Commit Graph

1077 Commits

Author SHA1 Message Date
Sam Lantinga 917d683811 Moved SDL_JoyBallEvent together with the other joystick events 2024-03-21 12:51:59 -07:00
Ozkan Sezer 888cc29df6 add missing `reserved` field to struct SDL_JoyBallEvent,
Fixes https://github.com/libsdl-org/SDL/issues/9327
2024-03-21 20:10:50 +03:00
Susko3 b90fed094f Standardise header includes
Changes "SDL_*.h" and "SDL3/SDL_*.h" to <SDL3/SDL_*.h>
2024-03-19 13:41:53 -07:00
SDL Wiki Bot ba0417db40 Sync SDL3 wiki -> header 2024-03-19 17:58:24 +00:00
Frank Praznik a6fbf0488c Add time and realtime clock functions
Adds functions to query the system's realtime clock, convert time intervals to/from a calendar date and time in either UTC or the local time, and perform time related calculations.

An SDL_Time type (a time interval represented in nanoseconds), and SDL_DateTime struct (broken down calendar date and time) were added to facilitate this functionality.

Querying the system time results in a value expressed in nanoseconds since the Unix epoch (Jan 1, 1970) in UTC +0000. Conversions to and from the various platform epochs and units are performed when required.

Any direct handling of timezones and DST were intentionally avoided. The offset from UTC is provided when converting from UTC to a local time by calculating the difference between the original UTC and the resulting local time, but no other timezone or DST information is used.

The preferred date formatting and 12/24 hour time for the system locale can be retrieved via global preferences.

Helper functions for obtaining the day of week or day or year for calendar date, and getting the number of days in a month in a given year are provided for convenience. These are simple, but useful for performing various time related calculations.

An automated test for time conversion is included, as is a simple standalone test to display the current system date and time onscreen along with a calendar, the rendering of which demonstrates the use of the utility functions (press up/down to increment or decrement the current month, and keys 1-5 to change the date and time formats).
2024-03-19 10:57:36 -07:00
SDL Wiki Bot b2682da035 Sync SDL3 wiki -> header 2024-03-19 04:57:27 +00:00
Sam Lantinga 24ec1c09b9 Renamed SDL_PROP_IOSTREAM_STDIO_HANDLE_POINTER to SDL_PROP_IOSTREAM_STDIO_FILE_POINTER 2024-03-18 21:56:11 -07:00
Frank Praznik 1eb7b79986 video: Prepend global video property with "SDL" 2024-03-18 21:52:39 -04:00
SDL Wiki Bot 0d0aaa2d75 Sync SDL3 wiki -> header 2024-03-18 15:57:23 +00:00
Sam Lantinga 92d01ef12a You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file. 2024-03-18 08:56:24 -07:00
Frank Praznik ebb6582534 wayland: Handle the toplevel export property as a string
xdg-toplevel export handles are strings, so treat the property as one. Avoids the need to manually manage the string pointer.
2024-03-18 11:41:02 -04:00
SDL Wiki Bot fc26d5d328 Sync SDL3 wiki -> header 2024-03-18 04:28:30 +00:00
Sam Lantinga a1a0156756 Renamed SDL_SizeIO() SDL_GetIOSize() 2024-03-18 00:27:18 -04:00
Sam Lantinga df0f5deddf Added SDL_IOFromDynamicMem() 2024-03-18 00:27:18 -04:00
Sam Lantinga 747300b356 SDL file times are 64-bit integers representing nanoseconds since the Unix epoch 2024-03-17 13:21:04 -07:00
SDL Wiki Bot e7b9f75e62 Sync SDL3 wiki -> header 2024-03-17 19:29:22 +00:00
Sam Lantinga d65ae710a1 Renamed SDL_LogGetOutputFunction() and SDL_LogSetOutputFunction() to match SDL 3.0 naming convention 2024-03-17 12:28:11 -07:00
Sam Lantinga d8a54cd4f8 Updated "see also" references to be more consistent
Fixes https://github.com/libsdl-org/SDL/issues/9282
2024-03-17 12:28:11 -07:00
SDL Wiki Bot a206e1e3c0 Sync SDL3 wiki -> header 2024-03-17 15:40:25 +00:00
Sam Lantinga f460f42e70 Added filesystem operations to SDL_Storage 2024-03-17 08:39:43 -07:00
Sam Lantinga 7a088527c1 Removed the reserved parameter from SDL_EnumerateDirectoryCallback
If someone needs to, say, include an SDL_Storage object, they can simply point userdata at a structure that includes the the storage and any other data needed in enumeration.
2024-03-17 08:39:43 -07:00
Sam Lantinga ec3ba387d1 Added SDL_OpenFileStorage() for local file storage 2024-03-17 08:39:43 -07:00
Sam Lantinga db0c1d7aeb Added portable file and directory operations (thanks @icculus!) 2024-03-17 08:39:43 -07:00
Sam Lantinga fe5c34d4bd Renamed storage functions to match SDL 3.0 naming convention 2024-03-17 08:39:43 -07:00
SDL Wiki Bot 9ccde0def4 Sync SDL3 wiki -> header 2024-03-16 14:20:24 +00:00
Ethan Lee 744227e6ab Add SDL_storage 2024-03-16 07:19:50 -07:00
Frank Praznik 19764ffcc8 wayland: Add the xdg-foreign-unstable-v2 protocol
Add the xdg-foreign-unstable-v2 protocol and use it to create export handles for toplevel windows, which will be used when an external component, such as the file chooser portal, requires it.
2024-03-15 18:30:05 -04:00
Petar Popovic 2b45452dd5 Adding comments to init-flags SDL_INIT_AUDIO and SDL_INIT_SENSOR that they imply SDL_INIT_EVENTS
When initializing SDL with the flag SDL_INIT_AUDIO or SDL_INIT_SENSOR the event subsystem also gets initialized(SDL_INIT_EVENTS). This isn't mentioned in the comments.
This commit adds these two comments.
2024-03-15 13:10:49 -07:00
SDL Wiki Bot fa7ec59ecd Sync SDL3 wiki -> header 2024-03-15 19:59:26 +00:00
Ryan C. Gordon b7cda16613
iostream: Final fixes before merging.
- SDL_GetRWProperties -> SDL_GetIOProperties
- SDL_GetRWStatus -> SDL_GetIOStatus
- Some documentation corrections and improvements.
2024-03-15 15:37:03 -04:00
Ryan C. Gordon c175eb488c
iostream: Note that the new name has nothing to do with C++'s iostream class. 2024-03-15 01:16:31 -04:00
Ryan C. Gordon 5a21d87e69
rwops: Changed filenames that reference "rwops" to "iostream". 2024-03-14 23:30:59 -04:00
Ryan C. Gordon 6776b6108a
iostream: "free*" params should be "closeio". 2024-03-14 23:14:46 -04:00
Ryan C. Gordon 3a344cf877
rwops: Fixed some SDL2 symbols that got missed. 2024-03-14 21:57:21 -04:00
Ryan C. Gordon fc7afa9cbf
rwops: Renamed SDL_RWops to SDL_IOStream, and other related symbols. 2024-03-14 19:38:12 -04:00
Ryan C. Gordon fe33b2a81b
rwops: Give implementations access to status value. 2024-03-14 19:37:07 -04:00
Ryan C. Gordon 447c29e65c
include: Added missing RWops documentation. 2024-03-14 19:37:07 -04:00
Ryan C. Gordon cc58da4c63
rwops: Add SDL_GetRWStatus, make the statuses into an enum. 2024-03-14 19:37:06 -04:00
Ryan C. Gordon e35c304022
rwops: Add properties for some of the internal implementation details. 2024-03-14 19:37:05 -04:00
Ryan C. Gordon 7d4d8ccde0
rwops: Rename everything from SDL_RWxxx to SDL_XxxRW. 2024-03-14 19:37:04 -04:00
Ryan C. Gordon 655ceb3b31
rwops: Renamed SDL_CreateRW and SDL_DestroyRW to SDL_OpenRW and SDL_CloseRW. 2024-03-14 19:37:01 -04:00
Ryan C. Gordon 525919b315
rwops: Reworked RWops for SDL3.
- SDL_RWops is now an opaque struct.
- SDL_AllocRW is gone. If an app is creating a custom RWops, they pass the
  function pointers to SDL_CreateRW(), which are stored internally.
- SDL_RWclose is gone, there is only SDL_DestroyRW(), which calls the
  implementation's `->close` method before freeing other things.
- There is only one path to create and use RWops now, so we don't have to
  worry about whether `->close` will call SDL_DestroyRW, or if this will
  risk any Properties not being released, etc.
- SDL_RWFrom* still works as expected, for getting a RWops without having
  to supply your own implementation. Objects from these functions are also
  destroyed with SDL_DestroyRW.
- Lots of other cleanup and SDL3ization of the library code.
2024-03-14 19:36:08 -04:00
SDL Wiki Bot 495e432fb9 Sync SDL3 wiki -> header 2024-03-14 22:41:24 +00:00
Semphris 70c2e15615 Add file dialogs 2024-03-14 15:40:25 -07:00
Sam Lantinga 6c11449cd4 Added a note for the SDL_CommonEvent type 2024-03-14 09:00:47 -07:00
Sam Lantinga 442073f379 Added missing reserved field in SDL_CameraDeviceEvent (thanks @Saalvage!) 2024-03-14 08:51:48 -07:00
Sam Lantinga 9bef331dc8 Note that SDL_UserEvent and SDL_Event type are intentionally Uint32 2024-03-14 08:49:02 -07:00
Sam Lantinga 3875ef4552 Removed duplicated line (thanks @sechshelme!)
Fixes https://github.com/libsdl-org/SDL/issues/9264
2024-03-13 13:47:32 -07:00
Sam Lantinga efbbafb3f1 Re-added balls to the SDL joystick API
It turns out these were being used on Linux and at least one virtual driver was making use of them (thanks @mrfixit2001!)
2024-03-10 21:30:14 -07:00
Riccardo Marcangelo 6534029691
Add DualShock 3 HIDAPI support on Windows (#9144)
This adds HIDAPI support for DualShock 3 controllers on Windows, addressing the current absence of this feature in SDL. To utilize this functionality, the official Sony driver 'sixaxis.sys' must be installed. HID offers several advantages over DirectInput, including rumble support and the ability to control the LED lights that display the controller number.
2024-03-10 20:08:36 -07:00
Sam Lantinga fde420a645 Revert "Added SDL_FLIP_DIAGONAL"
This reverts commit b9ab326982.

