src/dynapi/SDL_dynapi_overrides.h


Log

Author Commit Date CI Message
Sam Lantinga 64ea6cef 2022-10-02T17:17:31 SDL_ResetHint() no longer clears the callbacks associated with a hint Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown. Fixes https://github.com/libsdl-org/SDL/issues/6313
Sam Lantinga 2c518747 2022-09-27T09:56:02 Added microsecond timestamp to sensor values for PS4 and PS5 controllers using the HIDAPI driver
DS ac5b9bc4 2022-09-14T18:28:35 Add support for X11 primary selection (#6132) X11 has a so-called primary selection, which you can use by marking text and middle-clicking elsewhere to copy the marked text. There are 3 new API functions in `SDL_clipboard.h`, which work exactly like their clipboard equivalents. ## Test Instructions * Run the tests (just a copy of the clipboard tests): `$ ./test/testautomation --filter Clipboard` * Build and run this small application: <details> ```C #include <SDL.h> #include <unistd.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> #include <time.h> void print_error(const char *where) { const char *errstr = SDL_GetError(); if (errstr == NULL || errstr[0] == '\0') return; fprintf(stderr, "SDL Error after '%s': %s\n", where, errstr); SDL_ClearError(); } int main() { char text_buf[256]; srand(time(NULL)); SDL_Init(SDL_INIT_VIDEO); print_error("SDL_INIT()"); SDL_Window *window = SDL_CreateWindow("Primary Selection Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 400, 400, SDL_WINDOW_SHOWN); print_error("SDL_CreateWindow()"); SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); print_error("SDL_CreateRenderer()"); bool quit = false; unsigned int do_render = 0; while (!quit) { SDL_Event event; while (SDL_PollEvent(&event)) { print_error("SDL_PollEvent()"); switch (event.type) { case SDL_QUIT: { quit = true; break; } case SDL_KEYDOWN: { switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_q: quit = true; break; case SDLK_c: snprintf(text_buf, sizeof(text_buf), "foo%d", rand()); SDL_SetClipboardText(text_buf); print_error("SDL_SetClipboardText()"); printf("clipboard: set_to=\"%s\"\n", text_buf); break; case SDLK_v: { printf("clipboard: has=%d, ", SDL_HasClipboardText()); print_error("SDL_HasClipboardText()"); char *text = SDL_GetClipboardText(); print_error("SDL_GetClipboardText()"); printf("text=\"%s\"\n", text); SDL_free(text); break; } case SDLK_d: snprintf(text_buf, sizeof(text_buf), "bar%d", rand()); SDL_SetPrimarySelectionText(text_buf); print_error("SDL_SetPrimarySelectionText()"); printf("primselec: set_to=\"%s\"\n", text_buf); break; case SDLK_f: { printf("primselec: has=%d, ", SDL_HasPrimarySelectionText()); print_error("SDL_HasPrimarySelectionText()"); char *text = SDL_GetPrimarySelectionText(); print_error("SDL_GetPrimarySelectionText()"); printf("text=\"%s\"\n", text); SDL_free(text); break; } default: break; } break; } default: { break; }} } // create less noise with WAYLAND_DEBUG=1 if (do_render == 0) { SDL_RenderPresent(renderer); print_error("SDL_RenderPresent()"); } do_render += 1; usleep(12000); } SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); print_error("quit"); return 0; } ``` </details> * Use c,v,d,f to get and set the clipboard and primary selection. * Mark text and middle-click also in other applications. * For wayland under x: * `$ mutter --wayland --no-x11 --nested` * `$ XDG_SESSION_TYPE=wayland SDL_VIDEODRIVER=wayland ./<path_to_test_appl_binary>`
Sam Lantinga 3cbfd75d 2022-08-27T18:55:55 Re-added the CRC to the joystick guid This is now used as a crc field in the mapping rather than directly in mapping guids, for better mapping compatibility between versions of SDL. Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID, so that mapping programs can clear the CRC from the GUID when generating mappings. sort_controllers.py has been updated to extract the CRC from mappings created by older mapping programs and convert it into the new crc field. It will also take the CRC into account when checking for duplicate mappings. Also regenerated the GUIDs for the PS2/PSP/Vita controller mappings, fixing https://github.com/libsdl-org/SDL/issues/6151
