Commit Graph

1913 Commits (5774c9638c22863edb6f02c2380ec68c56373155)

Author SHA1 Message Date
Sam Lantinga 1fb2419882 Removed reference to renamed function 2023-08-05 19:11:10 -07:00
Ryan C. Gordon e7d56dd0b2
audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2023-08-05 19:20:14 -04:00
SDL Wiki Bot 4bb426abad Sync SDL3 wiki -> header 2023-08-05 17:45:14 +00:00
meyraud705 3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c
Commit bea99d4 was partially reverted by 905c4ff "audio: First shot at the SDL3 audio subsystem redesign!"
2023-08-05 13:44:48 -04:00
SDL Wiki Bot 35ad68e126 Sync SDL3 wiki -> header 2023-08-04 17:40:16 +00:00
Frank Praznik 70323a8350 Add a function to display the system menu for a window
Add SDL_ShowWindowSystemMenu() to display the system-level menu for windows. Typically, this is done by right-clicking on the system provided window decorations, however, if an application is rendering its own client-side decorations, there is currently no way to display it. This menu is provided by the system and can provide privileged desktop functionality such as moving or pinning a window to a specific workspace or display, setting the always-on-top property, or taking screenshots. In many cases, there are no APIs which allow applications to perform these actions manually.

Implemented for Wayland via functionality provided by the xdg_toplevel protocol, Win32 via the undocumented message 0x313 (typically called WM_POPUPSYSTEMMENU), and X11 via the "_GTK_SHOW_WINDOW_MENU" atom (supported in GNOME and KDE).
2023-08-04 13:39:45 -04:00
SDL Wiki Bot c0a88930bf Sync SDL3 wiki -> header 2023-08-04 01:28:15 +00:00
Ryan C. Gordon 18c59cc969
Merge the SDL3 audio subsystem redesign!
This rips up the entire SDL audio subsystem! While we still feed the audio device from a separate thread, the audio callback into the app is now gone a totally optional alternative.

Now the app will bind an SDL_AudioStream to a given device and feed data to it. As many streams as one likes can be bound to a device; SDL will mix them all into a single buffer and feed the device from there.

So not only does this function as a basic mixer, it also means that multiple device opens are handled seamlessly (so if you want to open the device for your game, but you also link to a library that provides VoIP and it wants to open the device separately, you don't have to worry about stepping on each other, or that the OS will fail to allow multiple opens of the same device, etc).

Merged from pull request #7704.

Fixes #7379.
Reference Issue #6889.
Reference Issue #6632.
2023-08-03 21:27:54 -04:00
SDL Wiki Bot 8f00d7856d Sync SDL3 wiki -> header 2023-07-31 23:40:15 +00:00
Semphris d4a867a256 Rename SDL_GetPath to SDL_GetUserFolder
The documentation has been edited accordingly, and certain parts have been clarified.
2023-07-31 16:39:33 -07:00
Sam Lantinga b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag
Render targets are a core feature of SDL 3.0, so this flag has been removed.

The OpenGL ES renderer still doesn't support them, but we'll deal with that later.

Fixes https://github.com/libsdl-org/SDL/issues/8059
2023-07-31 08:36:44 -07:00
Ryan C. Gordon 660054f3dc
include: Correct comment about audio device hotplug events. 2023-07-30 11:56:41 -04:00
Ryan C. Gordon db39cbf208
audio: Allow SDL_GetAudioDeviceFormat() to query the default devices.
Officially removed SDL_GetDefaultAudioInfo(), as its functionality that
isn't obsolete is now offered elsewhere.
2023-07-30 11:55:55 -04:00
Ryan C. Gordon 464640440f
audio: Added SDL_GetAudioStreamBinding.
Now you can open a device, bind a stream, and forget about the device ID
until you're ready to shutdown, where you can query the stream for it.
2023-07-30 11:55:54 -04:00
Ryan C. Gordon 01f7b53865
audio: Readded (logical) device pausing. 2023-07-30 11:55:53 -04:00
Ryan C. Gordon fd4c9f4e11
audio: documentation improvements. 2023-07-30 11:55:53 -04:00
Ryan C. Gordon b2e020958f
audio: Wrap device access in opening of logical devices.
Now you open an audio device and attach streams, as planned, but each
open generates a new logical device. Each logical device has its own
streams that are managed as a group, but all streams on all logical
devices are mixed into a single buffer for a single OS-level open of
the physical device.

