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https://github.com/libsdl-org/SDL.git
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Renamed SDL life cycle functions
This maps better to how SDL delivers the events, and the iOS delegate methods are in the documentation for reference.
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parent
06c0ed68b1
commit
fa0918a686
10 changed files with 30 additions and 14 deletions
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@ -3586,3 +3586,13 @@ typedef SDL_JoystickGUID, SDL_GUID;
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- SDL_GUIDFromString
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+ SDL_StringToGUID
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(...)
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@@
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@@
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- SDL_OnApplicationWillResignActive
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+ SDL_OnApplicationWillEnterBackground
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(...)
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@@
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@@
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- SDL_OnApplicationDidBecomeActive
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+ SDL_OnApplicationDidEnterForeground
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(...)
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@ -1799,6 +1799,8 @@ The following functions have been renamed:
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* SDL_GDKGetTaskQueue() => SDL_GetGDKTaskQueue()
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* SDL_LinuxSetThreadPriority() => SDL_SetLinuxThreadPriority()
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* SDL_LinuxSetThreadPriorityAndPolicy() => SDL_SetLinuxThreadPriorityAndPolicy()
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* SDL_OnApplicationDidBecomeActive() => SDL_OnApplicationDidEnterForeground()
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* SDL_OnApplicationWillResignActive() => SDL_OnApplicationWillEnterBackground()
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* SDL_WinRTGetDeviceFamily() => SDL_GetWinRTDeviceFamily()
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* SDL_GetWinRTFSPathUTF8() => SDL_GetWinRTFSPath()
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* SDL_iOSSetAnimationCallback() => SDL_SetiOSAnimationCallback()
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@ -618,6 +618,8 @@
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#define SDL_GDKGetTaskQueue SDL_GetGDKTaskQueue
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#define SDL_LinuxSetThreadPriority SDL_SetLinuxThreadPriority
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_SetLinuxThreadPriorityAndPolicy
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#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidEnterForeground
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#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillEnterBackground
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#define SDL_WinRTGetDeviceFamily SDL_GetWinRTDeviceFamily
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#define SDL_GetWinRTFSPathUTF8 SDL_GetWinRTFSPath
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#define SDL_iOSSetAnimationCallback SDL_SetiOSAnimationCallback
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@ -1237,6 +1239,8 @@
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#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_renamed_SDL_GetGDKTaskQueue
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#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_renamed_SDL_SetLinuxThreadPriority
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_renamed_SDL_SetLinuxThreadPriorityAndPolicy
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#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidBecomeActive_renamed_SDL_OnApplicationDidEnterForeground
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#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillResignActive_renamed_SDL_OnApplicationWillEnterBackground
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#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_renamed_SDL_GetWinRTDeviceFamily
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#define SDL_GetWinRTFSPathUTF8 SDL_GetWinRTFSPathUTF8_renamed_SDL_GetWinRTFSPath
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#define SDL_iOSSetAnimationCallback SDL_iOSSetAnimationCallback_renamed_SDL_SetiOSAnimationCallback
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@ -716,7 +716,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
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extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterBackground(void);
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/**
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* Let iOS apps with external event handling report
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@ -767,7 +767,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
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extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterForeground(void);
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#ifdef SDL_PLATFORM_IOS
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@ -582,12 +582,12 @@ SDL3_0.0.0 {
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SDL_Metal_GetLayer;
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SDL_MinimizeWindow;
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SDL_MixAudio;
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SDL_OnApplicationDidBecomeActive;
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SDL_OnApplicationDidEnterForeground;
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SDL_OnApplicationDidChangeStatusBarOrientation;
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SDL_OnApplicationDidEnterBackground;
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SDL_OnApplicationDidReceiveMemoryWarning;
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SDL_OnApplicationWillEnterForeground;
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SDL_OnApplicationWillResignActive;
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SDL_OnApplicationWillEnterBackground;
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SDL_OnApplicationWillTerminate;
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SDL_OpenAudioDevice;
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SDL_OpenAudioDeviceStream;
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@ -607,12 +607,12 @@
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#define SDL_Metal_GetLayer SDL_Metal_GetLayer_REAL
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#define SDL_MinimizeWindow SDL_MinimizeWindow_REAL
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#define SDL_MixAudio SDL_MixAudio_REAL
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#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidBecomeActive_REAL
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#define SDL_OnApplicationDidEnterForeground SDL_OnApplicationDidEnterForeground_REAL
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#define SDL_OnApplicationDidChangeStatusBarOrientation SDL_OnApplicationDidChangeStatusBarOrientation_REAL
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#define SDL_OnApplicationDidEnterBackground SDL_OnApplicationDidEnterBackground_REAL
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#define SDL_OnApplicationDidReceiveMemoryWarning SDL_OnApplicationDidReceiveMemoryWarning_REAL
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#define SDL_OnApplicationWillEnterForeground SDL_OnApplicationWillEnterForeground_REAL
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#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillResignActive_REAL
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#define SDL_OnApplicationWillEnterBackground SDL_OnApplicationWillEnterBackground_REAL
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#define SDL_OnApplicationWillTerminate SDL_OnApplicationWillTerminate_REAL
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#define SDL_OpenAudioDevice SDL_OpenAudioDevice_REAL
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#define SDL_OpenAudioDeviceStream SDL_OpenAudioDeviceStream_REAL
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@ -618,12 +618,12 @@ SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
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SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_MixAudio,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterForeground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidReceiveMemoryWarning,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillResignActive,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterBackground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillTerminate,(void),(),)
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SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(SDL_AudioDeviceID a, const SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_OpenAudioDeviceStream,(SDL_AudioDeviceID a, const SDL_AudioSpec *b, SDL_AudioStreamCallback c, void *d),(a,b,c,d),return)
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@ -172,14 +172,14 @@ void SDL_SendPendingSignalEvents(void)
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#ifdef SDL_BACKGROUNDING_SIGNAL
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if (send_backgrounding_pending) {
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send_backgrounding_pending = SDL_FALSE;
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SDL_OnApplicationWillResignActive();
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SDL_OnApplicationWillEnterBackground();
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}
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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if (send_foregrounding_pending) {
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send_foregrounding_pending = SDL_FALSE;
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SDL_OnApplicationDidBecomeActive();
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SDL_OnApplicationDidEnterForeground();
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}
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#endif
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#endif
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@ -5497,7 +5497,7 @@ void SDL_OnApplicationDidReceiveMemoryWarning(void)
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SDL_SendAppEvent(SDL_EVENT_LOW_MEMORY);
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}
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void SDL_OnApplicationWillResignActive(void)
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void SDL_OnApplicationWillEnterBackground(void)
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{
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if (_this) {
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SDL_Window *window;
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@ -5519,7 +5519,7 @@ void SDL_OnApplicationWillEnterForeground(void)
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
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}
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void SDL_OnApplicationDidBecomeActive(void)
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void SDL_OnApplicationDidEnterForeground(void)
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{
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_FOREGROUND);
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@ -71,12 +71,12 @@ static BOOL UIKit_EventPumpEnabled = YES;
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- (void)applicationDidBecomeActive
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{
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SDL_OnApplicationDidBecomeActive();
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SDL_OnApplicationDidEnterForeground();
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}
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- (void)applicationWillResignActive
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{
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SDL_OnApplicationWillResignActive();
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SDL_OnApplicationWillEnterBackground();
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}
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- (void)applicationDidEnterBackground
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