updated to latest SDL2 (f9244b2a151)

This commit is contained in:
fysx
2014-10-21 12:20:26 +02:00
parent 8df94d2a8a
commit 4ec2e26985
340 changed files with 20705 additions and 20917 deletions
+7 -38
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@@ -25,41 +25,6 @@
* Main include header for the SDL library
*/
/**
* \mainpage Simple DirectMedia Layer (SDL)
*
* http://www.libsdl.org/
*
* \section intro_sec Introduction
*
* Simple DirectMedia Layer is a cross-platform development library designed
* to provide low level access to audio, keyboard, mouse, joystick, and
* graphics hardware via OpenGL and Direct3D. It is used by video playback
* software, emulators, and popular games including Valve's award winning
* catalog and many Humble Bundle games.
*
* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
* Support for other platforms may be found in the source code.
*
* SDL is written in C, works natively with C++, and there are bindings
* available for several other languages, including C# and Python.
*
* This library is distributed under the zlib license, which can be found
* in the file "COPYING.txt".
*
* The best way to learn how to use SDL is to check out the header files in
* the "include" subdirectory and the programs in the "test" subdirectory.
* The header files and test programs are well commented and always up to date.
* More documentation and FAQs are available online at:
* http://wiki.libsdl.org/
*
* If you need help with the library, or just want to discuss SDL related
* issues, you can join the developers mailing list:
* http://www.libsdl.org/mailing-list.php
*
* Enjoy!
* Sam Lantinga (slouken@libsdl.org)
*/
#ifndef _SDL_H
#define _SDL_H
@@ -114,7 +79,7 @@ extern "C" {
#define SDL_INIT_HAPTIC 0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
@@ -123,13 +88,17 @@ extern "C" {
/**
* This function initializes the subsystems specified by \c flags
* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
* signal handlers for some commonly ignored fatal signals (like SIGSEGV).
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
* shutdown a subsystem manually (or call SDL_Quit to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
+5 -8
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@@ -51,7 +51,7 @@ assert can have unique static variables associated with it.
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif (defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
#elif (!defined(__NACL__) && defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)))
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif defined(HAVE_SIGNAL_H)
#include <signal.h>
@@ -141,16 +141,13 @@ extern DECLSPEC SDL_assert_state SDLCALL SDL_ReportAssertion(SDL_assert_data *,
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_assert_data assert_data = { \
static struct SDL_assert_data sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_assert_state state = SDL_ReportAssertion(&assert_data, \
SDL_FUNCTION, \
SDL_FILE, \
SDL_LINE); \
if (state == SDL_ASSERTION_RETRY) { \
const SDL_assert_state sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (state == SDL_ASSERTION_BREAK) { \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
+9 -1
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@@ -122,7 +122,8 @@ extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif defined(__GNUC__)
#elif defined(__GNUC__) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#else
#define SDL_CompilerBarrier() \
@@ -169,10 +170,17 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquire();
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
+103 -4
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@@ -155,6 +155,9 @@ typedef Uint16 SDL_AudioFormat;
*
* 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);
@@ -171,8 +174,8 @@ typedef struct SDL_AudioSpec
Uint16 samples; /**< Audio buffer size in samples (power of 2) */
Uint16 padding; /**< Necessary for some compile environments */
Uint32 size; /**< Audio buffer size in bytes (calculated) */
SDL_AudioCallback callback;
void *userdata;
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;
@@ -273,9 +276,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
* to the audio buffer, and the length in bytes of the audio buffer.
* This function usually runs in a separate thread, and so you should
* protect data structures that it accesses by calling SDL_LockAudio()
* and SDL_UnlockAudio() in your code.
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
* more audio samples to be played.
* - \c desired->userdata is passed as the first parameter to your callback
* function.
* function. If you passed a NULL callback, this value is ignored.
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
@@ -474,6 +479,100 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
SDL_AudioFormat format,
Uint32 len, int volume);
/**
* Queue more audio on non-callback devices.
*
* SDL offers two ways to feed audio to the device: you can either supply a
* callback that SDL triggers with some frequency to obtain more audio
* (pull method), or you can supply no callback, and then SDL will expect
* you to supply data at regular intervals (push method) with this function.
*
* There are no limits on the amount of data you can queue, short of
* exhaustion of address space. Queued data will drain to the device as
* necessary without further intervention from you. If the device needs
* audio but there is not enough queued, it will play silence to make up
* the difference. This means you will have skips in your audio playback
* if you aren't routinely queueing sufficient data.
*
* This function copies the supplied data, so you are safe to free it when
* the function returns. This function is thread-safe, but queueing to the
* same device from two threads at once does not promise which buffer will
* be queued first.
*
* You may not queue audio on a device that is using an application-supplied
* callback; doing so returns an error. You have to use the audio callback
* or queue audio with this function, but not both.