@rainerdeyke pointed out:
"This commit is incorrect. Flipping both horizontally and vertically is not equivalent to flipping diagonally."
2024-03-10 15:20:36 -07:00
RPP-dev b9ab326982 Added SDL_FLIP_DIAGONAL
Since SDL_RenderFlip is an enum, SDL_FLIP_HORIZONTAL and SDL_FLIP_VERTICAL can not be OR'ed to get the "SDL_FLIP_DIAGONAL".
Render code is actually able to perform these 3 kind of "flipping" so I just added a new enum called SDL_FLIP_DIAGONAL with the OR'ed value (3) so it can be used.
2024-03-10 09:27:14 -07:00
Tolik708 2a775cad6f Named typedef-ed structs Gave name to structs that were defined like anonymous struct with name given by typedef. Example 'typedef struct {...} Foo;' -> 'typedef struct Foo {...} Foo;' 2024-03-10 09:04:18 -07:00
Sam Lantinga 37d066b99b Clarify what pitch means (thanks @zlago!) 2024-03-10 09:02:59 -07:00
Ozkan Sezer 9e89f093d9 remove stale / wrong information from SDL_RWread() documentation 2024-03-08 18:55:19 +03:00
Sam Lantinga 790cd395f5 Make sure the type in the SDL_Event aligns properly across the union 2024-03-07 06:58:43 -08:00
Sam Lantinga e9ab2d46de Revert "Change `SDL_Keycode` type to an enum"
SDL_Keycode can actually be any printable character on the keyboard, so isn't limited to the enumerated values of SDL_KeyCode.
2024-03-07 06:58:43 -08:00
Sam Lantinga 33eaddc565 Cleaned up various type conversion issues
This makes sure SDL_PixelFormatEnum flows through the internal code correctly, as well as fixing a number of other minor issues.
2024-03-07 06:58:43 -08:00
Sam Lantinga f53bdc9531 The pixel format in SDL_DisplayMode uses SDL_PixelFormatEnum 2024-03-07 03:39:06 -08:00
SDL Wiki Bot 59ab5c0824 Sync SDL3 wiki -> header 2024-03-07 00:20:27 +00:00
Sam Lantinga c70710cde8 SDL_GetPixelFormatEnumForMasks() returns SDL_PixelFormatEnum 2024-03-06 16:19:08 -08:00
Susko3 722f4104bf Use enums as types in SDL_*Event structures
The main `SDL_Event` union is not using the enum as
valid user events types are not in the enum.
2024-03-06 15:40:05 -08:00
Susko3 ce44eff3d2 Use `SDL_WindowFlags` in public headers 2024-03-06 15:08:12 -08:00
Susko3 4f58d18373 Typedef `SDL_WindowFlags`
Window flags were previously an enum with the same name.
See ebd7f9adbd.
2024-03-06 15:08:12 -08:00
Susko3 424616e032 Use SDL_PixelFormatEnum as type 2024-03-06 15:02:13 -08:00
Susko3 f8cb3c742d Change `SDL_Keycode` type to an enum 2024-03-06 12:17:53 -08:00
Susko3 f8844d387c Use specific types in SDL_touch.h
Missed when picking 7ff34249c7 from https://github.com/libsdl-org/SDL/pull/9191.
2024-03-06 10:35:20 -08:00
SDL Wiki Bot 2d0cd90171 Sync SDL3 wiki -> header 2024-03-06 17:52:26 +00:00
Sam Lantinga 860155680d SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events. 2024-03-06 09:51:15 -08:00
Sam Lantinga 95fbbc6f07 Fixed accidental use of tabs 2024-03-05 16:55:26 -08:00
Susko3 e268cdbec6
Use specific types in public headers (#9205)
Uses specific typedef'd types instead of generic integral types where applicable.
2024-03-05 16:52:15 -08:00
Sam Lantinga db24560387 Additional colorspace clarification
Note that SDL_MATRIX_COEFFICIENTS_BT470BG is functionally equivalent to SDL_MATRIX_COEFFICIENTS_BT601
2024-03-05 16:47:36 -08:00
Sam Lantinga b3858ec5f7 BT2020_CL is very different from BT2020_NCL, and not currently supported 2024-03-05 15:49:17 -08:00
Sam Lantinga 9db68f97f9 Reverted SDL_Vulkan_GetInstanceExtensions() API change
This function is commonly used with Vulkan structures that use uint32_t, so we should keep the Uint32 signature.
2024-03-05 13:39:42 -08:00
SDL Wiki Bot 0b4a195f4b Sync SDL3 wiki -> header 2024-03-05 21:32:25 +00:00
Sylvain cea717e5d3 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype 2024-03-05 13:31:28 -08:00
SDL Wiki Bot ffef13e1e1 Sync SDL3 wiki -> header 2024-03-04 17:30:25 +00:00
Sam Lantinga 48471f7dbd Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering 2024-03-04 09:29:36 -08:00
Sam Lantinga 2c85052966 Removed unused headers from SDL_rect.h
Fixes https://github.com/libsdl-org/SDL/issues/8966
2024-03-03 11:33:59 -08:00
Susko3 86d36a2dc2 Add missing include 2024-03-03 09:37:59 -08:00
Nour Fouad e524e545f2 Add vulkan to SDL_HINT_RENDER_DRIVER 2024-03-02 15:17:09 -08:00
SDL Wiki Bot 27389716ac Sync SDL3 wiki -> header 2024-03-02 23:05:24 +00:00
Sam Lantinga 7f9ff6277c Don't assume HDR headroom for HDR10 surfaces
Applications that support HDR will set the correct values for their content.
2024-03-02 15:02:17 -08:00
SDL Wiki Bot 8c015cd3b6 Sync SDL3 wiki -> header 2024-03-02 18:02:26 +00:00
Sam Lantinga 8d023f9869 Updated documentation for new property parameters 2024-03-02 09:56:29 -08:00
Sam Lantinga f2cd361e25 testyuv: added validation of P010 YUV format
Also added conversion between RGB and P010, using XRGB2101010 as a bridging format in PQ space
2024-03-01 20:26:52 -08:00
Ryan C. Gordon 1e8b006d43 stdlib: qsort and bsearch changes.
- Always use internal qsort and bsearch implementation.
- add "_r" reentrant versions.

