Update SDL2 to 2.0.16

This commit is contained in:
Tom Kidd 2021-09-25 21:11:58 -05:00
parent 0b45535613
commit e987a81edf
88 changed files with 9944 additions and 5114 deletions

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2021 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
@ -72,150 +72,226 @@ typedef enum
/* Function prototypes */
/**
* \brief Get the window which currently has mouse focus.
* Get the window which currently has mouse focus.
*
* \returns the window with mouse focus.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* \brief Retrieve the current state of the mouse.
* Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse cursor position relative to the focus window. You can pass NULL for
* either `x` or `y`.
*
* \param x the x coordinate of the mouse cursor position relative to the
* focus window
* \param y the y coordinate of the mouse cursor position relative to the
* focus window
* \returns a 32-bit button bitmask of the current button state.
*
* \sa SDL_GetGlobalMouseState
* \sa SDL_GetRelativeMouseState
* \sa SDL_PumpEvents
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* \brief Get the current state of the mouse, in relation to the desktop
* Get the current state of the mouse in relation to the desktop.
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
* This works similarly to SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if you
* need to track the mouse outside of a specific window and SDL_CaptureMouse()
* doesn't fit your needs. For example, it could be useful if you need to
* track the mouse while dragging a window, where coordinates relative to a
* window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
* from the last pump of the event queue. This function, however, queries the
* OS for the current mouse position, and as such, might be a slightly less
* efficient function. Unless you know what you're doing and have a good
* reason to use this function, you probably want SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
* \param x filled in with the current X coord relative to the desktop; can be
* NULL
* \param y filled in with the current Y coord relative to the desktop; can be
* NULL
* \returns the current button state as a bitmask which can be tested using
* the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_CaptureMouse
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* \brief Retrieve the relative state of the mouse.
* Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
* event initialization. You can pass NULL for either `x` or `y`.
*
* \param x a pointer filled with the last recorded x coordinate of the mouse
* \param y a pointer filled with the last recorded y coordinate of the mouse
* \returns a 32-bit button bitmask of the relative button state.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* \brief Moves the mouse to the given position within the window.
* Move the mouse cursor to the given position within the window.
*
* \param window The window to move the mouse into, or NULL for the current mouse focus
* \param x The x coordinate within the window
* \param y The y coordinate within the window
* This function generates a mouse motion event.
*
* \note This function generates a mouse motion event
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param window the window to move the mouse into, or NULL for the current
* mouse focus
* \param x the x coordinate within the window
* \param y the y coordinate within the window
*
* \sa SDL_WarpMouseGlobal
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* \brief Moves the mouse to the given position in global screen space.
* Move the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
* \return 0 on success, -1 on error (usually: unsupported by a platform).
* This function generates a mouse motion event.
*
* \note This function generates a mouse motion event
* A failure of this function usually means that it is unsupported by a
* platform.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param x the x coordinate
* \param y the y coordinate
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_WarpMouseInWindow
*/
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* \brief Set relative mouse mode.
* Set relative mouse mode.
*
* \param enabled Whether or not to enable relative mode
* While the mouse is in relative mode, the cursor is hidden, and the driver
* will try to report continuous motion in the current window. Only relative
* motion events will be delivered, the mouse position will not change.
*
* \return 0 on success, or -1 if relative mode is not supported.
* Note that this function will not be able to provide continuous relative
* motion when used over Microsoft Remote Desktop, instead motion is limited
* to the bounds of the screen.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
* This function will flush any pending mouse motion.
*
* \note This function will flush any pending mouse motion.
* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_GetRelativeMouseMode()
* If relative mode is not supported, this returns -1.
*
* \sa SDL_GetRelativeMouseMode
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* \brief Capture the mouse, to track input outside an SDL window.
* Capture the mouse and to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
* Capturing enables your app to obtain mouse events globally, instead of just
* within your window. Not all video targets support this function. When
* capturing is enabled, the current window will get all mouse events, but
* unlike relative mode, no change is made to the cursor and it is not
* restrained to your window.
