Compare commits

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403 Commits
Author SHA1 Message Date
alufolie91 fed7020da1 hash_sparse: change length checks
dont early return on 0 len, let it be the falltrough case, this seems to help branch prediction
2026-03-13 18:58:49 +01:00
alufolie91 1a4255d9df luaS_newlstr: use hash also for checking strings
taken from raptorjit
we can check the hash first to skip quite a bunch of memcmps which should be faster in most cases (hopefully but quick timedemo tests confirmed that)
2026-03-13 18:58:39 +01:00
alufolie91 f6ead71f0c blua: handle 0 length strings in hash_sparse 2026-03-13 18:58:31 +01:00
Alug 966f60f590 Experiment: replace lua´s string hash with luajits ARX hash
the string hashing was the most hit and most spent in part of the whole game in alot of cases
replacing it with luajits algo absolutely massively improves lua performance (10-15fps in my bench timedemos!)
however idk how all this stuff exactly works so this needs alot of testing to make sure nothing breaks
ive rewritten the unaligned ptr access slightly to use memcpy for safety with some platforms that require stricter alignment
2026-03-13 18:58:21 +01:00
alufolie91 9afc018a45 Avoid computing invalid addresses
luaV_execute should compute 'ra' only when the instruction uses it.
Computing an illegal address is undefined behavior even if the address
is never dereferenced.
2026-03-13 18:58:05 +01:00
Alug 43608810da lua branching hint stuff
rechecked against lua 5.4
2026-03-13 18:56:18 +01:00
Alug 90b5f9050a Blua: small optimization in luaL_addlstring (avoid adding chars one by one)
https://github.com/lua/lua/commit/f292760f12022a83cf01e788482a264aeeb3c276
2026-03-13 18:55:55 +01:00
Alug edc10a35a1 Blua: better names for metamethods in debug information
https://github.com/lua/lua/commit/becf19feeffeb0bf2297e163da4ccc7b4b5e6b5c
2026-03-13 18:55:49 +01:00
Alug 91435fe1b2 Blua: small optimization (reorder of BinOpr enum to unify some cases in switches)
https://github.com/lua/lua/commit/d7872dcf91eb2075312a03973a6cdb489610c796
2026-03-13 18:55:42 +01:00
Alug a7ebc7e745 Blua: micro-optimization: avoid one API call in 'read_chars'
https://github.com/lua/lua/commit/f86f4116c82654d24faa4a32a909d0c27f3d4746
2026-03-13 18:55:37 +01:00
alufolie91 3cf3c1bb99 Merge pull request #219 from Indev450/netstuff
Netcode fixes, cleanups and optimizations
2026-03-13 18:45:18 +01:00
alufolie91 2c170f1956 Merge pull request #217 from Indev450/optimizewadlumps
Optimze Wad Lumps
2026-03-13 18:21:50 +01:00
alufolie91 98da654e02 Fix P_MakeMapMD5 printing incorrect time
:chonkbuncle:
2026-03-10 16:55:54 +01:00
alufolie91 af84105e40 better error for nodeless maps 2026-03-10 16:55:51 +01:00
indev a1666704e5 Hide offroad particles when player is doing saltyhop 2026-03-09 14:53:30 +03:00
alufolie91 7b408a33d7 fix openmpt versions strings leaking
from https://lib.openmpt.org/doc/libopenmpt_c_overview.html "All strings returned from libopenmpt are dynamically allocated and must be freed with openmpt_free_string()."
didnt knew this tbh lol
2026-03-03 02:32:13 +01:00
alufolie91 9ee535066e OpenGL: initialize all FSurfaceInfo´s
seen this a bunch of times now that occasionally something tries to access uninit values from a surface info
since those are really small we just always init them now
2026-03-03 02:31:54 +01:00
alufolie91 6430150b63 fix parts of png info text for screenshots not being null terminated in some cases 2026-03-02 17:53:24 +01:00
alufolie91 16cf4ede89 v_video: generate missing flashpals instead
not sure if this is more sane than the huge ass array from before
but atleast this is more accurate and can basically generate flashpals from any palette while also still working with all the colour and gamma adjustments
prob needs some cleanup idk this is all rather messy lol
2026-03-02 17:23:11 +01:00
alufolie91 efe8732188 fix flashpals throwing random garbage into the renderer in some cases
iirc, if the provided palette currently in use did not provide subpalettes, this will read past the bounds of allocated memory, which aint good lol
i just dumped the white flashpal and threw it into there since idk if -file or autoload gets called before the palette gets initialised, which would carry a risk of copying more garbage, hence this big ass array
2026-03-02 00:44:10 +01:00
alufolie91 07fc0eb03a v_video: fix cv_palettenum bounds check
mhhm yeah
2026-03-02 00:35:19 +01:00
X.organic f2b46fd148 Fix myhashfgets-related buffer overflows in deh_soc.c 2026-03-02 00:35:16 +01:00
alufolie91 8247133966 w_wad: use strnlen to check lump length for map marker
lump name may not be null terminated here, so strlen may read out of bounds garbo
using strnlen ensures we read max 8 characters which is the name buffer size
2026-03-02 00:35:13 +01:00
alufolie91 397fb071e5 fix compiling with valgrind support 2026-03-02 00:35:11 +01:00
alufolie91 1a9fa94cbd Autoload: dont attempt to load directories
lol
2026-03-01 01:04:14 +01:00
alufolie91 e8c7cc6a9b D_AutoloadFile: add overflow safeguard 2026-03-01 01:04:14 +01:00
alufolie91 5ca3ab5966 Autoload: fix incorrectly incrementing wad count
those should only be incremented if we actually add something to the filearray and not instantly execute or error out
2026-03-01 01:04:14 +01:00
indev 1cf04514b3 Fix W_MakeFileMD5 printing incorrect time 2026-03-01 02:31:11 +03:00
alufolie91 5577ba4c7a Autoload: dont add wads that contain maps 2026-03-01 00:03:19 +01:00
alufolie91 6ff1cbf4b0 ok actually just remove keepmusic resume stuff
well now it just broke with dynmusic
this sucks, its probably fixable but the code was abysmal so shrug
2026-02-26 01:11:37 +01:00
alufolie91 db4cd73912 fix keepmusic resuming not resetting with "tunes" command
this code sucks ass wtf was i cooking
if this breaks again i will just wipe it lmao
2026-02-26 01:05:18 +01:00
alufolie91 3c70598aea lumpnumcache: W_LumpExists should return true or false
whoops was oversight by me
prob doesent really matter due to wraparound but its still incorrect
2026-02-25 22:38:46 +01:00
alufolie91 1ec29c1c94 better flags for ASAN and UBSAN
compile with -O1 and -fno-omit-frame-pointer
-fno-common for ASAN
2026-02-25 21:30:23 +01:00
alufolie91 fedccd25b9 hw_cache: use verstable for HWR_PrecacheLevelFlats flatchecks + convert to C
replaces the unordered_set and doesent require c++
2026-02-25 18:04:45 +01:00
alufolie91 1e51365cad add comment about K_KartUpdatePosition 2026-02-25 17:45:07 +01:00
alufolie91 94026e4331 makefile: comment out all the "Wno" flags
we effectively fixed all of them, so this does not throw any warnings for me atleast
in case we may screw up id rather have those warnings appear
2026-02-25 17:45:05 +01:00
alufolie91 2084cdc6d5 hw_md2: remove pointless float casts
durs and tics are int32.
and so is var2, anim_duration is uint16 but that still makes no sense lul
2026-02-25 17:10:24 +01:00
alufolie91 1b22c3af19 those should be boolean
just for correctness!
2026-02-25 16:52:47 +01:00
alufolie91 3e327263c9 fix faulty papersprite flipping in opengl
lol
2026-02-25 16:46:58 +01:00
alufolie91 7c24d92613 delet V_GetSkincolorChar
this was unused and broken anyways
think this came from snowy kart or smth
2026-02-25 16:46:55 +01:00
alufolie91 ba808307e9 FORCEINLINE is apparently used by windows already lmao 2026-02-24 16:10:54 +01:00
alufolie91 014a22e933 w_wad: replace unordered_map with verstable hashmap for lumpnumcache + convert back to C from C++
been rethinking this and been doing some digging online
the unordered_map was just a quick and simple fix for performance issues in blan, but came with caveats:
- unordered_map is simple to use but not particulary great in terms of performance during lookups especially
- we needed to convert w_wad to c++ just for the lumpnumcache
- due to needing to preserve the key since they gotta outlive the scope of the function that inserts things into the map, we effectively did a string copy on each map insert and lookup
after some research came across verstable, which is basically almost the exact same as unordered map but in C while being extremely fast (even more with its builtin string hash and comparisor)
only caveat with verstable is we need to rely on a new lib, though its just a single header file, and we gotta manage ensuring the input keys outlive functionscope ourselves, which we do with strdup in this case
good thing, verstable allows to call a "destructor" specified by us whenever it removes or replaces keys in the map
this also means we only need to copy strings on insert and not on lookup anymore
all in all this is much faster while giving us the simple usage of c++ unordered_map while staying in C

due to the strdup quirk i had to slightly modify verstable to allow to take const as inputs for the getter functions even if the keys themselves are not const marked with "KEY_GET_CONST"

Verstable can be found here: https://github.com/JacksonAllan/Verstable
and is licensed under MIT which is perfect!
2026-02-24 16:06:27 +01:00
alufolie91 3f3ba9e993 Merge branch 'Saturn-Next' into optimizewadlumps 2026-02-24 15:54:47 +01:00
alufolie91 2f684bba95 ensure SIGINT/SIGTERM can quit out from wipes and serverconnection ticker 2026-02-24 12:34:21 +01:00
indev a287a6419f Use strncpy for zip entry filename because it might not be null-terminated inside zip 2026-02-23 22:53:23 +03:00
alufolie91 6f2aba7ee3 Windows is such a cool Operating System
idk why we just dont use int32 there aswell and rely on whatever tf windows supplies which i dont trust ffs
2026-02-23 18:17:40 +01:00
alufolie91 a9a0d4bed8 fix compiler warnings for glibc 2.43 and newer
this version changed so that many standard functions now propagate the constness of its input pointers
to not cause warnings for everyone on older versions this is now a really dumb macro lol
2026-02-23 17:58:53 +01:00
alufolie91 355c78e075 check for _GNU_SOURCE for nongnu_strcasestr
idk we dont need it and it throws warnings on new glibc so i dont want it tbh
2026-02-23 17:58:50 +01:00
alufolie91 4623f8aff2 explicitly set "std=gnu17"
we *rely* on a bunch of gnu extensions so its better to explicitly set this
yes in theory we fully comply with c23/gnu23 and saturn compiles fine under that, but since its still fairly new theres alot of maschines that still dont support it :chaosleep:
2026-02-23 17:58:36 +01:00
indev 1265bbba2e Rename I_LockMutex back into I_lock_mutex for now 2026-02-23 19:14:14 +03:00
alufolie91 fdccf868cc disable player fade if viewplayer is spectator
fixes some wonky stuff like players disappearing when they were close to the invisible spectator player and you werent watching someone else
2026-02-23 17:09:32 +01:00
alufolie91 3204b5c3b4 Merge branch 'Saturn-Next' into netstuff 2026-02-23 17:02:32 +01:00
alufolie91 cd02242a01 fix splitscreen clients being unable to join saturn servers
lmao oops idk dumb copy paste sry
2026-02-23 17:02:13 +01:00
alufolie91 e35dc9e097 fix g_in_exiting_signal_handler
every "flag" set by signal handlers must be of type "volatile sig_atomic_t"
everything else may fail to be correctly set, read or get optimized away which rendered this basically useless
2026-02-23 16:20:48 +01:00
alufolie91 f4dc161831 dont let SIGINT/SIGTERM do work in signal handler take 2
the earlier approach still raised the default signal within this, which basically just skipped everything and ended up NOT calling I_Quit at all
Basically this is to ensure we dont call I_Quit at all from a signal handler as it is NOT async safe and can cause serious issues like deadlocks and such, instead SIGINT and SIGTERM will just signal the main loop/thread to safely call I_Quit instead
2026-02-23 16:01:14 +01:00
alufolie91 1d6c27baca lua_pushlstring: prefer luaS_newlstr over luaS_new
the latter calls strlen which is not needed as the empty string has no length
2026-02-22 14:01:27 +01:00
alufolie91 009df228d6 fix memory leak when fetching masterserver rules
strdup returns a malloc´d string!
2026-02-22 13:33:57 +01:00
alufolie91 7746e494cf fix memory leak within http masterserver handling
errbuf gets malloc´d!
2026-02-22 13:33:54 +01:00
alufolie91 90a88983f1 k_hud: make the hud offset vars static 2026-02-22 13:33:49 +01:00
alufolie91 22a4fe63db Fix minimap angle display colour for skins that use non default startcolor
i.e. they use a different colour than "green" to remap their skincolor on
2026-02-22 13:33:46 +01:00
Alug d77508f481 init superactions global
was missed before
2026-02-16 19:27:56 +01:00
Alug 53321d33d5 mark some nightsmode stuff with likely/unlikely i missed
and in some cases move around the conditionals
i love backwards compat Zzz....
2026-02-16 19:27:52 +01:00
Alug 5c28f6afd8 Revert "fix new compiler warnings from new gcc version"
This reverts commit d49001143f.
2026-02-16 19:04:51 +01:00
Alug d49001143f fix new compiler warnings from new gcc version
just throw const at everything :blobthumbsup:
2026-02-11 17:48:16 +01:00
Alug 513e5a7e3f remove even more dead code lol 2026-02-10 16:38:37 +01:00
Alug 6f75fab7ff move gamepad led ticker after render logic
this does not really matter but save a tiny little amount of time before rendering a frame
2026-02-09 19:41:45 +01:00
Alug 38fc6d6ba1 remove screen texture toggle from accessability menu + new tooltip 2026-02-09 16:09:26 +01:00
Alug 02f2464a00 HWR_CreateBlendedTexture: init a bunch of stuff 2026-02-08 23:13:16 +01:00
Alug c84724da37 make lumpnumcache case sensitive + optimize + replace quickncase hash with FNV1a
lumpnumcache can be case sensitive W_CheckNumForName should also look for uppercase stuff and W_LumpExists is case sensitive anyways
this avoids having to always account for case (toupper/tolower) during hash and string comparisons and even allows us to even directly compare our strings instead of using fastcmp (std::strings allow this!)
from some benchmarking externally this makes this faster quite a bit
2026-02-08 20:35:08 +01:00
Alug 86b286fb0b fix few more cases of using potentially uninitialized garbage 2026-02-06 20:06:56 +01:00
Alug ecef8913b1 remove some more dead code
as reported by clang-tidy
2026-02-06 17:06:33 +01:00
Alug 277b202020 hooklib: init all the hook states
idk i aint trusting any of this lul
2026-02-06 17:06:04 +01:00
Alug 6ba97bc43c only do the anim texture maths if we need it
idk why but this showed up during profiling
best would be just to redo the whole system since it sucks lol
2026-02-05 23:31:19 +01:00
Alug 0fbde146a9 remove some unused fields from precipmobj_t
we do not have animating precip nor do we cast it to mobj_t anymore, so we can just get rid of this stuff
reducing the struct size by 16bytes wowie
2026-02-05 20:07:44 +01:00
Alug 16e0c6f0f6 dont constantly fetch lookback joyaxis in p_ticker if replay recording is enabled
minuscule optimization lul
2026-02-05 20:07:41 +01:00
Alug 8cab07a4b2 add missing "ifdef LOGMESSAGES" 2026-02-03 15:59:53 +01:00
Alug 55c8546d68 do not use Zone Memory for masterserver rules
this gets called from within non main threads!
zone memory is not thread safe!
2026-02-02 17:27:23 +01:00
Alug 1762f18116 delet all the Z_Free checks
Z_Free already checks its input internally!
2026-02-02 16:12:38 +01:00
Alug e4dbf1ce11 plug a potential memory leak in M_SaveConfig 2026-02-02 16:11:57 +01:00
Alug 10b9d96259 hw_clip: replace "RoundToInt" with lrint
prefer to use standard lib functions if possible
lrint does the same thing (well ofc as long as no one touches the rounding direction löl) and is even quite a lot faster (though this is negligible in this case)
2026-02-02 16:11:54 +01:00
indev b23154fd93 Prevent replays menu scoll bar from disappearing 2026-02-02 02:28:33 +03:00
Alug b0ee972178 r_plane: fix visplane hashing overflowing
shift into "int" to prevent super large values during multiply
2026-02-01 20:52:48 +01:00
Alug 544e1d3b21 "fix" overflow in R_InitViewMapping with high resolutions 2026-02-01 17:07:18 +01:00
Alug 0ca6947f99 fix a few type issues 2026-02-01 16:27:25 +01:00
indev 3122c08039 Add focus options for gamepad led and rumble 2026-02-01 02:49:03 +03:00
indev 7a279a6fd9 Prefix autoaccel cvars with 'kart' to avoid conflict with hostmod 2026-01-28 19:19:02 +03:00
Alug c4581bd9a6 Only save and keep track of controller ids on SDL versions 2.32.4 and up
Older versions break and have unstable ids on Windows, cant check for linux but ill just add a version check at this point
This was part of updating sdl with v9, which got reverted due to other issues but this was not reverted oopsie
2026-01-24 18:20:54 +01:00
Alug bb47b976a7 software: fix drawseg xrange item coord type being too small
both sprite and drawseg coords are int32
might fix some clipping issues
2026-01-23 18:33:11 +01:00
Alug 6c419ff22e fix few more implicit double/float conversions 2026-01-23 18:33:08 +01:00
Alug 522904527f add missing HAVE_CURL 2026-01-23 10:08:35 +01:00
Alug 30539371c2 more cmake stuffs
-add LTO option, enabled by default
-set optimization level to O3 and O0 for debug builds
-add ASAN and UBSAN options
-always compile with gnu debug symbols
2026-01-22 14:46:12 +01:00
Alug e2ecc315b4 cmake: attempt to fix dedicated build uhh building 2026-01-22 14:44:47 +01:00
Alug eb2f186205 Merge pull request #221 from P-AS/morecmakefixes
CMake fixes cherry-picked from srb2-legacy
2026-01-22 14:43:38 +01:00
Alug bbf06b3376 add "vid.udup" same as vid.dup but not scaled with "highreshudscale" 2026-01-22 14:26:24 +01:00
Alug a1f70b0b31 opengl: attempt to scale vhs effect "fuzzyness"
this makes it appear more or less the same in all resolutions, similar to software, while also improving performance quite a bit on higher resolutions
2026-01-22 14:26:23 +01:00
Alug 2e0f5c02a4 opengl: make vhs effect bars be affected by "fuzzines"
makes stuff slightly slower, but matches the software effect
2026-01-22 14:25:57 +01:00
Alug 0f7001ef5c opengl: tiny optimiazation for vhs effect
dont call rand within the loop, use xorshift instead
while not massive, we dont need to call rand thousands of times, the xorshift is visually indistinguishable
this is still rather slow due to the crapton of draw calls and should best be replaced by a shader or something
2026-01-22 14:25:54 +01:00
PAS 4600da5782 restore SRB2_SDL2_EXE_NAME 2026-01-21 15:54:32 -05:00
indev a3557fadef P_PlayRinglossSound from lua might desynch so print warning about that 2026-01-21 23:38:41 +03:00
Alug d9a67faf47 fix windoze compile 2026-01-21 21:11:52 +01:00
PAS 96eaf8850e Add path suffix for libgme cmake module 2026-01-21 15:01:51 -05:00
PAS e7efd46419 Fix FindGME pkg-config command, update LibFindMacros.cmake 2026-01-21 15:01:33 -05:00
PAS 346b1456cd CMake: Fix FindOPENMPT 2026-01-21 14:59:01 -05:00
PAS 9f5a5a735b Allow changing Cpak generator (from upstream) 2026-01-21 14:58:32 -05:00
PAS 8e4b304bed CMake: don't configure before CPACK_PACKAGE_DESCRIPTION_SUMMARY is set 2026-01-21 14:51:17 -05:00
Alug 6cbb8a36cf Merge branch 'Saturn-Next' into netstuff 2026-01-21 20:48:47 +01:00
Alug 7dbb08315c fix cmake 2026-01-21 20:48:04 +01:00
Alug b1ff1bb531 Merge branch 'Saturn-Next' into optimizewadlumps 2026-01-21 20:47:44 +01:00
Alug 8eaf4a73f4 Merge branch 'Saturn-Next' into optimizewadlumps 2026-01-21 20:46:55 +01:00
Alug 607fbc54fc Merge pull request #220 from Indev450/fixcmake2
Fixup CMake, but simpler
2026-01-21 20:45:24 +01:00
Alug 276cf0a8cb fix string.c include
whoops, not sure why that was even done like that
string.c will include strcasestr.c and SRB2_HAVE_STRLCPY will ensure eitherways we dont use the included strlcpy stuff
2026-01-21 20:04:19 +01:00
Alug 59c9af97c2 joy_open: make debug prints actually print the player number 2026-01-21 19:54:03 +01:00
Alug 4e75d99026 simplify LUA_Alloc
Z_Realloc already handles everything internally, no need to manually free anything
2026-01-21 19:49:55 +01:00
Alug 8e91c16e97 cmake: enable gnu extensions
we rely on some of them like the cleanup macro
dont want those breaking or smth
2026-01-21 19:34:44 +01:00
Alug 186421fe85 cmake: link with peethread 2026-01-21 19:23:36 +01:00
Alug af952870c3 fix fbo oopsie 2026-01-21 19:22:40 +01:00
Alug 4eeb0b4b20 update readme to reflect this 2026-01-21 19:16:05 +01:00
Alug cb2c65e9d9 more cmake fixups
- skip asset install for linux
- pass fwrapv flag
- fix asset hash stuff
- pass rdynamic flag
- add saturn specific stuff, saturnpak, saturnjoin, libbacktrace and fix screen fbo stuff
2026-01-21 19:09:50 +01:00
cobalt2727 f7bbde3982 fix ARM builds being completely broken
If merged, this is the quickest approach to resolve https://github.com/STJr/SRB2/issues/513