*
* You should not call SDL_LockAudio() on the device before queueing; SDL
* handles locking internally for this function.
*
* \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.
* \return zero on success, -1 on error.
*
* \sa SDL_GetQueuedAudioSize
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
/**
* Get the number of bytes of still-queued audio.
*
* This is the number of bytes that have been queued for playback with
* SDL_QueueAudio(), but have not yet been sent to the hardware.
*
* Once we've sent it to the hardware, this function can not decide the exact
* byte boundary of what has been played. It's possible that we just gave the
* hardware several kilobytes right before you called this function, but it
* hasn't played any of it yet, or maybe half of it, etc.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device always returns 0.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* 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.
* \return Number of bytes (not samples!) of queued audio.
*
* \sa SDL_QueueAudio
* \sa SDL_ClearQueuedAudio
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
/**
* Drop any queued audio data waiting to be sent to the hardware.
*
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
* the hardware will start playing silence if more audio isn't queued.
*
* This will not prevent playback of queued audio that's already been sent
* to the hardware, as we can not undo that, so expect there to be some
* fraction of a second of audio that might still be heard. This can be
* useful if you want to, say, drop any pending music during a level change
* in your game.
*
* You may not queue audio on a device that is using an application-supplied
* callback; calling this function on such a device is always a no-op.
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
* but not both.
*
* You should not call SDL_LockAudio() on the device before clearing the
* queue; SDL handles locking internally for this function.
*
* This function always succeeds and thus returns void.
*
* \param dev The device ID of which to clear the audio queue.
*
* \sa SDL_QueueAudio
* \sa SDL_GetQueuedAudioSize
*/
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
/**
* \name Audio lock functions
*
+8 -1
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@@ -46,7 +46,8 @@
#cmakedefine HAVE_GCC_ATOMICS @HAVE_GCC_ATOMICS@
#cmakedefine HAVE_GCC_SYNC_LOCK_TEST_AND_SET @HAVE_GCC_SYNC_LOCK_TEST_AND_SET@
#cmakedefine HAVE_PTHREAD_SPINLOCK @HAVE_PTHREAD_SPINLOCK@
#cmakedefine HAVE_DXGI_H @HAVE_DXGI_H@
/* Comment this if you want to build without any C library requirements */
#cmakedefine HAVE_LIBC 1
@@ -143,6 +144,9 @@
#cmakedefine HAVE_SIN 1
#cmakedefine HAVE_SINF 1
#cmakedefine HAVE_SQRT 1
#cmakedefine HAVE_SQRTF 1
#cmakedefine HAVE_TAN 1
#cmakedefine HAVE_TANF 1
#cmakedefine HAVE_FSEEKO 1
#cmakedefine HAVE_FSEEKO64 1
#cmakedefine HAVE_SIGACTION 1
@@ -259,6 +263,9 @@
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
#cmakedefine SDL_VIDEO_DRIVER_WINDOWS @SDL_VIDEO_DRIVER_WINDOWS@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND @SDL_VIDEO_DRIVER_WAYLAND@
#cmakedefine SDL_VIDEO_DRIVER_RPI @SDL_VIDEO_DRIVER_RPI@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE @SDL_VIDEO_DRIVER_VIVANTE@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE_VDK @SDL_VIDEO_DRIVER_VIVANTE_VDK@
#if 0
/* !!! FIXME: in configure script version, missing here: */
+21 -1
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@@ -49,7 +49,12 @@
#endif
#undef HAVE_GCC_ATOMICS
#undef HAVE_GCC_SYNC_LOCK_TEST_AND_SET
#undef HAVE_PTHREAD_SPINLOCK
#undef HAVE_DDRAW_H
#undef HAVE_DINPUT_H
#undef HAVE_DSOUND_H
#undef HAVE_DXGI_H
#undef HAVE_XINPUT_H
/* Comment this if you want to build without any C library requirements */
#undef HAVE_LIBC
@@ -76,6 +81,7 @@
#undef HAVE_PTHREAD_NP_H
#undef HAVE_LIBUDEV_H
#undef HAVE_DBUS_DBUS_H
#undef HAVE_IBUS_IBUS_H
/* C library functions */
#undef HAVE_MALLOC
@@ -148,6 +154,9 @@
#undef HAVE_SIN
#undef HAVE_SINF
#undef HAVE_SQRT
#undef HAVE_SQRTF
#undef HAVE_TAN
#undef HAVE_TANF
#undef HAVE_FSEEKO
#undef HAVE_FSEEKO64
#undef HAVE_SIGACTION
@@ -201,10 +210,12 @@
#undef SDL_AUDIO_DRIVER_COREAUDIO
#undef SDL_AUDIO_DRIVER_DISK
#undef SDL_AUDIO_DRIVER_DUMMY
#undef SDL_AUDIO_DRIVER_ANDROID
#undef SDL_AUDIO_DRIVER_XAUDIO2
#undef SDL_AUDIO_DRIVER_DSOUND
#undef SDL_AUDIO_DRIVER_ESD
#undef SDL_AUDIO_DRIVER_ESD_DYNAMIC
#undef SDL_AUDIO_DRIVER_NACL
#undef SDL_AUDIO_DRIVER_NAS
#undef SDL_AUDIO_DRIVER_NAS_DYNAMIC
#undef SDL_AUDIO_DRIVER_SNDIO
@@ -224,9 +235,11 @@
#undef SDL_INPUT_TSLIB
#undef SDL_JOYSTICK_HAIKU
#undef SDL_JOYSTICK_DINPUT
