279dabfc96 cocoa: Don't use trick of briefly focusing the Dock on newer macOS releases. afa27243df Ignore sensor delta values that look like they're out of range cd98b66114 Allow overriding SDL_FORK_MESSAGEBOX in build environment 8d5bf053f7 Fixed detecting 8BitDo sensor timestamp on older firmware 0ac1241b7a x11: Always update the borders on frame extent events f40bf44928 Removed unnecessary include 6d3e8b749e add 8BitDo Controller sensor_timestamp (#13278) 727b4924c8 Update the viewport when logical presentation changes de6a23028a Fix #13276: Crash in SDL_GetAudioDeviceChannelMap 8442d4f0f7 joystick: Add support Xbox Adaptive Controller 3cd979b353 SDL_render.h: enum SDL_TextureAddressMode: Removed trailing comma db3a35e9bc joystick: Fix MSVC errors C2099 with `/fp:strict` 9ed83e71f6 Fixed memory leaks in KMSDRM property handling 603118c340 Sync SDL3 wiki -> header aa4f916b71 Renamed SDL_PROP_AUDIOSTREAM_KEEP_ON_SHUTDOWN_BOOLEAN to SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN 6cfe211142 Sync SDL3 wiki -> header 274aa0242e audio: Let apps save an audio stream from destruction during SDL_Quit(). (#13244) af8bee2dd1 alsa: change an SDL_LogError into SDL_LogDebug. bbc674b9e7 test: Fix resource paths in testtray 796961acec Resolve bug for calibration Nintendo Switch Pro Controller (#13260) 3a6f9e01f8 Fixed Nintendo Switch thumbstick calibration 038a3806eb Fixed Nintendo Switch Pro thumbstick calibration e6c2649afc Updated testffmpeg for ffmpeg 7.1 e80d084766 expose events originating from a live-resize set the data1 field to 1. 6aedc488d3 win32: Invalidate window message mouse button flags when reading buttons from raw input or GameInput 81e3066303 hidapi/libusb: disable C5287 warning in MSVC builds 7d9fd48557 alsa: recover from snd_pcm_avail() returning -EPIPE e68f5ca99a alsa: use udev if available instead of a hotplug thread 051ce0ff89 alsa: fixed disconnecting the microphone when opened 5fcc83d93b Vita Render: Limit the scope of cliprect to viewport 1bd5110ff0 Vita: Fixed absence of clipping when viewport is set eb04219efe audio: Enumerating audio devices will skip zombie devices still in the hash. d06b6e42d2 Sync SDL3 wiki -> header c19ad189dc Clarify that SDL_GetAudioStreamDevice() returns the logical device. 7882e60f0e Don't log an error for disconnected audio devices e4e29b8601 Fix support for F21 to F24 scancodes on Linux d7939abf42 Use consistent style for pointer declarations and casts 390fe65323 test: Fix a window parenting bug in testmodal ca9b7c8ea3 video: Explicitly disallow setting the parent of a window to itself c04624972e alsa: Simplify ALSA_WaitDevice. b4ac5f43f5 include: Fixed copy/paste error in endian-specific SDL_Read function docs. 3896b1b3f4 wikiheaders: Let each subproject specify how to find their property symbols. efed3c63b3 Added support for an alternate version of the Vader 4 Pro d6bae53341 Added support for an alternate version of the Vader 4 Pro f62c982bcf Reverted Accelerometer and Gyro displays to throttled display (10hz) b833c618a9 Improved reliability detecting FlyDigi Vader controllers 0e262dfd44 Sync SDL3 wiki -> header 6c406dd122 include: a couple of documentation tweaks and typo fixes. 42c9fe119d Sync SDL3 wiki -> header f5d1402c28 Flydigi Vader 4 Pro IMU rate correction (#13215) 1e886c8a2f 8 bitdo polling rate corrections (#13221) 913b611ccd Added tools for evaluating gyroscope accuracy and IMU polling rates. (#13209) e2239c36d3 wayland: Ensure that the tablet tool list is always initialized to empty ec1297199e wayland: Implement the pointer warp protocol 558a89fdb6 Read Switch controller gyro/accel sensitivity coeffs (SDL3) fd4ffa6d27 Sync SDL3 wiki -> header c5b1341757 Tweak Vulkan include guard check and 64-bit platform defines (#13210) e18a6313de Added gyro support for the Flydigi Vader 3 Pro controller 71f479b4aa Fix a broken link inside README-cmake.md that's meant to send to README-linux.md also made said link more consistent with other links by adding .md suffix f2bcfe3dd2 Correct the texture format used for the N-Gage (#13192) 685f1720fe Revert "[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked" a89a20a9ab Fix Markdown typo in Arch Linux dependencies docs cbc9d662ea [Nokia N-Gage] Add define to disable FPS counter by default. d9af41b5ac cmake: more private definitions 5826966873 Fixed replacing existing specific gamepad mappings f90a21483c Added support for the ZEROPLUS P4 Wired Gamepad 638acdc02a Remove the CRC from automatically generated gamepad mappings 45eb6310a8 x11: Resize fixed-size windows after mapping on xmonad 7dd5e765df joystick: Report battery on GIP controllers c54a017f47 joystick: Clean up Elite Button handling 559efd58e2 joystick: Add headset stub to GIP driver 7cc3feeb1b keyboard: Search for the correct base key value when querying the keycode from a scancode 22fa45b3c1 win32: Ensure that text input is initially disabled when creating a window c240ed976f Sync SDL3 wiki -> header 27464ffb08 Clarify that icon and cursor alternate images are added with SDL_AddSurfaceAlternateImage() 2ef7944170 [Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked d86fb8a83a gdk: Ignore focus loss events caused by text input showing the OSK 6622f4e1ea Added support for the NACON Revolution X Unlimited controller on macOS 45aa497813 [Nokia N-Gage] Fix SDL_GetPerformanceFrequency and SDL_GetPerformanceCounter 7457857304 Fixed input from the MayFlash GameCube adapter with version 7 firmware 1ec12b38e5 Sync SDL3 wiki -> header b6c4a46b85 workflows: Use stable Steam Runtime 3 on both x86_64 and arm64 fbba5b272a GPU: Binding validation and prevent null dereference if expected binding is missing (#13164) cf6c42e6e6 Use HEAPU8.set rather than Module.HEAPU8.set (thanks @sbc100!) 