...alternatively, we could just remove the option altogether but I don't have the time right now to test whether it's needed or not

To the best of my knowledge, this covers all possible amd64 `CMAKE_SYSTEM_PROCESSOR` values based on what I'm seeing at https://stackoverflow.com/questions/70475665/what-are-the-possible-values-of-cmake-system-processor
2026-01-21 18:24:53 +01:00
Alug c9fc3b4820 fixup cmake for macos
mostly based on the patch from https://github.com/Bijman/srb2bld
with some changes from https://github.com/Indev450/SRB2Kart-Saturn/pull/216
but doesent completely replace the build system with what blan has
compiles fine on nix, but needs testing on mac
2026-01-21 18:23:21 +01:00
Alug f5195dd137 Merge branch 'crashissuereports' into Saturn-Next 2026-01-20 17:32:30 +01:00
Alug 5289f13891 Show report issue button also on I_Error
also make wrapper functions for everything, to reduce code dupe
2026-01-20 17:32:22 +01:00
Alug 073b35690b dont attempt to show sdl message box on non dedicated builds running as dedicated 2026-01-20 17:32:19 +01:00
Alug 43d3ac102d HWR_RenderPlane: cleanup code that does nothing 2026-01-20 15:42:37 +01:00
Alug aa96f9ceb3 V_DrawVhsEffect: fix scaling with highreshudscale, fix downwards bar going out of screen bounds
this shouldnt account for highreshudscale at all
on very high resolutions the bars are still only half size, but atleast they dont become minuscule or just dont draw at all
also ensures both bars are clamped, on some resolutions sometimes they just go out of visible screen range
2026-01-20 14:57:18 +01:00
Alug 104b8260fb add reducevfx to accesability menu
If there are things that should be handled by that toggle def feel free to suggest them!
2026-01-19 14:35:10 +01:00
Alug edebc728ef remove unused stuff from joyinfo 2026-01-18 19:00:05 +01:00
Alug 08e7ce3b5b m_menu: clean up the skin display stuff a little 2026-01-16 13:27:20 +01:00
Alug 29f187b751 fix some windoze specific "-Wzero-as-null-pointer-constant" warnings 2026-01-16 12:53:34 +01:00
indev ac3a1ad5eb Add gcc 13.3 into list of supported versions 2026-01-16 12:02:21 +03:00
indev 1b8d7b1541 I_Error when dedi tries to go to main error
This will not fix the issue entirely but will at least prevent server
getting stuck and backtrace will show where did it try to go into menu from
2026-01-16 11:11:36 +03:00
Alug b812d61da2 Merge branch 'crashissuereports' into Saturn-Next 2026-01-14 12:58:44 +01:00
indev 6fd64383d3 This isn't ceepeepee rn :SmolBuncle: 2026-01-12 22:33:30 +03:00
Alug e984e7a6c8 Merge branch 'menumodels' into Saturn-Next 2026-01-12 19:13:21 +01:00
Alug 96f90ff9c4 push back models even further
bigger models still had parts being culled, hope this is generous enough idk
2026-01-12 19:13:17 +01:00
Alug 51aec0e012 Merge branch 'menumodels' into Saturn-Next 2026-01-12 18:40:38 +01:00
Alug faadd3e89f support the uhhh localskin setup with 3d models 2026-01-12 18:40:00 +01:00
Alug 0c091256f4 tiny cleanup + warning fix 2026-01-12 18:30:11 +01:00
indev 7a0fb01626 Make glOrtho remap coordinates to vid.width and vid.height, this makes calculating coordinates in HWR_Draw2DModel easier 2026-01-12 18:30:08 +01:00
Alug c01818e2e3 simplify skinnum bounds check
lul
2026-01-12 18:30:06 +01:00
Alug e17a8a505c fix the culling issues
i hope this is right.......
2026-01-12 18:30:03 +01:00
indev ab654deba7 Make HWR_Draw2DModel not depend on resolution, make 3d skin select use skinselectspin cvar 2026-01-12 18:29:58 +01:00
Alug b145d7fd0e WIP: show 3d models in player setup
this is incredibly ugly and hacked together
theres some weird culling issues and shit doesent really "scale" with different resolutions which needs to be fixed
but it kinda works
2026-01-12 18:29:55 +01:00
Alug 264c9e38ad d_netfil: dont use zone memory in CURLGetFile 2026-01-11 19:46:46 +01:00
indev e88773da4e How did i miss the = 2026-01-11 13:08:23 +03:00
indev 310f67a06c Fix smol mistake in strcasestr 2026-01-11 03:49:07 +03:00
indev 0914d5b8e2 -Wzero-as-null-pointer-constant is valid for c only since GCC 15.2 (from what i see) 2026-01-11 00:49:48 +03:00
Gustaf Alhäll bf1aa47854 Simplify textcmd handling 2026-01-09 20:53:15 +01:00
Alug 291a4dbb25 disable midnight channel border flicker with "reducevfx" 2026-01-09 13:01:30 +01:00
Alug 8fe3d13935 fix InitColorLUT 2026-01-09 11:08:22 +01:00
Alug bdc326b14e leveltime be tic_t
:chaosleep:
2026-01-08 00:43:43 +01:00
Alug d938e38ad3 Acessability: add basic "reducevfx" toggle to disable/reduce certain effects
toggles certain effects, which may be troublesome to some players

-disabled hyudoro flashing, instead makes player translucent
- Makes rainbow colour effects, such as invul, change colours very slowly
- Disables underwater and heatwave screen effects
- Disables palette flashing
- Disables vhs effect

not the most pretty implementation, but im lazy and this works

feel free to suggest more things
2026-01-08 00:40:24 +01:00
Alug 3d4772455b K_SpawnSparkleTrail: check for blend effect apply outside the loop
tiny optimization
2026-01-08 00:40:24 +01:00
Alug e1f0089627 enable "Wzero-as-null-pointer-constant", fix cases of it
prevent ambiguity
shoutout blankart for making me aware this exists
2026-01-08 00:40:24 +01:00
Alug be423b2910 Merge branch 'Saturn-Next' into netstuff 2026-01-08 00:34:19 +01:00
Alug 3bf3bdf641 enable "Wzero-as-null-pointer-constant", fix cases of it
prevent ambiguity and bad practices, i like expressive and "correct" code
shoutout blankart for making me aware this exists
2026-01-08 00:34:15 +01:00
Alug e923777eb6 Acessability: add basic "reducevfx" toggle to disable/reduce certain effects
toggles certain effects, which may be troublesome to some players

-disabled hyudoro flashing, instead makes player translucent
- Makes rainbow colour effects, such as invul, change colours very slowly
- Disables underwater and heatwave screen effects
- Disables palette flashing
- Disables vhs effect

not the most pretty implementation, but im lazy and this works

feel free to suggest more things
2026-01-08 00:33:53 +01:00
Alug cf6eb0010e K_SpawnSparkleTrail: check for blend effect apply outside the loop
tiny optimization
2026-01-08 00:33:50 +01:00
Alug 5184115216 enable "Wzero-as-null-pointer-constant", fix cases of it
prevent ambiguity and bad practices, i like expressive and "correct" code
shoutout blankart for making me aware this exists
2026-01-08 00:33:43 +01:00
Alug edbebbf082 fix wrong type for K_DriftSparkColor
all the colour stuff is still a bit of a mess, but generally its handled as an uint8
2026-01-02 18:34:13 +01:00
Alug 242dee499d initialize more globals that have been missed 2026-01-02 18:34:10 +01:00
Alug 39a46e8f79 Revert "Remove tic provision (vanilla compat edition)"
This reverts commit 4a3c9ccfbb.
2025-12-30 01:09:14 +01:00
Alug a2de1e24c5 d_cliserv: fix casts from nan to int type
in few cases the files totalsize might be 0, which results in a nan, casting that to int type is undefined behavior
2025-12-28 17:46:44 +01:00
Alug c0cce90e60 properly handle getcwd error in IdentifyVersion
if getcwd fails, the buffer contents will be undefined
so we shall just overwrite it again with "."
2025-12-27 15:34:26 +01:00
Alug d9712cf85e Merge branch 'Saturn-Next' into netstuff 2025-12-27 15:13:50 +01:00
Alug 9ccd62b5cb Merge branch 'Saturn-Next' into optimizewadlumps 2025-12-27 15:13:42 +01:00
Alug 67e74b5874 fix w_wad oopsie 2025-12-27 15:13:20 +01:00
Alug 9639ace28a fix dedicated server build warnings 2025-12-27 15:07:13 +01:00
Alug a2616778cc fix another -Wnull-dereference warning 2025-12-27 15:06:50 +01:00
Alug 0691e2d9e2 Merge branch 'Saturn-Next' into netstuff 2025-12-27 13:40:19 +01:00
Alug 495c34dd40 fix gcc version detection fallback stuff
latest_gcc_version should always just be X.x not X.x.x
this broke some warning flags for me
2025-12-27 13:02:30 +01:00
Alug f38ca9aa28 Signal Handler: Add button to report issues to github
mostly based on what srb2 does with some stuff from srb2-legacy
the button will attempt to open the issue page on the saturn git when a crash occurs
2025-12-27 12:41:41 +01:00
Alug 8e67e0bace Merge branch 'Saturn-Next' into optimizewadlumps 2025-12-27 10:53:10 +01:00
Alug b0bf588c27 fix some null pointer dereferences
and enable -Wnull-dereference by default
2025-12-27 10:52:21 +01:00
Alug 35e4f35f6e fix some shadowed variables, enable -Wshadow by default 2025-12-27 10:32:16 +01:00
LJ Sonic 7866b769cc Do not archive table values for nil keys 2025-12-27 00:00:39 +01:00
Alug 1af1e42dab FBO: remove nvidia xwayland hack
this has been a non issue since a while now, so can remove this (we shouldnt work around driver bugs anyways)
2025-12-26 23:20:42 +01:00
Alug 40bd3e5e19 simplify opengl vsync set 2025-12-26 23:20:39 +01:00
Alug 25dd3b4976 Revert "Fix static memory being re-tagged as purgable"
This reverts commit c544cf9a7c.
2025-12-26 21:44:58 +01:00
PAS 08864e27b2 Fix double byte-swap in SV_MakeTic 2025-12-26 21:44:39 +01:00
Alug 4a3c9ccfbb Remove tic provision (vanilla compat edition)
based on https://codeberg.org/srb2classic/srb2classic/commit/7cf14fbe740998c3246dd190904f49a236b2ccec

seems to get rid of some jitter in localhost
2025-12-26 21:44:37 +01:00
Alug cedd789a27 Merge branch 'Saturn-Next' into netstuff 2025-12-26 21:44:34 +01:00
Alug 0fe3086a5a Fixup the doomednum lookup
properly match the old linear lookup by returning the FIRST match for doomednum
also shrinks the array, doomednum max is 4095, no need for such massive array, also fixed a off by
should fix some join desynchs and desynchs on certain maps
2025-12-26 18:58:41 +01:00
Alug c9afd4a2cd G_GetDemoDate: make safer and use static memory
bunch of smaller issues before, no real checks for strltol and potential free on a null pointer lul
also skips replays with shorter than 10 char names and handles errors better
2025-12-24 00:06:17 +01:00
indev 7518a6f181 Revert "Sort directories too in replay list"
This reverts commit 7c848f4be5.
2025-12-24 01:36:02 +03:00
indev 2bf4c44259 Revert "Actually add filepath to directories to sort them"
This reverts commit 1c95e5f40e.
2025-12-24 01:36:00 +03:00
indev 1c95e5f40e Actually add filepath to directories to sort them 2025-12-24 01:23:20 +03:00
indev 7c848f4be5 Sort directories too in replay list 2025-12-24 00:54:39 +03:00
Alug a4af254643 Revert "dont call I_Quit from within "quit_handler", let it signal main loop to quit"
This reverts commit a2feaa7fde.
2025-12-22 20:16:04 +01:00
Alug 860dc37fe4 Optimize: move a few strlen calls out of loops
when applicable and the input does not get modified within the loop
needs some testing incase i oversaw something
2025-12-18 19:13:47 +01:00
Alug 8b3d55fbc8 HWR_ProcessSeg: port softwares code to skip rendering inner sides that are "joined" to other fofs
This seems to improve performance on maps with moderate to lots of fofs quite a bit.
On maps with only a few fofs, this makes no difference or has very very little regression
Need to test and check if there are any visual errors, but so far everything seems good
2025-12-18 19:11:37 +01:00
Alug 0540b5656a OpenGL: keep around our drawnodes memory
no need to constantly reallocate new memory
we dont have renderer switch, and the next level will render drawnodes anyways
those wont grow super big also, so theres no big worry about wasting tons of memory
yes i like ceepeepee vectors, how can you tell
2025-12-18 19:11:26 +01:00
Alug 6c98440f27 Remove pure attribute from fasticmp
While i assume this to be fine currently, i quite frankly dont trust the srb2 codebase enough aswell as preventing any future issues if there should ever be need to switch locales, since toupper WILL change behaviour in such cases which does not qualify as pure
2025-12-16 17:52:13 +01:00
indev 3828a9f8e0 Add flipcammode toggle for using local flipcam settings instead of player flags 2025-12-11 22:58:45 +03:00
Alug 2c7c9ec32a fastcmp.h: mark fastcmp functions as pure
this might let the compiler optimize aways subsequent calls in some cases
strcmp etc from glibc also does it
prayin nothin changes the locale at runtime lmao
2025-12-11 20:28:31 +01:00
indev 1ccd3e37bc Init playerinfo[i].node to 255 so if playerinfo packet gets lost, server join screen doesn't display empty player names 2025-12-11 21:37:31 +03:00
Alug 6ad344f65d findfile: let files added with "-file" look in addon/downloads folders first
due to https://github.com/Indev450/SRB2Kart-Saturn/commit/956fc099adcd7f33993c43c8ee3aea64df3fe9b4
IWADS shouldnt use findfile anymore
If there should be such case we can always expose the startupiwad count to check if were currently searching for iwads iirc
2025-12-11 18:19:21 +01:00
indev 1c289d73ca Oopsie 2025-12-11 17:54:03 +03:00
indev 44ba69cf53 Move lite steer and turn smoothing cvars into individual player controls menu 2025-12-11 17:35:35 +03:00
indev 4cea0c1414 Add autoaccel into accessibility menu 2025-12-11 16:43:59 +03:00
Alug 4ee468f5c6 Accessability: Add "Auto Acceleration" feature
ported from hostmod
2025-12-11 14:27:09 +01:00
Alug 9a58eb3010 G_BuildLocalTiccmd: remove "moveinput" variable
checking both cmd->buttons aswell as cmd->driftturn already handles those cases
2025-12-11 14:27:06 +01:00
Alug 59ff5e61bf Revert "Fix use-after-free when mobj is removed while still playing sounds"
This reverts commit 3bdc745bd1.
2025-12-10 19:13:07 +01:00
Alug 821c061f82 Optimize: Use doomednum lookup also when (re)spawning mapthings
not just for loading savegame thinkers
Actually even provides slight runtime performance improvement, but mostly makes levelload faster
2025-12-10 18:22:34 +01:00
Alug fd2c208612 Merge branch 'Saturn-Next' into optimizewadlumps 2025-12-09 18:07:15 +01:00
Alug 8f91707164 Merge branch 'Saturn-Next' into netstuff 2025-12-09 18:07:06 +01:00
Alug 37eba186f5 netcode: replace some stuff with memsets + add a little bounds safety in some places 2025-12-09 18:07:02 +01:00
Gustaf Alhäll eb4d9bbdd5 Fix decompression warning when starting a server 2025-12-09 17:57:02 +01:00
Alug c19c80d797 command.c: fix "alias" command crashing when no aliases were registered
if we dont have aliases list how do we check the next alias in the list aswell?
2025-12-07 21:08:38 +01:00
Alug a2feaa7fde dont call I_Quit from within "quit_handler", let it signal main loop to quit
fixes an issue for me which led to having the game threads getting stuck when sending an interrupt signal to the game due to some thread issues with the sdl subsystems