#undef SDL_JOYSTICK_XINPUT
#undef SDL_JOYSTICK_DUMMY
#undef SDL_JOYSTICK_IOKIT
#undef SDL_JOYSTICK_LINUX
#undef SDL_JOYSTICK_ANDROID
#undef SDL_JOYSTICK_WINMM
#undef SDL_JOYSTICK_USBHID
#undef SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H
@@ -234,6 +247,7 @@
#undef SDL_HAPTIC_LINUX
#undef SDL_HAPTIC_IOKIT
#undef SDL_HAPTIC_DINPUT
#undef SDL_HAPTIC_XINPUT
/* Enable various shared object loading systems */
#undef SDL_LOADSO_HAIKU
@@ -272,6 +286,7 @@
#undef SDL_VIDEO_DRIVER_MIR_DYNAMIC_XKBCOMMON
#undef SDL_VIDEO_DRIVER_X11
#undef SDL_VIDEO_DRIVER_RPI
#undef SDL_VIDEO_DRIVER_ANDROID
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR
@@ -292,6 +307,9 @@
#undef SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32
#undef SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY
#undef SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM
#undef SDL_VIDEO_DRIVER_NACL
#undef SDL_VIDEO_DRIVER_VIVANTE
#undef SDL_VIDEO_DRIVER_VIVANTE_VDK
#undef SDL_VIDEO_RENDER_D3D
#undef SDL_VIDEO_RENDER_D3D11
@@ -317,6 +335,7 @@
#undef SDL_POWER_WINDOWS
#undef SDL_POWER_MACOSX
#undef SDL_POWER_HAIKU
#undef SDL_POWER_ANDROID
#undef SDL_POWER_HARDWIRED
/* Enable system filesystem support */
@@ -325,6 +344,7 @@
#undef SDL_FILESYSTEM_DUMMY
#undef SDL_FILESYSTEM_UNIX
#undef SDL_FILESYSTEM_WINDOWS
#undef SDL_FILESYSTEM_NACL
/* Enable assembly routines */
#undef SDL_ASSEMBLY_ROUTINES
+5 -2
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@@ -100,6 +100,9 @@
#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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
@@ -138,7 +141,7 @@
/* Enable system power support */
#define SDL_POWER_ANDROID 1
/* !!! FIXME: what does Android do for filesystem stuff? */
#define SDL_FILESYSTEM_DUMMY 1
/* Enable the filesystem driver */
#define SDL_FILESYSTEM_ANDROID 1
#endif /* _SDL_config_android_h */
+6 -2
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@@ -98,6 +98,9 @@
#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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
@@ -110,7 +113,7 @@
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
#define SDL_HAPTIC_DUMMY 1
/* Enable Unix style SO loading */
/* Technically this works, but it violates the iPhone developer agreement */
@@ -131,6 +134,7 @@
#define SDL_VIDEO_DRIVER_DUMMY 1
/* enable OpenGL ES */
#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
@@ -145,7 +149,7 @@
#define SDL_JOYSTICK_DISABLED 0
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDLUIAccelerationDelegate.m for notes on why this is needed
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
@@ -96,6 +96,9 @@
#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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
@@ -95,6 +95,9 @@
#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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
+3
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@@ -98,6 +98,9 @@
#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_SETJMP 1
#define HAVE_NANOSLEEP 1
/* #define HAVE_SYSCONF 1 */
@@ -76,6 +76,12 @@ typedef unsigned int uintptr_t;
# define SIZEOF_VOIDP 4
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
@@ -130,6 +136,9 @@ typedef unsigned int uintptr_t;
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_VSSCANF 1
@@ -153,7 +162,9 @@ typedef unsigned int uintptr_t;
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
+9 -3
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@@ -77,6 +77,10 @@ typedef unsigned int uintptr_t;
#endif
/* Useful headers */
#define HAVE_DXGI_H 1
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
#define HAVE_XINPUT_H 1
#endif
#define HAVE_LIBC 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
@@ -136,6 +140,9 @@ typedef unsigned int uintptr_t;
#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__FSEEKI64 1
/* Enable various audio drivers */
@@ -144,13 +151,12 @@ typedef unsigned int uintptr_t;
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
// TODO, WinRT: Get haptic support working
#define SDL_HAPTIC_DISABLED 1
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1
#endif
/* Enable various shared object loading systems */
+3
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@@ -89,6 +89,9 @@
#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_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
+5
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@@ -139,6 +139,11 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* This function returns true if the CPU has AVX2 features.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* This function returns the amount of RAM configured in the system, in MB.
