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450 Commits

Author SHA1 Message Date
SDL Wiki Bot
3462494ec1 Sync SDL3 wiki -> header
[ci skip]
2026-03-20 18:21:04 +00:00
SDL Wiki Bot
7360a37181 Sync SDL3 wiki -> header
[ci skip]
2026-03-20 15:39:03 +00:00
SDL Wiki Bot
0e50195d37 Sync SDL3 wiki -> header
[ci skip]
2026-03-20 01:07:55 +00:00
Konstantin Tomashevich
291d1b6491 SDL_systhread.c: Remove SIGCHLD from blocked signal mask.
When SIGCHLD is blocked, some executables (for example CMake) do not exit properly when executed using `SDL_CreateProcess` from any SDL thread (not main thread). `SDL_CreateProcessWithProperties` docs say that `SIGCHILD` should not be ignored or handled, therefore blocking it during thread creation is a likely reason for the bug. Should fix #15210.

Signed-off-by: Konstantin Tomashevich <konstantin.tomashevich@gmail.com>
2026-03-18 13:10:03 -07:00
Ryan C. Gordon
b0cf826227 dynapi: Minor cleanups to library loading code. 2026-03-18 14:50:58 -04:00
sunshineinabox
6b060435e3 egl: Handle error when binding EGL API in context creation 2026-03-18 13:47:27 -04:00
Petar Popovic
55fa5e0336 SDL_dynapi.c: Unload other SDL library if initializing the jumptable fails 2026-03-18 12:49:09 -04:00
Andrei Alexeyev
ff543723c4 Fix SDL_HINT_OPENGL_ES_DRIVER interaction with SDL_HINT_OPENGL_LIBRARY for x11 and windows
If SDL_HINT_OPENGL_ES_DRIVER is enabled and a GLES context is requested,
don't try to load the WGL/GLX library. Doing so may fail, because
SDL_HINT_OPENGL_LIBRARY may have been set to a custom libGLESv2 (e.g.
ANGLE). This effectively restores the SDL2 behavior.

Other video drivers shouldn't be affected, because they always use EGL
for GLES.

Incidentally, this patch also fixes a missing GL_GetEGLSurface callback
in the X11 fallback path.
2026-03-18 12:44:48 -04:00
Frank Praznik
62af66f14a x11: More XInput2 #define cleanups
Fixes building on very old XInput2 versions (pre-2012) without smooth scrolling and multitouch.
2026-03-18 11:25:07 -04:00
Sam Lantinga
b9c227e07d Make changing raw input mode on Windows a very fast operation (take 2)
The first approach had the drawback that it accumulated handles while raw input was paused, eventually crashing the application.

Now we'll keep reading raw events from the queue, we just won't deliver them to  the application.
2026-03-17 12:56:23 -07:00
Frank Praznik
d88f76caac x11: Fix building when XInput2 is not available 2026-03-17 15:31:48 -04:00
Sam Lantinga
c717a20ec8 Fixed initial window size and placement on visionOS 2026-03-17 12:25:13 -07:00
Frank Praznik
3d21b3bc68 wayland: Scale custom cursors with the pointer scale
When emulating display modes or using display scaling, custom cursors need to be scaled, or they can appear too large or small relative to the window size.
2026-03-17 13:24:32 -04:00
Sam Lantinga
75dead7f96 Minor cleanup 2026-03-17 09:49:15 -07:00
Sanjay Govind
fdc5efe1cb add vids and pids for a variety of xbox 360 devices (#15211)
Added vids for a variety of xbox 360 devices, mostly for linux use.
Corrected wheel vid and pid being flagged as unknown. Internally, when XUSB is building vid and pids for wireless devices, it assigns 0x02a1 for devices with subtype 1 and 0x02a2 for devices with subtype 2, which are wheels.

Some of these vids and pids do rely on the following patch being merged into the linux kernel, as I have overhauled how VID and PIDs are handled there for wireless devices.
https://patchwork.kernel.org/project/linux-input/patch/20260314075034.1488655-2-sanjay.govind9@gmail.com/

Also added some lists for guitar and drum devices, so we can set controller types correctly for those controllers.
2026-03-17 09:45:26 -07:00
Sam Lantinga
43e90c7b1c Make changing raw input mode on Windows a very fast operation
Previously we would spin up and shut down a thread every time we changed raw input mode, which can take several ms. Now we'll just put the raw input thread to sleep when disabling raw input and wake it up when enabling raw input.
2026-03-16 17:19:47 -07:00
Sam Lantinga
fbc49daab7 Clarified SDL_EVENT_WINDOW_ICCPROF_CHANGED documentation (thanks @JacksonAllan!) 2026-03-16 17:14:44 -07:00
Steel
32cf5fe93d Add support for PXN VD6 Wheelbase 2026-03-16 10:51:06 -07:00
Sam Lantinga
1d081314a8 Fixed error when SDL_LoadSurface_IO() is passed a NULL src 2026-03-15 13:17:11 -07:00
Cameron Gutman
5f92aac095 windows: Fix Print Screen key capture during keyboard grab 2026-03-15 15:12:29 -05:00
Frank Praznik
8d55fbe4d2 wayland: Fix the state check when resizing a hidden window
The floating state is only set after the first configuration event arrives, so size changes before the window was initially shown could be dropped. Use the flags instead.
2026-03-15 16:03:52 -04:00
SDL Wiki Bot
5f78ded319 Sync SDL3 wiki -> header
[ci skip]
2026-03-15 10:59:52 +00:00
Sam Lantinga
46f35e6ea2 Add a necessary step for iOS app setup in Xcode 2026-03-15 01:54:28 -07:00
SDL Wiki Bot
8bf3b7215a Sync SDL3 wiki -> header
[ci skip]
2026-03-14 18:58:22 +00:00
Frank Praznik
566448d95a wayland: Eliminate redundant keyboard and mouse removals
The SDL keyboard and mouse will be removed when destroying the seat, so there is no need to preemptively remove them.
2026-03-13 22:42:09 -04:00
Sam Lantinga
69e94a4fbd Fixed warning: no previous prototype for function 'SDL_IsJoystickGameInput' 2026-03-13 17:23:54 -07:00
Rachel Blackman
ba00e772a7 Add second-gen Backbone One to recognized controllers. 2026-03-13 15:39:15 -07:00
Frank Praznik
41bce956f0 wayland: Send display moved events on display geometry changes
Updates are sent to outputs, however, dispatching the moved event was overlooked and never implemented.
2026-03-13 13:52:02 -04:00
Frank Praznik
98d23660bc wayland: Prevent overlapping outputs when using display scaling
When using the display scaling mode, scaled outputs would overlap, as the origins are in scaled points, while the width and height are in pixels. Use a simple algorithm to push the overlapping rectangles apart, so they do not overlap. This may end up leaving gaps in complex layouts (which are already somewhat mangled from mixing coordinate systems), but it works well enough in most cases.
2026-03-13 13:52:02 -04:00
Ryan C. Gordon
9f19cffc78 io: With stdio, only forbid opening directories as files.
This allows opening Unix device nodes, etc.

Fixes #15188.
2026-03-12 12:41:34 -04:00
Ryan C. Gordon
4d675f2bd3 io: Wrap IsRegularFileOrPipe in a more generic preprocessor test.
This way we can turn it off for various console platforms without changes
to this file.
2026-03-12 12:41:34 -04:00
Ryan C. Gordon
803cd7589a io: Remove iodata->regular_file check.
It wasn't used, and causes an extra fstat().
2026-03-12 12:41:34 -04:00
Sam Lantinga
11adfd2008 Disable system gesture state for all GCControllers
Technically we only want to do this for controllers that are opened, but we don't have a way to match up controllers using other APIs with individual GCControllers.
2026-03-12 08:34:34 -07:00
Sam Lantinga
b80b466423 Removed redundant ifdef 2026-03-12 08:29:47 -07:00
Frank Praznik
18219d5b53 wayland: Prevent the window from errantly growing when scale to display is used
Some compositors will send a configure event immediately after a scale event, however, this event can contain the old logical size, and should be ignored, or the window will incorrectly change size when moved between displays with differing scale factors.

Store the last requested logical size as the last configure size when resizing a floating window due to a scale change, so a configure event immediately following with the old size will be ignored.
2026-03-12 10:19:22 -04:00
WillyJL
c45be94938 Fix strpbrk() discarded const qualifier 2026-03-10 14:25:28 -07:00
Evan Hemsley
b4b9a037b6 GPU: Refcount Vulkan allocations to fix transfer corruption on defrag (#15127)
Merging, this can be cherry-picked as well.
2026-03-10 13:33:07 -07:00
Nintorch
419dcfe747 Fallback for non-gamepad controllers in GameInput
This PR makes the GameInput joystick backend ignore non-gamepad controllers if DirectInput or XInput backends are enabled. This is done to prevent possible bugs and/or regressions.
2026-03-10 11:06:10 -07:00
SDL Wiki Bot
d20c7e537d Sync SDL3 wiki -> header
[ci skip]
2026-03-10 12:43:12 +00:00
SDL Wiki Bot
6ccf3d097e Sync SDL3 wiki -> header
[ci skip]
2026-03-09 20:14:48 +00:00
Nintorch
0138843eb7 Small GameInput joystick backend improvements
This PR includes small improvements to the GameInput joystick backend:
- Device subtypes
- Compatibility with DirectInput joystick mappings (if the controller is not a gamepad, i.e. `GAMEINPUT_InternalIsGamepad()` returns `false`)
- Fallback to DirectInput/XInput for currently unsupported devices (force feedback ones and the ones that are neither gamepads nor controllers, I'm not sure if that's possible, but maybe racing wheels and other device subtypes would count?)
2026-03-09 11:12:00 -07:00
Sam Lantinga
25b62f01ed Don't load libopenxr_loader.so
We are locked to version 1 of the ABI, so don't load what might be a symlink to a newer and incompatible version.

Platforms like OpenBSD that only have .so versions of libraries can add a special case here like Android in the future.

Fixes https://github.com/libsdl-org/SDL/issues/15172
2026-03-09 09:59:02 -07:00
Sanjay Govind
101273f429 extract capabilities for 360 controllers over libusb (#15183)
Read capabilities when using xinput controllers via the libusb backend

This gives us access to the subtype on linux and macOS, and gives us a lot of data we can use for handling more detailed device types when I look into a unified api for exposing instrument data later.
2026-03-08 17:29:56 -07:00
SDL Wiki Bot
466ab45722 Sync SDL3 wiki -> header
[ci skip]
2026-03-08 23:13:12 +00:00
Mike Egger
ae3ae4ba44 windows: support flag RIDEV_INPUTSINK in raw input (#15182) 2026-03-08 16:11:33 -07:00
Ozkan Sezer
31aa18fc1d stb_image: Fix -Wdouble-promotion warning
Upstream PR 1902 by Björn Wahlstrand at https://github.com/nothings/stb
2026-03-09 00:39:50 +03:00
Sanjay Govind
e610b85d1c support batteries on 3rd party controllers 2026-03-08 11:40:35 -07:00
Sanjay Govind
94f17d6c61 Add support for whammy and tilt on PS4/5 guitars
PS4/5 controllers put device specific data into a specific region in the report, so we have to extract it separately.

No known guitars use the right stick on the guitar, so to keep things working similarly to PS3, i have opted to map whammy and tilt the same way as the PS3 rb guitars.
2026-03-08 11:35:57 -07:00
SDL Wiki Bot
b3f4ebad28 Sync SDL3 wiki -> header
[ci skip]
2026-03-08 14:38:51 +00:00
Petar Popovic
67ac0e5eee SDL_InternalGlobDirectory(): set string length of base directory to 1, if it's just one slash 2026-03-07 12:43:56 -05:00
Petar Popovic
93e3e8a5fe SDL_InternalGlobDirectory(): keep track of pathlen and reuse it, instead of calling SDL_strlen(path) 2026-03-07 12:43:56 -05:00
Petar Popovic
961a04fa26 SDL_GlobDirectory(): Don't chop off first slash from path, if it's just multiple slashes 2026-03-07 12:43:56 -05:00
SDL Wiki Bot
d0a7290689 Sync SDL3 wiki -> header
[ci skip]
2026-03-07 16:20:37 +00:00
Caleb Cornett
12a435e11d gdk: Update Suspend/Resume best practices.
Updated testgdk to demonstrate correct handling of suspend/resume and the new Render APIs, and updated the docs to explain the correct usage of these GDK functions.
2026-03-07 11:19:09 -05:00
Ethan Lee
ee5c5cf755 render: Add Suspend/Resume calls for GDK support 2026-03-07 11:19:09 -05:00
Ethan Lee
0c57e99b4a gpu: Fix swapchain texture cycling.
This is actually a 1:1 copy of a patch we wrote for GPU PS5 some time ago!
2026-03-07 10:36:19 -05:00
Ozkan Sezer
6a87abb5b4 undo damage from wiki-commit 4e4493f579 2026-03-07 10:05:02 +03:00
Frank Praznik
89393c5519 wayland: Use the built-in names of interfaces to enable protocols 2026-03-06 13:29:32 -05:00
Frank Praznik
7605f192d5 wayland: Remove Wayland interface definitions
These are relics from very long ago, before the Wayland protocols lived in-tree and the headers and sources were generated at configure time.
2026-03-06 13:29:32 -05:00
SDL Wiki Bot
4e4493f579 Sync SDL3 wiki -> header
[ci skip]
2026-03-06 18:08:12 +00:00
Ethan Lee
c20a058ff4 Revert "render: Added Xbox DXIL for gpu backend".
Turns out Xbox is okay with the PC DXIL, it just isn't as optimal without the root signature annotations.

