Commit Graph

228 Commits

Author SHA1 Message Date
Sam Lantinga
71e32f5e1b Added SDL_crc32() 2020-11-16 15:00:15 -08:00
Sam Lantinga
9f51fad361 Added support for the touchpad on PS4 and PS5 controllers 2020-11-13 18:01:29 -08:00
Sam Lantinga
1e2caac58b Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers() 2020-11-11 18:57:37 -08:00
Sam Lantinga
e555d45331 Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
2020-11-05 11:07:54 -08:00
Sylvain Becker
ffb307e4dc Fixed bug 5304 - add SDL_HasSurfaceRLE() (Thanks Rene Dudfield and Dan Lawrence) 2020-10-18 09:52:56 +02:00
Ozkan Sezer
7991cc38bc 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.
2020-10-09 21:40:28 +03:00
Ryan C. Gordon
77c9d73b63 Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
2020-10-05 11:30:33 -04:00
Ozkan Sezer
883509fc84 ran gendynapi.pl after new (android-only) api additions. 2020-10-01 17:01:00 +03:00
Ethan Lee
2aa8974f97 Add SDL_SIMDRealloc 2020-06-11 12:03:33 -04:00
Ryan C. Gordon
fa23e3d00b 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.
2020-05-04 02:27:29 -04:00
Ryan C. Gordon
d292f6bd4f stdlib: Add SDL_trunc and SDL_truncf 2020-04-10 12:17:14 -04:00
Ryan C. Gordon
a791689086 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.
2020-04-10 00:37:35 -04:00
Sam Lantinga
3180ba81af First pass at Windows sensor implementation 2020-04-08 08:34:27 -07:00
David Ludwig
cc90875647 virtual joysticks: removed ball support (Bug 5028) 2020-03-15 13:25:49 -04:00
Sam Lantinga
1ff483d1f3 Added SDL_GetErrorMsg() to get the error message in a thread-safe way 2020-03-13 21:28:09 -07:00
Sam Lantinga
2be75c6a61 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!
2020-03-13 19:08:45 -07:00
Sam Lantinga
aa384ad02b Fixed bug 5001 - Feature request: SDL_isupper & SDL_islower 2020-03-02 15:21:07 -08:00
Sam Lantinga
7f26ff237d Fixed bug 4987 - Can't build on MinGW a recent state (15'th February, 2020): conflicting types 2020-02-27 08:18:20 -08:00
Ryan C. Gordon
44698c4970 dynapi: Fixed build on non-Android platforms. 2020-02-18 01:44:07 -05:00
Sam Lantinga
d7ece7ee6f Made SDL_GetAndroidSDKVersion() available for applications 2020-02-17 13:54:45 -08:00
Sam Lantinga
4a9dbfef6b 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)
2020-02-15 16:39:38 -08:00
Cameron Cawley
8f1a916ac5 Add basic support for compiling on RISC OS 2020-02-13 20:50:47 +00:00
Sam Lantinga
37278066f2 Export SDL functions for iOS application delegates 2020-01-30 14:51:33 -08:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
5e19e66c73 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.
2019-12-22 13:39:44 -08:00
Sam Lantinga
46e1377d49 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()
2019-12-20 20:12:03 -08:00
Sam Lantinga
b5aff9d7c3 Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached. 2019-11-22 13:12:12 -08:00
Ozkan Sezer
405a3c821b ran gendynapi.pl after newly added SDL_string.c functions. 2019-11-21 11:50:50 +03:00
Ozkan Sezer
eb8f14bb6a added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Ozkan Sezer
a365c7f6fb ran gendynapi.pl after SDL_HasARMSIMD() addition 2019-11-04 11:15:24 +03:00
Sylvain Becker
3d100df36f Readability: remove const-qualifation from function declaration
const-qualification of parameters only has an effect in function definitions
2019-10-30 15:43:49 +01:00
Ryan C. Gordon
ec04110d8e dynapi: Deal with failure cases better, other fixes.
Fixes Bugzilla #4803.
2019-10-14 12:41:06 -04:00
Ryan C. Gordon
b38a5ba062 dynapi: Make gendynapi.pl work on older Perl releases. 2019-10-05 20:19:10 -04:00
Ozkan Sezer
a664e95d65 dynapi: move new SDL_LockTextureToSurface addition to the end of file. 2019-10-01 00:05:50 +03:00
Sylvain Becker
1ae61f1009 Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Sylvain Becker
70dc8d1648 Android: fix corresponding warnings 2019-08-30 08:55:20 +02:00
Alex Szpakowski
aebaa316c7 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h. 2019-08-05 12:35:32 -03:00
Ozkan Sezer
ceee7def84 minor build fixes. 2019-07-31 00:05:28 +03:00
Sam Lantinga
316ff3847b 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
2019-06-08 17:43:23 -07:00
Sam Lantinga
8728ce4448 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.
2019-06-08 14:54:37 -07:00
Sam Lantinga
de82759c84 Added support for building SDL as a dynamic library on iOS 2019-03-19 07:53:33 -07:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Alex Szpakowski
