Green Sky
852f2a6343
0d7df16812 Timers are a required platform feature 518b070aa9 Fixed drop event coordinate conversion 3ca8cee874 Sync SDL3 wiki -> header 8bf74280e0 docs: Note SDL_UpdateWindowSurfaceRects can update beyond specified areas. 9408299bad Set the number of audio devices to 0 if audio hasn't been initialized be0ba78c56 Convert the coordinates in drop events as well (thanks @Dragon-Baroque!) e6c8872fdc Fixed bug #7614: Segmentation Fault in SDL_BlitSurface ce0e0675de Fixed bug #8301 - Software renderer draws long lines incorrectly / SDL_RENDERLINEMETHOD_GEOMETRY 6e48d4532c Added raw input device handle for WM_INPUT mouse button handling cf5e0637b5 Touchpads already have their right/left buttons swapped in raw input fb2d7ed83e Restore window minimum and maximum size if it is recreated 915afae514 Remove force using one thread 64a3e2d17d Remove ps2_driver from workflow 464a41411e Sync SDL3 wiki -> header 4f3d4bd110 wayland: Add the ability to import and wrap external surfaces 99f6bcf504 Sync SDL3 wiki -> header 3a4ac15a27 Make Xbox GDK code public (and fix some GDK code rot) (#8844) 649556befa win32: Let windows manage the floating state unless explicitly overridden d4a9748740 win32: Fix test failures 101f903bb1 testgeometry: allow to use arrows to move the triangle 4033a0a83b Prevent ASAN warning: like SDL_triangle.c:305:30: runtime error: left shift of negative value -672 (even if the value was correctly computed) f0b9c7f0f0 Let Windows track floating window state 98be55894e Moved window state change handling from WM_WINDOWPOSCHANGING to WM_WINDOWPOSCHANGED 7efeb36131 Pass the frame DPI to WIN_AdjustWindowRectForHWND() e4ee1cade7 Revert "SDL_windowsevents.c: fixed -Werror=unused-variable" f8cce4ead4 SDL_windowsevents.c: fixed -Werror=unused-variable 277fded7ba Refactor AdjustWindowRectEx() into WIN_AdjustWindowRectForHWND() 312160935d Removed deprecated use of __IPHONEOS__ (thanks @Dragon-Baroque!) 483155bbf9 Fixed borderless window client area calculation cf0d1d7234 Fixed ASAN warning, runtime error: left shift of 160 by 24 places cannot be represented in type 'int' 0c6b070761 Capture debug macros off by default b5bc64aa55 Fixed pause key on Windows (thanks Mikhail!) d766f68cb3 Fix compile error with XInputOnGameInput.h ec2159d492 tests: Clean up the window creation properties in the Wayland custom surface example 9a77813df0 WinMain is specified by the Win32 API as having extern "C" linkage 6407e0cc37 Added attribution for GIP protocol handling (thanks @medusalix!) 3a219caf3d wayland: Restore accidentally removed line of code ccae9c1ef6 Only initialize audio drivers that have been requested 590d0bec6f Revert "Make sure new windows have mouse and keyboard focus if there's no windowing system" 5948ea997f Make sure new windows have mouse and keyboard focus if there's no windowing system 05d18aab1c Sync SDL3 wiki -> header 4b6df89238 wayland: Add a property to allow creation of a wl_egl_window object even if OpenGL is not enabled f7dd0f9491 wayland: Allow the creation of roleless window surfaces for custom application use 4417250d0d wayland: Remove the registry from the window properties 392796e49c wayland: Eliminate redundant protocol checks 82f2c4d581 render: Renamed SDL_GetTextureRenderer to SDL_GetRendererFromTexture. 95066ce2a0 Sync SDL3 wiki -> header df438a3170 opengl: OpenGL renderers need to support texture target in properties. 8e7c0b34d7 test: If SDL_CreateRenderer() fails, say why 022ff075b9 test: When listing test-cases, say which ones are disabled 44adab7dfd Sync SDL3 wiki -> header 059fb560ba gamepad: Clarify range and direction of axes 4942027117 Sync SDL3 wiki -> header e056f52f7d include: Remove string literals from properties documentation. e8c595af5c Sync SDL3 wiki -> header adef35b9ec include: Attempt to make new properties documentation wiki bridge friendly. 4ffec098b7 Sync SDL3 wiki -> header 9bc7cfc755 render: Added SDL_GetTextureRenderer(). 7eae08cfc4 Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture() 4d5bffc323 Sync SDL3 wiki -> header 1a13dae219 Added constant definitions for SDL properties 3deefa6b43 Updated documentation for SDL_HINT_SHUTDOWN_DBUS_ON_QUIT 2348e8b6a2 Add hint to make SDL handle dbus_shutdown() d3daba791a Don't try to send the PS third-party feature request to the Logitech G815 keyboard 014a63b4b5 Renamed ShowTextInput/HideTextInput to ShowScreenKeyboard/HideScreenKeyboard on Android 3a9a52fe6c updateKeyboard should use the SDL window's screen instead of the view window's screen, which may be nil. e100992c17 Added mapping for the RX Gamepad, e.g. Pandora Box 7 139a0931a3 Fix memory barriers on ARMv5 21c80ac843 Added a practical example of confirm/cancel gamepad button handling 787a15f760 Fix Mac child windows that are created hidden showing if their parent window is shown d6b1fc9576 Add SDL_MAC_REGISTER_ACTIVATION_HANDLERS hint to allow disabling the normal application startup/activation/deactivation handlers 7c5e694022 Ignore a new warning in Visual Studio 2022 73d02184d7 docs: Add Wayland to the SysWM migration example c03c01e9b2 Make sure we get mouse events as soon as possible 5cbdeab799 Rename SDL_mslibc_x64.asm -> SDL_mslibc_x64.masm ed62d6e7de cocoa: Set the titled flag on fullscreen space windows b4b5dbd92f testcontroller.c: fixed warnings. 31851a50d2 Fixed dropping raw input because of mixing GetRawInputBuffer() and WM_INPUT handling 987744aae8 Fix Duplicated includes 2b369a14ab Fixed allocation and alignment of raw input buffers bec1b8f849 Add basic rumble support to Steam Deck 8fe4a45edf Use GetRawInputBuffer() instead processing raw input one at a time 87b8f09657 Fixed warning: no previous prototype for function 'SDL_PrivateGetGamepadButtonFromString' [-Wmissing-prototypes] c2951655ff Fixed warning: missing field 'window' initializer [-Wmissing-field-initializers] 5b3ee51c6c Updated copyright for 2024 a7b79c483c Remove unused 'window' variable from -[Cocoa_WindowListener windowWillExitFullScreen] dd2d809407 AndroidShowToast: make OneShotTask members private final 44c2f344d6 Fixed build 2faae8457d The C standard defines a boolean expression as a signed integer value. e3d50619f8 Fixed fatal error: SDL_pen.h: No such file or directory dfe1a37bab Fixed error: 'static' is not at beginning of declaration [-Werror=old-style-declaration] 423b1fafcd Fixed warning C4047: 'function': '__x_ABI_CWindows_CGaming_CInput_CIRawGameController **' differs in levels of indirection from '__x_ABI_CWindows_CGaming_CInput_CIRawGameController *' 7681695875 Revert "Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions" 8f94102b04 tests: Use unsigned format specifiers for printing flags 5d0c893723 wayland: Remove bitfield specifiers from boolean values 530b41d531 Fixed warnings in SDL_pen.c 9906d6d3bc Fixed warning C4244: '=': conversion from 'SDL_bool' to 'Uint8', possible loss of data ebd7f9adbd Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch in SDL_video.c dc1c27885e Fixed warning C4389: '!=': signed/unsigned mismatch in SDL_blit.c e813c72b3c Fixed warning C4245: 'return': conversion from 'int' to 'SDL_JoystickID', signed/unsigned mismatch dce626f469 Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data 7f376277e5 Fixed warning C4244: 'initializing': conversion from 'SDL_bool' to 'Uint8', possible loss of data 61db102da9 Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions d71454da17 Store the surface properties in the reserved pointer of a surface b6a92c113f wayland: Don't apply old libdecor window dimensions 39e24e52c8 Fixed example of creating a window with properties dc450ba908 Added an example of creating a window with position ce4fe32ce3 Added documentation for getting the X11 display from an SDL window 327d31a5d9 Added documentation for getting the NSWindow from an SDL window 3976bbef2a Added documentation for getting the X11 window from an SDL window ffb8515c21 Use the Valve code name for the Steam Deck controller 43c40d30a2 Added comment for the BDA Pro Ex controller 61704b5862 Removed an assertion it's possible to hit c24b33d8d9 Fixed building with older Windows SDK 70ba3f2830 Report the D-Pad for HIDAPI gamepads as a hat ce329d60e4 Added support for alpha blending using palette alpha 9c3e831e33 uikit: Send fullscreen enter/leave events 5df3eac925 Sync SDL3 wiki -> header 0dfdf1f3f2 Fixed crash if joystick functions are passed a NULL joystick 4ce935b910 Fix static build with libdecor 0.2.0 5d6d149862 Allow passing in `extrainfo` value to `GetMouseMessageSource()` e0df963ef0 Fix wrong bit count in comment c2a55cd2c5 Add missing `(void)` in functions params a3c8f2f6cb Consolidate mouse-touch event checking logic d747daf03d Use correct touch check flag a961066d0b Add basic touch/finger support to `testpen.c` a3b5eb07b2 Removed extern "C" linkage from main() declaration 50e309bb17 Include SDL_events.h in SDL_main.h cae657140c Add Access Controller 74418e1aa8 Made the cursor list check a compile time assert instead of a runtime one d6fb0d91d8 Added testpen to the Visual Studio solution bbdd41f287 Fix windows touch using wrong axis for normalisation a28ac29aa0 Add missing cursor types 6daf2e943f Try SDL_UDEV_deviceclass to detect joysticks even if in a container 1bf78ed544 We get a resize event when the view enters fullscreen mode on iOS e3b5999bb4 Use the application requested size to determine automatic orientation on iOS 278e3f9184 Whoops, fixed setting fullscreen flag 69e60e0f1b Fixed setting fullscreen mode on iOS 0e5ea3cc4b Fixed infinite recursion when adding an accelerometer as joystick on iOS c3d84c3342 Record the initial input report mode and only restore simple mode if that's what we started with 10a8b750a0 Use common generic syscond for platforms with no cond implementation 4914e5bb78 PS2 use WaitSemaEx for waiting for semaphore with timeout bb0e0ae080 Added a runtime check for BLUETOOTH_CONNECT in addition to BLUETOOTH (thanks @perepujal!) 312f98c2a1 Make sure the string is terminated, fixed invalid read in SDL_PrivateParseGamepadConfigString() 199f7cc3b1 x11: Ignore border extents when the border hint is unset 07e9603398 Sync SDL3 wiki -> header ffd82fb7c4 Add scaleMode to SDL_SoftStretch(), remove SDL_SoftStretchLinear(). 5dba04b29b Remove SDL_{Set,Get}SurfaceScale(). Add Scale parameter to SDL_BlitSurfaceScaled() and SDL_BlitSurfaceScaledUnchecked() (see #8732) e66896406d cocoa: Set appropriate flags on fullscreen spaces windows 57fcb9044c video: Remove more assumptions about window state in the video layer cb90653695 win32: use USER_DEFAULT_SCREEN_DPI instead of explicit 96 value a2e05480d6 Use crc16 return value when calculating GUID 2ad50e9675 Make the SDL3 surface ABI compatible with SDL2 f72d6a7fd9 Use more verbose names for properties, to match upcoming public property names 1f1ee6f77c Use the original manufacturer and product strings for the joystick CRC 4bb5e1f0f9 Added migration notes for migrating Steam Input support from SDL2 to SDL3 56f111dffc Fix compilation / same as sdl2-compat 72c366bf3d Fixed whitespace 3152b98e87 win32: minor fixup in WIN_UpdateKeymap() 2c4360ce8f Sync SDL3 wiki -> header c981a597dc Added Steam Input API support for game controllers a8f4f40d08 Sync more Steam Controller header definitions for the Steam Deck e6e54b22c8 Ignore all surface comparison output files in the testautomation directory 9d13be743b Make sure we're rendering whenever the activity might be visible, even if we don't have focus. 