This allows multiple opens of a device that won't interfere with each
other and also clean up just what the opener assigned to their logical
device, so all their streams will go away on close but other opens will
continue to mix as they were.

More or less, this makes things work as expected at the app level, but
also gives them the power to group audio streams, and (once added) pause
them all at once, etc.
2023-07-30 11:55:53 -04:00
Ryan C. Gordon 3d65a2cefe
audio: Made SDL_LoadWAV a real function, not just a macro. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon 26525f5fd3
audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon e6aaed7d79
include: Audio is not, and has not been, a raw mixing buffer for a long time. 2023-07-30 11:55:52 -04:00
Ryan C. Gordon 56b1bc2198
audio: SDL_AudioStream now has callbacks for Get and Put operations.
This allows code to feed a stream (or feed from a stream) on-demand,
which is to say: it can efficiently simulate the SDL2 audio callback.
2023-07-30 11:55:51 -04:00
Ryan C. Gordon 905c4fff5b
audio: First shot at the SDL3 audio subsystem redesign!
This is a work in progress! (and this commit will probably get
force-pushed over at some point).
2023-07-30 11:55:51 -04:00
Sam Lantinga 0dc85f3078 Improved the documentation for the gamepad paddle buttons 2023-07-27 11:27:42 -07:00
SDL Wiki Bot d086d9874d Sync SDL3 wiki -> header 2023-07-27 13:36:07 +00:00
SDL Wiki Bot ad0c0d3cde Sync SDL3 wiki -> header 2023-07-26 17:17:06 +00:00
Starbuck5 666f81bace Add more endian-specific aliases for 32 bit pixelformats
Add these for all the RGBX variants, just like all the RGBA variants already have.
2023-07-25 23:35:42 -07:00
Anonymous Maarten 8105f1d5b5 SDL_atomic.h: __ARM_ARCH is not always defined for an arm platform
e.g. riscos toolchain
2023-07-22 15:55:48 -04:00
Anonymous Maarten 3ab4665956 cmake: bump minimum required CMake version to 3.16
main features:

- No more sdl-build-options/sdl-shared-build-options/sdl-global-options
- Dependency information is stored on SDL3-collector for sdl3.pc
- Use helper functions to modify the SDL targets;
    - sdl_sources to add sources
    - sdl_glob_sources to add glob soruces
    - sdl_link_dependency to add a link dependency that might also
      appear in sdl3.pc/SDL3Config.cmake
    - sdl_compile_definitions to add macro's
    - sdl_compile_options for compile options
    - sdl_include_directories for include directories
  They avoid repeated checks for existence of the SDL targets
- A nice feature of the previous is the ability to generate
  a sdl3.pc or SDL3Config.cmake that describes its dependencies
  accurately.

various:

- remove duplicate libc symbol list
- add CheckVulkan
- remove unused HAVE_MPROTECT
- add checks for getpagesize
2023-07-20 17:58:06 +02:00
Frank Praznik 44536b7537 Add and event and flag to report when a window has been occluded
Adds the SDL_EVENT_WINDOW_OCCLUDED events and the window flag SDL_WINDOW_OCCLUDED to report when the window occlusion state has changed, so that the application can take appropriate measures, as it may wish to suspend drawing, throttle, or otherwise behave in a more energy efficient manner when the window is not visible. When the window is no longer occluded, the SDL_EVENT_WINDOW_EXPOSED event is sent and the occlusion flag is cleared.

