ruby2d 0.9.2 → 0.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/assets/README.md +7 -8
- data/assets/Rakefile +85 -0
- data/assets/include/SDL2/SDL.h +4 -1
- data/assets/include/SDL2/SDL_assert.h +3 -1
- data/assets/include/SDL2/SDL_atomic.h +20 -2
- data/assets/include/SDL2/SDL_audio.h +47 -14
- data/assets/include/SDL2/SDL_bits.h +10 -1
- data/assets/include/SDL2/SDL_blendmode.h +10 -7
- data/assets/include/SDL2/SDL_clipboard.h +1 -1
- data/assets/include/SDL2/SDL_config.h +24 -390
- data/assets/include/SDL2/SDL_config_android.h +182 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +207 -0
- data/assets/include/SDL2/SDL_config_macosx.h +266 -0
- data/assets/include/SDL2/SDL_config_minimal.h +85 -0
- data/assets/include/SDL2/SDL_config_os2.h +188 -0
- data/assets/include/SDL2/SDL_config_pandora.h +135 -0
- data/assets/include/SDL2/SDL_config_psp.h +165 -0
- data/assets/include/SDL2/SDL_config_windows.h +288 -0
- data/assets/include/SDL2/SDL_config_winrt.h +243 -0
- data/assets/include/SDL2/SDL_config_wiz.h +149 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +119 -8
- data/assets/include/SDL2/SDL_egl.h +4 -1
- data/assets/include/SDL2/SDL_endian.h +6 -3
- data/assets/include/SDL2/SDL_error.h +38 -2
- data/assets/include/SDL2/SDL_events.h +67 -28
- data/assets/include/SDL2/SDL_filesystem.h +1 -1
- data/assets/include/SDL2/SDL_gamecontroller.h +160 -9
- data/assets/include/SDL2/SDL_gesture.h +1 -1
- data/assets/include/SDL2/SDL_haptic.h +10 -1
- data/assets/include/SDL2/SDL_hints.h +460 -17
- data/assets/include/SDL2/SDL_image.h +2 -2
- data/assets/include/SDL2/SDL_joystick.h +115 -24
- data/assets/include/SDL2/SDL_keyboard.h +1 -1
- data/assets/include/SDL2/SDL_keycode.h +11 -9
- data/assets/include/SDL2/SDL_loadso.h +1 -1
- data/assets/include/SDL2/SDL_locale.h +101 -0
- data/assets/include/SDL2/SDL_log.h +3 -3
- data/assets/include/SDL2/SDL_main.h +28 -16
- data/assets/include/SDL2/SDL_messagebox.h +6 -4
- data/assets/include/SDL2/SDL_metal.h +117 -0
- data/assets/include/SDL2/SDL_misc.h +75 -0
- data/assets/include/SDL2/SDL_mouse.h +1 -1
- data/assets/include/SDL2/SDL_mutex.h +1 -1
- data/assets/include/SDL2/SDL_name.h +1 -1
- data/assets/include/SDL2/SDL_opengl.h +1 -1
- data/assets/include/SDL2/SDL_opengl_glext.h +3 -0
- data/assets/include/SDL2/SDL_opengles.h +1 -1
- data/assets/include/SDL2/SDL_opengles2.h +1 -1
- data/assets/include/SDL2/SDL_pixels.h +27 -18
- data/assets/include/SDL2/SDL_platform.h +1 -1
- data/assets/include/SDL2/SDL_power.h +1 -1
- data/assets/include/SDL2/SDL_quit.h +1 -1
- data/assets/include/SDL2/SDL_rect.h +29 -3
- data/assets/include/SDL2/SDL_render.h +230 -3
- data/assets/include/SDL2/SDL_revision.h +2 -2
- data/assets/include/SDL2/SDL_rwops.h +51 -22
- data/assets/include/SDL2/SDL_scancode.h +2 -2
- data/assets/include/SDL2/SDL_sensor.h +28 -12
- data/assets/include/SDL2/SDL_shape.h +1 -1
- data/assets/include/SDL2/SDL_stdinc.h +44 -4
- data/assets/include/SDL2/SDL_surface.h +12 -2
- data/assets/include/SDL2/SDL_system.h +50 -4
- data/assets/include/SDL2/SDL_syswm.h +39 -9
- data/assets/include/SDL2/SDL_test.h +1 -1
- data/assets/include/SDL2/SDL_test_assert.h +1 -1
- data/assets/include/SDL2/SDL_test_common.h +32 -2
- data/assets/include/SDL2/SDL_test_compare.h +1 -1
- data/assets/include/SDL2/SDL_test_crc32.h +1 -1
- data/assets/include/SDL2/SDL_test_font.h +1 -1
- data/assets/include/SDL2/SDL_test_fuzzer.h +1 -1
- data/assets/include/SDL2/SDL_test_harness.h +1 -1
- data/assets/include/SDL2/SDL_test_images.h +1 -1
- data/assets/include/SDL2/SDL_test_log.h +1 -1
- data/assets/include/SDL2/SDL_test_md5.h +1 -1
- data/assets/include/SDL2/SDL_test_memory.h +3 -3
- data/assets/include/SDL2/SDL_test_random.h +1 -1
- data/assets/include/SDL2/SDL_thread.h +34 -11
- data/assets/include/SDL2/SDL_timer.h +1 -1
- data/assets/include/SDL2/SDL_touch.h +17 -1
- data/assets/include/SDL2/SDL_types.h +1 -1
- data/assets/include/SDL2/SDL_version.h +2 -2
- data/assets/include/SDL2/SDL_video.h +11 -5
- data/assets/include/SDL2/SDL_vulkan.h +9 -11
- data/assets/include/SDL2/begin_code.h +8 -9
- data/assets/include/SDL2/close_code.h +4 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/bin/ruby2d +2 -1
- data/{assets/linux/simple2d/src/simple2d.c → ext/ruby2d/common.c} +32 -32
- data/{assets/linux/simple2d/src → ext/ruby2d}/controllers.c +17 -17
- data/ext/ruby2d/extconf.rb +6 -36
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl.c +106 -85
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl2.c +35 -20
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl3.c +146 -58
- data/{assets/linux/simple2d/src → ext/ruby2d}/gles.c +41 -26
- data/{assets/linux/simple2d/src → ext/ruby2d}/image.c +16 -16
- data/{assets/linux/simple2d/src → ext/ruby2d}/input.c +8 -8
- data/{assets/linux/simple2d/src → ext/ruby2d}/music.c +30 -17
- data/ext/ruby2d/ruby2d.c +427 -290
- data/ext/ruby2d/ruby2d.h +789 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/shapes.c +18 -18
- data/ext/ruby2d/sound.c +118 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/sprite.c +16 -16
- data/{assets/linux/simple2d/src → ext/ruby2d}/text.c +22 -22
- data/ext/ruby2d/tileset.c +30 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/window.c +71 -60
- data/lib/ruby2d.rb +5 -2
- data/lib/ruby2d/circle.rb +18 -2
- data/lib/ruby2d/cli/build.rb +3 -8
- data/lib/ruby2d/cli/colorize.rb +10 -0
- data/lib/ruby2d/dsl.rb +16 -9
- data/lib/ruby2d/entity.rb +17 -0
- data/lib/ruby2d/font.rb +4 -3
- data/lib/ruby2d/image.rb +24 -1
- data/lib/ruby2d/line.rb +20 -0
- data/lib/ruby2d/music.rb +5 -0
- data/lib/ruby2d/pixel.rb +17 -0
- data/lib/ruby2d/quad.rb +18 -0
- data/lib/ruby2d/rectangle.rb +11 -2
- data/lib/ruby2d/renderable.rb +4 -8
- data/lib/ruby2d/sound.rb +5 -0
- data/lib/ruby2d/sprite.rb +35 -3
- data/lib/ruby2d/square.rb +9 -0
- data/lib/ruby2d/text.rb +22 -1
- data/lib/ruby2d/tileset.rb +69 -0
- data/lib/ruby2d/triangle.rb +16 -0
- data/lib/ruby2d/version.rb +1 -1
- data/lib/ruby2d/window.rb +249 -22
- metadata +41 -27
- data/assets/include/simple2d.h +0 -735
- data/assets/linux/simple2d/Makefile +0 -250
- data/assets/linux/simple2d/bin/simple2d.sh +0 -1249
- data/assets/linux/simple2d/include/simple2d.h +0 -735
- data/assets/linux/simple2d/src/sound.c +0 -56
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
- data/lib/ruby2d/colorize.rb +0 -10
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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#include "SDL_stdinc.h"
