Commit Graph

225 Commits

Author SHA1 Message Date
expikr
d55e6dfc5e hint for which system cursor to use as default
Co-Authored-By: Sam Lantinga <slouken@libsdl.org>
2024-11-25 13:08:37 -08:00
Ryan C. Gordon
465881d560 android: patched to compile. 2024-11-22 15:01:09 -05:00
Ryan C. Gordon
615c935d11 events: Added SDL_RenderEvent.
Fixes #11465.
2024-11-22 15:01:09 -05:00
Sam Lantinga
6fc6e3dc7e 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
2024-09-09 14:00:19 -07:00
Sam Lantinga
5518aca054 Use stdbool internally in SDL 2024-08-29 18:54:05 -07:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Sam Lantinga
8f546bb3c9 Use C99 bool internally in SDL 2024-08-22 13:30:02 -07:00
Sam Lantinga
6501e90018 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 13:30:02 -07:00
Sam Lantinga
05f870f20d Added SDL_HINT_OPENGL_LIBRARY and SDL_HINT_VULKAN_LIBRARY 2024-08-05 08:54:10 -07:00
Sam Lantinga
81f8e6aba6 Added SDL_StartTextInputWithProperties()
This allows you to customize the text input so you can have numeric text entry, hidden passwords, etc.

Fixes https://github.com/libsdl-org/SDL/issues/7101
Fixes https://github.com/libsdl-org/SDL/issues/7965
Fixes https://github.com/libsdl-org/SDL/issues/9439
2024-08-02 14:49:37 -07:00
Sam Lantinga
b8f3cd0a10 Added SDL_CursorData for internal cursor data 2024-08-01 13:48:28 -07:00
Sam Lantinga
9d35f178a6 Follow up to removing the ancient Android audio driver 2024-07-29 08:06:43 -07:00
Sam Lantinga
e9a7014e56 Fixed hanging after onDestroy() on Android 2024-07-25 07:34:25 -07:00
Sam Lantinga
c601120883 Handle all Android lifecycle events on the main thread
This restructuring also allows us to wait efficiently in SDL_WaitEvent() on Android
2024-07-24 13:37:40 -07:00
Sam Lantinga
83c7ce2681 Android life cycle behavior more closely matches iOS
On iOS, the application gets one last change to process messages before going into the background. We do the same on Android, which more closely matches the previous behavior.
2024-07-24 06:18:18 -07:00
Sam Lantinga
ca4bd4b63c Android life cycle behavior more closely matches iOS
This change also decouples the pause/resume handling from the video subsystem on Android, so applications that don't use SDL for video can get application life cycle events.

The semantics for the life cycle events are that they need to be handled in an event watch callback, and once they've been delivered, the application will block until it's been resumed. SDL_HINT_ANDROID_BLOCK_ON_PAUSE can be used to control that behavior, and if that's set to "0", then the application will continue to run in the background at low CPU usage until being resumed or stopped.

SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO has been removed, and the audio will be paused when the application is paused.

Fixes https://github.com/libsdl-org/SDL/issues/3193
2024-07-24 05:11:13 -07:00
Amir
5db08b86ca Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
2024-07-17 14:09:11 -07:00
Sam Lantinga
9ca1792848 Renamed driverdata to internal
This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code.

I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future.

After consideration, I made this renaming global across the project, for consistency.

Fixes https://github.com/libsdl-org/SDL/issues/10198
2024-07-16 17:17:13 -07:00
Sam Lantinga
509f3a42d7 Fixed crash when pumping events after the window has been destroyed on Android 2024-07-13 17:57:46 -07:00
Sam Lantinga
5bf6bc4d7d Renamed SDL_Get/SetProperty() to SDL_Get/SetPointerProperty()
This is consistent with the naming for the functions that affect other data types

Fixes https://github.com/libsdl-org/SDL/issues/10241
2024-07-12 10:41:02 -07:00
Sam Lantinga
2ba76dbe80 Simplified SDL_Surface
SDL_Surface has been simplified and internal details are no longer in the public structure.

The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect().

SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types.

SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value.

SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
2024-07-10 00:48:18 -07:00
Ryan C. Gordon
982feb7a65 vulkan: SDL_Vulkan_CreateSurface now returns the usual int (0=ok, -1=error).
Fixes #10091.
2024-06-27 15:25:10 -04:00
Sam Lantinga
76631a0978 The text input state has been changed to be window-specific.
SDL_StartTextInput(), SDL_StopTextInput(), SDL_TextInputActive(), SDL_ClearComposition(), and SDL_SetTextInputRect() all now take a window parameter.

This change also fixes IME candidate positioning when SDL_SetTextInputRect() is called before SDL_StartTextInput(), as is recommended in the documentation.
2024-06-24 11:20:08 -07:00
Sam Lantinga
ef9bd8b609 Add the raw platform specific key code to SDL_Keysym
This allows applications to handle keys that SDL doesn't recognize, in a platform dependent way.

