Use SDL_bool where appropriate in SDL events

This involved changing button state from Uint8 to SDL_bool, and made SDL_PRESSED and SDL_RELEASED unnecessary.

Fixes https://github.com/libsdl-org/SDL/issues/10069
This commit is contained in:
Sam Lantinga
2024-09-09 09:18:02 -07:00
parent 7d1bbae6b2
commit 6fc6e3dc7e
89 changed files with 935 additions and 956 deletions

View File

@@ -360,6 +360,8 @@ The following functions have been removed:
## SDL_events.h
SDL_PRESSED and SDL_RELEASED have been removed. For the most part you can replace uses of these with SDL_TRUE and SDL_FALSE respectively. Events which had a field `state` to represent these values have had those fields changed to SDL_bool `down`, e.g. `event.key.state` is now `event.key.down`.
The timestamp member of the SDL_Event structure now represents nanoseconds, and is populated with SDL_GetTicksNS()
The timestamp_us member of the sensor events has been renamed sensor_timestamp and now represents nanoseconds. This value is filled in from the hardware, if available, and may not be synchronized with values returned from SDL_GetTicksNS().
@@ -596,6 +598,8 @@ SDL_bool SDL_IsJoystickNVIDIASHIELDController(Uint16 vendor_id, Uint16 product_i
The inputType and outputType fields of SDL_GamepadBinding have been renamed input_type and output_type.
SDL_GetGamepadTouchpadFinger() takes a pointer to SDL_bool for the finger state instead of a pointer to Uint8.
The following enums have been renamed:
* SDL_GameControllerAxis => SDL_GamepadAxis
* SDL_GameControllerBindType => SDL_GamepadBindingType
@@ -1002,6 +1006,8 @@ The text input state hase been changed to be window-specific. SDL_StartTextInput
SDL_GetDefaultKeyFromScancode(), SDL_GetKeyFromScancode(), and SDL_GetScancodeFromKey() take an SDL_Keymod parameter and use that to provide the correct result based on keyboard modifier state.
SDL_GetKeyboardState() returns a pointer to SDL_bool instead of Uint8.
The following functions have been renamed:
* SDL_IsScreenKeyboardShown() => SDL_ScreenKeyboardShown()
* SDL_IsTextInputActive() => SDL_TextInputActive()