early-access version 1667

This commit is contained in:
pineappleEA
2021-05-09 11:30:38 +02:00
parent 5e268d25d7
commit 5dbb928ff2
1069 changed files with 38272 additions and 14437 deletions

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@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2021 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
@@ -604,17 +604,6 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
/**
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
@@ -627,9 +616,64 @@ extern "C" {
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value will also
* control the state of extended reports on PS5 controllers when the
* SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
/**
* \brief A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS5 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*
* For compatibility with applications written for versions of SDL prior
* to the introduction of PS5 controller support, this value defaults to
* the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
/**
* \brief A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
*
* This variable can be set to the following values:
* "0" - player LEDs are not enabled
* "1" - player LEDs are enabled (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
/**
* \brief A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
*
* This variable can be set to the following values:
* "0" - HIDAPI driver is not used
* "1" - HIDAPI driver is used
*
* The default is the value of SDL_HINT_JOYSTICK_HIDAPI
*/
#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
/**
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
*
@@ -652,6 +696,26 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
/**
* \brief A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
*
* This variable can be set to the following values:
* "0" - home button LED is left off
* "1" - home button LED is turned on (the default)
*/
#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
/**
* \brief A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - basic Joy-Con support with no analog input (the default)
* "1" - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
*
* This does not combine Joy-Cons into a single controller. That's up to the user.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
/**
* \brief A variable controlling whether the HIDAPI driver for XBox controllers should be used.
*
@@ -743,7 +807,7 @@ extern "C" {
*
* The higher resolution the timer, the more frequently the CPU services
* timer interrupts, and the more precise delays are, but this takes up
* power and CPU time. This hint is only used on Windows 7 and earlier.
* power and CPU time. This hint is only used on Windows.
*
* See this blog post for more information:
* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
@@ -1181,6 +1245,59 @@ extern "C" {
*/
#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
/**
* \brief Force SDL to use Critical Sections for mutexes on Windows.
* On Windows 7 and newer, Slim Reader/Writer Locks are available.
* They offer better performance, allocate no kernel ressources and
* use less memory. SDL will fall back to Critical Sections on older
* OS versions or if forced to by this hint.
* This also affects Condition Variables. When SRW mutexes are used,
* SDL will use Windows Condition Variables as well. Else, a generic
* SDL_cond implementation will be used that works with all mutexes.
*
* This variable can be set to the following values:
* "0" - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
* "1" - Force the use of Critical Sections in all cases.
*
*/
#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
/**
* \brief Force SDL to use Kernel Semaphores on Windows.
* Kernel Semaphores are inter-process and require a context
* switch on every interaction. On Windows 8 and newer, the
* WaitOnAddress API is available. Using that and atomics to
* implement semaphores increases performance.
* SDL will fall back to Kernel Objects on older OS versions
* or if forced to by this hint.
*
* This variable can be set to the following values:
* "0" - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
* "1" - Force the use of Kernel Objects in all cases.
*
*/
#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
/**
* \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
* Direct3D 9Ex contains changes to state management that can eliminate device
* loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
* some changes to your application to cope with the new behavior, so this
* is disabled by default.
*
* This hint must be set before initializing the video subsystem.
*
* For more information on Direct3D 9Ex, see:
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
* - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
*
* This variable can be set to the following values:
* "0" - Use the original Direct3D 9 API (default)
* "1" - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
*
*/
#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
/**
* \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
*
@@ -1202,11 +1319,35 @@ extern "C" {
*
* Since it's driver-specific, it's only supported where possible and
* implemented. Currently supported the following drivers:
*
* - KMSDRM (kmsdrm)
* - Raspberry Pi (raspberrypi)
*/
#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
/**
* \brief Determines whether SDL enforces that DRM master is required in order
* to initialize the KMSDRM video backend.
*
* The DRM subsystem has a concept of a "DRM master" which is a DRM client that
* has the ability to set planes, set cursor, etc. When SDL is DRM master, it
* can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
* is still able to process input and query attributes of attached displays,
* but it cannot change display state or draw to the screen directly.
*
* In some cases, it can be useful to have the KMSDRM backend even if it cannot
* be used for rendering. An app may want to use SDL for input processing while
* using another rendering API (such as an MMAL overlay on Raspberry Pi) or
* using its own code to render to DRM overlays that SDL doesn't support.
*
* This hint must be set before initializing the video subsystem.
