcbpp, Pixel); if (sA && Pixel != ckey) { @@ -1395,7 +1395,7 @@ static void BlitNtoNPixelAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP4( + DUFFS_LOOP( { DISEMBLE_RGBA(src, srcbpp, srcfmt, Pixel, sR, sG, sB, sA); if (sA) { diff --git a/src/video/SDL_blit_N.c b/src/video/SDL_blit_N.c index 01ba0c4..41161d5 100644 --- a/src/video/SDL_blit_N.c +++ b/src/video/SDL_blit_N.c @@ -2076,7 +2076,7 @@ static void Blit_RGB555_ARGB1555(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { *dst = *src | mask; ++dst; @@ -2200,7 +2200,7 @@ static void Blit4to4MaskAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { *dst = *src | mask; ++dst; @@ -2217,7 +2217,7 @@ static void Blit4to4MaskAlpha(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { *dst = *src & mask; ++dst; @@ -2576,7 +2576,7 @@ static void Blit2to2Key(SDL_BlitInfo *info) while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ( (*srcp & rgbmask) != ckey ) { *dstp = *srcp; @@ -2622,7 +2622,7 @@ static void BlitNtoNKey(SDL_BlitInfo *info) Uint32 mask = ((Uint32)info->a) << dstfmt->Ashift; while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ((*src32 & rgbmask) != ckey) { *dst32 = *src32 | mask; @@ -2640,7 +2640,7 @@ static void BlitNtoNKey(SDL_BlitInfo *info) Uint32 mask = srcfmt->Rmask | srcfmt->Gmask | srcfmt->Bmask; while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ((*src32 & rgbmask) != ckey) { *dst32 = *src32 & mask; @@ -2897,7 +2897,7 @@ static void BlitNtoNKeyCopyAlpha(SDL_BlitInfo *info) Uint32 *dst32 = (Uint32 *)dst; while (height--) { /* *INDENT-OFF* */ /* clang-format off */ - DUFFS_LOOP( + DUFFS_LOOP_TRIVIAL( { if ((*src32 & rgbmask) != ckey) { *dst32 = *src32; diff --git a/src/video/SDL_sysvideo.h b/src/video/SDL_sysvideo.h index 258d2af..22bca8a 100644 --- a/src/video/SDL_sysvideo.h +++ b/src/video/SDL_sysvideo.h @@ -155,6 +155,7 @@ typedef enum { VIDEO_DEVICE_QUIRK_DISABLE_DISPLAY_MODE_SWITCHING = 0x01, VIDEO_DEVICE_QUIRK_DISABLE_UNSET_FULLSCREEN_ON_MINIMIZE = 0x02, + VIDEO_DEVICE_QUIRK_FULLSCREEN_ONLY = 0x04, } DeviceQuirkFlags; struct SDL_VideoDevice diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c index 1be5abf..0102375 100644 --- a/src/video/SDL_video.c +++ b/src/video/SDL_video.c @@ -34,6 +34,8 @@ #include "SDL_syswm.h" +#include "../render/SDL_sysrender.h" + #ifdef SDL_VIDEO_OPENGL #include "SDL_opengl.h" #endif /* SDL_VIDEO_OPENGL */ @@ -192,6 +194,11 @@ static SDL_bool DisableUnsetFullscreenOnMinimize(_THIS) return !!(_this->quirk_flags & VIDEO_DEVICE_QUIRK_DISABLE_UNSET_FULLSCREEN_ON_MINIMIZE); } +static SDL_bool IsFullscreenOnly(_THIS) +{ + return !!(_this->quirk_flags & VIDEO_DEVICE_QUIRK_FULLSCREEN_ONLY); +} + /* Support for framebuffer emulation using an accelerated renderer */ #define SDL_WINDOWTEXTUREDATA "_SDL_WindowTextureData" @@ -577,7 +584,7 @@ int SDL_VideoInit(const char *driver_name) SDL_DisableScreenSaver(); } -#if !defined(SDL_VIDEO_DRIVER_N3DS) +#if !defined(SDL_VIDEO_DRIVER_N3DS) && !defined(SDL_VIDEO_DRIVER_PSP) /* In the initial state we don't want to pop up an on-screen keyboard, * but we do want to allow text input from other mechanisms. */ @@ -591,7 +598,7 @@ int SDL_VideoInit(const char *driver_name) SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, NULL); } } -#endif /* !SDL_VIDEO_DRIVER_N3DS */ +#endif /* !SDL_VIDEO_DRIVER_N3DS && !SDL_VIDEO_DRIVER_PSP */ SDL_MousePostInit(); @@ -688,7 +695,9 @@ void SDL_DelVideoDisplay(int index) SDL_SendDisplayEvent(&_this->displays[index], SDL_DISPLAYEVENT_DISCONNECTED, 0); SDL_free(_this->displays[index].driverdata); + _this->displays[index].driverdata = NULL; SDL_free(_this->displays[index].name); + _this->displays[index].name = NULL; if (index < (_this->num_displays - 1)) { SDL_memmove(&_this->displays[index], &_this->displays[index + 1], (_this->num_displays - index - 1) * sizeof(_this->displays[index])); } @@ -1004,7 +1013,7 @@ static SDL_DisplayMode *SDL_GetClosestDisplayModeForDisplay(SDL_VideoDisplay *di match = current; continue; } - if (current->format != match->format) { + if (current->format != match->format && match->format != target_format) { /* Sorted highest depth to lowest */ if (current->format == target_format || (SDL_BITSPERPIXEL(current->format) >= @@ -1015,7 +1024,7 @@ static SDL_DisplayMode *SDL_GetClosestDisplayModeForDisplay(SDL_VideoDisplay *di } continue; } - if (current->refresh_rate != match->refresh_rate) { + if (current->refresh_rate != match->refresh_rate && match->refresh_rate != target_refresh_rate) { /* Sorted highest refresh to lowest */ if (current->refresh_rate >= target_refresh_rate) { match = current; @@ -1767,7 +1776,7 @@ SDL_Window *SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint window->windowed.w = window->w; window->windowed.h = window->h; - if (flags & SDL_WINDOW_FULLSCREEN) { + if (flags & SDL_WINDOW_FULLSCREEN || IsFullscreenOnly(_this)) { SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); int displayIndex; SDL_Rect bounds; @@ -1794,6 +1803,7 @@ SDL_Window *SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint window->y = bounds.y; window->w = bounds.w; window->h = bounds.h; + flags |= SDL_WINDOW_FULLSCREEN; } window->flags = ((flags & CREATE_FLAGS) | SDL_WINDOW_HIDDEN); @@ -3299,6 +3309,7 @@ SDL_Window *SDL_GetFocusWindow(void) void SDL_DestroyWindow(SDL_Window *window) { SDL_VideoDisplay *display; + SDL_Renderer *renderer; CHECK_WINDOW_MAGIC(window, ); @@ -3320,6 +3331,11 @@ void SDL_DestroyWindow(SDL_Window *window) SDL_SetMouseFocus(NULL); } + renderer = SDL_GetRenderer(window); + if (renderer) { + SDL_DestroyRendererWithoutFreeing(renderer); + } + SDL_DestroyWindowSurface(window); /* Make no context current if this is the current context window */ diff --git a/src/video/cocoa/SDL_cocoamessagebox.m b/src/video/cocoa/SDL_cocoamessagebox.m index 90b0644..20eabe3 100644 --- a/src/video/cocoa/SDL_cocoamessagebox.m +++ b/src/video/cocoa/SDL_cocoamessagebox.m @@ -33,6 +33,9 @@ @interface SDLMessageBoxPresenter : NSObject { NSWindow *nswindow; } - (id)initWithParentWindow:(SDL_Window *)window; +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1090 +- (void)alertDidEnd:(NSAlert *)alert returnCode:(NSInteger)returnCode contextInfo:(void *)contextInfo; +#endif @end @implementation SDLMessageBoxPresenter @@ -56,16 +59,32 @@ - (id) initWithParentWindow:(SDL_Window *)window - (void)showAlert:(NSAlert*)alert { if (nswindow) { - [alert beginSheetModalForWindow:nswindow +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1090 + if ([alert respondsToSelector:@selector(beginSheetModalForWindow:completionHandler:)]) { + [alert beginSheetModalForWindow:nswindow completionHandler:^(NSModalResponse returnCode) { [NSApp stopModalWithCode:returnCode]; }]; + } else +#endif + { +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1090 + [alert beginSheetModalForWindow:nswindow modalDelegate:self didEndSelector:@selector(alertDidEnd:returnCode:contextInfo:) contextInfo:nil]; +#endif + } clicked = [NSApp runModalForWindow:nswindow]; nswindow = nil; } else { clicked = [alert runModal]; } } + +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1090 +- (void) alertDidEnd:(NSAlert *)alert returnCode:(NSInteger)returnCode contextInfo:(void *)contextInfo +{ + [NSApp stopModalWithCode:returnCode]; +} +#endif @end diff --git a/src/video/cocoa/SDL_cocoawindow.h b/src/video/cocoa/SDL_cocoawindow.h index 2f93246..7ef0bc0 100644 --- a/src/video/cocoa/SDL_cocoawindow.h +++ b/src/video/cocoa/SDL_cocoawindow.h @@ -78,6 +78,7 @@ typedef enum /* Window delegate functionality */ -(BOOL) windowShouldClose:(id) sender; -(void) windowDidExpose:(NSNotification *) aNotification; +-(void) onLiveResizeTimerFire:(id) sender; -(void) windowWillStartLiveResize:(NSNotification *)aNotification; -(void) windowDidEndLiveResize:(NSNotification *)aNotification; -(void) windowDidMove:(NSNotification *) aNotification; diff --git a/src/video/cocoa/SDL_cocoawindow.m b/src/video/cocoa/SDL_cocoawindow.m index 0dc6383..19e5aae 100644 --- a/src/video/cocoa/SDL_cocoawindow.m +++ b/src/video/cocoa/SDL_cocoawindow.m @@ -743,16 +743,26 @@ - (void)windowDidExpose:(NSNotification *)aNotification SDL_SendWindowEvent(_data.window, SDL_WINDOWEVENT_EXPOSED, 0, 0); } +- (void)onLiveResizeTimerFire:(id)sender +{ + SDL_OnWindowLiveResizeUpdate(_data.window); +} + - (void)windowWillStartLiveResize:(NSNotification *)aNotification { // We'll try to maintain 60 FPS during live resizing const NSTimeInterval interval = 1.0 / 60.0; + + NSMethodSignature *invocationSig = [Cocoa_WindowListener + instanceMethodSignatureForSelector:@selector(onLiveResizeTimerFire:)]; + NSInvocation *invocation = [NSInvocation + invocationWithMethodSignature:invocationSig]; + [invocation setTarget:self]; + [invocation setSelector:@selector(onLiveResizeTimerFire:)]; + liveResizeTimer = [NSTimer scheduledTimerWithTimeInterval:interval - repeats:TRUE - block:^(NSTimer *unusedTimer) - { - SDL_OnWindowLiveResizeUpdate(_data.window); - }]; + invocation:invocation + repeats:TRUE]; [[NSRunLoop currentRunLoop] addTimer:liveResizeTimer forMode:NSRunLoopCommonModes]; } diff --git a/src/video/emscripten/SDL_emscriptenevents.c b/src/video/emscripten/SDL_emscriptenevents.c index 9fc0de5..9957c1a 100644 --- a/src/video/emscripten/SDL_emscriptenevents.c +++ b/src/video/emscripten/SDL_emscriptenevents.c @@ -794,11 +794,25 @@ static EM_BOOL Emscripten_HandleTouch(int eventType, const EmscriptenTouchEvent return preventDefault; } +static SDL_bool IsFunctionKey(SDL_Scancode scancode) +{ + if (scancode >= SDL_SCANCODE_F1 && scancode <= SDL_SCANCODE_F12) { + return SDL_TRUE; + } + if (scancode >= SDL_SCANCODE_F13 && scancode <= SDL_SCANCODE_F24) { + return SDL_TRUE; + } + return SDL_FALSE; +} + +/* This is a great tool to see web keyboard events live: + * https://w3c.github.io/uievents/tools/key-event-viewer.html + */ static EM_BOOL Emscripten_HandleKey(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) { const SDL_Keycode keycode = Emscripten_MapKeyCode(keyEvent); SDL_Scancode scancode = Emscripten_MapScanCode(keyEvent->code); - SDL_bool prevent_default = SDL_TRUE; + SDL_bool prevent_default = SDL_FALSE; SDL_bool is_nav_key = SDL_FALSE; if (scancode == SDL_SCANCODE_UNKNOWN) { @@ -811,7 +825,7 @@ static EM_BOOL Emscripten_HandleKey(int eventType, const EmscriptenKeyboardEvent } if (scancode != SDL_SCANCODE_UNKNOWN) { - SDL_SendKeyboardKeyAndKeycode(eventType == EMSCRIPTEN_EVENT_KEYDOWN ? SDL_PRESSED : SDL_RELEASED, scancode, keycode); + prevent_default = SDL_SendKeyboardKeyAndKeycode(eventType == EMSCRIPTEN_EVENT_KEYDOWN ? SDL_PRESSED : SDL_RELEASED, scancode, keycode); } /* if TEXTINPUT events are enabled we can't prevent keydown or we won't get keypress @@ -823,7 +837,7 @@ static EM_BOOL Emscripten_HandleKey(int eventType, const EmscriptenKeyboardEvent (scancode == SDL_SCANCODE_UP) || (scancode == SDL_SCANCODE_RIGHT) || (scancode == SDL_SCANCODE_DOWN) || - ((scancode >= SDL_SCANCODE_F1) && (scancode <= SDL_SCANCODE_F15)) || + IsFunctionKey(scancode) || keyEvent->ctrlKey) { is_nav_key = SDL_TRUE; } diff --git a/src/video/n3ds/SDL_n3dsevents.c b/src/video/n3ds/SDL_n3dsevents.c index 7d661c2..5c6b9ce 100644 --- a/src/video/n3ds/SDL_n3dsevents.c +++ b/src/video/n3ds/SDL_n3dsevents.c @@ -31,7 +31,7 @@ void N3DS_PumpEvents(_THIS) { hidScanInput(); - N3DS_PollTouch(); + N3DS_PollTouch(_this); if (!aptMainLoop()) { SDL_Event ev; diff --git a/src/video/n3ds/SDL_n3dsframebuffer.c b/src/video/n3ds/SDL_n3dsframebuffer.c index 16e9e45..d093b44 100644 --- a/src/video/n3ds/SDL_n3dsframebuffer.c +++ b/src/video/n3ds/SDL_n3dsframebuffer.c @@ -33,9 +33,9 @@ typedef struct int width, height; } Dimensions; -SDL_FORCE_INLINE void FreePreviousWindowFramebuffer(SDL_Window *window); -SDL_FORCE_INLINE SDL_Surface *CreateNewWindowFramebuffer(SDL_Window *window); -SDL_FORCE_INLINE void CopyFramebuffertoN3DS(u32 *dest, const Dimensions dest_dim, const u32 *source, const Dimensions source_dim); +SDL_FORCE_INLINE void CopyFramebuffertoN3DS_16(u16 *dest, const Dimensions dest_dim, const u16 *source, const Dimensions source_dim); +SDL_FORCE_INLINE void CopyFramebuffertoN3DS_24(u8 *dest, const Dimensions dest_dim, const u8 *source, const Dimensions source_dim); +SDL_FORCE_INLINE void CopyFramebuffertoN3DS_32(u32 *dest, const Dimensions dest_dim, const u32 *source, const Dimensions source_dim); SDL_FORCE_INLINE int GetDestOffset(int x, int y, int dest_width); SDL_FORCE_INLINE int GetSourceOffset(int x, int y, int source_width); SDL_FORCE_INLINE void FlushN3DSBuffer(const void *buffer, u32 bufsize, gfxScreen_t screen); @@ -43,44 +43,32 @@ SDL_FORCE_INLINE void FlushN3DSBuffer(const void *buffer, u32 bufsize, gfxScreen int SDL_N3DS_CreateWindowFramebuffer(_THIS, SDL_Window *window, Uint32 *format, void **pixels, int *pitch) { SDL_Surface *framebuffer; + SDL_DisplayMode mode; + int w, h; - FreePreviousWindowFramebuffer(window); - framebuffer = CreateNewWindowFramebuffer(window); + SDL_N3DS_DestroyWindowFramebuffer(_this, window); + + SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(window), &mode); + SDL_GetWindowSizeInPixels(window, &w, &h); + framebuffer = SDL_CreateRGBSurfaceWithFormat(0, w, h, SDL_BYTESPERPIXEL(mode.format), mode.format); if (!framebuffer) { return SDL_OutOfMemory(); } SDL_SetWindowData(window, N3DS_SURFACE, framebuffer); - *format = FRAMEBUFFER_FORMAT; + *format = mode.format; *pixels = framebuffer->pixels; *pitch = framebuffer->pitch; return 0; } -SDL_FORCE_INLINE void -FreePreviousWindowFramebuffer(SDL_Window *window) -{ - SDL_Surface *surface = (SDL_Surface *)SDL_GetWindowData(window, N3DS_SURFACE); - SDL_FreeSurface(surface); -} - -SDL_FORCE_INLINE SDL_Surface * -CreateNewWindowFramebuffer(SDL_Window *window) -{ - int w, h, bpp; - Uint32 Rmask, Gmask, Bmask, Amask; - SDL_PixelFormatEnumToMasks(FRAMEBUFFER_FORMAT, &bpp, &Rmask, &Gmask, &Bmask, &Amask); - SDL_GetWindowSizeInPixels(window, &w, &h); - return SDL_CreateRGBSurface(0, w, h, bpp, Rmask, Gmask, Bmask, Amask); -} - int SDL_N3DS_UpdateWindowFramebuffer(_THIS, SDL_Window *window, const SDL_Rect *rects, int numrects) { SDL_WindowData *drv_data = (SDL_WindowData *)window->driverdata; SDL_Surface *surface; u16 width, height; - u32 *framebuffer; + void *framebuffer; u32 bufsize; surface = (SDL_Surface *)SDL_GetWindowData(window, N3DS_SURFACE); @@ -89,27 +77,63 @@ int SDL_N3DS_UpdateWindowFramebuffer(_THIS, SDL_Window *window, const SDL_Rect * } /* Get the N3DS internal framebuffer and its size */ - framebuffer = (u32 *)gfxGetFramebuffer(drv_data->screen, GFX_LEFT, &width, &height); + framebuffer = gfxGetFramebuffer(drv_data->screen, GFX_LEFT, &width, &height); bufsize = width * height * 4; - CopyFramebuffertoN3DS(framebuffer, (Dimensions){ width, height }, - surface->pixels, (Dimensions){ surface->w, surface->h }); + if (surface->format->BytesPerPixel == 2) + CopyFramebuffertoN3DS_16(framebuffer, (Dimensions){ width, height }, + surface->pixels, (Dimensions){ surface->w, surface->h }); + else if (surface->format->BytesPerPixel == 3) + CopyFramebuffertoN3DS_24(framebuffer, (Dimensions){ width, height }, + surface->pixels, (Dimensions){ surface->w, surface->h }); + else + CopyFramebuffertoN3DS_32(framebuffer, (Dimensions){ width, height }, + surface->pixels, (Dimensions){ surface->w, surface->h }); FlushN3DSBuffer(framebuffer, bufsize, drv_data->screen); return 0; } SDL_FORCE_INLINE void -CopyFramebuffertoN3DS(u32 *dest, const Dimensions dest_dim, const u32 *source, const Dimensions source_dim) +CopyFramebuffertoN3DS_16(u16 *dest, const Dimensions dest_dim, const u16 *source, const Dimensions source_dim) +{ + int rows = SDL_min(dest_dim.width, source_dim.height); + int cols = SDL_min(dest_dim.height, source_dim.width); + for (int y = 0; y < rows; ++y) { + for (int x = 0; x < cols; ++x) { + const u16 *s = source + GetSourceOffset(x, y, source_dim.width); + u16 *d = dest + GetDestOffset(x, y, dest_dim.width); + *d = *s; + } + } +} + +SDL_FORCE_INLINE void +CopyFramebuffertoN3DS_24(u8 *dest, const Dimensions dest_dim, const u8 *source, const Dimensions source_dim) +{ + int rows = SDL_min(dest_dim.width, source_dim.height); + int cols = SDL_min(dest_dim.height, source_dim.width); + for (int y = 0; y < rows; ++y) { + for (int x = 0; x < cols; ++x) { + const u8 *s = source + GetSourceOffset(x, y, source_dim.width) * 3; + u8 *d = dest + GetDestOffset(x, y, dest_dim.width) * 3; + d[0] = s[0]; + d[1] = s[1]; + d[2] = s[2]; + } + } +} + +SDL_FORCE_INLINE void +CopyFramebuffertoN3DS_32(u32 *dest, const Dimensions dest_dim, const u32 *source, const Dimensions source_dim) { int rows = SDL_min(dest_dim.width, source_dim.height); int cols = SDL_min(dest_dim.height, source_dim.width); for (int y = 0; y < rows; ++y) { for (int x = 0; x < cols; ++x) { - SDL_memcpy( - dest + GetDestOffset(x, y, dest_dim.width), - source + GetSourceOffset(x, y, source_dim.width), - 4); + const u32 *s = source + GetSourceOffset(x, y, source_dim.width); + u32 *d = dest + GetDestOffset(x, y, dest_dim.width); + *d = *s; } } } diff --git a/src/video/n3ds/SDL_n3dstouch.c b/src/video/n3ds/SDL_n3dstouch.c index 593f64d..0b3f06a 100644 --- a/src/video/n3ds/SDL_n3dstouch.c +++ b/src/video/n3ds/SDL_n3dstouch.c @@ -26,7 +26,9 @@ #include <3ds.h> #include "../../events/SDL_touch_c.h" +#include "../SDL_sysvideo.h" #include "SDL_n3dstouch.h" +#include "SDL_n3dsvideo.h" #define N3DS_TOUCH_ID 1 @@ -49,19 +51,25 @@ void N3DS_QuitTouch(void) SDL_DelTouch(N3DS_TOUCH_ID); } -void N3DS_PollTouch(void) +void N3DS_PollTouch(_THIS) { + SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata; touchPosition touch; + SDL_Window *window; + SDL_VideoDisplay *display; static SDL_bool was_pressed = SDL_FALSE; SDL_bool pressed; hidTouchRead(&touch); pressed = (touch.px != 0 || touch.py != 0); + display = SDL_GetDisplay(driverdata->touch_display); + window = display ? display->fullscreen_window : NULL; + if (pressed != was_pressed) { was_pressed = pressed; SDL_SendTouch(N3DS_TOUCH_ID, 0, - NULL, + window, pressed, touch.px * TOUCHSCREEN_SCALE_X, touch.py * TOUCHSCREEN_SCALE_Y, @@ -69,7 +77,7 @@ void N3DS_PollTouch(void) } else if (pressed) { SDL_SendTouchMotion(N3DS_TOUCH_ID, 0, - NULL, + window, touch.px * TOUCHSCREEN_SCALE_X, touch.py * TOUCHSCREEN_SCALE_Y, 1.0f); diff --git a/src/video/n3ds/SDL_n3dstouch.h b/src/video/n3ds/SDL_n3dstouch.h index 74aa5d5..3d95faf 100644 --- a/src/video/n3ds/SDL_n3dstouch.h +++ b/src/video/n3ds/SDL_n3dstouch.h @@ -24,7 +24,7 @@ void N3DS_InitTouch(void); void N3DS_QuitTouch(void); -void N3DS_PollTouch(void); +void N3DS_PollTouch(_THIS); #endif /* SDL_n3dstouch_h_ */ diff --git a/src/video/n3ds/SDL_n3dsvideo.c b/src/video/n3ds/SDL_n3dsvideo.c index e3c4f49..bb80f9c 100644 --- a/src/video/n3ds/SDL_n3dsvideo.c +++ b/src/video/n3ds/SDL_n3dsvideo.c @@ -31,11 +31,12 @@ #define N3DSVID_DRIVER_NAME "n3ds" -SDL_FORCE_INLINE void AddN3DSDisplay(gfxScreen_t screen); +SDL_FORCE_INLINE int AddN3DSDisplay(gfxScreen_t screen); static int N3DS_VideoInit(_THIS); static void N3DS_VideoQuit(_THIS); static void N3DS_GetDisplayModes(_THIS, SDL_VideoDisplay *display); +static int N3DS_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode); static int N3DS_GetDisplayBounds(_THIS, SDL_VideoDisplay *display, SDL_Rect *rect); static int N3DS_CreateWindow(_THIS, SDL_Window *window); static void N3DS_DestroyWindow(_THIS, SDL_Window *window); @@ -45,6 +46,23 @@ typedef struct gfxScreen_t screen; } DisplayDriverData; +typedef struct +{ + GSPGPU_FramebufferFormat fmt; +} ModeDriverData; + +static const struct +{ + SDL_PixelFormatEnum pixfmt; + GSPGPU_FramebufferFormat gspfmt; +} format_map[] = { + { SDL_PIXELFORMAT_RGBA8888, GSP_RGBA8_OES }, + { SDL_PIXELFORMAT_BGR24, GSP_BGR8_OES }, + { SDL_PIXELFORMAT_RGB565, GSP_RGB565_OES }, + { SDL_PIXELFORMAT_RGBA5551, GSP_RGB5_A1_OES }, + { SDL_PIXELFORMAT_RGBA4444, GSP_RGBA4_OES } +}; + /* N3DS driver bootstrap functions */ static void N3DS_DeleteDevice(SDL_VideoDevice *device) @@ -56,16 +74,31 @@ static void N3DS_DeleteDevice(SDL_VideoDevice *device) static SDL_VideoDevice *N3DS_CreateDevice(void) { - SDL_VideoDevice *device = (SDL_VideoDevice *)SDL_calloc(1, sizeof(SDL_VideoDevice)); + SDL_VideoDevice *device; + SDL_VideoData *phdata; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *)SDL_calloc(1, sizeof(SDL_VideoDevice)); if (!device) { SDL_OutOfMemory(); return 0; } + /* Initialize internal data */ + phdata = (SDL_VideoData *)SDL_calloc(1, sizeof(SDL_VideoData)); + if (!phdata) { + SDL_OutOfMemory(); + SDL_free(device); + return NULL; + } + + device->driverdata = phdata; + device->VideoInit = N3DS_VideoInit; device->VideoQuit = N3DS_VideoQuit; device->GetDisplayModes = N3DS_GetDisplayModes; + device->SetDisplayMode = N3DS_SetDisplayMode; device->GetDisplayBounds = N3DS_GetDisplayBounds; device->CreateSDLWindow = N3DS_CreateWindow; @@ -83,6 +116,8 @@ static SDL_VideoDevice *N3DS_CreateDevice(void) device->free = N3DS_DeleteDevice; + device->quirk_flags = VIDEO_DEVICE_QUIRK_FULLSCREEN_ONLY; + return device; } @@ -90,11 +125,13 @@ VideoBootStrap N3DS_bootstrap = { N3DSVID_DRIVER_NAME, "N3DS Video Driver", N3DS static int N3DS_VideoInit(_THIS) { + SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata; + gfxInit(GSP_RGBA8_OES, GSP_RGBA8_OES, false); hidInit(); - AddN3DSDisplay(GFX_TOP); - AddN3DSDisplay(GFX_BOTTOM); + driverdata->top_display = AddN3DSDisplay(GFX_TOP); + driverdata->touch_display = AddN3DSDisplay(GFX_BOTTOM); N3DS_InitTouch(); N3DS_SwkbInit(); @@ -102,15 +139,15 @@ static int N3DS_VideoInit(_THIS) return 0; } -SDL_FORCE_INLINE void +SDL_FORCE_INLINE int AddN3DSDisplay(gfxScreen_t screen) { SDL_DisplayMode mode; + ModeDriverData *modedata; SDL_VideoDisplay display; DisplayDriverData *display_driver_data = SDL_calloc(1, sizeof(DisplayDriverData)); if (!display_driver_data) { - SDL_OutOfMemory(); - return; + return SDL_OutOfMemory(); } SDL_zero(mode); @@ -118,18 +155,24 @@ AddN3DSDisplay(gfxScreen_t screen) display_driver_data->screen = screen; + modedata = SDL_malloc(sizeof(ModeDriverData)); + if (!modedata) { + return SDL_OutOfMemory(); + } + mode.w = (screen == GFX_TOP) ? GSP_SCREEN_HEIGHT_TOP : GSP_SCREEN_HEIGHT_BOTTOM; mode.h = GSP_SCREEN_WIDTH; mode.refresh_rate = 60; - mode.format = FRAMEBUFFER_FORMAT; - mode.driverdata = NULL; + mode.format = SDL_PIXELFORMAT_RGBA8888; + mode.driverdata = modedata; + modedata->fmt = GSP_RGBA8_OES; display.name = (screen == GFX_TOP) ? "N3DS top screen" : "N3DS bottom screen"; display.desktop_mode = mode; display.current_mode = mode; display.driverdata = display_driver_data; - SDL_AddVideoDisplay(&display, SDL_FALSE); + return SDL_AddVideoDisplay(&display, SDL_FALSE); } static void N3DS_VideoQuit(_THIS) @@ -143,8 +186,37 @@ static void N3DS_VideoQuit(_THIS) static void N3DS_GetDisplayModes(_THIS, SDL_VideoDisplay *display) { - /* Each display only has a single mode */ - SDL_AddDisplayMode(display, &display->current_mode); + DisplayDriverData *displaydata = display->driverdata; + ModeDriverData *modedata; + SDL_DisplayMode mode; + int i; + + for (i = 0; i < SDL_arraysize(format_map); i++) { + modedata = SDL_malloc(sizeof(ModeDriverData)); + if (!modedata) + continue; + + SDL_zero(mode); + mode.w = (displaydata->screen == GFX_TOP) ? GSP_SCREEN_HEIGHT_TOP : GSP_SCREEN_HEIGHT_BOTTOM; + mode.h = GSP_SCREEN_WIDTH; + mode.refresh_rate = 60; + mode.format = format_map[i].pixfmt; + mode.driverdata = modedata; + modedata->fmt = format_map[i].gspfmt; + + if (!SDL_AddDisplayMode(display, &mode)) { + SDL_free(modedata); + } + } +} + +static int N3DS_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode) +{ + DisplayDriverData *displaydata = display->driverdata; + ModeDriverData *modedata = mode->driverdata; + + gfxSetScreenFormat(displaydata->screen, modedata->fmt); + return 0; } static int