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.
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user.
Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect.
Fixes https://github.com/libsdl-org/SDL/issues/6117
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>
The current status is stored in the SDL_rwops 'status' field to be able to determine whether a 0 return value is caused by end of file, an error, or a non-blocking source not being ready.
The functions to read sized datatypes now return SDL_bool so you can detect read errors.
Fixes https://github.com/libsdl-org/SDL/issues/6729
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.
Also renamed SDL_GetDisplayOrientation() SDL_GetDisplayCurrentOrientation()
The natural orientation of the primary display is the frame of reference for accelerometer and gyro sensor readings.
This function wasn't consistently correct across platforms and devices.
If you want the UI scale factor, you can use display_scale in the structure returned by SDL_GetDesktopDisplayMode(). If you need an approximate DPI, you can multiply this value times 160 on iPhone and Android, and 96 on other platforms.
This makes it clear what the new versions are, and in the case of SDL_RenderDrawPoint() and SDL_RenderDrawLine(), the coccinelle script actually does the (float) casts for you.
This fixes rounding errors with coordinate scaling and gives more flexibility in the presentation, as well as making it easy to maintain device independent resolution as windows move between different pixel density displays.
By default when a renderer is created, it will match the window size so window coordinates and render coordinates are 1-1.
Mouse and touch events are no longer filtered to change their coordinates, instead you can call SDL_ConvertEventToRenderCoordinates() to explicitly map event coordinates into the rendering viewport.
SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() have been renamed SDL_RenderCoordinatesFromWindow() and SDL_RenderCoordinatesToWindow() and take floating point coordinates in both directions.
The viewport, clipping state, and scale for render targets are now persistent and will remain set whenever they are active.
Rather than iterating over display modes using an index, there is a new function SDL_GetFullscreenDisplayModes() to get the list of available fullscreen modes on a display.
{
SDL_DisplayID display = SDL_GetPrimaryDisplay();
int num_modes = 0;
SDL_DisplayMode **modes = SDL_GetFullscreenDisplayModes(display, &num_modes);
if (modes) {
for (i = 0; i < num_modes; ++i) {
SDL_DisplayMode *mode = modes[i];
SDL_Log("Display %" SDL_PRIu32 " mode %d: %dx%d@%gHz, %d%% scale\n",
display, i, mode->pixel_w, mode->pixel_h, mode->refresh_rate, (int)(mode->display_scale * 100.0f));
}
SDL_free(modes);
}
}
SDL_GetDesktopDisplayMode() and SDL_GetCurrentDisplayMode() return pointers to display modes rather than filling in application memory.
Windows now have an explicit fullscreen mode that is set, using SDL_SetWindowFullscreenMode(). The fullscreen mode for a window can be queried with SDL_GetWindowFullscreenMode(), which returns a pointer to the mode, or NULL if the window will be fullscreen desktop. SDL_SetWindowFullscreen() just takes a boolean value, setting the correct fullscreen state based on the selected mode.