69ec0322d3 win32: Make leaving fullscreen when the window already isn't fullscreen a no-op 8f79e0b7f8 win32: Fix high-DPI debug logging a4496f7dcf Update doc: SDL_SoftStretch() and SDL_SoftStretchLinear() #8667 43309d38ed joystick: Extract 0x02a9 and 0x0291 PIDs into separate defines. 84a0d5f623 Added SDL_SetSurfaceScaleMode() and SDL_GetSurfaceScaleMode() to control scale mode using SDL_BlitSurfaceScaled() 4d5949dcf6 Added a controller name for the Steam virtual gamepad 695846f2ed Pass through the name of the controller for the XInput mapping 1745289b1b x11: Don't move the window when restoring and ensure that resize and position events are sent when entering or leaving fullscreen 08a7ca4d53 XInput: Use XInputGetCapabilitiesEx instead of fragile GuessXInputDevice 7f75178908 Verify that the %p format specifier works for 64-bit pointers 72b7acfe8a Don't create a TLS error buffer if we're just clearing the error 240e7747c8 Fix #8702: Add SDL_hidapi_steamdeck.c to Xcode target b937c54b66 win32: Set all size and position variables for external windows 8c285828e5 Fixed return value for SDL_UDEV_AddCallback() cbf9012c74 Fixed build 5547007915 Added test for inverted cursor 0ab13f2498 joystick: fixup for Wireless Xbox 360 Controller VID/PID detection in WGI backend. 627d134b9e Add support for monochrome cursors with inverted pixels under Windows. 21879faf48 wayland: Handle mouse focus when receiving touch events 58a5f5cbe8 Allow sendCommand() to be overridden by derived classes e6d8ef1a5b Revert "Back out Steam virtual gamepad changes" b0e7b7db6f Don't unload graphics libraries until after the window has been destroyed. 69288038ed Refactor away some additional integer types. f3048e3cd2 Add new file to vcxproj files. 5a21febecb Add new steam deck HIDAPI controller to controller database. 67d44c1017 Disable lizard mode while steam deck HID device is opened. 6dd6827343 Translate steam deck HID reports to SDL events. 94f621e030 Implement steam deck HIDAPI initialization. c1a7d0f96e Add steam deck detection and HIDAPI driver scaffold. 0baee3e676 Reversed test to be easier to read, more efficient, and match other code bddbd1e317 cocoa: Check the resizable flag along with zoomed status when resizing 835c733f4d video: Only sync when programmatically entering/exiting fullscreen c790572674 Use existing XUSB driver software PID 0x02a1 instead of PID 0x02fe 581d1cab25 You should call present when using a software renderer as well. 5173b0c2cc Make built-in joystick device lists extendable by using hints 34eb24ebc4 Back out Steam virtual gamepad changes 7529d25b2b Use the Steam virtual gamepad slot as the gamepad player index 445f08a0fb Print the gamepad player index when opening a gamepad 17723381da Sort Steam virtual gamepads by Steam controller slot f3d8a2def5 audio: Fixed resource leak in unlikely failure case during device add. 63ae84e140 x11: Improve sync algorithm 7e5511d3cd x11: Move unrelated variables out of XFixes #ifdef 3c5e9e6112 We can wait up to 500ms in onNativeSurfaceDestroyed(), so wait at least that long in onDestroy() 53cda988f4 Clear any errors from a previous run a197efe3a7 pen: fix leak caused by pen subsystem fbb0914b78 wayland+x11: free system cursors when quiting video 7484d02a2e testshape: use SDL_test to create multiple windows 20250aecc5 Sync SDL3 wiki -> header 4fd778119b video: Implement asynchronous windowing ace385a134 Revert "Fixed warning C33010: Unchecked lower bound for enum scancode used as index." e482f00a17 SDL_string.c (SDL_vsscanf): fix gcc build f00ecf5f19 Fixed building with older Windows SDK 7ca43995a1 Fixed warning C4028: formal parameter 1 different from declaration aab7432f5f Fixed analyze warnings for SDL_dynapi_procs.h c484140f56 Fixed warning C33010: Unchecked lower bound for enum scancode used as index. 02a116217d Fixed Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2). 91da942b33 Fixed warning C28251: Inconsistent annotation for 'SDL_RWvprintf_REAL': this instance has no annotations. b8840801cc Fixed analyze warnings in SDL_xinputhaptic.c 8e0d728c67 Fixed warning C26451: Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2). 6a736d7766 Fixed warning C6340: Mismatch on sign: 'unsigned char' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'. 1fcc75ba81 Fixed warning C6340: Mismatch on sign: 'unsigned char' passed as _Param_(4) when some signed type is required in call to 'SDL_snprintf_REAL'. 7f2e16db8b Fixed warning C6340: Mismatch on sign: 'const unsigned short' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'. 163de8e697 Fixed warning C6001: Using uninitialized memory 'rdi'. e29393e407 Fixed warning C6001: Using uninitialized memory 'devName'. 0f34ca2e71 Fixed analyze warnings in SDL_xinputjoystick.c 2b5c7db645 Fixed analyze warnings in SDL_render_d3d12.c a28769759b Fixed warning C26052: Potentially unconstrained access using expression '(signed char *)info' 6ee34380f4 Fixed warning C6011: Dereferencing NULL pointer 'viewport'. 230581f4a8 Fixed warning C26451: Arithmetic overflow: Using operator '+' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '+' to avoid overflow (io.2). 3775d9be4b Fixed warning C28251: Inconsistent annotation for 'SDL_LogMessageV_REAL': this instance has no annotations. b512182222 Fixed warning C6340: Mismatch on sign: 'unsigned int' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'. 8a82f7e837 Fixed warning C33005: VARIANT '&valueX' was provided as an _In_ or _InOut_ parameter but was not initialized fda039e6f8 Fixed analyzer warnings for SDL_string.c 22f44aefe7 Fixed warning C6340: Mismatch on sign: 'int' passed as _Param_(3) when some unsigned type is required in call to 'SDL_sscanf_REAL'. eab2d97d07 Fixed warning C26451: Arithmetic overflow: Using operator '*' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '*' to avoid overflow (io.2). 41bfcad5d7 Fixed warning C6340: Mismatch on sign: 'unsigned short' passed as _Param_(2) when some signed type is required in call to 'SDL_SetError_REAL'. 54dc73aa88 Fixed warning C6386: Buffer overrun while writing to 'palette_saved_alpha': the writable size is 'sizeof(Uint8)*((palette_saved_alpha_ncolors))' bytes, but '2' bytes might be written. 0dad56354c Fixed warning C6326: Potential comparison of a constant with another constant. c9b243fb56 Fixed warning C6263: Using _alloca in a loop: this can quickly overflow stack. 4ccc53edfe Fixed warning C6011: Dereferencing NULL pointer 'display'. 3db4695ac7 warning C6340: Mismatch on sign: 'unsigned int' passed as _Param_(3) when some signed type is required in call to 'SDL_LogDebug_REAL'. c7d81d936a Fixed warning C6031: Return value ignored: 'GetKeyboardState'. 69b9d44bdc Fixed warning C26451: Arithmetic overflow: Using operator '-' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '-' to avoid overflow (io.2). a9b87ee201 Fixed warning C28159: Consider using 'GetTickCount64' instead of 'GetTickCount'. Reason: GetTickCount overflows roughly every 49 days. Code that does not take that into account can loop indefinitely. GetTickCount64 operates on 64 bit values and does not have that problem 21f273ecc7 Fixed warning C6255: _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. 0c4cb3d153 Fixed warning C26451: Arithmetic overflow: Using operator '<<' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '<<' to avoid overflow (io.2). 06f8f9a891 Fixed warning C6326: Potential comparison of a constant with another constant. 3e54061fa8 Fixed warning C6011: Dereferencing NULL pointer 'SDL_disabled_events[hi]'. 226f8fde09 Fixed warning C28182: Dereferencing NULL pointer. 'streams[j]' contains the same NULL value as 'stream' did. fe6b3ab0b0 Fixed warning C6031: Return value ignored: 'CLSIDFromString'. f3b0149756 Fixed warning C26451: Arithmetic overflow: Using operator '*' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator '*' to avoid overflow (io.2). 6cfce101fb Don't call the property cleanup function if setting the property fails 14380ec48a Fixed signed/unsigned comparison warning ac0751a652 Added SDL_strnstr() 7c71e72193 SDL_render: Call InvalidateCachedState to initialise some of driverdata values (eg '*_dirty' to 1). At the earliest place, immediatly after driverdata is set. (Doing it in SDL_render.c, after creation, would be too late, because there're renderers that already use/change those values in the CreateRender() function). 058213366b Make sure we use alpha of 0 when clearing a transparent window with no content ecd56bb8f0 Removed SDL_GetErrorMsg(), trivially implemented in application code 66e532fa61 Handle out of memory errors without any allocation 579681a372 fixed SDL_SCANCODE_LEFT array position in scancodes_windows.h 675423f096 Sync SDL3 wiki -> header 744a29b88f WGI: Cleanup code a bit (#8647) e4582e6edc Sync SDL3 wiki -> header df0fd55891 wikiheaders.pl: README files are no longer in Windows endline format. 1072b6e86e docs: fixed typo f184dea16c uikit: Patched to compile. 447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error. 70b65d4170 cocoa: Resync modifier keypressed on NSEventTypeFlagsChanged event. d1b831e232 include: Clarified documentation for two functions. daa38dc793 touch: Replace GetNumTouchDevices/GetTouchDevice with a single function. dd47da8a5c gamepad: Replace GetNumMappings/GetMappingByIndex with a single function. dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer. eef5c53668 docs: Moved CREDITS and INSTALL to markdown format. f32575dfab docs: Convert everything to Unix-style endlines. c5daf8adb1 testcontroller: Don't query the mapping list until after they are available. df05d5eff4 Fix scroll wheel handling in testmouse 63d4bd4e57 SDL_SendKeyboardText: remove workaround from 1e12d7c, fix use of iscntrl fea6e7afb1 cmake: copy sources to binary directory in separate target 9faa7977bd UWP: Add support for supplementary Unicode characters input 7b628ea4d5 Win32: Simplify Unicode text input code 411c70abb1 Fix the target membership of SDL_pen.h (thanks kanjitalk755!) 3e6513c773 document the purpose of SDL_SetTextInputRect 1e12d7cfb6 Make sure we don't pass UTF-8 to SDL_iscntrl() 9a206adbee UWP: Use Windows.UI.Core.CoreDispatcher.AcceleratorKeyActivated event for keyboard 309ea2d5f9 UWP: Simplify Win32 scan code to SDL scan code mapping acc5bb89f8 [Win32] Better keyboard button mapping to SDL scan codes 6b28065e9e Reformat Win32 scan code table 7e86b6aef2 Win32: Fix keymap for keyboard layouts that can print UTF-16 surrogates and ligatures 08c6ac1b16 test: SDLTest_PrintEvent now reports key event mod state. 