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#include "SDL_rwops.h"
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#include "SDL_sensor.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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typedef enum
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{
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SDL_CONTROLLER_TYPE_XBOX360,
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SDL_CONTROLLER_TYPE_XBOXONE,
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *
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extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
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* Is the joystick on this index supported by the game controller interface?
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extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
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* Get the type of a game controller.
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extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
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* Get the mapping of a game controller.
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
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extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
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extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
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* Return the type of this currently opened controller
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* Get the player index of an opened game controller, or -1 if it's not available
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*
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extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
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extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
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* Get the serial number of an opened controller, if available.
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* Returns SDL_TRUE if the controller has been opened and currently connected,
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* The list of buttons available from a controller
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SDL_CONTROLLER_BUTTON_PADDLE1, /* Xbox Elite paddle P1 */
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SDL_GameControllerButton button);
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/**
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*
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* Get the number of touchpads on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
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+
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/**
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* Get the number of supported simultaneous fingers on a touchpad on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
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+
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/**
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* Get the current state of a finger on a touchpad on a game controller.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
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+
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/**
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* Return whether a game controller has a particular sensor.
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*
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* \param gamecontroller The controller to query
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* \param type The type of sensor to query
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*
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* \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
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/**
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* Set whether data reporting for a game controller sensor is enabled
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*
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* \param gamecontroller The controller to update
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* \param type The type of sensor to enable/disable
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* \param enabled Whether data reporting should be enabled
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*
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* \return 0 or -1 if an error occurred.
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
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+
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/**
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* Query whether sensor data reporting is enabled for a game controller
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*
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* \param gamecontroller The controller to query
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* \param type The type of sensor to query
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*
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* \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
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+
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/**
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* Get the current state of a game controller sensor.
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*
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* The number of values and interpretation of the data is sensor dependent.
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* See SDL_sensor.h for the details for each type of sensor.
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*
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* \param gamecontroller The controller to query
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* \param type The type of sensor to query
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* \param data A pointer filled with the current sensor state
|
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* \param num_values The number of values to write to data
|
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*
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* \return 0 or -1 if an error occurred.