*/
+6 -5
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@@ -20,13 +20,14 @@
*/
/**
* \file SDL_opengles.h
* \file SDL_egl.h
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
* This is a simple file to encapsulate the EGL API headers.
*/
#ifndef _MSC_VER
#include <EGL/egl.h>
#include <EGL/eglext.h>
#else /* _MSC_VER */
@@ -394,8 +395,8 @@ typedef enum {
#if __WINRT__
#include <Unknwn.h>
typedef IUnknown * EGLNativeWindowType;
typedef int EGLNativeDisplayType;
typedef HBITMAP EGLNativePixmapType;
typedef IUnknown * EGLNativePixmapType;
typedef IUnknown * EGLNativeDisplayType;
#else
typedef HDC EGLNativeDisplayType;
typedef HBITMAP EGLNativePixmapType;
@@ -420,7 +421,7 @@ typedef struct gbm_device *EGLNativeDisplayType;
typedef struct gbm_bo *EGLNativePixmapType;
typedef void *EGLNativeWindowType;
#elif defined(ANDROID) /* Android */
#elif defined(__ANDROID__) /* Android */
struct ANativeWindow;
struct egl_native_pixmap_t;
+1 -1
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@@ -38,7 +38,7 @@ extern "C" {
/* Public functions */
/* SDL_SetError() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_SetError(const char *fmt, ...);
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
extern DECLSPEC void SDLCALL SDL_ClearError(void);
+6 -2
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@@ -59,7 +59,7 @@ typedef enum
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.txt for details */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
@@ -135,7 +135,8 @@ typedef enum
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
@@ -583,6 +584,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* This function clears events from the event queue
* This function only affects currently queued events. If you want to make
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
* on the main thread immediately before the flush call.
*/
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
+10 -10
View File
@@ -370,7 +370,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
^
|
|
(1,0) West <----[ HAPTIC ]----> East (-1,0)
(-1,0) West <----[ HAPTIC ]----> East (1,0)
|
|
v
@@ -395,9 +395,9 @@ typedef struct _SDL_Haptic SDL_Haptic;
* (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
* the first three \c dir parameters. The cardinal directions would be:
* - North: 0,-1, 0
* - East: -1, 0, 0
* - East: 1, 0, 0
* - South: 0, 1, 0
* - West: 1, 0, 0
* - West: -1, 0, 0
*
* The Z axis represents the height of the effect if supported, otherwise
* it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
@@ -492,7 +492,7 @@ typedef struct SDL_HapticConstant
* over time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave.
*
* Phase is given by hundredth of a cycle meaning that giving the phase a value
* Phase is given by hundredth of a degree meaning that giving the phase a value
* of 9000 will displace it 25% of its period. Here are sample values:
* - 0: No phase displacement.
* - 9000: Displaced 25% of its period.
@@ -553,9 +553,9 @@ typedef struct SDL_HapticPeriodic
/* Periodic */
Uint16 period; /**< Period of the wave. */
Sint16 magnitude; /**< Peak value. */
Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
Sint16 offset; /**< Mean value of the wave. */
Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */
Uint16 phase; /**< Horizontal shift given by hundredth of a degree. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
@@ -604,11 +604,11 @@ typedef struct SDL_HapticCondition
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Condition */
Uint16 right_sat[3]; /**< Level when joystick is to the positive side. */
Uint16 left_sat[3]; /**< Level when joystick is to the negative side. */
Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */
Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */
Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */
Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */
Uint16 deadband[3]; /**< Size of the dead zone. */
Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
Sint16 center[3]; /**< Position of the dead zone. */
} SDL_HapticCondition;
@@ -1148,7 +1148,7 @@ extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
*
* Call to unpause after SDL_HapticPause().
*
* \param haptic Haptic device to pause.
* \param haptic Haptic device to unpause.
* \return 0 on success or -1 on error.
*
* \sa SDL_HapticPause
+109 -13
View File
@@ -116,7 +116,7 @@ extern "C" {
*
* By default, SDL does not use Direct3D Debug Layer.