Noel Berry 00452e47 2022-08-24T11:25:13 Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
Sam Lantinga b4c4dd84 2022-08-11T09:52:58 Added SDL_crc16() to be used in joystick GUIDs after 2.24.0
Sam Lantinga d4192850 2022-08-10T07:59:12 Added SDL_ResetHint() to reset a hint to the default value Resolves question of how to clear an override hint raised by @pionere in https://github.com/libsdl-org/SDL/pull/5309
Sam Lantinga 98bac00d 2022-08-08T11:26:52 Add `SDL_GetPointDisplayIndex` and `SDL_GetRectDisplayIndex` and re-implement `SDL_GetWindowDisplayIndex` in terms of `SDL_GetRectDisplayIndex` - This allows looking up the display index for an arbitrary location rather than requiring an active window to do so. - This change also reimplements the fallback display lookup that found the display with center closest to the window's center to instead find the display rect edge closest to the window center (this was done in the almost identical display lookup used in SDL_windowsmodes.c, which now uses `SDL_GetPointDisplayIndex`). In practice this should almost never be hit as it requires the window's center to not be enclosed by any display rect.
Ethan Lee 2f0816ad 2022-07-11T13:08:30 Add SDL_GetDefaultAudioInfo. This API is supported on pipewire, pulseaudio, wasapi, and directsound. Co-authored-by: Frank Praznik <frank.praznik@gmail.com>
Sam Lantinga 2373da5d 2022-07-11T09:49:00 Exposed SDL_ResetKeyboard() as a public function This will be used by Source 2 titles to reset keyboard state before showing assertion dialogs
Sam Lantinga cbd01874 2022-06-27T16:59:50 Removed the limit on the size of the SDL error message Also added SDL_GetOriginalMemoryFunctions() Fixes https://github.com/libsdl-org/SDL/issues/5795
chalonverse 3b191580 2022-06-27T17:19:39 Windows GDK Support (#5830) * Added GDK * Simplfied checks in SDL_config_wingdk.h * Added testgdk sample * Added GDK readme * Fixed error in merge of SDL_windows.h * Additional GDK fixes * OpenWatcom should not export _SDL_GDKGetTaskQueue * Formatting fixes * Moved initialization code into SDL_GDKRunApp
Guldoman 74bcc5a0 2022-05-05T02:23:05 stdlib: Add `SDL_utf8strnlen`
chalonverse 40828218 2022-06-06T17:42:30 DirectX 12 Renderer (#5761) * DirectX 12 Renderer (27 squashed commits) * Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters * Fixed OpenWatcom build failure * Dynapi fix Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Ozkan Sezer 61115aeb 2022-06-06T19:29:56 update dynapi after the loongarch support patch
Christoph Reichenbach 3a20274d 2022-06-04T20:16:28 Refactoring: move GUID operations out of Joystick - SDL_JoystickGUID -> SDL_GUID (though we retain a type alias) - Operations for GUID <-> String ops are now in src/SDL_guid.c and include/SDL_guid.h - The corresponding Joystick operations delegate to SDL_guid.c - Added test/testguid.c
Sam Lantinga 423141bf 2022-06-03T18:49:41 Added a function to get the controller firmware version
Cameron Cawley f5cf0e37 2022-05-19T14:51:25 Remove unused and duplicate defines from SDL_dynapi_overrides.h
Sam Lantinga 94eeb587 2022-05-15T20:01:12 First pass at extending virtual controller functionality Added the ability to specify a name and the product VID/PID for a virtual controller Also added a test case to testgamecontroller, if you pass --virtual as a parameter
Sam Lantinga e551384a 2022-04-26T14:54:14 Added functions to get the platform dependent name for a joystick or game controller
Ozkan Sezer e9ff4fdd 2022-04-25T23:55:50 add SDL_bsearch
Sylvain Becker c23a7ad3 2022-03-23T17:07:56 Add SDL_RenderGetWindow() API to get the window associated with a renderer (#5440) Add SDL_RenderGetWindow() API to get the window associated with a renderer
Ryan C. Gordon d81fee76 2022-03-19T10:27:31 SDL_Rect: Added floating point versions of all the rectangle APIs. Fixes #5110.
