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:
...
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
Ryan C. Gordon
fb28393200
vulkan: use "unsigned int" instead of "unsigned"
2017-09-06 19:35:36 -04:00
Sam Lantinga
eb5392ad61
Added the new Vulkan API functions to exported functions
2017-08-27 20:41:29 -07:00
Sam Lantinga
50d3fe21aa
SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
2017-08-27 18:49:11 -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.
...
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
85d8a79f65
Fixed updated return value for SDL_GL_SwapWindow()
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Ozkan Sezer
http://hg.libsdl.org/SDL/rev/464a2676d8ab 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
8414c3d4ae
Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
2016-12-11 12:01:44 -08:00
Sam Lantinga
524bf3c282
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
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Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -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().
...
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().
...
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
b0e145b3e1
Move GetDisplayDPI to the end of the file.
2015-07-29 17:19:06 -07:00
Alfred Reynolds
61c7415071
Add SDL_GetDisplayDPI routine and implement for Windows.
2015-07-29 17:18:56 -07:00