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling quality
@@ -185,6 +185,28 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
/**
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
*
* This variable can be set to the following values:
* "0" - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
* "1" - The window frame is interactive when the cursor is hidden
*
* By default SDL will allow interaction with the window frame when the cursor is hidden
*/
#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
/**
* \brief A variable controlling whether the windows message loop is processed by SDL
*
* This variable can be set to the following values:
* "0" - The window message loop is not run
* "1" - The window message loop is processed in SDL_PumpEvents()
*
* By default SDL will process the windows message loop
*/
#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
/**
* \brief A variable controlling whether grabbing input grabs the keyboard
*
@@ -259,6 +281,16 @@ extern "C" {
#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
/**
* \brief A variable that causes SDL to use the old axis and button mapping for XInput devices.
*
* This hint is for backwards compatibility only and will be removed in SDL 2.1
*
* The default value is "0". This hint must be set before SDL_Init()
*/
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
/**
* \brief A variable that lets you manually hint extra gamecontroller db entries
*
@@ -285,7 +317,7 @@ extern "C" {
/**
* \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
*
* This variable can be set to the following values:
@@ -319,7 +351,7 @@ extern "C" {
/**
* \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
*
*
* If present, holding ctrl while left clicking will generate a right click
* event when on Mac.
*/
@@ -360,7 +392,7 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/*
/**
* \brief A URL to a WinRT app's privacy policy
*
* All network-enabled WinRT apps must make a privacy policy available to its
@@ -384,13 +416,13 @@ extern "C" {
* will not get used on that platform. Network-enabled phone apps should display
* their privacy policy through some other, in-app means.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_HINT_WINRT_PRIVACY_POLICY_URL"
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
/** \brief Label text for a WinRT app's privacy policy link
*
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
* Microsoft mandates that this policy be available via the Windows Settings charm.
* SDL provides code to add a link there, with it's label text being set via the
* SDL provides code to add a link there, with its label text being set via the
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that a privacy policy's contents are not set via this hint. A separate
@@ -405,16 +437,59 @@ extern "C" {
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_HINT_WINRT_PRIVACY_POLICY_LABEL"
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
/** \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
/** \brief Allows back-button-press events on Windows Phone to be marked as handled
*
* TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
* For now, more details on why this is needed can be found at the
* beginning of the following web page:
* Windows Phone devices typically feature a Back button. When pressed,
* the OS will emit back-button-press events, which apps are expected to
* handle in an appropriate manner. If apps do not explicitly mark these
* events as 'Handled', then the OS will invoke its default behavior for
* unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
* terminate the app (and attempt to switch to the previous app, or to the
* device's home screen).
*
* Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
* to mark back-button-press events as Handled, if and when one is sent to
* the app.
*
* Internally, Windows Phone sends back button events as parameters to
* special back-button-press callback functions. Apps that need to respond
* to back-button-press events are expected to register one or more
* callback functions for such, shortly after being launched (during the
* app's initialization phase). After the back button is pressed, the OS
* will invoke these callbacks. If the app's callback(s) do not explicitly
* mark the event as handled by the time they return, or if the app never
* registers one of these callback, the OS will consider the event
* un-handled, and it will apply its default back button behavior (terminate
* the app).
*
* SDL registers its own back-button-press callback with the Windows Phone
* OS. This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
* and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
* it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
* If the hint's value is set to "1", the back button event's Handled
* property will get set to 'true'. If the hint's value is set to something
* else, or if it is unset, SDL will leave the event's Handled property
* alone. (By default, the OS sets this property to 'false', to note.)
*
* SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
* back button is pressed, or can set it in direct-response to a back button
* being pressed.
*
* In order to get notified when a back button is pressed, SDL apps should
* register a callback function with SDL_AddEventWatch(), and have it listen
* for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
* (Alternatively, SDL_KEYUP events can be listened-for. Listening for
* either event type is suitable.) Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
* set by such a callback, will be applied to the OS' current
* back-button-press event.
*
* More details on back button behavior in Windows Phone apps can be found
* at the following page, on Microsoft's developer site:
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
*/
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_HINT_WINRT_HANDLE_BACK_BUTTON"
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
/**
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
@@ -427,7 +502,7 @@ extern "C" {
* button on their titlebars).
* "1" - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
* SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
* button on their titlebars.
* button on their titlebars).
*
* The default value is "1". Spaces are disabled regardless of this hint if
* the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
@@ -435,6 +510,27 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
/**
* \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
/**
* \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
*/
#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
/**
* \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
*
* The variable can be set to the following values:
* "0" - SDL_TEXTEDITING events are sent, and it is the application's
* responsibility to render the text from these events and
* differentiate it somehow from committed text. (default)
* "1" - If supported by the IME then SDL_TEXTEDITING events are not sent,
* and text that is being composed will be rendered in its own UI.
*/
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
/**
* \brief An enumeration of hint priorities
+8 -8
View File
@@ -137,44 +137,44 @@ extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_Log(const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_DEBUG
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_INFO
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_WARN
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_ERROR
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, const char *fmt, ...);
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Log a message with the specified category and priority.
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
const char *fmt, ...);
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* \brief Log a message with the specified category and priority.
