Commit graph

434 commits

Author SHA1 Message Date
Ryan C. Gordon
daa38dc793 touch: Replace GetNumTouchDevices/GetTouchDevice with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.

SDL_GetTouchName() was replaced with a function that takes an instance ID
instead of an index, too.
2023-11-29 20:50:44 -05:00
Ryan C. Gordon
dd47da8a5c gamepad: Replace GetNumMappings/GetMappingByIndex with a single function.
Now it returns an array and optional count, to match other SDL3 APIs.
2023-11-29 20:50:44 -05:00
Ryan C. Gordon
dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes #367.
2023-11-29 14:24:26 -05:00
Sam Lantinga
81fc7ded78 Removed the window shape API for SDL 3.0
Fixes https://github.com/libsdl-org/SDL/issues/6654
Fixes https://github.com/libsdl-org/SDL/issues/6897
2023-11-22 14:11:10 -08:00
Sam Lantinga
1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 2023-11-14 06:06:51 -08:00
Sam Lantinga
229b7b9d50 SDL_CreateWindowWithPosition() and SDL_CreateWindowFrom() have been replaced with SDL_CreateWindowWithProperties()
This is a more general interface that can be extended in the future as needed.
2023-11-14 06:06:51 -08:00
Sam Lantinga
1c4723ac66 SDL_CreateWindowFrom() now takes a set of properties that describe the native window and options. 2023-11-12 21:58:58 -08:00
Sam Lantinga
bd269b0f41 Added SDL_SetBooleanProperty() and SDL_GetBooleanProperty() 2023-11-12 21:58:58 -08:00
Sam Lantinga
0907f345cb Added property types: pointer, string, number, float 2023-11-12 10:48:38 -08:00
Christoph Reichenbach
7c80ac6df7 API for pressure-sensitive pens + XInput2/Wayland
This patch adds an API for querying pressure-
sensitive pens, cf. SDL_pen.h:
- Enumerate all pens
- Get pen capabilities, names, GUIDs
- Distinguishes pens and erasers
- Distinguish attached and detached pens
- Pressure and tilt support
- Rotation, distance, throttle wheel support
  (throttle wheel untested)
- Pen type and meta-information reporting
  (partially tested)

Pen event reporting:
- Three new event structures: PenTip, PenMotion, and
  PenButton
- Report location with sub-pixel precision
- Include axis and button status, is-eraser flag

Internal pen tracker, intended to be independent
of platform APIs, cf. SDL_pen_c.h:
- Track known pens
- Handle pen hotplugging

Automatic test:
- testautomation_pen.c

Other features:
- XInput2 implementation, incl. hotplugging
- Wayland implementation, incl. hotplugging
- Backward compatibility: pen events default to
  emulating pens with mouse ID SDL_PEN_MOUSEID
- Can be toggled via SDL_HINT_PEN_NOT_MOUSE
- Test/demo program (testpen)
- Wacom pen feature identification by pen ID

Acknowledgements:
- Ping Cheng (Wacom) provided extensive feedback
  on Wacom pen features and detection so that
  hopefully untested Wacom devices have a
  realistic chance of working out of the box.
2023-11-12 09:52:02 -08:00
Sam Lantinga
b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties
Fixes https://github.com/libsdl-org/SDL/issues/8529
2023-11-10 20:38:13 -08:00
Sam Lantinga
2991b9f6ac SDL now represents gamepad buttons as positional elements with a separate label
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user.

Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect.

Fixes https://github.com/libsdl-org/SDL/issues/6117
2023-11-10 12:21:43 -08:00
Sylvain
59f93e20a7 Add SDL Video Capture, with back-end for linux/macos/ios/android 2023-11-09 08:36:23 -08:00
Sam Lantinga
979214363f Added SDL_GetGlobalProperties()
We'll undoubtedly want to have global properties available
2023-11-08 12:01:48 -08:00
Sam Lantinga
fd4a2cce9e SDL_syswm.h has been removed and replaced with window properties 2023-11-08 12:01:48 -08:00
Sam Lantinga
aea6e6de6f Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup()
Most of the time people won't need to set a cleanup callback, so we can simplify the more commonly used API.
2023-11-08 12:01:48 -08:00
Sam Lantinga
a1941fad6c Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties. 2023-11-08 12:01:48 -08:00
Sam Lantinga
0cd4b7d3e3 Added display properties 2023-11-08 12:01:48 -08:00
Ryan C. Gordon
2f92807087
vulkan: SDL_Vulkan_CreateSurface now accepts an app-provided allocator.
Fixes #3638.
2023-11-06 13:31:20 -05:00
Ozkan Sezer
d2e005ee13 dynapi: remove duplicated SDL_LoadWAV entries 2023-11-05 20:32:50 +03:00
Sam Lantinga
70c149c88f Automatically clean up memory associated with events 2023-11-05 09:14:11 -08:00
Sam Lantinga
f9d11807c0 Added SDL_RWprintf() and SDL_RWvprintf() to do formatted printing to an SDL_rwops stream
Fixes https://github.com/libsdl-org/SDL/issues/2390
2023-11-04 16:46:08 -07:00
Sam Lantinga
7e445da569 Added SDL_CleanupEvent()
This is used to free any dynamically allocated memory in events.
2023-11-04 06:47:24 -07:00
Sam Lantinga
a6b85c81cc Fixed build 2023-11-03 22:38:01 -07:00
Sam Lantinga
f439ccfc1a Updated return values for SDL event functions
SDL_PollEvent(), SDL_WaitEvent(), and SDL_WaitEventTimeout() all return SDL_bool.
SDL_AddEventWatch() returns an int result code.

