2022-07-17 08:31:16 -07:00
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/*
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Simple DirectMedia Layer
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2025-01-01 07:45:41 -08:00
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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2022-07-17 08:31:16 -07:00
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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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#include "SDL_internal.h"
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2024-10-17 12:47:02 +03:00
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#if defined(HAVE_GETHOSTNAME) && !defined(SDL_PLATFORM_WINDOWS)
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2024-07-19 11:42:53 -04:00
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#include <unistd.h>
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#endif
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2025-02-21 08:28:57 -08:00
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#include "joystick/SDL_joystick_c.h" // For SDL_GetGamepadTypeFromVIDPID()
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Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
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// Common utility functions that aren't in the public API
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2022-07-17 08:31:16 -07:00
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int SDL_powerof2(int x)
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{
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int value;
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2022-07-18 07:26:29 -07:00
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if (x <= 0) {
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Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
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// Return some sane value - we shouldn't hit this in our use cases
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2022-07-18 07:26:29 -07:00
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return 1;
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2022-07-17 08:31:16 -07:00
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}
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2022-07-18 07:26:29 -07:00
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Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
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// This trick works for 32-bit values
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2022-07-18 07:31:23 -07:00
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{
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SDL_COMPILE_TIME_ASSERT(SDL_powerof2, sizeof(x) == sizeof(Uint32));
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}
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2022-07-18 07:26:29 -07:00
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value = x;
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value -= 1;
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value |= value >> 1;
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value |= value >> 2;
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value |= value >> 4;
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value |= value >> 8;
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value |= value >> 16;
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value += 1;
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2022-07-17 08:31:16 -07:00
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return value;
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}
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2023-05-13 18:25:45 +02:00
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2024-08-22 17:33:49 -07:00
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Uint32 SDL_CalculateGCD(Uint32 a, Uint32 b)
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{
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if (b == 0) {
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return a;
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}
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return SDL_CalculateGCD(b, (a % b));
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}
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2024-05-27 15:23:04 -07:00
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// Algorithm adapted with thanks from John Cook's blog post:
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// http://www.johndcook.com/blog/2010/10/20/best-rational-approximation
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void SDL_CalculateFraction(float x, int *numerator, int *denominator)
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{
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const int N = 1000;
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int a = 0, b = 1;
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int c = 1, d = 0;
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while (b <= N && d <= N) {
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float mediant = (float)(a + c) / (b + d);
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if (x == mediant) {
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if (b + d <= N) {
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*numerator = a + c;
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*denominator = b + d;
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} else if (d > b) {
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*numerator = c;
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*denominator = d;
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} else {
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*numerator = a;
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*denominator = b;
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}
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return;
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} else if (x > mediant) {
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a = a + c;
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b = b + d;
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} else {
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c = a + c;
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d = b + d;
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}
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}
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if (b > N) {
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*numerator = c;
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*denominator = d;
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} else {
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*numerator = a;
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*denominator = b;
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}
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}
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2024-08-22 17:33:49 -07:00
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bool SDL_startswith(const char *string, const char *prefix)
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{
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if (SDL_strncmp(string, prefix, SDL_strlen(prefix)) == 0) {
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return true;
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}
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return false;
