Commit Graph

446 Commits (bddbd1e31748e695a4010001cb91dbeac683c89b)

Author SHA1 Message Date
Sam Lantinga e0ab597549 Simplified SDL_main.h migration notes
Thanks for the feedback!
https://github.com/exult/exult/issues/379#issuecomment-1701066992
2023-08-31 09:29:59 -07:00
Ryan C. Gordon 58c859f64d audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice. 2023-08-27 16:54:30 -04:00
Ryan C. Gordon 1e775e0eef audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.

Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.

They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.

Destroying the single audio stream will also close the logical device behind
the scenes.
2023-08-27 16:54:30 -04:00
Sam Lantinga 615824a806 Updated documentation now that SDL_GetAudioDevices() has been split into separate functions for output and capture devices 2023-08-26 17:30:57 -07:00
Ethan Lee c0cd8c8142 gdk: Add SDL_GDKGetDefaultUser, SDL_GetPrefPath implementation 2023-08-25 10:40:16 -04:00
Sam Lantinga 1e9d314482 Updated to Android minSdkVersion 19 and targetSdkVersion 34
This is updated to meet the latest requirements for apps on the Google Play store
2023-08-24 08:23:06 -07:00
Simon McVittie efe15588d5 Relabel back paddles as left or right
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>
2023-08-09 11:03:30 -07:00
Sam Lantinga 279ff8909f Changed example code to avoid potential divide by zero 2023-08-08 16:52:09 -07:00
Sam Lantinga b903ccf945 SDL_rwops read/write functions return size_t again
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
2023-08-07 20:36:21 -07:00
Ryan C. Gordon e7d56dd0b2
audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2023-08-05 19:20:14 -04:00
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
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 323ecce123
docs: Added migration note about SDL_AUDIODEVICEREMOVED. 2023-07-30 11:55:57 -04:00
Ryan C. Gordon eee407caf8
docs: migration guide note that SDL_LoadWAV has a different return type. 2023-07-30 11:55:56 -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 e50cb72eb6
docs: Note that audio opening doesn't implicitly init SDL now. 2023-07-30 11:55:54 -04:00
Ryan C. Gordon 97b2f747d0
docs: Corrections to audio section of README-migration.md 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 26525f5fd3
audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. 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
Anonymous Maarten e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY 2023-07-28 04:41:29 +02:00
SDL Wiki Bot f2ae00c1ad Sync SDL3 wiki -> header 2023-07-27 22:43:14 +00:00
Anonymous Maarten 41a96c8133 doc: document building of SDL tests with CMake 2023-07-28 00:41:26 +02:00
SDL Wiki Bot a3a9019265 Sync SDL3 wiki -> header 2023-07-20 14:55:15 +00:00
Anonymous Maarten a4bb4eef73 cmake: create Android jars + apks for tests 2023-07-20 16:54:29 +02:00
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
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 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 Clegg b42cb1c6f2
emscripten: Add JS library dependencies using EM_JS_DEPS macro
See https://github.com/emscripten-core/emscripten/pull/19780