The reasons for always using the internal versions is that the C runtime
versions' callbacks are not mark STDCALL, so we would have add bridge
functions for them anyhow, The C runtime qsort_r/qsort_s have different
orders of arguments on different platforms, and most importantly: qsort()
isn't a stable sort, and isn't guaranteed to give the same ordering for
two objects marked as equal by the callback...as such, Visual Studio and
glibc can give different sort results for the same data set...in this
sense, having one piece of code shared on all platforms makes sense here,
for reliabillity.

bsearch does not have a standard _r version at all, and suffers from the
same SDLCALL concern. Since the code is simple and we would have to work
around the C runtime, it's easier to just go with the built-in function
and remove all the CMake C runtime tests.

Fixes #9159.
2024-03-01 08:28:12 -05:00
Sam Lantinga af58ed978e Fixed the documentation for SDL_GetGamepadMappings() 2024-03-01 01:55:56 -08:00
SDL Wiki Bot 7ff9be7398 Sync SDL3 wiki -> header 2024-03-01 01:39:28 +00:00
Sam Lantinga 0454e1fdb4 Vulkan: added support for wrapping existing textures 2024-02-29 17:38:10 -08:00
SDL Wiki Bot 68588b232c Sync SDL3 wiki -> header 2024-02-28 15:13:26 +00:00
Sam Lantinga 614630df69 Allow using an external Vulkan device with the vulkan renderer 2024-02-28 07:12:15 -08:00
Sam Lantinga 220340e944 Remove SDL_PIXELFORMAT_P010
It's not supported by any renderer or pixel conversion path
2024-02-27 12:48:33 -08:00
Semphriss 84aaf63bd3 Fix typo in SDL_filesystem.h 2024-02-27 08:58:45 -08:00
SDL Wiki Bot fbe7301aba Sync SDL3 wiki -> header 2024-02-25 23:55:23 +00:00
Sam Lantinga be51b7acea Use the maximum potential headroom if EDR content isn't currently being displayed.
Also document that the HDR properties can change dynamically at runtime.
2024-02-25 15:54:34 -08:00
Sam Lantinga 276566235c Removed SDL_ClearHints() from the public API
Fixes https://github.com/libsdl-org/SDL/issues/9129
2024-02-24 21:07:50 -08:00
SDL Wiki Bot dfd8073a8f Sync SDL3 wiki -> header 2024-02-22 22:59:24 +00:00
Dan Ginsburg cab20117e6
Vulkan Renderer (#9114)
This pull request adds an implementation of a Vulkan Render backend to SDL.  I have so far tested this primarily on Windows, but also smoke tested on Linux and macOS (MoltenVK).  I have not tried it yet on Android, but it should be usable there as well (sans any bugs I missed).  This began as a port of the SDL Direct3D12 Renderer, which is the closest thing to Vulkan as existed in the SDL codebase. The shaders are more or less identical (with the only differences being in descriptor bindings vs root descriptors).  The shaders are built using the HLSL frontend of glslang.

Everything in the code is pure Vulkan 1.0 (no extensions), with the exception of HDR support which requires the Vulkan instance extension `VK_EXT_swapchain_colorspace`.  The code could have been simplified considerably if I used dynamic rendering, push descriptors, extended dynamic state, and other modern Vulkan-isms, but I felt it was more important to make the code as vanilla Vulkan as possible so that it would run on any Vulkan implementation.

The main differences with the Direct3D12 renderer are:
* Having to manage renderpasses for performing clears.  There is likely some optimization that would still remain for more efficient use of TBDR hardware where there might be some unnecessary load/stores, but it does attempt to do clears using renderpasses.
* Constant buffer data couldn't be directly updated in the command buffer since I didn't want to rely on push descriptors, so there is a persistently mapped buffer with increasing offset per swapchain image where CB data gets written.
* Many more resources are dependent on the swapchain resizing due to i.e. Vulkan requiring the VkFramebuffer to reference the VkImageView of the swapchain, so there is a bit more code around handling that than was necessary in D3D12.
* For NV12/NV21 textures, rather than there being plane data in the texture itself, the UV data is placed in a separate `VkImage`/`VkImageView`.

I've verified that `testcolorspace` works with both sRGB and HDR linear.  I've tested `testoverlay` works with the various YUV/NV12/NV21 formats.  I've tested `testsprite`.  I've checked that window resizing and swapchain out-of-date handling when minimizing are working.  I've run through `testautomation` with the render tests.  I also have run several of the tests with Vulkan validation and synchronization validation.  Surely I will have missed some things, but I think it's in a good state to be merged and build out from here.
2024-02-22 14:58:11 -08:00
SDL Wiki Bot 2132ba8985 Sync SDL3 wiki -> header 2024-02-22 03:26:22 +00:00
Sam Lantinga 54c2ba6afd Added the Chrome HDR tonemap operator
Also added support for the SDL_PIXELFORMAT_XBGR2101010 pixel format to the D3D12, D3D11, and Metal renderers.
2024-02-21 19:25:49 -08:00
Sam Lantinga 4ba6aeee9d A second take on HDR support with an SDR white point and HDR headroom
This better reflects how HDR content is actually used, e.g. most content is in the SDR range, with specular highlights and bright details beyond the SDR range, in the HDR headroom.