Zach Reedy d14a1263 2022-03-11T17:45:17 IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398) * Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown * Fixed: Documentation and code style issues raised during code review.
Sylvain e7e44df0 2022-02-08T11:34:41 Dynapi: add SDL_GetTouchName() entry
Sylvain fe2ed6cf 2022-02-01T11:30:43 Fixed bug #5221 - Add SDL_AndroidSendMessage()
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga c97b7218 2021-11-21T12:18:10 Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
Sam Lantinga 9c3bcf8e 2021-11-11T17:31:14 Added SDL_hid_ble_scan() for pairing Steam Controllers on iOS and tvOS
Sam Lantinga 36b2690e 2021-11-11T15:48:56 Moved SDL HIDAPI functions into a single block for the ABI
Cameron Gutman fe09a493 2021-11-11T15:53:11 joystick: Add APIs to query rumble support
Sam Lantinga b15e880e 2021-11-11T13:50:16 Fixed open functions in the SDL_hidapi.h header
Sam Lantinga c9ada1c1 2021-11-11T12:45:38 Made HIDAPI device change notifications available via SDL_hid_device_change_count()
Eric Wasylishen 0d987936 2021-11-09T22:03:42 testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936) * SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize * testwm2: fix video modes menu hit detection in High DPI cases - also when logical size is specified, e.g. `--logical 640x480 --resizable --allow-highdpi` * add function to determine logical coordinates of renderer point when given window point * change since to the targeted milestone * fix typo * rename for consistency * Change logical coordinate type to float, since we can render with floating point precision. * add function to convert logical to window coordinates * testwm2: use new SDL_RenderWindowToLogical * SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow Co-authored-by: John Blat <johnblat64@protonmail.com> Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
Sam Lantinga fd79607e 2021-11-08T21:34:48 Added SDL_GetWindowMouseRect() Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
Ethan Lee 4b42c05b 2021-11-08T13:52:48 video: Add SDL_SetWindowMouseRect. This API and implementation comes from the Unreal Engine branch of SDL, which originally called this "SDL_ConfineCursor". Some minor cleanup and changes for consistency with the rest of SDL_video, but there are two major changes: 1. The coordinate system has been changed so that `rect` is _window_ relative and not _screen_ relative, making it easier to implement without having global access to the display. 2. The UE version unset all rects when passing `NULL` as a parameter for `window`, this has been removed as it was an unused feature anyhow. Currently this is only implemented for X, but can be supported on Wayland and Windows at minimum too.
Sam Lantinga 5b646cd1 2021-11-07T22:58:44 Build hidapi code into SDL as a new public API This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
Sam Lantinga e1435826 2021-11-07T11:16:48 Cleanup sfSymbolName support and add them to the dynamic API functions
Frank Praznik 43ddc59f 2021-11-02T16:56:14 Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877) It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library. This adds it to the necessary headers and to the DynAPI list to expose it for use by applications. Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
Ryan C. Gordon 99c9727d 2021-10-23T15:00:31 timer: Added SDL_GetTicks64(), for a timer that doesn't wrap every ~49 days. Note that this removes the timeGetTime() fallback on Windows; it is a 32-bit counter and SDL2 should never choose to use it, as it only is needed if QueryPerformanceCounter() isn't available, and QPC is _always_ available on Windows XP and later. OS/2 has a similar situation, but since it isn't clear to me that similar promises can be made about DosTmrQueryTime() even in modern times, I decided to leave the fallback in, with some heroic measures added to try to provide a true 64-bit tick counter despite the 49-day wraparound. That approach can migrate to Windows too, if we discover some truly broken install that doesn't have QPC and still depends on timeGetTime(). Fixes #4870.
