Commit Graph

1510 Commits

Author SHA1 Message Date
Yevhen Babiichuk (DustDFG)
7fc8533b62
Use alias types for which members of event structs instead of plain types (#6841)
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>

Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
2022-12-18 12:10:15 +01:00
Ryan C. Gordon
78725dc0cd
include: Fixed a C++-style single line comment.
Reference Issue #6838.
2022-12-17 23:52:33 -05:00
Sylvain
dce2546534
Revert wrong comment in SDL_surface.h for SDL3 (see #6824) 2022-12-16 16:42:06 +01:00
Maido
abf5cc5203
Android audio device selection (#6824)
Make it possible to select a specific audio device for Android
2022-12-16 16:40:02 +01:00
Daniel Gibson
63d3fb469d Move src/main/haiku/ to src/core/
turns out that this wasn't even built as a static libSDLmain,
but as part of the (possibly dynamic) libSDL3
2022-12-15 08:01:01 -08:00
Daniel Gibson
989a8ca90e Port PSP SDL_main to header-only + SDL_RunApp() 2022-12-15 08:01:01 -08:00
Daniel Gibson
b1b3bd654d Port PS2 SDL_main to header-only + SDL_RunApp() 2022-12-15 08:01:01 -08:00
Daniel Gibson
544f2c7982 Port ngage to header-only SDL_main + SDL_RunApp()
For some reason, ngage doesn't seem to be handled in any of the
build systems, so I couldn't add SDL_ngage_runapp.cpp to any buildscript
2022-12-15 08:01:01 -08:00
Daniel Gibson
7bfc41db3c Unify all the SDL_*RunApp() functions into just SDL_RunApp()
makes the SDL_main code shorter

Also added a generic SDL_RunApp() implementation for platforms that
don't really need it.

Some platforms (that use SDL_main but haven't been ported yet) are
still missing, but are added in the following commits.
2022-12-15 08:01:01 -08:00
Daniel Gibson
1de559248e PortNintendo 3DS SDL_main to header-only + SDL_N3DSRunApp()
and move the #undef main and #define main SDL_main to the start/end of
SDL_main_impl.h instead of repeating it in every platform implementation

Thanks to SDL_N3DSRunApp we don't need the #include <3ds.h> in
SDL_main_impl.h - that caused conflicts with testthread.c, because both
have (different) ThreadFunc typedefs.
2022-12-15 08:01:01 -08:00
Daniel Gibson
28b93451dc Make WinRT's SDL_main header-only
As the implementation requires C++, the user will have to include
SDL_main.h in a C++ source file (that needs to be compiled with /ZW).
It's ok to keep the standard main() implementation in plain C and use
an otherwise empty C++ source file for the SDL_main implementation part,
if both source files #include <SDL3/SDL_main.h>

Including SDL_main.h in a C source file will print a message at
compilation (when building for WinRT or possibly other not yet implemented
platforms that require C++ for main), to remind the user of also
including it in a .cpp source file. This message/warning can be disabled
with #define SDL_MAIN_NOIMPL before including SDL_main.h in the C file.
When including it in a .cpp file, there will be a compiler error with
helpful message if it's not compiled with /ZW

For this I renamend _SDL_MAIN_NOIMPL to SDL_MAIN_NOIMPL, because now it's
not for internal use only anymore, but also useful for users (that want
their main() function in a different file than the SDL_main implementation)

Add a project for the testdraw2.c test to the WinRT solution to at least
get some minimal testing on WinRT.
I won't add all tests because it's a lot of manual clicking per test,
but this should be better than nothing :)
2022-12-15 08:01:01 -08:00
Daniel Gibson
8e0693c982 Make iOS/tvOS (uikit) SDL_main header-only
Also adjusted iOS demo's includes to <SDL3/..> and explicit SDL_main.h

untested, I don't have Xcode (or a Mac, for that matter)

The xcode projects (for both Xcode-iOS/ and Xcode/) will probably
have to be adjusted for the SDL_main changes to work, but now at least
the iOS demo source should work as is :)
2022-12-15 08:01:01 -08:00
Daniel Gibson
28ecbbf0b5 Make GDK's SDL_main header-only 2022-12-15 08:01:01 -08:00
Daniel Gibson
ca2fe7be1a Implement SDL_main as header-only lib for Win32
(remaining platforms will follow)

SDL_main.h is *not* included by SDL.h anymore, users are supposed to
include it directly now, usually only in the file they implement main() in.
If they need the header elsewhere or don't want SDL_main to implement
main() (but only call SDL_SetMainReady() or whatever), they
can #define SDL_MAIN_HANDLED first, same as before.
For SDL-internal usage, I added _SDL_MAIN_NOIMPL, which *also* skips the
implementation and `#define main SDL_main`, but still defines
SDL_MAIN_AVAILABLE and SDL_MAIN_NEEDED in SDL_main.h, as before.