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}
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2024-08-22 09:21:26 -07:00
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bool SDL_endswith(const char *string, const char *suffix)
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2023-05-13 18:25:45 +02:00
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{
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size_t string_length = string ? SDL_strlen(string) : 0;
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size_t suffix_length = suffix ? SDL_strlen(suffix) : 0;
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if (suffix_length > 0 && suffix_length <= string_length) {
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if (SDL_memcmp(string + string_length - suffix_length, suffix, suffix_length) == 0) {
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2024-08-22 09:21:26 -07:00
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return true;
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2023-05-13 18:25:45 +02:00
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}
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}
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2024-08-22 09:21:26 -07:00
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return false;
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2023-05-13 18:25:45 +02:00
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}
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2024-06-03 04:09:28 -07:00
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SDL_COMPILE_TIME_ASSERT(sizeof_object_id, sizeof(int) == sizeof(Uint32));
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Uint32 SDL_GetNextObjectID(void)
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{
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static SDL_AtomicInt last_id;
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Uint32 id = (Uint32)SDL_AtomicIncRef(&last_id) + 1;
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if (id == 0) {
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id = (Uint32)SDL_AtomicIncRef(&last_id) + 1;
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}
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return id;
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}
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2024-12-12 11:51:27 -08:00
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static SDL_InitState SDL_objects_init;
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2024-06-03 04:09:28 -07:00
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static SDL_HashTable *SDL_objects;
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hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
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static Uint32 SDLCALL SDL_HashObject(void *unused, const void *key)
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2024-06-03 04:09:28 -07:00
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{
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return (Uint32)(uintptr_t)key;
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}
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hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
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static bool SDL_KeyMatchObject(void *unused, const void *a, const void *b)
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2024-06-03 04:09:28 -07:00
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{
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return (a == b);
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}
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2024-08-22 09:21:26 -07:00
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void SDL_SetObjectValid(void *object, SDL_ObjectType type, bool valid)
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2024-06-03 04:09:28 -07:00
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{
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SDL_assert(object != NULL);
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|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
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if (SDL_ShouldInit(&SDL_objects_init)) {
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SDL_objects = SDL_CreateHashTable(0, true, SDL_HashObject, SDL_KeyMatchObject, NULL, NULL);
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const bool initialized = (SDL_objects != NULL);
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SDL_SetInitialized(&SDL_objects_init, initialized);
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if (!initialized) {
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return;
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2024-06-03 04:09:28 -07:00
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}
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2024-12-12 11:51:27 -08:00
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}
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2024-06-03 04:09:28 -07:00
|
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2024-12-12 11:51:27 -08:00
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|
if (valid) {
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
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|
SDL_InsertIntoHashTable(SDL_objects, object, (void *)(uintptr_t)type, true);
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2024-06-03 04:09:28 -07:00
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} else {
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2024-12-12 11:51:27 -08:00
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SDL_RemoveFromHashTable(SDL_objects, object);
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2024-06-03 04:09:28 -07:00
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}
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}
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2024-08-22 09:21:26 -07:00
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|
bool SDL_ObjectValid(void *object, SDL_ObjectType type)
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2024-06-03 04:09:28 -07:00
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|
|
{
|
|
|
|
|
if (!object) {
|
2024-08-22 09:21:26 -07:00
|
|
|
return false;
|
2024-06-03 04:09:28 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const void *object_type;
|
|
|
|
|
if (!SDL_FindInHashTable(SDL_objects, object, &object_type)) {
|
2024-08-22 09:21:26 -07:00
|
|
|
return false;
|
2024-06-03 04:09:28 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (((SDL_ObjectType)(uintptr_t)object_type) == type);
|
|
|
|
|
}
|
|
|
|
|
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
typedef struct GetOneObjectData
|
2025-01-19 09:59:12 -08:00
|
|
|
{
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
const SDL_ObjectType type;
|
|
|
|
|
void **objects;
|
|
|
|
|
const int count;
|
|
|
|
|
int num_objects;
|
|
|
|
|
} GetOneObjectData;
|
|
|
|
|
|
|
|
|
|
static bool SDLCALL GetOneObject(void *userdata, const SDL_HashTable *table, const void *object, const void *object_type)
|
|
|
|
|
{
|
|
|
|
|
GetOneObjectData *data = (GetOneObjectData *) userdata;
|
|
|
|
|
if ((SDL_ObjectType)(uintptr_t)object_type == data->type) {
|
|
|
|
|
if (data->num_objects < data->count) {
|
|
|
|
|
data->objects[data->num_objects] = (void *)object;
|
2025-01-19 09:59:12 -08:00
|
|
|
}
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
++data->num_objects;
|
|
|
|
|
}
|
|
|
|
|
return true; // keep iterating.
