- 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.
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.
Fully committing to it...!
This left SDL_wave.* alone for now, since there's a ton of comments in there
and this code hasn't changed much from SDL2 so far. But as SDL2 ages out a
little more, I'll likely switch this over, too.
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
This insert files to the Xcode and Visual Studio projects, so you can add
sources to the build without having to find a Mac or Windows machine with
the appropriate tools installed, and manually update four different sets of
projects across them.
This doesn't touch CMake, but you can add files to that with a text editor
(hopefully) without drama.
This, like all Perl code, is fragile. Report bugs and don't push it too hard.
Otherwise they appear in random order, which isn't ideal in general, but
also this breaks the wiki/header bridge because it can't produce identical
conversions per-run.
The sequence order of the four paddles is not obvious, with SDL and Xbox
controllers swapping the order of P2 and P3 relative to each other.
If we group them into left and right, then it becomes more obvious.
Signed-off-by: Simon McVittie <smcv@collabora.com>