+9
View File
@@ -67,6 +67,15 @@
*/
#define SDL_MAIN_NEEDED
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#endif
#endif /* SDL_MAIN_HANDLED */
+66
View File
@@ -77,6 +77,31 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Get the current state of the mouse, in relation to the desktop
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
*
@@ -98,6 +123,16 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Moves the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
*
* \note This function generates a mouse motion event
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* \brief Set relative mouse mode.
*
@@ -116,6 +151,37 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Capture the mouse, to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
*
* \return 0 on success, or -1 if not supported.
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
*
File diff suppressed because it is too large Load Diff
@@ -465,8 +465,13 @@ GLAPI void APIENTRY glBlendEquation (GLenum mode);
#ifndef GL_VERSION_1_5
#define GL_VERSION_1_5 1
#include <stddef.h>
#ifdef __MACOSX__
typedef long GLsizeiptr;
typedef long GLintptr;
#else
typedef ptrdiff_t GLsizeiptr;
typedef ptrdiff_t GLintptr;
#endif
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_QUERY_COUNTER_BITS 0x8864
File diff suppressed because it is too large Load Diff
+5 -1
View File
@@ -248,7 +248,11 @@ enum
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U')
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
};
typedef struct SDL_Color
+21 -4
View File
@@ -56,7 +56,7 @@
#undef __IRIX__
#define __IRIX__ 1
#endif
#if defined(linux) || defined(__linux) || defined(__linux__)
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__ 1
#endif
@@ -109,15 +109,15 @@
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__SVR4)
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__)
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
/* If _USING_V110_SDK71_ is defined it means we are using the v110_xp or v120_xp toolset. */
#if defined(__MINGW32__) || (defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_) /* _MSC_VER==1700 for MSVC 2012 */
#if (defined(_MSC_VER) && (_MSC_VER >= 1700) && !_USING_V110_SDK71_) /* _MSC_VER==1700 for MSVC 2012 */
#include <winapifamily.h>
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#undef __WINDOWS__
@@ -142,6 +142,23 @@
#define __PSP__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
*/
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
+10
View File
@@ -43,6 +43,7 @@ extern "C" {
* \brief The structure that defines a point
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
@@ -66,6 +67,15 @@ typedef struct SDL_Rect
int w, h;
} SDL_Rect;
/**
* \brief Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* \brief Returns true if the rectangle has no area.
*/
+10
View File
@@ -551,6 +551,16 @@ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
SDL_Rect * rect);
/**
* \brief Get wether clipping is enabled on the given renderer
*
* \param renderer The renderer from which clip state should be queried.
*
* \sa SDL_RenderGetClipRect()
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
/**
* \brief Set the drawing scale for rendering on the current target.
*
+1 -2
View File
@@ -93,7 +93,7 @@ typedef struct SDL_RWops
Uint32 type;
union
{
#if defined(ANDROID)
#if defined(__ANDROID__)
struct
{
void *fileNameRef;
@@ -220,7 +220,6 @@ extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
/* @} *//* Write endian functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
+80 -12
View File
@@ -165,6 +165,71 @@ typedef uint64_t Uint64;
/* @} *//* Basic data types */
/* Make sure we have macros for printing 64 bit values.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
#ifndef SDL_PRIs64
#ifdef PRIs64
#define SDL_PRIs64 PRIs64
#elif defined(__WIN32__)
#define SDL_PRIs64 "I64"
#else
#define SDL_PRIs64 "lld"
#endif
#endif
#ifndef SDL_PRIu64
#ifdef PRIu64
#define SDL_PRIu64 PRIu64
#elif defined(__WIN32__)
#define SDL_PRIu64 "I64u"
#else
#define SDL_PRIu64 "llu"
#endif
#endif
/* Annotations to help code analysis tools */
#ifdef SDL_DISABLE_ANALYZE_MACROS
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#else
#if _MSC_VER >= 1600 /* VS 2010 and above */
#include <sal.h>
#define SDL_IN_BYTECAP(x) _In_bytecount_(x)
#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x)
#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x)
#define SDL_OUT_CAP(x) _Out_cap_(x)
#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x)
#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x)
#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_
#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_
#else
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#endif
#if defined(__GNUC__)
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 )))
#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 )))
#else
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#endif
#endif /* SDL_DISABLE_ANALYZE_MACROS */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
typedef int SDL_dummy_ ## name[(x) * 2 - 1]
@@ -259,7 +324,7 @@ extern DECLSPEC int SDLCALL SDL_isspace(int x);
extern DECLSPEC int SDLCALL SDL_toupper(int x);
extern DECLSPEC int SDLCALL SDL_tolower(int x);
extern DECLSPEC void *SDLCALL SDL_memset(void *dst, int c, size_t len);
extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len);
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