571e9796b9 Fixed the GameCube HIDAPI controller mapping dd984dcd9f Removed HIDAPI controller mappings 3817f5126e cocoa: Use `-[NSApplicationDelegate applicationSupportsSecureRestorableState]`. c5b0ff77d7 test: testwm2 now displays keyboard mod state. 5772e00c3f cmake: disable oss by default on OpenBSD, not FreeBSD ceac93ade2 Set framebuffer_srgb_capable to the actual value obtained (#8634) ed3fad1880 cmake: disable oss by default on Linux, NetBSD and FreeBSD 6bb40f1d8d SDL_VideoCapture: allow add/remove device at runtime on linux f0e47f8ee0 Added support for the NACON Revolution 5 Pro controller 2f806c89b5 initial import of hidapi netbsd uhid native backend from mainstream 1b284cd415 X11 pen detection: fix misclassification due to improper init c4ca64deaf ci: do 'brew update' & don't run dependent checks on installed things d486de6349 cmake: fixed iconv detection test program 42a8139fd6 render: Clip bresenham lines against a real viewport thing. 4a40a272bd render: Patched to compile. 983f178b7d render: Clip lines before Bresenham algorithm generates points. db7f6425d0 rect: Avoid numeric overflow on massive lines in SDL_IntersectRectAndLine. e548044a82 ci: add NetBSD to test matrix dd5b8db3a6 SDL_hidapi requires libusb >= 1.0.16 6ba90f7775 render: Batching is always enabled now! b24d6bd59a opengl: Creating a texture trashes the cached `texturing` state, fix it. dcf04559db render: GL-based renderers should treat adaptive vsync as vsync being enabled. 74a2542564 x11: Deal with difference in GLX_EXT_swap_control_tear behavior. 08fac5b1b2 SDL_PenModifyForWacomID: return zero as axis_flags upon failure. aaba01aee4 hidapi: syncing with mainstream: 5730eb67f0 add HAVE_GCC_DIAGNOSTIC_PRAGMA to SDL_internal.h, use it 42c8366fdc revise iconv detection: a45b371de0 cmake: create and install SDL3::Jar target for Android 53544cabaa psp: fix copy/paste error from SDL2 in PSP_VideoQuit(). 6cde96f9a0 psp: Hook up event subsystem init/quit. e9659f5738 Removed some function declarations that don't actually exist. 3264e64738 SDL_RunApp: Make sure argc/argv are stable if the caller didn't define them. eca79e38db Removed test shape images 81fc7ded78 Removed the window shape API for SDL 3.0 45938bbfa5 Corrected comment 059e550e98 Fix 3DS Analog Values (#8581) dbf14df80f Fix joysticks returning invalid device IDs d2db3f3993 ci: cache android ndk archive d6291d4d42 alloca: use alloca from <stdlib.h> on NetBSD f26a93211f SDL_bsdjoystick: fix -Wundef warning on FreeBSD d1def7f033 cmake: add openbsd wscons sources to build, if supported 86d77bbcc5 kmsdrm: restrict KMSDRM_ReleaseVT/KMSDRM_AcquireVT to SDL_INPUT_LINUXEV 94ad1a4ae4 SDL_bsdjoystick.c: fix -Wundef warning. e761770c24 No, this wasn't right b7d7e54895 Fixed uninitialized variable 119e02f314 Always use 'm' for controllers provided by the MFI joystick driver 75df4cc5c2 Don't tickle PS4 Bluetooth controllers in simple mode 0d431015bf Extract BMP magic into separate define 0413f6fc49 Use SDL_iscntrl() call instead of manual code that is doing the same (#8593) fd91178d7f Make size cursors be double arrows on Wayland 5e9b0820f3 Add cursors for X11/Wayland window resizing 91e122316c Use SDL_small_alloc() instead of SDL_stack_alloc() in CreateMaskBitmap() b76f8de298 Hit testing tweaks for X11 and Wayland (#8582) 5b1c68c2f3 testshader: Don't make local variables with the same name as GL entry points. 30a2291d59 Fixed compatibility with sdl2-compat (thanks @sezero!) 49d58bc73a Cleanup WIN_CreateCursor() code a bit 4722269fb6 tests: Print window occluded log events 5db781cc3d Use the correct pixel formats for OpenGL ES on big endian 05e7dcf8f8 Support returning <8bpp surfaces in SDL_LoadBMP_RW 773ec1cfcb Extend blitting support for all <8bpp formats 753bbd199e Add SDL_PIXELFORMAT_INDEX2LSB and SDL_PIXELFORMAT_INDEX2MSB fda69e5e79 Test both MSB and LSB indexed surfaces in testautomation 39870031d1 use format string attributes for functions accepting va_list params, too 666301f9f9 Fixed build with older macOS SDK 238987df3b Always use physicalInputProfile on OS versions that support it e424dcca4b More fixing the build with older macOS SDKs 4ebb0c6dac Revert "Fixed build" 7abacc9f9f Fixed build ac1f896f89 Fixed building with older macOS SDK 8043dad369 Fixed build warning 5c8c3931f2 Removed outdated information about SDL_GetWindowWMInfo() e0d0d140b2 Fixed SDL_GetWindowWMInfo() code example f61c0f3dc1 SDL_HINT_TV_REMOTE_AS_JOYSTICK should only affect Siri Remotes on Apple TV 51fc134cad Added support for the second generation Siri Remote on Apple TV bfba9de43a Revert "Map Siri Remote touchpad to D-Pad for consistency with physicalInputProfile mapping" f2c12fe5f3 Removed TODO.txt d4448fe3d2 Update virtual joystick test now that we're just using abxy for mappings, for compatibility f40f272107 Fixed build 34bdd321bf Improved navigation while setting up controller mapping 57e5c7f6ee We'll just use the legacy names for face buttons in the mappings 051ed397d1 Removed testautomation_syswm.c from the Xcode project fb08c22abf Disable controller state debug messages 2999634f29 Map Siri Remote touchpad to D-Pad for consistency with physicalInputProfile mapping 2ff9255f29 Print the GUID for controllers that don't have a mapping 64939d3586 Switch the menu button on the Apple TV remote to the B button to match UI guidelines 0fe5713964 Improved GCController handling on Apple platforms aaf54b09a1 Revert "Cleanup WIN_CreateCursor() code a bit" e923a458ea audio: Protect against race conditions when closing a physical device. 8fa0746d4a audio: Fix postmix state when migrating to new default devices. 078995bbe0 x11: Set the skip taskbar and skip pager atoms on utility windows a58af6d0d1 wasapi: Reference devices when proxying to management thread. 34392db9c3 Fixed IOS_SupportedHIDDevice() returning SDL_FALSE before initialization 708f18d49e Added SDL_HINT_JOYSTICK_IOKIT and SDL_HINT_JOYSTICK_MFI to control whether the IOKit and GCController drivers should be used for joystick support. bd4966999b Replacing SDL_SCANCODE_AUDIOMUTE by SDL_SCANCODE_MUTE on Windows 15504da0b8 Fixed mouse wheel scrolling direction on iOS f5600fd9f4 Fall back to using the physical profile for Apple controllers if they don't match a standard profile 924de4df48 Enable transparent windows when using the D3D11 renderer 1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 7203641597 Note that the SDL window properties are read-only e0c45c6c98 Renamed SDL_WINDOW_FOREIGN to SDL_WINDOW_EXTERNAL 229b7b9d50 SDL_CreateWindowWithPosition() and SDL_CreateWindowFrom() have been replaced with SDL_CreateWindowWithProperties() 2c1fbe1967 Revert "Check to make sure the Windows joystick device has buttons and axes" edd044e901 Fixed the ROG PUGIO II showing up as a game controller 861b1ebd12 properties: Use a mutex instead of an RWLock to guard the hash table dd8ab67bd9 Sync wiki -> headers. 91460fc13d include: Fixed up documentation in SDL_pen.h 876c97454a Cleanup WIN_CreateCursor() code a bit 8766aa39d6 Sync wiki -> headers. e5ffd6d8eb include: Removed `\link` and `\endlink` Doxygen tags. 1c4723ac66 SDL_CreateWindowFrom() now takes a set of properties that describe the native window and options. 6afae6681b Allow casting properties of different types bd269b0f41 Added SDL_SetBooleanProperty() and SDL_GetBooleanProperty() c47ac5b2df include: Fixed copy/paste error 0efb3d90e0 audio: removed a fixed FIXME comment. 69cae07cc1 cpuinfo: Fix detection of physical memory above 2GB on NetBSD 45fc828c95 move SDL_EVENT_WINDOW_PEN_ENTER and SDL_EVENT_WINDOW_PEN_LEAVE down 0907f345cb Added property types: pointer, string, number, float 7c80ac6df7 API for pressure-sensitive pens + XInput2/Wayland d3e43668d0 Revert "Sync SDL3 wiki -> header" 43571769f1 Sync SDL3 wiki -> header 843873626c Handle window resizing on the render thread in D3D11 and D3D12 f66f61de01 Fixed missing "0" in the button list 04b6b2979f Re-add SDL_assert() with non boolean ptr syntax (#8530) b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties 09d1e9defb Only update the battery status for Bluetooth Switch Pro controllers 87794d03ad Added shortened name for "Nintendo Co., Ltd." fbb6934905 Added support for the Dragonrise GameCube adapter with VID 0x1843 d98e1bdfe1 Use the standard gamepad type for Switch Pro controllers using the GameCube form factor a5a47d3bee Fixed crash if there is no controller mapping 312faf9305 Updated documentation for the controller face buttons 2991b9f6ac SDL now represents gamepad buttons as positional elements with a separate label 8708ba7393 Don't leak if realloc fails 36b2d2e463 Fix memory leak in SDL_SendDrop() dfb87e1099 Fix uninitialised variable 'properties' e54c5e0204 Fix condition in SDLTest_TrackAllocations() 89408a9705 wasapi: ResetWasapiDevice no longer blocks on management thread. aa7baf63aa Sync wiki -> headers. 74f3643bfa wayland: Add missing break to switch statement 2d6bae70b4 Older gcc does not support #pragma GCC diagnostic inside functions d8600f717e Pointer as bool (libsdl-org#7214) 23db971681 x11: Ignore deprecated declaration of XKeycodeToKeysym 61c39ce848 ci: re-enable Intel compilers on ci 4ac3f5c07e Updated Xcode project with the video capture API 59f93e20a7 Add SDL Video Capture, with back-end for linux/macos/ios/android 3ab98a3572 Removed debug print statements (thanks @stsp!) f4b61fff30 Implemented VT switching for KMSDRM on Linux 391a3d23d0 cmake: the compile-time pdb does not have a suffix, if set a6541166bc cmake: also install pdb files of static libraries 2e3f574f8f cmake: don't add the C runtime library to the .obj file (when using MSVC) bea34c5380 Fixed a memory leak at window creation. b5347c3364 Fixed emscripten and iOS builds 02f356439d Allow the application to draw while Windows is in a modal move/resize loop 1934417b4d Show the existing mapping when a controller is connected 407a3cb4e0 Fixed infinite recursion initializing properties 979214363f Added SDL_GetGlobalProperties() 151cdfa99f Added the "SDL.window.wayland.registry" property 6c91b28e71 Added the "SDL.renderer.d3d12.command_queue" property 4e8d1ec983 Fixed crash trying to create a metal view with the dummy driver fd4a2cce9e SDL_syswm.h has been removed and replaced with window properties aea6e6de6f Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup() a1941fad6c Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties. 0cd4b7d3e3 Added display properties a02afbaea5 Clean up window properties when the window is destroyed 8668943746 Standardized property names for internal SDL properties a4c6b38fef Fixed FreeBSD build d9e6dcc650 Fixed FreeBSD build 7cc3e94eb2 Store the requested muted state ce9e1bd324 Don't mute the console input if we can't read the keyboard 0a1b6b270f sdlchecks.cmake: Clarified the reason why shared X11 mode doesn't work 80b2bbad21 Removed useless branch test 15bc12165a Actually we need to enumerate the 8BitDo Xbox SKUs 8049af3355 Assume all 8BitDo Xbox controllers have a share button ed1e0c1530 Make sure joysticks are locked when adding and removing them 415283ef38 Fixed checking for linux/input.h fea2504a37 Prioritize the pipewire audio driver over ALSA 04e98d2236 Added missing calls to SDL_InvalidParamError("surface") 521bbcc15e Destroy the window surface if we've created it for the software renderer 28e623c504 Added a mapping for the Atari VCS controller connected over Bluetooth (thanks @WizzardSK!) 