Commit Graph

133 Commits

Author SHA1 Message Date
Ozkan Sezer
1023f48b5a add missing newlines at end of dos sources. 2026-04-26 21:12:14 +03:00
Anders Jenbo
a8ecd677ed Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.

* dos: Turn off buffer on stdio SDL_IOStreams.

Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?

* dos: Audio implementation using the Sound Blaster 16.

* dos: remove audio Pump interface.

Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.

* dos: just dump and restore the stdio buffer when seeking.

This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.

I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.

* dos: Protect audio device "thread" iterations when streams are locked.

This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.

Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.

* dos: Implemented initial video subsystem.

This uses VESA interfaces to manage the display and works with the software
renderer.

Events aren't hooked up yet, so prepare to close DosBox on each run.  :)

* dos: Whoops, forgot to add these to revision control. Core and Main support.

* dos: Wired up basic filesystem support.

This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.

* dos: Fixed compiler warning.

* dos: Initial mouse support!

* dos: Move interrupt hooking code into core/dos.

* dos: Initial keyboard support!

* dos: Use a simple ring buffer for keyboard events.

Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.

* ci: add djgpp job

[sdl-ci-filter djgpp]
[sdl-ci-artifacts]

* dos: Fix build issues after rebase onto current main

- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
  generic
  SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
  sets
  SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
  is not compiled (CMake UNIX is false for DOS) so this was a link
  error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
  platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
  compiler name, since some DJGPP toolchain builds use the i386 prefix.

* Add 8-bit palette support to DOS VESA driver

* Add VBE page-flipping, state restore, and robust keyboard handling

- Implement double-buffered page-flipping for VBE modes with >1 image
  page
- Save and restore full VBE state on video init/quit for clean mode
  switching
- Improve DOS keyboard handling: support extended scancodes and Pause
  key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing

* Refactor Sound Blaster audio mixing to main loop

Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.

* Add DOS timer support and update build config

* Add support for pre-SB16 8-bit mono Sound Blaster audio

Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.

* Add SB Pro stereo support and simplify IRQ handler

* Add DOS joystick driver support

* Improve DOS hardware handling and clarify memory allocation

- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
  cost
- Always poll joystick buttons directly for responsiveness

* Query and use mouse sensitivity from INT 33h function 0x1B

* Add support for VESA banked framebuffer modes

Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.

* Add optional vsync to page flipping in DOS VESA driver

* Add cooperative threading support for DOS platform

* Move SoundBlaster audio mixing to SDL audio thread

* Fix DOS platform comments and workarounds for DJGPP support

* Fix SoundBlaster IRQ handling and DMA setup for DOS

- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h

* Add DOS platform options and preseed cache for DJGPP

Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.

* cmake: use a 8.3 naming scheme for tests on DOS

* Apply code style

* Update include/SDL3/SDL_platform_defines.h

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Code review clean up

- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays

* Fix DOS bugs and improve compatibility

- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests

* Add DOS platform documentation and fix a few issues

- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events

* Fix keyboard mapping of "*"

* Fix running, and existing, under PCem

* Apply suggestions from code review

Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>

* Pre-mix audio in ring buffer and copy to DMA via IRQ thread

* Video fixes and optimizations

* DOS: Fix Intel 740 and VGA compatability

* DOS: Update readme

* DOS: Fix thread ID, get GPU name

* DOS: Cap mouse range

* DOS: Map test resources to 8.3 names

* DOS: Skip unsupported WM color modes

* Fix "windowed" resolution selection

* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES

* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically

* Don't convert cursor if dest is not INDEX8

---------

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-23 19:54:49 -04:00
rabbit-ecl
230814e85e Use Uint64 instead for tick_numerators in USE_128BIT_MATH 2026-02-25 20:18:51 -08:00
Sam Lantinga
24404d9047 Fixed timer overflow on some platforms
We have an implementation that uses 128-bit math and one that handles large values without it (thanks @jessechounard and @rabbit-ecl!)

Fixes https://github.com/libsdl-org/SDL/issues/15042
2026-02-25 11:41:31 -08:00
Sam Lantinga
5f086e7623 Updated copyright for 2026 2026-01-01 09:40:08 -08:00
Ryan C. Gordon
4d8f84f161 timer: Use the emscripten-specific code on Emscripten, even with threading.
Fixes #14640.
2025-12-30 18:57:55 -05:00
Sam Lantinga
25b2d2c821 Use new parameter validation macro 2025-09-18 20:58:32 -07:00
nightmareci
2f5bc17ea6 Fix support for Windows XP and up (#13904) 2025-09-08 13:00:26 -07:00
Blaž Tomažič
62d82ffc15 fix: don't use CLOCK_MONOTONIC_RAW on Android
Older Android phones have a kernel bug where time is not properly calculated
when calling `clock_gettime(CLOCK_MONOTONIC_RAW, ...)`. The returned time
either has nanoseconds out of range (outside of [0, 999999999]) or the returned
time is not monotonic in regards to previous call or both.