4b0f48c4cf Mark gamepads as invalid if they can't be opened a314a58e7e Sync SDL3 wiki -> header d283f4651c Sync SDL3 wiki -> header 8510331f66 .wikiheaders-options: Add Tray to quickreference categories. b8187e2abd wikiheaders: Trim whitespace from end of lines in section headers. 9e0d9f30a7 x11: Be a little less aggressive with Xinput2IsInitialized checks. 57b6e6c7f9 Checks if xinput is loaded before trying to call xinput functions ac3ab026fe audio: corrected comment about device format minimums. 83cc3bc234 audio: Opened device spec must be >= simple minimums, not device's defaults. 14a4ae521a pulseaudio: Request more recording data per-fragment. 3a4de2ad89 Sync SDL3 wiki -> header 47717f22fd cocoa: Always add a window-sized NSTrackingArea to each window. f61d956a04 cocoa: add explicit tracking areas to the window. 58afb0d8ae wayland: Update xkbcommon names and types c764e8864b wayland: Update xkbcommon to avoid using deprecated modifier names b61586b492 [Nokia N-Gage] Increase max. texture size from 256 to 1024; the previous setting was chosen at random and does not necessarily make sense in practice. 329b5f27d6 fix preprocessor directive for SDL_RESTRICT definition in C99 case. 0d58594e66 fix inverted __STDC_VERSION__ condition in SDL_RESTRICT definition. 6a686185f7 SDL_begin_code.h: Actually define SDL_RESTRICT. 51dfca813b Pass text input rect to steam deck keyboard invocation 520d73ae57 include/SDL_gpu: fix bool members documentation indentation a26e5f32e0 Gyro degrees per second is 2000 across all 8bitdo controllers (#13147) fc1c0618de kmsdrm: fixed creating GBM surfaces on NVIDIA cards 03a6d98aee Update SDL_pixels.h 885e611f3c Added macros to push/pop error messages while cleaning up 61d105247e Fixed typos 7db0ac7380 Updated SDL_StretchSurface() documentation ca988dbc2c Bail out if Xrandr returns zero CRTCs in the X11 messagebox implementation c147ddf3e3 Do not use Xrandr if the extension is not queryable in the X11 messagebox implementation df07c09f55 Use visuals and colormapsin the X11 messagebox implementation 737b9e117d Removed obsolete documentation d2be547642 Removed spurious parentheses 36936cbf37 Set the serial number to the Bluetooth MAC address for 8BitDo controllers f80e819c5b Sync SDL3 wiki -> header b7082e7e18 Sync SDL3 wiki -> header 3940c660be begin_code: Added SDL_ALIGNED macro. aa870d511e Disable SDL_HINT_JOYSTICK_RAWINPUT by default db972604a8 gpu: Xbox buildfix 8a2e2e75d1 Simplified loop logic b4f7948410 Ensure that report 06 command reads normally e3d44cdd51 wayland: Use raw timestamps to calculate the elapsed repeat time on a key up event b51273512b Sync SDL3 wiki -> header 988c0be934 Sync SDL3 wiki -> header 9b025e3cab PSP fullscreen is the only mode (#13125) 08b6f6175a Sync SDL3 wiki -> header 5e50d39b38 audio: Added SDL_PutAudioStreamDataNoCopy. 25db127450 SDL_video.c: remove two stray line continuation chars . 168d1a9253 emscripten: Proxy Emscripten_GetSystemTheme and EMSCRIPTENAUDIO_OpenDevice to the main thread. f62572344f Clean up INTERFACE_COMPILE_OPTIONS b70919ecd9 x11: Assume the window was mapped after showing 0657ece55d x11: Always send fullscreen dimensions except on XWayland 1f6b5c681d Set the initial axis values for HIDAPI and XInput controllers fdc4f8fa39 x11: Include the XTest header when needed 2b4d61e4a6 VITA: support only fullscreen windows. Fixes #13079 4cd889cb13 joystick: Several minor GIP fixes 0a7548230c Sync SDL3 wiki -> header c9cf4c42e0 Improved HIDAPI support for Flydigi controllers ead32c706d fix error handling in WideCharToMultiByte 8ddb074889 bugfix advancing UTF-8 length in UTF-16 string dcdbc0bf9f README-documentation-rules: Add a note about being UTF-8 only! 56bb73a8d2 README-ngage.md: Really actually got all the non-UTF-8 characters this time! ecef0d3564 README-ngage.md: Found a few more non-UTF-8 things. fb7afabbd6 README-ngage.md: Removed non-UTF-8 character. 73ca59b423 Sync SDL3 wiki -> header 136a44b0bd Sync SDL3 wiki -> header 7ae64592c9 Restore support for the Nokia N-Gage (#12148) 26f9940f82 Sync SDL3 wiki -> header 6f994cc7a8 Fixed macOS build 354895d975 Add Flydigi VADER 4 Pro HIDAPI support (#12874) 8d9a4fe843 stdinc: Corrected documentation for SDL_atan2 and SDL_atan2f. abcfa1b7de wayland: Use SDL_memcpy instead of SDL_copyp to copy the repeated text string 22828d5f2a Fix #13083 segfault in `SDL_RemoveTrayEntry()` for submenu entries 264eb8d440 Fixed the Bluetooth flag for the combined Joy-Con controller 05f779f61e wayland: Cap the max key repeat elapsed time 20e8ac0075 wayland: Fix keymap changed event spam with non-latin keyboard layouts b8e055ce64 use SDL style - else on same line as closing brace 8e22194217 get preferred locales on android c08b1049d3 gpu/d3d12: Acknowledge that we've bound vertex buffers (#13088) c89357bf60 Fix wrong callback type f4942b3eae GPU: Update D3D12 to create multisample textures with default MSAA alignment c7549eb0b6 wayland: Set the text input cursor rect properly 3be57ec774 docs: fix man page return value section generation 2dad6534b8 GPU: Add missing compute-writeable texture formats 992e4c59bd Fixed rare crash trying to interrupt SDL_WaitEvent() 4db8fe2f9b Sync SDL3 wiki -> header 6c61a94a4b wayland: Don't add the nanosecond timestamp offset to the pre-conversion millisecond value 25f2376e79 Fixed touch not being delivered as mouse events by default on Vita afd1e51023 Fix: GameCube controller adapter hotplug not working 510126ee63 gpu: Check shader format support in PrepareDriver 8289656a4e GPU: Update to set supported shader formats inside CreateDevice 514d96de07 Sync SDL3 wiki -> header d6a99752b7 Fix properties name in