|
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+
*/
|
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|
+
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
|
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+
|
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+
/**
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+
* Start a rumble effect
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* Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
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*
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@@ -369,10 +486,44 @@ extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *ga
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* \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
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*
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* \return 0, or -1 if rumble isn't supported on this
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+
* \return 0, or -1 if rumble isn't supported on this controller
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*/
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extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
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|
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|
+
/**
|
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|
+
* Start a rumble effect in the game controller's triggers
|
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|
+
* Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
|
|
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|
+
*
|
|
497
|
+
* \param gamecontroller The controller to vibrate
|
|
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|
+
* \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
|
|
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|
+
* \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
|
|
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|
+
* \param duration_ms The duration of the rumble effect, in milliseconds
|
|
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|
+
*
|
|
502
|
+
* \return 0, or -1 if rumble isn't supported on this controller
|
|
503
|
+
*/
|
|
504
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
|
|
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|
+
|
|
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|
+
/**
|
|
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|
+
* Return whether a controller has an LED
|
|
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|
+
*
|
|
509
|
+
* \param gamecontroller The controller to query
|
|
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|
+
*
|
|
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|
+
* \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
|
|
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|
+
*/
|
|
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|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
|
|
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|
+
|
|
515
|
+
/**
|
|
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|
+
* Update a controller's LED color.
|
|
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|
+
*
|
|
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|
+
* \param gamecontroller The controller to update
|
|
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|
+
* \param red The intensity of the red LED
|
|
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|
+
* \param green The intensity of the green LED
|
|
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|
+
* \param blue The intensity of the blue LED
|
|
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|
+
*
|
|
523
|
+
* \return 0, or -1 if this controller does not have a modifiable LED
|
|
524
|
+
*/
|
|
525
|
+
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
|
|
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|
+
|
|
376
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|
/**
|
|
377
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|
* Close a controller previously opened with SDL_GameControllerOpen().
|
|
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|
*/
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
/*
|
|
2
2
|
Simple DirectMedia Layer
|
|
3
|
-
Copyright (C) 1997-
|
|
3
|
+
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
|
4
4
|
|
|
5
5
|
This software is provided 'as-is', without any express or implied
|
|
6
6
|
warranty. In no event will the authors be held liable for any damages
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
/*
|
|
2
2
|
Simple DirectMedia Layer
|
|
3
|
-
Copyright (C) 1997-
|
|
3
|
+
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
|
4
4
|
|
|
5
5
|
This software is provided 'as-is', without any express or implied
|
|
6
6
|
warranty. In no event will the authors be held liable for any damages
|
|
@@ -336,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
|
|
|
336
336
|
*/
|
|
337
337
|
#define SDL_HAPTIC_SPHERICAL 2
|
|
338
338
|
|
|
339
|
+
/**
|
|
340
|
+
* \brief Use this value to play an effect on the steering wheel axis. This
|
|
341
|
+
* provides better compatibility across platforms and devices as SDL will guess
|
|
342
|
+
* the correct axis.
|
|
343
|
+
* \sa SDL_HapticDirection
|
|
344
|
+
*/
|
|
345
|
+
#define SDL_HAPTIC_STEERING_AXIS 3
|
|
346
|
+
|
|
339
347
|
/* @} *//* Direction encodings */
|
|
340
348
|
|
|
341
349
|
/* @} *//* Haptic features */
|
|
@@ -444,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
|
|
|
444
452
|
* \sa SDL_HAPTIC_POLAR
|
|
445
453
|
* \sa SDL_HAPTIC_CARTESIAN
|
|
446
454
|
* \sa SDL_HAPTIC_SPHERICAL
|
|
455
|
+
* \sa SDL_HAPTIC_STEERING_AXIS
|
|
447
456
|
* \sa SDL_HapticEffect
|
|
448
457
|
* \sa SDL_HapticNumAxes
|
|
449
458
|
*/
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
/*
|
|
2
2
|
Simple DirectMedia Layer
|
|
3
|
-
Copyright (C) 1997-
|
|
3
|
+
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
|
4
4
|
|
|
5
5
|
This software is provided 'as-is', without any express or implied
|
|
6
6
|
warranty. In no event will the authors be held liable for any damages
|
|
@@ -164,6 +164,21 @@ extern "C" {
|
|
|
164
164
|
*/
|
|
165
165
|
#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER"
|
|
166
166
|
|
|
167
|
+
/**
|
|
168
|
+
* \brief A variable controlling whether the graphics context is externally managed.
|
|
169
|
+
*
|
|
170
|
+
* This variable can be set to the following values:
|
|
171
|
+
* "0" - SDL will manage graphics contexts that are attached to windows.
|
|
172
|
+
* "1" - Disable graphics context management on windows.
|
|
173
|
+
*
|
|
174
|
+
* By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
|
|
175
|
+
* context will be automatically saved and restored when pausing the application. Additionally, some
|
|
176
|
+
* platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
|
|
177
|
+
* behavior, which is desireable when the application manages the graphics context, such as
|
|
178
|
+
* an externally managed OpenGL context or attaching a Vulkan surface to the window.
|
|
179
|
+
*/
|
|
180
|
+
#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT"
|
|
181
|
+
|
|
167
182
|
/**
|
|
168
183
|
* \brief A variable controlling whether the X11 VidMode extension should be used.
|
|
169
184
|
*
|
|
@@ -197,6 +212,12 @@ extern "C" {
|
|
|
197
212
|
*/
|
|
198
213
|
#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR"
|
|
199
214
|
|
|
215
|
+
/**
|
|
216
|
+
* \brief A variable forcing the visual ID chosen for new X11 windows
|
|
217
|
+
*
|
|
218
|
+
*/
|
|
219
|
+
#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID"
|
|
220
|
+
|
|
200
221
|
/**
|
|
201
222
|
* \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
|
|
202
223
|
*
|
|
@@ -223,6 +244,17 @@ extern "C" {
|
|
|
223
244
|
*/
|
|
224
245
|
#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
|
|
225
246
|
|
|
247
|
+
/**
|
|
248
|
+
* \brief A variable controlling whether X11 should use GLX or EGL by default
|
|
249
|
+
*
|
|
250
|
+
* This variable can be set to the following values:
|
|
251
|
+
* "0" - Use GLX
|
|
252
|
+
* "1" - Use EGL
|
|
253
|
+
*
|
|
254
|
+
* By default SDL will use GLX when both are present.