Cacodemon345 19dee1cd 2021-10-22T06:37:20 Add SDL_GetWindowICCProfile(). (#4314) * Add SDL_GetWindowICCProfile * Add new SDL display events * Implement ICC profile change event for macOS * Implement ICC profile notification for Windows * Fix SDL_GetWindowICCProfile() for X11 * Fix compile errors
Sylvain 8b1a2fe8 2021-10-17T23:47:59 backout SDL_AndroidSetInputType()
Sylvain 6ef3bc56 2021-10-17T23:40:36 Add Dynapi for SDL_AndroidSetInputType()
Cameron Cawley 25a614bc 2021-09-14T20:37:35 Add SDL_asprintf and SDL_vasprintf
Misa 4549769d 2021-03-07T15:20:45 Add `SDL_RenderSetVSync()` Currently, if an application wants to toggle VSync, they'd have to tear down the renderer and recreate it. This patch fixes that by letting applications call SDL_RenderSetVSync(). This is the same as the patch in #3673, except it applies to all renderers (including PSP, even thought it seems that the VSync flag is disabled for that renderer). Furthermore, the renderer flags also change as well, which #3673 didn't do. It is also an API instead of using hint callbacks (which could be potentially dangerous). Closes #3673.
Sylvain 08d6a465 2021-08-18T23:57:32 Fix dynapi prototypes
Sylvain cc37c38e 2021-04-01T09:55:00 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
Sylvain e4812611 2021-04-01T09:49:16 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
Sylvain 9eab5195 2021-03-16T16:59:18 Update dynapi files
Sam Lantinga f5794f9e 2021-08-10T15:17:59 Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
Sam Lantinga a186a503 2021-07-29T06:43:39 Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller.
Sam Lantinga d135c076 2021-07-08T13:22:41 Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow applications to send custom effects to the PS4 and PS5 controllers See testgamecontroller.c for an example of a custom PS5 trigger effect
Jupeyy 64724db0 2021-06-04T19:55:30 Implement bare minimum for SDL_FlashWindow
Joseph Lyncheski a0a5da5d 2021-04-19T07:13:38 Add SDL_SetWindowAlwaysOnTop()
Xing Ji fb283a73 2021-03-24T22:42:47 Squashed commit of the following: commit 6b8f933589aa3925978a23e77a305a7e89c6ae4a Author: Xing Ji <jixingcn@gmail.com> Date: Wed Mar 24 22:31:29 2021 +0800 update the dynapi by `gendynapi.pl` commit ebd1790c19983b652713f40ab1e139e485e1a2b7 Author: Xing Ji <jixingcn@gmail.com> Date: Wed Mar 24 22:17:48 2021 +0800 revert the change in src/dynapi commit 734b5f85c1613070081e39238e84198128971b53 Merge: 5a56e5a8 5ac6bd54 Author: Xing Ji <jixingcn@gmail.com> Date: Wed Mar 24 22:14:40 2021 +0800 Merge remote-tracking branch 'libsdl/main' into jixingcn commit 5a56e5a8227d9cff6b497b681c618a76bec1cae1 Author: Xing Ji <jixingcn@gmail.com> Date: Mon Mar 22 23:55:10 2021 +0800 Fix #3596, can call the `SDL_TLSCleanup` to cleanup the TLS data when closing the application
Ethan Lee 67e8522d 2021-02-27T17:37:25 Add SDL_GetAudioDeviceSpec. This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
Ozkan Sezer 68693554 2021-03-04T23:50:40 dos2unix SDL_dynapi_*.h
Amir 360740ac 2021-02-19T18:07:53 correct dynapi
Amir 1a924bc0 2021-02-19T12:54:57 add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast
Misa dfe219ec 2021-02-13T11:21:19 Add all missing "is characteristic" stdlib functions SDL has been missing a bunch of these 'isX' functions for some time, where X is some characteristic of a given character. This commit adds the rest of them to the SDL stdlib, so now we have: - SDL_isalpha() - SDL_isalnum() - SDL_isblank() - SDL_iscntrl() - SDL_isxdigit() - SDL_ispunct() - SDL_isprint() - SDL_isgraph()
Cameron Gutman 6b057c67 2021-01-26T19:16:17 Expose separate keyboard and mouse grab support This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(), SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise this functionality and makes a minor fix to X11 that I missed in https://hg.libsdl.org/SDL/rev/02a2d609369b To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards compatibility with older code.