SDL_CreateGPUDeviceWithProperties 3dceb728b7 Suppress spammy gamepad and joystick update events b0a282e31f wayland: Enable relative pointer mode based on the window flag 968222e74f Fix #13057 - fixes bug with NSEventTypeMouseMoved having a NULL window causing us to suppress future mouse move events because the window was considered out of focus. d16371b923 Fix reference to nonexistent "README-3ds.md" 945eb6dc87 MacOS: fix cocoa clipboard text b08d79b832 GPU: Check that a texture format is valid for compute writes (#13044) 604c192154 GPU: Always return NULL if beginning a pass fails an assert check 252129f433 GPU: Debug mode layer and level index checks db154c8b9b Added HIDAPI mapping for the 8BitDo SF30 Pro ec685e87fd Clarify logic in UpdateLogicalPresentation() 8aa5b97bb5 renderer: Always use the output size when updating the main view 1f7aa16eae wikiheaders: Man pages should escape apostrophe chars. cf62637261 joystick: Add support for Xbox One Chatpad attachment 83cbf7f811 Sync SDL3 wiki -> header f85f83ec7c SDL GPU: Implemented opt out Vulkan device features (#13016) 1eeffc5933 Revert "x11: Send key events for dead keys consumed by the IME" 3304d24bea Revert "x11: Filter out duplicate key presses when an IME is active" cd95152b2c Fixed crash if out of memory in the Vulkan GPU driver 70b2d162e3 audio: Assert that all devices from device_hash are the appropriate type 83d4dce697 wayland: Remove all window references from seats when destroying a window 0a34279578 audio: Fix SDL_GetAudioDeviceName() not working with logical devices. e2f7c4046c Sync SDL3 wiki -> header f6c1e81394 [Process API] Quoting enhancements (#12946) 9a6f70d75a tray: Fix wrong `fByPositon` parameter of SetMenuItemInfoW in SDL_SetTrayEntryLabel 38da39c8c9 Added rightx and righty 2ae3418260 GPU Vulkan: set correct destination usage mode for storage buffer read/write bindings (#13009) c6e9d6cc79 AAudio: Implemented sample frames hint aaa5d70efc wayland: Check the cursor visibility flag when updating seat pointers e1066ceea1 Revert "pulseaudio: cleanup TLS every time we finish a threaded-mainloop callback." 84308e7fba x11: Fix the Openbox quirk flag 6344712b04 GPU Vulkan: fix for Swapchain Semaphore Reuse 3f2226a917 Add progress bar support for Linux e90f7ac4a8 Add hid_version and hid_version_str to renamed LIBUSB impl symbols f92843da83 Sync SDL3 wiki -> header 86b206dadf GPU: Special case to avoid assert on GenerateMipmaps (#12995) 7b3bd8c538 joystick: Improve GIP metadata retry 367cf9ba63 joystick: Always continue processing GIP packets 955a49c883 joystick: Add quirk for no impulse vibration on the Spectra Pro 82899501b5 joystick: Fix GIP fast ACK issue 9e0edea16f joystick: Assume GIP gamepads have the LED command if no metadata is present 9a96960728 joystick: Sort out GIP vendor messages into the supported interfaces 72dd79752e joystick: Add initial support for GIP flight sticks 2248d3812e joystick: Rework GIP code to allow separate states for individual attachments 87fe9ef79b Fixed crash if WGI isn't correlated in RAWINPUT_JoystickRumble() 29d2116495 Define illegal_instruction() when it will be actually used 2aa0957081 Fixed 8BitDo Ultimate 2 Wireless controller on macOS ad55597715 ci: Update Steam Linux Runtime tasks. 36c3a7a5e2 ci: Add slrsniper-arm64 task 8690a9ab54 Prefer the HIDAPI driver for 8BitDo controllers on macOS 2b57d58f7d Added GCController mapping for the 8BitDo SN30 Pro on macOS d157600d3d Added GCController mapping for the 8BitDo Pro 2 on macOS 09c8d4b556 Sync SDL3 wiki -> header 37b86a6d2f windows: fix Unicode function and type inconsistencies d9e58baa6d fixed the field of SDL_MouseMotionTransformCallback e7a765d648 Replace SDL_free with delete for new-allocated objects 5bee85408c Cleanup 8BitDo HIDAPI support for SF30 Pro and SN30 Pro 89a8cf2505 Sync SDL3 wiki -> header 6b048f59d7 fix #12963 2b3c481215 add 8BitDo Controller (#12964) ca47dc59a9 Fixed building with the OpenVR video driver 195ad85ba4 Fixed typo f4813ca2cf x11: Filter out duplicate key presses when an IME is active 8e1f4bafb4 [emscripten] Remove referenc to Module['createContext'] 1dbb813316 VITA: fix audio playback 20f783532b Sync SDL3 wiki -> header bbd973c8d2 Sync SDL3 wiki -> header 71303b41bf Sync SDL3 wiki -> header a7344206e8 wikiheaders: Patched to compile. 06c2f9fcfc wikiheaders: Correct wiki README digest links. ad46394e82 wikiheaders: README.md should be READMEs.md 2c97a48c51 wikiheaders: READMEs go in the base dir of the wiki now. 92a5417a98 docs: Tweak some minor things to keep wikiheaders happy. d357aa29a3 Fixed initializing the OpenVR driver f8c77908ad Use motor sequence ID 0 in the HIDAPI GIP driver 33e5f4885a x11: Don't update grab on enter when the mouse is captured 1abac3ccc3 Revert "x11: Better handle XInput2 mouse tracking outside the window" 85d2345bd8 Sync SDL3 wiki -> header 5bd886519b Sync SDL3 wiki -> header c6362b4788 tests: Revert some leftover testing code c91f9f6968 x11: #ifdef the XRandR path in the message box code 7490471796 cpuinfo: Use auxv for AltiVec on Linux if possible 17bba029ba don't prototype strdup() for __clang_analyzer__ case in windows builds. 15c6acf74f capture g27 shifter r input 795d1ae1fb testmessage: Don't push the event if "Retry" was chosen. d73fe0bc53 win32: Hide the borders when showing a fullscreen window ab12b7cbba Added support for the share button on the GameSir-K1 FLUX controller 1e6a25324c Added support for the PowerA Battle Dragon Advanced Wireless Controller 57346f2ba8 dialog: Cocoa backend should reactivate the app after the modal dialog. caf269ce00 Added a link to the GIP documentation 34c045aa39 Fixed paddles on the Xbox Elite controller using the GIP driver 0447c2f3c3 events: Add integer wheel fields for sdl2-compat ae251a05be Fixed warning: no previous prototype for function 'GIP_ParseMetadata' 193b0c8963 uikit: Use SDL_RunOnMainThread instead of dispatch_sync for message boxes. 