shoutout to dsda doom for this
2025-12-07 20:27:57 +01:00
Alug 3cb4e86b48 i_system: "fix" recursive i_quit
well this still aint working all to great, but atleast this allows me to quit the game if it gets stuck without having to always send a kill signal to it

copy pasted from what the dedicated build does
2025-12-07 20:24:18 +01:00
Alug ed758fc921 g_demo: check for maplump existance directly
cant really rely on mapheaderinfo to tell us if some map exists or not
2025-12-07 20:23:57 +01:00
Alug 8f3b7158e3 w_wad: kill longname support
we dont use it for anything, we also cannot use it for anything.
Due to massive amounts of unterminated string being passed to everything
So we dont need to waste memory and resources
2025-12-07 19:04:36 +01:00
Alug a191c8b71e g_demo: screw you LF2_EXISTSHACK 2025-12-07 19:04:21 +01:00
Gustaf Alhäll 3f2e0bd349 Fix memory leak in AATree string trees 2025-12-06 19:40:54 +01:00
Gustaf Alhäll 3bdc745bd1 Fix use-after-free when mobj is removed while still playing sounds 2025-12-06 19:40:49 +01:00
Alug f578781418 put "string.c" earliest in sourcefile
otherwise Windows is unable to find nongnu_strcasestr
2025-12-06 15:45:45 +01:00
indev 0bb63ee0af Use size_t there 2025-12-06 17:34:05 +03:00
Alug 2ae9563ab3 Menu: fix camera options from within accessability options returning to the main menu
really wonky setup, but some other menus do similar things...
2025-12-05 19:13:01 +01:00
indev 6b429e4388 Add locatelump command 2025-12-05 20:35:48 +03:00
Alug 0321b0d94a m_menu: do some cleanup - replay drawers 2025-12-05 17:29:49 +01:00
Alug ac57b7fd2d Menu: show stats for current skin in Time Attack menu
+ some cleanup
2025-12-05 17:29:46 +01:00
Alug 7013e63142 Menus: dont advertise encore toggle if its not unlocked yet!
this wont do anything anyways besides telling you you havent unlocked it yet
so can just hide it
2025-12-05 17:29:43 +01:00
Alug b76ce836a0 w_wad: optimize W_LumpExists
in two parts:
- Use our lumpcache lookup first (our unordered map), BUT since it is case insensitive we extract our lump out of it to do another case sensitive name compare
- In the manual lump seach falltthrough case, we can also check against the string lenghts and hash (its case insensitive but will still reject differing names, same with stringlenght)

this improves the performance of the leaderboard map browser quite a bit and everything else using v.patchExists
2025-12-05 16:06:13 +01:00
Alug 4e1ef7c0cd Revert "remove the wonky double tap input for controllers"
This reverts commit 9e2fd091a8.

causes some wonky issues still, will need to look into it more, but for now revert
2025-12-05 15:11:51 +01:00
Alug fd1e415731 w_wad: use unordered map to cache wad start and end folders 2025-12-05 14:59:55 +01:00
Alug 41c887f2bf w_wad: comment out fullname lump hash for now
its unused and not particulary useful eitherway, save us a few hash generates and a struct field lul
2025-12-05 14:59:51 +01:00
Alug 8091d825d5 w_wad: use our lump fullnamelenght in W_CheckNumForFolderStartPK3 2025-12-05 14:59:47 +01:00
Alug 699113fb25 w_wad: replace lumpnumcache with unordered_map hash lookup
needs testing if actually better
but the old lumpnumcache was basically useless due to being incredibly small
even just booting up the game we have around 1000 entries already
this hopefully should still be faster than potentially going through ALL lumps in ALL wads we have loaded to find the lumpnums
not sure if longnames should get any special handling like before, but i dont think it really matters if theyre long honestly

thanks ceepeepeereference for the basis of this
2025-12-05 14:59:39 +01:00
Alug 3996abef36 convert w_wad to ceepeepee
prep for smth i might try
2025-12-05 14:59:36 +01:00
Alug 892f2253ea p_spec: remove hardcoded animdefs table
srb2.srb includes an ANIMDEFS file which WILL override this anyways and includes any of these.
so no need to complicate the code with this
2025-12-05 14:58:19 +01:00
Alug bebe62346f fix Flat loading code passing non null terminated strings to W_CheckNumForName 2025-12-05 14:58:15 +01:00
indev 834a94e429 Ok i guess we still need old_z2 :ChonkBunckle: 2025-12-05 03:10:41 +03:00
indev fcf833ff48 Move ghost mobj old_x2 hack into P_SpawnGhostMobj to cover all cases where it would matter
ty lug <3
2025-12-05 03:10:41 +03:00
indev f2a27539d3 Experimental: remove mobj->old_x2, old_y2, etc fields 2025-12-05 03:10:41 +03:00
Alug 05d26654df p_user: do some tiny cleanups 2025-12-05 01:07:18 +01:00
Alug cee6a27340 mark debugfile with UNLIKELY
this is for debug, and esp network debug which barely anyone ever needs, so can tell compiler better branch hint
2025-12-05 01:07:14 +01:00
Alug 66e35a9d67 k_kart: slightly cleanup driftrelease code 2025-12-05 00:29:31 +01:00
indev ad096ccd42 Update LUASTUFF.md 2025-12-04 19:21:30 +03:00
Alug 7a9e81828a forgot to remove this oops 2025-12-04 15:41:20 +01:00
Alug 71e7dacb56 r_opengl: dont set directional light model shader uniforms if we dont use them 2025-12-04 01:26:43 +01:00
Alug f9c0ee865f make those ternaries a little prettier lul 2025-12-04 01:23:42 +01:00
Alug 154eaaf027 hw_main: cleanup and simplify HWR_RenderPolyObjectPlane 2025-12-04 01:23:39 +01:00
Alug 66f5f9b2a2 hw_main: handle implicit float conversion cases explicitly 2025-12-04 01:23:36 +01:00
Alug b27275b887 hw_batching: fix typo in non shader polygon comparitor
checked poly1 against poly1 sky
2025-12-03 18:15:30 +01:00
indev c81c2c1d8d Add option to show current song credits in pause menu 2025-12-03 15:47:38 +03:00
Alug 7eb2ad1e35 slightly cleanup SV_AddWaitingPlayers 2025-12-02 23:23:41 +01:00
Alug f49e57a38c d_cliserv: Cleanup PT_ClientJoin
move refuse message handling into its own function
2025-12-02 23:23:38 +01:00
Alug 265f4a50ef readd check for node before SV_SendSaveGame
Apparently in some cases the server will connect to itself, in this case the server tries to send itself the savegame, leading to a crash in some cases. oops
2025-12-02 23:23:36 +01:00
Alug e83e2659a7 reorder packets again 2025-12-02 23:23:29 +01:00
Alug c680dd3222 fix some packet types not being correctly handled 2025-12-02 23:23:15 +01:00
Alug 96aaaf5261 merge SendNameAndColor & SendWeaponPref
TODO: make a bunch of player specific cvars arrays for splitscreen handling

- also cleanup some strlen usage
2025-12-02 23:23:07 +01:00
Alug efb29e6be5 d_cliserv: do some cleanups
- expose SAVEGAMESIZE
- pass node number to SV_AddWaitingPlayers (saves iterating through all 128 net nodes everytime a player joins) lifted from RR
- move all packet handling to the packet handlers
- Reorder packethandling switches a little, so common/important packets get checked first
- fix wrong clamp for realfirsttic that was too early
- add nowtime division by NEWTICRATERATIO (no change unless ticrate changes)
2025-12-02 23:23:02 +01:00
indev ccfab57a8c Add 'time per frame' argument for hud.setVoteBackground 2025-12-02 23:59:02 +03:00
Alug 56d1343f1b dont call CON_Drawer during frameskip, just call CON_MoveConsole instead
fixes the issue at hand, without making the console flicker in gifs
sigh....
2025-12-02 20:49:56 +01:00
indev b273bc3ca8 Hide localskins menus immediately when option is changed
@Alug :blobhug:
2025-12-02 22:12:49 +03:00
Alug d4f58a885b add toggle to let console prints show in main menus
if you want this for some reason
2025-12-02 20:07:56 +01:00
Alug 04458f18f8 m_menu: fix splitscreen players being unable to change the names from player setup
smol oversight :blobcatpats:
2025-12-02 19:43:05 +01:00
indev 64152eea0d Fix few possible multithreading bugs related to ReplayNamesLoadThread 2025-12-02 20:59:27 +03:00
indev 0e0a690e3c Print a warning when luaL_resourcetryagain force triggers garbage collector 2025-12-02 20:39:38 +03:00
Alug f283d3ca43 suppress wrong "-Warray-bounds" warning in G_DeviceLEDTick
newer gcc does this for whatever reason, its fine
splitscreen will never call this out of its bounds
2025-12-02 18:40:30 +01:00
Alug 982fff959f blua: attempt emergency garbo collection on file io operations if they fail
ports of
https://github.com/lua/lua/commit/e885dee5ab4dbee2457ee2023340e848fdabdef9

and

https://github.com/lua/lua/commit/3d838f635cc81ec3332f9a904992db1c6d8a46ad

prevents massive memory leaks and other issues due to faulty lua scripts
2025-12-02 18:31:32 +01:00
Alug b0e968e3c3 raise version number to 9.2 2025-12-02 15:54:53 +01:00
Alug e5bbb14ce0 replayhut: fix race condition in M_ResetDemoList freeing the demolist vars
in rare cases this could free the data the thread is currently using
so we gotta wait for it to finish first
2025-12-02 14:59:12 +01:00
Alug 327cca2e8e change freecam condition for awayview
shouldnt change the behavior much as we wont see anything without a camera, but this is explicit about what exactly is wanted (i.e. thiscam may be null, we only check due to null deref, we only care about if freecam is active)
2025-12-02 12:48:47 +01:00
Alug e02e9a12d7 ticcmd: replace magic numbers with constants
names lifted from RR
2025-12-02 12:48:43 +01:00
Alug 9e2fd091a8 remove the wonky double tap input for controllers
finally figured out what occasionally messed up my bound controls lol
why in the world is this even a thing for controllers??
2025-12-02 00:58:18 +01:00
Alug 0a04fca634 remove mlooky, rename mousesens to mousexsens, make mouse y sensitivity not be affected by x sensitivity
mlooky basically just took the place of mousey, which did nothing before, but is a better name
2025-12-02 00:55:59 +01:00
Alug 8a3f793324 g_input: init some globals that were missed 2025-12-02 00:43:27 +01:00
Alug e91892849c dont let splitplayers 3 and 4 input gamecontrols in the menu
oversight lul
2025-12-02 00:43:22 +01:00
Alug 6b4e3c9d13 update saturn credits
phew so every line now has two names
otherwise we cannot fit everything and anyone into this anymore
this even allowed to put back the tooltip at the bottom
i still want to redo the credits completely at some point with some cool stuff though
2025-12-01 23:41:27 +01:00
indev 5f55b81fbf Fix M_ClearMenus being called too early in map command func 2025-12-02 00:51:40 +03:00
Alug ca68bab002 fix more cases of dangerous PU_PATCH_LOWPRIORITY 2025-12-01 22:31:20 +01:00
Alug 339eb1879e fix the credits freeing our HUD item patches
goddamit i hate PU_PATCH_LOWPRIORITY
2025-12-01 22:24:42 +01:00
indev 1adb49c65c Fix emotes being slightly offset in chat log 2025-12-02 00:02:55 +03:00
Alug 1d33a05a85 Fix some Serverbrowser issues
- Fix serverlist results not being properly reset, which lead to reopening/refreshing the serverlist to show the old state, selecting one of those "old" servers then lead to just connecting to nothing
- Fix the resfresh button making servers disappear if hit too often too fast (from srb2)

https://codeberg.org/srb2classic/srb2classic/commit/3acc312923da0fe5e07c0517d9bff9e8b657b1eb
2025-12-01 21:57:57 +01:00
Alug cfcd20d44a G_AdjustViewEx and macro for G_AdjustView
neppy likes it more which is fair so we do this too
2025-12-01 21:08:30 +01:00
Alug 204607e272 replays: always check if map is loaded not just in old 1.0 replays
cause like, otherwise it will just I_Error which is worse lol
like this we just get thrown back to titlescreen
2025-12-01 21:03:57 +01:00
Alug b89a8ca6f9 replays: properly throw player back to titlescreen from replay error
fixes the game becoming stuck in limbo state if replay fails to start
2025-12-01 21:03:57 +01:00
indev d4aa352d59 Don't try to open replay if no replays are found 2025-12-01 22:49:36 +03:00
Alug c489841732 Fix record attack ghosts sometimes crashing
due to ghosts occasionally ending to early and game interpreting them as still valid uhhhhh
lets pray this wont explode or cause any weird issues......

credits to RR

REVERT THIS ONCE I GO AND FIXUP THE REPLAY MESS
2025-12-01 20:19:11 +01:00
Alug a6a97b4c4f add gdb_history to gitignore 2025-12-01 20:19:03 +01:00
indev fba070f82e Expose cameras to lua outside of hud hooks 2025-12-01 21:08:24 +03:00
Alug 10c117f95f dont reset freecam if the player you are "supposed to be watching" specs in replays
this aint pretty, but im too lazy to make it pretty sincerly
2025-12-01 18:23:51 +01:00
Alug bceda5beb4 dont force awayview when in freecam 2025-12-01 18:23:48 +01:00
Alug c50c936b1f remove hwr_shutdown call
honestly this didnt help with the issue i had, game should already release all the memory on quit anyways.
this just makes it take longer to quit
2025-11-30 20:28:46 +01:00
Alug 22a6be76b5 OpenGL: fix frustum culling not accounting for spritescales
also rename "this_scale" to "thing_scale" to be more descriptive

Fixes the comically large tree disappearing when it shouldnt on "Ethereal Crystal"
2025-11-30 14:47:02 +01:00
Alug d3d25df3c5 hw_main: cleanup HWR_RenderX stuff a bit 2025-11-30 14:46:30 +01:00
Alug 2a3f9e9ee6 hw_cache:rename some stuff
more in line with the rest of the code
2025-11-30 14:45:37 +01:00
Alug 31f01fd5da Revert "Provide our own SDL2 dll files"
This reverts commit 91530c61ad.

i hate windows, i hate sdl breaking with every single update
2025-11-30 14:37:00 +01:00
indev bb9a4a0da0 Add listemotes command, also fix few emote warnings not printing newlines 2025-11-30 00:36:36 +03:00
Alug 3bac722562 m_menu: cleanup gamepad menu stuff a little 2025-11-29 19:13:12 +01:00
Alug 3769ab74ac m_menu: move onchages back to m_menu, get rid of nextmap onchange hack 2025-11-29 19:07:01 +01:00
Alug c3d6cdd272 ensure modelMatrix is initialized 2025-11-29 14:26:08 +01:00
Alug 093602fd6b comment out unused dynslope member from levelinterpolator_t struct
this wont ever work with our thinkerless dynslopes
2025-11-29 14:26:05 +01:00
James R a80d119c58 Rename strcasestr to nongnu_strcasestr, macro strcasestr ifndef _GNU_SOURCE
Fix for GCC C++ compiler, which always defines _GNU_SOURCE.
2025-11-28 18:23:25 +01:00
Alug 1cdc92a62b HWR_Precache: lookup for flats that already have been precached
yes i used c++ unordered_set here, yes i suck with linked lists, lol
maybe speeds this process up a little
2025-11-28 18:07:21 +01:00
Alug 6b8de308b7 HWR_Precache: check against gl_numtextures not numtextures
in practice those should mostly be the same but the variable is for gl so
2025-11-28 16:53:12 +01:00
Alug 310e64d8be OpenGL: add a little more checks during texture free
prob not necessary but feels better
2025-11-28 16:53:10 +01:00
Alug d2d3afc7f4 software: clip sprites that are out of view
similar to what the frustum cull does in opengl, clips sprites that are out of view in vertical direction
2025-11-27 22:53:12 +01:00
Alug c26d2faee9 OpenGL: fixup spherefrustum culling and use it for sprites
clips sprites that are out of our view, especially with precip this may lead to significant speedup in certain cases
huge thanks to indev for helping with this <3
huge thanks to dsda-doom for the maths needed!
2025-11-27 22:53:12 +01:00
Alug 1c82c338a5 sprite gzt is float in opengl render........ 2025-11-27 18:57:21 +01:00
Alug c81cd48552 R_ProjectSprite: move fakeflat clipping before light maths
so if applicable we have slightly less work
2025-11-27 17:43:40 +01:00
Alug 306f7d455e tiny optimizations k_kart 2025-11-27 17:43:36 +01:00
indev dc40befa88 Use I_GetTime for animated emotes, so anim argument in M_DrawEmote is not needed 2025-11-27 18:49:43 +03:00
Alug 2222272d6f remove more unused/uneeded things
- delet hw_dll
- remove sector_t ceilspeed and floorspeed
- remove a bunch of stuff from viewvars_s
2025-11-27 16:49:50 +01:00
Alug 1849d5aade R_ProjectSprite: make sprite clipping work with sloped fake floors/ceilings
from eternity engine
2025-11-27 16:49:47 +01:00
Alug 3878c2f72a DoAddLine: add fast check for lines with same front and back sectors without middle tex
taken from dsda-doom
2025-11-27 16:49:44 +01:00
Alug 7cf3bceaff HWR_Subsector: avoid calling HWR_AddSprites on already processed sectors 2025-11-27 16:49:41 +01:00
Alug 1e394b0530 pass frontsector ceiling z to R_Prep3DFloors
in both cases "R_Subsector" already got the frontsectors ceiling z, so no need to get it again within R_Prep3DFloors
should save some P_GetSectorCeilingZAt per frame
2025-11-27 16:49:38 +01:00
Alug b09660204a r_bsp: move polyobj renderside check into R_AddPolyObjects
uneeded within R_AddLine as outside R_AddPolyObjects this will never be called if currecnt seg is a polyseg
2025-11-27 16:49:35 +01:00
indev 7b4592377e Make emote search case insensetive (emotes themself still are case sensetive) 2025-11-27 18:40:52 +03:00
indev 45ba69a45a Discordify emotes a bit more :chonkbunckle:
- When autocompleting emote with enter, don't send it immediately
- Don't autocomplete after typing 1 character after : (allows text emotes like ":c")
2025-11-26 22:56:04 +03:00
indev 4d9c345202 Add support for emotes in console chat mode (and support for emotes in console in general) 2025-11-26 22:45:03 +03:00
Alug 0437952027 mark checkcoord as const 2025-11-26 10:09:55 +01:00
Alug d188839d0b move R_QuickCamDist to r_main
also mark it with PUREFUNC and R_QuickDist with FUNCMATH, so compiler may optimze it more agressively
2025-11-26 10:09:52 +01:00
Alug 86ac11f877 replace localangle assignments with P_ForceLocalAngle
just a little neater, there also was a function to force the player angle, but this most likely wouldve changed behavior
2025-11-25 22:53:30 +01:00
Alug 0f59e0e270 some mobj interp fixes
copy pasted from RR thx
2025-11-25 22:53:27 +01:00
Alug cd32270ec0 . W
:mompie:
2025-11-25 20:25:29 +01:00
Alug f2a7f9ccaa fix compile with HAVE_DISCORDRPC 2025-11-25 20:21:23 +01:00
Alug 2c2ffe36d7 init a few more globals that were missed
i love globals that are in the middle of files.....
2025-11-25 20:15:27 +01:00
Alug 951b880acb d_netcmd: use cleanup macro for map and localskin command
did Command_Map_f really leak memory all the time? lul
2025-11-25 19:19:19 +01:00
Alug ecfa973e6b move M_ResetDemoList hack to G_InitNew 2025-11-25 19:19:17 +01:00
Alug 749b87b4ca bring back addon name scroll that was lost
oopsie
2025-11-25 17:46:58 +01:00
Alug 7f671e4e30 clean and fixup addon menu
Hopefully should finally fix addons not showing as loaded sometimes and other issues with warning windows being unclosable, etc

lets pray this doesent cause any issues....