This reverts commit f2c4c66429.
2026-03-04 15:52:07 -05:00
ImpDi
89cab56536 Texture2DArray and Compute Pipeline in DirectX12 (#15161)
Apparently, because PlaneSlice wasn't initialized, we couldn't use SDL_GPU_TEXTURETYPE_2D_ARRAY and SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE together, as the error d3d12:
"ID3D12Device::CreateUnorderedAccessView occurred: The PlaneSlice -858993460 is invalid when the resource format is R8G8B8A8_UNORM and the view format is R8G8B8A8_UNORM. Only Plane Slice 0 is valid when creating a view on a non-planar format. [ STATE_CREATION ERROR #344: CREATEUNORDEREDACCESSVIEW_INVALIDPLANESLICE]"
2026-03-03 19:19:45 -08:00
Tobiasz Laskowski
01bd8b3780 Fix backspace on android with api 30+ 2026-03-03 17:12:01 -08:00
Frank Praznik
e7199cad0b Deprecate SDL_INIT_EVERYTHING from SDL2
Adds SDL_INIT_EVERYTHING to the deprecated symbol list, and renames an internal usage to avoid a warning.
2026-03-03 14:00:40 -05:00
BurstRange
d3672b0c3a Fixed typo to "pseudo" 2026-03-03 13:31:13 -05:00
Frank Praznik
5880b8a283 Log failure reasons during early X11 and Wayland initialization
Log the reason for failure during initialization to the debug log to aid in troubleshooting.
2026-03-03 13:29:57 -05:00
SDL Wiki Bot
75c9b082ef Sync SDL3 wiki -> header
[ci skip]
2026-03-03 13:55:57 +00:00
Frank Praznik
8c8efd4ccd wayland: Don't add keys with the super/GUI modifier to the keymap
SDL normalizes the super/GUI modifier away, so adding a key with this modifier will overwrite the base, unmodified value.
2026-03-02 18:29:23 -05:00
Void Star Caster
2e3300e872 Functions to bind GPURenderState storage textures, buffers and sampler bindings (#15150) 2026-03-02 12:50:58 -08:00
Qiu Qiang
e2a2e2c31e camera: Fix crash when setting frame rate and improve FPS precision
- Use exact numerator/denominator from spec for CMTime to avoid rounding errors.
- Wrap frame rate setting in @try-catch to prevent crashes on strict drivers.
2026-03-02 11:59:17 -08:00
MSRPP-dev
4dbf5811e9 Update SDL_render_sw.c
Fix the bug in the standard scaling path, SDL_RENDERCMD_COPY should follow the same pattern as SW_RenderCopyEx.
2026-03-02 09:49:46 -08:00
Sanjay Govind
34378609bb fix off by one with tilt on ps3 guitars (#15144) 2026-03-02 09:45:44 -08:00
Antonio Lattanzio
4c52cfb495 oldnames: Add missing deprecated SDL2 symbol mappings (#15137) 2026-03-02 09:44:36 -08:00
Sam Lantinga
73b13728de Added surface validation to SDL_DuplicateSurface() 2026-03-02 09:40:53 -08:00
Ethan Lee
f2c4c66429 render: Added Xbox DXIL for gpu backend 2026-03-01 19:09:55 -05:00
Petar Popovic
77f4a8e2b8 Fix potential memory leak in VULKAN_AcquireCommandBuffer() on error 2026-03-01 14:10:54 -08:00
Petar Popovic
fb1d1ab306 Fix memory leak when X11 toolkit window locale SDL_strdup() fails 2026-03-01 11:44:43 -08:00
Sam Lantinga
72d5fe213f Loading PNG files are part of the core SDL library
Don't disable this functionality when defining SDL_LEAN_AND_MEAN, but if you need to, you can define SDL_DISABLE_STB if you want to compile this out.

Fixes https://github.com/libsdl-org/SDL/issues/15139
2026-03-01 11:42:28 -08:00
Petar Popovic
6cf03ca729 Fix potential memory leak in SDL_HIDAPI_HapticOpenFromJoystick() on error 2026-03-01 11:35:58 -08:00
Sam Lantinga
2d9fca46c6 Added surface validation to SDL_ConvertSurfaceRect()
Fixes https://github.com/libsdl-org/SDL/issues/15141
2026-03-01 11:34:34 -08:00
SDL Wiki Bot
abeb392959 Sync SDL3 wiki -> header
[ci skip]
2026-03-01 02:36:59 +00:00
Anonymous Maarten
48ed4faa47 Fix compile error in MSVC 19.29
This Visual Studio 2019 compiler wrongly emits a warning.

test\testvulkan.c(271): error C2220: the following warning is treated as an error
test\testvulkan.c(271): warning C4090: 'function': different 'const' qualifiers
test\testvulkan.c(286): warning C4090: 'function': different 'const' qualifiers
2026-02-28 22:41:30 +01:00
Frank Praznik
0a45525242 wayland: Handle min/max sizes in fixed-size windows with viewports
Wayland is sometimes at-odds with clients that want to enforce an aspect ratio or min/max window size, as certain window states have dimensions that either must be obeyed (maximized), or will give terrible results if they aren't (tiled). Use a viewport and a masking subsurface to handle cases where surfaces are unable to match the exact window size.

The changes made to accommodate this also catches some additional windowing related edge-cases, simplifies synchronization, and prevents commits before a buffer has been attached to the surface.
2026-02-28 12:55:17 -05:00
Brenton Bostick
3ac4e684ab make sure #endif comment matches the macro name 2026-02-28 08:43:42 -08:00
Sam Lantinga
0a1c7b5348 Fixed SDL_GetIOSize() return value
Fixes https://github.com/libsdl-org/SDL/issues/15129
2026-02-28 08:41:47 -08:00
Sam Lantinga
f600c74c80 Don't enable extended features for GameSir controllers over Bluetooth 2026-02-26 09:18:07 -08:00
Sam Lantinga
170e3a81d8 Fixed the GameSir-G7 Pro 8K button mapping 2026-02-26 09:18:07 -08:00
Sam Lantinga
7775bbef9f Fixed the GameSir-G7 Pro 8K accelerometer scale 2026-02-26 09:18:07 -08:00
Sam Lantinga
862e1e8600 Fixed the GameSir-G7 Pro 8K sensor rate
The reports are delivered at 250 Hz both wired and via the wireless dongle.
2026-02-26 09:18:07 -08:00
Ethan Lee
ea539c0075 testgdk: Update icon filename for the new png image 2026-02-26 10:44:58 -05:00
zuiki_inn
29ca920fdf Add ZUIKI EVOTOP controller support with gyroscope and accelerometer sensor capabilities. (#15034) 2026-02-25 20:24:29 -08:00
rabbit-ecl
230814e85e Use Uint64 instead for tick_numerators in USE_128BIT_MATH 2026-02-25 20:18:51 -08:00
Sam Lantinga
5340d6a94c Fixed definition of builtin function '_m_prefetch'
Fixes https://github.com/libsdl-org/SDL/issues/15116
2026-02-25 14:29:07 -08:00
Sam Lantinga
24404d9047 Fixed timer overflow on some platforms
We have an implementation that uses 128-bit math and one that handles large values without it (thanks @jessechounard and @rabbit-ecl!)

Fixes https://github.com/libsdl-org/SDL/issues/15042
2026-02-25 11:41:31 -08:00
SDL Wiki Bot
0246598d62 Sync SDL3 wiki -> header
[ci skip]
2026-02-25 14:51:12 +00:00
SDL Wiki Bot
03fcc037d9 Sync SDL3 wiki -> header
[ci skip]
2026-02-25 14:33:40 +00:00
Ethan Lee
a4cd62ef93 render: Reduce scope of D3D12 GDK event watcher to Xbox 2026-02-25 09:23:20 -05:00
SDL Wiki Bot
bad072e693 Sync SDL3 wiki -> header
[ci skip]
2026-02-25 14:21:56 +00:00
Ethan Lee
5770e013c2 gdk: Render/GPU can call SuspendX, document when to call SuspendComplete 2026-02-25 09:20:25 -05:00
Sam Lantinga
49a8b4229b Added battery status for newer FlyDigi controllers 2026-02-24 20:49:45 -08:00
Sanjay Govind
0c859452ef Support accelerometers on 3rd party ps3 controllers (#15109) 2026-02-24 18:58:13 -08:00
Sanjay Govind
a7ccd48957 Set joystick_type for known ps3/wii instruments (#15111) 2026-02-24 17:26:46 -08:00
Sanjay Govind
1419bcb6cb deal with controllers that don't have report ids 2026-02-24 15:18:53 -08:00
Frank Praznik
2f38b6a396 x11: Also send key releases when reconciling state 2026-02-24 17:12:00 -05:00
Sanjay Govind
0e4008441f Fix up controller types for various playstation and wii instruments (#15104) 2026-02-24 13:35:45 -08:00
Sam Lantinga
2385dc6297 Added support for the Flydigi Vader 5 Pro in Xbox 360 mode 2026-02-24 10:18:17 -08:00
Brenton Bostick
c259f969f2 fix unknown argument nBufSize 2026-02-24 09:50:17 -08:00
Brenton Bostick
0d0db08b61 fix JNI parameter types 2026-02-24 09:49:42 -08:00
Brenton Bostick
a5889b0e44 make sure #endif comment matches the macro name 2026-02-24 09:48:57 -08:00
Void Star Caster
4a4ae4a79d Fix GetSampler() bug for INDEX8 pixel format (#15099) 2026-02-24 08:05:30 -08:00
SDL Wiki Bot
5212b82c4f Sync SDL3 wiki -> header
[ci skip]
2026-02-24 15:05:20 +00:00
Vicki Pfau
ab6dd970ac camera: Don't try to fake entire range for FRMIVAL_TYPE_CONTINUOUS
V4L2 is able to advertise that a video device is able to display any frame
interval within a continuous range. SDL does not allow advertising this and
only exposes discrete frame intervals. To work around this, SDL attempted to
generate a subset of the range with a fixed interval. Unfortunately, the way
this was accomplish is inherently broken and led to attempting to allocate a
very large number of formats per resolution and colorspace. With the Magewell
Pro Capture HDMI, which can expose FRMSIZE_TYPE_CONTINUOUS as well, this can
expose a truly astronomical number of formats, exceeding 1 PB of RAM. This will
lead to an OOM kill for any process that tries to initialize the camera
subsystem.

This patch just tests to see if some common frame rates are within the
contiuous range and expose those. SDL still does not handle
FRMSIZE_TYPE_CONTINUOUS in a graceful way so it still uses over a gigabyte of
RAM for each possible combination of sizes, but with this patch it no longer
leads to an OOM kill. The API will need amending for proper support for both
continuous frame sizes and frame intervals.
2026-02-24 06:54:31 -08:00
Vicki Pfau
8a1684fbbc Support SL/SR on Switch 2 controllers, but only in mini-controller mode
It doesn't really make sense to support these in combined mode since they're usually occluded.
2026-02-24 06:52:32 -08:00
Frank Praznik
550394eecd x11: Don't send duplicate key down events when reconciling
Modifier keys shouldn't be repeated.
2026-02-23 15:09:34 -05:00
Sam Lantinga
2e4ac09b1f Fixed cursor mask padding calculation 2026-02-23 09:52:45 -08:00
SDL Wiki Bot
284a3a6ba6 Sync SDL3 wiki -> header
[ci skip]
2026-02-23 16:15:38 +00:00
Aaron Benjamin
7678226f4a test: Add testgpu_spinning_cube_xr (#14943)
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
2026-02-23 11:14:19 -05:00
tmkk
bbcc205de9 Detect steam virtual gamepads more accurately on macOS 2026-02-22 11:11:09 -08:00
tmkk
50d0e2ede2 Bring back support for 360Controller driver on macOS 2026-02-22 11:11:09 -08:00
SDL Wiki Bot
2e18cf8d09 Sync SDL3 wiki -> header
[ci skip]
2026-02-22 00:07:28 +00:00
Sam Lantinga
4f06087b36 Improved support for byte array pixel formats
Fixes https://github.com/libsdl-org/SDL/issues/15082
2026-02-21 12:51:26 -08:00
Sam Lantinga
21e10b2e76 Note that SDL_getenv() is case sensitive
Fixes https://github.com/libsdl-org/SDL/issues/15086
2026-02-21 10:49:57 -08:00
SDL Wiki Bot
e4d6383b52 Sync SDL3 wiki -> header
[ci skip]
2026-02-21 15:56:44 +00:00
Alex Threlfo
6583134365 filesystem: Fix Android asset enumeration
Passes expected relative paths to Android's AssetManager API instead of
absolute ones + fixes some indexing logic with trailing slashes.
2026-02-20 15:10:52 -08:00
SDL Wiki Bot
2aacf018f0 Sync SDL3 wiki -> header
[ci skip]
2026-02-20 19:31:49 +00:00
Ryan C. Gordon
69ddf1d6c7 docs: Clarify symlink info in SDL_GetPathInfo, etc.
Fixes #15078.
2026-02-20 14:30:26 -05:00
Anonymous Maarten
bc211aa150 ci: add CFLAGS to pkg-config link command 2026-02-20 11:20:43 -08:00
Sam Lantinga
67c2f61068 Support an alternate GameSir report format 2026-02-20 09:44:14 -08:00
Ethan Lee
8a3820500d cocoa: Don't include KHR_portability_enumeration by default.
This is only useful if the application knows to add the flag introduced by this
extension, and at that point the application can also include the extension
themselves.

Case in point: SDL_gpu_vulkan was already doing this!
2026-02-20 11:29:26 -05:00
Ethan Lee
fa9bad2e4b vulkan: Only enable KHR_portability_enumeration when available 2026-02-20 11:29:26 -05:00
Ryan C. Gordon
1223767b2c include: More \threadsafety documentation.
Reference Issue #7140.
2026-02-20 10:45:39 -05:00
Ryan C. Gordon
c728e2f044 emscripten: Move some EM_ASM blocks to MAIN_THREAD_EM_ASM.
These blocks reference the `navigator` global, which is not available in
background threads.
2026-02-20 10:27:44 -05:00
Jesse Chounard
a79bd26d28 Fix D3D12 DSV creation for array/cube/cube-array depth textures
DSV creation was missing a TEXTURE2DARRAY branch for array, cube, and
cube-array depth textures. It fell through to TEXTURE2D, so
FirstArraySlice was never set and all layers' DSVs targeted layer 0.
This caused incorrect rendering when using depth textures with multiple
layers, such as cubemap shadow maps.
2026-02-20 10:23:47 -05:00
Ryan C. Gordon
3aa531000a n3ds: SDL_SYS_GetPreferredLocales now handles error cases correctly.
Previously it would have reported success but not returned a valid string, and
didn't check for the (probably extremely unlikely) case of overflowing our
locale list array.
2026-02-20 10:14:05 -05:00
Frank Praznik
be82f316c4 video: Check video backend initialization when querying the grabbed window
SDL_GetGrabbedWindow() can be called when the video system is uninitialized, and, since there is no window parameter, _this must be checked for validity to avoid a segfault.
2026-02-19 11:22:03 -05:00
SDL Wiki Bot
72ed7d0f87 Sync SDL3 wiki -> header
[ci skip]
2026-02-19 00:52:16 +00:00
Ryan C. Gordon
28e4269915 include: Added \threadsafety notes to about 60 more functions.
Reference Issue #7140.
2026-02-18 19:49:59 -05:00
Ryan C. Gordon
a3b0403412 filesystem: Fix SDL_GlobDirectory on iOS and Android.
It SDL_SYS_EnumerateDirectory was changing the path string and passing it to
the callback, causing chaos in the glob handler, which expected the original
string to pass through.