691cc5bb5e dialog: Cocoa shouldn't crash if there's a '.' in the filters. 4ef8b6ce1b X11: Center Message Box on Multi Monitor Displays (#12819) c5d5967c3a video: Store the preferred fullscreen display in a property for sdl2-compat 11e1d4a145 Sync SDL3 wiki -> header 00f3a82ada Joystick: Add new GIP driver to replace old Xbox One wired driver 48dfc03a87 Added the gamepad hint SDL_GAMECONTROLLER_USE_GAMECUBE_LABELS 21a7bbbf14 Restore compatibility with older GameCube mappings 3730128e33 Simplify WIN_CreateHCursor (#12933) 6a0505c090 wayland: Remove unnecessary function call fdd8b5d630 wayland: Query the mouse global button states from the seats e3df61b070 Fixed right mouse button emulation when using a pen 106ccc722e Fixed missing simulated mouse events using a Wacom tablet 8ae962c904 Fixed build e04064350f Fixed right click mouse emulation for the Wacom tablet a163257295 GPU: Validate that textures are not bound for both read and write on render passes (#12925) ea67133e4f pen: Windows can't check WM_POINTER[DOWN|UP] for touches directly. f131791005 Sync SDL3 wiki -> header e1a41c1c97 GPU Vulkan: Add locks for layout object lookups (#12924) fd5380ffc6 Sync SDL3 wiki -> header b871ac0d97 Add support for non-constrained and non-grabbing popups 8abcc27535 Removed timeout in SDL_RunOnMainThread() ef54c3bf18 Always enable D3D12 GPU on Windows 39d3148185 events: Fix undefined behavior when disabling some event types 510c7edd9b migrate usage of SetCursor(NULL) to RedrawCursor() 4779499048 Split the redraw effect to own function 6c172e5220 SDL_SetCursor should not skip focus check cbf44700d8 bytepusher example: always render text to render target and remove unused variable faddff1bcc Sync SDL3 wiki -> header 31650d566c Added SDL_GAMEPAD_TYPE_GAMECUBE c4d5cc358f streamline boolean logic 441e7e488f invert cursor_visible to hide_cursor d553372682 rename cursor_shown to cursor_visible 016ba86f93 tray, unix: make pointers g_object_ref and g_object_ref_sink static 6f5892e543 cocoa: Immediately update the mouse focus when showing/hiding a popup menu 8c733d1f7b x11: Better handle XInput2 mouse tracking outside the window 0dbf585ace fix SDL_audiocvt.c MSVC build. af0972c33f audio: SDL_PutAudioStreamPlanarData should take a channel count. 5f03cb3882 d3d12: Patched to compile with GDK builds. 360cc2791f test/msdf_font.bmp: mark as non-executable. 34fe967f3e Sync SDL3 wiki -> header 22692e308f events: Added SDL_GetEventDescription(). c2ed58db7b windows: Fix stale zoom/iconic state in WM_WINDOWPOSCHANGED handler 14ae45c2b8 GDK: Handle ProjectDir with space faa2e40406 gpu: Warn about Direct3D 12 texture alignment requirements. 2e45198299 Sync SDL3 wiki -> header 608f706a95 audio: Added SDL_SetAudioIterationCallbacks(). 18a86ea6bb testaudio: Use SDL_SetAppMetadata at startup. a9bee3c0bf pipewire: Use a more specific stream name than "Audio Stream". 2767c1a440 aaudio: We PlayDevice first and WaitDevice after; reduce semaphore count by 1. 7642c0468d Log information about Wayland environment detection 5b1e92ae88 cmake: use CMAKE_ANDROID_NDK variable as root of Android ndk 09b2aae47e cocoa: Popup menus always accept first click 29ef31d589 Sync SDL3 wiki -> header 15cb9bd610 Sync SDL3 wiki -> header b28449a58c audio: Tweak SDL_GetAudioDeviceName. da3c864d4c Reset the keyboard when entering a modal loop on Windows a82f70dc21 use GetMessagePos instead of GetCursorPos bfbeaca29f inline WIN_UpdateMouseCapture de2c5c33b7 SDL_hidapi_steamdeck: report touch controller events 5cacdf2513 Fix crash in UIKit indirect pointer handling 32bbabe2a5 Add Padix Rockfire devices (#12884) 7e1d4f843c Emscripten: fix incorrect error check for WebGL context creation fcdaff4110 Fixed compiler warning dd625a6763 defer clipcursor refresh unto pump finish c84c2aa2c4 pass ground-truth cursor pos to WIN_UpdateFocus 11a3296a42 x11: Handle size/position events arriving before state events d50520462a Add and use SDL_HapticEffectID typedef fb940fff80 audio: Fix warning C4701: potentially uninitialized local variable 'isstack' used e8bd9cc150 audio: SDL_GetAudioDeviceName() doesn't need a full device lock. 3343cb2147 gpu: rework alpha-to-coverage validation ceb9fecfc1 Joystick: Add trigger rumble resend c81b62293a GPU D3D12 - Update to use typeless formats for depth buffer (#12701) 27b256022b SDL_GetRectIntersectionFloat(): Allow rendering zero-sized srcrect d04b28926c GPU: Make D3D12 debug layers optional 695cad459b Corrected documentation for SDL_SetGPUSwapchainParameters() 2b16c961ea Add and use typedefs SDL_HapticEffectType and SDL_HapticDirectionType a1332d77f6 wayland: Cleanup timestamp handling b5ed0d0138 stb_image.h: apply mainstream PR/1736 e3181a0bcd Sync SDL3 wiki -> header e3507b390e examples: added audio/05-planar-data 3905aa0587 audio: Added SDL_PutAudioStreamPlanarData. 483d1c36ed comments: Fixed a few typos I ran into in the audio code. 727a5fae59 Sync SDL3 wiki -> header 5a8be8e4c2 Fixed formatting 6e4ace310c GPU: Validate shader bytecode 89d7d406ab Added tests to cover invalid surface blits fe849f1572 SDL_BlitSurfaceScaled(): Do not divide by zero 8017d38adc SDL_BlitSurfaceScaled(): Do not blit if surfaces have no pixel data 18fbe6a92f Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER 6a6917b0df Sync SDL3 wiki -> header e70a49892b Add missing type suffix to SDL_PROP_WINDOW_OPENVR_OVERLAY_ID a696b108ac SDL_BlitSurface() comment: Remove sentence about final blit rect being stored in srcrect and dstrect c076b0d17f Removed incorrect documentation for SDL_RenderViewportSet() 47162a4168 x11: Send key events for dead keys consumed by the IME 3aed80cd82 Updated documentation for SDL_HINT_GPU_DRIVER 86b3369491 wayland: Check the origin of clipboard offers before forwarding them to the client 23a7a74133 Sync SDL3 wiki -> header 3be0ec5631 Sync SDL3 wiki -> header 5bd1578a45 wayland: Account for timer rollover when calculating the elapsed time for key repeats. 10f51da28d cocoa: Use CGFLOAT_MAX for unbounded max window dimensions 3519a59d8f The SDL_BUTTON_*MASK defines must come immediately after the SDL_MouseButtonFlags typedef to be associated 8e0b39f465 Sync SDL3 wiki -> header 9da46bc37f win32: Check internal data when positioning child windows git-subtree-dir: external/SDL git-subtree-split: 279dabfc96631965f8dad2e39d57daa4b9130d24