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this function
* sparingly, and in small bursts. For example, you might want to track the
* mouse while the user is dragging something, until the user releases a mouse
* button. It is not recommended that you capture the mouse for long periods
* of time, such as the entire time your app is running. For that, you should
* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
* on your goals.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only allowed
* for the foreground window. If the window loses focus while capturing, the
* capture will be disabled automatically.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
* While capturing is enabled, the current window will have the
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
* information.
*
* \return 0 on success, or -1 if not supported.
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_GetGlobalMouseState
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* \brief Query whether relative mouse mode is enabled.
* Query whether relative mouse mode is enabled.
*
* \sa SDL_SetRelativeMouseMode()
* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
*
* \sa SDL_SetRelativeMouseMode
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* \brief Create a cursor, using the specified bitmap data and
* mask (in MSB format).
* Create a cursor using the specified bitmap data and mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
* `mask` has to be in MSB (Most Significant Bit) format.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
* The cursor width (`w`) must be a multiple of 8 bits.
*
* \sa SDL_FreeCursor()
* The cursor is created in black and white according to the following:
*
* - data=0, mask=1: white
* - data=1, mask=1: black
* - data=0, mask=0: transparent
* - data=1, mask=0: inverted color if possible, black if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*
* If you want to have a color cursor, or create your cursor from an
* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
* hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate.
*
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
* provides twelve readily available system cursors to pick from.
*
* \param data the color value for each pixel of the cursor
* \param mask the mask value for each pixel of the cursor
* \param w the width of the cursor
* \param h the height of the cursor
* \param hot_x the X-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \param hot_y the Y-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \returns a new cursor with the specified parameters on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_FreeCursor
* \sa SDL_SetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
@ -223,60 +299,115 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
int hot_y);
/**
* \brief Create a color cursor.
* Create a color cursor.
*
* \sa SDL_FreeCursor()
* \param surface an SDL_Surface structure representing the cursor image
* \param hot_x the x position of the cursor hot spot
* \param hot_y the y position of the cursor hot spot
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* \brief Create a system cursor.
* Create a system cursor.
*
* \sa SDL_FreeCursor()
* \param id an SDL_SystemCursor enum value
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* \brief Set the active cursor.
* Set the active cursor.
*
* This function sets the currently active cursor to the specified one. If the
* cursor is currently visible, the change will be immediately represented on
* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
* this is desired for any reason.
*
* \param cursor a cursor to make active
*
* \sa SDL_CreateCursor
* \sa SDL_GetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* \brief Return the active cursor.
* Get the active cursor.
*
* This function returns a pointer to the current cursor which is owned by the
* library. It is not necessary to free the cursor with SDL_FreeCursor().
*
* \returns the active cursor or NULL if there is no mouse.
*
* \sa SDL_SetCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* \brief Return the default cursor.
* Get the default cursor.
*
* \returns the default cursor on success or NULL on failure.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
* Free a previously-created cursor.
*
* \sa SDL_CreateCursor()
* \sa SDL_CreateColorCursor()
* \sa SDL_CreateSystemCursor()
* Use this function to free cursor resources created with SDL_CreateCursor(),
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
*
* \param cursor the cursor to free
*
* \sa SDL_CreateColorCursor
* \sa SDL_CreateCursor
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* \brief Toggle whether or not the cursor is shown.
* Toggle whether or not the cursor is shown.
*
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
* displays the cursor and passing `SDL_DISABLE` hides it.
*
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
* The current state of the mouse cursor can be queried by passing
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
*
* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
* `SDL_QUERY` to query the current state without changing it.
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
* cursor is hidden, or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_CreateCursor
* \sa SDL_SetCursor
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
* Used as a mask when testing buttons in buttonstate.
*
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
@ -290,7 +421,6 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}