This is handled on macOS via the window occlusion state event (available as of 10.9), and via the xdg-shell protocol on Wayland (version 6, wayland-protocols 1.32, passed through in libdecor 0.1.2).
2023-07-18 16:42:05 -04:00
Sam Lantinga 9db2cb3513 Added SDL_ReloadGamepadMappings() to reset the SDL gamepad mappings 2023-07-18 12:50:10 -07:00
Sam Lantinga 75e7a6fcfa SDL_AddGamepadMappingsFromFile() has been made into a real function 2023-07-18 12:05:04 -07:00
Sam Lantinga 0a4e6f6d29 Added SDL_strnlen() and SDL_wcsnlen() 2023-07-17 19:37:51 -07:00
Sam Lantinga 75d4a91aaa Use SDL_GAMEPAD_TYPE_UNKNOWN, not SDL_GAMEPAD_TYPE_INVALID 2023-07-17 13:54:55 -07:00
SDL Wiki Bot 27556e098e Sync SDL3 wiki -> header 2023-07-17 20:00:18 +00:00
Sam Lantinga b271e92c6e Added the ability to specify a gamepad type in the mapping
Also renamed most cases of SDL_GAMEPAD_TYPE_UNKNOWN to SDL_GAMEPAD_TYPE_STANDARD, and SDL_GetGamepadType() will return SDL_GAMEPAD_TYPE_UNKNOWN only if the gamepad is invalid.
2023-07-17 12:59:56 -07:00
SDL Wiki Bot 74612701bb Sync SDL3 wiki -> header 2023-07-16 11:33:16 +00:00
Sam Lantinga 57cfd1e106 Removed SDL_GAMEPAD_TYPE_VIRTUAL, SDL_GAMEPAD_TYPE_AMAZON_LUNA, SDL_GAMEPAD_TYPE_GOOGLE_STADIA, and SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
Removing SDL_GAMEPAD_TYPE_VIRTUAL allows a virtual controller to emulate another gamepad type. The other controller types can be treated as generic controllers by applications without special glyph or functionality treatment.
2023-07-16 04:32:12 -07:00
Sam Lantinga f3d6320bac Added SDL_strndup() 2023-07-16 04:32:12 -07:00
Sam Lantinga a1615dea85 Added SDL_SetGamepadMapping() to set the mapping for a specific device 2023-07-16 04:32:12 -07:00
Sam Lantinga eb0955ef89 Removed SDL_GamepadBinding from the API
The text format is more expressive and widely used than the binary structure
2023-07-16 04:32:12 -07:00
Sam Lantinga 2e3404db01 Added SDL_GetGamepadPowerLevel() to get the power level directly from a gamepad 2023-07-11 10:20:08 -07:00
Sam Lantinga 3cbf16b944 Added SDL_GetGamepadInstanceID() 2023-07-10 19:13:42 -07:00
SDL Wiki Bot 550c84b4df Sync SDL3 wiki -> header 2023-07-09 20:50:16 +00:00
Sam Lantinga bea99d48f2 Changed 'freesrc' parameter from int to SDL_bool 2023-07-09 13:49:04 -07:00
Sam Lantinga 32d529bf70 Use size_t for the size of memory RWops 2023-07-09 13:36:00 -07:00
Sam Lantinga 3a654b4b1c Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers 2023-07-08 09:32:24 -07:00
Sylvain aab3cbf207 SDL_thread.h: fix parameter name in comment 2023-07-07 21:55:20 +02:00
Sylvain ec90c2e26d Add 'return' comment to SDL_ClearClipboardData 2023-07-07 10:25:06 +02:00
Sam Lantinga dda474504f Fixed prototype definition 2023-07-06 13:00:03 -07:00
SDL Wiki Bot 17e95345e3 Sync SDL3 wiki -> header 2023-07-06 03:08:15 +00:00
Sam Lantinga 55ff09de38 Reimplement clipboard text in terms of clipboard data
This will simplify the X11 and Wayland implementations, which were doing that under the hood, and makes application interaction between the two APIs consistent.
2023-07-05 20:06:59 -07:00
Sam Lantinga c980ce2120 Removed SDL_EVENT_CLIPBOARD_CANCELLED in favor of the cleanup callback 2023-07-05 20:06:59 -07:00
Sam Lantinga 35876da3c4 Clipboard data API revamp
The clipboard data API is now supported on all platforms, at least for internal use.
2023-07-05 20:06:59 -07:00
luzpaz 37e567994d
Fix remaining typos (#7921)
* Fix remaining typos