|
|
255
|
+
*/
|
|
256
|
+
#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
|
|
257
|
+
|
|
226
258
|
/**
|
|
227
259
|
* \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
|
|
228
260
|
*
|
|
@@ -282,6 +314,17 @@ extern "C" {
|
|
|
282
314
|
*/
|
|
283
315
|
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
|
|
284
316
|
|
|
317
|
+
/**
|
|
318
|
+
* \brief A variable controlling whether relative mouse motion is affected by renderer scaling
|
|
319
|
+
*
|
|
320
|
+
* This variable can be set to the following values:
|
|
321
|
+
* "0" - Relative motion is unaffected by DPI or renderer's logical size
|
|
322
|
+
* "1" - Relative motion is scaled according to DPI scaling and logical size
|
|
323
|
+
*
|
|
324
|
+
* By default relative mouse deltas are affected by DPI and renderer scaling
|
|
325
|
+
*/
|
|
326
|
+
#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
|
|
327
|
+
|
|
285
328
|
/**
|
|
286
329
|
* \brief A variable controlling whether relative mouse mode is implemented using mouse warping
|
|
287
330
|
*
|
|
@@ -316,7 +359,19 @@ extern "C" {
|
|
|
316
359
|
#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS"
|
|
317
360
|
|
|
318
361
|
/**
|
|
319
|
-
* \brief
|
|
362
|
+
* \brief A variable controlling whether mouse events should generate synthetic touch events
|
|
363
|
+
*
|
|
364
|
+
* This variable can be set to the following values:
|
|
365
|
+
* "0" - Mouse events will not generate touch events (default for desktop platforms)
|
|
366
|
+
* "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
|
|
367
|
+
*/
|
|
368
|
+
|
|
369
|
+
#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS"
|
|
370
|
+
|
|
371
|
+
/**
|
|
372
|
+
* \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
|
|
373
|
+
* \warning Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
|
|
374
|
+
* seeing if "true" causes more problems than it solves in modern times.
|
|
320
375
|
*
|
|
321
376
|
*/
|
|
322
377
|
#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
|
|
@@ -426,6 +481,25 @@ extern "C" {
|
|
|
426
481
|
*/
|
|
427
482
|
#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
|
|
428
483
|
|
|
484
|
+
/**
|
|
485
|
+
* \brief A variable that overrides the automatic controller type detection
|
|
486
|
+
*
|
|
487
|
+
* The variable should be comma separated entries, in the form: VID/PID=type
|
|
488
|
+
*
|
|
489
|
+
* The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
|
|
490
|
+
*
|
|
491
|
+
* The type should be one of:
|
|
492
|
+
* Xbox360
|
|
493
|
+
* XboxOne
|
|
494
|
+
* PS3
|
|
495
|
+
* PS4
|
|
496
|
+
* PS5
|
|
497
|
+
* SwitchPro
|
|
498
|
+
*
|
|
499
|
+
* This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
500
|
+
*/
|
|
501
|
+
#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
|
|
502
|
+
|
|
429
503
|
/**
|
|
430
504
|
* \brief A variable that lets you manually hint extra gamecontroller db entries.
|
|
431
505
|
*
|
|
@@ -436,6 +510,16 @@ extern "C" {
|
|
|
436
510
|
*/
|
|
437
511
|
#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
|
|
438
512
|
|
|
513
|
+
/**
|
|
514
|
+
* \brief A variable that lets you provide a file with extra gamecontroller db entries.
|
|
515
|
+
*
|
|
516
|
+
* The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
|
|
517
|
+
*
|
|
518
|
+
* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
|
|
519
|
+
* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
|
|
520
|
+
*/
|
|
521
|
+
#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
|
|
522
|
+
|
|
439
523
|
/**
|
|
440
524
|
* \brief A variable containing a list of devices to skip when scanning for game controllers.
|
|
441
525
|
*
|
|
@@ -462,6 +546,29 @@ extern "C" {
|
|
|
462
546
|
*/
|
|
463
547
|
#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
|
|
464
548
|
|
|
549
|
+
/**
|
|
550
|
+
* \brief If set, game controller face buttons report their values according to their labels instead of their positional layout.
|
|
551
|
+
*
|
|
552
|
+
* For example, on Nintendo Switch controllers, normally you'd get:
|
|
553
|
+
*
|
|
554
|
+
* (Y)
|
|
555
|
+
* (X) (B)
|
|
556
|
+
* (A)
|
|
557
|
+
*
|
|
558
|
+
* but if this hint is set, you'll get:
|
|
559
|
+
*
|
|
560
|
+
* (X)
|
|
561
|
+
* (Y) (A)
|
|
562
|
+
* (B)
|
|
563
|
+
*
|
|
564
|
+
* The variable can be set to the following values:
|
|
565
|
+
* "0" - Report the face buttons by position, as though they were on an Xbox controller.
|
|
566
|
+
* "1" - Report the face buttons by label instead of position
|
|
567
|
+
*
|
|
568
|
+
* The default value is "1". This hint may be set at any time.
