Implemented using these sed commands on the headers:
sed -E -i'' '/SDLCALL|;/ s,([a-z])\* ,\1 *,g' *
sed -E -i'' 's,(\(.*[^\*])\* ([a-z])(.*\)),\1*\2\3,g' *
sed -E -i'' 's,\*const,* const,g' *
sed -E -i'' 's,\*SDLCALL,* SDLCALL,g' *
sed -E -i'' 's,void\(,void (,g' *
git checkout *gl*
While it makes sense to get an object pointer from an object ID, you want to get object attributes for an ID, otherwise e.g. GetNameFromID() sounds like it's a name ID, not an object ID. This is also consistent with the function naming convention in SDL2.
This declares that any `const char *` returned from SDL is owned by SDL, and
promises to be valid _at least_ until the next time the event queue runs, or
SDL_Quit() is called, even if the thing that owns the string gets destroyed
or changed before then.
This is noted in the headers as "the SDL_GetStringRule", so this will both be
greppable to find a detailed explaination in docs/README-strings.md and
wikiheaders will automatically turn it into a link we can point at the
appropriate documentation.
Fixes#9902.
(and several FIXMEs, both known and yet-undocumented.)
This is just stuff I noticed while working on the wikiheaders updates. A
thorough pass over all the docs would not be terrible, and maybe a simple
script to check for consistency (does everything have a `\since` on it? etc)
might be nice, too.
- SDL_RWops is now an opaque struct.
- SDL_AllocRW is gone. If an app is creating a custom RWops, they pass the
function pointers to SDL_CreateRW(), which are stored internally.
- SDL_RWclose is gone, there is only SDL_DestroyRW(), which calls the
implementation's `->close` method before freeing other things.
- There is only one path to create and use RWops now, so we don't have to
worry about whether `->close` will call SDL_DestroyRW, or if this will
risk any Properties not being released, etc.
- SDL_RWFrom* still works as expected, for getting a RWops without having
to supply your own implementation. Objects from these functions are also
destroyed with SDL_DestroyRW.
- Lots of other cleanup and SDL3ization of the library code.
It would be easy to assume that all APIs that reference
SDL_JOYSTICK_AXIS_MAX work the same way, but they do not: triggers
generally use the full signed 16-bit range in the lower-level joystick
API, but are normalized to be non-negative by the higher-level gamepad
API.
We also never said explicitly which direction is positive here.
Experimentally, it's right (X), down (Y), and pressed (triggers).
Resolves: https://github.com/libsdl-org/SDL/issues/8793
Signed-off-by: Simon McVittie <smcv@collabora.com>