add a tickroutine for menus aswell, which will be called in M_Ticker

courtesy of Ring Racers
https://gitlab.com/kart-krew-dev/ring-racers/-/commit/bc9f9d740a0262c249917a37e250ef0209185b12
https://gitlab.com/kart-krew-dev/ring-racers/-/commit/8312f12d6cae934ae8de7e46da231c311f4b4fde
https://gitlab.com/kart-krew-dev/ring-racers/-/commit/6e671d4894e56cd3af09d6e9af2635f030817361
2025-11-25 17:42:01 +01:00
indev ee0e4836f5 Fix race condition in server list search 2025-11-25 19:06:02 +03:00
Alug a01cd628ab do some more cleanup when shutting down graphics system
make sure we free all our opengl allocated stuff by calling HWR_Shutdown
make sure we also destroy our sdl texture, renderer and window if the exist
2025-11-25 16:38:19 +01:00
Alug 4a4e668d21 delet more unused/empty sdl stuff
I_WaitVBL, I_BeginRead and I_EndReada
2025-11-25 16:38:16 +01:00
Alug 03c579769c delet some duped declarations 2025-11-25 13:15:53 +01:00
Alug 2e88b6a1dd fix portal contents being culled erroneously also in software
also dont rember commenting those out in gl lul
2025-11-25 02:18:23 +01:00
Alug 5265b147f5 HWR_BlendMidtextureSurface: add extra guard to check linedef alpha 2025-11-24 22:42:53 +01:00
Alug b4a37a2fa4 fix performance regression in certain cases due to changed polygon order
wonky, needs testing as this may slow down other parts
2025-11-24 22:42:50 +01:00
Alug 93eb2b336d Dedicated: dont create or destroy ANY lua hud drawlist
not needed at all in dedi
2025-11-24 21:32:26 +01:00
Alug 30acdca9d3 cache SRB2BACK patch on startup
this is used in a bunch of places while being pretty small, so just cache it on start
2025-11-24 21:26:07 +01:00
Alug 677b34c174 dont free PU_PATCH_LOWPRIORITY patches in render_none
also dont cache them either!
simply not needed at all
so save us a little work
2025-11-24 21:16:17 +01:00
Alug b3be7bcedc Player Infoscreen: if availible, display player names in their skincolor
we hijack the playerinfo data field for this, and pray to the kart gods this is unused on the ms
2025-11-24 18:20:00 +01:00
Alug 19c10be76b R_QuickCamDist & R_QuickDist: turn into function and make it fixed point
since we mostly use it in fixed point maths, this just makes alot more sense
moving it into inline functions ensures that in C code this wont evaluate its arguments multiple times
2025-11-24 17:44:20 +01:00
Alug 60222f2f00 R_AllocateTextures: remove "reallocuser"
this just does... what Z_Realloc does anyways...
Z_Realloc already zeroes out the new memory it allocates
2025-11-24 17:44:16 +01:00
Alug 34edd0a2e3 some misc cleanups
also account for a few more double evluations from min/max macros
and save a few angle to fixed conversions in spb handling
2025-11-24 17:44:13 +01:00
Alug 46b485df14 Server Infoscreen: Show server kart speed instead of "Cheats"
effectively almost all servers will get flagges as having cheats enabled, so instead show the game speed
2025-11-24 16:57:50 +01:00
Alug 8d3632caca ensure all our savebuffers are initialized
just some safety
2025-11-24 03:16:50 +01:00
Alug b5ae9ba733 remove erronous P_RunDynamicSlopes call in P_PreTicker
we dont run preticker when we netjoin so.....
2025-11-24 01:03:44 +01:00
Alug 2a823ecd60 move K_KartPlayerHUDUpdate to k_hud
how tf did i miss that lul
2025-11-24 00:35:25 +01:00
Alug 940327210f p_setup: move interpolator reset into P_FreeLevelState 2025-11-24 00:35:23 +01:00
Alug 20a08df1e1 K_PlayerEffectsShouldBlend: also apply when player has invulnerability 2025-11-24 00:30:28 +01:00
Alug 4cf27d40e9 apply additive blending to ghosts aswell when using "playerblendeffects"
same conditions as the others
either be in sneakerboost, or go fast enough
2025-11-24 00:28:31 +01:00
Alug d18c9a257a remove erronous ";" 2025-11-24 00:15:59 +01:00
Alug 65dc5bb1fd dont free our titlescreen patches
ever...
Fixes a crash when you take ages on server join and timeout due to it.
2025-11-23 22:31:29 +01:00
Alug e18be33c91 F_IntroDrawer: remove "highres" variable
this was ALWAYS true anyways
2025-11-23 22:02:01 +01:00
Alug 9ad6751719 make Controller Rumble strength user changable
range from 0.25 to 4
to account for all types of controllers and such
base 1 was set around what felt good on my dualsense, not entirely sure if this is the best baseline to go with
otherwise it could still be adjusted
2025-11-23 18:49:40 +01:00
Alug 86ab994408 G_DeviceRumbleTick: get rid of magic numbers
use named constants instead
2025-11-23 18:01:30 +01:00
Alug 21f0d603c3 move gamepad led and rumble tickers into g_input
not entirely sure why i placed them in d_main and p_tick respectively
but they should be here
thx neppy for making me question this lul
2025-11-23 17:59:51 +01:00
Alug 971513e7d3 HWR_BlendMidtextureSurface: fix major performance regression
big oopsie from my side
this caused textures that werent translucent to be marked with translucent in a bunch of cases, which led to them being rendered in a slower path
2025-11-23 15:47:03 +01:00
indev 03929e551f emotes: change autocompletion behavior to work like console 2025-11-23 01:31:38 +03:00
Alug db5ae247b6 LoadMobjThinker: revert faulty local player check 2025-11-22 21:54:54 +01:00
Alug d46beab34e fix signed integer overflow in polygon hash calculation
also gives a speedup on some maps lul
2025-11-22 21:47:45 +01:00
Alug 9a794232d7 HWR_ProcessSeg: fix cliphigh overflow 2025-11-21 19:51:00 +01:00
Alug db635e5c5b K_GetScreenCoords: fix signed overflow
why even cast that to signed......
2025-11-21 19:41:46 +01:00
indev 8a105a9679 If there is only 1 emote suggestion and user presses enter, autocomplete emote 2025-11-21 20:39:33 +03:00
indev 46b968a351 Fix autocomplete messing up emote in few cases 2025-11-21 20:34:34 +03:00
indev a9836307b2 Allow suggesting emotes if currently typed part matches inside emote, not only at beginning 2025-11-21 20:16:19 +03:00
Alug b6515bb0ae fix Wimplicit-const-int-float-conversion warning 2025-11-21 15:16:39 +01:00
Alug b8257e9037 fix memoryleak when searching for iwads
I_LocateWad returns mallocd memory that needs to be freed
and our home search does not need a tmp ptr
just do as we did before and sprintf it into returnwadpath
also check home directory before the hardcoded lists like before (might speed up startup a little on nix)
also cleanup iwad search in dedi builds and apply everything there aswell
2025-11-21 14:47:13 +01:00
Alug 416a2565f9 hw_batching: use polygon hash signbit to detect skywalls/horizonlines
in comparepolygons
gives a nice little performance bump of around 10-15fps in heavy cases
2025-11-20 17:52:14 +01:00
Alug fa75ad4cdd r_opengl: smol micro optimizations
not much, mostly just avoiding redoing things
2025-11-20 17:52:10 +01:00
Alug cedddaadfc r_opengl: delet byte2float lookup
just do direct division
no performance difference at all, but gets rid of that huge ass table
2025-11-20 17:52:07 +01:00
Alug 43ec517cdd small fixes for gamepad indicator led stuff
- skincolors are uint8 type not uint16
- ensure desired colour is within skincolor range
- rename G_GetSkinColor to G_GetSkinColorForGamepad
- replace pointless array with single variable for current color in D_DeviceLEDTick
- remove pointless call to G_GetSkinColorForGamepad when hotplugging gamepads (G_SetPlayerGamepadIndicatorColor will call it itself when 0/skincolor_none is passed)
2025-11-19 23:38:29 +01:00
Alug 495ad5ce06 move this back oop 2025-11-19 22:44:38 +01:00
indev 31ce643311 Check if mobj was actually spawned before setting islocal 2025-11-19 22:07:55 +03:00
Alug b5c1f21ac1 mark all batching variables with static
they are only used within this file, no need to advertise them as global
2025-11-19 18:13:32 +01:00
Alug 86c1b2cbef simplify the vector buffer stuff
honestly doesent make that much sense in most cases to grow capacity * 2 (slightly misunderstood some stuff on implementation)
and in other cases dont need to manually check for resize
2025-11-19 18:12:20 +01:00
Alug ad828b8f4b reduce scope of some fps counter vars 2025-11-19 00:26:07 +01:00
Alug 5dda681c8a clean up some more render float maths
- dont use M_PIl in double or float maths
- dont use M_PI in float maths (use M_PIf)
- use tanf instead of tan
2025-11-19 00:26:03 +01:00
Alug 92df8ffe01 remove thread.h include, use "thread_local" for everything
we enforce c++ 17, thread_local is a c++11 extension, so this should work everywhere
2025-11-18 22:38:37 +01:00
Alug 2ee8dc09d1 fix opengl portals (and its contents) being culled in some cases they shouldnt be
we do culling per our viewmatrix since a while, which wasnt properly set up for portals beforehand and used whatever was last which was then incorrectly applied to portal culling :chaobaba:
2025-11-18 22:38:32 +01:00
Alug b8f9392efd delet I_UpdateNoBlit
this didnt do anything anymore
2025-11-18 22:38:30 +01:00
Alug 99f1166eb1 p_mobj: check for common mobjs first
players first, then kart items, shadows and then some srb2 things that are commonly used
makes more sense to check for all of those first everywhere, so we may skip a crapton of pointless checks in many cases
2025-11-18 16:23:27 +01:00
indev 7ab8bf1bbf Emotes: only print 'too many frames' warning if we actually get non-empty frame 2025-11-18 12:20:33 +03:00
Alug a994d7c050 G_DoPlayDemo: fix maybe unitialized warning
in this case this wouldve been fine, tho variables using the cleanup macro should always be initzialized for safety
2025-11-17 21:59:21 +01:00
Alug e46d548080 testing test 2025-11-17 20:23:58 +01:00
Alug 3a7108ecfa Merge branch 'Saturn' into Saturn-Next 2025-11-17 20:23:23 +01:00
Alug bcf876a4c4 Merge branch 'Saturn-Next' into Saturn 2025-11-17 17:52:31 +01:00
Alug 8ab15b73a9 raise version to 9.1 2025-11-17 17:05:19 +01:00
Alug 301d73a30e Merge pull request #213 from Indev450/revertsdl
Revert SDL2 to 2.28.5 and revert SDL_Mixer to 2.0.4
2025-11-17 17:26:20 +01:00
Alug 2ef4e7fcba Merge branch 'Saturn-Next' into revertsdl 2025-11-17 16:00:16 +01:00
Alug 7eb118920f SOCK_Get: recvfrom returning 0 still means its not a valid packet
0 lenght packets means, nothing
0 is still failure, just graceful, ignore that shit, those are not "valid" packets
2025-11-17 15:57:06 +01:00
Alug 2f0588355e remove old xcode stuff
apparently this does not work at all, and instead cmake can be used on macos
2025-11-17 04:56:58 +01:00
Alug 3e6830fc70 remove sdlsound, provide dummy sound instead
sdl sound was completely broken, so just provide a blank dummy interface instead, when compiling without sdl or mixer
2025-11-17 04:56:55 +01:00
Alug 2faf859e32 add mapicon packets to packettypename
so they properly show in the net debugfile
2025-11-17 04:56:15 +01:00
indev 8c31fd8a34 Allow searching for files inside luafiles 2025-11-17 03:15:23 +03:00
indev 4dd6d52550 Revert "Only skip exclude_paths if we're looking for addons (allows commands like exec find configs in luafiles)"
This reverts commit 8524465767.
Right, -file exists
2025-11-17 03:14:20 +03:00
indev 8524465767 Only skip exclude_paths if we're looking for addons (allows commands like exec find configs in luafiles) 2025-11-17 03:12:00 +03:00
Alug 91530c61ad Provide our own SDL2 dll files
this is plain 2.28.5 like before, but with a fix for the right ALT-GR key backported, so non US layouts can work properly
2025-11-16 22:22:14 +01:00
Alug 89f450db27 Revert "Simplify intermission timer code"
This reverts commit ed16c4fd9f.
2025-11-16 21:56:15 +01:00
Alug 3e212ebaad Revert "Simplify intermission timer code"
This reverts commit ed16c4fd9f.
2025-11-16 21:47:21 +01:00
Alug 14af9eb82a Revert "Merge pull request #204 from Indev450/updatesdl2again"
This reverts commit 38bfb58f78, reversing
changes made to 1fa50e12a8.
2025-11-16 21:20:31 +01:00
Alug ed5dbf74f4 Revert "Merge pull request #206 from Indev450/updatemixer"
This reverts commit ca3f40ddf1, reversing
changes made to 38bfb58f78.
2025-11-16 21:20:26 +01:00
Alug 2bf0a24ab6 Revert "comment out directsound thing"
This reverts commit 37cd720dd6.
2025-11-16 21:20:14 +01:00
Alug 88a9d6c29e Fix dedicated server build
forgor about I_HandleControllerHatRepeat
fixes https://github.com/Indev450/SRB2Kart-Saturn/issues/212
2025-11-16 20:50:15 +01:00
Alug 335b7ba737 Fix dedicated server build
forgor about I_HandleControllerHatRepeat
fixes https://github.com/Indev450/SRB2Kart-Saturn/issues/212
2025-11-16 20:50:09 +01:00
Alug 37cd720dd6 comment out directsound thing
somehow this still applied on 32 bit build
2025-11-16 19:58:17 +01:00
Alug a085abe538 remove "stun.c" from sourcefile
fixes linking on windoze
will need to handle this in cmake seperately!
2025-11-16 19:58:15 +01:00
Alug 57dc099641 Update README 2025-11-16 19:51:44 +01:00
582 changed files with 30826 additions and 48555 deletions