This more closely matches how HDR is handled on Apple platforms, as EDR.

This also greatly simplifies application code which no longer has to think about color scaling. SDR content is rendered at the appropriate brightness automatically, and HDR content is scaled to the correct range for the display HDR headroom.
2024-02-21 19:25:49 -08:00
SDL Wiki Bot 31fe061ab5 Sync SDL3 wiki -> header 2024-02-20 20:57:27 +00:00
Ryan C. Gordon 70b89ab70d camera: Added SDL_GetCameraDevicePosition.
Otherwise, as a property, you have to open each camera device to figure out
which ones are which.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon 8db2a3b27a camera: Add an optional property that reports if a camera is back or front.
This is useful for iOS and Android, so an app can find the camera it cares
about in the list of devices.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon 99d1337de2 camera: Reenabled macOS/iOS support, with rewritten CoreMedia implementation. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon 22dbc0f32f camera: Patched to compile after rebasing to latest in main. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon 67708f9110 camera: Emscripten support!
This also adds code to deal with waiting for the user to approve camera
access, reworks testcameraminimal to use main callbacks, etc.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon 182f707284 include: Fixed doxygen comments on new camera APIs. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon 0b5875825e camera: framerate support. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon 87e7046fca camera: Public API functions should say "Format" not "Spec" to match audio. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon d3e6ef3cc6 camera: Massive code reworking.
- Simplified public API, simplified backend interface.
- Camera device hotplug events.
- Thread code is split up so it backends that provide own threads can use it.
- Added "dummy" backend.

Note that CoreMedia (Apple) and Android backends need to be updated, as does
the testcamera app (testcameraminimal works).
2024-02-20 15:56:26 -05:00
Ryan C. Gordon cb10c80aaf camera: Reworked to operate with a driver interface, like other subsystems. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon 7ae955ce68 camera: Renamed everything from "video capture" to "camera", wired to CMake. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon f49ce4a15d camera: Renamed "video_capture" files to "camera" and moved to own subdir. 2024-02-20 15:56:26 -05:00
Sam Lantinga 8ce786d2b6 Property query functions don't set an error if they return the default value
You can call SDL_HasProperty() if you want to check to see if a property exists.

Fixes https://github.com/libsdl-org/SDL/issues/9067
2024-02-17 07:59:04 -08:00
SDL Wiki Bot 317099b01f Sync SDL3 wiki -> header 2024-02-17 03:51:21 +00:00
Sam Lantinga cb38649490 Added SDL_PROP_DISPLAY_HDR_WHITE_LEVEL_FLOAT 2024-02-16 19:50:41 -08:00
SDL Wiki Bot 4d4c24acdd Sync SDL3 wiki -> header 2024-02-13 17:07:23 +00:00
Ryan C. Gordon bc984f78bf android: Remove blocking permission request code. Async only in SDL3!
(this actually still blocks at our internal points of usage, though, for
replacement at a later time.)
2024-02-13 12:06:51 -05:00
Ryan C. Gordon af61cfd5e0 android: Added SDL_AndroidRequestPermissionAsync. 2024-02-13 12:06:51 -05:00
Sam Lantinga ead3cbafd7 Fixed documentation for SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 (thanks @AntTheAlchemist!) 2024-02-12 18:32:29 -08:00
Sam Lantinga 87c07a79c0 Changed property name from '-' to '_' 2024-02-12 09:55:40 -08:00
SDL Wiki Bot 59f1e66adc Sync SDL3 wiki -> header 2024-02-12 17:55:23 +00:00
Sam Lantinga dca2721b91 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
This is replaced with SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT in SDL_CreateWindowWithProperties()
2024-02-12 09:54:33 -08:00
Sam Lantinga 2f7c24e4be Removed SDL_HINT_RENDER_SCALE_QUALITY
Textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead.
2024-02-12 09:54:33 -08:00
Sam Lantinga 20051f805f Removed SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
Replaced with SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4, defaulting to SDL_TRUE
2024-02-12 09:54:33 -08:00
Sam Lantinga 7cb1ca60ec Removed SDL_HINT_RENDER_OPENGL_SHADERS
Shaders are always used if they are available.
2024-02-12 09:54:33 -08:00
Sam Lantinga 9920e062d5 Removed SDL_HINT_THREAD_STACK_SIZE
The stack size can be specified using SDL_CreateThreadWithStackSize()
2024-02-12 09:54:33 -08:00
Sam Lantinga 9e505252c0 Renamed SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC 2024-02-12 09:54:33 -08:00
Sam Lantinga a538936821 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES 2024-02-12 09:54:33 -08:00
Sam Lantinga 980c379a0b Renamed SDL_HINT_LINUX_JOYSTICK_CLASSIC to SDL_HINT_JOYSTICK_LINUX_CLASSIC 2024-02-12 09:54:33 -08:00
Sam Lantinga 1f7936d545 Renamed SDL_HINT_LINUX_HAT_DEADZONES to SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES 2024-02-12 09:54:33 -08:00
Sam Lantinga 39cfb437ed Renamed SDL_HINT_LINUX_DIGITAL_HATS to SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS 2024-02-12 09:54:33 -08:00
Sam Lantinga b557c15bcf Renamed SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE to SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE 2024-02-12 09:54:33 -08:00
Sam Lantinga 4f628b5b62 Renamed SDL_HINT_GDK_TEXTINPUT_DEFAULT to SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT 2024-02-12 09:54:33 -08:00
Sam Lantinga fd5d761128 Renamed SDL_HINT_DIRECTINPUT_ENABLED to SDL_HINT_JOYSTICK_DIRECTINPUT 2024-02-12 09:54:33 -08:00
Sam Lantinga a5da7d0dd5 Renamed SDL_HINT_ALLOW_TOPMOST to SDL_HINT_WINDOW_ALLOW_TOPMOST 2024-02-12 09:54:33 -08:00
Sam Lantinga ef8791cba8 Cleaned up and organized hint documentation 2024-02-12 09:54:33 -08:00
Sam Lantinga 9ce7fe2848 Removed SDL_HINT_ACCELEROMETER_AS_JOYSTICK
Sensors are a first-class object in SDL and we haven't gotten any feedback that this feature is useful these days.

Closes https://github.com/libsdl-org/SDL/pull/7879
2024-02-12 09:54:33 -08:00
Zack Middleton 5af7113842 Rename property define names to have a type suffix
Renamed the following property define names to have a type suffix to
match other property names.

SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET (number)
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET (number)
SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY (boolean)
SDL_PROP_WINDOW_RENDERER (pointer)
SDL_PROP_WINDOW_TEXTUREDATA (pointer)
2024-02-12 09:54:11 -08:00
Sam Lantinga cacac6cc34 Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
2024-02-11 08:27:56 -08:00
Sam Lantinga 6f87973b9c Added a reserved field to the SDL_Event structure
This guarantees 64-bit alignment for the timestamp
2024-02-11 08:27:56 -08:00
SDL Wiki Bot 432ce3f167 Sync SDL3 wiki -> header 2024-02-10 15:09:26 +00:00
Sam Lantinga 416803b03b Clarify the lifetime of the shape surface in SDL_SetWindowShape() 2024-02-10 07:08:28 -08:00
Sam Lantinga f95b7ee4da Renamed SDL_HasWindowSurface to SDL_WindowHasSurface
Fixes https://github.com/libsdl-org/SDL/issues/9034
2024-02-09 17:42:18 -08:00
SDL Wiki Bot 1ec0e22bcd Sync SDL3 wiki -> header 2024-02-10 00:38:20 +00:00
Sam Lantinga 1162097135 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
Fixes https://github.com/libsdl-org/SDL/issues/9029
2024-02-09 16:37:04 -08:00
SDL Wiki Bot 9ff8df932a Sync SDL3 wiki -> header 2024-02-10 00:05:26 +00:00
Sam Lantinga f6b92c9b88 Re-added a simplified version of SDL_SetWindowShape()
In order to handle mouse click transparency this needs to be implemented inside SDL
2024-02-09 16:04:46 -08:00
SDL Wiki Bot 1684032c17 Sync SDL3 wiki -> header 2024-02-08 18:39:20 +00:00
Sam Lantinga 4ce7ae31d4 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
Related: https://github.com/libsdl-org/SDL/issues/4300
2024-02-08 10:43:00 -08:00
Sam Lantinga 1269590dfc Clarified that SDL scancodes are unaffected by keyboard layout 2024-02-07 09:33:27 -08:00
Sam Lantinga 3158342441 Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
Eventually we can re-add a fast path for that data down to the individual renderers. Setting color scale would still require converting to float, and most hardware accelerated renderers prefer to consume colors as float, so this requires some thought and performance testing.

Fixes https://github.com/libsdl-org/SDL/issues/9009
2024-02-06 18:16:41 -08:00
SDL Wiki Bot ed86cec07f Sync SDL3 wiki -> header 2024-02-06 23:41:23 +00:00
Sam Lantinga 2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
SDL Wiki Bot 451dc41427 Sync SDL3 wiki -> header 2024-02-06 10:49:24 +00:00
Sam Lantinga 30e176d6ba Added HDR display properties and related event
Also added an HDR calibration stage to testcolorspace
2024-02-06 02:48:05 -08:00
Sam Lantinga d4caef5b89 Generalize SDR white level handling into a color scale
This gives applications better control over how and when light levels are adjusted when working with HDR content and display.
2024-02-06 02:48:05 -08:00
Sam Lantinga e74171b1ae Added support for HDR10 video playback on direct3d11
Fixes https://github.com/libsdl-org/SDL/issues/8053
2024-02-05 09:45:39 -08:00
SDL Wiki Bot a6374123c7 Sync SDL3 wiki -> header 2024-02-04 21:10:23 +00:00
Sam Lantinga 327b976bc4 SDL_COLORSPACE_JPEG is the default YUV colorspace 2024-02-04 13:09:40 -08:00
Sam Lantinga 89b9d6cbdc SDL_RenderReadPixels() now returns a surface
Fixes https://github.com/libsdl-org/SDL/issues/8977
2024-02-03 11:49:15 -08:00
SDL Wiki Bot ab571633d1 Sync SDL3 wiki -> header 2024-02-03 15:37:23 +00:00
Sam Lantinga 50a805cdd1 Use YUV colorspaces instead of a global YUV conversion mode
Fixes https://github.com/libsdl-org/SDL/issues/8669
2024-02-03 07:36:18 -08:00
SDL Wiki Bot 2819988f8b Sync SDL3 wiki -> header 2024-02-03 04:40:24 +00:00
Sam Lantinga a2c45f61bb Updated scRGB render colorspace documentation 2024-02-02 20:38:48 -08:00
Sam Lantinga 25fd5da1a7 Removed maxCLL and maxFALL properties, moved them to SDL_image for HDR image loading 2024-02-02 15:13:09 -08:00
SDL Wiki Bot 943ab983cb Sync SDL3 wiki -> header 2024-02-02 23:10:26 +00:00
Sam Lantinga 5d48f9a63a Added SDL_CopyProperties() 2024-02-02 15:09:12 -08:00
SDL Wiki Bot c007c7ed55 Sync SDL3 wiki -> header 2024-02-02 21:14:23 +00:00
Sam Lantinga 9591b2cfb4 Finalized the SDL render API colorspaces
The renderer will always use the sRGB colorspace for drawing, and will default to the sRGB output colorspace. If you want blending in linear space and HDR support, you can select the scRGB output colorspace, which is supported by the direct3d11 and direct3d12
2024-02-02 13:13:53 -08:00
Sam Lantinga d04fea8b87 Even more miscellaneous gamepad buttons! 2024-02-01 20:34:05 -08:00
Sam Lantinga cb70e972e3 Added miscellaneous gamepad buttons for additional macro buttons on some controllers 2024-02-01 20:15:01 -08:00
SDL Wiki Bot dcfb069c75 Sync SDL3 wiki -> header 2024-02-01 20:18:29 +00:00
Sam Lantinga 19dde63e7c Added a simple linear scale for tonemapped HDR to SDR surface conversion 2024-02-01 12:17:35 -08:00
Sam Lantinga dd28ab0489 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace() 2024-02-01 12:17:35 -08:00
SDL Wiki Bot a4969e393e Sync SDL3 wiki -> header 2024-02-01 02:08:27 +00:00
Sam Lantinga 6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga 3c45544a14 Added a slow blit function to handle large pixel formats and colorspace conversion 2024-01-31 09:50:46 -08:00
Amun 4a759b340f Fixes in SDL_ColorSpace (SDL_pixels.h) 2024-01-30 11:16:53 -08:00
SDL Wiki Bot d15fb9e063 Sync SDL3 wiki -> header 2024-01-30 17:49:26 +00:00
Sam Lantinga f257eb4481 Added the concept of colorspace to the SDL renderer
This allows color operations to happen in linear space between sRGB input and sRGB output. This is currently supported on the direct3d11, direct3d12 and opengl renderers.

This is a good resource on blending in linear space vs sRGB space:
https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/

Also added testcolorspace to verify colorspace changes
2024-01-30 09:48:02 -08:00
Sam Lantinga 554f0625d3 Renderer colors now have floating point precision 2024-01-30 09:48:02 -08:00
Sam Lantinga 61a3a163db Fixed typo (thanks @Akaricchi!) 2024-01-29 18:48:41 -08:00
SDL Wiki Bot 7fbd85ad5c Sync SDL3 wiki -> header 2024-01-29 02:25:21 +00:00
Sam Lantinga 61b5c38e6e Added the initial concept of colorspace to SDL 2024-01-28 18:24:39 -08:00
SDL Wiki Bot 00a8ca403e Sync SDL3 wiki -> header 2024-01-28 18:32:23 +00:00
Frank Praznik 5b8ca05f1a wayland: Add a forced screen space scaling mode
Add a mode that forces Wayland windows to output with scaling that forces 1:1 pixel mapping.

This is intended to allow legacy applications to be displayed without desktop scaling being applied, and may have issues with some display configurations, as this forces the window to behave in a way that Wayland desktops were not designed to accommodate (rounding errors can result from certain combinations of window/scale values, the window may be unusably small, jump in size at times, or appear to be larger than the desktop space, and cursor precision may be reduced).

Windows flagged as DPI-aware are not affected by this.

