mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-18 12:21:33 +00:00
SDL upgrade
This commit is contained in:
@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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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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@ -22,10 +22,30 @@
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/**
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* # CategoryInit
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*
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* SDL subsystem init and quit functions.
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* All SDL programs need to initialize the library before starting to work
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* with it.
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*
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* Almost everything can simply call SDL_Init() near startup, with a handful
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* of flags to specify subsystems to touch. These are here to make sure SDL
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* does not even attempt to touch low-level pieces of the operating system
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* that you don't intend to use. For example, you might be using SDL for video
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* and input but chose an external library for audio, and in this case you
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* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
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* external library has complete control.
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*
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* Most apps, when terminating, should call SDL_Quit(). This will clean up
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* (nearly) everything that SDL might have allocated, and crucially, it'll
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* make sure that the display's resolution is back to what the user expects if
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* you had previously changed it for your game.
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*
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* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup
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* to fill in details about the program. This is completely optional, but it
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* helps in small ways (we can provide an About dialog box for the macOS menu,
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* we can name the app in the system's audio mixer, etc). Those that want to
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* provide a _lot_ of information should look at the more-detailed
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* SDL_SetAppMetadataProperty().
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*/
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#ifndef SDL_init_h_
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#define SDL_init_h_
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@ -47,7 +67,7 @@ extern "C" {
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* These are the flags which may be passed to SDL_Init(). You should specify
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* the subsystems which you will be using in your application.
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*
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* \since This datatype is available since SDL 3.0.0.
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* \since This datatype is available since SDL 3.2.0.
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*
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* \sa SDL_Init
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* \sa SDL_Quit
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@ -57,9 +77,8 @@ extern "C" {
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*/
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typedef Uint32 SDL_InitFlags;
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#define SDL_INIT_TIMER 0x00000001u
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#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
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#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */
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#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */
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#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */
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#define SDL_INIT_HAPTIC 0x00001000u
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#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
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@ -85,7 +104,7 @@ typedef Uint32 SDL_InitFlags;
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* [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3)
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* for complete details.
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*
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* \since This enum is available since SDL 3.0.0.
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_AppResult
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{
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@ -94,10 +113,70 @@ typedef enum SDL_AppResult
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SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
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} SDL_AppResult;
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/**
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* Function pointer typedef for SDL_AppInit.
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*
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* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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* the scenes for apps using the optional main callbacks. Apps that want to
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* use this should just implement SDL_AppInit directly.
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*
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* \param appstate a place where the app can optionally store a pointer for
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* future use.
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* \param argc the standard ANSI C main's argc; number of elements in `argv`.
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* \param argv the standard ANSI C main's argv; array of command line
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* arguments.
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* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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* terminate with success, SDL_APP_CONTINUE to continue.
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*
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* \since This datatype is available since SDL 3.2.0.
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*/
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typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
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/**
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* Function pointer typedef for SDL_AppIterate.
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*
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* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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* the scenes for apps using the optional main callbacks. Apps that want to
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* use this should just implement SDL_AppIterate directly.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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* terminate with success, SDL_APP_CONTINUE to continue.
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*
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* \since This datatype is available since SDL 3.2.0.
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*/
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typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
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typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
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typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
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/**
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* Function pointer typedef for SDL_AppEvent.
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*
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* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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* the scenes for apps using the optional main callbacks. Apps that want to
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* use this should just implement SDL_AppEvent directly.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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* \param event the new event for the app to examine.
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* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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* terminate with success, SDL_APP_CONTINUE to continue.
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*
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* \since This datatype is available since SDL 3.2.0.
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*/
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typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
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/**
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* Function pointer typedef for SDL_AppQuit.
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*
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* These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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* the scenes for apps using the optional main callbacks. Apps that want to
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* use this should just implement SDL_AppEvent directly.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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* \param result the result code that terminated the app (success or failure).
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*
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* \since This datatype is available since SDL 3.2.0.
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*/
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typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
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/**
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* Initialize the SDL library.