Also improved timeout accuracy in SDL_WaitEventTimeout()
2023-11-03 22:31:42 -07:00
ilyas-taouaou
d0d8b28df1 Change SDL_Vulkan_GetInstanceExtensions 2023-11-02 14:27:36 -04:00
Ryan C. Gordon
9c664b0062
main: Added _optional_ callback entry points.
This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions:

First:

    int SDL_AppInit(int argc, char **argv);

This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return.

Then:

     int SDL_AppIterate(void);

This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that).

Next:

    int SDL_AppEvent(const SDL_Event *event);

This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.

Finally:

    void SDL_AppQuit(void);

This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that.

The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing.

In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too.

On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example).

Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main.

The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform.

Fixes #6785.
Reference PR #8247.
2023-11-01 18:40:41 -04:00
Ryan C. Gordon
899eb0d042 thread: Locking mutexes and rwlocks are now void functions.
Almost nothing checks these return values, and there's no reason a valid
lock should fail to operate. The cases where a lock isn't valid (it's a
bogus pointer, it was previously destroyed, a thread is unlocking a lock it
doesn't own, etc) are undefined behavior and always were, and should be
treated as an application bug.

Reference Issue #8096.
2023-10-26 08:57:34 -04:00
Anonymous Maarten
c9ccf0670c Add unsupported functions to dynapi 2023-10-12 14:00:47 +02:00
Sam Lantinga
4368f70ff9 Added properties to various SDL objects
The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
2023-10-11 22:38:00 -07:00
Sam Lantinga
973c8b3273 Added SDL properties API
Fixes https://github.com/libsdl-org/SDL/issues/7799
2023-10-11 22:38:00 -07:00
Sam Lantinga
2bd478ae65 Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.

The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
2023-10-10 03:32:46 -07:00
Ryan C. Gordon
34b931f7eb audio: Added SDL_GetAudioStreamQueued 2023-09-20 10:15:03 -04:00
Sam Lantinga
859dc14add Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings() 2023-09-13 23:01:28 -07:00
Sam Lantinga
9e50048ab6 Revert "Removed SDL_GamepadBinding from the API"
This reverts commit eb0955ef89.
2023-09-13 22:42:47 -07:00
Ryan C. Gordon
2f43f7bc53
audio: Allow querying of device buffer size. 2023-09-13 11:03:17 -04:00
Sam Lantinga
cd633b9a88 Renamed SDL_IsAudioDevicePaused() to SDL_AudioDevicePaused()
This aligns with the SDL3 convention of removing "Is" from self-explanatory function names

Also improved some documentation in SDL_audio.h
2023-09-12 12:11:09 -07:00
Ryan C. Gordon
3a992af446 audio: Added a postmix callback to logical devices.
You can see it in action in testaudio by mousing over a logical device; it
will show a visualizer for the current PCM (whatever is currently being
recorded on a capture device, or whatever is being mixed for output on
playback devices).

Fixes #8122.
2023-09-09 16:26:37 -04:00
Brick
0e552761b7 Renamed AudioStreamSpeed to AudioStreamFrequencyRatio 2023-09-04 07:46:18 -07:00
Brick
e55844274d Added SDL_(Get|Set)AudioStreamSpeed 2023-09-01 14:38:45 -04:00
Sam Lantinga
a5e7214795 Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
- Also adds SDL_SetWindowFocusable() to set/clear flag on existing windows
2023-08-30 20:29:51 -07:00
Sam Lantinga
82db2b58f9 Renamed audio stream callback and moved the userdata parameter first
In general SDL API callbacks are called with the userdata paramter first, to mimic C++ method call convention
2023-08-27 14:43:21 -07:00
Ryan C. Gordon
58c859f64d audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice. 2023-08-27 16:54:30 -04:00
Ryan C. Gordon
1e775e0eef audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.

Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.

They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.

Destroying the single audio stream will also close the logical device behind
the scenes.
2023-08-27 16:54:30 -04:00
Ozkan Sezer
d86d02bbbf updated dynapi after SDL_GDKGetDefaultUser addition 2023-08-25 19:03:32 +03:00
Sam Lantinga
8924d0d927 Added missing function prototype for SDL_WriteS64BE() 2023-08-23 21:19:25 -07:00
Sam Lantinga
b903ccf945 SDL_rwops read/write functions return size_t again
The current status is stored in the SDL_rwops 'status' field to be able to determine whether a 0 return value is caused by end of file, an error, or a non-blocking source not being ready.

The functions to read sized datatypes now return SDL_bool so you can detect read errors.

Fixes https://github.com/libsdl-org/SDL/issues/6729
2023-08-07 20:36:21 -07:00
Ryan C. Gordon
e7d56dd0b2
audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2023-08-05 19:20:14 -04:00
meyraud705
3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c
Commit bea99d4 was partially reverted by 905c4ff "audio: First shot at the SDL3 audio subsystem redesign!"
2023-08-05 13:44:48 -04:00
Frank Praznik
70323a8350 Add a function to display the system menu for a window
Add SDL_ShowWindowSystemMenu() to display the system-level menu for windows. Typically, this is done by right-clicking on the system provided window decorations, however, if an application is rendering its own client-side decorations, there is currently no way to display it. This menu is provided by the system and can provide privileged desktop functionality such as moving or pinning a window to a specific workspace or display, setting the always-on-top property, or taking screenshots. In many cases, there are no APIs which allow applications to perform these actions manually.

Implemented for Wayland via functionality provided by the xdg_toplevel protocol, Win32 via the undocumented message 0x313 (typically called WM_POPUPSYSTEMMENU), and X11 via the "_GTK_SHOW_WINDOW_MENU" atom (supported in GNOME and KDE).
2023-08-04 13:39:45 -04:00