Found via `codespell -q 3 -S *.hex,*.pdf,./src/libm,./src/hidapi,./src/stdlib/SDL_malloc.c,./src/video/x11/edid.h -L caf,currenty,datas,einstance,fo,hda,lod,mata,parm,parms,pevent,pevents,pixelx,requestor,ser,statics,te,texturers,thid,uscaled,windowz`
2023-07-03 12:46:47 -07:00
Sam Lantinga f010411492 Rename SDL_strtokr() to SDL_strtok_r()
Fixes https://github.com/libsdl-org/SDL/issues/7914
2023-07-03 06:20:06 -07:00
SDL Wiki Bot b8d6023a91 Sync SDL3 wiki -> header 2023-07-03 01:49:13 +00:00
Sam Lantinga 3c04be4486 The rectangles passed to SDL_BlitSurfaceUnchecked() and SDL_BlitSurfaceUncheckedScaled() are const.
The destination rectangle passed to SDL_BlitSurface() and SDL_BlitSurfaceScaled() is non-const and filled in with the final destination rectangle after clipping, and now documented as such.

Fixes https://github.com/libsdl-org/SDL/issues/7911
2023-07-02 18:45:11 -07:00
Sam Lantinga ced153a24a Fixed reference to old function (thanks @tom-seddon!)
Fixes https://github.com/libsdl-org/SDL/issues/7912
2023-07-02 18:24:53 -07:00
Sam Lantinga 50b6e5eb7e Implemented SDL_LoadBMP() and SDL_SaveBMP() as functions
Fixes https://github.com/libsdl-org/SDL/issues/7902
2023-07-02 00:00:06 -07:00
Sam Lantinga e264bb5178 Rename SDL_PIXELFORMAT_RGB888 and SDL_PIXELFORMAT_BGR888 to SDL_PIXELFORMAT_XRGB8888 and SDL_PIXELFORMAT_XBGR8888 for clarity
Fixes https://github.com/libsdl-org/SDL/issues/7903
2023-07-01 17:58:34 -07:00
Sam Lantinga 97380dcdab We don't need to reserve window flag bits for sdl2-compat
sdl2-compat does the appropriate bit twiddling to preserve compatibility
2023-06-29 22:02:24 -07:00
Sam Lantinga 8da9b22c17 The SDL_WINDOW_SKIP_TASKBAR flag has been replaced by the SDL_WINDOW_UTILITY flag
The SDL_WINDOW_UTILITY flag has the same functionality, and is now implemented on Windows.
2023-06-29 21:43:17 -07:00
Sylvain ad12bb4fd1 Remove hints that weren't used anymore ! 2023-06-28 06:22:20 -07:00
Sam Lantinga 0f4679102c Fixed pedantic warning: comma at end of enumerator list
Fixes https://github.com/libsdl-org/SDL/issues/7878
2023-06-27 21:52:33 -07:00
SDL Wiki Bot a3e0cd5208 Sync SDL3 wiki -> header 2023-06-22 13:45:16 +00:00
Sylvain 627165a2b2 Fix comments 2023-06-22 15:44:48 +02:00
Sam Lantinga 4c9fb3e169 Added the events SDL_EVENT_JOYSTICK_UPDATE_COMPLETE and SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
This allows the application to tell when a joystick polling cycle is complete and can process state changes as a single atomic update. It is disabled by default, at least for now.
2023-06-21 13:59:53 -07:00
Sam Lantinga 4e81b4e8de Added SDL_HINT_VIDEO_X11_SCALING_FACTOR to allow overriding the content scale on X11 (thanks Andres!) 2023-06-18 12:19:43 -07:00
Sam Lantinga 9fe384b696 Fixed display orientation function names for SDL 3.0 convention 2023-06-17 09:28:27 -07:00
Sam Lantinga d91e96e7f5 Use SDL_HINT_GAMECONTROLLER_SENSOR_FUSION as a list of controllers to enable sensor fusion
There are too many wraparound style controllers out there to enumerate them all, so instead make this a user option in applications that support it.
2023-06-17 08:59:52 -07:00
Sam Lantinga e6d1ba2a17 Added the concept of display natural orientation
Also renamed SDL_GetDisplayOrientation() SDL_GetDisplayCurrentOrientation()