676 lines
26 KiB
C
676 lines
26 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryMain
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*
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* Redefine main() if necessary so that it is called by SDL.
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*
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* In order to make this consistent on all platforms, the application's main()
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* should look like this:
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*
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* ```c
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* #include <SDL3/SDL.h>
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* #include <SDL3/SDL_main.h>
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*
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* int main(int argc, char *argv[])
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* {
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* }
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* ```
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*
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* SDL will take care of platform specific details on how it gets called.
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*
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* This is also where an app can be configured to use the main callbacks, via
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* the SDL_MAIN_USE_CALLBACKS macro.
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*
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* SDL_main.h is a "single-header library," which is to say that including
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* this header inserts code into your program, and you should only include it
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* once in most cases. SDL.h does not include this header automatically.
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*
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* For more information, see:
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*
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* https://wiki.libsdl.org/SDL3/README-main-functions
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*/
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include <SDL3/SDL_platform_defines.h>
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#ifdef SDL_WIKI_DOCUMENTATION_SECTION
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/**
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* Inform SDL that the app is providing an entry point instead of SDL.
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*
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* SDL does not define this macro, but will check if it is defined when
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* including `SDL_main.h`. If defined, SDL will expect the app to provide the
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* proper entry point for the platform, and all the other magic details
|
|
* needed, like manually calling SDL_SetMainReady.
|
|
*
|
|
* Please see [README-main-functions](README-main-functions), (or
|
|
* docs/README-main-functions.md in the source tree) for a more detailed
|
|
* explanation.
|
|
*
|
|
* \since This macro is used by the headers since SDL 3.2.0.
|
|
*/
|
|
#define SDL_MAIN_HANDLED 1
|
|
|
|
/**
|
|
* Inform SDL to use the main callbacks instead of main.
|
|
*
|
|
* SDL does not define this macro, but will check if it is defined when
|
|
* including `SDL_main.h`. If defined, SDL will expect the app to provide
|
|
* several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
|
|
* SDL_AppQuit. The app should not provide a `main` function in this case, and
|
|
* doing so will likely cause the build to fail.
|
|
*
|
|
* Please see [README-main-functions](README-main-functions), (or
|
|
* docs/README-main-functions.md in the source tree) for a more detailed
|
|
* explanation.
|
|
*
|
|
* \since This macro is used by the headers since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppEvent
|
|
* \sa SDL_AppIterate
|
|
* \sa SDL_AppQuit
|
|
*/
|
|
#define SDL_MAIN_USE_CALLBACKS 1
|
|
|
|
/**
|
|
* Defined if the target platform offers a special mainline through SDL.
|
|
*
|
|
* This won't be defined otherwise. If defined, SDL's headers will redefine
|
|
* `main` to `SDL_main`.
|
|
*
|
|
* This macro is defined by `SDL_main.h`, which is not automatically included
|
|
* by `SDL.h`.
|
|
*
|
|
* Even if available, an app can define SDL_MAIN_HANDLED and provide their
|
|
* own, if they know what they're doing.
|
|
*
|
|
* This macro is used internally by SDL, and apps probably shouldn't rely on it.
|
|
*
|
|
* \since This macro is available since SDL 3.2.0.