N3DS_GetDisplayBounds(_THIS, SDL_VideoDisplay *display, SDL_Rect *rect) diff --git a/src/video/n3ds/SDL_n3dsvideo.h b/src/video/n3ds/SDL_n3dsvideo.h index 3a9bfd9..205f7d2 100644 --- a/src/video/n3ds/SDL_n3dsvideo.h +++ b/src/video/n3ds/SDL_n3dsvideo.h @@ -26,13 +26,18 @@ #include <3ds.h> #include "../SDL_sysvideo.h" + +typedef struct SDL_VideoData +{ + int top_display; + int touch_display; +} SDL_VideoData; + typedef struct SDL_WindowData { gfxScreen_t screen; /**< Keeps track of which N3DS screen is targetted */ } SDL_WindowData; -#define FRAMEBUFFER_FORMAT SDL_PIXELFORMAT_RGBA8888 - #endif /* SDL_n3dsvideo_h_ */ /* vi: set sts=4 ts=4 sw=4 expandtab: */ diff --git a/src/video/nacl/SDL_naclvideo.c b/src/video/nacl/SDL_naclvideo.c index 44e2aa9..f7f35e7 100644 --- a/src/video/nacl/SDL_naclvideo.c +++ b/src/video/nacl/SDL_naclvideo.c @@ -128,6 +128,7 @@ static SDL_VideoDevice *NACL_CreateDevice(void) { device->GL_SwapWindow = NACL_GLES_SwapWindow; device->GL_DeleteContext = NACL_GLES_DeleteContext; + device->quirk_flags = VIDEO_DEVICE_QUIRK_FULLSCREEN_ONLY; return device; } diff --git a/src/video/nacl/SDL_naclwindow.c b/src/video/nacl/SDL_naclwindow.c index 3f61afc..072e4a8 100644 --- a/src/video/nacl/SDL_naclwindow.c +++ b/src/video/nacl/SDL_naclwindow.c @@ -45,7 +45,6 @@ int NACL_CreateWindow(_THIS, SDL_Window * window) window->h = driverdata->h; window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ - window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */ window->flags &= ~SDL_WINDOW_HIDDEN; window->flags |= SDL_WINDOW_SHOWN; /* only one window on NaCl */ window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ diff --git a/src/video/psp/SDL_pspvideo.c b/src/video/psp/SDL_pspvideo.c index f678842..bcf5491 100644 --- a/src/video/psp/SDL_pspvideo.c +++ b/src/video/psp/SDL_pspvideo.c @@ -29,8 +29,10 @@ #include "SDL_syswm.h" #include "SDL_loadso.h" #include "SDL_events.h" +#include "SDL_render.h" #include "../../events/SDL_mouse_c.h" #include "../../events/SDL_keyboard_c.h" +#include "../../render/SDL_sysrender.h" /* PSP declarations */ @@ -38,6 +40,123 @@ #include "SDL_pspevents_c.h" #include "SDL_pspgl_c.h" +#include +#include +#include +#include +#include "../../render/psp/SDL_render_psp.h" + +#define SDL_WINDOWTEXTUREDATA "_SDL_WindowTextureData" + +typedef struct +{ + SDL_Renderer *renderer; + SDL_Texture *texture; + void *pixels; + int pitch; + int bytes_per_pixel; +} SDL_WindowTextureData; + +int PSP_CreateWindowFramebuffer(SDL_VideoDevice *_this, SDL_Window *window, Uint32 *format, void **pixels, int *pitch) +{ + SDL_RendererInfo info; + SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); + int i, w, h; + + SDL_GetWindowSizeInPixels(window, &w, &h); + + if (w != PSP_SCREEN_WIDTH) { + return SDL_SetError("Unexpected window size"); + } + + if (!data) { + SDL_Renderer *renderer = NULL; + for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) { + SDL_GetRenderDriverInfo(i, &info); + if (SDL_strcmp(info.name, "software") != 0) { + renderer = SDL_CreateRenderer(window, i, 0); + if (renderer && (SDL_GetRendererInfo(renderer, &info) == 0) && (info.flags & SDL_RENDERER_ACCELERATED)) { + break; /* this will work. */ + } + if (renderer) { /* wasn't accelerated, etc, skip it. */ + SDL_DestroyRenderer(renderer); + renderer = NULL; + } + } + } + if (!renderer) { + return SDL_SetError("No hardware accelerated renderers available"); + } + + SDL_assert(renderer != NULL); /* should have explicitly checked this above. */ + + /* Create the data after we successfully create the renderer (bug #1116) */ + data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data)); + + if (!data) { + SDL_DestroyRenderer(renderer); + return SDL_OutOfMemory(); + } + + SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data); + data->renderer = renderer; + } else { + if (SDL_GetRendererInfo(data->renderer, &info) == -1) { + return -1; + } + } + + /* Find the first format without an alpha channel */ + *format = info.texture_formats[0]; + + for (i = 0; i < (int)info.num_texture_formats; ++i) { + if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) && + !SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) { + *format = info.texture_formats[i]; + break; + } + } + + /* get the PSP renderer's "private" data */ + SDL_PSP_RenderGetProp(data->renderer, SDL_PSP_RENDERPROPS_FRONTBUFFER, &data->pixels); + + /* Create framebuffer data */ + data->bytes_per_pixel = SDL_BYTESPERPIXEL(*format); + /* since we point directly to VRAM's frontbuffer, we have to use + the upscaled pitch of 512 width - since PSP requires all textures to be + powers of 2. */ + data->pitch = 512 * data->bytes_per_pixel; + *pixels = data->pixels; + *pitch = data->pitch; + + /* Make sure we're not double-scaling the viewport */ + SDL_RenderSetViewport(data->renderer, NULL); + + return 0; +} + +int PSP_UpdateWindowFramebuffer(_THIS, SDL_Window *window, const SDL_Rect *rects, int numrects) +{ + SDL_WindowTextureData *data; + data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); + if (!data || !data->renderer || !window->surface) { + return -1; + } + data->renderer->RenderPresent(data->renderer); + SDL_PSP_RenderGetProp(data->renderer, SDL_PSP_RENDERPROPS_BACKBUFFER, &window->surface->pixels); + return 0; +} + +void PSP_DestroyWindowFramebuffer(_THIS, SDL_Window *window) +{ + SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA); + if (!data || !data->renderer) { + return; + } + SDL_DestroyRenderer(data->renderer); + data->renderer = NULL; +} + /* unused static SDL_bool PSP_initialized = SDL_FALSE; */ @@ -128,14 +247,161 @@ static SDL_VideoDevice *PSP_Create() device->PumpEvents = PSP_PumpEvents; + /* backend to use VRAM directly as a framebuffer using + SDL_GetWindowSurface() API. */ + device->checked_texture_framebuffer = 1; + device->CreateWindowFramebuffer = PSP_CreateWindowFramebuffer; + device->UpdateWindowFramebuffer = PSP_UpdateWindowFramebuffer; + device->DestroyWindowFramebuffer = PSP_DestroyWindowFramebuffer; + return device; } +static void configure_dialog(pspUtilityMsgDialogParams *dialog, size_t dialog_size) +{ + /* clear structure and setup size */ + SDL_memset(dialog, 0, dialog_size); + dialog->base.size = dialog_size; + + /* set language */ + sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_LANGUAGE, &dialog->base.language); + + /* set X/O swap */ + sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_UNKNOWN, &dialog->base.buttonSwap); + + /* set thread priorities */ + /* TODO: understand how these work */ + dialog->base.soundThread = 0x10; + dialog->base.graphicsThread = 0x11; + dialog->base.fontThread = 0x12; + dialog->base.accessThread = 0x13; +} + +static void *setup_temporal_gu(void *list) +{ + // Using GU_PSM_8888 for the framebuffer + int bpp = 4; + + void *doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE * bpp * 2); + void *backbuffer = doublebuffer; + void *frontbuffer = ((uint8_t *)doublebuffer) + PSP_FRAME_BUFFER_SIZE * bpp; + + sceGuInit(); + + sceGuStart(GU_DIRECT,list); + sceGuDrawBuffer(GU_PSM_8888, vrelptr(frontbuffer), PSP_FRAME_BUFFER_WIDTH); + sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, vrelptr(backbuffer), PSP_FRAME_BUFFER_WIDTH); + + sceGuOffset(2048 - (PSP_SCREEN_WIDTH >> 1), 2048 - (PSP_SCREEN_HEIGHT >> 1)); + sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT); + + sceGuDisable(GU_DEPTH_TEST); + + /* Scissoring */ + sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT); + sceGuEnable(GU_SCISSOR_TEST); + + sceGuFinish(); + sceGuSync(0,0); + + sceDisplayWaitVblankStart(); + sceGuDisplay(GU_TRUE); + + return doublebuffer; +} + +static void term_temporal_gu(void *guBuffer) +{ + sceGuTerm(); + vfree(guBuffer); + sceDisplayWaitVblankStart(); +} + +int PSP_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid) +{ + unsigned char list[64] __attribute__((aligned(64))); + pspUtilityMsgDialogParams dialog; + int status; + void *guBuffer = NULL; + + /* check if it's possible to use existing video context */ + if (SDL_GetFocusWindow() == NULL) { + guBuffer = setup_temporal_gu(list); + } + + /* configure dialog */ + configure_dialog(&dialog, sizeof(dialog)); + + /* setup dialog options for text */ + dialog.mode = PSP_UTILITY_MSGDIALOG_MODE_TEXT; + dialog.options = PSP_UTILITY_MSGDIALOG_OPTION_TEXT; + + /* copy the message in, 512 bytes max */ + SDL_snprintf(dialog.message, sizeof(dialog.message), "%s\r\n\r\n%s", messageboxdata->title, messageboxdata->message); + + /* too many buttons */ + if (messageboxdata->numbuttons > 2) + return SDL_SetError("messageboxdata->numbuttons valid values are 0, 1, 2"); + + /* we only have two options, "yes/no" or "ok" */ + if (messageboxdata->numbuttons == 2) + dialog.options |= PSP_UTILITY_MSGDIALOG_OPTION_YESNO_BUTTONS | PSP_UTILITY_MSGDIALOG_OPTION_DEFAULT_NO; + + /* start dialog */ + if (sceUtilityMsgDialogInitStart(&dialog) != 0) + return SDL_SetError("sceUtilityMsgDialogInitStart() failed for some reason"); + + /* loop while the dialog is active */ + status = PSP_UTILITY_DIALOG_NONE; + do + { + sceGuStart(GU_DIRECT, list); + sceGuClearColor(0); + sceGuClearDepth(0); + sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); + sceGuFinish(); + sceGuSync(0,0); + + status = sceUtilityMsgDialogGetStatus(); + + switch (status) + { + case PSP_UTILITY_DIALOG_VISIBLE: + sceUtilityMsgDialogUpdate(1); + break; + + case PSP_UTILITY_DIALOG_QUIT: + sceUtilityMsgDialogShutdownStart(); + break; + } + + sceDisplayWaitVblankStart(); + sceGuSwapBuffers(); + + } while (status != PSP_UTILITY_DIALOG_NONE); + + /* cleanup */ + if (guBuffer) + { + term_temporal_gu(guBuffer); + } + + /* success */ + if (dialog.buttonPressed == PSP_UTILITY_MSGDIALOG_RESULT_YES) + *buttonid = messageboxdata->buttons[0].buttonid; + else if (dialog.buttonPressed == PSP_UTILITY_MSGDIALOG_RESULT_NO) + *buttonid = messageboxdata->buttons[1].buttonid; + else + *buttonid = messageboxdata->buttons[0].buttonid; + + return 0; +} + VideoBootStrap PSP_bootstrap = { "PSP", "PSP Video Driver", PSP_Create, - NULL /* no ShowMessageBox implementation */ + PSP_ShowMessageBox }; /*****************************************************************************/ @@ -152,8 +418,8 @@ int PSP_VideoInit(_THIS) SDL_zero(current_mode); - current_mode.w = 480; - current_mode.h = 272; + current_mode.w = PSP_SCREEN_WIDTH; + current_mode.h = PSP_SCREEN_HEIGHT; current_mode.refresh_rate = 60; /* 32 bpp for default */ @@ -281,13 +547,79 @@ SDL_bool PSP_GetWindowWMInfo(_THIS, SDL_Window * window, struct SDL_SysWMinfo *i #endif -/* TO Write Me */ -SDL_bool PSP_HasScreenKeyboardSupport(_THIS) + +SDL_bool PSP_HasScreenKeyboardSupport(SDL_VideoDevice *_this) { - return SDL_FALSE; + return SDL_TRUE; } -void PSP_ShowScreenKeyboard(_THIS, SDL_Window *window) + +void PSP_ShowScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window) { + char list[0x20000] __attribute__((aligned(64))); // Needed for sceGuStart to work + int i; + int done = 0; + int input_text_length = 32; // SDL_SendKeyboardText supports up to 32 characters per event + unsigned short outtext[input_text_length]; + char text_string[input_text_length]; + + SceUtilityOskData data; + SceUtilityOskParams params; + + SDL_memset(outtext, 0, input_text_length * sizeof(unsigned short)); + + data.language = PSP_UTILITY_OSK_LANGUAGE_DEFAULT; + data.lines = 1; + data.unk_24 = 1; + data.inputtype = PSP_UTILITY_OSK_INPUTTYPE_ALL; + data.desc = NULL; + data.intext = NULL; + data.outtextlength = input_text_length; + data.outtextlimit = input_text_length; + data.outtext = outtext; + + params.base.size = sizeof(params); + sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_LANGUAGE, ¶ms.base.language); + sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_UNKNOWN, ¶ms.base.buttonSwap); + params.base.graphicsThread = 17; + params.base.accessThread = 19; + params.base.fontThread = 18; + params.base.soundThread = 16; + params.datacount = 1; + params.data = &data; + + sceUtilityOskInitStart(¶ms); + + while(!done) { + sceGuStart(GU_DIRECT, list); + sceGuClearColor(0); + sceGuClearDepth(0); + sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); + sceGuFinish(); + sceGuSync(0,0); + + switch(sceUtilityOskGetStatus()) + { + case PSP_UTILITY_DIALOG_VISIBLE: + sceUtilityOskUpdate(1); + break; + case PSP_UTILITY_DIALOG_QUIT: + sceUtilityOskShutdownStart(); + break; + case PSP_UTILITY_DIALOG_NONE: + done = 1; + break; + default : + break; + } + sceDisplayWaitVblankStart(); + sceGuSwapBuffers(); + } + + // Convert input list to string + for (i = 0; i < input_text_length; i++) { + text_string[i] = outtext[i]; + } + SDL_SendKeyboardText((const char *) text_string); } void PSP_HideScreenKeyboard(_THIS, SDL_Window *window) { diff --git a/src/video/psp/SDL_pspvideo.h b/src/video/psp/SDL_pspvideo.h index 56452cb..ee150c6 100644 --- a/src/video/psp/SDL_pspvideo.h +++ b/src/video/psp/SDL_pspvideo.h @@ -68,6 +68,14 @@ void PSP_MinimizeWindow(_THIS, SDL_Window *window); void PSP_RestoreWindow(_THIS, SDL_Window *window); void PSP_DestroyWindow(_THIS, SDL_Window *window); +/* "methods" aka callbacks for SDL_WindowSurface API */ +int PSP_CreateWindowFramebuffer(_THIS, SDL_Window *window, Uint32 *format, + void **pixels, int *pitch); +int PSP_UpdateWindowFramebuffer(_THIS, SDL_Window *window, +const SDL_Rect *rects, int numrects); +void PSP_DestroyWindowFramebuffer(_THIS, SDL_Window *window); + + /* Window manager function */ SDL_bool PSP_GetWindowWMInfo(_THIS, SDL_Window * window, struct SDL_SysWMinfo *info); diff --git a/src/video/raspberry/SDL_rpivideo.h b/src/video/raspberry/SDL_rpivideo.h index 2f0135f..66ea28f 100644 --- a/src/video/raspberry/SDL_rpivideo.h +++ b/src/video/raspberry/SDL_rpivideo.h @@ -30,6 +30,14 @@ #include "EGL/egl.h" #include "EGL/eglext.h" +/* This must match the definition of EGL_DISPMANX_WINDOW_T in EGL/eglplatform.h, + and is defined here to allow compiling with standard headers. */ +typedef struct { + DISPMANX_ELEMENT_HANDLE_T element; + int width; + int height; +} SDL_EGL_DISPMANX_WINDOW_T; + typedef struct SDL_VideoData { uint32_t egl_refcount; /* OpenGL ES reference count */ @@ -42,7 +50,7 @@ typedef struct SDL_DisplayData typedef struct SDL_WindowData { - EGL_DISPMANX_WINDOW_T dispman_window; + SDL_EGL_DISPMANX_WINDOW_T dispman_window; #ifdef SDL_VIDEO_OPENGL_EGL EGLSurface egl_surface; #endif diff --git a/src/video/riscos/SDL_riscosvideo.c b/src/video/riscos/SDL_riscosvideo.c index 380ad79..4e51ea0 100644 --- a/src/video/riscos/SDL_riscosvideo.c +++ b/src/video/riscos/SDL_riscosvideo.c @@ -90,6 +90,9 @@ static SDL_VideoDevice *RISCOS_CreateDevice(void) device->free = RISCOS_DeleteDevice; + /* TODO: Support windowed mode */ + device->quirk_flags = VIDEO_DEVICE_QUIRK_FULLSCREEN_ONLY; + return device; } diff --git a/src/video/riscos/SDL_riscoswindow.c b/src/video/riscos/SDL_riscoswindow.c index 32a7cfe..5792d2f 100644 --- a/src/video/riscos/SDL_riscoswindow.c +++ b/src/video/riscos/SDL_riscoswindow.c @@ -41,8 +41,6 @@ int RISCOS_CreateWindow(_THIS, SDL_Window *window) } driverdata->window = window; - window->flags |= SDL_WINDOW_FULLSCREEN; - SDL_SetMouseFocus(window); /* All done! */ diff --git a/src/video/uikit/SDL_uikitmodes.m b/src/video/uikit/SDL_uikitmodes.m index 1b1b4de..97c59c2 100644 --- a/src/video/uikit/SDL_uikitmodes.m +++ b/src/video/uikit/SDL_uikitmodes.m @@ -344,6 +344,7 @@ void UIKit_DelDisplay(UIScreen *uiscreen) if (data && data.uiscreen == uiscreen) { CFRelease(SDL_GetDisplayDriverData(i)); + SDL_GetDisplay(i)->driverdata = NULL; SDL_DelVideoDisplay(i); return; } diff --git a/src/video/uikit/SDL_uikitwindow.m b/src/video/uikit/SDL_uikitwindow.m index 8ce26a5..0e0ea05 100644 --- a/src/video/uikit/SDL_uikitwindow.m +++ b/src/video/uikit/SDL_uikitwindow.m @@ -481,7 +481,7 @@ NSUInteger UIKit_GetSupportedOrientations(SDL_Window * window) } #endif /* !TARGET_OS_TV */ -int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam) +int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam) { if (!window || !window->driverdata) { return SDL_SetError("Invalid window"); diff --git a/src/video/wayland/SDL_waylandevents.c b/src/video/wayland/SDL_waylandevents.c index 2d85f80..496bb5e 100644 --- a/src/video/wayland/SDL_waylandevents.c +++ b/src/video/wayland/SDL_waylandevents.c @@ -64,6 +64,7 @@ #include #include "../../events/imKStoUCS.h" #include "../../events/SDL_keysym_to_scancode_c.h" +#include "cursor-shape-v1-client-protocol.h" /* Clamp the wl_seat version on older versions of libwayland. */ #if SDL_WAYLAND_CHECK_VERSION(1, 21, 0) @@ -178,6 +179,17 @@ static SDL_bool Wayland_SurfaceHasActiveTouches(struct wl_surface *surface) return SDL_FALSE; } +void Wayland_CreateCursorShapeDevice(struct SDL_WaylandInput *input) +{ + SDL_VideoData *viddata = input->display; + + if (viddata->cursor_shape_manager) { + if (input->pointer && !input->cursor_shape) { + input->cursor_shape = wp_cursor_shape_manager_v1_get_pointer(viddata->cursor_shape_manager, input->pointer); + } + } +} + /* Returns SDL_TRUE if a key repeat event was due */ static SDL_bool keyboard_repeat_handle(SDL_WaylandKeyboardRepeat *repeat_info, uint32_t elapsed) { @@ -920,6 +932,28 @@ static void touch_handler_frame(void *data, struct wl_touch *touch) static void touch_handler_cancel(void *data, struct wl_touch *touch) { + struct SDL_WaylandTouchPoint *tp; + while ((tp = touch_points.head)) { + wl_fixed_t fx = 0, fy = 0; + struct wl_surface *surface = NULL; + int id = tp->id; + + touch_del(id, &fx, &fy, &surface); + + if (surface) { + SDL_WindowData *window_data = (SDL_WindowData *)wl_surface_get_user_data(surface); + + if (window_data) { + const double dblx = wl_fixed_to_double(fx) * window_data->pointer_scale_x; + const double dbly = wl_fixed_to_double(fy) * window_data->pointer_scale_y; + const float x = dblx / window_data->sdlwindow->w; + const float y = dbly / window_data->sdlwindow->h; + + SDL_SendTouch((SDL_TouchID)(intptr_t)touch, (SDL_FingerID)id, + window_data->sdlwindow, SDL_FALSE, x, y, 1.0f); + } + } + } } static const struct wl_touch_listener touch_listener = { @@ -1306,10 +1340,8 @@ static void keyboard_handle_key(void *data, struct wl_keyboard *keyboard, keyboard_input_get_text(text, input, key, SDL_RELEASED, &handled_by_ime); } - if (!handled_by_ime) { - scancode = Wayland_get_scancode_from_key(input, key + 8); - SDL_SendKeyboardKey(state == WL_KEYBOARD_KEY_STATE_PRESSED ? SDL_PRESSED : SDL_RELEASED, scancode); - } + scancode = Wayland_get_scancode_from_key(input, key + 8); + SDL_SendKeyboardKey(state == WL_KEYBOARD_KEY_STATE_PRESSED ? SDL_PRESSED : SDL_RELEASED, scancode); Wayland_data_device_set_serial(input->data_device, serial); Wayland_primary_selection_device_set_serial(input->primary_selection_device, serial); @@ -1408,10 +1440,15 @@ static void seat_handle_capabilities(void *data, struct wl_seat *seat, input->pointer = wl_seat_get_pointer(seat); SDL_memset(&input->pointer_curr_axis_info, 0, sizeof(input->pointer_curr_axis_info)); input->display->pointer = input->pointer; + Wayland_CreateCursorShapeDevice(input); wl_pointer_set_user_data(input->pointer, input); wl_pointer_add_listener(input->pointer, &pointer_listener, input); } else if (!(caps & WL_SEAT_CAPABILITY_POINTER) && input->pointer) { + if (input->cursor_shape) { + wp_cursor_shape_device_v1_destroy(input->cursor_shape); + input->cursor_shape = NULL; + } wl_pointer_destroy(input->pointer); input->pointer = NULL; input->display->pointer = NULL; @@ -2147,6 +2184,18 @@ void Wayland_add_primary_selection_device_manager(SDL_VideoData *d, uint32_t id, void Wayland_add_text_input_manager(SDL_VideoData *d, uint32_t id, uint32_t version) { +#ifdef HAVE_FCITX + const char *im_module = SDL_getenv("SDL_IM_MODULE"); + if (im_module && SDL_strcmp(im_module, "fcitx") == 0) { + /* Override the Wayland text-input protocol when Fcitx is enabled, like how GTK_IM_MODULE does. + * + * The Fcitx wiki discourages enabling it under Wayland via SDL_IM_MODULE, so its presence must + * be intentional, and this workaround is needed for fixing key repeat detection. + */ + return; + } +#endif + d->text_input_manager = wl_registry_bind(d->registry, id, &zwp_text_input_manager_v3_interface, 1); if (d->input) { @@ -2550,6 +2599,10 @@ void Wayland_display_destroy_input(SDL_VideoData *d) wl_keyboard_destroy(input->keyboard); } + if (input->cursor_shape) { + wp_cursor_shape_device_v1_destroy(input->cursor_shape); + } + if (input->pointer) { wl_pointer_destroy(input->pointer); } diff --git a/src/video/wayland/SDL_waylandevents_c.h b/src/video/wayland/SDL_waylandevents_c.h index 1849b9a..b2b7890 100644 --- a/src/video/wayland/SDL_waylandevents_c.h +++ b/src/video/wayland/SDL_waylandevents_c.h @@ -92,6 +92,7 @@ struct SDL_WaylandInput SDL_WaylandDataDevice *data_device; SDL_WaylandPrimarySelectionDevice *primary_selection_device; SDL_WaylandTextInput *text_input; + struct wp_cursor_shape_device_v1 *cursor_shape; struct zwp_relative_pointer_v1 *relative_pointer; SDL_WindowData *pointer_focus; SDL_WindowData *keyboard_focus; @@ -175,6 +176,8 @@ extern int Wayland_input_ungrab_keyboard(SDL_Window *window); extern void Wayland_input_add_tablet(struct SDL_WaylandInput *input, struct SDL_WaylandTabletManager *tablet_manager); extern void Wayland_input_destroy_tablet(struct SDL_WaylandInput *input); +extern void Wayland_CreateCursorShapeDevice(struct SDL_WaylandInput *input); + #endif /* SDL_waylandevents_h_ */ /* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/video/wayland/SDL_waylandkeyboard.c b/src/video/wayland/SDL_waylandkeyboard.c index 486d488..46ac052 100644 --- a/src/video/wayland/SDL_waylandkeyboard.c +++ b/src/video/wayland/SDL_waylandkeyboard.c @@ -54,25 +54,13 @@ void Wayland_QuitKeyboard(_THIS) void Wayland_StartTextInput(_THIS) { SDL_VideoData *driverdata = _this->driverdata; + struct SDL_WaylandInput *input = driverdata->input; if (driverdata->text_input_manager) { - struct SDL_WaylandInput *input = driverdata->input; if (input && input->text_input) { const SDL_Rect *rect = &input->text_input->cursor_rect; - /* Don't re-enable if we're already enabled. */ - if (input->text_input->is_enabled) { - return; - } - - /* For some reason this has to be done twice, it appears to be a - * bug in mutter? Maybe? - * -flibit - */ zwp_text_input_v3_enable(input->text_input->text_input); - zwp_text_input_v3_commit(input->text_input->text_input); - zwp_text_input_v3_enable(input->text_input->text_input); - zwp_text_input_v3_commit(input->text_input->text_input); /* Now that it's enabled, set the input properties */ zwp_text_input_v3_set_content_type(input->text_input->text_input, @@ -87,29 +75,36 @@ void Wayland_StartTextInput(_THIS) rect->h); } zwp_text_input_v3_commit(input->text_input->text_input); - input->text_input->is_enabled = SDL_TRUE; } } + + if (input && input->xkb.compose_state) { + /* Reset compose state so composite and dead keys don't carry over */ + WAYLAND_xkb_compose_state_reset(input->xkb.compose_state); + } } void Wayland_StopTextInput(_THIS) { SDL_VideoData *driverdata = _this->driverdata; + struct SDL_WaylandInput *input = driverdata->input; if (driverdata->text_input_manager) { - struct SDL_WaylandInput *input = driverdata->input; if (input && input->text_input) { zwp_text_input_v3_disable(input->text_input->text_input); zwp_text_input_v3_commit(input->text_input->text_input); - input->text_input->is_enabled = SDL_FALSE; } } - #ifdef SDL_USE_IME else { SDL_IME_Reset(); } #endif + + if (input && input->xkb.compose_state) { + /* Reset compose state so composite and dead keys don't carry over */ + WAYLAND_xkb_compose_state_reset(input->xkb.compose_state); + } } void Wayland_SetTextInputRect(_THIS, const SDL_Rect *rect) diff --git a/src/video/wayland/SDL_waylandkeyboard.h b/src/video/wayland/SDL_waylandkeyboard.h index