The issue is reproducible in Android Studio on arm64 emulators from at least
Android 7.0 (didn't try older versions) up to including Android 8.1 (kernel
3.18.94). The issue is in the kernel, these are just the versions of Android
emulator with buggy kernels.

The kernel commit that fixed this is [1]. Because this fix was backported to
various LTS releases of kernels it's hard to find out exactly which kernels are
buggy and which not. Therefore always use `CLOCK_MONOTONIC` on Android.

The `CLOCK_MONOTONIC` is slowly adjusted in case of NTP changes but not for
more than 0.5ms per second [2]. So it should be good enough for measuring
elapsed time.

---

An option would be to dynamically select
`CLOCK_MONOTONIC_RAW`/`CLOCK_MONOTONIC` at runtime by checking at init time
that `clock_gettime(CLOCK_MONOTONIC_RAW, ...)` returns nanoseconds in range.
Testing showed that nanosecons are out of range for 999/1000 cases. I guess
this could be good enough for support on older phones.

But because this would introduce a small perf hit by always reading a global
variable for first argument to `clock_gettime` and because `CLOCK_MONOTONIC`
does not have that high time deviation, this commit uses `CLOCK_MONOTONIC` on
Android always. It is also less burden to maintain.

---

[1] dbb236c1ce
[2] https://github.com/torvalds/linux/blob/master/include/linux/timex.h#L136
2025-07-16 10:36:14 -07:00
Michael Fitzmayer
45aa497813 [Nokia N-Gage] Fix SDL_GetPerformanceFrequency and SDL_GetPerformanceCounter 2025-06-03 21:59:33 +02:00
Michael Fitzmayer
7ae64592c9 Restore support for the Nokia N-Gage (#12148) 2025-05-22 11:07:22 -07:00
Ozkan Sezer
73a8143581 timer, windows: allow building high resolution code with old SDKs. 2025-02-02 21:23:50 +03:00
Sam Lantinga
8298d60e4a Dynamically load CreateWaitableTimerExW and SetWaitableTimerEx
These functions are not available on Windows XP
2025-01-29 05:40:49 -08:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
L zard
c2508d5d99 Fix various #if defineds 2024-12-24 07:19:38 -08:00
Ryan C. Gordon
f45ce45603 ngage: Remove Nokia N-Gage support.
This can be reverted if a toolchain arrives that can handle C99 features like
variables declared in the middle of a scope, but for now we literally can't
compile SDL3 for this platform.

Fixes #11243.
2024-12-11 13:29:43 -05:00
Sam Lantinga
c6c195ff88 Always use WaitForSingleObjectEx() as a fallback in SDL_SYS_DelayNS()
That logic isn't specific to the Visual Studio build environment. Also switched it to use CreateEvent(), which works back to Windows XP.
2024-10-11 21:18:31 -07:00
Sam Lantinga
c5904d8710 Improved implementation of SDL_DelayPrecise() (thanks @nightmareci!)
Fixes https://github.com/libsdl-org/SDL/issues/10592
2024-10-11 21:18:31 -07:00
Sam Lantinga
c8f5f6d47a Added SDL_DelayPrecise()
SDL_DelayNS() now passes through to the high precision OS delay function, and SDL_DelayPrecise() tries to busy wait to get as close as possible to the desired wait time.

Fixes https://github.com/libsdl-org/SDL/issues/11141
2024-10-10 08:06:18 -07:00
Petar Popovic
d4143e02d1 Always set checked_monotonic_time when calling CheckMonotonicTime() 2024-10-03 17:11:34 -07:00
Sam Lantinga
a90ad3b0e2 Removed SDL_bool in favor of plain bool
We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
2024-09-18 08:32:30 -07:00
Sam Lantinga
8d223b3037 Renamed atomic functions to match SDL 3.0 naming convention
This will also allow us to cleanly add atomic operations for other types in the future.
2024-09-17 08:53:27 -07:00
Sam Lantinga
9275c533ca Added thread-safe initialization/cleanup support
Also went through and removed inappropriate uses of spinlocks.

