Rename property define names to have a type suffix

Renamed the following property define names to have a type suffix to
match other property names.

SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET (number)
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET (number)
SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY (boolean)
SDL_PROP_WINDOW_RENDERER (pointer)
SDL_PROP_WINDOW_TEXTUREDATA (pointer)
main
Zack Middleton 2024-02-11 23:12:20 -06:00 committed by Sam Lantinga
parent cacac6cc34
commit 5af7113842
7 changed files with 22 additions and 22 deletions

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@ -614,8 +614,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
* with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
* the texture (0.0 - 1.0)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
@ -631,8 +631,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* associated with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
* target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
@ -656,14 +656,14 @@ extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *t
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
/**
* Get the renderer that created an SDL_Texture.

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@ -894,7 +894,7 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* These are additional supported properties on Wayland:
*
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY` - true if the window
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN` - true if the window
* should use forced scaling designed to produce 1:1 pixel mapping if not
* flagged as being DPI-aware. This is intended to allow legacy applications
* to be displayed without desktop scaling being applied, and has issues
@ -970,7 +970,7 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_Propertie
#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "y"
#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY "wayland.scale_to_display"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN "wayland.scale_to_display"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"

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@ -43,7 +43,7 @@ this should probably be removed at some point in the future. --ryan. */
#define DONT_DRAW_WHILE_HIDDEN 0
#endif
#define SDL_PROP_WINDOW_RENDERER "SDL.internal.window.renderer"
#define SDL_PROP_WINDOW_RENDERER_POINTER "SDL.internal.window.renderer"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
if (!(renderer) || (renderer)->magic != &SDL_renderer_magic) { \
@ -1009,7 +1009,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
}
SDL_SetNumberProperty(new_props, SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER, renderer->output_colorspace);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, renderer);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, renderer);
SDL_SetRenderViewport(renderer, NULL);
@ -1092,7 +1092,7 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
SDL_Renderer *SDL_GetRenderer(SDL_Window *window)
{
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, NULL);
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, NULL);
}
SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer)
@ -4463,7 +4463,7 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
SDL_free(renderer->vertex_data);
if (renderer->window) {
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_RENDERER);
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_RENDERER_POINTER);
}
/* It's no longer magical... */

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@ -531,7 +531,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
}
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET, (Sint64) textype);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, (Sint64) textype);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh);

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@ -1629,7 +1629,7 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET, data->texture_type);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);

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@ -196,7 +196,7 @@ static void SDL_SyncIfRequired(SDL_Window *window)
/* Support for framebuffer emulation using an accelerated renderer */
#define SDL_PROP_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
#define SDL_PROP_WINDOW_TEXTUREDATA_POINTER "SDL.internal.window.texturedata"
typedef struct
{
@ -240,7 +240,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
{
SDL_RendererInfo info;
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROP_WINDOW_TEXTUREDATA, NULL);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
const SDL_bool transparent = (window->flags & SDL_WINDOW_TRANSPARENT) ? SDL_TRUE : SDL_FALSE;
int i;
int w, h;
@ -293,7 +293,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_DestroyRenderer(renderer);
return -1;
}
SDL_SetPropertyWithCleanup(props, SDL_PROP_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
SDL_SetPropertyWithCleanup(props, SDL_PROP_WINDOW_TEXTUREDATA_POINTER, data, SDL_CleanupWindowTextureData, NULL);
data->renderer = renderer;
} else {
@ -325,7 +325,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_TEXTUREACCESS_STREAMING,
w, h);
if (!data->texture) {
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROP_WINDOW_TEXTUREDATA and not leaked here. */
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROP_WINDOW_TEXTUREDATA_POINTER and not leaked here. */
return -1; /* NOLINT(clang-analyzer-unix.Malloc) */
}
@ -363,7 +363,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
SDL_GetWindowSizeInPixels(window, &w, &h);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
if (!data || !data->texture) {
return SDL_SetError("No window texture data");
}
@ -388,14 +388,14 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
static void SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window *window)
{
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA);
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER);
}
int SDL_SetWindowTextureVSync(SDL_Window *window, int vsync)
{
SDL_WindowTextureData *data;
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
if (!data) {
return -1;
}

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@ -2143,7 +2143,7 @@ int Wayland_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
const SDL_bool create_egl_window = !!(window->flags & SDL_WINDOW_OPENGL) ||
SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN, SDL_FALSE);
SDL_bool scale_to_display = !(window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) && !custom_surface_role &&
SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY,
SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN,
SDL_GetHintBoolean(SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY, SDL_FALSE));
/* Require viewports for display scaling. */