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+38 -29
View File
@@ -1,14 +1,46 @@
cmake_minimum_required(VERSION 3.5)
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 1.6
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
message(FATAL_ERROR "In-source builds will bring you a world of pain. Please make a separate directory to invoke CMake from.")
endif()
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 1.6
LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
#set(CMAKE_CXX_EXTENSIONS OFF) # optional but recommended: disables GNU extensions, forces pure ISO C++
set(CMAKE_CXX_EXTENSIONS ON)
set(CMAKE_C_EXTENSIONS ON)
##### PACKAGE CONFIGURATION #####
set(SRB2_CPACK_GENERATOR "" CACHE STRING "Generator to use for making a package. E.g., ZIP, TGZ, DragNDrop (OSX only). Leave blank for default generator.")
if("${SRB2_CPACK_GENERATOR}" STREQUAL "")
if("${CMAKE_SYSTEM_NAME}" MATCHES "Windows")
set(SRB2_CPACK_GENERATOR "ZIP")
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
set(SRB2_CPACK_GENERATOR "TGZ")
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
set(SRB2_CPACK_GENERATOR "TGZ")
endif()
endif()
set(CPACK_GENERATOR ${SRB2_CPACK_GENERATOR})
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2 Kart" CACHE STRING "Program name for display purposes")
set(CPACK_PACKAGE_VENDOR "Kart Krew" CACHE STRING "Vendor name for display purposes")
#set(CPACK_PACKAGE_DESCRIPTION_FILE )
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH})
set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}")
include(CPack)
# Set up CMAKE path
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")
@@ -73,6 +105,7 @@ endif()
# OS macros
if (UNIX)
add_definitions(-DUNIXCOMMON)
add_link_options(-rdynamic) # Use -rdynamic so a backtrace log shows function names
endif()
if(CMAKE_COMPILER_IS_GNUCC)
@@ -95,14 +128,12 @@ set(CMAKE_PDB_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
# Set EXE names so the assets CMakeLists can refer to its target
set(SRB2_SDL2_EXE_NAME srb2kart CACHE STRING "Executable binary output name")
set(SRB2_WIN_EXE_NAME srb2kartdd CACHE STRING "Executable binary output name for DirectDraw build")
include_directories(${CMAKE_CURRENT_BINARY_DIR}/src)
add_subdirectory(src)
add_subdirectory(assets)
## config.h generation
set(GIT_EXECUTABLE "git" CACHE FILEPATH "Path to git binary")
include(GitUtilities)
@@ -111,25 +142,3 @@ git_current_branch(SRB2_GIT_BRANCH "${CMAKE_SOURCE_DIR}")
set(SRB2_COMP_BRANCH "${SRB2_GIT_BRANCH}")
set(SRB2_COMP_REVISION "${SRB2_COMP_COMMIT}")
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/src/config.h.in ${CMAKE_CURRENT_BINARY_DIR}/src/config.h)
##### PACKAGE CONFIGURATION #####
if(${CMAKE_SYSTEM} MATCHES "Windows")
set(CPACK_GENERATOR "ZIP")
endif()
if(${CMAKE_SYSTEM} MATCHES "Linux")
set(CPACK_GENERATOR "TGZ")
endif()
if(${CMAKE_SYSTEM} MATCHES "Darwin")
set(CPACK_GENERATOR "DragNDrop")
endif()
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2 Kart" CACHE STRING "Program name for display purposes")
set(CPACK_PACKAGE_VENDOR "Kart Krew" CACHE STRING "Vendor name for display purposes")
#set(CPACK_PACKAGE_DESCRIPTION_FILE )
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH})
set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}")
include(CPack)
+8 -1
View File
@@ -13,10 +13,12 @@ Mainly for use in visual-only addons like secondcolor.
**Not netsafe**. Returns player's current sliptide roll angle, taking sliptideroll cvar value into account.
## hud.setVoteBackground(name)
## hud.setVoteBackground(name[, time\_per\_frame])
Changes vote background texture prefix (game looks for PREFIX + "W" or "C" (depends on resolution) + FRAME\_NUMBER).
If time\_per\_frame is set, each frame will last this amount of tics, default value is 2
## hud.add(fn, "vote") and hud.add(fn, "intermission")
Hud hooks for vote screen and intermission screen. They only get drawer (`v`) as argument.
@@ -120,6 +122,11 @@ v.interpLatch(false)
```
When using a custom string drawer, enable this mode to avoid interpolation artifacting when the string changes.
## cameras[] global array
Local player cameras that can be accessed outside of hud hooks.
`#cameras` will return amount of available cameras. (0 on dedicated server, 1 with 1 player, 4 with 4p splitscreen, etc)
## mobj.spritexscale, mobj.spriteyscale, mobj.spritexoffset, mobj.spriteyoffset, mobj.rollangle, mobj.sloperoll, mobj.rollmodel fields
Same fields as in SRB2 2.2
+3 -2
View File
@@ -22,13 +22,14 @@ We also have a Flatpak available on [Flathub](https://flathub.org/en/apps/org.sr
See [SRB2 Wiki/Source code compiling](http://wiki.srb2.org/wiki/Source_code_compiling). The compiling process for SRB2Kart is largely identical to SRB2.
Currently only the Makefile build system with GCC or Clang compiler is supported.
For Windows only the Makefile build system with GCC or Clang compiler is supported.
Visual C++ (MSVC) is unsupported.
64-bit Windows builds are supported and recommended over 32-bit builds, they will build automatically when using the MSYS2 MinGW 64-bit executable (requires the mingw-w64-x86_64-gcc package), no extra flags needed!
The specific DLLs can be found under /libs/dll-binaries/(i686 for 32bit/x86_64 for 64-bit)/ or in the Release packages
MacOS and Linux can be build with CMake, but it is recommended to use the Makefile for Linux over CMake
Alternatively the [srb2bld](https://github.com/Bijman/srb2bld) script by Bijman can be used aswell!
## Disclaimer
+5
View File
@@ -1,5 +1,10 @@
## Assets Target Configuration ##
if(${CMAKE_SYSTEM} MATCHES Linux)
# Asset installation isn't part of the Linux target
return()
endif()
# For prepending the current source path, later
FUNCTION(PREPEND var prefix)
SET(listVar "")
+3 -2
View File
@@ -1,6 +1,6 @@
include(LibFindMacros)
libfind_pkg_check_modules(GME_PKGCONF GME)
libfind_pkg_check_modules(GME_PKGCONF LIBGME)
find_path(GME_INCLUDE_DIR
NAMES gme.h
@@ -8,6 +8,7 @@ find_path(GME_INCLUDE_DIR
${GME_PKGCONF_INCLUDE_DIRS}
"/usr/include/gme"
"/usr/local/include/gme"
PATH_SUFFIXES gme
)
find_library(GME_LIBRARY
@@ -20,4 +21,4 @@ find_library(GME_LIBRARY
set(GME_PROCESS_INCLUDES GME_INCLUDE_DIR)
set(GME_PROCESS_LIBS GME_LIBRARY)
libfind_process(GME)
libfind_process(GME)
+3 -2
View File
@@ -1,6 +1,6 @@
include(LibFindMacros)
libfind_pkg_check_modules(OPENMPT_PKGCONF OPENMPT)
libfind_pkg_check_modules(OPENMPT_PKGCONF LIBOPENMPT)
find_path(OPENMPT_INCLUDE_DIR
NAMES libopenmpt.h
@@ -8,6 +8,7 @@ find_path(OPENMPT_INCLUDE_DIR
${OPENMPT_PKGCONF_INCLUDE_DIRS}
"/usr/include/libopenmpt"
"/usr/local/include/libopenmpt"
PATH_SUFFIXES libopenmpt
)
find_library(OPENMPT_LIBRARY
@@ -20,4 +21,4 @@ find_library(OPENMPT_LIBRARY
set(OPENMPT_PROCESS_INCLUDES OPENMPT_INCLUDE_DIR)
set(OPENMPT_PROCESS_LIBS OPENMPT_LIBRARY)
libfind_process(OPENMPT)
libfind_process(OPENMPT)
+33
View File
@@ -0,0 +1,33 @@
include(LibFindMacros)
libfind_pkg_check_modules(LIBBACKTRACE_PKGCONF LIBBACKTRACE)
find_path(LIBBACKTRACE_INCLUDE_DIR
NAMES backtrace.h
PATHS
${LIBBACKTRACE_PKGCONF_INCLUDE_DIRS}
"/usr/include"
"/usr/local/include"
)
find_library(LIBBACKTRACE_LIBRARY
NAMES backtrace
PATHS
${LIBBACKTRACE_PKGCONF_LIBRARY_DIRS}
"/usr/lib"
"/usr/local/lib"
)
set(LIBBACKTRACE_PROCESS_INCLUDES LIBBACKTRACE_INCLUDE_DIR)
set(LIBBACKTRACE_PROCESS_LIBS LIBBACKTRACE_LIBRARY)
libfind_process(LIBBACKTRACE)
if(LIBBACKTRACE_FOUND AND NOT TARGET libbacktrace)
add_library(libbacktrace UNKNOWN IMPORTED)
set_target_properties(
libbacktrace
PROPERTIES
IMPORTED_LOCATION "${LIBBACKTRACE_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${LIBBACKTRACE_INCLUDE_DIR}"
)
endif()
+37 -18
View File
@@ -1,4 +1,4 @@
# Version 2.2
# Version 2.4
# Public Domain, originally written by Lasse Kärkkäinen <tronic>
# Maintained at https://github.com/Tronic/cmake-modules
# Please send your improvements as pull requests on Github.
@@ -52,6 +52,10 @@ function (libfind_pkg_detect PREFIX)
if (libraryargs)
find_library(${PREFIX}_LIBRARY NAMES ${libraryargs} HINTS ${${PREFIX}_PKGCONF_LIBRARY_DIRS})
endif()
# Read pkg-config version
if (${PREFIX}_PKGCONF_VERSION)
set(${PREFIX}_VERSION ${${PREFIX}_PKGCONF_VERSION} PARENT_SCOPE)
endif()
endfunction()
# Extracts a version #define from a version.h file, output stored to <PREFIX>_VERSION.
@@ -125,24 +129,39 @@ function (libfind_process PREFIX)
# Process deps to add to
foreach (i ${PREFIX} ${${PREFIX}_DEPENDENCIES})
if (DEFINED ${i}_INCLUDE_OPTS OR DEFINED ${i}_LIBRARY_OPTS)
if (DEFINED ${i}_INCLUDE_OPTS)
# The package seems to export option lists that we can use, woohoo!
list(APPEND includeopts ${${i}_INCLUDE_OPTS})
else()
if (DEFINED ${i}_INCLUDE_DIR)
# Singular forms can be used
list(APPEND includeopts ${i}_INCLUDE_DIR)
else()
if (DEFINED ${i}_INCLUDE_DIRS)
# Plural forms can be used
list(APPEND includeopts ${i}_INCLUDE_DIRS)
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} includes. Aieeh!")
endif()
endif()
endif()
if (DEFINED ${i}_LIBRARY_OPTS)
# The package seems to export option lists that we can use, woohoo!
list(APPEND libraryopts ${${i}_LIBRARY_OPTS})
else()
# If plural forms don't exist or they equal singular forms
if ((NOT DEFINED ${i}_INCLUDE_DIRS AND NOT DEFINED ${i}_LIBRARIES) OR
({i}_INCLUDE_DIR STREQUAL ${i}_INCLUDE_DIRS AND ${i}_LIBRARY STREQUAL ${i}_LIBRARIES))
if (DEFINED ${i}_LIBRARY)
# Singular forms can be used
if (DEFINED ${i}_INCLUDE_DIR)
list(APPEND includeopts ${i}_INCLUDE_DIR)
endif()
if (DEFINED ${i}_LIBRARY)
list(APPEND libraryopts ${i}_LIBRARY)
endif()
list(APPEND libraryopts ${i}_LIBRARY)
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} includes and libs. Aieeh!")
if (DEFINED ${i}_LIBRARIES)
# Plural forms can be used
list(APPEND libraryopts ${i}_LIBRARIES)
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} libraries. Aieeh!")
endif()
endif()
endif()
endforeach()
@@ -209,12 +228,12 @@ function (libfind_process PREFIX)
message(STATUS " ${PREFIX}_LIBRARY_OPTS=${libraryopts}")
message(STATUS " ${PREFIX}_LIBRARIES=${libs}")
endif()
set (${PREFIX}_INCLUDE_OPTS ${includeopts} PARENT_SCOPE)
set (${PREFIX}_LIBRARY_OPTS ${libraryopts} PARENT_SCOPE)
set (${PREFIX}_INCLUDE_DIRS ${includes} PARENT_SCOPE)
set (${PREFIX}_LIBRARIES ${libs} PARENT_SCOPE)
set (${PREFIX}_FOUND TRUE PARENT_SCOPE)
endif()
set (${PREFIX}_INCLUDE_OPTS ${includeopts} PARENT_SCOPE)
set (${PREFIX}_LIBRARY_OPTS ${libraryopts} PARENT_SCOPE)
set (${PREFIX}_INCLUDE_DIRS ${includes} PARENT_SCOPE)
set (${PREFIX}_LIBRARIES ${libs} PARENT_SCOPE)
set (${PREFIX}_FOUND TRUE PARENT_SCOPE)
return()
endif()
-18
View File
@@ -1,18 +0,0 @@
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
-19
View File
@@ -1,28 +1,9 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.30.0:
---------------------------------------------------------------------------
General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
Xbox:
* Added the function SDL_GDKGetDefaultUser()
---------------------------------------------------------------------------
2.28.2:
---------------------------------------------------------------------------
General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
+97 -97
View File
@@ -1,97 +1,97 @@
# Contributing to SDL
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
**Table Of Contents**
- [Filing a GitHub issue](#filing-a-github-issue)
- [Reporting a bug](#reporting-a-bug)
- [Suggesting enhancements](#suggesting-enhancements)
- [Contributing code](#contributing-code)
- [Forking the project](#forking-the-project)
- [Following the style guide](#following-the-style-guide)
- [Running the tests](#running-the-tests)
- [Opening a pull request](#opening-a-pull-request)
- [Contributing to the documentation](#contributing-to-the-documentation)
- [Editing a function documentation](#editing-a-function-documentation)
- [Editing the wiki](#editing-the-wiki)
## Filing a GitHub issue
### Reporting a bug
If you think you have found a bug and would like to report it, here are the steps you should take:
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Include details about your environment, such as your Operating System and SDL version.
- If possible, provide a small example that reproduces your bug.
### Suggesting enhancements
If you want to suggest changes for the project, here are the steps you should take:
- Check if the suggestion has already been made on:
- the [issue tracker](https://github.com/libsdl-org/SDL/issues);
- the [discourse forum](https://discourse.libsdl.org/);
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Describe what change you would like to happen.
## Contributing code
This section will cover how the process of forking the project, making a change and opening a pull request.
### Forking the project
The first step consists in making a fork of the project, this is only necessary for the first contribution.
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
### Following the style guide
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
For your commit message to be properly displayed on GitHub, it should contain:
- A short description of the commit of 50 characters or less on the first line.
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
For example:
```
Fix crash in SDL_FooBar.
This addresses the issue #123456 by making sure Foo was successful
before calling Bar.
```
### Running the tests
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
### Opening a pull request
- Head over to your fork's GitHub page.
- Click on the `Contribute` button and `Open Pull Request`.
- Fill out the pull request template.
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
## Contributing to the documentation
### Editing a function documentation
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
### Editing the wiki
Other changes to the wiki should done directly from https://wiki.libsdl.org/
# Contributing to SDL
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
**Table Of Contents**
- [Filing a GitHub issue](#filing-a-github-issue)
- [Reporting a bug](#reporting-a-bug)
- [Suggesting enhancements](#suggesting-enhancements)
- [Contributing code](#contributing-code)
- [Forking the project](#forking-the-project)
- [Following the style guide](#following-the-style-guide)
- [Running the tests](#running-the-tests)
- [Opening a pull request](#opening-a-pull-request)
- [Contributing to the documentation](#contributing-to-the-documentation)
- [Editing a function documentation](#editing-a-function-documentation)
- [Editing the wiki](#editing-the-wiki)
## Filing a GitHub issue
### Reporting a bug
If you think you have found a bug and would like to report it, here are the steps you should take:
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Include details about your environment, such as your Operating System and SDL version.
- If possible, provide a small example that reproduces your bug.
### Suggesting enhancements
If you want to suggest changes for the project, here are the steps you should take:
- Check if the suggestion has already been made on:
- the [issue tracker](https://github.com/libsdl-org/SDL/issues);
- the [discourse forum](https://discourse.libsdl.org/);
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Describe what change you would like to happen.
## Contributing code
This section will cover how the process of forking the project, making a change and opening a pull request.
### Forking the project
The first step consists in making a fork of the project, this is only necessary for the first contribution.
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
### Following the style guide
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
For your commit message to be properly displayed on GitHub, it should contain:
- A short description of the commit of 50 characters or less on the first line.
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
For example:
```
Fix crash in SDL_FooBar.
This addresses the issue #123456 by making sure Foo was successful
before calling Bar.
```
### Running the tests
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
### Opening a pull request
- Head over to your fork's GitHub page.
- Click on the `Contribute` button and `Open Pull Request`.
- Fill out the pull request template.
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
## Contributing to the documentation
### Editing a function documentation
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
### Editing the wiki
Other changes to the wiki should done directly from https://wiki.libsdl.org/
+483 -483
View File
@@ -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.h>
__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.h>
__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.
+163 -163
View File
@@ -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=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU 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=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU 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.
+123 -123
View File
@@ -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
```
+138 -138
View File
@@ -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.
+76 -374
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@@ -1,374 +1,76 @@
# 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 <emscripten.h>
#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
(This documentation is not very robust; we will update and expand this later.)
## A quick note about audio
Modern web browsers will not permit web pages to produce sound before the
user has interacted with them; 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.
To solve this, most browsers will refuse to let a web app use the audio
subsystem at all before the user has interacted with (clicked on) the page
in a meaningful way. SDL-based apps also have to deal with this problem; if
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
There are two reasonable ways to deal with this: 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, the user can
reasonably opt-in to listening, and you never get access denied to the audio
device.
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.
## Building SDL/emscripten
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well.
Build:
$ mkdir build
$ cd build
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
$ emmake make
Or with cmake:
$ mkdir build
$ cd build
$ emcmake cmake ..
$ emmake make
To build one of the tests:
$ cd test/
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
Uses GLES2 renderer or software
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
$ EMCONFIGURE_JS=1 emconfigure ../configure
build as usual...
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
build as usual...
+155 -176
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@@ -1,176 +1,155 @@
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 supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
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))
* 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).
* 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.
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).
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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
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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/
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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!
+307 -307
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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 <SDL.h>
#include <SDL_main.h>
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:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
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
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 <SDL.h>
#include <SDL_main.h>
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:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
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 ...
#if __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
+27 -27
View File
@@ -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.
+96 -96
View File
@@ -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"
+285 -285
View File
@@ -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. SDL2 does 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 finger, 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!
+28 -28
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@@ -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.
+103 -103
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@@ -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
+44 -44
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@@ -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.
+92 -92
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@@ -1,92 +1,92 @@
Simple DirectMedia Layer 2 for OS/2 & eComStation
================================================================================
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 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 <digi@os2.snc.ru>, 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.
+17 -17
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@@ -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
+8 -8
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@@ -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
+68 -68
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@@ -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)
+51 -51
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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=$PS2DEV/ps2sdk/ps2dev.cmake
cmake --build build
cmake --install build
```
## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
It could be something similar as:
```c
.....
SDL_PS2_SKIP_IOP_RESET();
int main(int argc, char *argv[])
{
.....
```
For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
## Getting PS2 Dev
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
## Running on PCSX2 Emulator
[PCSX2](https://github.com/PCSX2/pcsx2)
[More PCSX2 information](https://pcsx2.net/)
## To Do
- PS2 Screen Keyboard
- Dialogs
- Others
+36 -36
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@@ -1,36 +1,36 @@
PSP
======
SDL2 port for the Sony PSP contributed by:
- Captian Lex
- Francisco Javier Trujillo Mata
- Wouter Wijsman
Credit to
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
Geecko for his PSP GU lib "Glib2d"
## Building
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$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
+180 -180
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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: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.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 <SDL SOURCE>
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: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.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 <SDL SOURCE>
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.
+41 -41
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@@ -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.
+86 -86
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@@ -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)
+60 -60
View File
@@ -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.
+114 -114
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@@ -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)
+33 -33
View File
@@ -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.
+10 -10
View File
@@ -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.
+58 -58
View File
@@ -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.
File diff suppressed because it is too large. Load diff
+1561 -1561
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+49 -49
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@@ -1,49 +1,49 @@
# Release checklist
When changing the version, run `build-scripts/update-version.sh X Y Z`,