4106697774 Make sure we include the null terminator in XLookupStringAsUTF8() b5057edf29 Remove unused SDL_TextureModulate enum 9458cbf75e Removed unused SDL_OSEvent 1a57f6bb29 wayland: Remove QtWayland extensions 5f920d6639 fix emscripten build after commit 07cb7c10 22016b4eae Enable the 5th player LED on the DualSense controller 66cf30c2de Removed misleading comment dbcd390cdf Log drag and drop position updates in SDL test programs 07cb7c10a1 Fixed connecting and disconnecting real-joysticks closing virtual joysticks in Emscripten (thanks David!) 869257a5c1 SDL_migration.cocci: Added a thing for SDL_Vulkan_CreateSurface. c6d9fb1ad7 hidapi: Avoid memcpy'ing to NULL. 4d1aecc225 vulkan: Patched to compile on iOS. fccec65afe Sync SDL3 wiki -> header 2f92807087 vulkan: SDL_Vulkan_CreateSurface now accepts an app-provided allocator. c53843a961 docs: Remove Doxygen `\brief` tags. c132295ad7 SDL_FlushEventMemory is not a public procedure. 7ac281f800 Sync wiki -> headers. f7d40b7594 Added 10-bit pixel formats in addition to SDL_PIXELFORMAT_ARGB2101010 3e4d7e48b0 Fixed memory leak in XInput code bc3d9e99f3 Only save ibus_addr_file after we've successfully read an address from it. 04dfca958a Added a note to events indicating that memory is owned by SDL 20cd789bab Improved migration documentation for the event memory change. 459f17257c cmake: fix MSVC unrecognized option link warning 761390b62f cmake: detect linker id, and assume MSVC does not support version scripts d2e005ee13 dynapi: remove duplicated SDL_LoadWAV entries 21ff699251 test: Fix popup test crash on exit 70c149c88f Automatically clean up memory associated with events 1a83bf2399 fix a possible memory leak in SDL_vasprintf() 59b37d0e5b cmake: fix Windows unrecognized option link warning 9302d7732d Fixed touch normalized coordinates ff3c20a799 Sync SDL3 wiki -> header 17a0fe3a0c Sync SDL3 wiki -> header 14d2471a8f Sync SDL3 wiki -> header 2ad22eeeb5 Sync SDL3 wiki -> header 930438dfb7 Added note that the #ifdef is for !__IOS__ c56583fe45 Fix duplicate symbol on iOS/tvOS 2b62f25a6f Add SDL_sysmain_callbacks.c to the Xcode project 4ab31ca678 Fix dropping file event 5dce4bc716 Makes SDLInputConnection and DummyEdit public classes (thanks Cole!) d3f2eb2aba Use XINPUT_STATE instead of XINPUT_STATE_EX (thanks Andrew!) 3a482ebae0 Add createSDLMainRunnable() to SDLActivity (thanks Cole!) b9784feb24 Fixed potential uninitialized memory access (thanks Mathieu!) 75ea3a8d32 Dynamically allocate long text for SDL_EVENT_TEXT_INPUT events 2a1660ab51 Additional cleanup for SDL_RWprintf() (thanks @sezero!) e5f2cea234 Sync wiki -> headers ad842dd5ad Fixed a typo in SDL_log.h f9d11807c0 Added SDL_RWprintf() and SDL_RWvprintf() to do formatted printing to an SDL_rwops stream 52c4e3eab3 events: Update self-referential pointers when copying event objects 91f0456391 Add the source application for drag and drop events (thanks Nathan!) 1a8bf31a69 include: Fixing whitespace on SDL_MixAudioFormat. d07a264a9b Use the default UCS2/UCS4 conversion rather than non-portable INTERNAL encoding 780b6612a9 wayland: Wayland_Vulkan_GetInstanceExtensions didn't set the count variable. 46b940d571 Updated documentation to note that the event callback is called on the same thread as the main iteration callback 4481754359 Make sure we only dispatch events on the main thread when using application callbacks 274da8561c Updated the migration guide to note that you can check the return value of SDL_AddEventWatch() ad9dcdbbce Clarify that you should use the other field when reading the event a19029e3c1 docs: Updated README-main-functions.md based on feedback. 019468dc59 main: Check for SDL_AddEventWatch failure, now that it can report it. 7e445da569 Added SDL_CleanupEvent() c4bf05fd9d Added subsystem refcount tests to testautomation 7f65ed6461 Handle subsystem dependencies recursively a6b85c81cc Fixed build 3ab6670cb1 Sync SDL3 wiki -> header f439ccfc1a Updated return values for SDL event functions e0379c3b37 Grab events in large chunks in SDL_IterateMainCallbacks() ad5264e54f Don't run SDL_IterateMainCallbacks() if the init call returns an exit code dad1a84be4 Fixed building Vivante video driver fe175d025f Fixed building Vivante video driver 0b460f34ba The HP HyperX controllers have a share button f3261fedcc Code cleanup now that SDL_bool is equivalent to a C boolean expression a76d8e39aa Changed SDL_bool from an enum to unsigned int cf7e5bd0e8 Sync SDL3 wiki -> header 853c28e624 docs: Added first draft of README-main-functions.md 70d75b4a23 Sync wiki -> headers ea02630143 More audio migration clarification 14980b25a8 Clarify documentation for audio callback migration 6cf84e2c5b cmake: fold HAVE_INPUT_EVENTS into HAVE_LINUX_INPUT_H 5e869d1b35 fix Cocoa_Vulkan_GetInstanceExtensions prototype for Mac 07a776f255 include: Fixed documentation for SDL_Vulkan_GetInstanceExtensions. 5b3a2c6df6 docs: Updated SDL_Vulkan_GetInstanceExtensions info in README-migration.md. 9224a0a2d8 Fix emscripten, android, uikit and windows d0d8b28df1 Change SDL_Vulkan_GetInstanceExtensions 338974bb29 SDL_test_memory.c: fix build against older windows SDKs. 618d15bce6 Fixed typo ad0af48883 Check to make sure the Windows joystick device has buttons and axes ac6b32bb02 gendynapi.py: Discard SDLMAIN_DECLSPEC functions. 9c664b0062 main: Added _optional_ callback entry points. 9323417e9c Fixed gendyapi.py parsing of SDL_RELEASE_GENERIC 759cdf6159 audio: Fixed GetFirstAudioDeviceAdded(). 0e614d9179 audio: Massive reworking on thread locking. 40fb76196c audio: Don't let simplified audio streams bind to new devices. 24e3328cca audio: Don't reset device ID counter on subsystem init/quit. 5d95cbde37 cmake: reset check state before testing -fobjc-arc f18120c83c cmake: check -fobjc-arc compiler flag on Apple platforms 4aacc4b92e cmake: file(RELATIVE_PATH) needs 2 absolute paths dcc8805c21 testaudio: Fixed compiler warning on Visual Studio. 9cb259e865 audio: Never SDL_PushEvent from anywhere but SDL_UpdateAudio(). 875e45e70b wayland: Sanity check pointers and protocols before confining 0e87b71d08 wayland: Check the relative pointer handle before destroying 6127ac0871 Use SDL_DISABLE_ALLOCA instead of HAVE_ALLOCA in SDL_stdinc.h 552bee47cb Clear any previous errors if we successfully show a message box 343da852a6 Don't try to use the Wayland messagebox if we're not in Wayland f63e9a8a3f wasapi: Handle disconnected devices that get reconnected. 5fa7b291d4 wasapi: Fixed memory leak if new audio devices fail to add. 468c386686 wasapi: Handle disconnect notifications from the management thread, too. ce3be02b48 wasapi: If device is marked as a zombie, don't try to resuscitate it. 85923049a6 wasapi: Patched to compile. 9bec57309c wasapi: Proxy default device change handling to management thread. c45b5121ce audio: Fixed potential race condition. 8b6da3c701 Fixed making the EGL context current when resuming on Android 2e9eb1073d Sync SDL3 wiki -> header e6116d399a mutex: Removed SDL_MUTEX_MAXWAIT. 82f48be3ef Sync SDL3 wiki -> header 899eb0d042 thread: Locking mutexes and rwlocks are now void functions. 082ef41566 alsa: Fix crash from invalid handle pointer a9aa15c792 CI: change FreeBSD CI runner to cross-platform-actions. 23ceae94c9 Fixed Xbox 360 Controller support using libusb on Linux ace0c2c297 mutex: Fixed bug where generic SDL_TryLockMutex would incorrectly block. f52b330ed8 Added support for the HP HyperX Clutch Gladiate controller b61706373c n3ds: Check that audio thread name starts with "SDLAudioP" 6827b3331d n3ds systhread - use 80kb thread stack size as default, remove hard cap e4cd1d4059 n3ds systhread - prefer to put audio thread on system core 1023d8ec84 SDL_n3dsaudio.c - don't risk leaving current_priority uninitialized 07171be596 SDL_n3dsaudio.h: use triple buffering 6efe957159 SDL_n3dsaudio.c: separate mixer locks from audio device locks 39a961ba41 Added support for "%[]" sscanf syntax 124a0050b6 Fixed warning: no previous prototype for function 'SDL_UpdateAudio' b16165a33f rwlock: SDL_UnlockRWLock was incorrectly tagged with SDL_RELEASE_SHARED. 865dd04068 pulseaudio: Don't use a hash for device change detection. b8cc51875a Fixed build 0413e21e54 Fixed audio device removed events for ALSA 5ba03d377a Revert "Fixed audio device removed events for ALSA" a774694be0 pulseaudio: Simplified default device change detection code. e57fef8f0b Fixed audio device removed events for ALSA 4280d4b359 Fixed warning C4210: nonstandard extension used: function given file scope 182cfc3265 pulseaudio: Rework how we manage default devices and hotplug. b2ae1e835f pulseaudio: Change debug printf calls to use SDL_Log instead. 38afd48daf Added a single source of SDL object IDs e07f6c0a17 SDL_IsJoystickProductWheel() returns SDL_TRUE for Asetek wheelbases (thanks @IOBYTE!) c98a14fdeb Renamed display added/removed events for consistency with the rest of the API c2a3112b6f Added "--substring" to the help for rename_symbols.py a844d90942 Add missing error reporting in Android_JNI_FileOpen() 4ac38d13dd alsa: Don't touch free'd memory in hotplug thread. 43d41c9dcb audio: Another attempt to make device add/remove work vs event watchers. 9abc692156 audio: Another attempt to deal with device destruction from device thread. 33c9eeec7c Revert "audio: Device threads don't increment physical device refcounts." e5a15f94e2 Revert "Check to make sure the Windows joystick device has buttons and axes" 70fd8e2ba2 Lock joysticks when adding gamepad mappings 76f81797b7 audio: Device threads don't increment physical device refcounts. 594fda4120 Sync SDL3 wiki -> header 0d7c5a2c56 Updated Android API documentation 0df888c584 Moved Android low latency audio behind a hint "SDL_ANDROID_LOW_LATENCY_AUDIO" 142366c837 Sync SDL3 wiki -> header 3a4c9d6990 Fixed build error when API logging is enabled 1f8f82b379 Removed redundant thread-safety information a6edc75fe7 Sync SDL3 wiki -> header 3c8edeb79b Clarified SDL property thread-safety information 4fa821cb3e Sync SDL3 wiki -> header 1c70760c0b Added thread-safety information for the new SDL properties API 15533dce05 Cleaned up warnings from check_stdlib_usage.py bf269571fc jack: Removed FIXME comment that has since been fixed. 