To make the implementaion in the header shorter and avoid including windows.h,
I moved most of the Win32 SDL_main code into SDL3.dll via SDL_Win32RunApp(),
so the header-only part is just the different main functions calling
SDL_Win32RunApp(SDL_main, NULL)

Note that I changed changed the return value and type of OutOfMemory()
to return -1 instead of FALSE, so main() (or WinMain() or whatever)
returns -1 instead of 0 in case of an out-of-memory error

Compared to original Win32 SDL_main, I tweaked the part of the
implementation in SDL_main_impl.h a bit to avoid linker warnings
and conflicts with stuff from windows.h:

- replaced windows.h with own define of WINAPI
  and typedef-ing HINSTANCE and LPSTR.
  This prevents conflicts between all the generically-named #defines and
  types in windows.h and user code (like DrawState in some SDL tests)
- only using one of main() or wmain() gets rid of a MSVC linker error
  ("warning LNK4067: ambiguous entry point")
  If this still causes problems, we might try getting rid of wmain(),
  seemed to me like MSVC can use regular main() in UNICODE mode as well
- simplified the UNICODE logic for that - while this is not exactly
  equivalent to the old, it should make sense and Works For Me
2022-12-15 08:01:01 -08:00
Ryan C. Gordon
72c1f73bc5
rwops: Make read and write work like POSIX, not stdio.
This simplifies some things, clarifies some things, and also allows
for the possibility of RWops that offer non-blocking i/o (although
none of the current built-in ones do, intentionally, we could add this
later if we choose, or people could provide things like network socket
RWops implementations now, etc.

Fixes #6729.
2022-12-14 15:47:13 -05:00
Sam Lantinga
5c29b58e95 Added support for clang thread-safety analysis
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.

Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.

This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.

To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
2022-12-14 09:53:39 -08:00
Ryan C. Gordon
5a2d0b69c8
render: Remove SDL_GetRenderDriverInfo and change SDL_CreateRenderer.
Fixes #6625.
2022-12-13 23:27:35 -05:00
Ryan C. Gordon
a76053352c
gesture: Removed the gesture API from SDL3.
Fixes #6758.
2022-12-13 14:54:37 -05:00
Sylvain
a38ea6bad2
SDL_assert: remove old define for obsolete naming 2022-12-10 17:21:51 +01:00
Ryan C. Gordon
16f8dfcef9
docs: Note that you don't need to free SDL_GetDefaultCursor's results.
Reference Issue #6777.
2022-12-09 22:08:40 -05:00
Sam Lantinga
a4a80360f5 Added SDL_DISPLAYEVENT_MOVED to detect when display positioning changes
(cherry picked from commit 264da8c127f8bf8930fa62f106763855efbf2a93)
2022-12-08 12:47:56 -08:00
Sylvain
c265fb74b0 Renamed AUDIODRIVER and VIDEODRIVER hint/env to AUDIO_DRIVER and VIDEO_DRIVER 2022-12-08 09:50:09 -05:00
Ryan C. Gordon
7ca0d15d64
events: Changed SDL_GetEventState from a macro to a function.
Fixes #6773.
2022-12-08 00:08:51 -05:00
Sam Lantinga
ea714956b6 Clarified where the paddle locations are 2022-12-07 14:17:58 -08:00
Sam Lantinga
fcafe40948 Removed balls from the joystick API
They were only used by one joystick decades ago, so removing them for SDL3