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
/**
|
|
* Defined if the target platform _requires_ a special mainline through SDL.
|
|
*
|
|
* This won't be defined otherwise. If defined, SDL's headers will redefine
|
|
* `main` to `SDL_main`.
|
|
*
|
|
* This macro is defined by `SDL_main.h`, which is not automatically included
|
|
* by `SDL.h`.
|
|
*
|
|
* Even if required, an app can define SDL_MAIN_HANDLED and provide their
|
|
* own, if they know what they're doing.
|
|
*
|
|
* This macro is used internally by SDL, and apps probably shouldn't rely on it.
|
|
*
|
|
* \since This macro is available since SDL 3.2.0.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#endif
|
|
|
|
#if defined(__has_include)
|
|
#if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
|
|
#define SDL_PLATFORM_PRIVATE_MAIN
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef SDL_MAIN_HANDLED
|
|
#if defined(SDL_PLATFORM_PRIVATE_MAIN)
|
|
/* Private platforms may have their own ideas about entry points. */
|
|
#include "SDL_main_private.h"
|
|
|
|
#elif defined(SDL_PLATFORM_WIN32)
|
|
/* On Windows SDL provides WinMain(), which parses the command line and passes
|
|
the arguments to your main function.
|
|
|
|
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(SDL_PLATFORM_GDK)
|
|
/* On GDK, SDL provides a main function that initializes the game runtime.
|
|
|
|
If you prefer to write your own WinMain-function instead of having SDL
|
|
provide one that calls your main() function,
|
|
#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
|
|
and call the SDL_RunApp function from your entry point.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(SDL_PLATFORM_IOS)
|
|
/* On iOS SDL provides a main function that creates an application delegate
|
|
and starts the iOS application run loop.
|
|
|
|
To use it, just #include SDL_main.h in the source file that contains your
|
|
main() function.
|
|
|
|
See src/video/uikit/SDL_uikitappdelegate.m for more details.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(SDL_PLATFORM_ANDROID)
|
|
/* On Android SDL provides a Java class in SDLActivity.java that is the
|
|
main activity entry point.
|
|
|
|
See docs/README-android.md for more details on extending that class.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
/* As this is launched from Java, the real entry point (main() function)
|
|
is outside of the the binary built from this code.
|
|
This define makes sure that, unlike on other platforms, SDL_main.h
|
|
and SDL_main_impl.h export an `SDL_main()` function (to be called
|
|
from Java), but don't implement a native `int main(int argc, char* argv[])`
|
|
or similar.
|
|
*/
|
|
#define SDL_MAIN_EXPORTED
|
|
|
|
#elif defined(SDL_PLATFORM_EMSCRIPTEN)
|
|
/* On Emscripten, SDL provides a main function that converts URL
|
|
parameters that start with "SDL_" to environment variables, so
|
|
they can be used as SDL hints, etc.
|
|
|
|
This is 100% optional, so if you don't want this to happen, you may
|
|
define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(SDL_PLATFORM_PSP)
|
|
/* On PSP SDL provides a main function that sets the module info,
|
|
activates the GPU and starts the thread required to be able to exit
|
|
the software.
|
|
|
|
If you provide this yourself, you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(SDL_PLATFORM_PS2)
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#define SDL_PS2_SKIP_IOP_RESET() \
|
|
void reset_IOP(); \
|
|
void reset_IOP() {}
|
|
|
|
#elif defined(SDL_PLATFORM_3DS)
|
|
/*
|
|
On N3DS, SDL provides a main function that sets up the screens
|
|
and storage.
|
|
|
|
If you provide this yourself, you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#endif
|
|
#endif /* SDL_MAIN_HANDLED */
|
|
|
|
|
|
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
|
|
|
/**
|
|
* A macro to tag a main entry point function as exported.
|
|
*
|
|
* Most platforms don't need this, and the macro will be defined to nothing.
|
|
* Some, like Android, keep the entry points in a shared library and need to
|
|
* explicitly export the symbols.
|
|
*
|
|
* External code rarely needs this, and if it needs something, it's almost
|
|
* always SDL_DECLSPEC instead.
|
|
*
|
|
* \since This macro is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_DECLSPEC
|
|
*/
|
|
#define SDLMAIN_DECLSPEC
|
|
|
|
#elif defined(SDL_MAIN_EXPORTED)
|
|
/* We need to export SDL_main so it can be launched from external code,
|
|
like SDLActivity.java on Android */
|
|
#define SDLMAIN_DECLSPEC SDL_DECLSPEC
|
|
#else
|
|
/* usually this is empty */
|
|
#define SDLMAIN_DECLSPEC
|
|
#endif /* SDL_MAIN_EXPORTED */
|
|
|
|
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
|
|
#define main SDL_main
|
|
#endif
|
|
|
|
#include <SDL3/SDL_init.h>
|
|
#include <SDL3/SDL_begin_code.h>
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/*
|
|
* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
|
|
* SDL_main.h, and then your application will _not_ have a standard
|
|
* "main" entry point. Instead, it will operate as a collection of
|
|
* functions that are called as necessary by the system. On some
|
|
* platforms, this is just a layer where SDL drives your program
|
|
* instead of your program driving SDL, on other platforms this might
|
|
* hook into the OS to manage the lifecycle. Programs on most platforms
|
|
* can use whichever approach they prefer, but the decision boils down
|
|
* to:
|
|
*
|
|
* - Using a standard "main" function: this works like it always has for
|
|
* the past 50+ years in C programming, and your app is in control.
|
|
* - Using the callback functions: this might clean up some code,
|
|
* avoid some #ifdef blocks in your program for some platforms, be more
|
|
* resource-friendly to the system, and possibly be the primary way to
|
|
* access some future platforms (but none require this at the moment).