Fixes #15057.
2026-02-17 19:41:20 -05:00
Ryan C. Gordon
c9591c515c emscripten: Fix only one mouse button being usable at a time.
Fixes #15056.
2026-02-17 19:00:36 -05:00
Ryan C. Gordon
c043adaeb2 Reapply "MacOS: improve scroll smoothing"
This reverts commit 63c0650321.

This reverts a revert; leaving this in main, where we'll examine it in 3.6.0.

This remains reverted in release-3.4.x

Reference Issue #15058.
2026-02-17 18:51:53 -05:00
Ryan C. Gordon
0f2d415dee emscripten: Allow resize events on fullscreen windows.
Fixes browsers on phone that change screen orientation during fullscreen not
getting a resize event.

Fixes #15024.
2026-02-17 18:40:24 -05:00
William Horvath
06bf8d1924 gpu_vulkan: Set texture container before transitioning to default barrier state.
Avoids a null dereference of currentRegion->vulkanTexture->container in DefragmentMemory:

} else if (!currentRegion->isBuffer && !currentRegion->vulkanTexture->markedForDestroy) {
...
&currentRegion->vulkanTexture->container->header.info
... (among others)

by not "VULKAN_Submit"ting (and thus adding it to the defrag pool) before setting the container.

Although rare (defrag almost never ran), this crash happened in a real-world application.
2026-02-17 14:12:44 -08:00
Sam Lantinga
129627068f Fixed HIDAPI PS5 Bluetooth report format 2026-02-17 08:57:06 -08:00
Ryan C. Gordon
63c0650321 Revert "MacOS: improve scroll smoothing"
This reverts commit 5dab2c73f0.

We'll revisit this in the next SDL release.

Reference Issue #15058.
2026-02-17 10:23:57 -05:00
Cameron Gutman
f0bda7b655 android: Fix scancode for AKEYCODE_CHANNEL_DOWN 2026-02-17 00:18:48 -06:00
Zack Middleton
54de246b4b win32: Set error for SDL_GL_GetSwapInterval() 2026-02-16 22:03:20 -05:00
Sam Lantinga
1dcc6e2135 Fixed detection of the "Android TV Box" as a TV 2026-02-16 12:34:54 -08:00
Sam Lantinga
089f5e1318 Treat the D-pad center button as SDL_SCANCODE_RETURN
This fixes handling of the Android TV remote select button sent over CEC.
2026-02-16 12:34:54 -08:00
Ryan C. Gordon
2b0ce9ae6e examples: Make source code and console tabs take 80% of browser page.
Fixes #14997.

(cherry picked from commit 3d2af85934)
2026-02-16 14:26:51 -05:00
Sam Lantinga
bc623d1af6 Moved mouse/keyboard detection to a separate thread on Windows
Getting device names can hang for a long time on certain devices, so make sure this is done on a separate thread to avoid blocking initialization and the main loop.

Fixes https://github.com/libsdl-org/SDL/issues/12913
2026-02-16 11:23:14 -08:00
Sam Lantinga
a98e49409e Don't re-query HID device vendor and product 2026-02-16 11:23:14 -08:00
Cameron Gutman
8535936401 win32: Fix composition UI being displayed when IME is disabled 2026-02-16 09:00:33 -08:00
Ethan Lee
ad60fa07d7 gpu: Add LogWarn to Vulkan OpenXR load failure, to match D3D12 2026-02-16 11:46:25 -05:00
NateXS
149abe8f85 n3ds: Don't put audio thread in system core on Old 3DS systems 2026-02-16 08:44:17 -08:00
DominusExult
225fb12ae1 Hide deprecation message for controllerPausedHandler (which is still needed for backwards compatibility) 2026-02-15 10:57:07 -08:00
DominusExult
0270da4d1f Use AV capture methods available since iOS 7 2026-02-15 10:57:07 -08:00
DominusExult
016a1b87a6 Hide deprecation warnings on statusBarOrientation, statusBarHidden, statusBarStyle 2026-02-15 10:57:07 -08:00
DominusExult
5d1e390a9c Hiding OpenGLES API deprecation since iOS 12.0 warning 2026-02-15 10:57:07 -08:00
Gokul Mittal
8d2b6c09c5 undefine ADD_TRIANGLE macro definition
ADD_TRIANGLE macro function in SDL_RenderLines() was never being undefined even after it's purpose was resolved.
2026-02-15 08:37:46 -08:00
Ryan C. Gordon
10b524c7cc hints: Rename SDL_HINT_OPENGL_FORCE_SRGB_CAPABLE.
It's now SDL_HINT_OPENGL_FORCE_SRGB_FRAMEBUFFER, since it does more than mess
with the srgb-capable context attribute now.

Reference Issue #14898.
2026-02-14 16:33:21 -05:00
Ryan C. Gordon
fc570a1a1c render: opengl and opengles2 renderers try to disable GL_FRAMEBUFFER_SRGB.
Reference Issue #14898.
2026-02-14 16:33:21 -05:00
Ryan C. Gordon
ead67481c0 video: Only set GL_FRAMEBUFFER_SRGB state if the hint requests it.
Reference Issue #14898.
2026-02-14 16:33:21 -05:00
Sam Lantinga
c381b2bdfa Use 20 ms as the default audio buffer size on Android
It turns out that Android will not pick a low latency buffer size by default.
2026-02-13 14:34:31 -08:00
Sam Lantinga
ab50f30bb1 Added code to detect memory overwrites on Windows
Define WIN32_DETECT_OVERWRITE while building to enable this functionality.
2026-02-13 13:53:25 -08:00
DominusExult
e049fff360 Fix testime to pass window coordinates to SDL_SetTextInputArea().
Also moved the area closer to the bottom so the panning of the screen can be observed on Android and iOS.
2026-02-13 08:22:44 -08:00
Rachel Blackman
46e553a44c Add support for new Steam Controller on Android (#15044) 2026-02-12 17:39:15 -08:00
Sam Lantinga
f1dd6db701 Removed unnecessary log message 2026-02-12 16:41:07 -08:00
Sam Lantinga
79f5f674bd Use the correct report format for BLE Steam Controller reports 2026-02-12 16:02:21 -08:00
Sam Lantinga
7b27056ea0 Fixed Steam Controller BLE report size 2026-02-12 15:52:31 -08:00
Sam Lantinga
9b7f55be89 Make sure we report ID_TRITON_CONTROLLER_STATE_BLE on iOS 2026-02-12 15:49:49 -08:00
Sam Lantinga
0b1c592fda Steam Controller report 0x45 is used for BLE mode 2026-02-12 15:45:10 -08:00
Sam Lantinga
84c21cf970 Updated Steam Controller packet handling 2026-02-12 14:34:20 -08:00
Sam Lantinga
4e2fd57e77 Fixed initializing the PowerA OPS v1 Wireless Controller 2026-02-11 16:54:18 -08:00
Sam Lantinga
2b484a1ccb Fixed initializing the PowerA Fusion Pro 4 on Steam Link hardware 2026-02-11 16:54:18 -08:00
Ryan C. Gordon
ac3afa1f38 audio: Moved a variable into nested scope where it's actually used. 2026-02-11 14:54:49 -05:00
Sam Lantinga
eaeca340f3 Fixed HIDAPI hotplug detection in applications that don't initialize video 2026-02-11 09:11:37 -08:00
Sam Lantinga
d3f9899df5 Fixed HIDAPI hotplug detection when initializing gamepads off the main thread 2026-02-11 09:03:30 -08:00
Sam Lantinga
e134d6fd7e Added a note about SDL_HINT_AUTO_UPDATE_JOYSTICKS to the SDL_UpdateJoysticks() docs 2026-02-11 09:03:30 -08:00
SDL Wiki Bot
73500019ea Sync SDL3 wiki -> header
[ci skip]
2026-02-11 14:33:15 +00:00
chenzw
85c297a28b Added IMU support for GameSir controllers with optimized sampling rate and timestamp synchronization. 2026-02-10 21:06:40 -08:00
walle
6f1aa78e04 fixed trigger axes formula: data * 257 - 32768 (same as PS4) 2026-02-10 21:06:40 -08:00
walle
226057601f fixed Clamp -(-32768) to 32767 to avoid Sint16 overflow wrapping back to -32768 2026-02-10 21:06:40 -08:00
chenzw
304fcaeec2 SendGameSirModeSwitch code cleanup 2026-02-10 21:06:40 -08:00
chenzw
6ae268ba17 Remove GameSir-G7 Pro 2026-02-10 21:06:40 -08:00
SDL Wiki Bot
d2ca570050 Sync SDL3 wiki -> header
[ci skip]
2026-02-11 02:41:57 +00:00
Sam Lantinga
71f4af7322 Eliminate contention between HIDAPI controller reads and writes
Rumble can often take a long time, and it is theoretically safe to simultaneously read and write hidapi devices on all platforms.

Fixes https://github.com/libsdl-org/SDL/issues/9441
2026-02-10 09:38:19 -08:00
Ryan C. Gordon
31404a9dcb wasapi: Patched to compile. 2026-02-10 11:21:04 -05:00
Sylvain
a35bcad0be Android: prevent SDLActivity and Main Thread to access mJoystick at the
same time. same for mHapticHandler
2026-02-10 07:53:29 -08:00
SDL Wiki Bot
6f45f97af0 Sync SDL3 wiki -> header
[ci skip]
2026-02-10 15:51:32 +00:00
Ryan C. Gordon
c223c5494d wasapi: stop infinite loop in audio thread when recording device is unplugged.
(cherry picked from commit a806a9092b)
2026-02-10 09:25:40 -05:00
Ryan C. Gordon
267e681a0b emscripten: drag-and-drop fixes.
FS.mkdir() will throw a javascript exception if the scratch directory already
exists, so catch/ignore that.

Wrap the rest of the scratch i/o in a try/catch block; the event will only
send if everything works out.

Wrap some calls from Javascript to the C runtime's free() in an
EMSCRIPTEN_KEEPALIVE function, so that the compiler doesn't optimize the
function out and crash at runtime.

Fixes #14999.
2026-02-09 21:39:02 -05:00
Sam Lantinga
9f8c70713a Fix the 8BitDo Ultimate 2D Wireless Controller showing up multiple times
This controller has 3 interfaces, one for the Xbox gamepad protocol, and two HID interfaces. We should only handle the Xbox interface in the Xbox driver.
2026-02-09 13:28:45 -08:00
Ryan C. Gordon
8da6604854 video: GL_FRAMEBUFFER_SRGB is not core in any version of OpenGL ES.
Reference Issue #14898.
2026-02-09 15:47:43 -05:00
RaceTheMaSe
6f754e5c03 Fix warnings: extra semi - spurious (#15014) 2026-02-09 11:48:58 -08:00
RaceTheMaSe
f1a7a64eb4 Fix warnings: Extra semi - macro usage (#15015) 2026-02-08 16:58:53 -08:00
Sam Lantinga
6feb0e1333 You can't combine SDL_STRINGIFY_ARG() and SDL_FUNCTION
Removed obsolete documentation that shows this usage and macros that attempt it.

Also allow SDL_FUNCTION to be redefined by the application.

Fixes https://github.com/libsdl-org/SDL/issues/15004
2026-02-08 11:51:34 -08:00
Cameron Gutman
1d83a35e48 cocoa: Fix 1px border in fullscreen on Tahoe 2026-02-08 11:01:23 -08:00
Sam Lantinga
4de62c35c0 Fixed checking against cached shader params (thanks @ccawley2011!) 2026-02-08 10:59:18 -08:00
Max Seidenstücker
0c121ad6a7 conditional expression is constant
MSVC: C4127: conditional expression is constant
2026-02-08 09:38:35 -08:00
Max Seidenstücker
d063cb01e9 variable conditionally uninitialized
currentX and currentY in L2263-L2264 are marked as conditionally uninitialized by MSVC and Clang

Clang: variable may be uninitialized when used here [-Wconditional-uninitialized]
2026-02-08 09:35:07 -08:00
William Horvath
8ee7dc2f9f dummyaudio: Remove bitrotted support for __EMSCRIPTEN_PTHREADS__ code path.
In SDL_audio.c:OpenPhysicalAudioDevice, an attempt is made to SDL_CreateThread
if ProvidesOwnCallbackThread is false, but SDL_CreateThreadWithPropertiesRuntime
is not implemented for Emscripten, so this always fails. I'm not sure if/when
this ever worked, but it simply cannot work in its current state.
2026-02-08 09:31:13 -08:00
RaceTheMaSe
c15ca27740 dialog_utils: fix NameTransform() function pointer type (#15002) 2026-02-07 23:23:47 +03:00
Frank Praznik
f07ba5b954 wayland: Check the mod state when sending repeated key text
The control and alt modifiers should suppress text events when repeating to match standard press behavior.
2026-02-07 14:27:04 -05:00
ROllerozxa
3919cc902e Fix SDL_TriggerBreakpoint being undefined on slimcc 2026-02-07 21:11:54 +03:00
RaceTheMaSe
ba3274e3a1 hidapi, windows: Fix -Wjump-misses-init warning (#14990)
Clang: jump from this goto statement to its label is incompatible with C++ [-Wjump-misses-init]
2026-02-07 21:10:50 +03:00
RaceTheMaSe
7c7ffb9115 tests: Fix unreachable code warnings (#14993) 2026-02-07 20:42:59 +03:00
RaceTheMaSe
863912aa03 PS2, VITA: Fix void pointer arithmetic warnings (#14995) 2026-02-07 20:39:33 +03:00
RaceTheMaSe
4f183506f6 Fix warning: strict prototypes (#14992)
clang: a function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]
2026-02-07 07:38:59 -08:00
Vicki Pfau
017d950b6b Fix Switch and Switch 2 player LED patterns
The patterns we were using don't match the official patterns, which fill up as
many lights as players instead of just using the nth player LED. Above 4,
there are some special patterns, as documented on Nintendo's Singaporean site:
https://www.nintendo.com/sg/support/qa/detail/33822
2026-02-07 07:37:25 -08:00
Max Seidenstücker
8f8880a8eb Merge all occurances of __func__ and __FUNCTION__ to SDL_FUNCTION 2026-02-07 07:34:11 -08:00
Max Seidenstücker
d870911202 CodeSpell 2026-02-07 18:14:00 +03:00
Max Seidenstücker
8b53b77058 annotate no return
Clang: function could be declared with attribute 'noreturn' [-Wmissing-noreturn]
2026-02-07 18:10:02 +03:00
Max Seidenstücker
144ab4ba99 Void function return
Clang: void function should not return void expression [-Wpedantic]
2026-02-07 18:06:10 +03:00
Max Seidenstücker
0c7d4d5a89 Static at beginning
GCC: 'static' is not at beginning of declaration [-Wold-style-declaration]
2026-02-07 18:05:39 +03:00
RaceTheMaSe
9fda8f2669 Fix -Wnewline-eof warnings (#14989) 2026-02-07 18:04:18 +03:00
Max Seidenstücker
bf58ff81d8 comma at end of enum
GCC: comma at end of enumerator list [-Wpedantic]
2026-02-07 15:54:13 +01:00
Ryan C. Gordon
3dc48a4890 video: Wrap OpenGL work in ifdefs.
Apparently the rest of SDL_GL_CreateContext compiles on platforms without
OpenGL, though!  :)
2026-02-06 14:00:19 -05:00
SDL Wiki Bot
df9f56f958 Sync SDL3 wiki -> header
[ci skip]
2026-02-06 18:59:48 +00:00
Sam Lantinga
88d5a5a2b9 Clarify that SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS can be set anytime
Fixes https://github.com/libsdl-org/sdlwiki/issues/914
2026-02-06 10:58:58 -08:00
Ryan C. Gordon
9f5747ccd4 video: Respect SDL_HINT_OPENGL_FORCE_SRGB_CAPABLE with GL_FRAMEBUFFER_SRGB.
Reference Issue #14898.
2026-02-06 13:54:32 -05:00
Ryan C. Gordon
01689bca0e video: Maybe fix build. 2026-02-06 13:50:27 -05:00
Ryan C. Gordon
083c6b8872 video: Force GL_FRAMEBUFFER_SRGB state at OpenGL context creation time.
The default varies between OpenGL and OpenGL ES, so try to force it to what
the app actually requested with SDL_GL_FRAMEBUFFER_SRGB_CAPABLE.