where `X Y Z` are the major version, minor version, and patch level. So
`2 28 1` means "change the version to 2.28.1". This script does much of the
mechanical work.
## New feature release
* Update `WhatsNew.txt`
* Bump version number to 2.EVEN.0:
* `./build-scripts/update-version.sh 2 EVEN 0`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## New bugfix release
* Check that no new API/ABI was added
* If it was, do a new feature release (see above) instead
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## After a feature release
* Create a branch like `release-2.24.x`
* Bump version number to 2.ODD.0 for next development branch
* `./build-scripts/update-version.sh 2 ODD 0`
## New development prerelease
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
# Release checklist
When changing the version, run `build-scripts/update-version.sh X Y Z`,
where `X Y Z` are the major version, minor version, and patch level. So
`2 28 1` means "change the version to 2.28.1". This script does much of the
mechanical work.
## New feature release
* Update `WhatsNew.txt`
* Bump version number to 2.EVEN.0:
* `./build-scripts/update-version.sh 2 EVEN 0`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## New bugfix release
* Check that no new API/ABI was added
* If it was, do a new feature release (see above) instead
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## After a feature release
* Create a branch like `release-2.24.x`
* Bump version number to 2.ODD.0 for next development branch
* `./build-scripts/update-version.sh 2 ODD 0`
## New development prerelease
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
Binary file not shown.
+65 -65
View File
@@ -1,65 +1,65 @@
#!/bin/sh
# Get the canonical path of the folder containing this script
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/.." && printf '%s\n' "\`pwd -P\`"`
exec_prefix=${prefix}/bin
exec_prefix_set=no
libdir=${prefix}/lib
#usage="\
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
usage="\
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo 2.32.10
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
echo -L${prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
sdl_static_libs=$(echo "-lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid" | sed -E "s#-lSDL2[ $]#$libdir/libSDL2.a #g")
echo -L${prefix}/lib $sdl_static_libs
;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done
#!/bin/sh
# Get the canonical path of the folder containing this script
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/.." && printf '%s\n' "$(pwd -P)")
exec_prefix=${prefix}
exec_prefix_set=no
libdir=${exec_prefix}/lib
#usage="\
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
usage="\
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo 2.28.5
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
sdl_static_libs=$(echo "-lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid" | sed -E "s#-lSDL2[ $]#$libdir/libSDL2.a #g")
echo -L${exec_prefix}/lib $sdl_static_libs
;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,6 +25,7 @@
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
@@ -69,8 +70,6 @@
extern "C" {
#endif
/* WIKI CATEGORY: Init */
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
@@ -131,7 +130,7 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -61,8 +61,6 @@ 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__)
@@ -153,7 +151,7 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, NULL, 0, NULL, NULL }; \
static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
@@ -193,8 +191,8 @@ 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)(
@@ -214,8 +212,8 @@ 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.
*
@@ -256,7 +254,7 @@ 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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,29 +20,38 @@
*/
/**
* # CategoryAtomic
* \file SDL_atomic.h
*
* Atomic operations.
*
* 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.
* 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.
*
* ***Seriously, here be dragons!***
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* 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
* 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
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* - 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.
* 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.
*/
@@ -85,7 +94,7 @@ 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.
*
@@ -102,7 +111,7 @@ 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.
*
@@ -119,7 +128,7 @@ 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.
*
@@ -200,7 +209,7 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
@@ -248,13 +257,10 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
/**
* A type representing an atomic integer value.
*
* It is a struct so people don't accidentally use numeric operations on it.
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct SDL_atomic_t {
int value;
} SDL_atomic_t;
typedef struct { int value; } SDL_atomic_t;
/**
* Set an atomic variable to a new value if it is currently an old value.
@@ -262,9 +268,9 @@ typedef struct 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.
@@ -283,8 +289,8 @@ 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.
@@ -299,7 +305,7 @@ 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.
@@ -316,8 +322,8 @@ 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.
@@ -350,9 +356,9 @@ 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.
@@ -369,8 +375,8 @@ 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.
@@ -386,7 +392,7 @@ 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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -22,9 +22,9 @@
/* !!! FIXME: several functions in here need Doxygen comments. */
/**
* # CategoryAudio
* \file SDL_audio.h
*
* 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
/**
* Audio format flags.
* \brief Audio format flags.
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
* 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
* ```
* \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.
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
@@ -149,30 +149,33 @@ typedef Uint16 SDL_AudioFormat;
/* @} *//* Audio flags */
/**
* This function is called when the audio device needs more data.
* 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 Length of **stream** in bytes.
* \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.
*
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
* you like. Just open your audio device with a NULL callback.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
* 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)
* ```
* 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
{
@@ -193,11 +196,11 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
* Upper limit of filters in SDL_AudioCVT
* \brief 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
@@ -284,7 +287,7 @@ 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.
*
@@ -311,7 +314,7 @@ 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.
*
@@ -405,13 +408,13 @@ 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;
@@ -449,7 +452,7 @@ 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.
@@ -475,7 +478,7 @@ 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
@@ -501,11 +504,11 @@ 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.
*
@@ -539,7 +542,7 @@ 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.
*
@@ -591,7 +594,7 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* frames_ (with stereo output, two samples--left and right--would make a
* single sample frame). This number should be a power of two, and may be
* adjusted by the audio driver to a value more suitable for the hardware.
* Good values seem to range between 512 and 4096 inclusive, depending on
* Good values seem to range between 512 and 8096 inclusive, depending on
* the application and CPU speed. Smaller values reduce latency, but can
* lead to underflow if the application is doing heavy processing and cannot
* fill the audio buffer in time. Note that the number of sample frames is
@@ -642,12 +645,12 @@ 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.
*
@@ -709,7 +712,7 @@ 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.
@@ -742,7 +745,7 @@ 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.
*
@@ -772,8 +775,8 @@ 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.
*
@@ -838,14 +841,14 @@ 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
@@ -871,9 +874,8 @@ 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)
@@ -886,7 +888,7 @@ 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.
*
@@ -910,16 +912,15 @@ 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.
@@ -990,12 +991,12 @@ 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.
@@ -1017,9 +1018,9 @@ 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.
@@ -1036,10 +1037,10 @@ 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.
*
@@ -1117,9 +1118,6 @@ 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
/**
@@ -1134,11 +1132,11 @@ 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.
*
@@ -1167,13 +1165,13 @@ 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.
*/
@@ -1217,9 +1215,9 @@ 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.
*
@@ -1265,9 +1263,9 @@ 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.
*
@@ -1301,7 +1299,7 @@ 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.
@@ -1336,7 +1334,7 @@ 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.
*
@@ -1408,7 +1406,7 @@ 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.
*
@@ -1441,7 +1439,7 @@ 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.
*
@@ -1483,7 +1481,7 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryBits
* \file SDL_bits.h
*
* Functions for fiddling with bits and bitmasks.
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
@@ -56,12 +56,6 @@ 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)
{
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryBlendmode
* \file SDL_blendmode.h
*
* 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
/**
* The blend mode used in SDL_RenderCopy() and drawing operations.
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum SDL_BlendMode
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
@@ -60,22 +60,21 @@ typedef enum SDL_BlendMode
} SDL_BlendMode;
/**
* The blend operation used when combining source and destination pixel
* components
* \brief The blend operation used when combining source and destination pixel components
*/
typedef enum SDL_BlendOperation
typedef enum
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
* The normalized factor used to multiply pixel components
* \brief The normalized factor used to multiply pixel components
*/
typedef enum SDL_BlendFactor
typedef enum
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
@@ -159,18 +158,18 @@ typedef enum SDL_BlendFactor
* 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,7 +20,7 @@
*/
/**
* # CategoryClipboard
* \file SDL_clipboard.h
*
* 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,41 +19,313 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_h_
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* WIKI CATEGORY: - */
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__WINGDK__)
#include "SDL_config_wingdk.h"
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include "SDL_config_xbox.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)
#include "SDL_config_iphoneos.h"
#elif defined(__ANDROID__)
#include "SDL_config_android.h"
#elif defined(__OS2__)
#include "SDL_config_os2.h"
#elif defined(__EMSCRIPTEN__)
#include "SDL_config_emscripten.h"
#elif defined(__NGAGE__)
#include "SDL_config_ngage.h"
#else
/* This is a minimal configuration just to get SDL running on new platforms. */
#include "SDL_config_minimal.h"
#endif /* platform config */
#ifdef USING_GENERATED_CONFIG_H
#error Wrong SDL_config.h, check your include path?
/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
* but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
* If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
#if __has_include(<winsdkver.h>)
#define HAVE_WINSDKVER_H 1
#endif
#endif
#endif /* SDL_config_h_ */
#ifdef HAVE_WINSDKVER_H
#include <winsdkver.h>
#endif
/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
#if __has_include(<sdkddkver.h>)
#define HAVE_SDKDDKVER_H 1
#endif
#endif
#ifdef HAVE_SDKDDKVER_H
#include <sdkddkver.h>
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#ifndef __WATCOMC__
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#endif
#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
#define HAVE_D3D12_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */
#define HAVE_SHELLSCALINGAPI_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#endif
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
/* OpenWatcom requires specific calling conventions for qsort and bsearch */
#ifndef __WATCOMC__
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#endif
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#ifndef __WATCOMC__
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#endif
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
#define HAVE__FSEEKI64 1
#endif
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#elif defined(__WATCOMC__)
#define HAVE__FSEEKI64 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_ROUND 1
#define HAVE_SCALBN 1
#define HAVE_TRUNC 1
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
#endif /* SDL_config_windows_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,194 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_android_h_
#define SDL_config_android_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_android.h
*
* This is a configuration that can be used to build SDL for Android
*/
#include <stdarg.h>
#define HAVE_GCC_ATOMICS 1
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_STRCASESTR 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_ANDROID 1
#define SDL_AUDIO_DRIVER_OPENSLES 1
#define SDL_AUDIO_DRIVER_AAUDIO 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_ANDROID 1
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_ANDROID 1
/* Enable sensor driver */
#define SDL_SENSOR_ANDROID 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_ANDROID 1
/* Enable OpenGL ES */
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* Enable Vulkan support */
/* Android does not support Vulkan in native code using the "armeabi" ABI. */
#if defined(__ARM_ARCH) && __ARM_ARCH < 7
#define SDL_VIDEO_VULKAN 0
#else
#define SDL_VIDEO_VULKAN 1
#endif
/* Enable system power support */
#define SDL_POWER_ANDROID 1
/* Enable the filesystem driver */
#define SDL_FILESYSTEM_ANDROID 1
#endif /* SDL_config_android_h_ */
@@ -1,218 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef _SDL_config_emscripten_h_
#define _SDL_config_emscripten_h_
#include "SDL_platform.h"
/**
* \file SDL_config_emscripten.h
*
* This is a configuration that can be used to build SDL for Emscripten.
*/
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_ICONV_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MATH_H 1
#define HAVE_MEMORY_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDARG_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STDLIB_H 1
#define HAVE_STRINGS_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_WCHAR_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSDUP 1
#define HAVE_WCSSTR 1
#define HAVE_WCSCMP 1
#define HAVE_WCSNCMP 1
#define HAVE_WCSCASECMP 1
#define HAVE_WCSNCASECMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_SSCANF 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_FSEEKO 1
#define HAVE_FSEEKO64 1
#define HAVE_SIGACTION 1
#define HAVE_SA_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1
/* #undef HAVE_GETPAGESIZE */
#define HAVE_MPROTECT 1
#define HAVE_ICONV 1
/* SDL internal assertion support */
/* #undef SDL_DEFAULT_ASSERT_LEVEL */
#define SDL_CPUINFO_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_HIDAPI_DISABLED 1
#ifndef __EMSCRIPTEN_PTHREADS__
#define SDL_THREADS_DISABLED 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_EMSCRIPTEN 1
/* Enable various input drivers */
#define SDL_JOYSTICK_EMSCRIPTEN 1
/* Enable various sensor drivers */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#ifdef __EMSCRIPTEN_PTHREADS__
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
#endif
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_EMSCRIPTEN 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
/* #undef SDL_VIDEO_OPENGL_ES */
#define SDL_VIDEO_OPENGL_ES2 1
/* #undef SDL_VIDEO_OPENGL_BGL */
/* #undef SDL_VIDEO_OPENGL_CGL */
/* #undef SDL_VIDEO_OPENGL_GLX */
/* #undef SDL_VIDEO_OPENGL_WGL */
#define SDL_VIDEO_OPENGL_EGL 1
/* #undef SDL_VIDEO_OPENGL_OSMESA */
/* #undef SDL_VIDEO_OPENGL_OSMESA_DYNAMIC */
/* Enable system power support */
#define SDL_POWER_EMSCRIPTEN 1
/* Enable system filesystem support */
#define SDL_FILESYSTEM_EMSCRIPTEN 1
#endif /* _SDL_config_emscripten_h_ */
@@ -1,217 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_iphoneos_h_
#define SDL_config_iphoneos_h_
#define SDL_config_h_
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
/* The libunwind functions are only available on x86 */
/* #undef HAVE_LIBUNWIND_H */
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_STRCASESTR 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#define HAVE_O_CLOEXEC 1
/* enable iPhone version of Core Audio driver */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DUMMY 1
/* Enable joystick support */
/* Only enable HIDAPI support if you want to support Steam Controllers on iOS and tvOS */
/*#define SDL_JOYSTICK_HIDAPI 1*/
#define SDL_JOYSTICK_MFI 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef __TVOS__
#define SDL_SENSOR_DUMMY 1
#else
/* Enable the CoreMotion sensor driver */
#define SDL_SENSOR_COREMOTION 1
#endif
/* Enable Unix style SO loading */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Supported video drivers */
#define SDL_VIDEO_DRIVER_UIKIT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES */
#if !TARGET_OS_MACCATALYST
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer
Also supported in simulator from iOS 13.0 and tvOS 13.0
*/
#if (TARGET_OS_SIMULATOR && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000) || (__TV_OS_VERSION_MIN_REQUIRED >= 130000))) || (!TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000)))
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#endif
/* Enable system power support */
#define SDL_POWER_UIKIT 1
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 1
/* enable iOS extended launch screen */
#define SDL_IPHONE_LAUNCHSCREEN 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
#endif /* SDL_config_iphoneos_h_ */
@@ -1,277 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
#include <AvailabilityMacros.h>
/* This is a set of defines to configure the SDL features */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_STRCASESTR 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#if defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1070)
#define HAVE_O_CLOEXEC 1
#endif
#define HAVE_GCC_ATOMICS 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_IOKIT 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_IOKIT 1
/* The MFI controller support requires ARC Objective C runtime */
#if MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 && !defined(__i386__)
#define SDL_JOYSTICK_MFI 1
#endif
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/opt/X11/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/opt/X11/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/opt/X11/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/opt/X11/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/opt/X11/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1
#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
#define SDL_VIDEO_DRIVER_X11_XSHAPE 1
#define SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM 1
#ifdef MAC_OS_X_VERSION_10_8
/*
* No matter the versions targeted, this is the 10.8 or later SDK, so you have
* to use the external Xquartz, which is a more modern Xlib. Previous SDKs
* used an older Xlib.
*/
#define SDL_VIDEO_DRIVER_X11_XINPUT2 1
#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal only supported on 64-bit architectures with 10.11+ */
#if TARGET_RT_64_BIT && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#ifndef SDL_VIDEO_RENDER_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#else
#define SDL_VIDEO_RENDER_METAL 0
#endif
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_CGL
#define SDL_VIDEO_OPENGL_CGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_GLX
#define SDL_VIDEO_OPENGL_GLX 1
#endif
/* Enable Vulkan and Metal support */
#ifndef SDL_VIDEO_VULKAN
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
#endif
#ifndef SDL_VIDEO_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#else
#define SDL_VIDEO_METAL 0
#endif
#endif
/* Enable system power support */
#define SDL_POWER_MACOSX 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
/* Enable assembly routines */
#ifdef __ppc__
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */
@@ -1,95 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_minimal_h_
#define SDL_config_minimal_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_minimal.h
*
* This is the minimal configuration that can be used to build SDL.
*/
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef __GNUC__
#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1
#endif
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* Enable the stub HIDAPI */
#define SDL_HIDAPI_DISABLED 1
/* Enable the stub sensor driver (src/sensor/dummy/\*.c) */
#define SDL_SENSOR_DISABLED 1
/* Enable the stub shared object loader (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
/* Enable the stub thread support (src/thread/generic/\*.c) */
#define SDL_THREADS_DISABLED 1
/* Enable the stub timer support (src/timer/dummy/\*.c) */
#define SDL_TIMERS_DISABLED 1
/* Enable the dummy video driver (src/video/dummy/\*.c) */
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */
#define SDL_FILESYSTEM_DUMMY 1
#endif /* SDL_config_minimal_h_ */
@@ -1,89 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_ngage_h_
#define SDL_config_ngage_h_
#define SDL_config_h_
#include "SDL_platform.h"
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
typedef unsigned long uintptr_t;
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDIO_H 1
#define HAVE_STDLIB_H 1
#define HAVE_MATH_H 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_SCALBN 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#define HAVE_MALLOC 1
#define SDL_MAIN_NEEDED 1
#define LACKS_SYS_MMAN_H 1
/* Enable the N-Gage thread support (src/thread/ngage/\*.c) */
#define SDL_THREAD_NGAGE 1
/* Enable the N-Gage timer support (src/timer/ngage/\*.c) */
#define SDL_TIMER_NGAGE 1
/* Enable the N-Gage video driver (src/video/ngage/\*.c) */
#define SDL_VIDEO_DRIVER_NGAGE 1
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* Enable the stub HIDAPI */
#define SDL_HIDAPI_DISABLED 1
/* Enable the stub sensor driver (src/sensor/dummy/\*.c) */
#define SDL_SENSOR_DISABLED 1
/* Enable the stub shared object loader (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */
#define SDL_FILESYSTEM_DUMMY 1
#endif /* SDL_config_ngage_h_ */
@@ -1,204 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_os2_h_
#define SDL_config_os2_h_
#define SDL_config_h_
#include "SDL_platform.h"
#define SIZEOF_VOIDP 4
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_OS2 1
#define SDL_POWER_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_SENSOR_DUMMY 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_OS2 1
#define SDL_JOYSTICK_OS2 1
#ifndef HAVE_LIBUSB_H /* see Makefile */
#define SDL_HIDAPI_DISABLED 1
/*#undef SDL_JOYSTICK_HIDAPI */
#else
#define SDL_JOYSTICK_HIDAPI 1
#define HAVE_LIBUSB 1