bdc3434..8fb7448 100644 --- a/src/video/wayland/SDL_waylandkeyboard.h +++ b/src/video/wayland/SDL_waylandkeyboard.h @@ -28,7 +28,6 @@ typedef struct SDL_WaylandTextInput struct zwp_text_input_v3 *text_input; SDL_Rect cursor_rect; SDL_bool has_preedit; - SDL_bool is_enabled; } SDL_WaylandTextInput; extern int Wayland_InitKeyboard(_THIS); diff --git a/src/video/wayland/SDL_waylandmouse.c b/src/video/wayland/SDL_waylandmouse.c index 4852980..bf1bf9b 100644 --- a/src/video/wayland/SDL_waylandmouse.c +++ b/src/video/wayland/SDL_waylandmouse.c @@ -25,10 +25,7 @@ #include #include -#include -#include #include -#include #include "../SDL_sysvideo.h" @@ -40,6 +37,9 @@ #include "wayland-cursor.h" #include "SDL_waylandmouse.h" +#include "SDL_waylandshmbuffer.h" + +#include "cursor-shape-v1-client-protocol.h" #include "SDL_hints.h" #include "../../SDL_hints_c.h" @@ -48,7 +48,7 @@ static int Wayland_SetRelativeMouseMode(SDL_bool enabled); typedef struct { - struct wl_buffer *buffer; + struct Wayland_SHMBuffer shmBuffer; struct wl_surface *surface; int hot_x, hot_y; @@ -58,8 +58,6 @@ typedef struct * When shm_data is NULL, system_cursor must be valid */ SDL_SystemCursor system_cursor; - void *shm_data; - size_t shm_data_size; } Wayland_CursorData; #ifdef SDL_USE_LIBDBUS @@ -283,7 +281,7 @@ static SDL_bool wayland_get_system_cursor(SDL_VideoData *vdata, Wayland_CursorDa } /* ... Set the cursor data, finally. */ - cdata->buffer = WAYLAND_wl_cursor_image_get_buffer(cursor->images[0]); + cdata->shmBuffer.wl_buffer = WAYLAND_wl_cursor_image_get_buffer(cursor->images[0]); cdata->hot_x = cursor->images[0]->hotspot_x; cdata->hot_y = cursor->images[0]->hotspot_y; cdata->w = cursor->images[0]->width; @@ -291,136 +289,6 @@ static SDL_bool wayland_get_system_cursor(SDL_VideoData *vdata, Wayland_CursorDa return SDL_TRUE; } -static int set_tmp_file_size(int fd, off_t size) -{ -#ifdef HAVE_POSIX_FALLOCATE - sigset_t set, old_set; - int ret; - - /* SIGALRM can potentially block a large posix_fallocate() operation - * from succeeding, so block it. - */ - sigemptyset(&set); - sigaddset(&set, SIGALRM); - sigprocmask(SIG_BLOCK, &set, &old_set); - - do { - ret = posix_fallocate(fd, 0, size); - } while (ret == EINTR); - - sigprocmask(SIG_SETMASK, &old_set, NULL); - - if (ret == 0) { - return 0; - } - else if (ret != EINVAL && errno != EOPNOTSUPP) { - return -1; - } -#endif - - if (ftruncate(fd, size) < 0) { - return -1; - } - return 0; -} - -static int wayland_create_tmp_file(off_t size) -{ - int fd; - -#ifdef HAVE_MEMFD_CREATE - fd = memfd_create("SDL", MFD_CLOEXEC | MFD_ALLOW_SEALING); - if (fd >= 0) { - fcntl(fd, F_ADD_SEALS, F_SEAL_SHRINK | F_SEAL_SEAL); - } else -#endif - { - static const char template[] = "/sdl-shared-XXXXXX"; - char *xdg_path; - char tmp_path[PATH_MAX]; - - xdg_path = SDL_getenv("XDG_RUNTIME_DIR"); - if (!xdg_path) { - return -1; - } - - SDL_strlcpy(tmp_path, xdg_path, PATH_MAX); - SDL_strlcat(tmp_path, template, PATH_MAX); - - fd = mkostemp(tmp_path, O_CLOEXEC); - if (fd < 0) { - return -1; - } - - /* Need to manually unlink the temp files, or they can persist after close and fill up the temp storage. */ - unlink(tmp_path); - } - - if (set_tmp_file_size(fd, size) < 0) { - close(fd); - return -1; - } - - return fd; -} - -static void mouse_buffer_release(void *data, struct wl_buffer *buffer) -{ -} - -static const struct wl_buffer_listener mouse_buffer_listener = { - mouse_buffer_release -}; - -static int create_buffer_from_shm(Wayland_CursorData *d, - int width, - int height, - uint32_t format) -{ - SDL_VideoDevice *vd = SDL_GetVideoDevice(); - SDL_VideoData *data = (SDL_VideoData *)vd->driverdata; - struct wl_shm_pool *shm_pool; - int shm_fd; - - int stride = width * 4; - d->shm_data_size = stride * height; - - shm_fd = wayland_create_tmp_file(d->shm_data_size); - if (shm_fd < 0) { - return SDL_SetError("Creating mouse cursor buffer failed."); - } - - d->shm_data = mmap(NULL, - d->shm_data_size, - PROT_READ | PROT_WRITE, - MAP_SHARED, - shm_fd, - 0); - if (d->shm_data == MAP_FAILED) { - d->shm_data = NULL; - close(shm_fd); - return SDL_SetError("mmap() failed."); - } - - SDL_assert(d->shm_data != NULL); - - shm_pool = wl_shm_create_pool(data->shm, shm_fd, d->shm_data_size); - d->buffer = wl_shm_pool_create_buffer(shm_pool, - 0, - width, - height, - stride, - format); - wl_buffer_add_listener(d->buffer, - &mouse_buffer_listener, - d); - - wl_shm_pool_destroy(shm_pool); - close(shm_fd); - - return 0; -} - static SDL_Cursor *Wayland_CreateCursor(SDL_Surface *surface, int hot_x, int hot_y) { SDL_Cursor *cursor; @@ -438,10 +306,9 @@ static SDL_Cursor *Wayland_CreateCursor(SDL_Surface *surface, int hot_x, int hot cursor->driverdata = (void *)data; /* Allocate shared memory buffer for this cursor */ - if (create_buffer_from_shm(data, - surface->w, + if (Wayland_AllocSHMBuffer(surface->w, surface->h, - WL_SHM_FORMAT_ARGB8888) < 0) { + &data->shmBuffer) < 0) { SDL_free(cursor->driverdata); SDL_free(cursor); return NULL; @@ -450,7 +317,7 @@ static SDL_Cursor *Wayland_CreateCursor(SDL_Surface *surface, int hot_x, int hot /* Wayland requires premultiplied alpha for its surfaces. */ SDL_PremultiplyAlpha(surface->w, surface->h, surface->format->format, surface->pixels, surface->pitch, - SDL_PIXELFORMAT_ARGB8888, data->shm_data, surface->w * 4); + SDL_PIXELFORMAT_ARGB8888, data->shmBuffer.shm_data, surface->w * 4); data->surface = wl_compositor_create_surface(wd->compositor); wl_surface_set_user_data(data->surface, NULL); @@ -481,8 +348,10 @@ static SDL_Cursor *Wayland_CreateSystemCursor(SDL_SystemCursor id) } cursor->driverdata = (void *)cdata; - cdata->surface = wl_compositor_create_surface(data->compositor); - wl_surface_set_user_data(cdata->surface, NULL); + if (!data->cursor_shape_manager) { + cdata->surface = wl_compositor_create_surface(data->compositor); + wl_surface_set_user_data(cdata->surface, NULL); + } /* Note that we can't actually set any other cursor properties, as this * is output-specific. See wayland_get_system_cursor for the rest! @@ -502,12 +371,10 @@ static SDL_Cursor *Wayland_CreateDefaultCursor() static void Wayland_FreeCursorData(Wayland_CursorData *d) { - if (d->buffer) { - if (d->shm_data) { - wl_buffer_destroy(d->buffer); - munmap(d->shm_data, d->shm_data_size); - } - d->buffer = NULL; + if (d->shmBuffer.shm_data) { + Wayland_ReleaseSHMBuffer(&d->shmBuffer); + } else { + d->shmBuffer.wl_buffer = NULL; } if (d->surface) { @@ -533,6 +400,55 @@ static void Wayland_FreeCursor(SDL_Cursor *cursor) SDL_free(cursor); } +static void Wayland_SetSystemCursorShape(struct SDL_WaylandInput *input, SDL_SystemCursor id) +{ + Uint32 shape; + + switch (id) { + case SDL_SYSTEM_CURSOR_ARROW: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT; + break; + case SDL_SYSTEM_CURSOR_IBEAM: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_TEXT; + break; + case SDL_SYSTEM_CURSOR_WAIT: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_WAIT; + break; + case SDL_SYSTEM_CURSOR_CROSSHAIR: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_CROSSHAIR; + break; + case SDL_SYSTEM_CURSOR_WAITARROW: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_PROGRESS; + break; + case SDL_SYSTEM_CURSOR_SIZENWSE: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_NWSE_RESIZE; + break; + case SDL_SYSTEM_CURSOR_SIZENESW: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_NESW_RESIZE; + break; + case SDL_SYSTEM_CURSOR_SIZEWE: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_EW_RESIZE; + break; + case SDL_SYSTEM_CURSOR_SIZENS: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_NS_RESIZE; + break; + case SDL_SYSTEM_CURSOR_SIZEALL: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_ALL_SCROLL; + break; + case SDL_SYSTEM_CURSOR_NO: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_NOT_ALLOWED; + break; + case SDL_SYSTEM_CURSOR_HAND: + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_POINTER; + break; + default: + SDL_assert(0); /* Should never be here... */ + shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT; + } + + wp_cursor_shape_device_v1_set_shape(input->cursor_shape, input->pointer_enter_serial, shape); +} + static int Wayland_ShowCursor(SDL_Cursor *cursor) { SDL_VideoDevice *vd = SDL_GetVideoDevice(); @@ -549,8 +465,19 @@ static int Wayland_ShowCursor(SDL_Cursor *cursor) Wayland_CursorData *data = cursor->driverdata; /* TODO: High-DPI custom cursors? -flibit */ - if (!data->shm_data) { - if (!wayland_get_system_cursor(d, data, &scale)) { + if (!data->shmBuffer.shm_data) { + if (input->cursor_shape) { + Wayland_SetSystemCursorShape(input, data->system_cursor); + + input->cursor_visible = SDL_TRUE; + + if (input->relative_mode_override) { + Wayland_input_unlock_pointer(input); + input->relative_mode_override = SDL_FALSE; + } + + return 0; + } else if (!wayland_get_system_cursor(d, data, &scale)) { return -1; } } @@ -561,7 +488,7 @@ static int Wayland_ShowCursor(SDL_Cursor *cursor) data->surface, data->hot_x / scale, data->hot_y / scale); - wl_surface_attach(data->surface, data->buffer, 0, 0); + wl_surface_attach(data->surface, data->shmBuffer.wl_buffer, 0, 0); wl_surface_damage(data->surface, 0, 0, data->w, data->h); wl_surface_commit(data->surface); diff --git a/src/video/wayland/SDL_waylandshmbuffer.c b/src/video/wayland/SDL_waylandshmbuffer.c new file mode 100644 index 0000000..a64c7c3 --- /dev/null +++ b/src/video/wayland/SDL_waylandshmbuffer.c @@ -0,0 +1,172 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#include "../../SDL_internal.h" + +#ifdef SDL_VIDEO_DRIVER_WAYLAND + +#include +#include +#include +#include +#include +#include + +#include "SDL_waylandshmbuffer.h" +#include "SDL_waylandvideo.h" + +static int SetTempFileSize(int fd, off_t size) +{ +#ifdef HAVE_POSIX_FALLOCATE + sigset_t set, old_set; + int ret; + + /* SIGALRM can potentially block a large posix_fallocate() operation + * from succeeding, so block it. + */ + sigemptyset(&set); + sigaddset(&set, SIGALRM); + sigprocmask(SIG_BLOCK, &set, &old_set); + + do { + ret = posix_fallocate(fd, 0, size); + } while (ret == EINTR); + + sigprocmask(SIG_SETMASK, &old_set, NULL); + + if (ret == 0) { + return 0; + } else if (ret != EINVAL && errno != EOPNOTSUPP) { + return -1; + } +#endif + + if (ftruncate(fd, size) < 0) { + return -1; + } + return 0; +} + +static int CreateTempFD(off_t size) +{ + int fd; + +#ifdef HAVE_MEMFD_CREATE + fd = memfd_create("SDL", MFD_CLOEXEC | MFD_ALLOW_SEALING); + if (fd >= 0) { + fcntl(fd, F_ADD_SEALS, F_SEAL_SHRINK | F_SEAL_SEAL); + } else +#endif + { + static const char template[] = "/sdl-shared-XXXXXX"; + char *xdg_path; + char tmp_path[PATH_MAX]; + + xdg_path = SDL_getenv("XDG_RUNTIME_DIR"); + if (!xdg_path) { + return -1; + } + + SDL_strlcpy(tmp_path, xdg_path, PATH_MAX); + SDL_strlcat(tmp_path, template, PATH_MAX); + + fd = mkostemp(tmp_path, O_CLOEXEC); + if (fd < 0) { + return -1; + } + + /* Need to manually unlink the temp files, or they can persist after close and fill up the temp storage. */ + unlink(tmp_path); + } + + if (SetTempFileSize(fd, size) < 0) { + close(fd); + return -1; + } + + return fd; +} + +static void buffer_handle_release(void *data, struct wl_buffer *wl_buffer) +{ + /* NOP */ +} + +static struct wl_buffer_listener buffer_listener = { + buffer_handle_release +}; + +int Wayland_AllocSHMBuffer(int width, int height, struct Wayland_SHMBuffer *shmBuffer) +{ + SDL_VideoDevice *vd = SDL_GetVideoDevice(); + SDL_VideoData *data = vd->driverdata; + struct wl_shm_pool *shm_pool; + int shm_fd; + int stride; + const Uint32 SHM_FMT = WL_SHM_FORMAT_ARGB8888; + + if (!shmBuffer) { + return SDL_InvalidParamError("shmBuffer"); + } + + stride = width * 4; + shmBuffer->shm_data_size = stride * height; + + shm_fd = CreateTempFD(shmBuffer->shm_data_size); + if (shm_fd < 0) { + return SDL_SetError("Creating SHM buffer failed."); + } + + shmBuffer->shm_data = mmap(NULL, shmBuffer->shm_data_size, PROT_READ | PROT_WRITE, MAP_SHARED, shm_fd, 0); + if (shmBuffer->shm_data == MAP_FAILED) { + shmBuffer->shm_data = NULL; + close(shm_fd); + return SDL_SetError("mmap() failed."); + } + + SDL_assert(shmBuffer->shm_data != NULL); + + shm_pool = wl_shm_create_pool(data->shm, shm_fd, shmBuffer->shm_data_size); + shmBuffer->wl_buffer = wl_shm_pool_create_buffer(shm_pool, 0, width, height, stride, SHM_FMT); + wl_buffer_add_listener(shmBuffer->wl_buffer, &buffer_listener, shmBuffer); + + wl_shm_pool_destroy(shm_pool); + close(shm_fd); + + return 0; +} + +void Wayland_ReleaseSHMBuffer(struct Wayland_SHMBuffer *shmBuffer) +{ + if (shmBuffer) { + if (shmBuffer->wl_buffer) { + wl_buffer_destroy(shmBuffer->wl_buffer); + shmBuffer->wl_buffer = NULL; + } + if (shmBuffer->shm_data) { + munmap(shmBuffer->shm_data, shmBuffer->shm_data_size); + shmBuffer->shm_data = NULL; + } + shmBuffer->shm_data_size = 0; + } +} + +#endif \ No newline at end of file diff --git a/src/video/wayland/SDL_waylandshmbuffer.h b/src/video/wayland/SDL_waylandshmbuffer.h new file mode 100644 index 0000000..fb6649a --- /dev/null +++ b/src/video/wayland/SDL_waylandshmbuffer.h @@ -0,0 +1,34 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#ifndef SDL_waylandshmbuffer_h_ +#define SDL_waylandshmbuffer_h_ + +struct Wayland_SHMBuffer +{ + struct wl_buffer *wl_buffer; + void *shm_data; + int shm_data_size; +}; + +/* Allocates an SHM buffer with the format WL_SHM_FORMAT_ARGB8888 */ +extern int Wayland_AllocSHMBuffer(int width, int height, struct Wayland_SHMBuffer *shmBuffer); +extern void Wayland_ReleaseSHMBuffer(struct Wayland_SHMBuffer *shmBuffer); + +#endif \ No newline at end of file diff --git a/src/video/wayland/SDL_waylandsym.h b/src/video/wayland/SDL_waylandsym.h index 8565e70..13fc0d8 100644 --- a/src/video/wayland/SDL_waylandsym.h +++ b/src/video/wayland/SDL_waylandsym.h @@ -146,6 +146,7 @@ SDL_WAYLAND_SYM(struct xkb_compose_table *, xkb_compose_table_new_from_locale, ( const char *locale, enum xkb_compose_compile_flags) ) SDL_WAYLAND_SYM(void, xkb_compose_table_unref, (struct xkb_compose_table *) ) SDL_WAYLAND_SYM(struct xkb_compose_state *, xkb_compose_state_new, (struct xkb_compose_table *, enum xkb_compose_state_flags) ) +SDL_WAYLAND_SYM(void, xkb_compose_state_reset, (struct xkb_compose_state *) ) SDL_WAYLAND_SYM(void, xkb_compose_state_unref, (struct xkb_compose_state *) ) SDL_WAYLAND_SYM(enum xkb_compose_feed_result, xkb_compose_state_feed, (struct xkb_compose_state *, xkb_keysym_t) ) SDL_WAYLAND_SYM(enum xkb_compose_status, xkb_compose_state_get_status, (struct xkb_compose_state *) ) diff --git a/src/video/wayland/SDL_waylandvideo.c b/src/video/wayland/SDL_waylandvideo.c index 31f01cd..1d525be 100644 --- a/src/video/wayland/SDL_waylandvideo.c +++ b/src/video/wayland/SDL_waylandvideo.c @@ -58,6 +58,8 @@ #include "viewporter-client-protocol.h" #include "primary-selection-unstable-v1-client-protocol.h" #include "fractional-scale-v1-client-protocol.h" +#include "cursor-shape-v1-client-protocol.h" +#include "xdg-toplevel-icon-v1-client-protocol.h" #ifdef HAVE_LIBDECOR_H #include @@ -275,6 +277,7 @@ static SDL_VideoDevice *Wayland_CreateDevice(void) device->SetWindowMaximumSize = Wayland_SetWindowMaximumSize; device->SetWindowModalFor = Wayland_SetWindowModalFor; device->SetWindowTitle = Wayland_SetWindowTitle; + device->SetWindowIcon = Wayland_SetWindowIcon; device->GetWindowSizeInPixels = Wayland_GetWindowSizeInPixels; device->DestroyWindow = Wayland_DestroyWindow; device->SetWindowHitTest = Wayland_SetWindowHitTest; @@ -737,6 +740,7 @@ static void Wayland_free_display(SDL_VideoData *d, uint32_t id) int num_displays = SDL_GetNumVideoDisplays(); SDL_VideoDisplay *display; SDL_WaylandOutputData *data; + SDL_Window *window; int i; for (i = 0; i < num_displays; i += 1) { @@ -756,6 +760,14 @@ static void Wayland_free_display(SDL_VideoData *d, uint32_t id) } } } + + /* Surface leave events may be implicit when an output is destroyed, so make sure that + * no windows retain a reference to a destroyed output. + */ + for (window = SDL_GetVideoDevice()->windows; window; window = window->next) { + Wayland_RemoveOutputFromWindow(window->driverdata, data->output); + } + if (data->xdg_output) { zxdg_output_v1_destroy(data->xdg_output); } @@ -837,7 +849,7 @@ static void display_handle_global(void *data, struct wl_registry *registry, uint } else if (SDL_strcmp(interface, "wl_seat") == 0) { Wayland_display_add_input(d, id, version); } else if (SDL_strcmp(interface, "xdg_wm_base") == 0) { - d->shell.xdg = wl_registry_bind(d->registry, id, &xdg_wm_base_interface, SDL_min(version, 3)); + d->shell.xdg = wl_registry_bind(d->registry, id, &xdg_wm_base_interface, SDL_min(version, 5)); xdg_wm_base_add_listener(d->shell.xdg, &shell_listener_xdg, NULL); } else if (SDL_strcmp(interface, "wl_shm") == 0) { d->shm = wl_registry_bind(registry, id, &wl_shm_interface, 1); @@ -870,6 +882,13 @@ static void display_handle_global(void *data, struct wl_registry *registry, uint d->viewporter = wl_registry_bind(d->registry, id, &wp_viewporter_interface, 1); } else if (SDL_strcmp(interface, "wp_fractional_scale_manager_v1") == 0) { d->fractional_scale_manager = wl_registry_bind(d->registry, id, &wp_fractional_scale_manager_v1_interface, 1); + } else if (SDL_strcmp(interface, "wp_cursor_shape_manager_v1") == 0) { + d->cursor_shape_manager = wl_registry_bind(d->registry, id, &wp_cursor_shape_manager_v1_interface, 1); + if (d->input) { + Wayland_CreateCursorShapeDevice(d->input); + } + } else if (SDL_strcmp(interface, "xdg_toplevel_icon_manager_v1") == 0) { + d->xdg_toplevel_icon_manager_v1 = wl_registry_bind(d->registry, id, &xdg_toplevel_icon_manager_v1_interface, 1); #ifdef SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH } else if (SDL_strcmp(interface, "qt_touch_extension") == 0) { Wayland_touch_create(d, id); @@ -1113,6 +1132,16 @@ static void Wayland_VideoCleanup(_THIS) data->fractional_scale_manager = NULL; } + if (data->cursor_shape_manager) { + wp_cursor_shape_manager_v1_destroy(data->cursor_shape_manager); + data->cursor_shape_manager = NULL; + } + + if (data->xdg_toplevel_icon_manager_v1) { + xdg_toplevel_icon_manager_v1_destroy(data->xdg_toplevel_icon_manager_v1); + data->xdg_toplevel_icon_manager_v1 = NULL; + } + if (data->compositor) { wl_compositor_destroy(data->compositor); data->compositor = NULL; diff --git a/src/video/wayland/SDL_waylandvideo.h b/src/video/wayland/SDL_waylandvideo.h index f4247d1..13e9b35 100644 --- a/src/video/wayland/SDL_waylandvideo.h +++ b/src/video/wayland/SDL_waylandvideo.h @@ -70,6 +70,7 @@ typedef struct } shell; struct zwp_relative_pointer_manager_v1 *relative_pointer_manager; struct zwp_pointer_constraints_v1 *pointer_constraints; + struct wp_cursor_shape_manager_v1 *cursor_shape_manager; struct wl_data_device_manager *data_device_manager; struct zwp_primary_selection_device_manager_v1 *primary_selection_device_manager; struct zxdg_decoration_manager_v1 *decoration_manager; @@ -77,6 +78,7 @@ typedef struct struct zwp_idle_inhibit_manager_v1 *idle_inhibit_manager; struct xdg_activation_v1 *activation_manager; struct zwp_text_input_manager_v3 *text_input_manager; + struct xdg_toplevel_icon_manager_v1 *xdg_toplevel_icon_manager_v1; struct zxdg_output_manager_v1 *xdg_output_manager; struct wp_viewporter *viewporter; struct wp_fractional_scale_manager_v1 *fractional_scale_manager; diff --git a/src/video/wayland/SDL_waylandwindow.c b/src/video/wayland/SDL_waylandwindow.c index d1acdd1..d208c1a 100644 --- a/src/video/wayland/SDL_waylandwindow.c +++ b/src/video/wayland/SDL_waylandwindow.c @@ -31,6 +31,7 @@ #include "SDL_waylandwindow.h" #include "SDL_waylandvideo.h" #include "SDL_waylandtouch.h" +#include "SDL_waylandshmbuffer.h" #include "SDL_hints.h" #include "../../SDL_hints_c.h" #include "SDL_events.h" @@ -41,6 +42,7 @@ #include "xdg-activation-v1-client-protocol.h" #include "viewporter-client-protocol.h" #include "fractional-scale-v1-client-protocol.h" +#include "xdg-toplevel-icon-v1-client-protocol.h" #ifdef HAVE_LIBDECOR_H #include @@ -536,6 +538,13 @@ static void handle_configure_xdg_toplevel(void *data, */ width = wind->floating_width; height = wind->floating_height; + + /* Clamp resizable windows to the toplevel bounds when mapping, if any were sent. */ + if ((window->flags & (SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE)) && + wind->toplevel_bounds_width && wind->toplevel_bounds_height) { + width = SDL_min(width, wind->toplevel_bounds_width); + height = SDL_min(height, wind->toplevel_bounds_height); + } } /* xdg_toplevel spec states that this is a suggestion. @@ -612,9 +621,28 @@ static void handle_close_xdg_toplevel(void *data, struct xdg_toplevel *xdg_tople SDL_SendWindowEvent(window->sdlwindow, SDL_WINDOWEVENT_CLOSE, 0, 0); } +static void handle_xdg_toplevel_configure_bounds(void *data, + struct xdg_toplevel *xdg_toplevel, + int32_t width, + int32_t height) +{ + SDL_WindowData *window = (SDL_WindowData *)data; + window->toplevel_bounds_width = width; + window->toplevel_bounds_height = height; +} + +static void handle_xdg_toplevel_wm_capabilities(void *data, + struct xdg_toplevel *xdg_toplevel, + struct wl_array *capabilities) +{ + /* NOP */ +} + static const struct xdg_toplevel_listener toplevel_listener_xdg = { handle_configure_xdg_toplevel, - handle_close_xdg_toplevel + handle_close_xdg_toplevel, + handle_xdg_toplevel_configure_bounds, + handle_xdg_toplevel_wm_capabilities }; static void handle_configure_xdg_popup(void *data, @@ -1035,39 +1063,11 @@ static void Wayland_move_window(SDL_Window *window, } } -static void handle_surface_enter(void *data, struct wl_surface *surface, - struct wl_output *output) -{ - SDL_WindowData *window = data; - SDL_WaylandOutputData *driverdata = wl_output_get_user_data(output); - - if (!SDL_WAYLAND_own_output(output) || !SDL_WAYLAND_own_surface(surface)) { - return; - } - - window->outputs = SDL_realloc(window->outputs, - sizeof(SDL_WaylandOutputData *) * (window->num_outputs + 1)); - window->outputs[window->num_outputs++] = driverdata; - - /* Update the scale factor after the move so that fullscreen outputs are updated. */ - Wayland_move_window(window->sdlwindow, driverdata); - - if (!window->fractional_scale) { - update_scale_factor(window); - } -} - -static void handle_surface_leave(void *data, struct wl_surface *surface, - struct wl_output *output) +void Wayland_RemoveOutputFromWindow(SDL_WindowData *window, struct wl_output *output) { - SDL_WindowData *window = data; int i, send_move_event = 0; SDL_WaylandOutputData *driverdata = wl_output_get_user_data(output); - if (!SDL_WAYLAND_own_output(output) || !SDL_WAYLAND_own_surface(surface)) { - return; - } - for (i = 0; i < window->num_outputs; i++) { if (window->outputs[i] == driverdata) { /* remove this one */ if (i == (window->num_outputs - 1)) { @@ -1096,6 +1096,40 @@ static void handle_surface_leave(void *data, struct wl_surface *surface, } } +static void handle_surface_enter(void *data, struct wl_surface *surface, + struct wl_output *output) +{ + SDL_WindowData *window = data; + SDL_WaylandOutputData *driverdata = wl_output_get_user_data(output); + + if (!SDL_WAYLAND_own_output(output) || !SDL_WAYLAND_own_surface(surface)) { + return; + } + + window->outputs = SDL_realloc(window->outputs, + sizeof(SDL_WaylandOutputData *) * (window->num_outputs + 1)); + window->outputs[window->num_outputs++] = driverdata; + + /* Update the scale factor after the move so that fullscreen outputs are updated. */ + Wayland_move_window(window->sdlwindow, driverdata); + + if (!window->fractional_scale) { + update_scale_factor(window); + } +} + +static void handle_surface_leave(void *data, struct wl_surface *surface, + struct wl_output *output) +{ + SDL_WindowData *window = (SDL_WindowData *)data; + + if (!SDL_WAYLAND_own_output(output) || !SDL_WAYLAND_own_surface(surface)) { + return; + } + + Wayland_RemoveOutputFromWindow(window, output); +} + static const struct wl_surface_listener surface_listener = { handle_surface_enter, handle_surface_leave @@ -1267,6 +1301,12 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window) } else { libdecor_frame_set_app_id(data->shell_surface.libdecor.frame, c->classname); libdecor_frame_map(data->shell_surface.libdecor.frame); + + if (c->xdg_toplevel_icon_manager_v1 && data->xdg_toplevel_icon_v1) { + xdg_toplevel_icon_manager_v1_set_icon(c->xdg_toplevel_icon_manager_v1, + libdecor_frame_get_xdg_toplevel(data->shell_surface.libdecor.frame), + data->xdg_toplevel_icon_v1); + } } } else #endif @@ -1311,6 +1351,12 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window) xdg_toplevel_set_app_id(data->shell_surface.xdg.roleobj.toplevel, c->classname); xdg_toplevel_add_listener(data->shell_surface.xdg.roleobj.toplevel, &toplevel_listener_xdg, data); + if (c->xdg_toplevel_icon_manager_v1 && data->xdg_toplevel_icon_v1) { + xdg_toplevel_icon_manager_v1_set_icon(c->xdg_toplevel_icon_manager_v1, + data->shell_surface.xdg.roleobj.toplevel, + data->xdg_toplevel_icon_v1); + } + SetMinMaxDimensions(window, SDL_FALSE); } } @@ -1338,6 +1384,12 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window) } else #endif if (c->shell.xdg) { + /* Create the window decorations */ + if (data->shell_surface_type != WAYLAND_SURFACE_XDG_POPUP && data->shell_surface.xdg.roleobj.toplevel && c->decoration_manager) { + data->server_decoration = zxdg_decoration_manager_v1_get_toplevel_decoration(c->decoration_manager, data->shell_surface.xdg.roleobj.toplevel); + zxdg_toplevel_decoration_v1_add_listener(data->server_decoration, &decoration_listener, window); + } + /* Unlike libdecor we need to call this explicitly to prevent a deadlock. * libdecor will call this as part of their configure event! * -flibit @@ -1349,14 +1401,6 @@ void Wayland_ShowWindow(_THIS, SDL_Window *window) WAYLAND_wl_display_dispatch(c->display); } } - - /* Create the window decorations */ - if (data->shell_surface_type != WAYLAND_SURFACE_XDG_POPUP && data->shell_surface.xdg.roleobj.toplevel && c->decoration_manager) { - data->server_decoration = zxdg_decoration_manager_v1_get_toplevel_decoration(c->decoration_manager, data->shell_surface.xdg.roleobj.toplevel); - zxdg_toplevel_decoration_v1_add_listener(data->server_decoration, - &decoration_listener, - window); - } } else { /* Nothing to see here, just commit. */ wl_surface_commit(data->surface); @@ -2166,6 +2210,46 @@ void Wayland_SetWindowTitle(_THIS, SDL_Window *window) WAYLAND_wl_display_flush(viddata->display); } +void Wayland_SetWindowIcon(SDL_VideoDevice *_this, SDL_Window *window, SDL_Surface *icon) +{ + SDL_WindowData *wind = window->driverdata; + SDL_VideoData *viddata = _this->driverdata; + struct xdg_toplevel *toplevel = NULL; + + if (!viddata->xdg_toplevel_icon_manager_v1) { + SDL_SetError("wayland: cannot set icon; xdg_toplevel_icon_v1 protocol not supported"); + return; + } + if (icon->w != icon->h) { + SDL_SetError("wayland: icon width and height must be equal, got %ix%i", icon->w, icon->h); + return; + } + if (wind->xdg_toplevel_icon_v1) { + xdg_toplevel_icon_v1_destroy(wind->xdg_toplevel_icon_v1); + wind->xdg_toplevel_icon_v1 = NULL; + } + + Wayland_ReleaseSHMBuffer(&wind->icon); + if (Wayland_AllocSHMBuffer(icon->w, icon->h, &wind->icon) != 0) { + SDL_SetError("wayland: failed to allocate SHM buffer for the icon"); + return; + } + SDL_PremultiplyAlpha(icon->w, icon->h, icon->format->format, icon->pixels, icon->pitch, SDL_PIXELFORMAT_ARGB8888, wind->icon.shm_data, icon->w * 4); + wind->xdg_toplevel_icon_v1 = xdg_toplevel_icon_manager_v1_create_icon(viddata->xdg_toplevel_icon_manager_v1); + xdg_toplevel_icon_v1_add_buffer(wind->xdg_toplevel_icon_v1, wind->icon.wl_buffer, 1); +#ifdef HAVE_LIBDECOR_H + if (wind->shell_surface_type == WAYLAND_SURFACE_LIBDECOR && wind->shell_surface.libdecor.frame) { + toplevel = libdecor_frame_get_xdg_toplevel(wind->shell_surface.libdecor.frame); + } else +#endif + if (wind->shell_surface_type == WAYLAND_SURFACE_XDG_TOPLEVEL && wind->shell_surface.xdg.roleobj.toplevel) { + toplevel = wind->shell_surface.xdg.roleobj.toplevel; + } + if (toplevel) { + xdg_toplevel_icon_manager_v1_set_icon(viddata->xdg_toplevel_icon_manager_v1, toplevel, wind->xdg_toplevel_icon_v1); + } +} + void Wayland_SuspendScreenSaver(_THIS) { SDL_VideoData *data = (SDL_VideoData *)_this->driverdata; @@ -2234,6 +2318,12 @@ void Wayland_DestroyWindow(_THIS, SDL_Window *window) wp_fractional_scale_v1_destroy(wind->fractional_scale); } + if (wind->xdg_toplevel_icon_v1) { + xdg_toplevel_icon_v1_destroy(wind->xdg_toplevel_icon_v1); + } + + Wayland_ReleaseSHMBuffer(&wind->icon); + SDL_free(wind->outputs); if (wind->gles_swap_frame_callback) { diff --git a/src/video/wayland/SDL_waylandwindow.h b/src/video/wayland/SDL_waylandwindow.h index 1ae0efd..618fd21 100644 --- a/src/video/wayland/SDL_waylandwindow.h +++ b/src/video/wayland/SDL_waylandwindow.h @@ -29,6 +29,7 @@ #include "../../events/SDL_touch_c.h" #include "SDL_waylandvideo.h" +#include "SDL_waylandshmbuffer.h" struct SDL_WaylandInput; @@ -89,6 +90,9 @@ typedef struct struct xdg_activation_token_v1 *activation_token; struct wp_viewport *draw_viewport; struct wp_fractional_scale_v1 *fractional_scale; + struct xdg_toplevel_icon_v1 *xdg_toplevel_icon_v1; + + struct Wayland_SHMBuffer icon; /* floating dimensions for restoring from maximized and fullscreen */ int floating_width, floating_height; @@ -110,13 +114,15 @@ typedef struct int window_width, window_height; int system_min_required_width; int system_min_required_height; + int toplevel_bounds_width; + int toplevel_bounds_height; SDL_bool needs_resize_event; SDL_bool floating_resize_pending; SDL_bool was_floating; SDL_bool is_fullscreen; SDL_bool in_fullscreen_transition; Uint32 fullscreen_flags; - SDL_bool double_buffer; + SDL_bool double_buffer; } SDL_WindowData; extern void Wayland_ShowWindow(_THIS, SDL_Window *window); @@ -142,11 +148,13 @@ extern int Wayland_SetWindowModalFor(_THIS, SDL_Window *modal_window, SDL_Window extern void Wayland_SetWindowTitle(_THIS, SDL_Window *window); extern void Wayland_DestroyWindow(_THIS, SDL_Window *window); extern void Wayland_SuspendScreenSaver(_THIS); +extern void Wayland_SetWindowIcon(_THIS, SDL_Window *window, SDL_Surface *icon); extern SDL_bool Wayland_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info); extern int Wayland_SetWindowHitTest(SDL_Window *window, SDL_bool enabled); extern int Wayland_FlashWindow(_THIS, SDL_Window *window, SDL_FlashOperation operation); +extern void Wayland_RemoveOutputFromWindow(SDL_WindowData *window, struct wl_output *output); extern void Wayland_InitWin(SDL_VideoData *data); extern void Wayland_QuitWin(SDL_VideoData *data); diff --git a/src/video/windows/SDL_windowsevents.c b/src/video/windows/SDL_windowsevents.c index 6f77ff7..559c121 100644 --- a/src/video/windows/SDL_windowsevents.c +++ b/src/video/windows/SDL_windowsevents.c @@ -318,7 +318,10 @@ static SDL_Scancode WindowsScanCodeToSDLScanCode(LPARAM lParam, WPARAM wParam) * value set, however we cannot simply map these in VKeytoScancode() or we will be * incorrectly handling the arrow keys on the number pad when NumLock is disabled * (which also generate VK_LEFT, VK_RIGHT, etc in that scenario). Instead, we'll only - * map them if none of the above special number pad mappings applied. */ + * map them if none of the above special number pad mappings applied. + * + * WIN+V (clipboard history feature) can also send Ctrl-V without a scancode value set. + */ if (code == SDL_SCANCODE_UNKNOWN) { code = VKeytoScancodeFallback(wParam); } @@ -638,8 +641,9 @@ WIN_KeyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam) if (nCode < 0 || nCode != HC_ACTION) { return CallNextHookEx(NULL, nCode, wParam, lParam); } + if (hookData->scanCode == 0x21d) { - // Skip fake LCtrl when RAlt is pressed + /* Skip fake LCtrl when RAlt is pressed */ return 1; } @@ -697,36 +701,37 @@ WIN_KeyboardHookProc(int nCode, WPARAM wParam, LPARAM lParam) #endif /*!defined(__XBOXONE__) && !defined(__XBOXSERIES__)*/ -// Return 1 if spruious LCtrl is pressed -// LCtrl is sent when RAltGR is pressed -int skip_bad_lcrtl(WPARAM wParam, LPARAM lParam) +/* Return SDL_TRUE if spurious LCtrl is pressed. LCtrl is sent when RAltGR is pressed. */ +static SDL_bool SkipAltGrLeftControl(WPARAM wParam, LPARAM lParam) { MSG next_msg; DWORD msg_time; + if (wParam != VK_CONTROL) { - return 0; + return SDL_FALSE; } - // Is this an extended key (i.e. right key)? - if (lParam & 0x01000000) - return 0; - // Here is a trick: "Alt Gr" sends LCTRL, then RALT. We only - // want the RALT message, so we try to see if the next message - // is a RALT message. In that case, this is a false LCTRL! + /* Is this an extended key (i.e. right key)? */ + if (lParam & 0x01000000) { + return SDL_FALSE; + } + +#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__) + /* Here is a trick: "Alt Gr" sends LCTRL, then RALT. We only + want the RALT message, so we try to see if the next message + is a RALT message. In that case, this is a false LCTRL! */ msg_time = GetMessageTime(); if (PeekMessage(&next_msg, NULL, 0, 0, PM_NOREMOVE)) { if (next_msg.message == WM_KEYDOWN || next_msg.message == WM_SYSKEYDOWN) { - if (next_msg.wParam == VK_MENU && - (next_msg.lParam & 0x01000000) && - next_msg.time == msg_time) { - // Next message is a RALT down message, which - // means that this is NOT a proper LCTRL message! - return 1; + if (next_msg.wParam == VK_MENU && (next_msg.lParam & 0x01000000) && next_msg.time == msg_time) { + /* Next message is a RALT down message, which means that this is NOT a proper LCTRL message! */ + return SDL_TRUE; } } } - return 0; +#endif // !defined(__XBOXONE__) && !defined(__XBOXSERIES__) + return SDL_FALSE; } LRESULT CALLBACK @@ -1046,7 +1051,7 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) SDL_Scancode code = WindowsScanCodeToSDLScanCode(lParam, wParam); const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); - if (skip_bad_lcrtl(wParam, lParam)) { + if (SkipAltGrLeftControl(wParam, lParam)) { returnCode = 0; break; } @@ -1073,7 +1078,7 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) SDL_Scancode code = WindowsScanCodeToSDLScanCode(lParam, wParam); const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); - if (skip_bad_lcrtl(wParam, lParam)) { + if (SkipAltGrLeftControl(wParam, lParam)) { returnCode = 0; break; } diff --git a/src/video/windows/SDL_windowsmodes.c b/src/video/windows/SDL_windowsmodes.c index 0c4334f..adc3902 100644 --- a/src/video/windows/SDL_windowsmodes.c +++ b/src/video/windows/SDL_windowsmodes.c @@ -193,19 +193,8 @@ static SDL_bool WIN_GetDisplayMode(_THIS, LPCWSTR deviceName, DWORD index, SDL_D return SDL_TRUE; } -/* The win32 API calls in this function require Windows Vista or later. */ -/* *INDENT-OFF* */ /* clang-format off */ -typedef LONG (WINAPI *SDL_WIN32PROC_GetDisplayConfigBufferSizes)(UINT32 flags, UINT32* numPathArrayElements, UINT32* numModeInfoArrayElements); -typedef LONG (WINAPI *SDL_WIN32PROC_QueryDisplayConfig)(UINT32 flags, UINT32* numPathArrayElements, DISPLAYCONFIG_PATH_INFO* pathArray, UINT32* numModeInfoArrayElements, DISPLAYCONFIG_MODE_INFO* modeInfoArray, DISPLAYCONFIG_TOPOLOGY_ID* currentTopologyId); -typedef LONG (WINAPI *SDL_WIN32PROC_DisplayConfigGetDeviceInfo)(DISPLAYCONFIG_DEVICE_INFO_HEADER* requestPacket); -/* *INDENT-ON* */ /* clang-format on */ - -static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) +static char *WIN_GetDisplayNameVista(SDL_VideoData *videodata, const WCHAR *deviceName) { - void *dll; - SDL_WIN32PROC_GetDisplayConfigBufferSizes pGetDisplayConfigBufferSizes; - SDL_WIN32PROC_QueryDisplayConfig pQueryDisplayConfig; - SDL_WIN32PROC_DisplayConfigGetDeviceInfo pDisplayConfigGetDeviceInfo; DISPLAYCONFIG_PATH_INFO *paths = NULL; DISPLAYCONFIG_MODE_INFO *modes = NULL; char *retval = NULL; @@ -214,21 +203,12 @@ static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) UINT32 i; LONG rc; - dll = SDL_LoadObject("USER32.DLL"); - if (!dll) { + if (!videodata->GetDisplayConfigBufferSizes || !videodata->QueryDisplayConfig || !videodata->DisplayConfigGetDeviceInfo) { return NULL; } - pGetDisplayConfigBufferSizes = (SDL_WIN32PROC_GetDisplayConfigBufferSizes)SDL_LoadFunction(dll, "GetDisplayConfigBufferSizes"); - pQueryDisplayConfig = (SDL_WIN32PROC_QueryDisplayConfig)SDL_LoadFunction(dll, "QueryDisplayConfig"); - pDisplayConfigGetDeviceInfo = (SDL_WIN32PROC_DisplayConfigGetDeviceInfo)SDL_LoadFunction(dll, "DisplayConfigGetDeviceInfo"); - - if (!pGetDisplayConfigBufferSizes || !pQueryDisplayConfig || !pDisplayConfigGetDeviceInfo) { - goto WIN_GetDisplayNameVista_failed; - } - do { - rc = pGetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &pathCount, &modeCount); + rc = videodata->GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &pathCount, &modeCount); if (rc != ERROR_SUCCESS) { goto WIN_GetDisplayNameVista_failed; } @@ -242,7 +222,7 @@ static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) goto WIN_GetDisplayNameVista_failed; } - rc = pQueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &pathCount, paths, &modeCount, modes, 0); + rc = videodata->QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &pathCount, paths, &modeCount, modes, 0); } while (rc == ERROR_INSUFFICIENT_BUFFER); if (rc == ERROR_SUCCESS) { @@ -255,7 +235,7 @@ static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) sourceName.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME; sourceName.header.size = sizeof(sourceName); sourceName.header.id = paths[i].sourceInfo.id; - rc = pDisplayConfigGetDeviceInfo(&sourceName.header); + rc = videodata->DisplayConfigGetDeviceInfo(&sourceName.header); if (rc != ERROR_SUCCESS) { break; } else if (SDL_wcscmp(deviceName, sourceName.viewGdiDeviceName) != 0) { @@ -267,7 +247,7 @@ static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) targetName.header.id = paths[i].targetInfo.id; targetName.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_TARGET_NAME; targetName.header.size = sizeof(targetName); - rc = pDisplayConfigGetDeviceInfo(&targetName.header); + rc = videodata->DisplayConfigGetDeviceInfo(&targetName.header); if (rc == ERROR_SUCCESS) { retval = WIN_StringToUTF8W(targetName.monitorFriendlyDeviceName); /* if we got an empty string, treat it as failure so we'll fallback @@ -283,14 +263,12 @@ static char *WIN_GetDisplayNameVista(const WCHAR *deviceName) SDL_free(paths); SDL_free(modes); - SDL_UnloadObject(dll); return retval; WIN_GetDisplayNameVista_failed: SDL_free(retval); SDL_free(paths); SDL_free(modes); - SDL_UnloadObject(dll); return NULL; } @@ -360,7 +338,7 @@ static void WIN_AddDisplay(_THIS, HMONITOR hMonitor, const MONITORINFOEXW *info, displaydata->IsValid = SDL_TRUE; SDL_zero(display); - display.name = WIN_GetDisplayNameVista(info->szDevice); + display.name = WIN_GetDisplayNameVista(_this->driverdata, info->szDevice); if (!display.name) { DISPLAY_DEVICEW device; SDL_zero(device); diff --git a/src/video/windows/SDL_windowsvideo.c b/src/video/windows/SDL_windowsvideo.c index 7f60dc4..7c02658 100644 --- a/src/video/windows/SDL_windowsvideo.c +++ b/src/video/windows/SDL_windowsvideo.c @@ -139,6 +139,9 @@ static SDL_VideoDevice *WIN_CreateDevice(void) data->GetDpiForWindow = (UINT (WINAPI *)(HWND))SDL_LoadFunction(data->userDLL, "GetDpiForWindow"); data->AreDpiAwarenessContextsEqual = (BOOL (WINAPI *)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT))SDL_LoadFunction(data->userDLL, "AreDpiAwarenessContextsEqual"); data->IsValidDpiAwarenessContext = (BOOL (WINAPI *)(DPI_AWARENESS_CONTEXT))SDL_LoadFunction(data->userDLL, "IsValidDpiAwarenessContext"); + data->GetDisplayConfigBufferSizes = (LONG (WINAPI *)(UINT32,UINT32*,UINT32* ))SDL_LoadFunction(data->userDLL, "GetDisplayConfigBufferSizes"); + data->QueryDisplayConfig = (LONG (WINAPI *)(UINT32,UINT32*,DISPLAYCONFIG_PATH_INFO*,UINT32*,DISPLAYCONFIG_MODE_INFO*,DISPLAYCONFIG_TOPOLOGY_ID*))SDL_LoadFunction(data->userDLL, "QueryDisplayConfig"); + data->DisplayConfigGetDeviceInfo = (LONG (WINAPI *)(DISPLAYCONFIG_DEVICE_INFO_HEADER*))SDL_LoadFunction(data->userDLL, "DisplayConfigGetDeviceInfo"); /* *INDENT-ON* */ /* clang-format on */ } else { SDL_ClearError(); diff --git a/src/video/windows/SDL_windowsvideo.h b/src/video/windows/SDL_windowsvideo.h index 617f116..1818e79 100644 --- a/src/video/windows/SDL_windowsvideo.h +++ b/src/video/windows/SDL_windowsvideo.h @@ -389,6 +389,10 @@ typedef struct SDL_VideoData UINT (WINAPI *GetDpiForWindow)( HWND ); BOOL (WINAPI *AreDpiAwarenessContextsEqual)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT); BOOL (WINAPI *IsValidDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); + /* DisplayConfig functions */ + LONG (WINAPI *GetDisplayConfigBufferSizes)( UINT32, UINT32*, UINT32* ); + LONG (WINAPI *QueryDisplayConfig)( UINT32, UINT32*, DISPLAYCONFIG_PATH_INFO*, UINT32*, DISPLAYCONFIG_MODE_INFO*, DISPLAYCONFIG_TOPOLOGY_ID*); + LONG (WINAPI *DisplayConfigGetDeviceInfo)( DISPLAYCONFIG_DEVICE_INFO_HEADER*); /* *INDENT-ON* */ /* clang-format on */ void *shcoreDLL; diff --git a/src/video/winrt/SDL_winrtmessagebox.cpp b/src/video/winrt/SDL_winrtmessagebox.cpp index 7ef5478..b8469a7 100644 --- a/src/video/winrt/SDL_winrtmessagebox.cpp +++ b/src/video/winrt/SDL_winrtmessagebox.cpp @@ -35,7 +35,7 @@ using namespace Windows::Foundation; using namespace Windows::UI::Popups; static String ^ WINRT_UTF8ToPlatformString(const char *str) { - wchar_t *wstr = WIN_UTF8ToString(str); + wchar_t *wstr = WIN_UTF8ToStringW(str); String ^ rtstr = ref new String(wstr); SDL_free(wstr); return rtstr; diff --git a/src/video/winrt/SDL_winrtvideo.cpp b/src/video/winrt/SDL_winrtvideo.cpp index e7bdadb..3edf770 100644 --- a/src/video/winrt/SDL_winrtvideo.cpp +++ b/src/video/winrt/SDL_winrtvideo.cpp @@ -321,7 +321,7 @@ static int WINRT_AddDisplaysForOutput(_THIS, IDXGIAdapter1 *dxgiAdapter1, int ou WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr); goto done; } else { - displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName); + displayName = WIN_StringToUTF8W(dxgiOutputDesc.DeviceName); display.name = displayName; WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode); display.current_mode = display.desktop_mode; diff --git a/src/video/x11/SDL_x11messagebox.c b/src/video/x11/SDL_x11messagebox.c index 5868493..9dd2887 100644 --- a/src/video/x11/SDL_x11messagebox.c +++ b/src/video/x11/SDL_x11messagebox.c @@ -125,12 +125,15 @@ static SDL_INLINE int IntMax(int a, int b) /* Return width and height for a string. */ static void GetTextWidthHeight(SDL_MessageBoxDataX11 *data, const char *str, int nbytes, int *pwidth, int *pheight) { +#ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { XRectangle overall_ink, overall_logical; X11_Xutf8TextExtents(data->font_set, str, nbytes, &overall_ink, &overall_logical); *pwidth = overall_logical.width; *pheight = overall_logical.height; - } else { + } else +#endif + { XCharStruct text_structure; int font_direction, font_ascent, font_descent; X11_XTextExtents(data->font_struct, str, nbytes, @@ -186,6 +189,7 @@ static int X11_MessageBoxInit(SDL_MessageBoxDataX11 *data, const SDL_MessageBoxD return SDL_SetError("Couldn't open X11 display"); } +#ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { char **missing = NULL; int num_missing = 0; @@ -197,7 +201,9 @@ static int X11_MessageBoxInit(SDL_MessageBoxDataX11 *data, const SDL_MessageBoxD if (!data->font_set) { return SDL_SetError("Couldn't load font %s", g_MessageBoxFont); } - } else { + } else +#endif + { data->font_struct = X11_XLoadQueryFont(data->display, g_MessageBoxFontLatin1); if (!data->font_struct) { return SDL_SetError("Couldn't load font %s", g_MessageBoxFontLatin1); @@ -536,11 +542,14 @@ static void X11_MessageBoxDraw(SDL_MessageBoxDataX11 *data, GC ctx) for (i = 0; i < data->numlines; i++) { TextLineData *plinedata = &data->linedata[i]; +#ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { X11_Xutf8DrawString(display, window, data->font_set, ctx, data->xtext, data->ytext + i * data->text_height, plinedata->text, plinedata->length); - } else { + } else +#endif + { X11_XDrawString(display, window, ctx, data->xtext, data->ytext + i * data->text_height, plinedata->text, plinedata->length); @@ -565,12 +574,15 @@ static void X11_MessageBoxDraw(SDL_MessageBoxDataX11 *data, GC ctx) X11_XSetForeground(display, ctx, (data->mouse_over_index == i) ? data->color[SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED] : data->color[SDL_MESSAGEBOX_COLOR_TEXT]); +#ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { X11_Xutf8DrawString(display, window, data->font_set, ctx, buttondatax11->x + offset, buttondatax11->y + offset, buttondata->text, buttondatax11->length); - } else { + } else +#endif + { X11_XDrawString(display, window, ctx, buttondatax11->x + offset, buttondatax11->y + offset, buttondata->text, buttondatax11->length); @@ -604,12 +616,17 @@ static int X11_MessageBoxLoop(SDL_MessageBoxDataX11 *data) SDL_bool has_focus = SDL_TRUE; KeySym last_key_pressed = XK_VoidSymbol; unsigned long gcflags = GCForeground | GCBackground; +#ifdef X_HAVE_UTF8_STRING + const int have_utf8 = SDL_X11_HAVE_UTF8; +#else + const int have_utf8 = 0; +#endif SDL_zero(ctx_vals); ctx_vals.foreground = data->color[SDL_MESSAGEBOX_COLOR_BACKGROUND]; ctx_vals.background = data->color[SDL_MESSAGEBOX_COLOR_BACKGROUND]; - if (!SDL_X11_HAVE_UTF8) { + if (!have_utf8) { gcflags |= GCFont; ctx_vals.font = data->font_struct->fid; } diff --git a/src/video/x11/SDL_x11sym.h b/src/video/x11/SDL_x11sym.h index cc1a658..2fc12ce 100644 --- a/src/video/x11/SDL_x11sym.h +++ b/src/video/x11/SDL_x11sym.h @@ -99,7 +99,7 @@ SDL_X11_SYM(Status,XInitThreads,(void),(),return) SDL_X11_SYM(int,XPeekEvent,(Display* a,XEvent* b),(a,b),return) SDL_X11_SYM(int,XPending,(Display* a),(a),return) SDL_X11_SYM(int,XPutImage,(Display* a,Drawable b,GC c,XImage* d,int e,int f,int g,int h,unsigned int i,unsigned int j),(a,b,c,d,e,f,g,h,i,j),return) -SDL_X11_SYM(int,XQueryKeymap,(Display* a,char *b),(a,b),return) +SDL_X11_SYM(int,XQueryKeymap,(Display* a,char b[32]),(a,b),return) SDL_X11_SYM(Bool,XQueryPointer,(Display* a,Window b,Window* c,Window* d,int* e,int* f,int* g,int* h,unsigned int* i),(a,b,c,d,e,f,g,h,i),return) SDL_X11_SYM(int,XRaiseWindow,(Display* a,Window b),(a,b),return) SDL_X11_SYM(int,XReparentWindow,(Display* a,Window b,Window c,int d,int e),(a,b,c,d,e),return) diff --git a/src/video/x11/SDL_x11window.c b/src/video/x11/SDL_x11window.c index a32ea48..cde53c4 100644 --- a/src/video/x11/SDL_x11window.c +++ b/src/video/x11/SDL_x11window.c @@ -285,8 +285,8 @@ static int SetupWindowData(_THIS, SDL_Window *window, Window w, BOOL created) 1) * sizeof(*windowlist)); if (!windowlist) { - SDL_free(data); - return SDL_OutOfMemory(); + SDL_OutOfMemory(); + goto error_cleanup; } windowlist[numwindows] = data; videodata->numwindows++; @@ -331,9 +331,45 @@ static int SetupWindowData(_THIS, SDL_Window *window, Window w, BOOL created) } } +#if defined(SDL_VIDEO_OPENGL_ES) || defined(SDL_VIDEO_OPENGL_ES2) || defined(SDL_VIDEO_OPENGL_EGL) + if ((window->flags & SDL_WINDOW_OPENGL) && + ((_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES) || + SDL_GetHintBoolean(SDL_HINT_VIDEO_X11_FORCE_EGL, SDL_FALSE)) +#ifdef SDL_VIDEO_OPENGL_GLX + && (!_this->gl_data || X11_GL_UseEGL(_this) ) +#endif + ) { +#ifdef SDL_VIDEO_OPENGL_EGL + if (!