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int SDL_GetObjects(SDL_ObjectType type, void **objects, int count)
|
|
|
|
|
{
|
|
|
|
|
GetOneObjectData data = { type, objects, count, 0 };
|
|
|
|
|
SDL_IterateHashTable(SDL_objects, GetOneObject, &data);
|
|
|
|
|
return data.num_objects;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool SDLCALL LogOneLeakedObject(void *userdata, const SDL_HashTable *table, const void *object, const void *object_type)
|
|
|
|
|
{
|
|
|
|
|
const char *type = "unknown object";
|
|
|
|
|
switch ((SDL_ObjectType)(uintptr_t)object_type) {
|
|
|
|
|
#define SDLOBJTYPECASE(typ, name) case SDL_OBJECT_TYPE_##typ: type = name; break
|
|
|
|
|
SDLOBJTYPECASE(WINDOW, "SDL_Window");
|
|
|
|
|
SDLOBJTYPECASE(RENDERER, "SDL_Renderer");
|
|
|
|
|
SDLOBJTYPECASE(TEXTURE, "SDL_Texture");
|
|
|
|
|
SDLOBJTYPECASE(JOYSTICK, "SDL_Joystick");
|
|
|
|
|
SDLOBJTYPECASE(GAMEPAD, "SDL_Gamepad");
|
|
|
|
|
SDLOBJTYPECASE(HAPTIC, "SDL_Haptic");
|
|
|
|
|
SDLOBJTYPECASE(SENSOR, "SDL_Sensor");
|
|
|
|
|
SDLOBJTYPECASE(HIDAPI_DEVICE, "hidapi device");
|
|
|
|
|
SDLOBJTYPECASE(HIDAPI_JOYSTICK, "hidapi joystick");
|
|
|
|
|
SDLOBJTYPECASE(THREAD, "thread");
|
|
|
|
|
SDLOBJTYPECASE(TRAY, "SDL_Tray");
|
|
|
|
|
#undef SDLOBJTYPECASE
|
|
|
|
|
default: break;
|
2025-01-19 09:59:12 -08:00
|
|
|
}
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
SDL_Log("Leaked %s (%p)", type, object);
|
|
|
|
|
return true; // keep iterating.
|
2025-01-19 09:59:12 -08:00
|
|
|
}
|
|
|
|
|
|
2024-06-03 04:09:28 -07:00
|
|
|
void SDL_SetObjectsInvalid(void)
|
|
|
|
|
{
|
2024-12-12 11:51:27 -08:00
|
|
|
if (SDL_ShouldQuit(&SDL_objects_init)) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// Log any leaked objects
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
SDL_IterateHashTable(SDL_objects, LogOneLeakedObject, NULL);
|
2024-06-03 04:26:14 -07:00
|
|
|
SDL_assert(SDL_HashTableEmpty(SDL_objects));
|
2024-06-03 04:09:28 -07:00
|
|
|
SDL_DestroyHashTable(SDL_objects);
|
|
|
|
|
SDL_objects = NULL;
|
2024-12-12 11:51:27 -08:00
|
|
|
SDL_SetInitialized(&SDL_objects_init, false);
|
2024-06-03 04:09:28 -07:00
|
|
|
}
|
|
|
|
|
}
|
2024-07-19 11:42:53 -04:00
|
|
|
|
|
|
|
|
static int SDL_URIDecode(const char *src, char *dst, int len)
|
|
|
|
|
{
|
|
|
|
|
int ri, wi, di;
|
|
|
|
|
char decode = '\0';
|
|
|
|
|
if (!src || !dst || len < 0) {
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
if (len == 0) {
|
2024-07-20 11:16:53 -07:00
|
|
|
len = (int)SDL_strlen(src);
|
2024-07-19 11:42:53 -04:00
|
|
|
}
|
|
|
|
|
for (ri = 0, wi = 0, di = 0; ri < len && wi < len; ri += 1) {
|
|
|
|
|
if (di == 0) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// start decoding
|
2024-07-19 11:42:53 -04:00
|
|
|
if (src[ri] == '%') {
|
|
|
|
|
decode = '\0';
|
|
|
|
|
di += 1;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// normal write
|
2024-07-19 11:42:53 -04:00
|
|
|
dst[wi] = src[ri];
|
|
|
|
|
wi += 1;
|
|
|
|
|
} else if (di == 1 || di == 2) {
|
|
|
|
|
char off = '\0';
|
|
|
|
|
char isa = src[ri] >= 'a' && src[ri] <= 'f';
|
|
|
|
|
char isA = src[ri] >= 'A' && src[ri] <= 'F';
|
|
|
|
|
char isn = src[ri] >= '0' && src[ri] <= '9';
|
|
|
|
