Ryan C. Gordon
464640440f
audio: Added SDL_GetAudioStreamBinding.
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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.
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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.
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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!
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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
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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
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e.g. riscos toolchain
2023-07-22 15:55:48 -04:00
Frank Praznik
44536b7537
Add and event and flag to report when a window has been occluded
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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
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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
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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
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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
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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
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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 )
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* 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()
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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.
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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!)
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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
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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
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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
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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
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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
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Fixes https://github.com/libsdl-org/SDL/issues/7878
2023-06-27 21:52:33 -07:00