_this->egl_data) { + goto error_cleanup; + } + + /* Create the GLES window surface */ + data->egl_surface = SDL_EGL_CreateSurface(_this, (NativeWindowType)w); + + if (data->egl_surface == EGL_NO_SURFACE) { + SDL_SetError("Could not create GLES window surface"); + goto error_cleanup; + } +#else + SDL_SetError("Could not create GLES window surface (EGL support not configured)"); + goto error_cleanup; +#endif /* SDL_VIDEO_OPENGL_EGL */ + } +#endif + /* All done! */ window->driverdata = data; return 0; + +error_cleanup: +#ifdef X_HAVE_UTF8_STRING + if (data->ic) { + X11_XDestroyIC(data->ic); + } +#endif + SDL_free(data); + return -1; } static void SetWindowBordered(Display *display, int screen, Window window, SDL_bool border) @@ -634,31 +670,6 @@ int X11_CreateWindow(_THIS, SDL_Window *window) } windowdata = (SDL_WindowData *)window->driverdata; -#if defined(SDL_VIDEO_OPENGL_ES) || defined(SDL_VIDEO_OPENGL_ES2) || defined(SDL_VIDEO_OPENGL_EGL) - if ((window->flags & SDL_WINDOW_OPENGL) && - ((_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES) || - SDL_GetHintBoolean(SDL_HINT_VIDEO_X11_FORCE_EGL, SDL_FALSE)) -#ifdef SDL_VIDEO_OPENGL_GLX - && (!_this->gl_data || X11_GL_UseEGL(_this) ) -#endif - ) { -#ifdef SDL_VIDEO_OPENGL_EGL - if (!_this->egl_data) { - return -1; - } - - /* Create the GLES window surface */ - windowdata->egl_surface = SDL_EGL_CreateSurface(_this, (NativeWindowType)w); - - if (windowdata->egl_surface == EGL_NO_SURFACE) { - return SDL_SetError("Could not create GLES window surface"); - } -#else - return SDL_SetError("Could not create GLES window surface (EGL support not configured)"); -#endif /* SDL_VIDEO_OPENGL_EGL */ - } -#endif - #ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8 && windowdata->ic) { X11_XGetICValues(windowdata->ic, XNFilterEvents, &fevent, NULL); @@ -861,11 +872,6 @@ void X11_SetWindowMinimumSize(_THIS, SDL_Window *window) X11_XSetWMNormalHints(display, data->xwindow, sizehints); X11_XFree(sizehints); - - /* See comment in X11_SetWindowSize. */ - X11_XResizeWindow(display, data->xwindow, window->w, window->h); - X11_XMoveWindow(display, data->xwindow, window->x - data->border_left, window->y - data->border_top); - X11_XRaiseWindow(display, data->xwindow); } X11_XFlush(display); @@ -889,11 +895,6 @@ void X11_SetWindowMaximumSize(_THIS, SDL_Window *window) X11_XSetWMNormalHints(display, data->xwindow, sizehints); X11_XFree(sizehints); - - /* See comment in X11_SetWindowSize. */ - X11_XResizeWindow(display, data->xwindow, window->w, window->h); - X11_XMoveWindow(display, data->xwindow, window->x - data->border_left, window->y - data->border_top); - X11_XRaiseWindow(display, data->xwindow); } X11_XFlush(display); diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 6388f9c..7cabbc3 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -9,8 +9,35 @@ set(SDL_TEST_EXECUTABLES) set(SDL_TESTS_NONINTERACTIVE) set(SDL_TESTS_NEEDS_RESOURCES) +option(SDLTEST_TRACKMEM "Run tests with --trackmem" OFF) + +if(WIN32 AND NOT WINDOWS_STORE) + option(SDLTEST_PROCDUMP "Run tests using sdlprocdump for minidump generation" OFF) + add_executable(sdlprocdump win32/sdlprocdump.c) + if(SDLTEST_PROCDUMP) + set(CMAKE_TEST_LAUNCHER "$;--") + else() + set_property(TARGET sdlprocdump PROPERTY EXCLUDE_FROM_ALL "1") + endif() +endif() + +set(SDLTEST_TARGETS ) + +macro(sdltest_link_librararies) + foreach(TARGET ${SDLTEST_TARGETS}) + target_link_libraries(${TARGET} PRIVATE ${ARGN}) + endforeach() +endmacro() + +macro(sdltest_add_definitions) + foreach(TARGET ${SDLTEST_TARGETS}) + target_compile_definitions(${TARGET} PRIVATE ${ARGN}) + endforeach() +endmacro() + macro(add_sdl_test_executable TARGET) - cmake_parse_arguments(AST "NONINTERACTIVE;NEEDS_RESOURCES" "" "" ${ARGN}) + cmake_parse_arguments(AST "NONINTERACTIVE;NEEDS_RESOURCES;NOTRACKMEM" "" "" ${ARGN}) + list(APPEND SDLTEST_TARGETS ${TARGET}) if(ANDROID) add_library(${TARGET} SHARED ${AST_UNPARSED_ARGUMENTS}) else() @@ -18,6 +45,7 @@ macro(add_sdl_test_executable TARGET) endif() list(APPEND SDL_TEST_EXECUTABLES ${TARGET}) + set_property(TARGET ${TARGET} PROPERTY SDL_NOTRACKMEM ${AST_NOTRACKMEM}) if(AST_NONINTERACTIVE) list(APPEND SDL_TESTS_NONINTERACTIVE ${TARGET}) endif() @@ -69,59 +97,6 @@ if(SDL_INSTALL_TESTS) include(GNUInstallDirs) endif() -if(N3DS) - link_libraries(SDL2::SDL2main) -endif() - -if(PSP) - link_libraries( - SDL2::SDL2main - SDL2::SDL2test - SDL2::SDL2-static - GL - pspvram - pspvfpu - pspdisplay - pspgu - pspge - pspaudio - pspctrl - psphprm - psppower - ) -elseif(PS2) - link_libraries( - SDL2main - SDL2_test - SDL2-static - patches - gskit - dmakit - ps2_drivers - ) -elseif(IOS OR TVOS) - link_libraries(SDL2::SDL2main SDL2::SDL2test SDL2::SDL2-static) -else() - link_libraries(SDL2::SDL2test SDL2::SDL2-static) -endif() - -if(WINDOWS) - # mingw32 must come before SDL2main to link successfully - if(MINGW OR CYGWIN) - link_libraries(mingw32) - endif() - - # CET support was added in VS 16.7 - if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64") - link_libraries(-CETCOMPAT) - endif() - - # FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, - # but we need them for VS as well. - link_libraries(SDL2main) - add_definitions(-Dmain=SDL_main) -endif() - # CMake incorrectly detects opengl32.lib being present on MSVC ARM64 if(NOT MSVC OR NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM64") # Prefer GLVND, if present @@ -156,7 +131,7 @@ add_sdl_test_executable(testdropfile testdropfile.c) add_sdl_test_executable(testerror NONINTERACTIVE testerror.c) if(LINUX) - add_sdl_test_executable(testevdev NONINTERACTIVE testevdev.c) + add_sdl_test_executable(testevdev NOTRACKMEM NONINTERACTIVE testevdev.c) endif() add_sdl_test_executable(testfile testfile.c) @@ -167,6 +142,9 @@ add_sdl_test_executable(testgl2 testgl2.c) add_sdl_test_executable(testgles testgles.c) add_sdl_test_executable(testgles2 testgles2.c) add_sdl_test_executable(testgles2_sdf NEEDS_RESOURCES testgles2_sdf.c testutils.c) +if(APPLE) + set_property(TARGET testgles testgles2 testgles2_sdf APPEND PROPERTY COMPILE_DEFINITIONS "GLES_SILENCE_DEPRECATION") +endif() add_sdl_test_executable(testhaptic testhaptic.c) add_sdl_test_executable(testhotplug testhotplug.c) add_sdl_test_executable(testrumble testrumble.c) @@ -198,7 +176,7 @@ elseif(WINDOWS) add_sdl_test_executable(testnative NEEDS_RESOURCES testnative.c testnativew32.c testutils.c) elseif(HAVE_X11) add_sdl_test_executable(testnative NEEDS_RESOURCES testnative.c testnativex11.c testutils.c) - target_link_libraries(testnative X11) + target_link_libraries(testnative PRIVATE X11) elseif(OS2) add_sdl_test_executable(testnative NEEDS_RESOURCES testnative.c testnativeos2.c testutils.c) endif() @@ -236,6 +214,59 @@ add_sdl_test_executable(controllermap NEEDS_RESOURCES controllermap.c testutils. add_sdl_test_executable(testvulkan testvulkan.c) add_sdl_test_executable(testoffscreen testoffscreen.c) +if(N3DS) + sdltest_link_librararies(SDL2::SDL2main) +endif() + +if(PSP) + sdltest_link_librararies( + SDL2::SDL2main + SDL2::SDL2test + SDL2::SDL2-static + GL + pspvram + pspvfpu + pspdisplay + pspgu + pspge + pspaudio + pspctrl + psphprm + psppower + ) +elseif(PS2) + sdltest_link_librararies( + SDL2main + SDL2_test + SDL2-static + patches + gskit + dmakit + ps2_drivers + ) +elseif(IOS OR TVOS) + sdltest_link_librararies(SDL2::SDL2main SDL2::SDL2test SDL2::SDL2-static) +else() + sdltest_link_librararies(SDL2::SDL2test SDL2::SDL2-static) +endif() + +if(WINDOWS) + # mingw32 must come before SDL2main to link successfully + if(MINGW OR CYGWIN) + sdltest_link_librararies(mingw32) + endif() + + # CET support was added in VS 16.7 + if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64") + sdltest_link_librararies(-CETCOMPAT) + endif() + + # FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, + # but we need them for VS as well. + sdltest_link_librararies(SDL2main) + sdltest_add_definitions(-Dmain=SDL_main) +endif() + cmake_push_check_state(RESET) check_c_compiler_flag(-Wformat-overflow HAVE_WFORMAT_OVERFLOW) @@ -272,19 +303,19 @@ endif() if(OPENGL_FOUND) if(TARGET OpenGL::GL) - target_link_libraries(testshader OpenGL::GL) - target_link_libraries(testgl2 OpenGL::GL) + target_link_libraries(testshader PRIVATE OpenGL::GL) + target_link_libraries(testgl2 PRIVATE OpenGL::GL) else() if(EMSCRIPTEN AND OPENGL_gl_LIBRARY STREQUAL "nul") set(OPENGL_gl_LIBRARY GL) endif() # emscripten's FindOpenGL.cmake does not create OpenGL::GL - target_link_libraries(testshader ${OPENGL_gl_LIBRARY}) - target_link_libraries(testgl2 ${OPENGL_gl_LIBRARY}) + target_link_libraries(testshader PRIVATE ${OPENGL_gl_LIBRARY}) + target_link_libraries(testgl2 PRIVATE ${OPENGL_gl_LIBRARY}) endif() endif() if(EMSCRIPTEN) - target_link_libraries(testshader -sLEGACY_GL_EMULATION) + target_link_libraries(testshader PRIVATE -sLEGACY_GL_EMULATION) endif() file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt) @@ -333,36 +364,7 @@ if(PSP) ICON_PATH NULL BACKGROUND_PATH NULL PREVIEW_PATH NULL - ) - add_custom_command( - TARGET ${APP} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E make_directory - $/sdl-${APP} - ) - add_custom_command( - TARGET ${APP} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E rename - $/EBOOT.PBP - $/sdl-${APP}/EBOOT.PBP - ) - if(${BUILD_PRX}) - add_custom_command( - TARGET ${APP} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E copy - $/${APP} - $/sdl-${APP}/${APP} - ) - add_custom_command( - TARGET ${APP} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E rename - $/${APP}.prx - $/sdl-${APP}/${APP}.prx - ) - endif() - add_custom_command( - TARGET ${APP} POST_BUILD - COMMAND ${CMAKE_COMMAND} -E remove - $/PARAM.SFO + OUTPUT_DIR $/sdl-${APP} ) endforeach() endif() @@ -471,9 +473,16 @@ set(TESTS_ENVIRONMENT ) foreach(TESTCASE ${SDL_TESTS_NONINTERACTIVE}) + set(command ${TESTCASE}) + if(SDLTEST_TRACKMEM) + get_property(notrackmem TARGET ${TESTCASE} PROPERTY SDL_NOTRACKMEM) + if(NOT notrackmem) + list(APPEND command --trackmem) + endif() + endif() add_test( NAME ${TESTCASE} - COMMAND ${TESTCASE} + COMMAND ${command} WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR} ) set_tests_properties(${TESTCASE} @@ -481,6 +490,9 @@ foreach(TESTCASE ${SDL_TESTS_NONINTERACTIVE}) ENVIRONMENT "${TESTS_ENVIRONMENT}" TIMEOUT 10 ) + if(NOT notrackmem) + set_property(TEST ${TESTCASE} PROPERTY FAIL_REGULAR_EXPRESSION "Total: [0-9]+\\.[0-9]+ Kb in [1-9][0-9]* allocations") + endif() if(SDL_INSTALL_TESTS) set(exe ${TESTCASE}) set(installedtestsdir "${CMAKE_INSTALL_FULL_LIBEXECDIR}/installed-tests/SDL2") diff --git a/test/testatomic.c b/test/testatomic.c index a807eff..fd80fd6 100644 --- a/test/testatomic.c +++ b/test/testatomic.c @@ -12,6 +12,7 @@ #include #include "SDL.h" +#include "SDL_test.h" /* Absolutely basic tests just to see if we get the expected value @@ -130,7 +131,8 @@ static int SDLCALL adder(void *junk) static void runAdder(void) { Uint32 start, end; - int T = NThreads; + int i; + SDL_Thread *threads[NThreads]; start = SDL_GetTicks(); @@ -138,14 +140,18 @@ static void runAdder(void) SDL_AtomicSet(&threadsRunning, NThreads); - while (T--) { - SDL_CreateThread(adder, "Adder", NULL); + for (i = 0; i < NThreads; i++) { + threads[i] = SDL_CreateThread(adder, "Adder", NULL); } while (SDL_AtomicGet(&threadsRunning) > 0) { SDL_SemWait(threadDone); } + for (i = 0; i < NThreads; i++) { + SDL_WaitThread(threads[i], NULL); + } + SDL_DestroySemaphore(threadDone); end = SDL_GetTicks(); @@ -699,9 +705,26 @@ static void RunFIFOTest(SDL_bool lock_free) int main(int argc, char *argv[]) { + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return 1; + } + RunBasicTest(); if (SDL_getenv("SDL_TESTS_QUICK") != NULL) { @@ -715,6 +738,8 @@ int main(int argc, char *argv[]) RunFIFOTest(SDL_FALSE); #endif RunFIFOTest(SDL_TRUE); + SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testaudioinfo.c b/test/testaudioinfo.c index 43a3f63..2f087f2 100644 --- a/test/testaudioinfo.c +++ b/test/testaudioinfo.c @@ -11,6 +11,7 @@ */ #include #include "SDL.h" +#include "SDL_test.h" static void print_devices(int iscapture) @@ -50,12 +51,22 @@ int main(int argc, char **argv) char *deviceName = NULL; SDL_AudioSpec spec; int n; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, SDL_INIT_AUDIO); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - /* Load the SDL library */ - if (SDL_Init(SDL_INIT_AUDIO) < 0) { + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -98,6 +109,6 @@ int main(int argc, char **argv) SDL_Log("SDL_AudioFormat: %X\n", spec.format); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testautomation_keyboard.c b/test/testautomation_keyboard.c index d59f2fd..bbbe4e7 100644 --- a/test/testautomation_keyboard.c +++ b/test/testautomation_keyboard.c @@ -127,9 +127,9 @@ int keyboard_getKeyFromScancode(void *arg) SDL_Keycode result; /* Case where input is valid */ - result = SDL_GetKeyFromScancode(SDL_SCANCODE_A); + result = SDL_GetKeyFromScancode(SDL_SCANCODE_SPACE); SDLTest_AssertPass("Call to SDL_GetKeyFromScancode(valid)"); - SDLTest_AssertCheck(result == SDLK_a, "Verify result from call, expected: %i, got: %" SDL_PRIs32, SDLK_a, result); + SDLTest_AssertCheck(result == SDLK_SPACE, "Verify result from call, expected: %i, got: %" SDL_PRIs32, SDLK_SPACE, result); /* Case where input is zero */ result = SDL_GetKeyFromScancode(0); diff --git a/test/testautomation_sdltest.c b/test/testautomation_sdltest.c index 194a69d..23ef7df 100644 --- a/test/testautomation_sdltest.c +++ b/test/testautomation_sdltest.c @@ -1074,13 +1074,13 @@ int sdltest_randomIntegerInRange(void *arg) /* Range with min at integer limit */ min = long_min; - max = long_max + (Sint32)SDLTest_RandomSint16(); + max = long_min + (Sint32)SDLTest_RandomUint16(); result = SDLTest_RandomIntegerInRange(min, max); SDLTest_AssertPass("Call to SDLTest_RandomIntegerInRange(SINT32_MIN,...)"); SDLTest_AssertCheck(min <= result && result <= max, "Validated returned value; expected: [%" SDL_PRIs32 ",%" SDL_PRIs32 "], got: %" SDL_PRIs32, min, max, result); /* Range with max at integer limit */ - min = long_min - (Sint32)SDLTest_RandomSint16(); + min = long_max - (Sint32)SDLTest_RandomUint16(); max = long_max; result = SDLTest_RandomIntegerInRange(min, max); SDLTest_AssertPass("Call to SDLTest_RandomIntegerInRange(...,SINT32_MAX)"); diff --git a/test/testautomation_stdlib.c b/test/testautomation_stdlib.c index 969dd39..b83d9a1 100644 --- a/test/testautomation_stdlib.c +++ b/test/testautomation_stdlib.c @@ -392,6 +392,10 @@ int stdlib_getsetenv(void *arg) #endif #endif +#define FMT_PRILLd "%lld" +#define FMT_PRILLdn "%lld%lln" +#define FMT_PRILLu "%llu" + /** * @brief Call to SDL_sscanf */ @@ -400,13 +404,15 @@ int stdlib_sscanf(void *arg) { int output; int result; + int length; int expected_output; int expected_result; - short short_output, expected_short_output; - long long_output, expected_long_output; - long long long_long_output, expected_long_long_output; + short short_output, expected_short_output, short_length; + long long_output, expected_long_output, long_length; + long long long_long_output, expected_long_long_output, long_long_length; size_t size_output, expected_size_output; char text[128], text2[128]; + unsigned int r = 0, g = 0, b = 0; expected_output = output = 123; expected_result = -1; @@ -423,43 +429,62 @@ int stdlib_sscanf(void *arg) SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); output = 123; + length = 0; expected_output = 2; expected_result = 1; - result = SDL_sscanf("2", "%i", &output); - SDLTest_AssertPass("Call to SDL_sscanf(\"2\", \"%%i\", &output)"); + result = SDL_sscanf("2", "%i%n", &output, &length); + SDLTest_AssertPass("Call to SDL_sscanf(\"2\", \"%%i%%n\", &output, &length)"); SDLTest_AssertCheck(expected_output == output, "Check output, expected: %i, got: %i", expected_output, output); SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); + SDLTest_AssertCheck(length == 1, "Check length, expected: 1, got: %i", length); output = 123; + length = 0; expected_output = 0xa; expected_result = 1; - result = SDL_sscanf("aa", "%1x", &output); - SDLTest_AssertPass("Call to SDL_sscanf(\"aa\", \"%%1x\", &output)"); + result = SDL_sscanf("aa", "%1x%n", &output, &length); + SDLTest_AssertPass("Call to SDL_sscanf(\"aa\", \"%%1x%%n\", &output, &length)"); SDLTest_AssertCheck(expected_output == output, "Check output, expected: %i, got: %i", expected_output, output); SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); + SDLTest_AssertCheck(length == 1, "Check length, expected: 1, got: %i", length); + + expected_result = 3; + result = SDL_sscanf("#026", "#%1x%1x%1x", &r, &g, &b); + SDLTest_AssertPass("Call to SDL_sscanf(\"#026\", \"#%%1x%%1x%%1x\", &r, &g, &b)"); + expected_output = 0; + SDLTest_AssertCheck(r == expected_output, "Check output for r, expected: %i, got: %i", expected_output, r); + expected_output = 2; + SDLTest_AssertCheck(g == expected_output, "Check output for g, expected: %i, got: %i", expected_output, g); + expected_output = 6; + SDLTest_AssertCheck(b == expected_output, "Check output for b, expected: %i, got: %i", expected_output, b); + SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); -#define SIZED_TEST_CASE(type, var, format_specifier) \ +#define SIZED_TEST_CASE(type, var, printf_specifier, scanf_specifier) \ var##_output = 123; \ + var##_length = 0; \ expected_##var##_output = (type)(((unsigned type)(~0)) >> 1); \ expected_result = 1; \ - result = SDL_snprintf(text, sizeof(text), format_specifier, expected_##var##_output); \ - result = SDL_sscanf(text, format_specifier, &var##_output); \ - SDLTest_AssertPass("Call to SDL_sscanf(\"%s\", \"%s\", &output)", text, #format_specifier); \ - SDLTest_AssertCheck(expected_##var##_output == var##_output, "Check output, expected: " format_specifier ", got: " format_specifier, expected_##var##_output, var##_output); \ + result = SDL_snprintf(text, sizeof(text), printf_specifier, expected_##var##_output); \ + result = SDL_sscanf(text, scanf_specifier, &var##_output, &var##_length); \ + SDLTest_AssertPass("Call to SDL_sscanf(\"%s\", %s, &output, &length)", text, #scanf_specifier); \ + SDLTest_AssertCheck(expected_##var##_output == var##_output, "Check output, expected: " printf_specifier ", got: " printf_specifier, expected_##var##_output, var##_output); \ SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); \ + SDLTest_AssertCheck(var##_length == (type)SDL_strlen(text), "Check length, expected: %i, got: %i", (int)SDL_strlen(text), (int)var##_length); \ \ var##_output = 123; \ + var##_length = 0; \ expected_##var##_output = ~(type)(((unsigned type)(~0)) >> 1); \ expected_result = 1; \ - result = SDL_snprintf(text, sizeof(text), format_specifier, expected_##var##_output); \ - result = SDL_sscanf(text, format_specifier, &var##_output); \ - SDLTest_AssertPass("Call to SDL_sscanf(\"%s\", \"%s\", &output)", text, #format_specifier); \ - SDLTest_AssertCheck(expected_##var##_output == var##_output, "Check output, expected: " format_specifier ", got: " format_specifier, expected_##var##_output, var##_output); \ - SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); + result = SDL_snprintf(text, sizeof(text), printf_specifier, expected_##var##_output); \ + result = SDL_sscanf(text, scanf_specifier, &var##_output, &var##_length); \ + SDLTest_AssertPass("Call to SDL_sscanf(\"%s\", %s, &output, &length)", text, #scanf_specifier); \ + SDLTest_AssertCheck(expected_##var##_output == var##_output, "Check output, expected: " printf_specifier ", got: " printf_specifier, expected_##var##_output, var##_output); \ + SDLTest_AssertCheck(expected_result == result, "Check return value, expected: %i, got: %i", expected_result, result); \ + SDLTest_AssertCheck(var##_length == (type)SDL_strlen(text), "Check length, expected: %i, got: %i", (int)SDL_strlen(text), (int)var##_length); \ - SIZED_TEST_CASE(short, short, "%hd") - SIZED_TEST_CASE(long, long, "%ld") - SIZED_TEST_CASE(long long, long_long, "%lld") + SIZED_TEST_CASE(short, short, "%hd", "%hd%hn") + SIZED_TEST_CASE(long, long, "%ld", "%ld%ln") + SIZED_TEST_CASE(long long, long_long, FMT_PRILLd, FMT_PRILLdn) size_output = 123; expected_size_output = ~((size_t)0); @@ -713,6 +738,112 @@ stdlib_overflow(void *arg) return TEST_COMPLETED; } +static int +stdlib_strtox(void *arg) +{ + const unsigned long long ullong_max = ~0ULL; + +#define STRTOX_TEST_CASE(func_name, type, format_spec, str, base, expected_result, expected_endp_offset) do { \ + const char *s = str; \ + type r, expected_r = expected_result; \ + char *ep, *expected_ep = (char *)s + expected_endp_offset; \ + r = func_name(s, &ep, base); \ + SDLTest_AssertPass("Call to " #func_name "(" #str ", &endp, " #base ")"); \ + SDLTest_AssertCheck(r == expected_r, "Check result value, expected: " format_spec ", got: " format_spec, expected_r, r); \ + SDLTest_AssertCheck(ep == expected_ep, "Check endp value, expected: %p, got: %p", expected_ep, ep); \ + } while (0) + + // infer decimal + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "\t 123abcxyz", 0, 123, 6); // skip leading space + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "+123abcxyz", 0, 123, 4); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "+123abcxyz", 0, 123, 4); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "-123abcxyz", 0, -123, 4); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "9999999999999999999999999999999999999999abcxyz", 0, ullong_max, 40); + + // infer hexadecimal + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "0x123abcxyz", 0, 0x123abc, 8); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "0X123ABCXYZ", 0, 0x123abc, 8); // uppercase X + + // infer octal + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "0123abcxyz", 0, 0123, 4); + + // arbitrary bases + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "00110011", 2, 51, 8); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "-uvwxyz", 32, -991, 3); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "ZzZzZzZzZzZzZzZzZzZzZzZzZ", 36, ullong_max, 25); + + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "0", 0, 0, 1); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "0", 10, 0, 1); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "-0", 0, 0, 2); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, "-0", 10, 0, 2); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLu, " - 1", 0, 0, 0); // invalid input + + // We know that SDL_strtol, SDL_strtoul and SDL_strtoll share the same code path as SDL_strtoull under the hood, + // so the most interesting test cases are those close to the bounds of the integer type. + + // For simplicity, we only run long/long long tests when they are 32-bit/64-bit, respectively. + // Suppressing warnings would be difficult otherwise. + // Since the CI runs the tests against a variety of targets, this should be fine in practice. + + if (sizeof(long) == 4) { + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "0", 0, 0, 1); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "0", 10, 0, 1); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "-0", 0, 0, 2); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "-0", 10, 0, 2); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "2147483647", 10, 2147483647, 10); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "2147483648", 10, 2147483647, 10); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "-2147483648", 10, -2147483647L - 1, 11); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "-2147483649", 10, -2147483647L - 1, 11); + STRTOX_TEST_CASE(SDL_strtol, long, "%ld", "-9999999999999999999999999999999999999999", 10, -2147483647L - 1, 41); + + STRTOX_TEST_CASE(SDL_strtoul, unsigned long, "%lu", "4294967295", 10, 4294967295UL, 10); + STRTOX_TEST_CASE(SDL_strtoul, unsigned long, "%lu", "4294967296", 10, 4294967295UL, 10); + STRTOX_TEST_CASE(SDL_strtoul, unsigned long, "%lu", "-4294967295", 10, 1, 11); + } + + if (sizeof(long long) == 8) { + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "0", 0, 0LL, 1); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "0", 10, 0LL, 1); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "-0", 0, 0LL, 2); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "-0", 10, 0LL, 2); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "9223372036854775807", 10, 9223372036854775807LL, 19); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "9223372036854775808", 10, 9223372036854775807LL, 19); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "-9223372036854775808", 10, -9223372036854775807LL - 1, 20); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "-9223372036854775809", 10, -9223372036854775807LL - 1, 20); + STRTOX_TEST_CASE(SDL_strtoll, long long, FMT_PRILLd, "-9999999999999999999999999999999999999999", 10, -9223372036854775807LL - 1, 41); + + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLd, "18446744073709551615", 10, 18446744073709551615ULL, 20); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLd, "18446744073709551616", 10, 18446744073709551615ULL, 20); + STRTOX_TEST_CASE(SDL_strtoull, unsigned long long, FMT_PRILLd, "-18446744073709551615", 10, 1, 21); + } + +#undef STRTOX_TEST_CASE + + return TEST_COMPLETED; +} + +static int +stdlib_strtod(void *arg) +{ +#define STRTOD_TEST_CASE(str, expected_result, expected_endp_offset) do { \ + const char *s = str; \ + double r, expected_r = expected_result; \ + char *ep, *expected_ep = (char *)s + expected_endp_offset; \ + r = SDL_strtod(s, &ep); \ + SDLTest_AssertPass("Call to SDL_strtod(" #str ", &endp)"); \ + SDLTest_AssertCheck(r == expected_r, "Check result value, expected: %f, got: %f", expected_r, r); \ + SDLTest_AssertCheck(ep == expected_ep, "Check endp value, expected: %p, got: %p", expected_ep, ep); \ + } while (0) + + STRTOD_TEST_CASE("\t 123.75abcxyz", 123.75, 9); // skip leading space + STRTOD_TEST_CASE("+999.555", 999.555, 8); + STRTOD_TEST_CASE("-999.555", -999.555, 8); + +#undef STRTOD_TEST_CASE + + return TEST_COMPLETED; +} + /* ================= Test References ================== */ /* Standard C routine test cases */ @@ -736,6 +867,14 @@ static const SDLTest_TestCaseReference stdlibTestOverflow = { stdlib_overflow, "stdlib_overflow", "Overflow detection", TEST_ENABLED }; +static const SDLTest_TestCaseReference stdlibTest_strtox = { + stdlib_strtox, "stdlib_strtox", "Calls to SDL_strtol, SDL_strtoul, SDL_strtoll and SDL_strtoull", TEST_ENABLED +}; + +static const SDLTest_TestCaseReference stdlibTest_strtod = { + stdlib_strtod, "stdlib_strtod", "Calls to SDL_strtod", TEST_ENABLED +}; + /* Sequence of Standard C routine test cases */ static const SDLTest_TestCaseReference *stdlibTests[] = { &stdlibTest1, @@ -743,6 +882,8 @@ static const SDLTest_TestCaseReference *stdlibTests[] = { &stdlibTest3, &stdlibTest4, &stdlibTestOverflow, + &stdlibTest_strtox, + &stdlibTest_strtod, NULL }; diff --git a/test/testautomation_subsystems.c b/test/testautomation_subsystems.c index 15b1753..73eaca2 100644 --- a/test/testautomation_subsystems.c +++ b/test/testautomation_subsystems.c @@ -100,6 +100,8 @@ static int subsystems_dependRefCountInitAllQuitByOne(void) /* Following should init SDL_INIT_EVENTS and give it +3 ref counts. */ SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK); SDLTest_AssertPass("Call to SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK)"); + result = SDL_WasInit(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK); + SDLTest_AssertCheck(result == (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK), "Check result from SDL_WasInit(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK), expected: 0x%x, got: 0x%x", (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK), result); result = SDL_WasInit(SDL_INIT_EVENTS); SDLTest_AssertCheck(result == SDL_INIT_EVENTS, "Check result from SDL_WasInit(SDL_INIT_EVENTS), expected: 0x4000, got: 0x%x", result); diff --git a/test/testbounds.c b/test/testbounds.c index 54e89aa..cfe9d96 100644 --- a/test/testbounds.c +++ b/test/testbounds.c @@ -11,12 +11,27 @@ */ #include "SDL.h" +#include "SDL_test.h" int main(int argc, char **argv) { int total, i; + SDLTest_CommonState *state; - if (SDL_Init(SDL_INIT_VIDEO) < 0) { + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { SDL_Log("SDL_Init(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); return 1; } @@ -32,7 +47,7 @@ int main(int argc, char **argv) usable.x, usable.y, usable.w, usable.h); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testdisplayinfo.c b/test/testdisplayinfo.c index 5b6543e..783e489 100644 --- a/test/testdisplayinfo.c +++ b/test/testdisplayinfo.c @@ -13,6 +13,7 @@ /* Program to test querying of display info */ #include "SDL.h" +#include "SDL_test.h" #include #include @@ -33,12 +34,22 @@ int main(int argc, char *argv[]) { SDL_DisplayMode mode; int num_displays, dpy; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - /* Load the SDL library */ - if (SDL_Init(SDL_INIT_VIDEO) < 0) { + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -88,7 +99,7 @@ int main(int argc, char *argv[]) SDL_Log("\n"); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testerror.c b/test/testerror.c index a4615d1..83df188 100644 --- a/test/testerror.c +++ b/test/testerror.c @@ -16,6 +16,7 @@ #include #include "SDL.h" +#include "SDL_test.h" static int alive = 0; @@ -44,12 +45,22 @@ ThreadFunc(void *data) int main(int argc, char *argv[]) { SDL_Thread *thread; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - /* Load the SDL library */ - if (SDL_Init(0) < 0) { + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -76,6 +87,6 @@ int main(int argc, char *argv[]) SDL_Log("Main thread error string: %s\n", SDL_GetError()); - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testfilesystem.c b/test/testfilesystem.c index 2380251..f73336f 100644 --- a/test/testfilesystem.c +++ b/test/testfilesystem.c @@ -13,17 +13,29 @@ #include #include "SDL.h" +#include "SDL_test.h" int main(int argc, char *argv[]) { char *base_path; char *pref_path; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - if (SDL_Init(0) == -1) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init() failed: %s\n", SDL_GetError()); + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -54,6 +66,6 @@ int main(int argc, char *argv[]) SDL_free(pref_path); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testfilesystem_pre.c b/test/testfilesystem_pre.c index 49b7013..632a990 100644 --- a/test/testfilesystem_pre.c +++ b/test/testfilesystem_pre.c @@ -17,16 +17,35 @@ */ #include "SDL.h" +#include "SDL_test.h" int main(int argc, char *argv[]) { + SDLTest_CommonState *state; Uint64 start; - (void)argc; - (void)argv; - SDL_Init(0); + char *path; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + start = SDL_GetTicks(); - SDL_GetPrefPath("libsdl", "test_filesystem"); + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return 1; + } + path = SDL_GetPrefPath("libsdl", "test_filesystem"); + SDL_free(path); SDL_Log("SDL_GetPrefPath took %" SDL_PRIu64 "ms", SDL_GetTicks() - start); - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testkeys.c b/test/testkeys.c index 23c375f..a3daf5c 100644 --- a/test/testkeys.c +++ b/test/testkeys.c @@ -18,14 +18,31 @@ #include #include "SDL.h" +#include "SDL_test.h" int main(int argc, char *argv[]) { + SDLTest_CommonState *state; SDL_Scancode scancode; + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return 1; + } + if (SDL_Init(SDL_INIT_VIDEO) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); @@ -34,6 +51,6 @@ int main(int argc, char *argv[]) SDL_Log("Scancode #%d, \"%s\"\n", scancode, SDL_GetScancodeName(scancode)); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testlocale.c b/test/testlocale.c index 5d19bf4..863c183 100644 --- a/test/testlocale.c +++ b/test/testlocale.c @@ -11,6 +11,7 @@ */ #include #include "SDL.h" +#include "SDL_test.h" /* !!! FIXME: move this to the test framework */ @@ -35,32 +36,64 @@ static void log_locales(void) int main(int argc, char **argv) { + SDLTest_CommonState *state; + SDL_bool listen = SDL_FALSE; + int i = 1; + + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + /* Parse commandline */ + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (!consumed) { + if (SDL_strcmp("--listen", argv[i]) == 0) { + listen = SDL_TRUE; + consumed = 1; + } + } + if (consumed <= 0) { + static const char *options[] = { "[--listen]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + return 1; + } + + i += consumed; + } + + if (!SDLTest_CommonInit(state)) { + return 1; + } + /* Print locales and languages */ - if (SDL_Init(SDL_INIT_VIDEO) != -1) { - log_locales(); - - if ((argc == 2) && (SDL_strcmp(argv[1], "--listen") == 0)) { - SDL_bool keep_going = SDL_TRUE; - while (keep_going) { - SDL_Event e; - while (SDL_PollEvent(&e)) { - if (e.type == SDL_QUIT) { - keep_going = SDL_FALSE; - } else if (e.type == SDL_LOCALECHANGED) { - SDL_Log("Saw SDL_LOCALECHANGED event!"); - log_locales(); - } + log_locales(); + + if (listen) { + SDL_bool keep_going = SDL_TRUE; + while (keep_going) { + SDL_Event e; + while (SDL_PollEvent(&e)) { + if (e.type == SDL_QUIT) { + keep_going = SDL_FALSE; + } else if (e.type == SDL_LOCALECHANGED) { + SDL_Log("Saw SDL_LOCALECHANGED event!"); + log_locales(); } - SDL_Delay(10); } + SDL_Delay(10); } - - SDL_Quit(); } + SDLTest_CommonQuit(state); + return 0; } diff --git a/test/testmouse.c b/test/testmouse.c index 4f50034..a7096b6 100644 --- a/test/testmouse.c +++ b/test/testmouse.c @@ -18,7 +18,13 @@ #include /* exit() */ -#ifdef __IPHONEOS__ +#ifdef __3DS__ +/* For mouse-based tests, we want to have the window on the touch screen */ +#define SCREEN_X 40 +#define SCREEN_Y 240 +#define SCREEN_WIDTH 320 +#define SCREEN_HEIGHT 240 +#elif defined(__IPHONEOS__) #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 480 #else @@ -26,6 +32,13 @@ #define SCREEN_HEIGHT 480 #endif +#ifndef SCREEN_X +#define SCREEN_X SDL_WINDOWPOS_CENTERED +#endif +#ifndef SCREEN_Y +#define SCREEN_Y SDL_WINDOWPOS_CENTERED +#endif + static SDL_Window *window; typedef struct _Object @@ -263,9 +276,7 @@ int main(int argc, char *argv[]) } /* Create a window to display joystick axis position */ - window = SDL_CreateWindow("Mouse Test", SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, - SCREEN_HEIGHT, 0); + window = SDL_CreateWindow("Mouse Test", SCREEN_X, SCREEN_Y, SCREEN_WIDTH, SCREEN_HEIGHT, 0); if (!window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError()); return SDL_FALSE; diff --git a/test/testplatform.c b/test/testplatform.c index 543f640..656d0e5 100644 --- a/test/testplatform.c +++ b/test/testplatform.c @@ -13,6 +13,7 @@ #include #include "SDL.h" +#include "SDL_test.h" /* * Watcom C flags these as Warning 201: "Unreachable code" if you just @@ -284,7 +285,7 @@ static LL_Test LL_Tests[] = { { "_allmul", &TST_allmul, 0x0000000080000000ll, 0xFFFFFFFFFFFFFFFEll, 0, 0xFFFFFFFF00000000ll }, { "_allmul", &TST_allmul, 0xFFFFFFFFFFFFFFFEll, 0x0000000080000008ll, 0, 0xFFFFFFFEFFFFFFF0ll }, { "_allmul", &TST_allmul, 0x0000000080000008ll, 0xFFFFFFFFFFFFFFFEll, 0, 0xFFFFFFFEFFFFFFF0ll }, - { "_allmul", &TST_allmul, 0x00000000FFFFFFFFll, 0x00000000FFFFFFFFll, 0, 0xFFFFFFFE00000001ll }, + /* UNDEFINED { "_allmul", &TST_allmul, 0x00000000FFFFFFFFll, 0x00000000FFFFFFFFll, 0, 0xFFFFFFFE00000001ll }, */ { "_alldiv", &TST_alldiv, 0x0000000000000000ll, 0x0000000000000001ll, 0, 0x0000000000000000ll }, { "_alldiv", &TST_alldiv, 0x0000000000000000ll, 0xFFFFFFFFFFFFFFFFll, 0, 0x0000000000000000ll }, @@ -445,13 +446,42 @@ int main(int argc, char *argv[]) { SDL_bool verbose = SDL_TRUE; int status = 0; + int i; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - if (argv[1] && (SDL_strcmp(argv[1], "-q") == 0)) { - verbose = SDL_FALSE; + /* Parse commandline */ + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (!consumed) { + if (SDL_strcmp("-q", argv[i]) == 0) { + verbose = SDL_FALSE; + consumed = 1; + } + } + if (consumed <= 0) { + static const char *options[] = { "[-q]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + return 1; + } + + i += consumed; } + + if (!SDLTest_CommonInit(state)) { + return 1; + } + if (verbose) { SDL_Log("This system is running %s\n", SDL_GetPlatform()); } @@ -462,5 +492,6 @@ int main(int argc, char *argv[]) status += TestCPUInfo(verbose); status += TestAssertions(verbose); + SDLTest_CommonQuit(state); return status; } diff --git a/test/testpower.c b/test/testpower.c index 31795a7..79c0d69 100644 --- a/test/testpower.c +++ b/test/testpower.c @@ -13,6 +13,7 @@ #include #include "SDL.h" +#include "SDL_test.h" static void report_power(void) @@ -60,17 +61,29 @@ report_power(void) int main(int argc, char *argv[]) { + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - if (SDL_Init(0) == -1) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init() failed: %s\n", SDL_GetError()); + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } report_power(); - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testqsort.c b/test/testqsort.c index 65666d5..e35e2a0 100644 --- a/test/testqsort.c +++ b/test/testqsort.c @@ -43,36 +43,73 @@ test_sort(const char *desc, int *nums, const int arraylen) int main(int argc, char *argv[]) { + SDLTest_CommonState *state; static int nums[1024 * 100]; static const int itervals[] = { SDL_arraysize(nums), 12 }; int iteration; + int i; + SDL_bool custom_seed = SDL_FALSE; + Uint64 seed; SDLTest_RandomContext rndctx; - if (argc > 1) { - int success; - Uint64 seed = 0; - if (argv[1][0] == '0' && argv[1][1] == 'x') { - success = SDL_sscanf(argv[1] + 2, "%" SDL_PRIx64, &seed); - } else { - success = SDL_sscanf(argv[1], "%" SDL_PRIu64, &seed); - } - if (!success) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid seed. Use a decimal or hexadecimal number.\n"); - return 1; + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Parse commandline */ + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (!consumed) { + if (!custom_seed) { + int success; + + if (argv[i][0] == '0' && argv[i][1] == 'x') { + success = SDL_sscanf(argv[i] + 2, "%" SDL_PRIx64, &seed); + } else { + success = SDL_sscanf(argv[i], "%" SDL_PRIu64, &seed); + } + if (!success) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid seed. Use a decimal or hexadecimal number.\n"); + return 1; + } + if (seed <= ((Uint64)0xffffffff)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Seed must be equal or greater than 0x100000000.\n"); + return 1; + } + custom_seed = SDL_TRUE; + consumed = 1; + } } - if (seed <= ((Uint64)0xffffffff)) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Seed must be equal or greater than 0x100000000.\n"); + + if (consumed <= 0) { + static const char *options[] = { "[SEED]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); return 1; } + + i += consumed; + } + + if (custom_seed) { SDLTest_RandomInit(&rndctx, (unsigned int)(seed >> 32), (unsigned int)(seed & 0xffffffff)); } else { SDLTest_RandomInitTime(&rndctx); } SDL_Log("Using random seed 0x%08x%08x\n", rndctx.x, rndctx.c); + if (!SDLTest_CommonInit(state)) { + return 1; + } + for (iteration = 0; iteration < SDL_arraysize(itervals); iteration++) { const int arraylen = itervals[iteration]; - int i; for (i = 0; i < arraylen; i++) { nums[i] = i; @@ -96,6 +133,8 @@ int main(int argc, char *argv[]) test_sort("random sorted", nums, arraylen); } + SDLTest_CommonQuit(state); + return 0; } diff --git a/test/testsurround.c b/test/testsurround.c index 9f439df..8a118f7 100644 --- a/test/testsurround.c +++ b/test/testsurround.c @@ -14,6 +14,7 @@ #include "SDL_config.h" #include "SDL.h" +#include "SDL_test.h" static int total_channels; static int active_channel; @@ -141,11 +142,22 @@ fill_buffer(void *unused, Uint8 *stream, int len) int main(int argc, char *argv[]) { int i; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, SDL_INIT_AUDIO); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - if (SDL_Init(SDL_INIT_AUDIO) < 0) { + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -204,7 +216,7 @@ int main(int argc, char *argv[]) SDL_CloseAudioDevice(dev); } - SDL_Quit(); + SDLTest_CommonQuit(state); return 0; } diff --git a/test/testthread.c b/test/testthread.c index 9cf3459..b099ae2 100644 --- a/test/testthread.c +++ b/test/testthread.c @@ -17,16 +17,19 @@ #include #include "SDL.h" +#include "SDL_test.h" static SDL_TLSID tls; static SDL_Thread *thread = NULL; static SDL_atomic_t alive; static int testprio = 0; +static SDLTest_CommonState *state; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { + SDLTest_CommonQuit(state); SDL_Quit(); exit(rc); } @@ -84,13 +87,38 @@ killed(int sig) int main(int argc, char *argv[]) { - int arg = 1; + int i; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - /* Load the SDL library */ - if (SDL_Init(0) < 0) { + /* Parse commandline */ + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (!consumed) { + if (SDL_strcmp("--prio", argv[i]) == 0) { + testprio = 1; + consumed = 1; + } + } + if (consumed <= 0) { + static const char *options[] = { "[--prio]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + exit(1); + } + + i += consumed; + } + + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -101,13 +129,6 @@ int main(int argc, char *argv[]) return 0; } - while (argv[arg] && *argv[arg] == '-') { - if (SDL_strcmp(argv[arg], "--prio") == 0) { - testprio = 1; - } - ++arg; - } - tls = SDL_TLSCreate(); SDL_assert(tls); SDL_TLSSet(tls, "main thread", NULL); @@ -135,6 +156,6 @@ int main(int argc, char *argv[]) } (void)raise(SIGTERM); - SDL_Quit(); /* Never reached */ + SDLTest_CommonQuit(state); /* Never reached */ return 0; /* Never reached */ } diff --git a/test/testtimer.c b/test/testtimer.c index 57deffc..0521922 100644 --- a/test/testtimer.c +++ b/test/testtimer.c @@ -62,7 +62,9 @@ ticktock(Uint32 interval, void *param) static Uint32 SDLCALL callback(Uint32 interval, void *param) { - SDL_Log("Timer %" SDL_PRIu32 " : param = %d\n", interval, (int)(uintptr_t)param); + int value = (int)(uintptr_t)param; + SDL_assert( value == 1 || value == 2 || value == 3 ); + SDL_Log("Timer %" SDL_PRIu32 " : param = %d\n", interval, value); return interval; } @@ -76,16 +78,24 @@ int main(int argc, char *argv[]) Uint64 start, now; SDL_bool run_interactive_tests = SDL_FALSE; int return_code = 0; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, SDL_INIT_TIMER); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); /* Parse commandline */ for (i = 1; i < argc;) { - int consumed = 0; + int consumed; + consumed = SDLTest_CommonArg(state, i); if (!consumed) { - if (SDL_strcmp(argv[i], "--interactive") == 0) { + if (SDL_strcmp("--interactive", argv[i]) == 0) { run_interactive_tests = SDL_TRUE; consumed = 1; } else if (desired < 0) { @@ -98,14 +108,15 @@ int main(int argc, char *argv[]) } } if (consumed <= 0) { - SDL_Log("Usage: %s [--interactive] [interval]", argv[0]); - return 1; + static const char *options[] = { "[--interactive]", "[interval]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + exit(1); } i += consumed; } - if (SDL_Init(SDL_INIT_TIMER) < 0) { + if (!SDLTest_CommonInit(state)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return 1; } @@ -201,7 +212,7 @@ int main(int argc, char *argv[]) if (run_interactive_tests) { return_code |= test_sdl_delay_within_bounds(); } - SDL_Quit(); + SDLTest_CommonQuit(state); return return_code; } diff --git a/test/testver.c b/test/testver.c index 740941c..b51a32c 100644 --- a/test/testver.c +++ b/test/testver.c @@ -19,15 +19,32 @@ #include "SDL.h" #include "SDL_revision.h" +#include "SDL_test.h" int main(int argc, char *argv[]) { SDL_version compiled; SDL_version linked; + SDLTest_CommonState *state; + + state = SDLTest_CommonCreateState(argv, 0); + if (!state) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDLTest_CommonCreateState failed: %s\n", SDL_GetError()); + return 1; + } /* Enable standard application logging */ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { + return 1; + } + + if (!SDLTest_CommonInit(state)) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return 1; + } + #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_Log("Compiled with SDL 2.0 or newer\n"); #else @@ -41,6 +58,7 @@ int main(int argc, char *argv[]) SDL_Log("Linked version: %d.%d.%d (%s)\n", linked.major, linked.minor, linked.patch, SDL_GetRevision()); - SDL_Quit(); + + SDLTest_CommonQuit(state); return 0; } diff --git a/test/win32/sdlprocdump.c b/test/win32/sdlprocdump.c new file mode 100644 index 0000000..13259af --- /dev/null +++ b/test/win32/sdlprocdump.c @@ -0,0 +1,683 @@ +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif + +#include +#include + +#include +#include +#include +#include +#include + +#define DUMP_FOLDER "minidumps" +#define APPNAME "SDLPROCDUMP" + +#define PRODCUMP_MIN(A,B) (((A) < (B)) ? (A) : (B)) + +#if defined(__i386__) || defined(__i486__) || defined(__i586__) || defined(__i686__) ||defined( __i386) || defined(_M_IX86) +#define SDLPROCDUMP_CPU_X86 1 +#elif defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64) +#define SDLPROCDUMP_CPU_X64 1 +#elif defined(__aarch64__) || defined(_M_ARM64) +#define SDLPROCDUMP_CPU_ARM64 1 +#elif defined(__arm__) || defined(_M_ARM) +#define SDLPROCDUMP_CPU_ARM32 1 +#endif + +#if defined(SDLPROCDUMP_CPU_X86) || defined(SDLPROCDUMP_CPU_X64) || defined(SDLPROCDUMP_CPU_ARM32) || defined(SDLPROCDUMP_CPU_ARM64) +#define SDLPROCDUMP_PRINTSTACK +#else +#pragma message("Unsupported architecture: don't know how to StackWalk") +#endif + +#ifndef EXCEPTION_SOFTWARE_ORIGINATE +#define EXCEPTION_SOFTWARE_ORIGINATE 0x80 +#endif + +static void printf_message(const char *format, ...) { + va_list ap; + fprintf(stderr, "[" APPNAME "] "); + va_start(ap, format); + vfprintf(stderr, format, ap); + va_end(ap); + fprintf(stderr, "\n"); +} + +static void printf_windows_message(const char *format, ...) { + va_list ap; + char win_msg[512]; + size_t win_msg_len; + + FormatMessageA( + FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, + NULL, + GetLastError(), + MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), + win_msg, sizeof(win_msg)/sizeof(*win_msg), + NULL); + win_msg_len = strlen(win_msg); + while (win_msg[win_msg_len-1] == '\r' || win_msg[win_msg_len-1] == '\n' || win_msg[win_msg_len-1] == ' ') { + win_msg[win_msg_len-1] = '\0'; + win_msg_len--; + } + fprintf(stderr, "[" APPNAME "] "); + va_start(ap, format); + vfprintf(stderr, format, ap); + va_end(ap); + fprintf(stderr, " (%s)\n", win_msg); +} + +struct { + HMODULE module; + BOOL (WINAPI *pSymInitialize)(HANDLE hProcess, PCSTR UserSearchPath, BOOL fInvadeProcess); + BOOL (WINAPI *pSymCleanup)(HANDLE hProcess); + BOOL (WINAPI *pMiniDumpWriteDump)( + HANDLE hProcess, + DWORD ProcessId, + HANDLE hFile, + MINIDUMP_TYPE DumpType, + PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, + PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam, + PMINIDUMP_CALLBACK_INFORMATION CallbackParam); + BOOL (WINAPI *pSymFromAddr)(HANDLE hProcess, DWORD64 Address, PDWORD64 Displacement, PSYMBOL_INFO Symbol); + BOOL (WINAPI *pSymGetLineFromAddr64)(HANDLE hProcess, DWORD64 qwAddr, PDWORD pdwDisplacement, PIMAGEHLP_LINE64 Line); + BOOL (WINAPI *pStackWalk64)(DWORD MachineType, HANDLE hProcess, HANDLE hThread, LPSTACKFRAME64 StackFrame, + PVOID ContextRecord, PREAD_PROCESS_MEMORY_ROUTINE64 ReadMemoryRoutine, + PFUNCTION_TABLE_ACCESS_ROUTINE64 FunctionTableAccessRoutine, + PGET_MODULE_BASE_ROUTINE64 GetModuleBaseRoutine, PTRANSLATE_ADDRESS_ROUTINE64 TranslateAddress); + PVOID (WINAPI *pSymFunctionTableAccess64)(HANDLE hProcess, DWORD64 AddrBase); + DWORD64 (WINAPI *pSymGetModuleBase64)(HANDLE hProcess, DWORD64 qwAddr); + BOOL (WINAPI *pSymGetModuleInfo64)(HANDLE hProcess, DWORD64 qwAddr, PIMAGEHLP_MODULE64 ModuleInfo); + BOOL (WINAPI *pSymRefreshModuleList)(HANDLE hProcess); +} dyn_dbghelp; + +static void