5029d50ea8 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.
2018-11-10 16:15:48 -04:00
Ryan C. Gordon
62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon
8340b0f0e2 render: Add floating point versions of various draw APIs. 2018-10-23 01:34:03 -04:00
Sam Lantinga
14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga
9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Ryan C. Gordon
1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ozkan Sezer
cbacb0f1ea add missing include. 2018-10-14 23:50:50 +03:00
Ryan C. Gordon
acb05f50d8 thread: make SDL_CreateThreadWithStackSize() a public API. 2018-10-11 16:40:01 -04:00
Sam Lantinga
f225af0c1e 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
2018-08-22 21:48:28 -07:00
Sam Lantinga
6f758ad25f Moved SDL_IsTablet() to a cross-platform API function 2018-08-21 20:03:54 -07:00
Sam Lantinga
7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga
109544ca04 Add SDL_IsTablet() to Android and iOS SDL. 2018-08-21 11:23:47 -07:00
Sam Lantinga
d2042e1ed4 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
2018-08-09 16:00:17 -07:00
Ethan Lee
b4fe7412f9 SDL_exp 2018-08-04 11:52:46 -04:00
Sam Lantinga
ff8c9538bc Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Sam Lantinga
ef34704875 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.
2018-09-24 16:41:55 -07:00
Sam Lantinga
a515853569 Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
2018-06-18 13:14:02 -07:00
Sam Lantinga
113801b790 Added SDL_IsChromebook() to determine if we're running on a Chromebook. 2018-06-05 12:46:13 -07:00
Ryan C. Gordon
4df859c586 cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Ryan C. Gordon
e2619f1dcf dynapi: don't let system loader resolve the initializer to the wrong version.
Fixes problems launching Firewatch on Linux (which statically links SDL but
also dynamically loads a system-wide copy from a plugin shared library) with
a newer SDL build.
2018-05-17 12:50:46 -04:00
Sam Lantinga
432312561f Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
2018-04-23 19:18:52 -07:00
Sam Lantinga
a8ac588549 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
sezero
40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
sezero
4c2a444e3a add SDL_log10 and SDL_log10f to include and dynapi 2018-02-08 17:07:47 +03:00
Sam Lantinga
6ed184ec69 Added SDL_IsAndroidTV() 2018-02-06 15:03:35 -08:00
Sam Lantinga
90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga
bcdf8b916b Added SDL_fmod() and SDL_fmodf() 2017-11-04 17:35:03 -07:00
Sam Lantinga
34502143d9 Added float versions of SDL's math functions 2017-11-04 15:34:14 -07:00
Ryan C. Gordon
729329068b audio: Added SDL_AudioStreamFlush(). 2017-10-19 18:05:42 -04:00
Sam Lantinga
80f8464d97 Added audio stream conversion functions:
SDL_NewAudioStream
    SDL_AudioStreamPut
    SDL_AudioStreamGet
    SDL_AudioStreamAvailable
    SDL_AudioStreamClear
    SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga
9c580e14c9 Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
    SDL_SetMemoryFunctions()
    SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga
d90fce3c9e Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Ryan C. Gordon
fb28393200 vulkan: use "unsigned int" instead of "unsigned" 2017-09-06 19:35:36 -04:00
Sam Lantinga
37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga
eb5392ad61 Added the new Vulkan API functions to exported functions 2017-08-27 20:41:29 -07:00
Sam Lantinga
b7c5d15152 SDL_dynapi.c: add missing SDLCALL to macros. 2017-08-27 18:53:30 -07:00
Sam Lantinga
a38f127e88 Swapped conditional arguments for standard SDL readability 2017-08-27 18:52:43 -07:00
Sam Lantinga
30fe9a6799 SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi
[ optional ]
2017-08-27 18:49:36 -07:00
Sam Lantinga
50d3fe21aa SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2 2017-08-27 18:49:11 -07:00
Ryan C. Gordon
8c39d1d0b5 OS/2: fixed inverted logic bug (thanks, Ozkan!). 2017-08-25 12:27:18 -04:00
Ryan C. Gordon
2213077a95 OS/2: proper fix for dynapi (thanks, Ozkan!). 2017-08-25 11:31:12 -04:00
Ryan C. Gordon
a3890ff6d7 dynapi: fill in OS/2 loading code (thanks, Ozkan!).
Partially fixes Bugzilla #3765.
2017-08-22 15:50:39 -04:00
Sam Lantinga
f6ad070b82 SDL_dynapi.h: disable dynapi for os/2. 2017-08-21 13:00:58 -07:00
Sam Lantinga
f142a7961e Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke

I've written a small patch that adds a small SDL_DuplicateSurface function to SDL.  I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
2017-08-14 13:37:14 -07:00
Sam Lantinga
c59d9923b3 Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga
f1829d956f Added SDL_wcscmp() 2017-08-13 20:37:49 -07:00
Sam Lantinga
dc40018438 Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file. 2017-08-09 11:58:38 -07:00
Ryan C. Gordon
22241ed0b0 Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
2017-07-01 17:50:47 -04:00
Ryan C. Gordon
d4086e4a70 stdlib: added SDL_utf8strlen(). 2017-05-29 03:01:05 -04:00
Sam Lantinga
763e138903 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID() 2017-03-09 16:09:16 -08:00
Sam Lantinga
06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga
3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Sam Lantinga
4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
85d8a79f65 Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer

http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
2016-12-12 09:19:48 -08:00
Sam Lantinga
8414c3d4ae Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga
524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga
dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Ryan C. Gordon
35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Sam Lantinga
ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Sam Lantinga
9a8642bd6a Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker

SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.

As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
2016-11-01 10:30:46 -07:00
Sam Lantinga
27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Sam Lantinga
d2676c2985 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Ryan C. Gordon
4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Ryan C. Gordon
7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Philipp Wiesemann
de5daaad6a Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
2016-07-17 20:32:44 +02:00
Philipp Wiesemann
37a5416784 PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Ryan C. Gordon
5dcf6bcc32 Updated dynamic API table. 2016-01-07 14:51:22 -05:00
Ryan C. Gordon
d4aedf9951 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon
fa8c83c1c1 Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/

Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.

Fixes Bugzilla #3220.
2016-01-03 06:50:50 -05:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Ryan C. Gordon
e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Sam Lantinga
e015140af3 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel 2015-09-30 15:38:18 -07:00
Alfred Reynolds
b0e145b3e1 Move GetDisplayDPI to the end of the file. 2015-07-29 17:19:06 -07:00
Alfred Reynolds
61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Ryan C. Gordon
b24586309c Fixed dynapi for new SDL_WarpMouseGlobal() function signature. 2015-07-18 00:04:49 -04:00
Ryan C. Gordon
e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00