From 4e3209e407d334dabb8b58cd5a21a5c6c65f5ef4 Mon Sep 17 00:00:00 2001 From: Edward Rudd <urkle@outoforder.cc> Date: Sat, 02 May 2020 22:34:01 +0000 Subject: [PATCH] bump mac library to 2.0.12 --- include/SDL2/SDL_hints.h | 255 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 242 insertions(+), 13 deletions(-) diff --git a/include/SDL2/SDL_hints.h b/include/SDL2/SDL_hints.h index 4ee72e9..c8bbe9e 100644 --- a/include/SDL2/SDL_hints.h +++ b/include/SDL2/SDL_hints.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + Copyright (C) 1997-2020 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 @@ -165,6 +165,21 @@ #define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" /** + * \brief A variable controlling whether the graphics context is externally managed. + * + * This variable can be set to the following values: + * "0" - SDL will manage graphics contexts that are attached to windows. + * "1" - Disable graphics context management on windows. + * + * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the + * context will be automatically saved and restored when pausing the application. Additionally, some + * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this + * behavior, which is desireable when the application manages the graphics context, such as + * an externally managed OpenGL context or attaching a Vulkan surface to the window. + */ +#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT "SDL_VIDEO_EXTERNAL_CONTEXT" + +/** * \brief A variable controlling whether the X11 VidMode extension should be used. * * This variable can be set to the following values: @@ -198,6 +213,12 @@ #define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" /** + * \brief A variable forcing the visual ID chosen for new X11 windows + * + */ +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" + +/** * \brief A variable controlling whether the X11 _NET_WM_PING protocol should be supported. * * This variable can be set to the following values: @@ -222,6 +243,17 @@ * */ #define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" + +/** + * \brief A variable controlling whether X11 should use GLX or EGL by default + * + * This variable can be set to the following values: + * "0" - Use GLX + * "1" - Use EGL + * + * By default SDL will use GLX when both are present. + */ +#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL" /** * \brief A variable controlling whether the window frame and title bar are interactive when the cursor is hidden @@ -314,6 +346,16 @@ * By default SDL will generate mouse events for touch events */ #define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * \brief A variable controlling whether mouse events should generate synthetic touch events + * + * This variable can be set to the following values: + * "0" - Mouse events will not generate touch events (default for desktop platforms) + * "1" - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS) + */ + +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" /** * \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true. @@ -427,6 +469,24 @@ #define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING" /** + * \brief A variable that overrides the automatic controller type detection + * + * The variable should be comma separated entries, in the form: VID/PID=type + * + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd + * + * The type should be one of: + * Xbox360 + * XboxOne + * PS3 + * PS4 + * SwitchPro + * + * This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + */ +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" + +/** * \brief A variable that lets you manually hint extra gamecontroller db entries. * * The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h @@ -435,6 +495,16 @@ * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() */ #define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" + +/** + * \brief A variable that lets you provide a file with extra gamecontroller db entries. + * + * The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h + * + * This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER) + * You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping() + */ +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" /** * \brief A variable containing a list of devices to skip when scanning for game controllers. @@ -461,6 +531,29 @@ * file will be loaded and interpreted as the value of the variable. */ #define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" + +/** + * \brief If set, game controller face buttons report their values according to their labels instead of their positional layout. + * + * For example, on Nintendo Switch controllers, normally you'd get: + * + * (Y) + * (X) (B) + * (A) + * + * but if this hint is set, you'll get: + * + * (X) + * (Y) (A) + * (B) + * + * The variable can be set to the following values: + * "0" - Report the face buttons by position, as though they were on an Xbox controller. + * "1" - Report the face buttons by label instead of position + * + * The default value is "1". This hint may be set at any time. + */ +#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" /** * \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background. @@ -544,6 +637,17 @@ * The default is the value of SDL_HINT_JOYSTICK_HIDAPI */ #define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + +/** + * \brief A variable controlling whether the HIDAPI driver for Nintendo GameCube 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_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" /** * \brief A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs @@ -837,18 +941,6 @@ #define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING" /** - * \brief A variable to control whether mouse and touch events