/* dynamically loaded libusb-1.0 dll: */
#define SDL_LIBUSB_DYNAMIC "usb100.dll"
#endif
#define SDL_JOYSTICK_VIRTUAL 1
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
/* use libsamplerate for audio rate conversion. */
/*#define HAVE_LIBSAMPLERATE_H 1 */
/* Enable dynamic libsamplerate support */
#define SDL_LIBSAMPLERATE_DYNAMIC "SAMPRATE.DLL"
#define HAVE_LIBC 1
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STDLIB_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MEMORY_H 1
#define HAVE_STRING_H 1
#define HAVE_STRINGS_H 1
#define HAVE_WCHAR_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_FLOAT_H 1
#define HAVE_SIGNAL_H 1
#if 0 /* see Makefile */
#define HAVE_ICONV 1
#define HAVE_ICONV_H 1
#endif
/* #undef HAVE_DLOPEN */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#if defined(__WATCOMC__)
#define HAVE__FSEEKI64 1
#define HAVE__FTELLI64 1
#endif
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
/* OpenWatcom requires specific calling conventions for qsort and bsearch */
#ifndef __WATCOMC__
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#endif
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_WCSCMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSLCPY 1
#define HAVE_WCSLCAT 1
/* #undef HAVE_WCSDUP */
#define HAVE__WCSDUP 1
#define HAVE_WCSSTR 1
#define HAVE_WCSCMP 1
#define HAVE_WCSNCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
/* #undef HAVE_INDEX */
/* #undef HAVE_RINDEX */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
#define HAVE_ITOA 1
#define HAVE__LTOA 1
#define HAVE__ULTOA 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE__I64TOA 1
#define HAVE__UI64TOA 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRICMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_SSCANF 1
#define HAVE_VSSCANF 1
#define HAVE_SNPRINTF 1
#define HAVE_VSNPRINTF 1
#define HAVE_SETJMP 1
#define HAVE_ACOS 1
/* #undef HAVE_ACOSF */
#define HAVE_ASIN 1
/* #undef HAVE_ASINF */
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
/* #undef HAVE_ATAN2F */
#define HAVE_CEIL 1
/* #undef HAVE_CEILF */
/* #undef HAVE_COPYSIGN */
/* #undef HAVE_COPYSIGNF */
#define HAVE_COS 1
/* #undef HAVE_COSF */
#define HAVE_EXP 1
/* #undef HAVE_EXPF */
#define HAVE_FABS 1
/* #undef HAVE_FABSF */
#define HAVE_FLOOR 1
/* #undef HAVE_FLOORF */
#define HAVE_FMOD 1
/* #undef HAVE_FMODF */
#define HAVE_LOG 1
/* #undef HAVE_LOGF */
#define HAVE_LOG10 1
/* #undef HAVE_LOG10F */
#define HAVE_POW 1
/* #undef HAVE_POWF */
#define HAVE_SIN 1
/* #undef HAVE_SINF */
/* #undef HAVE_SCALBN */
/* #undef HAVE_SCALBNF */
#define HAVE_SQRT 1
/* #undef HAVE_SQRTF */
#define HAVE_TAN 1
/* #undef HAVE_TANF */
/* #undef HAVE_TRUNC */
/* #undef HAVE_TRUNCF */
/* #undef HAVE_LROUND */
/* #undef HAVE_LROUNDF */
/* #undef HAVE_ROUND */
/* #undef HAVE_ROUNDF */
#endif /* SDL_config_os2_h_ */
@@ -1,141 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_pandora_h_
#define SDL_config_pandora_h_
#define SDL_config_h_
/* This is a set of defines to configure the SDL features */
/* General platform specific identifiers */
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define SDL_BYTEORDER 1234
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_ICONV_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MATH_H 1
#define HAVE_MEMORY_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDARG_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STDLIB_H 1
#define HAVE_STRINGS_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_STRLEN 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_OSS 1
#define SDL_INPUT_LINUXEV 1
#define SDL_JOYSTICK_LINUX 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_LINUX 1
#define SDL_SENSOR_DUMMY 1
#define SDL_LOADSO_DLOPEN 1
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP 1
#define SDL_TIMER_UNIX 1
#define SDL_FILESYSTEM_UNIX 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_X11 1
#define SDL_VIDEO_DRIVER_PANDORA 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_OPENGL_ES 1
#endif /* SDL_config_pandora_h_ */
@@ -1,333 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
* but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
* If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
#if __has_include(<winsdkver.h>)
#define HAVE_WINSDKVER_H 1
#endif
#endif
#ifdef HAVE_WINSDKVER_H
#include <winsdkver.h>
#endif
/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
#if __has_include(<sdkddkver.h>)
#define HAVE_SDKDDKVER_H 1
#endif
#endif
#ifdef HAVE_SDKDDKVER_H
#include <sdkddkver.h>
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#ifndef __WATCOMC__
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#endif
#if defined(__has_include)
#if __has_include(<d3d12.h>) && __has_include(<d3d12sdklayers.h>)
#define HAVE_D3D12_H 1
#endif
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */
#define HAVE_SHELLSCALINGAPI_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#endif
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
/* OpenWatcom requires specific calling conventions for qsort and bsearch */
#ifndef __WATCOMC__
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#endif
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#ifndef __WATCOMC__
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#endif
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
#define HAVE__FSEEKI64 1
#endif
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#elif defined(__WATCOMC__)
#define HAVE__FSEEKI64 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_ROUND 1
#define HAVE_SCALBN 1
#define HAVE_TRUNC 1
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
#endif /* SDL_config_windows_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,253 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_wingdk_h_
#define SDL_config_wingdk_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Windows GDK does not need Windows SDK version checks because it requires
* a recent version of the Windows 10 SDK. */
/* GDK only supports 64-bit */
# define SIZEOF_VOIDP 8
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
/* No SDK version checks needed for these because the SDK has to be new. */
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#define HAVE_D3D12_H 1
#define HAVE_SHELLSCALINGAPI_H 1
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_RAWINPUT 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
#endif /* SDL_config_wingdk_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,220 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_winrt_h_
#define SDL_config_winrt_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Make sure the Windows SDK's NTDDI_VERSION macro gets defined. This is used
by SDL to determine which version of the Windows SDK is being used.
*/
#include <sdkddkver.h>
/* Define possibly-undefined NTDDI values (used when compiling SDL against
older versions of the Windows SDK.
*/
#ifndef NTDDI_WINBLUE
#define NTDDI_WINBLUE 0x06030000
#endif
#ifndef NTDDI_WIN10
#define NTDDI_WIN10 0x0A000000
#endif
/* This is a set of defines to configure the SDL features */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
/* Useful headers */
#define HAVE_DXGI_H 1
#if !SDL_WINAPI_FAMILY_PHONE
#define HAVE_XINPUT_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_LIBC 1
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
/* #undef HAVE_STRTOLL */
/* #undef HAVE_STRTOULL */
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_VSNPRINTF 1
/* TODO, WinRT: consider using ??_s versions of the following */
/* #undef HAVE__STRLWR */
/* #undef HAVE_ITOA */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
/* #undef HAVE_SSCANF */
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE__SCALB 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#define HAVE_ROAPI_H 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#if SDL_WINAPI_FAMILY_PHONE
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_VIRTUAL 1
#if (NTDDI_VERSION >= NTDDI_WIN10)
#define SDL_JOYSTICK_WGI 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1
#endif /* WIN10 */
#endif
/* WinRT doesn't have HIDAPI available */
#define SDL_HIDAPI_DISABLED 1
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#if (NTDDI_VERSION >= NTDDI_WINBLUE)
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
#else
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */
#define SDL_THREAD_STDCPP 1
#endif
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_WINRT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
/* Disable D3D12 as it's not implemented for WinRT */
/* #undef SDL_VIDEO_RENDER_D3D12 */
#ifdef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Enable system power support */
#define SDL_POWER_WINRT 1
#endif /* SDL_config_winrt_h_ */
@@ -1,240 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_wingdk_h_
#define SDL_config_wingdk_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Windows GDK does not need Windows SDK version checks because it requires
* a recent version of the Windows 10 SDK. */
/* GDK only supports 64-bit */
# define SIZEOF_VOIDP 8
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
/*#define HAVE_DDRAW_H 1*/
/*#define HAVE_DINPUT_H 1*/
/*#define HAVE_DSOUND_H 1*/
/* No SDK version checks needed for these because the SDK has to be new. */
/* #define HAVE_DXGI_H 1 */
#define HAVE_XINPUT_H 1
/*#define HAVE_WINDOWS_GAMING_INPUT_H 1*/
/*#define HAVE_D3D11_H 1*/
/*#define HAVE_ROAPI_H 1*/
#define HAVE_D3D12_H 1
/*#define HAVE_SHELLSCALINGAPI_H 1*/
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
/*#define HAVE_TPCSHRD_H 1*/
/*#define HAVE_SENSORSAPI_H 1*/
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
/*#define SDL_AUDIO_DRIVER_DSOUND 1*/
/*#define SDL_AUDIO_DRIVER_WINMM 1*/
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
/*#define SDL_JOYSTICK_DINPUT 1*/
/*#define SDL_JOYSTICK_HIDAPI 1*/
/*#define SDL_JOYSTICK_RAWINPUT 1*/
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
/*#define SDL_HAPTIC_DINPUT 1*/
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
/* Enable system power support */
/*#define SDL_POWER_WINDOWS 1*/
#define SDL_POWER_HARDWIRED 1
/* Enable filesystem support */
/* #define SDL_FILESYSTEM_WINDOWS 1*/
#define SDL_FILESYSTEM_XBOX 1
/* Disable IME as not supported yet (TODO: Xbox IME?) */
#define SDL_DISABLE_WINDOWS_IME 1
#endif /* SDL_config_wingdk_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,16 +19,10 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: CPUInfo */
/**
* # CategoryCPUInfo
* \file SDL_cpuinfo.h
*
* 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.
* CPU feature detection for SDL.
*/
#ifndef SDL_cpuinfo_h_
@@ -59,11 +53,9 @@ _m_prefetch(void *__P)
#ifndef __MMX__
#define __MMX__
#endif
/*
#ifndef __3dNOW__
#define __3dNOW__
#endif
*/
#endif
#ifndef __SSE__
#define __SSE__
@@ -115,8 +107,7 @@ _m_prefetch(void *__P)
#include <lasxintrin.h>
#define __LASX__
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H) && \
(defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86))
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,10 +19,11 @@
3. This notice may not be removed or altered from any source distribution.
*/
/*
* This is a simple file to encapsulate the EGL API headers.
/**
* \file SDL_egl.h
*
* 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__)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryEndian
* \file SDL_endian.h
*
* Functions for reading and writing endian-specific values
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
@@ -59,15 +59,6 @@ _m_prefetch(void *__P)
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__sun) && defined(__SVR4) /* Solaris */
#include <sys/byteorder.h>
#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 <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
@@ -88,7 +79,7 @@ _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
@@ -189,16 +180,6 @@ 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)
{
@@ -250,16 +231,6 @@ 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)
{
@@ -305,16 +276,6 @@ 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)
{
@@ -332,15 +293,6 @@ 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)
{
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryError
* \file SDL_error.h
*
* 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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryEvents
* \file SDL_events.h
*
* 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 SDL_EventType
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
@@ -131,8 +131,6 @@ typedef enum SDL_EventType
SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3,
SDL_CONTROLLERSTEAMHANDLEUPDATED, /**< Game controller Steam handle has changed */
/* Touch events */
SDL_FINGERDOWN = 0x700,
@@ -167,7 +165,7 @@ typedef enum SDL_EventType
/* 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 +177,7 @@ typedef enum SDL_EventType
} SDL_EventType;
/**
* Fields shared by every event
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
@@ -188,14 +186,14 @@ typedef struct SDL_CommonEvent
} SDL_CommonEvent;
/**
* Display state change event data (event.display.*)
* \brief 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 +201,14 @@ typedef struct SDL_DisplayEvent
} SDL_DisplayEvent;
/**
* Window state change event data (event.window.*)
* \brief 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 +217,14 @@ typedef struct SDL_WindowEvent
} SDL_WindowEvent;
/**
* Keyboard button event structure (event.key.*)
* \brief 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;
@@ -234,13 +232,12 @@ typedef struct SDL_KeyboardEvent
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* Keyboard text editing event structure (event.edit.*)
* \brief 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 */
@@ -249,12 +246,12 @@ typedef struct SDL_TextEditingEvent
} SDL_TextEditingEvent;
/**
* Extended keyboard text editing event structure (event.editExt.*) when text
* would be truncated if stored in the text buffer SDL_TextEditingEvent
* \brief 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 */
@@ -262,43 +259,24 @@ 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)
/**
* 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
* \brief Keyboard text input event structure (event.text.*)
*/
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; UTF-8 encoded. */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* Mouse motion event structure (event.motion.*)
* \brief 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 */
@@ -310,16 +288,16 @@ typedef struct SDL_MouseMotionEvent
} SDL_MouseMotionEvent;
/**
* Mouse button event structure (event.button.*)
* \brief 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 */
@@ -327,11 +305,11 @@ typedef struct SDL_MouseButtonEvent
} SDL_MouseButtonEvent;
/**
* Mouse wheel event structure (event.wheel.*)
* \brief 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 */
@@ -345,11 +323,11 @@ typedef struct SDL_MouseWheelEvent
} SDL_MouseWheelEvent;
/**
* Joystick axis motion event structure (event.jaxis.*)
* \brief 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 */
@@ -361,11 +339,11 @@ typedef struct SDL_JoyAxisEvent
} SDL_JoyAxisEvent;
/**
* Joystick trackball motion event structure (event.jball.*)
* \brief 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 */
@@ -377,18 +355,18 @@ typedef struct SDL_JoyBallEvent
} SDL_JoyBallEvent;
/**
* Joystick hat position change event structure (event.jhat.*)
* \brief 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.
*/
@@ -397,51 +375,46 @@ typedef struct SDL_JoyHatEvent
} SDL_JoyHatEvent;
/**
* Joystick button event structure (event.jbutton.*)
* \brief 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;
/**
* 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
* \brief Joystick device event structure (event.jdevice.*)
*/
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;
/**
* Joysick battery level change event structure (event.jbattery.*)
* \brief 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;
/**
* Game controller axis motion event structure (event.caxis.*)
* \brief 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) */
@@ -454,42 +427,36 @@ typedef struct SDL_ControllerAxisEvent
/**
* Game controller button event structure (event.cbutton.*)
* \brief 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;
/**
* 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.
* \brief Controller device event structure (event.cdevice.*)
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED, or SDL_CONTROLLERSTEAMHANDLEUPDATED */
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
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;
/**
* Game controller touchpad event structure (event.ctouchpad.*)
* \brief 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 */
@@ -500,24 +467,24 @@ typedef struct SDL_ControllerTouchpadEvent
} SDL_ControllerTouchpadEvent;
/**
* Game controller sensor event structure (event.csensor.*)
* \brief 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;
/**
* Audio device event structure (event.adevice.*)
* \brief 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. */
@@ -528,11 +495,11 @@ typedef struct SDL_AudioDeviceEvent
/**
* Touch finger event structure (event.tfinger.*)
* \brief 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;
@@ -546,11 +513,11 @@ typedef struct SDL_TouchFingerEvent
/**
* Multiple Finger Gesture Event (event.mgesture.*)
* \brief 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;
@@ -563,11 +530,11 @@ typedef struct SDL_MultiGestureEvent
/**
* Dollar Gesture Event (event.dgesture.*)
* \brief 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;
@@ -579,15 +546,13 @@ typedef struct SDL_DollarGestureEvent
/**
* 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.
* \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.
*/
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 */
@@ -595,11 +560,11 @@ typedef struct SDL_DropEvent
/**
* Sensor event structure (event.sensor.*)
* \brief 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() */
@@ -607,20 +572,29 @@ typedef struct SDL_SensorEvent
} SDL_SensorEvent;
/**
* The "quit requested" event
* \brief 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;
/**
* A user-defined event type (event.user.*)
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_OSEvent;
/**
* \brief 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 */
@@ -633,24 +607,20 @@ struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* A video driver dependent system event (event.syswm.*)
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* This event is disabled by default, you can enable it with SDL_EventState()
*
* If you want to use this event, you should include SDL_syswm.h.
* \note 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;
/**
* 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.
* \brief General event structure
*/
typedef union SDL_Event
{
@@ -733,7 +703,7 @@ SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NUL
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
typedef enum SDL_eventaction
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
@@ -760,15 +730,15 @@ typedef enum SDL_eventaction
*
* 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.
*
@@ -789,7 +759,7 @@ 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.
*
@@ -806,9 +776,9 @@ 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.
*
@@ -832,7 +802,7 @@ 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.
*
@@ -855,9 +825,9 @@ 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.
*
@@ -898,7 +868,7 @@ 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.
@@ -922,7 +892,7 @@ 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.
*
@@ -945,9 +915,9 @@ 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.
@@ -982,7 +952,7 @@ 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.
@@ -998,11 +968,11 @@ 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
@@ -1025,7 +995,7 @@ 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.
@@ -1040,8 +1010,8 @@ 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.
*
@@ -1060,9 +1030,9 @@ 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.
@@ -1091,7 +1061,7 @@ 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.
*
@@ -1107,8 +1077,8 @@ 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.
*
@@ -1125,8 +1095,8 @@ 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.
*
@@ -1152,8 +1122,8 @@ 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.
*
@@ -1175,7 +1145,7 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryFilesystem
* \file SDL_filesystem.h
*
* Include file for filesystem SDL API functions
* \brief Include file for filesystem SDL API functions
*/
#ifndef SDL_filesystem_h_
@@ -64,7 +64,7 @@ extern "C" {
* directory of the application as it is uncommon to store resources outside
* the executable. As such it is not a writable directory.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
@@ -120,14 +120,14 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* The returned path is guaranteed to end with a path separator ('\\' on
* The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*
* 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.).
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,12 +19,10 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: GameController */
/**
* # CategoryGameController
* \file SDL_gamecontroller.h
*
* Include file for SDL game controller event handling
* Include file for SDL game controller event handling
*/
#ifndef SDL_gamecontroller_h_
@@ -46,7 +44,7 @@ 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
@@ -60,7 +58,7 @@ extern "C" {
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;
typedef enum SDL_GameControllerType
typedef enum
{
SDL_CONTROLLER_TYPE_UNKNOWN = 0,
SDL_CONTROLLER_TYPE_XBOX360,
@@ -75,11 +73,10 @@ typedef enum SDL_GameControllerType
SDL_CONTROLLER_TYPE_NVIDIA_SHIELD,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT,
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR,
SDL_CONTROLLER_TYPE_MAX
SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
} SDL_GameControllerType;
typedef enum SDL_GameControllerBindType
typedef enum
{
SDL_CONTROLLER_BINDTYPE_NONE = 0,
SDL_CONTROLLER_BINDTYPE_BUTTON,
@@ -88,7 +85,7 @@ typedef enum SDL_GameControllerBindType
} 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
{
@@ -146,10 +143,6 @@ 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).
@@ -158,8 +151,8 @@ 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.
*
@@ -168,15 +161,13 @@ 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)
@@ -198,11 +189,7 @@ 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"
* ```
*
* 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.
* \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.
*
@@ -210,7 +197,6 @@ 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);
@@ -238,7 +224,7 @@ 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.
*
@@ -257,7 +243,7 @@ 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.
*
@@ -275,7 +261,7 @@ 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.
*
@@ -295,7 +281,7 @@ 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.
*
@@ -316,7 +302,7 @@ 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.
*
@@ -332,7 +318,7 @@ 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.
@@ -345,7 +331,7 @@ 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.
*
@@ -365,7 +351,7 @@ 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.
*
@@ -380,7 +366,7 @@ 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.
*
@@ -412,7 +398,7 @@ 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.
*
@@ -430,7 +416,7 @@ 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.
*
@@ -537,25 +523,11 @@ extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetFirmwareVersion(SDL_GameCont
*/
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
/**
* 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
*
* \param gamecontroller the game controller object to query.