*
* This variable can be set to the following values:
* "0" - SDL will allow usage of the KMSDRM backend without DRM master
* "1" - SDL Will require DRM master to use the KMSDRM backend (default)
*/
#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER"
/**
* \brief A variable controlling what driver to use for OpenGL ES contexts.
*
@@ -1470,6 +1611,39 @@ extern "C" {
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
/**
* \brief Specify an application role for an audio device.
*
* Some audio backends (such as Pipewire) allow you to describe the role of
* your audio stream. Among other things, this description might show up in
* a system control panel or software for displaying and manipulating media
* playback/capture graphs.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your what your program is playing (Game, Music, Movie,
* etc...).
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: "Game" or something similar.
*
* On targets where this is not supported, this hint does nothing.
*/
#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
/**
* \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
*
* By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
* and your window is full-screen. This prevents the user from getting stuck in
* your application if you've enabled keyboard grab.
*
* The variable can be set to the following values:
* "0" - SDL will not handle Alt+Tab. Your application is responsible
for handling Alt+Tab while the keyboard is grabbed.
* "1" - SDL will minimize your window when Alt+Tab is pressed (default)
*/
#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
/**
* \brief Override for SDL_GetPreferredLocales()
@@ -1498,71 +1672,113 @@ typedef enum
/**
* \brief Set a hint with a specific priority
* Set a hint with a specific priority.
*
* The priority controls the behavior when setting a hint that already
* has a value. Hints will replace existing hints of their priority and
* lower. Environment variables are considered to have override priority.
* The priority controls the behavior when setting a hint that already has a
* value. Hints will replace existing hints of their priority and lower.
* Environment variables are considered to have override priority.
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
* \param name the hint to set
* \param value the value of the hint variable
* \param priority the SDL_HintPriority level for the hint
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
*
* \sa SDL_GetHint
* \sa SDL_SetHint
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
const char *value,
SDL_HintPriority priority);
/**
* \brief Set a hint with normal priority
* Set a hint with normal priority.
*
* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
* Hints will not be set if there is an existing override hint or environment
* variable that takes precedence. You can use SDL_SetHintWithPriority() to
* set the hint with override priority instead.
*
* \param name the hint to set
* \param value the value of the hint variable
* \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
*
* \sa SDL_GetHint
* \sa SDL_SetHintWithPriority
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
const char *value);
/**
* \brief Get a hint
* Get the value of a hint.
*
* \return The string value of a hint variable.
* \param name the hint to query
* \returns the string value of a hint or NULL if the hint isn't set.
*
* \sa SDL_SetHint
* \sa SDL_SetHintWithPriority
*/
extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
/**
* \brief Get a hint
* Get the boolean value of a hint variable.
*
* \return The boolean value of a hint variable.
* \param name the name of the hint to get the boolean value from
* \param default_value the value to return if the hint does not exist
* \returns the boolean value of a hint or the provided default value if the
* hint does not exist.
*
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_GetHint
* \sa SDL_SetHint
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
/**
* \brief type definition of the hint callback function.
* Type definition of the hint callback function.
*
* \param userdata what was passed as `userdata` to SDL_AddHintCallback()
* \param name what was passed as `name` to SDL_AddHintCallback()
* \param oldValue the previous hint value
* \param newValue the new value hint is to be set to
*/
typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
/**
* \brief Add a function to watch a particular hint
* Add a function to watch a particular hint.
*
* \param name The hint to watch
* \param callback The function to call when the hint value changes
* \param userdata A pointer to pass to the callback function
* \param name the hint to watch
* \param callback An SDL_HintCallback function that will be called when the
* hint value changes
* \param userdata a pointer to pass to the callback function
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DelHintCallback
*/
extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Remove a function watching a particular hint
* Remove a function watching a particular hint.
*
* \param name The hint being watched
* \param callback The function being called when the hint value changes
* \param userdata A pointer being passed to the callback function
* \param name the hint being watched
* \param callback An SDL_HintCallback function that will be called when the
* hint value changes
* \param userdata a pointer being passed to the callback function
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AddHintCallback
*/
extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
SDL_HintCallback callback,
void *userdata);
/**
* \brief Clear all hints
* Clear all hints.
*
* This function is called during SDL_Quit() to free stored hints.
* This function is automatically called during SDL_Quit().
*/
extern DECLSPEC void SDLCALL SDL_ClearHints(void);