797b70877d audio: Remove stub header SDL_audio_c.h. 9d7c57234a audio: Cleaned out most remaining `/* */` comments for `//` style. 0ff67dc21b video: Fix compiler warning about SDL_ReadSurfacePixel not being declared. 81c77396af opensles: Patched to compile. 442e84916a opensles: Fixed capitalization to match other SDL backends. 34914bfb49 alsa: Clean up device handles, now that hotplug thread cleanup is in place. 48d80efb51 Fixed warning C4701: potentially uninitialized local variable 'props' used f7dc63bcc3 audio: another windows wasapi build fix. dd98330076 audio: fix windows wasapi build. 7a52f7b3fd audio: Split Deinitialize into two stages. e55e556f32 alsa: Fixed minor memory leak. b45a0d9016 Updated the documentation for SDL_LoadWAV_RW() 435e7ce663 Check for device disconnection in HIDAPI_JoystickOpen() b733adb503 audio: Fix device refcounting vs ProvidesOwnCallbackThread backends. c6f08c2553 testaudio: Removed debugging code. d5dac0ad27 testaudio: Deal with a texture being unexpectedly NULL when scaling. b19e68c8ec testaudio: Properly display playback progress, regardless of data source. 8c39269279 audio: Fix audio stream format when binding to a capture device. f26b838a3e jack: Check for sample rate and buffer size changes from the server. 063cb0df6b audio: Fixed comment typo. "deref" should be "unref" 354611a0c6 testaudio: Fixed some bugs Valgrind pointed out. a17f3ba916 audio: Reworked audio device disconnect management. 6ddd96a4d0 Fix some wrong gamepad/controller event enums 8df68b4120 hashtable: Moved over to single-line comments. 1c6d996108 testaudio: if the SDL_Renderer is already gone, don't destroy SDL_Textures. b22ffb9797 audio: Fix some logic errors in the new device hashtable code. e526dc64bd Don't set unused variable 6664437748 hashtable: Don't rearrange bucket elements during SDL_FindInHashTable. 8ac5c84ad1 audio: device thread shouldn't touch `thread_alive` after object is free'd. b17151eb16 testaudio: Don't crash if renderer is NULL (happens during shutdown). 7f408e57ee audio: Keep all available devices in a hashtable instead of linked lists. 0aba2c97db hashtable: SDL_IterateHashTable might as well provide both key and value. 95a9271dbf audio: Never lock a device while holding the device_list_lock. 9aeabb0b05 Fix macOS build error by #8269 382751c4b5 testffmpeg: print usage of options to change audio/video codec f91bde64d5 testffmpeg: Only enable blending if we're using a texture format that supports it 516d6f9efc testffmpeg: added support for YUVA formats using swscale ac71831350 Sync wiki -> headers d18f910248 testffmpeg: added the ability to specify audio and video codecs 72034b9a07 wayland: Fix primary selection handling when the protocol isn't supported e152129787 Fixes #8190. From #7249, reverted the hunks other than #7239. b79db0a6ea Fixed potential wraparound issue with property IDs c9ccf0670c Add unsupported functions to dynapi 25ce87979d Always provide an implementation for all SDL3 symbols 3a36433a3c cmake: test -Wl,--version-script with minimal version script 0efa196989 dynapi: implement SDL_DYNAPI_entry even when building SDL without dynapi support bf64fecf19 testffmpeg: allow resizing of the video window efa9a45048 Clarified that testffmpeg will resize the window to the video size 4368f70ff9 Added properties to various SDL objects 973c8b3273 Added SDL properties API 2bca4671a6 audio: Allow audio streams to be created when the subsystem isn't initialized. 1ae33f6751 cmake: optionally install pdb's 0d5cad91b1 We need audio converters initialized in SDL_InitAudio() 1c3a0ade74 audio: Whoops, this stream format change is only for capture devices. 10fab3a39e pulseaudio: Stop the threaded mainloop before destroying the context. 0b71898cb1 Make it clear that the string comparison isn't a boolean check 6c8ad975c7 Like mutexes, operations on NULL rwlocks are no-ops c552cc6847 We don't require the audio system to be initialized for audio format conversion 9a5f7b17c6 Use SDL wrapped getenv function 044046bc50 audio: Fixed assertions when capture devices have wrong audio formats. bb2f767f5d testaudio: Make program usable without a 3-button mouse. 321fc18417 README-migration.md: Added note about SDL_HasRDTSC removal. 82f54af617 x11: Properly check for XInput2 support before using it. b654427537 Added support for the PowerA Nintendo Switch Nano Wired Controller dc2a5f6ab2 Fixed error C2054: expected '(' to follow 'inline' a7ae1de9a6 Fixed warning C4028: formal parameter different from declaration 3a47fb7208 The sensor and joystick instance ID generator isn't guarded by a lock. aee4862958 ci: stop FreeBSD job after 30 minutes 99fa0d6cae Disable low latency audio by default when using AAudio on Android ebfbd7327b testffmpeg: use SDL_test to parse arguments and track memory ee53e4d319 cmake: check ffmpeg capability instead of version 2d62c65a75 Fixed build warning bf72704bfd audio: Disable NEON sample conversion until test failures are fixed 0fe95cfba3 Sync wiki -> header adcace6f95 Added a "--software" option to testffmpeg 86ada8a9f0 fix testffmpeg.c build. 303f4e965c testffmpeg works with ffmpeg 5.1.3 and newer 2bd478ae65 Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture. a842446f62 Added support for 0-copy decode and display using D3D11 d830cd140b Added support for 0-copy decode and display using Apple VideoToolbox 1bf913b29a Added support for 0-copy decode and display using VAAPI and EGL ce8161e0cf Make sure we're building with ffmpeg 6.0 or newer ed6381b68d Allow setting any number of sprites over the video ebf5e08fa1 cmake: use *_STATIC_* variables when linking to a static ffmpeg 88f2fb9dcf Added an example of video decoding with ffmpeg d88bf687a8 surface: Document the in-memory layout of the pixels 3698630bbc pixels: Document the naming convention 04edb38cdf shape: Use SDL[Test]_ReadSurfacePixel f5745c3a67 surface: Add a private SDL_ReadSurfacePixel 0d68f45879 test: Extract SDLTest_ReadSurfacePixel 55a1458ed0 audio: Changes to one logical device must update all sibling logical devices. 8e03ea4383 hashtable: Use Create/Destroy naming, in the SDL3 style. 568902b64e hashtable: Added src/SDL_hashtable.[ch]. 8745a9949b add-source-to-projects.pl: Fix adding files in the base src dir. 836927edf8 wayland: Try to skip the Wayland driver if not connecting to or in a Wayland session 2a9480c815 wayland: Add null check for zenity version string f30392da5b Fix assertion in LINUX_JoystickSetSensorsEnabled() 4e59bf6cb9 SDLTest_CompareSurfaces: Output RGBA values of first differing pixel b2ddfbbec3 SDLTest_CompareSurfaces: If surfaces differ, log their formats b028fd9604 SDLTest_CompareSurfaces: Log better messages if NULL or different sizes 183606d3d4 testdrawchessboard: clean up renderer and window 4f0642bf47 triangle: don't read destination pixel when you're going to discard it anyways 4cd0c13823 blit_slow: don't read destination pixel when you're going to discard it anyways 49abb9c1fa aaudio: Fixed a comment. 0eb8651d5e Do not report gyro/accelerometer if we can't read axes info ff57867516 audio: Fixed copy/paste error that was checking wrong variable. d2d4914ac3 audio: WaitDevice/WaitCaptureDevice now returns a result. a0820ed833 directsound: Cleaned up WaitDevice. 6c33a05bdb audio: Removed unused AllowsArbitraryDeviceNames variable. f1fc198278 audio: Destroy the logical audio device before sending DEVICE_REMOVED event. 64ec208479 Fix log message spelling 9111c5e178 tests: Disable mouse warp test under Wayland de5068f4e4 audio: Commented out a currently-incorrect assert. 3abb464f10 ci: disable Intel compilers 251f8fa272 Revert "Do a better job of finding default ALSA devices" 8857b0f13a Use the device audio format for the lowest latency 806e11ac00 Update sample processing bookkeeping when recovering the AAudio audio device 482c238953 aaudio: Deal with device recovery. a8813b58a6 aaudio: Change an int to an SDL_bool. 8923305f34 We don't need to wait a full 10 ms, just delay a bit 6a152676bb Wait a bit when snd_pcm_avail() returns 0 b4372de186 alsa: Cleaned up remaining debug logging. a063c943dc pulseaudio: Use pa_stream_begin_write to avoid an extra buffer copy. 0471a93706 alsa: Simplified PlayDevice and CaptureFromDevice. 776d9d0ee3 alsa: Convert `/* */` comments to `//` comments. 64fee85c69 alsa: More efficient audio thread iteration. 47cba08259 VisualC/pkg-support/cmake: remove subdir from public header include path 61e9a9dd56 pulseaudio: Just feed the device whenever it asks for any amount of data. 4f76f9b0a7 pulseaudio: Use correct buffer size of stream, wait less between fills. d95d2d7051 SDLTest_CompareSurfaces: Decode pixels correctly on big-endian platforms d65861f049 Do a better job of finding default ALSA devices ba65ef5ce7 Recover from -EPIPE in snd_pcm_avail() 5be5000fa1 cmake: make HEADERS_DIR a required argument of SDL_generate_manpages 5c1a91a4e1 ci: make sure perl is installed + build docs with MSVC toolchain 6248472c0c test: Accept small numerical differences in more mathematical tests a2c5dc6507 pulseaudio: Added typedef needed for compat with ancient Pulse installs. f24551f6d1 pulseaudio: More workarounds for extremely old Pulse installs. 441a5b707b audio: Adjusted const/static fields on some variables. 280c2c1d7d pulseaudio: Revert "pulseaudio: Require PulseAudio 5.0 or later for SDL3." 4db2b968af audio: simple-copy path should check if device is paused. 505dc4c39c wasapi: Deal with device failures when we aren't holding the device lock. ea5f59c234 Removed unused code a6854098f7 Fixed stuttering on Android when using the AAudio driver a5175e5ed0 audio: Fixed bug when setting up mixing formats. 9667aa18e6 wayland: Check that the data device supports the release method before calling it 4454dc400b wayland: Null all Wayland manager objects after freeing e1789b320e video: Streamline a little deinit code. 2a1058713c Bump libdecor feature check to look for 0.2.0 f5886f11d0 cmake: let every test depends on pretest f45761908a Move check for SDL_Delay upper bounds to testtimer a84389f6bb libm: use union for infinity 474c8d0073 testautomation: don't do float equality tests a6bc6b882c ci: always upload the artifacts 85e3099ba4 testautomation: only require accelated renderer with non-dummy video driver 26fd231151 ci: run tests on msvc workflow 0e955a9127 cmake: run testautomation with CTest 1375d2049d SDL_iconv_string() defaults to UTF-8 70a1bc6973 Check for NULL before dereferencing newly allocated memory 752f14e5a6 wayland: Convert some memcpy calls to copyp 9284a03053 wayland: Remove some unnecessary helper functions git-subtree-dir: external/sdl/SDL git-subtree-split: 0d7df16812c75c4a587d7d2673e3d1a5f2c2879b
1191 lines
51 KiB
C
1191 lines
51 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_events.h
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*
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* Include file for SDL event handling.