|
|
*
|
|
* This is up to the app; both approaches are considered valid and supported
|
|
* ways to write SDL apps.
|
|
*
|
|
* If using the callbacks, don't define a "main" function. Instead, implement
|
|
* the functions listed below in your program.
|
|
*/
|
|
#ifdef SDL_MAIN_USE_CALLBACKS
|
|
|
|
/**
|
|
* App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called by SDL once, at startup. The function should
|
|
* initialize whatever is necessary, possibly create windows and open audio
|
|
* devices, etc. The `argc` and `argv` parameters work like they would with a
|
|
* standard "main" function.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should do any
|
|
* one-time setup it requires and then return.
|
|
*
|
|
* The app may optionally assign a pointer to `*appstate`. This pointer will
|
|
* be provided on every future call to the other entry points, to allow
|
|
* application state to be preserved between functions without the app needing
|
|
* to use a global variable. If this isn't set, the pointer will be NULL in
|
|
* future entry points.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will proceed to normal
|
|
* operation, and will begin receiving repeated calls to SDL_AppIterate and
|
|
* SDL_AppEvent for the life of the program. If this function returns
|
|
* SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
|
|
* an exit code that reports an error to the platform. If it returns
|
|
* SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
|
|
* that reports success to the platform.
|
|
*
|
|
* This function is called by SDL on the main thread.
|
|
*
|
|
* \param appstate a place where the app can optionally store a pointer for
|
|
* future use.
|
|
* \param argc the standard ANSI C main's argc; number of elements in `argv`.
|
|
* \param argv the standard ANSI C main's argv; array of command line
|
|
* arguments.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_AppIterate
|
|
* \sa SDL_AppEvent
|
|
* \sa SDL_AppQuit
|
|
*/
|
|
extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
|
|
|
|
/**
|
|
* App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called repeatedly by SDL after SDL_AppInit returns
|
|
* SDL_APP_CONTINUE. The function should operate as a single iteration the
|
|
* program's primary loop; it should update whatever state it needs and draw a
|
|
* new frame of video, usually.
|
|
*
|
|
* On some platforms, this function will be called at the refresh rate of the
|
|
* display (which might change during the life of your app!). There are no
|
|
* promises made about what frequency this function might run at. You should
|
|
* use SDL's timer functions if you need to see how much time has passed since
|
|
* the last iteration.
|
|
*
|
|
* There is no need to process the SDL event queue during this function; SDL
|
|
* will send events as they arrive in SDL_AppEvent, and in most cases the
|
|
* event queue will be empty when this function runs anyhow.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should do one
|
|
* iteration of whatever the program does and return.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will continue normal
|
|
* operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
|
|
* the life of the program. If this function returns SDL_APP_FAILURE, SDL will
|
|
* call SDL_AppQuit and terminate the process with an exit code that reports
|
|
* an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
|
|
* SDL_AppQuit and terminates with an exit code that reports success to the
|
|
* platform.
|
|
*
|
|
* This function is called by SDL on the main thread.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \threadsafety This function may get called concurrently with SDL_AppEvent()
|
|
* for events not pushed on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppEvent
|
|
*/
|
|
extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
|
|
|
|
/**
|
|
* App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called as needed by SDL after SDL_AppInit returns
|
|
* SDL_APP_CONTINUE. It is called once for each new event.
|
|
*
|
|
* There is (currently) no guarantee about what thread this will be called
|
|
* from; whatever thread pushes an event onto SDL's queue will trigger this
|
|
* function. SDL is responsible for pumping the event queue between each call
|
|
* to SDL_AppIterate, so in normal operation one should only get events in a
|
|
* serial fashion, but be careful if you have a thread that explicitly calls
|
|
* SDL_PushEvent. SDL itself will push events to the queue on the main thread.
|
|
*
|
|
* Events sent to this function are not owned by the app; if you need to save
|
|
* the data, you should copy it.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should handle the
|
|
* provided event appropriately and return.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will continue normal
|
|
* operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
|
|
* the life of the program. If this function returns SDL_APP_FAILURE, SDL will
|
|
* call SDL_AppQuit and terminate the process with an exit code that reports
|
|
* an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
|
|
* SDL_AppQuit and terminates with an exit code that reports success to the
|
|
* platform.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
* \param event the new event for the app to examine.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \threadsafety This function may get called concurrently with
|
|
* SDL_AppIterate() or SDL_AppQuit() for events not pushed from
|
|
* the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppIterate
|
|
*/
|
|
extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
|
|
|
|
/**
|
|
* App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called once by SDL before terminating the program.
|
|
*
|
|
* This function will be called no matter what, even if SDL_AppInit requests
|
|
* termination.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should
|
|
* deinitialize any resources necessary, perform whatever shutdown activities,
|
|
* and return.
|
|
*
|
|
* You do not need to call SDL_Quit() in this function, as SDL will call it
|
|
* after this function returns and before the process terminates, but it is
|
|
* safe to do so.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
|
|
* function call is the last time this pointer will be provided, so any
|
|
* resources to it should be cleaned up here.
|
|
*
|
|
* This function is called by SDL on the main thread.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
* \param result the result code that terminated the app (success or failure).
|
|
*
|
|
* \threadsafety SDL_AppEvent() may get called concurrently with this function
|
|
* if other threads that push events are still active.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
*/
|
|
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
|
|
|
|
#endif /* SDL_MAIN_USE_CALLBACKS */
|
|
|
|
|
|
/**
|
|
* The prototype for the application's main() function
|
|
*
|
|
* \param argc an ANSI-C style main function's argc.
|
|
* \param argv an ANSI-C style main function's argv.
|
|
* \returns an ANSI-C main return code; generally 0 is considered successful
|
|
* program completion, and small non-zero values are considered
|
|
* errors.
|
|
*
|
|
* \since This datatype is available since SDL 3.2.0.
|
|
*/
|
|
typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
|
|
|
|
/**
|
|
* An app-supplied function for program entry.
