SDL_Surface has been simplified and internal details are no longer in the public structure.
The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect().
SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types.
SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value.
SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
- Add a globally-accessible function to handle the parsing of filter extensions
- Remove the ability of putting the wildcard ('*') among other patterns; it's either a list of patterns or a single '*' now
- Add a hint to select between portals and Zenity on Unix
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).
This refers to the HID Simple Haptics spec, which is currently only implemented by the Surface Dial accessory and WMR game controllers, which aren't currently exposed by the GameInput API.
We can add support for other effects in the future, but for now we don't need this or the SDL_gameinputjoystick_c.h header.
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.
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.
This patch adds an API for querying pressure-
sensitive pens, cf. SDL_pen.h:
- Enumerate all pens
- Get pen capabilities, names, GUIDs
- Distinguishes pens and erasers
- Distinguish attached and detached pens
- Pressure and tilt support
- Rotation, distance, throttle wheel support
(throttle wheel untested)
- Pen type and meta-information reporting
(partially tested)
Pen event reporting:
- Three new event structures: PenTip, PenMotion, and
PenButton
- Report location with sub-pixel precision
- Include axis and button status, is-eraser flag
Internal pen tracker, intended to be independent
of platform APIs, cf. SDL_pen_c.h:
- Track known pens
- Handle pen hotplugging
Automatic test:
- testautomation_pen.c
Other features:
- XInput2 implementation, incl. hotplugging
- Wayland implementation, incl. hotplugging
- Backward compatibility: pen events default to
emulating pens with mouse ID SDL_PEN_MOUSEID
- Can be toggled via SDL_HINT_PEN_NOT_MOUSE
- Test/demo program (testpen)
- Wacom pen feature identification by pen ID
Acknowledgements:
- Ping Cheng (Wacom) provided extensive feedback
on Wacom pen features and detection so that
hopefully untested Wacom devices have a
realistic chance of working out of the box.
This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions:
First:
int SDL_AppInit(int argc, char **argv);
This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return.
Then:
int SDL_AppIterate(void);
This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that).
Next:
int SDL_AppEvent(const SDL_Event *event);
This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.
Finally:
void SDL_AppQuit(void);
This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that.
The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing.
In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too.
On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example).
Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main.
The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform.
Fixes#6785.
Reference PR #8247.