load_dbghelp(void) { + if (dyn_dbghelp.module) { + return; + } + dyn_dbghelp.module = LoadLibraryA("dbghelp.dll"); + if (!dyn_dbghelp.module) { + printf_message("Failed to load dbghelp.dll"); + goto failed; + } + dyn_dbghelp.pSymInitialize = (void *)GetProcAddress(dyn_dbghelp.module, "SymInitialize"); + dyn_dbghelp.pSymCleanup = (void *)GetProcAddress(dyn_dbghelp.module, "SymCleanup"); + dyn_dbghelp.pMiniDumpWriteDump = (void *)GetProcAddress(dyn_dbghelp.module, "MiniDumpWriteDump"); + dyn_dbghelp.pSymFromAddr = (void *)GetProcAddress(dyn_dbghelp.module, "SymFromAddr"); + dyn_dbghelp.pStackWalk64 = (void *)GetProcAddress(dyn_dbghelp.module, "StackWalk64"); + dyn_dbghelp.pSymGetLineFromAddr64 = (void *)GetProcAddress(dyn_dbghelp.module, "SymGetLineFromAddr64"); + dyn_dbghelp.pSymFunctionTableAccess64 = (void *)GetProcAddress(dyn_dbghelp.module, "SymFunctionTableAccess64"); + dyn_dbghelp.pSymGetModuleBase64 = (void *)GetProcAddress(dyn_dbghelp.module, "SymGetModuleBase64"); + dyn_dbghelp.pSymGetModuleInfo64 = (void *)GetProcAddress(dyn_dbghelp.module, "SymGetModuleInfo64"); + dyn_dbghelp.pSymRefreshModuleList = (void *)GetProcAddress(dyn_dbghelp.module, "SymRefreshModuleList"); + return; +failed: + if (dyn_dbghelp.module) { + FreeLibrary(dyn_dbghelp.module); + dyn_dbghelp.module = NULL; + } +} + +static void unload_dbghelp(void) { + if (!dyn_dbghelp.module) { + return; + } + FreeLibrary(dyn_dbghelp.module); + memset(&dyn_dbghelp, 0, sizeof(dyn_dbghelp)); +} + +#define FOREACH_EXCEPTION_CODES(X) \ + X(EXCEPTION_ACCESS_VIOLATION) \ + X(EXCEPTION_DATATYPE_MISALIGNMENT) \ + X(EXCEPTION_BREAKPOINT) \ + X(EXCEPTION_SINGLE_STEP) \ + X(EXCEPTION_ARRAY_BOUNDS_EXCEEDED) \ + X(EXCEPTION_FLT_DENORMAL_OPERAND) \ + X(EXCEPTION_FLT_DIVIDE_BY_ZERO) \ + X(EXCEPTION_FLT_INEXACT_RESULT) \ + X(EXCEPTION_FLT_INVALID_OPERATION) \ + X(EXCEPTION_FLT_OVERFLOW) \ + X(EXCEPTION_FLT_STACK_CHECK) \ + X(EXCEPTION_FLT_UNDERFLOW) \ + X(EXCEPTION_INT_DIVIDE_BY_ZERO) \ + X(EXCEPTION_INT_OVERFLOW) \ + X(EXCEPTION_PRIV_INSTRUCTION) \ + X(EXCEPTION_IN_PAGE_ERROR) \ + X(EXCEPTION_ILLEGAL_INSTRUCTION) \ + X(EXCEPTION_NONCONTINUABLE_EXCEPTION) \ + X(EXCEPTION_STACK_OVERFLOW) \ + X(EXCEPTION_INVALID_DISPOSITION) \ + X(EXCEPTION_GUARD_PAGE) \ + X(EXCEPTION_INVALID_HANDLE) \ + X(STATUS_HEAP_CORRUPTION) + +#define FOREACH_EXCEPTION_FLAGS(X) \ + X(EXCEPTION_NONCONTINUABLE) \ + X(EXCEPTION_UNWINDING) \ + X(EXCEPTION_EXIT_UNWIND) \ + X(EXCEPTION_STACK_INVALID) \ + X(EXCEPTION_NESTED_CALL) \ + X(EXCEPTION_TARGET_UNWIND) \ + X(EXCEPTION_COLLIDED_UNWIND) \ + X(EXCEPTION_SOFTWARE_ORIGINATE) + +static const char *exceptionCode_to_string(DWORD dwCode) { +#define SWITCH_CODE_STR(V) case V: return #V; + switch (dwCode) { + case 0xe06d7363: return "MS Visual C++ Exception"; + FOREACH_EXCEPTION_CODES(SWITCH_CODE_STR) + default: { + return "unknown"; + } + } +#undef SWITCH_CODE_STR +} + +static const char *exceptionFlags_to_string(DWORD dwFlags, char *buffer, size_t buffer_length) { + buffer[0] = '\0'; + +#define APPEND_OR_STR(CODE) \ + if (dwFlags & (CODE)) { \ + if (buffer[0]) { \ + strcat_s(buffer, buffer_length, "|"); \ + } \ + strcat_s(buffer, buffer_length, #CODE); \ + } + + FOREACH_EXCEPTION_FLAGS(APPEND_OR_STR) +#undef APPEND_OR_STR + return buffer; +} + +static BOOL IsCXXException(DWORD dwCode) { + /* https://devblogs.microsoft.com/oldnewthing/20100730-00/?p=13273 */ + return dwCode == 0xe06d7363; /* FOURCC(0xe0, 'm', 's', 'c') */ +} + +static BOOL IsFatalExceptionCode(DWORD dwCode) { + switch (dwCode) { + case EXCEPTION_ACCESS_VIOLATION: + case EXCEPTION_ARRAY_BOUNDS_EXCEEDED: + case EXCEPTION_IN_PAGE_ERROR: + case EXCEPTION_ILLEGAL_INSTRUCTION: + case EXCEPTION_INT_DIVIDE_BY_ZERO: + case EXCEPTION_STACK_OVERFLOW: + case STATUS_HEAP_CORRUPTION: + case STATUS_STACK_BUFFER_OVERRUN: + case EXCEPTION_GUARD_PAGE: + case EXCEPTION_INVALID_HANDLE: + return TRUE; + default: + return FALSE; + } +} + +static const char *get_simple_basename(const char *path) { + const char *pos = strrchr(path, '\\'); + if (pos) { + return pos + 1; + } + pos = strrchr(path, '/'); + if (pos) { + return pos + 1; + } + return path; +} + +static void write_minidump(const char *child_file_path, const LPPROCESS_INFORMATION process_information, DWORD dwThreadId, PEXCEPTION_RECORD exception_record, PCONTEXT context) { + BOOL success; + char dump_file_path[MAX_PATH]; + char child_file_name[64]; + EXCEPTION_POINTERS exception_pointers; + HANDLE hFile = INVALID_HANDLE_VALUE; + MINIDUMP_EXCEPTION_INFORMATION minidump_exception_information; + SYSTEMTIME system_time; + + if (!dyn_dbghelp.pMiniDumpWriteDump) { + printf_message("Cannot find pMiniDumpWriteDump in dbghelp.dll: no minidump"); + return; + } + + success = CreateDirectoryA(DUMP_FOLDER, NULL); + if (!success && GetLastError() != ERROR_ALREADY_EXISTS) { + printf_windows_message("Failed to create minidump directory"); + goto post_dump; + } + _splitpath_s(child_file_path, NULL, 0, NULL, 0, child_file_name, sizeof(child_file_name), NULL, 0); + GetLocalTime(&system_time); + + snprintf(dump_file_path, sizeof(dump_file_path), "minidumps/%s_%04d-%02d-%02d_%02d-%02d-%02d.dmp", + child_file_name, + system_time.wYear, system_time.wMonth, system_time.wDay, + system_time.wHour, system_time.wMinute, system_time.wSecond); + printf_message(""); + printf_message("Writing minidump to \"%s\"", dump_file_path); + hFile = CreateFileA( + dump_file_path, + GENERIC_WRITE, + FILE_SHARE_WRITE, + NULL, + CREATE_ALWAYS, + FILE_ATTRIBUTE_NORMAL, + NULL); + if (hFile == INVALID_HANDLE_VALUE) { + printf_windows_message("Failed to open file for minidump"); + goto post_dump; + } + memset(&exception_pointers, 0, sizeof(exception_pointers)); + exception_pointers.ContextRecord = context; + exception_pointers.ExceptionRecord = exception_record; + minidump_exception_information.ClientPointers = FALSE; + minidump_exception_information.ExceptionPointers = &exception_pointers; + minidump_exception_information.ThreadId = dwThreadId; + success = dyn_dbghelp.pMiniDumpWriteDump( + process_information->hProcess, /* HANDLE hProcess */ + process_information->dwProcessId, /* DWORD ProcessId */ + hFile, /* HANDLE hFile */ + MiniDumpWithFullMemory, /* MINIDUMP_TYPE DumpType */ + &minidump_exception_information, /* PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam */ + NULL, /* PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam */ + NULL); /* PMINIDUMP_CALLBACK_INFORMATION CallbackParam */ + if (!success) { + printf_windows_message("Failed to write minidump"); + } +post_dump: + if (hFile != INVALID_HANDLE_VALUE) { + CloseHandle(hFile); + } +} + +static void print_stacktrace(const LPPROCESS_INFORMATION process_information, LPVOID address, PCONTEXT context) { + STACKFRAME64 stack_frame; + DWORD machine_type; + + if (!context) { + printf_message("Cannot create a stacktrace without a context"); + return; + } + if (!dyn_dbghelp.pStackWalk64) { + printf_message("Cannot find StackWalk64 in dbghelp.dll: no stacktrace"); + return; + } + if (!dyn_dbghelp.pSymFunctionTableAccess64) { + printf_message("Cannot find SymFunctionTableAccess64 in dbghelp.dll: no stacktrace"); + return; + } + if (!dyn_dbghelp.pSymGetModuleBase64) { + printf_message("Cannot find SymGetModuleBase64 in dbghelp.dll: no stacktrace"); + return; + } + if (!dyn_dbghelp.pSymFromAddr) { + printf_message("Cannot find pSymFromAddr in dbghelp.dll: no stacktrace"); + return; + } + if (!dyn_dbghelp.pSymGetLineFromAddr64) { + printf_message("Cannot find SymGetLineFromAddr64 in dbghelp.dll: no stacktrace"); + return; + } + if (!dyn_dbghelp.pSymGetModuleInfo64) { + printf_message("Cannot find SymGetModuleInfo64 in dbghelp.dll: no stacktrace"); + return; + } + + if (!dyn_dbghelp.pSymRefreshModuleList || !dyn_dbghelp.pSymRefreshModuleList(process_information->hProcess)) { + printf_windows_message("SymRefreshModuleList failed: maybe no stacktrace"); + } + + memset(&stack_frame, 0, sizeof(stack_frame)); + + stack_frame.AddrPC.Mode = AddrModeFlat; + stack_frame.AddrFrame.Mode = AddrModeFlat; + stack_frame.AddrStack.Mode = AddrModeFlat; + +#if defined(SDLPROCDUMP_CPU_X86) + machine_type = IMAGE_FILE_MACHINE_I386; + stack_frame.AddrFrame.Offset = context->Ebp; + stack_frame.AddrStack.Offset = context->Esp; + stack_frame.AddrPC.Offset = context->Eip; +#elif defined(SDLPROCDUMP_CPU_X64) + machine_type = IMAGE_FILE_MACHINE_AMD64; + stack_frame.AddrFrame.Offset = context->Rbp; + stack_frame.AddrStack.Offset = context->Rsp; + stack_frame.AddrPC.Offset = context->Rip; +#elif defined(SDLPROCDUMP_CPU_ARM32) + machine_type = IMAGE_FILE_MACHINE_ARM; + stack_frame.AddrFrame.Offset = context->Lr; + stack_frame.AddrStack.Offset = context->Sp; + stack_frame.AddrPC.Offset = context->Pc; +#elif defined(SDLPROCDUMP_CPU_ARM64) + machine_type = IMAGE_FILE_MACHINE_ARM64; + stack_frame.AddrFrame.Offset = context->Fp; + stack_frame.AddrStack.Offset = context->Sp; + stack_frame.AddrPC.Offset = context->Pc; +#endif + while (dyn_dbghelp.pStackWalk64(machine_type, /* DWORD MachineType */ + process_information->hProcess, /* HANDLE hProcess */ + process_information->hThread, /* HANDLE hThread */ + &stack_frame, /* LPSTACKFRAME64 StackFrame */ + context, /* PVOID ContextRecord */ + NULL, /* PREAD_PROCESS_MEMORY_ROUTINE64 ReadMemoryRoutine */ + dyn_dbghelp.pSymFunctionTableAccess64, /* PFUNCTION_TABLE_ACCESS_ROUTINE64 FunctionTableAccessRoutine */ + dyn_dbghelp.pSymGetModuleBase64, /* PGET_MODULE_BASE_ROUTINE64 GetModuleBaseRoutine */ + NULL)) { /* PTRANSLATE_ADDRESS_ROUTINE64 TranslateAddress */ + IMAGEHLP_MODULE64 module_info; + union { + char buffer[sizeof(SYMBOL_INFO) + MAX_SYM_NAME * sizeof(CHAR)]; + SYMBOL_INFO symbol_info; + } symbol; + DWORD64 dwDisplacement; + DWORD lineColumn = 0; + IMAGEHLP_LINE64 line; + const char *image_file_name; + const char *symbol_name; + const char *file_name; + char line_number[16]; + + if (stack_frame.AddrPC.Offset == stack_frame.AddrReturn.Offset) { + printf_message("PC == Return Address => Possible endless callstack"); + break; + } + + memset(&module_info, 0, sizeof(module_info)); + module_info.SizeOfStruct = sizeof(module_info); + if (!dyn_dbghelp.pSymGetModuleInfo64(process_information->hProcess, stack_frame.AddrPC.Offset, &module_info)) { + image_file_name = "?"; + } else { + image_file_name = get_simple_basename(module_info.ImageName); + } + + memset(&symbol, 0, sizeof(symbol)); + symbol.symbol_info.SizeOfStruct = sizeof(symbol.symbol_info); + symbol.symbol_info.MaxNameLen = MAX_SYM_NAME; + if (!dyn_dbghelp.pSymFromAddr(process_information->hProcess, (DWORD64)(uintptr_t)stack_frame.AddrPC.Offset, &dwDisplacement, &symbol.symbol_info)) { + symbol_name = "???"; + dwDisplacement = 0; + } else { + symbol_name = symbol.symbol_info.Name; + } + + line.SizeOfStruct = sizeof(line); + if (!dyn_dbghelp.pSymGetLineFromAddr64(process_information->hProcess, (DWORD64)(uintptr_t)stack_frame.AddrPC.Offset, &lineColumn, &line)) { + file_name = ""; + line_number[0] = '\0'; + } else { + file_name = line.FileName; + snprintf(line_number, sizeof(line_number), "Line %u", (unsigned int)line.LineNumber); + } + printf_message("%s!%s+0x%x %s %s", image_file_name, symbol_name, dwDisplacement, file_name, line_number); + } +} + +static PCONTEXT FillInThreadContext(LPPROCESS_INFORMATION process_information, PCONTEXT context_buffer) { + HANDLE thread_handle = NULL; + + thread_handle = OpenThread(THREAD_ALL_ACCESS, FALSE, process_information->dwThreadId); + if (!thread_handle) { + printf_windows_message("OpenThread failed: no stacktrace"); + return NULL; + } + + memset(context_buffer, 0, sizeof(*context_buffer)); + context_buffer->ContextFlags = CONTEXT_ALL; + if (!GetThreadContext(thread_handle, context_buffer)) { + printf_windows_message("GetThreadContext failed: no stacktrace"); + CloseHandle(thread_handle); + return NULL; + } + CloseHandle(thread_handle); + return context_buffer; +} + +static void GetMSCExceptionName(HANDLE hProcess, ULONG_PTR *parameters, DWORD count_parameters, char *buffer, size_t buffer_size) { + +#define FIXUP_DWORD_POINTER(ADDR) ((sizeof(void *) == 8) ? (parameters[3] + (ADDR)) : (ADDR)) +#define CHECKED_ReadProcessMemory(PROCESS, ADDRESS, BUFFER, COUNT, WHAT) \ + do { \ + SIZE_T actual_count; \ + BOOL res = ReadProcessMemory((PROCESS), (ADDRESS), (BUFFER), (COUNT), &actual_count); \ + if (!res) { \ + printf_windows_message(WHAT ": ReadProcessMemory failed"); \ + strncpy_s(buffer, buffer_size, "", buffer_size); \ + return; \ + } \ + if ((COUNT) != (actual_count)) { \ + printf_message(WHAT ": ReadProcessMemory did not read enough data actual=%lu expected=%lu", \ + (unsigned long) (actual_count), (unsigned long) (COUNT)); \ + strncpy_s(buffer, buffer_size, "", buffer_size); \ + return; \ + } \ + } while (0) + + DWORD depth0; + char *ptr_depth0; + DWORD depth1; + char *ptr_depth1; + DWORD depth2; + char *ptr_depth2; + + CHECKED_ReadProcessMemory(hProcess, (void *)(parameters[2] + 3 * sizeof(DWORD)), &depth0, sizeof(depth0), "depth 0"); + ptr_depth0 = (char *)FIXUP_DWORD_POINTER(depth0); + CHECKED_ReadProcessMemory(hProcess, ptr_depth0 + 1 * sizeof(DWORD), &depth1, sizeof(depth1), "depth 1"); + ptr_depth1 = (char *)FIXUP_DWORD_POINTER(depth1); + CHECKED_ReadProcessMemory(hProcess, ptr_depth1 + 1 * sizeof(DWORD), &depth2, sizeof(depth2), "depth 2"); + ptr_depth2 = (char *)FIXUP_DWORD_POINTER(depth2); + CHECKED_ReadProcessMemory(hProcess, ptr_depth2 + 2 * sizeof(void*), buffer, buffer_size, "data"); + buffer[buffer_size - 1] = '\0'; + +#undef FIXUP_DWORD_POINTER +#undef CHECKED_ReadProcessMemory +} + +static void log_usage(const char *argv0) { + fprintf(stderr, "Usage: %s [--help] [--debug-stream] [--] PROGRAM [ARG1 [ARG2 [ARG3 ... ]]]\n", argv0); +} + +int main(int argc, char *argv[]) { + int i; + int cmd_start; + size_t command_line_len = 0; + char *command_line; + STARTUPINFOA startup_info; + PROCESS_INFORMATION process_information; + BOOL success; + BOOL debugger_present; + DWORD exit_code; + DWORD creation_flags; + BOOL log_debug_stream = FALSE; + + cmd_start = -1; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "--") == 0) { + cmd_start = i + 1; + break; + } else if (strcmp(argv[i], "--debug-stream") == 0) { + log_debug_stream = TRUE; + continue; + } else if (strcmp(argv[i], "--help") == 0) { + log_usage(argv[0]); + return 0; + } else { + cmd_start = i; + break; + } + } + if (cmd_start < 0 || cmd_start >= argc) { + log_usage(argv[0]); + return 1; + } + + for (i = cmd_start; i < argc; i++) { + command_line_len += strlen(argv[i]) + 1; + } + command_line = malloc(command_line_len + 1); + if (!command_line) { + printf_message("Failed to allocate memory for command line"); + return 1; + } + command_line[0] = '\0'; + for (i = cmd_start; i < argc; i++) { + strcat_s(command_line, command_line_len, argv[i]); + if (i != argc - 1) { + strcat_s(command_line, command_line_len, " "); + } + } + + memset(&startup_info, 0, sizeof(startup_info)); + startup_info.cb = sizeof(startup_info); + + debugger_present = IsDebuggerPresent(); + creation_flags = NORMAL_PRIORITY_CLASS; + if (!debugger_present) { + creation_flags |= DEBUG_PROCESS | DEBUG_ONLY_THIS_PROCESS; + } + success = CreateProcessA( + argv[cmd_start], /* LPCSTR lpApplicationName, */ + command_line, /* LPSTR lpCommandLine, */ + NULL, /* LPSECURITY_ATTRIBUTES lpProcessAttributes, */ + NULL, /* LPSECURITY_ATTRIBUTES lpThreadAttributes, */ + TRUE, /* BOOL bInheritHandles, */ + creation_flags, /* DWORD dwCreationFlags, */ + NULL, /* LPVOID lpEnvironment, */ + NULL, /* LPCSTR lpCurrentDirectory, */ + &startup_info, /* LPSTARTUPINFOA lpStartupInfo, */ + &process_information); /* LPPROCESS_INFORMATION lpProcessInformation */ + + if (!success) { + printf_windows_message("Failed to start application \"%s\"", argv[cmd_start]); + return 1; + } + + if (debugger_present) { + WaitForSingleObject(process_information.hProcess, INFINITE); + } else { + int process_alive = 1; + DEBUG_EVENT event; + while (process_alive) { + DWORD continue_status = DBG_CONTINUE; + success = WaitForDebugEvent(&event, INFINITE); + if (!success) { + printf_windows_message("Failed to get a debug event"); + return 1; + } + switch (event.dwDebugEventCode) { + case OUTPUT_DEBUG_STRING_EVENT: + { + if (log_debug_stream) { + SIZE_T bytes_read = 0; + union { + char char_buffer[512]; + WCHAR wchar_buffer[256]; + } buffer; + if (ReadProcessMemory(process_information.hProcess, event.u.DebugString.lpDebugStringData, buffer.char_buffer, PRODCUMP_MIN(sizeof(buffer), event.u.DebugString.nDebugStringLength), &bytes_read) && bytes_read) { + if (event.u.DebugString.fUnicode) { + size_t len = bytes_read / 2; + buffer.wchar_buffer[255] = '\0'; + while (len > 0 && (buffer.wchar_buffer[len - 1] == '\0' || buffer.wchar_buffer[len - 1] == '\n' || buffer.wchar_buffer[len - 1] == '\r')) { + buffer.wchar_buffer[len - 1] = '\0'; + len -= 1; + } + if (len > 0) { + printf("[" APPNAME "] (debug) %S\n", buffer.wchar_buffer); + } + } else { + size_t len = bytes_read; + buffer.char_buffer[511] = '\0'; + while (len > 0 && (buffer.char_buffer[len - 1] == '\0' || buffer.char_buffer[len - 1] == '\n' || buffer.char_buffer[len - 1] == '\r')) { + buffer.char_buffer[len - 1] = '\0'; + len -= 1; + } + if (len > 0) { + printf("[" APPNAME "] (debug) %s\n", buffer.char_buffer); + } + } + } + } + break; + } + case EXCEPTION_DEBUG_EVENT: + { + const BOOL cxx_exception = IsCXXException(event.u.Exception.ExceptionRecord.ExceptionCode); + const BOOL is_fatal = !cxx_exception && (IsFatalExceptionCode(event.u.Exception.ExceptionRecord.ExceptionCode) || (event.u.Exception.ExceptionRecord.ExceptionFlags & EXCEPTION_NONCONTINUABLE)); + if (cxx_exception || is_fatal) { + char flag_buffer[256]; + printf_message("EXCEPTION_DEBUG_EVENT"); + printf_message(" ExceptionCode: 0x%08lx (%s)", + event.u.Exception.ExceptionRecord.ExceptionCode, + exceptionCode_to_string(event.u.Exception.ExceptionRecord.ExceptionCode)); + printf_message(" ExceptionFlags: 0x%08lx (%s)", + event.u.Exception.ExceptionRecord.ExceptionFlags, + exceptionFlags_to_string(event.u.Exception.ExceptionRecord.ExceptionFlags, flag_buffer, sizeof(flag_buffer))); + + printf_message(" FirstChance: %ld", event.u.Exception.dwFirstChance); + printf_message(" ExceptionAddress: 0x%08lx", + event.u.Exception.ExceptionRecord.ExceptionAddress); + } + if (cxx_exception) { + char exception_name[256]; + GetMSCExceptionName(process_information.hProcess, event.u.Exception.ExceptionRecord.ExceptionInformation, event.u.Exception.ExceptionRecord.NumberParameters, + exception_name, sizeof(exception_name)); + printf_message(" Exception name: %s", exception_name); + } else if (is_fatal) { + CONTEXT context_buffer; + PCONTEXT context; + + printf_message(" (Non-continuable exception debug event)"); + context = FillInThreadContext(&process_information, &context_buffer); + write_minidump(argv[cmd_start], &process_information, event.dwThreadId, &event.u.Exception.ExceptionRecord, context); + printf_message(""); +#ifdef SDLPROCDUMP_PRINTSTACK + print_stacktrace(&process_information, event.u.Exception.ExceptionRecord.ExceptionAddress, context); +#else + printf_message("No support for printing stacktrack for current architecture"); +#endif + DebugActiveProcessStop(event.dwProcessId); + process_alive = FALSE; + } + continue_status = DBG_EXCEPTION_NOT_HANDLED; + break; + } + case CREATE_PROCESS_DEBUG_EVENT: + load_dbghelp(); + if (!dyn_dbghelp.pSymInitialize) { + printf_message("Cannot find pSymInitialize in dbghelp.dll: no stacktrace"); + break; + } + /* Don't invade process on CI: downloading symbols will cause test timeouts */ + if (!dyn_dbghelp.pSymInitialize(process_information.hProcess, NULL, FALSE)) { + printf_windows_message("SymInitialize failed: no stacktrace"); + break; + } + break; + case EXIT_PROCESS_DEBUG_EVENT: + if (event.dwProcessId == process_information.dwProcessId) { + process_alive = 0; + DebugActiveProcessStop(event.dwProcessId); + } + break; + } + success = ContinueDebugEvent(event.dwProcessId, event.dwThreadId, continue_status); + if (!process_alive) { + DebugActiveProcessStop(event.dwProcessId); + } + } + } + if (dyn_dbghelp.pSymCleanup) { + dyn_dbghelp.pSymCleanup(process_information.hProcess); + } + unload_dbghelp(); + + exit_code = 1; + success = GetExitCodeProcess(process_information.hProcess, &exit_code); + + if (!success) { + printf_message("Failed to get process exit code"); + return 1; + } + + CloseHandle(process_information.hThread); + CloseHandle(process_information.hProcess); + + return exit_code; +} diff --git a/wayland-protocols/cursor-shape-v1.xml b/wayland-protocols/cursor-shape-v1.xml new file mode 100644 index 0000000..56f6a1a --- /dev/null +++ b/wayland-protocols/cursor-shape-v1.xml @@ -0,0 +1,147 @@ + + + + Copyright 2018 The Chromium Authors + Copyright 2023 Simon Ser + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + + This global offers an alternative, optional way to set cursor images. This + new way uses enumerated cursors instead of a wl_surface like + wl_pointer.set_cursor does. + + Warning! The protocol described in this file is currently in the testing + phase. Backward compatible changes may be added together with the + corresponding interface version bump. Backward incompatible changes can + only be done by creating a new major version of the extension. + + + + + Destroy the cursor shape manager. + + + + + + Obtain a wp_cursor_shape_device_v1 for a wl_pointer object. + + + + + + + + Obtain a wp_cursor_shape_device_v1 for a zwp_tablet_tool_v2 object. + + + + + + + + + This interface advertises the list of supported cursor shapes for a + device, and allows clients to set the cursor shape. + + + + + This enum describes cursor shapes. + + The names are taken from the CSS W3C specification: + https://w3c.github.io/csswg-drafts/css-ui/#cursor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Destroy the cursor shape device. + + The device cursor shape remains unchanged. + + + + + + Sets the device cursor to the specified shape. The compositor will + change the cursor image based on the specified shape. + + The cursor actually changes only if the input device focus is one of + the requesting client's surfaces. If any, the previous cursor image + (surface or shape) is replaced. + + The "shape" argument must be a valid enum entry, otherwise the + invalid_shape protocol error is raised. + + This is similar to the wl_pointer.set_cursor and + zwp_tablet_tool_v2.set_cursor requests, but this request accepts a + shape instead of contents in the form of a surface. Clients can mix + set_cursor and set_shape requests. + + The serial parameter must match the latest wl_pointer.enter or + zwp_tablet_tool_v2.proximity_in serial number sent to the client. + Otherwise the request will be ignored. + + + + + + diff --git a/wayland-protocols/xdg-shell.xml b/wayland-protocols/xdg-shell.xml index be64354..1caf6f1 100644 --- a/wayland-protocols/xdg-shell.xml +++ b/wayland-protocols/xdg-shell.xml @@ -29,7 +29,7 @@ DEALINGS IN THE SOFTWARE. - + The xdg_wm_base interface is exposed as a global object enabling clients to turn their wl_surfaces into windows in a desktop environment. It @@ -50,6 +50,8 @@ summary="the client provided an invalid surface state"/> + @@ -58,7 +60,7 @@ Destroying a bound xdg_wm_base object while there are surfaces still alive created by this xdg_wm_base object instance is illegal - and will result in a protocol error. + and will result in a defunct_surfaces error. @@ -75,7 +77,9 @@ This creates an xdg_surface for the given surface. While xdg_surface itself is not a role, the corresponding surface may only be assigned - a role extending xdg_surface, such as xdg_toplevel or xdg_popup. + a role extending xdg_surface, such as xdg_toplevel or xdg_popup. It is + illegal to create an xdg_surface for a wl_surface which already has an + assigned role and this will result in a role error. This creates an xdg_surface for the given surface. An xdg_surface is used as basis to define a role to a given surface, such as xdg_toplevel @@ -92,7 +96,8 @@ A client must respond to a ping event with a pong request or - the client may be deemed unresponsive. See xdg_wm_base.ping. + the client may be deemed unresponsive. See xdg_wm_base.ping + and xdg_wm_base.error.unresponsive. @@ -106,7 +111,9 @@ Compositors can use this to determine if the client is still alive. It's unspecified what will happen if the client doesn't respond to the ping request, or in what timeframe. Clients should - try to respond in a reasonable amount of time. + try to respond in a reasonable amount of time. The “unresponsive” + error is provided for compositors that wish to disconnect unresponsive + clients. A compositor is free to ping in any way it wants, but a client must always respond to any xdg_wm_base object it created. @@ -115,7 +122,7 @@ - + The xdg_positioner provides a collection of rules for the placement of a child surface relative to a parent surface. Rules can be defined to ensure @@ -135,7 +142,7 @@ For an xdg_positioner object to be considered complete, it must have a non-zero size set by set_size, and a non-zero anchor rectangle set by set_anchor_rect. Passing an incomplete xdg_positioner object when - positioning a surface raises an error. + positioning a surface raises an invalid_positioner error. @@ -223,7 +230,8 @@ specified (e.g. 