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e7e44df0
|
2022-02-08T11:34:41
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|
Dynapi: add SDL_GetTouchName() entry
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d224a63b
|
2022-02-01T11:33:35
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|
Fix compilation for non Android
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fe2ed6cf
|
2022-02-01T11:30:43
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|
Fixed bug #5221 - Add SDL_AndroidSendMessage()
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120c76c8
|
2022-01-03T09:40:00
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|
Updated copyright for 2022
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|
b7885abc
|
2021-12-14T10:31:55
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Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*
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c97b7218
|
2021-11-21T12:18:10
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Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
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8a6e48d4
|
2021-11-14T04:40:50
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|
constified SDL_RegisterApp()
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9c3bcf8e
|
2021-11-11T17:31:14
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Added SDL_hid_ble_scan() for pairing Steam Controllers on iOS and tvOS
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36b2690e
|
2021-11-11T15:48:56
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|
Moved SDL HIDAPI functions into a single block for the ABI
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fe09a493
|
2021-11-11T15:53:11
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|
joystick: Add APIs to query rumble support
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|
b15e880e
|
2021-11-11T13:50:16
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|
Fixed open functions in the SDL_hidapi.h header
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c9ada1c1
|
2021-11-11T12:45:38
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|
Made HIDAPI device change notifications available via SDL_hid_device_change_count()
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0d987936
|
2021-11-09T22:03:42
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|
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>
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fd79607e
|
2021-11-08T21:34:48
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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)
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4b42c05b
|
2021-11-08T13:52:48
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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.
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5b646cd1
|
2021-11-07T22:58:44
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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.
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e1435826
|
2021-11-07T11:16:48
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|
Cleanup sfSymbolName support and add them to the dynamic API functions
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43ddc59f
|
2021-11-02T16:56:14
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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>
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99c9727d
|
2021-10-23T15:00:31
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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.
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19dee1cd
|
2021-10-22T06:37:20
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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
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8b1a2fe8
|
2021-10-17T23:47:59
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backout SDL_AndroidSetInputType()
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6ef3bc56
|
2021-10-17T23:40:36
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|
Add Dynapi for SDL_AndroidSetInputType()
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25a614bc
|
2021-09-14T20:37:35
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|
Add SDL_asprintf and SDL_vasprintf
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4549769d
|
2021-03-07T15:20:45
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|
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.
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08d6a465
|
2021-08-18T23:57:32
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|
Fix dynapi prototypes
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cc37c38e
|
2021-04-01T09:55:00
|
|
Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
|
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e4812611
|
2021-04-01T09:49:16
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|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
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9eab5195
|
2021-03-16T16:59:18
|
|
Update dynapi files
|
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f5794f9e
|
2021-08-10T15:17:59
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|
Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
|
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a186a503
|
2021-07-29T06:43:39
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|
Added SDL_GameControllerGetSensorDataRate() to get the sensor update rate for a controller.
|
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f1633127
|
2021-07-24T13:41:55
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|
Added a window flash operation to be explicit about window flash behavior
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e1c3a250
|
2021-07-24T12:11:27
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|
Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows
|
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d135c076
|
2021-07-08T13:22:41
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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
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64724db0
|
2021-06-04T19:55:30
|
|
Implement bare minimum for SDL_FlashWindow
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a0a5da5d
|
2021-04-19T07:13:38
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|
Add SDL_SetWindowAlwaysOnTop()
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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
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67e8522d
|
2021-02-27T17:37:25
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Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
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68693554
|
2021-03-04T23:50:40
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dos2unix SDL_dynapi_*.h
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360740ac
|
2021-02-19T18:07:53
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|
correct dynapi
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1a924bc0
|
2021-02-19T12:54:57
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add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast
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dfe219ec
|
2021-02-13T11:21:19
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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()
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6b057c67
|
2021-01-26T19:16:17
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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.
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516042b4
|
2021-01-05T15:15:50
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ran gendynapi.pl after SDL_UpdateNVTexture addition
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9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
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223af86c
|
2021-01-01T11:12:30
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Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
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93ccdee8
|
2020-12-23T13:47:49
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|
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.
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15fea339
|
2020-12-23T23:47:10
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ran gendynapi.pl after addition of SDL_SoftStretchLinear
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46a84478
|
2020-11-24T12:43:01
|
|
Added SDL_wcscasecmp() and SDL_wcsncasecmp()
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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
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d140d887
|
2020-11-16T17:36:47
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Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
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71e32f5e
|
2020-11-16T15:00:15
|
|
Added SDL_crc32()
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9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
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1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
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e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
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ffb307e4
|
2020-10-18T09:52:56
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Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence)
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7991cc38
|
2020-10-09T21:40:28
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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.