Ozkan Sezer 516042b4 2021-01-05T15:15:50 ran gendynapi.pl after SDL_UpdateNVTexture addition
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 223af86c 2021-01-01T11:12:30 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
Sam Lantinga 93ccdee8 2020-12-23T13:47:49 Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf Cameron Cawley stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf The default implementation is based on the one used in the Windows RT video driver.
Ozkan Sezer 15fea339 2020-12-23T23:47:10 ran gendynapi.pl after addition of SDL_SoftStretchLinear
Sam Lantinga 46a84478 2020-11-24T12:43:01 Added SDL_wcscasecmp() and SDL_wcsncasecmp()
Sam Lantinga fcb21aa8 2020-11-17T10:30:20 Added API for sensors on game controllers Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers Also fixed an issue with the accelerometer on iOS having inverted axes
Sam Lantinga d140d887 2020-11-16T17:36:47 Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
Sam Lantinga 71e32f5e 2020-11-16T15:00:15 Added SDL_crc32()
Sam Lantinga 9f51fad3 2020-11-13T18:01:29 Added support for the touchpad on PS4 and PS5 controllers
Sam Lantinga 1e2caac5 2020-11-11T18:57:37 Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
Sam Lantinga e555d453 2020-11-05T11:07:54 Added SDL_JoystickHasLED Currently, this is only supported by the PS4 HIDAPI driver.
Sylvain Becker ffb307e4 2020-10-18T09:52:56 Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence)
Ozkan Sezer 7991cc38 2020-10-09T21:40:28 dynapi: move SDL_SIMDRealloc down below, after SDL_GetPreferredLocales. https://hg.libsdl.org/SDL/rev/884cb29cb80e wrongly added it after its family i.e. SDL_SIMDAlloc, not at the end of the list.
Ryan C. Gordon 77c9d73b 2020-10-05T11:30:33 Removed SDL_AndroidOpenURL, added SDL_OpenURL. Still needs to be wired into Xcode and Visual Studio projects.
Ozkan Sezer 883509fc 2020-10-01T17:01:00 ran gendynapi.pl after new (android-only) api additions.
Ethan Lee 2aa8974f 2020-06-11T12:03:33 Add SDL_SIMDRealloc
Ryan C. Gordon fa23e3d0 2020-05-04T02:27:29 locale: Implemented SDL_GetPreferredLocales(). This was something I proposed a long time ago, Sylvain Becker did additional work on it, then back to me. Fixes Bugzilla #2131.
Ryan C. Gordon d292f6bd 2020-04-10T12:17:14 stdlib: Add SDL_trunc and SDL_truncf
Ryan C. Gordon a7916890 2020-04-10T00:37:35 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!). Caleb Cornett's comments: "A few weeks ago, Alex added a partial Metal API to SDL2: https://hg.libsdl.org/SDL/rev/22c8e7cd8d38 I noticed it was missing a few features that would help Metal become a first-class citizen in SDL, so I went ahead and wrote them! Here are the new APIs: 1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer to specify that they intend to create a window for use with SDL_MetalView. The flag is used to ensure correct usage of the API and to prevent accidentally defaulting to OpenGL on iOS. 2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a pointer to the view's backing CAMetalLayer. This simplifies things considerably, since in the current version of the SDL_Metal API the programmer is required to bridge-cast a SDL_MetalView handle to an NSView or UIView (depending on the platform) and then extract the layer from there. SDL_Metal_GetLayer automatically handles all of that, making the operation simple and cross-platform. 3. SDL_Metal_GetDrawableSize(). This function already exists in the current SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize on Apple platforms) but was not publicly exposed. My patch exposes this function for public use. It works just like you'd expect. Tested on macOS 10.14 and iOS 12.4." Fixes Bugzilla #4796.