are to be treated together or separately - * - * The variable can be set to the following values: - * "0" - Mouse events will be handled as touch events, and touch will raise fake mouse - * events. This is the behaviour of SDL <= 2.0.3. (default) - * "1" - Mouse events will be handled separately from pure touch events. - * - * The value of this hint is used at runtime, so it can be changed at any time. - */ -#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH" - - /** * \brief A variable to control whether we trap the Android back button to handle it manually. * This is necessary for the right mouse button to work on some Android devices, or * to be able to trap the back button for use in your code reliably. If set to true, @@ -864,6 +956,17 @@ * The value of this hint is used at runtime, so it can be changed at any time. */ #define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" + + /** + * \brief A variable to control whether the event loop will block itself when the app is paused. + * + * The variable can be set to the following values: + * "0" - Non blocking. + * "1" - Blocking. (default) + * + * The value should be set before SDL is initialized. + */ +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" /** * \brief A variable to control whether the return key on the soft keyboard @@ -1044,6 +1147,132 @@ #define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" /** + * \brief A variable controlling whether the 2D render API is compatible or efficient. + * + * This variable can be set to the following values: + * + * "0" - Don't use batching to make rendering more efficient. + * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls. + * + * Up to SDL 2.0.9, the render API would draw immediately when requested. Now + * it batches up draw requests and sends them all to the GPU only when forced + * to (during SDL_RenderPresent, when changing render targets, by updating a + * texture that the batch needs, etc). This is significantly more efficient, + * but it can cause problems for apps that expect to render on top of the + * render API's output. As such, SDL will disable batching if a specific + * render backend is requested (since this might indicate that the app is + * planning to use the underlying graphics API directly). This hint can + * be used to explicitly request batching in this instance. It is a contract + * that you will either never use the underlying graphics API directly, or + * if you do, you will call SDL_RenderFlush() before you do so any current + * batch goes to the GPU before your work begins. Not following this contract + * will result in undefined behavior. + */ +#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING" + + +/** + * \brief A variable controlling whether SDL logs all events pushed onto its internal queue. + * + * This variable can be set to the following values: + * + * "0" - Don't log any events (default) + * "1" - Log all events except mouse and finger motion, which are pretty spammy. + * "2" - Log all events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_LogSetOutputFunction(), etc. + * + * This hint can be toggled on and off at runtime, if you only need to log + * events for a small subset of program execution. + */ +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" + + + +/** + * \brief Controls how the size of the RIFF chunk affects the loading of a WAVE file. + * + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable boundary. + * By default, SDL stops after 10000 chunks to prevent wasting time. Use the + * environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value. + * + * This variable can be set to the following values: + * + * "force" - Always use the RIFF chunk size as a boundary for the chunk search + * "ignorezero" - Like "force", but a zero size searches up to 4 GiB (default) + * "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB + * "maximum" - Search for chunks until the end of file (not recommended) + */ +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" + +/** + * \brief Controls how a truncated WAVE file is handled. + * + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. + * + * This variable can be set to the following values: + * + * "verystrict" - Raise an error if the file is truncated + * "strict" - Like "verystrict", but the size of the RIFF chunk is ignored + * "dropframe" - Decode until the first incomplete sample frame + * "dropblock" - Decode until the first incomplete block (default) + */ +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" + +/** + * \brief Controls how the fact chunk affects the loading of a WAVE file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they produce + * multiple sample frames per block and truncating the block is not allowed. + * The fact chunk can exactly specify how many sample frames there should be + * in this case. + * + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. + * + * This variable can be set to the following values: + * + * "truncate" - Use the number of samples to truncate the wave data if + * the fact chunk is present and valid + * "strict" - Like "truncate", but raise an error if the fact chunk + * is invalid, not present for non-PCM formats, or if the + * data chunk doesn't have that many samples + * "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero + * "ignore" - Ignore fact chunk entirely (default) + */ +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" + +/* + * \brief Override for SDL_GetDisplayUsableBounds() + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first + * is the bounds x, then y, width and height, in that order. + */ +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" + +/** * \brief An enumeration of hint priorities */ typedef enum -- Gitblit v1.9.3