|
if (!(isa || isA || isn)) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// not a hexadecimal
|
2024-07-19 11:42:53 -04:00
|
|
|
int sri;
|
|
|
|
|
for (sri = ri - di; sri <= ri; sri += 1) {
|
|
|
|
|
dst[wi] = src[sri];
|
|
|
|
|
wi += 1;
|
|
|
|
|
}
|
|
|
|
|
di = 0;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// itsy bitsy magicsy
|
2024-07-19 11:42:53 -04:00
|
|
|
if (isn) {
|
|
|
|
|
off = 0 - '0';
|
|
|
|
|
} else if (isa) {
|
|
|
|
|
off = 10 - 'a';
|
|
|
|
|
} else if (isA) {
|
|
|
|
|
off = 10 - 'A';
|
|
|
|
|
}
|
|
|
|
|
decode |= (src[ri] + off) << (2 - di) * 4;
|
|
|
|
|
if (di == 2) {
|
|
|
|
|
dst[wi] = decode;
|
|
|
|
|
wi += 1;
|
|
|
|
|
di = 0;
|
|
|
|
|
} else {
|
|
|
|
|
di += 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
dst[wi] = '\0';
|
|
|
|
|
return wi;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int SDL_URIToLocal(const char *src, char *dst)
|
|
|
|
|
{
|
|
|
|
|
if (SDL_memcmp(src, "file:/", 6) == 0) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
src += 6; // local file?
|
2024-07-19 11:42:53 -04:00
|
|
|
} else if (SDL_strstr(src, ":/") != NULL) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
return -1; // wrong scheme
|
2024-07-19 11:42:53 -04:00
|
|
|
}
|
|
|
|
|
|
2024-08-22 09:21:26 -07:00
|
|
|
bool local = src[0] != '/' || (src[0] != '\0' && src[1] == '/');
|
2024-07-19 11:42:53 -04:00
|
|
|
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// Check the hostname, if present. RFC 3986 states that the hostname component of a URI is not case-sensitive.
|
2024-07-19 11:42:53 -04:00
|
|
|
if (!local && src[0] == '/' && src[2] != '/') {
|
|
|
|
|
char *hostname_end = SDL_strchr(src + 1, '/');
|
|
|
|
|
if (hostname_end) {
|
|
|
|
|
const size_t src_len = hostname_end - (src + 1);
|
|
|
|
|
size_t hostname_len;
|
|
|
|
|
|
2024-10-17 12:47:02 +03:00
|
|
|
#if defined(HAVE_GETHOSTNAME) && !defined(SDL_PLATFORM_WINDOWS)
|
2024-07-19 11:42:53 -04:00
|
|
|
char hostname[257];
|
|
|
|
|
if (gethostname(hostname, 255) == 0) {
|
|
|
|
|
hostname[256] = '\0';
|
|
|
|
|
hostname_len = SDL_strlen(hostname);
|
|
|
|
|
if (hostname_len == src_len && SDL_strncasecmp(src + 1, hostname, src_len) == 0) {
|
|
|
|
|
src = hostname_end + 1;
|
2024-08-22 09:21:26 -07:00
|
|
|
local = true;
|
2024-07-19 11:42:53 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (!local) {
|
|
|
|
|
static const char *localhost = "localhost";
|
|
|
|
|
hostname_len = SDL_strlen(localhost);
|
|
|
|
|
if (hostname_len == src_len && SDL_strncasecmp(src + 1, localhost, src_len) == 0) {
|
|
|
|
|
src = hostname_end + 1;
|
2024-08-22 09:21:26 -07:00
|
|
|
local = true;
|
2024-07-19 11:42:53 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (local) {
|
Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 10:30:45 -07:00
|
|
|
// Convert URI escape sequences to real characters
|
2024-07-19 11:42:53 -04:00
|
|
|
if (src[0] == '/') {
|
|
|
|
|
src++;
|
|
|
|
|
} else {
|
|
|
|
|
src--;
|
|
|
|
|
}
|
|
|
|
|
return SDL_URIDecode(src, dst, 0);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
2024-07-26 18:57:18 -07:00
|
|
|
|
|
|
|
|
// This is a set of per-thread persistent strings that we can return from the SDL API.