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77c9d73b
|
2020-10-05T11:30:33
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Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
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883509fc
|
2020-10-01T17:01:00
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ran gendynapi.pl after new (android-only) api additions.
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2aa8974f
|
2020-06-11T12:03:33
|
|
Add SDL_SIMDRealloc
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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.
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d292f6bd
|
2020-04-10T12:17:14
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stdlib: Add SDL_trunc and SDL_truncf
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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.
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3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
|
|
cc908756
|
2020-03-15T13:25:49
|
|
virtual joysticks: removed ball support (Bug 5028)
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1ff483d1
|
2020-03-13T21:28:09
|
|
Added SDL_GetErrorMsg() to get the error message in a thread-safe way
|
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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!
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|
aa384ad0
|
2020-03-02T15:21:07
|
|
Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower
|
|
7f26ff23
|
2020-02-27T08:18:20
|
|
Fixed bug 4987 - Can't build on MinGW a recent state (15'th February, 2020): conflicting types
|
|
44698c49
|
2020-02-18T01:44:07
|
|
dynapi: Fixed build on non-Android platforms.
|
|
d7ece7ee
|
2020-02-17T13:54:45
|
|
Made SDL_GetAndroidSDKVersion() available for applications
|
|
4a9dbfef
|
2020-02-15T16:39:38
|
|
Fixed bug 4987 - Can't build on MinGW a recent state: conflicting types
Vitaly Novichkov
Recent attempt to build a recent HG state of SDL2 via AppVeyor gives the failure:
https://ci.appveyor.com/project/Wohlstand/sdl-mixer-x/builds/30821858/job/359gqvypi2f18nok
```
C:\projects\sdl-mixer-x\build-MinGW-w32-MinSizeRel-Win32-VB6-Binding\external\AudioCodecs\src\AudioCodecs-build\external\SDL2\src\SDL2HG\src\dynapi\SDL_dynapi_procs.h:56:29: error: conflicting types for 'SDL_CreateThread'
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
|
|
37278066
|
2020-01-30T14:51:33
|
|
Export SDL functions for iOS application delegates
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
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.
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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()
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|
b5aff9d7
|
2019-11-22T13:12:12
|
|
Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
|
|
405a3c82
|
2019-11-21T11:50:50
|
|
ran gendynapi.pl after newly added SDL_string.c functions.
|
|
eb8f14bb
|
2019-11-20T20:40:50
|
|
added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
|
|
a365c7f6
|
2019-11-04T11:15:24
|
|
ran gendynapi.pl after SDL_HasARMSIMD() addition
|
|
a664e95d
|
2019-10-01T00:05:50
|
|
dynapi: move new SDL_LockTextureToSurface addition to the end of file.
|
|
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.
|
|
70dc8d16
|
2019-08-30T08:55:20
|
|
Android: fix corresponding warnings
|
|
aebaa316
|
2019-08-05T12:35:32
|
|
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
|
|
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
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8728ce44
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2019-06-08T14:54:37
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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.
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de82759c
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2019-03-19T07:53:33
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Added support for building SDL as a dynamic library on iOS
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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5029d50e
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2018-11-10T16:15:48
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Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
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62494a2e
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2018-10-31T15:03:41
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Merge SDL-ryan-batching-renderer branch to default.
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14329256
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2018-10-25T16:53:14
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Generalized the XInput user index into a player index
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9987ca69
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2018-10-25T12:54:42
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Added SDL_JoystickGetXInputUserIndex()
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8340b0f0
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2018-10-23T01:34:03
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render: Add floating point versions of various draw APIs.
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acb05f50
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2018-10-11T16:40:01
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thread: make SDL_CreateThreadWithStackSize() a public API.
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1ecf4dfc
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2018-10-04T16:34:44
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render: Added SDL_RenderFlush().
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ef347048
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2018-09-24T16:41:55
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Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games
SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
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f225af0c
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2018-08-22T21:48:28
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Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
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6f758ad2
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2018-08-21T20:03:54
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Moved SDL_IsTablet() to a cross-platform API function
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7c3040e0
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2018-08-21T12:11:34
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First pass on the new SDL sensor API
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109544ca
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2018-08-21T11:23:47
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Add SDL_IsTablet() to Android and iOS SDL.
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d2042e1e
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2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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