The automated video test suite passes with the hint turned on.
2024-01-28 13:31:42 -05:00
Sam Lantinga 12bdb2b4d0 Added the environment variable SDL_LOGGING to control default log output 2024-01-27 19:30:22 -08:00
Sam Lantinga a7a98d8bbb Document that the default log priority is error, not critical 2024-01-27 15:45:38 -08:00
SDL Wiki Bot fd14a20a4b Sync SDL3 wiki -> header 2024-01-27 23:26:26 +00:00
Sam Lantinga 17768c51fc Revert "Sync SDL3 wiki -> header"
This reverts commit 5e96e410d6.
2024-01-27 15:25:29 -08:00
Charlie Volow 5ae2ffc127 document that text input is on by default
See:
https://discourse.libsdl.org/t/text-input-is-active-by-default-hampering-frame-rate/24396
https://discourse.libsdl.org/t/restoring-text-input-to-the-default-state/42690
2024-01-27 15:18:05 -08:00
SDL Wiki Bot 5e96e410d6 Sync SDL3 wiki -> header 2024-01-27 23:12:19 +00:00
Sam Lantinga f66fe7e221 Replaced SDL_GetJoystickCaps() with joystick properties
Fixes https://github.com/libsdl-org/SDL/issues/8927
2024-01-27 15:11:52 -08:00
SDL Wiki Bot aba3038353 Sync SDL3 wiki -> header 2024-01-27 21:01:19 +00:00
Sam Lantinga 3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
SDL Wiki Bot 1885e6b2e0 Sync SDL3 wiki -> header 2024-01-27 20:47:21 +00:00
Sam Lantinga 8a4284b7df Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
Fixes https://github.com/libsdl-org/sdlwiki/issues/458
2024-01-27 12:46:41 -08:00
Sam Lantinga b9ea2dde44 Added VisionOS as a supported target to the Xcode project
Also added SDL_PLATFORM_VISIONOS to the platform definitions and generally switched from TARGET_OS_* macros to SDL_PLATFORM_* macros.
2024-01-27 11:07:21 -08:00
Sam Lantinga aeac8774f7 Missed one 2024-01-25 16:53:19 -08:00
Sam Lantinga d0dd60c8ba Updated new pixel format names to be more consistent with the others 2024-01-25 16:51:22 -08:00
Sam Lantinga 0f78aa7c30 Add some high bit-depth pixel formats
These are not fully supported yet, just preparing for future work.
2024-01-25 16:40:46 -08:00
Ryan C. Gordon ecbbef8b8d
blendmode: Corrected docs for `SDL_BLENDOPERATION_[REV_]SUBTRACT`.
They were documented backwards.

Fixes #8910.
2024-01-25 17:48:12 -05:00
Ryan C. Gordon 8814095aa8
main: Indented SDL_main headers for readability, removed SDL2 compat macros.
Specifically, SDL_WinRTRunApp, SDL_UIKitRunApp, and SDL_GDKRunApp macros were
removed, as likely unnecessary to SDL3 users. A note was added to the
migration doc about how to roll replacements. These are not going into
SDL_oldnames.h.

Fixes #8245.
2024-01-25 17:39:38 -05:00
Sam Lantinga 02f59f3ae6 Note that SDL_GetHaptics() is useful in combination with SDL_OpenHaptic() 2024-01-25 08:21:01 -08:00
Ozkan Sezer fd6ec3b9aa SDL_intrin.h: adjust for new SDL_PLATFORM_WINDOWS meaning. 2024-01-24 21:20:50 +03:00
Ozkan Sezer 2654c52d0e macro SDL_PLATFORM_WINDOWS now means Win32 api and Windows-based OS's.
macro SDL_PLATFORM_WIN32 means desktop windows, i.e. anything other than
WinRT or GDK, etc.
2024-01-24 21:20:50 +03:00
Sam Lantinga 8fe257b541 Added support for other HDR color primaries
Specifically, SDL_COLOR_PRIMARIES_XYZ, SDL_COLOR_PRIMARIES_SMPTE431, and SDL_COLOR_PRIMARIES_SMPTE432
2024-01-23 20:35:29 -08:00
Ozkan Sezer c5792cc0de SDL_thread.h: replace uses of __GDK__ and __WINRT__ (missed in #8875.) 2024-01-24 06:28:10 +03:00
Anonymous Maarten 31d133db40
Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
SDL Wiki Bot ceccf24519 Sync SDL3 wiki -> header 2024-01-24 01:20:29 +00:00
Sam Lantinga 7cd914593f Added HDR surface properties and tone mapping from HDR to SDR
This currently only supports PQ, but can be expanded in the future
2024-01-23 17:19:41 -08:00
SDL Wiki Bot 6fb188eb35 Sync SDL3 wiki -> header 2024-01-23 03:24:26 +00:00
Sam Lantinga cd231a65f6 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
Also added SDL_GAMEPAD_CAP_PLAYER_LED to let the application know if the controller has a visible player LED
2024-01-22 19:23:42 -08:00
Sam Lantinga a28a42cfc6 Fixed declaration of SDL_HapticRumbleSupported 2024-01-21 11:36:38 -08:00
Sam Lantinga 052b958bf2 Made SDL_HapticEffect const in the API
Also added some additional parameter validation to haptic effect functions
2024-01-21 11:29:40 -08:00
Sam Lantinga e2f35a16c2 Added <string.h> for declaration of memset() and memcpy() 2024-01-21 06:55:29 -08:00
Sam Lantinga 7a069cc4b0 Allow optimizing memcpy and memset where possible
Modern C runtimes have well optimized memset and memcpy, so use those instead of dispatching into SDL's versions. In addition, some compilers can analyze memset and memcpy calls and directly turn them into optimized assembly.
2024-01-21 06:55:29 -08:00
SDL Wiki Bot 4d6e2d8b73 Sync SDL3 wiki -> header 2024-01-20 14:33:19 +00:00
Sam Lantinga 308906ba25 Added SDL_FlipSurface() to flip a surface vertically or horizontally
Fixes https://github.com/libsdl-org/SDL/issues/8857
2024-01-20 06:31:37 -08:00
Sam Lantinga a31dc6dfcb Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value 2024-01-18 10:55:24 -08:00
Edoardo Lolletti b384973936 Remove no longer needed hint 2024-01-18 10:19:18 -08:00
Sam Lantinga cda2bffeee Re-add SDL_HAPTIC_SQUARE for SDL 3.0
Fixes https://github.com/libsdl-org/SDL/issues/8753
Closes https://github.com/libsdl-org/SDL/pull/8831
Closes https://github.com/libsdl-org/SDL/pull/8783
2024-01-18 09:24:03 -08:00
Sam Lantinga df4b855af5 Updated SDL_TLSID to use the same type as other IDs in SDL 2024-01-18 08:18:37 -08:00
Sam Lantinga fc0c774976 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
Also renamed SDL_threadID to SDL_ThreadID and made it Uint64 for consistency with other ID types
2024-01-18 08:18:37 -08:00
Sam Lantinga d6a41f8f31 Updated SDL_TimerID to use the same type as other IDs in SDL 2024-01-18 07:08:15 -08:00
SDL Wiki Bot bc3a71d400 Sync SDL3 wiki -> header 2024-01-18 15:01:21 +00:00
Sam Lantinga 464f4d19fe Removed obsolete XInput mapping hint 2024-01-18 07:00:21 -08:00
Sam Lantinga f8dfee01bb Made SDL_ReadSurfacePixel a public function
Fixes https://github.com/libsdl-org/SDL/issues/8320
2024-01-18 07:00:10 -08:00
Sam Lantinga c540c77756 Removed SDL_INIT_EVERYTHING
Fixes https://github.com/libsdl-org/SDL/issues/8709
2024-01-18 06:17:58 -08:00
Sam Lantinga 26996e2c02 We've decided to keep separate functions for creating a thread with and without stack size specified.
Fixes https://github.com/libsdl-org/SDL/issues/6652
2024-01-18 06:11:55 -08:00
Sam Lantinga a2665f54c8 Updated the atomic API for SDL 3.0 naming conventions
Fixes https://github.com/libsdl-org/SDL/issues/7388
2024-01-18 04:41:34 -08:00
SDL Wiki Bot 4e60fc9b2b Sync SDL3 wiki -> header 2024-01-18 12:07:19 +00:00
Sam Lantinga fb898d6df0 Clarify that desktop mode is the non-exclusive borderless fullscreen mode
Fixes https://github.com/libsdl-org/SDL/issues/8413
2024-01-18 04:06:32 -08:00
SDL Wiki Bot b5bcf45a65 Sync SDL3 wiki -> header 2024-01-18 12:02:08 +00:00
Sam Lantinga 4fee6cb274 Added documentation for custom event cleanup in SDL_FlushEvent() 2024-01-18 04:00:48 -08:00
SDL Wiki Bot 20e8411b12 Sync SDL3 wiki -> header 2024-01-18 11:27:24 +00:00
Sam Lantinga f224af5ac5 Updated Haptic API for SDL 3.0 conventions
Also removed the XInput haptic support since using the haptic API for rumble is no longer supported.
2024-01-18 03:26:11 -08:00
SDL Wiki Bot 3ca8cee874 Sync SDL3 wiki -> header 2024-01-16 20:27:25 +00:00
Ryan C. Gordon 8bf74280e0
docs: Note SDL_UpdateWindowSurfaceRects can update beyond specified areas.
Reference Issue #8825.
2024-01-16 15:26:13 -05:00
SDL Wiki Bot 464a41411e Sync SDL3 wiki -> header 2024-01-15 18:55:24 +00:00
Frank Praznik 4f3d4bd110 wayland: Add the ability to import and wrap external surfaces
Add the ability to import and wrap external surfaces from external toolkits such as Qt and GTK.