Fixes #14898.
2026-02-06 13:44:21 -05:00
Ryan C. Gordon
60690ff829 render: OpenGL and GLES2 should explicitly request a not-sRGB-capable context.
Reference Issue #14898.
2026-02-06 13:44:20 -05:00
Sam Lantinga
c9116daa71 Fixed build 2026-02-06 10:32:19 -08:00
Sam Lantinga
8e783e0892 Fixed building with Visual Studio 2019 2026-02-06 10:15:39 -08:00
Sam Lantinga
56b77177a9 Fixed building with -DSDL_HIDAPI=OFF
Fixes https://github.com/libsdl-org/SDL/issues/14975
2026-02-06 09:59:37 -08:00
Sam Lantinga
fdfcfc0566 Make sure native textures have the same channel precision if possible
Fixes https://github.com/libsdl-org/SDL/issues/14882
2026-02-06 09:50:18 -08:00
Jari Vetoniemi
ef41e0a0f0 cocoawindow: fix wrong content scale with ANGLE EGL context
ANGLE expects that the surface layer content scale is updated
accordingly.

<b406401e42/src/libANGLE/renderer/metal/SurfaceMtl.mm (L597-L636)>
2026-02-06 09:16:59 -08:00
Wohlstand
a36ef1f187 SDL_render_psp.c: Also apply the similar fix to PSP
Since this problem is the same here
2026-02-06 09:02:41 -08:00
Wohlstand
87a81bd09d SDL_render_vita_gxm.c: Fixed the black screen due to zero cliprect 2026-02-06 09:02:41 -08:00
Wohlstand
75d1d64c75 Revert "Reverted Vita cliprect changes"
This reverts commit aeb4b3d2fc.
2026-02-06 09:02:41 -08:00
Cameron Cawley
7b8ce0df4b Add QNX to the supported platforms list 2026-02-05 16:50:24 -08:00
Ryan C. Gordon
50f3adec77 cocoa: Fix SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES=0.
This hint is documented to not just turn off fullscreen windows going into a
new Fullscreen Space, but also to make the green button on a resizeable
window's title bar do a maximize/zoom instead of make the window fullscreen.

Previously, this only did the former and not the latter (or perhaps it worked
and the defaults changed in a newer macOS, we aren't sure).

Fixes #7470.
2026-02-05 18:39:48 -05:00
Vicki Pfau
e1b8ad0380 Add and use libusb_set_auto_detach_kernel_driver for the Switch 2 driver 2026-02-05 14:58:15 -08:00
Sam Lantinga
b9743eabdd Removed spurious "extern" 2026-02-05 14:07:01 -08:00
SDL Wiki Bot
ae4fb50316 Sync SDL3 wiki -> header
[ci skip]
2026-02-05 20:15:42 +00:00
Ryan C. Gordon
632c83b722 opengl: added SDL_HINT_OPENGL_FORCE_SRGB_CAPABLE.
Reference Issue #14898.
2026-02-05 15:14:18 -05:00
Sam Lantinga
0cadc15ef6 Don't treat "hid-over-i2c 0107 System Control" as a joystick 2026-02-05 11:27:05 -08:00
Jesse Chounard
cb0c7b01e4 tray: removed double click handling 2026-02-05 11:08:05 -08:00
Jesse Chounard
bc16157c9d testtray: created VS project and added new click callbacks 2026-02-05 11:08:05 -08:00
Sam Lantinga
bddf6d3e2a Guarantee that pens are in proximity before motion and button events
This also delays pen proximity out events to make sure that the pen is really gone before delivering them. On Android, you get a HOVER_EXIT event when the pen contacts the surface, which we don't want to treat as the pen leaving proximity.
2026-02-05 10:24:04 -08:00
Sam Lantinga
cd7fc90c87 Added support for the third stylus button on Android 2026-02-05 10:24:04 -08:00
Sam Lantinga
273a093032 Temporarily disable GameSir driver
There are some issues that need response from GameSir before this can be enabled by default.
2026-02-04 15:53:01 -08:00
Sam Lantinga
ca7788cd9f Fixed spacing 2026-02-04 15:53:01 -08:00
Sam Lantinga
d43d29269d Added support for GameSir simple report mode 2026-02-04 15:53:01 -08:00
Sam Lantinga
8a9722e9f4 Removed GameSir trigger rumble
This doesn't appear to actually be supported by the hardware, and used the same report as normal rumble.
2026-02-04 15:53:01 -08:00
Sam Lantinga
883066228b Minor code cleanup
- the connection type is already set correctly based on bluetooth connection state
- removed some verbose controller type logging
- device and ctx are guaranteed not to be NULL at the driver level
2026-02-04 15:53:01 -08:00
Sam Lantinga
1a99861510 Fixed warnings building on Android 2026-02-04 14:55:29 -08:00
Sam Lantinga
cd14bf3d00 Fixed warning: no previous prototype for function 'SDL_PrivateIsGamepadPlatformMatch' 2026-02-04 14:40:42 -08:00
SDL Wiki Bot
3b43b55e2a Sync SDL3 wiki -> header
[ci skip]
2026-02-04 20:51:27 +00:00
Jesse Chounard
70e16a8d13 tray: Add icon click callbacks for Windows and macOS (#14964) 2026-02-04 12:50:00 -08:00
Frank Praznik
bd472b43f5 wayland: Only use owned surface data when processing touches
Otherwise, user data set externally may be treated as SDL window data.
2026-02-04 14:28:30 -05:00
Ryan C. Gordon
f60e79feaf test_common: Changed a bunch of strcmp ifs to else ifs. 2026-02-04 14:27:41 -05:00
Ryan C. Gordon
10cc3dbe53 test_common: add a --fill-document command line option.
Probably rarely used, but one _can_ specify command line options to an
Emscripten program in its index.html wrapper, I think.
2026-02-04 14:14:15 -05:00
Ryan C. Gordon
7f94c7782a hints: Reformatted some documentation that got mangled.
[ci skip]
2026-02-04 13:46:15 -05:00
Ozkan Sezer
59e3ad0079 SDL_gpu_d3d12.c: Silence -Wuninitialized warning from old gcc versions:
SDL_gpu_d3d12.c: In function 'D3D12_GetXRSwapchainFormats':
SDL_gpu_d3d12.c:9107:26: warning: 'sdlFormat' may be used uninitialized in this function
2026-02-04 07:47:02 +03:00
Ozkan Sezer
427941012e SDL_gpu_vulkan.c: Silence -Wuninitialized warning from old gcc versions:
SDL_gpu_vulkan.c: In function 'VULKAN_GetXRSwapchainFormats':
SDL_gpu_vulkan.c:12927: warning: 'sdlFormat' may be used uninitialized in this function
2026-02-04 07:39:20 +03:00
chenzw
1fd7cd693a pass payload to state handler 2026-02-03 20:09:04 -08:00
chenzw
8272699901 refactor(joystick): unify GameSir packet parsing with packet/payload offsets, fix field byte indexing and standardize length checks 2026-02-03 20:09:04 -08:00
chenzw
e087de5741 refactor for style (no functional changes) 2026-02-03 20:09:04 -08:00
walle
f5efba34da Fix multi-platform compilation issues 2026-02-03 20:09:04 -08:00
chenzw
bb8eee8fac Added support for the GameSir-G7 Pro 8K controller 2026-02-03 20:09:04 -08:00
Ryan C. Gordon
1a9e6c368f pen: Fixed a comment typo.
[ci skip]
2026-02-03 20:02:42 -05:00
Ryan C. Gordon
dd18d7ff52 pen: Fixed incorrect comment. 2026-02-03 19:44:29 -05:00
Anonymous Maarten
5f151f4532 cmake: cannot detect deprecated apple-clang link options (they are not fatal)
So skip these
2026-02-03 20:54:02 +01:00
Anonymous Maarten
e338287e64 cmake: treat linker warnings as errors when configuring with SDL_WERROR=ON 2026-02-03 20:54:02 +01:00
Nintorch
997a168e00 Add share button mapping to Xbox Series X controller on Android 2026-02-03 11:18:18 -08:00
Sam Lantinga
230286447e Fixed Raspberry Pi build 2026-02-03 11:13:33 -08:00
Sam Lantinga
f60231759d Fixed detecting Nintendo Switch Pro 2 controller on Steam Link hardware
In this case, it's available via both libusb and hidraw, but the hidraw device isn't usable. If a device needs to be opened via libusb, don't expose it via hidraw enumeration.
2026-02-03 10:44:16 -08:00
Ryan C. Gordon
a6c0052f39 srgb: Readd WGL/GLX extension checks when asking for sRGB-capable framebuffers.
Reference Issue #14898.
2026-02-03 13:27:57 -05:00
Ryan C. Gordon
2b5ebb1170 Revert "opengl: Fixes for sRGB framebuffer support."
This reverts commit d62f141b29.

Reference Issue #14898.
2026-02-03 13:27:56 -05:00
Ryan C. Gordon
7bc93da555 Revert "wgl: Added debug code for sRGB issues."
This reverts commit 8c0ac97b0d.

Reference Issue #14898.
2026-02-03 13:27:56 -05:00
Cameron Cawley
f8331d50ff Simplify SDL_GL_EGL_PLATFORM handling 2026-02-03 09:45:19 -08:00
Cameron Cawley
eceb35c96c Add VIDEO_DEVICE_CAPS_SLOW_FRAMEBUFFER and move detection to video drivers (#14817) 2026-02-03 09:38:02 -08:00
Anonymous Maarten
28ea4a8e31 surface: verify surface palette in SDL_Save(BMP|PNG) before hitting the FS 2026-02-03 09:31:57 -08:00
Ryan C. Gordon
bb6ced6fc0 emscripten: Cleanup some wasm32/wasm64 ifdefs.
Fixes #14066.
2026-02-02 19:21:42 -05:00
Ryan C. Gordon
7d093940a7 emscripten: Unify creation of Module['SDL3'] in at SDL_Init time. 2026-02-02 19:21:42 -05:00
Sam Lantinga
de605a3b7e Reverted unintended testsprite changes 2026-02-02 16:00:49 -08:00
Sam Lantinga
b5206909a7 Fixed the GameCube Controller Adapter showing up twice on macOS 2026-02-02 15:53:23 -08:00
Sam Lantinga
cdffbdfeaf Fixed handling GameCube adapters in PC mode on Linux and macOS
On Windows there is a separate HIDAPI device for each slot. On Linux and macOS, there is a single HIDAPI device and the slot is included in the report.
2026-02-02 15:44:44 -08:00
Cameron Cawley
12f97dbc97 egl: Make GLESv1 and v2 shared objects optional 2026-02-02 14:09:17 -08:00
Ryan C. Gordon
8c0ac97b0d wgl: Added debug code for sRGB issues. 2026-02-02 17:03:22 -05:00
SDL Wiki Bot
eb181c8d1a Sync SDL3 wiki -> header
[ci skip]
2026-02-02 19:11:31 +00:00
Evan Hemsley
e25e0f3c5b GPU: Allow D3D12 backend to load vendored D3D12Core.dll (#14946)
---------

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
2026-02-02 11:10:03 -08:00
Sam Lantinga
4970067c9a Use SDL_PixelFormat appropriately 2026-02-02 09:46:13 -08:00
eleir9268
a029709f68 QNX: support Wayland backend. (#14950)
Co-authored-by: Aaron Bassett <abassett@qnx.com>
Co-authored-by: Felix Xing <fxing@qnx.com>
2026-02-02 09:02:31 -08:00
Aaron Benjamin
1f7db1ebcf Improve OpenXR loader error messages
When the OpenXR loader library fails to load, provide a detailed error
message explaining:
- On Windows: need openxr_loader.dll in app directory or PATH
- On Linux: install libopenxr-loader package or set LD_LIBRARY_PATH
- Can use SDL_HINT_OPENXR_LIBRARY hint to specify path

Also update D3D12 backend to include the error in its warning log,
and remove redundant SDL_SetError in Vulkan backend that was
overwriting the detailed message.
2026-02-02 10:31:59 -05:00
Ethan Lee
5640647e14 render: D3D12 Xbox buildfixes 2026-02-02 10:10:08 -05:00
Anonymous Maarten
5072b3d252 sdlprocdump: print name of module throwing exceptions 2026-02-02 00:59:20 +01:00
Anonymous Maarten
61ac7314b0 sdlprocdump: add ARRAY_SIZE macro 2026-02-02 00:06:23 +01:00
Anonymous Maarten
d26fef415e SDL_test: add --no-time option to not log times
Combining this new option with a known seed hash allows easy diff-ing between runs
2026-02-01 23:30:51 +01:00
Ethan Lee
e8065ad9a0 gpu: Update the CHECK_DEVICE_MAGIC comments one more time.
Me fail English? That's unpossible!
2026-02-01 14:02:58 -05:00
Ethan Lee
415cc64d2f gpu: Update comments above CHECK_DEVICE_MAGIC macro 2026-02-01 13:54:27 -05:00
Sam Lantinga
de73a4745f Revert "Clarified SDL_GetClipboardText() documentation"
This reverts commit db573de24a.
2026-02-01 10:27:20 -08:00
Sam Lantinga
35b35bf58a Revert "Sync SDL3 wiki -> header"
This reverts commit 104bee68f9.
2026-02-01 10:27:12 -08:00
Anonymous Maarten
b0a9f40e28 cmake: dfix disabling dlopen notes when configuring with -DSDL_DLOPEN_NOTES=OFF 2026-02-01 19:24:03 +01:00
SDL Wiki Bot
104bee68f9 Sync SDL3 wiki -> header
[ci skip]
2026-02-01 17:22:43 +00:00
Sam Lantinga
db573de24a Clarified SDL_GetClipboardText() documentation
Fixes https://github.com/libsdl-org/SDL/issues/14941
2026-02-01 09:20:52 -08:00
Cameron Gutman
4743f97c39 Fix invalidation of bound textures/shaders across a renderer flush on D3D9 2026-01-31 17:17:07 -08:00
SDL Wiki Bot
e2bc4be482 Sync SDL3 wiki -> header
[ci skip]
2026-01-31 21:24:29 +00:00
Lucas Murray
a0dc3a6727 GPU: Fix memory leak when creating D3D12 compute pipelines 2026-01-31 16:23:04 -05:00
Caleb Cornett
742a6fd092 GPU: Query UnrestrictedBufferTextureCopyPitchSupported to avoid D3D12 realignment copies 2026-01-31 16:22:32 -05:00
Ryan C. Gordon
4df13e8806 asyncio: don't report failures on closing read-only files with Windows IoRing.
We still need the task to go through the IoRing, even though the flush
operation we use to get it there will always fail on a read-only file. So
check for this specific case and don't report failure.