@@ -294,24 +359,24 @@ SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
}
extern DECLSPEC void *SDLCALL SDL_memcpy(void *dst, const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
SDL_FORCE_INLINE void *SDL_memcpy4(void *dst, const void *src, size_t dwords)
SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_BYTECAP(dwords*4) const void *src, size_t dwords)
{
return SDL_memcpy(dst, src, dwords * 4);
}
extern DECLSPEC void *SDLCALL SDL_memmove(void *dst, const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(char *dst, const char *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_utf8strlcpy(char *dst, const char *src, size_t dst_bytes);
extern DECLSPEC size_t SDLCALL SDL_strlcat(char *dst, const char *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes);
extern DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC char *SDLCALL SDL_strdup(const char *str);
extern DECLSPEC char *SDLCALL SDL_strrev(char *str);
extern DECLSPEC char *SDLCALL SDL_strupr(char *str);
@@ -340,10 +405,10 @@ extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size
extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2);
extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t len);
extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, const char *fmt, ...);
extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2);
extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_snprintf(char *text, size_t maxlen, const char *fmt, ...);
extern DECLSPEC int SDLCALL SDL_vsnprintf(char *text, size_t maxlen, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3);
extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap);
#ifndef HAVE_M_PI
#ifndef M_PI
@@ -367,6 +432,9 @@ extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x);
extern DECLSPEC float SDLCALL SDL_sinf(float x);
extern DECLSPEC double SDLCALL SDL_sqrt(double x);
extern DECLSPEC float SDLCALL SDL_sqrtf(float x);
extern DECLSPEC double SDLCALL SDL_tan(double x);
extern DECLSPEC float SDLCALL SDL_tanf(float x);
/* The SDL implementation of iconv() returns these error codes */
#define SDL_ICONV_ERROR (size_t)-1
+1 -2
View File
@@ -59,7 +59,7 @@ extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer *
These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
required to create a DX10 or DX11 device and swap chain.
*/
extern DECLSPEC void SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
#endif /* __WIN32__ */
@@ -179,7 +179,6 @@ extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathT
#endif /* __WINRT__ */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
+31 -8
View File
@@ -52,7 +52,9 @@ struct SDL_SysWMinfo;
#else
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
@@ -83,7 +85,7 @@ struct SDL_SysWMinfo;
#if defined(SDL_VIDEO_DRIVER_COCOA)
#ifdef __OBJC__
#include <Cocoa/Cocoa.h>
@class NSWindow;
#else
typedef struct _NSWindow NSWindow;
#endif
@@ -98,11 +100,11 @@ typedef struct _UIViewController UIViewController;
#endif
#endif
#if defined(SDL_VIDEO_DRIVER_MIR)
#include <mir_toolkit/mir_client_library.h>
#if defined(SDL_VIDEO_DRIVER_ANDROID)
typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif
/**
* These are the various supported windowing subsystems
*/
@@ -117,6 +119,7 @@ typedef enum
SDL_SYSWM_WAYLAND,
SDL_SYSWM_MIR,
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID
} SDL_SYSWM_TYPE;
/**
@@ -149,6 +152,10 @@ struct SDL_SysWMmsg
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
/* Latest version of Xcode clang complains about empty structs in C v. C++:
error: empty struct has size 0 in C, size 1 in C++
*/
int dummy;
/* No Cocoa window events yet */
} cocoa;
#endif
@@ -205,13 +212,21 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
NSWindow *window; /* The Cocoa window */
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
NSWindow __unsafe_unretained *window; /* The Cocoa window */
#else
NSWindow *window; /* The Cocoa window */
#endif
} cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
UIWindow *window; /* The UIKit window */
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
UIWindow __unsafe_unretained *window; /* The UIKit window */
#else
UIWindow *window; /* The UIKit window */
#endif
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
@@ -225,11 +240,19 @@ struct SDL_SysWMinfo
#if defined(SDL_VIDEO_DRIVER_MIR)
struct
{
MirConnection *connection; /**< Mir display server connection */
MirSurface *surface; /**< Mir surface */
struct MirConnection *connection; /**< Mir display server connection */
struct MirSurface *surface; /**< Mir surface */
} mir;
#endif
#if defined(SDL_VIDEO_DRIVER_ANDROID)
struct
{
ANativeWindow *window;
EGLSurface surface;
} android;
#endif
/* Can't have an empty union */
int dummy;
} info;
+3 -3
View File
@@ -58,7 +58,7 @@ extern "C" {
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_Assert(int assertCondition, const char *assertDescription, ...);
void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters.
@@ -68,14 +68,14 @@ void SDLTest_Assert(int assertCondition, const char *assertDescription, ...);
*
* \returns Returns the assertCondition so it can be used to externally to break execution flow if desired.
*/
int SDLTest_AssertCheck(int assertCondition, const char *assertDescription, ...);
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Explicitely pass without checking an assertion condition. Updates assertion counter.