|
|
|
|
|
// This is used for short strings that might persist past the lifetime of the object
|
|
|
|
|
// they are related to.
|
|
|
|
|
|
|
|
|
|
static SDL_TLSID SDL_string_storage;
|
|
|
|
|
|
|
|
|
|
static void SDL_FreePersistentStrings( void *value )
|
|
|
|
|
{
|
|
|
|
|
SDL_HashTable *strings = (SDL_HashTable *)value;
|
|
|
|
|
SDL_DestroyHashTable(strings);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char *SDL_GetPersistentString(const char *string)
|
|
|
|
|
{
|
|
|
|
|
if (!string) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
if (!*string) {
|
|
|
|
|
return "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDL_HashTable *strings = (SDL_HashTable *)SDL_GetTLS(&SDL_string_storage);
|
|
|
|
|
if (!strings) {
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
strings = SDL_CreateHashTable(0, false, SDL_HashString, SDL_KeyMatchString, SDL_DestroyHashValue, NULL);
|
2024-07-26 18:57:18 -07:00
|
|
|
if (!strings) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDL_SetTLS(&SDL_string_storage, strings, SDL_FreePersistentStrings);
|
|
|
|
|
}
|
|
|
|
|
|
2024-08-22 17:33:49 -07:00
|
|
|
const char *result;
|
|
|
|
|
if (!SDL_FindInHashTable(strings, string, (const void **)&result)) {
|
2024-07-26 18:57:18 -07:00
|
|
|
char *new_string = SDL_strdup(string);
|
|
|
|
|
if (!new_string) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If the hash table insert fails, at least we can return the string we allocated
|
hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.
This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.
- The ability to make "stackable" tables is removed. Apparently this still
worked with the current implementation, but I could see a future
implementation struggle mightily to support this. It'll be better for
something external to build on top of the table if it needs it, inserting a
linked list of stacked items as the hash values and managing them separately.
There was only one place in SDL using this, unnecessarily, and that has also
been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
estimated number of items the table is meant to hold. The bucket count was
crucial to our classic hashtable implementation, but meant less once we
moved to an Open Addressing implementation anyhow, since the bucket count
isn't static (and they aren't really "buckets" anymore either). Now you
can just report how many items you think the hash will hold and SDL will
allocate a reasonable default for you...or 0 to not guess, and SDL will
start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
and also lets us hold the read-lock for the entire iteration and get rid of
the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.