Wayland surfaces and windows are more intrinsically tied to the client library than other windowing systems, so it is necessary to provide a way to initialize SDL with an existing wl_display object, which needs to be set prior to video system initialization, or export the internal SDL wl_display object for use by external applications or toolkits. For this, the global property SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER is used.

A Wayland example was added to testnative, and a basic example of Qt 6 interoperation is provided in the Wayland readme to demonstrate the use of external windows with both SDL owning the wl_display, and an external toolkit owning it.
2024-01-15 13:54:35 -05:00
Sam Lantinga 9a77813df0 WinMain is specified by the Win32 API as having extern "C" linkage
Fixes https://github.com/libsdl-org/SDL/issues/8814
2024-01-10 06:25:49 -08:00
Frank Praznik 4b6df89238 wayland: Add a property to allow creation of a wl_egl_window object even if OpenGL is not enabled
Useful if the application handles OpenGL outside of SDL and wants to use the window without having to pull in Wayland as a dependency.
2024-01-08 14:54:47 -05:00
Frank Praznik f7dd0f9491 wayland: Allow the creation of roleless window surfaces for custom application use
Allow for the creation of SDL windows with a roleless surface that applications can use for their own purposes, such as with a windowing protocol other than XDG toplevel.

The property `wayland.surface_role_custom` will create a window with a surface that SDL can render to and handles input for, but is not associated with a toplevel window, so applications can use it for their own, custom purposes (e.g. wlr_layer_shell).

A test/minimal example is included in tests/testwaylandcustom.c
2024-01-08 14:54:47 -05:00
Frank Praznik 4417250d0d wayland: Remove the registry from the window properties
A Wayland registry object can only have one listener attached at a time, so an application attempting to use the backend SDL registry object for its own purposes will just result in an error. Remove this property, as it is of no use to applications and will only result in errors.

If an application needs the registry, it needs to get the wl_display object via `SDL.window.wayland.display` and use wl_display_get_registry() to create a new registry object that it can attach its own listeners to.
2024-01-08 14:54:47 -05:00
Ryan C. Gordon 82f2c4d581
render: Renamed SDL_GetTextureRenderer to SDL_GetRendererFromTexture. 2024-01-08 14:16:16 -05:00
SDL Wiki Bot 95066ce2a0 Sync SDL3 wiki -> header 2024-01-08 19:10:31 +00:00
Ryan C. Gordon df438a3170
opengl: OpenGL renderers need to support texture target in properties.
Otherwise this has to become an awkward heuristic in sdl2-compat.
2024-01-08 14:08:35 -05:00
SDL Wiki Bot 44adab7dfd Sync SDL3 wiki -> header 2024-01-08 17:36:24 +00:00
Simon McVittie 059fb560ba gamepad: Clarify range and direction of axes
It would be easy to assume that all APIs that reference
SDL_JOYSTICK_AXIS_MAX work the same way, but they do not: triggers
generally use the full signed 16-bit range in the lower-level joystick
API, but are normalized to be non-negative by the higher-level gamepad
API.

We also never said explicitly which direction is positive here.
Experimentally, it's right (X), down (Y), and pressed (triggers).

Resolves: https://github.com/libsdl-org/SDL/issues/8793
Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-01-08 09:35:25 -08:00
SDL Wiki Bot 4942027117 Sync SDL3 wiki -> header 2024-01-08 17:34:23 +00:00
Ryan C. Gordon e056f52f7d
include: Remove string literals from properties documentation.
I'm going to let the wiki bridge clean up the word wrapping for me, here. :)
2024-01-08 12:33:29 -05:00
SDL Wiki Bot e8c595af5c Sync SDL3 wiki -> header 2024-01-08 17:16:19 +00:00
Ryan C. Gordon adef35b9ec
include: Attempt to make new properties documentation wiki bridge friendly. 2024-01-08 12:14:08 -05:00
SDL Wiki Bot 4ffec098b7 Sync SDL3 wiki -> header 2024-01-08 15:18:26 +00:00
Ryan C. Gordon 9bc7cfc755
render: Added SDL_GetTextureRenderer(). 2024-01-08 10:17:38 -05:00
Sam Lantinga 7eae08cfc4 Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
Now that we have the OpenGL texture properties, you can directly bind them yourself.

Fixes https://github.com/libsdl-org/SDL/issues/2124
2024-01-07 20:19:19 -08:00
SDL Wiki Bot 4d5bffc323 Sync SDL3 wiki -> header 2024-01-08 01:02:25 +00:00
Sam Lantinga 1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga 3deefa6b43 Updated documentation for SDL_HINT_SHUTDOWN_DBUS_ON_QUIT 2024-01-07 14:20:16 -08:00
Semphris 2348e8b6a2 Add hint to make SDL handle dbus_shutdown() 2024-01-07 14:11:33 -08:00
J. Neuschäfer 139a0931a3 Fix memory barriers on ARMv5
The ARM926EJ-S Technical Reference Manual states:

> You can only access CP15 registers with MRC and MCR instructions in a
> privileged mode. CDP, LDC, STC, MCRR, and MRRC instructions, and unprivileged
> MRC or MCR instructions to CP15 cause the Undefined instruction exception to
> be taken.