The natural orientation of the primary display is the frame of reference for accelerometer and gyro sensor readings.
2023-06-17 07:42:16 -07:00
Sam Lantinga 8de6ce7e92 Rotate the sensor axes to match gamepad orientation when using the device sensors for game controllers 2023-06-16 17:48:34 -07:00
Sam Lantinga 42e4639a5e For gamepads that don't have their own sensors, try to use the system sensors.
This allows using the gyro and accelerometer in handheld devices in conjunction with built-in or wraparound controllers.
2023-06-16 14:44:59 -07:00
Sam Lantinga e72935a445 Check for modff in addition to modf 2023-06-15 16:43:35 -07:00
Sam Lantinga 2e465ae31b Revert "Added SDL_nextafter() and SDL_nextafterf()"
This reverts commit bc5d074818.

It's not clear that we need these yet, so I'm going to remove them for now.
2023-06-14 11:05:10 -07:00
Sam Lantinga bc5d074818 Added SDL_nextafter() and SDL_nextafterf() 2023-06-13 10:32:21 -07:00
SDL Wiki Bot 7f86415146 Sync SDL3 wiki -> header 2023-06-10 15:42:15 +00:00
Sam Lantinga 281018f169 Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
2023-06-10 08:39:20 -07:00
Alibek Omarov 56520372ca hints: clarify support for comma-separated values for QtWayland orientation that's available since 2.0.22
Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
(cherry picked from commit c39524042520d6962434228ab8af9ba7e0542308)
2023-06-02 07:42:06 -07:00
Nikita Krapivin c886e80675 gdk: Virtual keyboard and text input backend 2023-05-31 13:11:39 -07:00
Frank Praznik adad6514d4 wayland: Add aspect-correct output for scaled modes
Add aspect-correct output of scaled video modes and a hint to control this behavior (aspect, stretch, or none).

The Wayland spec states that fullscreen surfaces that do not cover the entire output shall be centered with the borders masked by the compositor, so no additional work is required aside from calculating the proper window dimensions.

The default is still 'stretch' mode, as some window managers as of this time (KDE and older versions of GNOME still found in LTS distros) don't behave according to the spec and present an unmasked window that is not centered, so it's not yet safe to change the default.
2023-05-31 13:41:49 -04:00
Frank Praznik 2f75596d5a Consolidate the X11 WM_CLASS and Wayland app ID envvars
Consolidate the X11_WMCLASS and WAYLAND_WMCLASS envvars into one SDL_HINT_APP_ID hint. This hint serves the same purpose on both windowing systems to allow desktop compositors to identify and group windows together, as well as associate applications with their desktop settings and icons.