'bottom_right' or 'top_left'), then the child surface will be placed towards the specified gravity; otherwise, the child surface will be centered over the anchor point on any axis that had no - gravity specified. + gravity specified. If the gravity is not in the ‘gravity’ enum, an + invalid_input error is raised. @@ -336,7 +344,7 @@ The default adjustment is none. - @@ -389,7 +397,7 @@ - Set the serial of a xdg_surface.configure event this positioner will be + Set the serial of an xdg_surface.configure event this positioner will be used in response to. The compositor may use this information together with set_parent_size to determine what future state the popup should be constrained using. @@ -399,7 +407,7 @@ - + An interface that may be implemented by a wl_surface, for implementations that provide a desktop-style user interface. @@ -426,6 +434,14 @@ manipulate a buffer prior to the first xdg_surface.configure call must also be treated as errors. + After creating a role-specific object and setting it up (e.g. by sending + the title, app ID, size constraints, parent, etc), the client must + perform an initial commit without any buffer attached. The compositor + will reply with initial wl_surface state such as + wl_surface.preferred_buffer_scale followed by an xdg_surface.configure + event. The client must acknowledge it and is then allowed to attach a + buffer to map the surface. + Mapping an xdg_surface-based role surface is defined as making it possible for the surface to be shown by the compositor. Note that a mapped surface is not guaranteed to be visible once it is mapped. @@ -439,19 +455,30 @@ A newly-unmapped surface is considered to have met condition (1) out of the 3 required conditions for mapping a surface if its role surface - has not been destroyed. + has not been destroyed, i.e. the client must perform the initial commit + again before attaching a buffer. - - - + + + + + + Destroy the xdg_surface object. An xdg_surface must only be destroyed - after its role object has been destroyed. + after its role object has been destroyed, otherwise + a defunct_role_object error is raised. @@ -489,8 +516,7 @@ portions like drop-shadows which should be ignored for the purposes of aligning, placing and constraining windows. - The window geometry is double buffered, and will be applied at the - time wl_surface.commit of the corresponding wl_surface is called. + The window geometry is double-buffered state, see wl_surface.commit. When maintaining a position, the compositor should treat the (x, y) coordinate of the window geometry as the top left corner of the window. @@ -506,13 +532,22 @@ commit. This unset is meant for extremely simple clients. The arguments are given in the surface-local coordinate space of - the wl_surface associated with this xdg_surface. + the wl_surface associated with this xdg_surface, and may extend outside + of the wl_surface itself to mark parts of the subsurface tree as part of + the window geometry. - The width and height must be greater than zero. Setting an invalid size - will raise an error. When applied, the effective window geometry will be - the set window geometry clamped to the bounding rectangle of the - combined geometry of the surface of the xdg_surface and the associated + When applied, the effective window geometry will be the set window + geometry clamped to the bounding rectangle of the combined + geometry of the surface of the xdg_surface and the associated subsurfaces. + + The effective geometry will not be recalculated unless a new call to + set_window_geometry is done and the new pending surface state is + subsequently applied. + + The width and height of the effective window geometry must be + greater than zero. Setting an invalid size will raise an + invalid_size error. @@ -533,6 +568,8 @@ If the client receives multiple configure events before it can respond to one, it only has to ack the last configure event. + Acking a configure event that was never sent raises an invalid_serial + error. A client is not required to commit immediately after sending an ack_configure request - it may even ack_configure several times @@ -541,6 +578,17 @@ A client may send multiple ack_configure requests before committing, but only the last request sent before a commit indicates which configure event the client really is responding to. + + Sending an ack_configure request consumes the serial number sent with + the request, as well as serial numbers sent by all configure events + sent on this xdg_surface prior to the configure event referenced by + the committed serial. + + It is an error to issue multiple ack_configure requests referencing a + serial from the same configure event, or to issue an ack_configure + request referencing a serial from a configure event issued before the + event identified by the last ack_configure request for the same + xdg_surface. Doing so will raise an invalid_serial error. @@ -569,7 +617,7 @@ - + This interface defines an xdg_surface role which allows a surface to, among other things, set window-like properties such as maximize, @@ -577,11 +625,19 @@ id, and well as trigger user interactive operations such as interactive resize and move. + A xdg_toplevel by default is responsible for providing the full intended + visual representation of the toplevel, which depending on the window + state, may mean things like a title bar, window controls and drop shadow. + Unmapping an xdg_toplevel means that the surface cannot be shown by the compositor until it is explicitly mapped again. All active operations (e.g., move, resize) are canceled and all attributes (e.g. title, state, stacking, ...) are discarded for - an xdg_toplevel surface when it is unmapped. + an xdg_toplevel surface when it is unmapped. The xdg_toplevel returns to + the state it had right after xdg_surface.get_toplevel. The client + can re-map the toplevel by performing a commit without any buffer + attached, waiting for a configure event and handling it as usual (see + xdg_surface description). Attaching a null buffer to a toplevel unmaps the surface. @@ -593,24 +649,37 @@ + + + + + + Set the "parent" of this surface. This surface should be stacked above the parent surface and all other ancestor surfaces. - Parent windows should be set on dialogs, toolboxes, or other + Parent surfaces should be set on dialogs, toolboxes, or other "auxiliary" surfaces, so that the parent is raised when the dialog is raised. - Setting a null parent for a child window removes any parent-child - relationship for the child. Setting a null parent for a window which - currently has no parent is a no-op. + Setting a null parent for a child surface unsets its parent. Setting + a null parent for a surface which currently has no parent is a no-op. - If the parent is unmapped then its children are managed as - though the parent of the now-unmapped parent has become the - parent of this surface. If no parent exists for the now-unmapped - parent then the children are managed as though they have no - parent surface. + Only mapped surfaces can have child surfaces. Setting a parent which + is not mapped is equivalent to setting a null parent. If a surface + becomes unmapped, its children's parent is set to the parent of + the now-unmapped surface. If the now-unmapped surface has no parent, + its children's parent is unset. If the now-unmapped surface becomes + mapped again, its parent-child relationship is not restored. + + The parent toplevel must not be one of the child toplevel's + descendants, and the parent must be different from the child toplevel, + otherwise the invalid_parent protocol error is raised. @@ -652,7 +721,7 @@ application identifiers and how they relate to well-known D-Bus names and .desktop files. - [0] http://standards.freedesktop.org/desktop-entry-spec/ + [0] https://standards.freedesktop.org/desktop-entry-spec/ @@ -666,7 +735,8 @@ This request asks the compositor to pop up such a window menu at the given position, relative to the local surface coordinates of the parent surface. There are no guarantees as to what menu items - the window menu contains. + the window menu contains, or even if a window menu will be drawn + at all. This request must be used in response to some sort of user action like a button press, key press, or touch down event. @@ -742,12 +812,13 @@ guarantee that the device focus will return when the resize is completed. - The edges parameter specifies how the surface should be resized, - and is one of the values of the resize_edge enum. The compositor - may use this information to update the surface position for - example when dragging the top left corner. The compositor may also - use this information to adapt its behavior, e.g. choose an - appropriate cursor image. + The edges parameter specifies how the surface should be resized, and + is one of the values of the resize_edge enum. Values not matching + a variant of the enum will cause the invalid_resize_edge protocol error. + The compositor may use this information to update the surface position + for example when dragging the top left corner. The compositor may also + use this information to adapt its behavior, e.g. choose an appropriate + cursor image. @@ -761,13 +832,13 @@ configure event to ensure that both the client and the compositor setting the state can be synchronized. - States set in this way are double-buffered. They will get applied on - the next commit. + States set in this way are double-buffered, see wl_surface.commit. The surface is maximized. The window geometry specified in the configure - event must be obeyed by the client. + event must be obeyed by the client, or the xdg_wm_base.invalid_surface_state + error is raised. The client should draw without shadow or other decoration outside of the window geometry. @@ -798,27 +869,46 @@ - + The window is currently in a tiled layout and the left edge is considered to be adjacent to another part of the tiling grid. + + The client should draw without shadow or other decoration outside of + the window geometry on the left edge. - + The window is currently in a tiled layout and the right edge is considered to be adjacent to another part of the tiling grid. + + The client should draw without shadow or other decoration outside of + the window geometry on the right edge. - + The window is currently in a tiled layout and the top edge is considered to be adjacent to another part of the tiling grid. + + The client should draw without shadow or other decoration outside of + the window geometry on the top edge. - + The window is currently in a tiled layout and the bottom edge is considered to be adjacent to another part of the tiling grid. + + The client should draw without shadow or other decoration outside of + the window geometry on the bottom edge. + + + + + The surface is currently not ordinarily being repainted; for + example because its content is occluded by another window, or its + outputs are switched off due to screen locking. @@ -833,8 +923,7 @@ The width and height arguments are in window geometry coordinates. See xdg_surface.set_window_geometry. - Values set in this way are double-buffered. They will get applied - on the next commit. + Values set in this way are double-buffered, see wl_surface.commit. The compositor can use this information to allow or disallow different states like maximize or fullscreen and draw accurate @@ -854,11 +943,11 @@ request. Requesting a maximum size to be smaller than the minimum size of - a surface is illegal and will result in a protocol error. + a surface is illegal and will result in an invalid_size error. The width and height must be greater than or equal to zero. Using - strictly negative values for width and height will result in a - protocol error. + strictly negative values for width or height will result in a + invalid_size error. @@ -874,8 +963,7 @@ The width and height arguments are in window geometry coordinates. See xdg_surface.set_window_geometry. - Values set in this way are double-buffered. They will get applied - on the next commit. + Values set in this way are double-buffered, see wl_surface.commit. The compositor can use this information to allow or disallow different states like maximize or fullscreen and draw accurate @@ -895,11 +983,11 @@ request. Requesting a minimum size to be larger than the maximum size of - a surface is illegal and will result in a protocol error. + a surface is illegal and will result in an invalid_size error. The width and height must be greater than or equal to zero. Using strictly negative values for width and height will result in a - protocol error. + invalid_size error. @@ -1058,9 +1146,68 @@ a dialog to ask the user to save their data, etc. + + + + + + The configure_bounds event may be sent prior to a xdg_toplevel.configure + event to communicate the bounds a window geometry size is recommended + to constrain to. + + The passed width and height are in surface coordinate space. If width + and height are 0, it means bounds is unknown and equivalent to as if no + configure_bounds event was ever sent for this surface. + + The bounds can for example correspond to the size of a monitor excluding + any panels or other shell components, so that a surface isn't created in + a way that it cannot fit. + + The bounds may change at any point, and in such a case, a new + xdg_toplevel.configure_bounds will be sent, followed by + xdg_toplevel.configure and xdg_surface.configure. + + + + + + + + + + + + + + + + + This event advertises the capabilities supported by the compositor. If + a capability isn't supported, clients should hide or disable the UI + elements that expose this functionality. For instance, if the + compositor doesn't advertise support for minimized toplevels, a button + triggering the set_minimized request should not be displayed. + + The compositor will ignore requests it doesn't support. For instance, + a compositor which doesn't advertise support for minimized will ignore + set_minimized requests. + + Compositors must send this event once before the first + xdg_surface.configure event. When the capabilities change, compositors + must send this event again and then send an xdg_surface.configure + event. + + The configured state should not be applied immediately. See + xdg_surface.configure for details. + + The capabilities are sent as an array of 32-bit unsigned integers in + native endianness. + + + - + A popup surface is a short-lived, temporary surface. It can be used to implement for example menus, popovers, tooltips and other similar user @@ -1098,8 +1245,8 @@ This destroys the popup. Explicitly destroying the xdg_popup object will also dismiss the popup, and unmap the surface. - If this xdg_popup is not the "topmost" popup, a protocol error - will be sent. + If this xdg_popup is not the "topmost" popup, the + xdg_wm_base.not_the_topmost_popup protocol error will be sent. @@ -1131,10 +1278,6 @@ nested grabbing popup as well. When a compositor dismisses popups, it will follow the same dismissing order as required from the client. - The parent of a grabbing popup must either be another xdg_popup with an - active explicit grab, or an xdg_popup or xdg_toplevel, if there are no - explicit grabs already taken. - If the topmost grabbing popup is destroyed, the grab will be returned to the parent of the popup, if that parent previously had an explicit grab. @@ -1204,12 +1347,12 @@ If the popup is repositioned in response to a configure event for its parent, the client should send an xdg_positioner.set_parent_configure - and possibly a xdg_positioner.set_parent_size request to allow the + and possibly an xdg_positioner.set_parent_size request to allow the compositor to properly constrain the popup. If the popup is repositioned together with a parent that is being resized, but not in response to a configure event, the client should - send a xdg_positioner.set_parent_size request. + send an xdg_positioner.set_parent_size request. diff --git a/wayland-protocols/xdg-toplevel-icon-v1.xml b/wayland-protocols/xdg-toplevel-icon-v1.xml new file mode 100644 index 0000000..fc409fe --- /dev/null +++ b/wayland-protocols/xdg-toplevel-icon-v1.xml @@ -0,0 +1,205 @@ + + + + + Copyright © 2023-2024 Matthias Klumpp + Copyright © 2024 David Edmundson + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the "Software"), + to deal in the Software without restriction, including without limitation + the rights to use, copy, modify, merge, publish, distribute, sublicense, + and/or sell copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice (including the next + paragraph) shall be included in all copies or substantial portions of the + Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + DEALINGS IN THE SOFTWARE. + + + + This protocol allows clients to set icons for their toplevel surfaces + either via the XDG icon stock (using an icon name), or from pixel data. + + A toplevel icon represents the individual toplevel (unlike the application + or launcher icon, which represents the application as a whole), and may be + shown in window switchers, window overviews and taskbars that list + individual windows. + + This document adheres to RFC 2119 when using words like "must", + "should", "may", etc. + + Warning! The protocol described in this file is currently in the testing + phase. Backward compatible changes may be added together with the + corresponding interface version bump. Backward incompatible changes can + only be done by creating a new major version of the extension. + + + + + This interface allows clients to create toplevel window icons and set + them on toplevel windows to be displayed to the user. + + + + + Destroy the toplevel icon manager. + This does not destroy objects created with the manager. + + + + + + Creates a new icon object. This icon can then be attached to a + xdg_toplevel via the 'set_icon' request. + + + + + + + This request assigns the icon 'icon' to 'toplevel', or clears the + toplevel icon if 'icon' was null. + This state is double-buffered and is applied on the next + wl_surface.commit of the toplevel. + + After making this call, the xdg_toplevel_icon_v1 provided as 'icon' + can be destroyed by the client without 'toplevel' losing its icon. + The xdg_toplevel_icon_v1 is immutable from this point, and any + future attempts to change it must raise the + 'xdg_toplevel_icon_v1.immutable' protocol error. + + The compositor must set the toplevel icon from either the pixel data + the icon provides, or by loading a stock icon using the icon name. + See the description of 'xdg_toplevel_icon_v1' for details. + + If 'icon' is set to null, the icon of the respective toplevel is reset + to its default icon (usually the icon of the application, derived from + its desktop-entry file, or a placeholder icon). + If this request is passed an icon with no pixel buffers or icon name + assigned, the icon must be reset just like if 'icon' was null. + + + + + + + + This event indicates an icon size the compositor prefers to be + available if the client has scalable icons and can render to any size. + + When the 'xdg_toplevel_icon_manager_v1' object is created, the + compositor may send one or more 'icon_size' events to describe the list + of preferred icon sizes. If the compositor has no size preference, it + may not send any 'icon_size' event, and it is up to the client to + decide a suitable icon size. + + A sequence of 'icon_size' events must be finished with a 'done' event. + If the compositor has no size preferences, it must still send the + 'done' event, without any preceding 'icon_size' events. + + + + + + + This event is sent after all 'icon_size' events have been sent. + + + + + + + This interface defines a toplevel icon. + An icon can have a name, and multiple buffers. + In order to be applied, the icon must have either a name, or at least + one buffer assigned. Applying an empty icon (with no buffer or name) to + a toplevel should reset its icon to the default icon. + + It is up to compositor policy whether to prefer using a buffer or loading + an icon via its name. See 'set_name' and 'add_buffer' for details. + + + + + + + + + + + Destroys the 'xdg_toplevel_icon_v1' object. + The icon must still remain set on every toplevel it was assigned to, + until the toplevel icon is reset explicitly. + + + + + + This request assigns an icon name to this icon. + Any previously set name is overridden. + + The compositor must resolve 'icon_name' according to the lookup rules + described in the XDG icon theme specification[1] using the + environment's current icon theme. + + If the compositor does not support icon names or cannot resolve + 'icon_name' according to the XDG icon theme specification it must + fall back to using pixel buffer data instead. + + If this request is made after the icon has been assigned to a toplevel + via 'set_icon', a 'immutable' error must be raised. + + [1]: https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html + + + + + + + This request adds pixel data supplied as wl_buffer to the icon. + + The client should add pixel data for all icon sizes and scales that + it can provide, or which are explicitly requested by the compositor + via 'icon_size' events on xdg_toplevel_icon_manager_v1. + + The wl_buffer supplying pixel data as 'buffer' must be backed by wl_shm + and must be a square (width and height being equal). + If any of these buffer requirements are not fulfilled, a 'invalid_buffer' + error must be raised. + + If this icon instance already has a buffer of the same size and scale + from a previous 'add_buffer' request, data from the last request + overrides the preexisting pixel data. + + The wl_buffer must be kept alive for as long as the xdg_toplevel_icon + it is associated with is not destroyed, otherwise a 'no_buffer' error + is raised. The buffer contents must not be modified after it was + assigned to the icon. As a result, the region of the wl_shm_pool's + backing storage used for the wl_buffer must not be modified after this + request is sent. The wl_buffer.release event is unused. + + If this request is made after the icon has been assigned to a toplevel + via 'set_icon', a 'immutable' error must be raised. + + + + + +