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*/
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#ifndef SDL_events_h_
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#define SDL_events_h_
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#include <SDL3/SDL_audio.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_mouse.h>
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#include <SDL3/SDL_pen.h>
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#include <SDL3/SDL_quit.h>
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_touch.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED 0
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#define SDL_PRESSED 1
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/**
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* The types of events that can be delivered.
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*/
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typedef enum
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{
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SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
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/* Application events */
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SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS, see README-ios.md for details */
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SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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*/
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SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible.
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Called on iOS in applicationDidReceiveMemoryWarning()
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Called on Android in onLowMemory()
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*/
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SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background
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Called on iOS in applicationWillResignActive()
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Called on Android in onPause()
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*/
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SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time
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Called on iOS in applicationDidEnterBackground()
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Called on Android in onPause()
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*/
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SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground
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Called on iOS in applicationWillEnterForeground()
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Called on Android in onResume()
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*/
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SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive
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Called on iOS in applicationDidBecomeActive()
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Called on Android in onResume()
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*/
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SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
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SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
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/* Display events */
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/* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
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SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
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SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
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SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
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SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
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SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
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SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
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SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
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/* Window events */
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/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
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/* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
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SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
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SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
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SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn */
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SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
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SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
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SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
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SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
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SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
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SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
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SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
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SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
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SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
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SDL_EVENT_WINDOW_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
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SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
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SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
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SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
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SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
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SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
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SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
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SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
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SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
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in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
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associated with the window. Otherwise, the handle has already been destroyed and all resources
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associated with it are invalid */
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SDL_EVENT_WINDOW_PEN_ENTER, /**< Window has gained focus of the pressure-sensitive pen with ID "data1" */
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SDL_EVENT_WINDOW_PEN_LEAVE, /**< Window has lost focus of the pressure-sensitive pen with ID "data1" */
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SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
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SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_PEN_LEAVE,
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/* Keyboard events */
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SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
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SDL_EVENT_KEY_UP, /**< Key released */
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SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
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SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
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SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
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input language or keyboard layout change. */
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/* Mouse events */
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SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
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SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
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SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
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SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
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/* Joystick events */
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SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
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SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< Joystick hat position change */
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SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
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SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
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SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
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SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
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SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
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SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
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/* Gamepad events */
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SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
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SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
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SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
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SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
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SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
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SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
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SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
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SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
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SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
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SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
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SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
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SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
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/* Touch events */
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SDL_EVENT_FINGER_DOWN = 0x700,
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SDL_EVENT_FINGER_UP,
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SDL_EVENT_FINGER_MOTION,
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/* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
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/* Clipboard events */
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SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
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/* Drag and drop events */
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SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
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SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
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SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
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SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
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SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
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/* Audio hotplug events */
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SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
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SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
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SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
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/* Sensor events */
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SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
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/* Pressure-sensitive pen events */
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SDL_EVENT_PEN_DOWN = 0x1300, /**< Pressure-sensitive pen touched drawing surface */
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SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
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SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen moved, or angle/pressure changed */
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SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
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SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
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/* Render events */
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SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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/* Internal events */
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SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
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/** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
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* and should be allocated with SDL_RegisterEvents()
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*/
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SDL_EVENT_USER = 0x8000,
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/**
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* This last event is only for bounding internal arrays
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*/
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SDL_EVENT_LAST = 0xFFFF
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} SDL_EventType;
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/**
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* Fields shared by every event
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*/
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typedef struct SDL_CommonEvent
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{
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Uint32 type;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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} SDL_CommonEvent;
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/**
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* Display state change event data (event.display.*)
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*/
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typedef struct SDL_DisplayEvent
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{
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Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_DisplayID displayID;/**< The associated display */
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Sint32 data1; /**< event dependent data */
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} SDL_DisplayEvent;
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/**
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* Window state change event data (event.window.*)
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*/
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typedef struct SDL_WindowEvent
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{
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Uint32 type; /**< ::SDL_WINDOWEVENT_* */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The associated window */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_WindowEvent;
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/**
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* Keyboard button event structure (event.key.*)
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*/
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typedef struct SDL_KeyboardEvent
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{
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Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 repeat; /**< Non-zero if this is a key repeat */
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Uint8 padding2;
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Uint8 padding3;
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SDL_Keysym keysym; /**< The key that was pressed or released */
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} SDL_KeyboardEvent;
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE 64
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/**
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* Keyboard text editing event structure (event.edit.*)
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*
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* The `text` is owned by SDL and should be copied if the application
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* wants to hold onto it beyond the scope of handling this event.
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*/
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typedef struct SDL_TextEditingEvent
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{
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Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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char *text; /**< The editing text */
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Sint32 start; /**< The start cursor of selected editing text */
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Sint32 length; /**< The length of selected editing text */
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} SDL_TextEditingEvent;
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE 64
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/**
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* Keyboard text input event structure (event.text.*)
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*
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* The `text` is owned by SDL and should be copied if the application
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* wants to hold onto it beyond the scope of handling this event.
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*/
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typedef struct SDL_TextInputEvent
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{
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Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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char *text; /**< The input text */
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} SDL_TextInputEvent;
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/**
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* Mouse motion event structure (event.motion.*)
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*/
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typedef struct SDL_MouseMotionEvent
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{
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Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
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Uint32 state; /**< The current button state */
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float x; /**< X coordinate, relative to window */
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float y; /**< Y coordinate, relative to window */
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float xrel; /**< The relative motion in the X direction */
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float yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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* Mouse button event structure (event.button.*)
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*/
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typedef struct SDL_MouseButtonEvent
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{
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Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
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Uint8 button; /**< The mouse button index */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
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Uint8 padding;
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float x; /**< X coordinate, relative to window */
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float y; /**< Y coordinate, relative to window */
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} SDL_MouseButtonEvent;
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/**
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* Mouse wheel event structure (event.wheel.*)
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*/
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typedef struct SDL_MouseWheelEvent
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{
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Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
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float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
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float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
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float mouseX; /**< X coordinate, relative to window */
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float mouseY; /**< Y coordinate, relative to window */
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} SDL_MouseWheelEvent;
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/**
|
|
* Joystick axis motion event structure (event.jaxis.*)
|
|
*/
|
|
typedef struct SDL_JoyAxisEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 axis; /**< The joystick axis index */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
Sint16 value; /**< The axis value (range: -32768 to 32767) */
|
|
Uint16 padding4;
|
|
} SDL_JoyAxisEvent;
|
|
|
|
/**
|
|
* Joystick hat position change event structure (event.jhat.*)
|
|
*/
|
|
typedef struct SDL_JoyHatEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 hat; /**< The joystick hat index */
|
|
Uint8 value; /**< The hat position value.
|
|
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
|
|
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
|
|
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
|
|
*
|
|
* Note that zero means the POV is centered.
