- Always use internal qsort and bsearch implementation.
- add "_r" reentrant versions.
The reasons for always using the internal versions is that the C runtime
versions' callbacks are not mark STDCALL, so we would have add bridge
functions for them anyhow, The C runtime qsort_r/qsort_s have different
orders of arguments on different platforms, and most importantly: qsort()
isn't a stable sort, and isn't guaranteed to give the same ordering for
two objects marked as equal by the callback...as such, Visual Studio and
glibc can give different sort results for the same data set...in this
sense, having one piece of code shared on all platforms makes sense here,
for reliabillity.
bsearch does not have a standard _r version at all, and suffers from the
same SDLCALL concern. Since the code is simple and we would have to work
around the C runtime, it's easier to just go with the built-in function
and remove all the CMake C runtime tests.
Fixes#9159.
Modern C runtimes have well optimized memset and memcpy, so use those instead of dispatching into SDL's versions. In addition, some compilers can analyze memset and memcpy calls and directly turn them into optimized assembly.
This reverts commit 61db102da9.
This causes the build to fail:
SDL_waylandwindow.c:1876:45: error: implicit truncation from 'int' to a one-bit wide bit-field changes value from 1 to -1 [-Werror,-Wsingle-bit-bitfield-constant-conversion]
wind->fullscreen_was_positioned = SDL_TRUE;
The only generally portable way to do this is to use -std=gnu99,
"#include <stdlib.h>", and write "alloca".
__builtin_alloca does not seem to be available on NetBSD
This fixes the clang warning "Cast between pointer-to-function and pointer-to-object is an extension"
You can define SDL_FUNCTION_POINTER_IS_VOID_POINTER in your project to restore the previous behavior.
Fixes https://github.com/libsdl-org/SDL/issues/2866
This function is useful for accumulating relative mouse motion if you want to only handle whole pixel movement.
e.g.
static float dx_frac, dy_frac;
float dx, dy;
/* Accumulate new motion with previous sub-pixel motion */
dx = event.motion.xrel + dx_frac;
dy = event.motion.yrel + dy_frac;
/* Split the integral and fractional motion, dx and dy will contain whole pixel deltas */
dx_frac = SDL_modff(dx, &dx);
dy_frac = SDL_modff(dy, &dy);
if (dx != 0.0f || dy != 0.0f) {
...
}
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575