Fixes https://github.com/libsdl-org/SDL/issues/6766
2022-12-05 13:17:18 -08:00
Ozkan Sezer
d6327a00fb re-applied the SDL_NewAudioStream deconstification, including to its definition
we should keep this to SDL3 only.
2022-12-04 20:50:20 +03:00
Cameron Cawley
ee0e9e979c Move intrinsic includes into a private header 2022-12-04 09:34:10 -08:00
Sam Lantinga
b4da4ed95a Removed SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp()
If you care about timestamps you'll also want to catch all of the sensor events instead of just polling the current state. For example, Nintendo Switch controllers generate 3 sensor events with distinct values for each polling interval.
2022-12-04 09:29:28 -08:00
Sam Lantinga
b8760a3ffe The timestamp_us member of the sensor events has been renamed sensor_timestamp and now represents nanoseconds. 2022-12-04 09:29:28 -08:00
Ozkan Sezer
25e62193f4 just revert the const removal from SDL_NewAudioStream in commit d0bbfdb 2022-12-04 12:56:50 +03:00
Sam Lantinga
1f4cc733a1 Removed the nanosecond versions of event and thread primitive waits from the public API
It's not clear applications need this level of precision yet, so let's leave these private for now.
2022-12-02 12:37:41 -08:00
Sam Lantinga
8121bbd083 Convert ticks to 64-bit, added nanosecond precision to the API
Fixes https://github.com/libsdl-org/SDL/issues/5512
Fixes https://github.com/libsdl-org/SDL/issues/6731
2022-12-02 12:37:41 -08:00
Sylvain Becker
ab1f4172e3
Remove SDL_GL_CONTEXT_EGL #6657 (#6683) 2022-12-01 14:53:37 -08:00
Pierre Wendling
3c501b963d
Clang-Tidy fixes (#6725) 2022-12-01 13:07:03 -08:00
Sam Lantinga
c2ce44bead More cleanup for #6619 2022-12-01 12:53:11 -08:00
Sylvain Becker
932f61348d
Remove mask versions of SDL_CreateRGBSurface* #6701 (#6711)
* Rename SDL_CreateRGBSurface{,From} to SDL_CreateSurface{,From}, which now takes a format parameter
2022-12-01 08:04:02 -08:00
Sam Lantinga
1e2dfdb019 Removed the OpenGL ES 1.0 2D render implementation
In SDL3 we plan to make more use of shaders in the 2D render API, and this minimizes the number of platforms we have to consider for new features. OpenGL ES 2.0 or newer is supported on all modern iOS and Android devices.
2022-11-30 13:39:37 -08:00
Ozkan Sezer
14b902faca begin_code.h: add gcc version checks to the alloc_size attributes. 2022-11-30 11:33:32 +03:00
Ozkan Sezer
4b6390261b begin_code.h: remove obsolete __SYMBIAN32__ handling for DECLSPEC. 2022-11-30 11:33:32 +03:00
Sylvain Becker
fc4fc5295f
Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_Create… (#6685)
* Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_CreateRGBSurfaceWithFormatFrom
* Removed unused 'flags' parameter from SDL_CreateRGBSurface and SDL_CreateRGBSurfaceWithFormat
* Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
2022-11-29 09:40:09 -08:00
Ozkan Sezer
8901297437 SDL_test_md5.h: fix MD5UINT4 type to be really 32 bits. 2022-11-29 08:53:56 -08:00
Sam Lantinga
c2432f8d0d Rename SDLmain to SDL_main and SDLtest to SDL_test for consistency with other SDL libraries 2022-11-28 10:57:59 -08:00
Sam Lantinga
a08f517069 Removed unused SDL_ArrayOrder enumeration values
Fixes https://github.com/libsdl-org/SDL/issues/6658
2022-11-28 09:08:16 -08:00
Sam Lantinga
4958dafdc3 Update comments to refer SDL_GetWindowSizeInPixels (thanks @NoelFB!)
Many SDL Window comments referenced SDL_GL_GetDrawableSize but not the new SDL_GetWindowSizeInPixels.

Closes https://github.com/libsdl-org/SDL/pull/6666
2022-11-27 08:27:00 -08:00
Sasha Szpakowski
80a9397459 Remove SDL_HINT_IDLE_TIMER_DISABLED.
SDL_DisableScreenSaver can be used instead. Fixes #6660.
2022-11-27 08:23:02 -08:00
Sam Lantinga
0a48abc860 Switch header convention from #include "SDL.h" to #include <SDL3/SDLh>
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```

I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
   if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
        find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
    else
        find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
    fi
done
```

Fixes https://github.com/libsdl-org/SDL/issues/6575
2022-11-26 22:15:18 -08:00
Sam Lantinga
e4b97c42b3 cmake: avoid copy of headers by moving generated headers to include/build_config (thanks @madebr!)
Shove all build system generated headers in include/build_config.
Doing this, cmake does not need to copy the headers anymore.
This was done for external projects vendoring SDL.

See https://github.com/libsdl-org/SDL/issues/6641#issuecomment-1328092535
2022-11-26 15:37:08 -08:00
Sam Lantinga
a268c841e3 Remove references to STDC_HEADERS (thanks @sezero!) 2022-11-26 12:51:20 -08:00
Sam Lantinga
63f307fe1f Remove SDL_config.h from the public headers
The SDL headers are no longer dependent on the build configuration.

Fixes https://github.com/libsdl-org/SDL/issues/6643 and https://github.com/libsdl-org/SDL/issues/6641
2022-11-26 04:48:36 -08:00
Sam Lantinga
bc5677db95 Fixed tvOS build, which is both __IOS__ and __TVOS__ 2022-11-25 17:28:51 -08:00