|
|
*/
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_JoyHatEvent;
|
|
|
|
/**
|
|
* Joystick button event structure (event.jbutton.*)
|
|
*/
|
|
typedef struct SDL_JoyButtonEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 button; /**< The joystick button index */
|
|
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_JoyButtonEvent;
|
|
|
|
/**
|
|
* Joystick device event structure (event.jdevice.*)
|
|
*/
|
|
typedef struct SDL_JoyDeviceEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
} SDL_JoyDeviceEvent;
|
|
|
|
/**
|
|
* Joysick battery level change event structure (event.jbattery.*)
|
|
*/
|
|
typedef struct SDL_JoyBatteryEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
SDL_JoystickPowerLevel level; /**< The joystick battery level */
|
|
} SDL_JoyBatteryEvent;
|
|
|
|
/**
|
|
* Gamepad axis motion event structure (event.gaxis.*)
|
|
*/
|
|
typedef struct SDL_GamepadAxisEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
Sint16 value; /**< The axis value (range: -32768 to 32767) */
|
|
Uint16 padding4;
|
|
} SDL_GamepadAxisEvent;
|
|
|
|
|
|
/**
|
|
* Gamepad button event structure (event.gbutton.*)
|
|
*/
|
|
typedef struct SDL_GamepadButtonEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
|
|
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GamepadButtonEvent;
|
|
|
|
|
|
/**
|
|
* Gamepad device event structure (event.gdevice.*)
|
|
*/
|
|
typedef struct SDL_GamepadDeviceEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED, ::SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or ::SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
} SDL_GamepadDeviceEvent;
|
|
|
|
/**
|
|
* Gamepad touchpad event structure (event.gtouchpad.*)
|
|
*/
|
|
typedef struct SDL_GamepadTouchpadEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Sint32 touchpad; /**< The index of the touchpad */
|
|
Sint32 finger; /**< The index of the finger on the touchpad */
|
|
float x; /**< Normalized in the range 0...1 with 0 being on the left */
|
|
float y; /**< Normalized in the range 0...1 with 0 being at the top */
|
|
float pressure; /**< Normalized in the range 0...1 */
|
|
} SDL_GamepadTouchpadEvent;
|
|
|
|
/**
|
|
* Gamepad sensor event structure (event.gsensor.*)
|
|
*/
|
|
typedef struct SDL_GamepadSensorEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
|
|
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
|
|
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
|
|
} SDL_GamepadSensorEvent;
|
|
|
|
/**
|
|
* Audio device event structure (event.adevice.*)
|
|
*/
|
|
typedef struct SDL_AudioDeviceEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED, or ::SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
|
|
Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_AudioDeviceEvent;
|
|
|
|
|
|
/**
|
|
* Touch finger event structure (event.tfinger.*)
|
|
*/
|
|
typedef struct SDL_TouchFingerEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_TouchID touchId; /**< The touch device id */
|
|
SDL_FingerID fingerId;
|
|
float x; /**< Normalized in the range 0...1 */
|
|
float y; /**< Normalized in the range 0...1 */
|
|
float dx; /**< Normalized in the range -1...1 */
|
|
float dy; /**< Normalized in the range -1...1 */
|
|
float pressure; /**< Normalized in the range 0...1 */
|
|
SDL_WindowID windowID; /**< The window underneath the finger, if any */
|
|
} SDL_TouchFingerEvent;
|
|
|
|
|
|
#define SDL_DROPEVENT_DATA_SIZE 64
|
|
/**
|
|
* Pressure-sensitive pen touched or stopped touching surface (event.ptip.*)
|
|
*/
|
|
typedef struct SDL_PenTipEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_PEN_DOWN or ::SDL_EVENT_PEN_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
Uint32 windowID; /**< The window with pen focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
Uint8 tip; /**< ::SDL_PEN_TIP_INK when using a regular pen tip, or ::SDL_PEN_TIP_ERASER if the pen is being used as an eraser (e.g., flipped to use the eraser tip) */
|
|
Uint8 state; /**< ::SDL_PRESSED on ::SDL_EVENT_PEN_DOWN and ::SDL_RELEASED on ::SDL_EVENT_PEN_UP */
|
|
Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.),
|
|
::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and
|
|
::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
|
|
} SDL_PenTipEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen motion / pressure / angle event structure (event.pmotion.*)
|
|
*/
|
|
typedef struct SDL_PenMotionEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_PEN_MOTION */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
Uint32 windowID; /**< The window with pen focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.),
|
|
::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and
|
|
::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
|
|
} SDL_PenMotionEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen button event structure (event.pbutton.*)
|
|
*/
|
|
typedef struct SDL_PenButtonEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_PEN_BUTTON_DOWN or ::SDL_EVENT_PEN_BUTTON_UP */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
Uint32 windowID; /**< The window with pen focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
Uint8 button; /**< The pen button index (1 represents the pen tip for compatibility with mouse events) */
|
|
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
|
|
Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.),
|
|
::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and
|
|
::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
|
|
} SDL_PenButtonEvent;
|
|
|
|
/**
|
|
* An event used to drop text or request a file open by the system (event.drop.*)
|
|
*
|
|
* The `data` is owned by SDL and should be copied if the application
|
|
* wants to hold onto it beyond the scope of handling this event.
|
|
*/
|
|
typedef struct SDL_DropEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_DROP_BEGIN or ::SDL_EVENT_DROP_FILE or ::SDL_EVENT_DROP_TEXT or ::SDL_EVENT_DROP_COMPLETE or ::SDL_EVENT_DROP_POSITION */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window that was dropped on, if any */
|
|
float x; /**< X coordinate, relative to window (not on begin) */
|
|
float y; /**< Y coordinate, relative to window (not on begin) */
|
|
char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
|
|
char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
|
|
} SDL_DropEvent;
|
|
|
|
/**
|
|
* An event triggered when the clipboard contents have changed (event.clipboard.*)
|
|
*/
|
|
typedef struct SDL_ClipboardEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
} SDL_ClipboardEvent;
|
|
|
|
/**
|
|
* Sensor event structure (event.sensor.*)
|
|
*/
|
|
typedef struct SDL_SensorEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_SensorID which; /**< The instance ID of the sensor */
|
|
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
|
|
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
|
|
} SDL_SensorEvent;
|
|
|
|
/**
|
|
* The "quit requested" event
|
|
*/
|
|
typedef struct SDL_QuitEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_QUIT */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
} SDL_QuitEvent;
|
|
|
|
/**
|
|
* A user-defined event type (event.user.*)
|
|
*/
|
|
typedef struct SDL_UserEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The associated window if any */
|
|
Sint32 code; /**< User defined event code */
|
|
void *data1; /**< User defined data pointer */
|
|
void *data2; /**< User defined data pointer */
|
|
} SDL_UserEvent;
|
|
|
|
|
|
/**
|
|
* General event structure
|
|
*/
|
|
typedef union SDL_Event
|
|
{
|
|
Uint32 type; /**< Event type, shared with all events */
|
|
SDL_CommonEvent common; /**< Common event data */
|
|
SDL_DisplayEvent display; /**< Display event data */
|
|
SDL_WindowEvent window; /**< Window event data */
|
|
SDL_KeyboardEvent key; /**< Keyboard event data */
|
|
SDL_TextEditingEvent edit; /**< Text editing event data */
|
|
SDL_TextInputEvent text; /**< Text input event data */
|
|
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
|
|
SDL_MouseButtonEvent button; /**< Mouse button event data */
|
|
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
|
|
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
|
|
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
|
|
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
|
|
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
|
|
SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
|
|
SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
|
|
SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
|
|
SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
|
|
SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
|
|
SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
|
|
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
|
|
SDL_SensorEvent sensor; /**< Sensor event data */
|
|
SDL_QuitEvent quit; /**< Quit request event data */
|
|
SDL_UserEvent user; /**< Custom event data */
|
|
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
|
|
SDL_PenTipEvent ptip; /**< Pen tip touching or leaving drawing surface */
|
|
SDL_PenMotionEvent pmotion; /**< Pen change in position, pressure, or angle */
|
|
SDL_PenButtonEvent pbutton; /**< Pen button press */
|
|
SDL_DropEvent drop; /**< Drag and drop event data */
|
|
SDL_ClipboardEvent clipboard; /**< Clipboard event data */
|
|
|
|
/* This is necessary for ABI compatibility between Visual C++ and GCC.
|
|
Visual C++ will respect the push pack pragma and use 52 bytes (size of
|
|
SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
|
|
architectures) for this union, and GCC will use the alignment of the
|
|
largest datatype within the union, which is 8 bytes on 64-bit
|
|
architectures.
|
|
|
|
So... we'll add padding to force the size to be the same for both.
|
|
|
|
On architectures where pointers are 16 bytes, this needs rounding up to
|
|
the next multiple of 16, 64, and on architectures where pointers are
|
|
even larger the size of SDL_UserEvent will dominate as being 3 pointers.
|
|
*/
|
|
Uint8 padding[128];
|
|
} SDL_Event;
|
|
|
|
/* Make sure we haven't broken binary compatibility */
|
|
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
|
|
|
|
|
|
/* Function prototypes */
|
|
|
|
/**
|
|
* Pump the event loop, gathering events from the input devices.
|
|
*
|
|
* This function updates the event queue and internal input device state.
|
|
*
|
|
* **WARNING**: This should only be run in the thread that initialized the
|
|
* video subsystem, and for extra safety, you should consider only doing those
|
|
* things on the main thread in any case.
|
|
*
|
|
* SDL_PumpEvents() gathers all the pending input information from devices and
|
|
* places it in the event queue. Without calls to SDL_PumpEvents() no events
|
|
* would ever be placed on the queue. Often the need for calls to
|
|
* SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
|
|
* SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
|
|
* polling or waiting for events (e.g. you are filtering them), then you must
|
|
* call SDL_PumpEvents() to force an event queue update.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_WaitEvent
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
|
|
|
|
/* @{ */
|
|
typedef enum
|
|
{
|
|
SDL_ADDEVENT,
|
|
SDL_PEEKEVENT,
|
|
SDL_GETEVENT
|
|
} SDL_eventaction;
|
|
|
|
/**
|
|
* Check the event queue for messages and optionally return them.
|
|
*
|
|
* `action` may be any of the following:
|
|
*
|
|
* - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
|
|
* event queue.
|
|
* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
|
|
* within the specified minimum and maximum type, will be returned to the
|
|
* caller and will _not_ be removed from the queue.
|
|
* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
|
|
* within the specified minimum and maximum type, will be returned to the
|
|
* caller and will be removed from the queue.
|
|
*
|
|
* You may have to call SDL_PumpEvents() before calling this function.
|
|
* Otherwise, the events may not be ready to be filtered when you call
|
|
* SDL_PeepEvents().
|
|
*
|
|
* This function is thread-safe.
|
|
*
|
|
* \param events destination buffer for the retrieved events
|
|
* \param numevents if action is SDL_ADDEVENT, the number of events to add
|
|
* back to the event queue; if action is SDL_PEEKEVENT or
|
|
* SDL_GETEVENT, the maximum number of events to retrieve
|
|
* \param action action to take; see [[#action|Remarks]] for details
|
|
* \param minType minimum value of the event type to be considered;
|
|
* SDL_EVENT_FIRST is a safe choice
|
|
* \param maxType maximum value of the event type to be considered;
|
|
* SDL_EVENT_LAST is a safe choice
|
|
* \returns the number of events actually stored or a negative error code on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PumpEvents
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType);
|
|
/* @} */
|
|
|
|
/**
|
|
* Check for the existence of a certain event type in the event queue.
|
|
*
|
|
* If you need to check for a range of event types, use SDL_HasEvents()
|
|
* instead.
|
|
*
|
|
* \param type the type of event to be queried; see SDL_EventType for details
|
|
* \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
|
|
* events matching `type` are not present.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_HasEvents
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
|
|
|
|
|
|
/**
|
|
* Check for the existence of certain event types in the event queue.
|
|
*
|
|
* If you need to check for a single event type, use SDL_HasEvent() instead.
|
|
*
|
|
* \param minType the low end of event type to be queried, inclusive; see
|
|
* SDL_EventType for details
|
|
* \param maxType the high end of event type to be queried, inclusive; see
|
|
* SDL_EventType for details
|
|
* \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
|
|
* present, or SDL_FALSE if not.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_HasEvents
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
|
|
|
|
/**
|
|
* Clear events of a specific type from the event queue.