|
|
*
|
|
* Apps do not directly create this function; they should create a standard
|
|
* ANSI-C `main` function instead. If SDL needs to insert some startup code
|
|
* before `main` runs, or the platform doesn't actually _use_ a function
|
|
* called "main", SDL will do some macro magic to redefine `main` to
|
|
* `SDL_main` and provide its own `main`.
|
|
*
|
|
* Apps should include `SDL_main.h` in the same file as their `main` function,
|
|
* and they should not use that symbol for anything else in that file, as it
|
|
* might get redefined.
|
|
*
|
|
* This function is only provided by the app if it isn't using
|
|
* SDL_MAIN_USE_CALLBACKS.
|
|
*
|
|
* Program startup is a surprisingly complex topic. Please see
|
|
* [README-main-functions](README-main-functions), (or
|
|
* docs/README-main-functions.md in the source tree) for a more detailed
|
|
* explanation.
|
|
*
|
|
* \param argc an ANSI-C style main function's argc.
|
|
* \param argv an ANSI-C style main function's argv.
|
|
* \returns an ANSI-C main return code; generally 0 is considered successful
|
|
* program completion, and small non-zero values are considered
|
|
* errors.
|
|
*
|
|
* \threadsafety This is the program entry point.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
|
|
|
|
/**
|
|
* Circumvent failure of SDL_Init() when not using SDL_main() as an entry
|
|
* point.
|
|
*
|
|
* This function is defined in SDL_main.h, along with the preprocessor rule to
|
|
* redefine main() as SDL_main(). Thus to ensure that your main() function
|
|
* will not be changed it is necessary to define SDL_MAIN_HANDLED before
|
|
* including SDL.h.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_Init
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
|
|
|
/**
|
|
* Initializes and launches an SDL application, by doing platform-specific
|
|
* initialization before calling your mainFunction and cleanups after it
|
|
* returns, if that is needed for a specific platform, otherwise it just calls
|
|
* mainFunction.
|
|
*
|
|
* You can use this if you want to use your own main() implementation without
|
|
* using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
|
|
* *not* need SDL_SetMainReady().
|
|
*
|
|
* \param argc the argc parameter from the application's main() function, or 0
|
|
* if the platform's main-equivalent has no argc.
|
|
* \param argv the argv parameter from the application's main() function, or
|
|
* NULL if the platform's main-equivalent has no argv.
|
|
* \param mainFunction your SDL app's C-style main(). NOT the function you're
|
|
* calling this from! Its name doesn't matter; it doesn't
|
|
* literally have to be `main`.
|
|
* \param reserved should be NULL (reserved for future use, will probably be
|
|
* platform-specific then).
|
|
* \returns the return value from mainFunction: 0 on success, otherwise
|
|
* failure; SDL_GetError() might have more information on the
|
|
* failure.
|
|
*
|
|
* \threadsafety Generally this is called once, near startup, from the
|
|
* process's initial thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
|
|
|
|
/**
|
|
* An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
|
|
*
|
|
* Generally, you should not call this function directly. This only exists to
|
|
* hand off work into SDL as soon as possible, where it has a lot more control
|
|
* and functionality available, and make the inline code in SDL_main.h as
|
|
* small as possible.
|
|
*
|
|
* Not all platforms use this, it's actual use is hidden in a magic
|
|
* header-only library, and you should not call this directly unless you
|
|
* _really_ know what you're doing.
|
|
*
|
|
* \param argc standard Unix main argc.
|
|
* \param argv standard Unix main argv.
|
|
* \param appinit the application's SDL_AppInit function.
|
|
* \param appiter the application's SDL_AppIterate function.
|
|
* \param appevent the application's SDL_AppEvent function.
|
|
* \param appquit the application's SDL_AppQuit function.
|
|
* \returns standard Unix main return value.
|
|
*
|
|
* \threadsafety It is not safe to call this anywhere except as the only
|
|
* function call in SDL_main.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit);
|
|
|
|
|
|
#if defined(SDL_PLATFORM_WINDOWS)
|
|
|
|
/**
|
|
* Register a win32 window class for SDL's use.
|
|
*
|
|
* This can be called to set the application window class at startup. It is
|
|
* safe to call this multiple times, as long as every call is eventually
|
|
* paired with a call to SDL_UnregisterApp, but a second registration attempt
|
|
* while a previous registration is still active will be ignored, other than
|
|
* to increment a counter.
|
|
*
|
|
* Most applications do not need to, and should not, call this directly; SDL
|
|
* will call it when initializing the video subsystem.
|
|
*
|
|
* \param name the window class name, in UTF-8 encoding. If NULL, SDL
|
|
* currently uses "SDL_app" but this isn't guaranteed.
|
|
* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
|
|
* currently uses `(CS_BYTEALIGNCLIENT \| CS_OWNDC)` regardless
|
|
* of what is specified here.
|
|
* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
|
|
* will use `GetModuleHandle(NULL)` instead.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
|
|
|
|
/**
|
|
* Deregister the win32 window class from an SDL_RegisterApp call.
|
|
*
|
|
* This can be called to undo the effects of SDL_RegisterApp.
|
|
*
|
|
* Most applications do not need to, and should not, call this directly; SDL
|
|
* will call it when deinitializing the video subsystem.
|
|
*
|
|
* It is safe to call this multiple times, as long as every call is eventually
|
|
* paired with a prior call to SDL_RegisterApp. The window class will only be
|
|
* deregistered when the registration counter in SDL_RegisterApp decrements to
|
|
* zero through calls to this function.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* defined(SDL_PLATFORM_WINDOWS) */
|
|
|
|
/**
|
|
* Callback from the application to let the suspend continue.
|
|
*
|
|
* This function is only needed for Xbox GDK support; all other platforms will
|
|
* do nothing and set an "unsupported" error message.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
|
|
/* include header-only SDL_main implementations */
|
|
#if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
|
|
/* platforms which main (-equivalent) can be implemented in plain C */
|
|
#include <SDL3/SDL_main_impl.h>
|
|
#endif
|
|
#endif
|
|
|
|
#endif /* SDL_main_h_ */
|