The common code for retrieving the value is now consolidated under core/unix/SDL_appid.c as it's common to *nix platforms, and the value is now retrieved at window creation time instead of being cached by the video driver at startup so that changes to the hint after video initialization and before window creation will be seen, as well as to accommodate cases where applications want to use different values for different windows.
2023-05-28 19:15:36 -04:00
SDL Wiki Bot 4d6ed7173e Sync SDL3 wiki -> header 2023-05-27 17:52:16 +00:00
Sam Lantinga 0ffeca8a1c Added SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.
By default SDL will only enumerate controllers, to reduce risk of hanging or crashing on devices with bad drivers and avoiding macOS keyboard capture permission prompts.
2023-05-27 10:51:52 -07:00
Nikita Krapivin 97a927b44e gdk: Fix the project 2023-05-26 14:53:17 -07:00
Ozkan Sezer a8a72de6fb fix mingw build failures in CI with clang-tidy. 2023-05-26 23:55:04 +03:00
Sam Lantinga cb73bed6eb SDL API renaming: SDL TLS functions
Fixes https://github.com/libsdl-org/SDL/issues/7743
2023-05-26 08:33:15 -07:00
SDL Wiki Bot 2a271aeaf1 Sync SDL3 wiki -> header 2023-05-26 15:20:16 +00:00
Sam Lantinga af45ae7296 Update the SDL HIDAPI API to match upstream hidapi 0.14.0 2023-05-26 08:19:04 -07:00
Sam Lantinga c9d8a04945 Added SDL_swprintf() and SDL_vswprintf() 2023-05-26 08:19:04 -07:00
Sam Lantinga 6c28546828 Added SDL_wcstol() 2023-05-26 08:19:04 -07:00
Sam Lantinga 4dd9f61bfd Don't map the top keyboard row to numbers when using the one-handed DVORAK layouts (thanks @tormol!)
Fixes https://github.com/libsdl-org/SDL/pull/5127

(cherry picked from commit a2f4783e753e499c7f6660bf34e337618239a72f)
2023-05-22 11:33:47 -07:00
Sam Lantinga a6a222095e Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
Fixes https://github.com/libsdl-org/SDL/issues/7160
2023-05-20 11:14:34 -07:00
Sam Lantinga a66cad79c1 SDL_GetClosestFullscreenDisplayMode() now takes a boolean whether to include high density modes
Also changed the match to prioritize resolution over refresh rate
2023-05-18 12:15:23 -07:00
Sam Lantinga 87186a893c Integrate 8067023 and 8067041 to SDL3:
Change 8067023 by mikela:
	Add SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED to SDL_RaiseWindow

	- When set to false, this allows SDL_RaiseWindow to bring a chosen window to the top of the stack but not force input focus to it

Change 8067041 by mikela:
	Rename SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN to SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN
2023-05-18 09:21:29 -07:00
Sam Lantinga e61b5ceefe The SDL_WINDOW_ALLOW_HIGHDPI flag has been renamed SDL_WINDOW_HIGH_PIXEL_DENSITY 2023-05-18 07:34:45 -07:00
SDL Wiki Bot f9ecc841ca Sync SDL3 wiki -> header 2023-05-18 00:55:15 +00:00
Sam Lantinga cc94f600fd Officially added the concept of window pixel density
The SDL_WINDOW_ALLOW_HIGHDPI flag has been renamed SDL_WINDOW_HIGH_PIXEL_DENSITY, and added the function SDL_GetWindowPixelDensity()
2023-05-17 17:54:03 -07:00
SDL Wiki Bot 5836e057de Sync SDL3 wiki -> header 2023-05-17 19:59:14 +00:00
Sam Lantinga c699f3d1d8 Updated SDL high DPI support
We have gotten feedback that abstracting the coordinate system based on the display scale is unexpected and it is difficult to adapt existing applications to the proposed API.

The new approach is to provide the coordinate systems that people expect, but provide additional information that will help applications properly handle high DPI situations.

The concepts needed for high DPI support are documented in README-highdpi.md. An example of automatically adapting the content to display scale changes can be found in SDL_test_common.c, where auto_scale_content is checked.

Also, the SDL_WINDOW_ALLOW_HIGHDPI window flag has been replaced by the SDL_HINT_VIDEO_ENABLE_HIGH_PIXEL_DENSITY hint.

Fixes https://github.com/libsdl-org/SDL/issues/7709
2023-05-17 12:58:00 -07:00