Ethan Lee
b4fe7412f9
SDL_exp
2018-08-04 11:52:46 -04:00
Sam Lantinga
ff8c9538bc
Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
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Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Sam Lantinga
a515853569
Added support for external mouse in Samsung DeX mode
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relative mode doesn't work, but absolute coordinates are functional
2018-06-18 13:14:02 -07:00
Sam Lantinga
113801b790
Added SDL_IsChromebook() to determine if we're running on a Chromebook.
2018-06-05 12:46:13 -07:00
Ryan C. Gordon
4df859c586
cpuinfo: Added SDL_HasAVX512F().
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This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Sam Lantinga
432312561f
Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
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This function tries using RealtimeKit connecting over DBUS as needed.
2018-04-23 19:18:52 -07:00
Sam Lantinga
a8ac588549
Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
2018-03-07 13:30:40 -08:00
sezero
4c2a444e3a
add SDL_log10 and SDL_log10f to include and dynapi
2018-02-08 17:07:47 +03:00
Sam Lantinga
6ed184ec69
Added SDL_IsAndroidTV()
2018-02-06 15:03:35 -08:00
Sam Lantinga
e3cc5b2c6b
Updated copyright for 2018
2018-01-03 10:03:25 -08:00
Sam Lantinga
cf3d450313
Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
2017-12-08 14:30:10 -08:00
Sam Lantinga
a6a4e27ae8
Updated SDL's YUV support, many thanks to Adrien Descamps
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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
bcdf8b916b
Added SDL_fmod() and SDL_fmodf()
2017-11-04 17:35:03 -07:00
Sam Lantinga
34502143d9
Added float versions of SDL's math functions
2017-11-04 15:34:14 -07:00
Ryan C. Gordon
729329068b
audio: Added SDL_AudioStreamFlush().
2017-10-19 18:05:42 -04:00
Sam Lantinga
80f8464d97
Added audio stream conversion functions:
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SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamClear
SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga
9c580e14c9
Added functions to query and set the SDL memory allocation functions:
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SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga
d90fce3c9e
Exposed the joystick locking functions for multi-threaded access to the joystick API
2017-10-10 11:10:15 -07:00
Sam Lantinga
eb5392ad61
Added the new Vulkan API functions to exported functions
2017-08-27 20:41:29 -07:00
Sam Lantinga
f142a7961e
Fixed bug 2441 - SDL_DuplicateSurface
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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
c59d9923b3
Implemented more flexible blending modes for accelerated renderers
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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
f1829d956f
Added SDL_wcscmp()
2017-08-13 20:37:49 -07:00
Sam Lantinga
dc40018438
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
d4086e4a70
stdlib: added SDL_utf8strlen().
2017-05-29 03:01:05 -04:00
Sam Lantinga
763e138903
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
06ccb71bcd
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
3c90a52aa7
Added an API to get the type of a connected joystick
2017-01-27 05:59:58 -08:00
Sam Lantinga
4938c5054e
Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
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This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga
45b774e3f7
Updated copyright for 2017
2017-01-01 18:33:28 -08:00
Sam Lantinga
dd5d85a4e7
Added an API to iterate over game controller mappings
2016-11-29 06:36:57 -08:00
Ryan C. Gordon
35430a73f2
cpuinfo: first attempt at SDL_HasNEON() implementation.
2016-11-17 01:15:16 -05:00
Sam Lantinga
ac74e16cde
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
27d4f09929
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
2016-10-07 23:40:44 -07:00
Sam Lantinga
d2676c2985
Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
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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
4f4c4b629f
Added SDL_SetWindowResizable(). (thanks, Ethan!)
2016-09-29 22:52:41 -04:00
Ryan C. Gordon
7315390171
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
2016-08-06 02:47:27 -04:00
Ryan C. Gordon
5dcf6bcc32
Updated dynamic API table.
2016-01-07 14:51:22 -05:00
Ryan C. Gordon
d4aedf9951
Added SDL_SetWindowModalFor().
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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
e497e46515
Added SDL_SetWindowInputFocus().
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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
3bdaf4c611
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
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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
5696e88e6b
Added SDL_GetWindowBordersSize().
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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
c3114975db
Added SDL_GetDisplayUsableBounds().
2016-01-04 23:52:40 -05:00
Sam Lantinga
42065e785d
Updated copyright to 2016
2016-01-02 10:10:34 -08:00
Ryan C. Gordon
e6ad29aec8
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
2015-11-14 12:35:45 -05:00
Sam Lantinga
e015140af3
SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
2015-09-30 15:38:18 -07:00
Alfred Reynolds
61c7415071
Add SDL_GetDisplayDPI routine and implement for Windows.
2015-07-29 17:18:56 -07:00
Philipp Wiesemann
0e45984fa0
Fixed crash if initialization of EGL failed but was tried again later.
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The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00