Commit Graph

78 Commits

Author SHA1 Message Date
Sam Lantinga
86de973b6c Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
sezero
4afad75308 add SDL_log10 and SDL_log10f to include and dynapi 2018-02-08 17:07:47 +03:00
Sam Lantinga
2c08c2b899 Added SDL_IsAndroidTV() 2018-02-06 15:03:35 -08:00
Sam Lantinga
a9072159b2 Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
4365b10afb Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
44087f9b2f Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga
644c159d94 Added SDL_fmod() and SDL_fmodf() 2017-11-04 17:35:03 -07:00
Sam Lantinga
48bcdfd8cc Added float versions of SDL's math functions 2017-11-04 15:34:14 -07:00
Ryan C. Gordon
ba79be8ef6 audio: Added SDL_AudioStreamFlush(). 2017-10-19 18:05:42 -04:00
Sam Lantinga
34f15d9394 Added audio stream conversion functions:
SDL_NewAudioStream
    SDL_AudioStreamPut
    SDL_AudioStreamGet
    SDL_AudioStreamAvailable
    SDL_AudioStreamClear
    SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga
eea9c57d52 Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
    SDL_SetMemoryFunctions()
    SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga
a074f79dd9 Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Ryan C. Gordon
ff03b74f22 vulkan: use "unsigned int" instead of "unsigned" 2017-09-06 19:35:36 -04:00
Sam Lantinga
9d76703568 Added the new Vulkan API functions to exported functions 2017-08-27 20:41:29 -07:00
Sam Lantinga
0cca713d25 SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2 2017-08-27 18:49:11 -07:00
Sam Lantinga
233d8a01c9 Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke

I've written a small patch that adds a small SDL_DuplicateSurface function to SDL.  I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
2017-08-14 13:37:14 -07:00
Sam Lantinga
df0ee407ab Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga
2f632ba2c6 Added SDL_wcscmp() 2017-08-13 20:37:49 -07:00
Sam Lantinga
8adb12e5eb Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file. 2017-08-09 11:58:38 -07:00
Ryan C. Gordon
bf09ce5fce stdlib: added SDL_utf8strlen(). 2017-05-29 03:01:05 -04:00
Sam Lantinga
e147ccd615 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID() 2017-03-09 16:09:16 -08:00
Sam Lantinga
548c43b893 Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga
9cff625c90 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Sam Lantinga
1e81ac1559 Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga
d77ab77a7a Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
5d0f852a47 Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer

http://hg.libsdl.org/SDL/rev/00fe449fbefe seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
2016-12-12 09:19:48 -08:00
Sam Lantinga
23ab0d83a2 Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga
b505909719 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga
f660677b48 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Ryan C. Gordon
162885911a cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Sam Lantinga
0d8dc91c1b Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Sam Lantinga
496ebf193c Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Sam Lantinga
627ea7840f Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Ryan C. Gordon
e5dd6e9985 Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Ryan C. Gordon
4d927d82ed audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Ryan C. Gordon
f3c5e0378f Updated dynamic API table. 2016-01-07 14:51:22 -05:00
Ryan C. Gordon
6e05fc7475 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
ba5c3a4e15 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
72069d9f3d Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
18612a605a Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
34581fedd1 Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Sam Lantinga
255c182471 Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Ryan C. Gordon
87c985cd18 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Sam Lantinga
112e8da428 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel 2015-09-30 15:38:18 -07:00
Alfred Reynolds
57f3c86ef9 Move GetDisplayDPI to the end of the file. 2015-07-29 17:19:06 -07:00
Alfred Reynolds
d1b2428816 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Ryan C. Gordon
9d0bfb6d5c Fixed dynapi for new SDL_WarpMouseGlobal() function signature. 2015-07-18 00:04:49 -04:00
Ryan C. Gordon
fd638d4de7 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Sam Lantinga
78f2198e6c Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Sam Lantinga
ab8a05e9ce Added a userdata parameter to SDL_SetWindowsMessageHook() 2015-05-13 22:39:32 -07:00