Fixes #14878.
2026-01-31 13:27:19 -05:00
Ethan Lee
fe8b68db60 gpu: Rank dzn above lavapipe, for WSL Vulkan support 2026-01-31 08:34:47 -05:00
SDL Wiki Bot
c9b7ca0c42 Sync SDL3 wiki -> header
[ci skip]
2026-01-31 00:25:58 +00:00
Sam Lantinga
63a95a4a4d Updated SDL_PollEvent() documentation
Fixes https://github.com/libsdl-org/sdlwiki/issues/911
2026-01-30 16:23:46 -08:00
Cameron Gutman
e3c9ec7b67 gamepad: Accept older 'Mac OS X' mappings on macOS 2026-01-30 18:12:17 -06:00
SDL Wiki Bot
32cb19e905 Sync SDL3 wiki -> header
[ci skip]
2026-01-30 23:34:34 +00:00
eleir9268
f4a541682a Up-to-date QNX support (#14806)
Co-authored-by: Roberto Speranza <rsperanza@qnx.com>
Co-authored-by: Darcy Phipps <dphipps@qnx.com>
Co-authored-by: Pierce McKinnon <pimckinnon@qnx.com>
2026-01-30 15:32:43 -08:00
SDL Wiki Bot
dc597e0e20 Sync SDL3 wiki -> header
[ci skip]
2026-01-30 22:20:20 +00:00
Aaron Benjamin
9a91d7236a GPU: OpenXR integration (#14837)
Based on Beyley's initial draft in #11601.

Co-authored-by: Beyley Cardellio <ep1cm1n10n123@gmail.com>
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
2026-01-30 17:18:51 -05:00
Henrique Jorge Barateli
8fa8c331a5 Fixed PS2 joystick analog sticks not enabled 2026-01-30 12:17:26 -08:00
Anonymous Maarten
821ab81a62 cmake: force disable SDL_HIDAPI_LIBUSB when SDL_HIDAPI is disabled 2026-01-30 07:32:19 -08:00
Eddy Jansson
23fec649c2 Fix typos in comments. 2026-01-30 07:25:02 -08:00
Ethan Lee
db9676875e gpu: MSVC buildfix for Vulkan device property struct initialization 2026-01-30 09:40:24 -05:00
Ethan Lee
ad70aac0db gpu: Check for Vulkan conformance while checking the device rank.
This should behave largely the same, except now Dozen is given a pass for WSL.

This is a better fix for #14915.
2026-01-30 09:20:26 -05:00
SDL Wiki Bot
fb794acff7 Sync SDL3 wiki -> header
[ci skip]
2026-01-30 00:17:17 +00:00
Sam Lantinga
e3e8adcb76 Added SDL_TryLockJoysticks() 2026-01-29 16:15:51 -08:00
Sam Lantinga
5f0c889082 Fixed macOS build when video is disabled
Fixes https://github.com/libsdl-org/SDL/issues/14912
2026-01-29 14:29:46 -08:00
Sam Lantinga
696c12826f Reference count window claim calls for a given GPU device
Fixes https://github.com/libsdl-org/SDL/issues/14918
2026-01-29 14:05:00 -08:00
Ethan Lee
a4fa04f2d4 gpu: Vulkan should fail if the best device is non-conformant 2026-01-29 14:41:34 -05:00
Sam Lantinga
58c30a4451 Fixed typo 2026-01-28 13:43:28 -08:00
Sam Lantinga
0f10f81b3b Fixed the 8BitDo Ultimate 2 Wireless for PC controller showing up twice on macOS 2026-01-28 13:37:38 -08:00
Sam Lantinga
ee38b7c3df Fixed memory leak in testffmpeg EGL codepath
Fixes https://github.com/libsdl-org/SDL/issues/14908
2026-01-28 08:20:44 -08:00
Wouter Wijsman
c1e715439a Fix PSP_QueueGeometry funcion rendering some textures too small 2026-01-28 07:39:04 -08:00
Sam Lantinga
3aa3a357fc Fixed the 8BitDo Ultimate 2 Wireless controller showing up twice on macOS
Fixes https://github.com/libsdl-org/SDL/issues/14902
2026-01-27 14:40:35 -08:00
Sam Lantinga
1fe6bf4982 Fixed the NVIDIA SHIELD Controller showing up twice on macOS
Fixes https://github.com/libsdl-org/SDL/issues/14911
2026-01-27 13:52:06 -08:00
Sam Lantinga
72343b9ee2 Fixed hang sending output reports to the NVIDIA SHIELD Controller on macOS 2026-01-27 13:51:16 -08:00
Sam Lantinga
cae2a28f5b Fixed unaligned access in NVIDIA SHIELD Controller driver
Also refactored the LOAD16() and LOAD32() macros into SDL_hidapijoystick_c.h
2026-01-27 11:25:38 -08:00
Sam Lantinga
dd53ecbce8 Fixed Steam Controller battery state 2026-01-27 09:53:04 -08:00
Nintorch
90dabda3b4 Add support for joystick LED for Switch controllers
Co-Authored-By: Thiago Lelles Fernandes <125714191+thilelito@users.noreply.github.com>
2026-01-27 09:45:23 -08:00
Anonymous Maarten
ac4f852a6a stb_image: use SDL_TARGETING("sse2") macro for supporting intrinsics on 386 2026-01-25 18:34:10 +01:00
Anonymous Maarten
0457891d50 stb_image: use SDL_HasSSE2 and <SDL3/SDL_intrin.h> macro's for SSE2 detection 2026-01-25 18:34:10 +01:00
Sam Lantinga
a929eb71b3 Set SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN for the GPU renderer 2026-01-25 09:14:29 -08:00
SDL Wiki Bot
5642fc963e Sync SDL3 wiki -> header
[ci skip]
2026-01-25 17:13:43 +00:00
Sam Lantinga
17c375738f Add the type to SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1 2026-01-25 09:12:15 -08:00
SDL Wiki Bot
d311b5c779 Sync SDL3 wiki -> header
[ci skip]
2026-01-25 17:10:35 +00:00
Ethan Lee
16f2037efd gpu: Add SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1 property 2026-01-25 09:09:08 -08:00
Madeline Whitmore
97b177c92f SDL GPU: Fix features not being enabled with Vulkan 1.1 (#14885)
Use pre-Vulkan 1.2 structs to request features from a Vulkan 1.1 instance.
2026-01-25 08:18:57 -08:00
SDL Wiki Bot
c71c53c406 Sync SDL3 wiki -> header
[ci skip]
2026-01-25 08:28:23 +00:00
SDL Wiki Bot
6fc31b7f0b Sync SDL3 wiki -> header
[ci skip]
2026-01-25 02:16:47 +00:00
Anonymous Maarten
339a91c5ba cmake: disable SDL_SHARED default if shared is not available 2026-01-24 17:10:26 +01:00
Eddy Jansson
248223592a More prefer SDL_zero*()
Transform clearing of arrays into SDL_zeroa(), and
clearing through a T* with size(T) into SDL_zerop().

Extends commit 83fb7b6636.
2026-01-23 16:02:16 -08:00
Eddy Jansson
83fb7b6636 Prefer SDL_zero()/SDL_zerop()
Replace uses of 'SDL_memset(E, 0, sizeof(E))' and similar
with the SDL_zero()/SDL_zerop() macros.
2026-01-23 11:23:27 -08:00
Sam Lantinga
fe403220f0 Don't load libdecor if SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR is false
Fixes https://github.com/libsdl-org/SDL/issues/14887
2026-01-23 11:20:26 -08:00
Frank Praznik
79b40ad397 wayland: Don't try to set the seat cursor when no pointer object exists 2026-01-23 09:02:42 -05:00
Sam Lantinga
7fe30b04bf Revert "cmake: rpi videocore needs brcmegl as well"
This reverts commit cd31381185.

Linking libbrcmEGL.so explicitly breaks (causes segmentation faults) in other code that links and runs the X11 EGL.

Reopens https://github.com/libsdl-org/SDL/issues/14749

At least in my Raspbian Stretch build environment, the vc_dispmanx symbols that were missing are found in libbcm_host.so, which is linked by default.
2026-01-22 17:53:47 -08:00
Sam Lantinga
e0659d1956 Call dbus_message_set_no_reply() when not expecting a reply 2026-01-22 09:39:59 -08:00
Sam Lantinga
453d3e5c8c Retain the dbus reply when getting string results
The string result points at memory in the reply, so we can't unref that until the string is no longer needed.

Fixes https://github.com/libsdl-org/SDL/issues/14839
2026-01-22 09:39:59 -08:00
SDL Wiki Bot
7d27ca282e Sync SDL3 wiki -> header
[ci skip]
2026-01-21 22:25:12 +00:00
Anonymous Maarten
0f89d64623 release: synchronize build-scripts/build-release.py 2026-01-21 21:49:41 +01:00
Anonymous Maarten
1d587e94e1 cmake: only mark SDL_{SHARED,STATIC} as cache variables if they were already cache variables 2026-01-21 21:36:10 +01:00
Simon McVittie
9ceb982a63 dummy: Only initialize evdev input devices in the evdev driver
This avoids some misleading error messages when running unit tests with
the dummy driver: on a typical desktop Linux system, it's normal for
opening keyboards and mouse in `/dev/input/*` to fail with `EACCES`,
and in container technologies that share `/sys` but not `/dev` with the
container, we can find that we fail to open them with `ENOENT`.

Resolves: https://github.com/libsdl-org/SDL/issues/14872
Signed-off-by: Simon McVittie <smcv@collabora.com>
2026-01-20 14:17:15 -08:00
Sam Lantinga
b1362f8a42 Fixed divide by zero handling Nintendo Switch 2 controller 2026-01-20 11:04:20 -08:00
Frank Praznik
4b83933298 wayland: More pointer related code deduplication 2026-01-20 13:50:40 -05:00
Aubrey Hesselgren
5c15d74394 Fix Horipad bluetooth gyro stutter issues using simulated sensor timing approach (based on packet rate observation)
By observation: wired is 250hz/4000ms, and bluetooth is 120hz/8333ms for IMU sensor.
2026-01-19 15:25:45 -08:00
Thour
124c5922aa Fix incorrect type in SDL_GetMice() and SDL_GetKeyboards() allocation (#14870) 2026-01-19 15:23:55 -08:00
Anonymous Maarten
f3a3c803ca cmake: avoid re-running checks by wrapping check_c_compiler_flag 2026-01-19 22:18:24 +01:00
Anonymous Maarten
c34b67250c cmake: use readelf to extract soname from shared elf library 2026-01-19 22:18:24 +01:00
Anonymous Maarten
8a62d6d406 cmake: don't set <PackageName>_FOUND to FALSE before pkg_search_modules 2026-01-19 22:18:24 +01:00
Cameron Cawley
fa68a73788 Fix compiler warning in MSVC ARM64 builds 2026-01-19 10:16:35 -08:00
Cameron Cawley
20adb97305 Support building for ARM64 with the MSVC project 2026-01-19 10:16:35 -08:00
Cameron Cawley
3ee909f01e Add missing files for the examples to the MSVC project 2026-01-19 10:16:35 -08:00
Cameron Cawley
18ba444352 Update the filters for the MSVC project 2026-01-19 10:16:35 -08:00
Cameron Cawley
a04ddb394f Add missing examples to the MSVC project 2026-01-19 10:16:35 -08:00
Cameron Cawley
3681a94c66 Automatically select the default platform toolset for examples in MSVC builds 2026-01-19 10:16:35 -08:00
Cameron Cawley
4dcf886322 Remove duplicate MSVC projects 2026-01-19 10:16:35 -08:00
Wolf3s
0d845e8689 Fix the video size matching the renderer. 2026-01-19 10:10:33 -08:00
Cameron Cawley
07be29b625 Support 16-bit packed texture formats with the Vulkan renderer 2026-01-19 08:29:01 -08:00
Brad Smith
d4d66e77cc cmake: Replace sys/types.h usage with stdint.h with CheckUSBHID 2026-01-18 16:18:26 -08:00
Cameron Cawley
cd72f6b02e Fix B4G4R4A4_UNORM swizzle with the Metal GPU driver 2026-01-18 12:48:24 -08:00
Cameron Cawley
ab7d275113 Support 16-bit packed texture formats with the GPU renderer 2026-01-18 12:48:24 -08:00
Cameron Cawley
25583798a0 Fix mapping between surface and GPU pixel formats 2026-01-18 12:48:24 -08:00
Brad Smith
410a35fbee cmake: Fix header detection with CheckUSBHID
Make use of check_include_files to be able to also include
stdint.h when checking for the headers. Fixes detection of
usbhid.h on OpenBSD.

