warning C6340: Mismatch on sign: 'int' passed as _Param_(4) when some unsigned type is required in call to 'SDL_snprintf_REAL'.
warning C6001: Using uninitialized memory 'devName'.
warning C6340: Mismatch on sign: 'unsigned char' passed as _Param_(4) when some signed type is required in call to 'SDL_snprintf_REAL'.
warning C6221: Implicit cast between semantically different integer types: comparing HRESULT to an integer. Consider using SUCCEEDED or FAILED macros instead.
warning C28251: Inconsistent annotation for 'SDL_vsscanf_REAL': this instance has no annotations. See c:\projects\sdl-experimental\include\sdl3\sdl_stdinc.h(597).
warning C28252: Inconsistent annotation for 'SDL_vsnprintf_REAL': _Param_(3) has 'SAL_IsFormatString("printf")' on the prior instance. See c:\projects\sdl-experimental\include\sdl3\sdl_stdinc.h(600).
warning C28253: Inconsistent annotation for 'SDL_vswprintf_REAL': _Param_(3) has 'SAL_IsFormatString("printf")' on this instance. See c:\projects\sdl-experimental\include\sdl3\sdl_stdinc.h(601).
warning C28251: Inconsistent annotation for 'SDL_vasprintf_REAL': this instance has no annotations. See c:\projects\sdl-experimental\include\sdl3\sdl_stdinc.h(603).
Also fixed warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
At the earliest place, immediatly after driverdata is set.
(Doing it in SDL_render.c, after creation, would be too late, because there're renderers that already use/change those values in the CreateRender() function).
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes#8642.
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.
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.