Fixes https://github.com/libsdl-org/SDL/issues/6390
2024-06-21 22:06:08 -07:00
Sam Lantinga
9d816c72ef Updated SDL3 scancode list
This adds more app editing and audio control keys and removes keys that launch applications

Work in progress on https://github.com/libsdl-org/SDL/issues/6390
2024-06-21 22:06:08 -07:00
Ryan C. Gordon
9a9a3d1a33 SDL_SystemCursor: rename enum items to match CSS.
Fixes #9079.
2024-06-01 22:32:43 -04:00
Frank Praznik
0e1f3b681f video: Distinguish between explicit fullscreen enter requests and update requests
Video backends that run asynchronously can wind up in a race situation if a mode or position update request queues up a fullscreen enter request while an unprocessed asynchronous leave request is in flight, and the mode switch or position update request is processed after the leave request, causing the window to erroneously return to fullscreen.

Instead of the internal SDL_UpdateFullscreenMode and backend SetWindowFullscreen functions taking a boolean value, use an enum that allows the backends to distinguish between "this is an explicit fullscreen enter/leave request", and "this is an update request to change the mode or position". Communicating the specific intent allows the backend to early-out when required, which prevents windows from erroneously returning to fullscreen due to update requests made after a leave request, and allows for the removal of some internal synchronization previously needed to (attempt to) work around this, which improves overall performance while also increasing robustness.

This is only relevant to the internal functions, and nothing in the public-facing API has been changed.
2024-05-25 14:13:00 -04:00
Ali Emre Gülcü
f17b556c76 Add SDL_Vulkan_DestroySurface functionality (#9817)
Added SDL_Vulkan_DestroySurface, its documentation and corresponding platform specific implementations. Fixed some header inclusion orders to improve consistency between platforms. Added TODOs regarding MetalView creation and destruction which will benefit from the new functionality.
2024-05-16 17:41:15 -07:00
Sam Lantinga
35756593d6 Use the correct device ID (global or default or specific) based on context 2024-03-23 16:31:00 -07:00
Sam Lantinga
d1eb4adb16 Be explicit about the event mouse and keyboard ID 2024-03-23 16:31:00 -07:00
Sam Lantinga
2fe1a6a279 Initial support for hotplugging mice and keyboards 2024-03-23 16:31:00 -07:00
Sam Lantinga
ae0caeef8d Fixed build 2024-03-05 13:54:17 -08:00
Sam Lantinga
edbcef11ff Keep track of whether the Android on-screen keyboard was opened by the application
Fixes https://github.com/libsdl-org/SDL/issues/9202
2024-03-05 13:35:17 -08:00
Ryan C. Gordon
f49ce4a15d camera: Renamed "video_capture" files to "camera" and moved to own subdir. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
bc984f78bf android: Remove blocking permission request code. Async only in SDL3!
(this actually still blocks at our internal points of usage, though, for
replacement at a later time.)
2024-02-13 12:06:51 -05:00
Sam Lantinga
dca2721b91 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
This is replaced with SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT in SDL_CreateWindowWithProperties()
2024-02-12 09:54:33 -08:00
Sam Lantinga
cacac6cc34 Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
2024-02-11 08:27:56 -08:00
Sam Lantinga
3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
Ryan C. Gordon
b8081e8e35 video: lowercase some video backend names. 2024-01-25 15:22:57 -05:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Ryan C. Gordon
c88c12148d SDL_ShowMessageBox: Remove #ifdefs and respect SDL_VIDEO_DRIVER hint.
Fixes #8892.
2024-01-22 19:29:36 -05:00
Sam Lantinga
a31dc6dfcb Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value 2024-01-18 10:55:24 -08:00
George Broughton
0c6b070761 Capture debug macros off by default 2024-01-11 10:22:36 -05:00
Sam Lantinga
1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga
014a63b4b5 Renamed ShowTextInput/HideTextInput to ShowScreenKeyboard/HideScreenKeyboard on Android
This better reflects the actual implementation and makes SDL_HINT_ENABLE_SCREEN_KEYBOARD work on Android.

Fixes https://github.com/libsdl-org/SDL/issues/8652
2024-01-06 08:11:22 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sam Lantinga
44c2f344d6 Fixed build 2023-12-30 11:47:56 -08:00
Frank Praznik
4fd778119b video: Implement asynchronous windowing
SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on.

With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period.

The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before.

Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do.

The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms.

Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
2023-12-07 10:26:19 -08:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Sylvain
6bb40f1d8d SDL_VideoCapture: allow add/remove device at runtime on linux 2023-11-27 16:01:10 -05:00