* \returns the gamepad handle, or 0 if unavailable.
*
* \since This function is available since SDL 2.30.0.
*/
extern DECLSPEC Uint64 SDLCALL SDL_GameControllerGetSteamHandle(SDL_GameController *gamecontroller);
/**
* 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.
*
@@ -580,7 +552,7 @@ 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.
@@ -597,7 +569,7 @@ 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.
*
@@ -620,19 +592,15 @@ 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 to SDL_JOYSTICK_AXIS_MAX.
*/
typedef enum SDL_GameControllerAxis
typedef enum
{
SDL_CONTROLLER_AXIS_INVALID = -1,
SDL_CONTROLLER_AXIS_LEFTX,
@@ -656,7 +624,7 @@ typedef enum SDL_GameControllerAxis
* `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.
*
@@ -671,7 +639,7 @@ 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.
@@ -685,8 +653,8 @@ 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`.
@@ -705,8 +673,8 @@ 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.
@@ -719,15 +687,11 @@ 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).
* The state is a value ranging from -32768 to 32767. Triggers, however, range
* from 0 to 32767 (they never return a negative value).
*
* 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.
*
@@ -739,9 +703,9 @@ 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 SDL_GameControllerButton
typedef enum
{
SDL_CONTROLLER_BUTTON_INVALID = -1,
SDL_CONTROLLER_BUTTON_A,
@@ -776,7 +740,7 @@ typedef enum SDL_GameControllerButton
* 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.
*
@@ -789,7 +753,7 @@ 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.
@@ -803,8 +767,8 @@ 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`.
@@ -823,8 +787,8 @@ 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.
@@ -835,8 +799,8 @@ 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.
*
@@ -872,8 +836,8 @@ 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.
@@ -883,9 +847,9 @@ 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.
@@ -895,8 +859,8 @@ 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.
@@ -907,8 +871,8 @@ 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.
@@ -921,10 +885,10 @@ 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.
@@ -938,12 +902,12 @@ 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.
@@ -956,13 +920,13 @@ 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.
*
@@ -981,13 +945,13 @@ 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.
*
@@ -998,9 +962,9 @@ 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.
*/
@@ -1009,9 +973,9 @@ 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.
*
@@ -1022,9 +986,9 @@ 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.
*
@@ -1035,11 +999,11 @@ 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.
*/
@@ -1048,11 +1012,11 @@ 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.
*/
@@ -1062,7 +1026,7 @@ 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.
*
@@ -1074,9 +1038,9 @@ 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.
*
@@ -1088,9 +1052,9 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryGesture
* \file SDL_gesture.h
*
* 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,13 +19,10 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: GUID */
/**
* # CategoryGUID
* \file SDL_guid.h
*
* A GUID is a 128-bit value that represents something that is uniquely
* identifiable by this value: "globally unique."
* Include file for handling ::SDL_GUID values.
*/
#ifndef SDL_guid_h_
@@ -41,38 +38,34 @@ extern "C" {
#endif
/**
* An SDL_GUID is a 128-bit identifier.
* 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.
*
* This is an acronym for "Globally Unique ID."
* 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.
*
* 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 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 SDL_GUID {
typedef struct {
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.
*
@@ -81,14 +74,14 @@ typedef struct SDL_GUID {
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.
*
File diff suppressed because it is too large. Load diff
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,35 +19,44 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: HIDAPI */
/**
* # CategoryHIDAPI
* \file SDL_hidapi.h
*
* Header file for SDL HIDAPI functions.
* 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:
* This is an adaptation of the original HIDAPI interface by Alan Ott,
* and includes source code licensed under the following BSD 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.)
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.
*
* 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_
@@ -62,15 +71,14 @@ extern "C" {
#endif
/**
* A handle representing an open HID device
* \brief 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 */
/**
* Information about a connected HID device
* \brief Information about a connected HID device
*/
typedef struct SDL_hid_device_info
{
@@ -226,13 +234,13 @@ 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);
extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */);
/**
* Write an Output report to a HID device.
@@ -426,7 +434,7 @@ 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.
*/
File diff suppressed because it is too large. Load diff
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,26 +20,22 @@
*/
/**
* # CategoryJoystick
* \file SDL_joystick.h
*
* 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_
@@ -60,7 +56,7 @@ 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
@@ -77,21 +73,15 @@ 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.
*
* This is just a standard SDL_GUID by a different name.
*/
/* A structure that encodes the stable unique id for a joystick device */
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.
* 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.
*
* 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;
@@ -182,7 +172,7 @@ 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.
*
@@ -199,7 +189,7 @@ 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.
*
@@ -225,9 +215,9 @@ 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.
*
@@ -243,9 +233,9 @@ 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.
*/
@@ -258,9 +248,9 @@ 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.
*/
@@ -273,9 +263,9 @@ 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.
*/
@@ -287,9 +277,9 @@ 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.
*/
@@ -301,7 +291,7 @@ 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.
*
@@ -320,7 +310,7 @@ 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.
*
@@ -334,7 +324,7 @@ 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.
*
@@ -345,7 +335,7 @@ 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.
*
@@ -368,10 +358,8 @@ 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
*/
@@ -402,7 +390,7 @@ typedef struct SDL_VirtualJoystickDesc
} SDL_VirtualJoystickDesc;
/**
* The current version of the SDL_VirtualJoystickDesc structure
* \brief The current version of the SDL_VirtualJoystickDesc structure
*/
#define SDL_VIRTUAL_JOYSTICK_DESC_VERSION 1
@@ -419,7 +407,7 @@ 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.
@@ -497,7 +485,7 @@ 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.
*
@@ -511,7 +499,7 @@ 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.
*
@@ -527,7 +515,7 @@ 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.
@@ -537,7 +525,7 @@ 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.
*
@@ -550,7 +538,7 @@ 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.
@@ -567,7 +555,7 @@ 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.
@@ -579,7 +567,7 @@ 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.
@@ -591,7 +579,7 @@ 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.
@@ -603,7 +591,7 @@ 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.
*
@@ -616,7 +604,7 @@ 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.
*
@@ -627,7 +615,7 @@ 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.
@@ -639,9 +627,9 @@ 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.
*
@@ -658,7 +646,7 @@ 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.
@@ -670,15 +658,15 @@ 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.
*
@@ -689,7 +677,7 @@ 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.
*
@@ -703,7 +691,7 @@ 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.
*
@@ -720,7 +708,7 @@ 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.
@@ -740,7 +728,7 @@ 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.
*
@@ -753,7 +741,7 @@ 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.
*
@@ -767,7 +755,7 @@ 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.
*
@@ -802,17 +790,12 @@ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
* **WARNING**: Calling this function may delete all events currently in SDL's
* event queue.
*
* While `param` is meant to be one of `SDL_QUERY`, `SDL_IGNORE`, or
* `SDL_ENABLE`, this function accepts any value, with any non-zero value that
* isn't `SDL_QUERY` being treated as `SDL_ENABLE`.
* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
* \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
* call SDL_GetError() for more information.
*
* 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`.
* \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).
* If `state` is `SDL_QUERY` then the current state is returned,
* otherwise the new processing state is returned.
*
* \since This function is available since SDL 2.0.0.
*
@@ -820,7 +803,6 @@ 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
@@ -837,8 +819,8 @@ 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.
*
@@ -856,8 +838,8 @@ 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.
*
@@ -896,8 +878,8 @@ 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.
@@ -915,10 +897,10 @@ 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.
*
@@ -932,9 +914,9 @@ 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.
@@ -950,13 +932,13 @@ 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.
*
@@ -975,13 +957,13 @@ 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.
*
@@ -995,7 +977,7 @@ 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.
@@ -1005,7 +987,7 @@ 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.
@@ -1017,7 +999,7 @@ 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.
@@ -1032,11 +1014,11 @@ 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.
*/
@@ -1045,11 +1027,10 @@ 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.
*/
@@ -1058,7 +1039,7 @@ 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.
*
@@ -1069,9 +1050,9 @@ 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.
*/
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryKeyboard
* \file SDL_keyboard.h
*
* Include file for SDL keyboard event handling
* Include file for SDL keyboard event handling
*/
#ifndef SDL_keyboard_h_
@@ -40,16 +40,15 @@ extern "C" {
#endif
/**
* The SDL keysym structure, used in key events.
* \brief The SDL keysym structure, used in key events.
*
* If you are looking for translated character input, see the SDL_TEXTINPUT
* event.
* \note 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 */
Uint16 mod; /**< current key modifiers - see SDL_Keymod 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;
@@ -85,7 +84,7 @@ 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.
@@ -130,7 +129,7 @@ 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.
*
@@ -144,7 +143,7 @@ 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.
@@ -160,7 +159,7 @@ 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.
@@ -184,7 +183,7 @@ 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 ("").
*
@@ -198,7 +197,7 @@ 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.
*
@@ -215,7 +214,7 @@ 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
@@ -232,7 +231,7 @@ 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.
*
@@ -254,10 +253,6 @@ 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
@@ -305,9 +300,6 @@ 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.
*
* 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.
@@ -317,7 +309,7 @@ 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.
*
@@ -341,7 +333,7 @@ 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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryKeycode
* \file SDL_keycode.h
*
* 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"
/**
* The SDL virtual key representation.
* \brief 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 SDL_KeyCode
typedef enum
{
SDLK_UNKNOWN = 0,
@@ -327,9 +327,9 @@ typedef enum SDL_KeyCode
} SDL_KeyCode;
/**
* Enumeration of valid key mods (possibly OR'd together).
* \brief Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum SDL_Keymod
typedef enum
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,25 +19,23 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: LoadSO */
/**
* # CategoryLoadSO
* \file SDL_loadso.h
*
* System-dependent library loading routines.
* 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. :)
* 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. :)
*/
#ifndef SDL_loadso_h_
@@ -55,7 +53,7 @@ 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.
*
@@ -81,8 +79,8 @@ 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.
*
@@ -97,7 +95,7 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryLocale
* \file SDL_locale.h
*
* Include file for SDL locale services
* Include file for SDL locale services
*/
#ifndef _SDL_locale_h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,19 +20,18 @@
*/
/**
* # CategoryLog
* \file SDL_log.h
*
* 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_
@@ -48,20 +47,21 @@ extern "C" {
/**
* The maximum size of a log message prior to SDL 2.0.24
* \brief 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
/**
* The predefined log categories
* \brief 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
* CRITICAL level.
*/
typedef enum SDL_LogCategory
typedef enum
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
@@ -97,9 +97,9 @@ typedef enum SDL_LogCategory
} SDL_LogCategory;
/**
* The predefined log priorities
* \brief The predefined log priorities
*/
typedef enum SDL_LogPriority
typedef enum
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
@@ -114,7 +114,7 @@ typedef enum SDL_LogPriority
/**
* 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.
*
@@ -352,18 +352,17 @@ extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3);
const char *fmt, va_list ap);
/**
* The prototype for the log output callback function.
*
* 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);
@@ -371,9 +370,9 @@ 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.
*
@@ -384,8 +383,8 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,9 +25,9 @@
#include "SDL_stdinc.h"
/**
* # CategoryMain
* \file SDL_main.h
*
* 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:
* ```c
* \code
* #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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -32,11 +32,9 @@ 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 SDL_MessageBoxFlags
typedef enum
{
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
@@ -48,7 +46,7 @@ typedef enum SDL_MessageBoxFlags
/**
* Flags for SDL_MessageBoxButtonData.
*/
typedef enum SDL_MessageBoxButtonFlags
typedef enum
{
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 */
@@ -57,9 +55,9 @@ typedef enum SDL_MessageBoxButtonFlags
/**
* Individual button data.
*/
typedef struct SDL_MessageBoxButtonData
typedef struct
{
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;
@@ -67,12 +65,12 @@ typedef struct SDL_MessageBoxButtonData
/**
* RGB value used in a message box color scheme
*/
typedef struct SDL_MessageBoxColor
typedef struct
{
Uint8 r, g, b;
} SDL_MessageBoxColor;
typedef enum SDL_MessageBoxColorType
typedef enum
{
SDL_MESSAGEBOX_COLOR_BACKGROUND,
SDL_MESSAGEBOX_COLOR_TEXT,
@@ -85,7 +83,7 @@ typedef enum SDL_MessageBoxColorType
/**
* A set of colors to use for message box dialogs
*/
typedef struct SDL_MessageBoxColorScheme
typedef struct
{
SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;
@@ -93,9 +91,9 @@ typedef struct SDL_MessageBoxColorScheme
/**
* MessageBox structure containing title, text, window, etc.
*/
typedef struct SDL_MessageBoxData
typedef struct
{
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 */
@@ -103,7 +101,7 @@ typedef struct SDL_MessageBoxData
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;
/**
@@ -130,9 +128,8 @@ typedef struct SDL_MessageBoxData
* 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.
*
@@ -171,10 +168,10 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,10 +20,9 @@
*/
/**
* # CategoryMetal
* \file SDL_metal.h
*
* 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_
@@ -38,9 +37,9 @@ extern "C" {
#endif
/**
* A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
*
* This can be cast directly to an NSView or UIView.
* \note This can be cast directly to an NSView or UIView.
*/
typedef void *SDL_MetalView;
@@ -91,9 +90,9 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryMisc
* \file SDL_misc.h
*
* Include file for SDL API functions that don't fit elsewhere.
* \brief Include file for SDL API functions that don't fit elsewhere.
*/
#ifndef SDL_misc_h_
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryMouse
* \file SDL_mouse.h
*
* 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 */
/**
* Cursor types for SDL_CreateSystemCursor().
* \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum SDL_SystemCursor
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
@@ -61,9 +61,9 @@ typedef enum SDL_SystemCursor
} SDL_SystemCursor;
/**
* Scroll direction types for the Scroll event
* \brief Scroll direction types for the Scroll event
*/
typedef enum SDL_MouseWheelDirection
typedef enum
{
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
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -23,9 +23,9 @@
#define SDL_mutex_h_
/**
* # CategoryMutex
* \file SDL_mutex.h
*
* 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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,11 +19,17 @@
3. This notice may not be removed or altered from any source distribution.
*/
/*
* This is a simple file to encapsulate the OpenGL API headers.
/**
* \file 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.
* This is a simple file to encapsulate the OpenGL API headers.
*/
/**
* \def NO_SDL_GLEXT
*
* Define this if you have your own version of glext.h and want to disable the
* version included in SDL_opengl.h.
*/
#ifndef SDL_opengl_h_
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,10 +19,11 @@
3. This notice may not be removed or altered from any source distribution.
*/
/*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
/**
* \file SDL_opengles.h
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
#include "SDL_config.h"
#ifdef __IPHONEOS__
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,10 +19,11 @@
3. This notice may not be removed or altered from any source distribution.
*/
/*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
/**
* \file SDL_opengles2.h
*
* 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)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryPixels
* \file SDL_pixels.h
*
* Header for the enumerated pixel format definitions.
* Header for the enumerated pixel format definitions.
*/
#ifndef SDL_pixels_h_
@@ -61,10 +61,7 @@ typedef enum
SDL_PIXELTYPE_ARRAYU16,
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32,
/* This must be at the end of the list to avoid breaking the existing ABI */
SDL_PIXELTYPE_INDEX2
SDL_PIXELTYPE_ARRAYF32
} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
@@ -137,7 +134,6 @@ typedef enum
#define SDL_ISPIXELFORMAT_INDEXED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
@@ -181,12 +177,6 @@ typedef enum
SDL_PIXELFORMAT_INDEX1MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
1, 0),
SDL_PIXELFORMAT_INDEX2LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0,
2, 0),
SDL_PIXELFORMAT_INDEX2MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0,
2, 0),
SDL_PIXELFORMAT_INDEX4LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
4, 0),
@@ -286,19 +276,11 @@ typedef enum
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888,
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888,
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888,
#else
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888,
SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888,
#endif
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
@@ -320,10 +302,9 @@ 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
{
@@ -343,30 +324,7 @@ typedef struct SDL_Palette
} SDL_Palette;
/**
* 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
* \note Everything in the pixel format structure is read-only.
*/
typedef struct SDL_PixelFormat
{
@@ -394,7 +352,7 @@ 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.
*
@@ -405,12 +363,12 @@ 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.
*
@@ -431,12 +389,12 @@ 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.
*
@@ -455,7 +413,7 @@ 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.
*
@@ -468,7 +426,7 @@ 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.
*
@@ -481,7 +439,7 @@ 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.
@@ -495,8 +453,8 @@ 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.
*
@@ -511,10 +469,10 @@ 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.
*
@@ -530,7 +488,7 @@ 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.
*
@@ -556,11 +514,11 @@ 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.
*
@@ -590,12 +548,12 @@ 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.
*
@@ -615,12 +573,12 @@ 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.
*
@@ -643,13 +601,13 @@ 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.
*
@@ -665,8 +623,8 @@ 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.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryPlatform
* \file SDL_platform.h
*
* Try to get a standard set of platform defines.
* Try to get a standard set of platform defines.
*/
#ifndef SDL_platform_h_
@@ -73,13 +73,7 @@
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include <AvailabilityMacros.h>
#ifndef __has_extension /* Older compilers don't support this */
#define __has_extension(x) 0
#include <TargetConditionals.h>
#undef __has_extension
#else
#include <TargetConditionals.h>
#endif
/* Fix building with older SDKs that don't define these
See this for more information:
@@ -172,12 +166,6 @@
#define WINAPI_FAMILY_WINRT 0
#endif /* HAVE_WINAPIFAMILY_H */
#if (HAVE_WINAPIFAMILY_H) && defined(WINAPI_FAMILY_PHONE_APP)
#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
#else
#define SDL_WINAPI_FAMILY_PHONE 0
#endif
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
@@ -205,10 +193,8 @@
#undef __GDK__
#define __GDK__ 1
#endif
#if defined(__PSP__) || defined(__psp__)
#ifdef __PSP__
#if defined(__PSP__)
#undef __PSP__
#endif
#define __PSP__ 1
#endif
#if defined(PS2)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -23,9 +23,9 @@
#define SDL_power_h_
/**
* # CategoryPower
* \file SDL_power.h
*
* 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 SDL_PowerState
typedef enum
{
SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */
SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */
@@ -66,10 +66,10 @@ typedef enum SDL_PowerState
*
* \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.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,20 +20,9 @@
*/
/**
* # CategoryQuit
* \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.
* Include file for SDL quit event handling.
*/
#ifndef SDL_quit_h_
@@ -42,6 +31,25 @@
#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() \
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* # CategoryRect
* \file SDL_rect.h
*
* 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.
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