/usr/include/usbhid.h:40:2: error: unknown type name 'uint32_t'
   40 |         uint32_t _usage_page;
      |         ^
2026-01-18 10:29:51 -08:00
Cameron Cawley
01d8e37a16 Support 16-bit packed texture formats with the Direct3D 12 renderer 2026-01-18 10:08:59 -08:00
Cameron Cawley
285147c627 Support 16-bit packed texture formats with the Direct3D 11 renderer 2026-01-18 10:08:59 -08:00
Sam Lantinga
3f0e0975d8 SDL_CreateGPURenderState() doesn't modify the createinfo parameter 2026-01-17 20:48:30 -08:00
ROllerozxa
064096bf61 Fix SDL_SetWindowIcon on singlethreaded Emscripten builds (#14850) 2026-01-17 20:38:36 -08:00
Frank Praznik
34b620c3f8 event: Only consider topmost windows when generating SDL_QUIT
Otherwise, the quit event can be sent prematurely. The topmost status must be queried and cached before sending the close request event, as the window may be destroyed in an event handler.
2026-01-17 15:52:04 -05:00
Frank Praznik
56e121f6e3 wayland: Dedup pointer entry handling code
Small cleanup, and needed for future work.
2026-01-17 10:40:14 -05:00
Ryan C. Gordon
1f4906e61e examples/misc/03-locale: Fixed thumbnail to have right locale count.
I had forced the example to a hardcoded locale list for screenshot purposes
and forgot to update the count of items at the top of the list.
2026-01-17 00:05:16 -05:00
Ryan C. Gordon
022e2747b9 examples/misc/03-locale: Added thumbnail.png for examples.libsdl.org. 2026-01-16 23:59:59 -05:00
Cameron Cawley
4af4c97e44 Support 16-bit packed texture formats with the Metal renderer 2026-01-16 17:29:39 -08:00
Void Star Caster
b1aaa41921 gpu renderer: always pass tex_coord to fragment shader
As suggested in #14843, pass vertex tex_coord to vertex shader and to fragment shader even when no texture is bounded so they can be used by custom fragment shaders.
2026-01-16 16:22:06 -08:00
Cameron Cawley
15ceaffcb5 examples: Added misc/03-locale 2026-01-16 12:55:57 -08:00
Cameron Cawley
1077486872 Support more texture formats with the Direct3D 9 renderer 2026-01-16 11:01:14 -08:00
Frank Praznik
202fdb2795 wayland: Only destroy tool frame callbacks if the cursor is the one being destroyed 2026-01-16 12:31:10 -05:00
ocelote_ml
008aa18810 updated png texture example
the example was updated to use png's but they didn't update the error message nor the comments
2026-01-16 12:21:30 -05:00
Frank Praznik
35a80bdf1f wayland: Also check tools for cursor usage during cursor destruction 2026-01-16 11:39:35 -05:00
Frank Praznik
5e2977709b wayland: Don't clear the cursor on leave events
Stop the frame callback and flag the cursor for a refresh when the pointer re-enters the surface, but don't set a null cursor, as it may have already been set after entering a surface that is part of the window decorations, resulting in an unwanted invisible cursor.
2026-01-16 11:39:35 -05:00
Frank Praznik
55ba268e66 wayland: Don't process null leave events in the pointer frame handler
This can cause the cursor to become invisible when passing over libdecor surfaces.
2026-01-16 11:39:35 -05:00
William Horvath
f9395a766f thread: Use a flexible array member for "array" in SDL_TLSData.
Avoids UBSan warning (among other similar ones in SDL_thread.c):
src/thread/SDL_thread.c:109:13: runtime error: index 1 out of bounds for type 'struct (unnamed struct at src/thread/SDL_thread_c.h:70:5)[1]'
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/thread/SDL_thread.c:109:13
2026-01-16 08:32:06 -08:00
Frank Praznik
e62d6a95b9 events: Raise keyboard keys before sending the focus lost message
Otherwise, the key raises may end up being ignored.
2026-01-15 15:02:43 -05:00
Cameron Cawley
02c9f2045b Fix touch screen display IDs on the 3DS 2026-01-14 15:06:57 -08:00
Sam Lantinga
77290f9788 You can't change the size of a window while in macOS fullscreen space 2026-01-14 15:05:14 -08:00
Frank Praznik
32747ceb84 tests: Don't try to load unsupported image types in testclipboard
Requesting certain MIME types (e.g. EPS formats offered by KDE) can be *very* slow, on the order of multiple seconds, due to requiring significant processing. Only try to load image MIME types that SDL is known to support (BMP and PNG).
2026-01-14 11:00:50 -05:00
Frank Praznik
2a0d04613c wayland: Increase the read timeout when reading from SDL_GetClipboardData()
The default timeout value of 14ms is ideal when querying clipboard data while polling events, to prevent excessive lag if the source takes a long time to respond, however, when reading from SDL_GetClipboardData(), the timeout can be too short if a large amount of data must be processed or transferred. SDL_GetClipboardData() is not called while polling events, so using a longer read timeout to greatly increase the chance of success is acceptable.

Use a 5 second timeout when reading from SDL_GetClipboardData() and GetPrimarySelectionText() to greatly increase the chances of a successful read, even if the requested format requires heavy processing.
2026-01-14 11:00:50 -05:00
Sam Lantinga
206989a22d Revert "Fix duplicate event dispatch in Cocoa event pump"
This reverts commit dd52dd8995.

After that commit mouse input is not received and the window cannot be closed or resized.

Fixes https://github.com/libsdl-org/SDL/issues/14818
2026-01-13 16:23:41 -08:00
Sam Lantinga
54fdeb9e79 Added support for the Razer Raiju V5 Pro in wireless mode 2026-01-13 16:23:05 -08:00
Sam Lantinga
015d0fc2e4 Added support for the Razer Raiju V5 Pro 2026-01-13 15:48:12 -08:00
Anonymous Maarten
6f19fecba3 cmake: compile SDL_uclibc separately for shared and static SDL3, ensuring fPIC for shared SDL3 2026-01-13 23:27:49 +01:00
Sergei Petunin
460b8a0db1 Fix MAC_PRESS_AND_HOLD hint documentation 2026-01-13 09:00:35 -08:00
Frank Praznik
2212c4f085 wayland: Send exposure events when deferring resize events
Clients that defer repainting may hang in SDL_WaitEvent() while interactively resizing if they only redraw when an appropriate event is received, as resizing defers the new state until a frame callback is received, and if too much time elapsed since the last redraw, the last frame callback may have already occurred. Send an exposure event when deferring resizes so the client will make forward progress and trigger a frame callback to ack the pending configure state.
2026-01-12 19:22:38 -05:00
Edgar San Martin, Jr.
7c9ae67706 Add write buffering to Windows SDL_IOStream (#12424) (#14794) 2026-01-12 11:39:06 -08:00
Qiu Qiang
dd52dd8995 Fix duplicate event dispatch in Cocoa event pump
Prevent mouse and keyboard events from being processed twice by
skipping [super sendEvent:] for events SDL has already handled via
Cocoa_DispatchEvent. Other event types still go through AppKit's
normal handling.
2026-01-12 11:29:45 -08:00
Frank Praznik
ca537d651b wayland: Dispatch pointer leave when destroying the pointer or a surface
No pointer frame event will occur when synthesizing a leave event, so dispatch immediately.
2026-01-11 11:37:03 -05:00
Frank Praznik
55acc0b829 joystick/win32: Fix function return type mismatch
Fixes #14804
2026-01-11 10:56:06 -05:00
SDL Wiki Bot
90aaa23977 Sync SDL3 wiki -> header
[ci skip]
2026-01-10 16:47:13 +00:00
Ethan Lee
5b009640fe events: Buildfix for targets with C++ build units 2026-01-09 14:50:56 -05:00
Frank Praznik
d102022c95 wayland: Handle all mouse state in a frame
The hybrid handling can still result in cases where a final event is dropped when the pointer leaves a surface. The spec says that all pointer events should be handled within a frame, so, do so.
2026-01-09 13:42:15 -05:00
Katharine Chui
2bb463921f haptic hidapi: maintain effects array for external checking 2026-01-08 14:05:01 -08:00
Ozkan Sezer
ab900a389f stb_image.h (stbi__start_mem): initialize io.skip and io.eof to NULL
Patch authored by @NBickford-NV: https://github.com/miniupnp/stb/pull/1
c.f.: https://github.com/nothings/stb/pull/1751
2026-01-08 23:21:56 +03:00
Sam Lantinga
f369e804e2 Fixed crash when the broken EZFRD64.DLL is present
Fixes https://github.com/ppy/osu/issues/13634
2026-01-07 17:11:57 -08:00
Jipok
7931321cff X11: Handle WM_STATE transitions to detect Withdrawn/Iconic states (#14770)
When running SDL3 applications on tiling window managers like i3, moving a window to an invisible workspace does not trigger SDL_WINDOW_MINIMIZED or SDL_WINDOW_HIDDEN. Consequently, the application continues rendering at full speed (VSync dependent), consuming unnecessary GPU/CPU resources even when not visible.

When a workspace is hidden, i3(and possible other tiling WMs) unmaps the container and sets the client window state to WithdrawnState (via the WM_STATE atom). Previously, the SDL3 X11 backend ignored changes to WM_STATE during PropertyNotify events, failing to detect this transition.
2026-01-07 11:46:41 -08:00
Ryan C. Gordon
07ecddb925 haiku: Minor code convention cleanups.
Reference PR #14778.
2026-01-07 14:05:38 -05:00
erysdren
dc6775ae0b haiku: update modelist logic 2026-01-07 14:03:55 -05:00
erysdren
8b47487547 haiku: fix modelist double-free 2026-01-07 14:03:55 -05:00
limb-soup
f805bb53cf pthread: add call to pthread_mutexattr_destroy (#14786) 2026-01-07 10:56:03 -08:00
Sam Lantinga
a66988621a Added temporary workaround hint "SDL_WINDOWS_DETECT_DEVICE_HOTPLUG"
Some devices with broken drivers hang when their name is queried, so added a workaround for applications that don't need input device details. The long term fix is to move the hotplug detection into a separate thread.
2026-01-07 10:30:53 -08:00
DarkContact
044aed1f27 Add support for GPU ARGB1555 (B5G5R5A1_UNORM) textures with DX11 2026-01-07 10:08:59 -08:00
bubbleguuum
7690e00f42 x11: fix compilation failure on older XInput2
Older versions of XInput2 do not declare struct XIGesturePinchEvent
in XInput2.h, causing compilation failure in SDL_x11xinput2.c

Check for XIGesturePinchEvent in the test for enabling
SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_GESTURE
2026-01-06 06:49:38 -08:00
Sam Lantinga
bc68c1c920 Fixed conflict when linking both SDL and hidapi statically
Closes https://github.com/libsdl-org/SDL/pull/14772
2026-01-06 06:10:39 -08:00
Anonymous Maarten
cd31381185 cmake: rpi videocore needs brcmegl as well 2026-01-05 23:45:32 +01:00
Anonymous Maarten
d73e74f9bf cmake: add SDL_FULL_VERSION target property containing full SDL version 2026-01-05 23:34:46 +01:00
Mathieu Eyraud
c9baf208bd Fix Mouse button index 2026-01-05 16:07:21 -05:00
Frank Praznik
fab42a1432 wayland: Check focus when dispatching relative motion
In rare cases, a leave event can be grouped with relative motion in a frame. Ensure a valid focus window when dispatching relative motion.
2026-01-05 13:43:35 -05:00
Frank Praznik
8a2fbef5b2 wayland: Define the magic values for stylus buttons
Use the Linux defines if available, and if not, define the buttons with the rest of the values, as is done for mouse buttons.
2026-01-05 11:57:00 -05:00
Katharine Chui
6c2f9bc41e hidapi: Disable hidapi LG4FF on windows (#14762)
hid.dll simply cannot send 7 bytes reports unlike other platforms

It enforces full length repots of 17 from the device's descriptor,
which does not work on the device.

This breaks ffb and led control, so we disable this by default on
windows.
2026-01-05 08:14:26 -08:00
Sam Lantinga
c742038aa9 Don't call SDL_Gtk_Quit() on private platforms 2026-01-05 08:08:33 -08:00
Sam Lantinga
ce6a6d1b39 Fixed handling status changes in the FlyDigi controller driver 2026-01-05 08:00:03 -08:00
Ethan Lee
b12a88af76 render: Add support for private-platform shaders in GPU backend 2026-01-05 09:48:34 -05:00
Lucas Murray
cced3ce8b9 GPU: Add error message to Vulkan buffer creation error path 2026-01-04 15:17:53 -08:00
SDL Wiki Bot
6a449ae1f3 Sync SDL3 wiki -> header
[ci skip]
2026-01-04 22:26:46 +00:00
Sam Lantinga
726a94efa9 Use full names of SDL functions to fix wiki links 2026-01-04 14:24:32 -08:00
Sam Lantinga
504041a1ba Fixed building with Xcode 15.4
Fixes https://github.com/libsdl-org/SDL/issues/14740
2026-01-03 08:03:44 -08:00
Frank Praznik
24156f5471 pipewire: Check for the audio service when determining driver preference
Wireplumber now exposes a list of session services, so check the "session.services" property for an "audio" entry to determine whether Pipewire is configured for audio playback/capture.
2026-01-02 22:00:27 -05:00
Qiu Qiang
3ee8d1406c Cache CGDisplayPixelsHigh result on macOS to reduce IPC overhead
CGDisplayPixelsHigh(kCGDirectMainDisplay) involves an IPC call to the
Window Server on each invocation. Cache the main display height in
SDL_CocoaVideoData and update it only when display configuration changes,
reducing overhead during high-frequency mouse event processing.
2026-01-02 12:29:02 -08:00
Ethan Lee
91f22b15cd ci: Add steamrt4 workflows 2026-01-02 12:18:43 -05:00
Sam Lantinga
7edcc413e8 Update the iOS Xcode build requirements 2026-01-02 08:53:04 -08:00
Sam Lantinga
a0307589bd iOS: if the file doesn't exist in the pref path, use the current directory
Fixes https://github.com/libsdl-org/SDL/issues/14743
2026-01-02 08:19:28 -08:00
Joshua Vandaële
4a29b6a651 Fix dynamic library handling for LibUSB
`target_get_dynamic_library` should not be called if `SDL_HIDAPI_LIBUSB_SHARED` is set to OFF, it otherwise causes a warning at best, or a build failure if libusb is provided by a parent project and not installed on the system
2026-01-02 07:39:30 -08:00
Ethan Lee
f472f93db8 gpu: D3D12 uploads should also factor in block size for height, not just width.
It turns out the reason this function was having so many overread issues was because our row copies were wrong - for compressed images we also need to reduce the row count based on the block size, similar to what we already do for pitch calculation - these copies are byte copies, not pixel copies!
2026-01-02 07:37:30 -08:00
Kadir
cbcc565ca9 Add ProGuard rule for joystickSetLED method in SDLControllerManager 2026-01-02 07:30:36 -08:00
Zack Middleton
6247568a1b Improve hint documentation 2026-01-02 02:51:41 -05:00
Sam Lantinga
ce0da58755 Made udev hwdb functionality optional 2026-01-01 15:39:00 -08:00
Sam Lantinga
4984eb8c16 Use udev to get the manufacturer name if possible (thanks gdb!) 2026-01-01 15:39:00 -08:00
Brad Smith
1d51671cbe cmake: Enable Vulkan support on OpenBSD 2026-01-01 11:44:50 -08:00
SDL Wiki Bot
165bfd3e83 Sync SDL3 wiki -> header
[ci skip]
2026-01-01 19:18:39 +00:00
Sam Lantinga
5f086e7623 Updated copyright for 2026 2026-01-01 09:40:08 -08:00
Anonymous Maarten
fc4f45f0e3 Updated to version 3.5.0 for development 2026-01-01 17:30:41 +01:00
1354 changed files with 37117 additions and 5467 deletions