*
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_AssertPass(const char *assertDescription, ...);
void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Resets the assert summary counters to zero.
+2 -2
View File
@@ -47,14 +47,14 @@ extern "C" {
*
* \param fmt Message to be logged
*/
void SDLTest_Log(const char *fmt, ...);
void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Prints given message with a timestamp in the TEST category and the ERROR priority.
*
* \param fmt Message to be logged
*/
void SDLTest_LogError(const char *fmt, ...);
void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
+2 -2
View File
@@ -233,9 +233,9 @@ extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
* if (!thread_local_storage) {
* thread_local_storage = SDL_TLSCreate();
* }
* SDL_AtomicUnLock(&tls_lock);
* SDL_AtomicUnlock(&tls_lock);
* }
* SDL_TLSSet(thread_local_storage, value);
* SDL_TLSSet(thread_local_storage, value, 0);
* }
*
* void *GetMyThreadData(void)
+1 -1
View File
@@ -59,7 +59,7 @@ typedef struct SDL_version
*/
#define SDL_MAJOR_VERSION 2
#define SDL_MINOR_VERSION 0
#define SDL_PATCHLEVEL 3
#define SDL_PATCHLEVEL 4
/**
* \brief Macro to determine SDL version program was compiled against.
+72 -2
View File
@@ -108,7 +108,8 @@ typedef enum
SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000 /**< window should be created in high-DPI mode if supported */
SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
SDL_WINDOW_MOUSE_CAPTURE = 0x00004000 /**< window has mouse captured (unrelated to INPUT_GRABBED) */
} SDL_WindowFlags;
/**
@@ -790,6 +791,75 @@ extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
Uint16 * green,
Uint16 * blue);
/**
* \brief Possible return values from the SDL_HitTest callback.
*
* \sa SDL_HitTest
*/
typedef enum
{
SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
SDL_HITTEST_RESIZE_TOPLEFT,
SDL_HITTEST_RESIZE_TOP,
SDL_HITTEST_RESIZE_TOPRIGHT,
SDL_HITTEST_RESIZE_RIGHT,
SDL_HITTEST_RESIZE_BOTTOMRIGHT,
SDL_HITTEST_RESIZE_BOTTOM,
SDL_HITTEST_RESIZE_BOTTOMLEFT,
SDL_HITTEST_RESIZE_LEFT
} SDL_HitTestResult;
/**
* \brief Callback used for hit-testing.
*
* \sa SDL_SetWindowHitTest
*/
typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
const SDL_Point *area,
void *data);
/**
* \brief Provide a callback that decides if a window region has special properties.
*
* Normally windows are dragged and resized by decorations provided by the
* system window manager (a title bar, borders, etc), but for some apps, it
* makes sense to drag them from somewhere else inside the window itself; for
* example, one might have a borderless window that wants to be draggable
* from any part, or simulate its own title bar, etc.
*
* This function lets the app provide a callback that designates pieces of
* a given window as special. This callback is run during event processing
* if we need to tell the OS to treat a region of the window specially; the
* use of this callback is known as "hit testing."
*
* Mouse input may not be delivered to your application if it is within
* a special area; the OS will often apply that input to moving the window or
* resizing the window and not deliver it to the application.
*
* Specifying NULL for a callback disables hit-testing. Hit-testing is
* disabled by default.
*
* Platforms that don't support this functionality will return -1
* unconditionally, even if you're attempting to disable hit-testing.
*
* Your callback may fire at any time, and its firing does not indicate any
* specific behavior (for example, on Windows, this certainly might fire
* when the OS is deciding whether to drag your window, but it fires for lots
* of other reasons, too, some unrelated to anything you probably care about
* _and when the mouse isn't actually at the location it is testing_).
* Since this can fire at any time, you should try to keep your callback
* efficient, devoid of allocations, etc.
*
* \param window The window to set hit-testing on.
* \param callback The callback to call when doing a hit-test.
* \param callback_data An app-defined void pointer passed to the callback.
* \return 0 on success, -1 on error (including unsupported).
*/
extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
SDL_HitTest callback,
void *callback_data);
/**
* \brief Destroy a window.
*/
@@ -914,7 +984,7 @@ extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
* \param w Pointer to variable for storing the width, may be NULL
* \param h Pointer to variable for storing the height, may be NULL
*
* This may differ from SDL_GetWindowSize if we're rendering to a high-DPI
* This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
* drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
* platform with high-DPI support (Apple calls this "Retina"), and not disabled
* by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
+8
View File
@@ -41,6 +41,14 @@
# endif
#endif
#ifndef SDL_UNUSED
# ifdef __GNUC__
# define SDL_UNUSED __attribute__((unused))
# else
# define SDL_UNUSED
# endif
#endif
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
# if defined(__WIN32__) || defined(__WINRT__)
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