(cherry picked from commit 042243471fb7ecf6ba5e53f0ba35e825a8bb066a)
2023-07-06 19:32:05 -04:00
luzpaz 65e1d568ef Fix various typos (docs/build scripts/tests) 2023-07-03 08:35:37 -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
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 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
Sam Lantinga e643d28d9c Set the hint value before calling hint callbacks
This allows the hint callbacks to perform more complicated logic involving multiple hints without worrying about which hint has been changed.
2023-06-28 08:53:48 -07:00
Sylvain 600c615529 Fixed bug #7821 - docs/README-migration.md function name typos 2023-06-27 20:10:47 +02:00
Sam Lantinga 9fe384b696 Fixed display orientation function names for SDL 3.0 convention 2023-06-17 09:28:27 -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
SDL Wiki Bot 739f78302b Sync SDL3 wiki -> header 2023-06-16 12:22:18 +00:00
Anonymous Maarten 26df689935 docs: expand CMake documentation + add minimal CMake project for reporting issues 2023-06-16 14:21:38 +02:00
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
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
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
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
Sam Lantinga 4de7433a9e Use the term "points" instead of "screen coordinates"
It turns out that screen coordinates were confusing people, thinking that meant pixels, when instead they are virtual coordinates; device independent units defined as pixels scaled by the display scale. We'll use the term "points" for this going forward, to reduce confusion.
2023-05-15 11:20:38 -07:00
SDL Wiki Bot 78251f973d Sync SDL3 wiki -> header 2023-05-13 16:55:14 +00:00
Frank Praznik 12e1b2546a docs: Add README-wayland
Add a README file for Wayland that lists common issues and limitations.
2023-05-13 12:54:14 -04:00
Sylvain dfd80f3d76 Android: control activity re-creation 2023-05-12 07:48:33 -07:00
Brick 079ae065f1 Added SDL prefix AUDIO_* constants 2023-05-02 08:09:06 -07:00
Eric f7df966b41 SDL_JOYBALLMOTION 2023-04-28 23:35:33 -04:00
Eric e8c16ce483 Update migration guide with info on trackballs 2023-04-28 23:35:33 -04:00
Sam Lantinga 87ad71f9b2 Rename SDL mutex, semaphore and condition variable types to match SDL 3.0 naming convention 2023-04-28 12:08:33 -07:00
Sam Lantinga 61c0c009ab Rename SDL semaphore and condition variable functions to match SDL 3.0 naming convention
Fixes https://github.com/libsdl-org/SDL/issues/7642
2023-04-28 12:08:33 -07:00
Ryan C. Gordon e5a6c24c82 audio: Redesigned audio conversion code for SDL3.
- SDL_AudioCVT is gone, even internally.
- libsamplerate is gone (I suspect our resampler is finally Good Enough).
- Cleanups and improvements to audio conversion interfaces.
- SDL_AudioStream can change its input/output format/rate/channels on the fly!
2023-04-27 18:35:15 -04:00
Sam Lantinga 2aa2fa5449 Added SDL_CreateWindowWithPosition()
It turns out there's a race condition on X11 where the window could be placed by the window manager while being placed by the application, so we need to have the initial position available at window creation.
2023-03-31 17:21:44 -07:00
Elad Lahav 4b17cc3a46 Add CMake toolchain files 2023-03-27 15:33:08 -07:00
SDL Wiki Bot 8c852f4dcf Sync SDL3 wiki -> header 2023-03-25 22:11:16 +00:00
Karl Hedberg 11142ec256
Made the Android documentation more clear and understandable (#7535) 2023-03-25 15:10:04 -07:00
SDL Wiki Bot 6760d54737 Sync SDL3 wiki -> header 2023-03-21 20:04:18 +00:00
Anonymous Maarten 6a9e2495f0 docs: add general information on how to build optimized binaries 2023-03-21 23:03:02 +03:00
Frank Praznik 5a0f50e1c3 docs: Update the migration document with changes to the tooltips and popup menu flags. 2023-03-10 15:51:13 -08:00
David Demelier d0c4849d0b Rename SDL_atomic_t to SDL_AtomicInt 2023-03-09 09:00:09 -08:00
Sam Lantinga 698dbd8464 SDL_CreateWindow() has been simplified and no longer takes a window position. 2023-03-06 09:50:12 -08:00
Sam Lantinga d5775f6708 The gamepad event structures caxis, cbutton, cdevice, ctouchpad, and csensor have been renamed gaxis, gbutton, gdevice, gtouchpad, and gsensor.
Fixes https://github.com/libsdl-org/SDL/issues/7375
2023-03-01 09:48:28 -08:00
Ryan C. Gordon f48d0cc164
audio: Remove AUDIO_U16* support.
It wasn't heavily used, and you can't use memset to silence a U16 buffer.

