This was added to SDL2 for the Unreal Engine's implementation of menus and dialogs on X11, window types for which SDL3 has added built-in, cross-platform support.
Remove this function, as it was only ever implemented for X11 and is now basically useless aside from allowing annoying or malicious client apps to discretely steal focus. As the documentation states: "You almost certainly want SDL_RaiseWindow() instead of this function."
After discussion with @ocornut, SDL_RenderGeometryRaw() will take floating point colors and conversion from 8-bit color can happen on the application side. We can always add an 8-bit color fast path in the future if we need it on handheld platforms.
If you need code to do this in your application, you can use the following:
int SDL_RenderGeometryRaw8BitColor(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
{
int i, retval, isstack;
const Uint8 *color2 = (const Uint8 *)color;
SDL_FColor *color3;
if (num_vertices <= 0) {
return SDL_InvalidParamError("num_vertices");
}
if (!color) {
return SDL_InvalidParamError("color");
}
color3 = (SDL_FColor *)SDL_small_alloc(SDL_FColor, num_vertices, &isstack);
if (!color3) {
return -1;
}
for (i = 0; i < num_vertices; ++i) {
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color *)color2;
}
retval = SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
SDL_small_free(color3, isstack);
return retval;
}
Fixes https://github.com/libsdl-org/SDL/issues/9009
The new function includes the cursor position so IME UI elements can be placed relative to the cursor, as well as having the whole text area available so on-screen keyboards can avoid it.
SDL_StartTextInput(), SDL_StopTextInput(), SDL_TextInputActive(), SDL_ClearComposition(), and SDL_SetTextInputRect() all now take a window parameter.
This change also fixes IME candidate positioning when SDL_SetTextInputRect() is called before SDL_StartTextInput(), as is recommended in the documentation.
These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values.
Fixes https://github.com/libsdl-org/SDL/issues/7519
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.)
Added SDL_Vulkan_DestroySurface, its documentation and corresponding platform specific implementations. Fixed some header inclusion orders to improve consistency between platforms. Added TODOs regarding MetalView creation and destruction which will benefit from the new functionality.
The flags parameter has been removed from SDL_CreateRenderer() and SDL_RENDERER_PRESENTVSYNC has been replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during window creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation.
SDL_SetRenderVSync() now takes additional values besides 0 and 1.
The maximum texture size has been removed from SDL_RendererInfo, replaced with SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER.
The shorthand version of this function didn't allow specifying a controller name, which seems pretty important. It seems like anyone actually implementing a virtual joystick is going to want to use some of the extended functionality.