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@ -117,11 +196,10 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
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*
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* `flags` may be any of the following OR'd together:
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*
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* - `SDL_INIT_TIMER`: timer subsystem
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* - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
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* subsystem
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* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
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* subsystem
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* subsystem, should be initialized on the main thread.
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* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
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* events subsystem
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* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
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@ -143,10 +221,10 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
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* SDL_SetAppMetadataProperty().
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*
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* \param flags subsystem initialization flags.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_SetAppMetadata
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* \sa SDL_SetAppMetadataProperty
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@ -155,7 +233,7 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
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* \sa SDL_SetMainReady
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* \sa SDL_WasInit
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_Init(SDL_InitFlags flags);
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extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
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/**
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* Compatibility function to initialize the SDL library.
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@ -163,16 +241,16 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_Init(SDL_InitFlags flags);
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* This function and SDL_Init() are interchangeable.
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*
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* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Init
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* \sa SDL_Quit
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* \sa SDL_QuitSubSystem
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
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extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
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/**
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* Shut down specific SDL subsystems.
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@ -182,7 +260,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
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*
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* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_InitSubSystem
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* \sa SDL_Quit
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@ -196,7 +274,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
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* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
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* returns the initialization status of the specified subsystems.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Init
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* \sa SDL_InitSubSystem
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@ -214,13 +292,70 @@ extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
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* application is shutdown, but it is not wise to do this from a library or
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* other dynamically loaded code.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Init
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* \sa SDL_QuitSubSystem
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
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/**
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* Return whether this is the main thread.
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*
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* On Apple platforms, the main thread is the thread that runs your program's
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* main() entry point. On other platforms, the main thread is the one that
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* calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs
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* your program's main() entry point. If you are using the main callbacks,
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* SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the
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* main thread.
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*
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* \returns true if this thread is the main thread, or false otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_RunOnMainThread
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void);
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/**
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* Callback run on the main thread.
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*
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* \param userdata an app-controlled pointer that is passed to the callback.
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*
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* \since This datatype is available since SDL 3.2.0.
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*
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* \sa SDL_RunOnMainThread
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*/
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typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata);
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/**
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* Call a function on the main thread during event processing.
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*
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* If this is called on the main thread, the callback is executed immediately.
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* If this is called on another thread, this callback is queued for execution
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* on the main thread during event processing.
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*
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* Be careful of deadlocks when using this functionality. You should not have
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* the main thread wait for the current thread while this function is being
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* called with `wait_complete` true.
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*
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* \param callback the callback to call on the main thread.
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* \param userdata a pointer that is passed to `callback`.
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* \param wait_complete true to wait for the callback to complete, false to
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* return immediately.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_IsMainThread
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete);
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/**
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* Specify basic metadata about your app.
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*
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@ -248,16 +383,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
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* hash, or whatever makes sense).
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* \param appidentifier A unique string in reverse-domain format that
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* identifies this app ("com.example.mygame2").
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_SetAppMetadataProperty
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
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extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
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/**
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* Specify metadata about your app through a set of properties.
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@ -274,7 +409,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetAppMetadata(const char *appname, con
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* Multiple calls to this function are allowed, but various state might not
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* change once it has been set up with a previous call to this function.
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*
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* Once set, this metadata can be read using SDL_GetMetadataProperty().
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* Once set, this metadata can be read using SDL_GetAppMetadataProperty().
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*
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* These are the supported properties:
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*
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@ -310,17 +445,17 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetAppMetadata(const char *appname, con
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*
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* \param name the name of the metadata property to set.
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* \param value the value of the property, or NULL to remove that property.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_GetAppMetadataProperty
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* \sa SDL_SetAppMetadata
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
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extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
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#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
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#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
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@ -346,7 +481,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetAppMetadataProperty(const char *name
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* freed if you call SDL_SetAppMetadataProperty() to set that
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* property from another thread.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_SetAppMetadata
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* \sa SDL_SetAppMetadataProperty
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Reference in New Issue
Block a user