Fixes #7380.
2023-03-01 10:26:01 -05:00
Sam Lantinga 941a603665 Document that SDL_IsScreenSaverEnabled() was renamed SDL_ScreenSaverEnabled() 2023-02-28 15:56:49 -08:00
Ryan C. Gordon 5d3234d8ae
docs: Removed bogus file from wiki bridge.
That was fixed to not do that again by 7e429a13d3
2023-02-28 13:39:43 -05:00
SDL Wiki Bot c3d2f5368b Sync SDL3 wiki -> header 2023-02-28 17:50:11 +00:00
SDL Wiki Bot 3f49e370c8 Sync SDL3 wiki -> header 2023-02-28 17:39:22 +00:00
Ryan C. Gordon 5585a4ac72
Renamed CONTRIBUTING.md to README-contributing.md
This lets the wiki bridge pick it up.
2023-02-28 12:38:31 -05:00
Ryan C. Gordon 7b9b20e684
docs: Deleting a bogus file to see if wiki bridge rebuilds it. 2023-02-28 12:31:11 -05:00
SDL Wiki Bot 60127460b0 Sync SDL3 wiki -> header 2023-02-28 17:30:22 +00:00
SDL Wiki Bot 5fb5586233 Sync SDL3 wiki -> header 2023-02-28 17:18:06 +00:00
Ryan C. Gordon 6d1e14b792
wikiheaders: ignore wiki's README/FrontPage.md 2023-02-28 11:55:19 -05:00
SDL Wiki Bot 90a911b31f Sync SDL3 wiki -> header 2023-02-28 16:52:06 +00:00
SDL Wiki Bot af9a2237e3 Sync SDL3 wiki -> header 2023-02-28 16:48:26 +00:00
Anonymous Maarten 0625695898 docs: Fix doxyfile 2023-02-19 10:01:33 -08:00
Sam Lantinga 24d419c09f Updated documentation for SDL3_DYNAMIC_API
Fixes https://github.com/libsdl-org/SDL/issues/7347
2023-02-19 09:54:47 -08:00
Anonymous Maarten dc138ee3d4 cmake: SDL3-shared target will always be a shared target 2023-02-17 23:42:03 +01:00
Sam Lantinga 96722a5809 Ubuntu 18.04 doesn't have a new enough version of Wayland for SDL, so update documentation appropriately
Reference https://github.com/libsdl-org/SDL/issues/7271
2023-02-16 08:57:53 -08:00
Sylvain 26f27a9e5a Update README-migration 2023-02-10 09:30:31 +01:00
Sam Lantinga 5b77ad54c4 Fixed order and constness of parameters to SDL_ConvertAudioSamples() 2023-02-09 17:49:35 -08:00
Sam Lantinga 824b9b0a58 Removed SDL_GetDisplayDPI()
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.
2023-02-08 17:35:54 -08:00
Sam Lantinga d563f38a0d Note that the renderer will by default scale from window coordinates to pixels 2023-02-05 08:41:35 -08:00
Sam Lantinga a34a84ba98
Rename int versions of the SDL2 render functions (#7235)
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.
2023-02-03 14:55:32 -08:00
Sam Lantinga 14a4ce8b59 Fixed SDL_ScaleMode values for consistency 2023-02-03 14:20:51 -08:00
Sam Lantinga dcd17f5473 Renderer logical size is now implemented as a render target
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.
2023-02-03 12:57:37 -08:00
Anonymous Maarten 69aede6c9e Add missing _ in SDL_EVENT_LOCALECHANGED and SSDL_EVENT_TEXTEDITING_EXT 2023-02-02 00:49:09 +01:00
Sam Lantinga ac75fe9324 Folded SDL_WINDOW_FULLSCREEN_EXCLUSIVE and SDL_WINDOW_FULLSCREEN_DESKTOP into a single SDL_WINDOW_FULLSCREEN flag
The fullscreen video mode used by the window can be used to determine whether it's in exclusive fullscreen or fullscreen desktop mode.
2023-02-01 12:05:25 -08:00
Sam Lantinga 6b137579ea Windows default to fullscreen desktop mode if they don't pick an explicit video mode
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.
2023-02-01 12:05:25 -08:00
Bruno Sanches 7c085862e1 SDL_Video.h - audio driver
I believe you intend to say "video driver", not audio driver
2023-01-30 08:13:16 -08:00
Sam Lantinga 22c69bccdf Displays are now referenced by instance ID instead of index 2023-01-29 19:25:15 -08:00
Anonymous Maarten 758c0dd6d8 Rename mouse BUTTON(DOWN|UP) event to BUTTON_(DOWN|UP) 2023-01-29 19:24:48 -08:00
Sasha Szpakowski 90795291e4 Remove SDL_GL/Metal/Vulkan_GetDrawableSize().
SDL_GetWindowSizeInPixels supersedes those functions.
2023-01-29 11:20:33 -08:00
Sam Lantinga bf4095359c Removed duplicated window size events, and added SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED 2023-01-28 15:56:02 -08:00
Sam Lantinga 31f464153d SDL_WINDOW_INPUT_GRABBED has been renamed SDL_WINDOW_MOUSE_GRABBED 2023-01-28 10:56:38 -08:00
Sam Lantinga e83c54f271 SDL_WINDOW_FULLSCREEN and SDL_WINDOW_FULLSCREEN_DESKTOP are now distinct flags 2023-01-28 10:56:38 -08:00
Sam Lantinga 24fec13ac1 Add full high DPI information to SDL_DisplayMode
SDL_DisplayMode now includes the pixel size, the screen size and the relationship between the two. For example, a 4K display at 200% scale could have a pixel size of 3840x2160, a screen size of 1920x1080, and a display scale of 2.0.
2023-01-27 12:38:46 -08:00