Furthermore, `MCR p15, 0, <Rd>, c7, c10, 5` (later called Data Memory Barrier)
is not specified for the ARM926. Thus, SDL should not use these cache
instructions on ARMv5.
2024-01-05 09:00:47 -08:00
Sam Lantinga 5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sam Lantinga 2faae8457d The C standard defines a boolean expression as a signed integer value.
Microsoft came to the same conclusion:
https://devblogs.microsoft.com/oldnewthing/20110328-00/?p=11113

Fixes https://github.com/libsdl-org/SDL/issues/8761
2023-12-30 11:44:40 -08:00
Sam Lantinga e3d50619f8 Fixed fatal error: SDL_pen.h: No such file or directory 2023-12-29 20:04:40 -08:00
Sam Lantinga 7681695875 Revert "Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions"
This reverts commit 61db102da9.

This causes the build to fail:
SDL_waylandwindow.c:1876:45: error: implicit truncation from 'int' to a one-bit wide bit-field changes value from 1 to -1 [-Werror,-Wsingle-bit-bitfield-constant-conversion]
            wind->fullscreen_was_positioned = SDL_TRUE;
2023-12-29 17:14:05 -08:00
Sam Lantinga ebd7f9adbd Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch in SDL_video.c 2023-12-29 10:37:28 -08:00
Sam Lantinga 61db102da9 Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions 2023-12-29 09:23:47 -08:00
Sam Lantinga d71454da17 Store the surface properties in the reserved pointer of a surface
This prevents us from exposing the properties publicly and allows us to repurpose the pointer later if necessary.

Fixes https://github.com/libsdl-org/SDL/issues/8758
2023-12-29 08:17:06 -08:00
SDL Wiki Bot 5df3eac925 Sync SDL3 wiki -> header 2023-12-27 20:21:11 +00:00
Sam Lantinga a3b5eb07b2 Removed extern "C" linkage from main() declaration
According to the C++ spec, main() should not have any linkage specifier:
https://en.cppreference.com/w/cpp/language/main_function

Fixes https://github.com/libsdl-org/SDL/issues/8738
2023-12-26 10:19:22 -08:00
Sam Lantinga 50e309bb17 Include SDL_events.h in SDL_main.h
Applications shouldn't need to include it separately if they want to process events using the main callbacks.

Fixes https://github.com/libsdl-org/SDL/issues/8746
2023-12-26 10:11:48 -08:00
SDL Wiki Bot 07e9603398 Sync SDL3 wiki -> header 2023-12-22 17:14:22 +00:00
Sylvain ffd82fb7c4 Add scaleMode to SDL_SoftStretch(), remove SDL_SoftStretchLinear(). 2023-12-22 09:13:21 -08:00
Sylvain 5dba04b29b Remove SDL_{Set,Get}SurfaceScale().
Add Scale parameter to SDL_BlitSurfaceScaled() and SDL_BlitSurfaceScaledUnchecked()
(see #8732)
2023-12-22 02:08:49 -08:00
Sam Lantinga 2ad50e9675 Make the SDL3 surface ABI compatible with SDL2
We'll use properties for new data associated with a surface, which lets us preserve ABI compatibility with SDL2 and any surfaces created by applications and passed in to SDL functions.
2023-12-21 06:58:22 -08:00
Sam Lantinga 4bb5e1f0f9 Added migration notes for migrating Steam Input support from SDL2 to SDL3 2023-12-20 14:15:09 -08:00
SDL Wiki Bot 2c4360ce8f Sync SDL3 wiki -> header 2023-12-20 18:41:23 +00:00
Sam Lantinga c981a597dc Added Steam Input API support for game controllers
Added support for getting the real controller info, as well as the function SDL_GetGamepadSteamHandle() to get the Steam Input API handle, from the virtual gamepads provided by Steam.

Also added an event SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED which is triggered when a controller's API handle changes, e.g. the controllers were reassigned slots in the Steam UI.
2023-12-20 10:40:28 -08:00
Sylvain a4496f7dcf Update doc: SDL_SoftStretch() and SDL_SoftStretchLinear() #8667 2023-12-18 06:35:52 -08:00
Sylvain 84a0d5f623 Added SDL_SetSurfaceScaleMode() and SDL_GetSurfaceScaleMode() to control scale mode using SDL_BlitSurfaceScaled() 2023-12-17 15:39:53 -08:00
Max Maisel c1a7d0f96e Add steam deck detection and HIDAPI driver scaffold. 2023-12-12 12:51:37 -08:00
Sam Lantinga 5173b0c2cc Make built-in joystick device lists extendable by using hints
Fixes https://github.com/libsdl-org/SDL/issues/8595
2023-12-10 12:53:03 -08:00
SDL Wiki Bot 20250aecc5 Sync SDL3 wiki -> header 2023-12-07 18:27:25 +00:00
Frank Praznik 4fd778119b video: Implement asynchronous windowing
SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on.

With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period.

The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before.

Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do.

The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms.

Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
2023-12-07 10:26:19 -08:00
Sam Lantinga ac0751a652 Added SDL_strnstr() 2023-12-03 15:06:46 -08:00
Sam Lantinga ecd56bb8f0 Removed SDL_GetErrorMsg(), trivially implemented in application code 2023-12-01 09:08:23 -08:00
SDL Wiki Bot e4582e6edc Sync SDL3 wiki -> header 2023-11-30 15:22:19 +00:00
Ryan C. Gordon d1b831e232 include: Clarified documentation for two functions. 2023-11-29 20:50:44 -05:00
Ryan C. Gordon daa38dc793 touch: Replace GetNumTouchDevices/GetTouchDevice with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.

SDL_GetTouchName() was replaced with a function that takes an instance ID
instead of an index, too.
2023-11-29 20:50:44 -05:00
Ryan C. Gordon dd47da8a5c gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.
2023-11-29 20:50:44 -05:00
Ryan C. Gordon dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes #367.
2023-11-29 14:24:26 -05:00
shenleban tongying 3e6513c773 document the purpose of SDL_SetTextInputRect 2023-11-28 12:06:16 -08:00
Ryan C. Gordon 6ba90f7775 render: Batching is always enabled now!
Make sure your app uses SDL_RenderFlush() before it talks to D3D/OpenGL/etc!

Fixes #8584.
2023-11-23 20:37:52 -05:00
Sam Lantinga 81fc7ded78 Removed the window shape API for SDL 3.0
Fixes https://github.com/libsdl-org/SDL/issues/6654
Fixes https://github.com/libsdl-org/SDL/issues/6897
2023-11-22 14:11:10 -08:00
Anonymous Maarten d6291d4d42 alloca: use alloca from <stdlib.h> on NetBSD
The only generally portable way to do this is to use -std=gnu99,
"#include <stdlib.h>", and write "alloca".
__builtin_alloca does not seem to be available on NetBSD
2023-11-22 06:33:50 +03:00
Zack Middleton 5e9b0820f3 Add cursors for X11/Wayland window resizing 2023-11-21 08:34:13 -08:00