Fixes https://github.com/libsdl-org/SDL/issues/10872
2024-09-17 08:53:27 -07:00
Ryan C. Gordon
154452a726 winrt: Removed WinRT/Windows Phone/UWP support.
Fixes #10724.
2024-09-06 13:28:39 -04:00
Sam Lantinga
f827c1322c Renamed SDL_Del* to SDL_Remove* 2024-08-31 07:46:28 -07:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Sam Lantinga
8f546bb3c9 Use C99 bool internally in SDL 2024-08-22 13:30:02 -07:00
Sam Lantinga
6501e90018 Use C++ style comments consistently in SDL source code
Implemented using this script:

find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
    core/linux/SDL_evdev_kbd_default_keymap.h \
    events/imKStoUCS.* \
    hidapi \
    joystick/controller_type.c \
    joystick/controller_type.h \
    joystick/hidapi/steam/controller_constants.h \
    joystick/hidapi/steam/controller_structs.h \
    joystick/SDL_gamepad_db.h \
    libm \
    render/*/*Shader*.h \
    render/vitagxm/SDL_render_vita_gxm_shaders.h \
    render/metal/SDL_shaders_metal_*.h \
    stdlib/SDL_malloc.c \
    stdlib/SDL_qsort.c \
    stdlib/SDL_strtokr.c \
    test/ \
    video/directx/SDL_d3d12_xbox_cmacros.h \
    video/directx/d3d12.h \
    video/directx/d3d12sdklayers.h \
    video/khronos \
    video/x11/edid-parse.c \
    video/x11/xsettings-client.* \
    video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 13:30:02 -07:00
Sam Lantinga
d68d32e12c Revert "Removing a timer that isn't running is a success."
This reverts commit 795499a529.

This breaks compatibility with SDL2 and there isn't a compelling reason to make this change.
2024-08-05 10:39:33 -07:00
Sam Lantinga
881e2bc344 Fixed build 2024-08-04 20:34:10 -07:00
Sam Lantinga
795499a529 Removing a timer that isn't running is a success. 2024-08-04 20:00:13 -07:00
Sam Lantinga
a7c0192017 Renamed SDL_PostSemaphore() to SDL_SignalSemphore() 2024-07-24 13:37:40 -07:00
Amir
5db08b86ca Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
2024-07-17 14:09:11 -07:00
Sam Lantinga
ec3bb4c029 Removed the need for SDL_CreateTLS()
This eliminates the tap dancing needed for allocating TLS slots, we'll automatically allocate them as needed, in a thread-safe way.
2024-07-16 12:01:51 -07:00
Sam Lantinga
033df70d4c SDL_DelayNS() will attempt to sleep exactly the requested amount of time
This provides a highly accurate sleep function for your application, although you are still subject to being switched out occasionally.

Fixes https://github.com/libsdl-org/SDL/issues/10210
2024-07-15 18:38:09 -07:00
Sam Lantinga
aaa9bf9422 Added more error checking for SDL timer functions 2024-05-27 07:57:33 -07:00
Sam Lantinga
99599d9236 Added SDL_AddTimerNS() 2024-05-27 07:57:33 -07:00
Sam Lantinga
b6360516e4 Added the timerID to the SDL timer callback
Fixes https://github.com/libsdl-org/SDL/issues/2593
2024-05-27 07:57:33 -07:00
Ryan C. Gordon
0ec716819e thread: Reworked SDL_CreateThread to be consistent across platforms.
Also documented missing and weird bits, rename typedefs to fit SDL standards.
2024-05-22 11:39:43 -04:00
Sam Lantinga
3d96c2426f PSP: improve performance counter res to us granularity (thanks @rofl0r!) 2024-03-23 09:34:07 -07:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Sam Lantinga
d6a41f8f31 Updated SDL_TimerID to use the same type as other IDs in SDL 2024-01-18 07:08:15 -08:00
Sam Lantinga
a2665f54c8 Updated the atomic API for SDL 3.0 naming conventions
Fixes https://github.com/libsdl-org/SDL/issues/7388
2024-01-18 04:41:34 -08:00
Sam Lantinga
0d7df16812 Timers are a required platform feature
Many SDL subsystems depend on being able to see time passing. If you are porting to a new platform, you'll need to fill in a timer implementation as part of the initial port.

Fixes https://github.com/libsdl-org/SDL/issues/8850
2024-01-16 20:50:08 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Ryan C. Gordon
e6116d399a mutex: Removed SDL_MUTEX_MAXWAIT.
Fixes #8436.
2023-10-26 14:21:53 -04:00
Sam Lantinga
cb73bed6eb SDL API renaming: SDL TLS functions
Fixes https://github.com/libsdl-org/SDL/issues/7743
2023-05-26 08:33:15 -07:00
Sam Lantinga
e92e4d8b50 Save waitable timers in thread local storage instead of continuously allocating and freeing them
Fixes https://github.com/libsdl-org/SDL/issues/6597
2023-05-23 11:32:40 -07:00