|
|
569
|
+
*/
|
|
570
|
+
#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
|
|
571
|
+
|
|
465
572
|
/**
|
|
466
573
|
* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
|
|
467
574
|
*
|
|
@@ -497,6 +604,17 @@ extern "C" {
|
|
|
497
604
|
*/
|
|
498
605
|
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
|
|
499
606
|
|
|
607
|
+
/**
|
|
608
|
+
* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
|
|
609
|
+
*
|
|
610
|
+
* This variable can be set to the following values:
|
|
611
|
+
* "0" - HIDAPI driver is not used
|
|
612
|
+
* "1" - HIDAPI driver is used
|
|
613
|
+
*
|
|
614
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
615
|
+
*/
|
|
616
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
|
|
617
|
+
|
|
500
618
|
/**
|
|
501
619
|
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
|
|
502
620
|
*
|
|
@@ -541,10 +659,34 @@ extern "C" {
|
|
|
541
659
|
* "0" - HIDAPI driver is not used
|
|
542
660
|
* "1" - HIDAPI driver is used
|
|
543
661
|
*
|
|
544
|
-
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
662
|
+
* The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
545
663
|
*/
|
|
546
664
|
#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX"
|
|
547
665
|
|
|
666
|
+
/**
|
|
667
|
+
* \brief A variable controlling whether the HIDAPI driver for XBox controllers on Windows should pull correlated
|
|
668
|
+
* data from XInput.
|
|
669
|
+
*
|
|
670
|
+
* This variable can be set to the following values:
|
|
671
|
+
* "0" - HIDAPI Xbox driver will only use HIDAPI data
|
|
672
|
+
* "1" - HIDAPI Xbox driver will also pull data from XInput, providing better trigger axes, guide button
|
|
673
|
+
* presses, and rumble support
|
|
674
|
+
*
|
|
675
|
+
* The default is "1". This hint applies to any joysticks opened after setting the hint.
|
|
676
|
+
*/
|
|
677
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT "SDL_JOYSTICK_HIDAPI_CORRELATE_XINPUT"
|
|
678
|
+
|
|
679
|
+
/**
|
|
680
|
+
* \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
|
|
681
|
+
*
|
|
682
|
+
* This variable can be set to the following values:
|
|
683
|
+
* "0" - HIDAPI driver is not used
|
|
684
|
+
* "1" - HIDAPI driver is used
|
|
685
|
+
*
|
|
686
|
+
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
|
|
687
|
+
*/
|
|
688
|
+
#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
|
|
689
|
+
|
|
548
690
|
/**
|
|
549
691
|
* \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
|
|
550
692
|
*
|
|
@@ -556,6 +698,35 @@ extern "C" {
|
|
|
556
698
|
*/
|
|
557
699
|
#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
|
|
558
700
|
|
|
701
|
+
/**
|
|
702
|
+
* \brief A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
|
|
703
|
+
*
|
|
704
|
+
* This variable can be set to the following values:
|
|
705
|
+
* "0" - RAWINPUT drivers are not used
|
|
706
|
+
* "1" - RAWINPUT drivers are used (the default)
|
|
707
|
+
*
|
|
708
|
+
*/
|
|
709
|
+
#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
|
|
710
|
+
|
|
711
|
+
/**
|
|
712
|
+
* \brief A variable controlling whether a separate thread should be used
|
|
713
|
+
* for handling joystick detection and raw input messages on Windows
|
|
714
|
+
*
|
|
715
|
+
* This variable can be set to the following values:
|
|
716
|
+
* "0" - A separate thread is not used (the default)
|
|
717
|
+
* "1" - A separate thread is used for handling raw input messages
|
|
718
|
+
*
|
|
719
|
+
*/
|
|
720
|
+
#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
|
|
721
|
+
|
|
722
|
+
/**
|
|
723
|
+
* \brief A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
|
|
724
|
+
*
|
|
725
|
+
* This variable can be set to the following values:
|
|
726
|
+
* "0" - Return unfiltered joystick axis values (the default)
|
|
727
|
+
* "1" - Return axis values with deadzones taken into account
|
|
728
|
+
*/
|
|
729
|
+
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
|
|
559
730
|
|
|
560
731
|
/**
|
|
561
732
|
* \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
|
|
@@ -626,6 +797,42 @@ extern "C" {
|
|
|
626
797
|
*/
|
|
627
798
|
#define SDL_HINT_THREAD_STACK_SIZE "SDL_THREAD_STACK_SIZE"
|
|
628
799
|
|
|
800
|
+
/**
|
|
801
|
+
* \brief A string specifying additional information to use with SDL_SetThreadPriority.
|
|
802
|
+
*
|
|
803
|
+
* By default SDL_SetThreadPriority will make appropriate system changes in order to
|
|
804
|
+
* apply a thread priority. For example on systems using pthreads the scheduler policy
|
|
805
|
+
* is changed automatically to a policy that works well with a given priority.
|
|
806
|
+
* Code which has specific requirements can override SDL's default behavior with this hint.
|
|
807
|
+
*
|
|
808
|
+
* pthread hint values are "current", "other", "fifo" and "rr".
|
|
809
|
+
* Currently no other platform hint values are defined but may be in the future.
|
|
810
|
+
*
|
|
811
|
+
* \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
|
|
812
|
+
* configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
|
|
813
|
+
* after calling SDL_SetThreadPriority().
|
|
814
|
+
*/
|
|
815
|
+
#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY"
|
|
816
|
+
|
|
817
|
+
/**
|
|
818
|
+
* \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
|
|
819
|
+
*
|
|
820
|
+
* On some platforms, like Linux, a realtime priority thread may be subject to restrictions
|
|
821
|
+
* that require special handling by the application. This hint exists to let SDL know that
|
|
822
|
+
* the app is prepared to handle said restrictions.
|
|
823
|
+
*
|
|
824
|
+
* On Linux, SDL will apply the following configuration to any thread that becomes realtime:
|
|
825
|
+
* * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
|
|
826
|
+
* * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
|
|
827
|
+
* * Exceeding this limit will result in the kernel sending SIGKILL to the app,
|
|
828
|
+
* * Refer to the man pages for more information.