View File

@@ -112,13 +112,15 @@ JOB_SPECS = {
"msvc-x86": JobSpec(name="Windows (MSVC, x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x86", msvc_arch=MsvcArch.X86, msvc_project="VisualC/SDL.sln", ),
"msvc-clang-x64": JobSpec(name="Windows (MSVC, clang-cl x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x64", msvc_arch=MsvcArch.X64, clang_cl=True, ),
"msvc-clang-x86": JobSpec(name="Windows (MSVC, clang-cl x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x86", msvc_arch=MsvcArch.X86, clang_cl=True, ),
"msvc-arm64": JobSpec(name="Windows (MSVC, ARM64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm64", msvc_arch=MsvcArch.Arm64, ),
"msvc-arm64": JobSpec(name="Windows (MSVC, ARM64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm64", msvc_arch=MsvcArch.Arm64, msvc_project="VisualC/SDL.sln", ),
"msvc-gdk-x64": JobSpec(name="GDK (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-GDK", msvc_arch=MsvcArch.X64, msvc_project="VisualC-GDK/SDL.sln", gdk=True, no_cmake=True, ),
"ubuntu-22.04": JobSpec(name="Ubuntu 22.04", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04", ),
"ubuntu-latest": JobSpec(name="Ubuntu (latest)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-ubuntu-latest", ),
"ubuntu-24.04-arm64": JobSpec(name="Ubuntu 24.04 (ARM64)", os=JobOs.Ubuntu24_04_arm, platform=SdlPlatform.Linux, artifact="SDL-ubuntu24.04-arm64", ),
"steamrt3": JobSpec(name="Steam Linux Runtime 3.0 (x86_64)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-steamrt3", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest", more_hard_deps = True, ),
"steamrt3-arm64": JobSpec(name="Steam Linux Runtime 3.0 (arm64)", os=JobOs.Ubuntu24_04_arm, platform=SdlPlatform.Linux, artifact="SDL-steamrt3-arm64", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk/arm64:latest", more_hard_deps = True, ),
"steamrt3": JobSpec(name="Steam Linux Runtime 3.0 (x86_64)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-steamrt3", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest" ),
"steamrt3-arm64": JobSpec(name="Steam Linux Runtime 3.0 (arm64)", os=JobOs.Ubuntu24_04_arm, platform=SdlPlatform.Linux, artifact="SDL-steamrt3-arm64", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk/arm64:latest" ),
"steamrt4": JobSpec(name="Steam Linux Runtime 4.0 (x86_64)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-steamrt4", container="registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk:latest", more_hard_deps = True, ),
"steamrt4-arm64": JobSpec(name="Steam Linux Runtime 4.0 (arm64)", os=JobOs.Ubuntu24_04_arm, platform=SdlPlatform.Linux, artifact="SDL-steamrt4-arm64", container="registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk/arm64:latest", more_hard_deps = True, ),
"ubuntu-intel-icx": JobSpec(name="Ubuntu 22.04 (Intel oneAPI)", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04-oneapi", intel=IntelCompiler.Icx, ),
"ubuntu-intel-icc": JobSpec(name="Ubuntu 22.04 (Intel Compiler)", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04-icc", intel=IntelCompiler.Icc, ),
"macos-framework-x64": JobSpec(name="MacOS (Framework) (x64)", os=JobOs.Macos14, platform=SdlPlatform.MacOS, artifact="SDL-macos-framework", apple_framework=True, apple_archs={AppleArch.Aarch64, AppleArch.X86_64, }, xcode=True, ),
@@ -409,6 +411,8 @@ def spec_to_job(spec: JobSpec, key: str, trackmem_symbol_names: bool) -> JobDeta
msvc_platform = "Win32"
case MsvcArch.X64:
msvc_platform = "x64"
case MsvcArch.Arm64:
msvc_platform = "ARM64"
case _:
raise ValueError(f"Unsupported vcxproj architecture (arch={spec.msvc_arch})")
if spec.gdk:

View File

@@ -39,6 +39,7 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/io/generic/*.c) \
$(wildcard $(LOCAL_PATH)/src/gpu/*.c) \
$(wildcard $(LOCAL_PATH)/src/gpu/vulkan/*.c) \
$(wildcard $(LOCAL_PATH)/src/gpu/xr/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \

View File

@@ -5,7 +5,7 @@ if(NOT DEFINED CMAKE_BUILD_TYPE)
endif()
# See docs/release_checklist.md
project(SDL3 LANGUAGES C VERSION "3.4.1")
project(SDL3 LANGUAGES C VERSION "3.5.0")
if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR)
set(SDL3_MAINPROJECT ON)
@@ -46,6 +46,7 @@ endif()
include(CheckLibraryExists)
include(CheckIncludeFile)
include(CheckIncludeFiles)
include(CheckLanguage)
include(CheckSymbolExists)
include(CheckCSourceCompiles)
@@ -216,6 +217,10 @@ else()
set(SDL_OSS_DEFAULT OFF)
endif()
if(NOT SDL_SHARED_AVAILABLE)
set(SDL_SHARED_DEFAULT OFF)
endif()
if(SDL_SHARED_DEFAULT AND SDL_STATIC_DEFAULT AND SDL_SHARED_AVAILABLE)
if(DEFINED BUILD_SHARED_LIBS)
# When defined, use BUILD_SHARED_LIBS as default
@@ -367,7 +372,7 @@ dep_option(SDL_RENDER_D3D12 "Enable the Direct3D 12 render driver" ON "SD
dep_option(SDL_RENDER_METAL "Enable the Metal render driver" ON "SDL_RENDER;APPLE" OFF)
dep_option(SDL_RENDER_GPU "Enable the SDL_GPU render driver" ON "SDL_RENDER;SDL_GPU" OFF)
dep_option(SDL_VIVANTE "Use Vivante EGL video driver" ON "${UNIX_SYS};SDL_CPU_ARM32" OFF)
dep_option(SDL_VULKAN "Enable Vulkan support" ON "SDL_VIDEO;ANDROID OR APPLE OR LINUX OR FREEBSD OR WINDOWS" OFF)
dep_option(SDL_VULKAN "Enable Vulkan support" ON "SDL_VIDEO;ANDROID OR APPLE OR LINUX OR FREEBSD OR OPENBSD OR WINDOWS" OFF)
dep_option(SDL_RENDER_VULKAN "Enable the Vulkan render driver" ON "SDL_RENDER;SDL_VULKAN" OFF)
dep_option(SDL_METAL "Enable Metal support" ON "APPLE" OFF)
set_option(SDL_OPENVR "Use OpenVR video driver" OFF)
@@ -378,7 +383,7 @@ dep_option(SDL_DUMMYCAMERA "Support the dummy camera driver" ON SDL_CAME
option_string(SDL_BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" OFF)
option_string(SDL_FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" OFF)
dep_option(SDL_HIDAPI "Enable the HIDAPI subsystem" ON "NOT VISIONOS" OFF)
dep_option(SDL_HIDAPI_LIBUSB "Use libusb for low level joystick drivers" ON SDL_HIDAPI_LIBUSB_AVAILABLE OFF)
dep_option(SDL_HIDAPI_LIBUSB "Use libusb for low level joystick drivers" ON "SDL_HIDAPI;SDL_HIDAPI_LIBUSB_AVAILABLE" OFF)
dep_option(SDL_HIDAPI_LIBUSB_SHARED "Dynamically load libusb support" ON "SDL_HIDAPI_LIBUSB;SDL_DEPS_SHARED" OFF)
dep_option(SDL_HIDAPI_JOYSTICK "Use HIDAPI for low level joystick drivers" ON SDL_HIDAPI OFF)
dep_option(SDL_VIRTUAL_JOYSTICK "Enable the virtual-joystick driver" ON SDL_HIDAPI OFF)
@@ -386,11 +391,21 @@ set_option(SDL_LIBUDEV "Enable libudev support" ON)
set_option(SDL_ASAN "Use AddressSanitizer to detect memory errors" OFF)
set_option(SDL_CCACHE "Use Ccache to speed up build" OFF)
set_option(SDL_CLANG_TIDY "Run clang-tidy static analysis" OFF)
dep_option(SDL_GPU_OPENXR "Build SDL_GPU with OpenXR support" ON "SDL_GPU;NOT RISCOS" OFF)
set(SDL_VENDOR_INFO "" CACHE STRING "Vendor name and/or version to add to SDL_REVISION")
cmake_dependent_option(SDL_SHARED "Build a shared version of the library" ${SDL_SHARED_DEFAULT} ${SDL_SHARED_AVAILABLE} OFF)
cmake_dependent_option(SDL_STATIC "Build a static version of the library" ${SDL_STATIC_DEFAULT} ${SDL_STATIC_AVAILABLE} OFF)
if(DEFINED CACHE{SDL_SHARED} OR DEFINED CACHE{SDL_STATIC})
cmake_dependent_option(SDL_SHARED "Build a shared version of the library" ${SDL_SHARED_DEFAULT} SDL_SHARED_AVAILABLE OFF)
cmake_dependent_option(SDL_STATIC "Build a static version of the library" ${SDL_STATIC_DEFAULT} SDL_STATIC_AVAILABLE OFF)
else()
if(NOT DEFINED SDL_SHARED)
set(SDL_SHARED ${SDL_SHARED_DEFAULT})
endif()
if(NOT DEFINED SDL_STATIC)
set(SDL_STATIC ${SDL_STATIC_DEFAULT})
endif()
endif()
option(SDL_TEST_LIBRARY "Build the SDL3_test library" ON)
dep_option(SDL_TESTS "Build the test directory" ${SDL3_MAINPROJECT} SDL_TEST_LIBRARY OFF)
@@ -658,12 +673,7 @@ if(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QCC)
endif()
endif()
if(APPLE)
check_linker_flag(C "-Wl,-undefined,error" LINKER_SUPPORTS_WL_UNDEFINED_ERROR)
if(LINKER_SUPPORTS_WL_UNDEFINED_ERROR)
sdl_shared_link_options("-Wl,-undefined,error")
endif()
elseif(NOT OPENBSD)
if(NOT OPENBSD)
cmake_push_check_state()
check_linker_flag(C "-Wl,--no-undefined" LINKER_SUPPORTS_WL_NO_UNDEFINED)
#FIXME: originally this if had an additional "AND NOT (USE_CLANG AND WINDOWS)"
@@ -1258,6 +1268,8 @@ sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/filesystem/*.h"
"${SDL3_SOURCE_DIR}/src/gpu/*.c"
"${SDL3_SOURCE_DIR}/src/gpu/*.h"
"${SDL3_SOURCE_DIR}/src/gpu/xr/*.c"
"${SDL3_SOURCE_DIR}/src/gpu/xr/*.h"
"${SDL3_SOURCE_DIR}/src/joystick/*.c"
"${SDL3_SOURCE_DIR}/src/joystick/*.h"
"${SDL3_SOURCE_DIR}/src/haptic/*.c"
@@ -1294,22 +1306,25 @@ sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/video/yuv2rgb/*.h"
)
# Build uclibc as a static library such that non-used symbols don't end up in the SDL3 shared library.
file(GLOB SDL_UCLIBC_SOURCES "${SDL3_SOURCE_DIR}/src/libm/*.c")
add_library(SDL_uclibc STATIC "${SDL_UCLIBC_SOURCES}")
target_compile_definitions(SDL_uclibc PRIVATE USING_GENERATED_CONFIG_H)
target_include_directories(SDL_uclibc PRIVATE "${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/build_config")
target_include_directories(SDL_uclibc PRIVATE "${SDL3_SOURCE_DIR}/src")
target_include_directories(SDL_uclibc PRIVATE "${SDL3_SOURCE_DIR}/include")
SDL_AddCommonCompilerFlags(SDL_uclibc)
target_compile_definitions(SDL_uclibc PRIVATE "$<$<CONFIG:Debug>:DEBUG>")
sdl_sources(STATIC "$<TARGET_OBJECTS:SDL_uclibc>")
set_property(TARGET SDL_uclibc PROPERTY UNITY_BUILD OFF)
if(TARGET SDL3-shared)
# Build uclibc as a static library such that non-used symbols don't end up in the SDL3 shared library.
add_library(SDL_uclibc STATIC ${SDL_UCLIBC_SOURCES})
set_property(TARGET SDL_uclibc PROPERTY POSITION_INDEPENDENT_CODE TRUE)
target_compile_definitions(SDL_uclibc PRIVATE USING_GENERATED_CONFIG_H)
target_include_directories(SDL_uclibc PRIVATE "${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>/build_config")
target_include_directories(SDL_uclibc PRIVATE "${SDL3_SOURCE_DIR}/src")
target_include_directories(SDL_uclibc PRIVATE "${SDL3_SOURCE_DIR}/include")
SDL_AddCommonCompilerFlags(SDL_uclibc)
target_compile_definitions(SDL_uclibc PRIVATE "$<$<CONFIG:Debug>:DEBUG>")
set_property(TARGET SDL_uclibc PROPERTY UNITY_BUILD OFF)
target_link_libraries(SDL3-shared PRIVATE SDL_uclibc)
if(HAVE_GCC_FVISIBILITY)
set_property(TARGET SDL_uclibc PROPERTY C_VISIBILITY_PRESET "hidden")
endif()
endif()
if(HAVE_GCC_FVISIBILITY)
set_property(TARGET SDL_uclibc PROPERTY C_VISIBILITY_PRESET "hidden")
if(TARGET SDL3-static)
target_sources(SDL3-static PRIVATE ${SDL_UCLIBC_SOURCES})
endif()
# Enable/disable various subsystems of the SDL library
@@ -1766,6 +1781,7 @@ elseif(EMSCRIPTEN)
elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
set(SDL_DISABLE_DLOPEN_NOTES TRUE)
if(SDL_DLOPEN_NOTES)
set(CHECK_ELF_DLNOTES_SRC [==[
#ifndef __ELF__
@@ -1778,10 +1794,10 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
return argc + dlnote.hdr.a;
}
]==])
set(SDL_DISABLE_DLOPEN_NOTES FALSE)
check_c_source_compiles("${CHECK_ELF_DLNOTES_SRC}" COMPILER_SUPPORTS_ELFNOTES)
if(NOT COMPILER_SUPPORTS_ELFNOTES)
set(SDL_DISABLE_DLOPEN_NOTES TRUE)
if(COMPILER_SUPPORTS_ELFNOTES)
set(SDL_DISABLE_DLOPEN_NOTES FALSE)
set(HAVE_DLOPEN_NOTES TRUE)
endif()
endif()
@@ -1793,7 +1809,7 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
"${SDL3_SOURCE_DIR}/src/audio/netbsd/*.h"
)
set(HAVE_SDL_AUDIO TRUE)
elseif(QNX)
elseif(QNX AND (CMAKE_SYSTEM_VERSION VERSION_LESS "8.0.0"))
set(SDL_AUDIO_DRIVER_QNX 1)
sdl_glob_sources(
"${SDL3_SOURCE_DIR}/src/audio/qnx/*.c"
@@ -2358,7 +2374,7 @@ elseif(WINDOWS)
set(HAVE_SDL_STORAGE 1)
# Libraries for Win32 native and MinGW
sdl_link_dependency(base LIBS kernel32 user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
sdl_link_dependency(base LIBS kernel32 user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32 hid)
set(SDL_TIME_WINDOWS 1)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/time/windows/*.c")
@@ -3533,6 +3549,9 @@ if(SDL_GPU)
set(SDL_VIDEO_RENDER_GPU 1)
set(HAVE_RENDER_GPU TRUE)
endif()
if(SDL_GPU_OPENXR)
set(HAVE_GPU_OPENXR 1)
endif()
endif()
# Dummies
@@ -3691,7 +3710,7 @@ else()
set(SDL_REVISION "" CACHE STRING "Custom SDL revision (only used when REVISION.txt does not exist)")
endif()
if(NOT SDL_REVISION)
# If SDL_REVISION is not overrided, use git to describe
# If SDL_REVISION is not overridden, use git to describe
git_describe(SDL_REVISION_GIT)
set(SDL_REVISION "SDL-${SDL3_VERSION}-${SDL_REVISION_GIT}")
endif()
@@ -3999,6 +4018,8 @@ if(SDL_SHARED)
set_property(TARGET SDL3-shared PROPERTY INTERFACE_SDL3_SHARED TRUE)
set_property(TARGET SDL3-shared APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL3-shared PROPERTY INTERFACE_SDL_VERSION "SDL${SDL3_VERSION_MAJOR}")
set_property(TARGET SDL3-shared APPEND PROPERTY EXPORT_PROPERTIES "SDL_FULL_VERSION")
set_property(TARGET SDL3-shared PROPERTY SDL_FULL_VERSION "${PROJECT_VERSION}")
if(NOT CMAKE_VERSION VERSION_LESS "3.16")
target_precompile_headers(SDL3-shared PRIVATE "$<$<OR:$<COMPILE_LANGUAGE:C>,$<COMPILE_LANGUAGE:CXX>>:${PROJECT_SOURCE_DIR}/src/SDL_internal.h>")
endif()
@@ -4023,6 +4044,8 @@ if(SDL_STATIC)
set_property(TARGET SDL3-static PROPERTY INTERFACE_SDL3_SHARED FALSE)
set_property(TARGET SDL3-static APPEND PROPERTY COMPATIBLE_INTERFACE_STRING "SDL_VERSION")
set_property(TARGET SDL3-static PROPERTY INTERFACE_SDL_VERSION "SDL${SDL3_VERSION_MAJOR}")
set_property(TARGET SDL3-static APPEND PROPERTY EXPORT_PROPERTIES "SDL_FULL_VERSION")
set_property(TARGET SDL3-static PROPERTY SDL_FULL_VERSION "${PROJECT_VERSION}")
if(NOT CMAKE_VERSION VERSION_LESS "3.16")
target_precompile_headers(SDL3-static PRIVATE "$<$<OR:$<COMPILE_LANGUAGE:C>,$<COMPILE_LANGUAGE:CXX>>:${PROJECT_SOURCE_DIR}/src/SDL_internal.h>")
endif()
@@ -4269,7 +4292,7 @@ if(SDL_INSTALL)
if(ANDROID)
if(TARGET SDL3-jar)
set(SDL_INSTALL_JAVADIR "${CMAKE_INSTALL_DATAROOTDIR}/java" CACHE PATH "Path where to install java clases + java sources")
set(SDL_INSTALL_JAVADIR "${CMAKE_INSTALL_DATAROOTDIR}/java" CACHE PATH "Path where to install java classes + java sources")
set(PROGUARD_RULES_PATH "${CMAKE_CURRENT_SOURCE_DIR}/android-project/app/proguard-rules.pro")
# install_jar or $<TARGET_PROPERTY:SDL3-jar,INSTALL_FILES> does not work on Windows: a SDL3.jar symlink is not generated
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/SDL3-${SDL3_VERSION}.jar"