Sam Lantinga 3180ba81 2020-04-08T08:34:27 First pass at Windows sensor implementation
Sam Lantinga 1ff483d1 2020-03-13T21:28:09 Added SDL_GetErrorMsg() to get the error message in a thread-safe way
Sam Lantinga 2be75c6a 2020-03-13T19:08:45 Fixed bug 5028 - Virtual Joysticks (new joystick backend) David Ludwig I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps. The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one. Use of virtual joysticks goes as such: 1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index. 2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual). 3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent). Here is a listing of the new, public APIs, at present and subject to change: ------------------------------------------------------------ /** * Attaches a new virtual joystick. * Returns the joystick's device index, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats); /** * Detaches a virtual joystick * Returns 0 on success, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** * Indicates whether or not a virtual-joystick is at a given device index. */ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** * Set values on an opened, virtual-joystick's controls. * Returns 0 on success, -1 on error. */ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value); ------------------------------------------------------------ Miscellaneous notes on the initial patch, which are also subject to change: 1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical? 2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions). 3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8. 4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above). 5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate. 6. the initial patch is based off of SDL 2.0.12 7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1 Questions, comments, suggestions, or bug reports very welcome!
Sam Lantinga aa384ad0 2020-03-02T15:21:07 Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower
Sam Lantinga d7ece7ee 2020-02-17T13:54:45 Made SDL_GetAndroidSDKVersion() available for applications
Sam Lantinga 37278066 2020-01-30T14:51:33 Export SDL functions for iOS application delegates
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 5e19e66c 2019-12-22T13:39:44 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode Konrad This was something rather trivial to add, but asked at least several times before (I did google about it as well). It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture. I needed it for my game as well, so I took the liberty of writing it myself. This patch adds following functions: SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode); SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode); That way you can change texture scaling on the fly.
Sam Lantinga 46e1377d 2019-12-20T20:12:03 Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks. Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
Sam Lantinga b5aff9d7 2019-11-22T13:12:12 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
Ozkan Sezer 405a3c82 2019-11-21T11:50:50 ran gendynapi.pl after newly added SDL_string.c functions.
Ozkan Sezer eb8f14bb 2019-11-20T20:40:50 added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
Ozkan Sezer a365c7f6 2019-11-04T11:15:24 ran gendynapi.pl after SDL_HasARMSIMD() addition
Ozkan Sezer a664e95d 2019-10-01T00:05:50 dynapi: move new SDL_LockTextureToSurface addition to the end of file.
Sylvain Becker 1ae61f10 2019-09-30T20:58:44 Added a helper function SDL_LockTextureToSurface() Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Sam Lantinga 316ff384 2019-06-08T17:43:23 Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings ace I got this bug in SDL_ttf: https://bugzilla.libsdl.org/show_bug.cgi?id=4524 Sylvain proposed solution: SDL_RWseek(RWops, 0, RW_SEEK_SET); And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses: #define SDL_RWsize(ctx) (ctx)->size(ctx) #define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence) #define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR) #define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n) #define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n) #define SDL_RWclose(ctx) (ctx)->close(ctx) Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
Sam Lantinga 8728ce44 2019-06-08T14:54:37 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface Martin Gerhardy These functions are really useful and should get exposed imo.
Sam Lantinga de82759c 2019-03-19T07:53:33 Added support for building SDL as a dynamic library on iOS