|
|
829
|
+
*
|
|
830
|
+
* This variable can be set to the following values:
|
|
831
|
+
* "0" - default platform specific behaviour
|
|
832
|
+
* "1" - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
|
|
833
|
+
*/
|
|
834
|
+
#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
|
|
835
|
+
|
|
629
836
|
/**
|
|
630
837
|
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
|
|
631
838
|
*/
|
|
@@ -836,19 +1043,7 @@ extern "C" {
|
|
|
836
1043
|
*/
|
|
837
1044
|
#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
|
|
838
1045
|
|
|
839
|
-
|
|
840
|
-
* \brief A variable to control whether mouse and touch events are to be treated together or separately
|
|
841
|
-
*
|
|
842
|
-
* The variable can be set to the following values:
|
|
843
|
-
* "0" - Mouse events will be handled as touch events, and touch will raise fake mouse
|
|
844
|
-
* events. This is the behaviour of SDL <= 2.0.3. (default)
|
|
845
|
-
* "1" - Mouse events will be handled separately from pure touch events.
|
|
846
|
-
*
|
|
847
|
-
* The value of this hint is used at runtime, so it can be changed at any time.
|
|
848
|
-
*/
|
|
849
|
-
#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
|
|
850
|
-
|
|
851
|
-
/**
|
|
1046
|
+
/**
|
|
852
1047
|
* \brief A variable to control whether we trap the Android back button to handle it manually.
|
|
853
1048
|
* This is necessary for the right mouse button to work on some Android devices, or
|
|
854
1049
|
* to be able to trap the back button for use in your code reliably. If set to true,
|
|
@@ -865,6 +1060,29 @@ extern "C" {
|
|
|
865
1060
|
*/
|
|
866
1061
|
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
|
|
867
1062
|
|
|
1063
|
+
/**
|
|
1064
|
+
* \brief A variable to control whether the event loop will block itself when the app is paused.
|
|
1065
|
+
*
|
|
1066
|
+
* The variable can be set to the following values:
|
|
1067
|
+
* "0" - Non blocking.
|
|
1068
|
+
* "1" - Blocking. (default)
|
|
1069
|
+
*
|
|
1070
|
+
* The value should be set before SDL is initialized.
|
|
1071
|
+
*/
|
|
1072
|
+
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
|
|
1073
|
+
|
|
1074
|
+
/**
|
|
1075
|
+
* \brief A variable to control whether SDL will pause audio in background
|
|
1076
|
+
* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
|
|
1077
|
+
*
|
|
1078
|
+
* The variable can be set to the following values:
|
|
1079
|
+
* "0" - Non paused.
|
|
1080
|
+
* "1" - Paused. (default)
|
|
1081
|
+
*
|
|
1082
|
+
* The value should be set before SDL is initialized.
|
|
1083
|
+
*/
|
|
1084
|
+
#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
|
|
1085
|
+
|
|
868
1086
|
/**
|
|
869
1087
|
* \brief A variable to control whether the return key on the soft keyboard
|
|
870
1088
|
* should hide the soft keyboard on Android and iOS.
|
|
@@ -891,10 +1109,26 @@ extern "C" {
|
|
|
891
1109
|
*/
|
|
892
1110
|
#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
|
|
893
1111
|
|
|
1112
|
+
/**
|
|
1113
|
+
* \brief Disable giving back control to the browser automatically
|
|
1114
|
+
* when running with asyncify
|
|
1115
|
+
*
|
|
1116
|
+
* With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
|
|
1117
|
+
* such as refreshing the screen or polling events.
|
|
1118
|
+
*
|
|
1119
|
+
* This hint only applies to the emscripten platform
|
|
1120
|
+
*
|
|
1121
|
+
* The variable can be set to the following values:
|
|
1122
|
+
* "0" - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
|
|
1123
|
+
* "1" - Enable emscripten_sleep calls (the default)
|
|
1124
|
+
*/
|
|
1125
|
+
#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY"
|
|
1126
|
+
|
|
894
1127
|
/**
|
|
895
1128
|
* \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
|
|
896
1129
|
*
|
|
897
|
-
* This hint only applies to Unix-like platforms
|
|
1130
|
+
* This hint only applies to Unix-like platforms, and should set before
|
|
1131
|
+
* any calls to SDL_Init()
|
|
898
1132
|
*
|
|
899
1133
|
* The variable can be set to the following values:
|
|
900
1134
|
* "0" - SDL will install a SIGINT and SIGTERM handler, and when it
|
|
@@ -1043,6 +1277,215 @@ extern "C" {
|
|
|
1043
1277
|
*/
|
|
1044
1278
|
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
|
|
1045
1279
|
|
|
1280
|
+
/**
|
|
1281
|
+
* \brief A variable controlling whether the 2D render API is compatible or efficient.
|
|
1282
|
+
*
|
|
1283
|
+
* This variable can be set to the following values:
|
|
1284
|
+
*
|
|
1285
|
+
* "0" - Don't use batching to make rendering more efficient.
|
|
1286
|
+
* "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
|
|
1287
|
+
*
|
|
1288
|
+
* Up to SDL 2.0.9, the render API would draw immediately when requested. Now
|
|
1289
|
+
* it batches up draw requests and sends them all to the GPU only when forced
|
|
1290
|
+
* to (during SDL_RenderPresent, when changing render targets, by updating a
|
|
1291
|
+
* texture that the batch needs, etc). This is significantly more efficient,
|
|
1292
|
+
* but it can cause problems for apps that expect to render on top of the
|
|
1293
|
+
* render API's output. As such, SDL will disable batching if a specific
|
|
1294
|
+
* render backend is requested (since this might indicate that the app is
|
|
1295
|
+
* planning to use the underlying graphics API directly). This hint can
|
|
1296
|
+
* be used to explicitly request batching in this instance. It is a contract
|
|
1297
|
+
* that you will either never use the underlying graphics API directly, or
|
|
1298
|
+
* if you do, you will call SDL_RenderFlush() before you do so any current
|
|
1299
|
+
* batch goes to the GPU before your work begins. Not following this contract
|
|
1300
|
+
* will result in undefined behavior.