View File

@@ -1,4 +1,4 @@
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages

View File

@@ -722,6 +722,7 @@
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_8bitdo.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_flydigi.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gamesir.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_combined.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gamecube.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gip.c" />
@@ -927,6 +928,12 @@
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">CompileAsCpp</CompileAs>
</ClCompile>
<ClCompile Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan.c" />
<ClCompile Include="..\..\src\gpu\xr\SDL_gpu_openxr.c" />
<ClCompile Include="..\..\src\gpu\xr\SDL_openxrdyn.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\gpu\xr\SDL_gpu_openxr_c.h" />
<ClInclude Include="..\..\src\gpu\xr\SDL_openxr_internal.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\core\windows\version.rc" />

View File

@@ -52,6 +52,9 @@
<ClCompile Include="..\..\src\gpu\SDL_gpu.c" />
<ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c" />
<ClCompile Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan.c" />
<ClCompile Include="..\..\src\gpu\xr\SDL_gpu_openxr.c" />
<ClCompile Include="..\..\src\gpu\xr\SDL_openxrdyn.c" />
<ClInclude Include="..\..\src\gpu\xr\SDL_openxr_internal.h" />
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
@@ -65,6 +68,7 @@
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_8bitdo.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_flydigi.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gamesir.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_combined.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gamecube.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_gip.c" />

View File

@@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -30,7 +30,9 @@ extern "C" {
#include <XGameRuntime.h>
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define MAX_SPEED 1
#define SUSPEND_CODE 0
#define RESUME_CODE 1
static SDLTest_CommonState *state;
static int num_sprites;
@@ -291,9 +293,8 @@ static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderPresent(renderer);
}
static void loop()
static void update(bool *suppressdraw)
{
int i;
SDL_Event event;
/* Check for events */
@@ -306,24 +307,71 @@ static void loop()
if (event.type != SDL_EVENT_KEY_DOWN) {
SDLTest_CommonEvent(state, &event, &done);
}
if (event.type == SDL_EVENT_USER) {
if (event.user.code == SUSPEND_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKSuspendRenderer(state->renderers[i]);
}
}
*suppressdraw = true;
SDL_GDKSuspendComplete();
} else if (event.user.code == RESUME_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKResumeRenderer(state->renderers[i]);
}
}
*suppressdraw = false;
}
}
#else
SDLTest_CommonEvent(state, &event, &done);
#endif
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
continue;
}
DrawSprites(state->renderers[i], sprites[i]);
}
fillerup();
}
static void draw()
{
int i;
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
DrawSprites(state->renderers[i], sprites[i]);
}
}
}
static bool SDLCALL GDKEventWatch(void* userdata, SDL_Event* event)
{
/* This callback may be on a different thread, so we'll
* push these events as USER events so they appear
* in the main thread's event loop.
*
* That allows us to cancel drawing before/after we finish
* drawing a frame, rather than mid-draw (which can crash).
*/
if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 0;
SDL_PushEvent(&evt);
} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 1;
SDL_PushEvent(&evt);
}
return false;
}
int main(int argc, char *argv[])
{
int i;
const char *icon = "icon.bmp";
const char *icon = "icon.png";
char *soundname = NULL;
bool suppressdraw = false;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
@@ -390,6 +438,9 @@ int main(int argc, char *argv[])
quit(2);
}
/* Set up the lifecycle event watcher */
SDL_AddEventWatch(GDKEventWatch, NULL);
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
@@ -441,7 +492,10 @@ int main(int argc, char *argv[])
AddUserSilent();
while (!done) {
loop();
update(&suppressdraw);
if (!suppressdraw) {
draw();
}
}
quit(0);

View File

@@ -54,6 +54,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsurround", "tests\tests
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpen", "tests\testpen\testpen.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC1A3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testtray", "tests\testtray\testtray.vcxproj", "{E2AE0C33-D9C6-4B8E-BB65-6F8AF2F9EBD1}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "examples", "examples", "{1498F0CD-F4DA-4847-9CB2-FB18D48061D5}"
ProjectSection(SolutionItems) = preProject
examples\Directory.Build.props = examples\Directory.Build.props
@@ -133,462 +135,786 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02-joystick-events", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsoftwaretransparent", "tests\testsoftwaretransparent\testsoftwaretransparent.vcxproj", "{D91C45E2-274E-4C0F-89C7-9986F9A7E85A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05-planar-data", "examples\audio\05-planar-data\05-planar-data.vcxproj", "{9D58F0C6-0A8E-4ACD-8EB5-0B76168BA8B5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03-gamepad-polling", "examples\input\03-gamepad-polling\03-gamepad-polling.vcxproj", "{70B36605-D8E8-4679-A126-0869BA621778}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "04-gamepad-events", "examples\input\04-gamepad-events\04-gamepad-events.vcxproj", "{F4441527-0487-4743-ACF0-435D71C8DBE8}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "misc", "misc", "{FA68A4F2-2DB8-4C90-8809-6B9764C92E77}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-power", "examples\misc\01-power\01-power.vcxproj", "{6975730D-AFA0-4687-9B89-EC1FE0BDA8CB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02-clipboard", "examples\misc\02-clipboard\02-clipboard.vcxproj", "{40F19482-512F-4123-A57B-509679EC8F26}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03-locale", "examples\misc\03-locale\03-locale.vcxproj", "{6381F9D3-BA5F-4E5C-80FF-9013964777EE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM64 = Debug|ARM64
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|ARM64 = Release|ARM64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|ARM64.ActiveCfg = Debug|ARM64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|ARM64.Build.0 = Debug|ARM64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|ARM64.ActiveCfg = Release|ARM64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|ARM64.Build.0 = Release|ARM64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|ARM64.ActiveCfg = Debug|ARM64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|ARM64.Build.0 = Debug|ARM64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|ARM64.ActiveCfg = Release|ARM64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|ARM64.Build.0 = Release|ARM64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|ARM64.ActiveCfg = Debug|ARM64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|ARM64.Build.0 = Debug|ARM64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|ARM64.ActiveCfg = Release|ARM64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|ARM64.Build.0 = Release|ARM64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|ARM64.ActiveCfg = Debug|ARM64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|ARM64.Build.0 = Debug|ARM64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|ARM64.ActiveCfg = Release|ARM64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|ARM64.Build.0 = Release|ARM64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|ARM64.ActiveCfg = Debug|ARM64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|ARM64.Build.0 = Debug|ARM64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|ARM64.ActiveCfg = Release|ARM64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|ARM64.Build.0 = Release|ARM64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.Build.0 = Release|x64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|ARM64.ActiveCfg = Debug|ARM64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|ARM64.Build.0 = Debug|ARM64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|Win32.ActiveCfg = Debug|Win32
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|Win32.Build.0 = Debug|Win32
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|x64.ActiveCfg = Debug|x64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Debug|x64.Build.0 = Debug|x64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|ARM64.ActiveCfg = Release|ARM64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|ARM64.Build.0 = Release|ARM64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|Win32.ActiveCfg = Release|Win32
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|Win32.Build.0 = Release|Win32
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|x64.ActiveCfg = Release|x64
{97A3A89B-E023-48CD-905F-CDBDE8D951DE}.Release|x64.Build.0 = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|ARM64.ActiveCfg = Debug|ARM64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|ARM64.Build.0 = Debug|ARM64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|ARM64.ActiveCfg = Release|ARM64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|ARM64.Build.0 = Release|ARM64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|ARM64.ActiveCfg = Debug|ARM64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|ARM64.Build.0 = Debug|ARM64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|ARM64.ActiveCfg = Release|ARM64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|ARM64.Build.0 = Release|ARM64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|ARM64.ActiveCfg = Debug|ARM64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|ARM64.Build.0 = Debug|ARM64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
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@@ -618,6 +944,7 @@ Global
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{E2AE0C33-D9C6-4B8E-BB65-6F8AF2F9EBD1} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
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@@ -655,6 +982,13 @@ Global
{B3852DB7-E925-4026-8B9D-D2272EFEFF3C} = {8DEAE483-FDE7-463F-9FD5-F597BBAED1F9}
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{6381F9D3-BA5F-4E5C-80FF-9013964777EE} = {FA68A4F2-2DB8-4C90-8809-6B9764C92E77}
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GlobalSection(ExtensibilityGlobals) = postSolution
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@@ -1,6 +1,10 @@
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@@ -90,9 +122,15 @@
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@@ -164,6 +202,38 @@
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@@ -237,6 +307,39 @@
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@@ -310,17 +413,6 @@
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@@ -334,6 +426,7 @@
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@@ -349,13 +442,19 @@
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@@ -1,4 +1,4 @@
#!/bin/sh
find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Win32 -o -name x64 \) -exec rm -rv {} \;
find . -type f \( -name '*.png' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Win32 -o -name x64 -o name ARM64 \) -exec rm -rv {} \;

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@@ -17,6 +17,14 @@
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
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<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<ImportGroup Label="ExtensionSettings">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Label="UserMacros" />
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<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
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<LinkIncremental>true</LinkIncremental>
@@ -85,12 +118,18 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
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<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
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View File

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View File

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View File

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View File

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View File

@@ -13,8 +13,7 @@ def generate(category, example_name, c_source_file):
<PropertyGroup Label="Globals">
<ProjectGuid>{{{guid}}}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\\Microsoft.Cpp.props" />
<Import Project="$(SolutionDir)\\examples\\Examples.props" />
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<ClCompile Include="$(SolutionDir)\\..\\examples\\{category}\\{example_name}\\{c_source_file}" />

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@@ -127,6 +159,29 @@
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@@ -181,6 +236,32 @@
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@@ -207,17 +288,25 @@
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View File

@@ -19,10 +19,10 @@
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<string>FMWK</string>
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@@ -552,6 +556,7 @@
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E4F2578B2C81903800FCEAFC /* xr */,
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@@ -3214,6 +3240,7 @@
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View File

@@ -1,4 +1,4 @@
Title SDL 3.4.1
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DefaultLocation /Library/Frameworks

Some files were not shown because too many files have changed in this diff Show More