I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-13 16:13:43 -05:00
|
|
|
SDL_InsertIntoHashTable(strings, new_string, new_string, false);
|
2024-08-22 17:33:49 -07:00
|
|
|
result = new_string;
|
2024-07-26 18:57:18 -07:00
|
|
|
}
|
2024-08-22 17:33:49 -07:00
|
|
|
return result;
|
2024-07-26 18:57:18 -07:00
|
|
|
}
|
2025-02-21 08:28:57 -08:00
|
|
|
|
|
|
|
|
static int PrefixMatch(const char *a, const char *b)
|
|
|
|
|
{
|
|
|
|
|
int matchlen = 0;
|
2025-04-02 08:30:26 -07:00
|
|
|
// Fixes the "HORI HORl Taiko No Tatsujin Drum Controller"
|
|
|
|
|
if (SDL_strncmp(a, "HORI ", 5) == 0 && SDL_strncmp(b, "HORl ", 5) == 0) {
|
|
|
|
|
return 5;
|
|
|
|
|
}
|
2025-02-21 08:28:57 -08:00
|
|
|
while (*a && *b) {
|
|
|
|
|
if (SDL_tolower((unsigned char)*a++) == SDL_tolower((unsigned char)*b++)) {
|
|
|
|
|
++matchlen;
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return matchlen;
|
|
|
|
|
}
|
|
|
|
|
|
2025-02-26 12:53:39 -08:00
|
|
|
char *SDL_CreateDeviceName(Uint16 vendor, Uint16 product, const char *vendor_name, const char *product_name, const char *default_name)
|
2025-02-21 08:28:57 -08:00
|
|
|
{
|
|
|
|
|
static struct
|
|
|
|
|
{
|
|
|
|
|
const char *prefix;
|
|
|
|
|
const char *replacement;
|
|
|
|
|
} replacements[] = {
|
2025-02-22 08:39:31 -08:00
|
|
|
{ "8BitDo Tech Ltd", "8BitDo" },
|
2025-02-21 08:28:57 -08:00
|
|
|
{ "ASTRO Gaming", "ASTRO" },
|
|
|
|
|
{ "Bensussen Deutsch & Associates,Inc.(BDA)", "BDA" },
|
|
|
|
|
{ "Guangzhou Chicken Run Network Technology Co., Ltd.", "GameSir" },
|
|
|
|
|
{ "HORI CO.,LTD.", "HORI" },
|
2025-04-02 08:30:26 -07:00
|
|
|
{ "HORI CO.,LTD", "HORI" },
|
2025-02-21 08:28:57 -08:00
|
|
|
{ "Mad Catz Inc.", "Mad Catz" },
|
|
|
|
|
{ "Nintendo Co., Ltd.", "Nintendo" },
|
|
|
|
|
{ "NVIDIA Corporation ", "" },
|
|
|
|
|
{ "Performance Designed Products", "PDP" },
|
|
|
|
|
{ "QANBA USA, LLC", "Qanba" },
|
|
|
|
|
{ "QANBA USA,LLC", "Qanba" },
|
|
|
|
|
{ "Unknown ", "" },
|
|
|
|
|
};
|
2025-02-26 12:53:39 -08:00
|
|
|
char *name = NULL;
|
2025-02-21 08:28:57 -08:00
|
|
|
size_t i, len;
|
|
|
|
|
|
|
|
|
|
if (!vendor_name) {
|
|
|
|
|
vendor_name = "";
|
|
|
|
|
}
|
|
|
|
|
if (!product_name) {
|
|
|
|
|
product_name = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (*vendor_name == ' ') {
|
|
|
|
|
++vendor_name;
|
|
|
|
|
}
|
|
|
|
|
while (*product_name == ' ') {
|
|
|
|
|
++product_name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (*vendor_name && *product_name) {
|
|
|
|
|
len = (SDL_strlen(vendor_name) + 1 + SDL_strlen(product_name) + 1);
|
|
|
|
|
name = (char *)SDL_malloc(len);
|
|
|
|
|
if (name) {
|
|
|
|
|
(void)SDL_snprintf(name, len, "%s %s", vendor_name, product_name);
|
|
|
|
|
}
|
|
|
|
|
} else if (*product_name) {
|
|
|
|
|
name = SDL_strdup(product_name);
|
|
|
|
|
} else if (vendor || product) {
|
|
|
|
|
// Couldn't find a controller name, try to give it one based on device type
|
|
|
|
|
switch (SDL_GetGamepadTypeFromVIDPID(vendor, product, NULL, true)) {
|
|
|
|
|
case SDL_GAMEPAD_TYPE_XBOX360:
|
|
|
|
|
name = SDL_strdup("Xbox 360 Controller");
|
|
|
|
|
break;
|
|
|
|
|
case SDL_GAMEPAD_TYPE_XBOXONE:
|
|
|
|
|
name = SDL_strdup("Xbox One Controller");
|
|
|
|
|
break;
|
|
|
|
|
case SDL_GAMEPAD_TYPE_PS3:
|
|
|
|
|
name = SDL_strdup("PS3 Controller");
|
|
|
|
|
break;
|
|
|
|
|
case SDL_GAMEPAD_TYPE_PS4:
|
|
|
|
|
name = SDL_strdup("PS4 Controller");
|
|
|
|
|
break;
|
|
|
|
|
case SDL_GAMEPAD_TYPE_PS5:
|
|
|
|
|
name = SDL_strdup("DualSense Wireless Controller");
|
|
|
|
|
break;
|
|
|
|
|
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
|
|
|
|
|
name = SDL_strdup("Nintendo Switch Pro Controller");
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
len = (6 + 1 + 6 + 1);
|
|
|
|
|
name = (char *)SDL_malloc(len);
|
|
|
|
|
if (name) {
|
|
|
|
|
(void)SDL_snprintf(name, len, "0x%.4x/0x%.4x", vendor, product);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
2025-02-26 12:53:39 -08:00
|
|
|
} else if (default_name) {
|
|
|
|
|
name = SDL_strdup(default_name);
|
2025-02-21 08:28:57 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!name) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Trim trailing whitespace
|
|
|
|
|
for (len = SDL_strlen(name); (len > 0 && name[len - 1] == ' '); --len) {
|
|
|
|
|
// continue
|
|
|
|
|
}
|
|
|
|
|
name[len] = '\0';
|
|
|
|
|
|
|
|
|
|
// Compress duplicate spaces
|
|
|
|
|
for (i = 0; i < (len - 1);) {
|
|
|
|
|
if (name[i] == ' ' && name[i + 1] == ' ') {
|
|
|
|
|
SDL_memmove(&name[i], &name[i + 1], (len - i));
|
|
|
|
|
--len;
|
|
|
|
|
} else {
|
|
|
|
|
++i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Perform any manufacturer replacements
|
|
|
|
|
for (i = 0; i < SDL_arraysize(replacements); ++i) {
|
|
|
|
|
size_t prefixlen = SDL_strlen(replacements[i].prefix);
|
|
|
|
|
if (SDL_strncasecmp(name, replacements[i].prefix, prefixlen) == 0) {
|
|
|
|
|
size_t replacementlen = SDL_strlen(replacements[i].replacement);
|
|
|
|
|
if (replacementlen <= prefixlen) {
|
|
|
|
|
SDL_memcpy(name, replacements[i].replacement, replacementlen);
|
|
|
|
|
SDL_memmove(name + replacementlen, name + prefixlen, (len - prefixlen) + 1);
|
|
|
|
|
len -= (prefixlen - replacementlen);
|
|
|
|
|
} else {
|
|
|
|
|
// FIXME: Need to handle the expand case by reallocating the string
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Remove duplicate manufacturer or product in the name
|
|
|
|
|
* e.g. Razer Razer Raiju Tournament Edition Wired
|
|
|
|
|
*/
|
|
|
|
|
for (i = 1; i < (len - 1); ++i) {
|
|
|
|
|
int matchlen = PrefixMatch(name, &name[i]);
|
|
|
|
|
while (matchlen > 0) {
|
|
|
|
|
if (name[matchlen] == ' ' || name[matchlen] == '-') {
|
|
|
|
|
SDL_memmove(name, name + matchlen + 1, len - matchlen);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
--matchlen;
|
|
|
|
|
}
|
|
|
|
|
if (matchlen > 0) {
|
|
|
|
|
// We matched the manufacturer's name and removed it
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return name;
|
|
|
|
|
}
|
2025-07-14 00:14:15 -04:00
|
|
|
|
|
|
|
|
void SDL_LogBackend(const char *subsystem, const char *backend)
|
|
|
|
|
{
|
|
|
|
|
if (SDL_GetHintBoolean(SDL_HINT_LOG_BACKENDS, false)) {
|
|
|
|
|
SDL_Log("SDL_BACKEND: %s -> '%s'", subsystem, backend);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|