|
|
1301
|
+
*/
|
|
1302
|
+
#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
|
|
1303
|
+
|
|
1304
|
+
|
|
1305
|
+
/**
|
|
1306
|
+
* \brief A variable controlling whether SDL updates joystick state when getting input events
|
|
1307
|
+
*
|
|
1308
|
+
* This variable can be set to the following values:
|
|
1309
|
+
*
|
|
1310
|
+
* "0" - You'll call SDL_JoystickUpdate() manually
|
|
1311
|
+
* "1" - SDL will automatically call SDL_JoystickUpdate() (default)
|
|
1312
|
+
*
|
|
1313
|
+
* This hint can be toggled on and off at runtime.
|
|
1314
|
+
*/
|
|
1315
|
+
#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS"
|
|
1316
|
+
|
|
1317
|
+
|
|
1318
|
+
/**
|
|
1319
|
+
* \brief A variable controlling whether SDL updates sensor state when getting input events
|
|
1320
|
+
*
|
|
1321
|
+
* This variable can be set to the following values:
|
|
1322
|
+
*
|
|
1323
|
+
* "0" - You'll call SDL_SensorUpdate() manually
|
|
1324
|
+
* "1" - SDL will automatically call SDL_SensorUpdate() (default)
|
|
1325
|
+
*
|
|
1326
|
+
* This hint can be toggled on and off at runtime.
|
|
1327
|
+
*/
|
|
1328
|
+
#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS"
|
|
1329
|
+
|
|
1330
|
+
|
|
1331
|
+
/**
|
|
1332
|
+
* \brief A variable controlling whether SDL logs all events pushed onto its internal queue.
|
|
1333
|
+
*
|
|
1334
|
+
* This variable can be set to the following values:
|
|
1335
|
+
*
|
|
1336
|
+
* "0" - Don't log any events (default)
|
|
1337
|
+
* "1" - Log all events except mouse and finger motion, which are pretty spammy.
|
|
1338
|
+
* "2" - Log all events.
|
|
1339
|
+
*
|
|
1340
|
+
* This is generally meant to be used to debug SDL itself, but can be useful
|
|
1341
|
+
* for application developers that need better visibility into what is going
|
|
1342
|
+
* on in the event queue. Logged events are sent through SDL_Log(), which
|
|
1343
|
+
* means by default they appear on stdout on most platforms or maybe
|
|
1344
|
+
* OutputDebugString() on Windows, and can be funneled by the app with
|
|
1345
|
+
* SDL_LogSetOutputFunction(), etc.
|
|
1346
|
+
*
|
|
1347
|
+
* This hint can be toggled on and off at runtime, if you only need to log
|
|
1348
|
+
* events for a small subset of program execution.
|
|
1349
|
+
*/
|
|
1350
|
+
#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING"
|
|
1351
|
+
|
|
1352
|
+
|
|
1353
|
+
|
|
1354
|
+
/**
|
|
1355
|
+
* \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file.
|
|
1356
|
+
*
|
|
1357
|
+
* The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
|
|
1358
|
+
* file) is not always reliable. In case the size is wrong, it's possible to
|
|
1359
|
+
* just ignore it and step through the chunks until a fixed limit is reached.
|
|
1360
|
+
*
|
|
1361
|
+
* Note that files that have trailing data unrelated to the WAVE file or
|
|
1362
|
+
* corrupt files may slow down the loading process without a reliable boundary.
|
|
1363
|
+
* By default, SDL stops after 10000 chunks to prevent wasting time. Use the
|
|
1364
|
+
* environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
|
|
1365
|
+
*
|
|
1366
|
+
* This variable can be set to the following values:
|
|
1367
|
+
*
|
|
1368
|
+
* "force" - Always use the RIFF chunk size as a boundary for the chunk search
|
|
1369
|
+
* "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default)
|
|
1370
|
+
* "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB
|
|
1371
|
+
* "maximum" - Search for chunks until the end of file (not recommended)
|
|
1372
|
+
*/
|
|
1373
|
+
#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE"
|
|
1374
|
+
|
|
1375
|
+
/**
|
|
1376
|
+
* \brief Controls how a truncated WAVE file is handled.
|
|
1377
|
+
*
|
|
1378
|
+
* A WAVE file is considered truncated if any of the chunks are incomplete or
|
|
1379
|
+
* the data chunk size is not a multiple of the block size. By default, SDL
|
|
1380
|
+
* decodes until the first incomplete block, as most applications seem to do.
|
|
1381
|
+
*
|
|
1382
|
+
* This variable can be set to the following values:
|
|
1383
|
+
*
|
|
1384
|
+
* "verystrict" - Raise an error if the file is truncated
|
|
1385
|
+
* "strict" - Like "verystrict", but the size of the RIFF chunk is ignored
|
|
1386
|
+
* "dropframe" - Decode until the first incomplete sample frame
|
|
1387
|
+
* "dropblock" - Decode until the first incomplete block (default)
|
|
1388
|
+
*/
|
|
1389
|
+
#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION"
|
|
1390
|
+
|
|
1391
|
+
/**
|
|
1392
|
+
* \brief Controls how the fact chunk affects the loading of a WAVE file.