|
|
*
|
|
* This will unconditionally remove any events from the queue that match
|
|
* `type`. If you need to remove a range of event types, use SDL_FlushEvents()
|
|
* instead.
|
|
*
|
|
* It's also normal to just ignore events you don't care about in your event
|
|
* loop without calling this function.
|
|
*
|
|
* This function only affects currently queued events. If you want to make
|
|
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
|
|
* on the main thread immediately before the flush call.
|
|
*
|
|
* \param type the type of event to be cleared; see SDL_EventType for details
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_FlushEvents
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
|
|
|
|
/**
|
|
* Clear events of a range of types from the event queue.
|
|
*
|
|
* This will unconditionally remove any events from the queue that are in the
|
|
* range of `minType` to `maxType`, inclusive. If you need to remove a single
|
|
* event type, use SDL_FlushEvent() instead.
|
|
*
|
|
* It's also normal to just ignore events you don't care about in your event
|
|
* loop without calling this function.
|
|
*
|
|
* This function only affects currently queued events. If you want to make
|
|
* sure that all pending OS events are flushed, you can call SDL_PumpEvents()
|
|
* on the main thread immediately before the flush call.
|
|
*
|
|
* \param minType the low end of event type to be cleared, inclusive; see
|
|
* SDL_EventType for details
|
|
* \param maxType the high end of event type to be cleared, inclusive; see
|
|
* SDL_EventType for details
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_FlushEvent
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
|
|
|
|
/**
|
|
* Poll for currently pending events.
|
|
*
|
|
* If `event` is not NULL, the next event is removed from the queue and stored
|
|
* in the SDL_Event structure pointed to by `event`. The 1 returned refers to
|
|
* this event, immediately stored in the SDL Event structure -- not an event
|
|
* to follow.
|
|
*
|
|
* If `event` is NULL, it simply returns 1 if there is an event in the queue,
|
|
* but will not remove it from the queue.
|
|
*
|
|
* As this function may implicitly call SDL_PumpEvents(), you can only call
|
|
* this function in the thread that set the video mode.
|
|
*
|
|
* SDL_PollEvent() is the favored way of receiving system events since it can
|
|
* be done from the main loop and does not suspend the main loop while waiting
|
|
* on an event to be posted.
|
|
*
|
|
* The common practice is to fully process the event queue once every frame,
|
|
* usually as a first step before updating the game's state:
|
|
*
|
|
* ```c
|
|
* while (game_is_still_running) {
|
|
* SDL_Event event;
|
|
* while (SDL_PollEvent(&event)) { // poll until all events are handled!
|
|
* // decide what to do with this event.
|
|
* }
|
|
*
|
|
* // update game state, draw the current frame
|
|
* }
|
|
* ```
|
|
*
|
|
* \param event the SDL_Event structure to be filled with the next event from
|
|
* the queue, or NULL
|
|
* \returns SDL_TRUE if this got an event or SDL_FALSE if there are none
|
|
* available.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_PollEvent(SDL_Event *event);
|
|
|
|
/**
|
|
* Wait indefinitely for the next available event.
|
|
*
|
|
* If `event` is not NULL, the next event is removed from the queue and stored
|
|
* in the SDL_Event structure pointed to by `event`.
|
|
*
|
|
* As this function may implicitly call SDL_PumpEvents(), you can only call
|
|
* this function in the thread that initialized the video subsystem.
|
|
*
|
|
* \param event the SDL_Event structure to be filled in with the next event
|
|
* from the queue, or NULL
|
|
* \returns SDL_TRUE on success or SDL_FALSE if there was an error while
|
|
* waiting for events; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_WaitEvent(SDL_Event *event);
|
|
|
|
/**
|
|
* Wait until the specified timeout (in milliseconds) for the next available
|
|
* event.
|
|
*
|
|
* If `event` is not NULL, the next event is removed from the queue and stored
|
|
* in the SDL_Event structure pointed to by `event`.
|
|
*
|
|
* As this function may implicitly call SDL_PumpEvents(), you can only call
|
|
* this function in the thread that initialized the video subsystem.
|
|
*
|
|
* The timeout is not guaranteed, the actual wait time could be longer due to
|
|
* system scheduling.
|
|
*
|
|
* \param event the SDL_Event structure to be filled in with the next event
|
|
* from the queue, or NULL
|
|
* \param timeoutMS the maximum number of milliseconds to wait for the next
|
|
* available event
|
|
* \returns SDL_TRUE if this got an event or SDL_FALSE if the timeout elapsed
|
|
* without any events available.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEvent
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
|
|
|
|
/**
|
|
* Add an event to the event queue.
|
|
*
|
|
* The event queue can actually be used as a two way communication channel.
|
|
* Not only can events be read from the queue, but the user can also push
|
|
* their own events onto it. `event` is a pointer to the event structure you
|
|
* wish to push onto the queue. The event is copied into the queue, and the
|
|
* caller may dispose of the memory pointed to after SDL_PushEvent() returns.
|
|
*
|
|
* Note: Pushing device input events onto the queue doesn't modify the state
|
|
* of the device within SDL.
|
|
*
|
|
* This function is thread-safe, and can be called from other threads safely.
|
|
*
|
|
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
|
|
* the event filter but events added with SDL_PeepEvents() do not.
|
|
*
|
|
* For pushing application-specific events, please use SDL_RegisterEvents() to
|
|
* get an event type that does not conflict with other code that also wants
|
|
* its own custom event types.
|
|
*
|
|
* \param event the SDL_Event to be added to the queue
|
|
* \returns 1 on success, 0 if the event was filtered, or a negative error
|
|
* code on failure; call SDL_GetError() for more information. A
|
|
* common reason for error is the event queue being full.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PeepEvents
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_RegisterEvents
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
|
|
|
|
/**
|
|
* A function pointer used for callbacks that watch the event queue.
|
|
*
|
|
* \param userdata what was passed as `userdata` to SDL_SetEventFilter()
|
|
* or SDL_AddEventWatch, etc
|
|
* \param event the event that triggered the callback
|
|
* \returns 1 to permit event to be added to the queue, and 0 to disallow
|
|
* it. When used with SDL_AddEventWatch, the return value is ignored.
|
|
*
|
|
* \sa SDL_SetEventFilter
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
typedef int (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
|
|
|
|
/**
|
|
* Set up a filter to process all events before they change internal state and
|
|
* are posted to the internal event queue.
|
|
*
|
|
* If the filter function returns 1 when called, then the event will be added
|
|
* to the internal queue. If it returns 0, then the event will be dropped from
|
|
* the queue, but the internal state will still be updated. This allows
|
|
* selective filtering of dynamically arriving events.
|
|
*
|
|
* **WARNING**: Be very careful of what you do in the event filter function,
|
|
* as it may run in a different thread!
|
|
*
|
|
* On platforms that support it, if the quit event is generated by an
|
|
* interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
|
|
* application at the next event poll.
|
|
*
|
|
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The
|
|
* event filter is only called when the window manager desires to close the
|
|
* application window. If the event filter returns 1, then the window will be
|
|
* closed, otherwise the window will remain open if possible.
|
|
*
|
|
* Note: Disabled events never make it to the event filter function; see
|
|
* SDL_SetEventEnabled().
|
|
*
|
|
* Note: If you just want to inspect events without filtering, you should use
|
|
* SDL_AddEventWatch() instead.
|
|
*
|
|
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
|
|
* the event filter, but events pushed onto the queue with SDL_PeepEvents() do
|
|
* not.
|
|
*
|
|
* \param filter An SDL_EventFilter function to call when an event happens
|
|
* \param userdata a pointer that is passed to `filter`
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
* \sa SDL_SetEventEnabled
|
|
* \sa SDL_GetEventFilter
|
|
* \sa SDL_PeepEvents
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Query the current event filter.
|
|
*
|
|
* This function can be used to "chain" filters, by saving the existing filter
|
|
* before replacing it with a function that will call that saved filter.
|
|
*
|
|
* \param filter the current callback function will be stored here
|
|
* \param userdata the pointer that is passed to the current event filter will
|
|
* be stored here
|
|
* \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
|
|
|
|
/**
|
|
* Add a callback to be triggered when an event is added to the event queue.
|
|
*
|
|
* `filter` will be called when an event happens, and its return value is
|
|
* ignored.
|
|
*
|
|
* **WARNING**: Be very careful of what you do in the event filter function,
|
|
* as it may run in a different thread!
|
|
*
|
|
* If the quit event is generated by a signal (e.g. SIGINT), it will bypass
|
|
* the internal queue and be delivered to the watch callback immediately, and
|
|
* arrive at the next event poll.
|
|
*
|
|
* Note: the callback is called for events posted by the user through
|
|
* SDL_PushEvent(), but not for disabled events, nor for events by a filter
|
|
* callback set with SDL_SetEventFilter(), nor for events posted by the user
|
|
* through SDL_PeepEvents().
|
|
*
|
|
* \param filter an SDL_EventFilter function to call when an event happens.
|
|
* \param userdata a pointer that is passed to `filter`
|
|
* \returns 0 on success, or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_DelEventWatch
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Remove an event watch callback added with SDL_AddEventWatch().
|
|
*
|
|
* This function takes the same input as SDL_AddEventWatch() to identify and
|
|
* delete the corresponding callback.
|
|
*
|
|
* \param filter the function originally passed to SDL_AddEventWatch()
|
|
* \param userdata the pointer originally passed to SDL_AddEventWatch()
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Run a specific filter function on the current event queue, removing any
|
|
* events for which the filter returns 0.
|
|
*
|
|
* See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
|
|
* this function does not change the filter permanently, it only uses the
|
|
* supplied filter until this function returns.
|
|
*
|
|
* \param filter the SDL_EventFilter function to call when an event happens
|
|
* \param userdata a pointer that is passed to `filter`
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetEventFilter
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Set the state of processing events by type.
|
|
*
|
|
* \param type the type of event; see SDL_EventType for details
|
|
* \param enabled whether to process the event or not
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_IsEventEnabled
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
|
|
|
|
/**
|
|
* Query the state of processing events by type.
|
|
*
|
|
* \param type the type of event; see SDL_EventType for details
|
|
* \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetEventEnabled
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
|
|
|
|
/**
|
|
* Allocate a set of user-defined events, and return the beginning event
|
|
* number for that set of events.
|
|
*
|
|
* Calling this function with `numevents` <= 0 is an error and will return
|
|
* (Uint32)-1.
|
|
*
|
|
* Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
|
|
* 0xFFFFFFFF), but is clearer to write.
|
|
*
|
|
* \param numevents the number of events to be allocated
|
|
* \returns the beginning event number, or (Uint32)-1 if there are not enough
|
|
* user-defined events left.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
|
|
|
|
/**
|
|
* Allocate dynamic memory for an SDL event
|
|
*
|
|
* You can use this to allocate memory for user events that will be
|
|
* automatically freed after the event is processed.
|
|
*
|
|
* \param size the amount of memory to allocate
|
|
* \returns a pointer to the memory allocated or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_events_h_ */
|