|
|
1393
|
+
*
|
|
1394
|
+
* The fact chunk stores information about the number of samples of a WAVE
|
|
1395
|
+
* file. The Standards Update from Microsoft notes that this value can be used
|
|
1396
|
+
* to 'determine the length of the data in seconds'. This is especially useful
|
|
1397
|
+
* for compressed formats (for which this is a mandatory chunk) if they produce
|
|
1398
|
+
* multiple sample frames per block and truncating the block is not allowed.
|
|
1399
|
+
* The fact chunk can exactly specify how many sample frames there should be
|
|
1400
|
+
* in this case.
|
|
1401
|
+
*
|
|
1402
|
+
* Unfortunately, most application seem to ignore the fact chunk and so SDL
|
|
1403
|
+
* ignores it by default as well.
|
|
1404
|
+
*
|
|
1405
|
+
* This variable can be set to the following values:
|
|
1406
|
+
*
|
|
1407
|
+
* "truncate" - Use the number of samples to truncate the wave data if
|
|
1408
|
+
* the fact chunk is present and valid
|
|
1409
|
+
* "strict" - Like "truncate", but raise an error if the fact chunk
|
|
1410
|
+
* is invalid, not present for non-PCM formats, or if the
|
|
1411
|
+
* data chunk doesn't have that many samples
|
|
1412
|
+
* "ignorezero" - Like "truncate", but ignore fact chunk if the number of
|
|
1413
|
+
* samples is zero
|
|
1414
|
+
* "ignore" - Ignore fact chunk entirely (default)
|
|
1415
|
+
*/
|
|
1416
|
+
#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK"
|
|
1417
|
+
|
|
1418
|
+
/**
|
|
1419
|
+
* \brief Override for SDL_GetDisplayUsableBounds()
|
|
1420
|
+
*
|
|
1421
|
+
* If set, this hint will override the expected results for
|
|
1422
|
+
* SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
|
|
1423
|
+
* to do this, but this allows an embedded system to request that some of the
|
|
1424
|
+
* screen be reserved for other uses when paired with a well-behaved
|
|
1425
|
+
* application.
|
|
1426
|
+
*
|
|
1427
|
+
* The contents of this hint must be 4 comma-separated integers, the first
|
|
1428
|
+
* is the bounds x, then y, width and height, in that order.
|
|
1429
|
+
*/
|
|
1430
|
+
#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
|
|
1431
|
+
|
|
1432
|
+
/**
|
|
1433
|
+
* \brief Specify an application name for an audio device.
|
|
1434
|
+
*
|
|
1435
|
+
* Some audio backends (such as PulseAudio) allow you to describe your audio
|
|
1436
|
+
* stream. Among other things, this description might show up in a system
|
|
1437
|
+
* control panel that lets the user adjust the volume on specific audio
|
|
1438
|
+
* streams instead of using one giant master volume slider.
|
|
1439
|
+
*
|
|
1440
|
+
* This hints lets you transmit that information to the OS. The contents of
|
|
1441
|
+
* this hint are used while opening an audio device. You should use a string
|
|
1442
|
+
* that describes your program ("My Game 2: The Revenge")
|
|
1443
|
+
*
|
|
1444
|
+
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
|
1445
|
+
* default: probably the application's name or "SDL Application" if SDL
|
|
1446
|
+
* doesn't have any better information.
|
|
1447
|
+
*
|
|
1448
|
+
* On targets where this is not supported, this hint does nothing.
|
|
1449
|
+
*/
|
|
1450
|
+
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
|
|
1451
|
+
|
|
1452
|
+
/**
|
|
1453
|
+
* \brief Specify an application name for an audio device.
|
|
1454
|
+
*
|
|
1455
|
+
* Some audio backends (such as PulseAudio) allow you to describe your audio
|
|
1456
|
+
* stream. Among other things, this description might show up in a system
|
|
1457
|
+
* control panel that lets the user adjust the volume on specific audio
|
|
1458
|
+
* streams instead of using one giant master volume slider.
|
|
1459
|
+
*
|
|
1460
|
+
* This hints lets you transmit that information to the OS. The contents of
|
|
1461
|
+
* this hint are used while opening an audio device. You should use a string
|
|
1462
|
+
* that describes your what your program is playing ("audio stream" is
|
|
1463
|
+
* probably sufficient in many cases, but this could be useful for something
|
|
1464
|
+
* like "team chat" if you have a headset playing VoIP audio separately).
|
|
1465
|
+
*
|
|
1466
|
+
* Setting this to "" or leaving it unset will have SDL use a reasonable
|
|
1467
|
+
* default: "audio stream" or something similar.
|
|
1468
|
+
*
|
|
1469
|
+
* On targets where this is not supported, this hint does nothing.
|
|
1470
|
+
*/
|
|
1471
|
+
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
|
|
1472
|
+
|
|
1473
|
+
|
|
1474
|
+
/**
|
|
1475
|
+
* \brief Override for SDL_GetPreferredLocales()
|
|
1476
|
+
*
|
|
1477
|
+
* If set, this will be favored over anything the OS might report for the
|
|
1478
|
+
* user's preferred locales. Changing this hint at runtime will not generate
|
|
1479
|
+
* a SDL_LOCALECHANGED event (but if you can change the hint, you can push
|
|
1480
|
+
* your own event, if you want).
|
|
1481
|
+
*
|
|
1482
|
+
* The format of this hint is a comma-separated list of language and locale,
|
|
1483
|
+
* combined with an underscore, as is a common format: "en_GB". Locale is
|
|
1484
|
+
* optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
|
|
1485
|
+
*/
|
|
1486
|
+
#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
|
|
1487
|
+
|
|
1488
|
+
|
|
1046
1489
|
/**
|
|
1047
1490
|
* \brief An enumeration of hint priorities
|
|
1048
1491
|
*/
|